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Short answer is, yes. Create a SET_UNIT using :FilterPrefix( "xyz" ), then create a function ForEachUnit to destroy the units in the set.

 

 

I used the "Destroy" but this deletes the unit. I want to destroy the unit by blowing it up, so that there are some remains like if you would destroy a unit with a bomb.

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I used the "Destroy" but this deletes the unit. I want to destroy the unit by blowing it up, so that there are some remains like if you would destroy a unit with a bomb.

 

:Destroy() will remove the unit from the map without leaving a "carcass".

 

You'll probably need to create an actual explosion in order to achieve the desired effect, I'd try :Explosion().

 

Now, I don't know if the explosions generated in such a way actually deal damage to objects, you'll need to test it.

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Couple quick (hopefully) questions...

1) Is there a way to spawn single Units and then join them as a group? For instance I want to create a group of 1-4 aircraft (all identical in aircraft type and loadout). Would I have to (in the ME) create a 1 unit group AND a 2 unit group AND a 3 unit group AND a 4 unit group, and then spawn the group I want? As it stands, I created a single 4 unit group, spawn it and :Destroy(false) the units I don't want. But that just seems like a workaround...

 

 

2) Scoring. I create a mission using MOOSE, fly it, shoot down several aircraft, and when I end the mission, the mission results say that I've done absolutely nothing... Is there something I need in my mission script to track the scoring?

Wayz Out

 

 

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Can I kill a thread, or what?

 

OK, lets try this question...

 

 

Why is it that no matter what distance I put as the EngagmentDistance parameter for this task, the escorts leave the escortee and fly directly at an enemy target the second it's detected, regardless of the distance to target?

 

unit:TaskEscort(LeadGroup,formation:GetVec3(),LastWP,EngageDistance, TargetList)

Shouldn't the escorts ignore any targets until the target approaches to within EngagementDistance?

Wayz Out

 

 

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Couple quick (hopefully) questions...

1) Is there a way to spawn single Units and then join them as a group? For instance I want to create a group of 1-4 aircraft (all identical in aircraft type and loadout). Would I have to (in the ME) create a 1 unit group AND a 2 unit group AND a 3 unit group AND a 4 unit group, and then spawn the group I want? As it stands, I created a single 4 unit group, spawn it and :Destroy(false) the units I don't want. But that just seems like a workaround...

 

 

2) Scoring. I create a mission using MOOSE, fly it, shoot down several aircraft, and when I end the mission, the mission results say that I've done absolutely nothing... Is there something I need in my mission script to track the scoring?

 

1. The DCS scripting environment unfortunately doesn't allow joining groups. I'd bet this was a requested feature going back many many years but not certain.

 

2. The debriefing screen is completely separate from Moose scoring. Further anything spawned units will not be reflected in the scoring tallies for number of planes killed at the top left of the briefing. Once again a DCS limitation that only ED can fix. I believe those numbers only count what you create in the ME. If you've implemented the MOOSE Scoring class it is separate.

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Can I kill a thread, or what?

 

OK, lets try this question...

 

 

Why is it that no matter what distance I put as the EngagmentDistance parameter for this task, the escorts leave the escortee and fly directly at an enemy target the second it's detected, regardless of the distance to target?

 

unit:TaskEscort(LeadGroup,formation:GetVec3(),LastWP,EngageDistance, TargetList)

Shouldn't the escorts ignore any targets until the target approaches to within EngagementDistance?

 

You must be doing something wrong or there is a bug somewhere. Has worked for me for ages. You might have to do some further debugging making sure your EngageDistance is correct. Of course with DCS it could just be a new bug ED has introduced or something that has changed in Moose recently (although I don't think escort has changed in ages).

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You must be doing something wrong or there is a bug somewhere. Has worked for me for ages. You might have to do some further debugging making sure your EngageDistance is correct. Of course with DCS it could just be a new bug ED has introduced or something that has changed in Moose recently (although I don't think escort has changed in ages).

Thanks for the response!

 

IS there a certain combination of ROE and ROT that need to be set? I've tried not setting them, and several combinations (though not all). All resulted in various (and sometimes hilarious) results. But none resulted as expected... Guess I just need to keep experimenting...

