mirror of
https://github.com/FlightControl-Master/MOOSE_MISSIONS.git
synced 2025-08-15 10:37:46 +00:00
Last step of bid folder restructure
This commit is contained in:
121916
Functional/Scoring/SCO-100 - Scoring Demo/Moose.lua
Normal file
121916
Functional/Scoring/SCO-100 - Scoring Demo/Moose.lua
Normal file
File diff suppressed because it is too large
Load Diff
@@ -0,0 +1,38 @@
|
||||
---
|
||||
-- Name: SCO-100 - Scoring Demo
|
||||
-- Author: FlightControl
|
||||
-- Date Created: 21 Feb 2017
|
||||
--
|
||||
-- # Situation:
|
||||
--
|
||||
-- A shooting range has been setup. Fly the Ka-50 or the Su-25T to the statics and units located near the airport, and shoot them.
|
||||
--
|
||||
-- # Test cases:
|
||||
--
|
||||
-- 1. Observe the scoring granted to your flight when you hit and kill targets.
|
||||
|
||||
|
||||
HQ = GROUP:FindByName( "HQ", "Bravo HQ" )
|
||||
|
||||
CommandCenter = COMMANDCENTER:New( HQ, "Bravo" )
|
||||
|
||||
Scoring = SCORING:New( "Shooting Range 1" )
|
||||
|
||||
Scoring:SetScaleDestroyScore( 10 )
|
||||
|
||||
Scoring:SetScaleDestroyPenalty( 40 )
|
||||
|
||||
Scoring:AddUnitScore( UNIT:FindByName( "Unit #001" ), 200 )
|
||||
|
||||
-- Test for zone scores.
|
||||
|
||||
-- This one is to test scoring on normal units.
|
||||
ShootingRangeZone = ZONE:New( "ScoringZone1" )
|
||||
Scoring:AddZoneScore( ShootingRangeZone, 200 )
|
||||
|
||||
-- This one is to test scoring on scenery.
|
||||
-- Note that you can only destroy scenery with heavy weapons.
|
||||
SceneryZone = ZONE:New( "ScoringZone2" )
|
||||
Scoring:AddZoneScore( SceneryZone, 200 )
|
||||
|
||||
Scoring:AddStaticScore(STATIC:FindByName( "Shooting Range #010" ), 100 )
|
||||
Binary file not shown.
121916
Functional/Scoring/SCO-101 - Scoring Client to Client/Moose.lua
Normal file
121916
Functional/Scoring/SCO-101 - Scoring Client to Client/Moose.lua
Normal file
File diff suppressed because it is too large
Load Diff
@@ -0,0 +1,21 @@
|
||||
---
|
||||
-- Name: SCO-101 - Scoring Client to Client
|
||||
-- Author: FlightControl
|
||||
-- Date Created: 24 Feb 2017
|
||||
--
|
||||
-- # Situation:
|
||||
--
|
||||
-- A shooting range has been setup to test client to client scoring.
|
||||
--
|
||||
-- # Test cases:
|
||||
--
|
||||
-- 1. Observe the scoring granted to your flight when you hit and kill other clients.
|
||||
|
||||
|
||||
HQ = GROUP:FindByName( "HQ", "Bravo HQ" )
|
||||
|
||||
CommandCenter = COMMANDCENTER:New( HQ, "Lima" )
|
||||
|
||||
Scoring = SCORING:New( "Detect Demo" )
|
||||
|
||||
|
||||
Binary file not shown.
