RC Dynamic Counter Attacks
by RadarController
0.9.16
Fix: ground spawn points are now snapped to the navmesh, so units land on walkable ground instead of inside rocks. Covers infantry and vehicles. Falls back safely on maps with no navmesh.
- Game Version
- 1.8.0.13
- Created
- Thu, 10 Sep 2026 14:51:30 GMT
- Last Modified
- Thu, 10 Sep 2026 14:51:42 GMT
0.9.14
- Fixed: if the insertion helicopter gets stuck on the way in and can't reach the objective, it now inserts its troops where it is - the same above-treeline hover insertion - instead of being removed and losing the squad. The air assault now delivers even when the helicopter's route in fails. This behaviour will change in the future once I've improved helicopter logic.
- Game Version
- 1.8.0.13
- Created
- Sat, 05 Sep 2026 18:32:16 GMT
- Last Modified
- Sat, 05 Sep 2026 18:32:28 GMT
0.9.13
- Fixed: helicopter air assaults now reliably deliver their troops in almost any terrain, including dense forest. Before, if the helicopter couldn't find a clear landing zone (thick spruce forest, for example), it aborted and never dropped its squad. - New behaviour: the helicopter flies to a standoff point near the objective and holds a hover above the treeline; the infantry squad inserts to the ground directly below and advances on the objective. The helicopter then departs - or makes its gun run if it's an armed gunship.
- Game Version
- 1.8.0.13
- Created
- Sat, 05 Sep 2026 13:30:40 GMT
- Last Modified
- Sat, 05 Sep 2026 13:30:52 GMT
0.9.12
NEW: HQ now SPEAKS the "counterattack repelled" callouts. When a counterattack is defeated, HQ reads the radio message aloud - a voiced clip for each of the 16 lines - played over the on-screen text. The voiced clips ship with the mod. On by default; set hqDefeatVoiceEnabled to false to fall back to the single notification sound.
- Game Version
- 1.8.0.13
- Created
- Sat, 05 Sep 2026 11:44:55 GMT
- Last Modified
- Sat, 05 Sep 2026 11:45:04 GMT
0.9.11
Small fixes
- Game Version
- 1.8.0.13
- Created
- Sat, 05 Sep 2026 10:27:11 GMT
- Last Modified
- Sat, 05 Sep 2026 10:27:17 GMT
0.9.10
- Fixed: the HQ "counterattack repelled" audio cue now actually plays (it was silent because UI sounds only load in the menu). Ships a placeholder sound (a stock jingle for now, sorry) to prove it works. Set hqMessageSoundEvent to your own sound to change it. - Fixed: no longer declares victory while enemy armour is still alive; leftover/stuck vehicles get cleaned up so they don't linger or carry into the next counterattack. - Improved: helicopters now pick better, closer, more open landing zones and reach them far more reliably, so air assaults land instead of aborting.
- Game Version
- 1.8.0.13
- Created
- Fri, 04 Sep 2026 21:11:13 GMT
- Last Modified
- Fri, 04 Sep 2026 21:11:19 GMT
0.9.9
- NEW: Audio cue for the HQ "counterattack repelled" callout: an audible radio/notification sound plays with the on-screen message so players notice it off-screen. On by default; hqMessageSoundEnabled=false to silence, hqMessageSoundEvent to swap the sound. Client-side only, no effect on dedicated/headless. - NEW: Server-side configuration fully documented: drop-in DCA_Config.json to tune the counterattack without rebuilding (copy-paste template + every key in the Server Configuration section). - Fixed: a transport heli that timed out taking off after dropping troops could idle frozen; now departs and despawns cleanly. - Housekeeping: cleared an internal config-loader deprecation warning (no behaviour change).
- Game Version
- 1.8.0.13
- Created
- Fri, 04 Sep 2026 17:47:56 GMT
- Last Modified
- Fri, 04 Sep 2026 17:48:01 GMT
0.9.7
Small fixes for 1.8.0.13 compatibility
- Game Version
- 1.8.0.13
- Created
- Fri, 04 Sep 2026 16:16:57 GMT
- Last Modified
- Fri, 04 Sep 2026 16:17:06 GMT
0.9.6
- Helicopters no longer leave the attack stuck. Before, a helicopter that couldn't complete its troop drop could be left frozen in the air or parked, with its squad still aboard, and that also stopped the game from ever registering the counterattack as beaten, so the fight never ended and a ghost helicopter sat on the map. Every way a helicopter can give up is now handled: no valid landing zone, can't reach a hard or mountain LZ in time, a final landing that times out short of touchdown, or a failed engine start. In each case the aircraft and anyone aboard are removed, the counterattack completes, and nothing is left behind. - The "counterattack repelled" HQ message now reaches everyone. When you beat the ground assault, the HQ radio callout is broadcast from the game mode, so every player on the server reliably sees the popup (previously it could miss players who were out of range of the attacking units). It still varies across a pool of 16 lines and stays fully configurable — force one fixed line, or switch it off. - Added quiet log diagnostics that confirm whether the popup was delivered and shown, to make any future issue easy to spot. Tested on 1.0.8.13
- Game Version
- 1.8.0.13
- Created
- Thu, 03 Sep 2026 21:36:15 GMT
- Last Modified
- Thu, 03 Sep 2026 21:36:39 GMT
0.9.3
- NEW: "Counterattack repelled" HQ callout. When you defeat the counterattack's ground assault, an HQ/radio-style message pops up on-screen for every player - varied across 16 lines so it never gets repetitive. Configurable: set counterattackDefeatedMessage to force one fixed line, or counterattackDefeatedMessageEnabled=false to switch it off. - NEW: Helicopter despawn lifecycle. Transport helicopters now despawn after they egress, and the CAS gunship breaks off and despawns once the objective is won - no more orphaned helicopters accumulating over a long session. - Fixed: the "counterattack repelled" message no longer fires early while a helicopter air-assault or a later ground/armour wave is still inbound.
