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Posts posted by Delta99
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On 12/3/2023 at 5:38 PM, Kantaim said:
Hi. I'm super new to MOOSE. Anyway, I'm just trying to have respawning units keep their unit names. This is what I have, but whenever I look at the mission debrief, their names are these long strings of numbers instead of the Pilot Name in the Mission Editor. Did I make an error in my script or is the InitKeepUnitNames() bugged out right now?
Spawn_Vehicle_1 = SPAWN
:New ( "Spawn Vehicle 1" )
:InitKeepUnitNames()
:InitLimit (2,4)
:SpawnScheduled(3, .5)
Spawn_Group_1 = Spawn_Vehicle_1:Spawn()Unfortunately there is no way to get proper names in the mission debrief as far as I remember. Only static crap defined in the mission editor will come out with names in the debrief. Probably a feature the scripting folks have asked for a decade or more I would guess!!
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On 8/1/2023 at 7:23 AM, Pikey said:
Damn that's five years ago. A lot has changed. And a lot hasn't.
'A degree or ten years relevant work experience'LOL
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On 5/13/2023 at 7:38 AM, buur said:
if it isn't the DCS API, it is not possible
This isn't always true especially in this case. We've had entirely written from scratch escort processes that use other commands in the API. Granted they may not work well or be janky but sometimes they are actually way better than built in DCS API stuff.
So it really depends.
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On 2/17/2023 at 4:27 AM, Pixar said:
Hello all,
I was wondering if there is a possibility via Moose to limit the bank angle and climb angle of an AI aircraft. I am planning to develop a Formation and Tactical Turn Trainer, but I want the AI to fly a bit more smooth. I already had a look, but couldn't find anything.
Thanks for your help.
I don't believe you'll find any way to do this with Moose or any other scripting method. Just not possible.
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On 1/5/2023 at 3:46 PM, Good Ol 73 said:
I'm sorry but I am having trouble navigating Moose. I've been playing with it but just discovered AIRWING, AUFTRAG today.
What I haven't figured out is where I download the Moose.lua version that has AUFTRAG (2.7 dev?).
And is there still a Moose discord? Because all the links I find are invalid
Thanks!
Moose is alive and well and the Discord is very active: https://discord.gg/AeYAkHP
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You’ve said it all Pikes. Wow!!! It’s really an amazing achievement especially by Apple and Funky that have really kept the boat afloat in the past years. Not to mention the hundreds of Discord users that constantly keep the discussions going.
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On 8/7/2022 at 8:15 AM, clanitho said:
Hello, what is the difference between moose_include_static and moose_include_dynamic ?
Thanks
Static is loaded directly into the .miz. Typically for when you are distributing your mission or want to keep Moose totally contained in the mission. This is the typical for most users.
If you are developing Moose code then Dynamic allows you to reference the Moose files from your mission but they are not contained in the mission file per say. This is mostly for advanced users or if you are development for the Moose framework.
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On 4/12/2022 at 1:25 AM, Badass1982 said:
I understand that this was AGES ago, but did you ever figure this out. I'm attempting this very thing right now and not getting anywhere.
Thanks .
MM
Yes, this is very doable with Moose.
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On 3/21/2022 at 6:49 AM, ataribaby said:
Hello I encountered strange bug in my dynamic campaign build with Moose. I don't know when it started to happen but now Moose do not register DEAD event correctly for some units. For example it works for T-55 but not for T-72. I can see there is some cooking of simulation on T-72 as it takes time to get dead with cooking of fire anim.
DCS events are fine and contains initiator data. Moose ones are NIL in case of T-72. I discovered it is more units that behaves like that and Moose doesn't send DEAD event correctly. I just noticed in my campaign that units I destroyed are alive in next phase and tracked issue to Moose event reporting. Both release and dev Moose versions behave same.
See pictures, video and test mission attached. Any advices how to solve this please?
test.miz 1.46 MB · 0 downloads
This is a known DCS bug. Hopefully they do something about it soonish but I wouldn't hold your breath.
