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I’m trying to set up a moving trigger zone with class Zone_Unit to follow the carriers track, then use this zone for my F-14 Cap patrol. Does anyone have a mission setup this way, would love to see the code as I’m not having much luck and the moose test mission does not give a good representation of what I’m looking for.

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Evening all !

 

It's my turn to ask for help - I am struggling with AI_A2A_DISPATCHER.

 

Everything is fine except for one squadron, which I am trying to start from a carrier.

 

In the log I got the airbase id and name as below

 

2020-06-14 18:45:59.272 INFO    SCRIPTING:  12955( 12171)/I:                      DATABASE00003._RegisterAirbases(Register Airbase: CVN72Abe, getID=30, GetID=30 (unique=-30))

 

My script uses the following :

 

TargetAirbase = AIRBASE:FindByID(-30)
if TargetAirbase ~= nil then
env.info("carrier AB was found")
BlueA2ADispatcher:SetSquadron( "CarrierBasedF14", AIRBASE:FindByID(-30) , { "GCI Blue F14" }, 16 )
BlueA2ADispatcher:SetSquadronGrouping("CarrierBasedF14", 2)
env.info("Carrier Based F14 set")
else
trigger.action.outText("No carrier AB found", 10)
env.info("carrier AB NOT found")
end

 

NB : I'm using -30 as the ID as I figured it would be the unique ID to refer to (and 30 gives no result)

 

and the result is

 

2020-06-14 18:45:59.319 ERROR   DCS: Mission script error: : [string "G:\scripts\Moose.lua"]:115460: attempt to index field 'Airbase' (a nil value)
stack traceback:
[C]: ?
[string "G:\scripts\Moose.lua"]:115460: in function 'SetSquadron'
[string "G:\scripts\Carrier Air Defence.lua"]:44: in main chunk
[C]: in function 'dofile'
[string "dofile([[G:\scripts\Carrier Air Defence.lua]])"]:1: in main chunk

 

I've also tried

TargetAirbase = AIRBASE:FindByName("CVN72Abe")

 

With the exact same result.

 

I must be missing something obvious; your help would be very much appreciated.

 

Eric

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If you just put the unit name of the carrier in there as a string, it's an airbase. There are a few peculiarities with airbases and ships/farps that are also airbases, they have two ID's and some things return unexpectedly.

 

Your second attempt returned the object, the SetSquadron wanted the name.

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Ok I'm real noob with using scripts for missions in dcs. I feel that i have gotten there but need some extra features that the standard ME doesn't provide.

 

I am looking at country borders and have managed to get GCICAP working with Moose however the CAP doesn't take off unless a blue ac approaches where actually I would like the red ac to patrol CAP from the beginning with GCI backing them up if a blue ac crosses the border.

 

Also I would like the border to activate a flag showing blue ac in red territory so any action against red ac while in red territory will trigger consequences. And also red ac wont engage blue in blue territory.

 

This must be possible using the borders created for GCICAP?

 

Any help would be great

 

Cheers

FC

 

Sent from my SM-G950F using Tapatalk

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Hello,

 

when using the AI A2G Dispatching scripts, my SEAD / BAI flights rarely return to their bases. Instead, after completing the task (destroying SAMs, other vehicles), they head towards their homebases, start gaining altitude with dramatically high pitch angle and finally, the pilots eject from their aircraft. Has anyone ever stumbled upon the same problem?

 

Here's the script:

 

Recce_Red = SET_GROUP:New():FilterPrefixes( "RECCE" ):FilterStart()

Detection_Red = DETECTION_AREAS:New( Recce_Red, 10000 )

A2G_Red = AI_A2G_DISPATCHER:New(Detection_Red)

A2G_Red:SetTacticalDisplay( true )

DefenseCoordinate = GROUP:FindByName( "COMMAND" ):GetCoordinate()

A2G_Red:AddDefenseCoordinate( "Defense Point", DefenseCoordinate )
A2G_Red:SetDefenseRadius( 200000 )
A2G_Red:SetDefenseReactivityHigh()

A2G_Red:SetSquadron( "SQ-1", AIRBASE.PersianGulf.Bandar_Abbas_Intl, { "A2G_DEFENSE_SEAD1", "A2G_DEFENSE_SEAD2" }, 100 )
A2G_Red:SetSquadronSead( "SQ-1" ) --[minimalna predkosc, maksymalna predkosc, minimalna wysokosc, maksymalna wysokosc]
A2G_Red:SetSquadronTakeoffFromParkingHot( "SQ-1" )
A2G_Red:SetSquadronLandingAtRunway( "SQ-1" )
A2G_Red:SetSquadronOverhead( "SQ-1", 0.15 )


--A2G_Red:SetSquadronLandingNearAirbase

A2G_Red:SetSquadron( "SQ-2", AIRBASE.PersianGulf.Bandar_Abbas_Intl, { "A2G_DEFENSE_BAI1", "A2G_DEFENSE_BAI2" }, 100 )
A2G_Red:SetSquadronBai( "SQ-2" ) --[minimalna predkosc, maksymalna predkosc, minimalna wysokosc, maksymalna wysokosc]
A2G_Red:SetSquadronTakeoffFromParkingHot( "SQ-2" )
A2G_Red:SetSquadronLandingAtRunway( "SQ-2" )
A2G_Red:SetSquadronOverhead( "SQ-2", 0.20 )

 

Thanks in advance!

Barthek

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So its my turn to ask some question here.

 

I have a few problems understanding the moose thing. Maybe someone here can help me to understand the mechanics a bit.

 

There are things as CONTROLLABLE.

 

If I create a object like:

local ustank=SPAWN:New(GROUP:FindByName("US Tank")

ustank:Start()

--this will activate/spawn a late activated Group with the Name "US Tank"?

 

is the local "ustank" now a CONTROLLABLE?

 

So can I do for example:

ustank:TaskFireAtPoint()

ustank:TaskRoute()

.... etc?

 

 

Next question:

the Pickup and Deploy script looks like this:

local SetCargoInfantry = SET_CARGO:New():FilterTypes( "Infantry" ):FilterStart()

local SetHelicopter = SET_GROUP:New():FilterPrefixes( "Helicopter" ):FilterStart()

local SetDeployZones = SET_ZONE:New():FilterPrefixes( "Deploy" ):FilterStart()

 

AICargoDispatcherHelicopter = AI_CARGO_DISPATCHER_HELICOPTER:New( SetHelicopter, SetCargoInfantry, nil, SetDeployZones )

AICargoDispatcherHelicopter:SetHomeZone( ZONE:FindByName( "Home" ) )

AICargoDispatcherHelicopter:Start()

 

Are "SetCargoInfantry" "SetHelicopter" and "SetDeployZones" just names which can be switched? So it would look like this:

 

local usinfantry = SET_CARGO:New():FilterTypes( "Infantry" ):FilterStart()

local ushelicopter = SET_GROUP:New():FilterPrefixes( "Helicopter" ):FilterStart()

local usdeployzones = SET_ZONE:New():FilterPrefixes( "Deploy" ):FilterStart()

 

AICargoDispatcherHelicopter = AI_CARGO_DISPATCHER_HELICOPTER:New( ushelicopter, usinfantry, nil, usdeployzones )

AICargoDispatcherHelicopter:SetHomeZone( ZONE:FindByName( "Home" ) )

AICargoDispatcherHelicopter:Start()

 

 

Maybe this will help me to understand the system better.

