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FlightControl

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  1. Can you share your system spec? SSD helps a lot. Sent from my SM-N950F using Tapatalk
  2. That is new information to me, the 15 minutes. I need to redo the test then. Am not judging your script. First wanna be able to resimulate the issue on my side. I'll keep you posted. Fc Sent from my SM-N950F using Tapatalk
  3. There are many sources. There are some great tutorials on the web regarding lua. The best I can recommend is lua Tutorialspoint. https://www.tutorialspoint.com/lua/ Regarding moose and DCS world lua, I've created a series of lua tutorials for the DCS community... And indeed, there is a web site with links to various places on moose too. Links are in my signature. Suggest starters join our community at slack.com. it is great to share code and discuss stuff etc. But it is a closed community because slack works this way. Send me your email address in a private message and I'll join you up. Fc Sent from my SM-N950F using Tapatalk
  4. Scheduled functions can also be breakpoint and debugged. Check the first video on the moose YouTube channel. The one posted earlier. And follow the instructions. Sent from my SM-N950F using Tapatalk
  5. Quote: Originally Posted by Silvern Here they are. Two Mig-21's will take off from Kutaisi and then soon start acting weird. It might be a problem in my script or something rather than a game bug. Thank you for you help. I ran the mission. XHqw19ggZfc There doesn't seem to be an issue with the migs on my machine. They take off, fly in good condition into patrol. And they don't act weird. Please check if the version of your dcs world installation matches the latest one. Have you run a manual update of DCS world? You can enforce an update by selecting the update dcs world program from the start menu under Eagle Dynamics. Please revert if I was looking at the right place.
  6. Thanks for reaching out. Sorry for my late reply! hmmm... This is strange, because the logic you have in place, should work okay! Which version of MOOSE are U using? Maybe SpawnScheduled( 5, .5 ) is a bit to short frequency. Why check every 5 seconds? Why not every minute? I would do SpawnScheduled( 60, .1 ) which checks every minute with 10% time variation... Yes, you can do this! There are classes that handle menus. http://flightcontrol-master.github.io/MOOSE/Documentation/Menu.html Look into: - MENU_COALITION to create menus for a whole coalition. - MENU_COALITION_COMMAND to create a command menu. Examples are given in each of the sections in the documentation. So, the idea is that when these classes you can define your own functions, that are called when a player selects the menu option. And in that function you can spawn your planes flying into random directions. You need to setup 2 separate AI_A2A_DISPATCHER objects. Each coalition has one separate dispatcher. Look at the code to setup for the first coalition, and just replicate for the other. Just remember that the variable names should be different! So indeed, as your example explains, A2ADispatcher_Red and A2ADispatcher_Blue. Ensure that each object that you declare in unique by name, or it will get overwritten in memory and it will loose its original value. This is an example with courtesy of beamrider on this forum ... -- RED -- Enable the tactical display panel. This is to see what this dispatcher is doing. --A2A_GCICAP_Red:SetTacticalDisplay( true ) --- Setup the Red Coalition A2A GCICAP dispatcher, and initialize it. -- EWR network groups start with RED EWR. -- Squadron templates which are placed above the colored airbase, start with 4477th. -- Perform CAP in a polygon zone placed near 4477th, which is Nellis. -- Perform 4 CAP. A2A_GCICAP_Red = AI_A2A_GCICAP:New( { "RED EWR", "RED AEW" }, { "4450th Temp" } ) A2A_GCICAP_Red:SetSquadron( "4477th-1", AIRBASE.Nevada.Tonopah_Test_Range_Airfield, { "4477th MiG-21Bis", "4477th MiG-23MLD", "4477th MiG-29S", "4477th Su-27" }, 24 ) A2A_GCICAP_Red:SetSquadronCap( "4477th-1", ZONE:New( "REVEILLE_PK" ), 