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.github/workflows/gh-pages.yml
vendored
@ -75,4 +75,4 @@ jobs:
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- name: Setup Node
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uses: actions/setup-node@v3
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- run: npm install linkinator
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- run: npx linkinator https://flightcontrol-master.github.io/MOOSE/ --recurse
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- run: npx linkinator https://flightcontrol-master.github.io/MOOSE/ --verbosity error --timeout 5000 --recurse
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@ -10,7 +10,7 @@ nav_order: 1
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### 1.1. [AI A2A Dispatcher]
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Create an **A2A defense system** executed by AI to perform CAP or GCI to defend your airspace.
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There are two classes that are important to learn:
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@ -58,7 +58,7 @@ Cargo can be transported by APC or trucks, or by helicopters.
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### 2.1. [AI Cargo Dispatching for APC]
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Models the intelligent transportation of infantry and other cargo using **APCs or trucks**.
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@ -71,7 +71,7 @@ Models the intelligent transportation of infantry and other cargo using **APCs o
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### 2.2. [AI Cargo Dispatching for Helicopters]
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Models the intelligent transportation of infantry and other cargo using **Helicopters**.
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@ -85,7 +85,7 @@ Models the intelligent transportation of infantry and other cargo using **Helico
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## 3. [AI Balancing]
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Balance player slots with AI to create an engaging simulation environment, independent of the amount of players.
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@ -99,7 +99,7 @@ Balance player slots with AI to create an engaging simulation environment, indep
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## 4. [AI Large Formations]
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Build large airborne formations of aircraft.
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@ -113,7 +113,7 @@ Build large airborne formations of aircraft.
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### 5.1. [AI Patrolling]
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Peform Air Patrolling for airplanes within a patrol zone.
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@ -126,7 +126,7 @@ Peform Air Patrolling for airplanes within a patrol zone.
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### 5.2. [AI Combat Air Patrolling]
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Peform Combat Air Patrolling (CAP) for airplanes within a patrol zone.
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@ -139,7 +139,7 @@ Peform Combat Air Patrolling (CAP) for airplanes within a patrol zone.
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### 5.3. [AI Close Air Support]
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Peform Close Air Support (CAS) near friendlies within an engagement zone.
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@ -154,7 +154,7 @@ Peform Close Air Support (CAS) near friendlies within an engagement zone.
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### 5.4. [AI Battlefield Air Interdiction]
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Peform Battlefield Air Interdiction (BAI) within an engagement zone.
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@ -6,7 +6,7 @@ nav_order: 3
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# Cargo classes guide
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MOOSE implements a whole enhanced mechanism to **create virtual cargo** within your missions.
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Within this system, virtual cargo can be represented by:
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@ -26,7 +26,7 @@ class documentation.
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## 1. [WAREHOUSE]
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The MOOSE warehouse concept simulates the organization and implementation of complex operations regarding the flow of
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assets between the point of origin and the point of consumption in order to meet requirements of a potential conflict.
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@ -53,7 +53,7 @@ Please note that his class is work in progress and in an **alpha** stage.
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## 2. [AI_CARGO_DISPATCHER]
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This section details the classes that you can use to setup an automatic cargo dispatching system that will make
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AI carriers transport cargo (automatically) through the battlefield. Depending on the type of AI unit types, various
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@ -65,7 +65,7 @@ implementation classes. So, please read the documentation of the AI_CARGO_DISPAT
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### 2.1. [AI_CARGO_DISPATCHER_APC]
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Models the intelligent transportation of **infantry** and other **small or lightweight cargo** using **APCs or trucks**.
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This class models cargo to be transported between **zones**!
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@ -80,7 +80,7 @@ This class models cargo to be transported between **zones**!
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### 2.2. [AI_CARGO_DISPATCHER_HELICOPTER]
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Models the intelligent transportation of **infantry** and other **small cargo** using **Helicopters**.
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This class models cargo to be transported between **zones**!
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@ -95,7 +95,7 @@ This class models cargo to be transported between **zones**!
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### 2.3. [AI_CARGO_DISPATCHER_AIRPLANE]
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Models the intelligent transportation of **infantry, vehicles** and other **heavy cargo** using **Airplanes**.
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This class models cargo to be transported between **airbases**!
