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657 lines
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657 lines
23 KiB
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<div class="container">
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<header>
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<h1>🎮 Moose Dynamic Ground Battle</h1>
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<div class="version-info">
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<strong>Version:</strong> 1.0.3 |
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<strong>Author:</strong> F99th-TracerFacer |
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<strong>Date:</strong> November 12, 2024
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</div>
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</header>
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<div class="toc">
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<h3>📋 Table of Contents</h3>
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<ul>
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<li><a href="#overview">Overview</a></li>
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<li><a href="#features">Features</a></li>
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<li><a href="#installation">Installation Requirements</a></li>
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<li><a href="#configuration">Configuration</a></li>
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<li><a href="#gameplay">Gameplay Mechanics</a></li>
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<li><a href="#menu">In-Game Menu</a></li>
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<li><a href="#customization">Customization Tips</a></li>
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<li><a href="#troubleshooting">Troubleshooting</a></li>
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</ul>
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</div>
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<section id="overview">
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<h2>Overview</h2>
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<p>
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Moose Dynamic Ground Battle is a sophisticated DCS World mission script that creates an engaging,
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dynamic ground warfare system between Red and Blue coalitions. The script uses the MOOSE framework
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to simulate realistic battlefield conditions with zone capture mechanics, intelligent AI movement,
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and warehouse-based reinforcement systems.
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</p>
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</section>
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<section id="features">
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<h2>Features</h2>
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<div class="feature-box">
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<h3>🎯 Zone Capture System</h3>
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<ul>
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<li><strong>Multiple Zone States:</strong> Captured, Guarded, Empty, Attacked, and Neutral</li>
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<li><strong>Visual Indicators:</strong>
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<ul>
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<li><span class="badge badge-red">Red</span> Captured by Red forces</li>
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<li><span class="badge badge-blue">Blue</span> Captured by Blue forces</li>
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<li><span class="badge badge-orange">Orange</span> Contested zone</li>
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<li><span class="badge badge-green">Green</span> Empty/Neutral zone</li>
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</ul>
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</li>
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<li><strong>Real-time Updates:</strong> Zone status changes trigger messages and visual updates</li>
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</ul>
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</div>
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<div class="feature-box">
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<h3>🚁 Intelligent AI Behavior</h3>
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<ul>
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<li><strong>Automated Spawning:</strong> Infantry and armor groups spawn at random locations within friendly zones</li>
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<li><strong>Smart Pathfinding:</strong> Units automatically calculate and move to the nearest enemy zone</li>
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<li><strong>Periodic Task Assignment:</strong> Every configurable interval, units receive new orders based on zone states</li>
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<li><strong>CTLD Integration:</strong> Troops dropped via CTLD will automatically join the battle</li>
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<li><strong>Stuck Unit Recovery:</strong> Units that become stuck can be reset to receive new patrol orders</li>
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</ul>
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</div>
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<div class="feature-box">
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<h3>🏭 Warehouse System</h3>
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<ul>
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<li><strong>Dynamic Reinforcement Rate:</strong> Spawn frequency adjusts based on warehouse survival</li>
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<li><strong>Proportional Impact:</strong> 100% warehouses = 100% reinforcement rate, 50% warehouses = 50% rate</li>
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<li><strong>Intelligence Markers:</strong> Automatic map markers showing warehouse locations and nearby units</li>
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<li><strong>Strategic Importance:</strong> Warehouses become critical targets affecting enemy reinforcement capability</li>
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</ul>
