Presentation

This commit is contained in:
FlightControl
2017-03-01 10:15:10 +01:00
parent 36aac4162d
commit 72d6b2b769
4 changed files with 23 additions and 18 deletions
+19 -11
View File
@@ -8,34 +8,42 @@
-- # 1) @{Scoring#SCORING} class, extends @{Base#BASE} -- # 1) @{Scoring#SCORING} class, extends @{Base#BASE}
-- --
-- The @{#SCORING} class administers the scoring of player achievements, -- The @{#SCORING} class administers the scoring of player achievements,
-- and creates a CSV file logging the scoring events for use at team or squadron websites. -- and creates a CSV file logging the scoring events and results for use at team or squadron websites.
-- --
-- The scores are calculated by scoring the hits and destroys of objects that players make, -- SCORING automatically calculates the threat level of the objects hit and destroyed by players,
-- which are @{Unit} and @{Static) objects within your mission. -- which can be @{Unit}, @{Static) and @{Scenery} objects.
-- --
-- Scores are calculated based on the threat level of the objects involved. -- Positive score points are granted when enemy or neutral targets are destroyed.
-- The threat level of a unit can be a value between 0 and 10. -- 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 **adding the scores minus the penalties**.
--
-- The score value is calculated based on the **threat level of the player** and the **threat level of the target**.
-- The threat level of an object can be a value between 0 and 10.
-- A calculated score takes the threat level of the target divided by the threat level of the player unit. -- A calculated score takes the threat level of the target divided by the threat level of the player unit.
-- This provides a value between 0.1 and 10. -- This provides a value between 0.1 and 10.
-- The stronger or the higher the threat of the player unit, the less score will be given in destroys. -- As such, if the threat level of the target is high, and the player threat level is low, a high score will be given.
-- That value can then be multiplied by a multiplier. A specific multiplier can be set for enemies and friendlies destroys. -- However, the **stronger or the higher** the threat level of the player unit, the **less score** will be given in enemy target destroys.
-- --
-- If multiple players hit the same target, and finally the target gets destroyed, each player who contributed to the target -- If 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 -- destruction, will receive a score. This is important for targets that require significant damage before it can be destroyed, like
-- ships or heavy planes. -- ships or heavy planes.
-- --
-- Optionally, the score values can be **scaled** by a **multiplier**. Specific multipliers can be set for positive cores or negative penalties.
--
-- **Additional scores** can be granted to **specific objects**, when the player(s) destroy these objects. -- **Additional scores** can be granted to **specific objects**, when the player(s) destroy these objects.
-- **Various @{Zone}s** can be defined for which scores are also granted when objects in that @{Zone} are destroyed. -- **Various @{Zone}s** can be defined for which scores are also granted when objects in that @{Zone} are destroyed.
-- This is **specifically useful** to designate **scenery targets on the map** that will generate points when destroyed. -- This is **specifically useful** to designate **scenery targets on the map** that will generate points when destroyed.
-- --
-- With a small change in MissionScripting.lua, the scoring can also be logged in a CSV file. -- With a small change in MissionScripting.lua, the scoring results can also be logged in a **CSV file**.
-- The CSV files can be used to: -- These CSV files can be used to:
-- --
-- * Upload scoring to a database or a BI tool to publish the scoring results to the player community. -- * Upload scoring to a database or a BI tool to publish the scoring results to the player community.
-- * Upload scoring in an (online) Excel like tool, using pivot tables and pivot charts to show mission results. -- * Upload scoring in an (online) Excel like tool, using pivot tables and pivot charts to show mission results.
-- * Share scoring amoung players after the mission to discuss mission results. -- * Share scoring amoung players after the mission to discuss mission results.
-- --
-- Scores can be reported. Menu options are automatically added to each group when a player joins a client slot or a CA unit. -- Scores can be **reported**. **Menu options** are automatically added to **each player group** 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. -- Scores can be reported for your user, or an overall score can be reported of all players currently active in the mission.
-- --
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@@ -14,9 +14,9 @@
local HQ = GROUP:FindByName( "HQ", "Bravo HQ" ) local HQ = GROUP:FindByName( "HQ", "Bravo HQ" )
local CommandCenter = COMMANDCENTER:New( HQ, "Lima" ) local CommandCenter = COMMANDCENTER:New( HQ, "Bravo" )
local Scoring = SCORING:New( "Detect Demo" ) local Scoring = SCORING:New( "Shooting Range 1" )
Scoring:SetMultiplierDestroyScore( 10 ) Scoring:SetMultiplierDestroyScore( 10 )
@@ -25,17 +25,14 @@ Scoring:SetMultiplierDestroyPenalty( 40 )
Scoring:AddUnitScore( UNIT:FindByName( "Unit #001" ), 200 ) Scoring:AddUnitScore( UNIT:FindByName( "Unit #001" ), 200 )
-- Test for zone scores. -- Test for zone scores.
-- First declare the zone objects.
-- This one is to test scoring on normal units. -- This one is to test scoring on normal units.
local ShootingRangeZone = ZONE:New( "ScoringZone1" ) local ShootingRangeZone = ZONE:New( "ScoringZone1" )
Scoring:AddZoneScore( ShootingRangeZone, 200 )
-- This one is to test scoring on scenery. -- This one is to test scoring on scenery.
-- Note that you can only destroy scenery with heavy weapons. -- Note that you can only destroy scenery with heavy weapons.
local SceneryZone = ZONE:New( "ScoringZone2" ) local SceneryZone = ZONE:New( "ScoringZone2" )
-- We add the zones to the scoring object, to add points when one of the objects are hit within the zone.
Scoring:AddZoneScore( ShootingRangeZone, 200 )
Scoring:AddZoneScore( SceneryZone, 200 ) Scoring:AddZoneScore( SceneryZone, 200 )