mirror of
https://github.com/akaAgar/the-universal-mission-for-dcs-world.git
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Initial commit
This commit is contained in:
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Library.tasks.antishipCargo = {
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taskFamily = DCSEx.enums.taskFamily.ANTISHIP,
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description =
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{
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briefing = {
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"Enemy cargo ships are delivering weapons and supplies to frontline units. Sinking them will disrupt their logistics and slow their advance.",
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"Cargo ships are moving fuel, ammo, and enemy reinforcements. Take them out to choke the enemy's front-line operations.",
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"Intel confirms that enemy cargo ships are carrying weapons and reinforcements. They should be destroyed immediately.",
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"Reconnaissance confirms that enemy cargo vessels are transporting materiel vital to the enemy's continued resistance. Interdiction is required.",
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"Logistical interdiction remains a top priority. A group of enemy cargo ships must be destroyed to limit their strategic reach."
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},
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short = "Sink enemy cargo ships",
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},
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conditions = {
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difficultyMinimum = 0,
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eras = {},
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},
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completionEvent = DCSEx.enums.taskEvent.DESTROY,
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flags = { },
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minimumDistance = DCSEx.converter.nmToMeters(10.0),
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safeRadius = 0,
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surfaceType = land.SurfaceType.WATER,
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targetCount = { 2, 2 },
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targetFamilies = { DCSEx.enums.unitFamily.SHIP_CARGO },
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waypointInaccuracy = DCSEx.converter.nmToMeters(5.0)
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}
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@@ -0,0 +1,26 @@
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Library.tasks.antiShipCorvette = {
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taskFamily = DCSEx.enums.taskFamily.ANTISHIP,
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description =
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{
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briefing = {
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"An enemy missile boat was detected within strike range of our troops. Neutralize it before it can launch.",
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"An enemy missile boat has entered our waters. You are authorized to engage and neutralize.",
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"An enemy corvette is operating within weapons release range of our task force. Its engagement is necessary to preempt an attack.",
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"An hostile craft possesses the capability to strike high-value naval assets. Its destruction is imperative to ensure fleet security.",
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"The target is a missile-equipped enemy vessel posing a direct threat to allied maritime operations. It must be destroyed at once."
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},
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short = "Sink enemy missile boat",
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},
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conditions = {
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difficultyMinimum = 0,
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eras = {},
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},
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completionEvent = DCSEx.enums.taskEvent.DESTROY,
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flags = { },
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minimumDistance = DCSEx.converter.nmToMeters(10.0),
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safeRadius = 0,
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surfaceType = land.SurfaceType.WATER,
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targetCount = { 1, 1 },
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targetFamilies = { DCSEx.enums.unitFamily.SHIP_MISSILE_BOAT },
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waypointInaccuracy = DCSEx.converter.nmToMeters(5.0)
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}
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@@ -0,0 +1,26 @@
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Library.tasks.groundAttackAPC = {
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taskFamily = DCSEx.enums.taskFamily.GROUND_ATTACK,
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description =
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{
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briefing = {
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"Enemy APCs are moving to reinforce frontline positions—neutralizing them now will cripple their mobility and delay their counterattack.",
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"Taking out these APCs disrupts enemy troop deployments and buys our ground forces critical time to consolidate gains.",
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"Enemy armored personnel carriers are transporting infantry toward our exposed flank—engage immediately to prevent a breakthrough.",
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"Our troops are under pressure—eliminating those APCs will ease the fight and reduce incoming fire on their position.",
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"Recon confirms high-value targets in the APC convoy, including command elements—destroying them now will cause significant disruption."
