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


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TTI-Cover-SYR-f.jpg

 

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

 

 

 

 

downloads_wordmark_white_on_coral%402x.jpg

 

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.
  • Dynamic moving convoy hunt missions! Hunt down convoys that are dynamically generated, they will compose of random unit types and spawn in random locations. You will have the proper tools via the F10 Map and Intel reports to help you track them down.
  • 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)

 

zeus_example.gif

 

UNITS ARE STACKABLE!

 

zeus_stack_units_tutorial.gif

 

WHEN CREATING YOUR OWN MISSIONS, YOU CAN ALSO MAKE JTAC/RECON DRONES ANYWHERE ON THE MAP TO

AUTO-LASE/DESIGNATE YOUR TARGETS!

 

zeus-jtac-drone-tutorial.gif

 

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:

 

tti-supercarrier-deck-menu-demo.gif

 

 

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://www.youtube.com/user/RedKiteRender/

_________________

 

Dynamic AI Helo Troop Transport Scripts:

 

helo_troop_transport_auto.gif

 

helo_troop_transport_zeus.gif

_________________

 

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

 

 

 

 

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:

 

 

 

 

 

 

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.

 

 

 

 

 

 

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 ():

 

 

UPDATE 12/05/2020 - 1: v1.72d

- Added F-14A Module
- Updated MOOSE for F-14A Airboss Compatibility

- Changed WPT name labels to match the zones they belong for easier customization/editing.
 

UPDATE 10/28/2020 - 1: v1.72b

- Added dynamic convoy missions;

*Convoys can be configured to auto-start or spawned via the mission spawner menu

*They will be randomly generated, the unit composition of the convoy will be varied

*Their starting positions and routes will be randomly selected

*They can be repeated like normal A2G Missions

*Using the F10 - Other Intel report will provide a L/L of the convoy's position at the time of the intel being requested.

*Configurable option to allow for adding map markers on the F10 Map to show the convoy's position (The convoy map marker will update when intel is requested)

 

[ATTACH=JSON]{"data-align":"none","data-size":"custom","data-tempid":"temp_260113_1603922364647_804","height":"341","title":"convoy mission intel SP.PNG","width":"473"}[/ATTACH]wAAACH5BAEKAAAALAAAAAABAAEAAAICRAEAOw==

 

- Fixed an issue for carrier maps where using CVN-75 caused datalink issues. All carrier maps will now use CVN-72 instead.

 

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

helo_troop_transport_auto.gif

 

 

helo_troop_transport_zeus.gif

- 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.

 

 

New%20JTAC%20Reports.PNG

 

 

 

____________________________________

 

 

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

 

w8eKKrk.jpg

 

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

 

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

post-148533-1484231088.png

https://discord.gg/BRF2pcN

 

 

 

 

 

__________________________________________________________________________________________________________________________________________________________

 

Scripts used:

EWRS

MIST

CTLD

MOOSE Framework


Edited by deadlyfishes

"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

Link to post
Share on other sites

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

Link to post
Share on other sites

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

Link to post
Share on other sites

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!

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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:

 

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:

    elseif text:find("hmv") then
       zeusSpawn = hmv

to zeus_markers.lua to make it work.

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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.

 

 

 

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:

 

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:

    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"



Endless, Dynamic, Open-World Experience for DCS World



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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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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.

"Through The Inferno"



Endless, Dynamic, Open-World Experience for DCS World



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Caucasus | NTTR |Syria| Persian Gulf | Normandy (Modern) | Normandy (WW2)

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Thanks for the update mate. If only there was a way to prevent units from spawning on rooftops...

 

I noticed the switch to poly zones instead of the trigger radius, very cool. I noted that, at least on the Syria map that I was testing the poly zones outline the suburb, but typically don't include the road outlining the particular suburb. It's obviously personal taste, but I would expect to see vehicles on the surrounding road, and it would also reduce the frequency of units spawning on rooftops since the road is a safer place to spawn. My 2c. Thanks again.

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Hi Deadly,

 

Many thanks for another great mission.

 

There seem some minor discrepancies in the details of the mission when it comes to the tankers in the briefing:

 

It reads as follows:

 

Tankers:

KC-135 (Boom) “Texaco”

@15,000 FT 205 KTS ------- SHOULD READ @19,000 FT 270 KTS

255 Mhz AM 41Y-AA TCN

 

KC-135 (Boom) “Arco”

@19,000 FT 270 KTS ------- SHOULD READ @15,000 FT 205 KTS

256 Mhz AM 39Y-AA TCN

 

KC-135 MPRS (Basket) “Shell”

@19,000 FT 270 KTS

254 Mhz AM 40Y-AA TCN

 

Texaco and Arco have the Speed and Altitude lines mixed up.

Also the Waipoints allocated with the tankers are named wrong. The SLOW Arco is mentioned as FAST in the waypoints.

 

no criticism :D I think the mission is awsome;) just wanted to make you aware

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I know under mission templates it says 'dont use for AI' with ascend descend etc

But doing offensive air , and some stuff is near impossible without it

will the AI work in spite of that warning?

lot more questions but I can probably work em out

Im really liking it. just trouble finding dogfights in WW2 and Korea type maps

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Thanks for the update mate. If only there was a way to prevent units from spawning on rooftops...

 

I noticed the switch to poly zones instead of the trigger radius, very cool. I noted that, at least on the Syria map that I was testing the poly zones outline the suburb, but typically don't include the road outlining the particular suburb. It's obviously personal taste, but I would expect to see vehicles on the surrounding road, and it would also reduce the frequency of units spawning on rooftops since the road is a safer place to spawn. My 2c. Thanks again.