Wayz Out

 

 

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OK, I think I just got it figured out... originally, I was issuing the TaskEscort to each UNIT in the group (to get a nice looking, tight formation)...

 

I changed the TaskEscort to task follow for each unit. Then issued a TaskEscort to the GROUP of escorts... and viola! it worked.:doh:

Like so:

 

 

local units = escortgroup:GetUnits()
for i, unit in ipairs(units) do
 local task = unit:TaskFollow(LeadGroup,formation[i]:GetVec3(),LastWP)
 unit:SetTask(task,1)
end
local task = escortgroup:TaskEscort(LeadGroup,formation[1]:GetVec3(),LastWP,EngageDistance, TargetList)
escortgroup:SetTask(task,1)

Wayz Out

 

 

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OK, I think I just got it figured out... originally, I was issuing the TaskEscort to each UNIT in the group (to get a nice looking, tight formation)...

 

I changed the TaskEscort to task follow for each unit. Then issued a TaskEscort to the GROUP of escorts... and viola! it worked.:doh:

Like so:

 

 

local units = escortgroup:GetUnits()
for i, unit in ipairs(units) do
 local task = unit:TaskFollow(LeadGroup,formation[i]:GetVec3(),LastWP)
 unit:SetTask(task,1)
end
local task = escortgroup:TaskEscort(LeadGroup,formation[1]:GetVec3(),LastWP,EngageDistance, TargetList)
escortgroup:SetTask(task,1)

 

I don't think anything works on the UNIT level. At least not typically and I would doubt this is an exception except if you are mixing the FORMATION CLASS stuff with ESCORT class stuff. I don't think they are made to work together and might be why you are seeing odd stuff. FORMATION I believe was mainly for WW2 formations and is completely separate to ESCORT as far as I understand it. I haven't touched the FORMATION class so not 100% sure though.

 

I suggest you just get rid of any of the UNIT stuff here as it likely isn't doing anything or its applying it at the group level anyway or its just going to cause some sort of very odd behaviour.

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I don't think anything works on the UNIT level. At least not typically and I would doubt this is an exception except if you are mixing the FORMATION CLASS stuff with ESCORT class stuff. I don't think they are made to work together and might be why you are seeing odd stuff. FORMATION I believe was mainly for WW2 formations and is completely separate to ESCORT as far as I understand it. I haven't touched the FORMATION class so not 100% sure though.

 

I suggest you just get rid of any of the UNIT stuff here as it likely isn't doing anything or its applying it at the group level anyway or its just going to cause some sort of very odd behaviour.

 

Actually, It's working quite well now that I've separated the tasks to Follow and Escort, rather than trying to accomplish it in one single task... Escorts don't leave the asset (until Bingo Fuel), they don't let the enemy slide right up into the formation and shoot down the asset, and they don't run away and leave the asset to fend for himself. (all of which I've seen while trying to use just TaskEscort() )

 

Just something I wanted to accomplish for a WIP mission I'm setting up for the anticipated F-14 release, next month (hopefully).

EscortTest.lua

Escort Test.miz

Wayz Out

 

 

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Actually, It's working quite well now that I've separated the tasks to Follow and Escort, rather than trying to accomplish it in one single task... Escorts don't leave the asset (until Bingo Fuel), they don't let the enemy slide right up into the formation and shoot down the asset, and they don't run away and leave the asset to fend for himself. (all of which I've seen while trying to use just TaskEscort() )

 

Just something I wanted to accomplish for a WIP mission I'm setting up for the anticipated F-14 release, next month (hopefully).

 

I looked it up and TaskFollow is at the UNIT level. Its probably something FlightControl cooked up for the formation stuff mainly for WW2. But just a guess.

 

I've never required anything other than Escort and neither have others and seems to work fine.

 

I still think you will likely see odd behaviour like the following units won't engage (just the lead will engage). But if not and it all works then excellent. It would be great if these two things can mix therefore you can create some interesting escorting formations.

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I looked it up and TaskFollow is at the UNIT level. Its probably something FlightControl cooked up for the formation stuff mainly for WW2. But just a guess.

