column5 Posted June 11, 2009 Posted June 11, 2009 How do you go about getting SAMs to show up on a map? Looking though the terrain targets INI I see entries for the following: SAMRadar SAMLauncher AAA I don't see any entries for mobile SAM systems? Is there a target type that I can add so that SAMs defined as "MOBILE_SAM" will be randomly placed, or do I need to change them to "MOBILE_AAA" or "STATIC_AAA"? Thanks! Quote
Stick Posted June 11, 2009 Posted June 11, 2009 Mobile SAMs have to be defined as AAA(either MOBILE_AAA or STATIC_AAA) As for statics they have to be positioned around the radar(like the SA-2's or HAWK's). Keep abreast of how things are depicted in target types ini as well...a lot of times their being named differently from the target.ini or the actual object.ini is the reason for their non-appearance. Quote
Doghouse Posted June 11, 2009 Posted June 11, 2009 Here is a template I use for my SAM sites. This SAM site has one SAM radar with 8 launchers and 4 AA pieces protecting it in one tight group. This entry goes into the terrain_targets.ini file [TargetArea001] Name=SAM Site RandomChance=100 Position=185300.000,229000.000 Alignment=Enemy Radius=7000 ActiveYear=0 Target[001].Type=SAMRadar Target[001].Offset=0.0,0.0 Target[001].Heading=000 Target[001].ActiveYear= Target[002].Type=SAMLauncher Target[002].Offset=000,100 Target[002].Heading=000 Target[002].ActiveYear= Target[003].Type=SAMLauncher Target[003].Offset=000,-100 Target[003].Heading=180 Target[003].ActiveYear= Target[004].Type=SAMLauncher Target[004].Offset=075,075 Target[004].Heading=045 Target[004].ActiveYear= Target[005].Type=SAMLauncher Target[005].Offset=075,-075 Target[005].Heading=135 Target[005].ActiveYear= Target[006].Type=SAMLauncher Target[006].Offset=-075,075 Target[006].Heading=315 Target[006].ActiveYear= Target[007].Type=SAMLauncher Target[007].Offset=-075,-075 Target[007].Heading=225 Target[007].ActiveYear= Target[008].Type=SAMLauncher Target[008].Offset=100,000 Target[008].Heading=090 Target[008].ActiveYear= Target[009].Type=SAMLauncher Target[009].Offset=-100,000 Target[009].Heading=270 Target[009].ActiveYear= Target[010].Type=AAA Target[010].Offset=-050,000 Target[010].Heading=315 Target[011].Type=AAA Target[011].Offset=050,000 Target[011].Heading=045 Target[012].Type=AAA Target[012].Offset=000,050 Target[012].Heading=315 Target[013].Type=AAA Target[013].Offset=-000,-050 Target[013].Heading=045 You can add more SAM sites by just copying a new listing and calling it [TargetArea002] Or whatever is next in the list. If you add a bunch of sites you can change the RandomChance=100 to something less, that way it introduces some randomness in the terrain so the sites aren't always there from mision to mission, but start to appear random. Such as placing 10 SAM sites with RandomChance=50 will theoritically allow 5 sites to appear during any one mission. But the math doesn't necessarily work out that way cause you can get 7 sites in a mission or just two. That math work our more like 50% + 50% + 50% + 50% + 50% + 50% + 50% + 50% + 50% + 50% which if you took statistics means you stand a good chance of NOT getting 50% as a total. The command line for Position=185300.000,229000.000 is the critical entry in that it MUST be where you want it on the map. Once you get that position placed, all the others follow in their Offset figures. It's really quite easy if you just copy and paste and fly the mission to make sure it's where you want it and that takes some trial and error. Quote
