Welcome to Mudspike Foothold - Kola
Server Name: KMAS-Mudspike
Direct IP: 98.24.154.237 Port: 10308
Password: mudspike71!
PLEASE..donate to the curator of the Foothold series of missions Leka:
Configuration
Here we go again. This time we will be heading across ORBX Kola’s interesting looking terrain (I have loaded it, but never flown it). This is basically the “stock” mission offered by Leka with a few tweaks made to the configuration.lua file that will be easy to re-edit in the event Leka releases an updated mission.
Even though the F10 map date is showing October, I did set the date to June to give maximum sunlight. I also did experiment with the Simple Mission Restart script and did get it to work..HOWEVER..it populates the F1 position of the F10 menu and I honestly think it is just too prone to accidental activation. It would be a great way to ruin 4 or 5 people’s day..so I’ll hold off on that..and given the length of the days in the mission, I don’t know that night-ops will be a consideration. (We may want to manually do it sometimes though..)
All weaponry/platforms for BLUE are available. RED side is limited in the removal (actually replacement) of the SA-10/11 and replacement of Pantsir. The SA-15 is still active but I can remove it with enough gnashing of teeth.
Death credit loss is -300 to the coalition.
Death rank loss is -100 to the individual.
Splash damage = TRUE
Graduated rank allowing more shop purchases = TRUE
Friendly fire rank penalty = -500
The A-10 is visible to RED air.
AI Logistics is OFF - BLUE clients must fly resupplies.
ALL units will now get flight time credit.
CSAR Hover height = 100 meters for 10 seconds within 20 meters.
Some new campaign dynamics have been added by Leka in the most recent versions. Highlights that I have enabled:
Escort aircraft and CAP flights now take off from the ground. Thus - no instant rescue where they spawn over the airfield..so plan accordingly!
Ordered supply upgrades will now be delivered by AI helicopters (not sure how this will work).
Credits per kill, shop rank access, and shop prices are default for everything.
CAP/SEAD/Strike RED activity is now more scalable apparently. I have left it at the MEDIUM setting.
Below is not the entire config file..but things I felt were pertinent. I’m open to suggestions on tweaks we can make. We can adjust these at any time and the mission save file will not have any issues..I just have to make the config changes in a text editor. As well, when a new version is released, I have a document that has all of the changed values that I can re-insert.
CapDifficulty = “medium” – RED CAP amount. This can be further custommized in the advance section.
CasDifficulty = “medium” – RED CAS amount. This can be further custommized in the advance section.
SeadDifficulty = “medium” – RED SEAD amount. This can be further custommized in the advance section.
RunwayStrikeDifficulty = “medium” – RED RUNWAYSTRIKE amount. This can be further custommized in the advance section.
FriendlyCapSupport = “medium” – BLUE CAP support limit. This can be further custommized in the advance section.
FriendlyCasSupport = “medium” – BLUE CAS support limit. This can be further custommized in the advance section.
FriendlySeadSupport = “medium” – BLUE SEAD support limit. This can be further custommized in the advance section.
AiPlaneSkill = “Random”
– AI skill used for spawned airplanes Red only (MOOSE SPAWN:InitSkill).
– Valid: “Average”, “Good”, “High”, “Excellent”, “Random” (case-insensitive). Unknown values become “High”.
AiGroundSkill = “Excellent”
– AI skill used for spawned non-airplane units Red and blue share the same config value (ground/ship/etc) (MOOSE SPAWN:InitSkill).
– Valid: “Average”, “Good”, “High”, “Excellent”, “Random” (case-insensitive). Unknown values become “High”.
– ============================================================================
– RED Reactive Counterpressure
– ============================================================================
– RED Reactive Counterpressure (simple explanation):
– When BLUE players get close to RED frontline zones, RED starts reacting.
– RED reaction has 2 parts:
– 1) Soft reaction: RED speeds up some supply and Patrolling CAP groups for pressured RED zones.
– 2) Hard reaction: RED can force-spawn attack groups to strike BLUE zones.
– If you do NOT want red supplies groups to be boosted in speed to spawn faster, set softSupplyBoostPerZone to 0.
– If you do NOT want red CAP groups to be boosted in speed to spawn faster, set softCapBoostPerZone to 0.
– The coolDownSec is how often this stuff triggers, you can increase / decrease.
– If true, include some static target types at certain zones (command centers,
– ammo depots, fuel tanks, factories).
