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Through The Inferno (Syria) - Highly dynamic and endless task-based mission

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    Through The Inferno (Syria) - Highly dynamic and endless task-based mission



    You can DOWNLOAD the latest version here via ED User Files--->
    https://www.digitalcombatsimulator.c...files/3311889/


    Singleplayer or Private Co-op Only

    Comes with two variations - Damascus Region and Aleppo Region.


    Looking for the multiplayer server?
    Multiplayer Server Info Thread:https://forums.eagle.ru/showthread.php?t=185281






    Support Through The Inferno on Patreon!
    ___


    WHY PLAY TTI AND HOW IT WORKS:

    1. CHOOSE FROM THE WIDE VARIETY OF MODERN AIRCRAFT
    2. CHOOSE ANY MISSION TYPE TO BE GENERATED

      - This mission can generate a WIDE VARIETY of mission scenarios.

      - Ground missions are generated in a random location on the map, with a random pool of units, and placed in different positions within the mission zone. Each ground mission generation will be completely different every time one is generated.

      - There are many potential areas for ground missions that utilize the majority of the map, you'll be able to explore many areas of the map for a wide variety of terrain challenges and experiences.

      - Air missions will generate a random flight of enemy bandits. The airframe, of the bandits will be random. Their initial spawn point will be random. Their altitude, waypoints and waypoint altitude will be randomized every time as well. A simple yet very comprehensive dynamic A2A mission generator makes for an amazing and unpredictable A2A experience! Choose from a variety of A2A difficulties as well.
    3. You can switch (pause, choose slot) to change aircraft at ANY TIME without having to quit the mission to reload a new one!

      You'll never need to create your own scenarios (too predictable) again!
    4. Amazing Auto-lasing JTACs will designate targets for you without any interaction menu fumbling (no 9-line, readback, buggy comms) Other scripts include CTLD (helo menu for crates/building/sling loading) and an AWACs reporter to help you locate bandits.
    5. The highly dynamic mission generation engine of this mission is FULLY CUSTOMIZABLE. You can edit mission spawns to your liking, disable or enable auto-spawning missions/a2a ai/random air traffic, and you can even customize the amount and types of ground targets at mission zones!
    6. The mission is ENDLESS. Repeat or do new missions as long as you'd like.


    FEATURES:
    • Wide variety of aircraft to choose from
    • "Never the same experience" for every type of mission.
    • Ground and Sea Mission generate enemy units dynamically, at random positions within an AO, and their unit composition will be random as well.
    • Air to air missions will generate random enemy aircraft types, and they will spawn at a random position, and will have random tasks/waypoints of their own each time an air to air mission is generated!
    • Do things on your own time. Want to fly around a bit before you start? Sure, accept and start missions on your command.
    • Several types of missions to choose from
    • Do several missions at once (multiplayer recommended) for a larger-scale operation
    • Configure all and any aspects of all of the spawnable missions with configurable mission options
    • Configure other mission options to play the way you want
    • JTAC Autolase
    • Repeatable/endless missions that are never the same each time
    • Call in for backup friendly AI CAP reinforcements
    • Airboss Carrier Ops Script
    • Great for co-op
    • Great for beginners and veterans

    WHAT'S INCLUDED?

    NEW AND IMPROVED CUSTOMIZABLE VERSION:


    A2G Missions are fully customizable:
    Edit how many ground target threats at each mission type
    Edit what kind of ground target threats at each mission type
    Configure which missions are auto-spawned without using the menu. If all auto-spawning missions are disabled, it means you have to spawn them manually with the radio menu.


    A2A Missions are fully customizable:
    Edit how often enemy A2A random spawns occur
    Edit if you want A2A random spawns or not
    Edit the aircraft that appear during A2A mission spawns (configure this for both random and manual spawns)


    Details below, and within the zip when downloaded.



    Additionally, all versions of TTI include:

    "ZEUS" MAP MARKER SPAWNS AND COMMANDS:
    You can CREATE and DESTROY units out of thin air at ANY location you choose on the F10 map, like in "Zeus" mode from ArmA 3. (Details in the briefing on how to use these commands)


    -Spawn in enemy aircraft of your choosing and at the location you desire for practice. (Spawning list is in the briefing/readme)
    -Spawn in a JTAC for your friend to control (via combined arms)
    -Spawn in an Abrams tank for your friend or for your self to control (via combined arms)



    UNITS ARE STACKABLE!




