MOOSE/docs/Documentation/Scoring.html
2017-03-10 23:32:39 +01:00

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<h1>Module <code>Scoring</code></h1>
<p>Single-Player:<strong>Yes</strong> / Multi-Player:<strong>Yes</strong> / Core:<strong>Yes</strong> -- <strong>Administer the scoring of player achievements,
and create a CSV file logging the scoring events for use at team or squadron websites.</strong></p>
<p><img src="..\Presentations\SCORING\Dia1.JPG" alt="Banner Image"/></p>
<hr/>
<h1>1) <a href="Scoring.html##(SCORING)">Scoring#SCORING</a> class, extends <a href="Base.html##(BASE)">Base#BASE</a></h1>
<p>The <a href="##(SCORING)">#SCORING</a> class administers the scoring of player achievements,
and creates a CSV file logging the scoring events and results for use at team or squadron websites.</p>
<p>SCORING automatically calculates the threat level of the objects hit and destroyed by players,
which can be <a href="Unit.html">Unit</a>, <a href="Static.html">Static</a> objects.</p>
<p>Positive score points are granted when enemy or neutral targets are destroyed.
Negative score points or penalties are given when a friendly target is hit or destroyed.
This brings a lot of dynamism in the scoring, where players need to take care to inflict damage on the right target.
By default, penalties weight heavier in the scoring, to ensure that players don't commit fratricide.
The total score of the player is calculated by <strong>adding the scores minus the penalties</strong>.</p>
<p><img src="..\Presentations\SCORING\Dia4.JPG" alt="Banner Image"/></p>
<p>The score value is calculated based on the <strong>threat level of the player</strong> and the <strong>threat level of the target</strong>.
A calculated score takes the threat level of the target divided by a balanced threat level of the player unit. <br/>
As such, if the threat level of the target is high, and the player threat level is low, a higher score will be given than
if the threat level of the player would be high too.</p>
<p><img src="..\Presentations\SCORING\Dia5.JPG" alt="Banner Image"/></p>
<p>When multiple players hit the same target, and finally succeed in destroying the target, then each player who contributed to the target
destruction, will receive a score. This is important for targets that require significant damage before it can be destroyed, like
ships or heavy planes.</p>
<p><img src="..\Presentations\SCORING\Dia13.JPG" alt="Banner Image"/></p>
<p>Optionally, the score values can be <strong>scaled</strong> by a <strong>scale</strong>. Specific scales can be set for positive cores or negative penalties.
The default range of the scores granted is a value between 0 and 10. The default range of penalties given is a value between 0 and 30.</p>
<p><img src="..\Presentations\SCORING\Dia7.JPG" alt="Banner Image"/></p>
<p><strong>Additional scores</strong> can be granted to <strong>specific objects</strong>, when the player(s) destroy these objects.</p>
<p><img src="..\Presentations\SCORING\Dia9.JPG" alt="Banner Image"/></p>
<p>Various <a href="Zone.html">Zone</a>s can be defined for which scores are also granted when objects in that <a href="Zone.html">Zone</a> are destroyed.
This is <strong>specifically useful</strong> to designate <strong>scenery targets on the map</strong> that will generate points when destroyed.</p>
<p>With a small change in MissionScripting.lua, the scoring results can also be logged in a <strong>CSV file</strong>. <br/>
These CSV files can be used to:</p>
<ul>
<li>Upload scoring to a database or a BI tool to publish the scoring results to the player community.</li>
<li>Upload scoring in an (online) Excel like tool, using pivot tables and pivot charts to show mission results.</li>
<li>Share scoring amoung players after the mission to discuss mission results.</li>
</ul>
<p>Scores can be <strong>reported</strong>. <strong>Menu options</strong> are automatically added to <strong>each player group</strong> when a player joins a client slot or a CA unit.
Use the radio menu F10 to consult the scores while running the mission.
Scores can be reported for your user, or an overall score can be reported of all players currently active in the mission.</p>
<h2>1.1) Set the destroy score or penalty scale</h2>
<p>Score scales can be set for scores granted when enemies or friendlies are destroyed.
Use the method <a href="##(SCORING).SetScaleDestroyScore">SCORING.SetScaleDestroyScore</a>() to set the scale of enemy destroys (positive destroys).
Use the method <a href="##(SCORING).SetScaleDestroyPenalty">SCORING.SetScaleDestroyPenalty</a>() to set the scale of friendly destroys (negative destroys).</p>
<pre><code> local Scoring = SCORING:New( "Scoring File" )
Scoring:SetScaleDestroyScore( 10 )
Scoring:SetScaleDestroyPenalty( 40 )
</code></pre>
<p>The above sets the scale for valid scores to 10. So scores will be given in a scale from 0 to 10.
The penalties will be given in a scale from 0 to 40.</p>
<h2>1.2) Define special targets that will give extra scores.</h2>
<p>Special targets can be set that will give extra scores to the players when these are destroyed.
Use the methods <a href="##(SCORING).AddUnitScore">SCORING.AddUnitScore</a>() and <a href="##(SCORING).RemoveUnitScore">SCORING.RemoveUnitScore</a>() to specify a special additional score for a specific <a href="Unit.html">Unit</a>s. <br/>
Use the methods <a href="##(SCORING).AddStaticScore">SCORING.AddStaticScore</a>() and <a href="##(SCORING).RemoveStaticScore">SCORING.RemoveStaticScore</a>() to specify a special additional score for a specific <a href="Static.html">Static</a>s. <br/>
Use the method <a href="##(SCORING).SetGroupGroup">SCORING.SetGroupGroup</a>() to specify a special additional score for a specific <a href="Group.html">Group</a>s. </p>
<pre><code> local Scoring = SCORING:New( "Scoring File" )
Scoring:AddUnitScore( UNIT:FindByName( "Unit #001" ), 200 )
Scoring:AddStaticScore( STATIC:FindByName( "Static #1" ), 100 )
</code></pre>
<p>The above grants an additional score of 200 points for Unit #001 and an additional 100 points of Static #1 if these are destroyed.
Note that later in the mission, one can remove these scores set, for example, when the a goal achievement time limit is over.