 

I've never required anything other than Escort and neither have others and seems to work fine.

 

I still think you will likely see odd behaviour like the following units won't engage (just the lead will engage). But if not and it all works then excellent. It would be great if these two things can mix therefore you can create some interesting escorting formations.

 

 

The aesthetics of it all was what I was going for... Mainly on tankers. Now you have to be aware of those escort aircraft when you're refueling, and when you disconnect and peel off... (Plus it's kinda cool to be refueling and look over to see the pilot's helmet in the escort next to you. :D )

Wayz Out

 

 

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Gentlemen,

 

OK I got a interesting one for ya...

 

I have been working on the attached mission for about a week. When I launch it single player...it works as expected. The GCICAP Script , range scripts and Mist elements are all available.

 

When I launch it on a server...Everything works except for the Range Scripts. I cant figure out why. If someone cold take a look at it with a fresh set of eyes I'd appreciate it.

 

Thanks in advance

Air Tasking Order (ATO) FOXTROT.miz

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-={TAC}=-DCS Server

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Helo Respawns

 

Hi

 

I'm relatively new to Moose.

 

Apologies, I'm probably missing something really basic here, however I cannot get helicopters to respawn more than about 5 or 6 times - see the basic script below and attached miz file.

 

To my inexperienced eye, I would expect there to always be 2 helicopters at any one time (with no overall mission limit). However, as you'll see after a short while (around 7 minutes), this eventually drops away to no helicopters. The equivalent script with ground units only works as expected.

 

BlueHeloSpawn = SPAWN

:New( "Tank" )

:InitLimit( 2, 0 )

:InitRandomizePosition( true, 200, 50 )

:InitRepeatOnLanding()

:InitDelayOff()

:InitCleanUp( 60 )

:SpawnScheduled( 5, .5 )

 

Any advice greatfully received. Thanks

Test_Heli_Respawn.lua

Test_Heli_Respawn.miz

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Hi and good day! I think it may be your "InitLimit(2,0)" option. I believe the 2nd parameter is the MAX number of units you wish to have spawned. So if you set something up like InitLimit(2,20) - 2 will be spawned at the start but no more then 20 will be spawned. But on the other hand I do believe we also have a bug from our most recent DCS update. Something to do with events I believe. more on that here: https://forums.eagle.ru/showthread.php?p=3820282

 

hope this helps. :)

 

 

Hi

 

I'm relatively new to Moose.

 

Apologies, I'm probably missing something really basic here, however I cannot get helicopters to respawn more than about 5 or 6 times - see the basic script below and attached miz file.

 

To my inexperienced eye, I would expect there to always be 2 helicopters at any one time (with no overall mission limit). However, as you'll see after a short while (around 7 minutes), this eventually drops away to no helicopters. The equivalent script with ground units only works as expected.

 

BlueHeloSpawn = SPAWN

:New( "Tank" )

:InitLimit( 2, 0 )

:InitRandomizePosition( true, 200, 50 )

:InitRepeatOnLanding()

:InitDelayOff()

:InitCleanUp( 60 )

:SpawnScheduled( 5, .5 )

 

Any advice greatfully received. Thanks


Edited by ElementLT
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Hi and good day! I think it may be your "InitLimit(2,0)" option. I believe the 2nd parameter is the MAX number of units you wish to have spawned. So if you set something up like InitLimit(2,20) - 2 will be spawned at the start but no more then 20 will be spawned.

 

 

 

But on the other hand I do believe we also have a bug from our most recent DCS update. Something to do with events I believe. more on that here: https://forums.eagle.ru/showthread.php?p=3820282

 

 

 

hope this helps. :)

 

 

 

Thank-you much appreciated. Yeah, must the events bug (which I wasn’t aware of) which is the issue - that answers a lot!

 

 

Sent from my iPhone using Tapatalk

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From MOOSE docs:

 

 

SPAWN.InitLimit. SPAWN has 2 kind of limits:

  • The maximum amount of Wrapper.Units that can be alive at the same time...
  • The maximum amount of Wrapper.Groups that can be spawned... This is more of a resource-type of limit.

So :InitLimit( 2, 20 ) -- A max of 2 units can be alive in DCS and a new group will be spawned up to 20 times.


