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RotorOps: Dynamic Mission Generator


Grimm

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Updated March 19, 2022:

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What is RotorOps?

RotorOps is a mission generator and gameplay script for DCS: World. At its heart is a game type called Conflict, which requires helicopter operations to win battles on the ground. This is a fun territory capture game that promotes focus on individual 'conflict zones'.

At the core of the RotorOps script are AI enhancements that provide a dynamic ground war by causing automatic conflicts between ground forces and a progression of the front line.

RotorOps-UI.png

Key Features:

  • Unique helicopter-focused gameplay

  • Mission Generator windows app

  • Over 100 built-in voiceovers (or for use in mission customization via trigger actions).

  • Splash Damage 2 script for more realistic explosions that no longer require direct hits.

  • CTLD troop and logistics transport automatically integrated and enhanced with sound effects.

  • Play the role of the attacking or defending force.

  • Single-player and multiplayer slot creation.

Demo Missions

RotorOps: Aleppo Under Siege https://www.digitalcombatsimulator.com/en/files/3320079/

Rota Landing (Mr. Nobody) https://www.digitalcombatsimulator.com/en/files/3320186/

RotorOps: Conflict

Conflict is a game type in which attacking forces must clear Conflict Zones of defending ground forces. Once a zone is cleared, the next zone is activated and ground vehicles will move to the next Conflict Zone automatically.

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Dynamic Roles

A RotorOps conflict mission has opportunities for a variety of roles and tasks. There's no need to artificially select these roles, as the mission is fully dynamic.

Transport Logistics:

CTLD logistics crates are available from your starting base or staging zone. The logistics area has several logistics containers, that can themselves be moved to a new area via DCS inbuilt sling loading. If you can get one of these containers to a new area safely, it becomes a CTLD logistics zone for spawning crates to build ground units and air defenses.

CAS:

The attacking side starts with ground units that move progressively through enemy conflict zones, seeking out enemy units within each zone. Protecting these ground forces is essential for establishing forward bases for rearming, troop pickup, and winning the battle

Troop Transport:

Never before has infantry been so important in DCS! Pick up troops from the staging area or a cleared conflict zone and deliver them to the active conflict zone. They will move through the zone until no enemies remain (or until they are killed). Very useful for flushing out enemy infantry and vehicles in densely forested or urban areas. JTAC units can mark important targets with smoke and laser.

Ground Attack:

Destroy enemy vehicles and infantry to ensure the survival of our own ground units. Clearing conflict zones of enemy units is essential for establishing forward bases for rearming and refueling. All enemy ground units must be destroyed to win the battle!

Fixed-wing CAP/CAS:

Enemy attack helicopters and planes are optional in the generator. Add slots in the mission generator for fixed-wing flights to provide cover for our helicopters and ground units. For a unique challenge, try Defense mode in a fixed-wing ground attack role...enemies are nearly always in motion.

Mission Generator and Customization

The mission generator works by automatically placing units and trigger actions into a map template with defined airports and trigger zones.

Missions produced by the generator are easy to modify and understand. For example, units can be moved, and player flights can be added without issue. Use the result of the mission generator for quick plays, or build on it for something epic. Trigger actions are set up, labeled, and commented so that you can understand how things work and add your own actions. An additional library of voiceover files is provided for your own use.

Easily add your own templates for friendly/enemy ground units directly in the DCS mission editor.

Create your own scenarios for the RotorOps mission generator, using the DCS mission editor.


Developers

We welcome contributors to this new project! Please get in touch on Discord with new ideas or pickup/create an issue in this repo.

RotorOps Mission Creator Guide:

For more detailed information on how the script works, see this wiki: https://github.com/spencershepard/RotorOps/wiki/RotorOps:-Mission-Creator-Guide


Thanks to

RotorOps uses MIST and integrates CTLD:

https://github.com/mrSkortch/MissionScriptingTools

https://github.com/ciribob/DCS-CTLD

The mission generator would not be possible without PyDCS:

https://github.com/pydcs/dcs

Thanks to contributors

Shagrat: For amazing templates and testing for our FARPs, FOBs, and other mission assets.

Mr. Nobody: For awesome scenario and forces templates and helping to introduce the DCS world to RotorOps.


Join our Discord!

Chat about anything RotorOps or join up to fly!

https://discord.gg/HFqjrZV9xD

 

Download here:

https://dcs-helicopters.com/

 


Edited by Grimm
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  • 3 weeks later...
56 minutes ago, Hiob said:

Can you give some hints, which kind of troops (kind and quantity) work well with your template?

I would suggest starting with the default settings as they are.  If you mean what types of troops to pickup and dropoff with CTLD, 'standard group' against infantry and 'anti-tank' against vehicles.

