mirror of
https://github.com/FlightControl-Master/MOOSE.git
synced 2025-10-29 16:58:06 +00:00
Merge branch 'develop' of https://github.com/FlightControl-Master/MOOSE into develop
This commit is contained in:
commit
5747c49abf
@ -490,6 +490,19 @@ function OPSZONE:SetDrawZone(Switch)
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return self
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end
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--- Set if zone is drawn on the F10 map for the owner coalition only.
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-- @param #OPSZONE self
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-- @param #boolean Switch If `false` or `nil`, draw zone for all coalitions. If `true`, zone is drawn for the owning coalition only if drawZone is true.
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-- @return #OPSZONE self
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function OPSZONE:SetDrawZoneForCoalition(Switch)
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if Switch==true then
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self.drawZoneForCoalition=true
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else
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self.drawZoneForCoalition=false
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end
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return self
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end
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--- Set if a marker on the F10 map shows the current zone status.
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-- @param #OPSZONE self
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-- @param #boolean Switch If `true`, zone is marked. If `false` or `nil`, zone is not marked.
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@ -837,8 +850,12 @@ function OPSZONE:onafterCaptured(From, Event, To, NewOwnerCoalition)
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self.zone:UndrawZone()
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local color=self:_GetZoneColor()
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self.zone:DrawZone(nil, color, 1.0, color, 0.5)
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local coalition = nil
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if self.drawZoneForCoalition then
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coalition = self.ownerCurrent
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end
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self.zone:DrawZone(coalition, color, 1.0, color, 0.5)
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end
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for _,_chief in pairs(self.chiefs) do
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@ -913,8 +930,12 @@ function OPSZONE:onenterGuarded(From, Event, To)
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self.zone:UndrawZone()
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local color=self:_GetZoneColor()
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self.zone:DrawZone(nil, color, 1.0, color, 0.5)
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local coalition = nil
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if self.drawZoneForCoalition then
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coalition = self.ownerCurrent
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end
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self.zone:DrawZone(coalition, color, 1.0, color, 0.5)
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end
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end
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@ -954,9 +975,13 @@ function OPSZONE:onenterAttacked(From, Event, To, AttackerCoalition)
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-- Color.
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local color={1, 204/255, 204/255}
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local coalition = nil
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if self.drawZoneForCoalition then
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coalition = self.ownerCurrent
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end
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-- Draw zone.
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self.zone:DrawZone(nil, color, 1.0, color, 0.5)
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self.zone:DrawZone(coalition, color, 1.0, color, 0.5)
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end
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self:_CleanMissionTable()
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@ -987,8 +1012,12 @@ function OPSZONE:onenterEmpty(From, Event, To)
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self.zone:UndrawZone()
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local color=self:_GetZoneColor()
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self.zone:DrawZone(nil, color, 1.0, color, 0.2)
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local coalition = nil
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if self.drawZoneForCoalition then
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coalition = self.ownerCurrent
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end
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self.zone:DrawZone(coalition, color, 1.0, color, 0.2)
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end
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end
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@ -21,7 +21,7 @@
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-- ===
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-- @module Ops.PlayerTask
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-- @image OPS_PlayerTask.jpg
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-- @date Last Update May 2024
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-- @date Last Update Nov 2024
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do
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@ -95,7 +95,7 @@ PLAYERTASK = {
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FinalState = "none",
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PreviousCount = 0,
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}
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--- PLAYERTASK class version.
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-- @field #string version
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PLAYERTASK.version="0.1.24"
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@ -112,14 +112,14 @@ PLAYERTASK.version="0.1.24"
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-- @param #boolean Repeat Repeat this task if true (default = false)
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-- @param #number Times Repeat on failure this many times if Repeat is true (default = 1)
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-- @param #string TTSType TTS friendly task type name
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-- @return #PLAYERTASK self
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-- @return #PLAYERTASK self
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function PLAYERTASK:New(Type, Target, Repeat, Times, TTSType)
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-- Inherit everything from FSM class.
