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Everything posted by FlightControl
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Amazing... Come on board man. Drop me a mail at flightcontrol_moose@outlook.com and you'll be resolving this issue in no time...
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MOOSE manual Guys, I've been doin some serious reviews and improvements on the documentation. The following classes have been reviewed and improved: Points: POINT_VEC3, POINT_VEC2 Zones: ZONE_BASE, ZONE_RADIUS, ZONE_UNIT, ZONE, ZONE_POLYGON AI: AI_CAP_ZONE, AI_CAS_ZONE, AI_PATROL_ZONE, AI_BALANCER Schedule: SCHEDULER Events: EVENT Messages: MESSAGE Menu: MENU_MISSION, MENU_MISSION_COMMAND, MENU_COALITION, MENU_COALITION_COMMAND, MENU_GROUP, MENU_GROUP_COMMAND, MENU_CLIENT, MENU_CLIENT_COMMAND I've reviewed the available methods and documented those. Also, been added coding examples in the documentation. Feel free to have a peek here at the MOOSe framework main page: http://flightcontrol-master.github.io/MOOSE/ kind regards, Sven
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Smoke/Fire? Trying to make Huey firefighting mission.
FlightControl replied to Forest Rat's topic in Mission Editor
For black smoke, you can spawn different groups of structures in a forest area and make then explode. Classes that are useful: SPAWN: http://flightcontrol-master.github.io/MOOSE/Documentation/Spawn.html GROUP: http://flightcontrol-master.github.io/MOOSE/Documentation/Group.html UNIT: http://flightcontrol-master.github.io/MOOSE/Documentation/Unit.html POINTS: http://flightcontrol-master.github.io/MOOSE/Documentation/Point.html Explosion: http://flightcontrol-master.github.io/MOOSE/Documentation/Point.html##(POINT_VEC3).Explosion Smoke: http://flightcontrol-master.github.io/MOOSE/Documentation/Point.html##(POINT_VEC3).Smoke .... You can put a process of spawning buildings + explosion in a function and schedule it... Otherwise, for just white smoke make a schedule every 5 minutes that smokes the forest area... How this helps. -
In the mission editor, you need to select the main map view option to show only the coalition, and then hide the groups you don't wanna show. Should work.
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how to stop a ship firing on things? (remove its weapons?)
FlightControl replied to wash_hoban's topic in Mission Editor
You can try the options ROE.hold fire... Or if you script it in lua, you can use mist or moose... Sven -
It's really coming together, isn't it? A lot of help from many people contributed to this! Fc
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Installation Documentation We've updated (today) in great detail the installation documentation to use the Moose Framework. For those interested, consult the Moose Framework main page for more details. Moose Main Page: http://flightcontrol-master.github.io/MOOSE/ Moose Usage Guide: http://flightcontrol-master.github.io/MOOSE/Usage_Guide.html Moose Beta Test Guide: http://flightcontrol-master.github.io/MOOSE/Beta_Test_Guide.html Moose Contributor Guide: http://flightcontrol-master.github.io/MOOSE/Contribution_Guide.html Moose Community Guide: http://flightcontrol-master.github.io/MOOSE/Communities.html For normal users, suggest you have a thorough read through the tsage guide. If you have questions, please let us know you concerns so we can help you. Thank you. FC
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[A-10C] Operation Titan Angel
FlightControl replied to EasyEB's topic in User Created Missions General
Don't know what to say ... This is amazing. Is this is the result of our little late night chat sessions? :-) Fantastic and congratulations on this great work! Thank you for your support and your great engagement! Sven -
No more GITHUB, no more sync. Just follow these instructions. Browse to the "Usage Guide" under point 2.1, the link is embedded and have a careful read of the Usage Guide. http://flightcontrol-master.github.io/MOOSE/ I'm on slack in case you have questions. Sven
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And especially a big thanks to Greyecho, who brought the releasing proposal and we worked together to implement it. He has done a lot of work in the release preparation! Note that this release brings a very detailed and comprehensive documentation how to use the framework, written for end users, with little programming experience, beta testers and collaborators. Those not checkin out this stuff might miss a fun factor of DCS world. So have a peek. Great stuff!