+Baltika Posted June 11, 2009 Posted June 11, 2009 (edited) You can also place a specific type of SAM on the map provided you have defined it in the terrain_TYPES.INI, e.g: Put this type of entry in your terrain_TYPES.INI: [TargetType142] Name=ZSU-57 <---- this defines the callout in the terrain_TARGETS.INI FullName=ZSU-57-2 AAA <---- This defines the name that appears in-game TargetType=MOBILE_AAA UseGroundObject=TRUE <----- setting this to true tells the game you want to call an object from the groundobject folder GroundObjectType=ZSU-57 <--- This specifies the type of object you want to call out ActiveYear=0 TargetValue=30 RepairRate=0.555 StartDetectChance=20 StartIdentifiedChance=0 IncreaseDetectChanceKey=0 MaxVisibleDist=8000.0 DestroyedEffect=SmallRocketGroundExplosion SecondaryEffect=VehicleFireEffect SecondaryChance=100 Then, to place it on your map, add an entry like this in the terrain_TARGETS.INI: [TargetArea032] Name=Coyote Advance Supply Dump Position=215081,313664 Radius=2000.000 ActiveYear=0 Location=1 Alignment=ENEMY Target[001].Type=ZSU-57 Target[001].Offset=-415,-530 Target[001].Heading=270 The above will place a ZSU-57 at Coyote Advance Supply Dump, at the offset point taken from the absolute map co-ords defined at the Position= entry. Wrench has done a stack of work in defining all sorts of groundobjects in various terrain_types.inis, including the one above taken from his ANW 4 seasons upgrade. That way, you can call out a specific type of sam, radar, tank, ship, flag, gin-joint or whatever you want onto your map. Just define the object in your types.ini first and you are good to go. Edited June 11, 2009 by Baltika Quote
+PureBlue Posted June 11, 2009 Posted June 11, 2009 Yes, the way Baltika explained, allows you to put certain SAM batteries in historically correct spots. Interestingly sometimes in the game, you will have less launchers than you defined. Example you had put 4 Hawk launchers but only 2 show. I know it depends on the Enemy Air Defense setting but I have it set to High always and still this dissappearing happens.. I recall it being discussed here before. Quote
column5 Posted June 11, 2009 Author Posted June 11, 2009 Thanks to all of your info I was able to get the SA-3, SA-9 and SA-11 working correctly for NF4+. I had to create Flat Face and Tube Arm radars for the SA-3 and SA-11, and set the SA-9 as MOBILE_AAA. Now there are quite a few SA-9 scattered around in addition to the newer SAMs. This ads an element of difficulty because if you go low to avoid the big SAMs, you'll be down in the kill zone for the SA-9 which is infrared (and optically sighted) and thus invisible to your RWR! Quote
Wrench Posted June 11, 2009 Posted June 11, 2009 Don, just take a peak into any of the targets/types inis for some of my 'modernish' (SoCal, ASW, Libya) terrain mods. All will be answered. and, I've got target area listing for all kinds of interesting stuff... just simple copy/paste with the addition of the map coordinates, and there you go. General Rule of Thumb: if you want a specific TYPE of object to show, it must be listed in the types ini, and placed via the targets ini actually, it's pretty easy wrench kevin stein Quote
column5 Posted June 11, 2009 Author Posted June 11, 2009 Don, just take a peak into any of the targets/types inis for some of my 'modernish' (SoCal, ASW, Libya) terrain mods. All will be answered. and, I've got target area listing for all kinds of interesting stuff... just simple copy/paste with the addition of the map coordinates, and there you go. General Rule of Thumb: if you want a specific TYPE of object to show, it must be listed in the types ini, and placed via the targets ini actually, it's pretty easy wrench kevin stein Rgr that. The only tough part was figuring out that I needed to set up a SAM radar as part of the same network as the launchers. Once I modded the Straight Flush into the Flat Face and Tube Arm things started coming together... One funny thing...I wish I had taken a screenshot, but since the SA-3 launcher was called "SA-3" and the missiles themselves were also called "SA-3" the launcher would show up in the game with four copies of itself loaded in place of the missiles! But I think for the purposes of NF4+ I will let the game place the SAMs randomly and not assign any specific ones. Thanks again to everyone who shared the infos! Quote
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