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@ -113,7 +113,7 @@ Also **humans can achieve tasks** by to **transporting cargo** as part of a task
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### 3.1. [TASK_CARGO_DISPATCHER]
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The [TASK_CARGO_DISPATCHER] allows you to setup various tasks for let human players transport cargo as part of a task.
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@ -190,7 +190,7 @@ missions.
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### 5.1. [CARGO_GROUP]
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Management of **moveable** and **grouped** cargo logistics, which are based on a
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[Wrapper.Group] object. Typical cargo of this type can be infantry or (small) vehicles.
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@ -208,7 +208,7 @@ Management of **moveable** and **grouped** cargo logistics, which are based on a
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### 5.2. [CARGO_CRATE]
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Management of single cargo crates, which are based on a [Wrapper.Static] object. Typical cargo of this type can be
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crates, oil barrels, wooden crates etc. The cargo can be ANY static type! So potentially also other types of static
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@ -225,7 +225,7 @@ objects can be treated as cargo! Like flags, tires etc.
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### 5.3. [CARGO_SLINGLOAD]
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Management of **sling loadable** cargo crates, which are based on a [Wrapper.Static] object. This cargo can only be
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slingloaded.
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@ -6,7 +6,7 @@ nav_order: 5
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# Core classes guide
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This chapter lists the core classes, which enhance existing DCS capabilities, and are used throughout the framework.
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Mission designers can use these core classes to enhance their scripting.
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@ -14,7 +14,7 @@ Mission designers can use these core classes to enhance their scripting.
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## 1. [BASE](https://flightcontrol-master.github.io/MOOSE_DOCS_DEVELOP/Documentation/Core.Base.html)
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Wraps the DCS _Group_ objects.
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@ -32,7 +32,7 @@ Wraps the DCS _Group_ objects.
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## 2. [DATABASE](https://flightcontrol-master.github.io/MOOSE_DOCS_DEVELOP/Documentation/Core.Database.html)
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Manages several databases containing templates, mission objects, and mission information.
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@ -60,7 +60,7 @@ Manages several databases containing templates, mission objects, and mission inf
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## 3. [EVENT](https://flightcontrol-master.github.io/MOOSE_DOCS_DEVELOP/Documentation/Core.Event.html)
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Models DCS event dispatching using a publish-subscribe model.
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@ -74,7 +74,7 @@ Manages several databases containing templates, mission objects, and mission inf
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## 4. [FSM](https://flightcontrol-master.github.io/MOOSE_DOCS_DEVELOP/Documentation/Core.Fsm.html)
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FSM (Finite State Machine) are objects that model and control long lasting business processes and workflow.
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@ -94,7 +94,7 @@ FSM (Finite State Machine) are objects that model and control long lasting busin
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## 5. [GOAL](https://flightcontrol-master.github.io/MOOSE_DOCS_DEVELOP/Documentation/Core.Goal.html)
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Models the process to achieve Goal(s). Derived classes implement the ways how the achievements can be realized.
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@ -109,7 +109,7 @@ Models the process to achieve Goal(s). Derived classes implement the ways how th
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## 6. [MENU](https://flightcontrol-master.github.io/MOOSE_DOCS_DEVELOP/Documentation/Core.Menu.html)
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Manage hierarchical menu structures and commands for players within a mission.
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The advantage of using menu classes is that it hides the complexity of dealing with menu management in more advanced
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@ -144,7 +144,7 @@ be updated without having to touch the menus.
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## 7. [MESSAGE](https://flightcontrol-master.github.io/MOOSE_DOCS_DEVELOP/Documentation/Core.Message.html)
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Informs the players using messages during a simulation.
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@ -162,7 +162,7 @@ Informs the players using messages during a simulation.
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## 8. [POINT](https://flightcontrol-master.github.io/MOOSE_DOCS_DEVELOP/Documentation/Core.Point.html)
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Defines an extensive API to manage 3D points in the DCS World 3D simulation space.
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@ -179,7 +179,7 @@ Defines an extensive API to manage 3D points in the DCS World 3D simulation spac
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## 9. [RADIO](https://flightcontrol-master.github.io/MOOSE_DOCS_DEVELOP/Documentation/Sound.Radio.html)
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Is responsible for everything that is related to radio transmission and you can hear in DCS, be it TACAN beacons, Radio
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transmissions.
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@ -194,7 +194,7 @@ transmissions.
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## 10. [REPORT](https://flightcontrol-master.github.io/MOOSE_DOCS_DEVELOP/Documentation/Core.Report.html)
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Provides a handy means to create messages and reports. This class is extensively used in the tasking mechanism.
