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@spencershepard spencershepard released this 07 May 19:48
· 50 commits to main since this release

Major feature updates:

  • hot start available at initial farps and imported fobs/farps
  • updated to latest dcs beta: technicals!
  • random weather checkbox
  • time of day selection
  • status display now more useful..displays the remaining convoy
  • farps are troop pickup zones!
  • option for spawns at FARPs (longer distance missions now more fun!)
  • Splash Damage script: additional rocket boost, hellfires added
  • imports and forces now downloadable modules
  • override import templates by copying to user directory (so you can customize FARPs etc)
  • many new options available to mission creators (see full changelog for details)

NIGHTHAWKS: AH-64D + UH-60L

We wanted to create a full-featured mission to demonstrate the replayability that is possible with RotorOps. This mission is immersive and pure fun. What makes this unique is a radio menu choice near the beginning of the mission that decides a separate path for the Apache. It is also playable as the Blackhawk (UH-60L mod required) as a troop transport mission. Includes music and full (acted) voiceovers.

Teaser video:
Watch the video

Mission Creators

New scenario config file vars:
defensive_farp_file = name of import file to use for defending FARPs
staging_logistics_file = name of import file to use for staging logistics zone
zone_farp_file = name of import file to use for attacking FARPs
logistics_farp_file = name of import file to use for last FARP in defending mode
zone_protect_file = name of import file to use 'zone protects SAMs' option
script = any do script you would like to run immediately after rotorops/CTLD load. For overriding or changing inbuilt script variables.
start_trigger = true/false if you would like to insert the RotorOps.startConflict() trigger
end_trigger = true/false if you would like to insert the mission win/lose triggers

cows no longer required for scenario templates
removed unneeded farp objects from helicopter imports

New script vars:
RotorOps.defending_vehicles_behavior = "none" --available options: 'none', 'patrol', 'shift'
RotorOps.enable_staging_pickzones = true --if staging zones should be troop pickup zones. in case you'd like to manually add troop ctld default pickup zones (ie. 'troops1' - 'troops10') additional pickzones you can add to your templates
RotorOps.inf_spawn_blue/red --ctld group types/quatity to use for infantry spawns
RotorOps.inf_apc_group --ctld group types/quatity to use for infantry spawns from APCs
RotorOps.farp_smoke_color (default white)
RotorOps.farp_pickups --if newly established FARPs should be troop pickup zones

New script functions:
aitask("shift"): Vehicles shift positions at regular intervals. Seeking out roads in urban areas or random valid point in open
areas. Shift is new default for defending vehicles!
aitask("guard"): Ideal for infantry at bases or defending positions. Seeks out objects in vicinity and repositions at relaxed intervals.
task by name (ie. 'shift', 'patrol', 'aggressive', 'move_to_active_zone', 'guard'): groups names containing these will be tasked appropriately

New flags (these are additional flags for readability in mission design. Existing flags will still work.):
ROPS_DEFENDING (true if 'blue on defense')
ROPS_ATTACKERS (percentage of staged units remaining)
ROPS_A_DEFENDERS (A-D for Alpha-Delta percentage of defending vehicles/infantry remaining)
ROPS_GAMESTATE

Script changes:

  • infantry spawns now total per mission, not zone
  • smoke at new FARPS
  • pickup zones now small zones around FARPS and logistics bases. if no logistics zone, then the full staging zone
  • logistics farp for defense
  • bug fix: count of staged units (attacking convoy) inaccurate