For example, this can be done as follows:</p>
<pre><code> Scoring:RemoveUnitScore( UNIT:FindByName( "Unit #001" ) )
</code></pre>
<h2>1.3) Define destruction zones that will give extra scores.</h2>
<p>Define zones of destruction. Any object destroyed within the zone of the given category will give extra points.
Use the method <a href="##(SCORING).AddZoneScore">SCORING.AddZoneScore</a>() to add a <a href="Zone.html">Zone</a> for additional scoring. <br/>
Use the method <a href="##(SCORING).RemoveZoneScore">SCORING.RemoveZoneScore</a>() to remove a <a href="Zone.html">Zone</a> for additional scoring. <br/>
There are interesting variations that can be achieved with this functionality. For example, if the <a href="Zone.html">Zone</a> is a <a href="Zone.html##(ZONE_UNIT)">Zone#ZONE_UNIT</a>,
then the zone is a moving zone, and anything destroyed within that <a href="Zone.html">Zone</a> will generate points.
The other implementation could be to designate a scenery target (a building) in the mission editor surrounded by a <a href="Zone.html">Zone</a>,
just large enough around that building.</p>
<h2>1.4) Add extra Goal scores upon an event or a condition.</h2>
<p>A mission has goals and achievements. The scoring system provides an API to set additional scores when a goal or achievement event happens.
Use the method <a href="##(SCORING).AddGoalScore">SCORING.AddGoalScore</a>() to add a score for a Player at any time in your mission.</p>
<h2>1.5) Configure fratricide level.</h2>
<p>When a player commits too much damage to friendlies, his penalty score will reach a certain level.
Use the method <a href="##(SCORING).SetFratricide">SCORING.SetFratricide</a>() to define the level when a player gets kicked. <br/>
By default, the fratricide level is the default penalty mutiplier * 2 for the penalty score.</p>
<h2>1.6) Penalty score when a player changes the coalition.</h2>
<p>When a player changes the coalition, he can receive a penalty score.
Use the method <a href="##(SCORING).SetCoalitionChangePenalty">SCORING.SetCoalitionChangePenalty</a>() to define the penalty when a player changes coalition.
By default, the penalty for changing coalition is the default penalty scale. </p>
<h2>1.8) Define output CSV files.</h2>
<p>The CSV file is given the name of the string given in the <a href="##(SCORING).New">SCORING.New</a>{} constructor, followed by the .csv extension.
The file is incrementally saved in the **<User>\Saved Games\DCS\Logs** folder, and has a time stamp indicating each mission run.
See the following example:</p>
<pre><code>local ScoringFirstMission = SCORING:New( "FirstMission" )
local ScoringSecondMission = SCORING:New( "SecondMission" )
</code></pre>
<p>The above documents that 2 Scoring objects are created, ScoringFirstMission and ScoringSecondMission. </p>
<h2>1.9) Configure messages.</h2>
<p>When players hit or destroy targets, messages are sent.
Various methods exist to configure:</p>
<ul>
<li>Which messages are sent upon the event.</li>
<li>Which audience receives the message.</li>
</ul>
<h3>1.9.1) Configure the messages sent upon the event.</h3>
<p>Use the following methods to configure when to send messages. By default, all messages are sent.</p>
<ul>
<li><a href="##(SCORING).SetMessagesHit">SCORING.SetMessagesHit</a>(): Configure to send messages after a target has been hit.</li>
<li><a href="##(SCORING).SetMessagesDestroy">SCORING.SetMessagesDestroy</a>(): Configure to send messages after a target has been destroyed.</li>
<li><a href="##(SCORING).SetMessagesAddon">SCORING.SetMessagesAddon</a>(): Configure to send messages for additional score, after a target has been destroyed.</li>
<li><a href="##(SCORING).SetMessagesZone">SCORING.SetMessagesZone</a>(): Configure to send messages for additional score, after a target has been destroyed within a given zone.</li>
</ul>
<h3>1.9.2) Configure the audience of the messages.</h3>
<p>Use the following methods to configure the audience of the messages. By default, the messages are sent to all players in the mission.</p>
<ul>
<li><a href="##(SCORING).SetMessagesToAll">SCORING.SetMessagesToAll</a>(): Configure to send messages to all players.</li>
<li><a href="##(SCORING).SetMessagesToCoalition">SCORING.SetMessagesToCoalition</a>(): Configure to send messages to only those players within the same coalition as the player.</li>
</ul>
<hr/>
<h1><strong>API CHANGE HISTORY</strong></h1>
<p>The underlying change log documents the API changes. Please read this carefully. The following notation is used:</p>
<ul>
<li><strong>Added</strong> parts are expressed in bold type face.</li>
<li><em>Removed</em> parts are expressed in italic type face.</li>
</ul>
<p>Hereby the change log:</p>
<p>2017-02-26: Initial class and API.</p>
<hr/>
<h1><strong>AUTHORS and CONTRIBUTIONS</strong></h1>
<h3>Contributions:</h3>
<ul>
<li><strong>Wingthor (TAW)</strong>: Testing &amp; Advice.</li>
<li><strong>Dutch-Baron (TAW)</strong>: Testing &amp; Advice.</li>
<li>**<a href="http://forums.eagle.ru/member.php?u=3829">Whisper</a>: Testing and Advice.</li>
</ul>
<h3>Authors:</h3>
<ul>
<li><strong>FlightControl</strong>: Concept, Design &amp; Programming.</li>
</ul>
<h2>Global(s)</h2>
<table class="function_list">
<tr>
<td class="name" nowrap="nowrap"><a href="#SCORING">SCORING</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="#nHours">nHours</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="#nMins">nMins</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="#nSecs">nSecs</a></td>
<td class="summary">
</td>
</tr>
</table>
<h2><a id="#(SCORING)">Type <code>SCORING</code></a></h2>
<table class="function_list">
<tr>
<td class="name" nowrap="nowrap"><a href="##(SCORING).AddGoalScore">SCORING:AddGoalScore(PlayerUnit, GoalTag, Text, Score)</a></td>
<td class="summary">
<p>Add a goal score for a player.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(SCORING).AddScoreGroup">SCORING:AddScoreGroup(ScoreGroup, Score)</a></td>
<td class="summary">