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</div>
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<div class="feature-box">
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<h3>📊 Spawn Management</h3>
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<ul>
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<li><strong>Configurable Limits:</strong> Set initial spawn counts and maximum unit limits</li>
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<li><strong>Template Randomization:</strong> Multiple unit templates for variety</li>
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<li><strong>Frequency Control:</strong> Adjustable spawn intervals for infantry and armor</li>
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<li><strong>Coalition Balance:</strong> Independent settings for Red and Blue forces</li>
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</ul>
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</div>
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</section>
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<section id="installation">
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<h2>Installation Requirements</h2>
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<h3>Prerequisites</h3>
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<ol>
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<li><strong>MOOSE Framework:</strong> This script requires the MOOSE framework for DCS World
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<ul>
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<li>Download from <a href="https://github.com/FlightControl-Master/MOOSE" target="_blank">MOOSE GitHub</a></li>
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<li>Load MOOSE in your mission before this script</li>
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</ul>
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</li>
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<li><strong>DCS World:</strong> Compatible with current DCS World versions</li>
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<li><strong>Mission Editor:</strong> All groups, zones, and warehouses must be pre-configured</li>
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</ol>
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<h3>Mission Editor Setup</h3>
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<h4>Required Groups (All LATE ACTIVATE)</h4>
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<p><strong>Red Forces:</strong></p>
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<pre><code>Infantry: RedInfantry1, RedInfantry2, RedInfantry3, RedInfantry4, RedInfantry5, RedInfantry6
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Armor: RedArmor1, RedArmor2, RedArmor3, RedArmor4, RedArmor5, RedArmor6</code></pre>
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<p><strong>Blue Forces:</strong></p>
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<pre><code>Infantry: BlueInfantry1, BlueInfantry2, BlueInfantry3, BlueInfantry4, BlueInfantry5, BlueInfantry6
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Armor: BlueArmor1, BlueArmor2, BlueArmor3, BlueArmor4, BlueArmor5</code></pre>
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<h4>Required Zones</h4>
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<p><strong>Red Zones:</strong></p>
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<pre><code>FrontLine1, FrontLine2, FrontLine3, FrontLine4, FrontLine5, FrontLine6</code></pre>
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<p><strong>Blue Zones:</strong></p>
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<pre><code>FrontLine7, FrontLine8, FrontLine9, FrontLine10, FrontLine11, FrontLine12</code></pre>
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<h4>Required Warehouses (Static Objects)</h4>
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<div class="warning">
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<strong>Important:</strong> Warehouse names are based on the static <strong>unit name</strong> in the mission editor, not the display name.
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</div>
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<p><strong>Red Warehouses:</strong></p>
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<pre><code>RedWarehouse1-1, RedWarehouse2-1, RedWarehouse3-1,
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RedWarehouse4-1, RedWarehouse5-1, RedWarehouse6-1</code></pre>
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<p><strong>Blue Warehouses:</strong></p>
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<pre><code>BlueWarehouse1-1, BlueWarehouse2-1, BlueWarehouse3-1,
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BlueWarehouse4-1, BlueWarehouse5-1, BlueWarehouse6-1</code></pre>
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<h4>Optional: Command Centers</h4>
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<p>If not using another script for command centers, create these units:</p>
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<ul>
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<li><code>BLUEHQ</code> - Blue coalition HQ unit</li>
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<li><code>REDHQ</code> - Red coalition HQ unit</li>
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</ul>
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</section>
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<section id="configuration">
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<h2>Configuration</h2>
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<h3>Basic Settings</h3>
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<pre><code>-- Infantry Movement
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MOVING_INFANTRY_PATROLS = false -- Set true to enable infantry movement
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-- Warehouse Markers
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ENABLE_WAREHOUSE_MARKERS = true
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UPDATE_MARK_POINTS_SCHED = 60 -- Update interval in seconds
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MAX_WAREHOUSE_UNIT_LIST_DISTANCE = 5000 -- Search radius in meters
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-- Task Assignment
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ASSIGN_TASKS_SCHED = 600 -- Reassign tasks every 600 seconds</code></pre>