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On 12/28/2021 at 3:06 AM, CARTOK said:
Truly fantastic work, it is quite impressive! And for those reading this, even simple and non-technical contributions (documentation etc.), as has been submitted by myself, has been greatly appreciated.
Keep up the great work, Frank and Apple!
Thanks for your contributions @CARTOK- they are greatly appreciated.
On 12/28/2021 at 7:12 AM, Glide said:Thanks for the reminder, and thanks for the great work! I can write software in my sleep, and I'm retired and in need of a project. I'll try not to annoy anyone. Cheers!
@GlideWe can use any contributors we can get. Just hit us up on the Discord server. As with any open source project its difficult to get folks to contribute. If it wasn't for people primarily like Frank and Apple and countless others that help out here and there, the Moose project would likely be dead.
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On 4/24/2021 at 1:43 AM, rurounijones said:
After testing we confirmed that the
unit:getRadar
does not return anything for players. So All APIs in this request are still required.
Yes, a lot of API requests like this one do not return anything for players. Would be nice if they did.
+ 1 from me in general for these additional scripting API calls.
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Well said Pikes!
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On 10/10/2021 at 10:22 AM, Hunter Joker said:
Hi, thx for the support, I watch the video, try to install Eclips but following the step by step tutorial I get an error in the last step, a building error or something...so after ten attempts I switched to Notepad++
After watching the video and classes and looking at some tutorial missions I think yes, do You belive is there the error? Actually the problem seem related not to detection but about spawning...
Build errors are not a problem. Just ignore and start using Eclipse.
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On 4/23/2021 at 1:19 PM, fargo007 said:
Thanks Kappa!
The overarching issue I had was fundamentally misunderstanding that the ForEachGroup(func()) doesn't fire each time a new group gets added to the set.
It has to be called via a scheduler or DO SCRIPT from the ME.
What I would like to have is a callback function similar to :OnSpawnGroup(), where any time a new member joins a set, that function runs with the group object as its arg.
Has anyone poured over the SET documentation. I wouldn't doubt if such a thing exists although I don't think I've used it or looked for it before.
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On 3/30/2021 at 7:27 PM, Rudel_chw said:
What I want is to learn to fly aircrafts ... programming a scripting language has got to be the least fun activity I can think of, and because of that I'm grateful for all the great work that Funky Franky did with RAT. Also, I have zero interest in playing or learning the game you mention ... hence zero interest too in learning its scripting.
This thread was about scripting not about flying. Your response was about scripting not flying. I responded about scripting not flying. You're telling someone else that this game isn't for them because of the complexities of scripting yet your analogy was completely wrong. And that is all I was pointing out.
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On 3/21/2021 at 3:32 AM, Rudel_chw said:
it’s much easier than programming the thousands of lua lines myself, I only have to do a few (say, 20) lines of code, and then reuse them on every mission I edit.
If you want simpler then you are probably on the wrong game, try Arma 3.
Yeah, bad analogy. If you want something way more complex, way more involved scripting wise, way more modable, way more involved then its Arma. DCS is nowhere even remotely close to Arma in this manner. I'm talking in mission design, scripting, modding. Having said that you can also do things a lot simpler in Arma scripting as well because it was made for that and has about 1000x more available to it than DCS scripting engine does.
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22 hours ago, theGozr said:
what is the point of the app ? It's still unclear to me.. if we can do it manually
What do you mean by this?
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RAT wasn't really meant for combat I don't think. Purely for background traffic but if you have something that works then its all good.
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On 1/16/2021 at 4:59 AM, hancerPL said:
Yes, I confirm it is good, because it was on the server that the program for counting statistics broke the matter.
Ok good, so you were able to verify it was something else and not Moose right?
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On 12/22/2020 at 6:26 PM, HC_Official said:
you cannot assign waypoints to player dynamicaly
Yeah, unfortunately this answer is correct. In fact, this is one of the only ways I've been able to get DCS to crash reliably via scripting by trying to do such a thing!!