    WHEN CREATING YOUR OWN MISSIONS, YOU CAN ALSO MAKE JTAC/RECON DRONES ANYWHERE ON THE MAP TO
    AUTO-LASE/DESIGNATE YOUR TARGETS!



    AIRBOSS CARRIER OPS SCRIPT:
    https://flightcontrol-master.github.io/MOOSE_DOCS_DEVELOP/Documentation/Ops.Airboss.html




    _________________

    Highly customizable SUPER CARRIER Deck Layout Menu:

    You can create your own Static Unit layout on the Super Carrier deck using this awesome menu:




    Big thanks to Redkite for allowing me to add these amazing static deck layouts for the Super Carrier.


    Layout Scripts Created by Redkite
    https://www.digitalcombatsimulator.c...files/3309905/
    https://youtu.be/XONOFbhwbsU
    https://www.youtube.com/user/RedKiteRender/
    _________________

    Dynamic AI Helo Troop Transport Scripts:




    _________________

    Spawnable Units List: (also located in the readme and briefing!)
    Spoiler:


    SPAWNABLE UNITS LIST:
    UNITS CAN BE STACKED! Spawn as many of any unit as you like to create your own ground missions!

    - RED SPAWNABLE UNITS LIST (No ships on NTTR)
    f5_red
    f4_red
    f14_red
    f16_red
    f15_red
    m2000_red
    su30_red
    su33_red
    su27_red
    mig21_red
    mig29_red
    drone_red
    mig23_red
    mig31_red
    tu142_red
    tu160_red
    tu22m3_red
    tu95ms_red

    ah1w_red
    ah64a_red
    ah64d_red
    ah1w_red
    sa342mistral_red
    mi24v_red
    oh58d_red

    abrams_red
    t80_red
    bmp_red
    truck_red
    armor_group_red
    infantry_group_red

    tanker_ship_red
    type052b_ship_red
    type052c_ship_red
    type054a_ship_red
    grisha_ship_red
    moskva_ship_red
    neus_ship_red
    ssk_ship_red


    s10_red
    s11_red
    s3_red
    s2_red
    s6_red
    ural_red
    shilka_red
    strella_red
    osa_red
    tunguska_red
    tor_red
    buk_red
    igla_manpads_red
    t90_red

    -- BLUE SPAWNABLE UNITS LIST (No ships on NTTR)
    f5_blue
    f4_blue
    f14_blue
    f16_blue
    f15_blue
    m2000_blue
    su27_blue
    mig21_blue
    mig29_blue
    drone_blue
    mig23_blue
    b1b_blue
    b52_blue
    f11a_blue

    ah1w_blue
    ah64a_blue
    ah64d_blue
    ah1w_blue
    sa342mistral_blue
    mi24v_blue
    oh58d_blue

    abrams_blue
    t80_blue
    bmp_blue
    truck_blue
    armor_group_blue
    infantry_group_blue
    jtac --> (this is a MQ Drone that designates and lases targets where you place it!)

    hmv --> useful for human FAC/JTAC with Combined Arms DCS Module

    hawk_blue
    patriot_blue
    avenger_blue
    linebacker_blue
    stinger_manpads_blue
    chaparral_blue
    vulcan_blue

    tanker_ship_blue
    type052b_ship_blue
    type052c_ship_blue
    type054a_ship_blue
    oliver_ship_blue
    ticonderoga_ship_blue




    ____________________________________


    EASILY EDIT AND CONFIGURE MISSION SPAWNING AND OTHER SETTINGS!

    You can configure and personalize the many attributes of Air to Ground Missions, Air to Air spawns and JTAC settings within the mission editor easily.

    There is a tutorial readme file on how to do this.

    You can also just look here to see what kind of mission settings are editable and what they change:


    HOW TO CHANGE MISSION SETTINGS:


    GO TO THE TRIGGER LIST IN THE MISSION EDITOR (3rd icon under MIS on the LEFT PANEL)

    On the FIRST TRIGGER, look in ACTIONS > DO SCRIPT.