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},
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short = "Destroy enemy APCs",
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},
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conditions = {
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difficultyMinimum = 0,
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eras = {},
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},
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completionEvent = DCSEx.enums.taskEvent.DESTROY,
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flags = { DCSEx.enums.taskFlag.ALLOW_JTAC },
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minimumDistance = DCSEx.converter.nmToMeters(10.0),
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safeRadius = 100,
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surfaceType = land.SurfaceType.LAND,
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targetCount = { 3, 4 },
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targetFamilies = { DCSEx.enums.unitFamily.GROUND_APC },
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waypointInaccuracy = DCSEx.converter.nmToMeters(2.5)
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}
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@@ -0,0 +1,26 @@
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Library.tasks.groundAttackArmorConvoy = {
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taskFamily = DCSEx.enums.taskFamily.GROUND_ATTACK,
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description =
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{
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briefing = {
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"An enemy armor column is moving toward our forward positions. Destroying it now will prevent a breakthrough and protect our ground forces.",
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"An enemy armor column is advancing rapidly toward our main supply route. If we don't stop them here, they'll cut off our logistics.",
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"You are to neutralize a key enemy armored unit before it reaches the battlefield. Hitting them now gives us the upper hand in the coming engagement.",
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"An armor column is heading toward a populated area. Eliminate the threat before it reaches the city and endangers civilians.",
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"This enemy armor column is the primary threat to our flank. Striking them now will stopp them from rolling through our defenses.",
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},
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short = "Destroy enemy armor column",
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},
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conditions = {
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difficultyMinimum = 0,
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eras = {},
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},
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completionEvent = DCSEx.enums.taskEvent.DESTROY,
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flags = { DCSEx.enums.taskFlag.ALLOW_JTAC, DCSEx.enums.taskFlag.MOVING, DCSEx.enums.taskFlag.ON_ROADS },
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minimumDistance = DCSEx.converter.nmToMeters(10.0),
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safeRadius = 100,
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surfaceType = land.SurfaceType.LAND,
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targetCount = { 3, 4 },
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targetFamilies = { DCSEx.enums.unitFamily.GROUND_APC, DCSEx.enums.unitFamily.GROUND_APC, DCSEx.enums.unitFamily.GROUND_MBT },
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waypointInaccuracy = DCSEx.converter.nmToMeters(2.5)
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}
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@@ -0,0 +1,26 @@
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Library.tasks.groundAttackArtillery = {
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taskFamily = DCSEx.enums.taskFamily.GROUND_ATTACK,
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description =
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{
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briefing = {
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"Enemy artillery is shelling our forward positions and delaying our advance. Take them out to clear the way for ground troops.",
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"Enemy artillery is hammering our lines and must be silenced immediately. Hit them hard—our soldiers are counting on it.",
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"A group of artillery batteries is a key part of the enemy's defensive network. Neutralizing it will open a gap in their lines.",
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"Our forces are pinned down by enemy artillery and taking losses. Eliminating the artillery threat will save lives and keep the momentum on our side.",
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"High command has prioritized the destruction of enemy artillery to enable a broader offensive. This objective is critical."
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},
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short = "Destroy enemy artillery",
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},
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conditions = {
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difficultyMinimum = 0,
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eras = {},
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},
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completionEvent = DCSEx.enums.taskEvent.DESTROY,
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flags = { DCSEx.enums.taskFlag.ALLOW_JTAC },
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minimumDistance = DCSEx.converter.nmToMeters(10.0),
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safeRadius = 100,
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surfaceType = land.SurfaceType.LAND,
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targetCount = { 3, 4 },
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targetFamilies = { DCSEx.enums.unitFamily.GROUND_ARTILLERY },
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waypointInaccuracy = DCSEx.converter.nmToMeters(2.5)
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}
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@@ -0,0 +1,26 @@
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Library.tasks.groundAttackMBT = {
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taskFamily = DCSEx.enums.taskFamily.GROUND_ATTACK,
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description =
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{
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briefing = {
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"Enemy armor is advancing on our front lines. Neutralizing these tanks is critical to halting their momentum.",
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"Intel confirms enemy tanks are threatening a key supply route. Strike now to preserve our logistics corridor.",
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"Enemy tanks are the last major obstacle before our ground forces can break through. Hit them hard and clear the way.",
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"An enemy armor column was spotted nearby. Eliminate it before they regroup and launch a counterattack.",
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"Enemy tanks are guarding a location vital to the enemy's retreat. Destroy them to trap their forces and cut off escape."
