Adjusted to -50 points, both Su27 models had great valueKnightpawn 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
Operation Sunset: The Battle for Badme (1999)
Moderator: MOD_Command
- Correcaminos
- Posts: 121
- Joined: Sun Jun 01, 2025 7:25 am
Re: Final Version. Operation Sunset: The Battle for Badme (1999)
"Si vis pacem, para bellum."
Re: Final Version. Operation Sunset: The Battle for Badme (1999)
You uploaded v1.32Correcaminos wrote: Mon Jan 19, 2026 9:16 pm Thanks to your excellent reports, I have finalized the scenario. Version (v1.35)
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
https://www.google.com/books/edition/Sh ... ons&gbpv=1

- Correcaminos
- Posts: 121
- Joined: Sun Jun 01, 2025 7:25 am
Re: Final Version. Operation Sunset: The Battle for Badme (1999)
I overwrote version 1.32, so the one I uploaded is the correct one. I'll leave it like that; it's not a problem. That book looks good; I'll have to check it out. There's a lot of fighting on both sides; the wounds are still open to this day.Nikel wrote: Mon Jan 19, 2026 10:12 pmYou uploaded v1.32Correcaminos wrote: Mon Jan 19, 2026 9:16 pm Thanks to your excellent reports, I have finalized the scenario. Version (v1.35)
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![]()
https://www.google.com/books/edition/Sh ... ons&gbpv=1
![]()
"Si vis pacem, para bellum."
Re: Final Version. Operation Sunset: The Battle for Badme (1999)
v1.32 tested
SPOILERS ALERT
This time a triumph with 635 points despite the ACs losses.
Destroyed all the land forces attacking Badme and did not see the end of scenario message, how many points are needed?
Regarding the EMCON on radars and SAMs, I was talking about Ethiopian, not Eritrean
The book and the cover. I was referring that perhaps you may incorporate it to the scenario, without the title and the author part.
The pics you include are links, are they not? Web pages are lost and with them the pics. Thinking in the long term, is it possible to embed them in the scenario instead of using links?
SPOILERS ALERT
This time a triumph with 635 points despite the ACs losses.
Destroyed all the land forces attacking Badme and did not see the end of scenario message, how many points are needed?
Regarding the EMCON on radars and SAMs, I was talking about Ethiopian, not Eritrean
The book and the cover. I was referring that perhaps you may incorporate it to the scenario, without the title and the author part.
The pics you include are links, are they not? Web pages are lost and with them the pics. Thinking in the long term, is it possible to embed them in the scenario instead of using links?
------------------AS OF: 26-Feb-99 19:50:15
SIDE: ETHIOPIA
===========================================================
LOSSES:
-------------------------------
2x Mi-24V Hind E [Mi-35]
3x Su-25TK Frogfoot A
2x Su-27SK Flanker B
EXPENDITURES:
------------------
2x 12.7mm Yak-B Burst [100 rnds]
100x 23mm ZU-23-2 Burst [20 rnds]
9x 7.62mm MG Burst [20 rnds]
93x 73mm 2A28 Grom HE
6x 82mm HE Mortar
4x AA-10 Alamo A [R-27R, MR TSARH]
6x AA-10 Alamo A [R-27R1, MR TSARH]
4x AA-10 Alamo B [R-27T, MR IR]
4x AA-10 Alamo C [R-27ER, LR TSARH]
6x AA-10 Alamo C [R-27ER1, LR TSARH]
1x AA-11 Archer [R-73]
3x AT-3 Sagger B [9M14M Malyutka]
31x AT-6 Spiral [9M114 Kokon]
24x FAB-500M-54 GPB
2x Generic Chaff Salvo [4x Cartridges]
194x S-5K 57mm Rocket
20x SA-3b Goa [5V27, V-601P]
SIDE: ERITREA
===========================================================
LOSSES:
-------------------------------
6x 130mm/52 M-46 M1954 Towed Howitzer
2x 23mm ZSU-23-4 Shilka
2x 23mm ZU-23-2 [Type 89 APC]
6x BM-21 Grad MLRS
15x BMP-1 [AT-3 Sagger B] IFV
1x Commercial Container Vessel - Small Feeder [750 TEU, 9,500t DWT]
5x GAZ-66-11
7x MB.339A
2x MiG-29 Fulcrum A
1x Radar (Long Track [P-40])
1x RK Osa II [Pr.205U]
6x SA-16 Gimlet [9K310 Igla-1] MANPADS
4x SA-6a Gainful [2P25] TEL
3x SA-7b Grail [9K32M Strela-2M] MANPADS
12x T-55 Main Battle Tank
5x Ural-4320
1x Vehicle (Straight Flush [1S91])
EXPENDITURES:
------------------
42x 100mm AP
600x 130mm/52 HE
8x 30mm DEFA 553 x 2 Burst [50 rnds]
13x AA-10 Alamo A [R-27R, MR TSARH]
1x AA-11 Archer [R-73]
2x Generic Chaff Salvo [5x Cartridges]
1x Generic Flare Salvo [3x Cartridges, Single Spectral]
4x SA-6a Gainful [3M9]
SIDE: Civil
===========================================================
LOSSES:
-------------------------------
EXPENDITURES:
- Correcaminos
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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 previous unit-percentage scripts. I will implement these changes this afternoon.