4000, 10000, 500, 600, 800, 900 ) A2A_GCICAP_Red:SetSquadronCapInterval( "4477th-1", 2, 600, 1200, 1 ) -- Starts a 2 CAP after 600 and finishes after 1200 seconds. A2A_GCICAP_Red:SetSquadron( "4477th-2", AIRBASE.Nevada.Tonopah_Test_Range_Airfield, { "4477th MiG-21Bis", "4477th MiG-23MLD", "4477th MiG-29S", "4477th Su-27" }, 24 ) A2A_GCICAP_Red:SetSquadronCap( "4477th-2", ZONE:New( "CEDAR_PEAK" ), 4000, 10000, 500, 600, 800, 900 ) A2A_GCICAP_Red:SetSquadronCapInterval( "4477th-2", 2, 900, 1200, 1 ) -- Starts a 2 CAP after 900 and finishes after 1200 seconds. A2A_GCICAP_Red:SetSquadron( "4477th-3", AIRBASE.Nevada.Tonopah_Test_Range_Airfield, { "4477th MiG-21Bis", "4477th MiG-23MLD", "4477th MiG-29S", "4477th Su-27" }, 24 ) A2A_GCICAP_Red:SetSquadronCap( "4477th-3", ZONE:New( "QUARTZITE_MT" ), 4000, 10000, 500, 600, 800, 900 ) A2A_GCICAP_Red:SetSquadronCapInterval( "4477th-3", 2, 300, 1200, 1 ) -- Starts a 2 CAP after 300 and finishes after 600 seconds. A2A_GCICAP_Red:SetSquadron( "4477th-4", AIRBASE.Nevada.Tonopah_Test_Range_Airfield, { "4477th MiG-21Bis", "4477th MiG-23MLD", "4477th MiG-29S", "4477th Su-27" }, 24 ) A2A_GCICAP_Red:SetSquadronCap( "4477th-4", ZONE:New( "MT_HELEN" ), 4000, 10000, 500, 600, 800, 900 ) A2A_GCICAP_Red:SetSquadronCapInterval( "4477th-4", 2, 300, 1200, 1 ) -- Starts a 2 CAP after 300 and finishes after 1200 seconds. A2A_GCICAP_Red:SetBorderZone( ZONE_POLYGON:New( "Red Border", GROUP:FindByName( "Red Border" ) ) ) -- Initialize the dispatcher, setting up a radius of 150km where any airborne friendly -- without an assignment within 150km radius from a detected target, will engage that target. A2A_GCICAP_Red:SetEngageRadius( 150000 ) -- The default take-off method is planes takeoff right in the air. -- Here we specify to take off from a parking space, with engines already running. A2A_GCICAP_Red:SetDefaultTakeoffFromParkingCold() A2A_GCICAP_Red:SetDefaultTakeoffFromParkingCold() A2A_GCICAP_Red:SetDefaultOverhead( 4 ) -- When 2 airplanes are attacking, we spawn 4 airplanes for defense. A2A_GCICAP_Red:SetDefaultGrouping( 2 ) -- We group the spawned defence airplanes per 2 units. MISSILETRAINER = MISSILETRAINER:New( 100, "A missile trainer has been configured. Missiles will self destruct when near.\nYou will be informed about missile lauches and missile trajectories." ) -- BLUE -- Enable the tactical display panel. This is to see what this dispatcher is doing. -- A2A_GCICAP_Blue:SetTacticalDisplay( true ) --- Setup the Blue Coalition A2A GCICAP dispatcher, and initialize it. -- EWR network groups start with BLUE EWR. -- Squadron templates which are placed above the colored airbase, start with 104th or 105th or 106th. -- Perform CAP in a polygon zone placed near 104th, which is Nellis. -- Perform 2 CAP. A2A_GCICAP_Blue = AI_A2A_GCICAP:New( { "BLUE EWR", "BLUE AEW" }, { "57th" }, { "57th CAP" }, 2 ) A2A_GCICAP_Blue:SetSquadron( "57th-1", AIRBASE.Nevada.Nellis_AFB, { "64th AGRS FLANKER", "64th AGRS MiG", "64th AGRS AK", "414th CTS Lizard" }, 24 ) A2A_GCICAP_Blue:SetSquadronCap( "57th-1", ZONE:New( "MAINE_N" ), 4000, 10000, 500, 600, 800, 900 ) A2A_GCICAP_Blue:SetSquadronCapInterval( "57th-1", 2, 600, 1200, 1 ) -- Starts a 2 CAP after 600 and finishes after 1200 seconds. A2A_GCICAP_Blue:SetSquadron( "57th-2", AIRBASE.Nevada.Nellis_AFB, { "65th AGRS FLANKER", "65th AGRS MiG", "85th TES", "433d WS" }, 24 ) A2A_GCICAP_Blue:SetSquadronCap( "57th-2", ZONE:New( "ALASKA" ), 4000, 10000, 500, 600, 800, 900 ) A2A_GCICAP_Blue:SetSquadronCapInterval( "57th-2", 2, 600, 1200, 1 ) -- Starts a 2 CAP after 600 and finishes after 1200 seconds. A2A_GCICAP_Blue:SetSquadron( "57th-3", AIRBASE.Nevada.Nellis_AFB, { "65th AGRS FLANKER", "65th AGRS MiG", "NSAWC 40", "NSAWC 44" }, 24 ) A2A_GCICAP_Blue:SetSquadronCap( "57th-3", ZONE:New( "NEW_YORK" ), 4000, 10000, 500, 600, 800, 900 ) A2A_GCICAP_Blue:SetSquadronCapInterval( "57th-3", 2, 600, 1200, 1 ) -- Starts a 2 CAP after 600 and finishes after 1200 seconds. A2A_GCICAP_Blue:SetSquadron( "57th-4", AIRBASE.Nevada.Nellis_AFB, { "NSAWC 25", "NSAWC 26", "85th TES", "433d WS" }, 24 ) A2A_GCICAP_Blue:SetSquadronCap( "57th-4", ZONE:New( "VIRGINIA" ), 4000, 10000, 500, 600, 800, 900 ) A2A_GCICAP_Blue:SetSquadronCapInterval( "57th-4", 2, 600, 1200, 1 ) -- Starts a 2 CAP after 600 and finishes after 1200 seconds. A2A_GCICAP_Blue:SetBorderZone( ZONE_POLYGON:New( "Blue Border", GROUP:FindByName( "Blue Border" ) ) ) -- Initialize the dispatcher, setting up a radius of 150km where any airborne friendly -- without an assignment within 150km radius from a detected target, will engage that target. A2A_GCICAP_Blue:SetEngageRadius( 150000 ) -- The default take-off method is planes takeoff right in the air. -- Here we specify other take off options. A2A_GCICAP_Blue:SetDefaultTakeoffFromParkingCold() A2A_GCICAP_Blue:SetDefaultOverhead( 4 ) -- When 2 airplanes are attacking, we spawn 4 airplanes for defense. A2A_GCICAP_Blue:SetDefaultGrouping( 2 ) -- We group the spawned defence airplanes per 2 units. Check the feedback. If more questions, please revert.
  7. There is still a whole lot of things to sort out on this stuff... 1. Why is it that when white spaces are contained in folders, it results in strange path strings in the debugger.lua process? This kills the debugger.lua workings. I need to do research on this. 2. How to deal with "debug mode" and "run mode". It is very complicated. Loading a script dynamically from the .miz versus embedding a script in the .miz. This really needs to be given a big thought. There will be a change required in each test mission to allow for debug mode or test mode. Each mission designer will have to follow a process to accomodate this. So the process needs to be as simple as possible. Or 10000 questions will arise and the forums will be full of discussing people (again). 3. Documentation. Videos are nice, but the setup process should be written down. The LDT should be further explained. Q&A will come. 4. What about missions you get from somebody else, how to debug those... Needs to be thought about. 5. Is debug really working correctly? Are there no crashes? The biggest challenge will be to EXPLAIN this to noob users who will really benefit from the debugger. People see MOOSE as a wall of code and complexity. While in essence, it helps them to have more fun of the sim. So, some homework is to be done to get this finished. That being said, you are all welcome to "alpha" test with me this debugging capability. If you have questions, please ask. The debugger is already helping me now to resolve issues of other people questions to give help. FC
  8. Please do Sent from my SM-N950F using Tapatalk
  9. Let me express it like this smells to an earlier dcs issue that was reported. This requires further investigation. Now that we have a lua script debugger, we can fire up the mission and inspect what parameters are given to the planes when flying. But I am afraid that this is a DCS bug that has reappeared. Fc Sent from my SM-N950F using Tapatalk
  10. You know this issue appeared a few versions of DCS back. Sent from my SM-N950F using Tapatalk
  11. Dear DCS community! I've written a complete manual now of the debug capability how to set it up properly... The debugger capability has now been released to the master branch of the MOOSE repository. From now on it has become an essential part of the framework. Please consult the online documentation to setup the debugger here... http://flightcontrol-master.github.i...bug_Guide.html I'll make later some MOOSE for Dummies videos to go in depth on debugging and the various stuff that you can do. Enjoy! FC
  12. bRRpDQmPHHo This video is a work in progress, hopefully helping the DCS community to allow to interactively debug scripts using the LDT (Lua Development Tools) scripting environment. It allows to set breakpoints, inspect variables, evaluate expressions and execute commands during your debugging, linked with the DCS environment. This is a work that is in progress. I had a lot of work to "learn", "discover" and "try out" things to get where I am now. And wanted to share this with all of you. This thing does not come out of the shelf working correctly. I had to hack into the debugging script to harmonize the DCS lua environment with the LDT debugger. Consider this "Progress 1". Once I can get the sources correctly loaded within a debug session, I will share that in a next video update "Progress 2". I hope this is a feature that is long awaited and welcome for the dcs mission design community. You can now walk the code.... Thanks! Sven
