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Module Tasking.Task_A2A

Tasking - The TASK_A2A models tasks for players in Air to Air engagements.


Author: FlightControl

Contributions:


Global(s)

Global TASK_A2A

Defines Air To Air tasks for a Core.Set of Target Units, based on the tasking capabilities defined in Tasking.Task#TASK.

#TASK_A2A TASK_A2A

Defines Air To Air tasks for a Core.Set of Target Units, based on the tasking capabilities defined in Tasking.Task#TASK.

The TASK_A2A is implemented using a Core.Fsm#FSM_TASK, and has the following statuses:

  • None: Start of the process
  • Planned: The A2A task is planned.
  • Assigned: The A2A task is assigned to a Wrapper.Group#GROUP.
  • Success: The A2A task is successfully completed.
  • Failed: The A2A task has failed. This will happen if the player exists the task early, without communicating a possible cancellation to HQ.

1) Set the scoring of achievements in an A2A attack.

Scoring or penalties can be given in the following circumstances:

Developer Note

Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE Therefore, this class is considered to be deprecated

Global TASK_A2A_ENGAGE

Defines an engage task for a human player to be executed.

#TASK_A2A_ENGAGE TASK_A2A_ENGAGE

Defines an engage task for a human player to be executed.

When enemy planes are close to human players, use this task type is used urge the players to get out there!

The TASK_A2A_ENGAGE is used by the Tasking.Task_A2A_Dispatcher#TASK_A2A_DISPATCHER to automatically create engage tasks based on detected airborne enemy targets intruding friendly airspace.

The task is defined for a Tasking.Mission#MISSION, where a friendly Core.Set#SET_GROUP consisting of GROUPs with one human players each, is engaging the targets. The task is given a name and a briefing, that is used in the menu structure and in the reporting.

Global TASK_A2A_INTERCEPT

Defines an intercept task for a human player to be executed.

#TASK_A2A_INTERCEPT TASK_A2A_INTERCEPT

Defines an intercept task for a human player to be executed.

When enemy planes need to be intercepted by human players, use this task type to urge the players to get out there!

The TASK_A2A_INTERCEPT is used by the Tasking.Task_A2A_Dispatcher#TASK_A2A_DISPATCHER to automatically create intercept tasks based on detected airborne enemy targets intruding friendly airspace.

The task is defined for a Tasking.Mission#MISSION, where a friendly Core.Set#SET_GROUP consisting of GROUPs with one human players each, is intercepting the targets. The task is given a name and a briefing, that is used in the menu structure and in the reporting.

Global TASK_A2A_SWEEP

Defines a sweep task for a human player to be executed.

#TASK_A2A_SWEEP TASK_A2A_SWEEP

Defines a sweep task for a human player to be executed.

A sweep task needs to be given when targets were detected but somehow the detection was lost. Most likely, these enemy planes are hidden in the mountains or are flying under radar. These enemy planes need to be sweeped by human players, and use this task type to urge the players to get out there and find those enemy fighters.

The TASK_A2A_SWEEP is used by the Tasking.Task_A2A_Dispatcher#TASK_A2A_DISPATCHER to automatically create sweep tasks based on detected airborne enemy targets intruding friendly airspace, for which the detection has been lost for more than 60 seconds.

The task is defined for a Tasking.Mission#MISSION, where a friendly Core.Set#SET_GROUP consisting of GROUPs with one human players each, is sweeping the targets. The task is given a name and a briefing, that is used in the menu structure and in the reporting.

Type(s)

TASK_A2A , extends Tasking.Task#TASK , extends Core.Fsm#FSM_TASK , extends #FSM
Fields and Methods inherited from TASK Description

TASK_A2A:Abort()

FSM Abort synchronous event function for TASK.

TASK_A2A:AbortGroup(PlayerGroup)

A group aborting the task.

TASK_A2A:AddGroups(GroupSet)

Gets the SET_GROUP assigned to the TASK.

TASK_A2A:AddProgress(PlayerName, ProgressText, ProgressTime, ProgressPoints)

Add Task Progress for a Player Name

TASK_A2A:AssignToGroup(TaskGroup)

Assign the #TASK to a Wrapper.Group.

TASK_A2A:AssignToUnit(TaskUnit)

Assign the #TASK to an alive Wrapper.Unit.

TASK_A2A:Cancel()

FSM Cancel synchronous event function for TASK.

TASK_A2A:ClearGroupAssignment(TaskGroup)

Clear the Wrapper.Group assignment from the #TASK.

TASK_A2A.CommandCenter

TASK_A2A:CrashGroup(PlayerGroup)

A group crashing and thus aborting from the task.

TASK_A2A.DetectedItem

TASK_A2A.Detection

TASK_A2A.Dispatcher

TASK_A2A:Fail()

FSM Fail synchronous event function for TASK.

TASK_A2A:FailProcesses(TaskUnitName)

TASK_A2A.FlashTaskScheduleID

TASK_A2A.FlashTaskScheduler

TASK_A2A.FlashTaskStatus

TASK_A2A.FsmTemplate

TASK_A2A:GetBriefing()

Gets the #TASK briefing.

TASK_A2A:GetGoal()

Get goal of a task

TASK_A2A:GetGroups()

Gets the SET_GROUP assigned to the TASK.

TASK_A2A:GetID()

Gets the ID of the Task

TASK_A2A:GetMission()

Gets the Mission to where the TASK belongs.

TASK_A2A:GetName()

Gets the Name of the Task

TASK_A2A:GetPlayerCount()

Create a count of the players in the Task.

TASK_A2A:GetPlayerNames()

Create a list of the players in the Task.

TASK_A2A:GetPlayerProgress(PlayerName)

TASK_A2A:GetProcessTemplate(ProcessName)

Get the default or currently assigned Core.Fsm#FSM_PROCESS template with key ProcessName.

TASK_A2A:GetScoring()

Gets the Scoring of the task

TASK_A2A:GetStateMachine(TaskUnit)

Gets the FiniteStateMachine of #TASK with key Wrapper.Unit.

TASK_A2A:GetStateString()

Gets the #TASK status.

TASK_A2A:GetTaskBriefing()

Returns the #TASK briefing.

TASK_A2A:GetTaskControlMenu(TaskUnit, TaskName)

Get Task Control Menu

TASK_A2A:GetTaskIndex()

Gets the Task Index, which is a combination of the Task type, the Task name.

TASK_A2A:GetTaskName()

Returns the #TASK name.

TASK_A2A:GetType()

Gets the Type of the Task

TASK_A2A:GetUnitProcess(TaskUnit)

Get the Task FSM Process Template

TASK_A2A:Goal(PlayerUnit, PlayerName)

Goal Trigger for TASK

TASK_A2A:HasAliveUnits()

Returns if the #TASK has still alive and assigned Units.

TASK_A2A:HasGroup(FindGroup)

TASK_A2A:HasStateMachine(TaskUnit)

Checks if there is a FiniteStateMachine assigned to Wrapper.Unit for #TASK.

TASK_A2A:InitTaskControlMenu(TaskUnit)

Init Task Control Menu

TASK_A2A:IsGroupAssigned(TaskGroup)

Returns if the #TASK is assigned to the Group.

TASK_A2A:IsStateAborted()

Is the #TASK status Aborted.

TASK_A2A:IsStateAssigned()

Is the #TASK status Assigned.

TASK_A2A:IsStateCancelled()

Is the #TASK status Cancelled.

TASK_A2A:IsStateFailed()

Is the #TASK status Failed.

TASK_A2A:IsStateHold()

Is the #TASK status Hold.

TASK_A2A:IsStatePlanned()

Is the #TASK status Planned.

TASK_A2A:IsStateReplanned()

Is the #TASK status Replanned.

TASK_A2A:IsStateSuccess()

Is the #TASK status Success.

TASK_A2A:JoinUnit(PlayerUnit, PlayerGroup)

Add a PlayerUnit to join the Task.

TASK_A2A:MenuAssignToGroup(TaskGroup)

TASK_A2A.MenuAssigned

TASK_A2A:MenuFlashTaskStatus(TaskGroup, Flash)

Report the task status.

TASK_A2A:MenuMarkToGroup(TaskGroup)

TASK_A2A.MenuPlanned

TASK_A2A:MenuTaskAbort(TaskGroup)

Report the task status.

TASK_A2A:MenuTaskStatus(TaskGroup)

Report the task status.

TASK_A2A:MessageToGroups(Message)

Send a message of the #TASK to the assigned Wrapper.Groups.

TASK_A2A.Mission

TASK_A2A:New(Mission, SetGroupAssign, TaskName, TaskType, TaskBriefing)

Instantiates a new TASK.

TASK_A2A:OnAfterGoal(From, Event, To, PlayerUnit, PlayerName)

Goal Handler OnAfter for TASK

TASK_A2A:OnAfterPlayerAborted(PlayerUnit, PlayerName)

FSM PlayerAborted event handler prototype for TASK.

TASK_A2A:OnAfterPlayerCrashed(PlayerUnit, PlayerName)

FSM PlayerCrashed event handler prototype for TASK.

TASK_A2A:OnAfterPlayerDead(PlayerUnit, PlayerName)

FSM PlayerDead event handler prototype for TASK.

TASK_A2A:OnBeforeGoal(From, Event, To, PlayerUnit, PlayerName)

Goal Handler OnBefore for TASK

TASK_A2A:RefreshMenus(TaskGroup, MenuTime)

Remove the menu option of the #TASK for a Wrapper.Group.

TASK_A2A:RefreshTaskControlMenu(TaskUnit, MenuTime, MenuTag)

Refresh Task Control Menu

TASK_A2A:RejectGroup(PlayerGroup)

A group rejecting a planned task.

TASK_A2A:RemoveAssignedMenuForGroup(TaskGroup, MenuTime)

Remove the assigned menu option of the #TASK for a Wrapper.Group.

TASK_A2A:RemoveMenu(MenuTime)

Remove the menu options of the #TASK to all the groups in the SetGroup.

TASK_A2A:RemoveStateMachine(TaskUnit)

Remove FiniteStateMachines from #TASK with key Wrapper.Unit.

TASK_A2A:RemoveTaskControlMenu(TaskUnit)

Remove Task Control Menu

TASK_A2A:Replan()

FSM Replan synchronous event function for TASK.

TASK_A2A:ReportDetails(TaskGroup, ReportGroup)

Create a detailed report of the Task.

TASK_A2A:ReportOverview(ReportGroup)

Create an overiew report of the Task.

TASK_A2A:ReportSummary(ReportGroup)

Create a summary report of the Task.

TASK_A2A:SendBriefingToAssignedGroups()

Send the briefing message of the #TASK to the assigned Wrapper.Groups.

TASK_A2A:SetAssignMethod(AcceptClass)

TASK_A2A:SetAssignedMenuForGroup(TaskGroup, MenuTime)

Set the assigned menu options of the #TASK.

TASK_A2A:SetBriefing(TaskBriefing)

Sets a #TASK briefing.

TASK_A2A:SetDetection(Detection, DetectedItem)

Set detection of a task

TASK_A2A:SetDispatcher(Dispatcher)

Set dispatcher of a task

TASK_A2A:SetGoal(Goal)

Set goal of a task

TASK_A2A.SetGroup

The Set of Groups assigned to the Task

TASK_A2A:SetGroupAssigned(TaskGroup)

Set Wrapper.Group assigned to the #TASK.

TASK_A2A:SetID(TaskID)

Sets the ID of the Task

TASK_A2A:SetMenu(MenuTime)

Set the menu options of the #TASK to all the groups in the SetGroup.

TASK_A2A:SetMenuForGroup(MenuTime, TaskGroup)

Set the Menu for a Group

TASK_A2A:SetName(TaskName)

Sets the Name of the Task

TASK_A2A:SetPlannedMenuForGroup(TaskGroup, MenuText, MenuTime)

Set the planned menu option of the #TASK.

TASK_A2A:SetScoreOnFail(PlayerName, Penalty, TaskUnit)

Set a penalty when the A2A attack has failed.

TASK_A2A:SetScoreOnProgress(PlayerName, Score, TaskUnit)

Set a score when progress has been made by the player.

TASK_A2A:SetScoreOnSuccess(PlayerName, Score, TaskUnit)

Set a score when all the targets in scope of the A2A attack, have been destroyed.

TASK_A2A:SetStateMachine(TaskUnit, Fsm)

Add a FiniteStateMachine to #TASK with key Wrapper.Unit.

TASK_A2A:SetTimeOut(Timer)

Sets the TimeOut for the #TASK.

TASK_A2A:SetType(TaskType)

Sets the Type of the Task

TASK_A2A:SetUnitProcess(Core, FsmTemplate)

Sets the Task FSM Process Template

TASK_A2A:StateAborted()

Sets a #TASK to status Aborted.

TASK_A2A:StateAssigned()

Sets a #TASK to status Assigned.

TASK_A2A:StateCancelled()

Sets a #TASK to status Cancelled.

TASK_A2A:StateFailed()

Sets a #TASK to status Failed.

TASK_A2A:StateHold()

Sets a #TASK to status Hold.

TASK_A2A:StatePlanned()

Sets a #TASK to status Planned.

TASK_A2A:StateReplanned()

Sets a #TASK to status Replanned.

TASK_A2A:StateSuccess()

Sets a #TASK to status Success.

TASK_A2A:Success()

FSM Success synchronous event function for TASK.

TASK_A2A.TaskBriefing

TASK_A2A.TaskControlMenu

TASK_A2A.TaskControlMenuTime

TASK_A2A.TaskID

TASK_A2A.TaskInfo

TASK_A2A.TaskName

TASK_A2A.TaskProgress

TASK_A2A.TaskScheduler

TASK_A2A.TaskType

TASK_A2A.TimeOut

TASK_A2A:UnAssignFromGroup(TaskGroup)

UnAssign the #TASK from a Wrapper.Group.

TASK_A2A:UnAssignFromGroups()

UnAssign the #TASK from the Wrapper.Groups.

TASK_A2A:UnAssignFromUnit(TaskUnit)

UnAssign the #TASK from an alive Wrapper.Unit.

TASK_A2A:__Abort()

FSM Abort asynchronous event function for TASK.

TASK_A2A:__Cancel()

FSM Cancel asynchronous event function for TASK.

TASK_A2A:__Fail()

FSM Fail asynchronous event function for TASK.

TASK_A2A:__Goal(Delay, PlayerUnit, PlayerName)

Goal Asynchronous Trigger for TASK

TASK_A2A:__Replan()

FSM Replan asynchronous event function for TASK.

TASK_A2A:__Success()

FSM Success asynchronous event function for TASK.

