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Hi...

got a problem with Tanker script.

 

 

local Frequency = 3

 

BlueTanker1 = SPAWN -- This creates an object called BlueTanker1, but does not spawn it yet.

:New( "b Tanker Arco" )

:InitLimit( 1, 0 )

:InitRepeatOnLanding()

:InitRandomizeRoute( 1, 1, 30000 )

:SpawnScheduled( Frequency, 0.4 )

:InitCleanUp( 60 )

 

BlueTanker2 = SPAWN

:New( "b Tanker Texaco" )

:InitLimit( 1, 0 )

:InitRepeatOnEngineShutDown()

:InitRandomizeRoute( 1, 1, 30000 )

:SpawnScheduled( Frequency, 0.4 )

:InitCleanUp( 60 )

 

BlueTanker3 = SPAWN

:New( "b AWACS Overlord" )

:InitLimit( 1, 0 )

:InitRepeatOnEngineShutDown()

:InitRandomizeRoute( 1, 1, 30000 )

:SpawnScheduled( Frequency, 0.4 )

:InitCleanUp( 60 )

 

BlueTanker4 = SPAWN

:New( "b Tanker Shell" )

:InitLimit( 1, 0 )

:InitRepeatOnEngineShutDown()

:InitRandomizeRoute( 1, 1, 30000 )

:SpawnScheduled( Frequency, 0.4 )

:InitCleanUp( 60 )

 

RedTanker4 = SPAWN

:New( "r Tanker Shell" )

:InitLimit( 1, 0 )

:InitRepeatOnLanding()

:InitRandomizeRoute( 1, 1, 30000 )

:SpawnScheduled( Frequency, 0.4 )

:InitCleanUp( 60 )

 

RedTanker5 = SPAWN

:New( "r AWACS Wizard" )

:InitLimit( 1, 0 )

:InitRepeatOnLanding()

:InitRandomizeRoute( 1, 1, 30000 )

:SpawnScheduled( Frequency, 0.4 )

:InitCleanUp( 60 )

 

BlueTanker1:Spawn() -- This :Spawn() method spawns the group.

BlueTanker2:Spawn()

RedTanker3:Spawn()

 

env.info("Tanker Script loaded!")

 

 

Now we dont know for sure but it seems like this is crashing our server as soon the tankers are landing and being removed by MOOSE.

 

Pls if someone can look this up and tell me if this is OK.

Would be much appreciated.

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InitCleanup() needs to come before SpawnScheduled. Probably having that there messes with the scheduled spawns. I'd just remove the cleanup altogether. Probably not needed.

 

As for DCS crashing that is a bug ED introduced a few updates ago. However, the version of Moose from the development branch has a work-around fix in it until ED actually fixes it themselves!!!!

 

Hi...

got a problem with Tanker script.

 

 

local Frequency = 3

 

BlueTanker1 = SPAWN -- This creates an object called BlueTanker1, but does not spawn it yet.

:New( "b Tanker Arco" )

:InitLimit( 1, 0 )

:InitRepeatOnLanding()

:InitRandomizeRoute( 1, 1, 30000 )

:SpawnScheduled( Frequency, 0.4 )

:InitCleanUp( 60 )

 

BlueTanker2 = SPAWN

:New( "b Tanker Texaco" )

:InitLimit( 1, 0 )

:InitRepeatOnEngineShutDown()

:InitRandomizeRoute( 1, 1, 30000 )

:SpawnScheduled( Frequency, 0.4 )

:InitCleanUp( 60 )

 

BlueTanker3 = SPAWN

:New( "b AWACS Overlord" )

:InitLimit( 1, 0 )

:InitRepeatOnEngineShutDown()

:InitRandomizeRoute( 1, 1, 30000 )

:SpawnScheduled( Frequency, 0.4 )

:InitCleanUp( 60 )

 

BlueTanker4 = SPAWN

:New( "b Tanker Shell" )

:InitLimit( 1, 0 )

:InitRepeatOnEngineShutDown()

:InitRandomizeRoute( 1, 1, 30000 )

:SpawnScheduled( Frequency, 0.4 )

:InitCleanUp( 60 )

 

RedTanker4 = SPAWN

:New( "r Tanker Shell" )

:InitLimit( 1, 0 )

:InitRepeatOnLanding()

:InitRandomizeRoute( 1, 1, 30000 )

:SpawnScheduled( Frequency, 0.4 )

:InitCleanUp( 60 )

 

RedTanker5 = SPAWN

:New( "r AWACS Wizard" )

:InitLimit( 1, 0 )

:InitRepeatOnLanding()

:InitRandomizeRoute( 1, 1, 30000 )

:SpawnScheduled( Frequency, 0.4 )

:InitCleanUp( 60 )

 

BlueTanker1:Spawn() -- This :Spawn() method spawns the group.

