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Pretense - Dynamic Campaign


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4 minutes ago, MadKreator said:

I think that is a dcs thing. They act the same way playing Liberation campaigns. Pretty erratic and never actually seem to hit anything 

Right, thanks confirming... i think I'll change them with NASAMs from CurrentHill mods: Currenthill MilSim. These ones are very effective, not overpowered but doing their job, even defending the HARM missiles .

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HW Specs: AMD 7900X, 64GB RAM, RTX 4090, HOTAS Virpil, MFG, CLS-E, custom

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This is great! Been enjoying foothold a lot and this does feels more dynamic with ground attacks and convoy more frequent. perfect for helo cas.

I do miss the credit&purchases in footfold, would you plan to add those features back anytime soon?

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  • 2 weeks later...

Pretense v1.1

Changelog:

  • Added notification when a zone changes owner
  • Added new deployable infantry type: Spy
  • Added CMD token earning chance based on rank
  • Added Command & Control menu (Smoke, JTAC, Set priority zone, Hack enemy comms, Bribe enemy officer)
  • Added simple version of Strike mission (kill any 1 building)
  • Added Deploy Squad mission type
  • Added reason to mission failure message
  • Added persistence for deployed infantry and ejected pilots
  • Added F-15E slots
  • Adjusted altitude of route between Lima and Tyrnyauz as supply helicopters were crashing into mountains
  • Fixed being able to unload extracted squads at enemy or neutral zones
  • Replaced oil pump buildings with old ED model, SA assets were too hard to kill
  • Attempted fix for strike mission failing rarely when target is destroyed by player
  • Sabotage squad now targets closest structure to deploy point
  • Refactored building and defensive group spawning at zones to use script templates instead of ME defined ones
  • Reworked defensive group composition of most zones
  • Zones now spawn a small defensive squad upon capture, this group can not be repaired
  • Mission board will now hide missions that are not compatible with current aircraft
  • Assault convoys will now attempt to disperse upon meeting enemies, instead of just stopping in their tracks
  • Fixed Mi-8 not being able to load anything while front side door is open

Note: this patch is not compatible with old saves and will reset mission progress.

Pretense v1.1.1 (Hotfix)
Changelog:

  • Fixed crash on completing mission before player has rank

Pretense v1.1.2 (Hotfix)

Changelog:

  • Fixed crash starting strike mission with specific building as target

Pretense v1.1.3 (Hotfix)
Changelog:

  • Fixed wrong bluefor infantry model being used

Pretense v1.1.4

Changelog:

  • Added closest zone name to BAI, CSAR, Extract and Escort mission targets to mission short description (replaces MGRS)
  • Fixed JTAC clear target and priority menus
  • Attempted fix for ejected pilot replacement spawning in 0,0 position
  • Slightly Increased distance and altitude limits for hover pickups of ejected pilots (alt 50->70, dist 50->100)
  • Added support for persistence of time and date (see section 7.1 of manual)
  • Added support for randomization of weather on startup (see section 7.1 of manual)

Pretense v1.1.5

Changelog:

  • Fixed CMD points not getting awarded
  • Fixed ground convoy disperse not working
  • Fixed aircraft not getting sent home properly

Pretense v.1.1.6

Changelog:

  • Removed winds (they were included accidentally)
  • Enabled EPLRS for all AWACS

Edited by Dzsekeb
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8 hours ago, Eisotope said:

Is there any way to change the settings so missions can be picked up in the air outside of friendly zones? 

No setting. 

You can probably comment out some checks in the code to make it work, but can't guarantee it will not break something else that might rely on the current system.

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Pretense v1.1.7 - 3 July 2023
Changelog:

  • Fixed another crash on CMD reward

Pretense v.1.1.8 - 4 July 2023
Changelog:

  • BAI mission now correctly tracks player kills
  • Fixed crash on CMD reward when completing helicopter missions that end on the ground

Pretense v1.1.9 - 5 July 2023
Changelog:

  • Rebalanced CMD chance
  • Reduced bribe effectiveness to 50%
  • Added marker for zones that have player spawns active
  • Extract pilot menu option now enabled a 1 minute timer in which you can get into the correct parameters for the extract to happen


Pretense v1.1.10 - 8 July 2023
Changelog:

  • Fixed persistence when groups saved within target zone
  • Fixed units spawning outside of spawnzones ocasionally
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Can you add choppers to farp closer to gudata? Getting there from sierra in a huey can be a long flight. In fact as sites are capped by blue cant they all become heli spawn sites? Or at least can we have an entry in logistics that allows transport of a ‘mobile farp package’ so we can move heli spawn sites closer to the front line?

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I got the following error shortly after starting the mission. The mis00005132.lua is Mist itself, while mis00003698.lua is the init.lua.An error mission is displyed on the server side and the mission is freezing, but like in a kind of PAUSE status. Acknowledging background error and the mission is resumed

The mission i'm playing is stock. Is anyone else getting this behavior?

