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How to script deck launched intercepts?

 
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How to script deck launched intercepts? - 6/28/2015 6:00:28 PM   
FlyingBear

 

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Here is what I would like to do: For each single or group of bogeys that enters a certain area, launch a pair of fighters to intercept. E.g., if two aircraft are detected two pairs of fighters should get launched; if three other groups are detected three more pairs should be launched at those.

As an added bonus: After a pair of fighters have dealt with their assigned targets they should engage any other target until Winchester or Bingo.

After each intercept the fighters should rearm and refuel and be ready for a new assignment.

I cannot find a good way to script this. I have some vague ideas about using Lua to add interceptors to either an AAW patrol or an AAW strike mission when bogeys are detected but I am not sure how to remove them correctly after a completed intercept or knowing what unit to add for a new intercept.

Does anyone know how I could do this? Any suggestions are appreciated!

Thanks,
/FlyingBear

< Message edited by FlyingBear -- 6/28/2015 7:02:39 PM >
Post #: 1
RE: How to script deck launched intercepts? - 6/28/2015 6:07:44 PM   
thewood1

 

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yes

(in reply to FlyingBear)
Post #: 2
RE: How to script deck launched intercepts? - 6/28/2015 6:11:06 PM   
FlyingBear

 

Posts: 133
Joined: 7/12/2014
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quote:

yes


Well played! Got a good laugh out of that one.

Allow me to modify my request: In addition to advising whether or not they know how to do this, please post suggestions for how it would be done?

(in reply to thewood1)
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RE: How to script deck launched intercepts? - 6/30/2015 4:13:14 PM   
AlanChan

 

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Prepare 4-5 two fighter AAW patrol missions and set them as inactive. then make an event that once bogies enter their patrol area, run a lua script to decide how many of them should be launched, set approporate number of mission go active.

(in reply to FlyingBear)
Post #: 4
RE: How to script deck launched intercepts? - 6/30/2015 5:57:00 PM   
FlyingBear

 

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Can I actually do things like check how many bogeys are in the defensive zone, how many AAW missions (patrol or AAW strike) are currently active, and based on that decide how many further AAW missions I should activate? Maybe I would inactivate missions based on bogeys destroyed, or perhaps run some periodic garbage collection instead. Seems I need to read up on Lua details.

(in reply to AlanChan)
Post #: 5
RE: How to script deck launched intercepts? - 7/1/2015 5:03:07 PM   
AlanChan

 

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Joined: 5/17/2015
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I would like to know it too, I guess one can set up some periodic events and wait until entire package of bogies were inside the patrol zone for a determined time, then calculate number of intercepts and launch them. But I do not know how. If a repeatable "enemy enters" event were set up, I doubt it's effectiveness on multiple targets,especially if they zig zag near edge of patrol zone.

(in reply to FlyingBear)
Post #: 6
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