Air to Air – Spawns a dynamically created enemy element flight. Choose between different difficulties. NOTE: These missions can infinitely stack. It is advised to spawn one at a time, and only spawn new A2A missions when one is complete.
Air to Ground – The mission will dynamically generate ground targets in a random location. There are several difficulties to choose from:
JTACs AUTOMATICALLY lase/smoke targets.
No need to communicate with JTAC.
Use “JTAC Status” in your F10 – Other Menu for more JTAC details on marked targets.
JTACs will prioritize SAMs and AAA when designating units in a large group.
“ZEUS” MAP MARKER SPAWNS AND COMMANDS:
You can CREATE and DESTROY units out of thin air at ANY location you choose on the F10 map, like in “Zeus” mode from ArmA 3. (Details in the briefing on how to use these commands)
-Spawn in enemy aircraft of your choosing and at the location you desire for practice. (Spawning list is in the briefing/readme)
-Spawn in a JTAC for your friend to control (via combined arms)
-Spawn in an Abrams tank for your friend or for your self to control (via combined arms)
EASILY EDIT AND CONFIGURE AI CIVILIAN AND MILITARY RANDOM AIR TRAFFIC/CARRIER OPS!
TTI Singleplayer now features a comprehensive random AI air traffic scripting system that makes the singleplayer environment feel more alive and immersive.
CHANGING RANDOM AI AIR TRAFFIC SETTINGS:
random_civ_air_traffic = SET TRUE OR FALSE if you want random civilian air traffic doing their own thing at random airfields.
random_fighter_air_traffic = SET TRUE OR FALSE if you want random fighter jet air traffic doing their own thing at random airfields.
— # of civ aircraft spawns PER TYPE,
civ_rat_spawns = the amount of civilian ai air traffic spawns per type
— set # of fighter aircraft spawns, for each type individually
fighter_rat_a10_spawns = 1
fighter_rat_f18_grnd_spawns = 1
fighter_rat_f18_cv_spawns = 1
fighter_rat_f16_spawns = 1
fighter_rat_f15_spawns = 1
fighter_rat_f14_grnd_spawns = 1
fighter_rat_f14_cv_spawns = 1
— misc flight settings
air_traffic_flight_level = the flight level of ai air traffic (100 = 10,000 ft)
max_distance_destination = the max distance to a random airfield the ai air traffic will travel to in KM
civ_allow_immortal = true or false to allow civ aircraft to be immortal
civ_allow_invisible = true or false to allow civ aircraft to be invisible
fighter_jet_combat_mode = set free/hold/return combat mode for fighter jets
— free is weapons free, ai will go on offensive
— hold is weapons hold, they will not fire
— return is return fire, they will only fire when fired upon.
fighter_jet_immortal = true or false to allow fighter jets to be immortal
fighter_jet_invisible = true or false to allow fighter jets to be invisbile to AI
— enable or disable ai aircraft types that will spawn in (use true or false)
enable_yak = true or false
enable_c130 = true or false
enable_c17 = true or false
enable_an26 = true or false
— fighter jet
enable_f14_cv_to_ground = spawns an f14 on the carrier, which will then land on a ground airfield
enable_f14_ground_to_cv = spawns an f14 on a ground airfield, which will then land on the carrier
enable_f18_cv_to_ground = spawns an f18 on the carrier, which will then land on a ground airfield
enable_f18_ground_to_cv = spawns an f18 on a ground airfield, which will then land on the carrier
enable_f14 = true or false (nttr only)
enable_f15 = true or false
enable_f16 = true or false
enable_f18 = true or false (nttr only)
enable_a10 = true or false
EASILY EDIT AND CONFIGURE MISSION SPAWNING AND OTHER SETTINGS!
You can configure and personalize the many attributes of Air to Ground Missions, Air to Air spawns and JTAC settings within the mission editor easily.
There is a tutorial readme file on how to do this.
a2a_respawn_time = TIME IN SECONDS BETWEEN EACH AUTOMATIC A2A SPAWN (TTI ALIVE ONLY)
sam_enable = SET TRUE OR FALSE DEPENDING ON IF YOU WANT THERE TO BE RANDOM SAM SITES SPAWNING ON THE MAP OUTSIDE OF MISSION ZONES (TTI ALIVE ONLY)
sam_respawn_time = TIME IN SECONDS BETWEEN RANDOM SAM SITE SPAWN (TTI ALIVE ONLY)
jtac_smokes_targets = SET TRUE OR FALSE IF YOU WANT JTACS TO SMOKE LASED TARGETS!
You can set the number to 0 if you do not want that unit type at these missions.
a2g_hard_misc = how many MISC ground units (armor, unarmed, etc…) will spawn at a2g HARD
a2g_hard_aa = how many Anti Air ground units (shilka, ural AAA, soft single unit SAM like tunguska, osa) will spawn at a2g HARD
a2g_hard_sam = how many SAM ground units (armor, unarmed, etc…) will spawn at a2g HARD
a2g_easy_misc = how many MISC ground units (armor, unarmed, etc…) will spawn at a2g EASY
a2g_easy_aa = how many Anti Air ground units (shilka, ural AAA, soft single unit SAM like tunguska, osa) will spawn at a2g EASY
a2g_easy_sam = how many SAM ground units (armor, unarmed, etc…) will spawn at a2g EASY
a2g_helo_misc = how many MISC ground units (armor, unarmed, etc…) will spawn at a2g HELO
a2g_helo_aa = how many Anti Air ground units (shilka, ural AAA, soft single unit SAM like tunguska, osa) will spawn at a2g HELO
a2g_inf_troops = how many infantry ground units (troops) will spawn at a2g INFANTRY ASSAULT
a2g_inf_misc = how many MISC ground units (armor, unarmed, etc…) will spawn at a2g INFANTRY ASSAULT
CTLD – Complete Troops and Logistics Deployment Script for Helos
Build AAA Defenses.
Transport Tanks, Humvees and more.Pickup troops and drop them off into battle.
More details here:
EWRS – Early Warning Radar Script
An AWACS script that gives you auto-text reports of enemy bandit locations.
You can request bogey dope, picture, friendly picture, and you can enable/disable auto-reports as you like.
Units of measurements can also be configured. This is a great and reliable alternative to the in-game AI AWACS calls over the radio.
More info can be found on the ED Forum Support Threads linked on the mission files.
Please note: These are mostly DYNAMIC SINGLEPLAYER/CO-OP MISSION. As of now, we have a campaign where progress is persisted and is on-going, but for now a dynamic single-scenario like this will most definitely fill the void of a large scale dynamic campaign as ED/DCS lacks proper resources for developers and designers to create a proper dynamic campaign without too many workarounds.