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3 hours ago, mick128 said:
Hello,
Currently i using this script to create an CAP:
A2ADispatcher:SetSquadron( "Anapa", AIRBASE.Caucasus.Anapa_Vityazevo, { "CAP MIG21", "CAP MIG23", "CAP MIG29", "CAP SU27",}, 20 )
A2ADispatcher:SetSquadronTakeoffInAir( "Anapa" )
A2ADispatcher:SetSquadronTakeoffInAirAltitude( "Anapa", 8000 )
CAPZone = ZONE_POLYGON:New( "CAP Zone", GROUP:FindByName( "CAP Zone" ) )
A2ADispatcher:SetSquadronCap( "Anapa", CAPZone, 4000, 10000, 600, 800, 800, 1200, "BARO" )
A2ADispatcher:SetSquadronCapInterval( "Anapa", 1, 10, 30, 1 )
A2ADispatcher:SetSquadronGrouping( "Anapa", math.random( 1, 4 ) )
A2ADispatcher:SetSquadronFuelThreshold( "Anapa", 0.20 )it works very well ! i would like to improve it but i can't find the solution.
Currently the CAP spawn in air on Anapa airbase, how to make the planes spawn randomly in an ploygon zone ?
Best regards, take care.
michel.
Not 100% sure but A2A Dispatcher is specific for airbases as a base of operations sort of speak. I don't know if there is an option to spawn elsewhere as it is hinged on an airbase.
You can look into AI_CAP or others which is a bit different but you'd be able to spawn from wherever you want.
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On 12/22/2020 at 5:46 AM, hancerPL said:
After the last update, Moose does desync on the servers.
It is impossible to use the scripts correctly. I had to remove it and it is mission and server independent.
We have hundreds of people using Moose daily and haven't heard from anyone else having issues like this. It could be something specific you are using in your mission. Try slimming down various parts of what you are using to see if you can pinpoint the issue.
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I'm running the latest stable version and have tried setting up some artillery in the Syria map to bombard a area.
Currently I have tried SPH 2S19 Msta and MLRS 9A52 Smerch HE and both will fire, however once out of ammo they will not re-arm. I have placed a Ural-375 (same country) right next to these units and allowed time to accelerate for an hour with no change. I have also tried FARP ammo with no change.
Does re-arming work in the basic mission editor or do I need to be looking at 3rd party scripts? Just don't want to be chasing my tail if its not something that works correctly.
Thanks
As BigNewy stated this is a known issue. Has been for probably a year or more. It is intermittent however. In other words it doesn't always happen. You can run the mission 10 times and a good number of times re-arming will just be broken whereas other times it will actually work.
Just wanted to state that fact for the ED team because it may not be apparent if they try this ONCE and things work for them.
For me it was mortars which take only a few mins to reload. Also, once you notice it broken with one unit, none of your units in the mission will get rearmed.
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Hello
I want to make a border that works like a zone. Only you will not need to set up dozens of small zones.
The zone works, but only for one group, how to do it for more groups, or better for the whole coalition?
Red1 = SET_GROUP:New():FilterPrefixes("Red_"):FilterStart()-- set group 'Red_Pig' Zone_Pig = ZONE:New("ZonePig1") Escort_Pig = SCHEDULER:New( nil, function() if Red1:IsPartlyOrCompletelyInZone(Zone_Pig) then MESSAGE:New("Yes !!!", 60):ToAll() Escort_Pig:Stop() end end, {}, 2, 2 )
FilterPrefixes ("Red_") doesn't feel like running.
:helpsmilie:
I don't think IsPartlyOrCompletelInZone works on a GROUP SET. You'll have to iterate through the SET and check each group in the SET. There is a ForEachGroup or something like that in the SET_GROUP class you can use. You might need additional logic if for example you need to have it so that ALL groups are in zone for instance.
Tacview, the ACMI for DCS World – Official Thread
in DCS Modding
Posted
This is a good idea. Hopefully doable.