<p>Specify a special additional score for a <a href="Group.html">Group</a>.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(SCORING).AddStaticScore">SCORING:AddStaticScore(ScoreStatic, Score)</a></td>
<td class="summary">
<p>Add a <a href="Static.html">Static</a> for additional scoring when the <a href="Static.html">Static</a> is destroyed.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(SCORING).AddUnitScore">SCORING:AddUnitScore(ScoreUnit, Score)</a></td>
<td class="summary">
<p>Add a <a href="Unit.html">Unit</a> for additional scoring when the <a href="Unit.html">Unit</a> is destroyed.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(SCORING).AddZoneScore">SCORING:AddZoneScore(ScoreZone, Score)</a></td>
<td class="summary">
<p>Add a <a href="Zone.html">Zone</a> to define additional scoring when any object is destroyed in that zone.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(SCORING).ClassID">SCORING.ClassID</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(SCORING).ClassName">SCORING.ClassName</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(SCORING).CloseCSV">SCORING:CloseCSV()</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(SCORING).CoalitionChangePenalty">SCORING.CoalitionChangePenalty</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(SCORING).Fratricide">SCORING.Fratricide</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(SCORING).GameName">SCORING.GameName</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(SCORING).IfMessagesDestroy">SCORING:IfMessagesDestroy()</a></td>
<td class="summary">
<p>If to send messages after a target has been destroyed.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(SCORING).IfMessagesHit">SCORING:IfMessagesHit()</a></td>
<td class="summary">
<p>If to send messages after a target has been hit.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(SCORING).IfMessagesScore">SCORING:IfMessagesScore()</a></td>
<td class="summary">
<p>If to send messages after a target has been destroyed and receives additional scores.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(SCORING).IfMessagesToAll">SCORING:IfMessagesToAll()</a></td>
<td class="summary">
<p>If to send messages to all players.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(SCORING).IfMessagesToCoalition">SCORING:IfMessagesToCoalition()</a></td>
<td class="summary">
<p>If to send messages to only those players within the same coalition as the player.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(SCORING).IfMessagesZone">SCORING:IfMessagesZone()</a></td>
<td class="summary">
<p>If to send messages after a target has been hit in a zone, and additional score is received.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(SCORING).MessagesAudience">SCORING.MessagesAudience</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(SCORING).MessagesDestroy">SCORING.MessagesDestroy</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(SCORING).MessagesHit">SCORING.MessagesHit</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(SCORING).MessagesScore">SCORING.MessagesScore</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(SCORING).MessagesZone">SCORING.MessagesZone</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(SCORING).New">SCORING:New(GameName)</a></td>
<td class="summary">
<p>Creates a new SCORING object to administer the scoring achieved by players.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(SCORING).OnEventPlayerEnterUnit">SCORING:OnEventPlayerEnterUnit(Event)</a></td>
<td class="summary">
<p>Handles the OnPlayerEnterUnit event for the scoring.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(SCORING).OnEventPlayerLeaveUnit">SCORING:OnEventPlayerLeaveUnit(Event)</a></td>
<td class="summary">
<p>Handles the OnPlayerLeaveUnit event for the scoring.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(SCORING).OpenCSV">SCORING:OpenCSV(ScoringCSV)</a></td>
<td class="summary">
<p>Opens a score CSV file to log the scores.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(SCORING).Players">SCORING.Players</a></td>
<td class="summary">
<p>A collection of the current players that have joined the game.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(SCORING).RemoveStaticScore">SCORING:RemoveStaticScore(ScoreStatic)</a></td>
<td class="summary">
<p>Removes a <a href="Static.html">Static</a> for additional scoring when the <a href="Static.html">Static</a> is destroyed.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(SCORING).RemoveUnitScore">SCORING:RemoveUnitScore(ScoreUnit)</a></td>
<td class="summary">
<p>Removes a <a href="Unit.html">Unit</a> for additional scoring when the <a href="Unit.html">Unit</a> is destroyed.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(SCORING).RemoveZoneScore">SCORING:RemoveZoneScore(ScoreZone)</a></td>
<td class="summary">
<p>Remove a <a href="Zone.html">Zone</a> for additional scoring.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(SCORING).ReportDetailedPlayerCoalitionChanges">SCORING:ReportDetailedPlayerCoalitionChanges(PlayerName)</a></td>
<td class="summary">
<p>Produce detailed report of player penalty scores because of changing the coalition.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(SCORING).ReportDetailedPlayerDestroys">SCORING:ReportDetailedPlayerDestroys(PlayerName)</a></td>
<td class="summary">
<p>Produce detailed report of player destroy scores.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(SCORING).ReportDetailedPlayerGoals">SCORING:ReportDetailedPlayerGoals(PlayerName)</a></td>
<td class="summary">
<p>Produce detailed report of player goal scores.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(SCORING).ReportDetailedPlayerHits">SCORING:ReportDetailedPlayerHits(PlayerName)</a></td>
<td class="summary">
<p>Produce detailed report of player hit scores.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(SCORING).ReportDetailedPlayerMissions">SCORING:ReportDetailedPlayerMissions(PlayerName)</a></td>
<td class="summary">
