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Grimm

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  1. Hi guys, I have merged any open merge requests (updated the script based on other code contributions). I'm much more available for discussion on the RotorOps discord: https://discord.gg/QEEmtp5NM9
  2. Perks is a standalone script that enables a points and rewards system. You can use this script on its own or together with CTLD and/or RotorOps. There is no configuration necessary, and it works with single player or multiplayer. Why a points system? This was developed to incentivize teamwork in multiplayer support roles, and to enhance single player experiences with more control over the battlefield. How to earn points You can earn points from actions you take directly, like kills, or indirectly like kills from troops you drop. These are broken down into the points categories below. See the script for the actual number of points per action. Direct Kill infantry Kill vehicles Kill helicopters Kill planes Kill tanks Kill ships CTLD rearm vehicles CTLD unpack crates Indirect Dropped troops kill infantry Dropped troops kill vehicles Dropped troops kill tanks CAS Bonus When you kill enemy troops or vehicles near your friendly ground units, you earn a hefty CAS bonus for supporting the war on the ground. How to use Perks Spend points on Perks by using the 'ROTOROPS PERKS' F10 menu. Perks can either be activated at your current position, or at a position that you mark on the map. Fatcow FARP Request an AI CH-47 Chinook that will land at your designated position and deploy a working FARP for refuel or rearm! Available at your current position Available at your mark on the map. Name the mark 'fatcow' To use this, a CH-47 must be placed on the map, set as late-activated, with a group name of 'FAT COW'. Also support statics must be placed on the map in order to be teleported to the new FARP location. See the RotorOps Perks demo missions for details. Instant Strike Request a cruise missle strike at a designated location. Right now this is essentially a demo for the perks system, and will likely be removed or modified in the future to be more realistic. -- Available at your mark on the map. Name the mark 'strike' Perk Options The script is desinged to be easy to create your own perks for your use or to easily modify their attributes, such as: Cooldown time Max uses per player Max uses per mission Points cost ######################################################################### Current state of the script in a nutshell: -Single player: tested, working, no known bugs -Multiplayer: tested in MP environment, working, no known bugs, but needs testing with more players -Multicrew: designed for multicrew, but untested Demo mission attached. Just pure quick fun. Enjoy, and please let me know your feedback! ROTOROPS PERKS - Black Hawk Down Pt. 1.miz
  3. New update v1.3.2 out now! Changes in this update: For users: -Added KA-50 III and AV8BNA Harrier to slot selection -Changed message in mission generated success dialog -Zone protect SAMs now part of 'Advanced Defenses' feature -Advanced Defenses is a new feature that adds IR SAMs, MANPADs, and other AA to enemy zones. Being detected by the Dog Ear radar unit will trigger an enemy fighter intercept. Stay below 1000ft AGL and take it out. -Late activated friendly/enemy CAP units are placed in mission as a template for Deployed CAP fighters (ie will not be active unless using Advanced Defenses or 'DEPLOY_FIGHTERS' name for radar ground unit) -improve idle troop behavior at bases/FARPs For Mission creators: -Updated pydcs library supports new units such as technicals -Updated pydcs library supports Falklands map -allow troop pickup from HELO_CARRIER -enemy units with radar can be designated to deploy intercept fighters on detection (see RotorOps.fighter options in RotorOps.lua for details) with options for min detection altitude and distance (min detection altitude allows helis to fly 'under the radar') -Insert RotorOpsServer.lua script and trigger actions if option set in scenario config: rotorops_server: true (if you would like to create templates for the RotorOps MP server) -scenario template triggers should now be 'untouched' after mission generation, allowing previously unsupported triggers and actions to be used, along with color coding -block adding player helicopters if slots locked in scenario config -Added RotorOps.draw_conflict_zones setting to give users the ability to disable or enable displaying of zones on the map. -allow disabling spinboxes in scenario config -mission ends 10 mins after mission success/fail -copy helicopter start type from templates Join the discord: https://discord.gg/axV72dZrvY
  4. Adjusted the rocket multiplier that we've been using with RotorOps...3 was way overpowered. Merged develop into master. https://github.com/spencershepard/DCS-Scripts/blob/master/Splash_Damage_2_0.lua
  5. RotorOps Turkish Roadbase - Syria Map 0200z on Sunday September 25, 2022 Limited intel brief, subject to change. Expect technicals and insurgent forces scattered throughout the region and near villages. EWR on the far side of the gulf will trigger a fighter response if we're detected above 1000ft within the circle on the map. Expect manpads, AAA, and IR sams in the vicinity of ALPHA, BRAVO, and CHARLIE zones. Size of the force to expect is unknown at this time. Enemy aircraft at Incirlik to include KA-50 Recommend we leverage our ability to deploy air defenses via CTLD and mark targets with JTAC units. Clear the zones in order and we can establish FARPs for respawning, rearm and refuel. We begin at 0200z on Sunday September 25, 2022 Join us! All are welcome. https://discord.gg/gekD2QCRXt
  6. Hi guys, I wanted to introduce you to our new server. If you are not yet familiar with RotorOps, here's the short of it; we started with a gameplay script that brings the battlefield to life and puts the focus on the ground war. Helicopter operations are essential for supporting the ground war and winning the mission; CAS, ground attack, logistics and troop transport. Then we wrapped it in a powerful mission generator. Most missions are a gametype called conflict, where the aggressive side's ground forces push the front line forward to the next conflict zone. It's all dynamic, so you can drop troops into the conflict zone and they will join the battle. There's some gamey elements like a lot of voiceovers and such, but in other ways it's the most realistic in terms of the AI -- troops and vehicles actually move and engage with each other automatically. Troops are VERY useful in RotorOps. These are not grueling campaigns. They are relatively short missions on small areas of the map. I think you'll find it's a unique experience! Currently the server is running on a weekly schedule; starting Sundays at 6pm PST (0200-1500z) and we'll be ramping this up. All are welcome to join! RotorOps website: https://dcs-helicopters.com Please join us on our discord for more info: https://discord.gg/axV72dZrvY
  7. That looks fine. Jk. I'd be interested in having a look if you can provide the .miz? Not sure off hand how the script would cause this to happen.
