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Presentation
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-- # 1) @{Scoring#SCORING} class, extends @{Base#BASE}
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--
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-- The @{#SCORING} class administers the scoring of player achievements,
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-- and creates a CSV file logging the scoring events for use at team or squadron websites.
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-- and creates a CSV file logging the scoring events and results for use at team or squadron websites.
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--
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-- The scores are calculated by scoring the hits and destroys of objects that players make,
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-- which are @{Unit} and @{Static) objects within your mission.
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-- SCORING automatically calculates the threat level of the objects hit and destroyed by players,
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-- which can be @{Unit}, @{Static) and @{Scenery} objects.
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--
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-- Scores are calculated based on the threat level of the objects involved.
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-- The threat level of a unit can be a value between 0 and 10.
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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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--
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-- The score value is calculated based on the **threat level of the player** and the **threat level of the target**.
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-- The threat level of an object can be a value between 0 and 10.
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-- A calculated score takes the threat level of the target divided by the threat level of the player unit.
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-- This provides a value between 0.1 and 10.
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-- The stronger or the higher the threat of the player unit, the less score will be given in destroys.
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-- That value can then be multiplied by a multiplier. A specific multiplier can be set for enemies and friendlies destroys.
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-- This provides a value between 0.1 and 10.
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-- As such, if the threat level of the target is high, and the player threat level is low, a high score will be given.
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-- However, the **stronger or the higher** the threat level of the player unit, the **less score** will be given in enemy target destroys.
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--
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-- If multiple players hit the same target, and finally the target gets destroyed, each player who contributed to the target
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-- If multiple players hit the same target, and finally succeed in destroying the target, then each player who contributed to the target
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-- destruction, will receive a score. This is important for targets that require significant damage before it can be destroyed, like
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-- ships or heavy planes.
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--
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-- Optionally, the score values can be **scaled** by a **multiplier**. Specific multipliers can be set for positive cores or negative penalties.
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--
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-- **Additional scores** can be granted to **specific objects**, when the player(s) destroy these objects.
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-- **Various @{Zone}s** can be defined for which scores are also granted when objects in that @{Zone} are destroyed.
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-- This is **specifically useful** to designate **scenery targets on the map** that will generate points when destroyed.
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--
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-- With a small change in MissionScripting.lua, the scoring can also be logged in a CSV file.
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-- The CSV files can be used to:
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-- With a small change in MissionScripting.lua, the scoring results can also be logged in a **CSV file**.
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-- These CSV files can be used to:
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--
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-- * Upload scoring to a database or a BI tool to publish the scoring results to the player community.
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-- * Upload scoring in an (online) Excel like tool, using pivot tables and pivot charts to show mission results.
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-- * Share scoring amoung players after the mission to discuss mission results.
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--
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-- Scores can be reported. Menu options are automatically added to each group when a player joins a client slot or a CA unit.
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-- Scores can be **reported**. **Menu options** are automatically added to **each player group** when a player joins a client slot or a CA unit.
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-- Use the radio menu F10 to consult the scores while running the mission.
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-- Scores can be reported for your user, or an overall score can be reported of all players currently active in the mission.
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--
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@ -14,9 +14,9 @@
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local HQ = GROUP:FindByName( "HQ", "Bravo HQ" )
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local CommandCenter = COMMANDCENTER:New( HQ, "Lima" )
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local CommandCenter = COMMANDCENTER:New( HQ, "Bravo" )
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local Scoring = SCORING:New( "Detect Demo" )
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local Scoring = SCORING:New( "Shooting Range 1" )
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Scoring:SetMultiplierDestroyScore( 10 )
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@ -25,17 +25,14 @@ Scoring:SetMultiplierDestroyPenalty( 40 )
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Scoring:AddUnitScore( UNIT:FindByName( "Unit #001" ), 200 )
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-- Test for zone scores.
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-- First declare the zone objects.
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-- This one is to test scoring on normal units.
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local ShootingRangeZone = ZONE:New( "ScoringZone1" )
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Scoring:AddZoneScore( ShootingRangeZone, 200 )
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-- This one is to test scoring on scenery.
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-- Note that you can only destroy scenery with heavy weapons.
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local SceneryZone = ZONE:New( "ScoringZone2" )
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-- We add the zones to the scoring object, to add points when one of the objects are hit within the zone.
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Scoring:AddZoneScore( ShootingRangeZone, 200 )
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Scoring:AddZoneScore( SceneryZone, 200 )
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