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 2.5 and earlier versions.
The goal of MOOSE is to allow mission designers to enhance the mission designs by using mission orchestration objects, which can be instantiated from defined classes within the framework. This will allow to write exciting missions and multi player cooperative operation scenarios.
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 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 support, document, explain and even create new classes for the framework. It is the ambition to grow this framework as a de-facto standard for mission designers to use within the DCS World community.
If you appreciate this development, please support to extend the framework. The development of this framework takes a lot of time. A small gift would help me to buy a new small laptop that I can use to extend this framework while commuting to and from work … Also, your donations will be saved and spent wisely to the advantage of the community!
If everyone helps with a small amount, it would be really great!
kind regards, FC
You need to write lua code (scripts) to apply the MOOSE framework. But it is not really that hard, if you understand a couple of principles.
MOOSE is an Object Oriented framework and defines Classes, which are components that combine Methods and Variables/Properties as one encapsulated structure (table). Mission Designers can what we call Instantiate Objects from these MOOSE classes.
An example of what this means is shortly explained using the SPAWN class of MOOSE, which you can use to spawn new groups into your running mission. The SPAWN class simplifies the process of spawning, and it has many methods that you can use to create variations how you want your spawn object to spawn new groups.
local SpawnObject = SPAWN:New( "GroupName" ) -- This creates a new SpawnObject from the SPAWN class, using the :New method constructor to instantiate a new SPAWN object searching for the GroupName as the late activated group defined within your Mission Editor. -- Nothing is spawned yet..., so let's use now the SpawnObject to spawn a new GROUP. local SpawnGroup = SpawnObject:Spawn() -- Here we use the :Spawn() method of the SPAWN class. This method creates a new group from the GroupName template as defined within the Mission Editor.
MOOSE Classes derive or inherit from each other, that means, within MOOSE there is an Inheritance structure where inherited MOOSE Classes are re-using properties and methods from the Parent MOOSE Class. This powerful concept is used everywhere within the MOOSE framework. The main (Parent) Class in the MOOSE framework is the BASE class. Every MOOSE Class is derived from this top BASE Class. So is also the SPAWN class derived from the BASE class. The BASE class provides powerful methods for debugging, event handling and implements the class handling logic. As a normal MOOSE user, you won’t implement any code using inheritance but just know that the inheritance structure is omni present in the intellisense and documentation. You’ll need to browse to the right MOOSE Class within the inheritance tree structure to identify which methods are properties are defined for which class.
The framework comes with demonstration missions which can be downloaded here, that you can try out and helps you to code.
These missions provide examples of defined use cases how the MOOSE framework can be utilized. Each test mission is located in a separate directory, which contains at least one .lua file and .miz file. The .lua file contains the mission script file that shows how the use case was implemented. You can copy/paste code the code snippets from this .lua file into your missions, as it will accellerate your mission developments. You will learn, see, and understand how the different MOOSE classes need to be applied, and how you can create more complex mission scenarios by combining these MOOSE classes into a complex but powerful mission engine.
Some of these exact test missions are also demonstrated in a video format on the YouTube channel.
MOOSE Tasking Classes provide a comprehensive Mission Orchestration System. Through COMMANDCENTERs, multiple logical MISSIONs can be orchestrated for coalitions. Within each MISSION, various TASKs can be defined. Each TASK has a TASK ACTION flow, which is the flow that a player (hosted by a UNIT) within the simulator needs to follow and accomplish.
COMMANDCENTER: Orchestrates various logical MISSIONs for a coalition.
MISSION: Each MISSION has various TASKs to be executed and accomplished by players.
TASK_A2A_DISPATCHER: Automatically and dynamically dispatch A2A tasks to be executed by human players, as a result of the detection of airborne targets within a Mission scope.
TASK_A2G_DISPATCHER: Automatically and dynamically dispatch A2G tasks to be executed by human players, as a result of the detection of ground targets within a Mission scope.
TASK_A2A: Models a A2A CAP, INTERCEPT and SWEEP tasks where a Player is routed towards an attack zone without enemies nearby, and various ground targets need to be eliminated.
TASK_A2G: Models a A2G SEAD, CAS and BAI tasks where a Player is routed towards an attack zone with enemies nearby, and various ground targets need to be eliminated.
MOOSE AI Controlling Classes provide mechanisms to control AI over long lasting processes.
These AI Controlling Classes are based on FSM (Finite State Machine) Classes, and provided an encapsulated way to make AI behave or execute an activity.
AI_BALANCER: Compensate in a multi player mission the abscence of players with dynamically spawned AI air units. When players join CLIENTS, the AI will either be destroyed, or will fly back to the home or nearest friendly airbase.
AI_BAI: Make an alive AI Group perform Battlefield Air Interdiction as a dynamic process.
AI_CAP: Make an alive AI Group perform Combat Air Patrol as a dynamic process.
AI_CAS: Make an alive AI Group perform Close Air Support as a dynamic process.
