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Module Tasking.Task_A2G

Tasking - The TASK_A2G models tasks for players in Air to Ground engagements.


Author: FlightControl

Contributions:


Global(s)

Global TASK_A2G

The TASK_A2G class defines Air To Ground tasks for a Core.Set of Target Units, based on the tasking capabilities defined in Tasking.Task#TASK.

#TASK_A2G TASK_A2G

The TASK_A2G class defines Air To Ground tasks for a Core.Set of Target Units, based on the tasking capabilities defined in Tasking.Task#TASK.

The TASK_A2G is implemented using a Core.Fsm#FSM_TASK, and has the following statuses:

  • None: Start of the process
  • Planned: The A2G task is planned.
  • Assigned: The A2G task is assigned to a Wrapper.Group#GROUP.
  • Success: The A2G task is successfully completed.
  • Failed: The A2G 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 A2G 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_A2G_BAI

Defines a Battlefield Air Interdiction task for a human player to be executed.

#TASK_A2G_BAI TASK_A2G_BAI

Defines a Battlefield Air Interdiction task for a human player to be executed.

These tasks are more strategic in nature and are most of the time further away from friendly forces. BAI tasks can also be used to express the abscence of friendly forces near the vicinity.

The TASK_A2G_BAI is used by the Tasking.Task_A2G_Dispatcher#TASK_A2G_DISPATCHER to automatically create BAI tasks based on detected enemy ground targets.

Global TASK_A2G_CAS

Defines an Close Air Support task for a human player to be executed.

#TASK_A2G_CAS TASK_A2G_CAS

Defines an Close Air Support task for a human player to be executed.

Friendly forces will be in the vicinity within 6km from the enemy.

The TASK_A2G_CAS is used by the Tasking.Task_A2G_Dispatcher#TASK_A2G_DISPATCHER to automatically create CAS tasks based on detected enemy ground targets.

Global TASK_A2G_SEAD

Defines an Suppression or Extermination of Air Defenses task for a human player to be executed.

#TASK_A2G_SEAD TASK_A2G_SEAD

Defines an Suppression or Extermination of Air Defenses task for a human player to be executed.

These tasks are important to be executed as they will help to achieve air superiority at the vicinity.

The TASK_A2G_SEAD is used by the Tasking.Task_A2G_Dispatcher#TASK_A2G_DISPATCHER to automatically create SEAD tasks based on detected enemy ground targets.

Type(s)

TASK_A2G , extends Tasking.Task#TASK , extends Core.Fsm#FSM_TASK , extends #FSM
Fields and Methods inherited from TASK Description

TASK_A2G:Abort()

FSM Abort synchronous event function for TASK.

TASK_A2G:AbortGroup(PlayerGroup)

A group aborting the task.

TASK_A2G:AddGroups(GroupSet)

Gets the SET_GROUP assigned to the TASK.

TASK_A2G:AddProgress(PlayerName, ProgressText, ProgressTime, ProgressPoints)

Add Task Progress for a Player Name

TASK_A2G:AssignToGroup(TaskGroup)

Assign the #TASK to a Wrapper.Group.

TASK_A2G:AssignToUnit(TaskUnit)

Assign the #TASK to an alive Wrapper.Unit.

TASK_A2G:Cancel()

FSM Cancel synchronous event function for TASK.

TASK_A2G:ClearGroupAssignment(TaskGroup)

Clear the Wrapper.Group assignment from the #TASK.

TASK_A2G.CommandCenter

TASK_A2G:CrashGroup(PlayerGroup)

A group crashing and thus aborting from the task.

TASK_A2G.DetectedItem

TASK_A2G.Detection

TASK_A2G.Dispatcher

TASK_A2G:Fail()

FSM Fail synchronous event function for TASK.

TASK_A2G:FailProcesses(TaskUnitName)

TASK_A2G.FlashTaskScheduleID

TASK_A2G.FlashTaskScheduler

TASK_A2G.FlashTaskStatus

TASK_A2G.FsmTemplate

TASK_A2G:GetBriefing()

Gets the #TASK briefing.

TASK_A2G:GetGoal()

Get goal of a task

TASK_A2G:GetGroups()

Gets the SET_GROUP assigned to the TASK.

TASK_A2G:GetID()

Gets the ID of the Task

TASK_A2G:GetMission()

Gets the Mission to where the TASK belongs.

TASK_A2G:GetName()

Gets the Name of the Task

TASK_A2G:GetPlayerCount()

Create a count of the players in the Task.

TASK_A2G:GetPlayerNames()

Create a list of the players in the Task.

TASK_A2G:GetPlayerProgress(PlayerName)

TASK_A2G:GetProcessTemplate(ProcessName)

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

TASK_A2G:GetScoring()

Gets the Scoring of the task

TASK_A2G:GetStateMachine(TaskUnit)

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

TASK_A2G:GetStateString()

Gets the #TASK status.

TASK_A2G:GetTaskBriefing()

Returns the #TASK briefing.

TASK_A2G:GetTaskControlMenu(TaskUnit, TaskName)

Get Task Control Menu

TASK_A2G:GetTaskIndex()

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

TASK_A2G:GetTaskName()

Returns the #TASK name.

