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MOOSE generated documentation [skip ci]
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@@ -1520,14 +1520,14 @@ Controls a network of short range air/missile defense groups.</p>
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<hr/>
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<p>Administers the scoring of player achievements,
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<p>Administers the scoring of player achievements,
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and creates a CSV file logging the scoring events and results for use at team or squadron websites.</p>
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<p>SCORING automatically calculates the threat level of the objects hit and destroyed by players,
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<p>SCORING automatically calculates the threat level of the objects hit and destroyed by players,
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which can be <a href="Wrapper.Unit.html">Wrapper.Unit</a>, <a href="Static.html">Static</a> objects.</p>
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<p>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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<p>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 <strong>adding the scores minus the penalties</strong>.</p>
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@@ -1535,8 +1535,8 @@ The total score of the player is calculated by <strong>adding the scores minus t
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<p><img src="..\Presentations\SCORING\Dia4.JPG" alt="Banner Image"/></p>
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<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>.
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A calculated score takes the threat level of the target divided by a balanced threat level of the player unit. <br/>
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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
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A calculated score takes the threat level of the target divided by a balanced threat level of the player unit.
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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
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if the threat level of the player would be high too.</p>
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<p><img src="..\Presentations\SCORING\Dia5.JPG" alt="Banner Image"/></p>
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@@ -1559,17 +1559,17 @@ The default range of the scores granted is a value between 0 and 10. The default
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<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.
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This is <strong>specifically useful</strong> to designate <strong>scenery targets on the map</strong> that will generate points when destroyed.</p>
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<p>With a small change in MissionScripting.lua, the scoring results can also be logged in a <strong>CSV file</strong>. <br/>
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<p>With a small change in MissionScripting.lua, the scoring results can also be logged in a <strong>CSV file</strong>.
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These CSV files can be used to:</p>
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<ul>
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<li>Upload scoring to a database or a BI tool to publish the scoring results to the player community.</li>
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<li>Upload scoring in an (online) Excel like tool, using pivot tables and pivot charts to show mission results.</li>
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<li>Share scoring amoung players after the mission to discuss mission results.</li>
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<li>Share scoring among players after the mission to discuss mission results.</li>
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</ul>
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<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.
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Use the radio menu F10 to consult the scores while running the mission.
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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.</p>
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<hr/>
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@@ -1601,7 +1601,6 @@ Scores can be reported for your user, or an overall score can be reported of all
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<pre><code> local Scoring = SCORING:New( "Scoring File" )
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</code></pre>
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<h1>Set the destroy score or penalty scale:</h1>
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<p>Score scales can be set for scores granted when enemies or friendlies are destroyed.</p>
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@@ -1622,13 +1621,12 @@ Scores can be reported for your user, or an overall score can be reported of all
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<pre><code> local Scoring = SCORING:New( "Scoring File" )
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</code></pre>
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<h1>Set the destroy score or penalty scale:</h1>
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<p>Score scales can be set for scores granted when enemies or friendlies are destroyed.</p>
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<p>Use the method <a href="##(SCORING).SetScaleDestroyScore">SCORING.SetScaleDestroyScore</a>() to set the scale of enemy destroys (positive destroys).
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<p>Use the method <a href="##(SCORING).SetScaleDestroyScore">SCORING.SetScaleDestroyScore</a>() to set the scale of enemy destroys (positive destroys).
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Use the method <a href="##(SCORING).SetScaleDestroyPenalty">SCORING.SetScaleDestroyPenalty</a>() to set the scale of friendly destroys (negative destroys).</p>
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<pre><code> local Scoring = SCORING:New( "Scoring File" )
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@@ -1642,9 +1640,9 @@ The penalties will be given in a scale from 0 to 40.</p>
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<h1>Define special targets that will give extra scores:</h1>
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<p>Special targets can be set that will give extra scores to the players when these are destroyed.
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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="Wrapper.Unit.html">Wrapper.Unit</a>s. <br/>
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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/>
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Use the method <a href="##(SCORING).SetGroupGroup">SCORING.SetGroupGroup</a>() to specify a special additional score for a specific <a href="Wrapper.Group.html">Wrapper.Group</a>s. </p>
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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="Wrapper.Unit.html">Wrapper.Unit</a>s.
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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.
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Use the method <a href="##(SCORING).SetGroupGroup">SCORING.SetGroupGroup</a>() to specify a special additional score for a specific <a href="Wrapper.Group.html">Wrapper.Group</a>s.</p>
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<pre><code> local Scoring = SCORING:New( "Scoring File" )
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Scoring:AddUnitScore( UNIT:FindByName( "Unit #001" ), 200 )
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@@ -1661,11 +1659,11 @@ For example, this can be done as follows:</p>
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<h1>Define destruction zones that will give extra scores:</h1>
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<p>Define zones of destruction. Any object destroyed within the zone of the given category will give extra points.