<p>Produce detailed report of player penalty scores because of changing the coalition.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(SCORING).ReportScoreAllSummary">SCORING:ReportScoreAllSummary(PlayerGroup)</a></td>
<td class="summary">
<p>Report all players score</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(SCORING).ReportScoreGroupDetailed">SCORING:ReportScoreGroupDetailed(PlayerGroup)</a></td>
<td class="summary">
<p>Report Group Score Detailed</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(SCORING).ReportScoreGroupSummary">SCORING:ReportScoreGroupSummary(PlayerGroup)</a></td>
<td class="summary">
<p>Report Group Score Summary</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(SCORING).RunTime">SCORING.RunTime</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(SCORING).ScaleDestroyPenalty">SCORING.ScaleDestroyPenalty</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(SCORING).ScaleDestroyScore">SCORING.ScaleDestroyScore</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(SCORING).ScoreCSV">SCORING:ScoreCSV(PlayerName, TargetPlayerName, ScoreType, ScoreTimes, ScoreAmount, PlayerUnitName, PlayerUnitCoalition, PlayerUnitCategory, PlayerUnitType, TargetUnitName, TargetUnitCoalition, TargetUnitCategory, TargetUnitType)</a></td>
<td class="summary">
<p>Registers a score for a player.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(SCORING).ScoringCSV">SCORING.ScoringCSV</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(SCORING).ScoringObjects">SCORING.ScoringObjects</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(SCORING).ScoringZones">SCORING.ScoringZones</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(SCORING).SecondsToClock">SCORING:SecondsToClock(sSeconds)</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(SCORING).SetCoalitionChangePenalty">SCORING:SetCoalitionChangePenalty(CoalitionChangePenalty)</a></td>
<td class="summary">
<p>When a player changes the coalition, he can receive a penalty score.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(SCORING).SetFratricide">SCORING:SetFratricide(Fratricide)</a></td>
<td class="summary">
<p>When a player commits too much damage to friendlies, his penalty score will reach a certain level.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(SCORING).SetMessagesDestroy">SCORING:SetMessagesDestroy(OnOff)</a></td>
<td class="summary">
<p>Configure to send messages after a target has been destroyed.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(SCORING).SetMessagesHit">SCORING:SetMessagesHit(OnOff)</a></td>
<td class="summary">
<p>Configure to send messages after a target has been hit.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(SCORING).SetMessagesScore">SCORING:SetMessagesScore(OnOff)</a></td>
<td class="summary">
<p>Configure to send messages after a target has been destroyed and receives additional scores.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(SCORING).SetMessagesToAll">SCORING:SetMessagesToAll()</a></td>
<td class="summary">
<p>Configure to send messages to all players.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(SCORING).SetMessagesToCoalition">SCORING:SetMessagesToCoalition()</a></td>
<td class="summary">
<p>Configure to send messages to only those players within the same coalition as the player.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(SCORING).SetMessagesZone">SCORING:SetMessagesZone(OnOff)</a></td>
<td class="summary">
<p>Configure to send messages after a target has been hit in a zone, and additional score is received.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(SCORING).SetScaleDestroyPenalty">SCORING:SetScaleDestroyPenalty(Scale)</a></td>
<td class="summary">
<p>Set the scale for scoring penalty destroys (friendly destroys).</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(SCORING).SetScaleDestroyScore">SCORING:SetScaleDestroyScore(Scale)</a></td>
<td class="summary">
<p>Set the scale for scoring valid destroys (enemy destroys).</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(SCORING)._AddMissionScore">SCORING:_AddMissionScore(Mission, PlayerUnit, Text, Score)</a></td>
<td class="summary">
<p>Registers Mission Scores for possible multiple players that contributed in the Mission.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(SCORING)._AddMissionTaskScore">SCORING:_AddMissionTaskScore(Mission, PlayerUnit, Text, Score)</a></td>
<td class="summary">
<p>Registers Scores the players completing a Mission Task.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(SCORING)._AddPlayerFromUnit">SCORING:_AddPlayerFromUnit(UnitData)</a></td>
<td class="summary">
<p>Add a new player entering a Unit.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(SCORING)._EventOnDeadOrCrash">SCORING:_EventOnDeadOrCrash(Event)</a></td>
<td class="summary">
<p>Track DEAD or CRASH events for the scoring.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(SCORING)._EventOnHit">SCORING:_EventOnHit(Event)</a></td>
<td class="summary">
<p>Handles the OnHit event for the scoring.</p>
</td>
</tr>
</table>
<h2>Global(s)</h2>
<dl class="function">
<dt>
<em><a href="##(SCORING)">#SCORING</a></em>
<a id="SCORING" >
<strong>SCORING</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<em></em>
<a id="nHours" >
<strong>nHours</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<em></em>
<a id="nMins" >
<strong>nMins</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<em></em>
<a id="nSecs" >
<strong>nSecs</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<h2><a id="#(Scoring)" >Type <code>Scoring</code></a></h2>
<h2><a id="#(SCORING)" >Type <code>SCORING</code></a></h2>
<p>The Scoring class</p>
<h3>Field(s)</h3>
<dl class="function">
<dt>
<a id="#(SCORING).AddGoalScore" >
<strong>SCORING:AddGoalScore(PlayerUnit, GoalTag, Text, Score)</strong>
</a>
</dt>
<dd>
<p>Add a goal score for a player.</p>
<p>The method takes the PlayerUnit for which the Goal score needs to be set.
The GoalTag is a string or identifier that is taken into the CSV file scoring log to identify the goal.
A free text can be given that is shown to the players.