BlueTanker2:Spawn()

RedTanker3:Spawn()

 

env.info("Tanker Script loaded!")

 

 

Now we dont know for sure but it seems like this is crashing our server as soon the tankers are landing and being removed by MOOSE.

 

Pls if someone can look this up and tell me if this is OK.

Would be much appreciated.

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Penalty for both coalitions?

 

Is there a way to score a penalty on a table of units, regardless of their coalition? I have some BLUE and RED UN Helos that I want to score a penalty against if either is shot. I've looked around for this but can't seem to figure it out.

 

I asked on the Discord as well but the func-scoring section seems to be quiet.

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@maverickturner

 

This is my first time using SCORING class, so I don't quite know what I'm doing :D

 

Anyway, this seems to do the trick (Demo mission + script file attached):

 

 

local UN_Helo_Set = SET_UNIT:New() -- UN_Helo_Set will act as UN chopper table

:FilterPrefixes("UN_") --All UN helicopters in the test mission use this prefix in their ME unit names

:FilterStart()

 

local Mission_Scoring = SCORING:New("UN Huey Scoring Test")

 

UN_Helo_Set:HandleEvent(EVENTS.Hit)

 

function UN_Helo_Set:OnEventHit(EventData)

 

local InitiatorPlayerCheck = EventData.IniPlayerName

 

local TargetName = EventData.TgtDCSUnitName

 

local TargetUnit = UNIT:FindByName(TargetName)

 

if InitiatorPlayerCheck ~= nil then -- This condition will be met if the initiator of the HIT event is a player

 

Mission_Scoring:AddUnitScore(TargetUnit, -50) -- This seems to remove 50 points from the score when any of the UN choppers dies after being hit by a player

 

MESSAGE:New(TargetName.." has been hit by player "..InitiatorPlayerCheck.."\n-50 penalty when "..TargetName.." is destroyed!",1,nil,true):ToAll()

 

end

end

 

 

NOTE: I was too lazy to set up my HOTAS, so I used playable AA vehicles to destroy the choppers in the demo mission (Combined Arms module is required)

UN Huey Scoring Test.miz

UN Chopper Score Test.lua


Edited by Hardcard
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Hello guys,

 

Please bear with me. I've been reading a lot of threads and posts here about Moose and Mist and I've been trying to use them both with mixed success.

I'm really impressed by the wealth of knowledge and skills gathered here and I'd like to pick your brain.

I'd like to be able to combine an aircraft carrier turning into the wind (Mist) with a rescue helo following the boat (Moose) and a tanker launched to orbit on station close to the CVN (Moose?), plus some RAT and stuff; Is it possible to combine Mist and Moose together in the same mission? Where can I find the scripts or lua file to implement that kind of missions?

Any help would be greatly appreciated.

Thanks a lot

 

Judy

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Is it possible to combine Mist and Moose together in the same mission? Where can I find the scripts or lua file to implement that kind of missions?

 

 

Hi Judy,

 

 

Yes it's possible to combine MIST and MOOSE scripts in the same mission. The linked mission combines a MIST JTAC and ARTILLERY script with a MOOSE RANDOM PATROL ZONE and RAT script.

 

 

https://www.digitalcombatsimulator.com/en/files/3303313/

 

 

Cheers,

 

marginal

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Hi,

 

I'm using the AI A2A Dispatcher to spawn squadrons etc. What I want to do is trigger messages to the player when planes are destroyed based on their prefix.

 

For example if planes are spawned with names SQ IRN F-4E #001 and SQ IRN F-4E #002, how do I look for prefix of SQ IRN F-4E and trigger a message saying something like "An Iranian F-4E has been destroyed"

 

Thanks in advance!

