Home » PLAYER'S HQ 1.13 » v1.13 Combat/Weapon Academy » Disabling SAM sites...
Re: Disabling SAM sites...[message #339601 is a reply to message #339599]
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Mon, 23 February 2015 00:53
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Flugente |
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Messages:3509
Registered:April 2009 Location: Germany |
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A SAM can get damaged by explosives (or by doing something else with lua scripts, so it would be doable by quest stuff a modder scripts).
A SAM will get repaired if an enemy group reinforces that sector. This is a bit misleading - the enemy groups intention must be to reinforce - its kind of an internal behaviour you can't really deduct without looking at the values. Groups sent specifically to retake the SAM have that intention, and will thus repair it. For other groups this doesn't have to be the case - it would be possible for a group to enter that sector, beat your forces, but still don't repair it, I am however unable to give you an exact scenario. The size and rank of the enemy forces is irrelevant, there is no specific need for Elites. Modder scripts could also restore the SAM site.
As a result, a relatively easy but unsatisfying way to permanently knock out a SAM is to use a spy. If you blow up the SAM but leave enemy troops intact, the AI has no reason to reinforce the sector, an can thus not repair it. Plus, you only need one merc and can perform secret spy stuff
[Updated on: Mon, 23 February 2015 00:56]
I know now that it could never work between us, as much as we wanted to, it could never be! Not because you're a rabbit, but because you're black.
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