 

2023-07-09 16:40:16.947 WARNING SCRIPTING (Main): MIST|get2DDist|5007: mist.utils.get2DDist  2nd input value is nil
2023-07-09 16:40:16.947 ERROR   SCRIPTING (Main): Mission script error: [string "C:\Users\simul\AppData\Local\Temp\DCS.openbeta_server\/~mis00005132.lua"]:4919: attempt to index local 'vec' (a nil value)
stack traceback:
    [C]: ?
    [string "C:\Users\simul\AppData\Local\Temp\DCS.openbeta_server\/~mis00005132.lua"]:4919: in function 'makeVec3'
    [string "C:\Users\simul\AppData\Local\Temp\DCS.openbeta_server\/~mis00005132.lua"]:5010: in function 'get2DDist'
    [string "C:\Users\simul\AppData\Local\Temp\DCS.openbeta_server\/~mis00003698.lua"]:4614: in function <[string "C:\Users\simul\AppData\Local\Temp\DCS.openbeta_server\/~mis00003698.lua"]:4545>

 


Edited by Abburo

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HW Specs: AMD 7900X, 64GB RAM, RTX 4090, HOTAS Virpil, MFG, CLS-E, custom

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I'm trying to make this mission ready for Skynet/Mantis(by Moose). The main outcome from here would be to address the naming conventions for SAM sites so that they can be used by the aforementioned scripts. The focus will be mainly for MANTIS which have as main advantage the fact that can use dynamic spawned SAM sites. Another important advantage of MANTIS is if the naming convention will be following its rules the overall script will be working perfectly to cover LORAD/MEDRAD/SHORAD engagements. Another advantage of this would be that overall performance will be improved as the sites radars will work only when they need to. This also will increase the gameplay for SEAD/DEAD player missions by adding a level of surprise.

These being said, I've had a look into Pretense scripts and found I need to change the followings:

1. At templates DB level need to preserve the single type of site as per below example. Anything SHORAD will be removed and create a new Template for it (eg. Tor/Tunguska)

TemplateDB.templates["sa10"] = {
units = {
"S-300PS 54K6 cp",
"S-300PS 5P85C ln",
"S-300PS 5P85C ln",
"S-300PS 5P85C ln",
"GAZ-66",
"GAZ-66",
"GAZ-66",
"S-300PS 5P85C ln",
"S-300PS 5P85C ln",
"S-300PS 5P85C ln",
"S-300PS 40B6MD sr",
"S-300PS 40B6M tr",
"S-300PS 64H6E sr"
},
skill = "Excellent",
dataCategory= TemplateDB.type.group
}

2. At Preset level a new entry need to be added to the newly created SHORAD templates. Not very sure about "display" variable below, but i suppose it needs to stay as SAM for all sam sites, no matter of their range.

sa10 = Preset:new({
display = 'SAM',
cost=3000,
type='defense',
template='sa10',
}),

3. New upgrades to be added to the zones where apply. The name will be changed in here to something like "Red SAM SA-10 Sochi". I am not sure about the order to be build, if any.

presets.upgrades.airdef.comCenter:extend({
            name='sochi-comcenter-red',
            products = {
                presets.defenses.red.sa10:extend({ name='sochi-airdef-red'}),

@Dzsekeb could you please let me know if there are any other pieces I am missing so that I would not brake the core engine of this nice mission?


Edited by Abburo
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Romanian Community for DCS World

HW Specs: AMD 7900X, 64GB RAM, RTX 4090, HOTAS Virpil, MFG, CLS-E, custom

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Seems that Pretense is not working with MOOSE framework. The CSAR function existing on both frameworks. Even if I removed it from Moose, something is still wrong as no "missions" are generated by Pretense.

This is just for general view if others will try spice some things. 

Romanian Community for DCS World

HW Specs: AMD 7900X, 64GB RAM, RTX 4090, HOTAS Virpil, MFG, CLS-E, custom

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Sometimes, there are some convoys getting stuck on bridges (DCS "normal" behavior). Is any mechanism already in place checking the movement of convoys and do something with them? Like despawn or force route?

I've tried to change their position via Tactical Commander. Found out some times they can eventually resume their route, sometimes not.... the results were not consistent. Any thoughts?

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2 minutes ago, Abburo said:

Sometimes, there are some convoys getting stuck on bridges (DCS "normal" behavior). Is any mechanism already in place checking the movement of convoys and do something with them? Like despawn or force route?

I've tried to change their position via Tactical Commander. Found out some times they can eventually resume their route, sometimes not.... the results were not consistent. Any thoughts?

Convoys stop and try to disperse when they encounter enemies. After the enemies are disposed of they are rerouted on their original target. This is probably what you observed when resuming their route.

Otherwise, the only other counter is that they will eventually be targeted by enemy BAI missions and taken out or another convoy might head their way and "un-stuck" them, one way or the other.

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Just wanted to say thanks for pretense! 

 

I've been really enjoying it the last couple of nights, and that was without persistance too (which I've set up now).  Your dynamic campaign makes the game feel much more alive. 

 

Cheers

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Pretense v1.3 - 13 July 2023
Changelog:

  • Added support for Hercules Supply and Infantry drops
  • Unified logistics capacity for squads and extracted pilots
  • Now able to load multiple infantry squads as long as capacity allows it
  • Added Rapier SAM as a deployable squad
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Probably a really stupid question....
With the updated/different versions, do they all read off the same persistence? So progress made in 1.3 will be read into 1.4 etc. etc.?

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5 hours ago, edmuss said:

Probably a really stupid question....
With the updated/different versions, do they all read off the same persistence? So progress made in 1.3 will be read into 1.4 etc. etc.?

They all read the same file unless i intentionally change the save file name embedded in the scripts. 

Last time i did that was with 1.1 because that patch was incompatible with old saves

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