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sorry to report that after removing all the statics - I get the exact same crash. Seems like when the F10 menu is updating during the task creation process. (guess from the logs)

 

 

Nope, DCS crashes when detecting!!!

 

The crash to do with the detection of scenery objects on the nevada map...

I will try to resimulate this crash and post an error report to ED.

 

Sven

 

 

02731.764 INFO EDCORE: try to write dump information

02731.803 INFO EDCORE: # -------------- 20171019-001003 --------------

02731.821 INFO EDCORE: Z:\DCS\DCS World 2 OpenAlpha\bin\edObjects.dll

02731.822 INFO EDCORE: # C0000005 ACCESS_VIOLATION at BAA43434 00:00000000

02731.825 INFO EDCORE: 00000000 00000000 0000:00000000

02731.838 INFO EDCORE: BAA43434 006FE8D0 0000:00000000 Z:\DCS\DCS World 2 OpenAlpha\bin\edObjects.dll ?getObjectType@SceneObject@@UEBAPEAVIModel@model@@XZ()+4

02731.839 INFO EDCORE: A9F8535C 006FE930 0000:00000000 Z:\DCS\DCS World 2 OpenAlpha\bin\WorldGeneral.dll ?getObjectType@woLandPoint@@UEBAPEAVIModel@model@@XZ()+2C

02731.840 INFO EDCORE: A9F63B96 006FE960 0000:00000000 Z:\DCS\DCS World 2 OpenAlpha\bin\WorldGeneral.dll ?getDetectionPoint@MovingObject@@UEAA?AVVec3d@osg@@XZ()+26

02731.840 INFO EDCORE: A9FC1E49 006FEBE0 0000:00000000 Z:\DCS\DCS World 2 OpenAlpha\bin\WorldGeneral.dll ?buildTargetDetectionInfo@wDetector@@IEBAXPEAVMovingObject@@AEBVwTargetDetectionStatus@@AEAUwTargetDetectionInfo@@I@Z()+1F9

02731.840 INFO EDCORE: A9FC046E 006FEDF0 0000:00000000 Z:\DCS\DCS World 2 OpenAlpha\bin\WorldGeneral.dll ?checkTarget@wDetector@@UEAAIPEAVMovingObject@@AEAVwTargetDetectionStatus@@_N@Z()+12E

02731.841 INFO EDCORE: F8842291 006FEE20 0000:00000000 Z:\DCS\DCS World 2 OpenAlpha\bin\DCS.exe

02731.841 INFO EDCORE: F8841FE0 006FF020 0000:00000000 Z:\DCS\DCS World 2 OpenAlpha\bin\DCS.exe

02731.841 INFO EDCORE: F8841DAB 006FF0C0 0000:00000000 Z:\DCS\DCS World 2 OpenAlpha\bin\DCS.exe

02731.841 INFO EDCORE: F8839DD1 006FF190 0000:00000000 Z:\DCS\DCS World 2 OpenAlpha\bin\DCS.exe

02731.841 INFO EDCORE: F8839060 006FF1F0 0000:00000000 Z:\DCS\DCS World 2 OpenAlpha\bin\DCS.exe

02731.842 INFO EDCORE: F8814F41 006FF230 0000:00000000 Z:\DCS\DCS World 2 OpenAlpha\bin\DCS.exe

02731.842 INFO EDCORE: F881470F 006FF280 0000:00000000 Z:\DCS\DCS World 2 OpenAlpha\bin\DCS.exe

02731.842 INFO EDCORE: A9F557CC 006FF2C0 0000:00000000 Z:\DCS\DCS World 2 OpenAlpha\bin\WorldGeneral.dll ?NextEvent@wWakeupTime@@UEAAXXZ()+2C

