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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.
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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.
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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.
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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.
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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. 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!
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UPDATE 08/20/2020 - 2: v1.68c - Fixed an issue where CTLD wasn't working with the helicopter slots.
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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.
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You can DOWNLOAD the latest version here via ED User Files---> https://www.digitalcombatsimulator.c...files/3311889/ Designed for Singleplayer or Private Co-op Only ____________________________________ Guides, Tutorials, and General Documentation for TTI SP: TTI SP Guides, Tutorials, General Documentation ____________________________________ UP-TO-DATE CHANGELOG: TTI SP Mission Changelog ____________________________________ Join the TTI Community Discord for technical support, general DCS help and to find fellow pilots to fly with: TTI Community Discord Server ____________________________________ Please consider supporting Through The Inferno DCS and community projects. You can do so via Patreon! Support Through The Inferno on Patreon! ____________________________________ Looking for the multiplayer server? Multiplayer Server Info Thread:https://forums.eagle.ru/showthread.php?t=185281 ____________________________________ WHY PLAY TTI AND HOW IT WORKS: FLY AND ENJOY ALL DCS MODULES WITH PROPER MISSIONS FOR EACH AIRFRAME TYPE. - NO NEED TO SWITCH OR LOAD INTO MISSION FILES TO FLY OTHER AIRCRAFT OR FOCUS ON ANOTHER COMBAT SCENARIO. CUSTOMIZABLE IMMERSIVE EXPERIENCE FOR YOUR OWN ENJOYMENT - Fly it your way, adjust settings for difficulty, immersion or for fun extreme scenarios! Change various settings that affect your living and breathing air combat arena of operations. CHOOSE BETWEEN SEVERAL ERAS OF WAR TO EXPERIENCE AERIAL COMBAT THROUGH PAST AND PRESENT 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. 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! Amazing Auto-lasing JTACs will designate targets for you without any interaction menu fumbling (no 9-line, readback, buggy comms) Other scripts include CSAR (helo search and rescue) CTLD (helo menu for crates/building/sling loading) and an AWACs reporter to help you locate bandits. 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! The mission is ENDLESS. Repeat or do new missions as long as you'd like. FEATURES: Wide variety of aircraft to choose from Choose between several eras of war "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 Airboss Carrier Ops Script 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 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 Airboss Carrier Ops Script 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? Modules and add-on compatibility: All DCS modules, both fixed and rotary wing are available to fly and operate in TTI. Since the mission era/time period can be changed as desired, this gives any and all modules a compatible mission combat environment. WW2 Asset Pack is optionally supported. If you own the WW2 Asset Pack, you can enable these units to fully experience and utilize them however you'd like. You can optionally add your own client slots for co-op, they can be modded add-on aircraft as well. Please read our guides for more detail. Mission Types: Air to Air - Spawns a dynamically created enemy element flight. Choose between different difficulties. NOTE: These missions can infinitely stack, but an option is available to prevent stacking of forced air to air missions in the mission settings. 