Carrier Task Groups

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Carrier Task Group Object Types[edit]

There is 1 Carrier Task Group type in Aces High.

Carrier Task Group
Carrier icon

Carrier Task Group
Group name: cvtg0

Task Group Placement[edit]

Click the Objects tab in the Editing Options Area to activate the Objects tool and put the Terrain Editor in object editing mode. When in object editing mode, clicking on the main editing window will produce a red “+” on the terrain which marks a spot for an object or object group to be placed.

All task groups must be attached to a port.

To add a task group to your terrain, activate Snap in the Terrain Window Options area. Also, activate the Grid in the same area. This ensures the object will be perfectly centered in the 1 mile grid.

Then left click on the center of the 1 mile grid where you want your Task Group object to be. Keep in mind that Carrier Task groups must be placed in an area of water on your terrain. Locate cvtg0 in the Shape Groups list on the Objects tab and click on it. Then click Add Shape/Group in the Objects tab.

When you click Add Shape/Group, the Carrier Task Group will be placed in the grid you selected and a window prompting you for a field number will appear.

Select Field Box

You can either type in a field number, or use the dropdown list and select the next new field number by scrolling down to the bottom of the list. You can also select the zone in the same manner.

Now that you're Task Group is in the water, you need to attach it to a port. In the Selection List on the Objects tab double click on the first ship listed (F##SHP000 where ## is the field number you selected).

Selection List


Setting Task Group Properties
Properties Box Position: For carrier task groups, this is informational only. Do not change.

Object Name: Do not change

Object Type: Ship - Do Not Change

Field Owned: Checked

Field: The field number you selected earlier.

Zone: Change to the correct zone if needed.

Can Collide: Checked

Set to Terrain Alt: Checked

Is Zone Master: Should be grayed out and unselectable

ID: Do not change.

Group ID: Do not change

Object Data: Should be the port field number that this task group belongs to. You can either use the dropdown list and select the port field number, or manually type the number in the box.

Down Time: Do not change

Point Value: Do not change

Hardness: Do not change

After setting all of the properties click OK.

NOTE: Do not change the properties of any other ship in the Task Group.

Setting a Default Route for the Task Group[edit]

Every task group must have a default (starting) route assigned to it.

A waypoint cannot touch land and a path cannot cross over land. If any part of your fleet path touches land for either looped or patrol fleets, you will receive an error message when trying to add the waypoint.

To add a route to a task group click the task groups tab in the editor options area of the terrain editor.

Task Groups Tab

Looped Path[edit]

A looped path does just what the name implies. The task group starts at a point and follows the waypoints in a continuous loop (circle).

To add a looped path, select the task group that you want to add a route to from the list by clicking on it. The Terrain Editor will take you to that task group in the main editing window.

Click the "Looped" Button on the task groups tab and then click the Add Point button.

A single waypoint will be added to the path of the task group. The path should have two arrows on it as shown.

Carrier Task Group

Adjust the direction and length of the waypoint by left clicking and dragging it to the postion that will start the next waypoint.

Carrier Task Group

Click the Add Point button again. The new waypoint will be added and the loop will automatically be closed to form a complete circular path.

Carrier Task Group

If at any time you want to start over, click the Clear Points button to start setting your route over again.

When you are finished adding waypoints, click the Submit button and the color of the waypoints will change to red indicating the path has been accepted.

Carrier Task Group

When you build your terrain and load it into Aces High, the CV will move in a continuous circle, following the initial looped path you defined until you or someone else changes it in the game.

Patrol Path[edit]

A patrol path differs from a looped path in that the task group starts at the beginning and follows the waypoints to the last point you define. It then turns around and follows the same path in reverse to the starting point.

To add a patrol path, select the task group that you want to add a route to from the list by clicking on it. The Terrain Editor will take you to that task group in the main editing window.

Click the "Patrol" Button on the task groups tab and then click the Add Point button.

A single waypoint will be added to the path of the task group.You will notice the path only has one arrow on it. This is normal.

Carrier Task Group

Adjust the direction and length of the waypoint by left clicking and dragging it to the postion that will start the next waypoint.

Carrier Task Group

Click the Add Point button again. The new waypoint will be added. Note that the ends to not close like they do in a looped route.

Carrier Task Group

Just as with the looped patrol route, when you are finished adding waypoints click the Submit button and the color of the waypoints will change to red indicating the path has been accepted.

When you build your terrain and load it into Aces High, the CV will move following the waypoints from the start point(end with no arrow) to the final waypoint(last route with an arrow), turn around and follow the same path to the beginning. It will follow this path until you or someone else changes it in the game.

Add a Map Room for the Task Group[edit]

Every Carrier Task Group must have a map room attached to it.

To add a map room to an task group locate a remote area on the terrain and left click where you want the map room to be in the main editing window. The most common areas used for map rooms are the corners of the terrain far away from any airfields.

Now, select mpr0 from the list of available shapes and click Add Shape/Group in the Objects tab. You may not be able to see the map room because it is quite small. Zoom in using the Alt slider if you need to see it.

The object properties for a map room are the slightly different than any other object.

Setting Task Group Map Room Properties
Task Group Map Room Properties Box Position: This is informational only. Do not change.

Object Name: Do not change

Object Type: From the dropdown list select Map Room.

Field Owned: Checked

Field: Change to the field number of the task group the map room is assigned to.

Zone: Change to the correct zone if needed.

Can Collide: Un-Checked

Set to Terrain Alt: Checked

Is Zone Master: Should be grayed out and unselectable.

ID: Do not change.

Group ID: Do not change

Object Data: Do not change

Down Time: Do not change

Point Value: Do not change

Hardness: Do not change

After setting all of the properties click OK. After you do this you will notice the object name has changed to something like F01MPR000. This is normal. What it is now saying is that the field belongs to F01 (field 1) is now an MPR (map room) with the id of 0 (000).

NOTE: Task Group map rooms will not appear in the game. This is normal.