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For example if planes are spawned with names SQ IRN F-4E #001 and SQ IRN F-4E #002, how do I look for prefix of SQ IRN F-4E and trigger a message saying something like "An Iranian F-4E has been destroyed"

 

 

There are several ways of doing this sort of stuff. You can either use sets, use :OnSpawnGroup() or simply use checks whenever a DEAD event happens.

 

Examples:

 

 

-- SET approach

 

local IranianSET = SET_UNIT:New()

:FilterPrefixes("SQ IRN") -- All relevant Iranian planes in ME must use this prefix in their unit name

:FilterStart()

 

IranianSET:HandleEvent(EVENTS.Dead)

 

function IranianSET:OnEventDead(EventData)

 

local DeadUnitName = EventData.IniDCSUnitName

 

MESSAGE:New(DeadUnitName.." has been destroyed!",10):ToAll()

 

end

 

-- :OnSpawnGroup() approach (attach a "hook function" to the SPAWN object directly)

 

local IranianSpawn = SPAWN:New("SQ IRN F-4E")

:OnSpawnGroup(

function(SpawnGroup)

 

SpawnGroup:HandleEvent(EVENTS.Dead)

 

function SpawnGroup:OnEventDead(EventData)

 

local DeadUnitName = EventData.IniDCSUnitName

 

MESSAGE:New(DeadUnitName.." has been destroyed!",10):ToAll()

 

end

end

)

 

-- Checks on any DEAD event (non-MOOSE method)

 

local Event_Handler = {}

 

function Event_Handler:onEvent(Event)

 

if Event.id == 8 and Event.initiator:getCountry() ~= nil then -- If it's a DEAD Event and the initiator is a Coalition Object (this second condition might be problematic, I haven't tested it!)

 

local InitiatorObject = Event.initiator

local InitiatorType = InitiatorObject:getTypeName()

local InitiatorCountry = InitiatorObject:getCountry() -- I haven't tested this. It should work as long as the initiator is a Coalition Object, but I'm not sure it will

local InitiatorName = InitiatorObject:getName()

 

if InitiatorType == 'F-4E' and InitiatorCountry == 'IRAN' then -- I haven't tested these, so I don't know what the exact return values are (these string values are just guesses), you'll need to test them in order to find out!

 

trigger.action.outText(InitiatorName.." has been destroyed!",10)

 

end

end

end

 

world.addEventHandler(Event_Handler)

 


Edited by Hardcard
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The first method was what I was trying to work out. That's brilliant thank you so much!

 

Edit: Have tried plugging the first method into the mission and it isn't working for me yet.

 

Edit 2: Got it working now :D


Edited by Surrexen
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Thanks Hardcard for the help, I've nearly got this working exactly how I want but I've hit a snag.

 

The following code is working for units in the map whether they are late activated or not, but not if the units were spawned from the AI A2A Dispatcher and I'm not sure why:

 

SET_MIG21Bis = SET_GROUP:New()

SET_MIG21Bis:FilterPrefixes( { "SQ IRN MiG-21Bis", "SQ RUS MiG-21Bis" } )

SET_MIG21Bis:FilterStart()

SET_MIG21Bis:HandleEvent(EVENTS.Dead)

 

function SET_MIG21Bis:OnEventDead(EventData)

trigger.action.outText("A MiG-21Bis Has Been Destroyed!",15)

end

 

Is this because the dispatcher does something to the units in the group when they die or crash before this script can run? What am I missing?

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@Surrexen

 

I've never used the A2A Dispatcher, so I'm afraid I can't provide much assistance with problems related to it, sorry.

 

One of the things I'd do is make sure that the SET_MIG21Bis variable is declared before you set up the A2A Dispatcher, other than that :dunno:

 

If I were you, I'd pay a visit to the MOOSE Discord channel and ask there, chances are the solution to this particular problem has already been given there.