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},
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short = "Destroy enemy MBTs",
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},
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conditions = {
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difficultyMinimum = 0,
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eras = {},
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},
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completionEvent = DCSEx.enums.taskEvent.DESTROY,
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flags = { DCSEx.enums.taskFlag.ALLOW_JTAC },
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minimumDistance = DCSEx.converter.nmToMeters(10.0),
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safeRadius = 100,
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surfaceType = land.SurfaceType.LAND,
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targetCount = { 2, 4 },
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targetFamilies = { DCSEx.enums.unitFamily.GROUND_MBT },
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waypointInaccuracy = DCSEx.converter.nmToMeters(2.5)
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}
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@@ -0,0 +1,26 @@
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Library.tasks.groundAttackSSMissiles = {
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taskFamily = DCSEx.enums.taskFamily.GROUND_ATTACK,
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description =
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{
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briefing = {
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"Enemy missile launchers are targeting civilian and military infrastructure. Taking them out will cripple their long-range strike capability.",
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"Mobile TEL units are prepping for launch - this is a time-critical strike to neutralize the threat before missiles are airborne.",
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"Enemy missiles have already caused casualties among allied forces. Eliminating the launchers is essential for force protection.",
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"Destroying enemy missile launchers will degrade enemy morale and disrupt their command structure - it's a high-value tactical win.",
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"Missile launchers are being used to strike nearby towns. Your precision strike today will prevent further suffering and save lives.",
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},
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short = "Destroy enemy SS missiles",
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},
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conditions = {
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difficultyMinimum = 0,
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eras = {},
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},
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completionEvent = DCSEx.enums.taskEvent.DESTROY,
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flags = { DCSEx.enums.taskFlag.ALLOW_JTAC },
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minimumDistance = DCSEx.converter.nmToMeters(10.0),
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safeRadius = 100,
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surfaceType = land.SurfaceType.LAND,
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targetCount = { 3, 4 },
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targetFamilies = { DCSEx.enums.unitFamily.GROUND_SS_MISSILE },
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waypointInaccuracy = DCSEx.converter.nmToMeters(2.5)
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}
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@@ -0,0 +1,26 @@
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Library.tasks.groundAttackTrucksConvoy = {
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taskFamily = DCSEx.enums.taskFamily.GROUND_ATTACK,
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description =
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{
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briefing = {
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"Intelligence confirms that an enemy convoy is transporting essential logistical supplies. Engaging this target is critical to degrading their operational capabilities.",
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"The designated convoy represents a significant threat to our frontline forces by sustaining enemy combat effectiveness; its neutralization is a priority.",
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"An enemy convoy is facilitating the movement of vital materiel. A successful strike will disrupt their supply chain and impede their operational tempo.",
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"The targeted convoy plays a pivotal role in enemy logistics. Effectively striking this formation will significantly impair their combat readiness.",
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"A convoy of enemy trucks is integral to enemy sustainment efforts. Your strike will contribute significantly to operational success."