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@Nalfeyn: By virtue of MOOSE’s hierarchical nature, certain classes “inherit” methods from a “parent” class. The class’s parent, if any, is stated in the MOOSE documentation; and the script writer has available all the methods from the parent class, even though the child class documentation may not restate the inherited methods. For example, the GROUP wrapper class is a child of the CONTROLLABLE class, which is a child of the POSITIONABLE class, which is a child of the IDENTIFIABLE class, which is a child of the OBJECT class. The IDENTIFIABLE class, therefore, includes all the methods documented in the OBJECT class. The POSITIONABLE class includes all the methods documented in the IDENTIFIABLE class, as well as its inherited methods, and so on. The GROUP wrapper class, then, includes all the methods in its family tree.

 

Yes, the "names" are called variables, which are named buckets of data created by the scripter, much like words defined in a dictionary. The names can consist of any combination of letters in the English alphabet and underscores. They are case sensitive and the only prohibited characters are numbers, special characters ( ( ) . % + - * ? [] {} ^ $, etc.), apart from “_underscore”, and about 20 reserved words.

 

Refer to the Lua Online Manual.

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So its my turn to ask some question here.

 

I have a few problems understanding the moose thing. Maybe someone here can help me to understand the mechanics a bit.

 

There are things as CONTROLLABLE.

 

If I create a object like:

local ustank=SPAWN:New(GROUP:FindByName("US Tank")

ustank:Start()

--this will activate/spawn a late activated Group with the Name "US Tank"?

 

is the local "ustank" now a CONTROLLABLE?

 

So can I do for example:

ustank:TaskFireAtPoint()

ustank:TaskRoute()

.... etc?

 

 

Next question:

the Pickup and Deploy script looks like this:

 

 

Are "SetCargoInfantry" "SetHelicopter" and "SetDeployZones" just names which can be switched? So it would look like this:

 

 

 

 

Maybe this will help me to understand the system better.

 

 

 

 

dcs.log .... what does it say ?

 

 

more info here http://www.havoc-company.com/forum/viewtopic.php?f=30&t=1341&

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Click here for Virpil Flight equipment dimensions and pictures.

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@Nalfeyn: By virtue of MOOSE’s hierarchical nature, certain classes “inherit” methods from a “parent” class. The class’s parent, if any, is stated in the MOOSE documentation; and the script writer has available all the methods from the parent class, even though the child class documentation may not restate the inherited methods. For example, the GROUP wrapper class is a child of the CONTROLLABLE class, which is a child of the POSITIONABLE class, which is a child of the IDENTIFIABLE class, which is a child of the OBJECT class. The IDENTIFIABLE class, therefore, includes all the methods documented in the OBJECT class. The POSITIONABLE class includes all the methods documented in the IDENTIFIABLE class, as well as its inherited methods, and so on. The GROUP wrapper class, then, includes all the methods in its family tree.

 

Yes, the "names" are called variables, which are named buckets of data created by the scripter, much like words defined in a dictionary. The names can consist of any combination of letters in the English alphabet and underscores. They are case sensitive and the only prohibited characters are numbers, special characters ( ( ) . % + - * ? [] {} ^ $, etc.), apart from “_underscore”, and about 20 reserved words.

 

Refer to the Lua Online Manual.

 

Thank you! THis was very helpful. But I needed the google translator tbh, to get everything you said.

 

I didnt know numbers didnt work as variable.

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Hello,

 

when using the AI A2G Dispatching scripts, my SEAD / BAI flights rarely return to their bases. Instead, after completing the task (destroying SAMs, other vehicles), they head towards their homebases, start gaining altitude with dramatically high pitch angle and finally, the pilots eject from their aircraft. Has anyone ever stumbled upon the same problem?

 

Here's the script:

 

Recce_Red = SET_GROUP:New():FilterPrefixes( "RECCE" ):FilterStart()

Detection_Red = DETECTION_AREAS:New( Recce_Red, 10000 )

A2G_Red = AI_A2G_DISPATCHER:New(Detection_Red)

A2G_Red:SetTacticalDisplay( true )

DefenseCoordinate = GROUP:FindByName( "COMMAND" ):GetCoordinate()

A2G_Red:AddDefenseCoordinate( "Defense Point", DefenseCoordinate )
A2G_Red:SetDefenseRadius( 200000 )
A2G_Red:SetDefenseReactivityHigh()

A2G_Red:SetSquadron( "SQ-1", AIRBASE.PersianGulf.Bandar_Abbas_Intl, { "A2G_DEFENSE_SEAD1", "A2G_DEFENSE_SEAD2" }, 100 )
A2G_Red:SetSquadronSead( "SQ-1" ) --[minimalna predkosc, maksymalna predkosc, minimalna wysokosc, maksymalna wysokosc]
A2G_Red:SetSquadronTakeoffFromParkingHot( "SQ-1" )
A2G_Red:SetSquadronLandingAtRunway( "SQ-1" )
A2G_Red:SetSquadronOverhead( "SQ-1", 0.15 )


--A2G_Red:SetSquadronLandingNearAirbase

A2G_Red:SetSquadron( "SQ-2", AIRBASE.PersianGulf.Bandar_Abbas_Intl, { "A2G_DEFENSE_BAI1", "A2G_DEFENSE_BAI2" }, 100 )
A2G_Red:SetSquadronBai( "SQ-2" ) --[minimalna predkosc, maksymalna predkosc, minimalna wysokosc, maksymalna wysokosc]
A2G_Red:SetSquadronTakeoffFromParkingHot( "SQ-2" )
A2G_Red:SetSquadronLandingAtRunway( "SQ-2" )
A2G_Red:SetSquadronOverhead( "SQ-2", 0.20 )

Thanks in advance!

Barthek

We are seeing this with a few modules where planes are heading RTB. No one so far has reproduced with a basic script so we aren't sure what is goign wrong. The symptom is as you described... AI climbs to 35,000ft, gets stuck in high AoA, turns on AB, runs out of fuel and ejects. I suspect it is ultimatley rooted in a DCS problem but unless we reproduce with basic script we are scuppered.

___________________________________________________________________________

SIMPLE SCENERY SAVING * SIMPLE GROUP SAVING * SIMPLE STATIC SAVING *

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I really dont know what I'm doing wrong.

