Erikson Posted March 4, 2022 Posted March 4, 2022 Hi I'm trying to learn how to use the MOOSE framework by creating a simple mission. I try to use the UNIT_ZONE function. I basicay copied reference mission ZON-300 So in the scrips I made a unit RedVehicle1 = SPAWN :New( "BMP3 1"):InitLimit( 1, 0) This works fine and the unit spawns and drives the planned route. I then use the following line : BMP3Zone = ZONE_UNIT:New( "BMP3 Zone", Redvehicle1, 5 ) (Basicaly coppied straight from ZON-300) The DCS.log now gives the following error : Mission script error (Path) Attempt to call method GetVec2() (a nil value) Stack traceback : In function GetVec2() string (path) in function new string (path) in main chunk. Source code shows part of the ZONE_UNIT function is the GetVec2() function (presumably getting the coordinate of the unit to create the zone) Thinking this was because of late activation : I removed late activation , no change, I wraped the function in a : RedVehicle1:IsAlive() check but also no change Further reading leads me to beleave this is a value that I do not need to declare before hand. I cant see what I did wrong here as I coppied the line almost literaly from the demo mission. Is there any thing I'm missing here or am I using an outdated template??
buur Posted March 4, 2022 Posted March 4, 2022 Is ZON-300 working correct? Best is you ask at Moose Discord, there are more experts.
Habu_69 Posted March 5, 2022 Posted March 5, 2022 Have you visited the Moose Discord and read the recommended introductory guides?
HC_Official Posted March 5, 2022 Posted March 5, 2022 If you’re starting out or looking for information, please read these first and it might be worth doing some basic Lua tutorials. No use getting frustrated by jumping into the pool without being able to swim. There are some docs that can help you out (very easily over looked) Moose users manual - https://github.com/FlightControl-Master/MOOSE_GUIDES/releases/download/v0.1-rc1/Moose_User_Guide.pdf <<< read first chapter at least Basic Moose debugging guide PDF - https://ufile.io/nzduno3q> MOOSE demo missions, great source https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/develop MOOSE documentation, has info on functions and how to use them - https://flightcontrol-master.github.io/MOOSE_DOCS_DEVELOP/Documentation/ Lua tutorial <https://www.tutorialspoint.com/lua/index.htm> No more pre-orders Click here for tutorials for using Virpil Hardware and Software Click here for Virpil Flight equipment dimensions and pictures. .
fargo007 Posted March 7, 2022 Posted March 7, 2022 On 3/4/2022 at 1:10 PM, Erikson said: Hi I'm trying to learn how to use the MOOSE framework by creating a simple mission. I try to use the UNIT_ZONE function. I basicay copied reference mission ZON-300 So in the scrips I made a unit RedVehicle1 = SPAWN :New( "BMP3 1"):InitLimit( 1, 0) This works fine and the unit spawns and drives the planned route. I then use the following line : BMP3Zone = ZONE_UNIT:New( "BMP3 Zone", Redvehicle1, 5 ) (Basicaly coppied straight from ZON-300) The DCS.log now gives the following error : Mission script error (Path) Attempt to call method GetVec2() (a nil value) Stack traceback : In function GetVec2() string (path) in function new string (path) in main chunk. Source code shows part of the ZONE_UNIT function is the GetVec2() function (presumably getting the coordinate of the unit to create the zone) Thinking this was because of late activation : I removed late activation , no change, I wraped the function in a : RedVehicle1:IsAlive() check but also no change Further reading leads me to beleave this is a value that I do not need to declare before hand. I cant see what I did wrong here as I coppied the line almost literaly from the demo mission. Is there any thing I'm missing here or am I using an outdated template?? The SPAWN object and the GROUP object are different things, but you are treating them the same by using a SPAWN obj when you should use the GROUP object. The right technique for this IMO is to use an OnSpawnGroup() callback function where you can do things to the dynamically named group that just spawned. Have fun. Don't suck. Kill bad guys. https://discord.gg/blacksharkden/
Magoa Posted March 19, 2022 Posted March 19, 2022 Hello. I don't know if it is possible but I am looking to include a racetrack circuit for tankers that I take off from airbases. I tried with the RECOVERYTANKER:_Pattern() command but I can't build a table of pattern waypoints. Do you have any idea how to solve my question? Thanks in advance.