MOOSE Functional Classes provide various functions that are useful in mission design.
CLEANUP_AIRBASE: Keeps the airbases clean from clutter. (Only partly functional due to a bug in DCS, destroyed objects cannot be removed).
DESIGNATE: Make AI automatically designate detected targets, and provide menu options for players to give instructions to the AI how to designate (by laser, smoke or illumination).
DETECTION: Detect other units using the available sensors of the detection unit. The DETECTION_BASE derived classes will provide different methods how the sets of detected objects are built.
ESCORT: Makes groups consisting of helicopters, airplanes, ground troops or ships within a mission joining your flight. You can control these groups through the ratio menu during your flight. Available commands are around: Navigation, Position Hold, Reporting (Target Detection), Attacking, Assisted Attacks, ROE, Evasion, Mission Execution and more …
MISSILETRAINER: Missile trainer, it destroys missiles when they are within a certain range of player airplanes, displays tracking and alert messages of missile launches; approach; destruction, and configure with radio menu commands. Various APIs available to configure the trainer.
RAT: Random Air Traffic engine developed by FunkyFranky, use the available airspace!
RANGE: Enables easy set up of bombing and strafing ranges within DCS World.
SCORING: Administer the scoring of player achievements, and create a CSV file logging the scoring events for use at team or squadron websites.
SEAD: Make SAM sites avoid SEAD missiles being fired at.
MOOSE Wrapper Classes provide an object oriented hierarchical mechanism to manage the DCS objects within the simulator. Wrapper classes provide another easier mechanism to control Groups, Units, Statics, Airbases and other objects.
AIRBASE: This class wraps a DCS Airbase object within the simulator.
CLIENT: This class wraps a DCS Unit object within the simulator, which has a skill Client or Player.
CONTROLLABLE: This class provides the base for MOOSE controllable objects. These are GROUPs, UNITs, CLIENTs.
GROUP: This class wraps a DCS Group objects within the simulator.
IDENTIFIABLE: This class provides the base for MOOSE identifiable objects, which is every object within the simulator :-).
POSITIONABLE: This class provides the base for MOOSE positionable objects. These are AIRBASEs, STATICs, GROUPs, UNITs …
OBJECT: This class provides the base for MOOSE objects.
STATIC: This class wraps a DCS StaticObject object within the simulator.
UNIT: This class wraps a DCS Unit object within the simulator.
These classes define the base building blocks of the MOOSE framework. These classes are heavily used within the MOOSE framework.
BASE: The main class from which all MOOSE classes are derived from. The BASE class contains essential functions to support inheritance and MOOSE object execution tracing (logging within the DCS.log file in the saved games folder of the user).
BEACON: Create beacons.
CARGO_GROUP: Manage Cargo that is defined as a GROUP object within the simulation.
COORDINATE: Manage 2D and 3D points in the simulation space, and use its methods for various actions on the coordinate.
DATABASE: Creates a collection of GROUPS, UNITS, CLIENTS and managed these sets automatically. Provides an API set to retrieve a GROUP, UNIT or CLIENT instance from the _DATABASE object using defined APIs. The collections are maintained dynamically during the execution of the mission, so when players join, leave, when units are created or destroyed, the collections are dynamically updated.
EVENT: Provides the Event Dispatcher base class to handle DCS Events, being fired upon registered events within the DCS simulator. Note that EVENT is used by BASE, exposing OnEvent() methods to catch these DCS events.
FSM_CONTROLLABLE: An FSM class to control a Controllable. A controllable is a group or unit that can be controlled.
MENU_GROUP_COMMAND: Set a menu command for a group, for all players of that group.
MESSAGE: A message publishing system, displaying messages to Clients, Coalitions or All players.
SET_UNIT: Create a SET of UNIT objects.
POINT_VEC3: Manage 3D points in the simulation space.
RADIO: Create radio communication.
SCHEDULER: This class implements a timer scheduler that will call at optional specified intervals repeatedly or just one time a scheduled function.
SETTINGS: The management of Default system settings or specific Player settings that configure the behaviour of MOOSE classes.
SPAWN: Spawn new groups (and units) during mission execution.
SPAWNSTATIC: Spawn Static objects using a predefined “template”.
The delivery of MOOSE follows a structured release process. Over time, new features are added that can be used in your mission.
There are 3 different ways how you can use MOOSE, each with a different engagement and complexity level:
Refer to the detailed Usage Guide for more information.
Beta testers of MOOSE are requested to install additional software.
As a return or as a reward, testers get:
Please read the detailed Beta Test Guide for more information.
Those people who have experience in lua development or are excited to contribute to the MOOSE project are welcome.
Please consult the Contribution Guide for more information.
Have a look at the Interactive Debug Guide to setup your system so you can debug your mission code.
MOOSE is broadcasted, documented and supported through various social media channels.
Click here for the communities guide of the MOOSE framework.
Thank you! FC