The Score can be both positive and negative.</p>
<h3>Parameters</h3>
<ul>
<li>
<p><code><em><a href="Wrapper.Unit.html##(UNIT)">Wrapper.Unit#UNIT</a> PlayerUnit </em></code>:
The <a href="Unit.html">Unit</a> of the Player. Other Properties for the scoring are taken from this PlayerUnit, like coalition, type etc. </p>
</li>
<li>
<p><code><em>#string GoalTag </em></code>:
The string or identifier that is used in the CSV file to identify the goal (sort or group later in Excel).</p>
</li>
<li>
<p><code><em>#string Text </em></code>:
A free text that is shown to the players.</p>
</li>
<li>
<p><code><em>#number Score </em></code>:
The score can be both positive or negative ( Penalty ).</p>
</li>
</ul>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(SCORING).AddScoreGroup" >
<strong>SCORING:AddScoreGroup(ScoreGroup, Score)</strong>
</a>
</dt>
<dd>
<p>Specify a special additional score for a <a href="Group.html">Group</a>.</p>
<h3>Parameters</h3>
<ul>
<li>
<p><code><em><a href="Wrapper.Group.html##(GROUP)">Wrapper.Group#GROUP</a> ScoreGroup </em></code>:
The <a href="Group.html">Group</a> for which each <a href="Unit.html">Unit</a> a Score is given.</p>
</li>
<li>
<p><code><em>#number Score </em></code>:
The Score value.</p>
</li>
</ul>
<h3>Return value</h3>
<p><em><a href="##(SCORING)">#SCORING</a>:</em></p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(SCORING).AddStaticScore" >
<strong>SCORING:AddStaticScore(ScoreStatic, Score)</strong>
</a>
</dt>
<dd>
<p>Add a <a href="Static.html">Static</a> for additional scoring when the <a href="Static.html">Static</a> is destroyed.</p>
<p>Note that if there was already a <a href="Static.html">Static</a> declared within the scoring with the same name,
then the old <a href="Static.html">Static</a> will be replaced with the new <a href="Static.html">Static</a>.</p>
<h3>Parameters</h3>
<ul>
<li>
<p><code><em><a href="Wrapper.Static.html##(UNIT)">Wrapper.Static#UNIT</a> ScoreStatic </em></code>:
The <a href="Static.html">Static</a> for which the Score needs to be given.</p>
</li>
<li>
<p><code><em>#number Score </em></code>:
The Score value.</p>
</li>
</ul>
<h3>Return value</h3>
<p><em><a href="##(SCORING)">#SCORING</a>:</em></p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(SCORING).AddUnitScore" >
<strong>SCORING:AddUnitScore(ScoreUnit, Score)</strong>
</a>
</dt>
<dd>
<p>Add a <a href="Unit.html">Unit</a> for additional scoring when the <a href="Unit.html">Unit</a> is destroyed.</p>
<p>Note that if there was already a <a href="Unit.html">Unit</a> declared within the scoring with the same name,
then the old <a href="Unit.html">Unit</a> will be replaced with the new <a href="Unit.html">Unit</a>.</p>
<h3>Parameters</h3>
<ul>
<li>
<p><code><em><a href="Wrapper.Unit.html##(UNIT)">Wrapper.Unit#UNIT</a> ScoreUnit </em></code>:
The <a href="Unit.html">Unit</a> for which the Score needs to be given.</p>
</li>
<li>
<p><code><em>#number Score </em></code>:
The Score value.</p>
</li>
</ul>
<h3>Return value</h3>
<p><em><a href="##(SCORING)">#SCORING</a>:</em></p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(SCORING).AddZoneScore" >
<strong>SCORING:AddZoneScore(ScoreZone, Score)</strong>
</a>
</dt>
<dd>
<p>Add a <a href="Zone.html">Zone</a> to define additional scoring when any object is destroyed in that zone.</p>
<p>Note that if a <a href="Zone.html">Zone</a> with the same name is already within the scoring added, the <a href="Zone.html">Zone</a> (type) and Score will be replaced!
This allows for a dynamic destruction zone evolution within your mission.</p>
<h3>Parameters</h3>
<ul>
<li>
<p><code><em><a href="Core.Zone.html##(ZONE_BASE)">Core.Zone#ZONE_BASE</a> ScoreZone </em></code>:
The <a href="Zone.html">Zone</a> which defines the destruction score perimeters.
Note that a zone can be a polygon or a moving zone.</p>
</li>
<li>
<p><code><em>#number Score </em></code>:
The Score value.</p>
</li>
</ul>
<h3>Return value</h3>
<p><em><a href="##(SCORING)">#SCORING</a>:</em></p>
</dd>
</dl>
<dl class="function">
<dt>
<em>#number</em>
<a id="#(SCORING).ClassID" >
<strong>SCORING.ClassID</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<em>#string</em>
<a id="#(SCORING).ClassName" >
<strong>SCORING.ClassName</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(SCORING).CloseCSV" >
<strong>SCORING:CloseCSV()</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<em></em>
<a id="#(SCORING).CoalitionChangePenalty" >
<strong>SCORING.CoalitionChangePenalty</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<em></em>
<a id="#(SCORING).Fratricide" >
<strong>SCORING.Fratricide</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<em></em>
<a id="#(SCORING).GameName" >
<strong>SCORING.GameName</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(SCORING).IfMessagesDestroy" >
<strong>SCORING:IfMessagesDestroy()</strong>
</a>
</dt>
<dd>
<p>If to send messages after a target has been destroyed.</p>
<h3>Return value</h3>
<p><em>#boolean:</em></p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(SCORING).IfMessagesHit" >
<strong>SCORING:IfMessagesHit()</strong>
</a>
</dt>
<dd>
<p>If to send messages after a target has been hit.</p>
<h3>Return value</h3>
<p><em>#boolean:</em></p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(SCORING).IfMessagesScore" >
<strong>SCORING:IfMessagesScore()</strong>
</a>
</dt>
<dd>
<p>If to send messages after a target has been destroyed and receives additional scores.</p>
<h3>Return value</h3>
<p><em>#boolean:</em></p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(SCORING).IfMessagesToAll" >
<strong>SCORING:IfMessagesToAll()</strong>
</a>
</dt>
<dd>
<p>If to send messages to all players.</p>
<h3>Return value</h3>
<p><em>#boolean:</em></p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(SCORING).IfMessagesToCoalition" >
<strong>SCORING:IfMessagesToCoalition()</strong>
</a>
</dt>
<dd>
<p>If to send messages to only those players within the same coalition as the player.</p>
<h3>Return value</h3>
<p><em>#boolean:</em></p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(SCORING).IfMessagesZone" >
<strong>SCORING:IfMessagesZone()</strong>
</a>
</dt>
<dd>
<p>If to send messages after a target has been hit in a zone, and additional score is received.</p>
<h3>Return value</h3>
<p><em>#boolean:</em></p>
</dd>
</dl>
<dl class="function">
<dt>
<em>#number</em>
<a id="#(SCORING).MessagesAudience" >
<strong>SCORING.MessagesAudience</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<em></em>
<a id="#(SCORING).MessagesDestroy" >
<strong>SCORING.MessagesDestroy</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<em></em>
<a id="#(SCORING).MessagesHit" >
<strong>SCORING.MessagesHit</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<em></em>
<a id="#(SCORING).MessagesScore" >
<strong>SCORING.MessagesScore</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<em></em>
<a id="#(SCORING).MessagesZone" >
<strong>SCORING.MessagesZone</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(SCORING).New" >
<strong>SCORING:New(GameName)</strong>
</a>
</dt>
<dd>
<p>Creates a new SCORING object to administer the scoring achieved by players.</p>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em>#string GameName </em></code>:
The name of the game. This name is also logged in the CSV score file.</p>
</li>
</ul>
<h3>Return value</h3>
<p><em><a href="##(SCORING)">#SCORING</a>:</em>
self</p>
<h3>Usage:</h3>
<pre class="example"><code>-- Define a new scoring object for the mission Gori Valley.