TASK_A2A:onafterReplan(From, Event, To)

FSM function for a TASK

TASK_A2A:onbeforeTimeOut(Event, From, To)

FSM function for a TASK

TASK_A2A:onenterAborted(From, Event, To)

FSM function for a TASK

TASK_A2A:onenterAssigned(Event, From, To, PlayerUnit, PlayerName)

FSM function for a TASK

TASK_A2A:onenterCancelled(From, Event, To)

FSM function for a TASK

TASK_A2A:onenterFailed(From, Event, To)

FSM function for a TASK

TASK_A2A:onenterPlanned(Event, From, To)

FSM function for a TASK

TASK_A2A:onenterSuccess(Event, From, To)

FSM function for a TASK

TASK_A2A:onstatechange(Event, From, To)

FSM function for a TASK

Fields and Methods inherited from FSM_TASK Description

TASK_A2A:New(TaskName)

Creates a new FSM_TASK object.

TASK_A2A.Task

TASK_A2A:_call_handler(step, trigger, params, EventName)

Fields and Methods inherited from TASK_A2A_ENGAGE Description

TASK_A2A_ENGAGE:New(Mission, SetGroup, TaskName, TargetSetUnit, TaskBriefing)

Instantiates a new TASK_A2A_ENGAGE.

TASK_A2A_ENGAGE:SetScoreOnFail(PlayerName, Penalty, TaskUnit)

Set a penalty when the A2A attack has failed.

TASK_A2A_ENGAGE:SetScoreOnProgress(PlayerName, Score, TaskUnit)

Set a score when a target in scope of the A2A attack, has been destroyed .

TASK_A2A_ENGAGE:SetScoreOnSuccess(PlayerName, Score, TaskUnit)

Set a score when all the targets in scope of the A2A attack, have been destroyed.

TASK_A2A_ENGAGE.TargetSetUnit

Fields and Methods inherited from TASK Description

TASK_A2A_ENGAGE:Abort()

FSM Abort synchronous event function for TASK.

TASK_A2A_ENGAGE:AbortGroup(PlayerGroup)

A group aborting the task.

TASK_A2A_ENGAGE:AddGroups(GroupSet)

Gets the SET_GROUP assigned to the TASK.

TASK_A2A_ENGAGE:AddProgress(PlayerName, ProgressText, ProgressTime, ProgressPoints)

Add Task Progress for a Player Name

TASK_A2A_ENGAGE:AssignToGroup(TaskGroup)

Assign the #TASK to a Wrapper.Group.

TASK_A2A_ENGAGE:AssignToUnit(TaskUnit)

Assign the #TASK to an alive Wrapper.Unit.

TASK_A2A_ENGAGE:Cancel()

FSM Cancel synchronous event function for TASK.

TASK_A2A_ENGAGE:ClearGroupAssignment(TaskGroup)

Clear the Wrapper.Group assignment from the #TASK.

TASK_A2A_ENGAGE.CommandCenter

TASK_A2A_ENGAGE:CrashGroup(PlayerGroup)

A group crashing and thus aborting from the task.

TASK_A2A_ENGAGE.DetectedItem

TASK_A2A_ENGAGE.Detection

TASK_A2A_ENGAGE.Dispatcher

TASK_A2A_ENGAGE:Fail()

FSM Fail synchronous event function for TASK.

TASK_A2A_ENGAGE:FailProcesses(TaskUnitName)

TASK_A2A_ENGAGE.FlashTaskScheduleID

TASK_A2A_ENGAGE.FlashTaskScheduler

TASK_A2A_ENGAGE.FlashTaskStatus

TASK_A2A_ENGAGE.FsmTemplate

TASK_A2A_ENGAGE:GetBriefing()

Gets the #TASK briefing.

TASK_A2A_ENGAGE:GetGoal()

Get goal of a task

TASK_A2A_ENGAGE:GetGroups()

Gets the SET_GROUP assigned to the TASK.

TASK_A2A_ENGAGE:GetID()

Gets the ID of the Task

TASK_A2A_ENGAGE:GetMission()

Gets the Mission to where the TASK belongs.

TASK_A2A_ENGAGE:GetName()

Gets the Name of the Task

TASK_A2A_ENGAGE:GetPlayerCount()

Create a count of the players in the Task.

TASK_A2A_ENGAGE:GetPlayerNames()

Create a list of the players in the Task.

TASK_A2A_ENGAGE:GetPlayerProgress(PlayerName)

TASK_A2A_ENGAGE:GetProcessTemplate(ProcessName)

Get the default or currently assigned Core.Fsm#FSM_PROCESS template with key ProcessName.

TASK_A2A_ENGAGE:GetScoring()

Gets the Scoring of the task

TASK_A2A_ENGAGE:GetStateMachine(TaskUnit)

Gets the FiniteStateMachine of #TASK with key Wrapper.Unit.

TASK_A2A_ENGAGE:GetStateString()

Gets the #TASK status.

TASK_A2A_ENGAGE:GetTaskBriefing()

Returns the #TASK briefing.

TASK_A2A_ENGAGE:GetTaskControlMenu(TaskUnit, TaskName)

Get Task Control Menu

TASK_A2A_ENGAGE:GetTaskIndex()

Gets the Task Index, which is a combination of the Task type, the Task name.

TASK_A2A_ENGAGE:GetTaskName()

Returns the #TASK name.

TASK_A2A_ENGAGE:GetType()

Gets the Type of the Task

TASK_A2A_ENGAGE:GetUnitProcess(TaskUnit)

Get the Task FSM Process Template

TASK_A2A_ENGAGE:Goal(PlayerUnit, PlayerName)

Goal Trigger for TASK

TASK_A2A_ENGAGE:HasAliveUnits()

Returns if the #TASK has still alive and assigned Units.

TASK_A2A_ENGAGE:HasGroup(FindGroup)

TASK_A2A_ENGAGE:HasStateMachine(TaskUnit)

Checks if there is a FiniteStateMachine assigned to Wrapper.Unit for #TASK.

TASK_A2A_ENGAGE:InitTaskControlMenu(TaskUnit)

Init Task Control Menu

TASK_A2A_ENGAGE:IsGroupAssigned(TaskGroup)

Returns if the #TASK is assigned to the Group.

TASK_A2A_ENGAGE:IsStateAborted()

Is the #TASK status Aborted.

TASK_A2A_ENGAGE:IsStateAssigned()

Is the #TASK status Assigned.

TASK_A2A_ENGAGE:IsStateCancelled()

Is the #TASK status Cancelled.

TASK_A2A_ENGAGE:IsStateFailed()

Is the #TASK status Failed.

TASK_A2A_ENGAGE:IsStateHold()

Is the #TASK status Hold.

TASK_A2A_ENGAGE:IsStatePlanned()

Is the #TASK status Planned.

TASK_A2A_ENGAGE:IsStateReplanned()

Is the #TASK status Replanned.

TASK_A2A_ENGAGE:IsStateSuccess()

Is the #TASK status Success.

TASK_A2A_ENGAGE:JoinUnit(PlayerUnit, PlayerGroup)

Add a PlayerUnit to join the Task.

TASK_A2A_ENGAGE:MenuAssignToGroup(TaskGroup)

TASK_A2A_ENGAGE.MenuAssigned

TASK_A2A_ENGAGE:MenuFlashTaskStatus(TaskGroup, Flash)

Report the task status.

TASK_A2A_ENGAGE:MenuMarkToGroup(TaskGroup)

TASK_A2A_ENGAGE.MenuPlanned

TASK_A2A_ENGAGE:MenuTaskAbort(TaskGroup)

Report the task status.

TASK_A2A_ENGAGE:MenuTaskStatus(TaskGroup)

Report the task status.

TASK_A2A_ENGAGE:MessageToGroups(Message)

Send a message of the #TASK to the assigned Wrapper.Groups.

TASK_A2A_ENGAGE.Mission

TASK_A2A_ENGAGE:New(Mission, SetGroupAssign, TaskName, TaskType, TaskBriefing)

Instantiates a new TASK.

TASK_A2A_ENGAGE:OnAfterGoal(From, Event, To, PlayerUnit, PlayerName)

Goal Handler OnAfter for TASK

TASK_A2A_ENGAGE:OnAfterPlayerAborted(PlayerUnit, PlayerName)

FSM PlayerAborted event handler prototype for TASK.

TASK_A2A_ENGAGE:OnAfterPlayerCrashed(PlayerUnit, PlayerName)

FSM PlayerCrashed event handler prototype for TASK.

TASK_A2A_ENGAGE:OnAfterPlayerDead(PlayerUnit, PlayerName)

FSM PlayerDead event handler prototype for TASK.

TASK_A2A_ENGAGE:OnBeforeGoal(From, Event, To, PlayerUnit, PlayerName)

Goal Handler OnBefore for TASK

TASK_A2A_ENGAGE:RefreshMenus(TaskGroup, MenuTime)

Remove the menu option of the #TASK for a Wrapper.Group.

TASK_A2A_ENGAGE:RefreshTaskControlMenu(TaskUnit, MenuTime, MenuTag)

Refresh Task Control Menu

TASK_A2A_ENGAGE:RejectGroup(PlayerGroup)

A group rejecting a planned task.

TASK_A2A_ENGAGE:RemoveAssignedMenuForGroup(TaskGroup, MenuTime)

Remove the assigned menu option of the #TASK for a Wrapper.Group.

TASK_A2A_ENGAGE:RemoveMenu(MenuTime)

Remove the menu options of the #TASK to all the groups in the SetGroup.

TASK_A2A_ENGAGE:RemoveStateMachine(TaskUnit)

Remove FiniteStateMachines from #TASK with key Wrapper.Unit.

TASK_A2A_ENGAGE:RemoveTaskControlMenu(TaskUnit)

Remove Task Control Menu

TASK_A2A_ENGAGE:Replan()

FSM Replan synchronous event function for TASK.

TASK_A2A_ENGAGE:ReportDetails(TaskGroup, ReportGroup)

Create a detailed report of the Task.

TASK_A2A_ENGAGE:ReportOverview(ReportGroup)

Create an overiew report of the Task.

TASK_A2A_ENGAGE:ReportSummary(ReportGroup)

Create a summary report of the Task.

TASK_A2A_ENGAGE:SendBriefingToAssignedGroups()

Send the briefing message of the #TASK to the assigned Wrapper.Groups.

TASK_A2A_ENGAGE:SetAssignMethod(AcceptClass)

TASK_A2A_ENGAGE:SetAssignedMenuForGroup(TaskGroup, MenuTime)

Set the assigned menu options of the #TASK.

TASK_A2A_ENGAGE:SetBriefing(TaskBriefing)

Sets a #TASK briefing.

TASK_A2A_ENGAGE:SetDetection(Detection, DetectedItem)

Set detection of a task

TASK_A2A_ENGAGE:SetDispatcher(Dispatcher)

Set dispatcher of a task

TASK_A2A_ENGAGE:SetGoal(Goal)

Set goal of a task

TASK_A2A_ENGAGE.SetGroup

The Set of Groups assigned to the Task

TASK_A2A_ENGAGE:SetGroupAssigned(TaskGroup)

Set Wrapper.Group assigned to the #TASK.

TASK_A2A_ENGAGE:SetID(TaskID)

Sets the ID of the Task

TASK_A2A_ENGAGE:SetMenu(MenuTime)

Set the menu options of the #TASK to all the groups in the SetGroup.

TASK_A2A_ENGAGE:SetMenuForGroup(MenuTime, TaskGroup)

Set the Menu for a Group

TASK_A2A_ENGAGE:SetName(TaskName)

Sets the Name of the Task

TASK_A2A_ENGAGE:SetPlannedMenuForGroup(TaskGroup, MenuText, MenuTime)

Set the planned menu option of the #TASK.

TASK_A2A_ENGAGE:SetScoreOnFail(PlayerName, Penalty, TaskUnit)

Set a penalty when the A2A attack has failed.

TASK_A2A_ENGAGE:SetScoreOnProgress(PlayerName, Score, TaskUnit)

Set a score when progress has been made by the player.

TASK_A2A_ENGAGE:SetScoreOnSuccess(PlayerName, Score, TaskUnit)

Set a score when all the targets in scope of the A2A attack, have been destroyed.

TASK_A2A_ENGAGE:SetStateMachine(TaskUnit, Fsm)

Add a FiniteStateMachine to #TASK with key Wrapper.Unit.

TASK_A2A_ENGAGE:SetTimeOut(Timer)

Sets the TimeOut for the #TASK.

TASK_A2A_ENGAGE:SetType(TaskType)

Sets the Type of the Task

TASK_A2A_ENGAGE:SetUnitProcess(Core, FsmTemplate)

Sets the Task FSM Process Template

TASK_A2A_ENGAGE:StateAborted()

Sets a #TASK to status Aborted.

TASK_A2A_ENGAGE:StateAssigned()

Sets a #TASK to status Assigned.

TASK_A2A_ENGAGE:StateCancelled()

Sets a #TASK to status Cancelled.

TASK_A2A_ENGAGE:StateFailed()

Sets a #TASK to status Failed.

TASK_A2A_ENGAGE:StateHold()

Sets a #TASK to status Hold.

TASK_A2A_ENGAGE:StatePlanned()

Sets a #TASK to status Planned.

TASK_A2A_ENGAGE:StateReplanned()

Sets a #TASK to status Replanned.

TASK_A2A_ENGAGE:StateSuccess()

Sets a #TASK to status Success.

TASK_A2A_ENGAGE:Success()

FSM Success synchronous event function for TASK.

TASK_A2A_ENGAGE.TaskBriefing

TASK_A2A_ENGAGE.TaskControlMenu

TASK_A2A_ENGAGE.TaskControlMenuTime

TASK_A2A_ENGAGE.TaskID

TASK_A2A_ENGAGE.TaskInfo

TASK_A2A_ENGAGE.TaskName

TASK_A2A_ENGAGE.TaskProgress

TASK_A2A_ENGAGE.TaskScheduler

TASK_A2A_ENGAGE.TaskType

TASK_A2A_ENGAGE.TimeOut

TASK_A2A_ENGAGE:UnAssignFromGroup(TaskGroup)

UnAssign the #TASK from a Wrapper.Group.

TASK_A2A_ENGAGE:UnAssignFromGroups()

UnAssign the #TASK from the Wrapper.Groups.

TASK_A2A_ENGAGE:UnAssignFromUnit(TaskUnit)

UnAssign the #TASK from an alive Wrapper.Unit.

TASK_A2A_ENGAGE:__Abort()

FSM Abort asynchronous event function for TASK.

TASK_A2A_ENGAGE:__Cancel()

FSM Cancel asynchronous event function for TASK.