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local self=BASE:Inherit(self, FSM:New()) -- #PLAYERTASK
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self.Type = Type
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self.Repeat = false
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self.repeats = 0
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self.RepeatNo = 1
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@ -132,18 +132,18 @@ function PLAYERTASK:New(Type, Target, Repeat, Times, TTSType)
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self.timestamp = timer.getAbsTime()
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self.TTSType = TTSType or "close air support"
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self.lastsmoketime = 0
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if type(Repeat) == "boolean" and Repeat == true and type(Times) == "number" and Times > 1 then
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self.Repeat = true
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self.RepeatNo = Times or 1
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end
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_PlayerTaskNr = _PlayerTaskNr + 1
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self.PlayerTaskNr = _PlayerTaskNr
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self.lid=string.format("PlayerTask #%d %s | ", self.PlayerTaskNr, tostring(self.Type))
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if Target and Target.ClassName and Target.ClassName == "TARGET" then
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self.Target = Target
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elseif Target and Target.ClassName then
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@ -152,16 +152,16 @@ function PLAYERTASK:New(Type, Target, Repeat, Times, TTSType)
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self:E(self.lid.."*** NO VALID TARGET!")
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return self
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end
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self.PreviousCount = self.Target:CountTargets()
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self:T(self.lid.."Created.")
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-- FMS start state is PLANNED.
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self:SetStartState("Planned")
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-- PLANNED --> REQUESTED --> EXECUTING --> DONE
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self:AddTransition("*", "Planned", "Planned") -- Task is in planning stage.
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self:AddTransition("*", "Planned", "Planned") -- Task is in planning stage.
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self:AddTransition("*", "Requested", "Requested") -- Task clients have been requested to join.
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self:AddTransition("*", "ClientAdded", "*") -- Client has been added to the task
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self:AddTransition("*", "ClientRemoved", "*") -- Client has been removed from the task
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@ -174,28 +174,28 @@ function PLAYERTASK:New(Type, Target, Repeat, Times, TTSType)
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self:AddTransition("*", "Failed", "Failed") -- Done or repeat --> PLANNED
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self:AddTransition("*", "Status", "*")
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self:AddTransition("*", "Stop", "Stopped")
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self:__Status(-5)
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return self
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---
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-- Pseudo Functions
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---
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--- On After "Planned" event. Task has been planned.
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-- @function [parent=#PLAYERTASK] OnAfterPlanned
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-- @param #PLAYERTASK self
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-- @param #string From From state.
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-- @param #string Event Event.
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-- @param #string To To state.
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--- On After "Requested" event. Task has been Requested.
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-- @function [parent=#PLAYERTASK] OnAfterRequested
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-- @param #PLAYERTASK self
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-- @param #string From From state.
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-- @param #string Event Event.
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-- @param #string To To state.
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--- On After "ClientAdded" event. Client has been added to the task.
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-- @function [parent=#PLAYERTASK] OnAfterClientAdded
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-- @param #PLAYERTASK self
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@ -203,63 +203,63 @@ function PLAYERTASK:New(Type, Target, Repeat, Times, TTSType)
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-- @param #string Event Event.
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-- @param #string To To state.
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-- @param Wrapper.Client#CLIENT Client
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--- On After "ClientRemoved" event. Client has been removed from the task.
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-- @function [parent=#PLAYERTASK] OnAfterClientRemoved
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-- @param #PLAYERTASK self
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-- @param #string From From state.
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-- @param #string Event Event.
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-- @param #string To To state.
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||||
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--- On After "Executing" event. Task is executed by the 1st client.
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-- @function [parent=#PLAYERTASK] OnAfterExecuting
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-- @param #PLAYERTASK self
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-- @param #string From From state.
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-- @param #string Event Event.
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-- @param #string To To state.
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--- On After "Done" event. Task is done.
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-- @function [parent=#PLAYERTASK] OnAfterDone
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-- @param #PLAYERTASK self
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-- @param #string From From state.
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-- @param #string Event Event.
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-- @param #string To To state.
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--- On After "Cancel" event. Task has been cancelled.
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-- @function [parent=#PLAYERTASK] OnAfterCancel
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-- @param #PLAYERTASK self
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-- @param #string From From state.
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-- @param #string Event Event.
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-- @param #string To To state.
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--- On After "Planned" event. Task has been planned.
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-- @function [parent=#PLAYERTASK] OnAfterPilotPlanned
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-- @param #PLAYERTASK self
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-- @param #string From From state.
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-- @param #string Event Event.
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-- @param #string To To state.
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||||
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--- On After "Success" event. Task has been a success.
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-- @function [parent=#PLAYERTASK] OnAfterSuccess
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-- @param #PLAYERTASK self
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-- @param #string From From state.
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-- @param #string Event Event.
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-- @param #string To To state.
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--- On After "ClientAborted" event. A client has aborted the task.
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-- @function [parent=#PLAYERTASK] OnAfterClientAborted
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-- @param #PLAYERTASK self
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-- @param #string From From state.
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-- @param #string Event Event.
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-- @param #string To To state.
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--- On After "Failed" event. Task has been a failure.