ataribaby Posted March 21, 2022 Posted March 21, 2022 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
Delta99 Posted March 27, 2022 Posted March 27, 2022 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. My Missions: Valley Patrol Mission :: Valley Escort Mission :: A2A Engagements
norman99 Posted April 1, 2022 Posted April 1, 2022 (edited) Hi All, What is the best method to delay a new CAP from spawning after the previous CAP has been destroyed? We have a training mission with 2 CAPs, and would like a 20 min delay after they have been destroyed, to allow for strike aircraft to proceed to the target without further hindrance, as this provides great training. Currently if we use CAP Time Interval, and set it to ~20 min, it doesn't really work, as the previous check may have happened 15min before the CAP flight was destroyed, therefore spawning a replacement 5 min later. Is there a better solution? Even if we spawn the aircraft immediately, but then hold them on the ground for a set period of time, that would work. Is this possible? Edited April 1, 2022 by norman99
Habu_69 Posted April 2, 2022 Posted April 2, 2022 Lots of methods to do this in Moose. One way is to use event.dead method to detect when the CAP meets its demise, which initiates a timer to trigger a spawn function (NewBandit) after an expired time (1200 seconds). timer.scheduleFunction( NewBandit, {}, timer.getTime() + 1200 ) or adapt a SpawnScheduled like this Red_CAP = SPAWN:New( "Red_CAP" ) :InitLimit( 2, 1 ) -- Spawns two 2-ship groups, only 1 group alive at a time :SpawnScheduled( 1200, 0 ) -- Spawns subsequent group(s) after 1200 seconds
Pvt Hudson Posted April 5, 2022 Posted April 5, 2022 (edited) Bit confused with the setup/workflow for Moose. Following the FlightControl Moose setup videos... 1) somewhere on C drive we create folders for moose, moose (demo) missions and our moose missions, e.g.: c:\xxx\moose c:\xxx\moose missions c:\xxx\my moose missions 2) create in an eclipse workspace: LUA project based on project in c:\xxx\moose LUA project based on project for c:\xxx\moose missions, and LUA project (new) for our moose missions called "My_Missions" (this appears to be in no way linked to the 3rd folder in step1 ???) and then a new folder under My_Missions. In the new folder we create a lua file with code which is referenced in the DCS mission editor and we save the miz file back to same location in the workspace. 3) create following junctions for step1 folders to the "user\saved games" folder: c:\xxx\moose missions -> user\saved games\moose missions c:\xxx\my moose missions -> user\saved games\my moose missions Moving onto the "Moose for Dummies" videos, everything (both the miz file and lua script) appear to be getting saved in / run from the "c:\xxx\my moose missions" location and NOT in the "My_Missions" eclipse workspace folder created in step2. So I am confused how we're coding and can get benefit of intellisense if these files never appear in the workspace (in other words, that folder and workspace location arent linked) ? Edited April 5, 2022 by Pvt Hudson
Habu_69 Posted April 5, 2022 Posted April 5, 2022 Unfortunately many of the older Moose YouTube videos, including setup procedures, are obsolete; and the current developers have no control over them. Recommend you visit the Moose Discord where plenty of current guidance and help reside.
Lineaxe Posted April 11, 2022 Posted April 11, 2022 Hi I just started adding in custom goals that are used by the moose's scoring system. When the code runs it both adds the points and then adds a PENALTY of the same amount of points it just gave the player. Since there is only one number that you input when you call the scoring method, and since I make it positive and never negative , I have no IDEA what is wrong and none on how to fix it. When I call this method it is outputting both POSITIVE & NEGATIVE numbers I assume which end up going into the Score/Penalty Values that get displayed at game time. Scoring:AddGoalScorePlayer("Playername","FARP TROOPS","FARP TROOPS: +250 ",250)
Badass1982 Posted April 12, 2022 Posted April 12, 2022 On 1/31/2020 at 5:12 AM, xplod said: Escorting an AI plane Hi. I want to know if it's possible to script escorting of AI planes. Scenario: There's 1 late-activated AWACS named "AWACS BLUE". If I use SPAWN:New("AWACS BLUE") I get instances called "AWACS BLUE #0001" How can I add an F16 to protect the freshly spawned AWACS? Does the ESCORT Class help with this, or is it possible to simply spawn a Fighter plane and assign the escort task? 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
Delta99 Posted April 17, 2022 Posted April 17, 2022 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. My Missions: Valley Patrol Mission :: Valley Escort Mission :: A2A Engagements
Badass1982 Posted April 17, 2022 Posted April 17, 2022 1 hour ago, Delta99 said: Yes, this is very doable with Moose. I gather that it's doable. I am trying to figure out how. All I can find is guides on how to setup client escorts (which I've already done) it doesn't seem to be listed how to tell one existing (scripted spawned unit) to take off, escort an existing unit (in this case an AWACS) then have them land if they run out of fuel and another one spawn if either of the two in the ai escort group gets shot down.
buur Posted April 18, 2022 Posted April 18, 2022 vor 9 Stunden schrieb Badass1982: I gather that it's doable. I am trying to figure out how. All I can find is guides on how to setup client escorts (which I've already done) it doesn't seem to be listed how to tell one existing (scripted spawned unit) to take off, escort an existing unit (in this case an AWACS) then have them land if they run out of fuel and another one spawn if either of the two in the ai escort group gets shot down. At least it is doable with the Auftrag Class. This class is in the development branch of Moose. Best is to check the Moose discord. There are more information.