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@ -209,7 +209,7 @@ Provides a handy means to create messages and reports. This class is extensively
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## 11. [SCHEDULER](https://flightcontrol-master.github.io/MOOSE_DOCS_DEVELOP/Documentation/Core.Scheduler.html)
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Prepares and handles the execution of functions over scheduled time (intervals).
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@ -227,7 +227,7 @@ Prepares and handles the execution of functions over scheduled time (intervals).
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## 12. [SET](https://flightcontrol-master.github.io/MOOSE_DOCS_DEVELOP/Documentation/Core.Set.html)
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Define collections of objects to perform bulk actions and logically group objects.
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@ -244,7 +244,7 @@ Define collections of objects to perform bulk actions and logically group object
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## 13. [SETTINGS](https://flightcontrol-master.github.io/MOOSE_DOCS_DEVELOP/Documentation/Core.Settings.html)
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Manages various settings for running missions, consumed by moose classes and provides a menu system for players to tweak
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settings in running missions.
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@ -263,7 +263,7 @@ settings in running missions.
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## 14. [SPAWN](https://flightcontrol-master.github.io/MOOSE_DOCS_DEVELOP/Documentation/Core.Spawn.html)
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Spawn dynamically new groups of units in running missions.
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@ -298,7 +298,7 @@ Spawn dynamically new groups of units in running missions.
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## 15. [SPAWNSTATIC](https://flightcontrol-master.github.io/MOOSE_DOCS_DEVELOP/Documentation/Core.SpawnStatic.html)
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Spawn new statics in your running missions.
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@ -315,7 +315,7 @@ Spawn new statics in your running missions.
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## 16. [SPOT](https://flightcontrol-master.github.io/MOOSE_DOCS_DEVELOP/Documentation/Core.Spot.html)
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Management of spotting logistics, that can be activated and deactivated upon command.
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@ -332,7 +332,7 @@ Management of spotting logistics, that can be activated and deactivated upon com
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## 17. [USERFLAG](https://flightcontrol-master.github.io/MOOSE_DOCS_DEVELOP/Documentation/Core.UserFlag.html)
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Manage user flags to interact with the mission editor trigger system and server side scripts.
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@ -345,7 +345,7 @@ Manage user flags to interact with the mission editor trigger system and server
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## 18. [USERSOUND](https://flightcontrol-master.github.io/MOOSE_DOCS_DEVELOP/Documentation/Sound.UserSound.html)
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Manage user sound.
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@ -358,7 +358,7 @@ Manage user sound.
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## 19. [VELOCITY](https://flightcontrol-master.github.io/MOOSE_DOCS_DEVELOP/Documentation/Core.Velocity.html)
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Models a velocity or speed, which can be expressed in various formats according the settings.
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@ -373,7 +373,7 @@ Models a velocity or speed, which can be expressed in various formats according
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## 20. [ZONE](https://flightcontrol-master.github.io/MOOSE_DOCS_DEVELOP/Documentation/Core.Zone.html)
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Define zones within your mission of various forms, with various capabilities.
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@ -5,14 +5,14 @@ nav_order: 4
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---
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# Functional classes guide
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This chapter explains functional classes within MOOSE that allows you to enrich or enhance the functionality of your mission scenarios.
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## 1. [ATC_GROUND]
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The ATC_GROUND classes monitor airbase traffic and regulate speed while taxiing.
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@ -25,7 +25,7 @@ The ATC_GROUND classes monitor airbase traffic and regulate speed while taxiing.
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## 2. [ARTY]
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Easily assign and manage targets for artillery units using an advanced queueing system.
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@ -48,7 +48,7 @@ Easily assign and manage targets for artillery units using an advanced queueing
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## 3. [CLEANUP]
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Keep an airbase clean of crashing or colliding airplanes.
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@ -62,7 +62,7 @@ Keep an airbase clean of crashing or colliding airplanes.
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## 4. [DESIGNATE]
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Orchestrate the designation of potential targets executed by a Recce group,
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and communicates these to a dedicated attacking group of players,
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@ -83,7 +83,7 @@ each detected set of potential targets can be lased or smoked...
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## 5. [DETECTION]
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Facilitate the detection of enemy units within the battle zone executed by FACs (Forward Air Controllers) or Recces (Reconnassance Units).
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Detection uses the in-built detection capabilities of DCS World, but adds new functionalities.
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@ -100,7 +100,7 @@ Detection uses the in-built detection capabilities of DCS World, but adds new fu
|
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## 6. [ESCORT]
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|
||||

