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Question about Mission Activation - 6/14/2015 7:20:40 PM   
Halsey1945

 

Posts: 21
Joined: 5/18/2015
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Hello Everyone,

I am currently designing a scenario involving U.S. attacks on North Korean military sites. However, I am running into a problem.

I am trying to set up the CAP missions for the North Koreans. However, I don't want them launching all at once or using the 1/3rd rule to keep the numbers down. Since, there are enough aircraft that even the 1/3rd rule leaves too many aircraft on patrol. So, I have tried separating them into different CAP missions, but I am running into the problem of activating them once the CAP mission before it has lost its aircraft. Is there a way to do this through Lua or the event editor?

Also, I have tried using the strike mission - air intercept, but the aircraft never leave the ground. What am I doing wrong?

Any help you guys could give would be greatly appreciated.
Post #: 1
RE: Question about Mission Activation - 6/14/2015 7:50:07 PM   
Rory Noonan

 

Posts: 2816
Joined: 12/18/2014
From: Brooklyn, NY
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Hello Halsey,

First, check that your game executable is up to date. There should be an option to 'keep x units on station' or similar, which is what I would recommend for your first question.

As for strike aircraft not launching, do they have a load out? Also, check that the 'initiate when contact is at minimum..' setting reflects the correct setting (unknown, unfriendly or hostile).

Hope that helps

(in reply to Halsey1945)
Post #: 2
RE: Question about Mission Activation - 6/15/2015 3:17:22 AM   
Gunner98

 

Posts: 5508
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From: The Great White North!
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The 'Keep X units on station' seems to be only a minimum, not a maximum. Not 100% sure though.

You may wish to try an air intercept mission to augment your CAP as another option.

To trigger the additional CAP set up a second CAP mission, put it to 'Inactive'. You can trigger this mission to Active on a time stamp, or when certain units are detected, or if you get fancy you can set up a 'counter' and trigger it on the number of losses. Depends how you want it to happen.

B

(in reply to Rory Noonan)
Post #: 3
RE: Question about Mission Activation - 6/15/2015 5:49:16 PM   
Tomcat84

 

Posts: 1952
Joined: 7/10/2013
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Keep X units on station should do the trick. It will use that exact number unless you ALSO tick use 1/3rd rule and X is smaller than whatever 1/3rd is.

Example:

assign 30 aircraft. Set Keep 5 aircraft on station. Only 5 will launch. Also tick 1/3rd rule: 10 will launch.

If you do want to run different missions anyway, activating can be done in different ways. If you want to make sure all previous aircraft have been lost, you can use "unit destroyed" triggers on the previous aircraft to increase score of a non player side by 1 point, then create a score equals X event to trigger the activation. Make sense? That's the counter that Gunner98 is talking about.

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(in reply to Gunner98)
Post #: 4
RE: Question about Mission Activation - 6/15/2015 6:33:55 PM   
Gunner98

 

Posts: 5508
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From: The Great White North!
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quote:

Keep X units on station should do the trick. It will use that exact number unless you ALSO tick use 1/3rd rule and X is smaller than whatever 1/3rd is.

Example:

assign 30 aircraft. Set Keep 5 aircraft on station. Only 5 will launch. Also tick 1/3rd rule: 10 will launch.



Nice trick. I did not know that.

Thanks

B

(in reply to Tomcat84)
Post #: 5
RE: Question about Mission Activation - 6/15/2015 9:34:43 PM   
Halsey1945

 

Posts: 21
Joined: 5/18/2015
Status: offline
Great ideas guys! Thank you for the input. I did not know that the set x units would keep only that amount up. I will try that. I did try the set contact to hostile and it worked perfectly. I haven't played around with the event scores very much, but I will look into that idea, as well.

I have made the basic scenario. So, I will play around with these ideas and see what works best for me.

Thanks again!

(in reply to Gunner98)
Post #: 6
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