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Posts posted by Delta99
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Hi everyone, we are migrating the Slack discussion and support group over to Discord. The link to join is here: https://discord.gg/AeYAkHP - FlightControl will fix up links in the OP or elsewhere when he thinks its all good to go.
I'm just now populating it with some pinned links to various Moose repositories and such.
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Holy crap this is going to be amazing!!!!
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I double-click my mouse wheel button, then holding down the mouse wheel button while rolling it,I move forward and backward as I scroll the wheel. Double click the mouse wheel to get the default pointer back. This approach is easier for me because I don't need to use the keyboard. The F-15 and A-10 always require this adjustment.
Disagree with the F15. I always adjust but its a bit different than the A10. In the A10, the default centre position is like a foot forward from the seat. The F15 at least you are properly positioned in the seat.
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In the A10C the default view is set so that you can see the HUD. Il the real plane, the pilote has to lean forward when using the HUD.
Interesting. So ED decided to have the default position leaning forward. That is why the chair seems so far back. Be nice if there was an option to leave the default position like it would be in real life and then we would all know that you need to lean forward to see the HUD properly. Strange that it would be like this in real life though!!!
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The media playback feature is currently available in Tacview 1.7 beta 1 to all registered users.
So what does it let you do? I assume it allows you to take lets say a live recorded session (the audio portion) and match it up to tacview so while playing back you can hear your audio as it was during live recording?
This would also make it SO much easier to match up video segments when I edit my videos. Currently it is pretty hard to match up recordings I make of Tacview with my live recordings. Seems like it would be easy but if you are off by a few frames things don't look right. I've got a lot better recently at editing these as I finally had to learn how to move a video file frame by frame with keyboard commands. So, I can slide it left and right to match it up with live video.
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How can u reuse an existing zone?
For example if i created a border zone.
redgcicap:SetBorderZone( ZONE_POLYGON:New( "redborder", GROUP:FindByName( "redborder" ) ) )
and want to reuse it for a cap flight
Was thinking i would use this but it doesnt work.
redgcicap:SetSquadronCap( "101", ZONE_POLYGON:GetName( "redborder" ), 4000, 10000, 700, 900, 800, 1100 )
This is what you want:
redBorderZone = ZONE_POLYGON:New("redborder", GROUP:FindByName( "redborder" )) redgcicap:SetBorderZone(redBorderZone) redgcicap:SetSquadronCap( "101", redBorderZone, 4000, 10000, 700, 900, 800, 1100 )
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The new media feature enables you to playback up to four audio/video files synchronized with the telemetry playback (the 3D view).
You can also set audio balance to left or right to physically split multiple audio recordings for example. (e.g. you can playback the blue guys audio on the left speaker and the red guys on the right speaker)
What update was this added in? I’ve searched back and found nothing. Where can I find info on this feature?
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I like this idea. I’m inclined to try and develop some missions but poor at coming up with story ideas and background etc.
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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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In my experience setting up zone frequencies works great in SP but does nothing in the MP environment...again the only person to be able to tune in to the specified frequency is the mission host.
I do hope that ED intend to resolve this MP issue soon.
Same, always have troubles in MP with this type of stuff. Works fine in SP though and possibly the host that logs in as SUNTSAG says.
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By choosing planes that for some reason have a higher reliability of tracks than others, and by using carefully chosen fragments of air-start missions.
For example you can make a perfect air-start track of flying around and shooting stuff in the Spitfire, but you can't make a cold-start track of the same Spitfire taxiing and taking off, as it will desync already during taxi phase.
Purely by luck and some of these techniques and probably some others.
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Thank you, I will try it when I get home
There is this too which you should definitely read in detail: http://flightcontrol-master.github.io/MOOSE/Documentation/Event.html
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Try removing the local on the SPAWN object. You need a global object there.
Hi, I have a problem with using MOOSE.AI unit is no longer spawns in multiplayer if AI pilot is ejected.