Edited by Habu_69
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Guys sorry for the interruption, but there is something

 

IMPORTANT

 

For those running the DCS world version beta; make sure you do a ROLLBACK to the version 2.5.4.27430.

 

The latest beta of DCS WORLD has severe issues with the event broadcasting system in the software. As a result; scripts won´t work properly, including MOOSE.

 

Revert your DCS beta using DCS_Updater.exe update 2.5.4.27430, from the bin folder.

Bug report to ED is to be found here:

 

https://forums.eagle.ru/showthread.php?p=3820282#post3820282

Sorry for the inconvenience.

Let's hope that ED is not publishing this beta to the official release version next week!

FC

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Guys sorry for the interruption, but there is something

 

IMPORTANT

 

For those running the DCS world version beta; make sure you do a ROLLBACK to the version 2.5.4.27430.

 

The latest beta of DCS WORLD has severe issues with the event broadcasting system in the software. As a result; scripts won´t work properly, including MOOSE.

 

Revert your DCS beta using DCS_Updater.exe update 2.5.4.27430, from the bin folder.

Bug report to ED is to be found here:

 

https://forums.eagle.ru/showthread.php?p=3820282#post3820282

Sorry for the inconvenience.

Let's hope that ED is not publishing this beta to the official release version next week!

FC

 

 

 

Thanks FC

 

 

Sent from my iPhone using Tapatalk

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Hi,

 

I previously used the function:

 

A2ADispatcherRed1:SetSquadronCap( "ABK 1", RedCAPZone1, 1000, 15000, 600, 800, 800, 1200 )

 

with an older MOOSE version sucessfully, so only 1 Flight was airboren at a time. Last weekend I updated to the latest MOOSE Version and now the A2ADispatcher constantly spawns a stream of AI flights.

 

This is all in the current stable environment and I only added the "RescueHelo" function in another part of the mission, besides nothing was changed. I guess it happend with the new MOOSE version something broke.

 

Did anything change with MOOSE concerning the functions?

 

Here the complete script I use related to MOOSE:

 

--trigger.action.outText("Line "..string.format(debug.getinfo(1).currentline).." passed", 5)


DetectionSetGroupRed = SET_GROUP:New()
DetectionSetGroupRed:FilterPrefixes( {"RED_EWR"} )
DetectionSetGroupRed:FilterStart()
DetectionRed = DETECTION_AREAS:New( DetectionSetGroupRed, 100000 )
local dice = math.random(1,100)
--trigger.action.outText("Line "..string.format(debug.getinfo(1).currentline).." passed", 4000)

if dice < 25 then
RedCAPZone1 = ZONE_POLYGON:New( "RedCAPZone 1", GROUP:FindByName( "RedCAPZone 1" ) )

A2ADispatcherRed1 = AI_A2A_DISPATCHER:New( DetectionRed )
--A2ADispatcherRed1:SetTacticalDisplay( true )
A2ADispatcherRed1:SetSquadron( "ABK 1", "Gudauta", { "SQRed 1" } )
A2ADispatcherRed1:SetSquadronCap( "ABK 1", RedCAPZone1, 1000, 15000, 600, 800, 800, 1200 )
A2ADispatcherRed1:SetSquadronCapInterval( "ABK 1", 1, 60, 1800, 1 )
A2ADispatcherRed1:SetSquadronGrouping( "ABK 1", 2 )
A2ADispatcherRed1:SetSquadronGci( "ABK 1", 900, 1200 )
A2ADispatcherRed1:SetDefaultTakeoffFromParkingCold()--test
elseif dice < 50 then
RedCAPZone2 = ZONE_POLYGON:New( "RedCAPZone 2", GROUP:FindByName( "RedCAPZone 2" ) )