TASK_A2G:GetType()

Gets the Type of the Task

TASK_A2G:GetUnitProcess(TaskUnit)

Get the Task FSM Process Template

TASK_A2G:Goal(PlayerUnit, PlayerName)

Goal Trigger for TASK

TASK_A2G:HasAliveUnits()

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

TASK_A2G:HasGroup(FindGroup)

TASK_A2G:HasStateMachine(TaskUnit)

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

TASK_A2G:InitTaskControlMenu(TaskUnit)

Init Task Control Menu

TASK_A2G:IsGroupAssigned(TaskGroup)

Returns if the #TASK is assigned to the Group.

TASK_A2G:IsStateAborted()

Is the #TASK status Aborted.

TASK_A2G:IsStateAssigned()

Is the #TASK status Assigned.

TASK_A2G:IsStateCancelled()

Is the #TASK status Cancelled.

TASK_A2G:IsStateFailed()

Is the #TASK status Failed.

TASK_A2G:IsStateHold()

Is the #TASK status Hold.

TASK_A2G:IsStatePlanned()

Is the #TASK status Planned.

TASK_A2G:IsStateReplanned()

Is the #TASK status Replanned.

TASK_A2G:IsStateSuccess()

Is the #TASK status Success.

TASK_A2G:JoinUnit(PlayerUnit, PlayerGroup)

Add a PlayerUnit to join the Task.

TASK_A2G:MenuAssignToGroup(TaskGroup)

TASK_A2G.MenuAssigned

TASK_A2G:MenuFlashTaskStatus(TaskGroup, Flash)

Report the task status.

TASK_A2G:MenuMarkToGroup(TaskGroup)

TASK_A2G.MenuPlanned

TASK_A2G:MenuTaskAbort(TaskGroup)

Report the task status.

TASK_A2G:MenuTaskStatus(TaskGroup)

Report the task status.

TASK_A2G:MessageToGroups(Message)

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

TASK_A2G.Mission

TASK_A2G:New(Mission, SetGroupAssign, TaskName, TaskType, TaskBriefing)

Instantiates a new TASK.

TASK_A2G:OnAfterGoal(From, Event, To, PlayerUnit, PlayerName)

Goal Handler OnAfter for TASK

TASK_A2G:OnAfterPlayerAborted(PlayerUnit, PlayerName)

FSM PlayerAborted event handler prototype for TASK.

TASK_A2G:OnAfterPlayerCrashed(PlayerUnit, PlayerName)

FSM PlayerCrashed event handler prototype for TASK.

TASK_A2G:OnAfterPlayerDead(PlayerUnit, PlayerName)

FSM PlayerDead event handler prototype for TASK.

TASK_A2G:OnBeforeGoal(From, Event, To, PlayerUnit, PlayerName)

Goal Handler OnBefore for TASK

TASK_A2G:RefreshMenus(TaskGroup, MenuTime)

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

TASK_A2G:RefreshTaskControlMenu(TaskUnit, MenuTime, MenuTag)

Refresh Task Control Menu

TASK_A2G:RejectGroup(PlayerGroup)

A group rejecting a planned task.

TASK_A2G:RemoveAssignedMenuForGroup(TaskGroup, MenuTime)

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

TASK_A2G:RemoveMenu(MenuTime)

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

TASK_A2G:RemoveStateMachine(TaskUnit)

Remove FiniteStateMachines from #TASK with key Wrapper.Unit.

TASK_A2G:RemoveTaskControlMenu(TaskUnit)

Remove Task Control Menu

TASK_A2G:Replan()

FSM Replan synchronous event function for TASK.

TASK_A2G:ReportDetails(TaskGroup, ReportGroup)

Create a detailed report of the Task.

TASK_A2G:ReportOverview(ReportGroup)

Create an overiew report of the Task.

TASK_A2G:ReportSummary(ReportGroup)

Create a summary report of the Task.

TASK_A2G:SendBriefingToAssignedGroups()

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

TASK_A2G:SetAssignMethod(AcceptClass)

TASK_A2G:SetAssignedMenuForGroup(TaskGroup, MenuTime)

Set the assigned menu options of the #TASK.

TASK_A2G:SetBriefing(TaskBriefing)

Sets a #TASK briefing.

TASK_A2G:SetDetection(Detection, DetectedItem)

Set detection of a task

TASK_A2G:SetDispatcher(Dispatcher)

Set dispatcher of a task

TASK_A2G:SetGoal(Goal)

Set goal of a task

TASK_A2G.SetGroup

The Set of Groups assigned to the Task

TASK_A2G:SetGroupAssigned(TaskGroup)

Set Wrapper.Group assigned to the #TASK.

TASK_A2G:SetID(TaskID)

Sets the ID of the Task

TASK_A2G:SetMenu(MenuTime)

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

TASK_A2G:SetMenuForGroup(MenuTime, TaskGroup)

Set the Menu for a Group

TASK_A2G:SetName(TaskName)

Sets the Name of the Task

TASK_A2G:SetPlannedMenuForGroup(TaskGroup, MenuText, MenuTime)

Set the planned menu option of the #TASK.

