MOOSE generated documentation [skip ci]

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Applevangelist
2021-12-28 10:09:15 +00:00
parent 823c49c6a2
commit d99593df6b
53 changed files with 1174 additions and 1245 deletions

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@@ -1520,14 +1520,14 @@ Controls a network of short range air/missile defense groups.</p>
<hr/>
<p>Administers the scoring of player achievements,
<p>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,
<p>SCORING automatically calculates the threat level of the objects hit and destroyed by players,
which can be <a href="Wrapper.Unit.html">Wrapper.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.
<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>
@@ -1535,8 +1535,8 @@ The total score of the player is calculated by <strong>adding the scores minus t
<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
A calculated score takes the threat level of the target divided by a balanced threat level of the player unit.
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>
@@ -1559,17 +1559,17 @@ The default range of the scores granted is a value between 0 and 10. The default
<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/>
<p>With a small change in MissionScripting.lua, the scoring results can also be logged in a <strong>CSV file</strong>.
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>
<li>Share scoring among 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.
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>
<hr/>
@@ -1601,7 +1601,6 @@ Scores can be reported for your user, or an overall score can be reported of all
<pre><code> local Scoring = SCORING:New( "Scoring File" )
</code></pre>
<h1>Set the destroy score or penalty scale:</h1>
<p>Score scales can be set for scores granted when enemies or friendlies are destroyed.</p>
@@ -1622,13 +1621,12 @@ Scores can be reported for your user, or an overall score can be reported of all
<pre><code> local Scoring = SCORING:New( "Scoring File" )
</code></pre>
<h1>Set the destroy score or penalty scale:</h1>
<p>Score scales can be set for scores granted when enemies or friendlies are destroyed.</p>
<p>Use the method <a href="##(SCORING).SetScaleDestroyScore">SCORING.SetScaleDestroyScore</a>() to set the scale of enemy destroys (positive destroys).
<p>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" )
@@ -1642,9 +1640,9 @@ The penalties will be given in a scale from 0 to 40.</p>
<h1>Define special targets that will give extra scores:</h1>
<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="Wrapper.Unit.html">Wrapper.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="Wrapper.Group.html">Wrapper.Group</a>s. </p>
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.
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.
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>
<pre><code> local Scoring = SCORING:New( "Scoring File" )
Scoring:AddUnitScore( UNIT:FindByName( "Unit #001" ), 200 )
@@ -1661,11 +1659,11 @@ For example, this can be done as follows:</p>
<h1>Define destruction zones that will give extra scores:</h1>
<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="Core.Zone.html##(ZONE_UNIT)">Core.Zone#ZONE_UNIT</a>,
Use the method <a href="##(SCORING).AddZoneScore">SCORING.AddZoneScore</a>() to add a <a href="Zone.html">Zone</a> for additional scoring.
Use the method <a href="##(SCORING).RemoveZoneScore">SCORING.RemoveZoneScore</a>() to remove a <a href="Zone.html">Zone</a> for additional scoring.
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>,
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>,
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>
<h1>Add extra Goal scores upon an event or a condition:</h1>
@@ -1675,17 +1673,17 @@ Use the method <a href="##(SCORING).AddGoalScore">SCORING.AddGoalScore</a>() to
<h1>(Decommissioned) Configure fratricide level.</h1>
<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>
<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>
<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>
Use the method <a href="##(SCORING).SetFratricide">SCORING.SetFratricide</a>() to define the level when a player gets kicked.
By default, the fratricide level is the default penalty multiplier * 2 for the penalty score.</p>
<h1>Penalty score when a player changes the coalition.</h1>
<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>
By default, the penalty for changing coalition is the default penalty scale.</p>
<h1>Define output CSV files.</h1>
@@ -1715,13 +1713,13 @@ For me, this installation folder is in <em>D:\Program Files\Eagle Dynamics\DCS W
end
</code></pre>
<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/>
<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.
Note that the MissionScripting.lua file provides a warning. So please beware of this warning as outlined by Eagle Dynamics!</p>
<pre><code> --Sanitize Mission Scripting environment
--This makes unavailable some unsecure functions.
--Mission downloaded from server to client may contain potentialy harmful lua code that may use these functions.
--You can remove the code below and make availble these functions at your own risk.
--This makes unavailable some unsecure functions.
--Mission downloaded from server to client may contain potentially harmful lua code that may use these functions.
--You can remove the code below and make available these functions at your own risk.
</code></pre>
<p>The MOOSE designer cannot take any responsibility of any damage inflicted as a result of the de-sanitization.
@@ -2950,7 +2948,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
<p> During mission startup, especially for single player,
<p> During mission startup, especially for single player,
iterate the database for the player that has joined, and add him to the scoring, and set the menu.