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Use the method <a href="##(SCORING).AddZoneScore">SCORING.AddZoneScore</a>() to add a <a href="Zone.html">Zone</a> for additional scoring. <br/>
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Use the method <a href="##(SCORING).RemoveZoneScore">SCORING.RemoveZoneScore</a>() to remove a <a href="Zone.html">Zone</a> for additional scoring. <br/>
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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="Core.Zone.html##(ZONE_UNIT)">Core.Zone#ZONE_UNIT</a>,
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Use the method <a href="##(SCORING).AddZoneScore">SCORING.AddZoneScore</a>() to add a <a href="Zone.html">Zone</a> for additional scoring.
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Use the method <a href="##(SCORING).RemoveZoneScore">SCORING.RemoveZoneScore</a>() to remove a <a href="Zone.html">Zone</a> for additional scoring.
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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="Core.Zone.html##(ZONE_UNIT)">Core.Zone#ZONE_UNIT</a>,
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then the zone is a moving zone, and anything destroyed within that <a href="Zone.html">Zone</a> will generate points.
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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>,
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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>,
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just large enough around that building.</p>
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<h1>Add extra Goal scores upon an event or a condition:</h1>
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@@ -1675,17 +1673,17 @@ Use the method <a href="##(SCORING).AddGoalScore">SCORING.AddGoalScore</a>() to
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<h1>(Decommissioned) Configure fratricide level.</h1>
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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><strong>This functionality is decommissioned 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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By default, the fratricide level is the default penalty mutiplier * 2 for the penalty score.</p>
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Use the method <a href="##(SCORING).SetFratricide">SCORING.SetFratricide</a>() to define the level when a player gets kicked.
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By default, the fratricide level is the default penalty multiplier * 2 for the penalty score.</p>
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<h1>Penalty score when a player changes the coalition.</h1>
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<p>When a player changes the coalition, he can receive a penalty score.
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Use the method <a href="##(SCORING).SetCoalitionChangePenalty">SCORING.SetCoalitionChangePenalty</a>() to define the penalty when a player changes coalition.
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By default, the penalty for changing coalition is the default penalty scale. </p>
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By default, the penalty for changing coalition is the default penalty scale.</p>
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<h1>Define output CSV files.</h1>
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@@ -1715,13 +1713,13 @@ For me, this installation folder is in <em>D:\Program Files\Eagle Dynamics\DCS W
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end
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</code></pre>
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<p>When these lines are not sanitized, functions become available to check the time, and to write files to your system at the above specified location. <br/>
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<p>When these lines are not sanitized, functions become available to check the time, and to write files to your system at the above specified location.
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Note that the MissionScripting.lua file provides a warning. So please beware of this warning as outlined by Eagle Dynamics!</p>
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<pre><code> --Sanitize Mission Scripting environment
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--This makes unavailable some unsecure functions.
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--Mission downloaded from server to client may contain potentialy harmful lua code that may use these functions.
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--You can remove the code below and make availble these functions at your own risk.
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--This makes unavailable some unsecure functions.
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--Mission downloaded from server to client may contain potentially harmful lua code that may use these functions.
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--You can remove the code below and make available these functions at your own risk.
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</code></pre>
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<p>The MOOSE designer cannot take any responsibility of any damage inflicted as a result of the de-sanitization.
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@@ -2950,7 +2948,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
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<p> During mission startup, especially for single player,
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<p> During mission startup, especially for single player,
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iterate the database for the player that has joined, and add him to the scoring, and set the menu.
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But this can only be started one second after the mission has started, so i need to schedule this ...</p>
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@@ -2974,7 +2972,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
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<div>
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<div class="w3-card-2 w3-padding-small w3-margin-top">
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#boolean
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<a id="#(SCORING).penaltyoncoalitionchange" ><strong>SCORING.penaltyoncoalitionchange</strong></a>
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@@ -3026,7 +3024,7 @@ The Score can be both positive and negative.</p>
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</div>
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<div class="w3-half">
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<p>The <a href="Wrapper.Unit.html">Wrapper.Unit</a> of the Player. Other Properties for the scoring are taken from this PlayerUnit, like coalition, type etc. </p>
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<p>The <a href="Wrapper.Unit.html">Wrapper.Unit</a> of the Player. Other Properties for the scoring are taken from this PlayerUnit, like coalition, type etc.</p>
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</div>
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</div>
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@@ -3218,7 +3216,7 @@ The Score can be both positive and negative.</p>
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<p>Add a <a href="Static.html">Static</a> for additional scoring when the <a href="Static.html">Static</a> is destroyed.</p>
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<p>Note that if there was already a <a href="Static.html">Static</a> declared within the scoring with the same name,
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<p>Note that if there was already a <a href="Static.html">Static</a> declared within the scoring with the same name,
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then the old <a href="Static.html">Static</a> will be replaced with the new <a href="Static.html">Static</a>.</p>
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<div id= "#Functions##AddStaticScore" class="w3-show w3-white">
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@@ -3279,7 +3277,7 @@ then the old <a href="Static.html">Static</a> will be replaced with the new <a
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<p>Add a <a href="Wrapper.Unit.html">Wrapper.Unit</a> for additional scoring when the <a href="Wrapper.Unit.html">Wrapper.Unit</a> is destroyed.</p>
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<p>Note that if there was already a <a href="Wrapper.Unit.html">Wrapper.Unit</a> declared within the scoring with the same name,
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<p>Note that if there was already a <a href="Wrapper.Unit.html">Wrapper.Unit</a> declared within the scoring with the same name,
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then the old <a href="Wrapper.Unit.html">Wrapper.Unit</a> will be replaced with the new <a href="Wrapper.Unit.html">Wrapper.Unit</a>.</p>
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<div id= "#Functions##AddUnitScore" class="w3-show w3-white">
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@@ -3359,7 +3357,7 @@ This allows for a dynamic destruction zone evolution within your mission.</p>
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</div>
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<div class="w3-half">
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<p>The <a href="Zone.html">Zone</a> which defines the destruction score perimeters.