02731.843 INFO EDCORE: BD096E63 006FF340 0000:00000000 Z:\DCS\DCS World 2 OpenAlpha\bin\World.dll

02731.843 INFO EDCORE: BD097346 006FF390 0000:00000000 Z:\DCS\DCS World 2 OpenAlpha\bin\World.dll

02731.843 INFO EDCORE: F886DF36 006FF400 0000:00000000 Z:\DCS\DCS World 2 OpenAlpha\bin\DCS.exe

02731.843 INFO EDCORE: F88787FE 006FF460 0000:00000000 Z:\DCS\DCS World 2 OpenAlpha\bin\DCS.exe

02731.844 INFO EDCORE: F85230DB 006FF490 0000:00000000 Z:\DCS\DCS World 2 OpenAlpha\bin\DCS.exe

02731.844 INFO EDCORE: F8524959 006FFB40 0000:00000000 Z:\DCS\DCS World 2 OpenAlpha\bin\DCS.exe

02731.845 INFO EDCORE: F89B781F 006FFB80 0000:00000000 Z:\DCS\DCS World 2 OpenAlpha\bin\DCS.exe

02731.847 INFO EDCORE: D7512774 006FFBB0 0000:00000000 C:\WINDOWS\System32\KERNEL32.DLL BaseThreadInitThunk()+14

02731.847 INFO EDCORE: D84D0D51 006FFC00 0000:00000000 C:\WINDOWS\SYSTEM32\ntdll.dll RtlUserThreadStart()+21

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Hey guys, i was wondering if there was a way to change the tactics A2A AI is using once in engagements ? Like azimuth split, range split, ... I looked at the documentation but couldn't find it

 

Thanks, great framework btw i didn't think LUA could be so clean :D

 

Can you explain a bit more what you mean?

 

azimuth split, range split?

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sorry to report that after removing all the statics - I get the exact same crash. Seems like when the F10 menu is updating during the task creation process. (guess from the logs)

 

Which airbase? Groom Lake?

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sorry to report that after removing all the statics - I get the exact same crash. Seems like when the F10 menu is updating during the task creation process. (guess from the logs)

 

 

I've been trying to resimulate this crash, but can't.

Can you resimulate this easily?

 

If yes, can you post the mission please?

 

Sven

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sorry to report that after removing all the statics - I get the exact same crash. Seems like when the F10 menu is updating during the task creation process. (guess from the logs)

 

 

OK. I can simulate the crash now, with this test mission!

 

So it is definitely detection.

 

The worrying part is, it only started to crash after i added the moving (red) vehicles. Searching further!

 

 

 

07347.758 INFO SCRIPTING: 17389( -1)/E: DETECTION_AREAS00306.function({[1]="Detecting",[2]="DetectionGroup",[3]="Detecting",})

07366.750 WARNING LOG: 19 duplicate message(s) skipped.

07366.750 INFO SCRIPTING: 17705( 18541)/E: DETECTION_AREAS00306.AddChangeUnit({[1]="Change on Detection Item:",[2]=4,[3]="RU",[4]="Mi-24V",})

07366.750 INFO SCRIPTING: 17705( 18541)/E: DETECTION_AREAS00306.AddChangeUnit({[1]="Change on Detection Item:",[2]=4,[3]="RU",[4]="Ka-50",})

07366.751 INFO SCRIPTING: 17705( 18569)/E: DETECTION_AREAS00306.AddChangeUnit({[1]="Change on Detection Item:",[2]=7,[3]="AU",[4]="M1128 Stryker MGS",})

07366.751 INFO SCRIPTING: 17705( 18569)/E: DETECTION_AREAS00306.AddChangeUnit({[1]="Change on Detection Item:",[2]=7,[3]="AU",[4]="Mi-24V",})

07366.751 INFO SCRIPTING: 17694( 18579)/E: DETECTION_AREAS00306.AddChangeItem({[1]="Change on Detection Item:",[2]=8,[3]="AA",[4]="Ka-50",})

07367.099 INFO EDCORE: try to write dump information

07367.117 INFO EDCORE: # -------------- 20171019-104518 --------------

07367.134 INFO EDCORE: D:\Program Files\Eagle Dynamics\DCS World 2 OpenAlpha\bin\edObjects.dll

07367.150 INFO EDCORE: # C0000005 ACCESS_VIOLATION at 0D5E3434 00:00000000

07367.167 INFO EDCORE: 00000000 00000000 0000:00000000

07367.225 INFO EDCORE: 0D5E3434 00D7EAB0 0000:00000000 D:\Program Files\Eagle Dynamics\DCS World 2 OpenAlpha\bin\edObjects.dll ?getObjectType@SceneObject@@UEBAPEAVIModel@model@@XZ()+4

07367.242 INFO EDCORE: F350535C 00D7EB10 0000:00000000 D:\Program Files\Eagle Dynamics\DCS World 2 OpenAlpha\bin\WorldGeneral.dll ?getObjectType@woLandPoint@@UEBAPEAVIModel@model@@XZ()+2C

07367.243 INFO EDCORE: F34E3B96 00D7EB40 0000:00000000 D:\Program Files\Eagle Dynamics\DCS World 2 OpenAlpha\bin\WorldGeneral.dll ?getDetectionPoint@MovingObject@@UEAA?AVVec3d@osg@@XZ()+26

