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MOOSE - Mission Object Oriented Scripting Framework


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Hi folks,

 

have read the whole thread but didn't find something about Moos & SLmod running together.

 

Seems there are some problems due to the hooking procedure of MOOS via the "MissionScripting.lua" !?

 

SLmod do overwrite this *.lua on every Multiplayer Mission start.....

 

Thx

My Rig: Windows 11 Pro, Intel i7-13700k@5.4GHz, 64GB DDR5 5200 RAM, Gigabyte Z790 AORUS Elite AX, 1TB Samsung EVO 970, RTX4080, Thrustmaster HOTAS WARTHOG + Saitek Pro Flight Pedals, LG 32" 4K 60FPS, ACER 30" 4K 60FPS GSync Display, HP Reverb G2 V2

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Post 24: http://forums.eagle.ru/showpost.php?p=2306842&postcount=24 shows how I edited the file so Witchcraft, SLMod and MOOSE all work together. I then put this in the SLMOD backup of \Saved Games\DCS\Scripts\net\Slmodv7_0\SlmodMissionScripting.lua since this is the file that SLMOD copies into place if it see something different for MissionScripting.lua

 

So far, does not seem to be any problems, I just identified that I was also using SLmod and Witchcraft just in case they may have caused a conflict.

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This is most unfortunate. I really had my hopes up for a cleanup routine. Our situation at the Virtual Aerobatics server is a bit different in that all (or at least most) or the wrecks are results of direct collision with the ground, resulting in instant death. Neither of these 2 workarounds are able to activate under these conditions. I do appreciate all efforts put into making these scripts and am sure a good number of mission creators will be able to make good use of the code.

 

 

 

 

 

Will keep hoping that ED can fix or implement their code to resolve these issues.

 

 

 

 

 

/Salute

 

 

 

Hi shadoh,

 

 

 

Been thinking a bit about your situation on the virtual acrobatics server... So, there are a number of cases that apply when units crash:

 

 

 

1. On the ground, a player unit crashes another player unit.

 

2. On the ground, a player unit crashes an ai unit.

 

3. On the ground, a player unit shoots another player unit. Instant kill.

 

4. On the ground, a player unit shoots another ai unit. Instant kill.

 

5. On the ground, a player unit shoots another player unit. Damage, no kill.

 

6. On the ground, a player unit shots an ai unit. Damage, no kill.

 

7. Airborne, a player unit crashes into the ground on purpose.

 

8. Airborne, a player unit crashes into the ground when landing.

 

9. Airborne, a player unit gets shot by an AI unit.

 

10. Airborne, a player unit gets shot by another player unit.

 

11. ...

 

 

 

Which is the scenario you see the most in your server?

 

 

 

I think I can help...

 

 

 

Sven

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On the ground, a player unit crashes another player unit.

 

On the ground, a player unit crashes into a structure

 

Airborne, a player unit crashes into the ground not necessarily on purpose.

 

The only AI we have are 3 invulnerable tankers. Also, weapon use is prohibited so scripting is enabled to remove anyone using weapons from their aircraft, so those issues are pretty much covered. What we have left to deal with are the multitude of wrecks on the airfields left by inexperienced pilots crashing on take off or landing, botched low level fly bys or failed aerobatics.

 

 

Thanks for taking the time to take a special look at our situation. We have a great community there and this will only make it better.

 

/Salute

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Post 24: http://forums.eagle.ru/showpost.php?p=2306842&postcount=24 shows how I edited the file so Witchcraft, SLMod and MOOSE all work together. I then put this in the SLMOD backup of \Saved Games\DCS\Scripts\net\Slmodv7_0\SlmodMissionScripting.lua since this is the file that SLMOD copies into place if it see something different for MissionScripting.lua

 

So far, does not seem to be any problems, I just identified that I was also using SLmod and Witchcraft just in case they may have caused a conflict.

 

Big big thx to you my dear friend.

 

Had to investigate some more but your solution realy helps me out.... :thumbup:

 

Best regards

My Rig: Windows 11 Pro, Intel i7-13700k@5.4GHz, 64GB DDR5 5200 RAM, Gigabyte Z790 AORUS Elite AX, 1TB Samsung EVO 970, RTX4080, Thrustmaster HOTAS WARTHOG + Saitek Pro Flight Pedals, LG 32" 4K 60FPS, ACER 30" 4K 60FPS GSync Display, HP Reverb G2 V2

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Hi Shahdoh, i think I have a first fix for you :-)

 

 

Airborne, a player unit crashes into the ground not necessarily on purpose.

 

Try this scenario with the MOOSE version attached ...