 

I have placed in the ME:

 

Infantry Group: Name ("Infantry") - late activated

Trigger Zone: Name ("Pickup Location")

Trigger Zone: Name ("US Deploy 1")

UH60A: Name ("Helicopter")

 

This is my script:

 

--Code

local SetCargoInfantry=SET_CARGO:New():FilterTypes("Infantry"):FilterStart()

local SetHelicopter=SET_GROUP:New()FilterPrefixes("Helicopter"):FilterStart()

local SetPickupZones=SET_ZONE:New()FilterPrefixes("Pickup"):FilterStart()

local SetDeployZones=SET_ZONE:New()FilterPrefixes("Defense"):FilterStart()

 

AICargoDispatcherHelicopter=AI_CARGO_DISPATCHER_HELICOPTER:New(SetHelicopter,SetCargoInfantry,SetPickupZones,SetDeployZones)

 

 

--Spawning of Infantry

local SpawnCargoInfantry=SPAWN:New("Infantry")

SpawnCargoInfantry:InitLimit(40,60)

SpawnCargoInfantry:InitRandomizeZones(ZONE:FindByName("Pickup Location"))

SpawnCargoInfantry:OnSpawnGroup(

function (SpawnGroup)

local CargoInfantry=CARGO_GROUP:New(SpawnGroup, "Infantry", SpawnGroup:GetName(), 150)

end

)

SpawnCargoInfantry:SpawnScheduled(60,0.5)

 

local DeployZone1=ZONE:New("US Deploy 1")

local DeployZone2=ZONE:New("US Deploy 2")

 

 

AICargoDispatcherHelicopter=Start()

 

So after all .... the infantry wont spawn. The helicopter does nothing. I really dont know whats wrong.

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So after all .... the infantry wont spawn. The helicopter does nothing. I really dont know whats wrong.

 

 

I know exactly what you are doing wrong, you refuse to listen to advice when people tell you to check your dcs.log to see whats going wrong

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Click here for tutorials for using Virpil Hardware and Software

 

Click here for Virpil Flight equipment dimensions and pictures.

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I know exactly what you are doing wrong, you refuse to listen to advice when people tell you to check your dcs.log to see whats going wrong

 

Before this question i was posting a question, which COULD NOT answer my question.

 

"If I SPAWN a object, is this one a CONTROLLABLE then?"

"Can variables be switched out?"

 

So the log.txt wont tell me:

By virtue of MOOSE’s hierarchical nature, certain classes “inherit” methods from a “parent” class. The class’s parent, if any, is stated in the MOOSE documentation; and the script writer has available all the methods from the parent class, even though the child class documentation may not restate the inherited methods. For example, the GROUP wrapper class is a child of the CONTROLLABLE class, which is a child of the POSITIONABLE class, which is a child of the IDENTIFIABLE class, which is a child of the OBJECT class. The IDENTIFIABLE class, therefore, includes all the methods documented in the OBJECT class. The POSITIONABLE class includes all the methods documented in the IDENTIFIABLE class, as well as its inherited methods, and so on. The GROUP wrapper class, then, includes all the methods in its family tree.

 

Yes, the "names" are called variables, which are named buckets of data created by the scripter, much like words defined in a dictionary. The names can consist of any combination of letters in the English alphabet and underscores. They are case sensitive and the only prohibited characters are numbers, special characters ( ( ) . % + - * ? [] {} ^ $, etc.), apart from “_underscore”, and about 20 reserved words.

 

On my newest question, I admit that the log might help me. And I already took a look in it.

 

2020-06-28 09:43:59.753 INFO SOUND: Using SSSE3 for peak calc.

2020-06-28 09:44:01.962 INFO LUA-TERRAIN: Init('./Mods/terrains/Caucasus\terrain.cfg.lua')

2020-06-28 09:44:01.964 INFO TERRAIN: lSystem::load(./Mods/terrains/Caucasus\terrain.cfg.lua)

2020-06-28 09:44:01.964 INFO TERRAIN: lSystem::CleanScenes()

2020-06-28 09:44:01.964 INFO TERRAIN: lSystem::exit()

2020-06-28 09:44:01.964 INFO VISUALIZER: TerrainRenderer::release

2020-06-28 09:44:01.964 INFO TERRAIN: lSystem::CleanScenes()

2020-06-28 09:44:01.964 INFO EDOBJECTS: lTypeObjectManagerImpl::clear 13

2020-06-28 09:44:02.355 INFO EDTERRAIN4: TERRAIN_REVISION = 3634

2020-06-28 09:44:02.355 INFO EDTERRAIN4: Open terrain cfg "./Mods/terrains/Caucasus\terrain.cfg.lua"

2020-06-28 09:44:02.355 INFO EDTERRAIN4: Build date:

2020-06-28 09:44:02.355 INFO EDTERRAIN4: Texture quality: "max"

2020-06-28 09:44:02.401 INFO EDCORE: 0.042 s terrain references

2020-06-28 09:44:02.404 INFO EDCORE: 0.000 s terrain models

2020-06-28 09:44:02.408 INFO EDCORE: 0.000 s terrain assets

2020-06-28 09:44:02.489 INFO EDCORE: 0.078 s terrain assets2

2020-06-28 09:44:02.646 INFO EDCORE: 0.153 s terrain landfile

2020-06-28 09:44:02.651 INFO EDCORE: 0.002 s terrain surfaceTile

2020-06-28 09:44:02.655 INFO EDTERRAIN4: switchTextures (season=1, minTexture=false)

2020-06-28 09:44:02.707 INFO EDCORE: 0.052 s terrain vfstextures

2020-06-28 09:44:02.758 INFO EDCORE: 0.047 s terrain scene

2020-06-28 09:44:02.761 INFO EDCORE: 0.000 s terrain roaddetails

2020-06-28 09:44:02.765 INFO EDCORE: 0.000 s terrain forest

2020-06-28 09:44:03.900 INFO EDCORE: 1.132 s terrain routes

2020-06-28 09:44:03.903 INFO EDCORE: 0.000 s terrain surfacedetails

2020-06-28 09:44:03.907 INFO EDCORE: 0.000 s terrain blocks

2020-06-28 09:44:03.916 INFO EDCORE: 0.000 s terrain references

2020-06-28 09:44:04.064 INFO EDCORE: 0.153 s terrain superficials

2020-06-28 09:44:04.073 INFO EDCORE: 0.006 s terrain lma

2020-06-28 09:44:04.077 INFO EDCORE: 0.000 s terrain vectordatasettings

2020-06-28 09:44:04.567 INFO EDCORE: 0.488 s terrain navgraph

2020-06-28 09:44:04.574 INFO EDCORE: 0.004 s terrain vti

2020-06-28 09:44:04.951 INFO EDTERRAIN4: terrain time: 2.595545 s

2020-06-28 09:44:04.955 INFO TERRAIN: lSystem::InitScenes()

2020-06-28 09:44:04.956 INFO EDTERRAIN4: lTerraDispatchImpl::setDate( day=22, month=6)

2020-06-28 09:44:04.956 INFO EDTERRAIN4: switchTextures (season=1, minTexture=false)

2020-06-28 09:44:04.956 INFO DX11BACKEND: Reloading textures ...

