cfrag Posted May 3, 2024 Posted May 3, 2024 (edited) cfrag’s EXPANSION V1.80 - 20250715 -- Mandatory Update A DCS dynamic Mission and Sandbox Download - ED User Files First, a warning: whatever you do, DO *NOT* USE DCS' "SAVE MISSION" FEATURE. THAT WILL FUBAR THIS MISSION. ABOUT EXPANSION In Expansion, you are part of Blue’s ongoing battle to conquer the region. You are free to choose your own aircraft and mission (be it close air support, CSAR, strike, SEAD/DEAD, combat patrol, troop insertion, ferry or similar), and if you choose to help your side with the current tactical and strategical goals, that can help a lot to change the strategic landscape. Blue’s goal is to capture all strategic airfields of the region, while Red do their best to achieve the same. When in doubt what to do, command authority “Dragon Ledge” always tells you what the current strategic and tactical objectives are, so you can focus on helping to fulfil that goal. Blue’s AI is in command of all blue non-player-controlled units. Underlying the mission are some simple economic rules: capturing and holding strategic locations gains funds for your side and denies them to the other. Likewise, destroying enemy units adds funds to your side. Players can use funds to strengthen locations or order supporting flights, strikes, and even capture missions. The mission starts with Blue side owning one airfield: Nalchik. Holding Red Forces off from capturing Nalchik is likely and routinely accomplished by Blue's AI without your or other player’s help. Expanding Blue's reach to hold half of the map requires moderate player skills. Turning the tables on Red and holding three airfields requires focus and dedication. Winning the scenario is possible, and a true achievement. Expect a full play-through to take some 15 to 20 hours (1-2 players), usually a lot more - this is a dynamic mission after all, and the opposing side will become increasingly aggressive when it loses. Expansion supports "persistence" (see notes) to save and resume your campaign later. Expansion supports (actually: thrives) as multiplayer, so bring your friends (with 4 players, Expansion can be won in 5 hours). Since it’s a Sandbox dynamic mission, you can leave it running on a server for anyone to join on their own time. Be advised that if you leave Expansion unattended, Red tends to try and take advantage and recapture some locations You can win Expansion in single-player, and it is a lot more fun in multiplayer. STRATEGIC GOAL Expansion's strategic objective is to capture all four airfields of the region: Nalchik Beslan Mozdok Mineralnye Vody The mission starts with BLUE side holding only one airfield: Nalchik. Blue’s AI Command Authority “Dragon Ledge” assigns tactical objectives as it sees fit and always informs the players of the shifting priorities. The battle progresses around you in real-time and responds to your actions. Both sides’ AI Admirals task their units dynamically and according to their tactical needs - so plan your own flights with this in mind. And yes, Red WILL try and re-capture any strategic location that you took. And it will succeed if you don't help. HELPING YOUR SIDE The overall battle is controlled by AI Admirals for BLUE (“Dragon Ledge”) and RED that task their troops. They will direct their forces and assign primary and secondary objectives. Initially, you should focus on supporting your side’s secondary objectives, as they help your side to expand control over the battlefield, and allow your side to secure a steady income that you (the players) then can spend on tactical support. INCOME When your side captures strategic locations (for example: the "Gigawatts Power Plant" south of Nalchik), these generate income for your side. The more locations that your side holds, the greater your income. Another source of income is direct enemy attrition: for every enemy unit that a player destroys, your side gains some income - provided that the pilot can land their plane at a player-controlled airfield or FARP. A third source of income is rescuing downed pilots and returning them to a player-controlled airbase or FARP. A fourth is successfully inserting troops into enemy locations to capture them. Your side's income is regularly gathered and added to your side's available funds. Funds are available to all players on the same side. And funds are meant to be spent - "funds are only valuable as long as they are used". Use them wisely. SPENDING FUNDS Players spend side funds in various ways: directly repair and/or upgrade a location's