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Shoot-and-Scoot SAMs

Posted: Sat Dec 19, 2015 4:30 pm
by ExNusquam
Recently, there was a discussion about how Command doesn't model "shoot-and-scoot" SAM tactics. My response of "use lua" was apparently ignored, so I went and built a test scenario.

This took me a little over an hour to build, and most of that was finding syntax mistakes in my lua scripts. In this, a SA-11 platoon will launch, take 10 minutes to breakdown then repositions to one of 4 other launch sites (5 total). The SAM is set up to only shoot at targets within 15 nm and to turn it's radar off while moving. If I felt like adding an EW side/setup you could easily have the SAM only active for a few seconds in the terminal illumination phase of the engagement.

This is not perfect, and there is bound to be some glitch (because of how many triggers/zones I have setup), but should provide a good baseline for others who are looking to create "harder" SAMs.


RE: Shoot-and-Scoot SAMs

Posted: Sat Dec 19, 2015 4:35 pm
by Maromak
Thanks for your contribution!

RE: Shoot-and-Scoot SAMs

Posted: Sun Dec 20, 2015 4:51 pm
by mikmykWS
Moved and pinned so we don't lose this.

Mike

RE: Shoot-and-Scoot SAMs

Posted: Sun Dec 20, 2015 6:47 pm
by ExNusquam
ORIGINAL: mikmyk

Moved and pinned so we don't lose this.

Mike
Glad you liked it Mike!

RE: Shoot-and-Scoot SAMs

Posted: Mon Dec 21, 2015 2:36 pm
by DrRansom
Thanks for doing this, I'm sorry I haven't had a chance to look at it yet, end of semester exams and all that.

I have a question, does the Platoon move automatically after shooting one round? What would be needed to add a moving time table?

E.g. Platoon moves if:
1. An hour has elapsed after last move
2. Platoon fires N missiles

RE: Shoot-and-Scoot SAMs

Posted: Mon Dec 21, 2015 8:43 pm
by ExNusquam
ORIGINAL: DrRansom

Thanks for doing this, I'm sorry I haven't had a chance to look at it yet, end of semester exams and all that.

I have a question, does the Platoon move automatically after shooting one round? What would be needed to add a moving time table?

E.g. Platoon moves if:
1. An hour has elapsed after last move
2. Platoon fires N missiles
It actually wouldn't be that much more work to do what you described.

1. You'd just have to add a "unit remains within area" trigger for each of the launch sites.
2. Right now, the SAM moves 10 minutes after it shoots 1 missile (this simulates breakdown time, and also give the SAM time to complete it's engagement). If you wanted to do N missiles, you would need to use either KeyValue or the score of the "logic" side to keep track of the number of missiles fired. When it exceeds your threshold, you can trigger the SAM to move.

RE: Shoot-and-Scoot SAMs

Posted: Tue Nov 27, 2018 8:14 am
by Rory Noonan
Building on ExNusquam's excellent work above I've written some scripts that allow this mechanism to be placed independently of reference points (with the exception of one 'unit enters area' trigger which could extend over the entire scenario area if you wish)

The scripts are embedded in the scenario file and also copied to external .lua files for easy reference.

Feel free to use this however you like. It's written to be easy to read and straightforward but please don't hesitate to ask for clarification if any is required [:)]