TASK_A2G:SetScoreOnFail(PlayerName, Penalty, TaskUnit)

Set a penalty when the A2A attack has failed.

TASK_A2G:SetScoreOnProgress(PlayerName, Score, TaskUnit)

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

TASK_A2G:SetScoreOnSuccess(PlayerName, Score, TaskUnit)

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

TASK_A2G:SetStateMachine(TaskUnit, Fsm)

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

TASK_A2G:SetTimeOut(Timer)

Sets the TimeOut for the #TASK.

TASK_A2G:SetType(TaskType)

Sets the Type of the Task

TASK_A2G:SetUnitProcess(Core, FsmTemplate)

Sets the Task FSM Process Template

TASK_A2G:StateAborted()

Sets a #TASK to status Aborted.

TASK_A2G:StateAssigned()

Sets a #TASK to status Assigned.

TASK_A2G:StateCancelled()

Sets a #TASK to status Cancelled.

TASK_A2G:StateFailed()

Sets a #TASK to status Failed.

TASK_A2G:StateHold()

Sets a #TASK to status Hold.

TASK_A2G:StatePlanned()

Sets a #TASK to status Planned.

TASK_A2G:StateReplanned()

Sets a #TASK to status Replanned.

TASK_A2G:StateSuccess()

Sets a #TASK to status Success.

TASK_A2G:Success()

FSM Success synchronous event function for TASK.

TASK_A2G.TaskBriefing

TASK_A2G.TaskControlMenu

TASK_A2G.TaskControlMenuTime

TASK_A2G.TaskID

TASK_A2G.TaskInfo

TASK_A2G.TaskName

TASK_A2G.TaskProgress

TASK_A2G.TaskScheduler

TASK_A2G.TaskType

TASK_A2G.TimeOut

TASK_A2G:UnAssignFromGroup(TaskGroup)

UnAssign the #TASK from a Wrapper.Group.

TASK_A2G:UnAssignFromGroups()

UnAssign the #TASK from the Wrapper.Groups.

TASK_A2G:UnAssignFromUnit(TaskUnit)

UnAssign the #TASK from an alive Wrapper.Unit.

TASK_A2G:__Abort()

FSM Abort asynchronous event function for TASK.

TASK_A2G:__Cancel()

FSM Cancel asynchronous event function for TASK.

TASK_A2G:__Fail()

FSM Fail asynchronous event function for TASK.

TASK_A2G:__Goal(Delay, PlayerUnit, PlayerName)

Goal Asynchronous Trigger for TASK

TASK_A2G:__Replan()

FSM Replan asynchronous event function for TASK.

TASK_A2G:__Success()

FSM Success asynchronous event function for TASK.

TASK_A2G:onafterReplan(From, Event, To)

FSM function for a TASK

TASK_A2G:onbeforeTimeOut(Event, From, To)

FSM function for a TASK

TASK_A2G:onenterAborted(From, Event, To)

FSM function for a TASK

TASK_A2G:onenterAssigned(Event, From, To, PlayerUnit, PlayerName)

FSM function for a TASK

TASK_A2G:onenterCancelled(From, Event, To)

FSM function for a TASK

TASK_A2G:onenterFailed(From, Event, To)

FSM function for a TASK

TASK_A2G:onenterPlanned(Event, From, To)

FSM function for a TASK

TASK_A2G:onenterSuccess(Event, From, To)

FSM function for a TASK

TASK_A2G:onstatechange(Event, From, To)

FSM function for a TASK

Fields and Methods inherited from FSM_TASK Description

TASK_A2G:New(TaskName)

Creates a new FSM_TASK object.

TASK_A2G.Task

TASK_A2G:_call_handler(step, trigger, params, EventName)

TASK_A2G_BAI , extends Tasking.Task#TASK , extends Core.Fsm#FSM_TASK , extends #FSM
Fields and Methods inherited from TASK_A2G_BAI Description

TASK_A2G_BAI:New(Mission, SetGroup, TaskName, TargetSetUnit, TaskBriefing)

Instantiates a new TASK_A2G_BAI.

TASK_A2G_BAI:SetScoreOnFail(PlayerName, Penalty, TaskUnit)

Set a penalty when the A2G attack has failed.

TASK_A2G_BAI:SetScoreOnProgress(PlayerName, Score, TaskUnit)

Set a score when a target in scope of the A2G attack, has been destroyed .

TASK_A2G_BAI:SetScoreOnSuccess(PlayerName, Score, TaskUnit)

Set a score when all the targets in scope of the A2G attack, have been destroyed.

TASK_A2G_BAI.TargetSetUnit

Fields and Methods inherited from TASK Description

TASK_A2G_BAI:Abort()

FSM Abort synchronous event function for TASK.

TASK_A2G_BAI:AbortGroup(PlayerGroup)

A group aborting the task.

TASK_A2G_BAI:AddGroups(GroupSet)

Gets the SET_GROUP assigned to the TASK.

TASK_A2G_BAI:AddProgress(PlayerName, ProgressText, ProgressTime, ProgressPoints)

Add Task Progress for a Player Name

TASK_A2G_BAI:AssignToGroup(TaskGroup)

Assign the #TASK to a Wrapper.Group.