07367.244 INFO EDCORE: F3541E49 00D7EDC0 0000:00000000 D:\Program Files\Eagle Dynamics\DCS World 2 OpenAlpha\bin\WorldGeneral.dll ?buildTargetDetectionInfo@wDetector@@IEBAXPEAVMovingObject@@AEBVwTargetDetectionStatus@@AEAUwTargetDetectionInfo@@I@Z()+1F9

07367.245 INFO EDCORE: F354046E 00D7EFD0 0000:00000000 D:\Program Files\Eagle Dynamics\DCS World 2 OpenAlpha\bin\WorldGeneral.dll ?checkTarget@wDetector@@UEAAIPEAVMovingObject@@AEAVwTargetDetectionStatus@@_N@Z()+12E

07367.246 INFO EDCORE: F7772291 00D7F000 0000:00000000 D:\Program Files\Eagle Dynamics\DCS World 2 OpenAlpha\bin\DCS.exe

07367.246 INFO EDCORE: F7771FE0 00D7F200 0000:00000000 D:\Program Files\Eagle Dynamics\DCS World 2 OpenAlpha\bin\DCS.exe

07367.247 INFO EDCORE: F7771DAB 00D7F2A0 0000:00000000 D:\Program Files\Eagle Dynamics\DCS World 2 OpenAlpha\bin\DCS.exe

07367.247 INFO EDCORE: F7769DD1 00D7F370 0000:00000000 D:\Program Files\Eagle Dynamics\DCS World 2 OpenAlpha\bin\DCS.exe

07367.248 INFO EDCORE: F7769060 00D7F3D0 0000:00000000 D:\Program Files\Eagle Dynamics\DCS World 2 OpenAlpha\bin\DCS.exe

07367.248 INFO EDCORE: F7744F41 00D7F410 0000:00000000 D:\Program Files\Eagle Dynamics\DCS World 2 OpenAlpha\bin\DCS.exe

07367.249 INFO EDCORE: F774470F 00D7F460 0000:00000000 D:\Program Files\Eagle Dynamics\DCS World 2 OpenAlpha\bin\DCS.exe

07367.250 INFO EDCORE: F34D57CC 00D7F4A0 0000:00000000 D:\Program Files\Eagle Dynamics\DCS World 2 OpenAlpha\bin\WorldGeneral.dll ?NextEvent@wWakeupTime@@UEAAXXZ()+2C

07367.250 INFO EDCORE: 1FF66E63 00D7F520 0000:00000000 D:\Program Files\Eagle Dynamics\DCS World 2 OpenAlpha\bin\World.dll

07367.251 INFO EDCORE: 1FF67346 00D7F570 0000:00000000 D:\Program Files\Eagle Dynamics\DCS World 2 OpenAlpha\bin\World.dll

07367.251 INFO EDCORE: F779DF36 00D7F5E0 0000:00000000 D:\Program Files\Eagle Dynamics\DCS World 2 OpenAlpha\bin\DCS.exe

07367.253 INFO EDCORE: F77A87FE 00D7F640 0000:00000000 D:\Program Files\Eagle Dynamics\DCS World 2 OpenAlpha\bin\DCS.exe

07367.253 INFO EDCORE: F74530DB 00D7F670 0000:00000000 D:\Program Files\Eagle Dynamics\DCS World 2 OpenAlpha\bin\DCS.exe

07367.254 INFO EDCORE: F7454959 00D7FD20 0000:00000000 D:\Program Files\Eagle Dynamics\DCS World 2 OpenAlpha\bin\DCS.exe

07367.256 INFO EDCORE: F78E781F 00D7FD60 0000:00000000 D:\Program Files\Eagle Dynamics\DCS World 2 OpenAlpha\bin\DCS.exe

07367.259 INFO EDCORE: 330E2774 00D7FD90 0000:00000000 C:\WINDOWS\System32\KERNEL32.DLL BaseThreadInitThunk()+14

07367.259 INFO EDCORE: 33F50D51 00D7FDE0 0000:00000000 C:\WINDOWS\SYSTEM32\ntdll.dll RtlUserThreadStart()+21

07370.691 INFO EDCORE: Minidump created.

07370.691 ERROR SOUND: render time = 3.350026s exceeded allowed slice of 0.046440s

07370.692 INFO EDCORE: try to write track file

DET-250 - Detection AREAS.miz

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sorry to report that after removing all the statics - I get the exact same crash. Seems like when the F10 menu is updating during the task creation process. (guess from the logs)

 

 

When using DETECTION_AREAS, are U using the :BoundDetectedZones() method?

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Sure, i'm wondering if we can change the formation of the ennemy in BVR combat ? With something like the formation class of moose

 

That is the whole idea of this class.