A2ADispatcherRed2 = AI_A2A_DISPATCHER:New( DetectionRed )
--A2ADispatcherRed3:SetTacticalDisplay( true )
A2ADispatcherRed2:SetSquadron( "ABK 2", "Sukhumi-Babushara", { "SQRed 2" } )
A2ADispatcherRed2:SetSquadronCap( "ABK 2", RedCAPZone2, 100, 1000, 300, 500, 300, 500 )
A2ADispatcherRed2:SetSquadronCapInterval( "ABK 2", 2, 60, 1200, 1 )
A2ADispatcherRed2:SetSquadronGrouping( "ABK 2", 2 )
A2ADispatcherRed2:SetSquadronGci( "ABK 2", 900, 1200 )
A2ADispatcherRed2:SetDefaultTakeoffFromParkingCold()
elseif dice < 75 then
RedCAPZone3 = ZONE_POLYGON:New( "RedCAPZone 3", GROUP:FindByName( "RedCAPZone 3" ) )

A2ADispatcherRed3 = AI_A2A_DISPATCHER:New( DetectionRed )
--A2ADispatcherRed4:SetTacticalDisplay( true )
A2ADispatcherRed3:SetSquadron( "RUS 1", "Sochi-Adler", { "SQRed 3" } )
A2ADispatcherRed3:SetSquadronCap( "RUS 1", RedCAPZone3, 1000, 15000, 600, 800, 800, 1200 )
A2ADispatcherRed3:SetSquadronCapInterval( "RUS 1", 1, 60, 3600, 1 )
A2ADispatcherRed3:SetSquadronGrouping( "RUS 1", 2 )
A2ADispatcherRed3:SetSquadronGci( "RUS 1", 900, 1200 )
A2ADispatcherRed3:SetDefaultTakeoffFromParkingCold()
else
RedCAPZone4 = ZONE_POLYGON:New( "RedCAPZone 4", GROUP:FindByName( "RedCAPZone 4" ) )

A2ADispatcherRed4 = AI_A2A_DISPATCHER:New( DetectionRed )
--A2ADispatcherRed5:SetTacticalDisplay( true )
A2ADispatcherRed4:SetSquadron( "RUS 2", "Mozdok", { "SQRed 4" } )
A2ADispatcherRed4:SetSquadronCap( "RUS 2", RedCAPZone4, 1000, 15000, 600, 800, 800, 1200 )
A2ADispatcherRed4:SetSquadronCapInterval( "RUS 2", 2, 60, 3600, 1 )
A2ADispatcherRed4:SetSquadronGrouping( "RUS 2", 2 )
A2ADispatcherRed4:SetSquadronGci( "RUS 2", 900, 1200 )
A2ADispatcherRed4:SetDefaultTakeoffFromParkingCold()
end
--+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
DetectionSetGroupBlue = SET_GROUP:New()
DetectionSetGroupBlue:FilterPrefixes( {"Blue_EWR"} )
DetectionSetGroupBlue:FilterStart()
DetectionBlue = DETECTION_AREAS:New( DetectionSetGroupBlue, 100000 )
local dice = math.random(1,100)

if dice < 33 then
BlueCAPZone1 = ZONE_POLYGON:New( "BlueCAPZone 1", GROUP:FindByName( "BlueCAPZone 1" ) )

A2ADispatcherBlue2 = AI_A2A_DISPATCHER:New( DetectionBlue )
--A2ADispatcherBlue2:SetTacticalDisplay( true )
A2ADispatcherBlue2:SetSquadron( "GEO 1", "Kobuleti", { "SQBlue 1" } )
A2ADispatcherBlue2:SetSquadronCap( "GEO 1", BlueCAPZone1, 5000, 15000, 600, 800, 800, 1200 )
A2ADispatcherBlue2:SetSquadronCapInterval( "GEO 1", 1, 60, 1800, 1 )
A2ADispatcherBlue2:SetSquadronGrouping( "GEO 1", 2 )
A2ADispatcherBlue2:SetSquadronGci( "GEO 1", 900, 1200 )
A2ADispatcherBlue2:SetDefaultTakeoffFromParkingCold()--test

elseif dice < 66 then
BlueCAPZone2 = ZONE_POLYGON:New( "BlueCAPZone 2", GROUP:FindByName( "BlueCAPZone 2" ) )