defences. For this you must land inside that location and come to a full stop. At that point you can access the menu to repair or upgrade local defences. Note that all defences must be repaired before you can upgrade. The cost for upgrades and repairs vary by location. order strategic upgrades / repairs. This transfers funds to your control authority and the AI decides where these funds are invested. The drawback is that you don't know where the funds will be invested. The advantage is that you don't have to be on location. order support in the form of SEAD, CAP or CAS flights for a region. order a strategic insertion force to attempt taking an enemy-held (or neutral) location. Which location to take is a decision made by your command authority. order a missile strike on one of the four strategic targets. Note that these missiles (Tomahawk cruise missiles) have to traverse significant distance to arrive at their target, expect 15-20 minutes. order reconnaissance and targeting drones over tactical positions AVAILABILITY OF AIRCRAFT Blue aircraft are only available on airfields that belong to BLUE. You cannot ‘slot’ into an aircraft that sits on an airfield or FARP that doesn’t belong to BLUE. This is intentional: one key aspect of Expansion is to capture more FARPs and airfields to extend your reach. Note: this feature is also available in single-player mode. Expansion supports DCS’ “dynamic aircraft” system to allow any player-controllable aircraft to be available at any owned airfield. Note that this feature currently requires that Expansion be run as multiplayer, even if you plan to fight alone. In single-player mode, you only have access to the aircraft that I placed on the tarmac (or that you added yourself in Mission Editor). HOT AND COLD STARTUP There are two versions of Expansion available: HOT (default) in which all player aircraft are hot (fully started up) when you enter the cockpit. The alternate version is “Expansion COLD”, in which all player aircraft are cold and dark when a player enters the cockpit. CAPTURING STRATEGIC LOCATIONS You win Expansion by capturing strategic locations that increase your income, and then by using that income in smart ways to further your campaign. So make capturing locations all over the map your goal. The first step is to wear down defences: SEAD and CAS the location until it's next to helpless. Be wary that enemy AI can (and will) order repairs and reinforcements, so if possible, loiter near a defenceless location until it's really captured. Once captured, spend funds to beef it up. If you have helicopter pilots among your players, the easiest way to capture a location is to make sure that there are no enemy units inside the area (check the F10 map), and then place your own units inside the zone. Some Helicopters (Hind, Hip, Huey, Hook) can spawn and transport troops (check Other->Airlift Troops). If you don't have anyone who can chopper your chopper over a shed, you'll have to tough it out: see which tactical objective the AI is working at, support it, and occasionally transfer funds to order a capture attempt. Eventually the attempt succeeds, and you own that asset as well HELICOPTER TROOP TRANSPORT Pilots that control a helicopter capable of troop-transport (Huey, Hip, Hind, Hook) can quickly move infantry to tactical positions to capture or defend, or to provide laser-targeting of enemy ground forces. This can also be used to rescue downed friendly pilots (see “Rescuing downed Pilots”, later) At airfields and FARPs (usually at, or close to, the spawning locations of player helicopters), players can request (“spawn in”) infantry that they then can transport to other locations on the map. REQUESTING INFANTRY To request infantry, move the troop-transport capable helicopter close to the infantry spawn location of the airfield/FARP (usually close to the player-controlled helicopter spawn location), and choose Communication->Other->Airlift Troops... and then choose one of the available “Request <xxx>” options available there to spawn a squad of that type. If there are no troops to request, you are too far away from an infantry request point. Note: Be sure to choose “Airlift Troops” from the “Other” menu tree. Note that this option is only available for helicopters that can transport troops. Once you have requested a squad, it appears and is ready to embark on your helicopter. LOADING INFANTRY INTO YOUR HELICOPTER Player-controlled troop transport-capable helicopters can load and deploy infantry anywhere on the map. To do so, players land