  8. Also there's nothing to uninstall in that version. You can just delete the folder or install v1.2 to a different location.
  9. If you use RotorOps for this mission, make sure you open the generated mission up in the ME. There's currently a glitch (in multiplayer exclusively) that causes the triggers not to work unless you first open it and save from the mission editor. @YoYo It is co-op for up to three players: Apache pilot, CPG, and blackhawk pilot
  10. 1) These are the zone FARP spawns, if you have them enabled. If those are the only spawns you have, make sure that you have some selection in the slot selection. 2) There's no changes to vehicle speed or anything different about how the aggressor ground vehicles attack. The speed is highly dependent on the forces template selection. Each group is only as fast as the slowest unit. For instance you should not use a template that is described as infantry for attacking, because they will only be as fast as infantry can run. As far as the tanks blowing up cars and houses and generally being poor drivers....I'm not sure I can do much about it as this comes down to core DCS AI behavior....but maybe I can find some solution. If you have a tacview that might be helpful.
  11. There's also a 'jtac status' f10 menu option under CTLD that will display target info. Not sure how long it stays on the screen for. Gotta love the laser in NVGs though!
  12. This mission has been added to RotorOps as a mission template, with the following changes: Added more text messages to make the mission progress easier to follow Updated a couple voiceovers Added Blackkite laser designation to VBIED path (active after Raven drops off the first batch of troops) Reduced difficulty of tank convoy Removed landed Mi-24 that was difficult to destroy Fixed timing of Blackkite designating insurgent camp As this is now part of RotorOps you can customize options such as the enemies that you will be facing. I will update the DCS user files with these changes as well at some point soon, but it will be maintained within RotorOps. https://dcs-helicopters.com
  13. RotorOps version 1.2 is available! Major feature updates: -hot start available at initial farps and imported fobs/farps -updated to latest dcs beta: technicals! -random weather checkbox -time of day selection -status display now more useful..displays the remaining convoy -FARPs are now troop pickup zones! -option for player helicopter spawns at FARPs (longer distance missions now more fun!) -Splash Damage script: additional rocket boost, hellfires added -imports and forces now downloadable modules -override import templates by copying to user directory (so you can customize FARPs etc) -many new options available to mission creators (see full changelog for details) NIGHTHAWKS Mission: AH-64D + UH-60L We wanted to create a full-featured mission to demonstrate the depth and replayability that is possible with RotorOps. This mission is immersive and pure fun. What makes this unique is a radio menu choice near the beginning of the mission that decides a separate path for the Apache. It is also playable as the Blackhawk (UH-60L mod required) as a troop transport mission. Includes music and full (acted) voiceovers. Teaser video: https://www.youtube.com/watch?v=x3v2nbRP8UE Download and full changelog: https://github.com/spencershepard/RotorOps/releases/tag/1.2 You may also run the included updater application if you have already installed RotorOps.
  14. RotorOps version 1.2 is available! Major feature updates: -hot start available at initial farps and imported fobs/farps -updated to latest dcs beta: technicals! -random weather checkbox -time of day selection -status display now more useful..displays the remaining convoy -FARPs are now troop pickup zones! -option for player helicopter spawns at FARPs (longer distance missions now more fun!) -Splash Damage script: additional rocket boost, hellfires added -imports and forces now downloadable modules -override import templates by copying to user directory (so you can customize FARPs etc) -many new options available to mission creators (see full changelog for details) NIGHTHAWKS Mission: AH-64D + UH-60L We wanted to create a full-featured mission to demonstrate the depth and replayability that is possible with RotorOps. This mission is immersive and pure fun. What makes this unique is a radio menu choice near the beginning of the mission that decides a separate path for the Apache. It is also playable as the Blackhawk (UH-60L mod required) as a troop transport mission. Includes music and full (acted) voiceovers. Teaser video: https://www.youtube.com/watch?v=x3v2nbRP8UE Download and full changelog: https://github.com/spencershepard/RotorOps/releases/tag/1.2 You may also run the included updater application if you have already installed RotorOps. Have fun!
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