The problems were in the EVENTDISPATCHER. -- Reworked the Event Dispatcher code... -- Added fields IniCategory and TgtCategory that indicate which Object Category is involved in the Event. -- Added fields IniPlayerName and TgtPlayerName that indicate which Player Name is the initiator or Target (only when the Object Category is a UNIT). -- In the Event.lua, I poperly documented every field in EVENTDATA and typed it correctly. -- Reworked te Scoring code.. -- Incorporated the Event.* added fields into the Scoring Code. -- Added a SCO-100 test mission -- A shooting range with STATIC objects, so that a player can TEST the scoring for STATIC objects in a mission. Hope this helps. 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 meant to be a one-man show, it is 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.