Grimes Beta Tester



Join Date: Jan 2006 Location: Black Mesa Posts: 8,212





Download v7b

On Station v7b



"On Station"

Co-op 1-16 players.



"On Station" consists of multiple mini-tasks which are assigned to players dynamically. There are nearly 50 tasks present within the scenario. Each task is sent via a radio message from an airborne controller. Radio messages are triggered based on which message is being sent.



Mission uses



Previous version changelogs Spoiler :

Version 3 additions

- Voice acting! A HUGE amount of thanks to <NA> Total for providing his assistance and voice to this mission. He did the voice acting for your airborne controller "wizard" and I did my best cool pilot voice as "Tusk."

- 4 more A-10C. (4 at Batami, 4 at Vaziani)

- A few new tasks

- Variable Mission Settings

- Added Random Patrols and static threats.

- Fun with Illustrator for new briefing images.



Version 4

-Ensured it works with A-10C Final Release

-Fixed Minor Bugs



Version 5

-When a new task is assigned only the new task info is part of a message.

-Limited maximum concurrent tasks to 3

-More efficient handling of multiple messages. "Tusk, Standby for Sit Rep, Message 1 of 2"

-When player count is above 4 players, tasks will automatically spawn more frequently

-Message added for when all tasks are completed

-Additional threat randomization

-Implemented "Speeds 'Text Command Script'" (co-op version only)

-Added Mission Rotation Trigger (For Servers-- Trigger is dormant unless edited)

-Added Alternate Weather and Time Versions



Changelog for Version 6

-Added additional task type for destroying armed buildings. Player must contact JTAC to get location of buildings.

-replaced legacy ChatIO scripts with slmod

-Fixed assorted sound issues and changed file format to decrease file size (reduced by about 0.7mb)

-adjusted TOR mission spawning

-Added 8 additional A-10C client aircraft (Tusk flight now flies out of Batumi and new "Boar Flight" out of Vaziani

-Added replacement KC-135 just in case of a mid-air mishap

-Fixed known bugs causing tasks to not spawn or be completed





Change log v7

-Added 20 Tasks

4x BAI strikes

8x Enemy Roadblocks

8x CAS utilizing JTAC with type 1 or 2 support and no EPLRS

-Added Realism mode

-Added 'spawntask' command to slmod. Identical in function to the F10 command

spawntask is disabled in realism mode

-Changed how the random time delay between tasks being assigned is handled

Time delay was 11 minutes + a small amount. Now it ranges between 15 and 40 minutes

-Added a 33% chance the time it takes to spawn a task is decreased by 10 minutes

-Fixed message error caused once 3 tasks were assigned

-There is now a 20% chance a task will spawn even if the player requirment for an extra task is not met. (Still maximum of 3 tasks)

-Changed automated messages to appear every 30 minutes since last auto or player requested update

-Improved Timing of triggered messages

-Added message condition for when players destroy an unassigned task

-Fixed known typos with coordinates

-Changed default aircraft payloads

-Changed date of the mission for darker nights

-Made player spawn bases prettier (parked aircraft and trucks)



Change log 7a:

-Night versions will have night equipped payloads. (IR mavs to replace CCD)

-Aircraft slots are now labeled with their starting default payload (Mixed, PGM, CBU)

-"Suspicious Persons" task now assigns JTAC when task is assigned

-Patrols spawn differently (could have caused mission to get bugged)

-Changed backend stuff



Change log 7b:

-Added 6 more patrols

-Added 2 F-15C for added atmosphere

-Added Feedback message for when the players are "On Station"

-Added Time between adding a new task check will automatically change based on the number of players in mission.

-Replaced the lower player requirements with a feature that will always spawn a task given 3 tasks are not currently active.

-Simplified the triggers dealing with setting mission defaults in the mission

-Simplified player counter.

-Fixed a bug with one JTAC mission

-Changed patrol assignment rules. By default the patrols will scale based on the number of clients in mission. Moving patrols can range from 2-10.

-Replaced "2x AO threats" with "Static Patrols" meaning the number of moving patrols is always set to 6

-Improved labeling of triggers for anyone who wants to dive into that mess.



Changing Default Mission Values

The 3rd trigger sets all of the default values in the mission.

Flag 66 defines the number of tasks that are run in a mission. The default is the max 47



Task Frequency Options (Set 1 AND ONLY 1 of these flags on)

9991 = Rate of spawn time will adjust automatically based on players in mission.

9992 = Rate of spawn time is fixed to be 2x faster regardless of the number of players in the mission

9993 = Rate of spawn time is fixed at slower rate but 100% chance a task will spawn on task check IF 3 tasks are not active.

