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Controlling Warehousing from MOOSE


lemoen

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Hi,

 

Is it possible to control the available inventory for a given airbase using MOOSE? I want to create a Battle Arena type scenario where controlling certain zones will grant the controlling faction the use of certain classes of weapons. I've played around with the standard trigger system in the mission editor but I'd like to try to use MOOSE as it looks like a much more elegant system (and I can use version control)

 

So a test scenario would be:

 

Red controls Sochi-Adler. Red has access to heatseakers only. However, if red controls Guduata airbase also, they get access to Fox 1 and Fox 3 missiles.

 

Is this currently possible in MOOSE?

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Specifically it isn't really possible with the scripting engine. Doesn't matter which scripting library you use.

 

All that scripting has access to is reading the initial status of a warehouse as saved in the mission editor via parsing the env.warehouse table. Stuff like weapon and fuel usage would have to be tracked manually.

 

It may be possible to do it directly with just the mission editor setup, but it has been a long time since I really tested the behavior out so I can't give you a definitive "it absolutely works this way" answer.

 

I'm fairly certain a neutral warehouse can be connected with red and blue warehouses and as long as it is neutral or belongs to the enemy team it won't send out resources to your team. HOWEVER the entire warehouse system is based on supply and demand. If you removed radar missiles from the Sochi warehouse then it wouldn't ever try "ask" connected warehouses to resupply the missiles. Theoretically you could spawn in a bunch of AI that use radar missiles and have them take-off and despawn them, or perhaps just despawning them on the ramp won't resupply the warehouse. Anyways the point is if you start at 0 radar missiles then the warehouse won't try to resupply it because the warehouse is just trying to maintain a level of 0 radar missiles. If you start at 30 radar missiles, once that supply gets below a certain number the warehouse will try to request a resupply. Alternatively you can have AI spawn in the air with said missiles and have them land at the base. Once they shutdown their fuel and weapons will be re-added back into the warehouse regardless of whether the warehouse is trying to resupply that specific weapon or not.

The right man in the wrong place makes all the difference in the world.

Current Projects:  Grayflag ServerScripting Wiki

Useful Links: Mission Scripting Tools MIST-(GitHub) MIST-(Thread)

 SLMOD, Wiki wishlist, Mission Editing Wiki!, Mission Building Forum

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OK, I see. So I can instead of giving the entire team access to a certain class of weapon, give them access to those weapons at certain airbases only?

 

I assume this applies to fuel too?

 

Yes. So in your example Gudauta would have all the missiles available to it. Players spawning would have to land there first to rearm.

The right man in the wrong place makes all the difference in the world.

Current Projects:  Grayflag ServerScripting Wiki

Useful Links: Mission Scripting Tools MIST-(GitHub) MIST-(Thread)

 SLMOD, Wiki wishlist, Mission Editing Wiki!, Mission Building Forum

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I'm gonna write a guide for this in it's own post as its a really cool underused feature.

 

This is possible without moose, its possible natively. MOOSE doesn't currently interact with the WH system but you have enough tools to make it work as its designed.

___________________________________________________________________________

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

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Only by whatever is loaded onto an aircraft. Land a B-1B with a bunch of JDAMs and that base is gonna get the bombs and all that sweet fuel. Cargo aircraft have no "cargo" and even the cargo objects in game are just a generic type of object that has no interaction with the world.

 

Suffice to say there isn't a whole lot you can do with the system in terms of direct involvement. Pretty much the first time I saw it my reaction was "thats cool, but it would be really useful if we could do X, Y, Z". Hopefully the system will get updates someday.

The right man in the wrong place makes all the difference in the world.

Current Projects:  Grayflag ServerScripting Wiki

Useful Links: Mission Scripting Tools MIST-(GitHub) MIST-(Thread)

 SLMOD, Wiki wishlist, Mission Editing Wiki!, Mission Building Forum

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OK, I'm going to have to think about this. The idea is to let the holding of a base changes the balance of power on the map in more ways than just a place to re-arm and refuel and take off from.

 

The problem at the moment with missions like Blue Flag is that there's not much to fight for except to take everything. Also there is nothing to do for 3rd generation planes, without much frustration. Trying to think of ways I can alleviate these shortcomings.

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I've done a larger post with some FAQ on the RM system here https://forums.eagle.ru/showthread.php?t=183207

 

It contains a demo mission that you can use to base your needs on, like using that system to create more engaging missions.

___________________________________________________________________________

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

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So specifically for this, in an MP "tug of war" scenario, put the airbases out there with very limited initial maximum amounts, connect them to very fast supplying WH's with specific weapons.

 

Even an Mi8 can drop a bomb, so now you have valid targets that a 3rd gen can take out and reduce said supply lines of advanced weaponry.

 

The part that takes testing is monitoring the speed of supply depending on the depth of supply chains you setup. Ideally you want

1. Fast moving

2. Fast interval

3. Low inital stock

4. Clutch weapons. Like ER's/AMRAAM, 108 CBU's, smart weapons.

 

There's still an issue with the permanence of static WH's that are only suppliers (as you can't rebuild them). For that you need an airbase you can flip. It's also hard to balance on speed and overwhelming power, but really depends on if you are going for a mass server or server with your friends or something in between with PvP (TvT) or PvE. The easier being PvE to manage.

 

In a PvE scenario you can literally have a constant spawn stream of enemies attempting to capture airbases using CTLD. That gives you something to fight.

 

I'm aiming for something similar myself but I'm a little farther down the road. It does get super complex and meet with glass ceilings when you deal with the DCS engine though.

OK, I'm going to have to think about this. The idea is to let the holding of a base changes the balance of power on the map in more ways than just a place to re-arm and refuel and take off from.

 

The problem at the moment with missions like Blue Flag is that there's not much to fight for except to take everything. Also there is nothing to do for 3rd generation planes, without much frustration. Trying to think of ways I can alleviate these shortcomings.

___________________________________________________________________________

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

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I was just wondering last night about exactly the same thing. Now we have different types of cargo to sling load, and among them, ammo and fuel barrels, it would be totally awesome to control the WH depending on the proximity of those cargos. I can imagine awesome missions where choppers have to resupply FARPS or bases by slingloading stuff.

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I was just wondering last night about exactly the same thing. Now we have different types of cargo to sling load, and among them, ammo and fuel barrels, it would be totally awesome to control the WH depending on the proximity of those cargos. I can imagine awesome missions where choppers have to resupply FARPS or bases by slingloading stuff.

 

+1

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