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<h3>Spawn Configuration</h3>
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<p><strong>Red Forces:</strong></p>
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<pre><code>INIT_RED_INFANTRY = 5 -- Initial infantry groups
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MAX_RED_INFANTRY = 100 -- Maximum infantry groups
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SPAWN_SCHED_RED_INFANTRY = 1800 -- Spawn interval (seconds)
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INIT_RED_ARMOR = 25 -- Initial armor groups
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MAX_RED_ARMOR = 200 -- Maximum armor groups
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SPAWN_SCHED_RED_ARMOR = 300 -- Spawn interval (seconds)</code></pre>
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<p><strong>Blue Forces:</strong></p>
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<pre><code>INIT_BLUE_INFANTRY = 5 -- Initial infantry groups
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MAX_BLUE_INFANTRY = 100 -- Maximum infantry groups
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SPAWN_SCHED_BLUE_INFANTRY = 1800 -- Spawn interval (seconds)
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INIT_BLUE_ARMOR = 25 -- Initial armor groups
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MAX_BLUE_ARMOR = 200 -- Maximum armor groups
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SPAWN_SCHED_BLUE_ARMOR = 300 -- Spawn interval (seconds)</code></pre>
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<h3>Zone Configuration</h3>
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<p>Zones can be arranged in any configuration - along a front line, following roads, or scattered across the map:</p>
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<pre><code>local redZones = {
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ZONE:New("FrontLine1"),
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ZONE:New("FrontLine2"),
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-- Add more zones as needed
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}
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local blueZones = {
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ZONE:New("FrontLine7"),
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ZONE:New("FrontLine8"),
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-- Add more zones as needed
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}</code></pre>
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<h3>Template Customization</h3>
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<p>Add variety by creating multiple unit templates:</p>
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<pre><code>local redInfantryTemplates = {
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"RedInfantry1",
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"RedInfantry2",
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-- Add more templates for variety
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}
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local redArmorTemplates = {
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"RedArmor1",
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"RedArmor2",
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-- Add more templates for variety
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}</code></pre>
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</section>
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<section id="gameplay">
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<h2>Gameplay Mechanics</h2>
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<h3>Zone Capture</h3>
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<ul>
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<li>Zones change ownership based on unit presence</li>
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<li>Zones transition through states: Empty → Attacked → Captured → Guarded</li>
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<li>Players receive notifications when zones change status</li>
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<li>Visual indicators (smoke and map colors) show current ownership</li>
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</ul>
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<h3>Unit Behavior</h3>
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<ol>
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<li><strong>Spawn:</strong> Units spawn at random locations in friendly zones</li>
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<li><strong>Task Assignment:</strong> Units calculate the nearest enemy zone</li>
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<li><strong>Movement:</strong> Units patrol to and around enemy zones</li>
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<li><strong>Reassignment:</strong> Stationary units receive new orders periodically</li>
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<li><strong>Combat:</strong> Units engage enemies encountered during patrols</li>
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</ol>
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<h3>Warehouse Impact</h3>
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<table>
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<thead>
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<tr>
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<th>Warehouse Status</th>
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<th>Spawn Rate Impact</th>
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<th>Example</th>
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</tr>
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</thead>
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<tbody>
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<tr>
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<td>100% Alive</td>
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<td>Normal spawn rate</td>
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<td>300 seconds</td>
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</tr>
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<tr>
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<td>50% Alive</td>
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<td>2x spawn delay</td>
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<td>600 seconds</td>