the helicopter close to the infantry, and choose Communications->Other->Airlift Troops... and choose the option “Load <group name>”. The group embarks on the player’s helicopter. Note that the player does not have to be in special embarkation zones; players can pick up friendly infantry anywhere on the map, and drop them anywhere on the map. Again, this is only available for player-controlled troop-transport helicopters. Note that options are available for players to automatically load and deploy troops when the helicopter touches down to greatly simplify and accelerate the process of embarking and disembarking infantry. DEPLOYING/DISEMBARKING TROOPS When a player-controlled helicopter is transporting infantry, they can land anywhere and have the troops disembark. To have the troops disembark, the player chooses Communication->Other->Airlift Troops... and chooses “Deploy Team <name>”. The latter can come in very handy when attacking enemy convoys. To transport infantry, players request a squad at the heliport of any airfield or FARP and then load them into the helicopter using the communications->Other->Airlift Troops menu... . They can then fly to any point on the map, land, and deploy the troops they have on board. Note that players can pick up infantry and deploy them at anytime, anywhere on the map. RESCUING DOWNED PILOTS Soon after the mission starts, the map is littered with pilots requesting extraction. Some player-controlled helicopters (Hip, Huey, Hind, Hook, Gazelle and Kiowa) are equipped for CSAR missions – missions to rescue downed pilots. Doing so is simple: Find evacuees: Expansion provides a convenient list of all evacuees requesting extraction for you, complete with their status and frequencies (should you want to home in on their signal). Go to communications->Other->CSAR Missions... and choose “List active CSAR requests” to get a list of the ten (at most) closest downed pilots that request extraction. The bearing and distance is always to your aircraft, and take note of their status (e.g. ‘alive’): evacuees succumb to their injuries after some three hours unless they are picked up and stabilized by a player helicopter. To perform an evacuation, land your CSAR-capable helicopter next to a downed pilot (or hover close to them) to pick them up. Once picked up, return the evacuee to one of your airbases/FARPs medevac zones by landing close to the medevac tents. Medevac zones are always marked by blue or orange smoke, and are visible from far away. They usually are also adorned by some tents that house the medical staff. In case you don’t know where to deliver your evacuee(s) (you can carry more than one evacuee in your helicopter), simply go to communication->Other->CSAR Missions... and choose ‘Direction to nearest safe zone’ Rescuing downed pilots gives a substantial boost to your side’s available funds. Warning: Downed pilots are on the clock! They are injured and must be rescued lest they succumb to their injuries. Players have some three hours from the time that a pilot ejects until the evacuee succumbs. You can get an evacuee’s status from the CSAR mission board. LONG RANGE FLIGHTS (“SWABBIES”) Due to popular demand, CVN 73 “George Washington” is cruising up and down the Caucasus coast, with F/A-18 and F-15B standing at the ready for people wo really dig long ingress (and, should you survive, egress). These aircraft also have access to a special “Request New Tanker” radio menu (available under “Other…”) that spawns a new tanker whenever chosen. The tanker spawns north of Honi (roughly between Senaki and Kutaisi) and heads northwest on a racetrack pattern towards Sukhumi-Babushara. The tanker’s TACAN is 11X and can be contacted at 255 MHz. CONTROLLING GROUND FORCES Expansion supports the Combined Arms module, allowing up to three players to control ground forces. Unlike aircraft, any score accumulated while occupying a ground unit is added immediately to their faction. Using the CA module, players can also task AI air units. FREQUENCIES (optional, easy communications are enabled) FARP April – 132.5 MHz “London”, 14X FARP May – 137.5 MHZ “Dallas”, 15X FARP June – 142 MHZ “Paris”, 16X FARP October – 145 MHz “Berlin”, 20X FARP December – 155.5 MHz “Rome”, 22X AWACS – 251 MHZ “Overlord” George Washington – 254.5 MHz, TACAN 73X, ICLS 1, Link 331 Shell – 255 MHz, 11X A NOTE ON ENEMY AI Initially, enemy strategy AI is almost docile - it is content with holding most of the territory and killing you in a vaguely unfriendly way. This changes with the number of strategic