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Posted (edited)

Hello mission designers,

 

Find enclosed a new add-on to the MOOSE framework, an important one, which is the implementation and integration of a SET hierarchy.

 

SETS are groups of classes on which joint actions can be performed...

It also implements iterators that work with co-routines, yielding at specified intervals to a the main simulator thread, not blocking performance of the main simulation while looping...

 

 

[ame]

[/ame]

 

 

 

This video explains the SET classes currently added in the Framework, and goes in depth on the available functionality in the SET_GROUP class including a demonstration with a test mission.

 

I advise you to have a close look at the Videoand the Test Missions if you are interested in this functionality for your mission design.

I have spent quite some time on the video and tried to keep it short and crisp.

 

Hope you like it,

FC

Edited by FlightControl

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Posted

Added functions in SET_GROUP

 

  • AddGroupsByName
  • RemoveGroupsByName

Added functions in SET_BASE

 

  • Add
  • Remove

Added function in BASE

 

  • TraceAll
  • Modified T and F to accomodate

  • Like 1

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  • 1 month later...
Posted

For some reason this video had a very low view rate. Don't know why, because what is in it is fantastic... I guess I should choose my title a bit better... :-) for those interested, I think you really should have a look :-)

 

Sent from mTalk on Windows 10 mobile

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Posted (edited)

I watched it again. I liked the way you used the smoke colors to illustrate the spawn behavior in game.

 

What might be useful here is to give some interesting examples how this might be used.

 

In my mind, I think it is an efficient way to deploy large groups of forces. Say we have a template of a regiment of forces, consisting or armor, motorized rife, artillery, air defenses, logistical support, and so on. Instead of manually arranging all these units on a map, we can instead set up a series of zones where we want them to spawn, and let the game place them dynamically/randomly inside those zones. Then do a separate set for reinforcements to spawn in another set of zones, as the mission progresses. You'd never have exactly the same mission twice, but yet as mission designer, you can still set up your FLOT by simply moving/adjusting your zones. Would save a LOT of time.

 

Question -- Could you filter placement of objects within a zone by other variables, such as by altitude or elevation? For example, let's say I have several groups tanks and artillery that I want to spawn randomly in a large zone, but I do not want them on the side of a mountain. Foothills are fine, but only up to certain elevation. Could I use elevation as a filter or a limit?

Edited by Ripcord

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Posted
I watched it again. I liked the way you used the smoke colors to illustrate the spawn behavior in game.

 

 

 

What might be useful here is to give some interesting examples how this might be used.

 

 

 

In my mind, I think it is an efficient way to deploy large groups of forces. Say we have a template of a regiment of forces, consisting or armor, motorized rife, artillery, air defenses, logistical support, and so on. Instead of manually arranging all these units on a map, we can instead set up a series of zones where we want them to spawn, and let the game place them dynamically/randomly inside those zones. Then do a separate set for reinforcements to spawn in another set of zones, as the mission progresses. You'd never have exactly the same mission twice, but yet as mission designer, you can still set up your FLOT by simply moving/adjusting your zones. Would save a LOT of time.

 

Question -- Could you filter placement of objects within a zone by other variables, such as by altitude or elevation? For example, let's say I have several groups tanks and artillery that I want to spawn randomly in a large zone, but I do not want them on the side of a mountain. Foothills are fine, but only up to certain elevation. Could I use elevation as a filter or a limit?

 

Yes, other filter types are possible to be implemented... You see, a basis is made, but other methods can be added enriching the idea. Because SETS are classes, the are easily expandable adding more functionality.

 

This month I am going to enrich these SET classes with:

 

1. Operator overloading... It will allow to add or remove objects from the set using + or - operators....

 

2. Synchronous and asynchronous iterators... My previous implementation was based on coroutines, but unfortunately, DCS is not able to handle garbage cleaned coroutines... Dcs crashes when it believes there is still a coroutine alive from within their c++ code... So, I'll have to implement my own stack using tables... It'll work... Wait and see...

 

3. Enrich the methods with more unary functions where SETS can be integrated...

 

4. Improve the documentation and make example missions...

 

 

 

Sven

 

Sent from mTalk on Windows 10 mobile

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Posted

Spent most of yesterday getting up close and familiar with MOOSE scripts, particularly spawn scripts.

 

One idea I has was to spawn a number of units using various other spawn functions, like scheduler and randomized route. Give these units one, max two waypoints to allow for the random route variation, and have them set up in a manner where they converge on a zone (call it a staging zone). This produces an effect of massing troops for a major offensive.

 

Then later in the mission (give them a few minutes to arrive), we can run another script file to detect how many of these units actually arrived in that 'staging zone'. So I guess we can use some form of SET GROUPS to gather up all these units into a single group, which we can call RED_FORCE1 for this post. That should then allow us to use this little gem right here:

 

Group_RED_FORCE1:TaskRouteToZone( ZONE:New( "Target Zone" ), true, 40, "Cone" ).

I love this one -- takes your predefined GROUP and tells them to march straight for the objective. Doesn't matter where you are at on the map, they will go right there. LOTS of cool implications with this.

So you can have multiple ground forces massing in three different staging zones, one on each size of a target objective zone. Get them there however you prefer as mission builder, using other spawn commands, then GROUP them once they get into staging areas. Then you trigger the attack, and wherever they are located at that instant, they turn and go right for the objective.

Today I am going to try to implement this in my test missions, having learned bits and pieces of it. Basically I need to master the SET GROUP now, and I should be able to cobble it together.

 

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Posted

i am really interested in MOOSE as my new basis for DoW missions... I am loving these examples RIPCORD... they help me visualize the possibilities wwhile I am watching the tutorials by FC. It would be helpful to see such examples in all the FC MOOSE tutorial threads.

 

Thanks for helping me see the possibilities here.

ASUS Tuf Gaming Pro x570 / AMD Ryzen 7 5800X @ 3.8 / XFX Radeon 6900 XT / 64 GB DDR4 3200 

"This was not in the Manual I did not read", cried the Noob" - BMBM, WWIIOL

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