2020-06-28 09:44:04.958 INFO LUA-TERRAIN: Init done

2020-06-28 09:44:04.959 INFO EDTERRAINGRAPHICS41: ITerrainGraphicsImpl4::openTerrain() START

2020-06-28 09:44:04.959 INFO EDTERRAINGRAPHICS41: loading terrain options: Config/terrain/terrainoptions41.lua

2020-06-28 09:44:04.959 INFO EDTERRAINGRAPHICS41: loading terrain shading options: ./Mods/terrains/Caucasus/shadingOptions/Caucasus.lua

2020-06-28 09:44:04.960 INFO METASHADER: MetaShaderCache2: [108] from ./Mods/terrains/Caucasus/misc/metacache/dcs.lua

2020-06-28 09:44:05.003 INFO METASHADER: loaded [108/108]

2020-06-28 09:44:05.017 WARNING EDTERRAINGRAPHICS41: failed to open "surfaceDetailsHints" section in terrain config

2020-06-28 09:44:05.025 INFO EDTERRAINGRAPHICS41: 0.000018s Loaded reference file "caucasus" buffers: 0

2020-06-28 09:44:05.025 INFO EDCORE: 0.000 s landscape4::lReferenceFile

2020-06-28 09:44:05.057 INFO EDTERRAINGRAPHICS41: 0.028123s Loaded reference file "airfieldslights" buffers: 7

2020-06-28 09:44:05.057 INFO EDCORE: 0.028 s landscape4::lReferenceFile

2020-06-28 09:44:05.157 INFO EDTERRAINGRAPHICS41: 0.095520s Loaded reference file "blockbuildings" buffers: 7

2020-06-28 09:44:05.157 INFO EDCORE: 0.096 s landscape4::lReferenceFile

2020-06-28 09:44:05.177 INFO EDTERRAINGRAPHICS41: 0.013744s Loaded reference file "blocktrees" buffers: 0

2020-06-28 09:44:05.177 INFO EDCORE: 0.014 s landscape4::lReferenceFile

2020-06-28 09:44:05.342 INFO EDTERRAINGRAPHICS41: 0.157856s Loaded reference file "caucasusafbbuildings_new" buffers: 27

2020-06-28 09:44:05.342 INFO EDCORE: 0.158 s landscape4::lReferenceFile

2020-06-28 09:44:05.368 INFO EDTERRAINGRAPHICS41: 0.021244s Loaded reference file "caucasusbridges" buffers: 11

2020-06-28 09:44:05.368 INFO EDCORE: 0.021 s landscape4::lReferenceFile

2020-06-28 09:44:05.449 INFO EDTERRAINGRAPHICS41: 0.075284s Loaded reference file "caucasusobjects" buffers: 0

2020-06-28 09:44:05.449 INFO EDCORE: 0.075 s landscape4::lReferenceFile

2020-06-28 09:44:05.468 INFO EDTERRAINGRAPHICS41: 0.014082s Loaded reference file "communication" buffers: 7

2020-06-28 09:44:05.468 INFO EDCORE: 0.014 s landscape4::lReferenceFile

2020-06-28 09:44:05.473 INFO EDTERRAINGRAPHICS41: 0.000407s Loaded reference file "crashmodels" buffers: 1

2020-06-28 09:44:05.473 INFO EDCORE: 0.000 s landscape4::lReferenceFile

2020-06-28 09:44:05.603 INFO EDTERRAINGRAPHICS41: 0.125682s Loaded reference file "crashmodelsfromedm" buffers: 22

2020-06-28 09:44:05.603 INFO EDCORE: 0.126 s landscape4::lReferenceFile

2020-06-28 09:44:05.633 INFO EDTERRAINGRAPHICS41: 0.026882s Loaded reference file "housedetails" buffers: 9

2020-06-28 09:44:05.633 INFO EDCORE: 0.027 s landscape4::lReferenceFile

2020-06-28 09:44:05.644 INFO EDTERRAINGRAPHICS41: 0.006443s Loaded reference file "industrial" buffers: 7

2020-06-28 09:44:05.644 INFO EDCORE: 0.006 s landscape4::lReferenceFile

2020-06-28 09:44:05.677 INFO EDTERRAINGRAPHICS41: 0.029666s Loaded reference file "misc" buffers: 3

2020-06-28 09:44:05.677 INFO EDCORE: 0.030 s landscape4::lReferenceFile

2020-06-28 09:44:05.690 INFO EDTERRAINGRAPHICS41: 0.008852s Loaded reference file "oilplatforms" buffers: 7

2020-06-28 09:44:05.690 INFO EDCORE: 0.009 s landscape4::lReferenceFile

2020-06-28 09:44:05.706 INFO EDTERRAINGRAPHICS41: 0.011017s Loaded reference file "tuapserefinery" buffers: 6

2020-06-28 09:44:05.706 INFO EDCORE: 0.011 s landscape4::lReferenceFile

2020-06-28 09:44:05.721 INFO EDTERRAINGRAPHICS41: 0.008569s Loaded reference file "vehicles" buffers: 9

2020-06-28 09:44:05.721 INFO EDCORE: 0.009 s landscape4::lReferenceFile

2020-06-28 09:44:05.734 INFO EDTERRAINGRAPHICS41: 0.007049s Loaded reference file "vessels" buffers: 7

2020-06-28 09:44:05.734 INFO EDCORE: 0.007 s landscape4::lReferenceFile

2020-06-28 09:44:05.749 INFO EDTERRAINGRAPHICS41: 0.009484s Loaded reference file "walls" buffers: 2

2020-06-28 09:44:05.749 INFO EDCORE: 0.009 s landscape4::lReferenceFile

2020-06-28 09:44:05.768 INFO EDTERRAINGRAPHICS41: 0.013598s Loaded reference file "americanbeech" buffers: 0

2020-06-28 09:44:05.768 INFO EDCORE: 0.014 s landscape4::lReferenceFile

2020-06-28 09:44:05.775 INFO EDTERRAINGRAPHICS41: 0.001202s Loaded reference file "caucasus_fir" buffers: 0

2020-06-28 09:44:05.775 INFO EDCORE: 0.001 s landscape4::lReferenceFile

2020-06-28 09:44:05.781 INFO EDTERRAINGRAPHICS41: 0.001585s Loaded reference file "cypress_oak" buffers: 0

2020-06-28 09:44:05.781 INFO EDCORE: 0.002 s landscape4::lReferenceFile

2020-06-28 09:44:05.787 INFO EDTERRAINGRAPHICS41: 0.001216s Loaded reference file "european_beech" buffers: 0