CLEANUP has added the following function and logic:

1. CLEANUP catches the "S_EVENT_PILOT_DEAD" event.

2. When the event is catched, it tests if the Unit is within the Zone, and if the Unit has a player.

3. If these conditions are true, the GROUP of the unit is destroyed. It works...

 

Note that the players will experience an immediate removal of their unit from the simulator. This may be a disadvantage, but it is the only way to prevent debris floating around due to crashes of unexperienced pilots i think...

Fortunately, the simulator provides a message on the screen like: pilot killed pilot...

I can add an explosion when the pilot is dead, if you like, which may help users to understand what happened. I can make an option for that through a function ...

 

You can quickly test as follows:

1. Install this MOOSE version attached in this post.

2. Start multi player DCS, and load the test mission attached in this post.

3. Join the SU-25T

4. Fly to batumi and crash it on the runway or near the runway.

 

Pls let me know if this works for you ...

 

kind regards,

Svennie

MOOSE_Cleanup_Test.miz

MOOSE - 2015-02-14-002.zip


Edited by FlightControl

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Well, first tests have been unsuccessful. Not sure what is going on, but unfortunately, don't have a lot of time to check into it this weekend. Pretty busy with the VA 2nd anniversary Airshow and 1st race of my Racing series. Should have more time to check it out next week, and will get you some logs and such to try and find out what's up.

 

Thanks again

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Hi Shahdoh,

 

That is fine. In the meanwhile i'll work on the other cases. These are a bit more challenging, butr a solution can be found.

 

I will be on holiday next week. Nothings burning. We can sort this out the week after.

 

kind regards,

Sven

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  • 3 weeks later...
Hi Shahdoh,

 

That is fine. In the meanwhile i'll work on the other cases. These are a bit more challenging, butr a solution can be found.

 

I will be on holiday next week. Nothings burning. We can sort this out the week after.

 

kind regards,

Sven

 

Shahdoh,

 

When you have time, we can work on the CLEANUP function.

Suggest we do a teamspeak session, i'll walk you through the CLEANUP functionality and explain how it works...

Let me know if you're interested. Others can reply if they are also interested in this session.

 

Sven

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  • 7 months later...

So Sven,

 

some news to report, or is MOOSE off?

 

Hopefully not!

My Rig: Windows 11 Pro, Intel i7-13700k@5.4GHz, 64GB DDR5 5200 RAM, Gigabyte Z790 AORUS Elite AX, 1TB Samsung EVO 970, RTX4080, Thrustmaster HOTAS WARTHOG + Saitek Pro Flight Pedals, LG 32" 4K 60FPS, ACER 30" 4K 60FPS GSync Display, HP Reverb G2 V2

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  • 3 weeks later...

Hey, it is not. I've updated the framework. The sling load logic has been reactivated. The air base cleanup logic has been refined as a result of scrip logic bug fixes done by dcs that allows me to remove dead units. The spawning logic is refined. Fixed the database maintenance logic now correctly dealing with the indexed units in the ENV space. Automatic respawning of healthy groups is now fixed when planes have landed and taxied back to their parking place... These fixes ate now in beta test in 1.5... Once dcsw gets public and released, I'll update the framework on the forum. My father activities limit me however to be very productive at this moment, which is a good thing but also limits my passion for flight simulators at the moment. ☺

 

 

 

You can try out Gori Valley mission, that is currently active in the dcs Belgium server. It uses the MOOSE framework.


Edited by FlightControl

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MOOSE is back

 

Hello,

 

It has been a while, I know ...

I've been working in the background on MOOSE to make it compatible with DCS World 1.5.

 

Find MOOSE in GITHUB here: https://github.com/svenvandevelde/MOOSE

 

kind regards,

Sven

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  • 4 months later...

The MOOSE is not dead, it is still alive.

 

[ame]https://www.youtube.com/watch?v=iCaombuK45w[/ame]

 

Find this first first VIDEO session on youtube that explains the first basic SPAWNing functionality of the MOOSE framework. Note that this is only Part 1. The training on the more complex spawning functions is coming in sequent Parts ...

 

If you like this information session, tell me what you think of it (beside my non-native English of course :-).

 

Stay tuned ...

 

FC

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Hi FlightControl,

 

I find your Moose framework very interesting and I want to give it a try. I wanted to mention that I installed Moose and after launching one of your test missions DCSW crashed. I extracted the contents of the file moose.zip inside the Scripts folder of my DCSw installation, right? I found that the mission crashed because the moose.zip file contains a folder called "MOOSE-master". After changing the name of the folder as "Moose" the problem was solved. Is this correct?

 

Also, I can see in your video that you are using Eclipse with lua, right?. How can I configure eclipse to see the docs while editing the lua files as you have? Sorry, but I'm newbie and any help will be much appreciated.

 

Thanks

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I see, i will delete the post and repost when i have the links working... Thanks for informing.

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  • 2 weeks later...

I've been creative the last weeks making a fun ESCORT class, which support groups escorting CLIENT units (where players are joined into) in a multi-player environment!