|
||||
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||||
Allows you to interact with escorting AI on your flight and take the lead.
|
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Each escorting group can be commanded with a whole set of radio commands (radio menu in your flight, and then F10).
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@ -124,7 +124,7 @@ Ships and Ground troops will have a more limited set, but they can provide suppo
|
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## 7. [MISSILE_TRAINER]
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|
||||

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||||
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||||
be alerted of any missiles fired, and when a missile would hit your aircraft, the class will destroy the missile within a certain range,
|
||||
to avoid damage to your aircraft. This is a training class for noob pilots, receiving training on missile evasion and detection techniques.
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@ -140,7 +140,7 @@ to avoid damage to your aircraft. This is a training class for noob pilots, rece
|
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## 8. [RANGE]
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||||

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||||

|
||||
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The RANGE class enables easy set up of bombing and strafing ranges within DCS World.
|
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476th - Air Weapons Range Objects mod is highly recommended for this class.
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@ -161,7 +161,7 @@ The RANGE class enables easy set up of bombing and strafing ranges within DCS Wo
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||||
## 9. [RAT]
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|
||||

|
||||
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Fill the empty DCS world with randomized air traffic and bring more life to your airports.
|
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In particular, it is designed to spawn AI air units at random airports. These units will be assigned a random flight path to another random airport on the map.
|
||||
@ -185,7 +185,7 @@ Even the mission designer will not know where aircraft will be spawned and which
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## 10. [SCORING]
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||||
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||||

|
||||

|
||||
|
||||
Administers the scoring of player achievements, and creates a CSV file logging the scoring events and results for use at team or squadron websites.
|
||||
Automatically calculates the threat level of the objects hit and destroyed by players, which can be Wrapper.Unit, Static objects.
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@ -211,7 +211,7 @@ The total score of the player is calculated by adding the scores minus the penal
|
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## 11. [SEAD]
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||||
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||||

|
||||

|
||||
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||||
Provides defensive behaviour to a set of SAM sites within a running Mission.
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||||
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||||
@ -223,7 +223,7 @@ Provides defensive behaviour to a set of SAM sites within a running Mission.
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## 12. [SUPPRESSION]
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||||
|
||||

|
||||

|
||||
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||||
When ground units get hit by (suppressive) enemy fire, they will not be able to shoot back for a certain amount of time.
|
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The implementation is based on an idea and script by MBot. See the DCS forum threat for details.
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@ -236,7 +236,7 @@ In addition to suppressing the fire, conditions can be specified which let the g
|
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||||
## 13. [WAREHOUSE]
|
||||
|
||||

|
||||

|
||||
|
||||
The warehouse concept simulates the organization and implementation of complex operations regarding the flow of assets between the point of origin
|
||||
and the point of consumption in order to meet requirements of a potential conflict.
|
||||
@ -258,7 +258,7 @@ since an armed force without resources and transportation is defenseless.
|
||||
|
||||
## 14. [ZONE_CAPTURE_COALITION]
|
||||
|
||||

|
||||

|
||||
|
||||
A very powerful class to models the process to zone guarding, attacking and capturing.
|
||||
|
||||
|
||||
@ -6,7 +6,7 @@ nav_order: 2
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||||
|
||||
# Tasking classes guide
|
||||
|
||||

|
||||

|
||||
|
||||
This chapter explains the major principles behind the tasking concepts in MOOSE.
|
||||
Tasking is achieved through the utilization of various classes that fall in the category Tasking.
|
||||
@ -33,7 +33,7 @@ In order to setup the Tasking, you'll have to define:
|
||||
|
||||
## 1. [Command Center]
|
||||
|
||||

|
||||

|
||||
|
||||
A command center governs multiple missions, and takes care of the reporting and communications.
|
||||
|
||||
@ -47,7 +47,7 @@ A command center governs multiple missions, and takes care of the reporting and
|
||||
|
||||
## 2. [Mission]
|
||||
|
||||

|
||||

|
||||
|
||||
A mission models a goal to be achieved through the execution and completion of tasks by human players.
|
||||
|
||||
@ -62,7 +62,7 @@ A mission models a goal to be achieved through the execution and completion of t
|
||||
|
||||
## 3. [A2A Task Dispatcher]
|
||||
|
||||

|
||||

|
||||
|
||||
Dynamically allocates A2A tasks to human players, based on detected airborne targets through an EWR network.
|
||||
|
||||
@ -81,7 +81,7 @@ Dynamically allocates A2A tasks to human players, based on detected airborne tar
|
||||
|
||||
## 3. [A2G Task Dispatcher]
|
||||
|
||||