3. The Book Cover & Images:
I really like that suggestion. Including the book imagery helps give more protagonism to the 20th Division and sets the mood perfectly. I will look for a clean version of that image to embed in the HTML briefing.
4. Difficulty Balance:
I must say, I am really pleased with the outcome. Seeing that even an expert player like you had to take some losses to achieve victory means the mission has 'earned its stripes.' It is challenging but fair, exactly what I was aiming for.
I'll get to work on these final touches this afternoon!
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 previous unit-percentage scripts. I will implement these changes this afternoon.
3. The Book Cover & Images:
I really like that suggestion. Including the book imagery helps give more protagonism to the 20th Division and sets the mood perfectly. I will look for a clean version of that image to embed in the HTML briefing.
4. Difficulty Balance:
I must say, I am really pleased with the outcome. Seeing that even an expert player like you had to take some losses to achieve victory means the mission has 'earned its stripes.' It is challenging but fair, exactly what I was aiming for.
I'll get to work on these final touches this afternoon!
"Si vis pacem, para bellum."
Re: Final Version. Operation Sunset: The Battle for Badme (1999)
Not an expert precisely. Learning CMO daily
With that losses, perhaps a triumph is too much. Consider removing more points from Flanker losses.
The Su-25 losses was an experiment that failed.
With that losses, perhaps a triumph is too much. Consider removing more points from Flanker losses.
The Su-25 losses was an experiment that failed.
- Correcaminos
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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
I don't think I know anyone who isn't learning every day, hehe
"Si vis pacem, para bellum."
- Correcaminos
- Posts: 121
- Joined: Sun Jun 01, 2025 7:25 am
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 start Passive/OFF).


It should be almost ready by now
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 start Passive/OFF).


It should be almost ready by now
"Si vis pacem, para bellum."
- Correcaminos
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- Joined: Sun Jun 01, 2025 7:25 am
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 CAPs better next time. Otherwise, it looks wonderful.
One critical tip regarding the fuel: Flying high over the mountains is fundamental to arriving at the CAP station with full tanks. You should cruise at 45,000 ft. At that altitude, the air is thinner, which drastically reduces drag and fuel consumption. If you fly lower in this mountainous region, the engines burn much more fuel fighting the dense air and navigating the terrain. Staying high ensures you have the endurance to fight.
One critical tip regarding the fuel: Flying high over the mountains is fundamental to arriving at the CAP station with full tanks. You should cruise at 45,000 ft. At that altitude, the air is thinner, which drastically reduces drag and fuel consumption. If you fly lower in this mountainous region, the engines burn much more fuel fighting the dense air and navigating the terrain. Staying high ensures you have the endurance to fight.
"Si vis pacem, para bellum."
Re: Final Version. Operation Sunset: The Battle for Badme (1999)
It is an excellent scenario indeed
Complicated air battles, land action, Hinds, surprises,...
Probably you are happy with it and want to finish, but I have more comments to do
SPOILERS ALERT
v1.35 tested.
This is the first time I had ACs losses on the ground, 2 MiG-21 by bombs.