    There you can edit the number values for adjusting the mission properties.

    AFTER EDITING, SAVE MISSION!!!!!

    DO NOT CHANGE ANYTHING EXCEPT FOR THE NUMBER VALUES!!!

    This is what each setting does:


    Spoiler:


    a2g_easy_autostart = SET TRUE OR FALSE if you want A2G Easy missions auto-spawning (will start automatically if there are no other a2g hard missions active)
    a2g_hard_autostart
    = SET TRUE OR FALSE if you want A2G Hard missions auto-spawning (will start automatically if there are no other a2g hard missions active)
    a2g_helo_autostart
    = SET TRUE OR FALSE if you want A2G helo missions auto-spawning (will start automatically if there are no other a2g helo missions active)
    a2g_helo_inf_autostart = SET TRUE OR FALSE if you want A2G helo infantry missions auto-spawning (will start automatically if there are no other a2g helo infantry assault missions active)
    antiship_autostart = SET TRUE OR FALSE if you want anti-ship missions auto-spawning (will start automatically if there are no other a2g missions active)

    enemy_ship_ai
    = SET TRUE OR FALSE if you want enemy AI ships to attack/defend or do nothing.


    a2a_autospawn_enable = SET TRUE OR FALSE if you want random enemy A2A spawns

    a2a_intercept_autospawn_enable = SET TRUE OR FALSE if you want random enemy bomber spawns

    a2a_helo_autospawn_enable = SET TRUE OR FALSE if you want random enemy helo spawns

    a2a_respawn_time_min
    a2a_respawn_time_max
    (TIME IN SECONDS)
    for a dynamic spawn time choose a minimum and maximum time between spawns or make them the same if you want a static time between spawns.


    A2A Intercept Bomber Mission Settings:

    enable_airbase_bombers = set true or false if you want bombers that attack your main airbase
    enable_carrier_bombers = set true or false if you want bombers that attack ships (only where anti-ship missions are available)

    enable_bomber_escorts = set true or false if you want bombers with escort fighters

    ground_bomber_amount = how many bombers at each spawn
    ship_bomber_amount = how many bombers at each spawn

    sam_enable = SET TRUE OR FALSE DEPENDING ON IF YOU WANT THERE TO BE RANDOM SAM SITES SPAWNING ON THE MAP OUTSIDE OF MISSION ZONES
    sam_respawn_time = TIME IN SECONDS BETWEEN RANDOM SAM SITE SPAWN
    sam_site_jtacs_enable = SET TRUE OR FALSE IF YOU WANT JTACS THAT LASE/SMOKE AT THE RANDOM SAM SITES


    slingLoading = change between REAL SLINGLOADING (only helos with actual slings) or SIMULATED (any helo can carry crates, by hovering over the crate, no sling required.)

    jtac_smokes_targets = SET TRUE OR FALSE IF YOU WANT JTACS TO SMOKE LASED TARGETS!

    jtac_default_laser_cde
    ctld pickup smoke color
    ctld pickup smoke on or off


    a2g_hard_misc = how many MISC ground units (armor, unarmed, etc...) will spawn at a2g HARD
    a2g_hard_aa = how many Anti Air ground units (shilka, ural AAA, soft single unit SAM like tunguska, osa) will spawn at a2g HARD
    a2g_hard_sam = how many SAM ground units (armor, unarmed, etc...) will spawn at a2g HARD

    a2g_easy_misc = how many MISC ground units (armor, unarmed, etc...) will spawn at a2g EASY
    a2g_easy_aa = how many Anti Air ground units (shilka, ural AAA, soft single unit SAM like tunguska, osa) will spawn at a2g EASY
    a2g_easy_sam = how many SAM ground units (armor, unarmed, etc...) will spawn at a2g EASY

    a2g_helo_misc = how many MISC ground units (armor, unarmed, etc...) will spawn at a2g HELO
    a2g_helo_aa = how many Anti Air ground units (shilka, ural AAA, soft single unit SAM like tunguska, osa) will spawn at a2g HELO

    a2g_inf_troops = how many infantry ground units (troops) will spawn at a2g INFANTRY ASSAULT
    a2g_inf_misc = how many MISC ground units (armor, unarmed, etc...) will spawn at a2g INFANTRY ASSAULT

    + MANY MORE OPTIONS! CHECK INCLUDED README FILES FOR DETAILS!