locations that you capture. Once you start closing in on it, Red AI becomes aggressive, and at some point, positively vicious. So, enjoy the time when it just tries to crush you. Enemy AI is moderated by the ‘difficulty’ attribute: setting difficulty to less than 1 makes the enemies more manageable, while setting it to 2 or above gives them an additional edge. A NOTE ON PERSISTENCE (SAVING THE MISSION) Expansion automatically saves the state of the mission every 5 minutes, so should you wish to end and later continue the mission, the maximum you lose are 5 minutes. All typical restrictions to DCS mission saving apply: your (server's) DCS installation must be 'de-sanitized' upon reload, the day's time is reset to mission starting time (08:00 local) ground units reset to full health all airborne units are wiped all currently open missions reset To enable persistence, you must 'de-sanitize' DCS. Edit "\Scripts\MissionScripting.lua" in your main DCS installation folder: Look for: do sanitizeModule('os') sanitizeModule('io') sanitizeModule('lfs') _G['require'] = nil _G['loadlib'] = nil _G['package'] = nil end and change it to: do sanitizeModule('os') --sanitizeModule('io') --sanitizeModule('lfs') _G['require'] = nil _G['loadlib'] = nil _G['package'] = nil end (put double dashes in front of the two that contain "sanitizeModule('io')" and "sanitizeModule('lfs')"), then save the file. If you are ham-fisted like me, make a backup first. From that point on, Expansion saves its current state every 5 minutes into a folder called "Expansion (data)" that resides inside your DCS missions folder. STARTING A NEW MISSION (with persistence active) If you want Expansion to start from the beginning, delete the folder "Expansion (data)" before starting Expansion. NOTES FOR SINGLE PLAYER CHANGE NOTICE: Earlier versions of Expansion did not support single-player slot blocking. As of Expansion Version 1.2, single-player and multi-player slot blocking is supported. NOTES FOR MULTI-PLAYER CHANGE NOTICE: Earlier versions of Expansion required "SSB" be installed on the server to support dynamic slot blocking. As of version 1.2 of Expansion, this is merely recommended for a better user experience. If SSB is not running on the server, Expansion now supplies its own lightweight mission-based (instead of server-based) SSB-service. CUSTOMIZATION / PERFORMANCE NOTES -- Requires Mission Editor ADDING YOUR OWN PLAYER AIRCRAFT Expansion supports all DCS aircraft, yet it comes pre-configured with only a limited set. If “your” aircraft isn't amongst them, simply add them in Mission Editor. Make sure to remember to add them to all airfields. DO NOT add them onto a numbered parking slot, place them with "FROM GROUND" instead (hot or cold, your call). EYE CANDY Expansion comes pre-configured to use 'StopGap', a little utility that fills empty player slots with static stand-ins. This makes airfields look much cooler and contributes little else but using up performance close to these airfields. See below how to enable / disable this feature should it crush your PC’s performance. DIFFICULTY Expansion runs on difficulty 1 (“Normal”) by default. You can change it to other values to better fit your requirements, and be advised that this value can be a fraction (e.g. “1.5”). Ramping up difficulty means that your side starts with fewer funds, and RED is allowed to more might to crush you. I’m a wuss, and I prefer difficulty 1. HOW DIFFICULTY AFFECTS THE MISSION Note that a value of 1 is Expansion’s default, I designed it for this difficulty because I’m a wuss. General difficulty settings: The ‘difficulty’ value affects the likelihood of enemy flights, convoys and capture attempts appearing on the map. Red AI becomes less reluctant to throw their pilots at blue, and has more funds to waste on blue, the higher the difficulty value. Likewise, blue starts with less funds the higher the difficulty. Difficulty values beyond 3 have diminishing returns. Other factors: If difficulty is lower than 1, enemy pilots are much less capable than normally, and red no longer performs repairs to their installations. If difficulty is larger than 1, enemy pilots can be more capable than normally. Blue starts with less funds If difficulty is 2 or larger, red can perform multiple repairs at the same time. Blue starts with nearly zero funds AUTO-SCALING DIFFICULTY Expansion's enemy AI Admiral's aggression scales with the number of players. The more players participate, the more enemies Red can throw against Blue. HOW TO CUSTOMIZE EXPANSION Everything