UseStatics = true
– If true: remove SA-10 and SA-11 (replaced by older SAMs).
NoSA10AndSA11 = true
– There is no Pantsir or Tor M2 in the coldwar Era, but in modern, you can stil replace them.
– If true: Pantsir and Tor M2 will be replaced with random groups, including SA-15, SA-19, SA-8 and SA-13.
NoTorM2AndPantsir = true
– If true: SA-15 will be replaced by random groups, including SA-19, SA-8, SA-13 and SA-9.
NoSA15 = false
– If true, supports filling modded weapons via WarehouseLogistics
– (not compatible with Coldwar/Gulfwar).
– Keep in mind, adding mods midsession, while there is a save file, those weapons will not be added to current saved airbases.
– this will be filled through time, from the AutoFillResources.
AllowMods = true – Should NOT be used with coldwar era.
– If true, when players die their coalition loses 100 credits per death.
CreditLosewhenKilled = true
– If you want to change the amount, you can do it here.
CreditLosewhenKilledAmount = 300
– If true, when players die they lose 100 rank credits (only if RankingSystem == true).
RankLoseWhenKilled = true
– If you want to change the amount, you can do it here.
RankLoseWhenKilledAmount = 100
– If true, loads enhanced bomb blast effects (may cause stutters).
SplashDamage = true
– If true, limit shop purchases by personal credits earned (rank gates):
– > 250 cost requires 100 earned
– > 1000 cost requires 1000 earned
– > 2000 cost requires 2000 earned
– > 3000 cost requires 3000 earned
StoreLimit = true
– friendly fire ranking penalty
FriendlyFireRankPenalty = 500
– If true, A-10 is invisible to RED enemy planes.
InvisibleA10 = false
– A-10 & C-130J-30 escort option for takeoff from the ground.
– If true, the escort will takeoff from the ground instead of airspawn.
EscortTakeoffFromGround = true
– If true, C-130J-30 AND Chinook! Use the internal (Ground crew for the Chinook and C-130 loading system only (not CTLD menu load).
UseC130LoadAndUnload = true – need to be true if using Logisticsystem as the cargo need to be tracked.
– If true, logistics/supply is done via warehouse + zone supplies only.
– You can only carry supplies using the rearming menu, then load cargo, not the ctld menu nor logistics menu.
– Neutral zones start without weapons; you must bring them or wait for AI delivery.
WarehouseLogistics = true
– How much AI delivery brings per supply run.
AIDeliveryamount = 20
– If true, smart weapons found in the WarehouseWeaponCaps table at the bottom, will be HALF what we add to the warehouse.
– This is to make the smart weapons harder to get.
StrictSmartWeaponsInventory = true
– Every 15 minutes, BLUE zones gain this many resources (covers AI usage).
AutoFillResources = 5
– If the below is true, Blue AI will NOT deliver supplies, it will ONLY be done by the player.
NoAIBlueSupplies = true
– If true, the AI attack groups will take off from ground instead of airspawn.
– If false, AI will airspawn above friendly zone. Much faster engagements but less realistic.
AIAttackTakeoffFromGround = true
– If true, you can buy supplies upgrades and they will spawn right away.
– If false, they will be delivered by helicopter.
AllowScriptedSupplies = false
– Here you can define how much credits for each minutes flown.
– Note, when you land, you’ll see “15 + Flight time”, the 15 are minutes, not credits.
FlightTimeRewardPerMinute = 2
– If you want to reward all players no mater what aircraft, then set this to true, if set to false, you can choose who get the reward.
– in the AllowedFlightTimeReward table below.
RewardAllAircraft = true
– Earning per kill by target type.
RewardContribution = {
infantry = 10,
ground = 10,
sam = 30,
airplane = 50,
ship = 200,
helicopter = 50,
crate = 100,
rescue = 200,
[“Zone upgrade”] = 100,
[“Zone capture”] = 200,
structure = 100,
}
– Shop prices.
