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Clean up a bunch of "new in ancient version of liberation" cruft, correct a few inaccuracies.
parent
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@ -1,15 +1,12 @@
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**For DCS Liberation 5.0 the campaign version is 9.1.**\
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**For DCS Liberation 6.0 the campaign version is 10.2.**
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**For DCS Liberation 6.0 the campaign version is 10.5.**
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Campaigns in DCS Liberation can be modified using the mission editor. Each campaign is defined by a JSON file to provide metadata, and a DCS mission file (`.miz` file) to set up the theater.
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Campaigns in DCS Liberation can be modified using the mission editor. Each campaign is defined by a YAML file to provide metadata, and a DCS mission file (`.miz` file) to set up the theater.
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The included campaigns can be modified, or new campaigns can be added to the `resources/campaigns` directory of the Liberation install.
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DCS Liberation must be restarted after campaign changes are made. Campaign changes only affect new games; ongoing campaigns will not be affected by changes to the campaign data.
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If the campaign does not appear in the New Game wizard, there is likely an issue in the JSON file. Check the console window for errors.
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If the campaign does not appear in the New Game wizard, there is likely an issue in the YAML file. Check the console window or log file for errors.
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### Campaign changes in the dev branch
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@ -17,11 +14,9 @@ Breaking campaign changes to do not get documented on the wiki immediately, but
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## Descriptor file
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The campaign uses a JSON file to describe some metadata. To create a new campaign, add a JSON file (such as `mycampaign.json`) to `resources\campaigns`.
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The campaign uses a YAML file to describe some metadata. To create a new campaign, add a YAML file (such as `mycampaign.yaml`) to `resources\campaigns`.
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**Note:** as of DCS Liberation 5 the campaign descriptor file may also be written in YAML with the same structure.
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This json file should contain a json object, with the following parameters :
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This YAML file defines the following fields (unless otherwise stated, fields are required):
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* `name`: The name of the campaign that will be shown in the New Game wizard.
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* `theater`: The map for the campaign (either: `Caucasus`, `Persian Gulf`, `Nevada`, `Normandy`, `Syria` or `The Channel`).
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@ -29,16 +24,16 @@ This json file should contain a json object, with the following parameters :
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* `description`: A description of the campaign that will be shown in the New Game wizard.
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* `version`: The version of the campaign format this campaign was built for. This supports a UI hint in the new game wizard to warn users about campaigns that were built for an incompatible version of the game.
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Note that this field is **not** the DCS Liberation version, but the version of the campaign file format. The latest version is defined by `CAMPAIGN_FORMAT_VERSION` in [game/version.py](https://github.com/Khopa/dcs_liberation/blob/develop/game/version.py). **For DCS Liberation 4.1 the campaign version is 8.0.**
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Note that this field is **not** the DCS Liberation version, but the version of the campaign file format. The latest version is defined by `CAMPAIGN_FORMAT_VERSION` in [game/version.py](https://github.com/dcs-liberation/dcs_liberation/blob/develop/game/version.py). See the top of this guide for the format version appropriate for current releases of Liberation.
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If `version` is not set or is `"0"`, the campaign is from an unknown version of the game and will be marked as incompatible in the new game wizard.
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* `recommended_player_faction`: (Optional) The recommended player faction (will be automatically selected by default on the faction selection page)
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* `recommended_enemy_faction`: (Optional) The recommended enemy faction (will be automatically selected by default on the faction selection page)
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* `recommended_start_date`: (Optional) The recommended start date for the campaign in YYYY-MM-DD format. This field can optionally include a start time to set the time for turn 1. E.g. `2004-01-07 06:00:00`. If the time is omitted, the campaign will start at a random hour in the middle of the day. (since campaign version 10.3)
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* `recommended_player_money`: (Optional) The recommended player budget as integer. Default=2000. (since campaign version 10.1)
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* `recommended_enemy_money`: (Optional) The recommended enemy budget as integer. Default=2000. (since campaign version 10.1)
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* `recommended_player_income_multiplier`: (Optional) The recommended player income multiplier as float. Default=1.0. (since campaign version 10.1)
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* `recommended_enemy_income_multiplier`: (Optional) The recommended enemy income multiplier as float. Default=1.0. (since campaign version 10.1)
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* `recommended_start_date`: (Optional) The recommended start date for the campaign in YYYY-MM-DD format. This field can optionally include a start time to set the time for turn 1. E.g. `2004-01-07 06:00:00`. If the time is omitted, the campaign will start at a random hour in the middle of the day.
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* `recommended_player_money`: (Optional) The recommended player budget as integer. Default=2000.
