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Air Intercept Mission defined by ref points

 
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Air Intercept Mission defined by ref points - 4/17/2017 1:33:07 AM   
Lubaru

 

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Is it possible to have intercept mission defined by reference points in addition to a target list in the mission editor. That is, create an Air Intercept mission in the mission editor and assign ac to it, but the ac only take off when hostiles/unknowns enter an area defined by reference points. And once the area is cleared the ac return to base.

Thanks
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RE: Air Intercept Mission defined by ref points - 4/17/2017 10:39:36 AM   
Dimitris

 

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You can do this by defining a forbidden zone and marking violators as unfriendly or hostile. You can then create an air intercept mission that launches on either of these postures.

(This also allows you to implement a "two-phase" intercept system. E.g. launch light, cheap interceptors for "unfriendly" contacts that violate the "outer ADIZ" and then launch heavy, sophisticated interceptors for contacts that penetrate the inner zone and are marked hostile.)

_____________________________


(in reply to Lubaru)
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RE: Air Intercept Mission defined by ref points - 4/17/2017 4:56:30 PM   
Cik

 

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you can also use the strike range option to define a distance within which interceptors will launch to engage, which prevents a no-target intercept from firing the second anything is detected.

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RE: Air Intercept Mission defined by ref points - 4/17/2017 7:47:55 PM   
DeSade

 

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quote:

ORIGINAL: Cik
you can also use the strike range option to define a distance within which interceptors will launch to engage, which prevents a no-target intercept from firing the second anything is detected.


Setting strike range is usually very good practice. As for your question, you could also define intercept mission without any targets in list and checkbox "pre-planned only" checked. Then set an event with trigger "Unit enters area", which defines ac types you want to intercept (for example high value like AEW/tankers). When the trigger fires, use Lua UnitX to assign offender as a target to intercept mission using ScenEdit_AssignUnitAsTarget.

Attached is sample scenario targeting Red side AEW and tanker assets, but only those which wander into kill box. You could combine it with other conditions, like no escorts nearby etc.

(in reply to Cik)
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RE: Air Intercept Mission defined by ref points - 4/17/2017 11:37:41 PM   
Lubaru

 

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quote:

ORIGINAL: Sunburn

You can do this by defining a forbidden zone and marking violators as unfriendly or hostile. You can then create an air intercept mission that launches on either of these postures.

(This also allows you to implement a "two-phase" intercept system. E.g. launch light, cheap interceptors for "unfriendly" contacts that violate the "outer ADIZ" and then launch heavy, sophisticated interceptors for contacts that penetrate the inner zone and are marked hostile.)


Didn't think about that.
Thanks

(in reply to Dimitris)
Post #: 5
RE: Air Intercept Mission defined by ref points - 4/17/2017 11:40:10 PM   
Lubaru

 

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quote:

ORIGINAL: DeSade

quote:

ORIGINAL: Cik
you can also use the strike range option to define a distance within which interceptors will launch to engage, which prevents a no-target intercept from firing the second anything is detected.


Setting strike range is usually very good practice. As for your question, you could also define intercept mission without any targets in list and checkbox "pre-planned only" checked. Then set an event with trigger "Unit enters area", which defines ac types you want to intercept (for example high value like AEW/tankers). When the trigger fires, use Lua UnitX to assign offender as a target to intercept mission using ScenEdit_AssignUnitAsTarget.

Attached is sample scenario targeting Red side AEW and tanker assets, but only those which wander into kill box. You could combine it with other conditions, like no escorts nearby etc.



I did not think you could set events as a player. I thought that could only be done by the scen designer. I haven't noticed those options in the game when playing as a side, but I will check when I get back home.

Thanks

(in reply to DeSade)
Post #: 6
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