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I figured it out after a lot of messing around:

 

SET_MIG21Bis = SET_GROUP:New():FilterPrefixes( { "SQ IRN MiG-21Bis", "SQ RUS MiG-21Bis" } ):FilterCoalitions( "Red" ):FilterCountries( { "Russia", "Iran" } ):FilterStart()

 

SET_MIG21Bis:HandleEvent(EVENTS.Dead):HandleEvent(EVENTS.Crash):HandleEvent(EVENTS.Ejection):HandleEvent(EVENTS.PilotDead)

 

function SET_MIG21Bis:OnEventCrash(EventData)

local CrashedUnitCoalition = EventData.IniCoalition

local CrashedUnitType = EventData.IniTypeName

 

--trigger.action.outText(CrashedUnitCoalition,15)

--trigger.action.outText(CrashedUnitType,15)

 

if ( CrashedUnitCoalition == 1 and CrashedUnitType == 'MiG-21Bis' ) then

trigger.action.outText("A MiG-21Bis Has Crashed!",15)

else

-- Do nothing

end

end

 

Just incase anyone finds it useful.

 

Edit. If using the above you would also need to define the functions for SET_MIG21Bis:OnEjection, OnEventDead, OnPilotDead ... although it seems that the most useful one for planes is OnEventCrash.


Edited by Surrexen
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@Surrexen

 

Glad you figured it out!

 

You don't need to subscribe the SET_GROUP to events that won't be used in the script (though nothing serious will happen if you do).

 

This should be enough for the purpose of your particular snippet:

SET_MIG21Bis:HandleEvent(EVENTS.Crash)

 

 

Also, I thought about mentioning that this is a weird way of defining a SET:

SET_MIG21Bis = SET_GROUP:New()
SET_MIG21Bis:FilterPrefixes( { "SQ IRN MiG-21Bis", "SQ RUS MiG-21Bis" } )
SET_MIG21Bis:FilterStart()
SET_MIG21Bis:HandleEvent(EVENTS.Dead)

 

But since there are examples of this in the MOOSE documentation, I assumed it wasn't really a problem.

 

Anyway, this is how I'd normally do it:

SET_MIG21Bis = SET_GROUP:New()
:FilterPrefixes( "whatever" )
:FilterStart()

[color="Blue"]--Then I subscribe the SET to the relevant EVENT[/color]

SET_MIG21Bis:HandleEvent(EVENTS.Dead)

[color="Blue"]--Finally, I create the OnEvent function[/color] 

function SET_MIG21Bis:OnEventDead(EventData)
[i][b]Stuff I want done[/b][/i]
end

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Trying to clean up the carcass of vehicles once they're dead in a group.

 

 

do
 Spawn_USAM1A11 = SPAWN:New( "USAM1A11" ):InitLimit( 5, 1000 ):InitCleanUp( 30 ):SpawnScheduled( 10, .5 )
end

Spwning of the group is working as intended. Cleanup isn't. I'm aiming for a clean scenery by purging carcass, and of course to avoid any performance hit if there's too many of them.

 

Or just cleaning up the whole map after, for instance every 30 sec, would do the trick as well.

 

Any ideas?


Edited by muamshai

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@Muamshai

There is no scripting capable of accessing already dead vehicles. It's been a request since it first changed in DCS 1.2 days. There is a short time between them "reporting their death" and then exploding and leaving said "carcass" in which you could delete them.

There is no way to clean up dead vehicles, not in any script. It's been called "restart mission" since then.

___________________________________________________________________________

SIMPLE SCENERY SAVING * SIMPLE GROUP SAVING * SIMPLE STATIC SAVING *

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Hi guys,

 

I am trying to copy route points from a group object (plane) to others on mission start.

 

I trying to do like that:

 

 

local copy = true

 

local squadrons = {

"Bear",

"Falcon"

}

 

 

if copy == true then

group1 = GROUP:FindByName("viper")

 

local route = group1:CopyRoute(1, 0, false, 0)

 

for i,squad in pair(squadrons) do

local group2 = GROUP:FindByName(squad)

group2:Route(route, 1)

end

end

 

Is that a correct aproach?

 

Another problem is that when i run group1 = GROUP:FindByName..., i am getting "attempt to index global 'group1' (a nil value)" in DCS log despite the moose.lua file being correctly loaded (dcs log tells that moose is loaded).

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@Habu_69

 

When i check dcs.log, it tells me, from the prints of MOOSE script (on mission start) that Viper is indeed the group recognized, thats why i cant understand the nil value.