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  • Grimm changed the title to RotorOps: Mission Generator and Script with focus on CAS

Just pushed out a new update.

Mission Generator:

  • UI changes and new options
  • Inactive zone protection SAMs
  • Enemy attack planes/helis now consistently attack
  • RED forces armor enemy template added
  • Now supports player placement on carriers and FARPs

Script:

  • Methods and voiceovers for spawning/respawning enemy attack flights
  • UH-60L added to transport aircraft

Edited by Grimm
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Latest update:

  • Options for FARP building after clearing a zone for rearming (game-changer for single player)
  • 6 new voiceovers for enemy infantry spawn events
  • New voiceovers for enemy attack plane/helicopter preparing for takeoff events
  • Option for logistics zone at staging area for CTLD crates, and containers that can be carried to new areas (via native DCS sling loading) to become new CTLD logistics zones

 

First post updated with fresh description and info.

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Had the chance to make the first steps with it and try the demo mission. Gives a great sense of a "dynamic" enviroment. 👍

One thing I noticed, (Aleppo under siege) when redfor troop-transports take cover after being shot at, they don't pickup their route again and stay covered. At least from what I could observe. I think they should pickup their original task, when the threat (player) disengages.

Nevertheless, that is just nitpicking. The tool is a great achievement. Especially for someone like me who is not that good at mission building. 🙈

 

Can't even describe how excited I am to use your tool with the Apache!!! 😍👍

 

"Muß ich denn jedes Mal, wenn ich sauge oder saugblase den Schlauchstecker in die Schlauchnut schieben?"

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  • Grimm changed the title to RotorOps: Dynamic Mission Generator

briefing1.png?raw=true

 

New beta update dropped:
https://github.com/spencershepard/RotorOps/archive/refs/heads/develop.zip

Changelog:
-UH-60L troop capacity set to 11
-bugfix: AI enemy planes/helicopters attacked invisible FARPS
-generator now produces an error log
-Syria scenario FARP support units invulnerable
-all red/blue coalition objects now swap sides for defense mode, including carriers and FARPs
-forces templates can include air units with customization for loadout, livery, and skill
-carrier and FARP parking for enemy helicopters
-parking now supports multiple airports per side
-improved AI flight orbits (now onside and perpendicular to closest enemy airport)
-enemy transport helicopters!  Random troop drops in enemy-occupied zones
-'APCs spawn infantry' now disables conflict zones as infinite troop pickup zones
-bug fix: add zone triggers can be added in wrong order
-Combined Joint Task Forces now supported
-disable pickup zone smoke option added
-Scenario briefing now viewable in generator
-defending vehicles disperse on attack (script option)
-AWACs escorts now weapons-free and engage enemy air threats
-briefing images added
-new Persian Gulf scenario

I know a lot of people were waiting for CJTF in forces templates.  Personally I am the most excited for the new enemy AI transport helicopters, as this is a very cool way to populate the map with enemy infantry!

 

https://discord.gg/pMawbSmjjB

https://github.com/spencershepard/RotorOps/tree/develop

Enjoy!

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  • 2 weeks later...

Update March 1st 2022:

RotorOps v0.6 (Creator Update)

-New import feature for mission designers: allows extracting all statics and vehicles from a source .miz file and insertion at precise points and headings for any country
-Scenario configuration file for mission designers (documentation on the way)
-New FARPs, Staging Logistics area, and mission assets from @shagrat
-New Forces templates from @Mr Nobody: Greece, Iran, Turkey, UK, US 1970s, Vietnam
-New Scenarios from @Mr Nobody

    Persian Gulf: Musandam Valley
    Syria: Mount Olympus 

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Download:  https://github.com/spencershepard/RotorOps/archive/refs/heads/develop.zip

Github: https://github.com/spencershepard/RotorOps/tree/develop

Discord: https://discord.gg/HFqjrZV9xD


Edited by Grimm
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Working on a short documentation for the templates. For now there is a brief description in the Import templates that include size and what they are.

Keep in mind these are "fictional" to accommodate broad use in DCS scenarios, but I used real world concepts.

I would like you to give feedback, especially on the performance with the large FOB/FARPS. I tested those and it worked pretty well, but there is a considerable amount of objects. If you give feedback, please include the basic specs of your rig (CPU, graphics card and RAM, VR vs. non-VR).

Thanks in advance.

