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Controlling AI SSMs
Posted: Tue Jun 27, 2017 8:40 pm
by kevinkins
Placing a battery inside a inactive land strike mission and the missiles immediately fire at a hostile AB w/i range. How to keep them on the ground? I thought an inactive mission would override global RoE settings. I can keep them on the ground with a RoE hold setting on the SSM unit. But I would like to activate the SSM mission on an AI trigger.
Edit: ScenEdit_SetEMCON('Unit', 'SSM Bn (Musudan-1)', 'weapon_control_status_land=0')
Does not throw an error but does not change the RoE for the specific unit from hold to free.
Kevin
RE: Controlling AI SSMs
Posted: Tue Jun 27, 2017 9:08 pm
by ExNusquam
IIRC, the correct format for adjusting WCS via LUA is:
Code: Select all
ScenEdit_SetDoctrine({side="Example", name="SSM Bn (Musudan-1"}, {weapon_control_status_land= "0"})
RE: Controlling AI SSMs
Posted: Tue Jun 27, 2017 9:24 pm
by kevinkins
Thanks. That syntax works.
Does anyone have a non lua solution? I was able to hold missiles on the ground based on a mission activation time in another scenario I posted - "Baltic Ballet". Not sure why these guys are disregarding the inactive setting.
Thanks
Kevin
RE: Controlling AI SSMs
Posted: Tue Jun 27, 2017 10:29 pm
by Gunner98
The Active/inActive mission should work to control them. Perhaps give the unit a weapons Hold at the start and the mission a weapons free?
B
RE: Controlling AI SSMs
Posted: Wed Jun 28, 2017 12:34 am
by kevinkins
Maybe there is are inconsistencies in how each SSM type interacts with the mission editor. Or maybe there is a important lank strike mission setting. But a/c react to mission activate triggers consistently. Missiles are a bit of the mystery programming them for the AI side.
Kevin
RE: Controlling AI SSMs
Posted: Thu Jun 29, 2017 11:32 am
by mikmykWS
Maybe I'm missing something but prior to lua this is how I held fire.
Create a zone that changes posture to hostile.
Assign the ssm batteries to strike missions that fire on hostiles.
Second way is a patrol mission with a prosecution zone and firing at in range contacts turned off. This will force the battery to only shoot at whats in the zone.
Mike
RE: Controlling AI SSMs
Posted: Thu Jun 29, 2017 11:39 am
by Fer_Cabo
Hi Mike, bear in mind that Kevinkin wants to make that part of an Event that, once triggered makes his missile launchers attack (but not before)
RE: Controlling AI SSMs
Posted: Thu Jun 29, 2017 11:42 am
by mikmykWS
Ah ok.
You can activate the mission when you want either via lua or the mission editor itself.
Mike
RE: Controlling AI SSMs
Posted: Thu Jun 29, 2017 12:22 pm
by kevinkins
Is my present scenario design, an inactive mission does not hold the SSM Bn (Musudan-2) from firing. But I can do so by setting the initial land ROE to Hold and then use lua to switch the ROE per the event firing. However in another design, the SSM Bn (SS-26 Stone [9K720 Iskander-M] TEL) held fire while the mission was inactive until an event activated the mission. No need to fiddle with the ROE setting. Thanks for zone tip.
Edit: I will do a small separate controlled study once I finish the scenario w/ the Musudan-2.
Kevin
RE: Controlling AI SSMs
Posted: Fri Jun 30, 2017 2:14 am
by ComDev
Inactive missions should hold weapons, no?
Do you have a savegame on this?
Thanks!
RE: Controlling AI SSMs
Posted: Fri Jun 30, 2017 11:59 am
by kevinkins
I am putting together a separate test to make sure I am not going crazy. Will post the results.
Kevin
RE: Controlling AI SSMs
Posted: Fri Jun 30, 2017 12:05 pm
by Cik
restricting mission activation times always worked for me in controlling SSMs.