TASK_A2G_BAI:AssignToUnit(TaskUnit)

Assign the #TASK to an alive Wrapper.Unit.

TASK_A2G_BAI:Cancel()

FSM Cancel synchronous event function for TASK.

TASK_A2G_BAI:ClearGroupAssignment(TaskGroup)

Clear the Wrapper.Group assignment from the #TASK.

TASK_A2G_BAI.CommandCenter

TASK_A2G_BAI:CrashGroup(PlayerGroup)

A group crashing and thus aborting from the task.

TASK_A2G_BAI.DetectedItem

TASK_A2G_BAI.Detection

TASK_A2G_BAI.Dispatcher

TASK_A2G_BAI:Fail()

FSM Fail synchronous event function for TASK.

TASK_A2G_BAI:FailProcesses(TaskUnitName)

TASK_A2G_BAI.FlashTaskScheduleID

TASK_A2G_BAI.FlashTaskScheduler

TASK_A2G_BAI.FlashTaskStatus

TASK_A2G_BAI.FsmTemplate

TASK_A2G_BAI:GetBriefing()

Gets the #TASK briefing.

TASK_A2G_BAI:GetGoal()

Get goal of a task

TASK_A2G_BAI:GetGroups()

Gets the SET_GROUP assigned to the TASK.

TASK_A2G_BAI:GetID()

Gets the ID of the Task

TASK_A2G_BAI:GetMission()

Gets the Mission to where the TASK belongs.

TASK_A2G_BAI:GetName()

Gets the Name of the Task

TASK_A2G_BAI:GetPlayerCount()

Create a count of the players in the Task.

TASK_A2G_BAI:GetPlayerNames()

Create a list of the players in the Task.

TASK_A2G_BAI:GetPlayerProgress(PlayerName)

TASK_A2G_BAI:GetProcessTemplate(ProcessName)

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

TASK_A2G_BAI:GetScoring()

Gets the Scoring of the task

TASK_A2G_BAI:GetStateMachine(TaskUnit)

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

TASK_A2G_BAI:GetStateString()

Gets the #TASK status.

TASK_A2G_BAI:GetTaskBriefing()

Returns the #TASK briefing.

TASK_A2G_BAI:GetTaskControlMenu(TaskUnit, TaskName)

Get Task Control Menu

TASK_A2G_BAI:GetTaskIndex()

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

TASK_A2G_BAI:GetTaskName()

Returns the #TASK name.

TASK_A2G_BAI:GetType()

Gets the Type of the Task

TASK_A2G_BAI:GetUnitProcess(TaskUnit)

Get the Task FSM Process Template

TASK_A2G_BAI:Goal(PlayerUnit, PlayerName)

Goal Trigger for TASK

TASK_A2G_BAI:HasAliveUnits()

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

TASK_A2G_BAI:HasGroup(FindGroup)

TASK_A2G_BAI:HasStateMachine(TaskUnit)

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

TASK_A2G_BAI:InitTaskControlMenu(TaskUnit)

Init Task Control Menu

TASK_A2G_BAI:IsGroupAssigned(TaskGroup)

Returns if the #TASK is assigned to the Group.

TASK_A2G_BAI:IsStateAborted()

Is the #TASK status Aborted.

TASK_A2G_BAI:IsStateAssigned()

Is the #TASK status Assigned.

TASK_A2G_BAI:IsStateCancelled()

Is the #TASK status Cancelled.

TASK_A2G_BAI:IsStateFailed()

Is the #TASK status Failed.

TASK_A2G_BAI:IsStateHold()

Is the #TASK status Hold.

TASK_A2G_BAI:IsStatePlanned()

Is the #TASK status Planned.

TASK_A2G_BAI:IsStateReplanned()

Is the #TASK status Replanned.

TASK_A2G_BAI:IsStateSuccess()

Is the #TASK status Success.

TASK_A2G_BAI:JoinUnit(PlayerUnit, PlayerGroup)

Add a PlayerUnit to join the Task.

TASK_A2G_BAI:MenuAssignToGroup(TaskGroup)

TASK_A2G_BAI.MenuAssigned

TASK_A2G_BAI:MenuFlashTaskStatus(TaskGroup, Flash)

Report the task status.

TASK_A2G_BAI:MenuMarkToGroup(TaskGroup)

TASK_A2G_BAI.MenuPlanned

TASK_A2G_BAI:MenuTaskAbort(TaskGroup)

Report the task status.

TASK_A2G_BAI:MenuTaskStatus(TaskGroup)

Report the task status.

TASK_A2G_BAI:MessageToGroups(Message)

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

TASK_A2G_BAI.Mission

TASK_A2G_BAI:New(Mission, SetGroupAssign, TaskName, TaskType, TaskBriefing)

Instantiates a new TASK.

TASK_A2G_BAI:OnAfterGoal(From, Event, To, PlayerUnit, PlayerName)

Goal Handler OnAfter for TASK

TASK_A2G_BAI:OnAfterPlayerAborted(PlayerUnit, PlayerName)

FSM PlayerAborted event handler prototype for TASK.

TASK_A2G_BAI:OnAfterPlayerCrashed(PlayerUnit, PlayerName)

FSM PlayerCrashed event handler prototype for TASK.