|
||||

|
||||
|
||||
Dynamically allocates A2G tasks to human players, based on detected ground targets through reconnaissance.
|
||||
|
||||
|
||||
@ -5,14 +5,14 @@ nav_order: 5
|
||||
---
|
||||
# Wrapper classes guide
|
||||
|
||||

|
||||

|
||||
|
||||
This chapter lists the wrapper classes which enhances the functionality for mission designers on the mission objects.
|
||||
|
||||
|
||||
## 1. [GROUP](https://flightcontrol-master.github.io/MOOSE_DOCS_DEVELOP/Documentation/Wrapper.Group.html)
|
||||
|
||||

|
||||

|
||||
|
||||
Wraps the DCS _Group_ objects.
|
||||
|
||||
@ -26,7 +26,7 @@ Wraps the DCS _Group_ objects.
|
||||
|
||||
## 2. [UNIT](https://flightcontrol-master.github.io/MOOSE_DOCS_DEVELOP/Documentation/Wrapper.Unit.html)
|
||||
|
||||

|
||||

|
||||
|
||||
Wraps the DCS _Unit_ objects.
|
||||
|
||||
@ -40,7 +40,7 @@ Wraps the DCS _Unit_ objects.
|
||||
|
||||
## 3. [STATIC](https://flightcontrol-master.github.io/MOOSE_DOCS_DEVELOP/Documentation/Wrapper.Static.html)
|
||||
|
||||

|
||||

|
||||
|
||||
Wraps the DCS _Static_ objects.
|
||||
Note that Statics are almost the same as Units, but they don't have a controller.
|
||||
@ -54,7 +54,7 @@ Note that Statics are almost the same as Units, but they don't have a controller
|
||||
|
||||
## 4. [AIRBASE](https://flightcontrol-master.github.io/MOOSE_DOCS_DEVELOP/Documentation/Wrapper.Airbase.html)
|
||||
|
||||

|
||||

|
||||
|
||||
Wraps the DCS _Airbase_ objects.
|
||||
|
||||
|
||||
@ -42,7 +42,7 @@ Link the MOOSE repository on GITHUB to your freshly installed GITHUB desktop.
|
||||
This is done by browing to the [MOOSE repository at GitHub](https://github.com/FlightControl-Master/MOOSE), and
|
||||
selecting the green button **Clone or Download** -> **Open in Desktop**.
|
||||
|
||||

|
||||

|
||||
|
||||
Specify a local directory on your PC where you want to store the MOOSE repository contents.
|
||||
Sync the MOOSE repository to a defined local MOOSE directory on your PC using GITHUB desktop (press the sync button).
|
||||
@ -105,7 +105,7 @@ Note that if you want to **release your missions to end users**, you will need t
|
||||
To ensure that the next Release of Moose is as bug-free and feature rich as possible, every Moose contributor respects
|
||||
a release cycle.
|
||||
|
||||

|
||||

|
||||
|
||||
If you are not familiar with Git, this might be a bit criptic, but the idea behind it is simple :
|
||||
|
||||
@ -143,7 +143,7 @@ new issue:
|
||||
code, and **_\`\`\`_** at the end, to make your code readable.
|
||||
* The relevant part of **`dcs.log`**. Please put **_\`\`\`_** before and after your copy-pasted log to make it readable.
|
||||
|
||||

|
||||

|
||||
|
||||
## How to add a feature request?
|
||||
|
||||
|
||||
@ -186,7 +186,7 @@ Every method should be documented by a comment block. You can copy paste the fol
|
||||
To ensure that the next Release of Moose is as bug-free and feature rich as possible, every Moose contributor
|
||||
**respects a release cycle**.
|
||||
|
||||

|
||||

|
||||
|
||||
The key takeways are:
|
||||
|
||||
|
||||
@ -32,16 +32,16 @@ off-the-shelf assets aren't working. So use the assets as listed here, or your d
|
||||
|
||||
## 1. Explanation of the LDT debugging environment.
|
||||
|
||||

|
||||

|
||||
|
||||
The following pictures outline some of the interesting places in LDT to debug your lua code... A quick manual.
|
||||
|
||||

|
||||

|
||||
|
||||
This picture shows a debug view of the LDT environment. You can activate the debug view through the debug icon that is
|
||||
located in the upper right corner of the LDT.
|
||||
|
||||