in Expansion is controlled with trigger zone attributes, there is not a single line of code to change. The first step to customize Expansion is always this: click on the "view trigger zone list" (three interlocking rings). Then find the trigger zone described below. Changing Difficulty Open the trigger zone "expansionConfig". Look for the name 'difficulty' and change its value. Default is 1. Turning Eye Candy ("StopGap") on/off Open the trigger zone "stopGapConfig". Look for the value "onStart". Change it to "yes" or "no". Default is "yes" (eye candy is enabled) WARNING: stopGap for multiplayer requires that the server (and only server) has the small 'stopGapGUI' script running to work around a DCS bug and facilitate client synchronization. If your planes crash down to the ground when you enter their cockpit, your server needs to install stopGapGUI. Changing time limits on CSAR missions CSAR missions are automatically limited to 3 hours, after which the pilot expires. You can change this with the csarManagerConfig zone: Look for the attribute named “timeLimit”. It’s set to 180, meaning 180 minutes until a pilot dies after ejecting. You can either delete the attribute entirely (by clicking on the trash can), which disables time limits entirely, or set it to a ridiculous value like ‘99999’ (which some 70 days playing time) Changing helicopter CSAR types By default the Hip, Huey, Hind, Gazelle, Hook and Kiowa can perform CSAR missions. This is controlled with the ‘troopCarriers’ entry in the csarManagerConfig zone (see above). The value defaults to Mi-8MT, UH*, Mi-24P, SA342*, CH*, OH* meaning that the Mi-8MT, Mi-24P, any helicopter type starting with UH, CH or OH and any helicopter type starting with SA342 can perform CSAR missions. Note that this, by default, also includes the UH-60 (if such a mod is added to Expansion) or OH-6 (these are currently not standard DCS modules, but should you add them to the mission, they are automatically supported as CSAR-capable). You can change this value to anything that you like. For example, adding Ka* will also allow the Black Shark (all variants) to perform CSAR missions Turning off Reaper Drone Support To some players (especially those who are envious of the A-10C’s APWKS and Laser Mavs), the availability of drones that are lasing targets makes Expansion too easy (for others). The entire reaper drone mechanics can be disabled by a simple switch in the reaperDroneConfig zone: change the value from “yes” to “no” (or “false”), and the UI to interface with drones disappears from the game. Players can no longer launch drones and use their lasers for easy fodder. Hot/Cold starting Expansion comes in two versions: with most aircraft set to HOT START. Some people prefer cold starts (especially more seasoned players, who find some of the more unusual “hot”-started settings questionable). For them there is now the “COLD” version of Expansion, provided by DCS Web Editor (https://www.patreon.com/DcsWebEditor) automatic conversion ability Adding the Blackhawk If you want to add the Blackhawk helicopter (a player-controlled MOD) the mission automatically supports its use in CSAR missions. Simply add it to wherever you prefer with Mission Editor. Expansion recognizes it for CSAR and Troop Transport missions. MODIFY, BUT PLEASE DO NOT PUBLISH You are free to modify Expansion to your heart’s content. I ask you to not, however, post your version of Expansion (modified or otherwise) on-line. Running your own version of Expansion as a mission on a multiplayer server is fine, though – and decidedly encouraged by me – I’d love to see how and what you make of Expansion. ACKNOWLEDGEMENTS Expansion would have been impossible without the kind support and deep bow to: "Expansion" is inspired by @Dzsekeb phenomenal "Foothold" and "Pretense" missions. Expansion represents my re-imagination of Dzsekeb’s game ideas, and I’m humbled by his implementation. My thanks to the kind people at 61st Griffins and @bitboy for stress-testing Expansion Voice Acting by Elevenlabs Mission created with DML COLD version by DCS Web Editor (https://www.patreon.com/DcsWebEditor) FEEDBACK WANTED Expansion wouldn’t be what it is today without all the feedback that I’ve received. Keep it coming, and please keep it constructive. Naming your first-born after me is entirely optional. Please add your feedback in this thread. Enjoy, -ch Edited July 15 by cfrag 10 5
jacobs Posted May 4, 2024 Posted May 4, 2024 Thanks a lot! It sounds fun. BTW, can I add a GCI script like Dzsekeb put on pretense?
