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285 lines
13 KiB
Markdown
285 lines
13 KiB
Markdown
---
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parent: Mission Designers Guide
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grand_parent: Archive
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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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**Features:**
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* Monitor speed of the airplanes of players during taxi.
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* Communicate ATC ground operations.
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* Kick speeding players during taxi.
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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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**Features:**
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* Multiple targets can be assigned. No restriction on number of targets.
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* Targets can be given a priority. Engagement of targets is executed a according to their priority.
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* Engagements can be scheduled, i.e. will be executed at a certain time of the day.
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* Multiple relocations of the group can be assigned and scheduled via queueing system.
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* Special weapon types can be selected for each attack, e.g. cruise missiles for Naval units.
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* Automatic rearming once the artillery is out of ammo (optional).
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* Automatic relocation after each firing engagement to prevent counter strikes (optional).
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* Automatic relocation movements to get the battery within firing range (optional).
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* Simulation of tactical nuclear shells as well as illumination and smoke shells.
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* New targets can be added during the mission, e.g. when they are detected by recon units.
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* Targets and relocations can be assigned by placing markers on the F10 map.
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* Finite state machine implementation. Mission designer can interact when certain events occur.
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## 3. [CLEANUP]
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Keep an airbase clean of crashing or colliding airplanes.
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**Features:**
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* Try to keep the airbase clean and operational.
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* Prevent airplanes from crashing.
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* Clean up obstructing airplanes from the runway that are standing still for a period of time.
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* Prevent airplanes firing missiles within the airbase zone.
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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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so that following a dynamically generated menu system,
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each detected set of potential targets can be lased or smoked...
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**Features:**
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* Faciliate the communication of detected targets to players.
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* Designate targets using lasers, through a menu system.
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* Designate targets using smoking, through a menu system.
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* Designate targets using illumination, through a menu system.
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* Auto lase targets.
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* Refresh detection upon specified time intervals.
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* Prioritization on threat levels.
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* Reporting system of threats.
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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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**Features:**
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* Detection of targets by recce units.
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* Group detected targets per unit, type or area (zone).
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* Keep persistency of detected targets, if when detection is lost.
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* Provide an indication of detected targets.
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* Report detected targets.
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* Refresh detection upon specified time intervals.
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## 6. [ESCORT]
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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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The radio commands will vary according the category of the group. The richest set of commands are with Helicopters and AirPlanes.
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Ships and Ground troops will have a more limited set, but they can provide support through the bombing of targets designated by the other escorts.
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**Features:**
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* Escort navigation commands.
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* Escort hold at position commands.
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* Escorts reporting detected targets.
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* Escorts scanning targets in advance.
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* Escorts attacking specific targets.
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* Request assistance from other groups for attack.
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* Manage rule of engagement of escorts.
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* Manage the allowed evasion techniques of escorts.
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* Make escort to execute a defined mission or path.
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* Escort tactical situation reporting.
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## 7. [MISSILE_TRAINER]
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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,
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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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**Features:**
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* Track the missiles fired at you and other players, providing bearing and range information of the missiles towards the airplanes.
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* Provide alerts of missile launches, including detailed information of the units launching, including bearing, range
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* Provide alerts when a missile would have killed your aircraft.
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* Provide alerts when the missile self destructs.
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* Enable / Disable and Configure the Missile Trainer using the various menu options.
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## 8. [RANGE]
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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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**Features:**
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* Impact points of bombs, rockets and missils are recorded and distance to closest range target is measured and reported to the player.
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* Number of hits on strafing passes are counted and reported. Also the percentage of hits w.r.t fired shots is evaluated.
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* Results of all bombing and strafing runs are stored and top 10 results can be displayed.
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* Range targets can be marked by smoke.
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* Range can be illuminated by illumination bombs for night practices.
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* Bomb, rocket and missile impact points can be marked by smoke.
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* Direct hits on targets can trigger flares.
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* Smoke and flare colors can be adjusted for each player via radio menu.
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* Range information and weather report at the range can be reported via radio menu.
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## 9. [RAT]
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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.
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Even the mission designer will not know where aircraft will be spawned and which route they follow.
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**Features:**
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* Very simple interface. Just one unit and two lines of Lua code needed to fill your map.
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* High degree of randomization. Aircraft will spawn at random airports, have random routes and random destinations.
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* Specific departure and/or destination airports can be chosen.
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* Departure and destination airports can be restricted by coalition.
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* Planes and helicopters supported. Helicopters can also be send to FARPs and ships.
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* Units can also be spawned in air within pre-defined zones of the map.
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* Aircraft will be removed when they arrive at their destination (or get stuck on the ground).
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* When a unit is removed a new unit with a different flight plan is respawned.
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* Aircraft can report their status during the route.
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* All of the above can be customized by the user if necessary.
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* All current (Caucasus, Nevada, Normandy, Persian Gulf) and future maps are supported.