121916
Functional/Scoring/SCO-200 - Telemetry/Moose.lua
Normal file
121916
Functional/Scoring/SCO-200 - Telemetry/Moose.lua
Normal file
File diff suppressed because it is too large
Load Diff
@@ -0,0 +1,41 @@
|
||||
---
|
||||
-- Name: SCO-200 - Telemetry
|
||||
-- Author: FlightControl
|
||||
-- Date Created: 24 Sep 2017
|
||||
--
|
||||
-- # Situation:
|
||||
--
|
||||
-- A shooting range has been setup. Fly the Ka-50 or the Su-25T to the statics and objects located near the airport, and shoot them.
|
||||
--
|
||||
-- # Test cases:
|
||||
--
|
||||
-- 1. Observe the scoring granted to your flight when you hit and kill targets.
|
||||
-- 2. Check the scoring telemetry communicated to the website.
|
||||
|
||||
|
||||
HQ = GROUP:FindByName( "HQ", "Bravo HQ" )
|
||||
|
||||
CommandCenter = COMMANDCENTER:New( HQ, "Bravo" )
|
||||
|
||||
Scoring = SCORING:New( "Shooting Range 1" )
|
||||
|
||||
Scoring:SetTelemetryServer( "96.49.78.227", 5010 )
|
||||
|
||||
Scoring:SetScaleDestroyScore( 10 )
|
||||
|
||||
Scoring:SetScaleDestroyPenalty( 40 )
|
||||
|
||||
Scoring:AddUnitScore( UNIT:FindByName( "Unit #001" ), 200 )
|
||||
|
||||
-- Test for zone scores.
|
||||
|
||||
-- This one is to test scoring on normal units.
|
||||
ShootingRangeZone = ZONE:New( "ScoringZone1" )
|
||||
Scoring:AddZoneScore( ShootingRangeZone, 200 )
|
||||
|
||||
-- This one is to test scoring on scenery.
|
||||
-- Note that you can only destroy scenery with heavy weapons.
|
||||
SceneryZone = ZONE:New( "ScoringZone2" )
|
||||
Scoring:AddZoneScore( SceneryZone, 200 )
|
||||
|
||||
Scoring:AddStaticScore(STATIC:FindByName( "Shooting Range #010" ), 100 )
|
||||
BIN
Functional/Scoring/SCO-200 - Telemetry/SCO-200 - Telemetry.miz
Normal file
BIN
Functional/Scoring/SCO-200 - Telemetry/SCO-200 - Telemetry.miz
Normal file
Binary file not shown.
121916
Functional/Scoring/SCO-500 - Scoring Multi Player Demo Mission 1/Moose.lua
Normal file
121916
Functional/Scoring/SCO-500 - Scoring Multi Player Demo Mission 1/Moose.lua
Normal file
File diff suppressed because it is too large
Load Diff
@@ -0,0 +1,139 @@
|
||||
---
|
||||
-- Name: SCO-500 - Scoring Multi Player Demo Mission 1
|
||||
-- Author: Pikey and FlightControl
|
||||
-- Date Created: 1 Mar 2017
|
||||
--
|
||||
-- # Situation:
|
||||
--
|
||||
-- A demo mission for the scoring. Read the briefing and have fun.
|
||||
--
|
||||
-- # Test cases:
|
||||
--
|
||||
-- 1. Observe the scoring granted to your flight when you hit and kill targets.
|
||||
|
||||
-- Define the patrol zones
|
||||
BlueCapZone = ZONE_POLYGON:New( "BlueCapZone", GROUP:FindByName( "Blue CAP Zone Patrol" ) )
|
||||
RedCapZone = ZONE_POLYGON:New( "RedCapZone", GROUP:FindByName( "Red CAP Zone Patrol" ) )