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-- @function [parent=#PLAYERTASK] OnAfterFailed
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-- @param #PLAYERTASK self
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-- @param #string From From state.
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-- @param #string Event Event.
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-- @param #string To To state.
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end
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--- Constructor that automatically determines the task type based on the target.
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@ -274,7 +274,9 @@ function PLAYERTASK:NewFromTarget(Target, Repeat, Times, TTSType)
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end
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--- [Internal] Determines AUFTRAG type based on the target characteristics.
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-- @return #AUFTRAG.Type self
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-- @param #PLAYERTASK self
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-- @param Ops.Target#TARGET Target Target for this task
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-- @return #string AUFTRAG.Type
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function PLAYERTASK:_GetTaskTypeForTarget(Target)
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local group = nil --Wrapper.Group#GROUP
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@ -299,6 +301,9 @@ function PLAYERTASK:_GetTaskTypeForTarget(Target)
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auftrag = AUFTRAG.Type.BOMBING
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elseif Target:IsInstanceOf("OPSZONE")
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or Target:IsInstanceOf("SET_OPSZONE") then
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auftrag = AUFTRAG.Type.CAPTUREZONE
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end
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if group then
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@ -351,6 +356,38 @@ function PLAYERTASK:_GetTaskTypeForTarget(Target)
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end
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--- [Internal] Check OpsZone capture success condition.
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-- @param #PLAYERTASK self
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-- @param Ops.OpsZone#OPSZONE OpsZone The OpsZone target object.
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-- @param #string CaptureSquadGroupNamePrefix The prefix of the group name that needs to capture the zone.
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-- @param #number Coalition The coalition that needs to capture the zone.
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-- @param #boolean CheckClientInZone Check if any of the clients are in zone.
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-- @return #PLAYERTASK self
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function PLAYERTASK:_CheckCaptureOpsZoneSuccess(OpsZone, CaptureSquadGroupNamePrefix, Coalition, CheckClientInZone)
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local isClientInZone = true
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if CheckClientInZone then
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isClientInZone = false
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for _, client in ipairs(self:GetClientObjects()) do
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local clientCoord = client:GetCoordinate()
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if OpsZone.zone:IsCoordinateInZone(clientCoord) then
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isClientInZone = true
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break
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end
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||||
end
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end
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||||
|
||||
local isCaptureGroupInZone = false
|
||||
OpsZone:GetScannedGroupSet():ForEachGroup(function(group)
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if string.find(group:GetName(), CaptureSquadGroupNamePrefix) then
|
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isCaptureGroupInZone = true
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end
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end)
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||||
return OpsZone:GetOwner() == Coalition and isClientInZone and isCaptureGroupInZone
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||||
end
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--- [Internal] Add a PLAYERTASKCONTROLLER for this task
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-- @param #PLAYERTASK self
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-- @param Ops.PlayerTask#PLAYERTASKCONTROLLER Controller
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||||
@ -469,8 +506,17 @@ end
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||||
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||||
--- [USER] Adds task success condition for dead STATIC, SET_STATIC, SCENERY or SET_SCENERY target object.
|
||||
-- @return #PLAYERTASK self
|
||||
-- @usage
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||||
-- -- We can use either STATIC, SET_STATIC, SCENERY or SET_SCENERY as target objects.
|
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-- local mytask = PLAYERTASK:NewFromTarget(static, true, 50, "Destroy the target")
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||||
-- mytask:SetMenuName("Destroy Power Plant")
|
||||
-- mytask:AddFreetext("Locate and destroy the power plant near Olenya.")
|
||||
-- mytask:AddStaticObjectSuccessCondition()
|
||||
--
|
||||
-- playerTaskManager:AddPlayerTaskToQueue(mytask)
|
||||
function PLAYERTASK:AddStaticObjectSuccessCondition()
|
||||
local task = self
|
||||
-- TODO Check if the killer is one of the task clients
|
||||
task:AddConditionSuccess(
|
||||
function(target)
|
||||
if target == nil then return false end
|
||||
@ -496,13 +542,82 @@ function PLAYERTASK:AddStaticObjectSuccessCondition()
|
||||
return isDead
|
||||
end, task:GetTarget()
|
||||
)
|
||||
|
||||
-- TODO Check if the killer is one of the task clients
|
||||
--task:AddConditionFailure(
|
||||
-- function()
|
||||
--
|
||||
-- end)
|
||||
return self
|
||||
end
|
||||
|
||||
--- [USER] Adds task success condition for AUFTRAG.Type.CAPTUREZONE for OpsZone or OpsZone set target object.