A2ADispatcherBlue2 = AI_A2A_DISPATCHER:New( DetectionBlue )
--A2ADispatcherBlue3:SetTacticalDisplay( true )
A2ADispatcherBlue2:SetSquadron( "GEO 2", "Batumi", { "SQBlue 2" } )
A2ADispatcherBlue2:SetSquadronCap( "GEO 2", BlueCAPZone2, 5000, 15000, 300, 500, 300, 500 )
A2ADispatcherBlue2:SetSquadronCapInterval( "GEO 2", 2, 60, 3600, 1 )
A2ADispatcherBlue2:SetSquadronGrouping( "GEO 2", 2 )
A2ADispatcherBlue2:SetSquadronGci( "GEO 2", 900, 1200 )
A2ADispatcherBlue2:SetDefaultTakeoffFromParkingCold()
else
BlueCAPZone3 = ZONE_POLYGON:New( "BlueCAPZone 3", GROUP:FindByName( "BlueCAPZone 3" ) )

A2ADispatcherBlue3 = AI_A2A_DISPATCHER:New( DetectionBlue )
--A2ADispatcherBlue4:SetTacticalDisplay( true )
A2ADispatcherBlue3:SetSquadron( "GEO 3", "Vaziani", { "SQBlue 3" } )
A2ADispatcherBlue3:SetSquadronCap( "GEO 3", BlueCAPZone3, 5000, 15000, 600, 800, 800, 1200 )
A2ADispatcherBlue3:SetSquadronCapInterval( "GEO 3", 1, 60, 3600, 1 )
A2ADispatcherBlue3:SetSquadronGrouping( "GEO 3", 2 )
A2ADispatcherBlue3:SetSquadronGci( "GEO 3", 900, 1200 )
A2ADispatcherBlue3:SetDefaultTakeoffFromParkingCold()
end
trigger.action.outText("Auto CAP initialized", 45)


 

What I want to achive is to have 1 flight airborne, but now the dispatcher generates an endless stream of flights.


Edited by SNAFU

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SNAFU, can you drop me your mission on Discord in a PM? I'll have a look. Is such possible? But please first remove any mod from the mission okay?

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Hey Guys,

 

 

 

i started using MOOSE for my missions and took the next step and added the A2A_Dispatcher. Unfortunatly, i can't get my flights into the air. I tripple checked group and unit names and I am a bit lost right now :music_whistling:. I read about problems beeing introduced with the latest open beta version. So i tested the AID-A2A-100 - Demonstration mission in Github with the latest OB version of DCS and dev branch of MOOSE. So, the same setup as for my mission. And it works fine. I cant find the error/s in my mission. Maybe an additional pair of eyes can. Here's my script file. Thanks in advance.

 

 

EDIT: I'd like to add, that all my other MOOSE based scripts work fine and the tactical situation display works. Units get detected but the CAP flights refuse to spawn.

 

 

 

-- Caucasus_Hotline A2A_Dispatcher

-- Define GROUP object with a collection of groups that contribute to the EWR network.
DetectionSetGroup = SET_GROUP:New()
DetectionSetGroup:FilterPrefixes( { "EW_NET_US_AWACS", "EW_NET_US_EWR", "USS" } )
DetectionSetGroup:FilterStart()

Detection = DETECTION_AREAS:New( DetectionSetGroup, 140000 )


-- Setting up A2A dispatcher.
A2ADispatcher = AI_A2A_DISPATCHER:New( Detection )


-- Enable the tactical display panel.
A2ADispatcher:SetTacticalDisplay( true )


-- Setting up polygon border zone. 
US_BorderZone = ZONE_POLYGON:New( "US_Border", GROUP:FindByName( "US_Border" ) )
A2ADispatcher:SetBorderZone( US_BorderZone )


-- Setting up engagement radius
A2ADispatcher:SetEngageRadius( 80000 )