2020-06-28 09:44:05.787 INFO EDCORE: 0.001 s landscape4::lReferenceFile

2020-06-28 09:44:05.793 INFO EDTERRAINGRAPHICS41: 0.000724s Loaded reference file "green_ash" buffers: 0

2020-06-28 09:44:05.793 INFO EDCORE: 0.001 s landscape4::lReferenceFile

2020-06-28 09:44:05.799 INFO EDTERRAINGRAPHICS41: 0.001253s Loaded reference file "honey_mesquite" buffers: 0

2020-06-28 09:44:05.799 INFO EDCORE: 0.001 s landscape4::lReferenceFile

2020-06-28 09:44:05.805 INFO EDTERRAINGRAPHICS41: 0.001173s Loaded reference file "italiancypress" buffers: 0

2020-06-28 09:44:05.805 INFO EDCORE: 0.001 s landscape4::lReferenceFile

2020-06-28 09:44:05.812 INFO EDTERRAINGRAPHICS41: 0.001127s Loaded reference file "lombardypoplar" buffers: 0

2020-06-28 09:44:05.812 INFO EDCORE: 0.001 s landscape4::lReferenceFile

2020-06-28 09:44:05.819 INFO EDTERRAINGRAPHICS41: 0.001290s Loaded reference file "mountain_maple" buffers: 0

2020-06-28 09:44:05.819 INFO EDCORE: 0.001 s landscape4::lReferenceFile

2020-06-28 09:44:05.826 INFO EDTERRAINGRAPHICS41: 0.001410s Loaded reference file "norwayspruce" buffers: 0

2020-06-28 09:44:05.826 INFO EDCORE: 0.001 s landscape4::lReferenceFile

2020-06-28 09:44:05.834 INFO EDTERRAINGRAPHICS41: 0.001508s Loaded reference file "shrub" buffers: 0

2020-06-28 09:44:05.834 INFO EDCORE: 0.002 s landscape4::lReferenceFile

2020-06-28 09:44:05.834 INFO EDTERRAINGRAPHICS41: InstanceManager2 is completing initialization...

2020-06-28 09:44:05.839 INFO EDTERRAINGRAPHICS41: InstanceManager2::updateObjectDeclBuffer()

2020-06-28 09:44:05.840 INFO EDTERRAINGRAPHICS41: InstanceManager2::updateObjectLodDeclBuffer()

2020-06-28 09:44:05.845 INFO EDTERRAINGRAPHICS41: InstanceManager2 complete initialization:

2020-06-28 09:44:05.845 INFO EDTERRAINGRAPHICS41: objects: 666

2020-06-28 09:44:05.845 INFO EDTERRAINGRAPHICS41: subObjects: 493

2020-06-28 09:44:05.845 INFO EDTERRAINGRAPHICS41: objectLods: 2911

2020-06-28 09:44:05.845 INFO EDTERRAINGRAPHICS41: objectLodRenderItems: 330

2020-06-28 09:44:05.845 INFO EDTERRAINGRAPHICS41: MAX_LODS_IN_OBJECT: 10

2020-06-28 09:44:05.845 INFO EDTERRAINGRAPHICS41: MAX_SUBOBJECTS_IN_OBJECT: 74

2020-06-28 09:44:05.845 INFO EDTERRAINGRAPHICS41: GEOMETRY BUFFERS: 132

2020-06-28 09:44:05.858 INFO EDCORE: 0.000 s landscape5::OceanFile

2020-06-28 09:44:05.980 INFO EDCORE: 0.115 s landscape5::GrassFile

2020-06-28 09:44:05.984 INFO EDCORE: 0.000 s landscape5::lModels5File

2020-06-28 09:44:06.043 WARNING LOG: 16 duplicate message(s) skipped.

2020-06-28 09:44:06.043 INFO EDTERRAINGRAPHICS41: remapper.deformers is not empty

2020-06-28 09:44:06.108 INFO EDTERRAINGRAPHICS41: materialParams[29084]*1536

2020-06-28 09:44:06.112 INFO EDCORE: 0.070 s landscape5::Surface5File

2020-06-28 09:44:06.128 INFO EDTERRAINGRAPHICS41: materialParams[810]*1536

2020-06-28 09:44:06.128 INFO EDCORE: 0.011 s landscape5::SurfaceTile

2020-06-28 09:44:06.136 INFO EDCORE: 0.002 s landscape5::Scene5File

2020-06-28 09:44:06.146 INFO EDCORE: 0.005 s landscape4::lRoutesFile

2020-06-28 09:44:06.150 INFO EDCORE: 0.000 s landscape4::lSurfaceDetails2File

2020-06-28 09:44:06.155 INFO EDTERRAINGRAPHICS41: materialParams[1]*1536

2020-06-28 09:44:06.155 INFO EDCORE: 0.001 s landscape4::lSuperficialFile

2020-06-28 09:44:06.160 INFO EDCORE: 0.001 s landscape4::lGeoNamesFile

2020-06-28 09:44:06.166 INFO EDCORE: 0.001 s landscape5::sup5File

2020-06-28 09:44:06.172 INFO EDCORE: 0.000 s landscape5::sup5File

2020-06-28 09:44:06.176 INFO EDCORE: 0.000 s landscape5::navGraph5File

2020-06-28 09:44:06.176 INFO EDTERRAINGRAPHICS41: ITerrainGraphicsImpl4::openTerrain() END 1.216706 s

2020-06-28 09:44:06.176 ERROR_ONCE DX11BACKEND: render target 'mainDepthBuffer_copy' not found

2020-06-28 09:44:06.176 ERROR_ONCE DX11BACKEND: render target 'DummyShadowMap' not found

2020-06-28 09:44:06.877 INFO DCS: Screen: MissionEditor

2020-06-28 09:44:22.561 INFO LUA-GUI_MAP: levelformap=1

2020-06-28 09:44:23.964 INFO LUA-GUI_MAP: levelformap=0

2020-06-28 09:44:27.195 INFO VISUALIZER: TerrainRenderer::release

2020-06-28 09:44:27.432 WARNING LOG: 2 duplicate message(s) skipped.

2020-06-28 09:44:27.432 INFO DCS: Screen: MissionEditor

2020-06-28 09:44:41.144 INFO VISUALIZER: TerrainRenderer::release

2020-06-28 09:44:41.382 WARNING LOG: 2 duplicate message(s) skipped.