ScoringObject = SCORING:New( "Gori Valley" )</code></pre>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(SCORING).OnEventPlayerEnterUnit" >
<strong>SCORING:OnEventPlayerEnterUnit(Event)</strong>
</a>
</dt>
<dd>
<p>Handles the OnPlayerEnterUnit event for the scoring.</p>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em><a href="Core.Event.html##(EVENTDATA)">Core.Event#EVENTDATA</a> Event </em></code>: </p>
</li>
</ul>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(SCORING).OnEventPlayerLeaveUnit" >
<strong>SCORING:OnEventPlayerLeaveUnit(Event)</strong>
</a>
</dt>
<dd>
<p>Handles the OnPlayerLeaveUnit event for the scoring.</p>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em><a href="Core.Event.html##(EVENTDATA)">Core.Event#EVENTDATA</a> Event </em></code>: </p>
</li>
</ul>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(SCORING).OpenCSV" >
<strong>SCORING:OpenCSV(ScoringCSV)</strong>
</a>
</dt>
<dd>
<p>Opens a score CSV file to log the scores.</p>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em>#string ScoringCSV </em></code>: </p>
</li>
</ul>
<h3>Return value</h3>
<p><em><a href="##(SCORING)">#SCORING</a>:</em>
self</p>
<h3>Usage:</h3>
<pre class="example"><code>-- Open a new CSV file to log the scores of the game Gori Valley. Let the name of the CSV file begin with "Player Scores".
ScoringObject = SCORING:New( "Gori Valley" )
ScoringObject:OpenCSV( "Player Scores" )</code></pre>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(SCORING).Players" >
<strong>SCORING.Players</strong>
</a>
</dt>
<dd>
<p>A collection of the current players that have joined the game.</p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(SCORING).RemoveStaticScore" >
<strong>SCORING:RemoveStaticScore(ScoreStatic)</strong>
</a>
</dt>
<dd>
<p>Removes a <a href="Static.html">Static</a> for additional scoring when the <a href="Static.html">Static</a> is destroyed.</p>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em><a href="Wrapper.Static.html##(UNIT)">Wrapper.Static#UNIT</a> ScoreStatic </em></code>:
The <a href="Static.html">Static</a> for which the Score needs to be given.</p>
</li>
</ul>
<h3>Return value</h3>
<p><em><a href="##(SCORING)">#SCORING</a>:</em></p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(SCORING).RemoveUnitScore" >
<strong>SCORING:RemoveUnitScore(ScoreUnit)</strong>
</a>
</dt>
<dd>
<p>Removes a <a href="Unit.html">Unit</a> for additional scoring when the <a href="Unit.html">Unit</a> is destroyed.</p>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em><a href="Wrapper.Unit.html##(UNIT)">Wrapper.Unit#UNIT</a> ScoreUnit </em></code>:
The <a href="Unit.html">Unit</a> for which the Score needs to be given.</p>
</li>
</ul>
<h3>Return value</h3>
<p><em><a href="##(SCORING)">#SCORING</a>:</em></p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(SCORING).RemoveZoneScore" >
<strong>SCORING:RemoveZoneScore(ScoreZone)</strong>
</a>
</dt>
<dd>
<p>Remove a <a href="Zone.html">Zone</a> for additional scoring.</p>
<p>The scoring will search if any <a href="Zone.html">Zone</a> is added with the given name, and will remove that zone from the scoring.
This allows for a dynamic destruction zone evolution within your mission.</p>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em><a href="Core.Zone.html##(ZONE_BASE)">Core.Zone#ZONE_BASE</a> ScoreZone </em></code>:
The <a href="Zone.html">Zone</a> which defines the destruction score perimeters.
Note that a zone can be a polygon or a moving zone.</p>
</li>
</ul>
<h3>Return value</h3>
<p><em><a href="##(SCORING)">#SCORING</a>:</em></p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(SCORING).ReportDetailedPlayerCoalitionChanges" >
<strong>SCORING:ReportDetailedPlayerCoalitionChanges(PlayerName)</strong>
</a>
</dt>
<dd>
<p>Produce detailed report of player penalty scores because of changing the coalition.</p>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em>#string PlayerName </em></code>:
The name of the player.</p>
</li>
</ul>
<h3>Return value</h3>
<p><em>#string:</em>
The report.</p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(SCORING).ReportDetailedPlayerDestroys" >
<strong>SCORING:ReportDetailedPlayerDestroys(PlayerName)</strong>
</a>
</dt>
<dd>
<p>Produce detailed report of player destroy scores.</p>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em>#string PlayerName </em></code>:
The name of the player.</p>
</li>
</ul>
<h3>Return value</h3>
<p><em>#string:</em>
The report.</p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(SCORING).ReportDetailedPlayerGoals" >
<strong>SCORING:ReportDetailedPlayerGoals(PlayerName)</strong>
</a>
</dt>
<dd>
<p>Produce detailed report of player goal scores.</p>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em>#string PlayerName </em></code>:
The name of the player.</p>
</li>
</ul>
<h3>Return value</h3>
<p><em>#string:</em>
The report.</p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(SCORING).ReportDetailedPlayerHits" >
<strong>SCORING:ReportDetailedPlayerHits(PlayerName)</strong>
</a>
</dt>
