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WARZONES Are you searching for a dynamic, persistent, randomized, customizable, simple to install and simple to configure script for your missions? Then D.C.S. "WARZONES" may be what you are looking for! Full documentation: https://github.com/Pantera93/dcs-warzones Latest release: https://github.com/Pantera93/dcs-warzones/releases/latest Roadmap: https://github.com/Pantera93/dcs-warzones/issues What is "WARZONES"? WARZONES is a standalone mission script that works with trigger zones. The main goal of this script is to provide even the most basic mission designer with the ability to deploy a BLUE player group of choice and have a fully dynamic RED zone with random CAP, moving ground units and SAM Sites in under a couple of minutes. Starting from here, the mission can be customized further by creating more "warzones" to expand the battlefield or by configuring how these zones will behave in a global manner or individually. WARZONES is born with persistence in mind. BLUE forces main objective is to deplete RED resources for each zone or to strike vital targets to stop units respawning. The battle progression is automatically saved and restored at each sortie if the DCS "MissionScripting.lua" file is sanitized. WARZONES is multiplayer compatible, and runs both on dedicated and local servers even if not completely and properly tested. It focuses on a PvE BLUE Client vs. RED A.I. scenario, even though it can support RED Clients that can play a defense role. Being standalone, WARZONES doesn't need any additional framework, but it is fully compatible to be used along with others (Mist, Moose, CTLD,...). It is also compatible with DSMC to achieve random date or weather swapping (just DISABLE the option to keep spawned units on DSMC special page). How to use "WARZONES"? Grab the last warzones_x.x.lua release from HERE. It is a single LUA file. Enter DCS Mission Editor and create a new mission (or open an existing one). BEWARE! WARZONES uses a randomized function to select which country to assign the spawned groups to, based on the pools available for each coalition defined for the mission. Be sure to set for Blue and Red ONLY the countries you actually want to use, the others must go to NEUTRAL. Create a new TRIGGER ZONE and call it "WAR-WHATEVER_YOU_WANT". The important section is the first 4 characters, "WAR-", what comes after the "-" will be the actual name of the zone in game. Just don't call it "WAR-CONFIG", you'll see later why. !!!ONLY CIRCULAR ZONES ARE ALLOWED!!! Increase the zone size to cover the area where you want to operate (RED units will spawn and move inside the zone perimeter). Add a new TRIGGER ACTION in the editor to go ONCE, when TIME IS MORE than 1 SECOND, and it has to DO SCRIPT FILE warzones_x.x.lua, just like below: Place your Blue client/player group, even with AI Wingmen (starting from where and as you want), arm it up and play, that's it! WELCOME TO WARZONES! What will basic "WARZONES" configuration give me? The basic WARZONES configuration described above automatically gives you a BLUE (Player) vs. RED (Russian sided units) Cold War simulated scenario. The script will create the necessary configuration as soon as it starts (When mission TIME IS MORE...). After 10 seconds it will launch the first "Zone check" function and create the first batch of RED units for the zone. This first iteration may cause the only performance issue you should experience, since it will spawn a significant number of units in the mission. From now on: 1 CAP Group with 2 units will patrol the area and engage every (visible) BLUE air unit inside the zone. Their skill will be randomly picked for each unit from "Rookie" or "Good". The group will be of Mig-19s, Mig-21s, Mirage F-1s, Mig-23s or Mig-29s in a descending probability from first to last. They will be armed for A-A combat according to their arsenal. 2 Ground groups with 4 units each will start to move inside the zone in a patrolling fashion. Units will be a mix of light, medium and heavy armored targets, with the probability of having AAA units for self-defense. "Weaker" and "less capable" (trucks) units have higher probability of spawning. 2 SAM Nests will be placed in the zone. There's a remote probability to have a SA2 sam site active, or to have a RED ground EWR Radar that will guide red CAP to intercept you. Otherwise, you will face SA8 or SA9 or similar threats. 1 BLUE CAP Group on strike frequency 257.000 MHz with 2 units will be patrolling the zone. It will be a group of F4s or F14s. This group will be INVISIBLE and on WEAPONS HOLD until a unit is killed in the zone, or you issue them with the radio command to engage (See "HOW TO PLAY" section). 1 INVISIBLE BLUE MQ-9 reaper drone will automatically lase a ground target on laser frequency 1578. Some random black smoke effects will be placed in the area The red resource count is of 6 cap units and 12 ground units. As you destroy units, these numbers are updated accordingly. When an entire group is destroyed and if red resources are still available, a new one will be automatically spawned each minute. SAM groups will not respawn. Along with units, you will now have access to a "WARZONES" section in the "F10 Other" radio commands. Inside you will find commands to select the zone of interest, check the economic status of the mission (See "HOW TO PLAY" and "HOW TO CONFIGURE") and call functional supports on the zone selected. Once every minute you will see an HQ report of the selected zone, indicating RED CAP groups positions relative to your group and map coordinates for the first units of the first spawned ground group. If you added a BLUE Tanker or AWACS to your mission, should they land, they will automatically be replaced with same call signs, frequency, route and options you defined in the mission editor for them (This is intended for long-running multiplayer missions). If you have sanitized your DCS MissionScripting.lua, once every minute your progress will be saved in the DCS Saved games folder (On Missions -> WARZONES -> WARZONES.lua file). How should I play WARZONES? So... now you have a populated battlefield zone crowded with red forces. Your task is to destroy them! But what's the point of going out and destroying units (except it's fun)? WARZONES gives you the opportunity to enter a battlefield that you don't know anything or very little of and your main objective is to free that zone of enemy presence. Automatic persistence will allow you to, for example, plan a DEAD strike with your buddy with F-16s on a SAM site on Monday night and then go in for CAS in single player with your A-10 to clean the area two days later. With persistence enabled, RED CAPs and Ground Units are always random at each sortie, but SAM sites positions and killed units are saved. Each killed unit will decrease RED resources and give you an amount of money to spend on radio supports for the zone(s). With the basic WARZONES configuration, you will be able to: Permanently increase the amount of available BLUE CAP groups in the zone (saved for next sorties) Pop smoke on ground units and sam sites Let the BLUE CAP Groups go weapons free in the area. If you placed more than one "WAR-" zone you can select which one your group should have reports of and on which one to call supports. Radio commands and messages are multiplayer-synchronized. The reaper drone will also help you by constantly lasing one unit at a time on laser code 1578. Now, let's say you finished liberating a zone, and you just landed for a beer... What to do next? DELETE your persistence file and start over, the experience will always be different, I promise! Or try a new map, change the zone position and dimension, add more "WAR-" zones or do anything you want. Or else... go to the full documentation and see how to fully customize your next experience! Full documentation: https://github.com/Pantera93/dcs-warzones Latest release: https://github.com/Pantera93/dcs-warzones/releases/latest Roadmap: https://github.com/Pantera93/dcs-warzones/issues Fly safe and happy hunting!