Badass1982 Posted April 19, 2022 Posted April 19, 2022 (edited) 15 hours ago, buur said: At least it is doable with the Auftrag Class. This class is in the development branch of Moose. Best is to check the Moose discord. There are more information. I've looked into that , but the AWACS I'm trying to spawn is already spawned in another script In the mission (not created by me) , all I'm looking for this tiny script to do is to take off some fighters, locate the already spawned AWACS and continue to escort it until it runs out of fuel or they lose a fight. Most of the autfrag examples I see , you HAVE to create BOTH the escorters AND the Escortees in the same script. There has to be a way to write a small script (I don't care which class it uses) to accomplish this. FWIW I have asked on tbe discord but I'm not a very experienced scripter and I generally just get met with "use this class" , that's the issue. Edited April 19, 2022 by Badass1982
norman99 Posted April 24, 2022 Posted April 24, 2022 Recently I've struggled getting a RecoveryTanker to use AirBoss as the controlling authority when returning to the carrier. It always just seems to use the DCS SuperCarrier ATC instead. I've read elsewhere that if using the Dev branch of MOOSE, AirBoss no longer controls all AI groups, but only elements defined as a FlightGroup. Is this my problem? If it is, how do I use the RecoveryTanker Class, and define it as FlightGroup so it's controllable via AirBoss?
_UnknownCheater_ Posted May 18, 2022 Posted May 18, 2022 (edited) How to use OnSpawnGroup?I wanna check the group units dead or not.if dead spawn another zone grond units This is my code GroundUnits = SPAWN:New("Ground-1") :InitAIOn() :OnSpawnGroup( function(SpawnGroup) SpawnGroup:HandleEvent(EVENTS.Dead) function SpawnGroup:OnEventDead(EventData) GroundUnits = SPAWN:New("Ground-1") :SpawnFromCoordinate(ZONE:FindByName("zone2"):GetCoordinate()) end end ) :SpawnFromCoordinate(ZONE:FindByName("zone1"):GetCoordinate()) Edited May 19, 2022 by zhouyut001 GamingPC: Ryzen 5950X + 64G RAM + Nvidia 4090 + 1T Dedicated SSD For DCS HOTAS: WingWin F15EX Throttle + VKB Gunfighter Mk.III Joystick + SN2 Rudder + TrackIR Pro HomeServer: Dell R7515 (EPYC 7402 + 1 T RAM + 48T SSD Raid10 + Nvidia A40 Network: Google Fiber 2G
rwbishUP Posted July 2, 2022 Posted July 2, 2022 Trying to find a MOOSE class or other scripting tool that would allow me to task the enemy AI with random ground attacks on my ground forces, i.e. FOB, airfield, AA positions, artillery Would like to use MOOSE since it's what I've scripted the entire scenario with, thanks.
Badass1982 Posted July 10, 2022 Posted July 10, 2022 On 7/1/2022 at 11:45 PM, rwbishUP said: Trying to find a MOOSE class or other scripting tool that would allow me to task the enemy AI with random ground attacks on my ground forces, i.e. FOB, airfield, AA positions, artillery Would like to use MOOSE since it's what I've scripted the entire scenario with, thanks. Chief of staff in MOOSE can do exactly what you are looking for and then some , the possibilities are really endless, the problem I'm having is I'm garbage at Lua lol. Need to find someone to help me code , but yeah check it out see if it's what you are looking for I intend to use it to control ALL my AI from naval to ground to air, red and blue etc... Just as soon as I'm competent in Lua/moose. https://flightcontrol-master.github.io/MOOSE_DOCS_DEVELOP/Documentation/Ops.Chief.html 1
rwbishUP Posted July 17, 2022 Posted July 17, 2022 Hey thanks for the heads up, @Badass1982. Headed to check it out, and don't feel bad, I suck at scripting too. If it weren't for Eclipse LDT intellisense, I wouldn't have a prayer..lol.
Rudel_chw Posted July 23, 2022 Posted July 23, 2022 Hi, I was wondering if there is a script like RAT (random air traffic) but for shipping? I’d like to add randomized merchant ship traffic as background for some of my missions. thanks a lot and best regards. Eduardo For work: iMac mid-2010 of 27" - Core i7 870 - 6 GB DDR3 1333 MHz - ATI HD5670 - SSD 256 GB - HDD 2 TB - macOS High Sierra For Gaming: 34" Monitor - Ryzen 3600 - 32 GB DDR4 2400 - nVidia RTX2080 - SSD 1.25 TB - HDD 10 TB - Win10 Pro - TM HOTAS Cougar Mobile: iPad Pro 12.9" of 256 GB
Hairdo1-1 Posted July 23, 2022 Posted July 23, 2022 4 hours ago, Rudel_chw said: Hi, I was wondering if there is a script like RAT (random air traffic) but for shipping? I’d like to add randomized merchant ship traffic as background for some of my missions. thanks a lot and best regards. Eduardo I asked about the same thing. RAT can’t do it but you might be best using the spawn class and using random zones/routes 1
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