Speed Posted August 31, 2010 Posted August 31, 2010 (edited) Well, I finally got around to putting some finishing touches on a mission I made five months ago. After playing Dragon's Convoy Hunting mission, I figured I could make a similar but more heavily randomized mission. What I really liked about Convoy Hunting was the slow, methodical moving you had to do through the valleys, carefully scouting ahead of you for threats, searching the towns. It was especially nice with human players there with you, so you could "slice the pie" on one side of the valley and while the other pilot was "slicing the pie" on the other. I expanded on this in this mission. 88 separate random groups can spawn, each at a 20% spawn probability. There are a couple groups that also spawn at 100% probability, but those are just focused at the base you must destroy to win the mission and the FARP you must capture. This adds a huge amount of replayability- you have to fly the mission A LOT before you begin to get an idea of where all the enemy groups can spawn at. The enemy groups themselves can range from anything from Rolands to just a couple AK-47 guys standing around. They can spawn in towns, in forest clearings, on top of ridges, patroling up and down roads, and quite often, just out in the open. I also took great care to make the spawn locations fair- you won't round a corner and immediately find yourself in SAM range- you always will have a chance to spot an enemy before you fly within that enemy's kill zone. Also, in the interest of fun play, the number of MANPADs that you must face is quite small- in fact, MANPADs make up none of the units in the random groups. But... if you fly off of the waypoint track and try to find a "backdoor" into the enemy base (something I saw people ruining Convoy Hunting by doing)- the number of MANPADs you have to face (as well as Rolands, SA-8s, SA-11s, and other nasties) is VERY high :) While this mission has slots for eight, it works just as well with two people, though at one point it could become a little difficult for just two persons (that said, I have beaten with just two people flying). Also, while this isn't nearly as complex as the other missions I have been working on lately, that doesn't make it not fun! Here is the briefing: Four months ago, Georgian and insurgent forces drove us out of northern Georgia. We are ready to cross the border and establish a presence in the region once again. Three Mi-26 are on standby, ready to drop in necessary FARP vehicles to get Skala back to operating condition once you clear the area of hostiles. Once Skala is reclaimed, use it as a base to destroy an insurgent training camp just north of Tkvarcheli. WHEN ATTACKING THE CAMP, STAY ON THE EASTERN SIDE! There is an SA-11 based in Tkvarcheli that will shoot you down if you fly west of the camp. The mission will be completed when all fixed structures and vehicles at the camp are destroyed. Make sure to bring S-13 rockets so that the ammo depot can be destroyed. Intel reports that there may be western advisors in the camp; they are to be considered targets as well. We are tired of their meddling in our affairs. Expected ground threats: ZU-23, ZSU-23-4, SA-9, SA-13, Roland, SA-11, SA-18 Igla, ATGMs, small arms. Expected air threats: None anticipated Note 1: A low pressure area has moved in, bringing heavy snow showers. Expect winds and turbulence as well. Note 2: Once you cross the border into Georgia, keep a sharp lookout for enemy units hiding in the valleys you need to traverse. Enemies have been placed in forest clearings, on top of ridges, in towns, and quite often, simply out in the open. Fly slowly, keeping your head on a swivel and your eyes outside of the cockpit! Do not enter or traverse an area until you have searched it thoroughly.Deep Strike v1_4.miz Edited August 31, 2010 by Speed Intelligent discourse can only begin with the honest admission of your own fallibility. Member of the Virtual Tactical Air Group: http://vtacticalairgroup.com/ Lua scripts and mods: MIssion Scripting Tools (Mist): http://forums.eagle.ru/showthread.php?t=98616 Slmod version 7.0 for DCS: World: http://forums.eagle.ru/showthread.php?t=80979 Now includes remote server administration tools for kicking, banning, loading missions, etc.