ShopPrices = {
smoke = 20, – Smoke markers
flare = 20, – Flare markers
illum = 100, – Illumination bomb
dynamiccap = 500, – CAP Flight
dynamicarco = 1000, – Dynamic Tanker (Drogue)
dynamictexaco = 1000, – Dynamic Tanker (Boom)
dynamiccas = 1000, – CAS Flight
dynamicdecoy = 300, – TALD DECOY Flight
dynamicsead = 500, – SEAD Flight
dynamicbomb = 500, – Bomber Flight
dynamicstatic = 500, – Static structure Flight
cruisemsl = 800, – Cruise Missile Strike
supplies2 = 200, – Resupply friendly Zone
supplies = 1000, – Fully Upgrade Friendly Zone
jtac = 500, – MQ-9 Reaper JTAC mission
[“9lineam”] = 0, – Jtac 9line AM
[“9linefm”] = 0, – Jtac 9line FM
jam = 500, – Jam radars at zone
armor = 100, – Deploy armor
artillery = 100, – Deploy artillery
recon = 50, – Deploy recon group
airdef = 150, – Deploy air defence
capture = 500, – Capture neutral zone
intel = 150, – Intel on enemy zone
zinf = 500, – Add infantry squad to zone
zsam = 2000, – Add Hawk/Nasams system to a zone
zlogc = 2000, – Make a zone logistic center
zwh50 = 500, – Resupply warehouse with 50
zarm = 1000, – Add armor group to a zone
zpat = 5000, – Add Patriot system to zone
gslot = 3000, – Unlock extra upgrade slot
farphere = 1000, – Deploy FARP
zhimars = 2500, – Add HIMARS to a zone
ShopRankRequirements = {
jtac = 2, – MQ-9 Reaper JTAC mission
dynamiccap = 2, – CAP Flight
dynamiccas = 5, – CAS Flight
dynamicbomb = 4, – Bomber Flight
dynamicsead = 4, – SEAD Flight
dynamicdecoy = 1, – TALD DECOY Flight
dynamicstatic = 4, – Static structure Flight
dynamicarco = 3, – Dynamic Tanker (Drogue)
dynamictexaco = 3, – Dynamic Tanker (Boom)
farphere = 4, – Deploy FARP
capture = 1, – Capture neutral zone
smoke = 1, – Smoke markers
flare = 1, – Flare markers
illum = 1, – Illumination bomb
intel = 5, – Intel on enemy zone
supplies2 = 1, – Resupply friendly Zone
supplies = 6, – Fully Upgrade Friendly Zone
zinf = 5, – Add infantry squad to zone
zarm = 7, – Add armor group to a zone
zsam = 6, – Add Hawk/Nasams system to a zone
zlogc = 1, – Make a zone logistic center
zwh50 = 2, – Resupply warehouse with 50
gslot = 9, – Unlock extra upgrade slot
zpat = 8, – Add Patriot system to zone
armor = 3, – Deploy armor
artillery = 3, – Deploy artillery
recon = 3, – Deploy recon group
airdef = 3, – Deploy air defence
[“9lineam”] = 1, – Jtac 9line AM
[“9linefm”] = 1, – Jtac 9line FM
cruisemsl = 10, – Cruise Missile Strike – This does not exist in some maps.
jam = 4, – Jam radars at zone
zhimars = 8, – Add HIMARS to a zone
– This is the prices for each CTLD unit and their required rank. Rank 1 is the lowest.