Below is my code.
local SpawnCleanUpInterval = 60
local SpawnMaxUnitsAlive = 1
local SpawnMaxGroups = 0
local SpawnTemplate = { "AI AJS-37", "AI F-5E-3", "AI M-2000C", "AI MiG-21Bis" }
local SpawnTime = 60
local SpawnTimeVariation = 0
local SpawnZoneTable = { ZONE:New( "Battle Zone" ) }
local SpawnAI = SPAWN:New( "AI AIRCRAFT" )
:InitCleanUp( SpawnCleanUpInterval )
:InitLimit( SpawnMaxUnitsAlive, SpawnMaxGroups )
:InitRandomizeTemplate( SpawnTemplate )
:InitRandomizeZones( SpawnZoneTable )
:SpawnScheduled( SpawnTime, SpawnTimeVariation )
Thanks.
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First of all thanks ALOT for all the scripts. I really dont know where you guys find the will to write code after getting home from the office, so again, thank you.
I have simple question: where can i find a commented version of the moose.lua?
You know, 26.2K lines of code without a single line of comment or any sort of indentation is pain to read :book:
I think I asked for both versions too when it was changed to strip all comments.
I knew there would be a lot of requests for the original with comments.
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So far so good with the stutters as far as I can tell with this latest hotfix.
Thanks for looking into that and fixing @ED
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That was it! Thx! :pilotfly:
Great, I'm sure you'll have a lot of fun with this. My Valley Escort and Patrol missions both use this if you wanted to take a look. Links in my signature.
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If I am not mistaken, AI_PATROL_ZONE sets engagement to off for some reason. I would rather that be left to the mission designer. You might be able to set the engagement back on (I forget what the method is but try looking in CONTROLLABLE. However, may not work as AI_PATROL_ZONE might reset it whenever it sets a new route.
What you really want to use is AI_CAP_ZONE most likely. Works almost exactly the same as AI_PATROL_ZONE but you also setup an engagement zone. Take a look at CAP-011 demo mission.
All this was changed maybe 6-8 months ago when AI_CAP_ZONE was born.
I've been trying to use the AI Balancer all day today.. I am able to get both sides to spawn, andboth sides fly to their assigned patrol zones, and then they ignore anything and everything around them. Other AI, other players, etc. The opposing patrol zones overlap each other so I expected a huge air battle.. but instead they just all fly around not doing anything. Landing and respawning works and they continually populate the air space. They just don't attack.
I'm a little confused by the example code for AIB-002
It seems within the function the intellisense breaks down and no longer gives hints as to what options are available for a given object.
function RU_AI_Balancer:OnAfterSpawned( SetGroup, From, Event, To, AIGroup ) local PatrolZoneGroup = GROUP:FindByName( "PatrolZone" ) local PatrolZone = ZONE_POLYGON:New( "PatrolZone", PatrolZoneGroup ) PatrolZones[AIGroup] = AI_PATROL_ZONE:New( PatrolZone, 3000, 6000, 400, 600 ) PatrolZones[AIGroup]:ManageFuel( 0.2, 60 ) PatrolZones[AIGroup]:SetControllable( AIGroup ) PatrolZones[AIGroup]:__Start( 5 ) end
The PatrolZones[AIGroup] doesn't give hints as to options that can be set. I thought by adding a :SetEngageZone(PatrolZone) would help but it logs as a nil value.
Any tip as to what I'm doing wrong? :helpsmilie:
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Some more fixes...
- AI_CAP_ZONE: Fixed issues with CAP engaging (independent CAP so not related to GCICAP).
- AI_CAS_ZONE: Fixed issues with CAS engaging.
This to help Hijack.
Ensure you download and include the latest moose.lua from the MOOSE release page: https://github.com/FlightControl-Master/MOOSE/releases
FC
FC, what exactly was the fix? I looked at the code but didn't really understand what the differences were.
For me AI_CAP has worked for a long while without issues especially with regarding to engagement. At least as far as I can tell.
- AI_CAP_ZONE: Fixed issues with CAP engaging (independent CAP so not related to GCICAP).
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See I've tried using a Unit.destroy on the wingman that essentially "kills" them but they still don't respawn. Does the destroy action not work for this purpose?
Do you mean they don't instantly respawn while you (human group leader) are still flying? Then no, they probably don't respawn until you die and restart in the same slot. All of this will be standard DCS behaviour that Moose cannot help with.
However, you might be able to kind of do what you want in the form of using Escort type tasks. But then you won't have a real wingman (ie. you won't be the group leader and have menu actions to command them) but rather just a unit that will fly escort with you. Then you can respawn that unit as you like with Moose.