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I would like to bring to your attention the new release MOOSE 2.0. Please check this link for an in-depth announcement: https://forums.eagle.ru/showpost.php?p=3098106&postcount=492 Sven
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cool! They're must be a glitch. One of many probably. But i am not going to resolve this discussion here on the forums for such a complex subject and development. Please send me your email as a private message on this forum so i can get you on slack and we can share much better information and communicate better.
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The comms is currently just messages, which is already a challenge in its own to get it all orchestrated. However, one of our community members is working on new radio classes that will be embedded in the framework very soon. Once this is done, we can start working on incorporating the radio into the message system, which will then result in additional configuration options for players to tune in at certain frequences for certain mission / tasks etc. On the form of the messages, yes, they look a bit complicated, but just bare in mind that the system is designed for multiple players flying together multiple tasks in different groups and together in one group. The messages are targetted to only those groups who should receive it. When you join our moose community on slack.com, we can further discuss your requirement and how to optimize it to user feedback. kind regards, Sven
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A new mission video has been posted explaining you how the new task dispatching system is working using detected units in dynamically defined areas, with scoring and mission goals. for your enjoyment... Fc There are more to watch on the site.
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When you process a dead event (like this): GroupObject = GROUP:FindByName(...) GroupObject:HandleEvent( EVENTS.Dead ) function GroupObject:OnEventDead( EventData ) <logic> end then you'll see that the OnEventDead is fired for each unit in that group. I've designed it like this as dead events are triggered on units, not on groups. But, only those units belonging to the group, will trigger this event handler. Other units, not belonging to this group, will not trigger this event handler. Now if you want to test if the group is dead or not, you can use the IsAlive() method. The GROUP:IsAlive() method is an improved version from the Group:isExist() method of the DCS API (which is bugged for about 2 years now). So the GROUP:IsAlive() method contains a workaround for a bug. The IsAlive() method of the GROUP wrapper object checks if the underlying Group exists, and if it has one unit. If it has one unit, the group is alive, if it has zere units, the group is not alive. Thus the IsAlive() method does what the Group:isExist() method should be doing of DCS. You can use the GROUP:IsAlive() method in the OnEventDead event handler like this: function GroupObject:OnEventDead( EventData ) if not EventData.IniGroup:IsAlive() then <logic> end end Hope it helps... (also for others). I'll check on slack your problem with GetAmmo() because that may need another discussion :-) FC
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The debug messages are automatically appearing if you have tracing activated. Issue a BASE:TraceOnOff( false ) at the start of your mission, and the messages should not display. Hope this is okay for you. Otherwise, I'll have to build something to set these messages on and off separately (which I can do). FC
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Release 1.1.0 Release 1.1.0 has been published here: https://github.com/FlightControl-Master/MOOSE/releases/tag/v1.1.0 Please check. It contains the following additions: Implements the NEW improved TASKING SYSTEM within MOOSE Enhanced detection with various detection grouping methods. Per Type, Distance, Area, Unit, ... Improved Tasking. Tasking for targets destruction has only one mandatory parameter: A set of targets. Task classes have option methods, to vary the process of the task. Dispatcher can now dispatch tasks based on various detection methods. Escort is fixed. This framework now provides the baseline for an improved GCI/CAP tasking system and other systems developed within MOOSE ... Important classes to check out in this release: A command center coordinates missions: COMMANDCENTER A mission groups tasks and has a goal. MISSION Plan tasks for humans: TASK (base class) TASK_A2G (base class for A2G) TASK_SEAD TASK_BAI TASK_CAS Handle advanced detection using: DETECTION_UNITS DETECTION_TYPES DETECTION_AREAS Automatically dispatch tasks based on detected enemy targets by recces: TASK_A2G_DISPATCHER Score your achievements: SCORING Other changes: EVENT is improved SCHEDULER is improved The importance of the release is not the classes itself, but the underlying structures that allow these classes to function. More classes can be created now in MOOSE to do advanced stuff. Test missions have been added in the following categories: ESC - Escorting SCO - Scoring TAD - Task Dispatching More test missions will be added in the future. Enjoy. FC
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Task Dispatching Find this new video providing a demonstration prologue of the Task Dispatching mechanism done by a command center, that allows for dynamic task creation upon detected targets by FACs and RECCEs. The demo explains the code and mission outlines, and then a demo flying a ka-50 executing one of these tasks assigned ... Hope you enjoy it ... This functionality will be released very soon within the framework for mission designers. cheers, FC
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Charming little avatar you got there Pikey :-)