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create-mission

Use when: creating a new DCS mission, /createmission, generate mission spec, design scenario, plan mission, build scenario spec, define mission objectives, scenario design, mission planning. Generates a full structured mission specification (factions, unit groups, flights, SAM sites, IADS, objectives, win conditions) for the currently running mission and hands it off to MissionBuilder for injection.

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deadl1f7/dcs-hivemind
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2026年4月3日 20:33
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SKILL.md
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name
create-mission
description
Use when: creating a new DCS mission, /createmission, generate mission spec, design scenario, plan mission, build scenario spec, define mission objectives, scenario design, mission planning. Generates a full structured mission specification (factions, unit groups, flights, SAM sites, IADS, objectives, win conditions) for the currently running mission and hands it off to MissionBuilder for injection.
argument-hint
Describe the type of mission you want, e.g. 'SEAD escort strike on a defended airfield' or leave blank to be interviewed
# create-mission Skill Generates a complete, structured DCS mission specification from a brief description or an interactive interview, then delegates execution to the MissionBuilder agent. ## When to Use - User types `/createmission` in chat - User asks to "create a mission", "design a scenario", "plan a mission", "build a scenario" - Any request to design a new DCS mission from scratch ## Procedure ### Step 1 — Query the Live Theatre Before interviewing the user, call `GetTheatre` via the dcs-world skill to determine the active map. Use the returned theatre name to look up location names, airbases, and terrain features from [DCS Theatre Reference](../../assets/theatre-reference.md). This grounds all AO descriptions in the correct geography. ### Step 2 — Interview the User If the user has not provided enough detail, ask the following questions (use `vscode_askQuestions` if available, otherwise ask in chat): 1. **Mission Type** — What is the core mission type? - Strike / Deep Strike - SEAD / DEAD - CAS (Close Air Support) - CAP / Air Superiority - Ground Assault / Armoured Push - Interdiction - Combined Arms (mixed air + ground) - Other (describe) 2. **Complexity** — Simple (1-2 objectives, small force), Medium (3-4 objectives, mixed arms), Complex (multi-phase, large force) 3. **Bluefor Faction** — Who is the Bluefor side? (e.g. USA, NATO, UK) 4. **Redfor Faction** — Who is the Redfor side? (e.g. Russia, Iran, Generic OPFOR) 5. **Area of Operations** — Where on the map? Name a city, airbase, or region as the focal point. 6. **Key Objective** — What must Bluefor accomplish? (e.g. "destroy the radar at Gudauta", "hold the Sukhumi corridor") 7. **Player Role** (optional) — Is there a human player slot? What aircraft/role? If the user already provided a description with enough context, skip the interview and infer answers from it. --- ### Step 3 — Generate the Mission Spec Using the theatre (from `GetTheatre`) and the user's answers, produce a formatted mission specification following the [Mission Spec Template](./assets/mission-spec-template.md). The spec must include all of these sections: #### 3.1 Header - `Theatre` — resolved from `GetTheatre` (do not ask the user) - `Mission Type` — primary type - `Complexity` — Simple / Medium / Complex - `Summary` — 2-3 sentence narrative hook #### 3.2 Factions - **Bluefor**: faction name, doctrine (aggressive/defensive/combined arms) - **Redfor**: faction name, doctrine #### 3.3 Area of Operations - Primary AO name and description (map region, approximate lat/lon zone or named location) - Key terrain features relevant to the scenario (ridgelines, chokepoints, urban areas, coastline) #### 3.4 Objectives List each objective with: - `ID` (OBJ-1, OBJ-2, …) - `Description` — what must be done - `Faction` — Bluefor or Redfor - `Type` — Destroy / Capture / Defend / Escort / Suppress / Reach - `Priority` — Primary / Secondary - `Win Condition` — what marks it complete #### 3.5 Ground Forces For each ground group, specify: | Group Name (Template) | Coalition | Type | Role | Location | Units | |---|---|---|---|---|---| | `RED_ArmourPush_1` | Redfor | Armour | Assault | East of Sukhumi | T-80U x4, BMP-2 x2 | | `BLUE_MANPAD_Screen` | Bluefor | Infantry | Air Defence | Batumi perimeter | Igla-S x3 | #### 3.6 Air Defence / IADS For each SAM or EWR group: | Group Name (Template) | Coalition | System | Role | Location | Notes | |---|---|---|---|---|---| | `RED_SA10_Site` | Redfor | S-300 PS | Long Range SAM | NE Sukhumi | MANTIS-managed | | `RED_SA6_FWD` | Redfor | Kub | Medium SAM | Forward line | Roving threat | | `RED_EWR_East` | Redfor | 55G6 EWR | Early Warning | Tbilisi East | Feeds IADS | #### 3.7 Air Assets / Flights For each flight (AI or player): | Flight Name (Template) | Coalition | Aircraft | Role | Task | Airbase/FARP | Loadout Hint | Notes | |---|---|---|---|---|---|---|---| | `BLUE_F16_SEAD` | Bluefor | F-16C | SEAD | Suppress SA-6 | Batumi | AGM-88 x4, AIM-9 x2 | AI | | `RED_Su27_CAP` | Redfor | Su-27 | CAP | Patrol AO | Gudauta | R-77 x4, R-73 x2 | AI dispatcher | | `BLUE_A10_CAS` | Bluefor | A-10C | CAS | Attack armour | Senaki | Mk-82 x8, GAU | AI | #### 3.8 Static Structures (optional) For structures to spawn as static objects: | Static Name | Coalition | Type | Location | Purpose | |---|---|---|---|---| | `RED_Radar_Gudauta` | Redfor | EWR Radar | Gudauta airfield | Target - strike objective | | `BLUE_FARP_Alpha` | Bluefor | FARP | South Sukhumi | Rearming point | #### 3.9 Moose Systems to Use List the autonomous Moose systems that MissionBuilder should activate: - **MANTIS** — for Redfor IADS (SAMs + EWR) - **AI_A2A_DISPATCHER** — for Redfor CAP (threat detection → scramble) - **AI_A2G_DISPATCHER** — for Bluefor CAS response - **AI_A2G_SEAD** — for Bluefor SEAD flights - **ARMYGROUP** — for ground assault management - **SET_GROUP / SCHEDULER** — for timed reinforcements #### 3.10 Triggers & Events (optional) | Trigger | Condition | Action | |---|---|---| | Phase 2 Start | OBJ-1 complete | Spawn RED_Reinforcements_Tank | | Radio Message | Mission start | Bluefor briefing text | | End Condition | OBJ-1 + OBJ-2 complete | Message "Mission Success" | #### 3.11 MissionBuilder Prompt End the spec with a ready-to-use MissionBuilder invocation block — a single paragraph starting with `@MissionBuilder` the user can copy directly: ``` @MissionBuilder <paste the full spec above> ``` --- ### Step 4 — Present and Confirm - Display the complete spec in the chat response - Ask the user: "Does this look right? Type **go** to inject it via MissionBuilder, or tell me what to change." - If the user says **go** (or equivalent), delegate to MissionBuilder by handing off the full spec as the input prompt - If the user requests changes, update the relevant sections of the spec and re-present it --- ## Rules - **Do not inject Lua yourself.** This skill only produces specs. Execution is MissionBuilder's responsibility. - **All group names in the spec are template group names** that must already exist in the mission editor, OR flag them with `[SPAWN-TEMPLATE NEEDED]` so MissionBuilder knows to ask or create a generic template. - **Keep the spec precise.** Vague specs lead to poor injections. Include unit counts, system names, and location hints. - **Balanced scenarios.** Do not design so that one side has an insurmountable advantage unless explicitly requested. - **Flag player slots.** If the user wants a player slot, mark the flight row with `[PLAYER]` in the Notes column. MissionBuilder must not issue orders to that slot. --- ## References - [Mission Spec Template](./assets/mission-spec-template.md) - [DCS Theatre Reference](../../assets/theatre-reference.md)
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