TASK_A2A_ENGAGE:__Fail()

FSM Fail asynchronous event function for TASK.

TASK_A2A_ENGAGE:__Goal(Delay, PlayerUnit, PlayerName)

Goal Asynchronous Trigger for TASK

TASK_A2A_ENGAGE:__Replan()

FSM Replan asynchronous event function for TASK.

TASK_A2A_ENGAGE:__Success()

FSM Success asynchronous event function for TASK.

TASK_A2A_ENGAGE:onafterReplan(From, Event, To)

FSM function for a TASK

TASK_A2A_ENGAGE:onbeforeTimeOut(Event, From, To)

FSM function for a TASK

TASK_A2A_ENGAGE:onenterAborted(From, Event, To)

FSM function for a TASK

TASK_A2A_ENGAGE:onenterAssigned(Event, From, To, PlayerUnit, PlayerName)

FSM function for a TASK

TASK_A2A_ENGAGE:onenterCancelled(From, Event, To)

FSM function for a TASK

TASK_A2A_ENGAGE:onenterFailed(From, Event, To)

FSM function for a TASK

TASK_A2A_ENGAGE:onenterPlanned(Event, From, To)

FSM function for a TASK

TASK_A2A_ENGAGE:onenterSuccess(Event, From, To)

FSM function for a TASK

TASK_A2A_ENGAGE:onstatechange(Event, From, To)

FSM function for a TASK

Fields and Methods inherited from FSM_TASK Description

TASK_A2A_ENGAGE:New(TaskName)

Creates a new FSM_TASK object.

TASK_A2A_ENGAGE.Task

TASK_A2A_ENGAGE:_call_handler(step, trigger, params, EventName)

Fields and Methods inherited from TASK_A2A_INTERCEPT Description

TASK_A2A_INTERCEPT:New(Mission, SetGroup, TaskName, TargetSetUnit, TaskBriefing)

Instantiates a new TASK_A2A_INTERCEPT.

TASK_A2A_INTERCEPT:SetScoreOnFail(PlayerName, Penalty, TaskUnit)

Set a penalty when the A2A attack has failed.

TASK_A2A_INTERCEPT:SetScoreOnProgress(PlayerName, Score, TaskUnit)

Set a score when a target in scope of the A2A attack, has been destroyed.

TASK_A2A_INTERCEPT:SetScoreOnSuccess(PlayerName, Score, TaskUnit)

Set a score when all the targets in scope of the A2A attack, have been destroyed.

TASK_A2A_INTERCEPT.TargetSetUnit

Fields and Methods inherited from TASK Description

TASK_A2A_INTERCEPT:Abort()

FSM Abort synchronous event function for TASK.

TASK_A2A_INTERCEPT:AbortGroup(PlayerGroup)

A group aborting the task.

TASK_A2A_INTERCEPT:AddGroups(GroupSet)

Gets the SET_GROUP assigned to the TASK.

TASK_A2A_INTERCEPT:AddProgress(PlayerName, ProgressText, ProgressTime, ProgressPoints)

Add Task Progress for a Player Name

TASK_A2A_INTERCEPT:AssignToGroup(TaskGroup)

Assign the #TASK to a Wrapper.Group.

TASK_A2A_INTERCEPT:AssignToUnit(TaskUnit)

Assign the #TASK to an alive Wrapper.Unit.

TASK_A2A_INTERCEPT:Cancel()

FSM Cancel synchronous event function for TASK.

TASK_A2A_INTERCEPT:ClearGroupAssignment(TaskGroup)

Clear the Wrapper.Group assignment from the #TASK.

TASK_A2A_INTERCEPT.CommandCenter

TASK_A2A_INTERCEPT:CrashGroup(PlayerGroup)

A group crashing and thus aborting from the task.

TASK_A2A_INTERCEPT.DetectedItem

TASK_A2A_INTERCEPT.Detection

TASK_A2A_INTERCEPT.Dispatcher

TASK_A2A_INTERCEPT:Fail()

FSM Fail synchronous event function for TASK.

TASK_A2A_INTERCEPT:FailProcesses(TaskUnitName)

TASK_A2A_INTERCEPT.FlashTaskScheduleID

TASK_A2A_INTERCEPT.FlashTaskScheduler

TASK_A2A_INTERCEPT.FlashTaskStatus

TASK_A2A_INTERCEPT.FsmTemplate

TASK_A2A_INTERCEPT:GetBriefing()

Gets the #TASK briefing.

TASK_A2A_INTERCEPT:GetGoal()

Get goal of a task

TASK_A2A_INTERCEPT:GetGroups()

Gets the SET_GROUP assigned to the TASK.

TASK_A2A_INTERCEPT:GetID()

Gets the ID of the Task

TASK_A2A_INTERCEPT:GetMission()

Gets the Mission to where the TASK belongs.

TASK_A2A_INTERCEPT:GetName()

Gets the Name of the Task

TASK_A2A_INTERCEPT:GetPlayerCount()

Create a count of the players in the Task.

TASK_A2A_INTERCEPT:GetPlayerNames()

Create a list of the players in the Task.

TASK_A2A_INTERCEPT:GetPlayerProgress(PlayerName)

TASK_A2A_INTERCEPT:GetProcessTemplate(ProcessName)

Get the default or currently assigned Core.Fsm#FSM_PROCESS template with key ProcessName.

TASK_A2A_INTERCEPT:GetScoring()

Gets the Scoring of the task

TASK_A2A_INTERCEPT:GetStateMachine(TaskUnit)

Gets the FiniteStateMachine of #TASK with key Wrapper.Unit.

TASK_A2A_INTERCEPT:GetStateString()

Gets the #TASK status.

TASK_A2A_INTERCEPT:GetTaskBriefing()

Returns the #TASK briefing.

TASK_A2A_INTERCEPT:GetTaskControlMenu(TaskUnit, TaskName)

Get Task Control Menu

TASK_A2A_INTERCEPT:GetTaskIndex()

Gets the Task Index, which is a combination of the Task type, the Task name.

TASK_A2A_INTERCEPT:GetTaskName()

Returns the #TASK name.

TASK_A2A_INTERCEPT:GetType()

Gets the Type of the Task

TASK_A2A_INTERCEPT:GetUnitProcess(TaskUnit)

Get the Task FSM Process Template

TASK_A2A_INTERCEPT:Goal(PlayerUnit, PlayerName)

Goal Trigger for TASK

TASK_A2A_INTERCEPT:HasAliveUnits()

Returns if the #TASK has still alive and assigned Units.

TASK_A2A_INTERCEPT:HasGroup(FindGroup)

TASK_A2A_INTERCEPT:HasStateMachine(TaskUnit)

Checks if there is a FiniteStateMachine assigned to Wrapper.Unit for #TASK.

TASK_A2A_INTERCEPT:InitTaskControlMenu(TaskUnit)

Init Task Control Menu

TASK_A2A_INTERCEPT:IsGroupAssigned(TaskGroup)

Returns if the #TASK is assigned to the Group.

TASK_A2A_INTERCEPT:IsStateAborted()

Is the #TASK status Aborted.

TASK_A2A_INTERCEPT:IsStateAssigned()

Is the #TASK status Assigned.

TASK_A2A_INTERCEPT:IsStateCancelled()

Is the #TASK status Cancelled.

TASK_A2A_INTERCEPT:IsStateFailed()

Is the #TASK status Failed.

TASK_A2A_INTERCEPT:IsStateHold()

Is the #TASK status Hold.

TASK_A2A_INTERCEPT:IsStatePlanned()

Is the #TASK status Planned.

TASK_A2A_INTERCEPT:IsStateReplanned()

Is the #TASK status Replanned.

TASK_A2A_INTERCEPT:IsStateSuccess()

Is the #TASK status Success.

TASK_A2A_INTERCEPT:JoinUnit(PlayerUnit, PlayerGroup)

Add a PlayerUnit to join the Task.

TASK_A2A_INTERCEPT:MenuAssignToGroup(TaskGroup)

TASK_A2A_INTERCEPT.MenuAssigned

TASK_A2A_INTERCEPT:MenuFlashTaskStatus(TaskGroup, Flash)

Report the task status.

TASK_A2A_INTERCEPT:MenuMarkToGroup(TaskGroup)

TASK_A2A_INTERCEPT.MenuPlanned

TASK_A2A_INTERCEPT:MenuTaskAbort(TaskGroup)

Report the task status.

TASK_A2A_INTERCEPT:MenuTaskStatus(TaskGroup)

Report the task status.

TASK_A2A_INTERCEPT:MessageToGroups(Message)

Send a message of the #TASK to the assigned Wrapper.Groups.

TASK_A2A_INTERCEPT.Mission

TASK_A2A_INTERCEPT:New(Mission, SetGroupAssign, TaskName, TaskType, TaskBriefing)

Instantiates a new TASK.

TASK_A2A_INTERCEPT:OnAfterGoal(From, Event, To, PlayerUnit, PlayerName)

Goal Handler OnAfter for TASK

TASK_A2A_INTERCEPT:OnAfterPlayerAborted(PlayerUnit, PlayerName)

FSM PlayerAborted event handler prototype for TASK.

TASK_A2A_INTERCEPT:OnAfterPlayerCrashed(PlayerUnit, PlayerName)

FSM PlayerCrashed event handler prototype for TASK.

TASK_A2A_INTERCEPT:OnAfterPlayerDead(PlayerUnit, PlayerName)

FSM PlayerDead event handler prototype for TASK.

TASK_A2A_INTERCEPT:OnBeforeGoal(From, Event, To, PlayerUnit, PlayerName)

Goal Handler OnBefore for TASK

TASK_A2A_INTERCEPT:RefreshMenus(TaskGroup, MenuTime)

Remove the menu option of the #TASK for a Wrapper.Group.

TASK_A2A_INTERCEPT:RefreshTaskControlMenu(TaskUnit, MenuTime, MenuTag)

Refresh Task Control Menu

TASK_A2A_INTERCEPT:RejectGroup(PlayerGroup)

A group rejecting a planned task.

TASK_A2A_INTERCEPT:RemoveAssignedMenuForGroup(TaskGroup, MenuTime)

Remove the assigned menu option of the #TASK for a Wrapper.Group.

TASK_A2A_INTERCEPT:RemoveMenu(MenuTime)

Remove the menu options of the #TASK to all the groups in the SetGroup.

TASK_A2A_INTERCEPT:RemoveStateMachine(TaskUnit)

Remove FiniteStateMachines from #TASK with key Wrapper.Unit.

TASK_A2A_INTERCEPT:RemoveTaskControlMenu(TaskUnit)

Remove Task Control Menu

TASK_A2A_INTERCEPT:Replan()

FSM Replan synchronous event function for TASK.

TASK_A2A_INTERCEPT:ReportDetails(TaskGroup, ReportGroup)

Create a detailed report of the Task.

TASK_A2A_INTERCEPT:ReportOverview(ReportGroup)

Create an overiew report of the Task.

TASK_A2A_INTERCEPT:ReportSummary(ReportGroup)

Create a summary report of the Task.

TASK_A2A_INTERCEPT:SendBriefingToAssignedGroups()

Send the briefing message of the #TASK to the assigned Wrapper.Groups.

TASK_A2A_INTERCEPT:SetAssignMethod(AcceptClass)

TASK_A2A_INTERCEPT:SetAssignedMenuForGroup(TaskGroup, MenuTime)

Set the assigned menu options of the #TASK.

TASK_A2A_INTERCEPT:SetBriefing(TaskBriefing)

Sets a #TASK briefing.

TASK_A2A_INTERCEPT:SetDetection(Detection, DetectedItem)

Set detection of a task

TASK_A2A_INTERCEPT:SetDispatcher(Dispatcher)

Set dispatcher of a task

TASK_A2A_INTERCEPT:SetGoal(Goal)

Set goal of a task

TASK_A2A_INTERCEPT.SetGroup

The Set of Groups assigned to the Task

TASK_A2A_INTERCEPT:SetGroupAssigned(TaskGroup)

Set Wrapper.Group assigned to the #TASK.

TASK_A2A_INTERCEPT:SetID(TaskID)

Sets the ID of the Task

TASK_A2A_INTERCEPT:SetMenu(MenuTime)

Set the menu options of the #TASK to all the groups in the SetGroup.

TASK_A2A_INTERCEPT:SetMenuForGroup(MenuTime, TaskGroup)

Set the Menu for a Group

TASK_A2A_INTERCEPT:SetName(TaskName)

Sets the Name of the Task

TASK_A2A_INTERCEPT:SetPlannedMenuForGroup(TaskGroup, MenuText, MenuTime)

Set the planned menu option of the #TASK.

TASK_A2A_INTERCEPT:SetScoreOnFail(PlayerName, Penalty, TaskUnit)

Set a penalty when the A2A attack has failed.

TASK_A2A_INTERCEPT:SetScoreOnProgress(PlayerName, Score, TaskUnit)

Set a score when progress has been made by the player.

TASK_A2A_INTERCEPT:SetScoreOnSuccess(PlayerName, Score, TaskUnit)

Set a score when all the targets in scope of the A2A attack, have been destroyed.

TASK_A2A_INTERCEPT:SetStateMachine(TaskUnit, Fsm)

Add a FiniteStateMachine to #TASK with key Wrapper.Unit.

TASK_A2A_INTERCEPT:SetTimeOut(Timer)

Sets the TimeOut for the #TASK.

TASK_A2A_INTERCEPT:SetType(TaskType)

Sets the Type of the Task

TASK_A2A_INTERCEPT:SetUnitProcess(Core, FsmTemplate)

Sets the Task FSM Process Template

TASK_A2A_INTERCEPT:StateAborted()

Sets a #TASK to status Aborted.

TASK_A2A_INTERCEPT:StateAssigned()

Sets a #TASK to status Assigned.

TASK_A2A_INTERCEPT:StateCancelled()

Sets a #TASK to status Cancelled.

TASK_A2A_INTERCEPT:StateFailed()

Sets a #TASK to status Failed.

TASK_A2A_INTERCEPT:StateHold()

Sets a #TASK to status Hold.

TASK_A2A_INTERCEPT:StatePlanned()

Sets a #TASK to status Planned.

TASK_A2A_INTERCEPT:StateReplanned()

Sets a #TASK to status Replanned.

TASK_A2A_INTERCEPT:StateSuccess()

Sets a #TASK to status Success.

TASK_A2A_INTERCEPT:Success()

FSM Success synchronous event function for TASK.

