Through The Inferno (Las Vegas) - Highly dynamic and endless task-based mission - ED Forums
 


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Old 12-18-2017, 05:17 PM   #1
deadlyfishes
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Default Through The Inferno (Las Vegas) - Highly dynamic and endless task-based mission



You can DOWNLOAD the latest version here via ED User Files--->
https://www.digitalcombatsimulator.com/en/files/3064270/

Singleplayer or Private Co-op Only

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
  • 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)




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

REDFOR: (all are 2-ship groups)
  • f5_red
  • f4_red
  • f14_red
  • f16_red
  • f15_red
  • m2000_red
  • su30_red
  • su33_red
  • su27_red
  • mig21_red
  • mig29_red
  • drone_red
  • abrams_red
  • t80_red
  • bmp_red
  • truck_red
  • armor_group_red
  • infantry_group_red
BLUEFOR:
  • f5_blue
  • f4_blue
  • f14_blue
  • f16_blue
  • f15_blue
  • m2000_blue
  • su27_blue
  • mig21_blue
  • mig29_blue
  • drone_blue
  • abrams_blue
  • t80_blue
  • bmp_blue
  • truck_blue
  • armor_group_blue
  • infantry_group_blue
  • jtac


Currently a big limitation with this Zeus Spawning System is that you cannot stack the same unit type. Doing so will reset the unit by deleting the previous one and spawning a new one.
I'm working on improving this script to add the ability to stack units and more features, so please stay tuned for any updates.


____________________________________


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)

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

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

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 (TTI ALIVE ONLY)
sam_respawn_time = TIME IN SECONDS BETWEEN RANDOM SAM SITE SPAWN (TTI ALIVE ONLY)

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

You can set the number to 0 if you do not want that unit type at these missions.

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


____________________________________

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 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 03/18/2019 - 1: v1.51c

- Further addressed and fixed an issue where EWRS and the MISSION SPAWNING radio menus were not properly working.


UPDATE 03/14/2019 - 1: v1.51b

- Added INS Stored Alignment to all F-14B slots
(This significantly shortens the INS alignment time when using "Fine Alignment")

- Implemented new F10 Radio Menu logic that refreshes the menu regularly so that new players that join after the host will also have access to the radio menu.

- Fixed an issue where the friendly A2A backup units did not have any weapons loaded.

UPDATE 03/13/2019 - 1: v1.51

- Added 2 F-14B slots to the mission

Note: I'm aware of the F10 Mission Spawning menus not working for anyone except for the host. I have a fix in place, but I need more time to test it to ensure it works properly. For now it's best ran with the host playing instead of using this mission on a dedicated machine if you wish to use the mission spawning and intel F10 menus.



UPDATE 03/04/2019 - 1: v1.50

- Changed TACAN frequencies of ships/tankers to fix AWACS D/L for the F/A-18C
- Added RWR for the MiG-19P
- Removed static objects on carriers

UPDATE 03/02/2019 - 1: v1.25a - HOTFIX

- Fixed a critical scripting error that broke mission spawns. All works now.
- AWACS Frequency returned to 251mhz AM as listed in the kneeboard and briefing.




UPDATE 03/02/2019 - 1: v1.25

- Added MiG-19P
- "Refreshed" units that affect the new F/A-18C Data Link Update
- Fixed incorrect frequency listing in the custom kneeboard.



UPDATE 02/12/2019 - 1: v1.24

- Added a new "A2A Intercept Bombers" mission type.
- Added new config options to set time for enemy bomber auto spawns and options to enable/disable them.



ARCHIVED AND OLDER Mission update changelog ():
Spoiler:


UPDATE 12/15/2017:
- Initial Release of NTTR - Las Vegas Region

UPDATE 05/03/2018:
- Converted many trigger list items to lua script to make edits, updates and conversion to new maps easier.
- Added new airframes: J-11A and SA-342 Minigun.

UPDATE 05/24/2018:
-
Changed Tankers to use Y-band TCN
- Changed Drogue/Basket Tanker to KC-130
- Fixed CTLD to work properly. Building and transporting vehicles was not working previously
- Changed CTLD pickup zone smoke to WHITE.
- Removed some redundant spawns.

UPDATE 05/30/2018:
- Added F/A-18C Hornet Module
- Fixed TCN Frequencies/Callsigns for AI Logistics


UPDATE 06/30/2018:
- Added more units, SAMs and aircraft to the random unit pool to expand the dynamic mission generation.
- Added a readme.txt to help players create more slots for multiplayer.


UPDATE 07/10/2018:
- Each A2G Mission type now has 10 zones, making for 40 possible mission locations, with endless unit variety/composition/placement within zone.
This change brings a much more unpredictable dynamic to the mission generation script.



