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Guest pfunkmusik

Classes of Targets in Targets.ini and Types.ini Files

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Guest pfunkmusik

OK, I know that in the XXXX_targets.ini file you can place a generic class like 'AAA' and 'SAMRadar' and I suppose it goes and picks out the appropriate target out of your GroundObject folder so long as the classes match, right?

 

How can I go about making the AAA and mobile SAM vehicles different? When I place AAA, it usually picks out a lot of the mobile SAM vehicles and not very many AAA emplacements.

 

Has anyone ever tried creating a new class of target before? How does it work? Because I was thinking of going into my XXXX_types.ini file and maybe making a class like 'MobileSAM' and then applying the target type to SA-9 and SA-8 in my GroundObject folder.

 

Anyone tried to make a new 'class' of targets before?

 

TCUFan

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While I've done that before in the past, I refrain from doing it now, as "MobileSAM" doesn't work in random-mission mode. You can define the individual object you want to use as long as it's in the targets.ini. For example, use SA-9, instead of the generic "AAA". This is the method we used to place hawk launchers and their radars on the map, before networking was introduced into the series.

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Guest pfunkmusik
While I've done that before in the past, I refrain from doing it now, as "MobileSAM" doesn't work in random-mission mode. You can define the individual object you want to use as long as it's in the targets.ini. For example, use SA-9, instead of the generic "AAA". This is the method we used to place hawk launchers and their radars on the map, before networking was introduced into the series.

 

I see what you're saying. Make the target class of the SA-9 something like 'MOBILE_SAM' and then go put it in the XXXX_types.ini file.

 

That way, I can have the generic 'AAA' pick up only actual AAA gun emplacements.

 

Have I got that right?

 

pfunk

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No, you're missing the point. Leave the SA-9's ground object role as "Mobile-AAA", but instead of marking the entry "AAA" (at the map coordinates that you wish to place that unit on, in the targets.ini), use "SA-9".

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Guest pfunkmusik
No, you're missing the point. Leave the SA-9's ground object role as "Mobile-AAA", but instead of marking the entry "AAA" (at the map coordinates that you wish to place that unit on, in the targets.ini), use "SA-9".

 

OK, I'll give what you're suggesting a shot. What about trying to get more guns into a target area and fewer mobile SAM vehicles? Any suggestions?

 

pfunk

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Yes. Change the availability of the units you want to see less of, to "rare", and the ones you wish to see more of, to "very_common".

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OR

 

make sure specific types ONLY are called out in the targets ini (of course, making sure they're also listed in the types ini).

 

IE: (just a kinda generic display)

 

Target[083].Type=KS-19

Target[083].Offset=-573.203,1497.53

Target[083].Heading=315

Target[084].Type=KS-30

Target[084].Offset=541.137,537.891

Target[084].Heading=45

Target[085].Type=ZSU-23

Target[085].Offset=526.883,-828.539

Target[085].Heading=135

Target[086].Type=ZSU-23

Target[086].Offset=-410.747,-1512.309

Target[086].Heading=225

Target[087].Type=KS-30

Target[087].Offset=369.969,1513.345

Target[087].Heading=45

Target[088].Type=KS-19

Target[088].Offset=-265.016,-163.548

Target[088].Heading=45

 

example types entry (actaully, from Modern Korea)

 

[TargetType091]

Name=ZSU-23

FullName=ZSU-23-4 Shilka AAA

TargetType=AAA

UseGroundObject=TRUE

GroundObjectType=ZSU-23

ActiveYear=1960

TargetValue=10

RepairRate=0.555

StartDetectChance=20

StartIdentifiedChance=0

IncreaseDetectChanceKey=0

MaxVisibleDist=8000.0

DestroyedEffect=SmallRocketGroundExplosion

DestroyedModel=Tank_destroyed.lod

SecondaryEffect=VehicleFireEffect

SecondaryChance=100

 

Works fine for me! :wink:

 

Wrench

kevin stein

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Guest pfunkmusik
OR

 

make sure specific types ONLY are called out in the targets ini (of course, making sure they're also listed in the types ini).

 

IE: (just a kinda generic display)

 

 

 

example types entry (actaully, from Modern Korea)

 

 

 

Works fine for me! :wink:

 

Wrench

kevin stein

 

OK, that keeps my cities from being a complete and utter SAM riot. It reminds of that satire photoshopped picture of the Iranian missile test with hundreds of missiles flying all over the place.

 

pfunk

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I've tried this in my SFG/Desert terrain to populate my friendly with Hawk SAMs as there appeared to be a SAM famine in the area, which seems to work perfectly. The only problem I've found is, say, in 1985 you've decided to upgrade your SAM sites with Rapier or Roland SAMs. How will I be able to accomplish this when I've stated the Hawk SAMs specifically for, say, D5 airfield in the 'deserttypes.ini' file?

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Sorry guys. I meant to say that I specified the Hawk SAMs for D5 in the 'DESERTTARGETS.INI' file.

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I did 'something' like that in the So Cal map, at the Nike batteries...when the Nikes reach their end-0f service date, HAWK unit take their place.

 

edit: remembe, the Roland (mroland) is set as a MOBILE_AAA, and automatically appears AS a AAA unit after is start of service year.