    ___________



    EASILY EDIT AND CONFIGURE AI CIVILIAN AND MILITARY RANDOM AIR TRAFFIC/CARRIER OPS!

    TTI Singleplayer now features a comprehensive random AI air traffic scripting system that makes the singleplayer environment feel more alive and immersive.


    Spoiler:


    CHANGING RANDOM AI AIR TRAFFIC SETTINGS:

    random_civ_air_traffic = SET TRUE OR FALSE if you want random civilian air traffic doing their own thing at random airfields.
    random_fighter_air_traffic = SET TRUE OR FALSE if you want random fighter jet air traffic doing their own thing at random airfields.


    -- # of civ aircraft spawns PER TYPE,
    civ_rat_spawns = the amount of civilian ai air traffic spawns per type

    -- set # of fighter aircraft spawns, for each type individually

    fighter_rat_a10_spawns = 1
    fighter_rat_f18_grnd_spawns = 1
    fighter_rat_f18_cv_spawns = 1
    fighter_rat_f16_spawns = 1
    fighter_rat_f15_spawns = 1
    fighter_rat_f14_grnd_spawns = 1
    fighter_rat_f14_cv_spawns = 1


    -- misc flight settings
    air_traffic_flight_level = the flight level of ai air traffic (100 = 10,000 ft)
    max_distance_destination = the max distance to a random airfield the ai air traffic will travel to in KM

    civ_allow_immortal = true or false to allow civ aircraft to be immortal
    civ_allow_invisible = true or false to allow civ aircraft to be invisible

    fighter_jet_combat_mode = set free/hold/return combat mode for fighter jets
    -- free is weapons free, ai will go on offensive
    -- hold is weapons hold, they will not fire
    -- return is return fire, they will only fire when fired upon.

    fighter_jet_immortal = true or false to allow fighter jets to be immortal
    fighter_jet_invisible = true or false to allow fighter jets to be invisbile to AI

    -- enable or disable ai aircraft types that will spawn in (use true or false)

    -- civilian
    enable_yak = true or false
    enable_c130 = true or false
    enable_c17 = true or false
    enable_an26 = true or false

    -- fighter jet
    enable_f14_cv_to_ground = spawns an f14 on the carrier, which will then land on a ground airfield
    enable_f14_ground_to_cv = spawns an f14 on a ground airfield, which will then land on the carrier
    enable_f18_cv_to_ground = spawns an f18 on the carrier, which will then land on a ground airfield
    enable_f18_ground_to_cv = spawns an f18 on a ground airfield, which will then land on the carrier

    enable_f14 = true or false (nttr only)
    enable_f15 = true or false
    enable_f16 = true or false
    enable_f18 = true or false (nttr only)
    enable_a10 = true or false





    ____________________________________

    Other versions of Through The Inferno on other maps/regions:

    DCS Caucasus Map:
    https://forums.eagle.ru/showthread.php?t=198221

    DCS NTTR Map:
    https://forums.eagle.ru/showthread.php?t=198219

    DCS Pesian Gulf Map:
    https://forums.eagle.ru/showthread.php?p=3496171

    DCS Syria Map:
    https://forums.eagle.ru/showthread.php?t=283528

    DCS Normandy Map (WW2):

    https://forums.eagle.ru/showthread.php?t=198218

    DCS Normandy Map (Modern):
    https://forums.eagle.ru/showthread.php?p=3565516

    _____

    RECENT Mission update changelog ():
    Spoiler:



    UPDATE 10/02/2020 - 1: v1.71b
    -
    Fixed a critical error where the main Trigger List lua file was not loading on Aleppo.- The A-10C II was actually the A-10C (original), fixed.
    - Changed Super Carrier units to CVN-72/71 for better MOOSE/Airboss compatibility.


