How to set up an Air Intercept of multi axis/ToT attack
Posted: Tue May 28, 2024 7:08 pm
Building a SCS scenario where the Allied forces have to neutralize the Spratly/Woody island bases and I'm in the process of creating air intercept missions off of the 3 main bases in the Spratly's but I can't figure out how to keep the AI from wasting assets.
The player will have the assets for a potential multi axis attack and I want to give the Chinese side fighters that will go out and ID/engage as they appear. I've created an Air Intercept that reacts 200 miles out, and left "no preference" and only 1 flight ever takes off, but if I allow more than 1 flight to launch, it will just launch them all whether they've IDed 1 inbound bomber or 10 from 10 points on the compass.
Is there a way to say just 1 flight per bogey/axis that I am missing? Or is there a work around I can use via LUA?
The player will have the assets for a potential multi axis attack and I want to give the Chinese side fighters that will go out and ID/engage as they appear. I've created an Air Intercept that reacts 200 miles out, and left "no preference" and only 1 flight ever takes off, but if I allow more than 1 flight to launch, it will just launch them all whether they've IDed 1 inbound bomber or 10 from 10 points on the compass.
Is there a way to say just 1 flight per bogey/axis that I am missing? Or is there a work around I can use via LUA?