STP Dragon Posted August 31, 2010 Posted August 31, 2010 Hi Speed, this sounds very interesting. I will load this mission on my STP-Server today and take a look. After playing Dragon's Convoy Hunting mission, I figured I could make a similar but more heavily randomized mission. What I really liked about Convoy Hunting was the slow, methodical moving you had to do through the valleys, carefully scouting ahead of you for threats, searching the towns. It was especially nice with human players there with you, so you could "slice the pie" on one side of the valley and while the other pilot was "slicing the pie" on the other. :thumbup: But... if you fly off of the waypoint track and try to find a "backdoor" into the enemy base (something I saw people ruining Convoy Hunting by doing)- the number of MANPADs you have to face (as well as Rolands, SA-8s, SA-11s, and other nasties) is VERY high :) Yes, this is a problem I tryed to solve in version 5.3 of my missionpack. I added some SAM sides on the mountains arround the route. In NightHawkHunter it is the same thing. In this kind of missions you have to follow the route. If you leave the route you will trigger actions which should not be triggered in this order. This destroys the whole "mission-story". I hate guys who fly off the route! :mad: Homepage: Spare-Time-Pilots DCS:BlackShark v1.0.2: BLINDSPOTs EditorMod DRAGONs ArmA2-Sounds DRAGONs BS1 TRAININGPACK DRAGONs MISSIONPACK [bS & FC2] DCS:World: TM WARTHOG PROFIL FOR BS2 DRAGONs BS2_TRAININGPACK DRAGONs TRAININGPACK DRAGONs MISSIONPACK
Speed Posted August 31, 2010 Author Posted August 31, 2010 (edited) Hi Speed, this sounds very interesting. I will load this mission on my STP-Server today and take a look. :thumbup: Yes, this is a problem I tryed to solve in version 5.3 of my missionpack. I added some SAM sides on the mountains arround the route. In NightHawkHunter it is the same thing. In this kind of missions you have to follow the route. If you leave the route you will trigger actions which should not be triggered in this order. This destroys the whole "mission-story". I hate guys who fly off the route! :mad: Thanks. Let me know if the Mi-26s successfully drop off their vehicles, it has never not worked in any of my tests but you never know.... They suffer from the INCREDIBLY irritating bug in the Mission Editor where you cannot assign altitudes for air units under certain conditions. Go into the mission editor, unhide the helicopters named "transport1", "transport2", and "transport3", and try change their assigned altitude at their second to southernmost waypoint to 1050 meters and you will see what I mean. More than likely, at least one of them will not let you change its altitude. I may have to assign their altitudes by editing the unzipped mission file. :thumbdown: I got a better idea for ED, rather than trying to second guess us mission creators and overriding what altitude we want to put in for our air units, JUST DISABLE the VERY buggy script that tries to avoid having any waypoints underground. Edited August 31, 2010 by Speed Intelligent discourse can only begin with the honest admission of your own fallibility. Member of the Virtual Tactical Air Group: http://vtacticalairgroup.com/ Lua scripts and mods: MIssion Scripting Tools (Mist): http://forums.eagle.ru/showthread.php?t=98616 Slmod version 7.0 for DCS: World: http://forums.eagle.ru/showthread.php?t=80979 Now includes remote server administration tools for kicking, banning, loading missions, etc.