TASK_A2G_BAI:OnAfterPlayerDead(PlayerUnit, PlayerName)

FSM PlayerDead event handler prototype for TASK.

TASK_A2G_BAI:OnBeforeGoal(From, Event, To, PlayerUnit, PlayerName)

Goal Handler OnBefore for TASK

TASK_A2G_BAI:RefreshMenus(TaskGroup, MenuTime)

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

TASK_A2G_BAI:RefreshTaskControlMenu(TaskUnit, MenuTime, MenuTag)

Refresh Task Control Menu

TASK_A2G_BAI:RejectGroup(PlayerGroup)

A group rejecting a planned task.

TASK_A2G_BAI:RemoveAssignedMenuForGroup(TaskGroup, MenuTime)

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

TASK_A2G_BAI:RemoveMenu(MenuTime)

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

TASK_A2G_BAI:RemoveStateMachine(TaskUnit)

Remove FiniteStateMachines from #TASK with key Wrapper.Unit.

TASK_A2G_BAI:RemoveTaskControlMenu(TaskUnit)

Remove Task Control Menu

TASK_A2G_BAI:Replan()

FSM Replan synchronous event function for TASK.

TASK_A2G_BAI:ReportDetails(TaskGroup, ReportGroup)

Create a detailed report of the Task.

TASK_A2G_BAI:ReportOverview(ReportGroup)

Create an overiew report of the Task.

TASK_A2G_BAI:ReportSummary(ReportGroup)

Create a summary report of the Task.

TASK_A2G_BAI:SendBriefingToAssignedGroups()

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

TASK_A2G_BAI:SetAssignMethod(AcceptClass)

TASK_A2G_BAI:SetAssignedMenuForGroup(TaskGroup, MenuTime)

Set the assigned menu options of the #TASK.

TASK_A2G_BAI:SetBriefing(TaskBriefing)

Sets a #TASK briefing.

TASK_A2G_BAI:SetDetection(Detection, DetectedItem)

Set detection of a task

TASK_A2G_BAI:SetDispatcher(Dispatcher)

Set dispatcher of a task

TASK_A2G_BAI:SetGoal(Goal)

Set goal of a task

TASK_A2G_BAI.SetGroup

The Set of Groups assigned to the Task

TASK_A2G_BAI:SetGroupAssigned(TaskGroup)

Set Wrapper.Group assigned to the #TASK.

TASK_A2G_BAI:SetID(TaskID)

Sets the ID of the Task

TASK_A2G_BAI:SetMenu(MenuTime)

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

TASK_A2G_BAI:SetMenuForGroup(MenuTime, TaskGroup)

Set the Menu for a Group

TASK_A2G_BAI:SetName(TaskName)

Sets the Name of the Task

TASK_A2G_BAI:SetPlannedMenuForGroup(TaskGroup, MenuText, MenuTime)

Set the planned menu option of the #TASK.

TASK_A2G_BAI:SetScoreOnFail(PlayerName, Penalty, TaskUnit)

Set a penalty when the A2A attack has failed.

TASK_A2G_BAI:SetScoreOnProgress(PlayerName, Score, TaskUnit)

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

TASK_A2G_BAI:SetScoreOnSuccess(PlayerName, Score, TaskUnit)

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

TASK_A2G_BAI:SetStateMachine(TaskUnit, Fsm)

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

TASK_A2G_BAI:SetTimeOut(Timer)

Sets the TimeOut for the #TASK.

TASK_A2G_BAI:SetType(TaskType)

Sets the Type of the Task

TASK_A2G_BAI:SetUnitProcess(Core, FsmTemplate)

Sets the Task FSM Process Template

TASK_A2G_BAI:StateAborted()

Sets a #TASK to status Aborted.

TASK_A2G_BAI:StateAssigned()

Sets a #TASK to status Assigned.

TASK_A2G_BAI:StateCancelled()

Sets a #TASK to status Cancelled.

TASK_A2G_BAI:StateFailed()

Sets a #TASK to status Failed.

TASK_A2G_BAI:StateHold()

Sets a #TASK to status Hold.

TASK_A2G_BAI:StatePlanned()

Sets a #TASK to status Planned.

TASK_A2G_BAI:StateReplanned()

Sets a #TASK to status Replanned.

TASK_A2G_BAI:StateSuccess()

Sets a #TASK to status Success.

TASK_A2G_BAI:Success()

FSM Success synchronous event function for TASK.

TASK_A2G_BAI.TaskBriefing

TASK_A2G_BAI.TaskControlMenu

TASK_A2G_BAI.TaskControlMenuTime

TASK_A2G_BAI.TaskID

TASK_A2G_BAI.TaskInfo

TASK_A2G_BAI.TaskName

TASK_A2G_BAI.TaskProgress

TASK_A2G_BAI.TaskScheduler

TASK_A2G_BAI.TaskType

TASK_A2G_BAI.TimeOut

TASK_A2G_BAI:UnAssignFromGroup(TaskGroup)

UnAssign the #TASK from a Wrapper.Group.

TASK_A2G_BAI:UnAssignFromGroups()

UnAssign the #TASK from the Wrapper.Groups.

