Search found 121 matches

by Correcaminos
Sun Feb 01, 2026 10:29 am
Forum: Command: Modern Operations series
Topic: surface missile strike suggestion
Replies: 4
Views: 235

Re: surface missile strike suggestion

​Yes, that is exactly what the table was designed for. It calculates the specific launch time for each unit (regardless of their location) so that all missiles arrive at the exact same Time Over Target (TOT).
​As you suspected, it is intended for manual launches rather than automated missions. If ...
by Correcaminos
Sun Feb 01, 2026 10:13 am
Forum: Command: Modern Operations series
Topic: What's going on with OpenTopoMap?
Replies: 10
Views: 977

Re: What's going on with OpenTopoMap?

​That implies they are likely transitioning to vector tiles to survive, rather than shutting down completely as feared back in November. It is great news for those of us who rely on those detailed layers for scenario building (placing facilities on specific buildings is a pain without it ...
by Correcaminos
Sun Jan 25, 2026 12:27 am
Forum: Command: Modern Operations series
Topic: Coordinated Misil Attack Table
Replies: 10
Views: 749

Re: Coordinated Misil Attack Table

Its no necessary, you only need diatance and speed to obtain "time". It s works perfectly.
by Correcaminos
Fri Jan 23, 2026 6:05 pm
Forum: Mods and Scenarios
Topic: Operation Sunset: The Battle for Badme (1999)
Replies: 51
Views: 1384

Re: Final Version. Operation Sunset: The Battle for Badme (1999)

UPDATE V1.39

Fixed Victory Event Loop

Added acknowledgment to Nikel for testing support ;)
by Correcaminos
Fri Jan 23, 2026 11:22 am
Forum: Mods and Scenarios
Topic: Operation Sunset: The Battle for Badme (1999)
Replies: 51
Views: 1384

Re: Final Version. Operation Sunset: The Battle for Badme (1999)

As is often the case, the simplest solution for the Cargo Lua error was the right one. I still want to test one variation of that script for future missions, but for now, it works perfectly.
​Regarding the Victory Message loop: That is an easy fix. I just need to add the 'famous' script of this long ...
by Correcaminos
Thu Jan 22, 2026 9:13 pm
Forum: Mods and Scenarios
Topic: Operation Sunset: The Battle for Badme (1999)
Replies: 51
Views: 1384

Re: Final Version. Operation Sunset: The Battle for Badme (1999)

It was the Cargo drop lua! Modified, it wasn't working for me because I had to enter the area at a different height


-- D. CLOSE EVENT

ScenEdit_SetEvent(eventName, {isActive=false})

print("LOG: Launch completed."



https://i.postimg.cc/hvpfnc41/Before.png

https://i.postimg.cc/T1Cpxf2c ...
by Correcaminos
Thu Jan 22, 2026 6:24 pm
Forum: Mods and Scenarios
Topic: Operation Sunset: The Battle for Badme (1999)
Replies: 51
Views: 1384

Re: Final Version. Operation Sunset: The Battle for Badme (1999)

Just completed a full verification run on v1.37.

Happy to say that everything is working correctly and as I wished . The logic holds up, the triggers fire correctly upon reaching 700 points + Ship Kill, and the session ends smoothly with no stability issues

https://i.postimg.cc/TPs2kzWn/VICTORIA ...
by Correcaminos
Thu Jan 22, 2026 10:20 am
Forum: Mods and Scenarios
Topic: Operation Sunset: The Battle for Badme (1999)
Replies: 51
Views: 1384

Re: Final Version. Operation Sunset: The Battle for Badme (1999)

It is clear that manual review is more than necessary. I actually tried testing via the console, but evidently not thoroughly enough to catch that specific crash.
​I ll try avoiding Lua when possible, too. Sometimes we overcomplicate our lives with scripts when native triggers might work just fine ...
by Correcaminos
Thu Jan 22, 2026 8:35 am
Forum: Mods and Scenarios
Topic: Operation Sunset: The Battle for Badme (1999)
Replies: 51
Views: 1384

Re: Final Version. Operation Sunset: The Battle for Badme (1999)

Damn, in the end it was much simpler than I thought... but better that way.
​Apologies for missing the obvious . I was overcomplicating things...Thanks for pointing it out.
by Correcaminos
Thu Jan 22, 2026 7:46 am
Forum: Mods and Scenarios
Topic: Operation Sunset: The Battle for Badme (1999)
Replies: 51
Views: 1384

Re: Final Version. Operation Sunset: The Battle for Badme (1999)

​To be clear, I spent time searching through forums and generic Lua documentation first, but I couldn't find a working solution to dynamically deactivate an event via script. I used the AI as a resource to try and unblock that logic, and unfortunately, it hallucinated both Platform_Sleep and ...
by Correcaminos
Wed Jan 21, 2026 11:11 pm
Forum: Mods and Scenarios
Topic: Operation Sunset: The Battle for Badme (1999)
Replies: 51
Views: 1384

Re: Final Version. Operation Sunset: The Battle for Badme (1999)

I’ve finally mastered the local folder structure for loading briefings and event images, so no more reliance on external clouds. The potential for creating professional scenarios within CMO is fantastic. :D
by Correcaminos
Wed Jan 21, 2026 7:33 pm
Forum: Mods and Scenarios
Topic: Operation Sunset: The Battle for Badme (1999)
Replies: 51
Views: 1384

Re: Final Version. Operation Sunset: The Battle for Badme (1999)

Here we go ¡

v1.37 CHANGELOG:

CRITICAL FIX: Removed the Platform_Sleep command from the Victory script which was causing freezes/crashes on some systems. Verified the fix by stripping the conditional logic to force-trigger the message; confirmed stable execution.