 

FC

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Right ! Thanks i'm gonna enjoy this :)

 

just note that this class is a prototype

a lot more stuff to be added, and upon a discussion you can steer the evolution of this class, if you understand what i mean.

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responded to your PM, but thought i would here to.

 

Yes, I was using that method. Soon as I commented that out - the mission stopped crashing!

 

Ok! Great! You can use the borders in 1.5.7 missions because it does not crash there.

2.1.1 seems indeed to have issues with these borders...

 

Something for ED to look into, which they have confirmed they will.

Because if they won't fix it will come back in an other form sooner or later.

 

Sven

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Ok! Great! You can use the borders in 1.5.7 missions because it does not crash there.

2.1.1 seems indeed to have issues with these borders...

 

Something for ED to look into, which they have confirmed they will.

Because if they won't fix it will come back in an other form sooner or later.

 

Sven

 

Awesome! Thx for the help! :thumbup:

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Hi FlightControl

 

Does Event work in multiplay?

 

I have a problem about the Event and STATIC object

 

function targetStatic:OnEventHit( EventData )
   if nil ~= EventData.IniGroupName then
       iniName = EventData.IniGroupName
   else
       iniName = "unknow"
   end
   
   if nil ~= EventData.TgtUnitName then
       tgtName = EventData.TgtUnitName
   else
       tgtName = "anyone"
   end
   
   if nil ~= EventData.WeaponName then
       wpnName = EventData.WeaponName
   else
       wpnName = "X-weapon"
   end
   
   MESSAGE:New(iniName.." use "..wpnName.." hit "..tgtName, 15):ToAll()
end

In the mission a client Su-27 group is named "Su-27 1", static object is "target 1 "

I fly the mission in Mession Editor with Su-27, when I fire gun and hit the target, the message shows "Su-27 1 use Ghs-301 hit target 1".

That is OK,

 

Then I create a server and select the same Su-27 and fire on the target. The same message is showed, that OK.

 

 

But if another player connect to my server, and go to this Su-27, when the target is hit,

the message shows "unknow use Ghs-301 hit target 1"

 

 

It seems that in this scenario iniName is nil

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I'm struggling to get the Tasking system working consistently and correctly.

 

When I play the game locally, all of the missions and their tasks show up on both sides like I expect, either SP or MP it's fine when I am the server and the client.

 

But when I load it on the remote server, the Command Center menu is empty. All other aspects of moose are working fine. GCICAP etc. Just the F10 Command Center menu's are empty. No missions / tasks listed.

 

It wasn't always like this. It started happening when I tried to add the red side tasks. I turned all that off but now can't even get the blue side to cooperate when the mission is remote.

 

Attached are mission, moose lua, and images of what I'm seeing in the F10 menu.

 

:dunno:

menunotworking.PNG.ec0b30f1f00c373b689513ffe7a8132f.PNG

menuworking.PNG.2b6111d2e9ab84d9d3c61b4a50f82e10.PNG

CaptureOfPahrump.zip

F99TH-CAPTURE OF PAHRUM2.miz

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Also, does this have anything to do with the "Prepare Mission" option in the ME? I've never used that feature until I saw the moose vids. So started using it after that, but then last night noticed that my A10's would not reload their DSMS - after much pulling of hair, I took a look inside the .miz and noticed all these extra folders that I'd never seen in a mission file before. I removed them and fixed the problem with the A10's

 

Am I saving the mission correctly? What exactly is "Prepare Mission" doing?

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Also, does this have anything to do with the "Prepare Mission" option in the ME? I've never used that feature until I saw the moose vids. So started using it after that, but then last night noticed that my A10's would not reload their DSMS - after much pulling of hair, I took a look inside the .miz and noticed all these extra folders that I'd never seen in a mission file before. I removed them and fixed the problem with the A10's

 

Am I saving the mission correctly? What exactly is "Prepare Mission" doing?

 

I never use the prepare mission because I believe it saves any changes you may make while testing ("preparing the mission"). Like any cockpit changes, radio changes etc. This is probably why your A10's would not reload their DSMS. At least that is what I understand Prepare Mission doing.

 

So, no need to use that if you are just testing a mission while designing it. Just use fly mission.

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Hi FlightControl

 

Does Event work in multiplay?