TASK_A2A_INTERCEPT.TaskBriefing

TASK_A2A_INTERCEPT.TaskControlMenu

TASK_A2A_INTERCEPT.TaskControlMenuTime

TASK_A2A_INTERCEPT.TaskID

TASK_A2A_INTERCEPT.TaskInfo

TASK_A2A_INTERCEPT.TaskName

TASK_A2A_INTERCEPT.TaskProgress

TASK_A2A_INTERCEPT.TaskScheduler

TASK_A2A_INTERCEPT.TaskType

TASK_A2A_INTERCEPT.TimeOut

TASK_A2A_INTERCEPT:UnAssignFromGroup(TaskGroup)

UnAssign the #TASK from a Wrapper.Group.

TASK_A2A_INTERCEPT:UnAssignFromGroups()

UnAssign the #TASK from the Wrapper.Groups.

TASK_A2A_INTERCEPT:UnAssignFromUnit(TaskUnit)

UnAssign the #TASK from an alive Wrapper.Unit.

TASK_A2A_INTERCEPT:__Abort()

FSM Abort asynchronous event function for TASK.

TASK_A2A_INTERCEPT:__Cancel()

FSM Cancel asynchronous event function for TASK.

TASK_A2A_INTERCEPT:__Fail()

FSM Fail asynchronous event function for TASK.

TASK_A2A_INTERCEPT:__Goal(Delay, PlayerUnit, PlayerName)

Goal Asynchronous Trigger for TASK

TASK_A2A_INTERCEPT:__Replan()

FSM Replan asynchronous event function for TASK.

TASK_A2A_INTERCEPT:__Success()

FSM Success asynchronous event function for TASK.

TASK_A2A_INTERCEPT:onafterReplan(From, Event, To)

FSM function for a TASK

TASK_A2A_INTERCEPT:onbeforeTimeOut(Event, From, To)

FSM function for a TASK

TASK_A2A_INTERCEPT:onenterAborted(From, Event, To)

FSM function for a TASK

TASK_A2A_INTERCEPT:onenterAssigned(Event, From, To, PlayerUnit, PlayerName)

FSM function for a TASK

TASK_A2A_INTERCEPT:onenterCancelled(From, Event, To)

FSM function for a TASK

TASK_A2A_INTERCEPT:onenterFailed(From, Event, To)

FSM function for a TASK

TASK_A2A_INTERCEPT:onenterPlanned(Event, From, To)

FSM function for a TASK

TASK_A2A_INTERCEPT:onenterSuccess(Event, From, To)

FSM function for a TASK

TASK_A2A_INTERCEPT:onstatechange(Event, From, To)

FSM function for a TASK

Fields and Methods inherited from FSM_TASK Description

TASK_A2A_INTERCEPT:New(TaskName)

Creates a new FSM_TASK object.

TASK_A2A_INTERCEPT.Task

TASK_A2A_INTERCEPT:_call_handler(step, trigger, params, EventName)

TASK_A2A_SWEEP , extends Tasking.Task#TASK , extends Core.Fsm#FSM_TASK , extends #FSM
Fields and Methods inherited from TASK_A2A_SWEEP Description

TASK_A2A_SWEEP:New(Mission, SetGroup, TaskName, TargetSetUnit, TaskBriefing)

Instantiates a new TASK_A2A_SWEEP.

TASK_A2A_SWEEP:SetScoreOnFail(PlayerName, Penalty, TaskUnit)

Set a penalty when the A2A attack has failed.

TASK_A2A_SWEEP:SetScoreOnProgress(PlayerName, Score, TaskUnit)

Set a score when a target in scope of the A2A attack, has been destroyed.

TASK_A2A_SWEEP:SetScoreOnSuccess(PlayerName, Score, TaskUnit)

Set a score when all the targets in scope of the A2A attack, have been destroyed.

TASK_A2A_SWEEP.TargetSetUnit

TASK_A2A_SWEEP:onafterGoal(TaskUnit, From, Event, To)

Fields and Methods inherited from TASK Description

TASK_A2A_SWEEP:Abort()

FSM Abort synchronous event function for TASK.

TASK_A2A_SWEEP:AbortGroup(PlayerGroup)

A group aborting the task.

TASK_A2A_SWEEP:AddGroups(GroupSet)

Gets the SET_GROUP assigned to the TASK.

TASK_A2A_SWEEP:AddProgress(PlayerName, ProgressText, ProgressTime, ProgressPoints)

Add Task Progress for a Player Name

TASK_A2A_SWEEP:AssignToGroup(TaskGroup)

Assign the #TASK to a Wrapper.Group.

TASK_A2A_SWEEP:AssignToUnit(TaskUnit)

Assign the #TASK to an alive Wrapper.Unit.

TASK_A2A_SWEEP:Cancel()

FSM Cancel synchronous event function for TASK.

TASK_A2A_SWEEP:ClearGroupAssignment(TaskGroup)

Clear the Wrapper.Group assignment from the #TASK.

TASK_A2A_SWEEP.CommandCenter

TASK_A2A_SWEEP:CrashGroup(PlayerGroup)

A group crashing and thus aborting from the task.

TASK_A2A_SWEEP.DetectedItem

TASK_A2A_SWEEP.Detection

TASK_A2A_SWEEP.Dispatcher

TASK_A2A_SWEEP:Fail()

FSM Fail synchronous event function for TASK.

TASK_A2A_SWEEP:FailProcesses(TaskUnitName)

TASK_A2A_SWEEP.FlashTaskScheduleID

TASK_A2A_SWEEP.FlashTaskScheduler

TASK_A2A_SWEEP.FlashTaskStatus

TASK_A2A_SWEEP.FsmTemplate

TASK_A2A_SWEEP:GetBriefing()

Gets the #TASK briefing.

TASK_A2A_SWEEP:GetGoal()

Get goal of a task

TASK_A2A_SWEEP:GetGroups()

Gets the SET_GROUP assigned to the TASK.

TASK_A2A_SWEEP:GetID()

Gets the ID of the Task

TASK_A2A_SWEEP:GetMission()

Gets the Mission to where the TASK belongs.

TASK_A2A_SWEEP:GetName()

Gets the Name of the Task

TASK_A2A_SWEEP:GetPlayerCount()

Create a count of the players in the Task.

TASK_A2A_SWEEP:GetPlayerNames()

Create a list of the players in the Task.

TASK_A2A_SWEEP:GetPlayerProgress(PlayerName)

TASK_A2A_SWEEP:GetProcessTemplate(ProcessName)

Get the default or currently assigned Core.Fsm#FSM_PROCESS template with key ProcessName.

TASK_A2A_SWEEP:GetScoring()

Gets the Scoring of the task

TASK_A2A_SWEEP:GetStateMachine(TaskUnit)

Gets the FiniteStateMachine of #TASK with key Wrapper.Unit.

TASK_A2A_SWEEP:GetStateString()

Gets the #TASK status.

TASK_A2A_SWEEP:GetTaskBriefing()

Returns the #TASK briefing.

TASK_A2A_SWEEP:GetTaskControlMenu(TaskUnit, TaskName)

Get Task Control Menu

TASK_A2A_SWEEP:GetTaskIndex()

Gets the Task Index, which is a combination of the Task type, the Task name.

TASK_A2A_SWEEP:GetTaskName()

Returns the #TASK name.

TASK_A2A_SWEEP:GetType()

Gets the Type of the Task

TASK_A2A_SWEEP:GetUnitProcess(TaskUnit)

Get the Task FSM Process Template

TASK_A2A_SWEEP:Goal(PlayerUnit, PlayerName)

Goal Trigger for TASK

TASK_A2A_SWEEP:HasAliveUnits()

Returns if the #TASK has still alive and assigned Units.

TASK_A2A_SWEEP:HasGroup(FindGroup)

TASK_A2A_SWEEP:HasStateMachine(TaskUnit)

Checks if there is a FiniteStateMachine assigned to Wrapper.Unit for #TASK.

TASK_A2A_SWEEP:InitTaskControlMenu(TaskUnit)

Init Task Control Menu

TASK_A2A_SWEEP:IsGroupAssigned(TaskGroup)

Returns if the #TASK is assigned to the Group.

TASK_A2A_SWEEP:IsStateAborted()

Is the #TASK status Aborted.

TASK_A2A_SWEEP:IsStateAssigned()

Is the #TASK status Assigned.

TASK_A2A_SWEEP:IsStateCancelled()

Is the #TASK status Cancelled.

TASK_A2A_SWEEP:IsStateFailed()

Is the #TASK status Failed.

TASK_A2A_SWEEP:IsStateHold()

Is the #TASK status Hold.

TASK_A2A_SWEEP:IsStatePlanned()

Is the #TASK status Planned.

TASK_A2A_SWEEP:IsStateReplanned()

Is the #TASK status Replanned.

TASK_A2A_SWEEP:IsStateSuccess()

Is the #TASK status Success.

TASK_A2A_SWEEP:JoinUnit(PlayerUnit, PlayerGroup)

Add a PlayerUnit to join the Task.

TASK_A2A_SWEEP:MenuAssignToGroup(TaskGroup)

TASK_A2A_SWEEP.MenuAssigned

TASK_A2A_SWEEP:MenuFlashTaskStatus(TaskGroup, Flash)

Report the task status.

TASK_A2A_SWEEP:MenuMarkToGroup(TaskGroup)

TASK_A2A_SWEEP.MenuPlanned

TASK_A2A_SWEEP:MenuTaskAbort(TaskGroup)

Report the task status.

TASK_A2A_SWEEP:MenuTaskStatus(TaskGroup)

Report the task status.

TASK_A2A_SWEEP:MessageToGroups(Message)

Send a message of the #TASK to the assigned Wrapper.Groups.

TASK_A2A_SWEEP.Mission

TASK_A2A_SWEEP:New(Mission, SetGroupAssign, TaskName, TaskType, TaskBriefing)

Instantiates a new TASK.

TASK_A2A_SWEEP:OnAfterGoal(From, Event, To, PlayerUnit, PlayerName)

Goal Handler OnAfter for TASK

TASK_A2A_SWEEP:OnAfterPlayerAborted(PlayerUnit, PlayerName)

FSM PlayerAborted event handler prototype for TASK.

TASK_A2A_SWEEP:OnAfterPlayerCrashed(PlayerUnit, PlayerName)

FSM PlayerCrashed event handler prototype for TASK.

TASK_A2A_SWEEP:OnAfterPlayerDead(PlayerUnit, PlayerName)

FSM PlayerDead event handler prototype for TASK.

TASK_A2A_SWEEP:OnBeforeGoal(From, Event, To, PlayerUnit, PlayerName)

Goal Handler OnBefore for TASK

TASK_A2A_SWEEP:RefreshMenus(TaskGroup, MenuTime)

Remove the menu option of the #TASK for a Wrapper.Group.

TASK_A2A_SWEEP:RefreshTaskControlMenu(TaskUnit, MenuTime, MenuTag)

Refresh Task Control Menu

TASK_A2A_SWEEP:RejectGroup(PlayerGroup)

A group rejecting a planned task.

TASK_A2A_SWEEP:RemoveAssignedMenuForGroup(TaskGroup, MenuTime)

Remove the assigned menu option of the #TASK for a Wrapper.Group.

TASK_A2A_SWEEP:RemoveMenu(MenuTime)

Remove the menu options of the #TASK to all the groups in the SetGroup.

TASK_A2A_SWEEP:RemoveStateMachine(TaskUnit)

Remove FiniteStateMachines from #TASK with key Wrapper.Unit.

TASK_A2A_SWEEP:RemoveTaskControlMenu(TaskUnit)

Remove Task Control Menu

TASK_A2A_SWEEP:Replan()

FSM Replan synchronous event function for TASK.

TASK_A2A_SWEEP:ReportDetails(TaskGroup, ReportGroup)

Create a detailed report of the Task.

TASK_A2A_SWEEP:ReportOverview(ReportGroup)

Create an overiew report of the Task.

TASK_A2A_SWEEP:ReportSummary(ReportGroup)

Create a summary report of the Task.

TASK_A2A_SWEEP:SendBriefingToAssignedGroups()

Send the briefing message of the #TASK to the assigned Wrapper.Groups.

TASK_A2A_SWEEP:SetAssignMethod(AcceptClass)

TASK_A2A_SWEEP:SetAssignedMenuForGroup(TaskGroup, MenuTime)

Set the assigned menu options of the #TASK.

TASK_A2A_SWEEP:SetBriefing(TaskBriefing)

Sets a #TASK briefing.

TASK_A2A_SWEEP:SetDetection(Detection, DetectedItem)

Set detection of a task

TASK_A2A_SWEEP:SetDispatcher(Dispatcher)

Set dispatcher of a task

TASK_A2A_SWEEP:SetGoal(Goal)

Set goal of a task

TASK_A2A_SWEEP.SetGroup

The Set of Groups assigned to the Task

TASK_A2A_SWEEP:SetGroupAssigned(TaskGroup)

Set Wrapper.Group assigned to the #TASK.

TASK_A2A_SWEEP:SetID(TaskID)

Sets the ID of the Task

TASK_A2A_SWEEP:SetMenu(MenuTime)

Set the menu options of the #TASK to all the groups in the SetGroup.

TASK_A2A_SWEEP:SetMenuForGroup(MenuTime, TaskGroup)

Set the Menu for a Group

TASK_A2A_SWEEP:SetName(TaskName)

Sets the Name of the Task

TASK_A2A_SWEEP:SetPlannedMenuForGroup(TaskGroup, MenuText, MenuTime)

Set the planned menu option of the #TASK.

TASK_A2A_SWEEP:SetScoreOnFail(PlayerName, Penalty, TaskUnit)

Set a penalty when the A2A attack has failed.

TASK_A2A_SWEEP:SetScoreOnProgress(PlayerName, Score, TaskUnit)

Set a score when progress has been made by the player.

TASK_A2A_SWEEP:SetScoreOnSuccess(PlayerName, Score, TaskUnit)

Set a score when all the targets in scope of the A2A attack, have been destroyed.

TASK_A2A_SWEEP:SetStateMachine(TaskUnit, Fsm)

Add a FiniteStateMachine to #TASK with key Wrapper.Unit.

TASK_A2A_SWEEP:SetTimeOut(Timer)

Sets the TimeOut for the #TASK.

TASK_A2A_SWEEP:SetType(TaskType)

Sets the Type of the Task

TASK_A2A_SWEEP:SetUnitProcess(Core, FsmTemplate)

Sets the Task FSM Process Template

TASK_A2A_SWEEP:StateAborted()

Sets a #TASK to status Aborted.

TASK_A2A_SWEEP:StateAssigned()

Sets a #TASK to status Assigned.

TASK_A2A_SWEEP:StateCancelled()

Sets a #TASK to status Cancelled.

TASK_A2A_SWEEP:StateFailed()

Sets a #TASK to status Failed.

