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DCS World
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Updated: Jun 2026

104th WW Training
Script

Five independent training scripts for DCS World: a range with bombing, dogfight, SEAD, carrier ops and air-to-air refuelling, a scramble intercept trainer, a text GCA, air-to-air arenas and a laser-designating JTAC. Native scripting engine, no MOOSE, MIST or CTLD.

What it is

The 104th WW Training Script is a set of five independent training scripts for DCS World, used by the 104th White Wyverns for squadron training sessions. Each one loads on its own, in any order, and can be used alone: they share no state, so you take what you need and leave the rest.

Script What it does
Training Range F10-menu range: bombing, dogfight, SEAD (radar and IR/AAA presets), carrier ops, air-to-air refuelling
Intercept Scramble intercept trainer, with random target launch and despawn when it leaves the box
GCA Text Ground Controlled Approach, with automatic detection of the runway under the zone
Air Combat Air-to-air arenas against RED: dogfight, BVR and a mixed group that scales with player count
JTAC Invisible spotter (UAV or ground JTAC) that lases RED targets

Why it’s built this way

As with the squadron’s other DCS projects, the choice is the native scripting engine, with no MOOSE, MIST or CTLD. No framework to keep updated, no version conflicts, and each file loads with a single DO SCRIPT FILE trigger.

The other founding choice is that almost everything is configured with Mission Editor zones, not by typing values by hand. You create the circle zones with the expected names and the scripts sort themselves out: the range spawns targets inside the right zones, the carrier group arranges itself in formation, the tankers build their racetrack inside the area you marked. The one genuinely manual value would have been the GCA runway, and that’s exactly what the automatic detection came along to remove. Each script checks its own zones at load and shows an on-screen message if any are missing.

The range

The Training Range covers the basic trades in a single menu. Bombing targets are split by hardness (unarmoured, light armour, heavy armour) and stay on weapon hold, so they don’t shoot back at whoever is training. SEAD has separate presets for radar threats and for IR and anti-aircraft ones, spawning at a random point inside the zone so they aren’t always in the same spot.

Carrier ops start ready to go: the group is on station from mission start, complete with a cruiser, two destroyers and a plane-guard frigate, in formation. From the menu you set the group’s speed and its rules of engagement, with a defend-only option to stop it opening fire on whatever it passes. For air-to-air refuelling both tankers are there, basket and boom, with selectable speed.

In the dogfight and SEAD zones players are immortal: it’s training, there’s no point losing airframes.

The air-to-air arenas

In the dogfight and BVR arenas you pick the opponent type and one appears ahead of you, at the far edge of the zone and at the same altitude. Only one is up at a time, extra requests queue, and Auto brings up a fresh one a few seconds after each kill, so the training doesn’t stop. Leaving the zone despawns the bandits.

The mixed arena is the one that scales: the generated package has a threat budget equal to the number of players inside the zone times the difficulty (easy, even, hard), so the same zone serves a lone pilot or a full formation.

Bandit loadouts are guns only by default, because that way the dogfight works with no configuration at all. To arm them with missiles you fill in the loadout table with the CLSIDs from your own DCS version: they’re version-specific, so they aren’t hardcoded, and a bad CLSID falls back to guns automatically.

The JTAC

The JTAC module is usable in any mission, well outside the training context. From the F10 menu you spawn an MQ-9 UAV orbiting the zone (the best line of sight) or a ground JTAC at the zone centre. The spotter is friendly and is made invisible to enemy AI, so it doesn’t get engaged, and it lases the nearest visible RED target.

The lasing is driven by the script, and that enables the most useful part: laser code and radio frequency can both be changed live from the menu, with nothing to reload. You move the frequency to stay out of other assets’ way, and match the code to whatever your pod or bomb is set to.

How to install it

  1. Copy the .lua files you need into your mission folder
  2. Create the circle zones with the names each script expects in the Mission Editor
  3. Add one trigger per script: MISSION START, DO SCRIPT FILE

Load order doesn’t matter, because the scripts are independent. You need a reasonably recent DCS build: a couple of unit type strings and the TACAN parameters can vary between versions, so if a spawn fails the on-screen message will say so.