|
||||

|
||||
|
||||
Various windows exist to track the content of:
|
||||
|
||||
@ -50,14 +50,14 @@ Various windows exist to track the content of:
|
||||
* Expressions: Various expressions can be entered to evaluate a more complex statement.
|
||||
* Interactive Console: Here you can type in commands that will be executed. Here you can SPAWN for example new groups.
|
||||
|
||||

|
||||

|
||||
|
||||
This window lists the sources active in Eclipse.
|
||||
During a debug sessions, the sources where the process is at the moment of debugging, should be loaded automatically.
|
||||
If not, something is wrong.
|
||||
All the other sources that are currently open in the LDT are also listed.
|
||||
|
||||

|
||||

|
||||
|
||||
This window shows the status of the "attach debug engine".
|
||||
If this process is running, it will listen to the IP 127.0.0.1 or localhost if setup on your PC.
|
||||
@ -68,7 +68,7 @@ If this process is running, it will listen to the IP 127.0.0.1 or localhost if s
|
||||
|
||||
To use the debug enviornment in LDT, you'll need to setup within LDT a " Lua Attach to Application" **debug listener**.
|
||||
|
||||

|
||||

|
||||
|
||||
You can access this screen through the LDT editor menu **Run->Debug Configurations...**.
|
||||
|
||||
@ -110,7 +110,7 @@ This is the **debug client**. The source is part of the LDT debug suite, but has
|
||||
DCS World scripting engine. You need to copy this file to the root directory of your DCS World installation in
|
||||
Program Files.
|
||||
|
||||

|
||||

|
||||
|
||||
By example, the location of debugger.lua is here on my DCS World installation PC.
|
||||
|
||||
@ -120,7 +120,7 @@ The READ.ME file is a file that contains an explanation of how to modify the Mis
|
||||
|
||||
But for clarity reasons, I've also attached my version of the MissionScripting.lua.
|
||||
|
||||

|
||||

|
||||
|
||||
|
||||
Take the MissionScripting.lua from the folder, and copy / paste (overwrite) the version in your DCS World installation
|
||||
@ -207,11 +207,11 @@ For example, in my mission I put a debug flag 999. When 999 is ON, I would NOT e
|
||||
|
||||
Follow this process how to do that... As my recommendation...
|
||||
|
||||

|
||||

|
||||
|
||||
Setup a debug flag... If you wanna debug, set flag 999 to ON.
|
||||
|
||||

|
||||

|
||||
|
||||
Conditionalize the DO SCRIPT FILE execution by evaluating if the 999 is OFF.
|
||||
|
||||
@ -221,12 +221,12 @@ Conditionalize the DO SCRIPT FILE execution by evaluating if the 999 is OFF.
|
||||
Now we are adding a little line.
|
||||
We are now going to ADD a **dynamic loader** of your mission source.
|
||||
|
||||

|
||||

|
||||
|
||||
This loads the file dynamically. Instead of a DO SCRIPT FILE, we execute here a DO SCRIPT.
|
||||
The DO SCRIPT contains a little piece of code that loads your source file from a location on your disk.
|
||||
|
||||

|
||||

|
||||
|
||||
This is how my piece of code looks like. I am using a stub of the MOOSE framework to load the file.
|
||||
|
||||
@ -254,12 +254,12 @@ Now we are going to run a debug. To have a successful debug run, you need to sta
|
||||
|
||||
First we setup the Debug as your "favorite", so that it is easy for your to repeat the run easily.
|
||||
|
||||

|
||||

|
||||
|
||||
Click on the "Bug" icon that you'll find in the task bar. The "Bug" icon is the place where you will start your
|
||||
**debug listener**. However, first, click on Organize Favorites. You need to do this one time only.
|
||||
|
||||

|
||||

|
||||
|
||||
Just click on the Debug Name that you entered (for me DCS 1.5) in the Debug Configuration window and it will be added to
|
||||
your favorites. I did already that, so it was already added as an example in the previous picture.
|
||||
@ -268,11 +268,11 @@ your favorites. I did already that, so it was already added as an example in the
|
||||
|
||||
Now you can easily activate the **debug listener**.
|
||||
|
||||

|
||||

|
||||
|
||||
Just click the "Bug" again, and select the **debug listener** that you configured.
|
||||
|
||||

|
||||

|
||||
|
||||
When done, you'll see that the **debug listener** is running!
|
||||
|
||||
@ -283,12 +283,12 @@ It will be listening quietly to IP 127.0.0.1 on port 100000.
|
||||
Open your source file **from the exact location** from where you have specified it to be loaded as part of the
|
||||
**dynamic loading**. Once it is loaded, you can attach breakpoints within the editor.
|
||||
|
||||

