Posted: Thu Nov 26, 2020 2:33 pm Post subject:
Anti-Air Airstrike
Subject description: Modified Flare weapon intended to call AA fighters
Was there anyone successfully make practical AA Airstrike weapons?
I tried to make one base on Boris' Flare weapon.
I change it's Verses to 0%,0%,0%,1%,1%,1%,0%,0%,0%,0%,0% for most aircrafts are with light armor, and then, projectile is modified to support AA, for Spawned aircrafts, I do the same modification, and set Landtargeting=1...
The weird thing is, when the Spawned aircraft approached targets, they just circle around and do not attack...just hover and hover until the caller-unit cancel attack...
I don't have full ini now cuz I've modified them to AG...
Seems to me this only has 1 use case, sending a squadron of attack aircraft against a fleet of Kirovs? Not to deter you but perhaps think of how useful your idea is in the grand scheme. _________________ http://www.moddb.com/mods/scorched-earth-ra2-mod-with-smart-ai QUICK_EDIT
I don't see much use for it either, but you can make it work by using an AirburstWeapon with a negligible RetargetAccuracy, and an AA-only projectile. Since you're using invisible projectiles, the player would be none the wiser.
P.S. I tested it a minute before posting this. It works. QUICK_EDIT
I did it before but as I see the spawned units having issue of fighting AA unit even using a proper weaponry. But if you can get yourself the fighter and gives AA weapon to them like Apollo fighter (porting from RA3) they can do the job very fine (Ares required). Seems the way spawn use the weapon and how selectable unit use a weapon is different. If range is less than 4 the spawn will never fire at all. I can get them a vulcan gun, laser, blaster but it's not so useful.
Same problem goes to Helicarrier and spawn many types of spawn and it doesn't work well on air but on ground they works flawlessly. QUICK_EDIT
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