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I'm glad you all like it! I already have a script that lets warships (Arleigh Burke–class, Ticonderoga–class) launch Tomahawk cruise missiles! Link: https://forum.dcs.world/topic/374049-automated-cruise-missile-strike-script-v1 HAVE FUN! The Scud-missile version is expected to be added in the next few days!
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chenliyu0410 started following StrikeFire — Remote Ground Strike (HIMARS / Iskander)
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Feature Overview StrikeFire lets mission editors and GCI/JTAC controllers use F10 map markers to task friendly launchers to strike nearby enemy ground/static targets. The system assigns one round per target, enforces true range envelopes per missile family, and throttles engagements to prevent AI lockups. It also provides quick spawn presets for H-/K- at the marker position, plus a one-shot CLEAN command to remove all units created by this script. Image Tutorial : Step 1: On the F10 map, place a marker anywhere and enter [H-BRG]. (Please ensure the distance between the launcher and the target is within 8–160 nautical miles.) nullStep 2: Place a [FIRE] marker near the enemy target you intend to strike. Step 3: Enjoy! Key Features Type [FIRE] (or plain FIRE) in a marker and the script will scan within SEARCH_RADIUS (default 3000 m) and auto-assign shooters. One round per target with de-duplication so clustered units aren’t counted multiple times. Hard range checks: GMLRS 8–160 nm; ATACMS 8–160 nm; 9K720 40–215 nm. Spawner: H-/K- presets; each launcher is its own group (can fire simultaneously); supply trucks are merged into a single group. Type CLEAN in a marker to delete all units created by this script. Installation In Triggers → MISSION START → DO SCRIPT FILE, load StrikeFire.lua (or use DO SCRIPT and paste the source). No dependencies. Works on Dedicated Server. Marker Commands (F10 Map) [FIRE] (brackets optional; FIRE also accepted) Coalition inherits the marker creator (Blue/Red). The script treats the marker owner as friendly and fires on enemy. Scans for enemy Ground + Static within SEARCH_RADIUS meters of the marker. Allocates 1 round per target using the nearest launcher that is in range and has remaining budget. Temporarily sets ROE to Open Fire, then restores it shortly after. The marker is auto-removed when processing is done. Spawner keys (place in marker content) H-BLK, H-SEAD, H-DS, H-QRF, H-BRG → HIMARS presets. K-HE, K-CL, K-MIX, K-DS, K-BRG → 9K720 (Iskander) presets. Legacy aliases also supported: HIMARS-BLOCK, HIMARS-SEAD, HIMARS-STRIKE, HIMARS-QRF, HIMARS-BARRAGE, ISK-*, 9K-*. Spawns at the marker point; each launcher is its own group; supply trucks merged. The marker is cleaned after spawning. CLEAN Removes all units created by this script. Quick Reference (Tuning) Adjustable parameters near the top of the file: ------------------------------------------------------------ -- Configurable Parameters ------------------------------------------------------------ local SEARCH_RADIUS = 3000 -- meters (search radius around marker) local FIRE_RADIUS = 120 -- FireAtPoint dispersion (m) local MAX_BATTERY = 24 -- max launchers that can be tasked at once local DEBUG = false -- debug output & temporary markers ------------------------------------------------------------ -- Weapon Ranges (nautical miles) ------------------------------------------------------------ local RANGES_NM = { HIMARS_GMLRS = { min = 8, max = 160 }, HIMARS_ATACMS = { min = 8, max = 160 }, ISK = { min = 40, max = 215 }, } ------------------------------------------------------------ -- Ammo Budget (per-vehicle effective cap) ------------------------------------------------------------ local TARGET_BUDGET_PER_FAMILY = { HIMARS_GMLRS = 6, -- per-vehicle target budget HIMARS_ATACMS = 1, ISK = 2, } Usage Tips Ensure each launcher sits within its family’s range; otherwise the target may be skipped. The script de-duplicates nearby units; if you want looser clustering, increase DEDUP_EPS. Keep one launcher per group so multiple vehicles can fire simultaneously. The script briefly sets ROE to Open Fire and then restores it; adjust the delay with RESTORE_ROE_SEC. Troubleshooting No shots fired? Check: The marker’s coalition (Blue markers direct Blue launchers to attack Red, and vice versa). The target is within the marker’s SEARCH_RADIUS, and at least one launcher is in range. Ammunition isn’t exhausted (per vehicle: GMLRS 6, ATACMS 1, ISK 2). License & Credits Free for use in missions and servers. Please credit “StrikeFire — Remote Ground Strike.” Strike Fire V1.lua
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Automated Cruise Missile Strike Script v1 Hello DCS community, I'd like to share a practical script for automating naval cruise missile strikes in your missions — something that was entirely written with the help of ChatGPT, as I personally have zero coding knowledge. What It Does When a F10 map marker labeled TARGET is placed, The script automatically detects enemy ground or static units within 3km of that location. Ships from either coalition will fire cruise missiles (Tomahawk or Kalibr) at the targets. Each ship will temporarily change its Rules of Engagement (ROE) to "FIRE". After all missiles are launched, the ROE is restored to its original state. A summary of missile launches is shown for each ship. Why I Built This This script was inspired by: [Carsten's Fat Cow Script by - Don Rudi] – which helped me realize how missile firing can be simplified through scripting. [Better Naval Strike Group (BNSG) by Rinz1er] – which showed me that accurate and script-driven Tomahawk launches are possible. I wanted to combine the simplicity of automatic engagement with the realism of coordinated naval strikes — and ChatGPT helped me code the logic from scratch! How To Use Add the script to your mission (via DO SCRIPT FILE or a trigger). Place ships armed with cruise missiles (BGM-109 for Blue, 3M-54 for Red). During the mission, place a marker with the name TARGET on the map. Enemy units near that point will be attacked automatically. Let me know what you think, or if you'd like help adapting the script to your mission! Thanks to everyone in the community for the inspiration and support Automated Cruise Missile Strike Script v1.luaAutomated Cruise Missile Strike Script .miz
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1- Without breaking Integrity check, you need to create a simple mission with Su33, just run the mission once and exist, then you can use the Su30 AA variants in single or multiplayer. 2- With breaking IC use FC3 all MOD fix like explained in this post : https://forum.dcs.world/topic/355315-global-fix-for-all-fc3-dependent-mods/#comment-5495751
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Mike Force Team started following chenliyu0410
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chenliyu0410 changed their profile photo
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Global fix for all FC3 Dependent Mods
chenliyu0410 replied to SkateZilla's topic in Flyable/Drivable Mods for DCS World
正常,還沒修好全部的模組。 目前能正常運作的只有獨立版模組(ex. A4E、C130、A29...) 、使用SU-25T的模組、以及F22,其餘的目前都還是這個狀況。