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* `recommended_enemy_money`: (Optional) The recommended enemy budget as integer. Default=2000.
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* `recommended_player_income_multiplier`: (Optional) The recommended player income multiplier as float. Default=1.0.
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* `recommended_enemy_income_multiplier`: (Optional) The recommended enemy income multiplier as float. Default=1.0.
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* `miz`: The name of the miz file (in the same `resources\campaigns` directory) that describes the campaign.
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* `performance`: How much performance your campaign need to run smoothly (3 for biggest scenarios that will have huge impact on game performance, 0 for the smallest, performance-friendly scenarios)
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* `squadrons`: Defines the default squadron configuration at the beginning of the campaign. Explained in the next section.
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@ -47,21 +42,19 @@ This json file should contain a json object, with the following parameters :
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### Squadron configuration
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**This feature is new in DCS Liberation 5 with campaign version 9.0**
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In DCS Liberation 5 campaigns define the starting squadron configuration for each coalition using the `squadrons` field of their campaign description. This field has the following format:
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```
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"squadrons": {
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BASE_NAME_OR_ID: [
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{
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"primary": PRIMARY_TASK,
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"secondary": SECONDARY_TASKS,
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"aircraft": PREFERRED_AIRCRAFT
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},
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```yaml
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squadrons:
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BASE_NAME_OR_ID:
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- primary: PRIMARY_TASK
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secondary: SECONDARY_TASKS
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aircraft:
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- PREFERRED_AIRCRAFT_1
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- PREFERRED_AIRCRAFT_2
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...
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...
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]
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}
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...
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```
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* `BASE_NAME_OR_ID`: The name of the base (in the case of a FOB, LHA, or CV) as defined by the group in the campaign miz file, or the ID number of the airfield as defined by pydcs. For example, [the ID of Anapa-Vityazevo is 12](https://github.com/pydcs/dcs/blob/master/dcs/terrain/caucasus/airports.py). Refer to the pydcs source for airbase ID numbers.
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@ -75,12 +68,12 @@ When choosing preferred aircraft, although the property is optional, it is best
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**Not every airbase needs squadrons.** Use the positioning, quantity, and roles of each squadron to control the size and pace of your campaign. You don't need to provide a squadron for every aircraft type, but in general you should ensure that a squadron is capable of the major task types (BARCAP, CAS, SEAD, Transport, AEW&C, and Refueling). Players can customize their squadrons at game start (note: it currently is not possible to *add* squadrons or change aircraft types, but squadrons can be removed at game start and task preferences may be changed at will), so it is most important that you set up your default squadrons the way that makes the most sense for your campaign.
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**Not every airbase needs squadrons.** Use the positioning, quantity, and roles of each squadron to control the size and pace of your campaign. You don't need to provide a squadron for every aircraft type, but in general you should ensure that a squadron is capable of the major task types (BARCAP, CAS, SEAD, Transport, AEW&C, and Refueling). Players can customize their squadrons at game start, so it is most important that you set up your default squadrons the way that makes the most sense for your campaign.
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A best practice to follow is to set up one base per side as a transit hub. This is preferably a large airfield near the rear of the conflict (not easily captured or destroyed), that has the ability to produce ground units (has a factory), has a cargo aircraft squadron, and optionally has a port. Depending on the location of this base it may also be a good home for AEW&C and refueling squadrons (and a BARCAP squadron to defend those other squadrons).
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### IADS configuration
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_Will be available in DCS Liberation 6.0 with Campaign Version 10.2_\
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Liberation can automatically generate the IADS network for you but if you want to have more control about the network and which assets are connected with each other it is possible to define the whole IADS network in the campaign.yaml. The iads configuration will only be used when the campaign supports the advanced iads (set `advanced_iads` to true) and the checkbox to use the Advanced mode is checked during campaign generation.
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To define the iads network in the campaign.yaml one has to add all connections to the `iads_config` property. Every primary node which should participate to the network has to be added to the list with the exact Group Name used in the campaign.miz.
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@ -275,7 +268,7 @@ To create an LHA, follow the same process but place an LHA-1.
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Note that the presence of the carrier or LHA in the game will depend on the player's options and the faction's navy.
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**New in DCS Liberation 5:** Campaign version 9.0 uses the carrier or LHA's group name to determine which squadrons should be located at the base by default. See the earlier section about squadron presets for more information.
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The carrier or LHA's group name is used to determine which squadrons should be located at the base. See the earlier section about squadron presets for more information.