 

Iam pasting part of dcs.log

 

2019-02-15 05:27:00.819 INFO SCRIPTING: *** MOOSE GITHUB Commit Hash ID: 2018-11-14T18:03:42.0000000Z-ec53b89c695b999dec7775be5f7f7386368c052c ***

2019-02-15 05:27:00.819 INFO SCRIPTING: *** MOOSE STATIC INCLUDE START ***

2019-02-15 05:27:00.819 INFO SCRIPTING: Init: Scripts Loaded v1.1

2019-02-15 05:27:00.821 INFO SCRIPTING: 10954( 11554)/I: DATABASE00003._RegisterGroupTemplate({[Coalition]=2,[Category]=0,[Group]=viper,[Country]=2,[units]={[1]=#002,},})

2019-02-15 05:27:00.821 INFO SCRIPTING: 10954( 11554)/I: DATABASE00003._RegisterGroupTemplate({[Coalition]=2,[Category]=0,[Group]=Bear,[Country]=2,[units]={[1]= #001,},})

2019-02-15 05:27:00.821 INFO SCRIPTING: 10954( 11554)/I: DATABASE00003._RegisterGroupTemplate({[Coalition]=2,[Category]=3,[Group]=Carrier,[Country]=2,[units]={[1]=Unit #001,},})

2019-02-15 05:27:00.821 INFO SCRIPTING: 11087( 10408)/I: DATABASE00003._RegisterGroupsAndUnits({[1]=Register Group:,[2]=Carrier,})

2019-02-15 05:27:00.821 INFO SCRIPTING: 10765( 11088)/I: DATABASE00003.AddGroup({[1]=Add GROUP:,[2]=Carrier,})

2019-02-15 05:27:00.821 INFO SCRIPTING: 11093( 10408)/I: DATABASE00003._RegisterGroupsAndUnits({[1]=Register Unit:,[2]=Unit #001,})

2019-02-15 05:27:00.821 INFO SCRIPTING: 11103( 10408)/I: DATABASE00003._RegisterGroupsAndUnits(Groups:)

2019-02-15 05:27:00.821 INFO SCRIPTING: 11105( 10408)/I: DATABASE00003._RegisterGroupsAndUnits({[1]=Group:,[2]=Carrier,})

2019-02-15 05:27:00.821 INFO SCRIPTING: 11117( 10409)/I: DATABASE00003._RegisterClients({[1]=Register Client:,[2]= #001,})

2019-02-15 05:27:00.822 INFO SCRIPTING: 11117( 10409)/I: DATABASE00003._RegisterClients({[1]=Register Client:,[2]=#002,})

2019-02-15 05:27:00.822 INFO SCRIPTING: 11128( 10410)/I: DATABASE00003._RegisterStatics({[statics]={[GroupsRed]={},[GroupsBlue]={},},})

2019-02-15 05:27:00.822 INFO SCRIPTING: 11155( 10412)/I: DATABASE00003._RegisterAirbases({[1]=Register Airbase:,[2]=Anapa-Vityazevo,[3]=12,})

2019-02-15 05:27:00.822 INFO SCRIPTING: 11155( 10412)/I: DATABASE00003._RegisterAirbases({[1]=Register Airbase:,[2]=Krasnodar-Center,[3]=13,})

2019-02-15 05:27:00.822 INFO SCRIPTING: 11155( 10412)/I: DATABASE00003._RegisterAirbases({[1]=Register Airbase:,[2]=Novorossiysk,[3]=14,})

2019-02-15 05:27:00.822 INFO SCRIPTING: 11155( 10412)/I: DATABASE00003._RegisterAirbases({[1]=Register Airbase:,[2]=Krymsk,[3]=15,})

2019-02-15 05:27:00.822 INFO SCRIPTING: 11155( 10412)/I: DATABASE00003._RegisterAirbases({[1]=Register Airbase:,[2]=Maykop-Khanskaya,[3]=16,})

2019-02-15 05:27:00.822 INFO SCRIPTING: 11155( 10412)/I: DATABASE00003._RegisterAirbases({[1]=Register Airbase:,[2]=Gelendzhik,[3]=17,})

2019-02-15 05:27:00.823 INFO SCRIPTING: 11155( 10412)/I: DATABASE00003._RegisterAirbases({[1]=Register Airbase:,[2]=Sochi-Adler,[3]=18,})

