Special thanks to Dzsekeb, the original creator of Foothold, without whom none of this would be possible.
Thanks to the guys at Moose and a special thanks to Applevangelist who have always endured my neverending questions. without their help, this foothold would not have CTLD, MANTIS, the WelcomeMessage. MissileTracking. Thank you!
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To be able to save your progress, you need to do this:
De-Sanitize the DCS scripting environment
Edit \Scripts\MissionScripting.lua inside your DCS installation folder:
Change the following section:
do
sanitizeModule('os')
sanitizeModule('io')
sanitizeModule('lfs')
_G['require'] = nil
_G['loadlib'] = nil
_G['package'] = nil
end
To look like this:
do
sanitizeModule('os')
--sanitizeModule('io')
--sanitizeModule('lfs')
_G['require'] = nil
_G['loadlib'] = nil
_G['package'] = nil
end
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GameMaster Password: master
*****************************************************************
** It's very important that you do follow the waypoint order **
DO NOT when moving fr om Cyprus and finishing "Red carrier" zone, Do not go east, but take over Incirlik. When Incirlik is blue, Fob ALPHA will turn Blue automatically!.
This mission takes advantage of the new release of Syrian map extension, all though we have not played through this new foothold, bugs may appear.
You start at Akrotiri and ends up in Israel, wh ere you finish around Ben-Gurion.
* Cold war / Modern ERA.
* Friendly on performance.
* Moose CTLD with persistence both on units and FARPS.
* Capture base with CTLD troops!.
* Moose MANTIS ( Sam system will turn off when detecting HARM on their radars, works with probability based on skill level. )
* Custom built script with Welcome message with wind, temperature, and active runway.
* Get closest Airbase when trying to go RTB, will give bearing, distance and active runway. If F/A-18 and Carrier is the closest, it will give BRC and the same info.,
* Get ATIS information for all friendly airports that is supported to be spawn from, (Radio menu for airplanes only)
* Escort for A-10, F15E, Hercules with built in radio menu: "Orbit here", "setup reacetrack", "Rejoin" "RTB", "Patrol ahead"
* Custom script to block players fr om spawning in neutral Zones.
* Hotstart / Cold start
* Custom purchase menu with the usual + Jtac 9 Line.
* 2 Jtac instead of one.
* Jtac can detect airborne targets who just spawned inside the zone.
* Moose based Dynamic CAP / CAS / DECOY
* EWRS
* Ability to destroy bought CAP fr om the radio menu, if they deviate or do not disappear when they are on the ground.
* AWACS and Tankers will progress down the line when progress is being made.
* Custom weapons tracking, that destroys enemy helicopter with 1 missile instead of 2-3
* Waypoint numbers is part of the "active mission"
** Update 2024-11-30 **
Updated Moose
Redone MANTIS, added EWR network to Foothold database.
** Update 2024-12-15 **
Added CVN-73 in the welcome message with the correct Tacan. If CVN-72, Tacan is 72X, else 73X.
Get closest airbase, If hornet is asking, it will give you the carrier if you are close to it, together with the closest airfield.
Keep in mind, Carriers in the mission requires Super carrier mod.
Added Stats, will store kills, points and death count in the radio menu.
Zone status is now split into Red and blue side, so you don't have to do next page many times on bigger maps.
Fixed bunch of other stuff.
** Update 2024-12-25 **
New: When unloading supplies in a neutral zone and if credits exist, players don't have to takeoff and and land again to cash in the credits.
Fixed some bugs in zonecommander.
Fixed some units don't have Waypoints.
**Keep in mind, most units do not support waypoints beyond 50**
** Update 2024-12-28 **
Added red supplies to the end waypoints, I had missed them.
Added more zones to the disabled list to maximize performance.
** Update 2025-01-08 **
ADDED a No-fly zone.
If the player fly in over mainland ( EAST OF THE WATER) while Incirlik is not yet captured, the player will be warned. If no action is taken, 90 seconds
later, the player will be destroyed.