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Shagrat

 

- Flying Sims since 1984 -:pilotfly:

Win 10 | i5 10600K@4.1GHz | 64GB | GeForce RTX 3090 - Asus VG34VQL1B  | TrackIR5 | Simshaker & Jetseat | VIRPIL CM 50 Stick & Throttle | VPC Rotor TCS Plus/Apache64 Grip | MFG Crosswind Rudder Pedals | WW Top Gun MIP | a hand made AHCP | 2x Elgato StreamDeck (Buttons galore)

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Thank you for this.  Just playing with the mission generator is giving me loads of enjoyable missions. Once I stop playing I'll get round to using the scripts in my own missions. This is amazing work. I can't wait to see how it continues to develop. Thank you again.

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Ryzen 5900X, RTX 3080, 32GB Ram, Oculus Rift S, Thrustmaster Warthog Throttle and Stick.

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Here we go with the template overview:

https://docs.google.com/presentation/d/1WZWGvv5fmGhqp8rHJWUQ2YcwNU1O_kyPnbQn14kD1Bg/edit?usp=sharing

and as PDF:

RotorOps_IMPORT_TEMPLATES.pdf


Edited by shagrat
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Shagrat

 

- Flying Sims since 1984 -:pilotfly:

Win 10 | i5 10600K@4.1GHz | 64GB | GeForce RTX 3090 - Asus VG34VQL1B  | TrackIR5 | Simshaker & Jetseat | VIRPIL CM 50 Stick & Throttle | VPC Rotor TCS Plus/Apache64 Grip | MFG Crosswind Rudder Pedals | WW Top Gun MIP | a hand made AHCP | 2x Elgato StreamDeck (Buttons galore)

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Just to bump this thread and give feedback.

We had a very nice evening yesterday in multiplayer with a mission from this generator. Just simple plain fun in an "alive" enviroment, that I would never be able to create from scratch!

Two thumbs up and a great thank you!!! 👍

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"Muß ich denn jedes Mal, wenn ich sauge oder saugblase den Schlauchstecker in die Schlauchnut schieben?"

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Definitely an interesting and fun addition! Tested it a couple of times so far, and had fun each time. 😃

One thing I was thinking though was navigation, would it be possible to add options for generating ADF navigation beacons for at least the FARPs, if not the target areas? I'd like to minimize my usage of the F10 map.

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Hey @Grimm,

will it be possible to create Apache missions from day one or are there adjustments neccessary?

I assume it will be possible to create a mission for a Huey Gunship e.g. and then swap it in the mission editor, but do you have anything 64-specific up your sleeve?

Thanks in advance!

"Muß ich denn jedes Mal, wenn ich sauge oder saugblase den Schlauchstecker in die Schlauchnut schieben?"

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@Grimm

Hey, we stumbled across a little issue yesterday when we flew the „Aleppo under Siege“ demo mission.

When flying in multiplayer (two Hips), the scripts wouldn’t distinguish between the two aircraft. So when one loaded troops, the other one could not, because the script says that it has already loaded some.

Is there any way around this?

Thank you!

"Muß ich denn jedes Mal, wenn ich sauge oder saugblase den Schlauchstecker in die Schlauchnut schieben?"

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4 hours ago, Hiob said:

@Grimm

Hey, we stumbled across a little issue yesterday when we flew the „Aleppo under Siege“ demo mission.

When flying in multiplayer (two Hips), the scripts wouldn’t distinguish between the two aircraft. So when one loaded troops, the other one could not, because the script says that it has already loaded some.

Is there any way around this?

Thank you!

Hi @Hiob that's a known issue with the CTLD script if you have two player helicopters in the same group.  Each player heli needs to be in its own group. 

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On 3/16/2022 at 3:39 AM, jubuttib said:

Definitely an interesting and fun addition! Tested it a couple of times so far, and had fun each time. 😃

One thing I was thinking though was navigation, would it be possible to add options for generating ADF navigation beacons for at least the FARPs, if not the target areas? I'd like to minimize my usage of the F10 map.

I think that's a good idea.  I'll have a look!

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28 minutes ago, Grimm said:

Hi @Hiob that's a known issue with the CTLD script if you have two player helicopters in the same group.  Each player heli needs to be in its own group. 

Oh, cool, thank you. That’s solvable! 😀

"Muß ich denn jedes Mal, wenn ich sauge oder saugblase den Schlauchstecker in die Schlauchnut schieben?"

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An important update to RotorOps is available: 

 https://dcs-helicopters.com/download/  (both stable/beta download links are the same for this update)

Changelog:
-New UI update with online update check and preparation for online user content
- AH-64D Apache included in player slots
-Fixes bugs after DCS open beta update: 'transportable' vehicle property, MIST script counting units in zones
-Fixes bug with 'Zone protection SAMs' 

RotorOps_UI.png

 

You will need this update in order for RotorOps missions to function properly after the recent DCS update!

 

 

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