|
||||
|
||||
-- Define the engage zones
|
||||
BlueEngageZone = ZONE_POLYGON:New( "BlueEngageZone", GROUP:FindByName( "Blue CAP Zone Engage" ) )
|
||||
RedEngageZone = ZONE_POLYGON:New( "RedEngageZone", GROUP:FindByName( "Red CAP Zone Engage" ) )
|
||||
|
||||
-- Define the Spawn zones for ground vehicles
|
||||
BlueSpawnGroundZone = ZONE_POLYGON:New( "BlueSpawnGroundZone", GROUP:FindByName( "Blue Spawn Zone" ) )
|
||||
--RedSpawnGroundZone = ZONE_POLYGON:New( "RedSpawnGroundZone", GROUP:FindByName( "Red Spawn Zone" ) )
|
||||
|
||||
RedSpawnGroundZone = ZONE:New( "Red Spawn Zone" )
|
||||
|
||||
-- Define the Scoring zones that define the shelters
|
||||
BlueShelterZone = ZONE_POLYGON:New( "Blue Shelters", GROUP:FindByName( "Blue Shelters" ) )
|
||||
RedShelterZone = ZONE_POLYGON:New( "Red Shelters", GROUP:FindByName( "Red Shelters" ) )
|
||||
|
||||
-- Define the Set of Clients that are used for the AI Balancers
|
||||
BluePlanesClientSet = SET_CLIENT:New():FilterCoalitions( "blue" ):FilterCategories( "plane" ):FilterPrefixes( "Blue Player")
|
||||
RedPlanesClientSet = SET_CLIENT:New():FilterCoalitions( "red" ):FilterCategories( "plane" ):FilterPrefixes( "Red Player")
|
||||
|
||||
-- Define the Spawn objects for the AI planes
|
||||
BluePlanesSpawn = SPAWN:New( "BlueAICAP" ):InitCleanUp( 120 ):InitLimit( 5, 0 )
|
||||
RedPlanesSpawn = SPAWN:New( "RedAICAP" ):InitCleanUp( 120 ):InitLimit( 5, 0 )
|
||||
|
||||
-- Define the AI Balancers for the planes
|
||||
BlueAIB = AI_BALANCER:New( BluePlanesClientSet, BluePlanesSpawn ):InitSpawnInterval( 60, 1200 )
|
||||
RedAIB = AI_BALANCER:New( RedPlanesClientSet, RedPlanesSpawn ):InitSpawnInterval( 60, 1200 )
|
||||
|
||||
-- Define the Spawn objects for the airbase defenses
|
||||
BlueAirbaseDefense1Spawn = SPAWN:New( "Blue Airbase Defense 1" ):InitLimit( 10, 10 ):SpawnScheduled( 60, 0 )
|
||||
BlueAirbaseDefense2Spawn = SPAWN:New( "Blue Airbase Defense 2" ):InitLimit( 2, 10 ):SpawnScheduled( 60, 0 )
|
||||
RedAirbaseDefense1Spawn = SPAWN:New( "Red Airbase Defense 1" ):InitLimit( 10, 10 ):SpawnScheduled( 60, 0 )
|
||||
RedAirbaseDefense2Spawn = SPAWN:New( "Red Airbase Defense 2" ):InitLimit( 2, 10 ):SpawnScheduled( 60, 0 )
|
||||
|
||||
-- Define the ground forces spawning engines...
|
||||
|
||||
-- First define the template arrays.
|
||||
BlueGroundTemplates = { "Blue Ground Forces 1", "Blue Ground Forces 2", "Blue Ground Forces 3" }
|
||||
RedGroundTemplates = { "Red Ground Forces 2", "Red Ground Forces 2", "Red Ground Forces 3" }
|
||||
|
||||
-- New we are using these templates to define the spawn objects for the ground forces.
|
||||
-- We spawn them at random places into the define zone.