This is due to have the mission flow working as intended. otherwise the mission functions will break. Ie some zones will remain disabled and some will not be even red when trying to engage that zone. This keeps the mission flow as intended.
Added more blue AI helos for base capture for the end waypoints.
Added CTLD sound when dropping off troops and picking them up.
** Update 2025-02-08 **
* Added Custom CTLD Moose. Now there is a limit on how many Units can be deployed. limit is 5. If the limit is reached, the first unit (oldest) will be destroyed and a new of the same type will be added. This is to limit units on the map. Also added to the CTLD, a table wh ere you can limit how many units of the type will be loaded on the next restart. same for fraps. This is utilizing Moose OnAfterLoad, OnAfterCratesBuildand and OnAfterTroopsDeployed.
You can now SlingLoad in CTLD.
Removed the ability to build stuff in load zone.
* Added ALL SHORAD and Red SAM to Mantis!!!
* Fixed some bugs!!
* Added Endgame Trigger for DCSSB (DCS BOT)
* Tweaks in the Escort for the A10 / F15C
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Updated moose after some feedback about MANTIS not engaging if only SHORAD is present, increased threat radius, Thanks to Applevangelist @ Moose
Removed Red coalition ejected pilots fr om the map when they land. It will not trigger CSAR. only blue human players and AI.
Added to the CTLD: light Artillery L118
Increased the Herc speed to 200 IAS (lim it to drop)
MoveCratesBeforeBuild is now false instead of true.
Fixed some small issues.
Changed ILS freq on CVN-72 to Ch 12, and on the CVN-73 CH 13. Likewise freq AI, 272 and 273.
** UPDATE 2025-03-30 **
Added dynamic Red CAP.
* If there is no players in the server, the CAP fr om the red side will be reduced to a minima. If you spawn in A10II (Tank killer) or Hercules you will not be counted as if your in the server. Cap still minima. If you are in a helicopter. Your still not counted.
Once your a slot Hornet or F16, etc, you CAP ( Attack and Patrol ) will be increased fr om 1 to 2. ( 2 patrol, 2 Attack). Those groups will spawn in a hostile zone close to the player ( closest red zone wh ere the enemy will start from, No changes here to that logic)
if the player count get to 2 or 3, will increase as well and after 3, it will be normal flow (No restriction)
* Changed the boat that will capture the Red carrier zone to a faster one.
* Fixed an issue wh ere Boat supplies could not repair.
** UPDATE 2025-04-18 **
* Split the groups into two, to spread the groups across the zone.
* Groups will now patrol inside the zone, they will be moving around.
* Zone status will now only work if you buy Intel fr om the shop.
* Updated Moose
* Updated AIEN
* Tweaked CAP mission to take into consideration the amount of players in the server.
* Fixed many bugs
** UPDATE 2025-04-27 **
* Fixed Boat could not capture or upgrade the zone in some case.
* Fixed Fully upgrade friendly zone did not always do the upgrade.
* Fixed issues with AIEN
* Artillery will now fire at targets given by JTAC if Artillery is within range.
* Fixed some bugs here and there reported from various people
* Fixed placement around Romeo
* Tweaked Patrol in zone little further, they might leave the zone circle / box then
come back again taking the road little outside.
* Fixed Tarawa did not have waypoint templates for the Chinook
* *
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** UPDATE 2025-06-01 **
This update is huge and does not impact the save file.
* Moved to Moose completely Now the miz is free from mist. I felt it was a good performance boost with that.
* Added Cold war toggle to switch to Cold war era. please read the pdf file inside the zip.
* New CTLD update, You can now sel ect "Drop", "Drop and build". "Get", "Get and load". "Pack", "Pack and load", "Pack and remove".
* Performance tweaks. A lot of the work is now done at missing loading state. This is regarding the Ground movers in the zones. script now will do a map connection map and check each zone how far they are fr om each other to store that data for later.
* Added a secondary Jtac which can be bought. meaning, 2 JTAC's at the same time at different zones.
