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Sea Power

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Bandar Abbas
   
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23 Nov, 2024 @ 11:56am
23 Nov, 2024 @ 4:26pm
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Bandar Abbas

In 1 collection by carvajrBR
carvajrBR's Sea Power collection
4 items
Description
You are tasked with the destruction of the Iranian Bandar Abbas Air Base with a bold air raid. Previous attacks have already wiped out the iranian navy, but now we need to strike a killing blow to the Iranian Air force (IRIAF). All assets you should need are already airborne, but if something goes wrong you can request reinforcements from the Prince Sultan air base in Saudi Arabia or from the Nimitz aircraft carrier.
Beware that as your aircraft get detected, the IRIAF will scramble fighters to intercept you. They are expected to come from the Bandar Abbas base itself but also from the Bandar-e Bushehr air base to the NW.
A flight of 8 B-52s is already on its way to bomb the Bandar Abbas air base. Keep them safe, as they cannot be replaced.

Good Luck!


For this mission I scripted scrambling of Iranian jets as your aircraft are detected. They are vectored to your position. This mimics the not yet implemented aircraft scrambling from enemy airfields.



Any feedback is greatly appreciated!
14 Comments
laserduck 25 Nov, 2024 @ 2:31pm 
Yes it works but take a look at my Trigger 1, it is a detection trigger that triggers the airstrike (trigger2) only if player vessel is detected. Thats why trigger2 is disabled at the start.
Now if you find out how to trigger civ routes please tell me asap! Haha thanks for the information exchange, SP has a great community already!
carvajrBR  [author] 25 Nov, 2024 @ 2:10pm 
I think your trigger 3 for the attack is disabled:

Disabled=True

I guess you fixed this already and used Action_AirStrike=Missiles as you told me in the other thread, right?
laserduck 25 Nov, 2024 @ 11:43am 
These are the triggers i used:

[Trigger1]
Name=Player Detected
Action_Units=Taskforce1Vessel1
Condition_Condition PlayerTF detected_Type=UnitDetected
Condition_Condition PlayerTF detected_Taskforce=Taskforce1
Condition_Condition PlayerTF detected_Units=Taskforce2Vessel1
ConditionsCompleted=<Condition PlayerTF detected>
Action_EnableTriggers=Trigger2

[Trigger2]
Name=Launch Harpoon Attack
Disabled=True
Condition_Type=Time
Condition_Time=1
Action_Units=Taskforce2Vessel1
Action_AirStrike=Bomb
Action_AirStrikeRadiusNM=60
Action_AirStrikeSources=Taskforce1Vessel1
Action_AirStrikeMaxAttackUnits=8
laserduck 25 Nov, 2024 @ 11:43am 
I will check it out but i am already dizzy from tinkering around with all these ini text files.
Since 4 hours i am experimenting and i got some results but i dont even know if its random or because of my text lines. Basically i want to get a carrier to launch groups of A-6s with harpoons to attack a fleet 300 NM away. No matter the text commands i put in the ini file, the carrier never launches the A-6e with harpoons, but it always launches 6-10 A-6s with bombs, and starts and airstrike with 2 prowlers jamming me (which is also cool) but i think this has been added by the devs in the beta build recently. If i put the A-6Es with harpoons already airborne next to the carrier, they did not attack me the first try (but i deleted all triggers), BUT attacked me after some time the second try (with the triggers). AI has an E-3 spotting me ofc so they know where i am.
carvajrBR  [author] 25 Nov, 2024 @ 10:41am 
It works! Thanks laserduck!
I actually made an example mission showcasing the civilian routes and this bomb order to destroy your enemy without clicking anything, hehe:

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3371959080

I can't wait for all this to be implemented in the editor, as creating complicated missions by editing the ini file by hand is really finicky, and you can't really use the editor for other things, as it will overwrite your edited file. If it's just a few altitudes, like in this Bandar Abbas mission it's fine, but for more complex stuff it is not really enjoyable....
laserduck 25 Nov, 2024 @ 7:39am 
yes these are the lines for civilian routes (aka patrol routes?)
but there is a trigger called #Launch Airstrike in the hormuz mission too:

[Trigger6] #Launch Airstrike
Disabled=True
Repeatable=True
Condition_Type=Time
Condition_Time=2200
Action_Units=Taskforce1Vessel4,Taskforce1Vessel5,Taskforce1Vessel6
Action_AirStrike=Bomb
Action_AirStrikeRadiusNM=15
Action_AirStrikeSources=Taskforce2LandUnit5
Action_AirStrikeMaxAttackUnits=3/4
#Action_AirStrikePower=0.5
carvajrBR  [author] 25 Nov, 2024 @ 2:02am 
I hope so too!
I was trying to enable a civilian route via a trigger instead of just a timer. But couldn't make it work.
laserduck 24 Nov, 2024 @ 11:57pm 
Awesome! I guess they will add all these features to the editor UI soon. I plan to rework my mission with these commands too.
carvajrBR  [author] 24 Nov, 2024 @ 2:21pm 
And again.... it doesn't work if you run the .ini in the editor, but i does work if you run it in the main game. I was able to make a helicopter patrol scenario, based on the Hormuz.ini file :-)
carvajrBR  [author] 24 Nov, 2024 @ 1:51pm 
Yep! Looked at the Hormuz .ini and not only it spawns aircraft, but it also can vectot them,e.g.,:

[CivilianRoute2] #F-4 Patrol
StartTime=80

Taskforce=Taskforce2
SpawnFrom=Taskforce2LandUnit5
DespawnAt=Taskforce2LandUnit5
UnitType=Aircraft
AllowedUnits=iriaf_f-5e
AllowedNations=all
AllowedLoadouts=Patrol
EnableWeaponsAtWaypoint=2
MaxUnits=1
SpawnInGroupsOf=2

SpawnInterval=120,120
Waypoints=54,5000,85|75,10000,95|0,10000,95|75,10000,95|0,10000,95|75,10000,95|0,10000,95|75,10000,95|0,10000,95|-10,10000,80|20,5000,80




Taskforce2LandUnit5 is the airbase