  13. You are completely in control of the actions you do when zones get captured, guarded, when they are attacked or become empty. The trick is to develop the event handlers. You can use the other moose classes to spawn in groups, send messages, play sound, submit tasks to players, activate zones, ... you name it. R_2dkz57IAU
  14. Can I help? May I ask, what is overwhelming on DESIGNATE? The coding? The functionality? The first impression? Have you used it already? Sent from my SM-N950F using Tapatalk
  15. MOOSE Release 2.3 alpha - (EARLY ADOPTERS VERSION) FlightControl-Master released this 25 days ago · 151 commits to Release-2.3-alpha since this release For those who want to use the latest of the latest, use the following Moose.lua files... Note that this version of MOOSE contain prototype methods, and are bound to change. However, when methods are changed, I will communicate that, so you can adapt your missions. I will try to keep the changes to the minimum. List of changes: Extended the Waypoint functions of COORDINATE with new methods for Air operations: function COORDINATE:WaypointAirTurningPoint( AltType, Speed ) function COORDINATE:WaypointAirFlyOverPoint( AltType, Speed ) function COORDINATE:WaypointAirTakeOffParkingHot( AltType, Speed ) function COORDINATE:WaypointAirTakeOffParking( AltType, Speed ) function COORDINATE:WaypointAirTakeOffRunway( AltType, Speed ) function COORDINATE:WaypointAirLanding( Speed ) [*]Introduction of the ZONE_CAPTURE_COALITION class, which is an exciting new capability within the MOOSE framework! The MOOSE framework come delivered in one lua file. There are two versions of this file, but with different file sizes. Moose.lua (with comments, larger file) ... For mission designers, who are developing missions and want to check upon errors appearing in the dcs.log or have a detailed code reference etc. Moose_.lua (without comments, smaller file) ... For runtime environments, to facilitate quicker downloads of mission files and performance. You can download the files in the Downloads section below. To use, include the Moose.lua in your .miz file using a DO SCRIPT Trigger. Mission Designers need to read here for a detailed usage description. Consult the MOOSE documentation for further details on the framework. Downloads 2.38 MB Moose.lua 884 KB Moose_.lua
  16. Hi, Find this new capability within the MOOSE framework, which is around an automatic process to dynamically Guard and Capture Zones on Coalition level. Watch this video that explains the concept and shows a little demonstration: 0m6K6Yxa-os Find the documentation of the ZONE_CAPTURE_COALITION class here: http://flightcontrol-master.github.io/MOOSE/Documentation/ZoneCaptureCoalition.html Documentation is still in progress. I need to extend the documentation with examples, but already I am making a couple of test missions that you can find here: https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/Release-2.3/CAZ%20-%20Capture%20Zones/Caucasus This is work in progress, but I encourage you if you like this class, to start using it in your missions. Once it is used, questions or ideas may arise that can be added within the class for others to use also. Kind regards, Sven
  17. Release 2.2 - Patch 6 (Stable Version) FlightControl-Master released this 26 seconds ago List of Changes: Some minor bug fixes in RAT on top of 2.2.5. The MOOSE framework come delivered in one lua file. There are two versions of this file, but with different file sizes. Moose.lua (with comments, larger file) ... For mission designers, who are developing missions and want to check upon errors appearing in the dcs.log or have a detailed code reference etc. Moose_.lua (without comments: smaller file) ... For runtime environments, to facilitate quicker downloads of mission files and performance. You can download the files in the Downloads section below. To use, include the Moose.lua in your .miz file using a DO SCRIPT Trigger. Mission Designers need to read here for a detailed usage description. Consult the MOOSE documentation for further details on the framework. Downloads 2.22 MB Moose.lua 833 KB Moose_.lua