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. Convoy Hunt - Hunt down moving enemy ground vehicle convoys. Mission WPT Label definitions (the labels that appear on your HSI/planning tools in-aircraft) MR - Multirole/A2G Easy AG - A2G Hard AGH - A2G Helo/Infantry Labeled same as mission zones in mission editor. Random/Ambient Events: - Random enemy A2A groups will spawn from time to time. This can optionally be configured and/or disabled in the mission settings. - Random enemy vehicle or troop reinforcments might show up at active ground missions at random times. This can optionally be configured and/or disabled in the mission settings. - Random air traffic for both friendly and enemy airbases will do random routes and patrols if this feature is enabled. ______________ Additional feature highlights, but not limited to: "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. (Tutorials available in the TTI SP Tutorials/Guides Google Drive, linked above) ______________________________ 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://www.youtube.com/user/RedKiteRender/ AIRBOSS CARRIER OPS SCRIPT: https://flightcontrol-master.github.io/MOOSE_DOCS_DEVELOP/Documentation/Ops.Airboss.html _________________ Dynamic AI Helo Troop Transport Scripts: ____________________________________ TTI: Eras of War Experience the vast world of aerial combat operations past and present by selecting your desired conflict time period. The mission experience will automatically generate suitable ground, air and sea missions based on your mission era selection without the need of loading a separate mission file! Current Mission Eras include: World War 2, Korean War, Modern. Unit spawns are still editable! Optionally; If you own the WW2 Asset Pack, you can enable the units to be added in your mission. Mission attributes such as setting how many ground units and ground unit type at missions and many other options are now editable in the mission editor! Check the tutorial text file how to go about editing the mission settings and what each setting does! ____________________________________ Other versions of Through The Inferno on other maps/regions: DCS Caucasus Map: https://forums.eagle.ru/topic/168583-through-the-inferno-georgian-coast-highly-dynamic-and-endless-task-based-mission/ DCS NTTR Map: https://forums.eagle.ru/topic/168581-through-the-inferno-las-vegas-highly-dynamic-and-endless-task-based-mission/ DCS Pesian Gulf Map: https://forums.eagle.ru/topic/178750-through-the-inferno-persian-gulf-highly-dynamic-and-endless-task-based-mission/ DCS Syria Map: https://forums.eagle.ru/topic/243071-through-the-inferno-syria-highly-dynamic-and-endless-task-based-mission/ DCS Afghanistan Map: https://forum.dcs.world/topic/355155-through-the-inferno-afghanistan-highly-dynamic-and-endless-task-based-mission/ DCS Mariana Islands Map: https://forums.eagle.ru/topic/276081-through-the-inferno-mariana-islands-highly-dynamic-and-endless-task-based-mission DCS South Atlantic Map: https://forum.dcs.world/topic/302385-through-the-inferno-south-atlanticfalklands-highly-dynamic-and-endless-task-based-mission DCS Sinai Map: https://forum.dcs.world/topic/327950-through-the-inferno-sinai-highly-dynamic-and-endless-task-based-mission/ DCS Kola Map: https://forum.dcs.world/topic/349309-through-the-inferno-kola-peninsula-highly-dynamic-and-endless-task-based-mission/ DCS Normandy Map: https://forums.eagle.ru/topic/184033-through-the-inferno-normandy-1984-modern-highly-dynamic-and-endless-mission/ DCS Iraq Map: https://forum.dcs.world/topic/366268-through-the-inferno-iraq-highly-dynamic-and-endless-task-based-mission/ DCS Cold War Germany Map: https://forum.dcs.world/topic/374893-through-the-inferno-cold-war-germany-highly-dynamic-and-endless-task-based-mission/ ____________________________________ F10 Other Menus and available scripts/utilities (Quick Reference Guide): Reminder there are specific guides availabe for EVERY feature in TTI via our documentation folder on Google Drive https://drive.google.com/drive/folders/177ydPq1tJsOli7tKKKAuPxybfOw2yAo5 Mission Spawning Menu - Force spawn ground missions - Force spawn enemy aircraft to engage with - Force spawn friendly combat air patrol backup via airfield or carriers Navigation Tools - ATIS Menu and ATIS broadcasts (when enabled, and when not in FC3 aircraft) Intel Tools - Get detailed info on active missions - Show reports from AFAC/JTAC drones that designate targets - EWRS: Get AWACS reports via text-pop up to locate enemy aircraft Random Air Traffic - Force spawn random air traffic if desired - Add Military and/or Civilian Aircraft mod aircraft with the optionally installed expansion scripts, included with TTI zip download. Zeus Real-Time Spawning System: - Spawn in assets at-will while in-game on the F10 Map using map markers AI Helo-Troop Transport Script - AI will send a troop transport to attack a nearby mission. You can configure AI troop transport options in the mission settings. - CTLD Extract/Pickup DOES WORK with these troops! - You can initiate a troop transport to deploy on ANY point on the map with the Zeus system. ***Third Party Scripts*** Helicopter Ops and Logistics Transport by ciribob CTLD Script (Build air defenses, transport troops and more!) Realistic sling loading can be changed via the menu or in the mission settings. https://github.com/ciribob/DCS-CTLD CSAR Script (Combat Search and Rescue) https://github.com/ciribob/DCS-CSAR Carrier Ops Tools Airboss Script https://flightcontrol-master.github.io/MOOSE_DOCS_DEVELOP/Documentation/Ops.Airboss.html Carrier Deck Static Assets Menu (Spawn statics for an immersive look and feel on the carrier deck) Mission Enhancer Package by daemon1808 https://forum.dcs.world/topic/289944-mission-enhancer-package-a-mod-for-request-live-support-during-a-mission/ Script Frameworks used: EWRS MIST CTLD MOOSE Framework Mission Enhancer Package __________________________________________________________________________________________________________________________________________________________ THE OFFICIAL THROUGH THE INFERNO SERVERS MP SERVERS 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: TTI Community Discord Server __________________________________________________________________________________________________________________________________________________________
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The issue is a script error that comes from an update to DCS that re-named one of the ship units, causing some of the scripting here to break. UPDATE 08/12/20 - 1: v1.05a - Added P-47D to mission - Fixed an issue where mission ground missions were broken because of a DCS 2.5.6 update that removed a required ship unit. Mission editor's note; This mission framework is quite out-dated and will require an overhaul/re-work under the hood in the next coming days to improve performance and the scalability of this mission type, making it easier for me to create a WW2 mission on other current or future maps. Please consider this to be a hotfix for now, and expect a more sizable update in the near future.
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Great question. Yeah you'd have to do some digging in the mission editor to change the ROE of the blue carrier groups. As for the CAP, you can change their ROE in the random air traffic settings by changing their weapons ROE setting to "hold" fighter_jet_combat_mode = set free/hold/return combat mode for fighter jets so set it to fighter_jet_combat_mode = "hold"
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UPDATE 08/08/2020 - 1: v1.68a - Updated ALL ground mission zones to use "zone polygons" which are essentially HAND-DRAWN boundaries within towns, cities, landmarks that still spawn units in a random position within the zone, but in a more realistic position to add a bit more immersion. If you still like the "blob" of units in a circle formation in an open feel, there is a quick guide on how to get that spawning method back. This WILL make missions a bit more challenging due to the fact that units easily blend in with buildings, trees and other structures a bit more. Feel free to re-draw the zones or move them as you'd like.
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You can copy and paste and/or create new slots. It will work in MP, but it's not designed or suited for large-scale 24/7 multiplayer servers. Quick Co-op sessions with your friends or squad mates is ideal. Additionally here's a new change: UPDATE 08/08/2020 - 1: v1.68a - Updated ALL ground mission zones to use "zone polygons" which are essentially HAND-DRAWN boundaries within towns, cities, landmarks that still spawn units in a random position within the zone, but in a more realistic position to add a bit more immersion. If you still like the "blob" of units in a circle formation in an open feel, there is a quick guide on how to get that spawning method back. This WILL make missions a bit more challenging due to the fact that units easily blend in with buildings, trees and other structures a bit more. Feel free to re-draw the zones or move them as you'd like.
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UPDATE 08/08/2020 - 1: v1.68a - Updated ALL ground mission zones to use "zone polygons" which are essentially HAND-DRAWN boundaries within towns, cities, landmarks that still spawn units in a random position within the zone, but in a more realistic position to add a bit more immersion. If you still like the "blob" of units in a circle formation in an open feel, there is a quick guide on how to get that spawning method back. This WILL make missions a bit more challenging due to the fact that units easily blend in with buildings, trees and other structures a bit more. Feel free to re-draw the zones or move them as you'd like.
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UPDATE 08/08/2020 - 1: v1.68a - Updated ALL ground mission zones to use "zone polygons" which are essentially HAND-DRAWN boundaries within towns, cities, landmarks that still spawn units in a random position within the zone, but in a more realistic position to add a bit more immersion. If you still like the "blob" of units in a circle formation in an open feel, there is a quick guide on how to get that spawning method back. This WILL make missions a bit more challenging due to the fact that units easily blend in with buildings, trees and other structures a bit more. Feel free to re-draw the zones or move them as you'd like.
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Actually, some of those will work, there were some extra ones I added from an old mission. I would stick with using HELO #xxx for now to be sure. You can take a look at the CTLD lua files inside the miz (use 7zip to open it) and you'll find the list of helo names that will work with CTLD.
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If you put HELO #001, it will take the next available unit name. It will allow "HELO" and "HELO #000", I added those just in case. It goes from HELO #001 - HELO #160
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Unfortunately it's automatic and can't be set in the mission editor, especially in SP. If something is blocking that starting area on the carrier on SP, you might spawn on the elevators. However on MP, you will always spawn on an elevator or catapault. You'll have to check out this latest update ;) ---> UPDATE 07/15/2020 - 1: v1.67a !! - THIS UPDATE IS REQUIRED IF YOU WANT TO PLAY TTI SP on DCS Open Beta Version 2.5.6.52196 - !! - USE VERSION 1.66e if you are on a previous version of DCS Open Beta. - Fixed a major issue where the some Chinese ships were removed/deleted from previous TTI SP mission v1.66 after updating to DCS Open Beta 2.5.6.52196 - Added option to change Carrier AI traffic spawn settings to be hot/cold/runway - Added option to change default JTAC drone laser code - Added option to change CTLD Helo Troop Pickup Zone smoke color - Added option to disable or enable CTLD Helo Troop Pickup Zone smoke
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UPDATE 07/15/2020 - 1: v1.67a !! - THIS UPDATE IS REQUIRED IF YOU WANT TO PLAY TTI SP on DCS Open Beta Version 2.5.6.52196 - !! - USE VERSION 1.66e if you are on a previous version of DCS Open Beta. - Fixed a major issue where the some Chinese ships were removed/deleted from previous TTI SP mission v1.66 after updating to DCS Open Beta 2.5.6.52196 - Added option to change Carrier AI traffic spawn settings to be hot/cold/runway - Added option to change default JTAC drone laser code - Added option to change CTLD Helo Troop Pickup Zone smoke color - Added option to disable or enable CTLD Helo Troop Pickup Zone smoke
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UPDATE 07/15/2020 - 1: v1.67a !! - THIS UPDATE IS REQUIRED IF YOU WANT TO PLAY TTI SP on DCS Open Beta Version 2.5.6.52196 - !! - USE VERSION 1.66e if you are on a previous version of DCS Open Beta. - Fixed a major issue where the some Chinese ships were removed/deleted from previous TTI SP mission v1.66 after updating to DCS Open Beta 2.5.6.52196 - Added option to change Carrier AI traffic spawn settings to be hot/cold/runway - Added option to change default JTAC drone laser code - Added option to change CTLD Helo Troop Pickup Zone smoke color - Added option to disable or enable CTLD Helo Troop Pickup Zone smoke
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UPDATE 07/15/2020 - 1: v1.67a !! - THIS UPDATE IS REQUIRED IF YOU WANT TO PLAY TTI SP on DCS Open Beta Version 2.5.6.52196 - !! - USE VERSION 1.66e if you are on a previous version of DCS Open Beta. - Fixed a major issue where the some Chinese ships were removed/deleted from previous TTI SP mission v1.66 after updating to DCS Open Beta 2.5.6.52196 - Added option to change Carrier AI traffic spawn settings to be hot/cold/runway - Added option to change default JTAC drone laser code - Added option to change CTLD Helo Troop Pickup Zone smoke color - Added option to disable or enable CTLD Helo Troop Pickup Zone smoke
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Through The Inferno (Dynamic DCS) - Public US Server
deadlyfishes replied to deadlyfishes's topic in Multiplayer
Generally it scales based on player population. The spawning location is random, they have their own CAP tasks to patrol the area they spawned in. They will engage if players are within their patrol zones, which are also random, but generally in the area where they originate from on the edges of the multiplayer mission area. The aircraft that spawn is also random. Players are notified when enemy aircraft are spawned and how much of a threat they are. -
Introducing EWRS - Early Warning Radar Script
deadlyfishes replied to Steggles's topic in Mission Editor
Through The Inferno: Multiplayer and Singleplayer Missions Lots of great information in this thread! ED, the most important missing feature of the mission editor is to be able to create missions that have dynamic and unpredictable gameplay elements. This is probably for me personally, but the main theme with these popular servers is unpredictability, dynamic gameplay and high replayabability. The basic functions I wish the editor had by default would make these gameplay elements possible without any script wrapper or extensive lua; - Ability to respawn enemy units on a trigger/event - Spawn x number of units inside a zone in random positions (altitude), choosing units randomly from a set list of units - Put "client/player" spawn points with a drop-down or aircraft selection, allow these spawn points to be configurable to which aircraft can be spawned on those slots - Avoids having to anticipate or guess how many of each aircraft is needed for a more sandbox style mission. WRAPPERS: MIST: We use MIST to support other scripts that require it to run such as CTLD and EWRS. MOOSE: This is the main framework that we utilize for our custom mission scripts ________________________________ COMMUITY MADE GAMEPLAY SCRIPTS: CTLD: As said by many before me, it adds a whole new world of helicopter gameplay adding logistics/building, troop transport and much more. CSAR: Adds a new gameplay element of rescuing downed pilots, also with the option for blocking slots until downed pilot is rescued EWRS: https://forums.eagle.ru/showthread.php?t=158076 This is a convienient tool that prints AWACS reports to players' screens. Customizable with many options to cater to any player or mission designer needs. JTAC Autolase: This script is also included with CTLD, but we use a standalone custom version of this script. This script allows us to have any friendly AI unit, plane, drone, helicopter or ground vehicle automatically lase and accquire enemy targets. This allows us to get target designations from units that are spawned dynamically. ________________________________ TTI SPECIFIC CUSTOM GAMEPLAY SCRIPTS: Air Missions Script (MOOSE/DCS LUA API): Spawns an enemy bandit group in a random position in a zone. It chooses from a pre-set list of aircraft that can spawn in that zone. Ground Missions Scripts (MOOSE/DCS LUA API): Spawns x number of enemy ground units in one of x number of zones. It chooses from a pre-set list of units that can spawn in that zone. "Zeus" Unit Spawner (MOOSE/DCS LUA API): We use this to spawn units on map marker positions by typing the name of a unit within the marker. -
Parking brake on? Throttles fully at idle?
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Looks like you figured it out. -- Sorry for the late reply. Yes, aa_tor was in the editor, but not in the spawning pool list because TORs used to cause issues on DCS MP. For you and anyone else who is mission editor savy you can add YOUR OWN TEMPLATE units to mission spawning lists by doing the following: - ADD RED UNIT OF YOUR CHOICE - Preferably SINGLE UNIT - Note the GROUP NAME. - Make sure LATE ACTIVATION is checked - Add a WP Name for a label on the mission editor - In the spawning lists of AA units and ground units add the Group name to the list like this: "GROUP NAME", TemplateTable_AA = { "aa_ural", "aa_shilka", "aa_tunguska", "aa_strella", "aa_osa", "aa_manpads", "GROUP NAME", } These are just for AA, there are more lists, but they are embedded in the Ground Missions.lua file inside the miz, they are hard coded for now but I may enable these for editing.
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Glad to hear you got it working. You can add your own blue or red units as you'd like in the mission editor.
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