UPDATE 07/21/2018:
- Added custom kneeboard page with frequencies/tacans



UPDATE 12/16/2018:

- Added "Zeus" spawning/destroying feature.
- Added "ALIVE" versions which act similarly to the multiplayer version of TTI.
- Added Random Air Traffic for "ALIVE" versions.
- Added many more spawnable units to zeus spawnable list, including armor groups as well as allied bluefor units.
- Changed smoke colors. Smoke colors specified in briefing/readme.
- Added "BULLSEYE" waypoints for the F/A-18C in preparation for an upcoming update to the module.




UPDATE 12/17/2018: v1.18

- Added option in F10 Other Menu to request backup friendly AI CAP Reinforcements; F-15C, F-16A, F/A-18C (Takes off from carrier on maps with sea/ocean where applicable)




UPDATE 01/17/2019 - 1: v1.20

- Added 'configurable' mission settings for TTI SP. Check the readme file on editing mission settings for more details.

UPDATE 01/22/2019 - 1: v1.21

- Added waypoints to all missions except anti-ship for F/A-18C, AV-8B, A-10C and M-2000C. The intel reports will specify which waypoints to use to go to an active mission zone.



- Fixed "AI friendly A2A Backup" logic. They will now properly patrol and will also takeoff from the runway directly.



- Fixed the spawned in "ZEUS" aircraft to not just fly straight and/or RTB. They will now do CAP and orbit.


- Fixed the SA-2 unit group to be more active than to just be an extremely close range SAM site.


- Added an SA-11 battery to the unit pool of SAMs.


- Changed frequency presets in the F/A-18C. If you decide to add A2A wingmen to the hornet slots, they will speak to you on 305mhz AM


- JTAC Autolase script now tells you when units are destroyed and when new units are being lased.



- Adjusted tanker paths on TTI SP Caucasus map.


UPDATE 01/26/2019 - 1: v1.22


- Added a new "DEFINE MISSION SETTINGS" section where users can now adjust and change which units are spawned in the random spawning pool of A2A and A2G (AA Threats) missions.
This is especially useful if you want to prevent certain units from being spawned for A2G and A2A missions.


UPDATE 01/28/2019 - 1: v1.23
- Added a new setting to configure where users can now adjust more A2A spawns (the ALL RANDOM set)
- Added a new setting for A2A random spawns where users set a minimum and maximum time to make the time in which a2a spawns occur much more dynamic, random and unpredictable than they already are.

- Added new settings that made TTI Standard vs TTI Alive redundant since now users can configure which missions are enabled for auto-spawned. If you want to revert to a TTI Standard setting where all missions are spawned manually, most of these auto-spawn settings should be set to "FALSE" as they are set to TRUE by default.
-These changes bring a fully custom experience to TTI, encouraging players to adjust the mission as their skills increase.


UPDATE 01/29/2019 - 1: v1.23a

- Fixed an issue where some A2G Hard Missions were not applying player defined settings for number of SAMS on A2G Hard Missions





____________________________________

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.
____________________________________

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.
JTACs will prioritize SAMs and AAA when designating units in a large group.

____________________________________

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
  • FC3 Aircraft
  • F/A-18C
  • AV-8B N/A
  • A-10C
  • M-2000C
  • F-5E
  • AJS-37
  • MiG-21bis
  • Su-25T
  • L-39ZA

  • 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
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"Through The Inferno"
Endless, Dynamic, Open-World Experience for DCS World
Official Website | Join our Discord Server | Support TTI on Patreon
Through The Inferno SP Missions:
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PvE Server | PvP Server

Last edited by deadlyfishes; 03-18-2019 at 11:52 PM.
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Old 12-28-2017, 07:46 PM   #2
NTolerance
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Quote:
Regarding hosting this mission as a multiplayer server;

This mission is originally designed and intended for SINGLEPLAYER use only. There will be many issues and bugs that arise when you set this mission up in a multiplayer setting. However, I do see the viability of this mission being used in a small private co-op setting, which does require you to host the mission online in some way.

I kindly ask that you keep it private either by password protecting or hiding it from the public server list when you host this mission. I also ask that you let me know if you wish to do so.
I'm interested in hosting this mission on a password-protected co-op server. I'd like to make some small edits to the mission for this - specifically increasing the unit count for friendly player aircraft from one to two or more so that co-op players can fly the same aircraft if they'd like.

I'd tried this out with the mission editor, but there is something strange going on with the coalitions and the aircraft they have availble. For instance, if I try to increase the [CAP] MiG-29A group from one unit to two, the unit type is not MiG-29A but instead, F-15C. I presume this may be due to the fact that my mission editor won't allow the USA to operate the MiG-29A. Are you using a mission editor mod that removes this restriction or something like that?