All depends what you are really trying to accomplish and how much scripting you want to do.
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Ok, gave up on the auto respawn and have it working reliably, now I'm running into the issue of trying to respawn an AI wingman when I respawn. I had read that when the player respawn into a client with a wingman then the wingman would respawn too, but this is not the case. Any ideas on how to spawn a plane into my group?
If the wingman is dead then yes they will respawn with you. If not they just act as your wingman after you spawn back in unless you spawn back into a different slot.
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What is the error in the DCS.log file?
Spawns could take a second or two before they are available so you can try moving the spawn of the plane before you define the zones. That might give it enough time to the be able to set controllable on it. If this is in fact the issue.
I'm trying to get one aircraft to patrol shifting zones (as in Patrol mission example) but I want the aircraft to be Su-27 and it should engage enemy withing distance. Can't seem to get a spawned aircraft out of this, I'm blind :(I'm editing your example Sven:
PatrolZoneGroup1 = GROUP:FindByName( "Patrol Zone 1" ) PatrolZone1 = ZONE_POLYGON:New( "Patrol Zone 1", PatrolZoneGroup1 ) PatrolZone1:SetEngageRange( 20000 ) -- Set the Engage Range to 20.000 meters. The AI won't engage when the enemy is beyond 20.000 meters. PatrolZoneGroup2 = GROUP:FindByName( "Patrol Zone 2" ) PatrolZone2 = ZONE_POLYGON:New( "Patrol Zone 2", PatrolZoneGroup2 ) PatrolZone2:SetEngageRange( 20000 ) -- Set the Engage Range to 20.000 meters. The AI won't engage when the enemy is beyond 20.000 meters. --PatrolGroup = GROUP:FindByName( "Patrol Group" ) PatrolSpawn = SPAWN:New( "Patrol Group" ) PatrolGroup = PatrolSpawn:Spawn() Patrol1 = AI_PATROL_ZONE:New( PatrolZone1, 3000, 6000, 400, 600 ) Patrol1:ManageFuel( 0.2, 60 ) Patrol1:SetControllable( PatrolGroup ) Patrol1:__Start( 5 ) Patrol2 = AI_PATROL_ZONE:New( PatrolZone2, 600, 1000, 300, 400 ) Patrol2:ManageFuel( 0.2, 0 ) function Patrol1:OnLeaveRTB( AIGroup ) AIGroup:MessageToRed( "Returning to base", 20 ) end function Patrol1:OnAfterRTB( AIGroup ) local NewGroup = PatrolSpawn:Spawn() Patrol2:SetControllable( NewGroup ) Patrol2:__Start( 1 ) end function Patrol1:OnEnterPatrol( AIGroup ) AIGroup:MessageToRed( "Patrolling in zone " .. PatrolZone1:GetName() , 20 ) end function Patrol2:OnBeforeRTB( AIGroup ) AIGroup:MessageToRed( "Returning to base", 20 ) end function Patrol2:OnEnterRTB( AIGroup ) local NewGroup = PatrolSpawn:Spawn() Patrol1:SetControllable( NewGroup ) Patrol1:__Start( 1 ) end function Patrol2:OnEnterPatrol( AIGroup ) AIGroup:MessageToRed( "Patrolling in zone " .. PatrolZone2:GetName() , 20 ) end
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Will moose allow respawning of player groups in single player? I'm trying to create a dogfight module similar to BMS where player and target both respawn after one is killed. I think using a group:destroy and going through the crash recovery menu will work, but I'm looking for a way to autospawn the player to make it less clunky. A twist that may complicate this: Id like to be able to make multiple playable clients and have it automatically respawn you in the client you chose at the start.
This is very unlikely to work and will most likely be a DCS limitation.
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You might want to post the code your using to do this
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Nice trophy Sven!!!
MOOSE - Mission Object Oriented Scripting Framework
in Scripting Tips, Tricks & Issues
Posted
I don't have the syntax in front of me but you can set flags in script. Just search the forums on how to set a flag from a script and you can use that mixed with Moose scripting.
I don't believe you can do that with polygon zones as that is a Moose thing.
Yes, you can create a moving zone around a unit in Moose. I don't have an example to point to right now but I would be there is a demo mission that shows something like this.
Sorry for the vague response, I'm just throwing up a quick response for you for now.