CTLDPrices = {
[“Engineer soldier”] = { price = 50, reqRank = 1 },
[“Squad 8”] = { price = 50, reqRank = 1 },
[“Platoon 16”] = { price = 100, reqRank = 1 },
[“Platoon 32”] = { price = 200, reqRank = 1 },
[“Anti-Air Soldiers”] = { price = 100, reqRank = 1 },
[“Mortar Squad”] = { price = 100, reqRank = 1 },
[“Mephisto”] = { price = 250, reqRank = 2 },
[“Humvee”] = { price = 250, reqRank = 1 },
[“Bradly”] = { price = 250, reqRank = 1 },
[“L118”] = { price = 150, reqRank = 1 },
[“Ammo Truck”] = { price = 100, reqRank = 1 },
[“Humvee scout”] = { price = 100, reqRank = 1 },
[“Linebacker”] = { price = 300, reqRank = 2 },
[“Vulcan”] = { price = 300, reqRank = 2 },
[“HAWK System”] = { price = 750, reqRank = 3 },
[“Hawk TR Add-on”] = { price = 250, reqRank = 3 },
[“Hawk SR Add-on”] = { price = 250, reqRank = 3 },
[“Hawk LN Add-on”] = { price = 250, reqRank = 3 },
[“NASAMS System”] = { price = 750, reqRank = 3 },
[“NASAMS C2 Add-on”] = { price = 250, reqRank = 3 },
[“NASAMS SR Add-on”] = { price = 250, reqRank = 3 },
[“NASAMS LN Add-on”] = { price = 250, reqRank = 3 },
[“FARP”] = { price = 500, reqRank = 1 },
[“IRIS T STR Add-on”] = { price = 750, reqRank = 3 },
[“IRIS T LN Add-on”] = { price = 500, reqRank = 3 },
[“IRIS T C2 Add-on”] = { price = 500, reqRank = 3 },
[“IRIS T System”] = { price = 1800, reqRank = 3 },
[“C-RAM”] = { price = 500, reqRank = 2 },
[“HIMARS GMLRRS HE GUIDED”]= { price = 1000, reqRank = 3 },
[“FV-107 Scimitar”] = { price = 250, reqRank = 2 },
[“FV-101 Scorpion”] = { price = 250, reqRank = 2 },
[“Avenger”] = { price = 250, reqRank = 2 },
AllowedCsar = {
[“Ka-50”] = 2,
[“Ka-50_3”] = 2,
[“Mi-24P”] = 8,
[“SA342Mistral”] = 3,
[“SA342L”] = 3,
[“SA342M”] = 3,
[“SA342Minigun”] = 3,
[“UH-60L”] = 11,
[“UH-60L_DAP”] = 11,
[“AH-64D_BLK_II”] = 2,
[“UH-1H”] = 11,
[“Mi-8MT”] = 24,
[“OH58D”] = 2,
[“CH-47Fbl1”] = 32,
[“Bronco-OV-10A”] = 5,
[“OH-6A”] = 2,
[“C-130J-30”] = 10,
[“Hercules”] = 10,
[“MH-6J”] = 4,
[“AH-6J”] = 4,
– Chance (0-100) to spawn a downed pilot when the landing pilot has no credits. This applies both to players and AI.
CsarPilotSpawnWithoutCreditsChance = 50
– Default pilot weight used for CSAR / this weight will be added to the helicopter.
PilotWeight = 80
– Distance (meters) from the survivor where the helicopter must hover.
CsarHoverDistance = 20
– Hover height (meters AGL) required to complete a CSAR pickup.
CsarHoverHeight = 100
– How many seconds the helicopter must maintain the hover to complete pickup.
CsarHoverSeconds = 10
– Chance (0-100) that hostile infantry will spawn at a CSAR location.
CsarHostileInfantryChance = 25
– Units that will NOT be counted when calculating how many players are “active”
– (used for CAP/CAS/SEAD scaling).
– If you set a type to true, it will not be counting that player, because C-130 for example can’t fight A/A. This will make
– the Red CAP for example not spawn a jet for that player, because it’s set to true in the ignore list.
– SAME for the CAS. For the Blue cas, you want to be ignored if your flying C-130, so Blue cas WILL help you.
– For the red CAS, they will NOT see you as a player so they will lay back and not spawn as often.
– removing or adding more planes here will change the amount of cap since they will
– be counted as active players or not.
CapCountIgnoreTypes = {
[“A-10C_2”] = true,
[“Hercules”] = true,
[“A-10A”] = true,
[“A-10C”] = true,
[“AV8BNA”] = true,
[“AJS37”] = true,
[“C-130J-30”] = true,
}
BlueCasCountIgnoreTypes = {
[“Hercules”] = true,
[“C-130J-30”] = true,
[“CH-47Fbl1”] = true,
}
RedCasCountIgnoreTypes = {
[“Hercules”] = true,
[“C-130J-30”] = true,
[“CH-47Fbl1”] = true,
– Advance settings for CapDifficulty.
– The “amount” field in the case of CAP, 1 amount equals to 1 CAP Patrol and 1 CAP Attack. so 1 amount equal 2 groups.
– players in the table below are counted as active players if they are not in the CapCountIgnoreTypes.
CapLimitStages = {
medium =
{ player = 0, amount = 1 },
{ player = 1, amount = 1 },
{ player = 2, amount = 2 },
{ player = 3, amount = 3 },
{ player = 4, amount = 3 },
{ player = 6, amount = 4 },
{ player = 9, amount = 5 },
{ player = 10, amount = 6 },
{ player = 999, amount = 7 },




