<dd>
<p>Produce detailed report of player hit scores.</p>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em>#string PlayerName </em></code>:
The name of the player.</p>
</li>
</ul>
<h3>Return value</h3>
<p><em>#string:</em>
The report.</p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(SCORING).ReportDetailedPlayerMissions" >
<strong>SCORING:ReportDetailedPlayerMissions(PlayerName)</strong>
</a>
</dt>
<dd>
<p>Produce detailed report of player penalty scores because of changing the coalition.</p>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em>#string PlayerName </em></code>:
The name of the player.</p>
</li>
</ul>
<h3>Return value</h3>
<p><em>#string:</em>
The report.</p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(SCORING).ReportScoreAllSummary" >
<strong>SCORING:ReportScoreAllSummary(PlayerGroup)</strong>
</a>
</dt>
<dd>
<p>Report all players score</p>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em><a href="Wrapper.Group.html##(GROUP)">Wrapper.Group#GROUP</a> PlayerGroup </em></code>:
The player group.</p>
</li>
</ul>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(SCORING).ReportScoreGroupDetailed" >
<strong>SCORING:ReportScoreGroupDetailed(PlayerGroup)</strong>
</a>
</dt>
<dd>
<p>Report Group Score Detailed</p>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em><a href="Wrapper.Group.html##(GROUP)">Wrapper.Group#GROUP</a> PlayerGroup </em></code>:
The player group.</p>
</li>
</ul>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(SCORING).ReportScoreGroupSummary" >
<strong>SCORING:ReportScoreGroupSummary(PlayerGroup)</strong>
</a>
</dt>
<dd>
<p>Report Group Score Summary</p>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em><a href="Wrapper.Group.html##(GROUP)">Wrapper.Group#GROUP</a> PlayerGroup </em></code>:
The player group.</p>
</li>
</ul>
</dd>
</dl>
<dl class="function">
<dt>
<em></em>
<a id="#(SCORING).RunTime" >
<strong>SCORING.RunTime</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<em></em>
<a id="#(SCORING).ScaleDestroyPenalty" >
<strong>SCORING.ScaleDestroyPenalty</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<em></em>
<a id="#(SCORING).ScaleDestroyScore" >
<strong>SCORING.ScaleDestroyScore</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(SCORING).ScoreCSV" >
<strong>SCORING:ScoreCSV(PlayerName, TargetPlayerName, ScoreType, ScoreTimes, ScoreAmount, PlayerUnitName, PlayerUnitCoalition, PlayerUnitCategory, PlayerUnitType, TargetUnitName, TargetUnitCoalition, TargetUnitCategory, TargetUnitType)</strong>
</a>
</dt>
<dd>
<p>Registers a score for a player.</p>
<h3>Parameters</h3>
<ul>
<li>
<p><code><em>#string PlayerName </em></code>:
The name of the player.</p>
</li>
<li>
<p><code><em>#string TargetPlayerName </em></code>:
The name of the target player.</p>
</li>
<li>
<p><code><em>#string ScoreType </em></code>:
The type of the score.</p>
</li>
<li>
<p><code><em>#string ScoreTimes </em></code>:
The amount of scores achieved.</p>
</li>
<li>
<p><code><em>#string ScoreAmount </em></code>:
The score given.</p>
</li>
<li>
<p><code><em>#string PlayerUnitName </em></code>:
The unit name of the player.</p>
</li>
<li>
<p><code><em>#string PlayerUnitCoalition </em></code>:
The coalition of the player unit.</p>
</li>
<li>
<p><code><em>#string PlayerUnitCategory </em></code>:
The category of the player unit.</p>
</li>
<li>
<p><code><em>#string PlayerUnitType </em></code>:
The type of the player unit.</p>
</li>
<li>
<p><code><em>#string TargetUnitName </em></code>:
The name of the target unit.</p>
</li>
<li>
<p><code><em>#string TargetUnitCoalition </em></code>:
The coalition of the target unit.</p>
</li>
<li>
<p><code><em>#string TargetUnitCategory </em></code>:
The category of the target unit.</p>
</li>
<li>
<p><code><em>#string TargetUnitType </em></code>:
The type of the target unit.</p>
</li>
</ul>
<h3>Return value</h3>
<p><em><a href="##(SCORING)">#SCORING</a>:</em>
self</p>
</dd>
</dl>
<dl class="function">
<dt>
<em></em>
<a id="#(SCORING).ScoringCSV" >
<strong>SCORING.ScoringCSV</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<em></em>
<a id="#(SCORING).ScoringObjects" >
<strong>SCORING.ScoringObjects</strong>
</a>
</dt>
<dd>
<p> Additional Object scores</p>
</dd>
</dl>
<dl class="function">
<dt>
<em></em>
<a id="#(SCORING).ScoringZones" >
<strong>SCORING.ScoringZones</strong>
</a>
</dt>
<dd>
<p> Additional Zone scores.</p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(SCORING).SecondsToClock" >
<strong>SCORING:SecondsToClock(sSeconds)</strong>
</a>
</dt>
<dd>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em> sSeconds </em></code>: </p>
</li>
</ul>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(SCORING).SetCoalitionChangePenalty" >
<strong>SCORING:SetCoalitionChangePenalty(CoalitionChangePenalty)</strong>
</a>
</dt>
<dd>
<p>When a player changes the coalition, he can receive a penalty score.</p>
<p>Use the method <a href="##(SCORING).SetCoalitionChangePenalty">SCORING.SetCoalitionChangePenalty</a>() to define the penalty when a player changes coalition.