|
||||

|
||||
|
||||
How? Right click on the source line number or the grey area before the line, and a pop-up window will appear. Select
|
||||
"Toggle Breakpoint".
|
||||
|
||||

|
||||

|
||||
|
||||
As a result, the breakpoint will be listed in the "Breakpoints" list at the debug view, and it will show also the line
|
||||
number where the breakpoint is set. When your mission runs, the logic will stop at this line!!!
|
||||
@ -308,7 +308,7 @@ Now it is time to start your DCS World mission. Just run it as you would like ha
|
||||
6. Once it matches a valid breakpoint at a valid source and a specified line, it will stop the logic!
|
||||
|
||||
|
||||

|
||||

|
||||
|
||||
|
||||
|
||||
|
||||
@ -8,7 +8,7 @@ has_children: true
|
||||
|
||||
MOOSE contains a lot of classes that can be used to enhance your missions.
|
||||
|
||||

|
||||

|
||||
|
||||
Each section has an overview explanation on the different classes that mission designers can use to design compelling simulation scenarios.
|
||||
It provides a short explanation of the concepts and its features, as well as important information to know in order to understand how to use the classes.
|
||||
|
||||
@ -7,7 +7,7 @@ nav_order: 8
|
||||
|
||||
MOOSE contains a lot of classes that can be used to enhance your missions.
|
||||
|
||||

|
||||

|
||||
|
||||
Each section has an overview explanation on the different classes that mission designers can use to design compelling simulation scenarios.
|
||||
It provides a short explanation of the concepts and its features, as well as important information to know in order to understand how to use the classes.
|
||||
|
||||
@ -31,7 +31,7 @@ and mission designers can write mission script lua code that is **intellisense**
|
||||
What that means is that while you are coding your mission, your object and variables (derived from MOOSE classes)
|
||||
will list interactively the methods and properties of that class interactively while coding.
|
||||
|
||||

|
||||

|
||||
|
||||
This highly increases the quality and the speed of your scripting.
|
||||
|
||||
@ -93,7 +93,7 @@ When you open EclipseLDT for the first time, it will ask you where to put your *
|
||||
|
||||
### 4.2.1) Select from the Menu: **File** -> **New** -> **Lua Project**.
|
||||
|
||||

|
||||

|
||||
|
||||
Here, we will create a **New Project** called **Moose_Framework** in your LDT environment.
|
||||
|
||||
@ -105,11 +105,11 @@ We will link into that directory and **automatically load the Project properties
|
||||
|
||||
### 4.2.2) Type the Project Name: **Moose_Framework**.
|
||||
|
||||

|
||||

|
||||
|
||||
### 4.2.3) In the sub-box "Project Contents", select the option **Create Project at existing location** (from existing source).
|
||||
|
||||

|
||||

|
||||
|
||||
### 4.2.4) **Browse** to the local MOOSE directory (press on the Browse button) and select the **local Moose folder on your PC, which you unzipped**. Press OK.
|
||||
|
||||
@ -123,13 +123,13 @@ The Moose Development/Moose directory should be flagged as the **Source Director
|
||||
This is important because it will search in the files in this directory and sub directories for lua documentator enabled lua files.
|
||||
This will enable the intellisense of the MOOSE repository!
|
||||
|
||||

|
||||

|
||||
|
||||
### 4.2.7) Press the **Finish** button.
|
||||
|
||||
As a result, when you browse to the Script Explorer, you'll see the following:
|
||||
|
||||

|
||||

|
||||
|
||||
### 4.2.8) **Congratulations! You have now setup your Moose_Framework project LDT environment!**
|
||||
|
||||
@ -176,11 +176,11 @@ The LDT has been customized and provides a tool to **automatically** maintain yo
|
||||
|
||||
### 6.1.1. Select from the Menu: **File** -> **New** -> **Lua Project**.
|
||||
|
||||

|
||||

|
||||
|
||||
### 6.1.2. A **New Project** dialog box is shown.
|
||||
|
||||

|
||||

|
||||
|
||||
### 6.1.3. Type your Project Name: (In my example it is **DCS_Caucasus_Missions**.
|
||||
|
||||
@ -189,13 +189,13 @@ Note the indicated options in yellow:
|
||||
* Note that you can select the option **No execution environment**.
|
||||
* Deselect the option **Create default project template ready to run**.
|
||||
|
||||

