View Full Version : Iraqi Freedom village attack
Pat Proctor
26 Nov 03, 19:38
DP,
This scenario ROCKS! I got my butt kicked :mad: but it ROCKS :D
I am in the interesting position of being able to give a bug report, though...
1. The scenario only runs correctly if Kb's database is already installed, because your scenario does not contain any of his sounds.
2. The M230's never fire because they have no observer to force the AI script to engage. Perhaps a UAV or preplanned targets would be apropriate. Frankly MLRS for MOUT (though it would have been helpful when my entire company was dying trying to cross the street) is somewhat like using a sledgehammer as a flyswatter (effective but with unintended results.
3. Your second FDC in the FA battery is not a "commander" capable vehicle. So, when the first FDC dies, you are screwed. You can't fire anymore. This is probably accurate, as most light FA batteries don't have a real, feasible, second means of fire direction (though they would deny it in public). Maybe this isn't a bug, just one of the reasons I got my ass kicked.
I really like the smoke from dismounts. That was a great idea. I might be mistaken, but I believe I had them throwing smoke on the move. I didn't know the engine would handle that, and I wrote the damn thing.
Really, a great scenario. And KB, great database work, too.
Pat Proctor
27 Nov 03, 19:49
I finally beat this one. It was tough.
KB,
I like what you have done with the dismounts. It certainly makes for a more protracted battle. Suppression (DF and IF) are more valuable when the fire fights last this long.
DP,
I did find a couple more bugs (I know I am nitpicking, but...)
1. The AI Time Limit condition should be in the "Loss" column. Then, the game will run until the time limit OR you meet the objective conditions, which ever comes first. If you go to the LOSS condition, you loose, rather than win (as that is the "must accomplish mission NLT" time).
2. OBJ KARMA is not marked, and is smaller than LZ DARMA, so you have to hunt and exit until you find the objective sweet spot. I would recommend renaming LZ DARMA to OBJ KARMA and redrawing the OBJ ellipse to be the same outline as the objective drawn on the map.
3. The script for the armor doesn't work right. I looked at it and found two problems.
a. First, the first phase does not end until the armor companies "AI Order" is complete. This is a "mission" and the armor company doesn't start out with an order. You could really just delete the whole phase.
b. Second, the "Assign Path" initiate order phase does not NAME the path prerequisite data. So, no path is assigned. After selecting the order and hiearchy, a list box will appear. Select "Add" to add the name of the path.
c. You need to also give the "Cancel Toggle Order" with "Stop" selected, to start movement. I would do it after assigning the formation, otherwise (since the formation relies on the hierarchy B Armor to be stopped).
Again. I am nitpicking. I mostly only mention it so that other reading will get a better understanding of how the AI Scripts work.
I have to admit I am glad the armor didn't show up. Otherwise, it would have been a bad day for the screaming eagles!
Deltapooh
28 Nov 03, 16:15
Thanks for the observations. If it isn't for people telling me what is wrong, I could never improve. I am making a v1.2 with some new vehicles and improved scripting to beat up on you.
Again, thanks for the information. :D
John Osborne
28 Nov 03, 16:58
Thanks for the observations. If it isn't for people telling me what is wrong, I could never improve. I am making a v1.2 with some new vehicles and improved scripting to beat up on you.
Again, thanks for the information. :D
Hell wait until he trys my scenario that will deal with the Stryker elements :nuts: Then we will see how good he is :D I just probbly just put my foot in my mouth :D
---John
I like what you have done with the dismounts.
:whist:
2. The M230's never fire because they have no observer to force the AI script to engage. Perhaps a UAV or preplanned targets would be apropriate.
I got them to shoot at the 2S1 group when my OH-58s picked them up. I was using the Kiowas to scout the airmobile insertion routes well outside of town looking for AAA, and there they were. Destruction was quite thorough, and the 2S1s never fired a shot. The MLRS fire sound was a bit wimpy, though --- I've already counseled DP about that. :D
I really like the smoke from dismounts. That was a great idea. I might be mistaken, but I believe I had them throwing smoke on the move. I didn't know the engine would handle that, and I wrote the damn thing.
Yes, they can produce their "organic" smoke on the move. It was intended to simulate smoke hand grenades. You may not have noticed, but they also have a capability to launch smoke and flares from the M203. Whenever they're stopped, you can command a "fire mission" for either smoke or illum. I generally use the right-click context menu, assuming the fire order is already set up appropriately. I do think it would be nice if the fire order dialog would either pop prior to each entry into fire mission mode, or if the fire order was integrated with the fire mission mode somehow, or at least the details of the current fire order were displayed prominently in fire mission mode. I'm always forgetting to set the durn fire order before I start assigning missions.
Anyway, I find the key to this mission is overwatch and short movements. Sweep zones by platoons. Lead each with a single fire team about 100m in front, halt them often to try and pick up yellows while the rest of the platoon closes back up. If they spot a yellow, exterminate with indirect fire. (If DP added some "civilians", this might not be such a winning tactic.) If they get ambushed, send them to ground immediately (I leave the point team on Hide SOP), call for fire, smoke in front of the enemy, set up suppression all around from the rest of the platoon, and grind them down. Repeat as desired.
BTW, you may not be used to this, but the 60mm mortars are acually useful and sometimes even kill their targets. :surprise: They sure run out of ammo quick, though. Save them for a high-pucker situation when two minutes for the 105s is just too long to wait.
For the most part, I keep the HMMWVs well clear of the urban zone and set them up to secure LZs and defend against counterattacks from outside. They just get whacked in the built-up areas.
--- Kevin
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