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#
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#### Off-map spawns
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@ -316,34 +309,26 @@ Supply routes are defined by placing a CJTF Blue M-113 at an airfield and defini
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The supply route will follow the _waypoints_ of the vehicle group (not the path, so using on-road waypoints will not cause the front line to follow roads automatically), so waypoints should be placed at each location that the front line should turn to avoid terrain. The route beginning and end points will be used as the origin and destination endpoints for convoys, so each end point of the route should be placed on a road. The beginning and ending waypoints will associate with the nearest airfields when the campaign is generated.
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**New in DCS Liberation 3.0:** The begin and end waypoints of the path defining the front line route define the origin and destination for convoy routes. Endpoints of the route should be placed on or near roads so that convoys can get moving quickly. If far from a road, units will move from their location off-road to the road one at a time until they have all reached the road.
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The begin and end waypoints of the path defining the front line route define the origin and destination for convoy routes. Endpoints of the route should be placed on or near roads so that convoys can get moving quickly. If far from a road, units will move from their location off-road to the road one at a time until they have all reached the road.
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**Important:** Care should be taken to route the frontline around exclusion zones. If the center of the frontline location lies in an exclusion zones, frontline units may not spawn correctly. You can view the exclusion zones in the Liberation UI by clicking on the "3 stacked sheets" icon below the ruler icon in the top left corner of the map window. Frontlines can jump smaller exclusion zones but using these can cause frontlines to render on both sides of the gap, or cause the frontline to render far from the intended line.
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**Work in Progress**
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Exclusion zones are being updated to try and allow frontlines to follow or at least be in the general area of convoy routes. Frontlines need to follow the center of these Exclusion zone corridors. The frontline will shrink down to a small area, based on the size of the corridor and the frontline. (# of units) The frontline might not render correctly if the line is to large, (# of units) limiting the ammo depots (explained below) on these frontlines will help limit this issue.
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#
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### Shipping lanes
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**New in DCS Liberation 3.0:** Shipping lanes define routes for transporting units between control points via cargo ships.
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Shipping lanes define routes for transporting units between control points via cargo ships.
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To define a shipping lane, place a CJTF Blue Bulker Handy Wind. Shipping lanes should begin in port areas that are navigable by ships and have a route to another port area. DCS ships *will not* avoid driving into islands, so ensure that their waypoints plot a navigable route.
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#
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### Base defenses
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**New in DCS Liberation 3.0:** Random base defense generation is being removed. Replace the old base defense spawn locations with the desired number of fixed IADS and armor groups. These fixed groups do not follow exclusion zones, the placement of these is up to the campaign designer to insure they had enough room to spawn correctly. Testing should be done with largest possible group to ensure proper clearance with all factions.
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#
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### Objective locations
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**New in DCS Liberation 3.0:** Random objective locations should no longer be used. The instructions below describe how to place fixed objectives. The contents below have changed significantly since 2.5 and should be read in full when converting campaigns. These fixed groups do not follow exclusion zones, the placement of these is up to the campaign designer to insure they had enough room to spawn correctly.
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Objective locations define the various locations for ground objectives in the campaign. Objective locations are automatically associated with their closest control point.
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Objective locations are automatically associated with their closest control point.
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These fixed groups do not follow exclusion zones, the placement of these is up to the campaign designer to insure they had enough room to spawn correctly.
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**New in DCS Liberation 6.0:** The heading of the unit placed as spawn location will be maintained in the generated mission if the heading is not 0. In case the heading is 0 then Liberation will calculate the final heading during campaign generation so that the group will head directly to the center of the conflict. This new feature allows the campaign designer to fine tune the orientation of all the objectives to the campaign needs.
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This automatic calculation will only be used for Anti Air, Missile, Coastal and Vehicle Groups. In previous versions of Liberation the orientation of these objects was always random.
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The heading of the unit placed as spawn location will be maintained in the generated mission if the heading is not 0. In case the heading is 0 then Liberation will calculate the final heading during campaign generation so that the group will head directly to the center of the conflict. This new feature allows the campaign designer to fine tune the orientation of all the objectives to the campaign needs. Automatic orientation will only be used for Anti Air, Missile, Coastal and Vehicle Groups.
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#### Strike targets
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@ -357,27 +342,27 @@ FARPs | 1
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Oil derricks | 10
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Bunkers | 2
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Villages | 0,25
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Army camps | 0,5
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Army camps | 0.5
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Note: The values above are subject to change. The `REWARDS` defined in https://github.com/dcs-liberation/dcs_liberation/blob/develop/game/config.py are the source of truth.
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To define a strike target location, place a Tech Combine structure. The unit may be either red or blue (the only difference is currently readability of the mission editor, but in the future will determine which coalition owns the objective).