STP Dragon Posted August 31, 2010 Posted August 31, 2010 It's not incredible. You have to set the altedude in the editor and test ist out in the running game. If it is working, never touch this waypoint anymore. If you touch it the altetude of the waypoint will be set to a higher value automatically. Homepage: Spare-Time-Pilots DCS:BlackShark v1.0.2: BLINDSPOTs EditorMod DRAGONs ArmA2-Sounds DRAGONs BS1 TRAININGPACK DRAGONs MISSIONPACK [bS & FC2] DCS:World: TM WARTHOG PROFIL FOR BS2 DRAGONs BS2_TRAININGPACK DRAGONs TRAININGPACK DRAGONs MISSIONPACK
Speed Posted August 31, 2010 Author Posted August 31, 2010 (edited) It's not incredible. You have to set the altedude in the editor and test ist out in the running game. If it is working, never touch this waypoint anymore. If you touch it the altetude of the waypoint will be set to a higher value automatically. Doesn't work that way for me. Sometimes, as soon as I CLICK AWAY from the altitude box, it changes to a different value. Othertimes, if I save the mission and open again, just the act of saving it changes the altitude. I will see the helicopters flying at some new, random altitude when I fly the mission on the new save!:cry: Edit: I just uploaded an edited version of the mission that attempted to fix the altitude bug. I have no idea if the changes worked. Even if they didn't, all triggers in the mission should operate correctly, I do not sense the altitude of the helo in the vehicle dropoff trigger. All it would be is a cosmetic bug where you see the Mi-26 hovering 500 meters over the ground when it drops off troops instead of 50. Edited August 31, 2010 by Speed Intelligent discourse can only begin with the honest admission of your own fallibility. Member of the Virtual Tactical Air Group: http://vtacticalairgroup.com/ Lua scripts and mods: MIssion Scripting Tools (Mist): http://forums.eagle.ru/showthread.php?t=98616 Slmod version 7.0 for DCS: World: http://forums.eagle.ru/showthread.php?t=80979 Now includes remote server administration tools for kicking, banning, loading missions, etc.
STP Dragon Posted August 31, 2010 Posted August 31, 2010 Set the altitude to your custom value, don't click to other things, close the propery-window of this unit and never open it again. In V1.0.1 it was working that way. Homepage: Spare-Time-Pilots DCS:BlackShark v1.0.2: BLINDSPOTs EditorMod DRAGONs ArmA2-Sounds DRAGONs BS1 TRAININGPACK DRAGONs MISSIONPACK [bS & FC2] DCS:World: TM WARTHOG PROFIL FOR BS2 DRAGONs BS2_TRAININGPACK DRAGONs TRAININGPACK DRAGONs MISSIONPACK
Blindspot Posted August 31, 2010 Posted August 31, 2010 I could have a look at this. If it's really the editor that "corrects" the height, this could be fixed easily. Я только понимаю Вокзал.
STP Dragon Posted August 31, 2010 Posted August 31, 2010 Blindspot is saving the day.... again.... :D Homepage: Spare-Time-Pilots DCS:BlackShark v1.0.2: BLINDSPOTs EditorMod DRAGONs ArmA2-Sounds DRAGONs BS1 TRAININGPACK DRAGONs MISSIONPACK [bS & FC2] DCS:World: TM WARTHOG PROFIL FOR BS2 DRAGONs BS2_TRAININGPACK DRAGONs TRAININGPACK DRAGONs MISSIONPACK
Speed Posted August 31, 2010 Author Posted August 31, 2010 Blindspot is saving the day.... again.... :D No kidding. I could have never made the mission I am currently working on without his ME mod. Intelligent discourse can only begin with the honest admission of your own fallibility. Member of the Virtual Tactical Air Group: http://vtacticalairgroup.com/ Lua scripts and mods: MIssion Scripting Tools (Mist): http://forums.eagle.ru/showthread.php?t=98616 Slmod version 7.0 for DCS: World: http://forums.eagle.ru/showthread.php?t=80979 Now includes remote server administration tools for kicking, banning, loading missions, etc.