2020-06-28 09:44:41.382 INFO DCS: Screen: MissionEditor

2020-06-28 09:44:43.838 INFO Dispatcher: loadMission C:\Users\Nalfeyn\AppData\Local\Temp\DCS.openbeta\tempMission.miz

2020-06-28 09:44:43.839 INFO WORLDGENERAL: loading mission from: "C:\Users\Nalfeyn\AppData\Local\Temp\DCS.openbeta\tempMission.miz"

2020-06-28 09:44:43.896 INFO EDCORE: (dDispatcher)enterToState_:4

2020-06-28 09:44:43.896 INFO Dispatcher: Terrain theatre Caucasus

2020-06-28 09:44:43.896 INFO Dispatcher: Start

2020-06-28 09:44:43.952 INFO Dispatcher: Terrain theatre Caucasus

2020-06-28 09:44:43.953 INFO TERRAIN: lSystem::load(./Mods/terrains/Caucasus\terrain.cfg.lua)

2020-06-28 09:44:43.953 INFO TERRAIN: lSystem::CleanScenes()

2020-06-28 09:44:43.954 INFO TERRAIN: lSystem::InitScenes()

2020-06-28 09:44:43.954 INFO EDTERRAIN4: lTerraDispatchImpl::setDate( day=21, month=6)

2020-06-28 09:44:43.955 WARNING GRAPHICSCORE: already registered Renderer callback

2020-06-28 09:44:43.962 INFO VISUALIZER: StartSimulation

2020-06-28 09:44:44.182 INFO VISUALIZER: cascade shadows init (preset:'default' quality:2 layers:4 size:1024)

2020-06-28 09:44:44.635 ERROR_ONCE DX11BACKEND: texture 'lightning.dds' not found. Asked from 'EFFECTS2'

2020-06-28 09:44:44.734 ERROR_ONCE DX11BACKEND: texture 'LiquidAnimationNormals' not found. Asked from 'EFFECTS2'

2020-06-28 09:44:44.734 ERROR_ONCE DX11BACKEND: texture 'LiquidAnimationAlphas' not found. Asked from 'EFFECTS2'

2020-06-28 09:44:44.740 ERROR_ONCE DX11BACKEND: texture 'testFire.dds' not found. Asked from 'EFFECTS2'

2020-06-28 09:44:44.774 INFO Dispatcher: initial random seed = 7484851

2020-06-28 09:44:44.774 INFO Dispatcher: apply random seed = 7484851

2020-06-28 09:44:44.822 INFO WORLDGENERAL: loaded from mission Scripts/World/GPS_GNSS.lua

2020-06-28 09:44:45.112 INFO WORLDGENERAL: loaded from mission Config/View/SnapViewsDefault.lua

2020-06-28 09:44:45.112 INFO WORLDGENERAL: loaded from mission Config/View/View.lua

2020-06-28 09:44:45.113 INFO WORLDGENERAL: loaded from mission Config/View/Server.lua

2020-06-28 09:44:45.152 INFO Config: netview started

2020-06-28 09:44:45.161 INFO VISUALIZER: CameraIndependedPreload()

2020-06-28 09:44:45.161 INFO VISUALIZER: CameraIndependedPreload() finished

2020-06-28 09:44:45.161 INFO DCS: use_xRay: no

2020-06-28 09:44:46.606 INFO DCS: MissionSpawn:initScript

2020-06-28 09:44:46.606 INFO DCS: MissionSpawn:spawnCoalition neutrals

2020-06-28 09:44:46.606 INFO DCS: MissionSpawn:spawnCoalition red

2020-06-28 09:44:46.606 INFO DCS: MissionSpawn:spawnCoalition blue

2020-06-28 09:44:46.606 INFO DCS: MissionSpawn:spawnHelicopters 2

2020-06-28 09:44:46.609 INFO DCS: MissionSpawn:spawnVehicles 2

2020-06-28 09:44:46.636 INFO EDTERRAINGRAPHICS41: surface5 gc() LOD 0 0 squares

2020-06-28 09:44:46.636 INFO EDTERRAINGRAPHICS41: surface5 gc() LOD 1 4 squares

2020-06-28 09:44:46.636 INFO EDTERRAINGRAPHICS41: surface5 gc() 0.124900 ms

2020-06-28 09:44:46.723 INFO SCRIPTING: *** MOOSE GITHUB Commit Hash ID: 2020-05-19T07:24:33.0000000Z-47ea77728c7f6a3bf1d185342e0953547a93a92a ***

2020-06-28 09:44:46.723 INFO SCRIPTING: *** MOOSE STATIC INCLUDE START ***

2020-06-28 09:44:46.724 INFO SCRIPTING: Init: Scripts Loaded v1.1

2020-06-28 09:44:46.726 INFO SCRIPTING: 12872( 12167)/I: DATABASE00003._RegisterGroupsAndUnits({[1]=Register Group:,[2]=Infantry,})

2020-06-28 09:44:46.726 INFO SCRIPTING: 12878( 12167)/I: DATABASE00003._RegisterGroupsAndUnits({[1]=Register Unit:,[2]=Einheit #001,})

2020-06-28 09:44:46.726 INFO SCRIPTING: 12878( 12167)/I: DATABASE00003._RegisterGroupsAndUnits({[1]=Register Unit:,[2]=Einheit #002,})

2020-06-28 09:44:46.726 INFO SCRIPTING: 12878( 12167)/I: DATABASE00003._RegisterGroupsAndUnits({[1]=Register Unit:,[2]=Einheit #003,})

2020-06-28 09:44:46.727 INFO SCRIPTING: 12878( 12167)/I: DATABASE00003._RegisterGroupsAndUnits({[1]=Register Unit:,[2]=Einheit #004,})

2020-06-28 09:44:46.727 INFO SCRIPTING: 12878( 12167)/I: DATABASE00003._RegisterGroupsAndUnits({[1]=Register Unit:,[2]=Einheit #005,})

2020-06-28 09:44:46.727 INFO SCRIPTING: 12878( 12167)/I: DATABASE00003._RegisterGroupsAndUnits({[1]=Register Unit:,[2]=Einheit #006,})

2020-06-28 09:44:46.727 INFO SCRIPTING: 12878( 12167)/I: DATABASE00003._RegisterGroupsAndUnits({[1]=Register Unit:,[2]=Einheit #007,})

2020-06-28 09:44:46.728 INFO SCRIPTING: 12872( 12167)/I: DATABASE00003._RegisterGroupsAndUnits({[1]=Register Group:,[2]=Helicopter,})

2020-06-28 09:44:46.728 INFO SCRIPTING: 12878( 12167)/I: DATABASE00003._RegisterGroupsAndUnits({[1]=Register Unit:,[2]=Pilot #001,})

2020-06-28 09:44:46.728 INFO SCRIPTING: 12913( 12169)/I: DATABASE00003._RegisterStatics({[statics]={[GroupsRed]={},[GroupsBlue]={},},})

2020-06-28 09:44:46.728 INFO SCRIPTING: 12955( 12171)/I: DATABASE00003._RegisterAirbases(Register Airbase: Anapa-Vityazevo, getID=12, GetID=12 (unique=12))