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#
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#### Offshore strike targets
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Offshore strike targets generate income for the owning coalition.
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- To define an offshore strike target, place a CJTF Red Oil Platform.
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#
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#### Map objects
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Arbitrary map objects may be used as strike targets. These are the buildings/trees/scenery that are placed by the map developer (Eagle Dynamics, etc). Liberation uses trigger zones to define scenery as a strike target.
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To define a map object strike target, right click the building in the mission editor and select "assign as...". This will create a trigger zone around the building. The name of this trigger zone will be used to identify the building in the Liberation UI. Do not modify the color (white) or the properties. This creates the individual building that will be a part of the objective group.
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Create new _circular_ trigger zone through the Mission Editor's sidebar, and give it the color of blue (`0 Red`, `0 Green`, `255 Blue`; there is a shortcut button that is blue in case you do not want to type the RGB numbers in manually). Place this trigger zone such that it encloses each of the centers of the objective's white trigger zones. This defines the objective area (named, targetable group of buildings), whereas the white zones define the individual buildings of the objective location. Each group zone must have a unique name.
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Create new trigger zone through the Mission Editor's sidebar, and give it the color of blue (`0 Red`, `0 Green`, `255 Blue`; there is a shortcut button that is blue in case you do not want to type the RGB numbers in manually). Place this trigger zone such that it encloses each of the centers of the objective's white trigger zones. This defines the objective area (named, targetable group of buildings), whereas the white zones define the individual buildings of the objective location. Each group zone must have a unique name.
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Create a property for the objective definition with the value field set to any of the entries listed in `game/config.py : REWARDS`. **This must be the first property in the group zone.** This field defines the category (objective type) of the group, which impacts income generation per building.
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Create a property for the objective definition with the value field set to any of the entries listed in the `REWARDS` defined in https://github.com/dcs-liberation/dcs_liberation/blob/develop/game/config.py. **This must be the first property in the group zone.** This field defines the category (objective type) of the group, which impacts income generation per building.
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* `power`
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* `ware`
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@ -401,7 +386,6 @@ Note that `factory` and `ammo` have different behavior. See the documentation on
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* No images for the various buildings in the Liberation UI, briefing, or kneeboard. Target identification will be difficult.
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* Every blue trigger zone must have a unique name.
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#
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#### Factories
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Factories are ground unit producing structures. Ground units may only originate from control points that have factories, so it is essential that each coalition have access to them. Units will form convoys to move between control points, and convoys may be interdicted to interrupt reinforcements. Destroyed factories will stop producing units. When a control point loses its last factory, it will no longer be a source for ground units.
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@ -418,59 +402,55 @@ Recommendations for factory placement:
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Note that map objects (defined in the previous section) may be used as factories. Use the `factory` category.
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#
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#### Ammunition Depots
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Ammunition Depots provide control over how many ground units are available to be deployed to the front line from it's closest control point. This directly effects how many ground units may be deployed on a front line.
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Each control point has a free `15` deploy-able ground units available to it before ammunition depot buildings are required to raise the limit of how many ground units may be deployed. Each additional ammunition depot building raises the limit by `12` units.
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Each control point has a free `15` deployable ground units available to it before ammunition depot buildings are required to raise the limit of how many ground units may be deployed. Each additional ammunition depot building raises the limit by `12` units.
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Ammunition Depots are placed in a campaign using the `Ammunition Depot` warehouse object to spawn the default template of one `Ammunition Depot` and two `Hangar B`s. Each ammunition depot template will raise the front line ground unit limit by `36` units.
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Alternatively, scenery objectives may be used with the `ammo` category to define an ammunition depot objective.
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Recommendations for Ammunition Depot placement:
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* Defend your ammunition depots with IADS and ground units.
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#
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#### Ships
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Ships can be generated at airbases, carriers, and LHAs (but not off-map spawns). Ships will not be spawned if the player has disabled either player or enemy navies in the campaign generation options, or if the faction does not have naval units defined.
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- To define a ship location place a CJTF Red Arleigh Burke IIa.
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#
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#### Missile sites
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Missile sites (scuds, V-2s, etc) can be generated at airbases and FOBs. Missile sites will only be spawned if the faction has them defined.
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- To define a missile site place a CJTF Red SSM SS-1C Scud-B.
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#
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#### Coastal defenses
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Coastal defenses (silkworms) can be generated at airbases and FOBs. Coastal defenses will only be spawned if the faction has them defined.
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- To define a missile site place a CJTF Red AShM SS-N-2 Silkworm.
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#
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#### Armor groups
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Armor groups are ground units that defend the assigned location. These groups will not move.