 

Alternatively, you could do something like this (note, copied right from SoCal, so postion is incorrect for desert map and D2 airfield. You'll have to find your own location)

Change Position= to match 2 units, seperated by ActiveYear= date

 

[TargetArea025]

Name=SWC Defense Battery 1

Position=759055,597020

Radius=1000.000

ActiveYear=0

InactiveYear=1985 <- note this line

Location=1

Alignment=FRIENDLY

Target[001].Type=HAWK_HIPIR

Target[001].Offset=40.000,90.000

Target[001].Heading=45

Target[002].Type=HAWKL

Target[002].Offset=-10.000,180.000

Target[002].Heading=315

Target[003].Type=HAWKL

Target[003].Offset=80.000,170.000

Target[003].Heading=20

Target[004].Type=HAWKL

Target[004].Offset=140.000,90.000

Target[004].Heading=90

Target[005].Type=HAWK_CWAR

Target[005].Offset=-80.0,20.0

Target[005].Heading=180

Target[006].Type=USTruck

Target[006].Offset=000.00,000.00

Target[006].Heading=90

Target[007].Type=USTruck

Target[007].Offset=000.00,005.00

Target[007].Heading=90

Target[008].Type=HAWK_HIPIR

Target[008].Offset=40,-90

Target[008].Heading=135

Target[009].Type=HAWKL

Target[009].Offset=140,-90

Target[009].Heading=90

Target[010].Type=HAWKL

Target[010].Offset=80,-170

Target[010].Heading=160

Target[011].Type=HAWKL

Target[011].Offset=-10,-180

Target[011].Heading=225

Target[012].Type=AAA

Target[012].Offset=300.0,000.00

Target[012].Heading=90

Target[013].Type=AAA

Target[013].Offset=-300.0,000.00

Target[013].Heading=180

Target[014].Type=AAA

Target[014].Offset=00,300.00

Target[014].Heading=270

Target[015].Type=AAA

Target[015].Offset=00,-300.00

Target[015].Heading=0

Target[016].Type=AAA

Target[016].Offset=150,150

Target[016].Heading=90

Target[017].Type=AAA

Target[017].Offset=-150.0,150.00

Target[017].Heading=180

Target[018].Type=AAA

Target[018].Offset=00,150.00

Target[018].Heading=270

Target[019].Type=AAA

Target[019].Offset=00,-150.00

Target[019].Heading=0

 

Change to...

 

[TargetArea026]

Name=SWC Defense Battery 1

Position=759055,597020

Radius=1000.000

ActiveYear=1985

Location=1

Alignment=FRIENDLY

Target[001].Type=EW_RADAR_UK

Target[001].Offset=40.000,90.000

Target[001].Heading=45

Target[002].Type=Roland

Target[002].Offset=-10.000,180.000

Target[002].Heading=315

Target[003].Type=Roland

Target[003].Offset=80.000,170.000

Target[003].Heading=20

Target[004].Type=Roland

Target[004].Offset=140.000,90.000

Target[004].Heading=90

Target[005].Type=Blindfire

Target[005].Offset=-80.0,20.0

Target[005].Heading=180

Target[006].Type=USTruck

Target[006].Offset=000.00,000.00

Target[006].Heading=90

Target[007].Type=USTruck

Target[007].Offset=000.00,005.00

Target[007].Heading=90

Target[008].Type=Blindfire

Target[008].Offset=40,-90

Target[008].Heading=135

Target[009].Type=Rapier

Target[009].Offset=140,-90

Target[009].Heading=90

Target[010].Type=Rapier

Target[010].Offset=80,-170

Target[010].Heading=160

Target[011].Type=Rapier

Target[011].Offset=-10,-180

Target[011].Heading=225

Target[012].Type=AAA

Target[012].Offset=300.0,000.00

Target[012].Heading=90

Target[013].Type=AAA

Target[013].Offset=-300.0,000.00

Target[013].Heading=180

Target[014].Type=AAA

Target[014].Offset=00,300.00

Target[014].Heading=270

Target[015].Type=AAA

Target[015].Offset=00,-300.00

Target[015].Heading=0

Target[016].Type=Blowpipe

Target[016].Offset=150,150

Target[016].Heading=90

Target[017].Type=Blowpipe

Target[017].Offset=-150.0,150.00

Target[017].Heading=180

Target[018].Type=AAA

Target[018].Offset=00,150.00

Target[018].Heading=270

Target[019].Type=AAA

Target[019].Offset=00,-150.00

Target[019].Heading=0

 

Of course, you could always use the Rapier battery layour from the Falklands mods targets ini, too. This one above is just for a 'view the thing'.

But you get the general idea, I hope!

 

Wrench

kevin stein

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I think so. But it can happen, that SEAD missions become difficult because pressing the E button (select groundtarget) often not select a Flak that is defined by this way.

Edited by Gepard

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in SF2 for SAMs it's broken;

 

meaning, directly calling an object, especially a SAM and it's associated radar, has the side effect of making it invisible to the RWR. You have to use the generic tags (SAM_Launcher, SAM_Radar, EWR)

 

however, you can still specifiy a AAA unit (KS-12, KS-60, etc). OTH, their fire control radars (Whiff or Firecans) when called may not show on the RWR

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