 

 

Hey Vangaurd. Thanks for looking into this issue. I personally was OK with the open-field missions since they were a bit on the easy side, however I think these zone polygons add a bit more realism in mission feel, and doesn't feel cheap.

 

 

I can take another look at the zone polygons, but you are more than welcome to editing the zone shapes!

 

 

 

If you had any mission setup in mind, let me know, send a pic of an ideal zone you'd like to see and I can see about making an improvement in this department.

 

 

 

 

 

Hi Deadly,

 

Many thanks for another great mission.

 

There seem some minor discrepancies in the details of the mission when it comes to the tankers in the briefing:

 

It reads as follows:

 

Tankers:

KC-135 (Boom) “Texaco”

@15,000 FT 205 KTS ------- SHOULD READ @19,000 FT 270 KTS

255 Mhz AM 41Y-AA TCN

 

KC-135 (Boom) “Arco”

@19,000 FT 270 KTS ------- SHOULD READ @15,000 FT 205 KTS

256 Mhz AM 39Y-AA TCN

 

KC-135 MPRS (Basket) “Shell”

@19,000 FT 270 KTS

254 Mhz AM 40Y-AA TCN

 

Texaco and Arco have the Speed and Altitude lines mixed up.

Also the Waipoints allocated with the tankers are named wrong. The SLOW Arco is mentioned as FAST in the waypoints.

 

no criticism :D I think the mission is awsome;) just wanted to make you aware

 

 

Thanks, I've added this to my issues list :)

 

 

hey I just wanted to point out... for example in syria golan heights battle.. the camp will spawn a ship on the land

 

 

Sorry, I can't find that mission, which mission number is it? Which version of TTI Syria is it, damscus or aleppo?

 

 

 

I know under mission templates it says 'dont use for AI' with ascend descend etc

But doing offensive air , and some stuff is near impossible without it

will the AI work in spite of that warning?

lot more questions but I can probably work em out

Im really liking it. just trouble finding dogfights in WW2 and Korea type maps

 

 

Where do you see this warning? It might not hurt to try it, but they probably warn of this to prevent incorrect behavior or crash issues.

 

 

what kind of AI behavior are you trying to achieve?

"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)

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Hi Deadlyfishes

 

Nothing but respect for your missions. They're great!

 

However, and I have been meaning to ask you this for a while now, what's with the extremely low QNH 27.64? :P

 

Our Viper's altimeter doesn't go below 28.10 (and I'm pretty sure I've seen that with other modules as well). Is there a reason why you've set the value this low? Or am I missing something perhaps?

System specs:

 

 

System specs: i7-8700K @stock speed - GTX 1080TI @ stock speed - AsRock Extreme4 Z370 - 32GB DDR4 @3GHz- HP Reverb v2 - Saitek Pro pedals - TM Warthog HOTAS - TM F/A-18 Grip - TM Cougar HOTAS (NN-Dan mod) & (throttle standalone mod) - Pointctrl & aux banks <-- must have for VR users!! - Andre's SimShaker Jetpad - Fully adjustable DIY playseat - VA+VAICOM

 

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Hi Deadlyfishes

 

Nothing but respect for your missions. They're great!

 

However, and I have been meaning to ask you this for a while now, what's with the extremely low QNH 27.64? :P

 

Our Viper's altimeter doesn't go below 28.10 (and I'm pretty sure I've seen that with other modules as well). Is there a reason why you've set the value this low? Or am I missing something perhaps?

 

 

Honestly it's probably something I overlooked when porting the mission over from the Caucasus version...

 

 

Feel free to change QNH, do you have one you recommend for me to change it to for all the other maps as well?

"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)

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Well... If you wanna be nerdy (and let's face it, we wouldn't play DCS if we weren't :P), QNH is location dependent. I know here in the Netherlands it's generally around 29.92inHg. At the moment this website says at Damascus Int. airport QNH is 1008hPa (which is aproximately 29.77inHg). But in Tbilisi it currently is 30.12inHg...

 

tl;dr

 

You could set it to 29.94

 

 

(by default in the DCS cockpits it is set to 29.92, but I like to manually correct it because... well.. yeah.. I guess I'm a nerd :D)

System specs:

 

 

System specs: i7-8700K @stock speed - GTX 1080TI @ stock speed - AsRock Extreme4 Z370 - 32GB DDR4 @3GHz- HP Reverb v2 - Saitek Pro pedals - TM Warthog HOTAS - TM F/A-18 Grip - TM Cougar HOTAS (NN-Dan mod) & (throttle standalone mod) - Pointctrl & aux banks <-- must have for VR users!! - Andre's SimShaker Jetpad - Fully adjustable DIY playseat - VA+VAICOM

 

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Well... If you wanna be nerdy (and let's face it, we wouldn't play DCS if we weren't :P), QNH is location dependent. I know here in the Netherlands it's generally around 29.92inHg. At the moment this website says at Damascus Int. airport QNH is 1008hPa (which is aproximately 29.77inHg). But in Tbilisi it currently is 30.12inHg...

 

tl;dr

 

You could set it to 29.94

 

 

(by default in the DCS cockpits it is set to 29.92, but I like to manually correct it because... well.. yeah.. I guess I'm a nerd :D)

 

 

Great info, I'll add this to my issues list and work on this for next udpate

"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

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