DWReese -> RE: Assigning Cargo Elements to a Mission (5/18/2019 4:15:18 PM)
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I am watching it play out right now. The landed units have just started shooting, so IT WORKS. I have a couple of questions which I will mention now, so that I don't forget them later: 1.) One of the missions has a specific target, but the other two do not. In fact, the other two have no Reference Points listed either. So, how do they know where to go? They are heading inland, and have begun firing, so they are doing what they should, but how? 2.) Your code mentions "SAM", and there is a SAM unit in LZ1 and LZ3, but not one for LZ2. Yet, the code doesn't REALLY seem to care about the SA< inits anyway since all of the units are ultimately assigned to the various missions. I don't not much about Lua, so can you break down the code and explain it (like you are speaking to a novice) so that I understand these things? "Print"--we're not "printing" anything; "class"--; "..u.name"; "string.match"; etc. And, of course, "SAM" Thanks, I'm heading back to the battle. (BTW, you had two helos named #1, so I renamed one of them #5, since you were going to make a revision.) Added Portion: The battle worked fine, but at some point all of the ground units stopped moving or firing. It appears that all of the targets had been destroyed, other than the helo pad which was severely damaged. I believe that that has something to do with it. I'm not sure, however. The ship kept sending reinforcements, but they would never leave the area where they were dropped off. Thus, I never got to see any extraction or rescue. After expending ALL their ordinance, the attacking forces either stopped moving, or continued moving toward nothing in particular. I'm not sure what was designed here. The defenders were rarely got to identify any of the attackers, this the only damage to the attackers came from friendly fire. Overall, this was a very informative scenario. It proves that it can be done. Thanks again. I'd be really interested in hearing your answers. Doug
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