ECV56_Tordo Posted August 31, 2010 Posted August 31, 2010 Thanks for this mission, Speed! I translated your post to spanish and linked to here from my Squadron. Thanks again! :thumbup: You can see it: http://www.ecv56condor.com.ar/Foro/viewtopic.php?TopicID=38814 (If there is any problem, tell me and I will remove it immediately.) [sIGPIC][/sIGPIC] www.ecv56condor.com.ar AMD Phenom II X4 965 BE 3.4 8Gb Kingston 1333 Nvidia GTX 460 1Gb Saitek X-52 Pro Saitek Ruddels Pedals TIR 5 + Clip Pro Win 7 64b
STP Dragon Posted September 4, 2010 Posted September 4, 2010 (edited) Hi Speed, we have flown your mission today. It was a lot of fun! Really great mission! :thumbup: Two little suggestions: 1st: Please mark the enemy FARP and the enemy Camp in the ABRIS. If you did this please open the .miz by 7zip and delete all folders except "ABRIS" and "Scripts". 2nd: Please add 4x Ka-50 Slot "Captured" at the enemy FARP so you are able to takeoff from there once the FARP is captured. How to do: Add this Trigger: Triggername: Explode Ka-50 Captured Triggertype: Continuos action Triggerrule: Flag is false - 50 (<- set once the Mi-26 are active) Triggeraction: Explode unit - Ka-50 Captured #1 - 30 (Volume) Triggeraction: Explode unit - Ka-50 Captured #2 - 30 (Volume) Triggeraction: Explode unit - Ka-50 Captured #3 - 30 (Volume) Triggeraction: Explode unit - Ka-50 Captured #4 - 30 (Volume) Edited September 4, 2010 by =STP= Dragon Homepage: Spare-Time-Pilots DCS:BlackShark v1.0.2: BLINDSPOTs EditorMod DRAGONs ArmA2-Sounds DRAGONs BS1 TRAININGPACK DRAGONs MISSIONPACK [bS & FC2] DCS:World: TM WARTHOG PROFIL FOR BS2 DRAGONs BS2_TRAININGPACK DRAGONs TRAININGPACK DRAGONs MISSIONPACK
Achurro Posted September 5, 2010 Posted September 5, 2010 Great!! I'll try this week with comrades! I'll report back! Thanks for the job ESA_Achurro [sIGPIC][/sIGPIC]
bigdog4215 Posted September 7, 2010 Posted September 7, 2010 Just wanted to say thanks for the mission cause my dad loves it.He has been playing it in singleplayer over and over,probably because its something fresh and hope to see some more.
Speed Posted September 8, 2010 Author Posted September 8, 2010 (edited) Hi Speed, we have flown your mission today. It was a lot of fun! Really great mission! :thumbup: Two little suggestions: 1st: Please mark the enemy FARP and the enemy Camp in the ABRIS. If you did this please open the .miz by 7zip and delete all folders except "ABRIS" and "Scripts". 2nd: Please add 4x Ka-50 Slot "Captured" at the enemy FARP so you are able to takeoff from there once the FARP is captured. How to do: Add this Trigger: Triggername: Explode Ka-50 Captured Triggertype: Continuos action Triggerrule: Flag is false - 50 (<- set once the Mi-26 are active) Triggeraction: Explode unit - Ka-50 Captured #1 - 30 (Volume) Triggeraction: Explode unit - Ka-50 Captured #2 - 30 (Volume) Triggeraction: Explode unit - Ka-50 Captured #3 - 30 (Volume) Triggeraction: Explode unit - Ka-50 Captured #4 - 30 (Volume) Yes, Dragon, I DID forget to add the enemy farp and enemy base as red boxes on the Abris. I was intending to do this, I just forgot. As far as letting people spawn at the captured FARP, there are some issues, at least as far as my concept of what I want the mission to be is concerned. First, the original intention of the mission was to make it one where you carried fuel tanks, and flew the mission all on one load of gas and weapons. Part of the problem I see in DCS is people don't take trying to stay alive and avoiding threats seriously when a new helicopter is just a couple clicks, left windows key + home, and a 3 minute AFK away. The original mission concept was to try to make a realisitic mission where you do not rearm and refuel, and you treat your helicopter with the respect it deserves. After play testing the first verions of the mission, I realized it would just be too hard to make this on one tank of gas and load of Vikhrs- there were just too many threats. I added the FARP capturing to loosen things up a bit and give you the opportunity to rearm and refuel there, or even repair your laser. Right now, I like how you are encouraged to not die in the current