-- Fixed ThreatLevel call resulting in a crash during S_EVENT_CRASH or S_EVENT_DEAD. Threatlevels are determined for Player and Targets during hit events and cached. -- Fixed issue were a player1 hiting player2 would keep granting score for that player1. Now, when the player2 is dead, the hit timestamp is reset for player1. So when player 3 causes a dead event for player2, then only player3 will receive a score and not player1 also. -- Scenery objects and static objects are now also taken into account for the scoring. -- When a scenery object is hit, a message is displayed. -- Only when scenery objects are set as a goal, the S_EVENT_DEAD will result in a message to the player and scores. -- The player will now receive scores when eliminating a static target in multi-player mode! That's it. FC
MOOSE framework
MOOSE is a Mission Object Oriented Scripting Environment, and is meant for mission designers and mission hosters. It allows to quickly setup complex missions using pre-scripted scenarios using the available classes within the MOOSE Framework. MOOSE works with DCS world 1.5. and 2.0.
MOOSE framework goal
The goal of MOOSE is to allow mission designers to enhance their scripting with mission orchestration objects, which can be instantiated from defined classes within the framework. This will allow to write mission scripts with minimal code embedded. Of course, the richness of the framework will determine the richness of the misson scenarios. The MOOSE is a service that is produced while being consumed ... , it will evolve further as more classes are developed for the framework, and as more users are using it. MOOSE is not a one-man show, it is a collaborative effort and meant to evolve within a growing community around the framework. Within the community, key users will start supporting, documenting, explaining and even creating new classes for the framework. It is the ambition to grow this framework as a de-facto standard for mission designers to use.