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},
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short = "Destroy enemy truck convoy",
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},
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conditions = {
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difficultyMinimum = 0,
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eras = {},
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},
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completionEvent = DCSEx.enums.taskEvent.DESTROY,
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flags = { DCSEx.enums.taskFlag.ALLOW_JTAC, DCSEx.enums.taskFlag.MOVING, DCSEx.enums.taskFlag.ON_ROADS },
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minimumDistance = DCSEx.converter.nmToMeters(10.0),
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safeRadius = 100,
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surfaceType = land.SurfaceType.LAND,
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targetCount = { 3, 4 },
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targetFamilies = { DCSEx.enums.unitFamily.GROUND_UNARMED },
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waypointInaccuracy = DCSEx.converter.nmToMeters(2.5)
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}
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@@ -0,0 +1,26 @@
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Library.tasks.interceptionTransport = {
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taskFamily = DCSEx.enums.taskFamily.INTERCEPTION,
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description =
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{
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briefing = {
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"Enemy strike planes are closing on our ground forces. Intercept them before they tear our lines apart.",
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"Hostile attack aircraft are en route to hit our armor columns. Engage and destroy before they reach the battlefield.",
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"Enemy attack wings have crossed into our airspace, targeting supply convoys. Stop them or our front will collapse.",
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"Strike aircraft are inbound to launch precision attacks on our positions. Your mission: intercept and neutralize immediately.",
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"Enemy attack planes are preparing a low-level assault on our troops. Cut them off before they can deliver their payload."
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},
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short = "Intercept enemy attack aircraft",
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},
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conditions = {
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difficultyMinimum = 0,
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eras = {},
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},
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||||
completionEvent = DCSEx.enums.taskEvent.DESTROY,
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flags = { },
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||||
minimumDistance = DCSEx.converter.nmToMeters(10.0),
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safeRadius = 100,
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surfaceType = nil,
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targetCount = { 2, 2 },
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targetFamilies = { DCSEx.enums.unitFamily.PLANE_ATTACK },
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waypointInaccuracy = DCSEx.converter.nmToMeters(6.0)
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}
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@@ -0,0 +1,26 @@
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Library.tasks.interceptionBomber = {
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taskFamily = DCSEx.enums.taskFamily.INTERCEPTION,
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description =
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{
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briefing = {
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"Enemy bomber inbound. If it reaches its target, thousands of civilians are at risk. You're the last line to stop it before it crosses the border.",
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"Intel confirms a hostile bomber on approach to critical infrastructure. Your mission: intercept and neutralize before it gets within strike range.",
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"An enemy bomber is carrying high-yield ordnance toward a populated zone. Failure to intercept means catastrophic loss—scramble now.",
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"Hostile bomber detected on vector to our forward base. Engage immediately; do not allow it to release payload.",
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"Enemy bomber is on a direct course for our command center. Intercept at all costs—success ensures the survival of our forces."
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},
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short = "Intercept enemy bomber",
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},
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||||
conditions = {
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difficultyMinimum = 0,
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eras = {},
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||||
},
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||||
completionEvent = DCSEx.enums.taskEvent.DESTROY,
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||||
flags = { },
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||||
minimumDistance = DCSEx.converter.nmToMeters(10.0),
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||||
safeRadius = 100,
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surfaceType = nil,
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||||
targetCount = { 1, 1 },
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||||
targetFamilies = { DCSEx.enums.unitFamily.PLANE_BOMBER },
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waypointInaccuracy = DCSEx.converter.nmToMeters(8.0)
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}
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@@ -0,0 +1,26 @@
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Library.tasks.interceptionTransport = {
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taskFamily = DCSEx.enums.taskFamily.INTERCEPTION,
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description =
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||||
{
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briefing = {
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||||
"Enemy transport is inbound with troops and supplies. Stop it before it reinforces their front line.",
|
||||
"Hostile cargo aircraft is carrying critical equipment to enemy forces. Intercept and destroy before delivery.",
|
||||
"Enemy transport plane detected. Intel suggests it's moving high-value assets. Do not let it reach its destination.",
|
||||
"Transport aircraft is ferrying reinforcements across the border. Interception is the only way to halt their buildup.",
|
||||
"Enemy logistics bird is airborne. Taking it out cripples their supply chain. Engage immediately."