9994 = "Realism mode"



Threat flags. (Set 1 AND ONLY 1 of these flags on)

9961 = Auto threats (Number of patrols scale based on number of players in mission + potential for random manpads certain targets. Scale ranges from 2-10

9962 = No extra threats (Patrols AI Off and manpads off)

9964 = Fixed Threats (6 moving random patrols + manpad threat stays the same as default)



Assorted Gameplay and trigger notes:

Spoiler :

The time it takes to spawn a task is decided by the number of players in the mission.

When set in realism mode it takes 45-120 minutes to spawn a single task

Under normal conditions it takes 15-40 minutes to spawn a task

Under normal conditions with 4 or more players it takes 7.5 to 20 minutes to spawn a task



After the random time is determined there is a 33% chance it removes a fair bit of time to spawn a task

On Realism mode: 30 minutes could be removed

Under normal conditions 10 minutes could be removed

With 4 or more players 5 minutes could be removed.

Spoiler : Commands not part of mission briefing and are meant to be set by server admins.... but they can still be changed at anytime



'easybutton' - Disables random AI patrols and extra defenses at some targets

'normalbutton' - Sets random patrols to auto level and enables randomly spawned defenses at some targets

'hardbutton' - Fixes patrols to 6 and enables randomly spawned defenses at some targets

'normalmode' - spawns tasks at normal rates

'realismmode' - Spawns tasks REALLY slowly



The time it takes to spawn a task is decided by the number of players in the mission.When set in realism mode it takes 45-120 minutes to spawn a single taskUnder normal conditions it takes 15-40 minutes to spawn a taskUnder normal conditions with 4 or more players it takes 7.5 to 20 minutes to spawn a taskAfter the random time is determined there is a 33% chance it removes a fair bit of time to spawn a taskOn Realism mode: 30 minutes could be removedUnder normal conditions 10 minutes could be removedWith 4 or more players 5 minutes could be removed.



Payloads:

All aircraft have TGT pod, sidewinders, Jammer pod, and M151 HE rockets



Tusk, Boar 1-4

2x AGM-65D, 2x AGM-65H, 2x GUB-38, 2x GBU-12



Tusk, Boar 5,6

4x AGM-65D, 2x CBU-105, 2x CBU-103



Tusk, Boar 7,8

1x AGM-65G, 1x AGM-65K, 2x GBU-31, 2x GBU-12



Alternate Weather and Time of Day Info

Bitter Winter: A partly cloudy windy and cold winter mourning

Spring Dawn: Early mourning with fog and a heavy cloud base in areas

Summers Night: A mostly clear night

Fall Storm: Rain, lightening, and a low cloud deck





INFO FOR USERS



Feel FREE to edit this mission however you want. Change the weather, time of day, tasks, or even more aircraft. The mission is built to allow for the relatively easy addition of new tasks to be chosen during play. If you wish for a guide please speak up and I will help you.



Adding additional client aircraft

Two steps are needed to make it so your new aircraft are recognized by the mission and taken into account to scale threats and assign new tasks.

Step 1. Add the new client aircraft to the trigger "On Patrol" with the condition (Unit in zone, On Patrol). Make sure there is an "OR" placed between the new unit. This trigger simply gets the mission logic moving and any of the aircraft can activate it.

Step 2. Add the new client aircraft to the mission goals. The goal should be "unit inside zone, world" with a score of "2" and side set to "offline" I use mission goals to accurately count the number of aircraft currently active in the mission.





Triggers Included for Servers to Edit

The first 3 triggers in the mission file can be edited by server admins or other users to change default settings of the mission. The first two triggers deal with automatic mission rotation.



Located in trigger 1 and 3, "Flag 66" governs how many tasks are ran. It is set to its default value in trigger 3. This value is 47 as that is the number of tasks within the mission.



To Change how many tasks you want to limit the mission to simply change X in the condition "Flag 66 is less than X". For example if you want 10 missions to run set "X" to 37 (47-10).



Also add "Flag is True (90)" to this first trigger.



In the 2nd trigger set the time delay to loading the next mission by adjusting "Time Since Flag" value and Set whichever mission you want in this triggers actions.















A note on "Variable Mission Settings"



I added two main custom settings the Host(MP)/Player(SP) can edit while in game.

1. Task Assignment

2. Additional Threats



To adjust these settings use "Radio>F10 Other". A list will display.