cfrag Posted May 4, 2024 Author Posted May 4, 2024 16 minutes ago, jacobs said: BTW, can I add a GCI script like Dzsekeb put on pretense? I guess that would rather depend on the script. I don't know why it shouldn't work, only one way to find out, I guess
orbir Posted May 4, 2024 Posted May 4, 2024 (edited) Would you consider renaming config zones, so they are grouped together in the Zone List to make them easier to find and identify? Below I just added "_" at the beginning, but something like "Config autoCSAR" would work too. Edited May 4, 2024 by orbir
Chicki Posted May 4, 2024 Posted May 4, 2024 Hi. Trying to run this on my server. I put the SSB file in the Hooks folder. Just dropped it in, no editing. I noticed there's a do script called cfxSSB in the triggers. Does that relate to ciri's SSB? Sorry, totally confused. I also get some script errors. See attached. Love to try this mission. Looks like a hoot. Thanks.
Mistermann Posted May 5, 2024 Posted May 5, 2024 Thank you, @cfrag! It was so disappointing to see the demise of pretense, foothold and some of the other dynamic missions out there. Can't wait to give this a try with my buddies. System Specs: Spoiler Callsign:Kandy Processor:13th Gen Intel(R) Core(TM) i9-13900K - RAM: 64GB - Video Card: NVIDIA RTX 4090 - Display: Pimax 8kx VR Headset - Accessories: VKB Gunfighter III MCG Ultimate, VKB STECS Standard, Thrustmaster TPR Pedals, Simshaker JetPad, Predator HOTAS Mounts, 3D Printed Flight Button Box Video Capture Software: Open Broadcaster Software (OBS), Video Editing Software: PowerDirector 35 Into The Jungle (MP Mission) F18: Scorpion's Sting Apache Campaign - Griffins Kiowa Campaign - Assassins
Grindmetal Posted May 5, 2024 Posted May 5, 2024 In April, there is no way for Farp to arm and refuel? @cfrag
cfrag Posted May 5, 2024 Author Posted May 5, 2024 13 hours ago, orbir said: Would you consider renaming config zones, so they are grouped together in the Zone List to make them easier to find and identify? I appreciate the idea, although I'm not convinced of its benefits. Although many things in DCS force us into habits from a millennium gone by, alphanumeric sorts aren't one we have to abide by. Simply click on 'show all', and you can find all config zones, bunched up together, and color-coded yellow. GUIs are so much better than lists, and I prefer to not be restricted by naming schemes unless we really have to. I deem the effort to change that (and all of DML) for a usability return for a feature that belongs to years yonder not be substantial enough. Let's use the visual editor in ME instead. 1
cfrag Posted May 5, 2024 Author Posted May 5, 2024 9 hours ago, Chicki said: Hi. Trying to run this on my server. I put the SSB file in the Hooks folder. Just dropped it in, no editing. ... and? Does it work? Did you fully restart DCS before trying? 10 hours ago, Chicki said: I noticed there's a do script called cfxSSB in the triggers. That is a small mission script that, when SSB is present, disables player slots in multiplayer that are inside airspace/fields that do not belong to the player's faction. It's the mission-side counterpart to the server-side SSB script. 10 hours ago, Chicki said: I also get some script errors. See attached. Thank you so much. I'll investigate and hopefully have a fix asap.