Edit: I've modified my C:\Program Files (x86)\Steam\steamapps\common\DCSWorld\Scripts\Database\db_countries.lua to resolve the issue:

Code:
local units = country:get("USA").Units 
<snippy>
    cnt_unit( units.Planes.Plane, "Mirage 2000-5");
    cnt_unit( units.Planes.Plane, "Su-27");
    cnt_unit( units.Planes.Plane, "Su-33");
    cnt_unit( units.Planes.Plane, "MiG-29A");
    cnt_unit( units.Planes.Plane, "MiG-29S");
    cnt_unit( units.Planes.Plane, "Su-25");
    cnt_unit( units.Planes.Plane, "Su-25T");
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Last edited by NTolerance; 12-29-2017 at 05:03 PM.
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Old 12-30-2017, 05:33 PM   #3
NTolerance
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The Predator JTAC that spawns over the mountains west of Vegas for the A2G Easy Mission is at too low of an altitude, and eventually will get stuck in the mountains. I changed the Predator altitude from around 7k feet to 13k feet, which seems to resolve the problem and targets are lased as expected.
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Old 12-31-2017, 04:25 PM   #4
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Quote:
Originally Posted by NTolerance View Post
I'm interested in hosting this mission on a password-protected co-op server. I'd like to make some small edits to the mission for this - specifically increasing the unit count for friendly player aircraft from one to two or more so that co-op players can fly the same aircraft if they'd like.

I'd tried this out with the mission editor, but there is something strange going on with the coalitions and the aircraft they have availble. For instance, if I try to increase the [CAP] MiG-29A group from one unit to two, the unit type is not MiG-29A but instead, F-15C. I presume this may be due to the fact that my mission editor won't allow the USA to operate the MiG-29A. Are you using a mission editor mod that removes this restriction or something like that?

Edit: I've modified my C:\Program Files (x86)\Steam\steamapps\common\DCSWorld\Scripts\Database\db_countries.lua to resolve the issue:

Code:
local units = country:get("USA").Units 
<snippy>
    cnt_unit( units.Planes.Plane, "Mirage 2000-5");
    cnt_unit( units.Planes.Plane, "Su-27");
    cnt_unit( units.Planes.Plane, "Su-33");
    cnt_unit( units.Planes.Plane, "MiG-29A");
    cnt_unit( units.Planes.Plane, "MiG-29S");
    cnt_unit( units.Planes.Plane, "Su-25");
    cnt_unit( units.Planes.Plane, "Su-25T");
Quote:
Originally Posted by NTolerance View Post
The Predator JTAC that spawns over the mountains west of Vegas for the A2G Easy Mission is at too low of an altitude, and eventually will get stuck in the mountains. I changed the Predator altitude from around 7k feet to 13k feet, which seems to resolve the problem and targets are lased as expected.
Sorry for the late reply. Been busy with the holidays.

Yes, you need to mod the countries database file. If you want, you can add planes to UKR so they can speak russian.

Also, I've updated to 1.03 to fix the drone that crashes.
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Old 01-20-2018, 05:48 PM   #5
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I can confirm that the Predator JTAC issue is fixed in version 1.03.
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Old 01-31-2018, 02:12 PM   #6
Coyotte
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Very dynamic and immersive mission.
using it in MP session
Just a remark/ question : is it possible to avoid air/ground strike against pilots starting from parkings (i.e. after a destruction) ?
Not easy to starting/ taxiing/ under ennemy fire

Thanks
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Old 03-18-2018, 04:14 AM   #7
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Thanks for updating it works perfect. Great fun.
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Old 05-04-2018, 12:43 AM   #8
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A big update that fixes some bugs, improves performance, and adds new airframes is live and has been uploaded to the ED User Files Page. (Find the link at the top post).

Please let me know if there are any issues, bugs or anything you'd like to see in a future update.

Thanks and enjoy!
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Old 05-11-2018, 01:12 AM   #9
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Pushed out another update that has the auto JTACs designating priority targets! They will now target SAMs first, AAA, then anything else that is remaining that is not considered top priority (fuel trucks, unarmed) will be chosen last.

Enjoy!
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Official Website | Join our Discord Server | Support TTI on Patreon
Through The Inferno SP Missions:
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Multiplayer Servers:
PvE Server | PvP Server
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Old 05-14-2018, 01:52 PM   #10
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Looking forward to give this a go in coop. It states 'single player only' at the top,...is this mission for multiplayer also or only the one you host yourself? And if it works in mulitplayer, could you add a second slot for all aircraft that are present only once like the SU-25T etc?
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