Due to the losses I was not getting the 600 points to the victory screen, so tried a gamey advance of land forces from Badme to Asmara. They got more points but I had to get 705 points for the Victory screen to appear.
To avoid this trick (these forces should remain in Badme), perhaps you could add some static land Eritrean Forces to defend Asmara and perhaps Sawa.
The same can be said for the infiltrated Eritrean teams, they are deadly to the Hinds, so if they are located they should be destroyed by Ethiopian land forces near Mekele and Aksum.
I think you did not comment on the land detachment near Bahir-Dar.
Complicated air battles, land action, Hinds, surprises,...
Probably you are happy with it and want to finish, but I have more comments to do
SPOILERS ALERT
v1.35 tested.
This is the first time I had ACs losses on the ground, 2 MiG-21 by bombs.
Due to the losses I was not getting the 600 points to the victory screen, so tried a gamey advance of land forces from Badme to Asmara. They got more points but I had to get 705 points for the Victory screen to appear.
To avoid this trick (these forces should remain in Badme), perhaps you could add some static land Eritrean Forces to defend Asmara and perhaps Sawa.
The same can be said for the infiltrated Eritrean teams, they are deadly to the Hinds, so if they are located they should be destroyed by Ethiopian land forces near Mekele and Aksum.
I think you did not comment on the land detachment near Bahir-Dar.
v1.AS OF: 26-Feb-99 19:40:00
SIDE: ETHIOPIA
===========================================================
LOSSES:
-------------------------------
1x A/C Hangar (2x Medium Aircraft)
1x Mi-24V Hind E [Mi-35]
2x MiG-21bis Fishbed L
1x Su-25TK Frogfoot A
2x Su-27SK Flanker B
2x Su-27UB Flanker C
EXPENDITURES:
------------------
49x 12.7mm Yak-B Burst [100 rnds]
38x 23mm ZU-23-2 Burst [20 rnds]
3x 30mm Gsh-30-2 Burst [50 rnds]
152x 7.62mm MG Burst [20 rnds]
360x 73mm 2A28 Grom HE
17x 82mm HE Mortar
4x AA-10 Alamo A [R-27R, MR TSARH]
4x AA-10 Alamo B [R-27T, MR IR]
4x AA-10 Alamo C [R-27ER, LR TSARH]
4x AA-10 Alamo C [R-27ER1, LR TSARH]
1x AA-11 Archer [R-73]
4x AA-8 Aphid [R-60M]
36x AT-3 Sagger B [9M14M Malyutka]
16x AT-6 Spiral [9M114 Kokon]
12x FAB-500M-54 GPB
2x Generic Flare Salvo [4x Cartridges, Single Spectral]
12x RBK-250-PTAB CB [30 x PTAB-2.5 Anti-Tank Bomblets]
10x S-13B 122mm Rocket [Penetrator]
252x S-5K 57mm Rocket
28x SA-3b Goa [5V27, V-601P]
4x SA-7a Grail [9M32]
SIDE: ERITREA
===========================================================
LOSSES:
-------------------------------
6x 130mm/52 M-46 M1954 Towed Howitzer
2x 23mm ZSU-23-4 Shilka
2x 23mm ZU-23-2 [Type 89 APC]
6x BM-21 Grad MLRS
15x BMP-1 [AT-3 Sagger B] IFV
1x Commercial Container Vessel - Small Feeder [750 TEU, 9,500t DWT]
5x GAZ-66-11
8x MB.339A
6x MiG-29 Fulcrum A
1x Radar (Long Track [P-40])
6x SA-16 Gimlet [9K310 Igla-1] MANPADS
4x SA-3c Goa Quad Rail
8x SA-6a Gainful [2P25] TEL
3x SA-7a Grail [9K32 Strela-2] MANPADS
6x SA-7b Grail [9K32M Strela-2M] MANPADS
12x T-55 Main Battle Tank
4x Ural-4320
1x Vehicle (Flat Face B [P-19])
1x Vehicle (Low Blow [SNR-125])
2x Vehicle (Straight Flush [1S91])
EXPENDITURES:
------------------
600x 130mm/52 HE
2x 30mm DEFA 553 x 2 Burst [50 rnds]
11x AA-10 Alamo A [R-27R, MR TSARH]
4x AA-11 Archer [R-73]
1x Generic Chaff Salvo [5x Cartridges]
2x Generic Flare Salvo [3x Cartridges, Single Spectral]
4x Mk82 500lb LDGP
3x SA-16 Gimlet [9M313]
SIDE: Civil
===========================================================
LOSSES:
-------------------------------
EXPENDITURES:
------------------
- Correcaminos
- Posts: 121
- Joined: Sun Jun 01, 2025 7:25 am
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 ground combat issue, I will deploy BM-21 Grad rocket launchers at the friendly airbases. If you spot the infiltrators, you can simply rain rockets on them without risking a Hind or a ground skirmish.