cfrag Posted May 5, 2024 Author Posted May 5, 2024 (edited) 7 hours ago, Grindmetal said: In April, there is no way for Farp to arm and refuel? There should be, but your side must own April, and April must have spun up (some 30 seconds after you capture it) and you must be in range of the FARP utility vehicles. Edited May 5, 2024 by cfrag
cfrag Posted May 5, 2024 Author Posted May 5, 2024 Version 1.01 - Minor update -20240505 • Turned off stopGap (single-player only) for all FARP helos to work around DCS 'sky falling down' bug • Activated stopGap's refresh option: once an hour • AI difficulty > 1 makes AI more likely to do bad things to players • Better audio f/x for funds and TACAN responses • Mission restarts automatically after 8 hours runtime (multiplayer only) • reduced verbosity • Changed mission date and time • Fixed a potential error when spawning AI flights 1 2
Grindmetal Posted May 5, 2024 Posted May 5, 2024 (edited) i get this error When I click on the radio menu to see TACAN, the error appears null 2024-05-05 23:40:06.637 ERROR SCRIPTING (Main): Mission script error: [string "tacan = {}..."]:379: Parameter #2 (sound file name) missed stack traceback: [C]: ? [C]: in function 'outSoundForCoalition' [string "tacan = {}..."]:379: in function <[string "tacan = {}..."]:350> 2024-05-05 23:40:06.660 INFO DXGUI_WIN_ADAPTER (Main): resize main window to [0, 0] null function tacan.doListTacan(args) tacan.GC(true) -- force GC, once. -- collect all neutral and same (as in args)-side tacans local theTs = {} for name, theZone in pairs(tacan.tacanZones) do if theZone.coa == 0 or theZone.coa == args then for idx, aTacan in pairs(theZone.spawnedTACANS) do table.insert(theTs, aTacan) end end end if #theTs < 1 then trigger.action.outTextForCoalition(args, "No active TACAN.", 30) trigger.action.outSoundForCoalition(args, tacan.actionSound) return end local msg = "\nActive TACAN:" for idx, aTacan in pairs(theTs) do msg = msg .. "\n - " .. aTacan.activeCallsign .. ": " .. aTacan.activeChan .. aTacan.activeMode if aTacan.desc then msg = msg .. " - " .. aTacan.desc end end msg = msg .. "\n" trigger.action.outTextForCoalition(args, msg, 30) trigger.action.outSoundForCoalition(args, tacan.actionSound) end Edited May 6, 2024 by Grindmetal
cfrag Posted May 6, 2024 Author Posted May 6, 2024 7 hours ago, Grindmetal said: When I click on the radio menu to see TACAN, the error appears Thank you @Grindmetal and @eric963 for reporting those issues. <blush> I have no idea how that one slipped by regression testing, it's a really silly typo while reading the configuration. Confirmed, re-produced. blushed, and fixed. It will be included in an update scheduled for later today, after some more regression testing. The Issue with FARPs not providing services appears to be distance-related (the player-controlled units must be inside a DCS-specific distance) or they do not receive service. I'll go over and re-position the spawn points for each FARP individually. This may take a little bit longer and not be part of the upcoming hotfix. 2
cfrag Posted May 6, 2024 Author Posted May 6, 2024 Oh boy, I had forgotten just how annoying FARP set-up in DCS can be. I'll bite the bullet and change all FARPS so that players do not have to relocate their helicopter to the correct spot, as it is truly difficult to find, and not at all intuitive.
cfrag Posted May 6, 2024 Author Posted May 6, 2024 Version 1.02 - Minor Update - 20240506 • fixed a rather silly and embarrassing TACAN sound bug • slightly moved all helicopters within FARPS to be immediately within service range of FARP vehicles • reworked some TACAN descriptions to better fit with existing descriptions 1 2
Grindmetal Posted May 6, 2024 Posted May 6, 2024 Is there a tool that changes all client slots to Cold start without having to do it 1 by 1?