  18. MOOSE Release 2.3 alpha - (EARLY ADOPTERS VERSION) FlightControl-Master released this 23 days ago · 141 commits to Release-2.3-alpha since this release Updates on ATC_GROUND ... List of changes: ATC_GROUND now has default speed limits per map, and default takeoff prevention speeds per map. These speed limits can be modified using the underlying methods for all airbases or for one specific airbase. For Caucasus: 50 km/h and 150 km/h. For Nevada: 50 km/h and 150 km/h. For Normandy: 40 km/h and 100 km/h. [*]ATC_GROUND: New methods to prevent players from taking off at the runway. Players are kicked without warning: :SetMaximumKickSpeed() - Prevents takeoff speed limit in meters per second. :SetMaximumKickSpeedKmph() - Prevents takeoff speed limit in kilometers per hour. :SetMaximumKickSpeedMiph() - Prevents takeoff speed limit in miles per hour. [*]ATC_GROUND: Updated methods to limit the speed on the airbases: :SetKickSpeed() - Specifies speed limit in meters per second. :SetKickSpeedKmph() - Specifies speed limit in kilometers per hour. :SetKickSpeedMiph() - Specifies speed limit in miles per hour. For those who want to use the latest of the latest, use the following Moose.lua files... Note that this version of MOOSE contain prototype methods, and are bound to change. However, when methods are changed, I will communicate that, so you can adapt your missions. I will try to keep the changes to the minimum. The MOOSE framework come delivered in one lua file. There are two versions of this file, but with different file sizes. Moose.lua (with comments, larger file) ... For mission designers, who are developing missions and want to check upon errors appearing in the dcs.log or have a detailed code reference etc. Moose_.lua (without comments, smaller file) ... For runtime environments, to facilitate quicker downloads of mission files and performance. You can download the files in the Downloads section below. To use, include the Moose.lua in your .miz file using a DO SCRIPT Trigger. Mission Designers need to read here for a detailed usage description. Consult the MOOSE documentation for further details on the framework. Downloads 2.37 MB Moose.lua 882 KB Moose_.lua
  19. MOOSE Release 2.3 alpha - (EARLY ADOPTERS VERSION) FlightControl-Master released this 23 days ago · 141 commits to Release-2.3-alpha since this release Updates on ATC_GROUND ... List of changes: ATC_GROUND now has default speed limits per map, and default takeoff prevention speeds per map. These speed limits can be modified using the underlying methods for all airbases or for one specific airbase. For Caucasus: 50 km/h and 150 km/h. For Nevada: 50 km/h and 150 km/h. For Normandy: 40 km/h and 100 km/h. [*]ATC_GROUND: New methods to prevent players from taking off at the runway. Players are kicked without warning: :SetMaximumKickSpeed() - Prevents takeoff speed limit in meters per second. :SetMaximumKickSpeedKmph() - Prevents takeoff speed limit in kilometers per hour. :SetMaximumKickSpeedMiph() - Prevents takeoff speed limit in miles per hour. [*]ATC_GROUND: Updated methods to limit the speed on the airbases: :SetKickSpeed() - Specifies speed limit in meters per second. :SetKickSpeedKmph() - Specifies speed limit in kilometers per hour. :SetKickSpeedMiph() - Specifies speed limit in miles per hour. For those who want to use the latest of the latest, use the following Moose.lua files... Note that this version of MOOSE contain prototype methods, and are bound to change. However, when methods are changed, I will communicate that, so you can adapt your missions. I will try to keep the changes to the minimum. The MOOSE framework come delivered in one lua file. There are two versions of this