3. Bahir-Dar: Correct, those are the airborne/transportable troops...
And I must say, I love that you lost two MiG-21s on the ground! It shows the enemy deep strikes are actually dangerous and not just for show. I will upload the fixes shortly.
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 ground combat issue, I will deploy BM-21 Grad rocket launchers at the friendly airbases. If you spot the infiltrators, you can simply rain rockets on them without risking a Hind or a ground skirmish.
3. Bahir-Dar: Correct, those are the airborne/transportable troops...
And I must say, I love that you lost two MiG-21s on the ground! It shows the enemy deep strikes are actually dangerous and not just for show. I will upload the fixes shortly.
"Si vis pacem, para bellum."
Re: Final Version. Operation Sunset: The Battle for Badme (1999)
OK, thanks.
1. Or perhaps is simpler to add a penalization if you abandon Badme zone? The 20th division commander disobeyed the orders to hold Badme!
2. Usually you spot them when they shoot down a passing Hind, then you try to destroy them with the remaining Hinds and the result if that you lose another one
3. So they should be deployed to Badme with the reinforcements?
4. The first time they where successful and managed to escape, until now they were destroyed by the Ethiopian ADs, no CAP was required. Did you change anything in them?
5. NLua messages still appearing, cannot help with them, no idea what they mean. Perhaps you could ask in the lua section of the forum.
1. Or perhaps is simpler to add a penalization if you abandon Badme zone? The 20th division commander disobeyed the orders to hold Badme!
2. Usually you spot them when they shoot down a passing Hind, then you try to destroy them with the remaining Hinds and the result if that you lose another one
3. So they should be deployed to Badme with the reinforcements?
4. The first time they where successful and managed to escape, until now they were destroyed by the Ethiopian ADs, no CAP was required. Did you change anything in them?
5. NLua messages still appearing, cannot help with them, no idea what they mean. Perhaps you could ask in the lua section of the forum.
Exception: [string "CachedChunk"]:117: attempt to call a nil value (global 'ScenEdit_SetEventState')
Stack Trace: at NLua.Lua.ThrowExceptionFromError(Int32 oldTop)
at NLua.Lua.CallFunction(Object function, Object[] args, Type[] returnTypes)
at NLua.LuaFunction.Call(Object[] args)
at Adfs2QqMGUifo0Ac7CVE.qLd8ynxTUEn(Object , Object[] , Adfs2QqMGUifo0Ac7CVE )
at Command_Core.LuaUtility.DoString_Optimized(Lua lua, String chunk, String chunkName)
at Command_Core.Lua.LuaSandBox.RunScript(String str, Boolean RunInteractively, String script, String fullPath)
Exception: [string "CachedChunk"]:117: attempt to call a nil value (global 'ScenEdit_SetEventState')
Stack Trace: at NLua.Lua.ThrowExceptionFromError(Int32 oldTop)
at NLua.Lua.CallFunction(Object function, Object[] args, Type[] returnTypes)
at NLua.LuaFunction.Call(Object[] args)
at Adfs2QqMGUifo0Ac7CVE.qLd8ynxTUEn(Object , Object[] , Adfs2QqMGUifo0Ac7CVE )
at Command_Core.LuaUtility.DoString_Optimized(Lua lua, String chunk, String chunkName)
at Command_Core.Lua.LuaSandBox.RunScript(String str, Boolean RunInteractively, String script, String fullPath)
Exception: [string "CachedChunk"]:27: attempt to call a nil value (global 'Platform_Sleep')
Stack Trace: at NLua.Lua.ThrowExceptionFromError(Int32 oldTop)
at NLua.Lua.CallFunction(Object function, Object[] args, Type[] returnTypes)
at NLua.LuaFunction.Call(Object[] args)
at Adfs2QqMGUifo0Ac7CVE.qLd8ynxTUEn(Object , Object[] , Adfs2QqMGUifo0Ac7CVE )
at Command_Core.LuaUtility.DoString_Optimized(Lua lua, String chunk, String chunkName)
at Command_Core.Lua.LuaSandBox.RunScript(String str, Boolean RunInteractively, String script, String fullPath)
- Correcaminos
- Posts: 121
- Joined: Sun Jun 01, 2025 7:25 am
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.