version of this mission even though you only have to fly a measely 10 or 15 minutes to get back to the captured FARP. Second,if I have the time before A-10 comes out (I really need to finish and release the naval combat mission I am working on), I would like to add helicopters you can spawn in at the captured FARP- however they will be limited in numbers, and only accessable after an AI flight of unarmed KA-50s that you have to protect lands there first. In the meantime, I do not wish for people to just be able to jump into a helicopter at the captured FARP, treat the thing like garbage and crash, jump into a new one, and be airborne again in 5 minutes. Also, people spawning at the FARP have a 1 in 4 chance of killing anyone rearming and refueling on it. If you personally wish to add helicopters that spawn at the FARP though, be my guest. I don't really care much if people modify my missions. I do have a question though- you EXPLODE helicopters that you do not want people flying? Why not just deactivate them? Someone who has their helicopter deactivated is just kicked back to the F-10 map. Does deactivate not work in multiplayer or something? I tested it in single player, it works fine there. Edited September 8, 2010 by Speed Intelligent discourse can only begin with the honest admission of your own fallibility. Member of the Virtual Tactical Air Group: http://vtacticalairgroup.com/ Lua scripts and mods: MIssion Scripting Tools (Mist): http://forums.eagle.ru/showthread.php?t=98616 Slmod version 7.0 for DCS: World: http://forums.eagle.ru/showthread.php?t=80979 Now includes remote server administration tools for kicking, banning, loading missions, etc.
STP Dragon Posted September 9, 2010 Posted September 9, 2010 If you personally wish to add helicopters that spawn at the FARP though, be my guest. I don't really care much if people modify my missions. I will do this. The edited mission will be loaded up to my server. We flown your mission with 3 very experienced pilots and all of us was shot down and don't had the desire to takeoff and fly the whole route again. The route is very very long. A new spawn-position at the new FARP is the only way to bring the player back to the mission. I do have a question though- you EXPLODE helicopters that you do not want people flying? Why not just deactivate them? Someone who has their helicopter deactivated is just kicked back to the F-10 map. Does deactivate not work in multiplayer or something? I tested it in single player, it works fine there. Yes, it is not working for clients. Only the "player" can be deactivated in SP and MP. So you have to explode the Ka-50s by min. 30 "volume". Homepage: Spare-Time-Pilots DCS:BlackShark v1.0.2: BLINDSPOTs EditorMod DRAGONs ArmA2-Sounds DRAGONs BS1 TRAININGPACK DRAGONs MISSIONPACK [bS & FC2] DCS:World: TM WARTHOG PROFIL FOR BS2 DRAGONs BS2_TRAININGPACK DRAGONs TRAININGPACK DRAGONs MISSIONPACK
power5 Posted September 9, 2010 Posted September 9, 2010 Is there a way to limit rearm and refuel options at the captured base? That could give people a reason to not spawn at that base after flying as fast as they could at 30m into a hill. Like, you can only spawn with vihkrs and tanks, no rockets or any other pods. I have not played the mission yet, so I do not know what is needed from the FARP forward, but if you could limit its functionality, that could be usefull. I doubt a captured FARP would have all that the home base had IRL anyway. [sIGPIC][/sIGPIC] Aaron i7 2600k@4.4ghz, GTX1060-6gb, 16gb DDR3, T16000m, Track IR5 BS2-A10C-UH1-FC3-M2000-F18C-A4E-F14B-BF109
STP Dragon Posted September 10, 2010 Posted September 10, 2010 No, it is not possible. ...flying as fast as they could at 30m into a hill. You can't control what people are doing on the server. Let them do what they want to do (except killing friendly units/players). Homepage: Spare-Time-Pilots DCS:BlackShark v1.0.2: BLINDSPOTs EditorMod DRAGONs ArmA2-Sounds DRAGONs BS1 TRAININGPACK DRAGONs MISSIONPACK [bS & FC2] DCS:World: TM WARTHOG PROFIL FOR BS2 DRAGONs BS2_TRAININGPACK DRAGONs TRAININGPACK DRAGONs MISSIONPACK
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