2020-06-28 09:44:46.729 INFO SCRIPTING: 12955( 12171)/I: DATABASE00003._RegisterAirbases(Register Airbase: Krasnodar-Center, getID=13, GetID=13 (unique=13))

2020-06-28 09:44:46.729 INFO SCRIPTING: 12955( 12171)/I: DATABASE00003._RegisterAirbases(Register Airbase: Novorossiysk, getID=14, GetID=14 (unique=14))

2020-06-28 09:44:46.729 INFO SCRIPTING: 12955( 12171)/I: DATABASE00003._RegisterAirbases(Register Airbase: Krymsk, getID=15, GetID=15 (unique=15))

2020-06-28 09:44:46.729 INFO SCRIPTING: 12955( 12171)/I: DATABASE00003._RegisterAirbases(Register Airbase: Maykop-Khanskaya, getID=16, GetID=16 (unique=16))

2020-06-28 09:44:46.730 INFO SCRIPTING: 12955( 12171)/I: DATABASE00003._RegisterAirbases(Register Airbase: Gelendzhik, getID=17, GetID=17 (unique=17))

2020-06-28 09:44:46.730 INFO SCRIPTING: 12955( 12171)/I: DATABASE00003._RegisterAirbases(Register Airbase: Sochi-Adler, getID=18, GetID=18 (unique=18))

2020-06-28 09:44:46.730 INFO SCRIPTING: 12955( 12171)/I: DATABASE00003._RegisterAirbases(Register Airbase: Krasnodar-Pashkovsky, getID=19, GetID=19 (unique=19))

2020-06-28 09:44:46.730 INFO SCRIPTING: 12955( 12171)/I: DATABASE00003._RegisterAirbases(Register Airbase: Sukhumi-Babushara, getID=20, GetID=20 (unique=20))

2020-06-28 09:44:46.731 INFO SCRIPTING: 12955( 12171)/I: DATABASE00003._RegisterAirbases(Register Airbase: Gudauta, getID=21, GetID=21 (unique=21))

2020-06-28 09:44:46.731 INFO SCRIPTING: 12955( 12171)/I: DATABASE00003._RegisterAirbases(Register Airbase: Batumi, getID=22, GetID=22 (unique=22))

2020-06-28 09:44:46.731 INFO SCRIPTING: 12955( 12171)/I: DATABASE00003._RegisterAirbases(Register Airbase: Senaki-Kolkhi, getID=23, GetID=23 (unique=23))

2020-06-28 09:44:46.732 INFO SCRIPTING: 12955( 12171)/I: DATABASE00003._RegisterAirbases(Register Airbase: Kobuleti, getID=24, GetID=24 (unique=24))

2020-06-28 09:44:46.732 INFO SCRIPTING: 12955( 12171)/I: DATABASE00003._RegisterAirbases(Register Airbase: Kutaisi, getID=25, GetID=25 (unique=25))

2020-06-28 09:44:46.732 INFO SCRIPTING: 12955( 12171)/I: DATABASE00003._RegisterAirbases(Register Airbase: Mineralnye Vody, getID=26, GetID=26 (unique=26))

2020-06-28 09:44:46.732 INFO SCRIPTING: 12955( 12171)/I: DATABASE00003._RegisterAirbases(Register Airbase: Nalchik, getID=27, GetID=27 (unique=27))

2020-06-28 09:44:46.733 INFO SCRIPTING: 12955( 12171)/I: DATABASE00003._RegisterAirbases(Register Airbase: Mozdok, getID=28, GetID=28 (unique=28))

2020-06-28 09:44:46.733 INFO SCRIPTING: 12955( 12171)/I: DATABASE00003._RegisterAirbases(Register Airbase: Tbilisi-Lochini, getID=29, GetID=29 (unique=29))

2020-06-28 09:44:46.733 INFO SCRIPTING: 12955( 12171)/I: DATABASE00003._RegisterAirbases(Register Airbase: Soganlug, getID=30, GetID=30 (unique=30))

2020-06-28 09:44:46.734 INFO SCRIPTING: 12955( 12171)/I: DATABASE00003._RegisterAirbases(Register Airbase: Vaziani, getID=31, GetID=31 (unique=31))

2020-06-28 09:44:46.734 INFO SCRIPTING: 12955( 12171)/I: DATABASE00003._RegisterAirbases(Register Airbase: Beslan, getID=32, GetID=32 (unique=32))

2020-06-28 09:44:46.734 INFO SCRIPTING: 12467(147086)/I: DATABASE00003.?({[Cargo]=Helicopter,})

2020-06-28 09:44:46.735 INFO SCRIPTING: 12467(147086)/I: DATABASE00003.?({[Cargo]=Infantry,})

2020-06-28 09:44:46.735 INFO SCRIPTING: 12357(147087)/I: DATABASE00003.?({[1]=Register ZONE:,[Name]=Pickup Location,})

2020-06-28 09:44:46.735 INFO SCRIPTING: 12357(147087)/I: DATABASE00003.?({[1]=Register ZONE:,[Name]=US Deploy 1,})

2020-06-28 09:44:46.735 INFO SCRIPTING: 4917(147089)/I: BASE00000.?(Tracing in MOOSE is OFF)

2020-06-28 09:44:46.735 INFO SCRIPTING: *** MOOSE INCLUDE END ***

2020-06-28 09:44:46.738 ERROR DCS: Mission script error: : [string "C:\Users\Nalfeyn\AppData\Local\Temp\DCS.openbeta\/~mis00006AB4.lua"]:3: attempt to call global 'FilterPrefixes' (a nil value)

stack traceback:

[C]: in function 'FilterPrefixes'

[string "C:\Users\Nalfeyn\AppData\Local\Temp\DCS.openbeta\/~mis00006AB4.lua"]:3: in main chunk

2020-06-28 09:44:46.749 INFO VISUALIZER: Preload() camera=-293180.099872, 506.840429, 627458.632919 radius=60000.000000

2020-06-28 09:44:46.749 INFO EDTERRAINGRAPHICS41: ITerrainGraphicsImpl4::forceLoading(): pos=(-293180, 506.84, 627459), radius=60000

2020-06-28 09:44:46.850 INFO EDTERRAINGRAPHICS41: surface5 clean up LOD 0: left 5 released 18

2020-06-28 09:44:46.850 INFO EDTERRAINGRAPHICS41: surface5 clean up LOD 1: left 12 released 23

2020-06-28 09:44:46.850 INFO EDTERRAINGRAPHICS41: surface5 clean up 1.432200 ms

2020-06-28 09:44:47.939 INFO VISUALIZER: Preload() finished

2020-06-28 09:44:47.943 INFO DCS: Screen: mission_offline

2020-06-28 09:44:47.943 INFO Dispatcher: precache units resources in slots

2020-06-28 09:44:47.989 INFO Lua: Lua CPU usage: metric: average mission loading: 6.6150 %

2020-06-28 09:44:47.989 INFO Dispatcher: loadMission Done: Сontrol passed to the player

2020-06-28 09:44:47.996 INFO GRAPHICSVISTA: Creating Resource "Unicode" of type 1

2020-06-28 09:45:03.113 ERROR_ONCE DX11BACKEND: texture 'kabinaNight' not found. Asked from 'NGMODEL'

2020-06-28 09:45:05.218 INFO Lua: Lua CPU usage: metric: average mission execution: 2.1785 %

2020-06-28 09:45:05.985 INFO Dispatcher: Stop

2020-06-28 09:45:06.355 INFO Config: netview stopped

2020-06-28 09:45:06.367 INFO TERRAIN: lSystem::CleanScenes()

2020-06-28 09:45:06.370 INFO VISUALIZER: StopSimulation

2020-06-28 09:45:06.370 INFO VISUALIZER: Stopped collection of statistic.