    UPDATE 09/30/2020 - 1: v1.71a
    - Added A-10C II module
    - Added C-101CC module
    - Added MiG-29G module
    - Added AI Helo Transport Script




    - Add new debug feature and option to remove enemy ground units that are dynamically spawned above ground on top of buildings, folliage etc...
    - Fixed incorrect tanker information in briefing and kneeboard
    - Joint Task force coalition add to use for ease of adding/changing units
    - Change Kuznetsov country to Joint Task Force Coalition Blue
    - Change Su-33 country to Joint Task Force Coalition Blue
    - Removed intrusive config folder that blocked some custom client settings from being applied
    - Removed redundant mission detection checks to improve performance
    - Improvements and optimizations to JTAC Auto Lase script to improve performance
    - Disabled a few mission types by default to improve performance
    - Disabled Airboss Rescue Helo by default to improve performance
    - Disabled F/A-18C and F-14B Ground Random Air Traffic spawns by default to improve performance
    - Removed non-Super Carrier extra miz file and included tutorial in included README.txt on how to change the Super Carrier units to the free carrier units.


    UPDATE 08/27/2020 - 1: v1.68d
    - Fixed an issue where spawning "hmv" via Zeus map marker command wasn't working

    - New logic in A2G Mission spawning will now prevent the same mission from re-spawning after being completed. A different mission will be randomly selected.

    - Ground mission vehicles will now spawn with a random heading/azimuth.

    UPDATE 08/20/2020 - 2: v1.68c
    - Fixed an issue where CTLD wasn't working with the helicopter slots.



    UPDATE 08/20/2020 - 1: v1.68b
    - Fixed an issue where Super Carrier Static Deck object menu was not working
    - Added JF-17 slot which was not initially added by mistake.




    ____________________________________

    Available missions:

    Air to Air - Spawns a dynamically created enemy element flight. Choose between different difficulties. NOTE: These missions can infinitely stack. It is advised to spawn one at a time, and only spawn new A2A missions when one is complete.

    Air to Ground - The mission will dynamically generate ground targets in a random location. There are several difficulties to choose from:
    • HARD - SAMs may be present.
    • EASY (Multirole) - No SAMs will be present.
    • Helo - These missions will spawn closer to the home base.
    • Helo Infantry Assault - These missions are designed for dropping off troops and/or utilizing gunship helos.
    • Anti-Ship - This will spawn a group of enemy ships. (Not available on the NTTR map.)

    Carrier Ops - Perform many Carrier-Ops Scenarios with carrier based aircraft. (Not available on NTTR map.)
    ____________________________________


    AIRBOSS Carrier Ops Script

    An amazing carrier ops script that includes many features and options, please read more about AIRBOSS here:
    https://flightcontrol-master.github....s.Airboss.html

    ____________________________________

    JTAC Autolase

    TACs AUTOMATICALLY lase/smoke targets.
    No need to communicate with JTAC.
    Use "JTAC Status" in your F10 - Other Menu for more JTAC details on marked targets.
    They will provide L/L in DMS format for marked targets. Perfect for JDAMs, JSOWs and navigation.






    ____________________________________


    CTLD - Complete Troops and Logistics Deployment Script for Helos

    Build AAA Defenses.
    Transport Tanks, Humvees and more.Pickup troops and drop them off into battle.
    More details here:
    https://github.com/ciribob/DCS-CTLD
    ____________________________________



    Modules that I've included:
    • F-14B
    • F-16C
    • JF-17
    • FC3 Aircraft
    • F/A-18C
    • AV-8B N/A
    • A-10C
    • M-2000C
    • F-5E
    • AJS-37
    • MiG-21bis
    • Su-25T
    • L-39ZA
    • C-101C

    • Ka-50
    • UH-1H
    • Mi-8MTV2
    • SA342

    __________________________________________________________________________________________________________________________________________________________

    THE OFFICIAL THROUGH THE INFERNO SERVERS FOR 1.5 and 2.0 ARE NOW ONLINE:

    CHECK OUT THE OFFICIAL SERVER THREAD HERE:
    https://forums.eagle.ru/showthread.php?t=185281



    Issues, comments, questions? Please let me know here in this thread.

