Publish reworked missions with global variables

This commit is contained in:
FlightControl
2017-03-18 14:42:03 +01:00
parent 553ceb462e
commit cd69b8a879
195 changed files with 294 additions and 293 deletions

View File

@@ -12,11 +12,11 @@
-- 1. Observe the scoring granted to your flight when you hit and kill targets.
local HQ = GROUP:FindByName( "HQ", "Bravo HQ" )
HQ = GROUP:FindByName( "HQ", "Bravo HQ" )
local CommandCenter = COMMANDCENTER:New( HQ, "Bravo" )
CommandCenter = COMMANDCENTER:New( HQ, "Bravo" )
local Scoring = SCORING:New( "Shooting Range 1" )
Scoring = SCORING:New( "Shooting Range 1" )
Scoring:SetScaleDestroyScore( 10 )
@@ -27,12 +27,12 @@ Scoring:AddUnitScore( UNIT:FindByName( "Unit #001" ), 200 )
-- Test for zone scores.
-- This one is to test scoring on normal units.
local ShootingRangeZone = ZONE:New( "ScoringZone1" )
ShootingRangeZone = ZONE:New( "ScoringZone1" )
Scoring:AddZoneScore( ShootingRangeZone, 200 )
-- This one is to test scoring on scenery.
-- Note that you can only destroy scenery with heavy weapons.
local SceneryZone = ZONE:New( "ScoringZone2" )
SceneryZone = ZONE:New( "ScoringZone2" )
Scoring:AddZoneScore( SceneryZone, 200 )
Scoring:AddStaticScore(STATIC:FindByName( "Shooting Range #010" ), 100 )

View File

@@ -12,10 +12,10 @@
-- 1. Observe the scoring granted to your flight when you hit and kill other clients.
local HQ = GROUP:FindByName( "HQ", "Bravo HQ" )
HQ = GROUP:FindByName( "HQ", "Bravo HQ" )
local CommandCenter = COMMANDCENTER:New( HQ, "Lima" )
CommandCenter = COMMANDCENTER:New( HQ, "Lima" )
local Scoring = SCORING:New( "Detect Demo" )
Scoring = SCORING:New( "Detect Demo" )