1. Get Mission Update (Sends request to Wizard asking what the current task is, he will readback as needed)

2. Change Task Frequency Options (Loads Task Frequency Options menu)

3. Display Task Frequency Settings (Displays via text box which setting is currently being used)

4. Change Area Threat Settings (Load Area Threats menu)

5. Display Area Threat Settings (Displays current threat settings)



When you choose to change an option a message box will appear stating " Use Radio Menu to display settings options". When this appears you may use the "Radio>F10 Other" Option again and all relevant choices will be listed.



Task Settings

1. Auto Rate (As mission is set to by default. )

The mission will adjust the time between tasks on the fly based on whether or not 5+ players are in the mission.



1-3 Players = 1 Task

4-5 Players = 2 Tasks

6+ Players = 3 Tasks



2. Always Spawn

As long as 3 tasks are not active, a task will spawn when prompted.



3. Force Time 2x

A rate of 2x will always be used





4. Realism Mode

Takes a long time to spawn a single task no matter how many players are in the server.

spawntask command is also disabled in this mode



Threat Settings

1. Auto Scale Threats

Known target areas will likely have manpads and based on the number of client aircraft in the mission, the number of moving patrols will be added or subtracted as needed

2. No Additional Threats

Known target area manpads are deactivated and patrols are deactivated

3. Fixed

Known target area's will likely have manpads active in the area and 6 random patrols will be active.



Patrols are 3-4 vehicles and typically consist of 1 or 2 combat vehicles and 1 Air defense system. Patrols are chosen completely at random throughout the mission and their AI is ALWAYS activated unless otherwise set by host.