 

I have a problem about the Event and STATIC object

 

function targetStatic:OnEventHit( EventData )
   if nil ~= EventData.IniGroupName then
       iniName = EventData.IniGroupName
   else
       iniName = "unknow"
   end
   
   if nil ~= EventData.TgtUnitName then
       tgtName = EventData.TgtUnitName
   else
       tgtName = "anyone"
   end
   
   if nil ~= EventData.WeaponName then
       wpnName = EventData.WeaponName
   else
       wpnName = "X-weapon"
   end
   
   MESSAGE:New(iniName.." use "..wpnName.." hit "..tgtName, 15):ToAll()
end

In the mission a client Su-27 group is named "Su-27 1", static object is "target 1 "

I fly the mission in Mession Editor with Su-27, when I fire gun and hit the target, the message shows "Su-27 1 use Ghs-301 hit target 1".

That is OK,

 

Then I create a server and select the same Su-27 and fire on the target. The same message is showed, that OK.

 

 

But if another player connect to my server, and go to this Su-27, when the target is hit,

the message shows "unknow use Ghs-301 hit target 1"

 

 

It seems that in this scenario iniName is nil

 

How many client type of units are in the group? So how many units in the group with skill set to client?

Also.... It may depend on the weapon used. When in mp you hit with a bomb or cluster, the structure is different... EventData.TgtUnitName may have a different value in some cases by dcs.

 

Is the target a static, scenery or a unit?

 

Can you do the test again and send me the dcs.log? Thanks. Sven.

 

Fc

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Release 2.2 - Patch 4 (LATEST VERSION)

 

13690775?s=40&v=4 FlightControl-Master released this 28 seconds ago

This patch brings a change on the SPAWN class:

 

  • Modified :SpawnInZone(), :SpawnFromVec2(), :SpawnFromStatic(), :SpawnFromUnit() specifying an optional MinHeight and MaxHeight as a parameter, so that the mission designer can choose if he wanna use the group height set in the mission editor for spawn or a random height specified by the parameters.

All the available MOOSE classes come delivered in one Moose.lua file. There are two versions of this file that are functional (work), but with different file sizes:

 

  • Moose.lua (with comments, 2.1MB) ... 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, 0.8MB) ... For runtime environments, to facilitate quicker downloads of mission files and performance.

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.

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I've made a mistake on the release pages of the MOOSE framework. I had put hyperlinks in the release text from where you could download the files, but when you would do "save as...", these files would contain html :-( Thanks Frank for telling. As an action, I've updated the latest release 2.2.4 (Patch 4) where I've removed the hyperlinks of the Moose.lua and Moose_.lua files, but have attached them physically to the release page in the Downloads section. For those who have been struggling with Moose.lua not loading properly, sorry guys. My fault.

 

Release 2.2 - Patch 4 (LATEST VERSION)

 

13690775?s=40&v=4 FlightControl-Master released this 2 days ago

This patch brings a change on the SPAWN class:

 

  • Modified :SpawnInZone(), :SpawnFromVec2(), :SpawnFromStatic(), :SpawnFromUnit() specifying an optional MinHeight and MaxHeight as a parameter, so that the mission designer can choose if he wanna use the group height set in the mission editor for spawn or a random height specified by the parameters.

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, 2.1MB) ... 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, 0.8MB) ... 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

 

 

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Release 2.3.Alpha - Introducing ATC_GROUND

 

MOOSE Release 2.3 alpha - (EARLY ADOPTERS VERSION)

 

13690775?s=40&v=4 FlightControl-Master released this 20 days ago · 103 commits to Release-2.3-alpha since this release

 

This update brings a new class ATC_GROUND to the MOOSE framework.

This capability is designed for public (and clan) servers to make players "behave" on the runway. If you have a public server, and you want to ensure that players are:

 

- Not speeding on the taxi ways.

- Not taking-off on the taxi ways.

- Only take-off on the run ways.

- Stay on the taxi ways and don't rally on the grass lol

 

Then this may be something for you to try.

dAiZXRHMepw

 

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, 2.1MB) ... 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, 0.8MB) ... 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.

List of changes:

 

  • Ensure that ATC_GROUND classes in the :New() constructor return itself!
  • Added new ATC_GROUND class.

Downloads

 

 

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thanks for the update Sven

and thanks for putting direct download links, sometimes when I try to get new moose it downloads an html file version of moose

METAR weather for DCS World missions

 

Guide to help out new DCS MOOSE Users -> HERE

Havoc Company Dedicated server info Connect IP: 94.23.215.203

SRS enabled - freqs - Main = 243, A2A = 244, A2G = 245

Please contact me HERE if you have any server feedback or METAR issues/requests

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Release 2.2 - Patch 5 (LATEST VERSION)

 

13690775?s=40&v=4 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

 

 

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MOOSE Release 2.3 alpha - (EARLY ADOPTERS VERSION)

 

13690775?s=40&v=4 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

 

 

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