|
||||
BlueGroundSpawn = SPAWN
|
||||
:New( "Blue Ground Forces" )
|
||||
:InitLimit( 12, 30 )
|
||||
:InitRandomizeZones( { BlueSpawnGroundZone } )
|
||||
:InitRandomizeTemplate( BlueGroundTemplates )
|
||||
:SpawnScheduled( 60, 0.2 )
|
||||
|
||||
RedGroundSpawn = SPAWN
|
||||
:New( "Red Ground Forces" )
|
||||
:InitLimit( 12, 30 )
|
||||
:InitRandomizeTemplate( RedGroundTemplates )
|
||||
:InitRandomizeZones( { RedSpawnGroundZone } )
|
||||
:SpawnScheduled( 60, 0.2 )
|
||||
|
||||
|
||||
|
||||
BlueCap = {}
|
||||
RedCap = {}
|
||||
|
||||
-- Define the OnAfterSpawned events of the AI balancer Spawn Groups
|
||||
function BlueAIB:OnAfterSpawned( SetGroup, From, Event, To, AIGroup )
|
||||
if AIGroup then
|
||||
BlueCap[AIGroup] = BlueCap[AIGroup] or AI_CAP_ZONE:New( BlueCapZone, 500, 3000, 450, 1200 )
|
||||
local Cap = BlueCap[AIGroup] -- AI.AI_CAP#AI_CAP_ZONE
|
||||
|
||||
Cap:ManageFuel( 0.4, 180 )
|
||||
Cap:SetEngageZone( BlueEngageZone )
|
||||
Cap:SetControllable( AIGroup )
|
||||
Cap:Start()
|
||||
end
|
||||
end
|
||||
|
||||
function RedAIB:OnAfterSpawned( SetGroup, From, Event, To, AIGroup )
|
||||
|
||||
if AIGroup then
|
||||
RedCap[AIGroup] = RedCap[AIGroup] or AI_CAP_ZONE:New( RedCapZone, 500, 3000, 450, 1200 )
|
||||
local Cap = RedCap[AIGroup] -- AI.AI_CAP#AI_CAP_ZONE
|
||||
|
||||
Cap:ManageFuel( 0.4, 180 )
|
||||
Cap:SetEngageZone( BlueEngageZone )
|
||||
Cap:SetControllable( AIGroup )
|
||||
Cap:Start()
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
|
||||
|
||||
-- Okay, now that we defined all this stuff, now make the SCORING setup ...
|
||||
|
||||
-- First define a Scoring object
|
||||
local Scoring = SCORING:New( "SCO-500 - Scoring Demonstration Mission" )
|
||||
|
||||
-- Define within the scoring the shelter designated targets.
|
||||
Scoring:AddZoneScore( BlueShelterZone, 50 ) -- Per shelter destroyed, 50 extra points are granted.
|
||||
Scoring:AddZoneScore( RedShelterZone, 50 ) -- Per shelter destroyed, 50 extra points are granted.
|
||||
|
||||
-- Define the static objects that give extra scores
|
||||
Scoring:AddStaticScore( STATIC:FindByName( "Red Factory 1"), 100 )
|
||||
Scoring:AddStaticScore( STATIC:FindByName( "Red Factory 2"), 100 )
|
||||
Scoring:AddStaticScore( STATIC:FindByName( "Red Factory 3"), 100 )
|
||||
Scoring:AddStaticScore( STATIC:FindByName( "Red Factory 4"), 100 )
|
||||
|
||||
Scoring:AddStaticScore( STATIC:FindByName( "Red Truck #001"), 80 )
|
||||
Scoring:AddStaticScore( STATIC:FindByName( "Red Truck #002"), 80 )
|
||||
Scoring:AddStaticScore( STATIC:FindByName( "Red Truck #003"), 80 )
|
||||
Scoring:AddStaticScore( STATIC:FindByName( "Red Truck #004"), 80 )
|
||||
|
||||
Scoring:AddStaticScore( STATIC:FindByName( "Blue Factory 1" ), 100 )
|
||||
Scoring:AddStaticScore( STATIC:FindByName( "Blue Factory 2" ), 100 )
|
||||
Scoring:AddStaticScore( STATIC:FindByName( "Blue Factory 3" ), 100 )
|
||||
Scoring:AddStaticScore( STATIC:FindByName( "Blue Factory 4" ), 100 )
|
||||
|
||||
Scoring:AddStaticScore( STATIC:FindByName( "Blue Truck #001" ), 80 )
|
||||
Scoring:AddStaticScore( STATIC:FindByName( "Blue Truck #002" ), 80 )
|
||||
Scoring:AddStaticScore( STATIC:FindByName( "Blue Truck #003" ), 80 )
|
||||
Scoring:AddStaticScore( STATIC:FindByName( "Blue Truck #004" ), 80 )
|
||||
|
||||
-- Scale the scoring rewarded.
|
||||
Scoring:SetScaleDestroyScore( 30 )
|
||||
Scoring:SetScaleDestroyPenalty( 90 ) -- Penalties are punished more than normal destroys.
|
||||
|
||||
Binary file not shown.
Reference in New Issue
Block a user