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DCS OpenBeta 2.7.7 Server IP: 144.217.252.42:10308 SRS: 144.217.252.42:5002 LotAtc: Request Access Tacview: Request Access General Server Idea What we wanted to bring to the DCS community is a server that will be persistent, hardcore, and fun. While we are mainly Rotary wing focused, this does not mean we do not like the fixed-wing airframes. Helping other players in building FARP, units, and capturing airfields is a very important part of our server. Discord<<Click me Situation Israel and Syria have been in conflict for thousands of years. Since 2022, After the ceasefire ordered by the Council of nations, Syria Has spent the last 20 years gearing up for war. Syria and the Council of Nations are not willing to allow the dictatorship to have such a large arsenal. The border needs to be reinforced to protect Israel from a possible Syrian Invasion. Once the border is reinforced, we can start the push into Syria to remove the dictator from power. Damascus is heavily reinforced by his followers. Destroy factories and airfields. Frequencies can be found in your kneeboard. There are Easter Eggs in this server mission. Good luck finding them! Game Plan Reinforce the front line(indicated on map) Push the Syrian forces from the border Move into Syria and capture the Factories, Airfields, and strategic points Dwindle the Syrian forces until the supply is low enough for an attack on Damascus Assassinate the Dictator Persistence This server is persistent, constantly evolving campaign. What this means is, everything you do is kept on the server after a restart. Supply There is a finite amount of supply for both Syria and Israel. This means if you take off in a helicopter or a jet, and loose the aircraft that will no longer be in the supply However, there are factories across the map for resupply of Airframes, Fuel, Munitions, and troops. Don't forget that you will need to resupply the airfields and FARPS with the required munitions. Statistics We save stats on the server, that includes but not limited to; Flight hours Kills Deaths Weapons Specifics AI specifics Rules Be kind.... Work together No trolling No Teamkilling Combined Arms Yes! We love combined arms users! If you would like to have the ability to have a combined arms slot, do not hesitate to ask! We keep the slots limited to users who are on the discord and have some form of reputation with Gracey's Village. This keeps trolls, and griefing to a minimum Weather The weather is a slightly bumpy, and chilly light overcast. The time starts at 730 am(first run) and continues through the night into the next day. Weather can change overtime.
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save mission file DSMC (the new "DAWS")
chromium posted a topic in Utility/Program Mods for DCS World
Dynamic Sequential Mission Campaign (DSMC) is a tool for mission designers, supporting versions of DCS World 2.5.6 and above. This tool adds persistence to any DCS World mission, done by allowing the user to save the scenario at any moment and generate a new mission file based on the situation at the time of saving, that can be loaded, or edited, using the DCS mission editor. DSMC is required to be installed on the host/server only and has configuration settings available for both Dedicated servers, or Player as Host, via the special options GUI in DCS World. DSMC creates a new .miz file that includes: All original triggers, scripts, and embedded files as the original .miz Updated unit positions and states (alive, dead) Scenery object states, like bridges, houses, and structures Updated airbases, Oil/Gas facilities & FARP ownership Updated warehouse contents of fuel, aircraft & ammo many many more things! DSMC also includes improved features and functions for dedicated server mode, and for servers with desanitized missionscripting.lua settings. It's strongly recommended checking the manual before using the mod, at least to understand what it does and how to use it To download the mod, check this site: https://dsmcfordcs.wordpress.com/ For bug reports & suggestion, or simply to share your experience, there's a dedicated discord channel: https://discord.gg/T7NhsaxXBB DSMC is created from the ashes of "DAWS" and "DAWS Package", rewritten almost from scratch to enhance capability & stability... there will be others, for sure: as you know, every time 1 bug is fixed there's the chance for a couple of them to kick in.. but I hope that this will work ok for most of you, and for the others I'll do my best to support properly Have fun!- 92 replies
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