TASK_A2G_BAI:UnAssignFromUnit(TaskUnit)

UnAssign the #TASK from an alive Wrapper.Unit.

TASK_A2G_BAI:__Abort()

FSM Abort asynchronous event function for TASK.

TASK_A2G_BAI:__Cancel()

FSM Cancel asynchronous event function for TASK.

TASK_A2G_BAI:__Fail()

FSM Fail asynchronous event function for TASK.

TASK_A2G_BAI:__Goal(Delay, PlayerUnit, PlayerName)

Goal Asynchronous Trigger for TASK

TASK_A2G_BAI:__Replan()

FSM Replan asynchronous event function for TASK.

TASK_A2G_BAI:__Success()

FSM Success asynchronous event function for TASK.

TASK_A2G_BAI:onafterReplan(From, Event, To)

FSM function for a TASK

TASK_A2G_BAI:onbeforeTimeOut(Event, From, To)

FSM function for a TASK

TASK_A2G_BAI:onenterAborted(From, Event, To)

FSM function for a TASK

TASK_A2G_BAI:onenterAssigned(Event, From, To, PlayerUnit, PlayerName)

FSM function for a TASK

TASK_A2G_BAI:onenterCancelled(From, Event, To)

FSM function for a TASK

TASK_A2G_BAI:onenterFailed(From, Event, To)

FSM function for a TASK

TASK_A2G_BAI:onenterPlanned(Event, From, To)

FSM function for a TASK

TASK_A2G_BAI:onenterSuccess(Event, From, To)

FSM function for a TASK

TASK_A2G_BAI:onstatechange(Event, From, To)

FSM function for a TASK

Fields and Methods inherited from FSM_TASK Description

TASK_A2G_BAI:New(TaskName)

Creates a new FSM_TASK object.

TASK_A2G_BAI.Task

TASK_A2G_BAI:_call_handler(step, trigger, params, EventName)

TASK_A2G_CAS , extends Tasking.Task#TASK , extends Core.Fsm#FSM_TASK , extends #FSM
Fields and Methods inherited from TASK_A2G_CAS Description

TASK_A2G_CAS:New(Mission, SetGroup, TaskName, TargetSetUnit, TaskBriefing)

Instantiates a new TASK_A2G_CAS.

TASK_A2G_CAS:SetScoreOnFail(PlayerName, Penalty, TaskUnit)

Set a penalty when the A2G attack has failed.

TASK_A2G_CAS:SetScoreOnProgress(PlayerName, Score, TaskUnit)

Set a score when a target in scope of the A2G attack, has been destroyed .

TASK_A2G_CAS:SetScoreOnSuccess(PlayerName, Score, TaskUnit)

Set a score when all the targets in scope of the A2G attack, have been destroyed.

TASK_A2G_CAS.TargetSetUnit

Fields and Methods inherited from TASK Description

TASK_A2G_CAS:Abort()

FSM Abort synchronous event function for TASK.

TASK_A2G_CAS:AbortGroup(PlayerGroup)

A group aborting the task.

TASK_A2G_CAS:AddGroups(GroupSet)

Gets the SET_GROUP assigned to the TASK.

TASK_A2G_CAS:AddProgress(PlayerName, ProgressText, ProgressTime, ProgressPoints)

Add Task Progress for a Player Name

TASK_A2G_CAS:AssignToGroup(TaskGroup)

Assign the #TASK to a Wrapper.Group.

TASK_A2G_CAS:AssignToUnit(TaskUnit)

Assign the #TASK to an alive Wrapper.Unit.

TASK_A2G_CAS:Cancel()

FSM Cancel synchronous event function for TASK.

TASK_A2G_CAS:ClearGroupAssignment(TaskGroup)

Clear the Wrapper.Group assignment from the #TASK.

TASK_A2G_CAS.CommandCenter

TASK_A2G_CAS:CrashGroup(PlayerGroup)

A group crashing and thus aborting from the task.

TASK_A2G_CAS.DetectedItem

TASK_A2G_CAS.Detection

TASK_A2G_CAS.Dispatcher

TASK_A2G_CAS:Fail()

FSM Fail synchronous event function for TASK.

TASK_A2G_CAS:FailProcesses(TaskUnitName)

TASK_A2G_CAS.FlashTaskScheduleID

TASK_A2G_CAS.FlashTaskScheduler

TASK_A2G_CAS.FlashTaskStatus

TASK_A2G_CAS.FsmTemplate

TASK_A2G_CAS:GetBriefing()

Gets the #TASK briefing.

TASK_A2G_CAS:GetGoal()

Get goal of a task

TASK_A2G_CAS:GetGroups()

Gets the SET_GROUP assigned to the TASK.

TASK_A2G_CAS:GetID()

Gets the ID of the Task

TASK_A2G_CAS:GetMission()

Gets the Mission to where the TASK belongs.

TASK_A2G_CAS:GetName()

Gets the Name of the Task

TASK_A2G_CAS:GetPlayerCount()

Create a count of the players in the Task.

TASK_A2G_CAS:GetPlayerNames()

Create a list of the players in the Task.