TASK_A2A_SWEEP:StateHold()

Sets a #TASK to status Hold.

TASK_A2A_SWEEP:StatePlanned()

Sets a #TASK to status Planned.

TASK_A2A_SWEEP:StateReplanned()

Sets a #TASK to status Replanned.

TASK_A2A_SWEEP:StateSuccess()

Sets a #TASK to status Success.

TASK_A2A_SWEEP:Success()

FSM Success synchronous event function for TASK.

TASK_A2A_SWEEP.TaskBriefing

TASK_A2A_SWEEP.TaskControlMenu

TASK_A2A_SWEEP.TaskControlMenuTime

TASK_A2A_SWEEP.TaskID

TASK_A2A_SWEEP.TaskInfo

TASK_A2A_SWEEP.TaskName

TASK_A2A_SWEEP.TaskProgress

TASK_A2A_SWEEP.TaskScheduler

TASK_A2A_SWEEP.TaskType

TASK_A2A_SWEEP.TimeOut

TASK_A2A_SWEEP:UnAssignFromGroup(TaskGroup)

UnAssign the #TASK from a Wrapper.Group.

TASK_A2A_SWEEP:UnAssignFromGroups()

UnAssign the #TASK from the Wrapper.Groups.

TASK_A2A_SWEEP:UnAssignFromUnit(TaskUnit)

UnAssign the #TASK from an alive Wrapper.Unit.

TASK_A2A_SWEEP:__Abort()

FSM Abort asynchronous event function for TASK.

TASK_A2A_SWEEP:__Cancel()

FSM Cancel asynchronous event function for TASK.

TASK_A2A_SWEEP:__Fail()

FSM Fail asynchronous event function for TASK.

TASK_A2A_SWEEP:__Goal(Delay, PlayerUnit, PlayerName)

Goal Asynchronous Trigger for TASK

TASK_A2A_SWEEP:__Replan()

FSM Replan asynchronous event function for TASK.

TASK_A2A_SWEEP:__Success()

FSM Success asynchronous event function for TASK.

TASK_A2A_SWEEP:onafterReplan(From, Event, To)

FSM function for a TASK

TASK_A2A_SWEEP:onbeforeTimeOut(Event, From, To)

FSM function for a TASK

TASK_A2A_SWEEP:onenterAborted(From, Event, To)

FSM function for a TASK

TASK_A2A_SWEEP:onenterAssigned(Event, From, To, PlayerUnit, PlayerName)

FSM function for a TASK

TASK_A2A_SWEEP:onenterCancelled(From, Event, To)

FSM function for a TASK

TASK_A2A_SWEEP:onenterFailed(From, Event, To)

FSM function for a TASK

TASK_A2A_SWEEP:onenterPlanned(Event, From, To)

FSM function for a TASK

TASK_A2A_SWEEP:onenterSuccess(Event, From, To)

FSM function for a TASK

TASK_A2A_SWEEP:onstatechange(Event, From, To)

FSM function for a TASK

Fields and Methods inherited from FSM_TASK Description

TASK_A2A_SWEEP:New(TaskName)

Creates a new FSM_TASK object.

TASK_A2A_SWEEP.Task

TASK_A2A_SWEEP:_call_handler(step, trigger, params, EventName)

The TASK_A2A class

Field(s)

Function(s)

This function is called from the Tasking.CommandCenter#COMMANDCENTER to determine the method of automatic task selection.

Defined in:

TASK_A2A

Parameters:

#number AutoAssignMethod

The method to be applied to the task.

The command center.

The player group.

Defined in:

TASK_A2A

Defined in:

TASK_A2A

Defined in:

TASK_A2A

Parameter:

Return values:

The Coordinate object referencing to the 2D point where the RendezVous point is located on the map.

#number:

The RendezVousRange that defines when the player is considered to have arrived at the RendezVous point.

Defined in:

TASK_A2A

Parameter:

Return value:

The Zone object where the RendezVous is located on the map.

Defined in:

TASK_A2A

Parameter:

Return value:

The Coordinate object where the Target is located on the map.

Defined in:

TASK_A2A

Parameter:

Return value:

The Zone object where the Target is located on the map.

Instantiates a new TASK_A2A.

Defined in:

TASK_A2A

Parameters:

Core.Set#SET_GROUP SetAttack

The set of groups for which the Task can be assigned.

#string TaskName

The name of the Task.

Core.Set#SET_UNIT UnitSetTargets

#number TargetDistance

The distance to Target when the Player is considered to have "arrived" at the engagement range.

Core.Zone#ZONE_BASE TargetZone

The target zone, if known. If the TargetZone parameter is specified, the player will be routed to the center of the zone where all the targets are assumed to be.

TargetSetUnit

TaskType

TaskBriefing

Return value:

self

Return the relative distance to the target vicinity from the player, in order to sort the targets in the reports per distance from the threats.

Defined in:

TASK_A2A

Parameter:

ReportGroup

Defined in:

TASK_A2A

Defined in:

TASK_A2A

Parameters:

Core.Point#COORDINATE RendezVousCoordinate

The Coordinate object referencing to the 2D point where the RendezVous point is located on the map.

#number RendezVousRange

The RendezVousRange that defines when the player is considered to have arrived at the RendezVous point.

Defined in:

TASK_A2A

Parameters:

Core.Zone#ZONE_BASE RendezVousZone

The Zone object where the RendezVous is located on the map.

Defined in:

TASK_A2A

Parameters:

Core.Point#COORDINATE TargetCoordinate

The Coordinate object where the Target is located on the map.

Defined in:

TASK_A2A

Parameter:

Core.Set#SET_UNIT TargetSetUnit

The set of targets.

Defined in:

TASK_A2A

Parameters:

Core.Zone#ZONE_BASE TargetZone

The Zone object where the Target is located on the map.

Altitude

Heading

Defined in:

TASK_A2A

Parameter:

DetectedItem

This method checks every 10 seconds if the goal has been reached of the task.

Defined in:

TASK_A2A

Parameters:

TaskUnit

From

Event

To

Field(s)

Function(s)

FSM Abort synchronous event function for TASK.

Use this event to Abort the Task.

Defined in:

A group aborting the task.

Defined in:

Parameter:

Wrapper.Group#GROUP PlayerGroup

The group aborting the task.

Return value:

Gets the SET_GROUP assigned to the TASK.

Defined in:

Parameter:

Return value:

Add Task Progress for a Player Name

Defined in:

Parameters:

#string PlayerName

The name of the player.

#string ProgressText

The text that explains the Progress achieved.

#number ProgressTime

The time the progress was achieved.

ProgressPoints

Return value:

Assign the #TASK to a Wrapper.Group.

Defined in:

Parameter:

Return value:

Assign the #TASK to an alive Wrapper.Unit.

Defined in:

Parameter:

Return value:

self

FSM Cancel synchronous event function for TASK.

Use this event to Cancel the Task.

Defined in:

Clear the Wrapper.Group assignment from the #TASK.

Defined in:

Parameter:

Return value:

A group crashing and thus aborting from the task.

Defined in:

Parameter:

Wrapper.Group#GROUP PlayerGroup

The group aborting the task.

Return value:

FSM Fail synchronous event function for TASK.

Use this event to Fail the Task.

Defined in:

TODO: Obsolete? - Fail processes from #TASK with key Wrapper.Unit. @param #TASK self @param #string TaskUnitName @return #TASK self

Defined in:

Parameter:

TaskUnitName

Gets the #TASK briefing.

Defined in:

Return value:

#string:

The briefing text.

Get goal of a task

Defined in:

Return value:

The Goal

Gets the SET_GROUP assigned to the TASK.

Defined in:

Return value:

Gets the ID of the Task

Defined in:

Return value:

#string:

TaskID

Gets the Mission to where the TASK belongs.

Defined in:

Return value:

Gets the Name of the Task

Defined in:

Return value:

#string:

The Task Name

Create a count of the players in the Task.

Defined in:

Return value:

#number:

The total number of players in the task.

Create a list of the players in the Task.

Defined in:

Return value:

#map<#string,Wrapper.Group#GROUP>:

A map of the players

Defined in:

Parameter:

PlayerName

Get the default or currently assigned Core.Fsm#FSM_PROCESS template with key ProcessName.

Defined in:

Parameter:

#string ProcessName

Return value:

Gets the Scoring of the task

Defined in:

Return value:

Gets the FiniteStateMachine of #TASK with key Wrapper.Unit.

Defined in:

Parameter:

Return value:

Gets the #TASK status.

Defined in:

Returns the #TASK briefing.

Defined in:

Return value:

#string:

Task briefing.

Get Task Control Menu

Defined in:

Parameters:

The Wrapper.Unit that contains a player.

TaskName

Return value:

TaskControlMenu The Task Control Menu

Gets the Task Index, which is a combination of the Task type, the Task name.

Defined in:

Return value:

#string:

The Task ID

Returns the #TASK name.

Defined in:

Return value:

#string:

TaskName

Gets the Type of the Task

Defined in:

Return value:

#string:

TaskType

Get the Task FSM Process Template

Defined in:

Parameter:

TaskUnit

Return value:

Goal Trigger for TASK

Defined in:

Parameters:

Wrapper.Unit#UNIT PlayerUnit

The Wrapper.Unit of the player.

#string PlayerName

The name of the player.

Returns if the #TASK has still alive and assigned Units.

Defined in:

Return value:

#boolean:

Defined in:

Parameter:

Return value:

#boolean:

Checks if there is a FiniteStateMachine assigned to Wrapper.Unit for #TASK.

Defined in:

Parameter:

Return value:

self

Init Task Control Menu

Defined in:

Parameter:

The Wrapper.Unit that contains a player.

Return value:

Task Control Menu Refresh ID

Returns if the #TASK is assigned to the Group.

Defined in:

Parameter:

Return value:

#boolean:

Is the #TASK status Aborted.

Defined in:

Is the #TASK status Assigned.

Defined in:

Is the #TASK status Cancelled.

Defined in:

Is the #TASK status Failed.

Defined in:

Is the #TASK status Hold.

Defined in:

Is the #TASK status Planned.

Defined in:

Is the #TASK status Replanned.

Defined in:

Is the #TASK status Success.

Defined in:

Add a PlayerUnit to join the Task.

For each Group within the Task, the Unit is checked if it can join the Task. If the Unit was not part of the Task, false is returned. If the Unit is part of the Task, true is returned.

Defined in:

Parameters:

Wrapper.Unit#UNIT PlayerUnit

The CLIENT or UNIT of the Player joining the Mission.

Wrapper.Group#GROUP PlayerGroup

The GROUP of the player joining the Mission.

Return value:

#boolean:

true if Unit is part of the Task.

Report the task status.

Defined in:

Parameters:

TaskGroup

Flash

Report the task status.

Defined in:

Parameter:

TaskGroup

Report the task status.

Defined in:

Parameter:

Send a message of the #TASK to the assigned Wrapper.Groups.

Defined in:

Parameter:

Message

Instantiates a new TASK.

Should never be used. Interface Class.

Defined in:

Parameters:

The mission wherein the Task is registered.

Core.Set#SET_GROUP SetGroupAssign

The set of groups for which the Task can be assigned.

#string TaskName

The name of the Task

#string TaskType

The type of the Task

TaskBriefing

Return value:

self

Goal Handler OnAfter for TASK

Defined in:

Parameters:

#string From

#string Event

#string To

Wrapper.Unit#UNIT PlayerUnit

The Wrapper.Unit of the player.

#string PlayerName

The name of the player.

FSM PlayerAborted event handler prototype for TASK.

Defined in:

Parameters:

Wrapper.Unit#UNIT PlayerUnit

The Unit of the Player when he went back to spectators or left the mission.

#string PlayerName

The name of the Player.

FSM PlayerCrashed event handler prototype for TASK.

Defined in:

Parameters:

Wrapper.Unit#UNIT PlayerUnit

The Unit of the Player when he crashed in the mission.

#string PlayerName

The name of the Player.

FSM PlayerDead event handler prototype for TASK.

Defined in:

Parameters:

Wrapper.Unit#UNIT PlayerUnit

The Unit of the Player when he died in the mission.

#string PlayerName

The name of the Player.

Goal Handler OnBefore for TASK

Defined in:

Parameters:

#string From

#string Event

#string To

Wrapper.Unit#UNIT PlayerUnit

The Wrapper.Unit of the player.

#string PlayerName

The name of the player.

Return value:

#boolean:

Remove the menu option of the #TASK for a Wrapper.Group.

Defined in:

Parameters:

#number MenuTime

Return value:

self

Refresh Task Control Menu

Defined in:

Parameters:

The Wrapper.Unit that contains a player.

MenuTime

The refresh time that was used to refresh the Task Control Menu items.

MenuTag

The tag.

A group rejecting a planned task.

Defined in:

Parameter:

Wrapper.Group#GROUP PlayerGroup

The group rejecting the task.

Return value:

Remove the assigned menu option of the #TASK for a Wrapper.Group.

Defined in:

Parameters:

#number MenuTime

Return value:

self

Remove the menu options of the #TASK to all the groups in the SetGroup.

Defined in:

Parameter:

#number MenuTime

Return value:

Remove FiniteStateMachines from #TASK with key Wrapper.Unit.

Defined in:

Parameter:

Return value:

self

Remove Task Control Menu

Defined in:

Parameter:

The Wrapper.Unit that contains a player.

FSM Replan synchronous event function for TASK.

Use this event to Replan the Task.

Defined in:

Create a detailed report of the Task.

List the Task Status, and the Players assigned to the Task.

Defined in:

Parameters:

ReportGroup

Return value:

#string:

Create an overiew report of the Task.

List the Task Name and Status

Defined in:

Parameter:

ReportGroup

Return value:

#string:

Create a summary report of the Task.

List the Task Name and Status

Defined in:

Parameter:

Wrapper.Group#GROUP ReportGroup

Return value:

#string:

Send the briefing message of the #TASK to the assigned Wrapper.Groups.

Defined in:

Set the assigned menu options of the #TASK.

Defined in:

Parameters:

#number MenuTime

Return value:

self

Sets a #TASK briefing.

Defined in:

Parameter:

#string TaskBriefing

Return value:

self

Set detection of a task

Defined in:

Parameters:

DetectedItem

Return value:

Set dispatcher of a task

Defined in:

Parameter:

Return value:

Set goal of a task

Defined in:

Parameter:

Return value:

Set Wrapper.Group assigned to the #TASK.

Defined in:

Parameter:

Return value:

Sets the ID of the Task

Defined in:

Parameter:

#string TaskID

Set the menu options of the #TASK to all the groups in the SetGroup.