By default, the penalty for changing coalition is the default penalty scale. </p>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em>#number CoalitionChangePenalty </em></code>:
The amount of penalty that is given. </p>
</li>
</ul>
<h3>Return value</h3>
<p><em><a href="##(SCORING)">#SCORING</a>:</em></p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(SCORING).SetFratricide" >
<strong>SCORING:SetFratricide(Fratricide)</strong>
</a>
</dt>
<dd>
<p>When a player commits too much damage to friendlies, his penalty score will reach a certain level.</p>
<p>Use this method to define the level when a player gets kicked. <br/>
By default, the fratricide level is the default penalty mutiplier * 2 for the penalty score.</p>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em>#number Fratricide </em></code>:
The amount of maximum penalty that may be inflicted by a friendly player before he gets kicked. </p>
</li>
</ul>
<h3>Return value</h3>
<p><em><a href="##(SCORING)">#SCORING</a>:</em></p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(SCORING).SetMessagesDestroy" >
<strong>SCORING:SetMessagesDestroy(OnOff)</strong>
</a>
</dt>
<dd>
<p>Configure to send messages after a target has been destroyed.</p>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em>#boolean OnOff </em></code>:
If true is given, the messages are sent. </p>
</li>
</ul>
<h3>Return value</h3>
<p><em><a href="##(SCORING)">#SCORING</a>:</em></p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(SCORING).SetMessagesHit" >
<strong>SCORING:SetMessagesHit(OnOff)</strong>
</a>
</dt>
<dd>
<p>Configure to send messages after a target has been hit.</p>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em>#boolean OnOff </em></code>:
If true is given, the messages are sent. </p>
</li>
</ul>
<h3>Return value</h3>
<p><em><a href="##(SCORING)">#SCORING</a>:</em></p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(SCORING).SetMessagesScore" >
<strong>SCORING:SetMessagesScore(OnOff)</strong>
</a>
</dt>
<dd>
<p>Configure to send messages after a target has been destroyed and receives additional scores.</p>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em>#boolean OnOff </em></code>:
If true is given, the messages are sent. </p>
</li>
</ul>
<h3>Return value</h3>
<p><em><a href="##(SCORING)">#SCORING</a>:</em></p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(SCORING).SetMessagesToAll" >
<strong>SCORING:SetMessagesToAll()</strong>
</a>
</dt>
<dd>
<p>Configure to send messages to all players.</p>
<h3>Return value</h3>
<p><em><a href="##(SCORING)">#SCORING</a>:</em></p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(SCORING).SetMessagesToCoalition" >
<strong>SCORING:SetMessagesToCoalition()</strong>
</a>
</dt>
<dd>
<p>Configure to send messages to only those players within the same coalition as the player.</p>
<h3>Return value</h3>
<p><em><a href="##(SCORING)">#SCORING</a>:</em></p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(SCORING).SetMessagesZone" >
<strong>SCORING:SetMessagesZone(OnOff)</strong>
</a>
</dt>
<dd>
<p>Configure to send messages after a target has been hit in a zone, and additional score is received.</p>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em>#boolean OnOff </em></code>:
If true is given, the messages are sent. </p>
</li>
</ul>
<h3>Return value</h3>
<p><em><a href="##(SCORING)">#SCORING</a>:</em></p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(SCORING).SetScaleDestroyPenalty" >
<strong>SCORING:SetScaleDestroyPenalty(Scale)</strong>
</a>
</dt>
<dd>
<p>Set the scale for scoring penalty destroys (friendly destroys).</p>
<p>A default calculated penalty is a value between 1 and 10.
The scale magnifies the scores given to the players.</p>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em>#number Scale </em></code>:
The scale of the score given.</p>
</li>
</ul>
<h3>Return value</h3>
<p><em><a href="##(SCORING)">#SCORING</a>:</em></p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(SCORING).SetScaleDestroyScore" >
<strong>SCORING:SetScaleDestroyScore(Scale)</strong>
</a>
</dt>
<dd>
<p>Set the scale for scoring valid destroys (enemy destroys).</p>
<p>A default calculated score is a value between 1 and 10.
The scale magnifies the scores given to the players.</p>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em>#number Scale </em></code>:
The scale of the score given.</p>
</li>
</ul>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(SCORING)._AddMissionScore" >
<strong>SCORING:_AddMissionScore(Mission, PlayerUnit, Text, Score)</strong>
</a>
</dt>
<dd>
<p>Registers Mission Scores for possible multiple players that contributed in the Mission.</p>
<h3>Parameters</h3>
<ul>
<li>
<p><code><em><a href="Tasking.Mission.html##(MISSION)">Tasking.Mission#MISSION</a> Mission </em></code>: </p>
</li>
<li>
<p><code><em><a href="Wrapper.Unit.html##(UNIT)">Wrapper.Unit#UNIT</a> PlayerUnit </em></code>: </p>
</li>
<li>
<p><code><em>#string Text </em></code>: </p>
</li>
<li>
<p><code><em>#number Score </em></code>: </p>
</li>
</ul>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(SCORING)._AddMissionTaskScore" >
<strong>SCORING:_AddMissionTaskScore(Mission, PlayerUnit, Text, Score)</strong>
</a>
</dt>
<dd>
<p>Registers Scores the players completing a Mission Task.</p>
<h3>Parameters</h3>
<ul>
<li>
<p><code><em><a href="Tasking.Mission.html##(MISSION)">Tasking.Mission#MISSION</a> Mission </em></code>: </p>
</li>
<li>
<p><code><em><a href="Wrapper.Unit.html##(UNIT)">Wrapper.Unit#UNIT</a> PlayerUnit </em></code>: </p>
</li>
<li>
<p><code><em>#string Text </em></code>: </p>
</li>
<li>
<p><code><em>#number Score </em></code>: </p>
</li>
</ul>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(SCORING)._AddPlayerFromUnit" >
<strong>SCORING:_AddPlayerFromUnit(UnitData)</strong>
</a>
</dt>
<dd>
<p>Add a new player entering a Unit.</p>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em><a href="Wrapper.Unit.html##(UNIT)">Wrapper.Unit#UNIT</a> UnitData </em></code>: </p>
</li>
</ul>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(SCORING)._EventOnDeadOrCrash" >
<strong>SCORING:_EventOnDeadOrCrash(Event)</strong>
</a>
</dt>
<dd>
<p>Track DEAD or CRASH events for the scoring.</p>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em><a href="Core.Event.html##(EVENTDATA)">Core.Event#EVENTDATA</a> Event </em></code>: </p>
</li>
</ul>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(SCORING)._EventOnHit" >
<strong>SCORING:_EventOnHit(Event)</strong>
</a>
</dt>
<dd>
<p>Handles the OnHit event for the scoring.</p>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em><a href="Core.Event.html##(EVENTDATA)">Core.Event#EVENTDATA</a> Event </em></code>: </p>
</li>
</ul>
</dd>
</dl>
</div>
</div>
</body>
</html>