Contact Delay

All discussions & material related to Command's Lua interface

Moderators: RoryAndersonCDT, michaelm75au, angster, MOD_Command

Post Reply
User avatar
TitaniumTrout
Posts: 469
Joined: Mon Oct 20, 2014 9:06 am
Location: Michigan

Contact Delay

Post by TitaniumTrout »

I'm trying to make an echelon'd system where there is a delay to simulate propagation of information. For example a front line radar detects a contact and it takes a short delay before it is relayed to a SAM site or CAP. The end goal is to simulate a disrupted flow of information so if the player knocks out a command bunker or some such the delay time is increased.

I've tried changing the posture of the Command Level side but then all of the contacts are lost immediately down the chain. I can query contacts from a side but I can't "transplant" them onto another side.

Anyone have any thoughts on how to best make this function?
thewood1
Posts: 9963
Joined: Sun Nov 27, 2005 6:24 pm
Location: Boston

Re: Contact Delay

Post by thewood1 »

I tried a fairly complex build for a 1950s scenario. I tried replicating the slower propagation of intel using 4-5 different levels of sides. I created HQ units and then layers beneath that. I used lua and zones to set up times and distances for moving contact info around. With only a few units (10-20) it worked OK. But above that AU count, it started getting real messy. I tried to focus it on recon assets, but scope crept up and gave me a headache. This was in the early days of CMO when comms disruption was first around. Because that was part of it also.

I gave up on it and not sure where my WIP is right now. I have always wondered how CMO would work if every unit was a side you could be a side on its own.
Post Reply

Return to “Lua Legion”