|
||||
},
|
||||
short = "Intercept enemy transport aircraft",
|
||||
},
|
||||
conditions = {
|
||||
difficultyMinimum = 0,
|
||||
eras = {},
|
||||
},
|
||||
completionEvent = DCSEx.enums.taskEvent.DESTROY,
|
||||
flags = { },
|
||||
minimumDistance = DCSEx.converter.nmToMeters(10.0),
|
||||
safeRadius = 100,
|
||||
surfaceType = nil,
|
||||
targetCount = { 1, 1 },
|
||||
targetFamilies = { DCSEx.enums.unitFamily.PLANE_TRANSPORT },
|
||||
waypointInaccuracy = DCSEx.converter.nmToMeters(8.0)
|
||||
}
|
||||
@@ -0,0 +1,29 @@
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||||
Library.tasks.seadLong = {
|
||||
taskFamily = DCSEx.enums.taskFamily.SEAD,
|
||||
description =
|
||||
{
|
||||
briefing = {
|
||||
"Engagement of this enemy SAM site is essential to mitigate threats to our aircraft and maintain air superiority in the operational theater.",
|
||||
"Neutralizing this hostile surface-to-air missile installation will significantly reduce risks to our flight operations and support ongoing ground maneuvers.",
|
||||
"The elimination of this SAM site is imperative to ensure safe ingress and egress corridors for our air assets during the mission.",
|
||||
"Suppressing this SAM site is a strategic priority to safeguard our air operations and maintain operational momentum.",
|
||||
"This SAM installation represents a critical threat vector that must be neutralized to protect both aircrew and mission integrity.",
|
||||
"Striking this enemy SAM site will preserve the freedom of maneuver necessary for successful execution of subsequent air operations.",
|
||||
"Destroying this SAM site is vital to maintaining the tactical advantage and ensuring force protection throughout the engagement area.",
|
||||
"The removal of this hostile SAM site is a prerequisite for sustained air dominance and mission accomplishment."
|
||||
},
|
||||
short = "Destroy enemy SAM site",
|
||||
},
|
||||
conditions = {
|
||||
difficultyMinimum = 0,
|
||||
eras = {},
|
||||
},
|
||||
completionEvent = DCSEx.enums.taskEvent.DESTROY,
|
||||
flags = { DCSEx.enums.taskFlag.DESTROY_TRACK_RADARS_ONLY },
|
||||
minimumDistance = DCSEx.converter.nmToMeters(80.0),
|
||||
safeRadius = 250,
|
||||
surfaceType = land.SurfaceType.LAND,
|
||||
targetCount = { 1, 1 },
|
||||
targetFamilies = { DCSEx.enums.unitFamily.AIRDEFENSE_SAM_LONG },
|
||||
waypointInaccuracy = 0.0
|
||||
}
|
||||
@@ -0,0 +1,29 @@
|
||||
Library.tasks.seadMedium = {
|
||||
taskFamily = DCSEx.enums.taskFamily.SEAD,
|
||||
description =
|
||||
{
|
||||
briefing = {
|
||||
"Engagement of this enemy SAM site is essential to mitigate threats to our aircraft and maintain air superiority in the operational theater.",
|
||||
"Neutralizing this hostile surface-to-air missile installation will significantly reduce risks to our flight operations and support ongoing ground maneuvers.",
|
||||
"The elimination of this SAM site is imperative to ensure safe ingress and egress corridors for our air assets during the mission.",
|
||||
"Suppressing this SAM site is a strategic priority to safeguard our air operations and maintain operational momentum.",
|
||||
"This SAM installation represents a critical threat vector that must be neutralized to protect both aircrew and mission integrity.",
|
||||
"Striking this enemy SAM site will preserve the freedom of maneuver necessary for successful execution of subsequent air operations.",
|
||||
"Destroying this SAM site is vital to maintaining the tactical advantage and ensuring force protection throughout the engagement area.",
|
||||
"The removal of this hostile SAM site is a prerequisite for sustained air dominance and mission accomplishment."
