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[Q] Helicopter Landing Zones

 
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[Q] Helicopter Landing Zones - 12/28/2014 10:22:12 PM   
poosd

 

Posts: 23
Joined: 8/26/2014
Status: offline
Hello all,

Can anyone give me a brief explanation on how I can simulate a group of helos taking off from one location,
flying a course then landing and dropping off an infantry platoon?
I'm trying to do this using the Events Editor but not having much luck. In one of Baloogan's vids he
shows how to teleport troops and simulate a parachute drop, but what I need is some way to have...

1. The helos take off, cruise at a set altitude on a prescribed course, start a decent at an Initial Point,
and land at an LZ (we have one listed under Facilities but I don't think it works like a runway).
2. Trip a teleport command after landing (if they even can land) and have a troop platoon appear in the LZ.
3. Helos take back off and return to base.
4. This should be a repeatable event to simulate a troop build up in an LZ.

In the same area, how about a glider borne air assault?

Separate question. Any word on how troop capacity/limits are going to be handled for aircraft or other
vehicles. We can't have an entire platoon transported in one Huey, or in a single small landing craft
during our invasions.

Thanks,
Dean

< Message edited by Sunburn -- 1/2/2015 8:07:31 AM >
Post #: 1
RE: Helicopter Landing Zones - 12/29/2014 12:11:54 AM   
mikmykWS

 

Posts: 11524
Joined: 3/22/2005
Status: offline
Hi Dean

That's pretty much the hold up for us in terms of developing amphib and airborne ops. How do we break up land units to fit on the aircraft/craft and then reconstitute at landing as well as factoring losses etc. Bit of a brain buster.

You can use the ferry mission or chain together ferry missions in editor using lua with a series of activates and deactivates with time triggers.

Mike

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(in reply to poosd)
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RE: Helicopter Landing Zones - 12/29/2014 9:17:19 AM   
michaelm75au


Posts: 13500
Joined: 5/5/2001
From: Melbourne, Australia
Status: offline
Hi

rather than try to explain it, I built a small scenario using LUA script to create the situation as described.
I originally used a Ferry mission, but it takes 2 hours at the LZ to ready the choppers to fly back to the base.

There are 5 Chinooks at Townsville base, and a 'Air Assault' mission defined.
Assign the Chinook #1 to the mission and run it. Don;t worry about the load out of 33 Troopers. This does not affect the mission.
The chopper will take off and fly to the point marked IP, and then slow down and head to the LZ.
When the chopper enters the LZ area, a script will trigger which will create a land unit on the LZ.
And the chopper will return to base.

At the moment, I can't see how running the mission multiple times could be used to build up the land unit, unless you create a new land unit each time the mission runs, remembering to increment the 'platoon' counter each time. Which could be done.
--
This is my first scenario using the new event scripting; so it isn't that hard to work thru.

---
If you set it up so that each chopper creates its own land unit, then if the chopper is killed, it wont create it's land unit. Means more events, but it would be more real.

Attachment (1)

< Message edited by michaelm -- 12/29/2014 11:53:04 AM >


_____________________________

Michael

(in reply to mikmykWS)
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RE: Helicopter Landing Zones - 12/29/2014 2:31:34 PM   
poosd

 

Posts: 23
Joined: 8/26/2014
Status: offline
Mike and Michael,

Thanks so much for the response. Michael, I look forward to trying out your Lua script solution.
Mike; you guys see what happens when you work coding miracles? Your customer base starts expecting them on a regular basis!

To Mike, one suggestion...("Oh god, not another one!") Maybe you guys(the Devs.) could periodically post brief updates on the progress
of some of the larger technical issues (TOT calculator, Weather, Amphibious and Air Mobile ops, Ground Ops, SAR, Database updates, etc.)
and let us customers know who is working on what.

I understand if the answer is "we'll spend more time responding to emails than doing coding",
but I for one really look forward to any nuggets of information from you all on what's going on with CMANO.

This game, and the forums, and the knowledge base residing therein are a tremendous educational tool!

I know that all that is posted is open source and out in the public domain, but I often wonder how many foreign (or domestic for that matter) intelligence services read our discussions?...
Excuse me....I just hit "send" and now there's some guys in black suits knocking at my door.

Yeah, I know...a little off topic.

Dean

(in reply to michaelm75au)
Post #: 4
RE: Helicopter Landing Zones - 12/30/2014 2:36:03 AM   
Casinn

 

Posts: 343
Joined: 7/27/2013
Status: offline

quote:

ORIGINAL: mikmyk

Hi Dean

That's pretty much the hold up for us in terms of developing amphib and airborne ops. How do we break up land units to fit on the aircraft/craft and then reconstitute at landing as well as factoring losses etc. Bit of a brain buster.

You can use the ferry mission or chain together ferry missions in editor using lua with a series of activates and deactivates with time triggers.

Mike


Can you do it sorta like refueling a plane? Ground Unit has a capacity that can be "refueled" and burned off?

(in reply to mikmykWS)
Post #: 5
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