file, but with different file sizes. Moose.lua (with comments, larger file) ... For mission designers, who are developing missions and want to check upon errors appearing in the dcs.log or have a detailed code reference etc. Moose_.lua (without comments, smaller file) ... For runtime environments, to facilitate quicker downloads of mission files and performance. You can download the files in the Downloads section below. To use, include the Moose.lua in your .miz file using a DO SCRIPT Trigger. Mission Designers need to read here for a detailed usage description. Consult the MOOSE documentation for further details on the framework. Downloads 2.37 MB Moose.lua 882 KB Moose_.lua
  20. Release 2.2 - Patch 5 (LATEST VERSION) FlightControl-Master released this just now Frank (FunkyFranky) has published a new version of RAT as part of the MOOSE framework! For more details and follow-up check the RAT thread please! Here are the release notes. --- RAT v2 The RAT code has seen a complete overhaul. Many changes under the hood and some new features. However, older scripts should still work as before. The most important new feature that has been added is that RAT now also allows zones as destination, i.e. the final destination does not necessarily have to be an airport any more. This opens the door for a lot of new scenarios. New features: Zones are allowed as destinations. These can be trigger zones defined in the mission editor or airports. Each airport automatically has a zone defined around it with a radius of 8 km. Aircraft can fly to a zone and return to their departure. E.g. Interesting for Carrier ops. Improved waypoint construction algorithm. Valid departure and destination airports can be selected by MOOSE zones. Easy selection of airports depending on their geographical location. More detailed updated about aircraft status, i.e. when aircraft enter climb, cruise, descent and holding stage. This option must be enabled by user. New switches: DestinationZone() - Destinations will be treated zones. Aircraft will not descent or land but despawned once they reach the destination zone. ReturnZone() - Aircraft will fly to a zone and then return to their departure airport or zone. StatusReports() - Aircraft will send text messages when they change their flight status, e.g. take-off, climb, cruise, descent, hold. SetDestinationsFromZone(moose_zone) - Valid destinations are selected from airports which lie inside a MOOSE(!) zone. SetDeparturesFromZone(zone) - Valid destinations are selected from airports which lie inside a MOOSE(!) zone. NoRespawn() - Aircraft are not respawned when they have reached there destination. RadioON() - Enables voice radio messages. Same as activating the COMM tick box in the mission editor template. RadioOFF() - Disables voice radio messages. Same as deactivating the COMM tick box in the mission editor template. RadioFrequency(frequency) - Sets the radio frequency of voice messages. ATC_Clearance(n) - RAT ATC gives landing clearance for up to n aircraft at the same time but still with a delay after the last landing clearance was given. Default is 1. ATC_Delay(time) - Time which has to pass until the next aircraft will get landing clearance after the previous one got clearance. Only applies if RAT:ATC_Clearance(n) is used with n>1. The MOOSE framework come delivered in one lua file. There are two versions of this file, but with different file sizes. Moose.lua (with comments: large) ... For mission designers, who are developing missions and want to check upon errors appearing in the dcs.log or have a detailed code reference etc. Moose_.lua (without comments: small) ... For runtime environments, to facilitate quicker downloads of mission files and performance. You can download the files in the Downloads section below. To use, include the Moose.lua in your .miz file using a DO SCRIPT Trigger. Mission Designers need to read here for a detailed usage description. Consult the MOOSE documentation for further details on the framework. Downloads 2.22 MB Moose.lua 833 KB Moose_.lua
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