- Game Version
- 1.8.0.10
- Created
- Wed, 02 Sep 2026 20:24:59 GMT
- Last Modified
- Wed, 02 Sep 2026 20:25:04 GMT
0.9.1
Fixed: with a DCA_Config.json present, any setting you left out of the file now correctly falls back to its default. Previously an omitted key could be read as empty/zero - most visibly an omitted attacker-prefab key stopped the counterattack from launching. A partial config (e.g. only spawnDistanceScale) now works as intended.
- Game Version
- 1.8.0.10
- Created
- Tue, 01 Sep 2026 20:26:08 GMT
- Last Modified
- Tue, 01 Sep 2026 20:26:13 GMT
0.9.0
Public alpha - feel free to let me know on Discord if you've used the mod or have any issues!
- Game Version
- 1.8.0.10
- Created
- Mon, 31 Aug 2026 19:38:25 GMT
- Last Modified
- Mon, 31 Aug 2026 19:38:33 GMT
0.6.9
- Fixed: on multi-faction maps (US/USSR/FIA on Everon), the capture counterattack now reliably comes from the correct conventional enemy (USSR) instead of the independent faction (FIA). - The opposing-faction picker now prefers a conventional force over an independent one even when both have spawnable group pools.
- Game Version
- 1.8.0.10
- Created
- Mon, 31 Aug 2026 18:38:43 GMT
- Last Modified
- Mon, 31 Aug 2026 18:38:49 GMT
0.6.8
- Capture-triggered counterattacks now fire: capturing a Conflict base is detected and launches a combined-arms counterattack against the opposite faction at that base. (Implemented but unproven in 0.6.6; now working live, end-to-end.) - Correct opponent on multi-faction maps: on 3-faction Conflict (e.g. Everon US/USSR/FIA) the counterattack now comes from the proper conventional opponent (USSR), not a minor/independent faction. An optional attacker-faction override is available. - Optional companion add-on DCA_CPR_Compatibility now validated in-game: it suppresses ConflictPVERemixed's own counterattacks and artillery so DCA is the sole quick-reaction force (only needed with CPR).
- Game Version
- 1.8.0.10
- Created
- Mon, 31 Aug 2026 14:18:10 GMT
- Last Modified
- Mon, 31 Aug 2026 14:18:14 GMT
0.6.7
Changed base capture flag method
- Game Version
- 1.8.0.10
- Created
- Mon, 31 Aug 2026 13:33:43 GMT
- Last Modified
- Mon, 31 Aug 2026 13:33:46 GMT
0.6.6
- Automatic activation: DCA now arms itself on any Conflict or campaign world just by loading the mod - no manual hook placement, entity setup, or scenario editing. - A single shared capture trigger now covers every base on the map. - New optional companion add-on, DCA_CPR_Compatibility, that suppresses ConflictPVERemixed's own counterattacks and artillery so DCA is the only quick-reaction force (use only with CPR).
- Game Version
- 1.8.0.10
- Created
- Mon, 31 Aug 2026 12:41:24 GMT
- Last Modified
- Mon, 31 Aug 2026 12:41:29 GMT
0.6.1
- **Armed-CAS takeoff fixed** — armed helicopters now lift off and move onto **close air support** after dropping their troops. - **Fixed frozen helicopters** — resolved a case where a helicopter could hang motionless in the air after a timed-out takeoff; it now hands off to flight gracefully instead. - Version bump to **v0.6.1**.
- Game Version
- 1.8.0.10
- Created
- Sun, 30 Aug 2026 21:23:49 GMT
- Last Modified
- Sun, 30 Aug 2026 21:23:52 GMT
0.6.0
- Game Version
- 1.8.0.10
- Created
- Sun, 30 Aug 2026 18:33:51 GMT
- Last Modified
- Sun, 30 Aug 2026 18:33:55 GMT
0.5.7
Added mission file
- Game Version
- 1.8.0.10
- Created
- Sun, 30 Aug 2026 16:23:28 GMT
- Last Modified
- Sun, 30 Aug 2026 16:23:32 GMT
0.5.6
Moving to unlisted
- Game Version
- 1.8.0.10
- Created
- Sun, 30 Aug 2026 16:13:16 GMT
- Last Modified
- Sun, 30 Aug 2026 16:13:20 GMT
0.5.5
- Game Version
- 1.8.0.10
- Created
- Sun, 30 Aug 2026 16:11:02 GMT
- Last Modified
- Sun, 30 Aug 2026 16:11:04 GMT
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