Mission Maker — Overview¶
DynamicMission is a dynamic mission director: purely from the naming of the zones and groups you place in the Mission Editor, the script clones and spawns groups as the mission unfolds, manages airbase captures, and spawns defenses on them automatically.
The spawn mechanism is generic
A group template can be any DCS unit type — a fighter, an attack helicopter, an armed or unarmed vehicle convoy, a ship, a troop transport — it is not limited to combat "opposition" in the strict sense. As the mission maker, you decide what each template represents by how you place and name it in the editor.
The four building blocks¶
| Block | Role | Nomenclature |
|---|---|---|
| Region | Combat zone: detects enemy players, drives the spawn rhythm | RG_... (polygon zone) |
Group template (MG_ = Model Group) |
The group cloned on every spawn | MG_[TAG]_[ID] (group, delayed activation) |
| Spawn zone | Where a template's clones get dispersed | SZ_[TAG]_[ID] (circular zone) |
| Defense template | Ground group auto-spawned on a captured/threatened base | AD_[description]_[maxSpawn] (group) |
An MG_ template and an SZ_ zone must share the same [TAG] to be usable together — at least
one pair per tag used, otherwise the mission refuses to start (see Nomenclature).
Installation¶
-
Generate the final script from the sources:
cd Tools .\Merge.ps1This produces
DynamicMission.luaat the repository root — that's the file to load, never the files undersources/directly. -
Load it in the DCS Mission Editor:
- Open the mission in the editor.
- Add a DO SCRIPT FILE trigger at mission start, loading
DynamicMission.lua. - (Optional) To customize
DM.Config, copytemplates/DynamicMission_Config.luainto your mission folder, edit it, then add a second DO SCRIPT FILE trigger on the same "at mission start" trigger, placed after the one loadingDynamicMission.lua— see Configuration.
Where to go next¶
- Nomenclature — the
RG_/MG_/SZ_/AD_conventions, with worked examples for each combination. - Configuration — the
DM.Configfields you can override. - F10 Menu — what your players will see.