TASK_A2G_CAS:GetPlayerProgress(PlayerName)

TASK_A2G_CAS:GetProcessTemplate(ProcessName)

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

TASK_A2G_CAS:GetScoring()

Gets the Scoring of the task

TASK_A2G_CAS:GetStateMachine(TaskUnit)

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

TASK_A2G_CAS:GetStateString()

Gets the #TASK status.

TASK_A2G_CAS:GetTaskBriefing()

Returns the #TASK briefing.

TASK_A2G_CAS:GetTaskControlMenu(TaskUnit, TaskName)

Get Task Control Menu

TASK_A2G_CAS:GetTaskIndex()

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

TASK_A2G_CAS:GetTaskName()

Returns the #TASK name.

TASK_A2G_CAS:GetType()

Gets the Type of the Task

TASK_A2G_CAS:GetUnitProcess(TaskUnit)

Get the Task FSM Process Template

TASK_A2G_CAS:Goal(PlayerUnit, PlayerName)

Goal Trigger for TASK

TASK_A2G_CAS:HasAliveUnits()

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

TASK_A2G_CAS:HasGroup(FindGroup)

TASK_A2G_CAS:HasStateMachine(TaskUnit)

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

TASK_A2G_CAS:InitTaskControlMenu(TaskUnit)

Init Task Control Menu

TASK_A2G_CAS:IsGroupAssigned(TaskGroup)

Returns if the #TASK is assigned to the Group.

TASK_A2G_CAS:IsStateAborted()

Is the #TASK status Aborted.

TASK_A2G_CAS:IsStateAssigned()

Is the #TASK status Assigned.

TASK_A2G_CAS:IsStateCancelled()

Is the #TASK status Cancelled.

TASK_A2G_CAS:IsStateFailed()

Is the #TASK status Failed.

TASK_A2G_CAS:IsStateHold()

Is the #TASK status Hold.

TASK_A2G_CAS:IsStatePlanned()

Is the #TASK status Planned.

TASK_A2G_CAS:IsStateReplanned()

Is the #TASK status Replanned.

TASK_A2G_CAS:IsStateSuccess()

Is the #TASK status Success.

TASK_A2G_CAS:JoinUnit(PlayerUnit, PlayerGroup)

Add a PlayerUnit to join the Task.

TASK_A2G_CAS:MenuAssignToGroup(TaskGroup)

TASK_A2G_CAS.MenuAssigned

TASK_A2G_CAS:MenuFlashTaskStatus(TaskGroup, Flash)

Report the task status.

TASK_A2G_CAS:MenuMarkToGroup(TaskGroup)

TASK_A2G_CAS.MenuPlanned

TASK_A2G_CAS:MenuTaskAbort(TaskGroup)

Report the task status.

TASK_A2G_CAS:MenuTaskStatus(TaskGroup)

Report the task status.

TASK_A2G_CAS:MessageToGroups(Message)

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

TASK_A2G_CAS.Mission

TASK_A2G_CAS:New(Mission, SetGroupAssign, TaskName, TaskType, TaskBriefing)

Instantiates a new TASK.

TASK_A2G_CAS:OnAfterGoal(From, Event, To, PlayerUnit, PlayerName)

Goal Handler OnAfter for TASK

TASK_A2G_CAS:OnAfterPlayerAborted(PlayerUnit, PlayerName)

FSM PlayerAborted event handler prototype for TASK.

TASK_A2G_CAS:OnAfterPlayerCrashed(PlayerUnit, PlayerName)

FSM PlayerCrashed event handler prototype for TASK.

TASK_A2G_CAS:OnAfterPlayerDead(PlayerUnit, PlayerName)

FSM PlayerDead event handler prototype for TASK.

TASK_A2G_CAS:OnBeforeGoal(From, Event, To, PlayerUnit, PlayerName)

Goal Handler OnBefore for TASK

TASK_A2G_CAS:RefreshMenus(TaskGroup, MenuTime)

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

TASK_A2G_CAS:RefreshTaskControlMenu(TaskUnit, MenuTime, MenuTag)

Refresh Task Control Menu

TASK_A2G_CAS:RejectGroup(PlayerGroup)

A group rejecting a planned task.

TASK_A2G_CAS:RemoveAssignedMenuForGroup(TaskGroup, MenuTime)

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

TASK_A2G_CAS:RemoveMenu(MenuTime)

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

TASK_A2G_CAS:RemoveStateMachine(TaskUnit)

Remove FiniteStateMachines from #TASK with key Wrapper.Unit.

TASK_A2G_CAS:RemoveTaskControlMenu(TaskUnit)

Remove Task Control Menu

TASK_A2G_CAS:Replan()

FSM Replan synchronous event function for TASK.

TASK_A2G_CAS:ReportDetails(TaskGroup, ReportGroup)

Create a detailed report of the Task.

TASK_A2G_CAS:ReportOverview(ReportGroup)

Create an overiew report of the Task.

TASK_A2G_CAS:ReportSummary(ReportGroup)

Create a summary report of the Task.

TASK_A2G_CAS:SendBriefingToAssignedGroups()

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

TASK_A2G_CAS:SetAssignMethod(AcceptClass)

TASK_A2G_CAS:SetAssignedMenuForGroup(TaskGroup, MenuTime)

Set the assigned menu options of the #TASK.