-- Setting up the squadrons.
A2ADispatcher:SetSquadron( "KutaisiF15", AIRBASE.Caucasus.Kutaisi, { "CAPKutaisiF15" }, 4 )
A2ADispatcher:SetSquadron( "KutaisiF16", AIRBASE.Caucasus.Kutaisi, { "CAPKutaisiF16" }, 4 )
A2ADispatcher:SetSquadron( "VazianiF16", AIRBASE.Caucasus.Vaziani, { "CAPVazianiF16" }, 4 )
A2ADispatcher:SetSquadron( "VazianiF15", AIRBASE.Caucasus.Vaziani, { "CAPVazianiF15" }, 4 )
A2ADispatcher:SetSquadron( "StennisF18", AIRBASE:FindByName("USS Stennis"), { "CAPStennisF18" }, 4 )
A2ADispatcher:SetSquadron( "StennisF14", AIRBASE:FindByName("USS Stennis"), { "CAPStennisF14" }, 4 )
A2ADispatcher:SetSquadron( "VinsonF18", AIRBASE:FindByName("USS Vinson"), { "CAPVinsonF18" }, 4 )
A2ADispatcher:SetSquadron( "VinsonF14", AIRBASE:FindByName("USS Vinson"), { "CAPVinsonF14" }, 4 )

-- Setting up the overhead
A2ADispatcher:SetSquadronOverhead( "KutaisiF15", 1 )
A2ADispatcher:SetSquadronOverhead( "KutaisiF16", 1 )
A2ADispatcher:SetSquadronOverhead( "VazianiF16", 1 )
A2ADispatcher:SetSquadronOverhead( "VazianiF15", 1 )
A2ADispatcher:SetSquadronOverhead( "StennisF18", 1 )
A2ADispatcher:SetSquadronOverhead( "StennisF14", 1 )
A2ADispatcher:SetSquadronOverhead( "VinsonF18", 1 )
A2ADispatcher:SetSquadronOverhead( "VinsonF14", 1 )

-- Setting up the Grouping
A2ADispatcher:SetSquadronGrouping( "KutaisiF15", 2 )
A2ADispatcher:SetSquadronGrouping( "KutaisiF16", 2 )
A2ADispatcher:SetSquadronGrouping( "VazianiF16", 2 )
A2ADispatcher:SetSquadronGrouping( "VazianiF15", 2 )
A2ADispatcher:SetSquadronGrouping( "StennisF18", 2 )
A2ADispatcher:SetSquadronGrouping( "StennisF14", 2 )
A2ADispatcher:SetSquadronGrouping( "VinsonF18", 2 )
A2ADispatcher:SetSquadronGrouping( "VinsonF14", 2 )


-- Setting up the Takeoff
A2ADispatcher:SetSquadronTakeoffInAir( "KutaisiF15" )
A2ADispatcher:SetSquadronTakeoffInAir( "KutaisiF16" )
A2ADispatcher:SetSquadronTakeoffInAir( "VazianiF15" )
A2ADispatcher:SetSquadronTakeoffInAir( "StennisF18" )
A2ADispatcher:SetSquadronTakeoffFromRunway( "StennisF14" )
A2ADispatcher:SetSquadronTakeoffFromRunway( "VinsonF18" )
A2ADispatcher:SetSquadronTakeoffFromRunway( "VinsonF14" )
A2ADispatcher:SetSquadronTakeoffFromParkingCold( "VazianiF16" )


-- Setting up despawn upon landing
A2ADispatcher:SetSquadronLandingAtEngineShutdown( "KutaisiF15" )
A2ADispatcher:SetSquadronLandingAtEngineShutdown( "KutaisiF16" )
A2ADispatcher:SetSquadronLandingAtEngineShutdown( "VazianiF16" )
A2ADispatcher:SetSquadronLandingAtEngineShutdown( "VazianiF15" )
A2ADispatcher:SetSquadronLanding( "StennisF18" )
A2ADispatcher:SetSquadronLanding( "StennisF14" )
A2ADispatcher:SetSquadronLanding( "VinsonF18" )
A2ADispatcher:SetSquadronLanding( "VinsonF14" )


-- CAP execution.
CAPZoneNorthwest = ZONE_POLYGON:New( "USCAPZoneNorthwest", GROUP:FindByName( "USCAPZoneNorthwest" ) )
A2ADispatcher:SetSquadronCap( "StennisF18", CAPZoneNorthwest, 4000, 35000, 600, 800, 800, 1200, "BARO" )
A2ADispatcher:SetSquadronCapInterval( "StennisF18", 1, 30, 180, 1 )
A2ADispatcher:SetSquadronCap( "StennisF14", CAPZoneNorthwest, 4000, 35000, 600, 800, 800, 1200, "BARO" )
A2ADispatcher:SetSquadronCapInterval( "StennisF14", 1, 30, 180, 1 )

