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Additional skynet components #324
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The REDFOR Russian AWACS A-50 would be an useful add-on for OPFOR skynet |
@RndName btw if you're interested, we'd been holding off on adding the AEW&C aircraft to the list of skynet EWRs because they weren't available to red, but 3.0 fixed that. If you want even better coverage you could do something similar to your EWR fix for those. I think the key location is |
I will have a look into it what could be possible to implement the missing parts :) |
@DanAlbert This would lead to two options:
What do you think, how should we proceed? |
Option 2. Much easier and keeps the decision in Python. I hadn't realized that we had anything that was adding it per unit, good catch. |
Additional tasks for this Issue to be feature complete:
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Used unique array indexes so that nothing will be overwritten. preparation for dcs-liberation#324
I think the last point is probably very difficult. Making anything moose work with the rest of our systems didn't look feasible since it expects to be able to take complete control. No one has looked closely afaik though. |
- updated skynetiads-config to handle point defence and let long range sams act as ewr - fix luaData generation: used unique array indexes so that nothing will be overwritten. preparation for dcs-liberation#324
Implement the missing Skynet Components and give designers a way to add them to the campaignTo sum up all the infos and ideas to implement this function i put all my ideas in this post. Should be a good base for further specific discussions on the implementation. Especially to clarify what campaign designers would expect from this function. DevBranch: https://github.com/RndName/dcs_liberation/tree/advanced-skynet InfosSource: https://github.com/walder/Skynet-IADS#skynet-iads-elements Power Sources:
Command Center:
Connection Node:
Autonomous Mode
FeaturesGive user and campaign designer the option to disable/enable Advanced Skynet Features
Give campaign designer the possibility to place units
Set the specific autonomous behaviour
Lua Scripting / ImplementationAll Assets (SAM; EWR; C2) are connected by lua scripting to Connection Nodes and Power Sources. Skynet itself does not utilize a maximum range between two elements to be connected nor does it implement an automated way to connect nodes. We can implement it with two basic concepts:
Example of a campaign yaml
AI rebuilding destroyed IADS Elements
Visualization of the IADS on the liberation map
Open Points:
Example
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Just one note:
Skynet can be toggled on/off after generation, so it's probably best to generate everything even if the user doesn't enable those features. It's simple enough to get the AI to not bother targeting them when the feature is off. Could later give those nodes non-skynet purposes too. The existing power plant building as a power node, and maybe later factories need those to function. The rest of the plan SGTM. Some ideas for the open questions: Range v predefinedRange as a fallback seems fine, but I think range-based isn't how these would be set up. AIUI (but my understanding is limited) there will typically be only one or two control centers tucked way in the back where they are safe that control the whole thing, and power plants are similarly protected. I'm not sure if the power nodes are meant to represent actual power plants or just mobile generators though. Allowing the predefined mode keeps that flexible though. AWACSSimpler is probably better here. Maybe allow them to connect to the network as long as any connection node still lives? Handling salesAssociate the connections with the TGO and there's no problem. Replacing a SAM doesn't replace the TGO, just the group it owns. Behavior after captureI don't see anything wrong with captured IADS having degraded behavior. Short term stretch goal would could be making it so that generators can be bought at the site to bring it online before the player captures the power plant (or if the the power plant gets destroyed). Then again, if you can do that, what's the point of targeting the power plants? Maybe it's better to leave that as a trade off. Killed the enemy power plant to make your job easier right now? Then you only get simpler SAM systems later (I don't think it makes sense for the mobile systems to require power connections, but idk). Longer term, maybe it makes sense to allow building those connections in the UI? |
Add the remaining skynet components:
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