View File

@@ -12,57 +12,57 @@
-- 1. Observe the scoring granted to your flight when you hit and kill targets.
-- Define the patrol zones
local BlueCapZone = ZONE_POLYGON:New( "BlueCapZone", GROUP:FindByName( "Blue CAP Zone Patrol" ) )
local RedCapZone = ZONE_POLYGON:New( "RedCapZone", GROUP:FindByName( "Red CAP Zone Patrol" ) )
BlueCapZone = ZONE_POLYGON:New( "BlueCapZone", GROUP:FindByName( "Blue CAP Zone Patrol" ) )
RedCapZone = ZONE_POLYGON:New( "RedCapZone", GROUP:FindByName( "Red CAP Zone Patrol" ) )
-- Define the engage zones
local BlueEngageZone = ZONE_POLYGON:New( "BlueEngageZone", GROUP:FindByName( "Blue CAP Zone Engage" ) )
local RedEngageZone = ZONE_POLYGON:New( "RedEngageZone", GROUP:FindByName( "Red CAP Zone Engage" ) )
BlueEngageZone = ZONE_POLYGON:New( "BlueEngageZone", GROUP:FindByName( "Blue CAP Zone Engage" ) )
RedEngageZone = ZONE_POLYGON:New( "RedEngageZone", GROUP:FindByName( "Red CAP Zone Engage" ) )
-- Define the Spawn zones for ground vehicles
local BlueSpawnGroundZone = ZONE_POLYGON:New( "BlueSpawnGroundZone", GROUP:FindByName( "Blue Spawn Zone" ) )
--local RedSpawnGroundZone = ZONE_POLYGON:New( "RedSpawnGroundZone", GROUP:FindByName( "Red Spawn Zone" ) )
BlueSpawnGroundZone = ZONE_POLYGON:New( "BlueSpawnGroundZone", GROUP:FindByName( "Blue Spawn Zone" ) )
--RedSpawnGroundZone = ZONE_POLYGON:New( "RedSpawnGroundZone", GROUP:FindByName( "Red Spawn Zone" ) )
local RedSpawnGroundZone = ZONE:New( "Red Spawn Zone" )
RedSpawnGroundZone = ZONE:New( "Red Spawn Zone" )
-- Define the Scoring zones that define the shelters
local BlueShelterZone = ZONE_POLYGON:New( "Blue Shelters", GROUP:FindByName( "Blue Shelters" ) )
local RedShelterZone = ZONE_POLYGON:New( "Red Shelters", GROUP:FindByName( "Red Shelters" ) )
BlueShelterZone = ZONE_POLYGON:New( "Blue Shelters", GROUP:FindByName( "Blue Shelters" ) )
RedShelterZone = ZONE_POLYGON:New( "Red Shelters", GROUP:FindByName( "Red Shelters" ) )
-- Define the Set of Clients that are used for the AI Balancers
local BluePlanesClientSet = SET_CLIENT:New():FilterCoalitions( "blue" ):FilterCategories( "plane" ):FilterPrefixes( "Blue Player")
local RedPlanesClientSet = SET_CLIENT:New():FilterCoalitions( "red" ):FilterCategories( "plane" ):FilterPrefixes( "Red Player")
BluePlanesClientSet = SET_CLIENT:New():FilterCoalitions( "blue" ):FilterCategories( "plane" ):FilterPrefixes( "Blue Player")
RedPlanesClientSet = SET_CLIENT:New():FilterCoalitions( "red" ):FilterCategories( "plane" ):FilterPrefixes( "Red Player")
-- Define the Spawn objects for the AI planes
local BluePlanesSpawn = SPAWN:New( "BlueAICAP" ):InitCleanUp( 120 ):InitLimit( 5, 0 )
local RedPlanesSpawn = SPAWN:New( "RedAICAP" ):InitCleanUp( 120 ):InitLimit( 5, 0 )
BluePlanesSpawn = SPAWN:New( "BlueAICAP" ):InitCleanUp( 120 ):InitLimit( 5, 0 )
RedPlanesSpawn = SPAWN:New( "RedAICAP" ):InitCleanUp( 120 ):InitLimit( 5, 0 )
-- Define the AI Balancers for the planes
local BlueAIB = AI_BALANCER:New( BluePlanesClientSet, BluePlanesSpawn ):InitSpawnInterval( 60, 1200 )
local RedAIB = AI_BALANCER:New( RedPlanesClientSet, RedPlanesSpawn ):InitSpawnInterval( 60, 1200 )
BlueAIB = AI_BALANCER:New( BluePlanesClientSet, BluePlanesSpawn ):InitSpawnInterval( 60, 1200 )
RedAIB = AI_BALANCER:New( RedPlanesClientSet, RedPlanesSpawn ):InitSpawnInterval( 60, 1200 )
-- Define the Spawn objects for the airbase defenses
local BlueAirbaseDefense1Spawn = SPAWN:New( "Blue Airbase Defense 1" ):InitLimit( 10, 10 ):SpawnScheduled( 60, 0 )
local BlueAirbaseDefense2Spawn = SPAWN:New( "Blue Airbase Defense 2" ):InitLimit( 2, 10 ):SpawnScheduled( 60, 0 )
local RedAirbaseDefense1Spawn = SPAWN:New( "Red Airbase Defense 1" ):InitLimit( 10, 10 ):SpawnScheduled( 60, 0 )
local RedAirbaseDefense2Spawn = SPAWN:New( "Red Airbase Defense 2" ):InitLimit( 2, 10 ):SpawnScheduled( 60, 0 )
BlueAirbaseDefense1Spawn = SPAWN:New( "Blue Airbase Defense 1" ):InitLimit( 10, 10 ):SpawnScheduled( 60, 0 )
BlueAirbaseDefense2Spawn = SPAWN:New( "Blue Airbase Defense 2" ):InitLimit( 2, 10 ):SpawnScheduled( 60, 0 )
RedAirbaseDefense1Spawn = SPAWN:New( "Red Airbase Defense 1" ):InitLimit( 10, 10 ):SpawnScheduled( 60, 0 )
RedAirbaseDefense2Spawn = SPAWN:New( "Red Airbase Defense 2" ):InitLimit( 2, 10 ):SpawnScheduled( 60, 0 )
-- Define the ground forces spawning engines...
-- First define the template arrays.
local BlueGroundTemplates = { "Blue Ground Forces 1", "Blue Ground Forces 2", "Blue Ground Forces 3" }
local RedGroundTemplates = { "Red Ground Forces 2", "Red Ground Forces 2", "Red Ground Forces 3" }
BlueGroundTemplates = { "Blue Ground Forces 1", "Blue Ground Forces 2", "Blue Ground Forces 3" }
RedGroundTemplates = { "Red Ground Forces 2", "Red Ground Forces 2", "Red Ground Forces 3" }
-- New we are using these templates to define the spawn objects for the ground forces.
-- We spawn them at random places into the define zone.
local BlueGroundSpawn = SPAWN
BlueGroundSpawn = SPAWN
:New( "Blue Ground Forces" )
:InitLimit( 12, 30 )
:InitRandomizeZones( { BlueSpawnGroundZone } )
:InitRandomizeTemplate( BlueGroundTemplates )
:SpawnScheduled( 60, 0.2 )
local RedGroundSpawn = SPAWN
RedGroundSpawn = SPAWN
:New( "Red Ground Forces" )
:InitLimit( 12, 30 )
:InitRandomizeTemplate( RedGroundTemplates )
@@ -71,8 +71,8 @@ local RedGroundSpawn = SPAWN
local BlueCap = {}
local RedCap = {}
BlueCap = {}
RedCap = {}
-- Define the OnAfterSpawned events of the AI balancer Spawn Groups
function BlueAIB:OnAfterSpawned( SetGroup, From, Event, To, AIGroup )