|
||||
--- At least one of the task clients and one capture group need to be inside the zone in order for the capture to be successful.
|
||||
-- @param #PLAYERTASK self
|
||||
-- @param #SET_BASE CaptureSquadGroupNamePrefix The prefix of the group name that needs to capture the zone.
|
||||
-- @param #number Coalition The coalition that needs to capture the zone.
|
||||
-- @return #PLAYERTASK self
|
||||
-- @usage
|
||||
-- -- We can use either STATIC, SET_STATIC, SCENERY or SET_SCENERY as target objects.
|
||||
-- local opsZone = OPSZONE:New(zone, coalition.side.RED)
|
||||
--
|
||||
-- ...
|
||||
--
|
||||
-- -- We can use either OPSZONE or SET_OPSZONE.
|
||||
-- local mytask = PLAYERTASK:NewFromTarget(opsZone, true, 50, "Capture the zone")
|
||||
-- mytask:SetMenuName("Capture the ops zone")
|
||||
-- mytask:AddFreetext("Transport capture squad to the ops zone.")
|
||||
--
|
||||
-- -- We set CaptureSquadGroupNamePrefix the group name prefix as set in the ME or the spawn of the group that need to be present at the OpsZone like a capture squad,
|
||||
-- -- and set the capturing Coalition in order to trigger a successful task.
|
||||
-- mytask:AddOpsZoneCaptureSuccessCondition("capture-squad", coalition.side.BLUE)
|
||||
--
|
||||
-- playerTaskManager:AddPlayerTaskToQueue(mytask)
|
||||
function PLAYERTASK:AddOpsZoneCaptureSuccessCondition(CaptureSquadGroupNamePrefix, Coalition)
|
||||
local task = self
|
||||
task:AddConditionSuccess(
|
||||
function(target)
|
||||
if target:IsInstanceOf("OPSZONE") then
|
||||
return task:_CheckCaptureOpsZoneSuccess(target, CaptureSquadGroupNamePrefix, Coalition, true)
|
||||
elseif target:IsInstanceOf("SET_OPSZONE") then
|
||||
local successes = 0
|
||||
local isClientInZone = false
|
||||
target:ForEachZone(function(opszone)
|
||||
if task:_CheckCaptureOpsZoneSuccess(opszone, CaptureSquadGroupNamePrefix, Coalition) then
|
||||
successes = successes + 1
|
||||
end
|
||||
|
||||
for _, client in ipairs(task:GetClientObjects()) do
|
||||
local clientCoord = client:GetCoordinate()
|
||||
if opszone.zone:IsCoordinateInZone(clientCoord) then
|
||||
isClientInZone = true
|
||||
break
|
||||
end
|
||||
end
|
||||
end)
|
||||
return successes == target:Count() and isClientInZone
|
||||
end
|
||||
|
||||
return false
|
||||
end, task:GetTarget()
|
||||
)
|
||||
return self
|
||||
end
|
||||
|
||||
--- [USER] Adds task success condition for AUFTRAG.Type.RECON when a client is at a certain LOS distance from the target.
|
||||
-- @param #PLAYERTASK self
|
||||
-- @param #number MinDistance Minimum distance in meters from client to target in LOS for success condition. (Default 5 NM)
|
||||
-- @param #number MinDistance (Optional) Minimum distance in meters from client to target in LOS for success condition. (Default 5 NM)
|
||||
-- @return #PLAYERTASK self
|
||||
-- @usage
|
||||
-- -- target can be any object that has a `GetCoordinate()` function like STATIC, GROUP, ZONE...
|
||||
-- local mytask = PLAYERTASK:New(AUFTRAG.Type.RECON, ZONE:New("WF Zone"), true, 50, "Deep Earth")
|
||||
-- mytask:SetMenuName("Recon weapon factory")
|
||||
-- mytask:AddFreetext("Locate and investigate underground weapons factory near Kovdor.")
|
||||
--
|
||||
-- -- We set the MinDistance (optional) in meters for the client to be in LOS from the target in order to trigger a successful task.
|
||||
-- mytask:AddReconSuccessCondition(10000) -- 10 km (default is 5 NM if not set)
|
||||
--
|
||||
-- playerTaskManager:AddPlayerTaskToQueue(mytask)
|
||||
function PLAYERTASK:AddReconSuccessCondition(MinDistance)
|
||||
local task = self
|
||||
task:AddConditionSuccess(
|
||||
@ -524,6 +639,34 @@ function PLAYERTASK:AddReconSuccessCondition(MinDistance)
|
||||
return self
|
||||
end
|
||||
|
||||
--- [USER] Adds a time limit for the task to be completed.