    You can also join our discord community for support as well:

    https://discord.gg/BRF2pcN





    __________________________________________________________________________________________________________________________________________________________

    Scripts used:
    EWRS
    MIST
    CTLD
    MOOSE Framework
    Last edited by deadlyfishes; 10-01-2020, 11:08 PM.
    "Through The Inferno"
    Endless, Dynamic, Open-World Experience for DCS World
    Website | Discord | Support TTI on Patreon
    SP Missions:
    Caucasus | NTTR |Syria| Persian Gulf | Normandy (Modern) | Normandy (WW2)
    MP Servers:
    PvE Server | PvP Server

    #2
    Holy s*** that was fast

    Thank you sir

    Comment


      #3
      Originally posted by JanK View Post
      Holy s*** that was fast

      Thank you sir
      What he said ^^^

      Thanks df! This was most unexpected!

      Comment


        #4
        Originally posted by JanK View Post
        Holy s*** that was fast

        Thank you sir



        I am with him Thanks.


        getting this now.
        sigpic

        Comment


          #5
          UPDATE 08/20/2020 - 1: v1.68b
          - Fixed an issue where Super Carrier Static Deck object menu was not working
          - Added JF-17 slot which was not initially added by mistake.
          "Through The Inferno"
          Endless, Dynamic, Open-World Experience for DCS World
          Website | Discord | Support TTI on Patreon
          SP Missions:
          Caucasus | NTTR |Syria| Persian Gulf | Normandy (Modern) | Normandy (WW2)
          MP Servers:
          PvE Server | PvP Server

          Comment


            #6
            UPDATE 08/20/2020 - 2: v1.68c
            - Fixed an issue where CTLD wasn't working with the helicopter slots.
            "Through The Inferno"
            Endless, Dynamic, Open-World Experience for DCS World
            Website | Discord | Support TTI on Patreon
            SP Missions:
            Caucasus | NTTR |Syria| Persian Gulf | Normandy (Modern) | Normandy (WW2)
            MP Servers:
            PvE Server | PvP Server

            Comment


              #7
              I love this so much, thank you!!
              Hardware: 3x 1920x1080 monitors, Puck Odyssey, Logitech X-56 HOTAS (v.2)

              Main Planes: A-10C / F-14B / F-16C / F-18C / AV-8B


              Wishlist : F-15SE / AH-64D / AH-1W/Z / UH-60 / RAH-66 Comanche

              Comment


                #8
                oh thats AWESOME, cheers bro.
                My monitor replacement fundraiser...PayPal [email]mech.driver@rogers.com

                Comment


                  #9
                  I tried this in an Fa18 and got shot down by an f16! Is that normal, are the sides not realistic?
                  Last edited by Dave317; 08-22-2020, 03:00 PM.

                  Comment


                    #10
                    Hi guys,

                    First of all thank you for making this game playable for the community <3

                    I'm new to this so be easy on me please

                    I can make my own mission based on the targets that are on the map?
                    If I destroy some target are they going to disappear from the map?
                    The enemy (and allies) a/c are spawning automatically?
                    Are there any hidden targets?, or everything is visible on the map?

                    Sorry it the questions are simple or obvious I just never played a campaign in DCS before.

                    Thank you!

                    Comment


                      #11
                      Originally posted by Dave317 View Post
                      I tried this in an Fa18 and got shot down by an f16! Is that normal, are the sides not realistic?
                      you can adjust which aircraft spawn in the mission editor.

                      Comment


                        #12
                        Hi deadlyfishes,

                        First off, big thanks for all your hard work. If I could make a suggestion... a number of times when I clear a mission, the next one to spawn is the same one, and if I was using guns for example on the last target, suddenly a SAM spawns under me and blows my doors off... May I recommend a small change to your script, I did it as follows for easy/hard/helo/etc...
                        Ground_Missions.lua:

                        Code:
                        function a2gh_start()
                        HeloMissionNameGen()
                        trigger.action.setUserFlag('AGH-STARTING', true)
                        local switch;
                        repeat
                        	switch = math.random (1,5)
                        until switch ~= lastA2Ghelo;
                        lastA2Ghelo = switch;
                        Initialing lastA2Ghelo = 0 plus the 3 other ones at the top of the script. This simply prevents the same AO from spawning back to back.