|
||||
},
|
||||
short = "Destroy enemy SAM site",
|
||||
},
|
||||
conditions = {
|
||||
difficultyMinimum = 0,
|
||||
eras = {},
|
||||
},
|
||||
completionEvent = DCSEx.enums.taskEvent.DESTROY,
|
||||
flags = { DCSEx.enums.taskFlag.DESTROY_TRACK_RADARS_ONLY },
|
||||
minimumDistance = DCSEx.converter.nmToMeters(40.0),
|
||||
safeRadius = 250,
|
||||
surfaceType = land.SurfaceType.LAND,
|
||||
targetCount = { 1, 1 },
|
||||
targetFamilies = { DCSEx.enums.unitFamily.AIRDEFENSE_SAM_MEDIUM },
|
||||
waypointInaccuracy = 0.0
|
||||
}
|
||||
@@ -0,0 +1,26 @@
|
||||
Library.tasks.strikeScenery = {
|
||||
taskFamily = DCSEx.enums.taskFamily.STRIKE,
|
||||
description =
|
||||
{
|
||||
briefing = {
|
||||
"A civilian building is being used as an enemy command post. Take it out before they coordinate another strike.",
|
||||
"Intel confirms hostile forces are operating from inside a civilian structure. Neutralize it to stop further attacks.",
|
||||
"A civilian building has been repurposed as a weapons cache. Destroy it before those arms hit the front lines.",
|
||||
"Enemy anti-air control is housed in a civilian facility. Eliminate it to open the skies for our forces.",
|
||||
"Recon shows a civilian structure is shielding enemy leadership. Bringing it down cripples their chain of command."
|
||||
},
|
||||
short = "Destroy occupied building",
|
||||
},
|
||||
conditions = {
|
||||
difficultyMinimum = 0,
|
||||
eras = {},
|
||||
},
|
||||
completionEvent = DCSEx.enums.taskEvent.DESTROY,
|
||||
flags = { DCSEx.enums.taskFlag.ALLOW_JTAC, DCSEx.enums.taskFlag.SCENERY_TARGET },
|
||||
minimumDistance = DCSEx.converter.nmToMeters(10.0),
|
||||
safeRadius = 100,
|
||||
surfaceType = land.SurfaceType.LAND,
|
||||
targetCount = { 1, 1 },
|
||||
targetFamilies = { DCSEx.enums.unitFamily.STATIC_SCENERY },
|
||||
waypointInaccuracy = 0.0
|
||||
}
|
||||
@@ -0,0 +1,28 @@
|
||||
Library.tasks.strikeStructure = {
|
||||
taskFamily = DCSEx.enums.taskFamily.STRIKE,
|
||||
description =
|
||||
{
|
||||
briefing = {
|
||||
"Target structure is critical to enemy operations. Destroy it to cripple their plans.",
|
||||
"That installation is a key asset. Eliminating it will shift the battle in our favor.",
|
||||
"High-value structure confirmed in the target zone. Neutralize it before the enemy can react.",
|
||||
"The objective is essential to enemy logistics. Take it out immediately.",
|
||||
"Command wants that site erased. Its loss will deal a severe blow to enemy capability.",
|
||||
"Structure identified as a primary objective. Destroy it and deny enemy use.",
|
||||
"This is a priority strike target. Removing it will disrupt enemy momentum."
|
||||
},
|
||||
short = "Destroy enemy structure",
|
||||
},
|
||||
conditions = {
|
||||
difficultyMinimum = 0,
|
||||
eras = {},
|
||||
},
|
||||
completionEvent = DCSEx.enums.taskEvent.DESTROY,
|
||||
flags = { DCSEx.enums.taskFlag.ALLOW_JTAC },
|
||||
minimumDistance = DCSEx.converter.nmToMeters(10.0),
|
||||
safeRadius = 100,
|
||||
surfaceType = land.SurfaceType.LAND,
|
||||
targetCount = { 1, 1 },
|
||||
targetFamilies = { DCSEx.enums.unitFamily.STATIC_STRUCTURE },
|
||||
waypointInaccuracy = 0.0
|
||||
}
|
||||
Reference in New Issue
Block a user