|
||||

|
||||
|
||||
### 6.1.4. Press **Next >**
|
||||
|
||||
### 6.1.5. Click the **Projects** tab at the top of the window.
|
||||
|
||||

|
||||

|
||||
|
||||
### 6.1.6. Press the **Add...** button.
|
||||
|
||||
@ -203,7 +203,7 @@ Note the indicated options in yellow:
|
||||
|
||||
This is an important step. This will _link_ your project to the Moose_Framework project and will activate **intellisense**.
|
||||
|
||||

|
||||

|
||||
|
||||
### 6.1.8. After the selection, press the **OK** button.
|
||||
|
||||
@ -211,19 +211,19 @@ This is an important step. This will _link_ your project to the Moose_Framework
|
||||
|
||||
You can delete the possibly created SRC directory. You won't need it at all.
|
||||
|
||||

|
||||

|
||||
|
||||
### 6.1.10. Within your newly created Missions Project, right click and select **New -> Folder**.
|
||||
|
||||
As explained above, each of your missions will be stored in a separate folder. Please follow the explanation how to do that.
|
||||
|
||||

|
||||

|
||||
|
||||
### 6.1.11. Type the **Folder Name**.
|
||||
|
||||
This can be any descriptive text explaining the title of your mission.
|
||||
|
||||

|
||||

|
||||
|
||||
### 6.1.12. In your newly created **Mission Folder**, right click and select **New -> Lua File**.
|
||||
|
||||
@ -232,7 +232,7 @@ the file that contains all the lua code using the Moose framework using your mis
|
||||
|
||||
### 6.1.13. Type the **Lua Mission Script Name**.
|
||||
|
||||

|
||||

|
||||
|
||||
|
||||
## 6.2) Create your first Mission file
|
||||
@ -255,7 +255,7 @@ Find below a detailed explanation of the actions to follow:
|
||||
|
||||
### 6.2.1. Open the Mission Editor in DCS, select an empty mission, and click the triggers button.
|
||||
|
||||

|
||||

|
||||
|
||||
### 6.2.2. Add a new trigger, that will load the Moose.lua file.
|
||||
|
||||
@ -266,7 +266,7 @@ Check the cyan colored circles:
|
||||
* It contains a DO SCRIPT FILE action.
|
||||
* No additional conditions!
|
||||
|
||||

|
||||

|
||||
|
||||
### 6.2.3. Select the Moose.lua loader from the **Moose Mission Setup** folder in the Moose_Framework pack.
|
||||
|
||||
@ -278,11 +278,11 @@ Additional notes:
|
||||
|
||||
Press the **OK** button.
|
||||
|
||||

|
||||

|
||||
|
||||
### 6.2.4. Check that the Moose.lua file has been correctly added to your Mission.
|
||||
|
||||

|
||||

|
||||
|
||||
### 6.2.5. Add a new trigger, that will load your mission .lua file.
|
||||
|
||||
@ -293,7 +293,7 @@ Check the cyan colored circles:
|
||||
* It contains a DO SCRIPT FILE action.
|
||||
* No additional conditions!
|
||||
|
||||

|
||||

|
||||
|
||||
### 6.2.6. Select the mission .lua file from your **missions** folder you just created or already have.
|
||||
|
||||
@ -304,11 +304,11 @@ Additional notes:
|
||||
|
||||
Press the **OK** button.
|
||||
|
||||

|
||||

|
||||
|
||||
### 6.2.7. Check that your mission .lua script file has been correctly added to your mission.
|
||||
|
||||

|
||||

|
||||
|
||||
|
||||
## 6.3) Maintain your .miz files
|
||||
@ -320,7 +320,7 @@ This can be a tedious task, and for this purpose, a tool has been developed that
|
||||
|
||||
This will activate a script that will automatically re-insert your mission .lua file into your mission.
|
||||
|
||||

|
||||

|
||||
|
||||
|
||||
## 6.4) Create folder links into your "My Missions" folder in Saved Games/DCS/Missions.
|
||||
|
||||
@ -73,7 +73,7 @@ to identify which methods are properties are defined for which class.
|
||||
|
||||
MOOSE contains a lot of classes that can be used to enhance your missions.
|
||||
|
||||

|
||||

|
||||
|
||||
Each section has an overview explanation on the different classes that mission designers can use to design compelling
|
||||
simulation scenarios. It provides a short explanation of the concepts and its features, as well as important information
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user