* Added Jtac ability to detect newly spawned planes / helicopters inside the zone they are orbiting around. They can also detect helicopters that have just entered the zone to repair.
*Added EWRS. Thanks to ApplEvangelist. Custom code inside to my liking.
* WelcomeMessage You can now sel ect a call sign fr om the radio menu the first 60 seconds when you join a flight. if you want to change to something else.
* Added Dynamic CAP. You can now buy cap and sel ect wh ere to spawn them, you can also sel ect Leg length, Hot heading. You can also move the CAP to a different zone or move them by position, ie distance and more. You can also switch cap's behavior fr om "Engage if engaged" to "Flight sweep" wh ere they hunt enemy airborne targets.
* Added Dynamic Decoy (Talds) using Moose Auftrag BAI.
* Added Dynamic CAS, using Moose Auftrag BAI.
* Added Scramble. If you bomb a zone, after a few hits on enemy ground units, there is a chance that you will be intercepted by enemy jet. This will not trigger if you fly the A10, Harrier or helicopter. Feedback is welcome on what more units should be added.
* Friendly artillery will now fire at targets given by JTAC if Artillery is within range. (Can be used in the context of CTLD)
* Added more templates to FC3 modules in the dynamic spawn template.
* Viggen Kneeboard is now only shown for the viggen.
** Update 2025-07-05 **
* Added NoSA10AndSA11. Now include SA-15 that will be downgraded to SA-8. This can be toggled in the editor.
* Added to the Escort A10, F15E and Herc. "Flight sweep" and "Engage if engaged"
* Tweaks to the Dynamic shop items across all.
* JTAC is now immortal. they gott killed by blue players.
* Added CAS MISSIONS Just like CAP, you'll race with your friends toward reaching the target kill. amount is between 8 and 16. Rearward will be 50 * the amount when you succeed.
* Added Runway attack mission. This will come every 30 minutes after the mission finishes, goal is to prevent red side fr om taking off.
* Added to the shop Dynamic building bombers. Those carry GBU-31 penetrators / Laser for cold war era.
* Added F10 Map labels, Upgrades for the blue side will now be shown, attack, capture, resupply and bomb runway will be shown in the waypoint label.
* Added SplashDamage by @stevey. Toggle is in the editor, OFF by default.
* Added CTLD farp zons to be a valid supply zone.
* Added the possibility to drop off CSAR pilots inside of CTLD zones.
* Increased CSAR credit payout from 100 to 300
* Fixed a bug in CSAR when AI or player without credits ejected, the message of pilot in need of rescue would not come even when asked manually from
the CSAR menu.
* Changed The shop Sel ect Target menu Now include waypoint number and will be sorted by the numbers, fr om lowest to highest.
* Changed Blue side when era is cold war to suit that time period.
* JTAC will not report type name when he detect planes or helicopters in the zone they are orbiting, like this:
JTAC: We spotted enemy Flogger starting up at …
JTAC: We spotted 2 enemy Gazelles starting up at
* EWRS will now not report targets on the ground.
* Fixed CTLD Capture troops. In some instances they would only capture ( first group) second would not upgrade
* Performance tweaks to AIEN, zone patrolling. Before, when the ground was about to move, it checked the distance on the road vs offroad, which cost a lot using findPathOnRoads. Now that result of the first check if it decide to use On Road, it will use that path by storing it.
Also, zone patrol will not move if AIEN have marked them as UnderAttack since they might move due to reaction.
I also store each subzone, if they are near the road and there are many of them. At least 10-15 per zone. This happens at mission start hence the load time might be longer.
I even store the distance between each zone and which zone are closest to player zone and much more. All this happens at mission start to keep the flow under the mission.
* Fixed many other bugs and futures I don't even remember.
** Update 2025-07-06 **
* Changed to Modern as default.
** UPDATE 2025-07-09 **
* Fixed bugs and rewritten bomb runway mission logic.
** END OF PATCH NOTES **
Join my discord server: https://discord.gg/cshgmgXuxE There you can tell me if there are bugs or something strange. Performance wise, it's working for us.