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Timed Attack - 11/15/2021 3:47:09 PM   
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Sybaris
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I have an USSR AGI about 2 miles from a US frigate and the sides turn hostile at a certain time. I didn't want the frigate to blow away the AGI as soon as they turn hostile so I figured out how to set the frigates ROE to prevent that but is there a way to automatically change the ROE at a certain time so the frigate will engage?
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RE: Timed Attack - 11/15/2021 5:17:23 PM   
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Parel803
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I'm no expert but I think you can set the time trigger with a Lua action. I came across some doctrine setting changes via Lua if I remember correctly. Must be in the Lua forum if I'm correct
best regards GJ

(in reply to Sybaris)
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RE: Timed Attack - 11/15/2021 5:27:33 PM   
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BeirutDude
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Sorry I misunderstood your post


You could use an Event with a "Condition" to check when the Frigate's side turns hostile and activate a mission.

Trigger: Regular time = 30 seconds, or 1 minute or 5 minutes, tec.
Condition: Frigate's side is hostile
Activation: Activate mission script.

Then don't mark to report in the messages but when the Frigate's side turns hostile the mission will force it to engage the AGI. I notice people ignore the "Conditions" but there is a lot of power there

< Message edited by BeirutDude -- 11/15/2021 11:11:43 PM >


_____________________________

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RE: Timed Attack - 11/15/2021 5:28:37 PM   
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thewood1
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If you know the time the unit goes hostile, pre-build a mission with a delayed start.

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RE: Timed Attack - 11/15/2021 8:25:55 PM   
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Gunner98
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If I understand correctly, you could simply use a mission. Have the restrictive ROE in place for the overall game, set up a mission with more liberal ROE setup but inactive, set the time to activate the mission and assign the units who will blow away the AGI to that mission.

Edit: As thewood1 said

B

< Message edited by Gunner98 -- 11/15/2021 8:26:54 PM >


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RE: Timed Attack - 11/15/2021 11:21:20 PM   
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Sybaris
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Thanks for the responses.
I finally got the frigate to shoot the AGI at the correct time with your suggestions but now ............ the frigate RTB's!
I thought if I threw in a script to delete the mission after attacking the AGI it wouldn't RTB but it still does. So I set all the withdraw/redeploy variables to Ignore....still RTB's.
What's up with a ship RTBing after action?? That's just funny.

What I'm trying to do is get the frigate to resume duties as planeguard after it shoots the AGI. I guess I'll have to make the CVN and frigate a group and assign the frigate a station and park the AGI close enough to get shot at the right time but I have my doubts that'll work correctly.

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RE: Timed Attack - 11/15/2021 11:34:24 PM   
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Gunner98
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Or build another missions (patrol probably) with relative RPs to the carrier and change the mission of the frigate. Perhaps you need a SetUnit line in the script with RTB=false. Might have to play with the lua a bit.

B

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RE: Timed Attack - 11/16/2021 12:06:09 AM   
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BeirutDude
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The attached Scenario combines what The Wood, Gunner and I suggested into one situation...

1. The Side Doctrine is very restrictive with "Hold" orders.
2. There is an event that uses a Lua Script to randomly begin hostilities during a two hour period. The Event is displayed in the Message log when it fires. I assume you have that taken care off and is just to demonstrate the next Event.
3. I set up a second REPEATABLE Event to check every five minutes to see is the USN is Hostile to the USSR (AGI). It is NOT set to display in the message log. There is a "Condition" where if the USN is NOT hostile to the USSR the event fails and nothing happens. When the USN becomes hostile to the USSR then with the next check of the event (next 5 minute mark) the event will pass the check and a mission to strike the AGI (AGI Strike) will initiate/activate.
4. The AGI Strike mission will take some random time to initiate from 00:01-5:00 minutes from the initiation of hostilities depending upon the timing of the two steps above.
5. The AGI Strike ASuW Mission has free ROE/Doctrine.
6. Then it takes some time for the frigate to get into position to fire and destroy the AGI.

So this does everything we all suggested but with the feature that the actual engagement with the AGI will be a bit random. I tested it about 5 times and came up with everything from 4 minutes from hostilities to 12 minutes until the USS Knox engages.

Hope it helps...

Attachment (1)

< Message edited by BeirutDude -- 11/16/2021 12:09:37 AM >


_____________________________

"Some people spend an entire lifetime wondering if they made a difference. The Marines don't have that problem."
PRESIDENT RONALD REAGAN, 1985

I was Navy, but Assigned TAD to the 24th MAU Hq in Beirut. By far the finest period of my service!

(in reply to BeirutDude)
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RE: Timed Attack - 11/16/2021 1:22:08 AM   
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KnightHawk75
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quote:

but is there a way to automatically change the ROE at a certain time so the frigate will engage?

Time trigger either recurring check, or as mentioned at a specific time.
Action: (handles either case)

if ScenEdit_GetSidePosture('Blue','Red') == 'H' then --Side1's (blue) view of posture toward side2 (red)
  --set at the unitlevel the ROE involved value, 1=tight, 0=free, 2=hold ,'inherit' to reset to inherited.
  ScenEdit_SetDoctrine({side="Blue", unitname="TheUnitName" or guid="guidofunithere"}, {weapon_control_status_surface=1});
end

http://commandlua.github.io/#wrapper_Doctrine

< Message edited by KnightHawk75 -- 11/16/2021 1:27:22 AM >

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