                        Also, I could be wrong, but "-create hmv" doesn't work for me, I had to add:
                        Code:
                            elseif text:find("hmv") then
                                zeusSpawn = hmv
                        to zeus_markers.lua to make it work.

                        Comment


                          #13
                          Originally posted by solidGad View Post
                          you can adjust which aircraft spawn in the mission editor.

                          Ah thanks. Got it all configured now.

                          Comment


                            #14
                            Originally posted by littlewing View Post
                            Hi guys,

                            First of all thank you for making this game playable for the community <3

                            I'm new to this so be easy on me please

                            I can make my own mission based on the targets that are on the map?
                            If I destroy some target are they going to disappear from the map?
                            The enemy (and allies) a/c are spawning automatically?
                            Are there any hidden targets?, or everything is visible on the map?

                            Sorry it the questions are simple or obvious I just never played a campaign in DCS before.

                            Thank you!


                            I can make my own mission based on the targets that are on the map?
                            The missions on the map are randomly and dynamically generated. Those will only exist within that session and cannot be persisted.



                            To make randomly generated mission in your own mission you'd have to do your own mission scripting and setup.

                            If I destroy some target are they going to disappear from the map?

                            Destroyed targets will go away from the F10 map when they have 0 health, but their destroyed vehicle model will still be there in the world.

                            The enemy (and allies) a/c are spawning automatically?
                            Yes. This is the default setting. You can turn off automatic spawning of missions and many other mission options, please read the text file on how to change mission settings.

                            Are there any hidden targets?, or everything is visible on the map?
                            By default, everything is visible on the F10 Map. You can change the F10 map settings yourself in the mission editor.



                            Originally posted by Vanguard View Post
                            Hi deadlyfishes,

                            First off, big thanks for all your hard work. If I could make a suggestion... a number of times when I clear a mission, the next one to spawn is the same one, and if I was using guns for example on the last target, suddenly a SAM spawns under me and blows my doors off... May I recommend a small change to your script, I did it as follows for easy/hard/helo/etc...
                            Ground_Missions.lua:

                            Code:
                            function a2gh_start()
                            HeloMissionNameGen()
                            trigger.action.setUserFlag('AGH-STARTING', true)
                            local switch;
                            repeat
                                switch = math.random (1,5)
                            until switch ~= lastA2Ghelo;
                            lastA2Ghelo = switch;
                            Initialing lastA2Ghelo = 0 plus the 3 other ones at the top of the script. This simply prevents the same AO from spawning back to back.

                            Also, I could be wrong, but "-create hmv" doesn't work for me, I had to add:
                            Code:
                                elseif text:find("hmv") then
                                    zeusSpawn = hmv
                            to zeus_markers.lua to make it work.



                            This code change is amazing, I didn't do this because of how I'm used to handling it in MP, which is put the next spawn on a 5 min delay. Sometimes it was fun to have the same mission again, but I never got around to adding that to SP.




                            This is a fix that has been on my backlog for sometime.


                            I went ahead and fixed it, and it will ship with the next update, same with the Zeus lua mission the hmv.. Thanks so much!
                            "Through The Inferno"
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                            Comment


                              #15
                              Originally posted by deadlyfishes View Post
                              [I]
                              This code change is amazing, I didn't do this because of how I'm used to handling it in MP, which is put the next spawn on a 5 min delay. Sometimes it was fun to have the same mission again, but I never got around to adding that to SP.

                              This is a fix that has been on my backlog for sometime.

                              I went ahead and fixed it, and it will ship with the next update, same with the Zeus lua mission the hmv.. Thanks so much!
                              My pleasure, it's a drop in the bucket compared to all your hard work. By the way, have you released the zeus functionality as a separate mod somewhere? It's extremely useful, I hope you don't mind, I've incorporated it into a few of my co-op missions on private server. It's great for training and teaching others without having to go to ME. I would love to see an MP server with a dedicated game master leveraging this to create a dynamic scenario on the fly for a group of players.

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