KnightHawk75
Posts: 1450
Joined: 11/15/2018 Status: offline
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I'm putting this topic here because I feel like there may be something in the Lua interface which could handle this: How can I impose a certain time delay between detection of a unit and action in response to that detection. I feel like I'm missing something obvious here. --- You aren't missing anything obvious. There are some limited ways, sometimes worth the effort, sometimes not, most mentioned already. In the purest sense there is nothing you can do to truly 'increase' the delay from actual detection to the rest of your side knowing about it in a very controlled way. There is only tricks in putting off or ignoring said detection in the first place (removing sensors, using out-of-comms), playing other tricks with certain units on their own sides and that sides status (info sharing at any given moment), or limiting how other units can\can't react to said detection(s) (such as scripting sensors,comms,weapons,fuel removal\addition) to add restrictions or impediments. It all comes down to nitty specifics of the scene trying to be accomplished and if the available workarounds will actually simulate a 'delay factor' to your liking for the specifics scene - without at the same time screwing up or otherwise over-complicating other things if it's a larger scenario. quote:
A satellite detects a ship nearby but can't make an identification. In response, perhaps I'd like to task an aircraft to get a closer look for positive identification. Currently, that happens essentially instantaneously. The aircraft doesn't necessarily act instantaneously if said missions with said aircraft may be setup for don't allow it at that moment in time either do to settings, it being enabled at all, or range or other restrictions. For instances if there are aircraft a couple hundred miles away and the ship is outside their mission PZ or PRZ and that mission is set to NOT allow them to check-out unknown contacts outside said zone it will be ignored. Yet maybe later (some time after the detection) another event enables (changes the mission setting) the setting to then allow it and off they'll go investigating. quote:
A potential (I haven't tried it yet) third approach to the problem is that the UpdateUnit function contains an argument named commsid, which may produce the desired effect if communications disruption is enabled in the scenario and all of a unit's communications devices are removed. And realistic comms is enabled (which can introduce other challenges). Though even then it would be more of other units not being able to target\engage something and less 'the side' actually not knowing about the contact yet (though it may be old location data). /2cents
< Message edited by KnightHawk75 -- 11/8/2021 8:20:04 AM >
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