2020-06-28 09:45:06.385 INFO EDCORE: (dDispatcher)enterToState_:3

2020-06-28 09:45:06.391 INFO VISUALIZER: TerrainRenderer::release

 

 

The only error I found is, that the "FilterPrefixes" is a nil value.

 

 

Besides that, just telling me to take a look in the log file wont help much. Maybe you tell me, WHAT I have to look for?

Somebody that is TOTALLY new to scripting and is starting from NEW has no idea what he has to look for.


Edited by Nalfeyn
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I see you still cannot be bothered to read the debugging moose script guide I linked ... which explains what to look for in the dcs.log

 

 

So now we are getting somewhere ............... albet slowly

The only error I found is, that the "FilterPrefixes" is a nil value.

 

Now go check the docs for "FilterPrefixes", to see what things it accepts when used with SETS

 

 

So the error says line 3 is the problem bit of code

 

line 3

local SetHelicopter=SET_GROUP:New()FilterPrefixes("Helicopter"):FilterStart()

 

 

and the error is because someone forgot :

local SetHelicopter=SET_GROUP:New():FilterPrefixes("Helicopter"):FilterStart()

 

Reading the guide for how to examine and read your log would have saved time and effort but some people are too lazy to put any effort in


Edited by HC_Official

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I see you still cannot be bothered to read the debugging moose script guide I linked ... which explains what to look for in the dcs.log

 

 

So now we are getting somewhere ............... albet slowly

The only error I found is, that the "FilterPrefixes" is a nil value.

 

Now go check the docs for "FilterPrefixes", to see what things it accepts when used with SETS

A noob interested in MOOSE;

cannot find viable result to search 'FilterPrefixes SETS' 'FilterPrefixes Moose' other than 'don't use #' in the 'bug' reports, which is not a bug but considered a limitation

 

A search of 'FilterPrefixes' should lead to all its limitations but there is no result on 'FilterPrefixes' which should include the combinations with SETs, but results in some links aimed at the SETs only, which makes one go around in circles.

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go to docs

https://flightcontrol-master.github.io/MOOSE_DOCS/Documentation/

 

scroll down .. you find Core.Sets click on it to open the doc page on sets

then left control + F - this allows this thing called search, put FilterPrefixes into the search box

 

and hit enter, FilterPrefixes appears 26 times on this page, click thru them (usually arrows up / down) until you find the one that deals with the type of sets you are interested in eg GROUP , CARGO or whatever

 

You can also search the MOOSE.lua file directly as it has the docs embedded in it

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Click here for tutorials for using Virpil Hardware and Software

 

Click here for Virpil Flight equipment dimensions and pictures.

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line 3

SetHelicopter=SET_GROUP:New()FilterPrefixes("Helicopter"):FilterStart()

and the error is because someone forgot :

local SetHelicopter=SET_GROUP:New():FilterPrefixes("Helicopter"):FilterStart()

figures

you're funny

| VR goggles | Autopilot panel | Headtracker | TM HOTAS | G920 HOTAS | MS FFB 2 | Throttle Quadrants | 8600K | GTX 1080 | 64GB RAM| Win 10 x64 | Voicerecognition | 50" UHD TV monitor | 40" 1080p TV monitor | 2x 24" 1080p side monitors | 24" 1080p touchscreen |

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also

local SetHelicopter=SET_GROUP:New()FilterPrefixes("Helicopter"):FilterStart()

local SetPickupZones=SET_ZONE:New()FilterPrefixes("Pickup"):FilterStart()

local SetDeployZones=SET_ZONE:New()FilterPrefixes("Defense"):FilterStart()

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Chill Chill Chill !!! I was just so freaking frustrated.

 

 

I'm currently at night shift, so I cant look at my files on my pc.

 

 

I was listening to the advice and took a look at the guide you linked to me.

I must admit, that I have got some problems understanding everything in the tutorial, even though my english is not THAT bad. That frustrated me a lot.

 

 

Anyways. I now realized, the DCS Log.txt will only tell me 1 error at once, the first error the script occurs. I wasnt aware of that.

Also I wasnt aware, the log.text will show me in which line of the script the error occurs. Wonderful!

 

 

Yes, i forgot the New():FilterPrefixes - I realized that.

After he told me the error in line 3, then line 4, then line 5.

 

 

There were also an error in the zones.

 

 

When Im home from night shift I will try to get the other Things to work, like dynamically script loading and the debug Output Statements.

 

 

Im sorry, but I was just really frustrated. :)

 

Thanks for the help.

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setting a RAT for Nevada. I put some Cessnas to spawn in "North Las Vegas", no problem.

However an error displayed "Henderson Executive Airport" is not a valid destination.

How could I get the proper names for each airport?

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setting a RAT for Nevada. I put some Cessnas to spawn in "North Las Vegas", no problem.

However an error displayed "Henderson Executive Airport" is not a valid destination.

How could I get the proper names for each airport?

 

 

 

https://flightcontrol-master.github.io/MOOSE_DOCS_DEVELOP/Documentation/Wrapper.Airbase.html

 

 

It should be "AIRBASE.Nevada.Henderson_Executive_Airport".

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Having problems on setting up the dynamically script loading. I watched the tutorial, but as I said before, I have got some problems understand every detail.

 

So I have got the script "Dynamic Script Loading.Lua"

env.info("Campaign: Loader started")

assert(loadfile("D:\Dokumente\Scripts\LUA Development Tools\workspace\My_Missions\Persian Gulf\Pickup and Deploy.lua"))()

env.info("Campaign: Loader done")

which basically leads to the directory of the script I want to load in the mission editor, right?

 

So I setup another trigger in the ME.

 

Continously

Do Script:

assert(loadfile("D:\Dokumente\Scripts\LUA Development Tools\workspace\My_Missions\Persian Gulf\Dynamic Script Loading.Lua"))()

 

So now I should be able to make changes to the script in LTD while being in the Mission?


Edited by Nalfeyn
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