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Moose 2.9.3

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@Applevangelist Applevangelist released this 04 Dec 10:23
· 466 commits to master since this release
fac7a5f

December 2023 Release

Pre-Christmas/Festive Days release 2023! Enjoy!

This release addresses some more of the issues with DCS Open Beta 2.9.1.x.

This release contains the Moose.luas from both the master and the development branches in the attached .zip and .tar.gz files.

Thanks to all contributors, discussion partners, bug finders and fixers to keep this project alive! :)

Special thanks to @funkyfranky and @kaltokri! Special thanks to @nielsvaes for his additions on ZONE and UTILS!

Updates

AIRBASE

  • Added further airfields in Normandy to the enumerator

ATC_GROUND

  • Fixed an issue where scheduler was not adjusted to changed parameters, preventing it from working at all.

ATIS

  • When using SRS, ATIS can now send on multiple frequencies

CONTROLLABLE

  • Fixed an issue in :OptionAAAttackRange()

CTLD

  • Added functionality to remove nearby crates via the F10 menu, thanks to @kestrels-seeker
  • Added info event for repairs and builds starting
  • If a unit cannot do troops/crates, those menus are not shown any more
  • Renamed UnitCapabilities() to SetUnitCapabilities() (old functional shell remains to ensure compatibility)

MANTIS

  • Added "Scoot&Shoot" option where driveable SHORAD units can randomly drive around between defined zones.

MSRS

  • Added functionality to auto-load a central config file for SRS TTS options. See MSRS:LoadConfigFile() for details.

SET

  • SET_CLIENT now can also include CLIENTS in CA slots.
  • Added SET_UNIT:GetAliveSet()

SPAWN

  • Ensure correct LINK16 STN/TN data on the respective AI planes when spawning from a template
  • Note There's a bug in MP which prevents you from joining AI to your Link16 network at the moment. ED is working on it.
  • Added GROUP:GetGroupSTN() and UNIT:GetSTN() to obtain that data from AI.
  • Added SPAWN:InitRandomizeCallsign()
  • When spawning a group with multiple units from a template with one unit, ensure consecutive callsigns are used. These are also shown correctly on the F10 map.

UTILS

WEAPON

  • Class functional enhancements

ZONE

  • Added new ZONE_OVAL courtesy of @nielsvaes
  • Refactored maths and drawing options for ZONE_POLYGON, both courtesy of @nielsvaes, so we can finally use it with drawings made in the Mission Editor as well.

... and many more bug fixes as ususal.