cfrag Posted May 6, 2024 Author Posted May 6, 2024 15 minutes ago, Grindmetal said: is there a tool that changes all client slots to Cold start without having to do it 1 by 1? If you find one, please let me know. It should be simple, but this is DCS, I guess. 1
Grindmetal Posted May 6, 2024 Posted May 6, 2024 35 minutes ago, cfrag said: If you find one, please let me know. It should be simple, but this is DCS, I guess. I'll find a way
Grindmetal Posted May 6, 2024 Posted May 6, 2024 (edited) @cfrag changed Work File MIssion use notepad++ Edit - Changing it like this doesn't work EDIT2: ready now it works you have to do the following change these two lines in the MISSION file in the MIZ file ["action"] = "From Ground Area Hot", ["type"] = "TakeOffGroundHot", for ["action"] = "From Ground Area", ["type"] = "TakeOffGround", With Notepad++ you can make mass changes, it's easier Edited May 7, 2024 by Grindmetal 1 1
cfrag Posted May 7, 2024 Author Posted May 7, 2024 (edited) 8 hours ago, Grindmetal said: you have to do the following Thank you for taking the time - yeah that works. I was hoping for some slightly more automated approach that gets me around having to extract "mission" from the miz, replace all actions/types (with the exceptions that are part of my scripts of course - else a nasty surprise) and then put everything back into the miz. It still beats doing it mano a mano, for sure, so thanks again. Perhaps at some later day when XP has settled a bit I'll look into an automation script that can do that for me. I still think that ED should have an option in mission settings pop-up where you can choose between 'Start up:' - 'îndividual'/'all hot'/'all cold'. It would save so much time, and is trivial for ED to implement when they read the mission file. Guess I'll request this in the appropriate forum. EDIT - done Edited May 7, 2024 by cfrag 1
Diablo 1-1 Posted May 7, 2024 Posted May 7, 2024 A FARP needs utility vehicles or structures to rearm and refuel if I am not mistaken. I can still can't rearm or refuel at the April FARP due to this. I added a bluefor m939 heavy for ammo and a hemtt refueler at farp april for a temp solution.
cfrag Posted May 7, 2024 Author Posted May 7, 2024 57 minutes ago, Diablo 1-1 said: A FARP needs utility vehicles or structures to rearm and refuel if I am not mistaken You are not mistaken. However, they spawn automatically 30 seconds after you capture the FARP. are you sure that you have captured it (i.e. that you have boots on the ground, not just your helicopter). Note also that single-player XP lets you spawn in neutral FARPS because SSB isn't active, so maybe check that as well. The FARP must be marked in BLUE on your F10 map. 30 seconds after capture, the utility vehicles spin up for the capturing side
Diablo 1-1 Posted May 7, 2024 Posted May 7, 2024 1 hour ago, cfrag said: You are not mistaken. However, they spawn automatically 30 seconds after you capture the FARP. are you sure that you have captured it (i.e. that you have boots on the ground, not just your helicopter). Note also that single-player XP lets you spawn in neutral FARPS because SSB isn't active, so maybe check that as well. The FARP must be marked in BLUE on your F10 map. 30 seconds after capture, the utility vehicles spin up for the capturing side Yeah it was blue. I did not start over from 1.01 to 1.02 if that matters. I do remember them spawning in .01. They spawn around the TACAN if I remember correctly. I tried a couple ways, going to spectator for 30 seconds, spawning at NAL airfield first, and spawn there and sat for 30 seconds. I even re downloaded the mission and replaced it. Hope the screenshot helps my case. My next step would be to restart, but I wanted to see if there was something not triggering right first. If its too blurry, the time says 06:31:29.
cfrag Posted May 7, 2024 Author Posted May 7, 2024 51 minutes ago, Diablo 1-1 said: I did not start over from 1.01 to 1.02 if that matters. I do remember them spawning in .01. Thank you, that may be the hint that I’m looking for, will have to verify. It’s possible that persistence either didn’t save those vehicles, or that they got destroyed in the meantime (red seems to attack service vehicles first when attacking FARPS). In any event, I’ll to it that service vehicles at farps are regularly refreshed or can be repaired from the funds / repairs / upgrades menu.
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