View Full Version : AI Harrier
Dec 7 2006, 17:13
Has anybody actually seen the Harrier drop a bomb while under the control of the AI?
I haven't been able to get the harrier to kill anything, even if I lase a target and instruct the AI to target the laser target.
Dec 7 2006, 20:28
I don't know about it killing anyone, but I'm personally disappointed with the harrier in game cause, the idea of a harrier is the capability of a vertical take-off and I've yet to see it.
Big Dawg KS
Dec 7 2006, 21:25
What exactly does this have to do with mission editing and scripting? Unless maybe you are trying to come up with a solution, but you never said anything about that in your post.
Don't let Bumheaded and his like, drag this off topic and into the realm of pointless bickering.
If you can post some example missions, then I would be interested in trying this out for myself. Air strikes are fundamental after all.
Next they will be complaining about the lack of bouncing bombs and damn buster squadrons http://forums.bistudio.com/oldsmileys/whistle.gif http://forums.bistudio.com/oldsmileys/icon_rolleyes.gif
Dec 7 2006, 23:37
I tried some stuff with the harrier.
The only way to get the AI to launch some bombs was
NameOfHarrier fire "bomblauncher"; in a waypoint or trigger.
keep in mind the bombs are unguided this way.
Propaply one of the more experienced mission makers can get the harrier to target something and then fire its bomb, maybe it'll be guided then.
Bumheaded lets keep the spam to ourselves.
I haven't gotten the harrier to drop it's bombs, whenever I'm scripting in a airstrike I just have the harrier fly over, then manually call in some BO_GBU12_LGB's on a set of 4-5 targets. Looks just like an airstrike, although you can't actually see the bombs falling from the harrier.
Dec 8 2006, 05:48
^ Ah, so maybe thats how they do it in the campaign when you see two Harriers fly overhead and don't drop any bombs but they take out a checkpoint ahead of your position.
How do you manually call in the bombs? Excuse my ignorance but I'm sort of new to scripting...
This is how I did it.
First I lay down some Gamelogic targets, 4 or 5 of them in a line. I call them "target1", "target2" etc. Then I created an airstrike.sqs file, and put in
"BO_GBU12_LGB" createVehicle [getpos target1 select 0, getpos target1 select 1, 0]
and so forth, for target2, target3, etc. With a ~0.5 between each.
Then it's just a matter of setting up a trigger to set off when the harrier flies over, and exec airstrike.sqs.
There are other ways to do it, I'm sure, but that's what I did.
The benefit to doing it this way rather than having the bombs actually fall (however it is that you do that) is you have complete control on where the bombs explode, every time.
Of course, sometimes you might NOT want to have complete control, but in my case I did, so it worked well.
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