But this can only be started one second after the mission has started, so i need to schedule this ...</p>
@@ -2974,7 +2972,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
<div>
<div class="w3-card-2 w3-padding-small w3-margin-top">
#boolean
<a id="#(SCORING).penaltyoncoalitionchange" ><strong>SCORING.penaltyoncoalitionchange</strong></a>
@@ -3026,7 +3024,7 @@ The Score can be both positive and negative.</p>
</div>
<div class="w3-half">
<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>
<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>
</div>
</div>
@@ -3218,7 +3216,7 @@ The Score can be both positive and negative.</p>
<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,
<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>
<div id= "#Functions##AddStaticScore" class="w3-show w3-white">
@@ -3279,7 +3277,7 @@ then the old <a href="Static.html">Static</a> will be replaced with the new <a
<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>
<p>Note that if there was already a <a href="Wrapper.Unit.html">Wrapper.Unit</a> declared within the scoring with the same name,
<p>Note that if there was already a <a href="Wrapper.Unit.html">Wrapper.Unit</a> declared within the scoring with the same name,
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>
<div id= "#Functions##AddUnitScore" class="w3-show w3-white">
@@ -3359,7 +3357,7 @@ This allows for a dynamic destruction zone evolution within your mission.</p>
</div>
<div class="w3-half">
<p>The <a href="Zone.html">Zone</a> which defines the destruction score perimeters.
<p>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>
</div>
@@ -3633,8 +3631,8 @@ Note that a zone can be a polygon or a moving zone.</p>
</div>
<h2><strong>Usage:</strong></h2>
<pre class="example"><code>
-- Define a new scoring object for the mission Gori Valley.
ScoringObject = SCORING:New( "Gori Valley" )
-- Define a new scoring object for the mission Gori Valley.
ScoringObject = SCORING:New( "Gori Valley" )
</code></pre>
</div>
@@ -3867,7 +3865,7 @@ This allows for a dynamic destruction zone evolution within your mission.</p>
</div>
<div class="w3-half">
<p>The <a href="Zone.html">Zone</a> which defines the destruction score perimeters.
<p>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>
</div>
@@ -4447,7 +4445,7 @@ Note that a zone can be a polygon or a moving zone.</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>
By default, the penalty for changing coalition is the default penalty scale.</p>
<div id= "#Functions##SetCoalitionChangePenalty" class="w3-show w3-white">
<div class="w3-container w3-white" id="functiontype">
@@ -4465,7 +4463,7 @@ By default, the penalty for changing coalition is the default penalty scale. </
</div>
<div class="w3-half">
<p>The amount of penalty that is given. </p>
<p>The amount of penalty that is given.</p>
</div>
</div>
@@ -4538,8 +4536,8 @@ By default, the penalty for changing coalition is the default penalty scale. </
<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>
<p>Use this method to define the level when a player gets kicked.
By default, the fratricide level is the default penalty multiplier * 2 for the penalty score.</p>
<div id= "#Functions##SetFratricide" class="w3-show w3-white">
<div class="w3-container w3-white" id="functiontype">
@@ -4601,7 +4599,7 @@ By default, the fratricide level is the default penalty mutiplier * 2 for the pe
</div>
<div class="w3-half">
<p>If true is given, the messages are sent. </p>
<p>If true is given, the messages are sent.</p>
</div>
</div>
@@ -4645,7 +4643,7 @@ By default, the fratricide level is the default penalty mutiplier * 2 for the pe
</div>
<div class="w3-half">
<p>If true is given, the messages are sent. </p>
<p>If true is given, the messages are sent.</p>
</div>
</div>
@@ -4689,7 +4687,7 @@ By default, the fratricide level is the default penalty mutiplier * 2 for the pe
</div>
<div class="w3-half">
<p>If true is given, the messages are sent. </p>
<p>If true is given, the messages are sent.</p>
</div>
</div>
@@ -4793,7 +4791,7 @@ By default, the fratricide level is the default penalty mutiplier * 2 for the pe
</div>
<div class="w3-half">
<p>If true is given, the messages are sent. </p>
<p>If true is given, the messages are sent.</p>
</div>
</div>
@@ -5470,7 +5468,7 @@ The scale magnifies the scores given to the players.</p>
<p> During mission startup, especially for single player,
<p> During mission startup, especially for single player,
iterate the database for the player that has joined, and add him to the scoring, and set the menu.
But this can only be started one second after the mission has started, so i need to schedule this ...</p>
@@ -5494,7 +5492,7 @@ The scale magnifies the scores given to the players.</p>
<div>
<div class="w3-card-2 w3-padding-small w3-margin-top">
#boolean
<a id="#(SCORING).penaltyoncoalitionchange" ><strong>SCORING.penaltyoncoalitionchange</strong></a>