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Wirts edited this page Nov 28, 2025 · 9 revisions

Welcome to the WirtsTools Wiki, this wiki should give you everything you need to get started using the script

What Is WirtsTools?

This script is a tool-set of sorts created as an amalgamation of scripts that I have produced over the years to enable my own and other's mission making.

The entire thing is designed to be directly used by mission makers and while many features do interact behind the scenes for optimization purposes, its really meant for each feature to (from a user perspective) be mostly independent.

This means it is not a replacement for great scripts like MIST and MOOSE, its more just a bunch of switches to turn on discrete features with some knobs to configure them.

This also means it is designed to be easily used by people with minimal to no programming/lua knowledge. If you can figure out how to use the DCS mission editor or fly a DCS module you can almost certainly easily figure out how to use it.

Features

Below you will find the list of features and links to the individual pages that describe how to make use of them, the features are broadly split into 2 groups.

Detection/Reactions

These are features that set flags based on what happens in the world, they dont inherently affect the mission, they simply set flags so that you can use what they detect to fire triggers etc in your mission.

  • Weapon Impact in Zone: This feature sets a flag equal to the number of impacts of specified weapon(s) detected in a given zone.
  • Weapon Impact Near:** This feature increments a flag based on specific weapons impacting near a given unit or group.
  • Weapon Near: Will update a flag to be equal to the amount of specified weapon(s) that are actively within a given distance of a unit or group.
  • Weapon In Zone: Will update a flag to be equal to the amount of specified weapon(s) that are actively within a given zone.
  • Weapon Shot: Will increment a flag when weapons you specify are fired.
  • Weapon Hit: Will increment a flag when weapons you specify hit a specific target.
  • Percent Alive: This feature will update a flag value between 0 and 100 based on the percentage of a given group or list of groups that is currently alive.
  • Player Near: This will increment a flag for each second that a player(or specified player(s)) is within a given distance of a target group.
  • Killswitch: This can fit in either category, it provides a radio option to set a flag to a given person, it specifically adds and removes the option based on which slot the user is in. This is functionally meant for a mission maker to have some emergency levers should something break etc.

Effects/Actions

These are features that cause a direct effect in the mission, either by providing the players with options to do things, or automating tasks, controlling AI in certain ways, toggling options/settings etc.

  • Cover Me: Renders players in a group or coalition invisible to AI when they are within a given distance of AI of a given coalition. Basically get the ai groups around the players shot first.
  • Pop Flare: Grants the players radio options to fire various coloured signal flares.
  • Invis Alt: Renders the players invisible based on altitude, either above or below a given alt (pairs nicely with Stormtrooper).
  • Suppression: Basic suppression feature that toggles ROE based on damage/hits and death within a AI group.
  • Missile Death: Make sure anything hit with a missile dies.
  • Tasking: Setup task templates as late activated groups in the editor and then can live transpose their mission (waypoints and tasks) into a existing group.
  • Stormtrooper AA: Takes control of the unit to be aimed by my script, results in less accuracy but can still hit if the player flys straight and level etc.
  • Shelling: Setup a shelling rate over an area, meant for a slow consistent random shelling effect to kinda give a battlefield look, instead of the quick and brief shelling zone that exists by default.
  • MLRS: Functions on a list of groups or all MLRS units, will delete their rockets a little while after launch, lets you have the dramatic smoke trail effect without the FPS munching effect of impact if your players wont be near the impact point anyway
  • Ejection Cleanup: Deletes 50% of ejected pilots immediately and the rest after 1 minute, meant for missions where you expect to have a lot of larger aircraft shot down (WW2 bombers etc) and don't want FPS murdered by a pile of ejected pilots
  • IR Strobe: Attaches an IR strobe to a group or groups, allows assigning an offset around the model, can define the blink speed, will be visible through NVGs and somewhat in some TPODs

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