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</tr>
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<tr>
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<td>0% Alive</td>
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<td>No more spawns</td>
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<td>∞ (infinite)</td>
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</tr>
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</tbody>
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</table>
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<h3>Win Conditions</h3>
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<ul>
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<li>Mission ends when one coalition captures all zones</li>
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<li>Periodic checks every 60 seconds</li>
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<li>Victory message and sound plays for winning side</li>
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</ul>
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</section>
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<section id="menu">
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<h2>In-Game Menu</h2>
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<p>Access warehouse status via the F10 menu:</p>
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<pre><code>F10 → Warehouse Monitoring → Check Warehouse Status</code></pre>
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<p>This displays:</p>
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<ul>
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<li>Number of warehouses alive per side</li>
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<li>Current reinforcement capacity percentage</li>
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<li>Real-time battlefield intelligence</li>
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</ul>
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</section>
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<section id="customization">
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<h2>Customization Tips</h2>
|
|
|
|
<h3>Adjusting Difficulty</h3>
|
|
<ul>
|
|
<li><strong>Increase Challenge:</strong> Reduce friendly spawn rates, increase enemy spawn rates</li>
|
|
<li><strong>Balance Forces:</strong> Adjust MAX values to limit unit counts</li>
|
|
<li><strong>Strategic Depth:</strong> Add more zones and warehouses</li>
|
|
<li><strong>Terrain Adaptation:</strong> Disable infantry movement for mountainous terrain</li>
|
|
</ul>
|
|
|
|
<h3>Adding More Units</h3>
|
|
<ol>
|
|
<li>Create new templates in mission editor</li>
|
|
<li>Add template names to the appropriate arrays</li>
|
|
<li>Ensure templates are set to LATE ACTIVATE</li>
|
|
<li>Test spawn behavior and patrol patterns</li>
|
|
</ol>
|
|
|
|
<h3>Zone Layouts</h3>
|
|
<ul>
|
|
<li><strong>Linear Front:</strong> Place zones in a line for traditional front-line combat</li>
|
|
<li><strong>Scattered:</strong> Distribute zones for multi-front warfare</li>
|
|
<li><strong>Road Network:</strong> Follow roads for realistic vehicle movement</li>
|
|
<li><strong>Strategic Points:</strong> Place zones at key terrain features</li>
|
|
</ul>
|
|
</section>
|
|
|
|
<section id="troubleshooting">
|
|
<h2>Troubleshooting</h2>
|
|
|
|
<h3>Common Issues</h3>
|
|
|
|
<div class="info">
|
|
<h4>Units Not Spawning:</h4>
|
|
<ul>
|
|
<li>Verify all template groups exist in mission editor</li>
|
|
<li>Check that groups are set to LATE ACTIVATE</li>
|
|
<li>Review DCS.log for error messages</li>
|
|
</ul>
|
|
</div>
|
|
|
|
<div class="info">
|
|
<h4>Units Not Moving:</h4>
|
|
<ul>
|
|
<li>Check <code>MOVING_INFANTRY_PATROLS</code> setting for infantry</li>
|
|
<li>Verify zones are properly named and created</li>
|
|
<li>Check that units aren't already moving when tasks are assigned</li>
|
|
</ul>
|
|
</div>
|
|
|
|
<div class="info">
|
|
<h4>Warehouse Markers Not Showing:</h4>
|
|
<ul>
|
|
<li>Ensure <code>ENABLE_WAREHOUSE_MARKERS = true</code></li>
|
|
<li>Verify warehouse static objects exist</li>
|
|
<li>Check that warehouse names match unit names (not display names)</li>
|
|
</ul>
|
|
</div>
|
|
|
|
<div class="info">
|
|
<h4>Zones Not Capturing:</h4>
|
|
<ul>
|
|
<li>Verify MOOSE framework is loaded</li>
|
|
<li>Check zone names match exactly</li>
|
|
<li>Ensure units are fully inside zones</li>
|
|
</ul>
|
|
</div>
|
|
</section>
|
|
|
|
<section id="structure">
|
|
<h2>Script Structure</h2>
|
|
<pre><code>├── Configuration Section (User Editable)
|
|
│ ├── Spawn Settings
|
|
│ ├── Zone Definitions
|
|
│ ├── Warehouse Definitions
|
|
│ └── Template Definitions
|
|
│
|
|
├── Core Functions (Do Not Edit)
|
|
│ ├── Zone Capture System
|
|
│ ├── Task Assignment Logic
|
|
│ ├── Warehouse Monitoring
|
|
│ ├── Spawn Frequency Calculator
|
|
│ └── Win Condition Checker
|
|
│
|
|
└── Initialization
|
|
├── Spawn Schedulers
|
|
├── Event Handlers
|
|
└── Menu Creation</code></pre>
|
|
</section>
|
|
|
|
<section id="performance">
|
|
<h2>Performance Considerations</h2>
|
|
<ul>
|
|
<li><strong>Unit Limits:</strong> Higher MAX values increase computational load</li>
|
|
<li><strong>Update Frequency:</strong> Longer intervals reduce CPU usage but decrease responsiveness</li>
|
|
<li><strong>Zone Count:</strong> More zones = more calculations per update</li>
|
|
<li><strong>Template Variety:</strong> More templates add minimal overhead</li>
|
|
</ul>
|
|
</section>
|
|
|
|
<section id="credits">
|
|
<h2>Credits</h2>
|
|
<ul>
|
|
<li><strong>Script Author:</strong> F99th-TracerFacer</li>
|
|
<li><strong>Framework:</strong> MOOSE Framework by FlightControl</li>
|
|
<li><strong>Community:</strong> DCS World Mission Editing Community</li>
|
|
</ul>
|
|
</section>
|
|
|
|
<section id="version-history">
|
|
<h2>Version History</h2>
|
|
<ul>
|
|
<li><strong>1.0.3</strong> (November 12, 2024) - Current release</li>
|
|
<li><strong>1.0.0</strong> (November 11, 2024) - Initial release</li>
|
|
</ul>
|
|
</section>
|
|
|
|
<section id="license">
|
|
<h2>License</h2>
|
|
<p>
|
|
This script is provided as-is for the DCS World community. Feel free to modify and
|
|
distribute with credit to the original author.
|
|
</p>
|
|
</section>
|
|
|
|
<footer>
|
|
<p><strong>Happy Mission Building! 🚁</strong></p>
|
|
<p>For issues, suggestions, or improvements, please contact the author or submit issues through your community channels.</p>
|
|
</footer>
|
|
</div>
|
|
</body>
|
|
</html>
|