ScenEdit_SetEventState: This is deprecated syntax. I will update the scripts to the modern standard.
2. The 'Asmara Rush' & Ground Combat:
To prevent the 'gamey' advance to Asmara, I will implement a strict Exclusion Zone north of Badme. If the 20th Division advances too far, it will trigger a 'Disobeying Orders' event and end the scenario.
Note on Ground Units: We will handle ground interactions as best as the Commercial Version allows. Since CMO is not yet fully optimized for complex ground warfare (compared to air/naval), using scripts/zones is often more reliable than relying on ground AI behavior.
3. MiG-21s & EMCON:
Regarding the surviving MiGs: this is indeed due to the new Passive EMCON settings. Since your radars are OFF by default, the automatic SAM response is delayed. I tested it myself last night: if you actively manage your sensors (turning on AEW/FCRs at the right moment), you can still wipe them out. The difficulty is working as intended!
4. Bahir-Dar:
Correct, those are the reinforcements.
I will get to work on these fixes and upload the new version soon. Thanks again for the deep testing
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.
ScenEdit_SetEventState: This is deprecated syntax. I will update the scripts to the modern standard.
2. The 'Asmara Rush' & Ground Combat:
To prevent the 'gamey' advance to Asmara, I will implement a strict Exclusion Zone north of Badme. If the 20th Division advances too far, it will trigger a 'Disobeying Orders' event and end the scenario.
Note on Ground Units: We will handle ground interactions as best as the Commercial Version allows. Since CMO is not yet fully optimized for complex ground warfare (compared to air/naval), using scripts/zones is often more reliable than relying on ground AI behavior.
3. MiG-21s & EMCON:
Regarding the surviving MiGs: this is indeed due to the new Passive EMCON settings. Since your radars are OFF by default, the automatic SAM response is delayed. I tested it myself last night: if you actively manage your sensors (turning on AEW/FCRs at the right moment), you can still wipe them out. The difficulty is working as intended!
4. Bahir-Dar:
Correct, those are the reinforcements.
I will get to work on these fixes and upload the new version soon. Thanks again for the deep testing
"Si vis pacem, para bellum."
Re: Final Version. Operation Sunset: The Battle for Badme (1999)
Correcaminos wrote: Wed Jan 21, 2026 1:52 pm 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.
ScenEdit_SetEventState: This is deprecated syntax. I will update the scripts to the modern standard.
2. The 'Asmara Rush' & Ground Combat:
To prevent the 'gamey' advance to Asmara, I will implement a strict Exclusion Zone north of Badme. If the 20th Division advances too far, it will trigger a 'Disobeying Orders' event and end the scenario.
Note on Ground Units: We will handle ground interactions as best as the Commercial Version allows. Since CMO is not yet fully optimized for complex ground warfare (compared to air/naval), using scripts/zones is often more reliable than relying on ground AI behavior.
3. MiG-21s & EMCON:
Regarding the surviving MiGs: this is indeed due to the new Passive EMCON settings. Since your radars are OFF by default, the automatic SAM response is delayed. I tested it myself last night: if you actively manage your sensors (turning on AEW/FCRs at the right moment), you can still wipe them out. The difficulty is working as intended!
4. Bahir-Dar:
Correct, those are the reinforcements.
I will get to work on these fixes and upload the new version soon. Thanks again for the deep testing
1. Time to request that function for the commercial version
3. The radars are off by default, but in every version tested to turn them on is the first thing I do, radars and SAMS. Except the ones on the South. The Eritreans were just lucky this time, some of them were destroyed, but 2 survived and dropped bombs.