2019-02-15 05:27:00.823 INFO SCRIPTING: 11155( 10412)/I: DATABASE00003._RegisterAirbases({[1]=Register Airbase:,[2]=Krasnodar-Pashkovsky,[3]=19,})

2019-02-15 05:27:00.823 INFO SCRIPTING: 11155( 10412)/I: DATABASE00003._RegisterAirbases({[1]=Register Airbase:,[2]=Sukhumi-Babushara,[3]=20,})

2019-02-15 05:27:00.823 INFO SCRIPTING: 11155( 10412)/I: DATABASE00003._RegisterAirbases({[1]=Register Airbase:,[2]=Gudauta,[3]=21,})

2019-02-15 05:27:00.823 INFO SCRIPTING: 11155( 10412)/I: DATABASE00003._RegisterAirbases({[1]=Register Airbase:,[2]=Batumi,[3]=22,})

2019-02-15 05:27:00.823 INFO SCRIPTING: 11155( 10412)/I: DATABASE00003._RegisterAirbases({[1]=Register Airbase:,[2]=Senaki-Kolkhi,[3]=23,})

2019-02-15 05:27:00.823 INFO SCRIPTING: 11155( 10412)/I: DATABASE00003._RegisterAirbases({[1]=Register Airbase:,[2]=Kobuleti,[3]=24,})

2019-02-15 05:27:00.824 INFO SCRIPTING: 11155( 10412)/I: DATABASE00003._RegisterAirbases({[1]=Register Airbase:,[2]=Kutaisi,[3]=25,})

2019-02-15 05:27:00.824 INFO SCRIPTING: 11155( 10412)/I: DATABASE00003._RegisterAirbases({[1]=Register Airbase:,[2]=Mineralnye Vody,[3]=26,})

2019-02-15 05:27:00.824 INFO SCRIPTING: 11155( 10412)/I: DATABASE00003._RegisterAirbases({[1]=Register Airbase:,[2]=Nalchik,[3]=27,})

2019-02-15 05:27:00.824 INFO SCRIPTING: 11155( 10412)/I: DATABASE00003._RegisterAirbases({[1]=Register Airbase:,[2]=Mozdok,[3]=28,})

2019-02-15 05:27:00.824 INFO SCRIPTING: 11155( 10412)/I: DATABASE00003._RegisterAirbases({[1]=Register Airbase:,[2]=Tbilisi-Lochini,[3]=29,})

2019-02-15 05:27:00.824 INFO SCRIPTING: 11155( 10412)/I: DATABASE00003._RegisterAirbases({[1]=Register Airbase:,[2]=Soganlug,[3]=30,})

2019-02-15 05:27:00.824 INFO SCRIPTING: 11155( 10412)/I: DATABASE00003._RegisterAirbases({[1]=Register Airbase:,[2]=Vaziani,[3]=31,})

2019-02-15 05:27:00.825 INFO SCRIPTING: 11155( 10412)/I: DATABASE00003._RegisterAirbases({[1]=Register Airbase:,[2]=Beslan,[3]=32,})

2019-02-15 05:27:00.825 INFO SCRIPTING: 11155( 10412)/I: DATABASE00003._RegisterAirbases({[1]=Register Airbase:,[2]=Unit #001,[3]=1,})

2019-02-15 05:27:00.825 INFO SCRIPTING: 10682(101215)/I: DATABASE00003.?({[Cargo]=Carrier,})

2019-02-15 05:27:00.825 INFO SCRIPTING: *** MOOSE INCLUDE END ***

2019-02-15 05:27:00.826 ERROR DCS: Mission script error: : [string "C:\...\AppData\Local\Temp\DCS.openbeta\/~mis0000676C.lua"]:13: attempt to index global 'group1' (a nil value)

stack traceback:

[C]: ?

[string "C:\...\AppData\Local\Temp\DCS.openbeta\/~mis0000676C.lua"]:13: in main chunk


Edited by vtgdias
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@Habu_69

 

When i check dcs.log, it tells me, from the prints of MOOSE script (on mission start) that Viper is indeed the group recognized, thats why i cant understand the nil value.

 

Iam pasting part of dcs.log

 

I think the problem is because i am trying to edit from a "client" group, if it is AI, it does not show me the error. Does anyone know if some framework is capable of altering a client (not AI ) properties?

 

Depends what you are trying to do.

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