|
||||
-- @param #PLAYERTASK self
|
||||
-- @param #number TimeLimit Time limit in seconds for the task to be completed. (Default 0 = no time limit)
|
||||
-- @return #PLAYERTASK self
|
||||
-- @usage
|
||||
-- local mytask = PLAYERTASK:New(AUFTRAG.Type.RECON, ZONE:New("WF Zone"), true, 50, "Deep Earth")
|
||||
-- mytask:SetMenuName("Recon weapon factory")
|
||||
-- mytask:AddFreetext("Locate and investigate underground weapons factory near Kovdor.")
|
||||
-- mytask:AddReconSuccessCondition(10000) -- 10 km
|
||||
--
|
||||
-- -- We set the TimeLimit to 10 minutes (600 seconds) from the moment the task is started, once the time has passed and the task is not yet successful it will trigger a failure.
|
||||
-- mytask:AddTimeLimitFailureCondition(600)
|
||||
--
|
||||
-- playerTaskManager:AddPlayerTaskToQueue(mytask)
|
||||
function PLAYERTASK:AddTimeLimitFailureCondition(TimeLimit)
|
||||
local task = self
|
||||
TimeLimit = TimeLimit or 0
|
||||
task.StartTime = -1
|
||||
task:AddConditionFailure(
|
||||
function()
|
||||
if task.StartTime == -1 then
|
||||
task.StartTime = timer.getTime()
|
||||
end
|
||||
return TimeLimit > 0 and timer.getTime() - task.StartTime > TimeLimit
|
||||
end)
|
||||
return self
|
||||
end
|
||||
|
||||
--- [USER] Add a task to be assigned to same clients when task was a success.
|
||||
-- @param #PLAYERTASK self
|
||||
-- @param Ops.PlayerTask#PLAYERTASK Task
|
||||
@ -1213,11 +1356,34 @@ do
|
||||
-- * Anti-Ship - Any ship targets, if the controller is of type "A2S"
|
||||
-- * CTLD - Combat transport and logistics deployment
|
||||
-- * CSAR - Combat search and rescue
|
||||
-- * RECON - Identify targets
|
||||
-- * CAPTUREZONE - Capture an Ops.OpsZone#OPSZONE
|
||||
-- * Any #string name can be passed as Auftrag type, but then you need to make sure to define a success condition, and possibly also add the task type to the standard scoring list: `PLAYERTASKCONTROLLER.Scores["yournamehere"]=100`
|
||||
--
|
||||
-- ## 3 Task repetition
|
||||
--
|
||||
-- On failure, tasks will be replanned by default for a maximum of 5 times.
|
||||
--
|
||||
-- ## 3.1 Pre-configured success conditions
|
||||
--
|
||||
-- Pre-configured success conditions for #PLAYERTASK tasks are available as follows:
|
||||
--
|
||||
-- `mytask:AddStaticObjectSuccessCondition()` -- success if static object is at least 80% dead
|
||||
--
|
||||
-- `mytask:AddOpsZoneCaptureSuccessCondition(CaptureSquadGroupNamePrefix,Coalition)` -- success if a squad of the given (partial) name and coalition captures the OpsZone
|
||||
--
|
||||
-- `mytask:AddReconSuccessCondition(MinDistance)` -- success if object is in line-of-sight with the given min distance in NM
|
||||
--
|
||||
-- `mytask:AddTimeLimitSuccessCondition(TimeLimit)` -- failure if the task is not completed within the time limit in seconds given
|
||||
--
|
||||
-- ## 3.2 Task chaining
|
||||
--
|
||||
-- You can create chains of tasks, which will depend on success or failure of the previous task with the following commands:
|
||||
--
|
||||
-- `mytask:AddNextTaskAfterSuccess(FollowUpTask)` and
|
||||
--
|
||||
-- `mytask:AddNextTaskAfterFailure(FollowUpTask)`
|
||||
--
|
||||
-- ## 4 SETTINGS, SRS and language options (localization)
|
||||
--
|
||||
-- The system can optionally communicate to players via SRS. Also localization is available, both "en" and "de" has been build in already.
|
||||
@ -1534,6 +1700,7 @@ PLAYERTASKCONTROLLER.Scores = {
|
||||
[AUFTRAG.Type.RECON] = 100,
|
||||
[AUFTRAG.Type.ESCORT] = 100,
|
||||
[AUFTRAG.Type.CAP] = 100,
|
||||
[AUFTRAG.Type.CAPTUREZONE] = 100,
|
||||
}
|
||||
|
||||
---
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user