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Merge remote-tracking branch 'refs/remotes/origin/Release-2.2.0'
# Conflicts: # Moose Mission Setup/Moose.lua # Moose Mission Setup/Moose_.lua
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commit
5896ebe9ca
@ -102,7 +102,9 @@
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-- A mission has goals and achievements. The scoring system provides an API to set additional scores when a goal or achievement event happens.
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-- Use the method @{#SCORING.AddGoalScore}() to add a score for a Player at any time in your mission.
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--
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-- ## 1.5) Configure fratricide level.
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-- ## 1.5) (Decommissioned) Configure fratricide level.
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--
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-- **This functionality is decomissioned until the DCS bug concerning Unit:destroy() not being functional in multi player for player units has been fixed by ED**.
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--
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-- When a player commits too much damage to friendlies, his penalty score will reach a certain level.
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-- Use the method @{#SCORING.SetFratricide}() to define the level when a player gets kicked.
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@ -258,7 +260,7 @@ function SCORING:New( GameName )
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-- Configure Messages
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self:SetMessagesToAll()
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self:SetMessagesHit( true )
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self:SetMessagesHit( false )
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self:SetMessagesDestroy( true )
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self:SetMessagesScore( true )
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self:SetMessagesZone( true )
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@ -616,6 +618,7 @@ function SCORING:_AddPlayerFromUnit( UnitData )
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UnitName, _SCORINGCoalition[UnitCoalition], _SCORINGCategory[UnitCategory], UnitData:GetTypeName() )
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end
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end
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self.Players[PlayerName].UnitName = UnitName
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self.Players[PlayerName].UnitCoalition = UnitCoalition
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self.Players[PlayerName].UnitCategory = UnitCategory
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@ -624,6 +627,8 @@ function SCORING:_AddPlayerFromUnit( UnitData )
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self.Players[PlayerName].ThreatLevel = UnitThreatLevel
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self.Players[PlayerName].ThreatType = UnitThreatType
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-- TODO: DCS bug concerning Units with skill level client don't get destroyed in multi player. This logic is deactivated until this bug gets fixed.
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--[[
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if self.Players[PlayerName].Penalty > self.Fratricide * 0.50 then
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if self.Players[PlayerName].PenaltyWarning < 1 then
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MESSAGE:NewType( self.DisplayMessagePrefix .. "Player '" .. PlayerName .. "': WARNING! If you continue to commit FRATRICIDE and have a PENALTY score higher than " .. self.Fratricide .. ", you will be COURT MARTIALED and DISMISSED from this mission! \nYour total penalty is: " .. self.Players[PlayerName].Penalty,
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@ -639,6 +644,7 @@ function SCORING:_AddPlayerFromUnit( UnitData )
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):ToAll()
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UnitData:GetGroup():Destroy()
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end
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--]]
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end
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end
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@ -1605,7 +1605,7 @@ A string defining the start state.</p>
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<dl class="function">
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<dt>
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<em></em>
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<em>#string</em>
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<a id="#(FSM)._StartState" >
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<strong>FSM._StartState</strong>
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</a>
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@ -1904,7 +1904,6 @@ A string defining the start state.</p>
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<dl class="function">
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<dt>
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<em></em>
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<a id="#(FSM).current" >
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<strong>FSM.current</strong>
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</a>
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@ -1980,6 +1980,7 @@ The height in meters to add to the altitude of the positionable.</p>
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<dl class="function">
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<dt>
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<em><a href="Core.Spot.html##(SPOT)">Core.Spot#SPOT</a></em>
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<a id="#(POSITIONABLE).Spot" >
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<strong>POSITIONABLE.Spot</strong>
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</a>
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@ -223,7 +223,9 @@ just large enough around that building.</p>
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<p>A mission has goals and achievements. The scoring system provides an API to set additional scores when a goal or achievement event happens.
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Use the method <a href="##(SCORING).AddGoalScore">SCORING.AddGoalScore</a>() to add a score for a Player at any time in your mission.</p>
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<h2>1.5) Configure fratricide level.</h2>
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<h2>1.5) (Decommissioned) Configure fratricide level.</h2>
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<p><strong>This functionality is decomissioned until the DCS bug concerning Unit:destroy() not being functional in multi player for player units has been fixed by ED</strong>.</p>
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<p>When a player commits too much damage to friendlies, his penalty score will reach a certain level.
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Use the method <a href="##(SCORING).SetFratricide">SCORING.SetFratricide</a>() to define the level when a player gets kicked. <br/>
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@ -1247,7 +1247,7 @@ true if metric.</p>
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<dl class="function">
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<dt>
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<em>#boolean</em>
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<em></em>
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<a id="#(SETTINGS).Metric" >
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<strong>SETTINGS.Metric</strong>
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</a>
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@ -3166,7 +3166,7 @@ Spawn_BE_KA50 = SPAWN:New( 'BE KA-50@RAMP-Ground Defense' ):Schedule( 600, 0.5 )
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<dl class="function">
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<dt>
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<em></em>
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<em>#boolean</em>
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<a id="#(SPAWN).SpawnUnControlled" >
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<strong>SPAWN.SpawnUnControlled</strong>
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</a>
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@ -573,6 +573,7 @@ based on the tasking capabilities defined in <a href="Task.html##(TASK)">Task#TA
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<dl class="function">
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<dt>
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<em></em>
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<a id="#(FSM_PROCESS).DeployZone" >
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<strong>FSM_PROCESS.DeployZone</strong>
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</a>
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