Defined in:

Parameter:

#number MenuTime

Return value:

Set the Menu for a Group

Defined in:

Parameters:

#number MenuTime

TaskGroup

Return value:

Sets the Name of the Task

Defined in:

Parameter:

#string TaskName

Set the planned menu option of the #TASK.

Defined in:

Parameters:

#string MenuText

The menu text.

#number MenuTime

Return value:

self

Set a penalty when the A2A attack has failed.

Defined in:

Parameters:

#string PlayerName

The name of the player.

#number Penalty

The penalty in points, must be a negative value!

Return value:

Set a score when progress has been made by the player.

Defined in:

Parameters:

#string PlayerName

The name of the player.

#number Score

The score in points to be granted when task process has been achieved.

Return value:

Set a score when all the targets in scope of the A2A attack, have been destroyed.

Defined in:

Parameters:

#string PlayerName

The name of the player.

#number Score

The score in points.

Return value:

Add a FiniteStateMachine to #TASK with key Wrapper.Unit.

Defined in:

Parameters:

Return value:

self

Sets the TimeOut for the #TASK.

If #TASK stayed planned for longer than TimeOut, it gets into Cancelled status.

Defined in:

Parameter:

#integer Timer

in seconds

Return value:

self

Sets the Type of the Task

Defined in:

Parameter:

#string TaskType

Sets the Task FSM Process Template

Defined in:

Parameters:

Core

Fsm#FSM_PROCESS

FsmTemplate

Sets a #TASK to status Aborted.

Defined in:

Sets a #TASK to status Assigned.

Defined in:

Sets a #TASK to status Cancelled.

Defined in:

Sets a #TASK to status Failed.

Defined in:

Sets a #TASK to status Hold.

Defined in:

Sets a #TASK to status Planned.

Defined in:

Sets a #TASK to status Replanned.

Defined in:

Sets a #TASK to status Success.

Defined in:

FSM Success synchronous event function for TASK.

Use this event to make the Task a Success.

Defined in:

UnAssign the #TASK from an alive Wrapper.Unit.

Defined in:

Parameter:

Return value:

self

FSM Abort asynchronous event function for TASK.

Use this event to Abort the Task.

Defined in:

FSM Cancel asynchronous event function for TASK.

Use this event to Cancel the Task.

Defined in:

FSM Fail asynchronous event function for TASK.

Use this event to Fail the Task.

Defined in:

Goal Asynchronous Trigger for TASK

Defined in:

Parameters:

#number Delay

Wrapper.Unit#UNIT PlayerUnit

The Wrapper.Unit of the player.

#string PlayerName

The name of the player.

FSM Replan asynchronous event function for TASK.

Use this event to Replan the Task.

Defined in:

FSM Success asynchronous event function for TASK.

Use this event to make the Task a Success.

Defined in:

FSM function for a TASK

Defined in:

Parameters:

#string From

#string Event

#string To

FSM function for a TASK

Defined in:

Parameters:

#string Event

#string From

#string To

FSM function for a TASK

Defined in:

Parameters:

#string From

#string Event

#string To

FSM function for a TASK

Defined in:

Parameters:

#string Event

#string From

#string To

PlayerUnit

PlayerName

FSM function for a TASK

Defined in:

Parameters:

#string From

#string Event

#string To

FSM function for a TASK

Defined in:

Parameters:

#string From

#string Event

#string To

FSM function for a TASK

Defined in:

Parameters:

#string Event

#string From

#string To

FSM function for a TASK

Defined in:

Parameters:

#string Event

#string From

#string To

FSM function for a TASK

Defined in:

Parameters:

#string Event

#string From

#string To

Field(s)

Function(s)

Creates a new FSM_TASK object.

Defined in:

Parameter:

#string TaskName

The name of the task.

Return value:

Defined in:

Parameters:

step

trigger

params

EventName

The TASK_A2A_ENGAGE class

Field(s)

Function(s)

Instantiates a new TASK_A2A_ENGAGE.

Defined in:

TASK_A2A_ENGAGE

Parameters:

The set of groups for which the Task can be assigned.

#string TaskName

The name of the Task.

Core.Set#SET_UNIT TargetSetUnit

#string TaskBriefing

The briefing of the task.

Return value:

Set a penalty when the A2A attack has failed.

Defined in:

TASK_A2A_ENGAGE

Parameters:

#string PlayerName

The name of the player.

#number Penalty

The penalty in points, must be a negative value!

Return value:

Set a score when a target in scope of the A2A attack, has been destroyed .

Defined in:

TASK_A2A_ENGAGE

Parameters:

#string PlayerName

The name of the player.

#number Score

The score in points to be granted when task process has been achieved.

Return value:

Set a score when all the targets in scope of the A2A attack, have been destroyed.

Defined in:

TASK_A2A_ENGAGE

Parameters:

#string PlayerName

The name of the player.

#number Score

The score in points.

Return value:

Field(s)

Function(s)

FSM Abort synchronous event function for TASK.

Use this event to Abort the Task.

Defined in:

A group aborting the task.

Defined in:

Parameter:

Wrapper.Group#GROUP PlayerGroup

The group aborting the task.

Return value:

Gets the SET_GROUP assigned to the TASK.

Defined in:

Parameter:

Return value:

Add Task Progress for a Player Name

Defined in:

Parameters:

#string PlayerName

The name of the player.

#string ProgressText

The text that explains the Progress achieved.

#number ProgressTime

The time the progress was achieved.

ProgressPoints

Return value:

Assign the #TASK to a Wrapper.Group.

Defined in:

Parameter:

Return value:

Assign the #TASK to an alive Wrapper.Unit.

Defined in:

Parameter:

Return value:

self

FSM Cancel synchronous event function for TASK.

Use this event to Cancel the Task.

Defined in:

Clear the Wrapper.Group assignment from the #TASK.

Defined in:

Parameter:

Return value:

A group crashing and thus aborting from the task.

Defined in:

Parameter:

Wrapper.Group#GROUP PlayerGroup

The group aborting the task.

Return value:

FSM Fail synchronous event function for TASK.

Use this event to Fail the Task.

Defined in:

TODO: Obsolete? - Fail processes from #TASK with key Wrapper.Unit. @param #TASK self @param #string TaskUnitName @return #TASK self

Defined in:

Parameter:

TaskUnitName

Gets the #TASK briefing.

Defined in:

Return value:

#string:

The briefing text.

Get goal of a task

Defined in:

Return value:

The Goal

Gets the SET_GROUP assigned to the TASK.

Defined in:

Return value:

Gets the ID of the Task

Defined in:

Return value:

#string:

TaskID

Gets the Mission to where the TASK belongs.

Defined in:

Return value:

Gets the Name of the Task

Defined in:

Return value:

#string:

The Task Name

Create a count of the players in the Task.

Defined in:

Return value:

#number:

The total number of players in the task.

Create a list of the players in the Task.

Defined in:

Return value:

#map<#string,Wrapper.Group#GROUP>:

A map of the players

Get the default or currently assigned Core.Fsm#FSM_PROCESS template with key ProcessName.

Defined in:

Parameter:

#string ProcessName

Return value:

Gets the Scoring of the task

Defined in:

Return value:

Gets the FiniteStateMachine of #TASK with key Wrapper.Unit.

Defined in:

Parameter:

Return value:

Returns the #TASK briefing.

Defined in:

Return value:

#string:

Task briefing.

Get Task Control Menu

Defined in:

Parameters:

The Wrapper.Unit that contains a player.

TaskName

Return value:

TaskControlMenu The Task Control Menu

Gets the Task Index, which is a combination of the Task type, the Task name.

Defined in:

Return value:

#string:

The Task ID

Returns the #TASK name.

Defined in:

Return value:

#string:

TaskName

Gets the Type of the Task

Defined in:

Return value:

#string:

TaskType

Get the Task FSM Process Template

Defined in:

Parameter:

TaskUnit

Return value:

Goal Trigger for TASK

Defined in:

Parameters:

Wrapper.Unit#UNIT PlayerUnit

The Wrapper.Unit of the player.

#string PlayerName

The name of the player.

Returns if the #TASK has still alive and assigned Units.

Defined in:

Return value:

#boolean:

Defined in:

Parameter:

Return value:

#boolean:

Checks if there is a FiniteStateMachine assigned to Wrapper.Unit for #TASK.

Defined in:

Parameter:

Return value:

self

Init Task Control Menu

Defined in:

Parameter:

The Wrapper.Unit that contains a player.

Return value:

Task Control Menu Refresh ID

Returns if the #TASK is assigned to the Group.

Defined in:

Parameter:

Return value:

#boolean:

Is the #TASK status Aborted.

Defined in:

Is the #TASK status Assigned.

Defined in:

Is the #TASK status Cancelled.

Defined in:

Is the #TASK status Failed.

Defined in:

Is the #TASK status Hold.

Defined in:

Is the #TASK status Planned.

Defined in:

Is the #TASK status Replanned.

Defined in:

Is the #TASK status Success.

Defined in:

Add a PlayerUnit to join the Task.

For each Group within the Task, the Unit is checked if it can join the Task. If the Unit was not part of the Task, false is returned. If the Unit is part of the Task, true is returned.

Defined in:

Parameters:

Wrapper.Unit#UNIT PlayerUnit

The CLIENT or UNIT of the Player joining the Mission.

Wrapper.Group#GROUP PlayerGroup

The GROUP of the player joining the Mission.

Return value:

#boolean:

true if Unit is part of the Task.

Report the task status.

Defined in:

Parameters:

TaskGroup

Flash

Report the task status.

Defined in:

Parameter:

TaskGroup

Report the task status.

Defined in:

Parameter:

Send a message of the #TASK to the assigned Wrapper.Groups.

Defined in:

Parameter:

Message

Instantiates a new TASK.

Should never be used. Interface Class.

Defined in:

Parameters:

The mission wherein the Task is registered.

Core.Set#SET_GROUP SetGroupAssign

The set of groups for which the Task can be assigned.

#string TaskName

The name of the Task

#string TaskType

The type of the Task

TaskBriefing

Return value:

self

Goal Handler OnAfter for TASK

Defined in:

Parameters:

#string From

#string Event

#string To

Wrapper.Unit#UNIT PlayerUnit

The Wrapper.Unit of the player.

#string PlayerName

The name of the player.

FSM PlayerAborted event handler prototype for TASK.

Defined in:

Parameters:

Wrapper.Unit#UNIT PlayerUnit

The Unit of the Player when he went back to spectators or left the mission.

#string PlayerName

The name of the Player.

FSM PlayerCrashed event handler prototype for TASK.

Defined in:

Parameters:

Wrapper.Unit#UNIT PlayerUnit

The Unit of the Player when he crashed in the mission.

#string PlayerName

The name of the Player.

FSM PlayerDead event handler prototype for TASK.

Defined in:

Parameters:

Wrapper.Unit#UNIT PlayerUnit

The Unit of the Player when he died in the mission.

#string PlayerName

The name of the Player.

Goal Handler OnBefore for TASK

Defined in:

Parameters:

#string From

#string Event

#string To

Wrapper.Unit#UNIT PlayerUnit

The Wrapper.Unit of the player.

#string PlayerName

The name of the player.

Return value:

#boolean:

Remove the menu option of the #TASK for a Wrapper.Group.

Defined in:

Parameters:

#number MenuTime

Return value:

self

Refresh Task Control Menu

Defined in:

Parameters:

The Wrapper.Unit that contains a player.

MenuTime

The refresh time that was used to refresh the Task Control Menu items.

MenuTag

The tag.

A group rejecting a planned task.

Defined in:

Parameter:

Wrapper.Group#GROUP PlayerGroup

The group rejecting the task.

Return value:

Remove the assigned menu option of the #TASK for a Wrapper.Group.

Defined in:

Parameters:

#number MenuTime

Return value:

self

Remove the menu options of the #TASK to all the groups in the SetGroup.

Defined in:

Parameter:

#number MenuTime

Return value:

Remove FiniteStateMachines from #TASK with key Wrapper.Unit.

Defined in:

Parameter:

Return value:

self

Remove Task Control Menu

Defined in:

Parameter:

The Wrapper.Unit that contains a player.

FSM Replan synchronous event function for TASK.

Use this event to Replan the Task.

Defined in:

Create a detailed report of the Task.

List the Task Status, and the Players assigned to the Task.

Defined in:

Parameters:

ReportGroup

Return value:

#string:

Create an overiew report of the Task.

List the Task Name and Status

Defined in:

Parameter:

ReportGroup

Return value:

#string:

Create a summary report of the Task.

List the Task Name and Status

Defined in:

Parameter:

Wrapper.Group#GROUP ReportGroup

Return value:

#string:

Send the briefing message of the #TASK to the assigned Wrapper.Groups.

Defined in:

Set the assigned menu options of the #TASK.

Defined in:

Parameters:

#number MenuTime

Return value:

self

Sets a #TASK briefing.

Defined in:

Parameter:

#string TaskBriefing

Return value:

self

Set detection of a task

Defined in:

Parameters:

DetectedItem

Return value:

Set dispatcher of a task

Defined in:

Parameter:

Return value:

Set goal of a task

Defined in:

Parameter:

Return value:

Set Wrapper.Group assigned to the #TASK.

Defined in:

Parameter:

Return value:

Sets the ID of the Task

Defined in:

Parameter:

#string TaskID

Set the menu options of the #TASK to all the groups in the SetGroup.

Defined in:

Parameter:

#number MenuTime

Return value:

Set the Menu for a Group

Defined in:

Parameters:

#number MenuTime

TaskGroup

Return value:

Sets the Name of the Task

Defined in:

Parameter:

#string TaskName

Set the planned menu option of the #TASK.

Defined in:

Parameters:

#string MenuText

The menu text.

#number MenuTime

Return value:

self

Set a penalty when the A2A attack has failed.

Defined in:

Parameters:

#string PlayerName

The name of the player.

#number Penalty

The penalty in points, must be a negative value!

Return value:

Set a score when progress has been made by the player.

Defined in:

Parameters:

#string PlayerName

The name of the player.

#number Score

The score in points to be granted when task process has been achieved.

Return value:

Set a score when all the targets in scope of the A2A attack, have been destroyed.

Defined in:

Parameters:

#string PlayerName

The name of the player.

#number Score

The score in points.

Return value:

Add a FiniteStateMachine to #TASK with key Wrapper.Unit.

Defined in:

Parameters:

Return value:

self

Sets the TimeOut for the #TASK.

If #TASK stayed planned for longer than TimeOut, it gets into Cancelled status.

Defined in:

Parameter:

#integer Timer

in seconds

Return value:

self

Sets the Type of the Task

Defined in:

Parameter:

#string TaskType

Sets the Task FSM Process Template

Defined in:

Parameters:

Core

Fsm#FSM_PROCESS

FsmTemplate

Sets a #TASK to status Aborted.