- Correcaminos
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- Joined: Sun Jun 01, 2025 7:25 am
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 "Very Large" parking facilities to Aksum Airbase. Fixes the issue where Su-27 Flankers could not land or divert there due to parking size mismatch.
GAMEPLAY: Implemented a strict "Exclusion Zone" north of Badme. Land units pushing towards Asmara (violating historical orders) will now trigger an immediate Game Over event.
BALANCE: Added BM-21 Grad batteries to Mekele and Aksum airbases for perimeter defense against infiltrators.
VISUAL: Enhanced HTML styling for Victory and Defeat messages.
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 "Very Large" parking facilities to Aksum Airbase. Fixes the issue where Su-27 Flankers could not land or divert there due to parking size mismatch.
GAMEPLAY: Implemented a strict "Exclusion Zone" north of Badme. Land units pushing towards Asmara (violating historical orders) will now trigger an immediate Game Over event.
BALANCE: Added BM-21 Grad batteries to Mekele and Aksum airbases for perimeter defense against infiltrators.
VISUAL: Enhanced HTML styling for Victory and Defeat messages.
"Si vis pacem, para bellum."
- Correcaminos
- Posts: 121
- Joined: Sun Jun 01, 2025 7:25 am
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. 
"Si vis pacem, para bellum."
Re: Final Version. Operation Sunset: The Battle for Badme (1999)
Neither of those are real function, in CMO or PE. Nor have they ever been functions that have existed. They look like crap ChatGPT or another LLM decided to make up out of thin air.Correcaminos wrote: Wed Jan 21, 2026 1:52 pm 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.
ScenEdit_SetEventState: This is deprecated syntax. I will update the scripts to the modern standard.
Re: Final Version. Operation Sunset: The Battle for Badme (1999)
Was it that?
It is always a good idea when requesting lua code for CMO to an AI, to add:
But use only working lua code from this site
https://commandlua.github.io/
It is always a good idea when requesting lua code for CMO to an AI, to add:
But use only working lua code from this site
https://commandlua.github.io/
- Correcaminos
- Posts: 121
- Joined: Sun Jun 01, 2025 7:25 am
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 ScenEdit_SetEventState.
1. The wrong code
I was trying to pause the game briefly and then kill the event so it wouldn't fire twice.
-- FAULTY AI CODE
if score >= 50 then
Platform_Sleep(1) -- CRASH
ScenEdit_SpecialMessage(...)
ScenEdit_SetEventState('Event_Victory', 'Inactive') -- FAKE COMMAND
ScenEdit_EndScenario()
end
2. My current fix
I stripped all those lines. This is what I am running now. Is this logic correct/safe to use?
-- CURRENT CODE
local score = ScenEdit_GetScore('ETHIOPIA')
if score >= 50 then
-- Direct message and end. No pauses, no event toggling.
local msg = [[ ... html content ... ]]
ScenEdit_SpecialMessage('ETHIOPIA', msg)
ScenEdit_EndScenario()
end
One final question: what is the **correct** syntax/function to set an Event to 'Inactive' via Lua? I would like to know the proper method for future scripts
my remaining question what is the correct syntax/function to set an Event to 'Inactive' via Lua?"
1. The wrong code
I was trying to pause the game briefly and then kill the event so it wouldn't fire twice.
-- FAULTY AI CODE
if score >= 50 then
Platform_Sleep(1) -- CRASH
ScenEdit_SpecialMessage(...)
ScenEdit_SetEventState('Event_Victory', 'Inactive') -- FAKE COMMAND
ScenEdit_EndScenario()
end
2. My current fix
I stripped all those lines. This is what I am running now. Is this logic correct/safe to use?
-- CURRENT CODE
local score = ScenEdit_GetScore('ETHIOPIA')
if score >= 50 then
-- Direct message and end. No pauses, no event toggling.
local msg = [[ ... html content ... ]]
ScenEdit_SpecialMessage('ETHIOPIA', msg)
ScenEdit_EndScenario()
end
One final question: what is the **correct** syntax/function to set an Event to 'Inactive' via Lua? I would like to know the proper method for future scripts
my remaining question what is the correct syntax/function to set an Event to 'Inactive' via Lua?"
Last edited by Correcaminos on Thu Jan 22, 2026 8:16 am, edited 3 times in total.
"Si vis pacem, para bellum."