CAPZoneWest = ZONE_POLYGON:New( "USCAPZoneWest", GROUP:FindByName( "USCAPZoneWest" ) )
A2ADispatcher:SetSquadronCap( "VinsonF18", CAPZoneWest, 4000, 35000, 600, 800, 800, 1200, "BARO" )
A2ADispatcher:SetSquadronCapInterval( "VinsonF18", 1, 30, 180, 1 )
A2ADispatcher:SetSquadronCap( "VinsonF14", CAPZoneWest, 4000, 35000, 600, 800, 800, 1200, "BARO" )
A2ADispatcher:SetSquadronCapInterval( "VinsonF14", 1, 30, 180, 1 )

CAPZoneSouthwest = ZONE_POLYGON:New( "USCAPZoneSouthwest", GROUP:FindByName( "USCAPZoneSouthwest" ) )
A2ADispatcher:SetSquadronCap( "KutaisiF15", CAPZoneSouthwest, 4000, 35000, 600, 800, 800, 1200, "BARO" )
A2ADispatcher:SetSquadronCapInterval( "KutaisiF15", 2, 30, 180, 1 )

CAPZoneSouth = ZONE_POLYGON:New( "USCAPZoneSouth", GROUP:FindByName( "USCAPZoneSouth" ) )
A2ADispatcher:SetSquadronCap( "KutaisiF16", CAPZoneSouth, 4000, 35000, 600, 800, 800, 1200, "BARO" )
A2ADispatcher:SetSquadronCapInterval( "KutaisiF16", 2, 30, 180, 1 )

CAPZoneSoutheast = ZONE_POLYGON:New( "USCAPZoneSoutheast", GROUP:FindByName( "USCAPZoneSoutheast" ) )
A2ADispatcher:SetSquadronCap( "VazianiF16", CAPZoneSoutheast, 4000, 35000, 600, 800, 800, 1200, "BARO" )
A2ADispatcher:SetSquadronCapInterval( "VazianiF16", 1, 30, 180, 1 )
A2ADispatcher:SetSquadronCap( "VazianiF15", CAPZoneSoutheast, 4000, 35000, 600, 800, 800, 1200, "BARO" )
A2ADispatcher:SetSquadronCapInterval( "VazianiF15", 1, 30, 180, 1 )


-- Set squadron tanker
A2ADispatcher:SetSquadronRefuelThreshold( "KutaisiF15", 0.30 )
A2ADispatcher:SetSquadronRefuelThreshold( "KutaisiF16", 0.30 )
A2ADispatcher:SetSquadronRefuelThreshold( "VazianiF16", 0.30 )
A2ADispatcher:SetSquadronRefuelThreshold( "VazianiF15", 0.30 )
A2ADispatcher:SetSquadronRefuelThreshold( "StennisF18", 0.30 )
A2ADispatcher:SetSquadronRefuelThreshold( "StennisF14", 0.30 )
A2ADispatcher:SetSquadronRefuelThreshold( "VinsonF18", 0.30 )
A2ADispatcher:SetSquadronRefuelThreshold( "VinsonF14", 0.30 )
A2ADispatcher:SetSquadronTanker( "KutaisiF15", "KC135Texaco_Land" )
A2ADispatcher:SetSquadronTanker( "KutaisiF16", "KC135Texaco_Land" )
A2ADispatcher:SetSquadronTanker( "StennisF18", "KC135MPRS_Texaco_Sea" )
A2ADispatcher:SetSquadronTanker( "StennisF14", "KC135MPRS_Texaco_Sea" )
A2ADispatcher:SetSquadronTanker( "VinsonF18", "KC135MPRS_Arco_Sea" )


Edited by SkipperSMG

i5-2400 | 16GB Corsair XMS3 | MSI GTX 970 4GB | 500GB Samsung 850 Evo | TrackIR 5 | TM Warthog | Saitek Rudder Pedals | Windows 10 64 bit

 

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