Defined in:

Sets a #TASK to status Assigned.

Defined in:

Sets a #TASK to status Cancelled.

Defined in:

Sets a #TASK to status Failed.

Defined in:

Sets a #TASK to status Hold.

Defined in:

Sets a #TASK to status Planned.

Defined in:

Sets a #TASK to status Replanned.

Defined in:

Sets a #TASK to status Success.

Defined in:

FSM Success synchronous event function for TASK.

Use this event to make the Task a Success.

Defined in:

UnAssign the #TASK from an alive Wrapper.Unit.

Defined in:

Parameter:

Return value:

self

FSM Abort asynchronous event function for TASK.

Use this event to Abort the Task.

Defined in:

FSM Cancel asynchronous event function for TASK.

Use this event to Cancel the Task.

Defined in:

FSM Fail asynchronous event function for TASK.

Use this event to Fail the Task.

Defined in:

Goal Asynchronous Trigger for TASK

Defined in:

Parameters:

#number Delay

Wrapper.Unit#UNIT PlayerUnit

The Wrapper.Unit of the player.

#string PlayerName

The name of the player.

FSM Replan asynchronous event function for TASK.

Use this event to Replan the Task.

Defined in:

FSM Success asynchronous event function for TASK.

Use this event to make the Task a Success.

Defined in:

FSM function for a TASK

Defined in:

Parameters:

#string From

#string Event

#string To

FSM function for a TASK

Defined in:

Parameters:

#string Event

#string From

#string To

FSM function for a TASK

Defined in:

Parameters:

#string From

#string Event

#string To

FSM function for a TASK

Defined in:

Parameters:

#string Event

#string From

#string To

PlayerUnit

PlayerName

FSM function for a TASK

Defined in:

Parameters:

#string From

#string Event

#string To

FSM function for a TASK

Defined in:

Parameters:

#string From

#string Event

#string To

FSM function for a TASK

Defined in:

Parameters:

#string Event

#string From

#string To

FSM function for a TASK

Defined in:

Parameters:

#string Event

#string From

#string To

FSM function for a TASK

Defined in:

Parameters:

#string Event

#string From

#string To

Field(s)

Function(s)

Creates a new FSM_TASK object.

Defined in:

Parameter:

#string TaskName

The name of the task.

Return value:

Defined in:

Parameters:

step

trigger

params

EventName

The TASK_A2A_INTERCEPT class

Field(s)

Function(s)

Instantiates a new TASK_A2A_INTERCEPT.

Defined in:

TASK_A2A_INTERCEPT

Parameters:

The set of groups for which the Task can be assigned.

#string TaskName

The name of the Task.

Core.Set#SET_UNIT TargetSetUnit

#string TaskBriefing

The briefing of the task.

Return value:

Set a penalty when the A2A attack has failed.

Defined in:

TASK_A2A_INTERCEPT

Parameters:

#string PlayerName

The name of the player.

#number Penalty

The penalty in points, must be a negative value!

Return value:

Set a score when a target in scope of the A2A attack, has been destroyed.

Defined in:

TASK_A2A_INTERCEPT

Parameters:

#string PlayerName

The name of the player.

#number Score

The score in points to be granted when task process has been achieved.

Return value:

Set a score when all the targets in scope of the A2A attack, have been destroyed.

Defined in:

TASK_A2A_INTERCEPT

Parameters:

#string PlayerName

The name of the player.

#number Score

The score in points.

Return value:

Field(s)

Function(s)

FSM Abort synchronous event function for TASK.

Use this event to Abort the Task.

Defined in:

A group aborting the task.

Defined in:

Parameter:

Wrapper.Group#GROUP PlayerGroup

The group aborting the task.

Return value:

Gets the SET_GROUP assigned to the TASK.

Defined in:

Parameter:

Return value:

Add Task Progress for a Player Name

Defined in:

Parameters:

#string PlayerName

The name of the player.

#string ProgressText

The text that explains the Progress achieved.

#number ProgressTime

The time the progress was achieved.

ProgressPoints

Return value:

Assign the #TASK to a Wrapper.Group.

Defined in:

Parameter:

Return value:

Assign the #TASK to an alive Wrapper.Unit.

Defined in:

Parameter:

Return value:

self

FSM Cancel synchronous event function for TASK.

Use this event to Cancel the Task.

Defined in:

Clear the Wrapper.Group assignment from the #TASK.

Defined in:

Parameter:

Return value:

A group crashing and thus aborting from the task.

Defined in:

Parameter:

Wrapper.Group#GROUP PlayerGroup

The group aborting the task.

Return value:

FSM Fail synchronous event function for TASK.

Use this event to Fail the Task.

Defined in:

TODO: Obsolete? - Fail processes from #TASK with key Wrapper.Unit. @param #TASK self @param #string TaskUnitName @return #TASK self

Defined in:

Parameter:

TaskUnitName

Gets the #TASK briefing.

Defined in:

Return value:

#string:

The briefing text.

Get goal of a task

Defined in:

Return value:

The Goal

Gets the SET_GROUP assigned to the TASK.

Defined in:

Return value:

Gets the ID of the Task

Defined in:

Return value:

#string:

TaskID

Gets the Mission to where the TASK belongs.

Defined in:

Return value:

Gets the Name of the Task

Defined in:

Return value:

#string:

The Task Name

Create a count of the players in the Task.

Defined in:

Return value:

#number:

The total number of players in the task.

Create a list of the players in the Task.

Defined in:

Return value:

#map<#string,Wrapper.Group#GROUP>:

A map of the players

Get the default or currently assigned Core.Fsm#FSM_PROCESS template with key ProcessName.

Defined in:

Parameter:

#string ProcessName

Return value:

Gets the Scoring of the task

Defined in:

Return value:

Gets the FiniteStateMachine of #TASK with key Wrapper.Unit.

Defined in:

Parameter:

Return value:

Returns the #TASK briefing.

Defined in:

Return value:

#string:

Task briefing.

Get Task Control Menu

Defined in:

Parameters:

The Wrapper.Unit that contains a player.

TaskName

Return value:

TaskControlMenu The Task Control Menu

Gets the Task Index, which is a combination of the Task type, the Task name.

Defined in:

Return value:

#string:

The Task ID

Returns the #TASK name.

Defined in:

Return value:

#string:

TaskName

Gets the Type of the Task

Defined in:

Return value:

#string:

TaskType

Get the Task FSM Process Template

Defined in:

Parameter:

TaskUnit

Return value:

Goal Trigger for TASK

Defined in:

Parameters:

Wrapper.Unit#UNIT PlayerUnit

The Wrapper.Unit of the player.

#string PlayerName

The name of the player.

Returns if the #TASK has still alive and assigned Units.

Defined in:

Return value:

#boolean:

Defined in:

Parameter:

Return value:

#boolean:

Checks if there is a FiniteStateMachine assigned to Wrapper.Unit for #TASK.

Defined in:

Parameter:

Return value:

self

Init Task Control Menu

Defined in:

Parameter:

The Wrapper.Unit that contains a player.

Return value:

Task Control Menu Refresh ID

Returns if the #TASK is assigned to the Group.

Defined in:

Parameter:

Return value:

#boolean:

Is the #TASK status Aborted.

Defined in:

Is the #TASK status Assigned.

Defined in:

Is the #TASK status Cancelled.

Defined in:

Is the #TASK status Failed.

Defined in:

Is the #TASK status Hold.

Defined in:

Is the #TASK status Planned.

Defined in:

Is the #TASK status Replanned.

Defined in:

Is the #TASK status Success.

Defined in:

Add a PlayerUnit to join the Task.

For each Group within the Task, the Unit is checked if it can join the Task. If the Unit was not part of the Task, false is returned. If the Unit is part of the Task, true is returned.

Defined in:

Parameters:

Wrapper.Unit#UNIT PlayerUnit

The CLIENT or UNIT of the Player joining the Mission.

Wrapper.Group#GROUP PlayerGroup

The GROUP of the player joining the Mission.

Return value:

#boolean:

true if Unit is part of the Task.

Report the task status.

Defined in:

Parameters:

TaskGroup

Flash

Report the task status.

Defined in:

Parameter:

TaskGroup

Report the task status.

Defined in:

Parameter:

Send a message of the #TASK to the assigned Wrapper.Groups.

Defined in:

Parameter:

Message

Instantiates a new TASK.

Should never be used. Interface Class.

Defined in:

Parameters:

The mission wherein the Task is registered.

Core.Set#SET_GROUP SetGroupAssign

The set of groups for which the Task can be assigned.

#string TaskName

The name of the Task

#string TaskType

The type of the Task

TaskBriefing

Return value:

self

Goal Handler OnAfter for TASK

Defined in:

Parameters:

#string From

#string Event

#string To

Wrapper.Unit#UNIT PlayerUnit

The Wrapper.Unit of the player.

#string PlayerName

The name of the player.

FSM PlayerAborted event handler prototype for TASK.

Defined in:

Parameters:

Wrapper.Unit#UNIT PlayerUnit

The Unit of the Player when he went back to spectators or left the mission.

#string PlayerName

The name of the Player.

FSM PlayerCrashed event handler prototype for TASK.

Defined in:

Parameters:

Wrapper.Unit#UNIT PlayerUnit

The Unit of the Player when he crashed in the mission.

#string PlayerName

The name of the Player.

FSM PlayerDead event handler prototype for TASK.

Defined in:

Parameters:

Wrapper.Unit#UNIT PlayerUnit

The Unit of the Player when he died in the mission.

#string PlayerName

The name of the Player.

Goal Handler OnBefore for TASK

Defined in:

Parameters:

#string From

#string Event

#string To

Wrapper.Unit#UNIT PlayerUnit

The Wrapper.Unit of the player.

#string PlayerName

The name of the player.

Return value:

#boolean:

Remove the menu option of the #TASK for a Wrapper.Group.

Defined in:

Parameters:

#number MenuTime

Return value:

self

Refresh Task Control Menu

Defined in:

Parameters:

The Wrapper.Unit that contains a player.

MenuTime

The refresh time that was used to refresh the Task Control Menu items.

MenuTag

The tag.

A group rejecting a planned task.

Defined in:

Parameter:

Wrapper.Group#GROUP PlayerGroup

The group rejecting the task.

Return value:

Remove the assigned menu option of the #TASK for a Wrapper.Group.

Defined in:

Parameters:

#number MenuTime

Return value:

self

Remove the menu options of the #TASK to all the groups in the SetGroup.

Defined in:

Parameter:

#number MenuTime

Return value:

Remove FiniteStateMachines from #TASK with key Wrapper.Unit.

Defined in:

Parameter:

Return value:

self

Remove Task Control Menu

Defined in:

Parameter:

The Wrapper.Unit that contains a player.

FSM Replan synchronous event function for TASK.

Use this event to Replan the Task.

Defined in:

Create a detailed report of the Task.

List the Task Status, and the Players assigned to the Task.

Defined in:

Parameters:

ReportGroup

Return value:

#string:

Create an overiew report of the Task.

List the Task Name and Status

Defined in:

Parameter:

ReportGroup

Return value:

#string:

Create a summary report of the Task.

List the Task Name and Status

Defined in:

Parameter:

Wrapper.Group#GROUP ReportGroup

Return value:

#string:

Send the briefing message of the #TASK to the assigned Wrapper.Groups.

Defined in:

Set the assigned menu options of the #TASK.

Defined in:

Parameters:

#number MenuTime

Return value:

self

Sets a #TASK briefing.

Defined in:

Parameter:

#string TaskBriefing

Return value:

self

Set detection of a task

Defined in:

Parameters:

DetectedItem

Return value:

Set dispatcher of a task

Defined in:

Parameter:

Return value:

Set goal of a task

Defined in:

Parameter:

Return value:

Set Wrapper.Group assigned to the #TASK.

Defined in:

Parameter:

Return value:

Sets the ID of the Task

Defined in:

Parameter:

#string TaskID

Set the menu options of the #TASK to all the groups in the SetGroup.

Defined in:

Parameter:

#number MenuTime

Return value:

Set the Menu for a Group

Defined in:

Parameters:

#number MenuTime

TaskGroup

Return value:

Sets the Name of the Task

Defined in:

Parameter:

#string TaskName

Set the planned menu option of the #TASK.

Defined in:

Parameters:

#string MenuText

The menu text.

#number MenuTime

Return value:

self

Set a penalty when the A2A attack has failed.

Defined in:

Parameters:

#string PlayerName

The name of the player.

#number Penalty

The penalty in points, must be a negative value!

Return value:

Set a score when progress has been made by the player.

Defined in:

Parameters:

#string PlayerName

The name of the player.

#number Score

The score in points to be granted when task process has been achieved.

Return value:

Set a score when all the targets in scope of the A2A attack, have been destroyed.

Defined in:

Parameters:

#string PlayerName

The name of the player.

#number Score

The score in points.

Return value:

Add a FiniteStateMachine to #TASK with key Wrapper.Unit.

Defined in:

Parameters:

Return value:

self

Sets the TimeOut for the #TASK.

If #TASK stayed planned for longer than TimeOut, it gets into Cancelled status.

Defined in:

Parameter:

#integer Timer

in seconds

Return value:

self

Sets the Type of the Task

Defined in:

Parameter:

#string TaskType

Sets the Task FSM Process Template

Defined in:

Parameters:

Core

Fsm#FSM_PROCESS

FsmTemplate

Sets a #TASK to status Aborted.

Defined in:

Sets a #TASK to status Assigned.

Defined in:

Sets a #TASK to status Cancelled.

Defined in:

Sets a #TASK to status Failed.

Defined in:

Sets a #TASK to status Hold.

Defined in:

Sets a #TASK to status Planned.

Defined in:

Sets a #TASK to status Replanned.

Defined in:

Sets a #TASK to status Success.

Defined in:

FSM Success synchronous event function for TASK.

Use this event to make the Task a Success.

Defined in:

UnAssign the #TASK from an alive Wrapper.Unit.

Defined in:

Parameter:

Return value:

self

FSM Abort asynchronous event function for TASK.

Use this event to Abort the Task.

Defined in:

FSM Cancel asynchronous event function for TASK.

Use this event to Cancel the Task.

Defined in:

FSM Fail asynchronous event function for TASK.

Use this event to Fail the Task.

Defined in:

Goal Asynchronous Trigger for TASK

Defined in:

Parameters:

#number Delay

Wrapper.Unit#UNIT PlayerUnit

The Wrapper.Unit of the player.

#string PlayerName

The name of the player.