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- To define potential locations for garrison groups, place a (red or blue) MBT M1A2 Abrams.
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#
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### IADS - Integrated Air Defence System
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DCS Liberation will create Air Defence Assets like SAM Systems, Point Defense, EWRs, Power Sources, Connection Nodes and Command Centers during campaign generation and connects them with each other to build an IADS Network of participating assets. This IADS Network will be used in the generated mission by the [Skynet Plugin](https://github.com/walder/Skynet-IADS) created by Walder which improves the overall handling of the AI with the Anti Air units as well as bringing in more realistic options like Connection Nodes, Power Sources and Command Centers.
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#### IADS Network
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The IADS Network can be implemented and used in two different ways:
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- Basic Mode
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- Advanced Mode
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_The Advanced Mode will be available in DCS Liberation 6.0_
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In Basic Mode the IADS locations are automatically associated with the control point closest to them and participate to the IADS Network without using communication nodes or power sources. Participating Assets are MERAD and LORAD SAM Sites, EWRs, Naval Units (Ships, Carriers), AWACS flights and Command Centers. This mode will automatically be used if the campaign designer has not placed the advanced units in the campaign and set the advanced_iads property in the campaign yaml to true. The basic mode is used as default mode.
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If the campaign supports the advanced mode there are two possible ways to use it:
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@ -482,9 +462,11 @@ If no iads_config is defined in the campaign.yaml the "by range" option will be
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The advanced assets like Comms, Power and C2 can be placed like any other ground object using the placeholder unit defined in this table [Unit Type Quick Reference](#unit-type-quick-reference-1) or via a [Map Object](#map-objects). When Map objects are used the system will generate a static dummy M4 Soldier next to the object. This is required so that skynet has a unit to control and track the alive/death state of it. This unit does not serve any purpose beside this. The kill of a map object is strill tracked by destroying the object and not the soldier.
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#### Skynet Plugin
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Liberation adds the [Skynet Plugin](https://github.com/walder/Skynet-IADS) to the created dcs mission if the user enables the plugin in the campaign settings. This plugin is enabled by default in Liberation V6.0 as it is heavily integrated into the Liberation system which created the IADS Network. Skynet allows to set specific options for SAM Systems which can be overwritten in the unit.yaml for the Search Radar of the SAM Systems. Which SAM Systems are supported by Skynet and which Search Radar is used for wich SAM system can be found in this file: [skynet-iads-supported-types.lua](https://github.com/walder/Skynet-IADS/blob/develop/skynet-iads-source/skynet-iads-supported-types.lua)
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To overwrite specific skynet properties the following options can be set in the unit.yaml of the Search Radar (Patriot SR as example):
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```yaml
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class: SearchRadar
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price: 22
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@ -498,17 +480,17 @@ skynet_properties: # Override skynet default properties
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engagement_zone: SkynetIADSAbstractRadarElement.GO_LIVE_WHEN_IN_KILL_ZONE # https://github.com/walder/Skynet-IADS/tree/develop#engagement-zone
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autonomous_behaviour: SkynetIADSAbstractRadarElement.AUTONOMOUS_STATE_DCS_AI # https://github.com/walder/Skynet-IADS/tree/develop#autonomous-mode-behaviour
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```
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Documentation about each setting can be found at the Skynet GitHub page which is linked above.
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#### Anti Air GroundObjects
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SAM locations are split into four types: long range, medium range, short range, and AAA. Each type of position will prefer to be filled by its exact type, but if the faction has no air defenses of that type available the generator will continue to downgrade the site until it finds a match. For example, a medium range SAM may be used in place of a long range SAM. _Upgrades_ are not allowed.
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||||
|
||||
Note that the exact type of SAM or EWR that will be placed depends on the faction definition (SAM/EWR generators). However, when designing a campaign with specific factions in mind (such as Syria defending on the Syria map), this allows the designer to see the coverage of the SAMs used by the intended faction. This way the designer can be sure that sufficient coverage will be present in the campaign when a faction using a specific type of SAM is used.
|
||||
|
||||
_New with DCS Liberation 6.0:_\
|
||||
The heading set for the unit placed in the mission will be maintained in the generated mission if the heading is not 0. If the heading is 0 then Liberation will calculate the heading during campaign generation so that the group will head directly to the center of the conflict. This allows the campaign designer to fine tune the orientation of the SAM System or EWR to the campaign needs.
|
||||
|
||||
|
||||
#### Early Warning Radars
|
||||
|
||||
To define an EWR location, place a CJTF Red EWR 1L13.
|
||||
|
||||
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Reference in New Issue
Block a user