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<p>The <a href="Zone.html">Zone</a> which defines the destruction score perimeters.
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Note that a zone can be a polygon or a moving zone.</p>
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</div>
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@@ -3633,8 +3631,8 @@ Note that a zone can be a polygon or a moving zone.</p>
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</div>
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<h2><strong>Usage:</strong></h2>
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<pre class="example"><code>
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-- Define a new scoring object for the mission Gori Valley.
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ScoringObject = SCORING:New( "Gori Valley" )
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-- Define a new scoring object for the mission Gori Valley.
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ScoringObject = SCORING:New( "Gori Valley" )
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</code></pre>
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</div>
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@@ -3867,7 +3865,7 @@ This allows for a dynamic destruction zone evolution within your mission.</p>
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</div>
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<div class="w3-half">
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<p>The <a href="Zone.html">Zone</a> which defines the destruction score perimeters.
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<p>The <a href="Zone.html">Zone</a> which defines the destruction score perimeters.
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Note that a zone can be a polygon or a moving zone.</p>
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</div>
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@@ -4447,7 +4445,7 @@ Note that a zone can be a polygon or a moving zone.</p>
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<p>Use the method <a href="##(SCORING).SetCoalitionChangePenalty">SCORING.SetCoalitionChangePenalty</a>() to define the penalty when a player changes coalition.
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By default, the penalty for changing coalition is the default penalty scale. </p>
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By default, the penalty for changing coalition is the default penalty scale.</p>
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<div id= "#Functions##SetCoalitionChangePenalty" class="w3-show w3-white">
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<div class="w3-container w3-white" id="functiontype">
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@@ -4465,7 +4463,7 @@ By default, the penalty for changing coalition is the default penalty scale. </
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</div>
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<div class="w3-half">
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<p>The amount of penalty that is given. </p>
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<p>The amount of penalty that is given.</p>
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</div>
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</div>
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@@ -4538,8 +4536,8 @@ By default, the penalty for changing coalition is the default penalty scale. </
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<p>When a player commits too much damage to friendlies, his penalty score will reach a certain level.</p>
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<p>Use this method to define the level when a player gets kicked. <br/>
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By default, the fratricide level is the default penalty mutiplier * 2 for the penalty score.</p>
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<p>Use this method to define the level when a player gets kicked.
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By default, the fratricide level is the default penalty multiplier * 2 for the penalty score.</p>
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<div id= "#Functions##SetFratricide" class="w3-show w3-white">
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<div class="w3-container w3-white" id="functiontype">
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@@ -4601,7 +4599,7 @@ By default, the fratricide level is the default penalty mutiplier * 2 for the pe
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</div>
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<div class="w3-half">
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<p>If true is given, the messages are sent. </p>
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<p>If true is given, the messages are sent.</p>
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</div>
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</div>
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@@ -4645,7 +4643,7 @@ By default, the fratricide level is the default penalty mutiplier * 2 for the pe
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</div>
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<div class="w3-half">
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<p>If true is given, the messages are sent. </p>
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<p>If true is given, the messages are sent.</p>
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</div>
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</div>
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@@ -4689,7 +4687,7 @@ By default, the fratricide level is the default penalty mutiplier * 2 for the pe
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</div>
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<div class="w3-half">
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<p>If true is given, the messages are sent. </p>
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<p>If true is given, the messages are sent.</p>
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</div>
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</div>
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@@ -4793,7 +4791,7 @@ By default, the fratricide level is the default penalty mutiplier * 2 for the pe
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</div>
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<div class="w3-half">
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<p>If true is given, the messages are sent. </p>
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<p>If true is given, the messages are sent.</p>
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</div>
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</div>
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@@ -5470,7 +5468,7 @@ The scale magnifies the scores given to the players.</p>
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<p> During mission startup, especially for single player,
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<p> During mission startup, especially for single player,
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iterate the database for the player that has joined, and add him to the scoring, and set the menu.
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But this can only be started one second after the mission has started, so i need to schedule this ...</p>
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@@ -5494,7 +5492,7 @@ The scale magnifies the scores given to the players.</p>
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<div>
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<div class="w3-card-2 w3-padding-small w3-margin-top">
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#boolean
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<a id="#(SCORING).penaltyoncoalitionchange" ><strong>SCORING.penaltyoncoalitionchange</strong></a>
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