FSM Replan asynchronous event function for TASK.

Use this event to Replan the Task.

Defined in:

FSM Success asynchronous event function for TASK.

Use this event to make the Task a Success.

Defined in:

FSM function for a TASK

Defined in:

Parameters:

#string From

#string Event

#string To

FSM function for a TASK

Defined in:

Parameters:

#string Event

#string From

#string To

FSM function for a TASK

Defined in:

Parameters:

#string From

#string Event

#string To

FSM function for a TASK

Defined in:

Parameters:

#string Event

#string From

#string To

PlayerUnit

PlayerName

FSM function for a TASK

Defined in:

Parameters:

#string From

#string Event

#string To

FSM function for a TASK

Defined in:

Parameters:

#string From

#string Event

#string To

FSM function for a TASK

Defined in:

Parameters:

#string Event

#string From

#string To

FSM function for a TASK

Defined in:

Parameters:

#string Event

#string From

#string To

FSM function for a TASK

Defined in:

Parameters:

#string Event

#string From

#string To

Field(s)

Function(s)

Creates a new FSM_TASK object.

Defined in:

Parameter:

#string TaskName

The name of the task.

Return value:

Defined in:

Parameters:

step

trigger

params

EventName

The TASK_A2A_SWEEP class

Field(s)

Function(s)

Instantiates a new TASK_A2A_SWEEP.

Defined in:

TASK_A2A_SWEEP

Parameters:

The set of groups for which the Task can be assigned.

#string TaskName

The name of the Task.

Core.Set#SET_UNIT TargetSetUnit

#string TaskBriefing

The briefing of the task.

Return value:

Set a penalty when the A2A attack has failed.

Defined in:

TASK_A2A_SWEEP

Parameters:

#string PlayerName

The name of the player.

#number Penalty

The penalty in points, must be a negative value!

Return value:

Set a score when a target in scope of the A2A attack, has been destroyed.

Defined in:

TASK_A2A_SWEEP

Parameters:

#string PlayerName

The name of the player.

#number Score

The score in points to be granted when task process has been achieved.

Return value:

Set a score when all the targets in scope of the A2A attack, have been destroyed.

Defined in:

TASK_A2A_SWEEP

Parameters:

#string PlayerName

The name of the player.

#number Score

The score in points.

Return value:

Defined in:

TASK_A2A_SWEEP

Parameters:

TaskUnit

From

Event

To

Field(s)

Function(s)

FSM Abort synchronous event function for TASK.

Use this event to Abort the Task.

Defined in:

A group aborting the task.

Defined in:

Parameter:

Wrapper.Group#GROUP PlayerGroup

The group aborting the task.

Return value:

Gets the SET_GROUP assigned to the TASK.

Defined in:

Parameter:

Return value:

Add Task Progress for a Player Name

Defined in:

Parameters:

#string PlayerName

The name of the player.

#string ProgressText

The text that explains the Progress achieved.

#number ProgressTime

The time the progress was achieved.

ProgressPoints

Return value:

Assign the #TASK to a Wrapper.Group.

Defined in:

Parameter:

Return value:

Assign the #TASK to an alive Wrapper.Unit.

Defined in:

Parameter:

Return value:

self

FSM Cancel synchronous event function for TASK.

Use this event to Cancel the Task.

Defined in:

Clear the Wrapper.Group assignment from the #TASK.

Defined in:

Parameter:

Return value:

A group crashing and thus aborting from the task.

Defined in:

Parameter:

Wrapper.Group#GROUP PlayerGroup

The group aborting the task.

Return value:

FSM Fail synchronous event function for TASK.

Use this event to Fail the Task.

Defined in:

TODO: Obsolete? - Fail processes from #TASK with key Wrapper.Unit. @param #TASK self @param #string TaskUnitName @return #TASK self

Defined in:

Parameter:

TaskUnitName

Gets the #TASK briefing.

Defined in:

Return value:

#string:

The briefing text.

Get goal of a task

Defined in:

Return value:

The Goal

Gets the SET_GROUP assigned to the TASK.

Defined in:

Return value:

Gets the ID of the Task

Defined in:

Return value:

#string:

TaskID

Gets the Mission to where the TASK belongs.

Defined in:

Return value:

Gets the Name of the Task

Defined in:

Return value:

#string:

The Task Name

Create a count of the players in the Task.

Defined in:

Return value:

#number:

The total number of players in the task.

Create a list of the players in the Task.

Defined in:

Return value:

#map<#string,Wrapper.Group#GROUP>:

A map of the players

Get the default or currently assigned Core.Fsm#FSM_PROCESS template with key ProcessName.

Defined in:

Parameter:

#string ProcessName

Return value:

Gets the Scoring of the task

Defined in:

Return value:

Gets the FiniteStateMachine of #TASK with key Wrapper.Unit.

Defined in:

Parameter:

Return value:

Returns the #TASK briefing.

Defined in:

Return value:

#string:

Task briefing.

Get Task Control Menu

Defined in:

Parameters:

The Wrapper.Unit that contains a player.

TaskName

Return value:

TaskControlMenu The Task Control Menu

Gets the Task Index, which is a combination of the Task type, the Task name.

Defined in:

Return value:

#string:

The Task ID

Returns the #TASK name.

Defined in:

Return value:

#string:

TaskName

Gets the Type of the Task

Defined in:

Return value:

#string:

TaskType

Get the Task FSM Process Template

Defined in:

Parameter:

TaskUnit

Return value:

Goal Trigger for TASK

Defined in:

Parameters:

Wrapper.Unit#UNIT PlayerUnit

The Wrapper.Unit of the player.

#string PlayerName

The name of the player.

Returns if the #TASK has still alive and assigned Units.

Defined in:

Return value:

#boolean:

Defined in:

Parameter:

Return value:

#boolean:

Checks if there is a FiniteStateMachine assigned to Wrapper.Unit for #TASK.

Defined in:

Parameter:

Return value:

self

Init Task Control Menu

Defined in:

Parameter:

The Wrapper.Unit that contains a player.

Return value:

Task Control Menu Refresh ID

Returns if the #TASK is assigned to the Group.

Defined in:

Parameter:

Return value:

#boolean:

Is the #TASK status Aborted.

Defined in:

Is the #TASK status Assigned.

Defined in:

Is the #TASK status Cancelled.

Defined in:

Is the #TASK status Failed.

Defined in:

Is the #TASK status Hold.

Defined in:

Is the #TASK status Planned.

Defined in:

Is the #TASK status Replanned.

Defined in:

Is the #TASK status Success.

Defined in:

Add a PlayerUnit to join the Task.

For each Group within the Task, the Unit is checked if it can join the Task. If the Unit was not part of the Task, false is returned. If the Unit is part of the Task, true is returned.

Defined in:

Parameters:

Wrapper.Unit#UNIT PlayerUnit

The CLIENT or UNIT of the Player joining the Mission.

Wrapper.Group#GROUP PlayerGroup

The GROUP of the player joining the Mission.

Return value:

#boolean:

true if Unit is part of the Task.

Report the task status.

Defined in:

Parameters:

TaskGroup

Flash

Report the task status.

Defined in:

Parameter:

TaskGroup

Report the task status.

Defined in:

Parameter:

Send a message of the #TASK to the assigned Wrapper.Groups.

Defined in:

Parameter:

Message

Instantiates a new TASK.

Should never be used. Interface Class.

Defined in:

Parameters:

The mission wherein the Task is registered.

Core.Set#SET_GROUP SetGroupAssign

The set of groups for which the Task can be assigned.

#string TaskName

The name of the Task

#string TaskType

The type of the Task

TaskBriefing

Return value:

self

Goal Handler OnAfter for TASK

Defined in:

Parameters:

#string From

#string Event

#string To

Wrapper.Unit#UNIT PlayerUnit

The Wrapper.Unit of the player.

#string PlayerName

The name of the player.

FSM PlayerAborted event handler prototype for TASK.

Defined in:

Parameters:

Wrapper.Unit#UNIT PlayerUnit

The Unit of the Player when he went back to spectators or left the mission.

#string PlayerName

The name of the Player.

FSM PlayerCrashed event handler prototype for TASK.

Defined in:

Parameters:

Wrapper.Unit#UNIT PlayerUnit

The Unit of the Player when he crashed in the mission.

#string PlayerName

The name of the Player.

FSM PlayerDead event handler prototype for TASK.

Defined in:

Parameters:

Wrapper.Unit#UNIT PlayerUnit

The Unit of the Player when he died in the mission.

#string PlayerName

The name of the Player.

Goal Handler OnBefore for TASK

Defined in:

Parameters:

#string From

#string Event

#string To

Wrapper.Unit#UNIT PlayerUnit

The Wrapper.Unit of the player.

#string PlayerName

The name of the player.

Return value:

#boolean:

Remove the menu option of the #TASK for a Wrapper.Group.

Defined in:

Parameters:

#number MenuTime

Return value:

self

Refresh Task Control Menu

Defined in:

Parameters:

The Wrapper.Unit that contains a player.

MenuTime

The refresh time that was used to refresh the Task Control Menu items.

MenuTag

The tag.

A group rejecting a planned task.

Defined in:

Parameter:

Wrapper.Group#GROUP PlayerGroup

The group rejecting the task.

Return value:

Remove the assigned menu option of the #TASK for a Wrapper.Group.

Defined in:

Parameters:

#number MenuTime

Return value:

self

Remove the menu options of the #TASK to all the groups in the SetGroup.

Defined in:

Parameter:

#number MenuTime

Return value:

Remove FiniteStateMachines from #TASK with key Wrapper.Unit.

Defined in:

Parameter:

Return value:

self

Remove Task Control Menu

Defined in:

Parameter:

The Wrapper.Unit that contains a player.

FSM Replan synchronous event function for TASK.

Use this event to Replan the Task.

Defined in:

Create a detailed report of the Task.

List the Task Status, and the Players assigned to the Task.

Defined in:

Parameters:

ReportGroup

Return value:

#string:

Create an overiew report of the Task.

List the Task Name and Status

Defined in:

Parameter:

ReportGroup

Return value:

#string:

Create a summary report of the Task.

List the Task Name and Status

Defined in:

Parameter:

Wrapper.Group#GROUP ReportGroup

Return value:

#string:

Send the briefing message of the #TASK to the assigned Wrapper.Groups.

Defined in:

Set the assigned menu options of the #TASK.

Defined in:

Parameters:

#number MenuTime

Return value:

self

Sets a #TASK briefing.

Defined in:

Parameter:

#string TaskBriefing

Return value:

self

Set detection of a task

Defined in:

Parameters:

DetectedItem

Return value:

Set dispatcher of a task

Defined in:

Parameter:

Return value:

Set goal of a task

Defined in:

Parameter:

Return value:

Set Wrapper.Group assigned to the #TASK.

Defined in:

Parameter:

Return value:

Sets the ID of the Task

Defined in:

Parameter:

#string TaskID

Set the menu options of the #TASK to all the groups in the SetGroup.

Defined in:

Parameter:

#number MenuTime

Return value:

Set the Menu for a Group

Defined in:

Parameters:

#number MenuTime

TaskGroup

Return value:

Sets the Name of the Task

Defined in:

Parameter:

#string TaskName

Set the planned menu option of the #TASK.

Defined in:

Parameters:

#string MenuText

The menu text.

#number MenuTime

Return value:

self

Set a penalty when the A2A attack has failed.

Defined in:

Parameters:

#string PlayerName

The name of the player.

#number Penalty

The penalty in points, must be a negative value!

Return value:

Set a score when progress has been made by the player.

Defined in:

Parameters:

#string PlayerName

The name of the player.

#number Score

The score in points to be granted when task process has been achieved.

Return value:

Set a score when all the targets in scope of the A2A attack, have been destroyed.

Defined in:

Parameters:

#string PlayerName

The name of the player.

#number Score

The score in points.

Return value:

Add a FiniteStateMachine to #TASK with key Wrapper.Unit.

Defined in:

Parameters:

Return value:

self

Sets the TimeOut for the #TASK.

If #TASK stayed planned for longer than TimeOut, it gets into Cancelled status.

Defined in:

Parameter:

#integer Timer

in seconds

Return value:

self

Sets the Type of the Task

Defined in:

Parameter:

#string TaskType

Sets the Task FSM Process Template

Defined in:

Parameters:

Core

Fsm#FSM_PROCESS

FsmTemplate

Sets a #TASK to status Aborted.

Defined in:

Sets a #TASK to status Assigned.

Defined in:

Sets a #TASK to status Cancelled.

Defined in:

Sets a #TASK to status Failed.

Defined in:

Sets a #TASK to status Hold.

Defined in:

Sets a #TASK to status Planned.

Defined in:

Sets a #TASK to status Replanned.

Defined in:

Sets a #TASK to status Success.

Defined in:

FSM Success synchronous event function for TASK.

Use this event to make the Task a Success.

Defined in:

UnAssign the #TASK from an alive Wrapper.Unit.

Defined in:

Parameter:

Return value:

self

FSM Abort asynchronous event function for TASK.

Use this event to Abort the Task.

Defined in:

FSM Cancel asynchronous event function for TASK.

Use this event to Cancel the Task.

Defined in:

FSM Fail asynchronous event function for TASK.

Use this event to Fail the Task.

Defined in:

Goal Asynchronous Trigger for TASK

Defined in:

Parameters:

#number Delay

Wrapper.Unit#UNIT PlayerUnit

The Wrapper.Unit of the player.

#string PlayerName

The name of the player.

FSM Replan asynchronous event function for TASK.

Use this event to Replan the Task.

Defined in:

FSM Success asynchronous event function for TASK.

Use this event to make the Task a Success.

Defined in:

FSM function for a TASK

Defined in:

Parameters:

#string From

#string Event

#string To

FSM function for a TASK

Defined in:

Parameters:

#string Event

#string From

#string To

FSM function for a TASK

Defined in:

Parameters:

#string From

#string Event

#string To

FSM function for a TASK

Defined in:

Parameters:

#string Event

#string From

#string To

PlayerUnit

PlayerName

FSM function for a TASK

Defined in:

Parameters:

#string From

#string Event

#string To

FSM function for a TASK

Defined in:

Parameters:

#string From

#string Event

#string To

FSM function for a TASK

Defined in:

Parameters:

#string Event

#string From

#string To

FSM function for a TASK

Defined in:

Parameters:

#string Event

#string From

#string To

FSM function for a TASK

Defined in:

Parameters:

#string Event

#string From

#string To

Field(s)

Function(s)

Creates a new FSM_TASK object.

Defined in:

Parameter:

#string TaskName

The name of the task.

Return value:

Defined in:

Parameters:

step

trigger

params

EventName