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This %TARGETS% text escape would be used to print out the individual locations of objects marked as primary targets for the asset. A side would need to have a certain intel level (3) before individual target locations would be printed. How to identify the individual objects is still to be determined, in the examples we use a generic "Building #" identifier.
an example (this text is in the description field for the stm):
A suspected bio-weapons factory complex
located near Aleppo needs to be taken out.
The complex consists of:
%TARGETS%
Total destruction of the facility is required.
If the intel level was 3 or above the above text would get replaced with:
A suspected bio-weapons factory complex
located near Aleppo needs to be taken out.
The complex consists of:
Building 1: 12 34' 56.65"N 12 34' 56.78"W
Building 2: 12 34' 56.65"N 12 34' 56.78"W
Total destruction of the facility is required.
If the intel level of the asset was below 3 the text would get replaced with:
A suspected bio-weapons factory complex
located near Aleppo needs to be taken out.
The complex consists of:
Precise locations are currently unavailable.
Total destruction of the facility is required.
The text was updated successfully, but these errors were encountered:
@jtoppins Is it your intention that the coordinates printed by this escape text are always of pre-plan level accuracy if the target has above level 3 intel?
If not, I see very little value in specifying more (but still degraded) coordinates for the targets.
As a mission designer, I would like to use this function to create strikes with pre-plan level intel, allowing for PP employment of JDAMs/JSOWs/SLAMs, so I would set Intel level to 5 regardless and use %TARGETS% to print the accurate Coords for each individual primary.
Reviving this issue since it was discussed in the Discord earlier:
kukiric — Today at 12:15 PM
I'm going to add a new feature; if the intel of an asset is 5 (maximum), the system will auto-mark all of its static primary targets on the map, thoughts?
confined to static objects and scenery objects
we have some quite large refinery strikes where players have been having issues finding required stragglers, even if they've been set generously (in the last instance, they blew up everything but one single tower that was the only required building in the vicinity, lol)
plus if the commander is grading the mission based on these targets, I don't see why it can't share the information on max intel
The markers could be combined with %TARGETS% to give the mission creator as much granularity as they want with the information, though I believe markers are useful enough to always be shown (to mission participants) given a high enough intel level.
This %TARGETS% text escape would be used to print out the individual locations of objects marked as primary targets for the asset. A side would need to have a certain intel level (3) before individual target locations would be printed. How to identify the individual objects is still to be determined, in the examples we use a generic "Building #" identifier.
an example (this text is in the description field for the stm):
If the intel level was 3 or above the above text would get replaced with:
If the intel level of the asset was below 3 the text would get replaced with:
The text was updated successfully, but these errors were encountered: