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Showing results for tags 'hornet mission'.
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Here’s a mission that me and my flying buddies have flown for almost a year now. There’s randomness built into it, so it plays differently depending on RNG. This is a fictional based mission set in the Caucasus region and is designed for COOP play. The mission can be done solo if you desire. The player(s) spawn on deck of the George Washington as the sun is coming up. I created this mission with some built in variability. This variability comes in the form of probabilities for additional spawns that can be changed in the triggers. I suggest flying this as provided and then tweaking probabilities to your needs. The mission isn’t terribly difficult in it’s base form. I routinely flew it solo during my testing. My group of flying buddies has a total of 3 players and there were nights we made it through just fine and others where none of us made it back. The mission can be found here - https://www.digitalcombatsimulator.com/en/files/3332119/ [Designer's Notes] A few elements of note. I use the F10 radio menu to control several optional elements of the mission. The only required use is the START MISSION command. When first entering the mission, players will see this message (below). This allows all players to enter the host’s MP server and establish comms before the action starts. Once everyone is ready, someone can select “START MISSION” which starts the mission moving forward. There are additional F10 options should the player(s) want/need. These mostly relate to the carrier static units so players can remove/add for performance reasons. Above is a screen grab from the beginning of the mission before anyone selected the START MISSION option. "Spawn Alert 5 Fighter Support" - spawns 2 alert 5 hornets armed for CAP should they be needed by the players. “Delete Launch Statics” – removes the carrier deck static units present at time of player startup/launch. “Add Recovery Statics” – this happens automatically within the mission itself, but should the player wish to spawn them in at any point, they have the option to do so. “Remove Recovery Statics” – should the recovery statics cause performance issues (or they just don’t want the additional scenery), the player has this option to remove them from the deck so the carrier is empty when landing. “Add LSO Statics” - this happens automatically within the mission itself, but should the player wish to spawn them in at any point, they have the option to do so. “Remove LSO Statics” - should the LSO statics cause performance issues (or they just don’t want the additional scenery), the player has this option to remove them from the deck so the carrier’s LSO station is empty when landing. [Choosing Role] When starting this mission, players should select jets from the "Players" group. These start you on deck and are the intended cold start loadouts. Do NOT start your mission in the Air Start jets. You will notice 4 Air Start Hornets with the group name “z_AirSpawn_*”. These only exist for players who might perish on the way to or at the target location. These 4 jets are armed with LBGs, or Mavericks, etc. The last part of their name indicates what they carry. No mission triggers are associated with these jets so if all players in the “Players” group die, the mission will no longer trigger unless someone reselects a “Players” jet when choosing a role. Think of these jets as a way to immediately re-enter the fray should some meet an early demise. [LUA Scripts] There are a couple of scripts that I run within this mission. Splash script – I run a modified version of Grimm’s Splash Damage 2.0 Script (https://forum.dcs.world/topic/289290-splash-damage-20-script-make-explosions-better/). See the forum thread for details. Set ShipID – don’t change this. This is how I control the static spawns on the carrier deck. If you want to see how to do this, see this video from RedKite - Using RedKite’s method, I created LUA files for all the deck spawns. You’ll see me use these files in “DO SCRIPT FILE” actions. [Random Spawns] To enhance replayability as well as increase difficulty, I built in randomness directly into the mission itself. Players can control the probability of these random spawns directly in the MISSION START trigger. Note, the mission is designed to be played as-is and players do NOT need to adjust anything in this mission to enjoy it out of the box. However, once played, people might want to tweak. These tweaks are how me and my group continue to run this mission almost a year after I created it. It still hasn’t gotten old. I will put the following content in a spoiler tag so those that want to avoid can do so. [Kneeboard] I included a brief kneeboard with 2 pages for this mission. [Briefing] Attached is mission overview in PDF form. Please let me know what you think and how this could be improved. Hope you all enjoy the mission. Operation Jupiter's Javelin.pdf EDIT (March 10, 2024) - Corrected Briefing, Kneeboard and Scratchpad assets to reflect proper height of PROD1. EDIT (July 21, 2023) - I updated the mission version in the files section to 2.02. I inadvertently left my group's starting probabilities in the mission instead of a more beginner friendly configuration. I changed the probabilities in the mission and they are now reflected in the spoiler section of this message.
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