Find it on GITHUB here:

 

https://github.com/FlightControl-Master/MOOSE/blob/master/Moose/Escort.lua

 

Each escorting group can be commanded with a whole set of radio commands (radio menu in your flight, and then F10).

Find a summary below of the current available commands:

 

F1. Navigation ...: Escort group navigation functions:

"Hold Position and Stay Low":
will stop the escort group and they will hover 30 meters above the ground at the position they stopped.

"Join-Up and Hold Position NearBy":
will fly the escort group nearby you, and then the group will hover.

"Join-Up and Follow at 100":
will fly the escort group nearby you at about 100 meters, and they will follow you.

"Join-Up and Follow at 200":
will fly the escort group nearby you at about 200 meters, and they will follow you.

 

"Join-Up and Follow at 400":
will fly the escort group nearby you at about 400 meters, and they will follow you.

 

"Join-Up and Follow at 800":
will fly the escort group nearby you at about 800 meters, and they will follow you.

F2. Report targets ...: Report targets will make the escort group to report any target that it identifies within a 8km range. Any detected target can be attacked using the 4. Attack nearby targets function. (see below).

"Report targets on":
Will make the escort group to report detected targets and will fill the "Attack nearby targets" menu list.

 

"Report targets off":
Will stop detecting targets.

F3. Scan targets ...: Menu items to pop-up the escort group for target scanning. After scanning, the escort group will resume with the mission or defined task.

"Scan targets 30 seconds":
Scan 30 seconds for targets.

"Scan targets 60 seconds":
Scan 60 seconds for targets.

F4. Attack nearby targets ...: This menu item will list all detected targets within an 8km range. Depending on the level of detection (known/unknown) and visuality, the targets type will also be listed.

 

F5. ROE ...: Defines the Rules of Engagement of the escort group when in flight.

"Hold Fire":
The escort group will hold fire.

"Return Fire":
The escort group will return fire.

"Open Fire":
The escort group will open fire on designated targets.

 

"Weapon Free":
The escort group will engage with any target.

 

F6. Evasion ...: Will define the evasion techniques that the escort group will perform during flight or combat.

"Fight until death":
The escort group will have no reaction to threats.

 

"Use flares, chaff and jammers":
The escort group will use passive defense using flares and jammers. No evasive manoeuvres are executed.

 

"Evade enemy fire":
The rescort group will evade enemy fire before firing.

 

"Go below radar and evade fire":
The escort group will perform evasive vertical manoeuvres.

F7. Resume Mission ...: Escort groups can have their own mission. This menu item will allow the escort group to resume their Mission from a given waypoint. Note that this is really fantastic, as you now have the dynamic of taking control of the escort groups, and allowing them to resume their path or mission.

 

 

Currently, the ESCORT class is in further development, but it is working now for escorting groups containing helicopters.

 

I am planning to fine-tune this class further the coming weeks, to allow it to have additional features for planes, and later to allow ground and naval groups to escort flights... f.e., a function to control a naval escort group attacking a detected ground target with PATRIOTs ... What also needs to be added, is further coordination between escort groups in the same flight.

 

The ESCORT class forms part of a larger MOOSE framework, which is in constant evolution. Have a look at it, you'll be surprised how much functionality it provides now ...

 

You can test the ESCORT class by trying out the GORI valley mission (link below in the signature).

To test, join either on RED or on BLUE the rescue missions units...

 

Note that it has taken a lot of work and testing to create this class and the whole moose framework. Please provide your feedback and questions. I will try to answer them.


Edited by FlightControl
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I just finished watching your first tutorial and plan at looking at this this weekend.

 

Eric

 

Hey Eric,

 

Also have a look at the first post in the threat. It contains a short tutorial.

You can download the test missions to have good examples of usage. Check the lua files in the "test missions/lua" folder at github:

 

https://github.com/FlightControl-Master/MOOSE/tree/master/Test%20Missions/lua

 

The documentation files on github are a bit out of date. i'll try to regenerate them today. (Documentation is embedded in the source code using loadoc).

 

I also need to write a manual and a training that explains how to install and use the eclipse lua development environment based on java, and how the function and class luadoc documentation system works in eclipse. I will try to do that the coming weeks. Step by step we'll get there...

 

kind regards,

Sven

 

Sven

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Is the installation in the profile folder possible?

 

You mean, if you can install MOOSE in the Saved Games/DCS folder?

Believe me, i've been looking for ages to find a way to do that.

The best i could come up with is the dynamic loading from the scripts directory in the program files folder, or the embedded trick (combining all lua files as one big file).

 

If somebody knows the trick, be my guest.

 

DCS could do a bit better with supporting lua scripting in their mission editor, from a functional perspective.

 

Check the first post how to install.

 

 

Sven

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