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Updates after the presentation.
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@ -27,11 +27,11 @@ local Mission = MISSION
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local FACSet = SET_GROUP:New():FilterPrefixes( "FAC" ):FilterCoalitions("red"):FilterStart()
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local FACSet = SET_GROUP:New():FilterPrefixes( "FAC" ):FilterCoalitions("red"):FilterStart()
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local FACAreas = DETECTION_TYPES:New( FACSet )
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local DetectionTypes = DETECTION_TYPES:New( FACSet )
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local AttackGroups = SET_GROUP:New():FilterCoalitions( "red" ):FilterPrefixes( "Attack" ):FilterStart()
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local AttackGroups = SET_GROUP:New():FilterCoalitions( "red" ):FilterPrefixes( "Attack" ):FilterStart()
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TaskDispatcher = TASK_A2G_DISPATCHER:New( Mission, AttackGroups, FACAreas )
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TaskDispatcher = TASK_A2G_DISPATCHER:New( Mission, AttackGroups, DetectionTypes )
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--- @param #TaskDispatcher self
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--- @param #TaskDispatcher self
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-- @param From
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-- @param From
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@ -44,7 +44,7 @@ function TaskDispatcher:OnAfterAssign( From, Event, To, Task, TaskUnit, PlayerNa
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self:E( "I am in assigned ... " )
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self:E( "I am in assigned ... " )
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Task:SetScoreOnDestroy( "Player " .. PlayerName .. " destroyed a target", 50, TaskUnit )
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Task:SetScoreOnDestroy( "Player " .. PlayerName .. " destroyed a target", 50, TaskUnit )
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Task:SetScoreOnSuccess( "The task has been successfully completed!", 200, TaskUnit )
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Task:SetScoreOnSuccess( "The task has been successfully completed!", 200, TaskUnit )
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Task:SetPenaltyOnFailed( "The task has failed completion!", -100, TaskUnit )
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Task:SetPenaltyOnFailed( "The task has failed completion!", 100, TaskUnit )
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end
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end
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-- Now this is REALLY neat. I set the goal of the mission to be the destruction of Target #004.
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-- Now this is REALLY neat. I set the goal of the mission to be the destruction of Target #004.
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