If anyone is interested in adding their own tasks to the scenario, speak up, and I will post a "How to" in addition to all my relevant notes for adding tasks and what certain flags define. OLD TRIGGER BASED VERSION INFODownload v7bCo-op 1-16 players."On Station" consists of multiple mini-tasks which are assigned to players dynamically. There are nearly 50 tasks present within the scenario. Each task is sent via a radio message from an airborne controller. Radio messages are triggered based on which message is being sent.Mission uses SLMOD This mod is not required but is used ONLY for player text commands when on a server. These commands only act as player controlled versions of automatic functions within the mission.Previous version changelogsChange log v7-Added 20 Tasks4x BAI strikes8x Enemy Roadblocks8x CAS utilizing JTAC with type 1 or 2 support and no EPLRS-Added Realism mode-Added 'spawntask' command to slmod. Identical in function to the F10 commandspawntask is disabled in realism mode-Changed how the random time delay between tasks being assigned is handledTime delay was 11 minutes + a small amount. Now it ranges between 15 and 40 minutes-Added a 33% chance the time it takes to spawn a task is decreased by 10 minutes-Fixed message error caused once 3 tasks were assigned-There is now a 20% chance a task will spawn even if the player requirment for an extra task is not met. (Still maximum of 3 tasks)-Changed automated messages to appear every 30 minutes since last auto or player requested update-Improved Timing of triggered messages-Added message condition for when players destroy an unassigned task-Fixed known typos with coordinates-Changed default aircraft payloads-Changed date of the mission for darker nights-Made player spawn bases prettier (parked aircraft and trucks)Change log 7a:-Night versions will have night equipped payloads. (IR mavs to replace CCD)-Aircraft slots are now labeled with their starting default payload (Mixed, PGM, CBU)-"Suspicious Persons" task now assigns JTAC when task is assigned-Patrols spawn differently (could have caused mission to get bugged)-Changed backend stuffChange log 7b:-Added 6 more patrols-Added 2 F-15C for added atmosphere-Added Feedback message for when the players are "On Station"-Added Time between adding a new task check will automatically change based on the number of players in mission.-Replaced the lower player requirements with a feature that will always spawn a task given 3 tasks are not currently active.-Simplified the triggers dealing with setting mission defaults in the mission-Simplified player counter.-Fixed a bug with one JTAC mission-Changed patrol assignment rules. By default the patrols will scale based on the number of clients in mission. Moving patrols can range from 2-10.-Replaced "2x AO threats" with "Static Patrols" meaning the number of moving patrols is always set to 6-Improved labeling of triggers for anyone who wants to dive into that mess.The 3rd trigger sets all of the default values in the mission.Flag 66 defines the number of tasks that are run in a mission. The default is the max 47Task Frequency Options (Set 1 AND ONLY 1 of these flags on)9991 = Rate of spawn time will adjust automatically based on players in mission.9992 = Rate of spawn time is fixed to be 2x faster regardless of the number of players in the mission9993 = Rate of spawn time is fixed at slower rate but 100% chance a task will spawn on task check IF 3 tasks are not active.9994 = "Realism mode"Threat flags. (Set 1 AND ONLY 1 of these flags on)9961 = Auto threats (Number of patrols scale based on number of players in mission + potential for random manpads certain targets. Scale ranges from 2-109962 = No extra threats (Patrols AI Off and manpads off)9964 = Fixed Threats (6 moving random patrols + manpad threat stays the same as default)Assorted Gameplay and trigger notes:Payloads:All aircraft have TGT pod, sidewinders, Jammer pod, and M151 HE rocketsTusk, Boar 1-42x AGM-65D, 2x AGM-65H, 2x GUB-38, 2x GBU-12Tusk, Boar 5,64x AGM-65D, 2x CBU-105, 2x CBU-103Tusk, Boar 7,81x AGM-65G, 1x AGM-65K, 2x GBU-31, 2x GBU-12Bitter Winter: A partly cloudy windy and cold winter mourningSpring Dawn: Early mourning with fog and a heavy cloud base in areasSummers Night: A mostly clear nightFall Storm: Rain, lightening, and a low cloud deckFeel FREE to edit this mission however you want. Change the weather, time of day, tasks, or even more aircraft. The mission is built to allow for the relatively easy addition of new tasks to be chosen during play. If you wish for a guide please speak up and I will help you.Two steps are needed to make it so your new aircraft are recognized by the mission and taken into account to scale threats and assign new tasks.Step 1. Add the new client aircraft to the trigger "On Patrol" with the condition (Unit in zone, On Patrol). Make sure there is an "OR" placed between the new unit. This trigger simply gets the mission logic moving and any of the aircraft can activate it.Step 2. Add the new client aircraft to the mission goals. The goal should be "unit inside zone, world" with a score of "2" and side set to "offline" I use mission goals to accurately count the number of aircraft currently active in the mission.The first 3 triggers in the mission file can be edited by server admins or other users to change default settings of the mission. The first two triggers deal with automatic mission rotation.Located in trigger 1 and 3, "Flag 66" governs how many tasks are ran. It is set to its default value in trigger 3. This value is 47 as that is the number of tasks within the mission.To Change how many tasks you want to limit the mission to simply change X in the condition "Flag 66 is less than X". For example if you want 10 missions to run set "X" to 37 (47-10).Also add "Flag is True (90)" to this first trigger.In the 2nd trigger set the time delay to loading the next mission by adjusting "Time Since Flag" value and Set whichever mission you want in this triggers actions.A note on "Variable Mission Settings"I added two main custom settings the Host(MP)/Player(SP) can edit while in game.1. Task Assignment2. Additional ThreatsTo adjust these settings use "Radio>F10 Other". A list will display.1. Get Mission Update (Sends request to Wizard asking what the current task is, he will readback as needed)2. Change Task Frequency Options (Loads Task Frequency Options menu)3. Display Task Frequency Settings (Displays via text box which setting is currently being used)4. Change Area Threat Settings (Load Area Threats menu)5. Display Area Threat Settings (Displays current threat settings)When you choose to change an option a message box will appear stating " Use Radio Menu to display settings options". When this appears you may use the "Radio>F10 Other" Option again and all relevant choices will be listed.Task Settings(As mission is set to by default. )The mission will adjust the time between tasks on the fly based on whether or not 5+ players are in the mission.1-3 Players = 1 Task4-5 Players = 2 Tasks6+ Players = 3 TasksAs long as 3 tasks are not active, a task will spawn when prompted.A rate of 2x will always be usedTakes a long time to spawn a single task no matter how many players are in the server.spawntask command is also disabled in this modeThreat SettingsKnown target areas will likely have manpads and based on the number of client aircraft in the mission, the number of moving patrols will be added or subtracted as neededKnown target area manpads are deactivated and patrols are deactivatedKnown target area's will likely have manpads active in the area and 6 random patrols will be active.Patrols are 3-4 vehicles and typically consist of 1 or 2 combat vehicles and 1 Air defense system. Patrols are chosen completely at random throughout the mission and their AI is ALWAYS activated unless otherwise set by host.If anyone is interested in adding their own tasks to the scenario, speak up, and I will post a "How to" in addition to all my relevant notes for adding tasks and what certain flags define.

The right man in the wrong place makes all the difference in the world.

Current Projects: Scripting Wiki, Something...

Useful Links: Mission Scripting Tools MIST-(Thread), SLMOD for DCS 1.5/2.0, IADScript, Mission Editing Wiki!, Mission Building Forum __________________The right man in the wrong place makes all the difference in the world.Useful Links: Mission Scripting Tools MIST-(GitHub) Last edited by Grimes; 09-08-2015 at 12:55 AM . Reason: On Station Classic release post