AIRBASE LOGIC: Added "Large" and ...
by Correcaminos
Wed Jan 21, 2026 1:52 pm
Forum: Mods and Scenarios
Topic: Operation Sunset: The Battle for Badme (1999)
Replies: 51
Views: 1384

Re: Final Version. Operation Sunset: The Battle for Badme (1999)

​Thanks a lot for the logs! They pinpointed the issues perfectly. Here is the plan for the next update:
​1. Lua Errors:
You were absolutely right.
​Platform_Sleep: It turns out this command is strictly for the Professional Edition of CMO and causes crashes in the commercial build. I will remove it ...
by Correcaminos
Wed Jan 21, 2026 11:32 am
Forum: Mods and Scenarios
Topic: Operation Sunset: The Battle for Badme (1999)
Replies: 51
Views: 1384

Re: Final Version. Operation Sunset: The Battle for Badme (1999)

Hi Nikel,
​Thanks for the report! Here is the plan to fix those loopholes:
​1. The 'Asmara Rush': You are right, that advance is historically impossible. I will add a heavy defensive line (bunkers and armor) on the road to Asmara to stop any 'gamey' breakthrough.
​2. Hunting the SA-9s: To fix the ...
by Correcaminos
Tue Jan 20, 2026 10:58 pm
Forum: Mods and Scenarios
Topic: Operation Sunset: The Battle for Badme (1999)
Replies: 51
Views: 1384

Re: Final Version. Operation Sunset: The Battle for Badme (1999)

I am definitely very happy with the result. Those MiG-29s are terribly difficult—as we discussed, there were Russian and Ukrainian mercenary ACEs mixed in on both sides, so the high skill level is historically accurate. I played it myself and those MiGs really gave me a beating; I have to plan my ...
by Correcaminos
Tue Jan 20, 2026 7:56 pm
Forum: Mods and Scenarios
Topic: Operation Sunset: The Battle for Badme (1999)
Replies: 51
Views: 1384

Re: Final Version. Operation Sunset: The Battle for Badme (1999)

v1.35 CHANGELOG

Victory: Completely revamped. Now Score-based. Achieving >700 Points + Sinking MV Dahlak triggers an immediate "Triumph" ending. Otherwise, standard scoring applies at the end of 14h.

Briefing: Added historical "Field Intel" imagery and corrected the EMCON warning (Player radars ...
by Correcaminos
Tue Jan 20, 2026 11:56 am
Forum: Mods and Scenarios
Topic: Operation Sunset: The Battle for Badme (1999)
Replies: 51
Views: 1384

Re: Final Version. Operation Sunset: The Battle for Badme (1999)

The triumph can be considered your base score plus the sum of the units you lost
​I don't think I know anyone who isn't learning every day, hehe :D
by Correcaminos
Tue Jan 20, 2026 11:19 am
Forum: Mods and Scenarios
Topic: Operation Sunset: The Battle for Badme (1999)
Replies: 51
Views: 1384

Re: Final Version. Operation Sunset: The Battle for Badme (1999)

Hi Nikel,
​1. EMCON Confusion:
Regarding the radar/EMCON comment: Yeah, I totally got my wires crossed there (snap!) :(
​2. Victory Conditions:
You are absolutely right. Switching to a straight Score-based victory (>600 Points) is much cleaner, more logical, and easier to integrate than the ...
by Correcaminos
Mon Jan 19, 2026 11:14 pm
Forum: Mods and Scenarios
Topic: Operation Sunset: The Battle for Badme (1999)
Replies: 51
Views: 1384

Re: Final Version. Operation Sunset: The Battle for Badme (1999)



Thanks to your excellent reports, I have finalized the scenario. Version (v1.35)



You uploaded v1.32


The cover of a book on this war. I do not know if the soldier is Ethiopian or Eritrean, but by the face could represent one of the the 20th division :shock:

https://www.google.com/books ...
by Correcaminos
Mon Jan 19, 2026 9:22 pm
Forum: Mods and Scenarios
Topic: Operation Sunset: The Battle for Badme (1999)
Replies: 51
Views: 1384

Re: Final Version. Operation Sunset: The Battle for Badme (1999)

Knightpawn wrote: Mon Jan 19, 2026 7:21 pm I fixed the E_Su27 destroyed event but still I feel that -100 for each SU-27 lost is too taxing and very asymmetrical compared to +25 for each Mig-29 downed
Adjusted to -50 points, both Su27 models had great value

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