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## 10. [SCORING]
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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.
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Automatically calculates the threat level of the objects hit and destroyed by players, which can be Wrapper.Unit, Static objects.
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Positive score points are granted when enemy or neutral targets are destroyed.
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Negative score points or penalties are given when a friendly target is hit or destroyed.
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This brings a lot of dynamism in the scoring, where players need to take care to inflict damage on the right target.
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By default, penalties weight heavier in the scoring, to ensure that players don't commit fratricide.
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The total score of the player is calculated by adding the scores minus the penalties.
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**Features:**
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* Set the scoring scales based on threat level.
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* Positive scores and negative scores.
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* A contribution model to score achievements.
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* Score goals.
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* Score specific achievements.
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* Score the hits and destroys of units.
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* Score the hits and destroys of statics.
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* Score the hits and destroys of scenery.
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* Log scores into a CSV file.
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* Connect to a remote server using JSON and IP.
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## 11. [SEAD]
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Provides defensive behaviour to a set of SAM sites within a running Mission.
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**Features:**
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* When SAM sites are being fired upon, the SAMs will take evasive action will reposition themselves when possible.
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* When SAM sites are being fired upon, the SAMs will take defensive action by shutting down their radars.
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## 12. [SUPPRESSION]
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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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In addition to suppressing the fire, conditions can be specified which let the group retreat to a defined zone, move away from the attacker or hide at a nearby scenery object.
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**Features:**
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* Hold fire of attacked units when being fired upon.
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## 13. [WAREHOUSE]
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The warehouse concept simulates the organization and implementation of complex operations regarding the flow of assets between the point of origin
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and the point of consumption in order to meet requirements of a potential conflict.
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In particular, this class is concerned with maintaining army supply lines while disrupting those of the enemy,
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since an armed force without resources and transportation is defenseless.
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**Features:**
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* Holds (virtual) assests in stock and spawns them upon request.
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* Manages requests of assets from other warehouses.
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* Queueing system with optional priorization of requests.
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* Realistic transportation of assets between warehouses.
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* Different means of automatic transportation (planes, helicopters, APCs, self propelled).
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* Strategic components such as capturing, defending and destroying warehouses and their associated infrastructure.
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* Intelligent spawning of aircraft on airports (only if enough parking spots are available).
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* Possibility to hook into events and customize actions.
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* Can be easily interfaced to other MOOSE classes.
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## 14. [ZONE_CAPTURE_COALITION]
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A very powerful class to models the process to zone guarding, attacking and capturing.
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**Features:**
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* Models the possible state transitions between the Guarded, Attacked, Empty and Captured states.
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* A zone has an owning coalition, that means that at a specific point in time, a zone can be owned by the red or blue coalition.
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* Provide event handlers to tailor the actions when a zone changes coalition or state.
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[ATC_GROUND]: https://flightcontrol-master.github.io/MOOSE_DOCS_DEVELOP/Documentation/Functional.ATC_Ground.html
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[ARTY]: https://flightcontrol-master.github.io/MOOSE_DOCS_DEVELOP/Documentation/Functional.Artillery.html
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[CLEANUP]: https://flightcontrol-master.github.io/MOOSE_DOCS_DEVELOP/Documentation/Functional.CleanUp.html
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[DESIGNATE]: https://flightcontrol-master.github.io/MOOSE_DOCS_DEVELOP/Documentation/Functional.Designate.html
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[DETECTION]: https://flightcontrol-master.github.io/MOOSE_DOCS_DEVELOP/Documentation/Functional.Detection.html
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[ESCORT]: https://flightcontrol-master.github.io/MOOSE_DOCS_DEVELOP/Documentation/Functional.Escort.html
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[MISSILE_TRAINER]: https://flightcontrol-master.github.io/MOOSE_DOCS_DEVELOP/Documentation/Functional.MissileTrainer.html
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[RANGE]: https://flightcontrol-master.github.io/MOOSE_DOCS_DEVELOP/Documentation/Functional.Range.html
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[RAT]: https://flightcontrol-master.github.io/MOOSE_DOCS_DEVELOP/Documentation/Functional.RAT.html
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[SCORING]: https://flightcontrol-master.github.io/MOOSE_DOCS_DEVELOP/Documentation/Functional.Scoring.html
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[SEAD]: https://flightcontrol-master.github.io/MOOSE_DOCS_DEVELOP/Documentation/Functional.Sead.html
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[SUPPRESSION]: https://flightcontrol-master.github.io/MOOSE_DOCS_DEVELOP/Documentation/Functional.Suppression.html
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[WAREHOUSE]: https://flightcontrol-master.github.io/MOOSE_DOCS_DEVELOP/Documentation/Functional.Warehouse.html
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[ZONE_CAPTURE_COALITION]: https://flightcontrol-master.github.io/MOOSE_DOCS_DEVELOP/Documentation/Functional.ZoneCaptureCoalition.html
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