TASK_A2G_CAS:SetBriefing(TaskBriefing)

Sets a #TASK briefing.

TASK_A2G_CAS:SetDetection(Detection, DetectedItem)

Set detection of a task

TASK_A2G_CAS:SetDispatcher(Dispatcher)

Set dispatcher of a task

TASK_A2G_CAS:SetGoal(Goal)

Set goal of a task

TASK_A2G_CAS.SetGroup

The Set of Groups assigned to the Task

TASK_A2G_CAS:SetGroupAssigned(TaskGroup)

Set Wrapper.Group assigned to the #TASK.

TASK_A2G_CAS:SetID(TaskID)

Sets the ID of the Task

TASK_A2G_CAS:SetMenu(MenuTime)

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

TASK_A2G_CAS:SetMenuForGroup(MenuTime, TaskGroup)

Set the Menu for a Group

TASK_A2G_CAS:SetName(TaskName)

Sets the Name of the Task

TASK_A2G_CAS:SetPlannedMenuForGroup(TaskGroup, MenuText, MenuTime)

Set the planned menu option of the #TASK.

TASK_A2G_CAS:SetScoreOnFail(PlayerName, Penalty, TaskUnit)

Set a penalty when the A2A attack has failed.

TASK_A2G_CAS:SetScoreOnProgress(PlayerName, Score, TaskUnit)

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

TASK_A2G_CAS:SetScoreOnSuccess(PlayerName, Score, TaskUnit)

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

TASK_A2G_CAS:SetStateMachine(TaskUnit, Fsm)

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

TASK_A2G_CAS:SetTimeOut(Timer)

Sets the TimeOut for the #TASK.

TASK_A2G_CAS:SetType(TaskType)

Sets the Type of the Task

TASK_A2G_CAS:SetUnitProcess(Core, FsmTemplate)

Sets the Task FSM Process Template

TASK_A2G_CAS:StateAborted()

Sets a #TASK to status Aborted.

TASK_A2G_CAS:StateAssigned()

Sets a #TASK to status Assigned.

TASK_A2G_CAS:StateCancelled()

Sets a #TASK to status Cancelled.

TASK_A2G_CAS:StateFailed()

Sets a #TASK to status Failed.

TASK_A2G_CAS:StateHold()

Sets a #TASK to status Hold.

TASK_A2G_CAS:StatePlanned()

Sets a #TASK to status Planned.

TASK_A2G_CAS:StateReplanned()

Sets a #TASK to status Replanned.

TASK_A2G_CAS:StateSuccess()

Sets a #TASK to status Success.

TASK_A2G_CAS:Success()

FSM Success synchronous event function for TASK.

TASK_A2G_CAS.TaskBriefing

TASK_A2G_CAS.TaskControlMenu

TASK_A2G_CAS.TaskControlMenuTime

TASK_A2G_CAS.TaskID

TASK_A2G_CAS.TaskInfo

TASK_A2G_CAS.TaskName

TASK_A2G_CAS.TaskProgress

TASK_A2G_CAS.TaskScheduler

TASK_A2G_CAS.TaskType

TASK_A2G_CAS.TimeOut

TASK_A2G_CAS:UnAssignFromGroup(TaskGroup)

UnAssign the #TASK from a Wrapper.Group.

TASK_A2G_CAS:UnAssignFromGroups()

UnAssign the #TASK from the Wrapper.Groups.

TASK_A2G_CAS:UnAssignFromUnit(TaskUnit)

UnAssign the #TASK from an alive Wrapper.Unit.

TASK_A2G_CAS:__Abort()

FSM Abort asynchronous event function for TASK.

TASK_A2G_CAS:__Cancel()

FSM Cancel asynchronous event function for TASK.

TASK_A2G_CAS:__Fail()

FSM Fail asynchronous event function for TASK.

TASK_A2G_CAS:__Goal(Delay, PlayerUnit, PlayerName)

Goal Asynchronous Trigger for TASK

TASK_A2G_CAS:__Replan()

FSM Replan asynchronous event function for TASK.

TASK_A2G_CAS:__Success()

FSM Success asynchronous event function for TASK.

TASK_A2G_CAS:onafterReplan(From, Event, To)

FSM function for a TASK

TASK_A2G_CAS:onbeforeTimeOut(Event, From, To)

FSM function for a TASK

TASK_A2G_CAS:onenterAborted(From, Event, To)

FSM function for a TASK

TASK_A2G_CAS:onenterAssigned(Event, From, To, PlayerUnit, PlayerName)

FSM function for a TASK

TASK_A2G_CAS:onenterCancelled(From, Event, To)

FSM function for a TASK

TASK_A2G_CAS:onenterFailed(From, Event, To)

FSM function for a TASK

TASK_A2G_CAS:onenterPlanned(Event, From, To)

FSM function for a TASK

TASK_A2G_CAS:onenterSuccess(Event, From, To)

FSM function for a TASK

TASK_A2G_CAS:onstatechange(Event, From, To)

FSM function for a TASK

Fields and Methods inherited from FSM_TASK Description

TASK_A2G_CAS:New(TaskName)

Creates a new FSM_TASK object.

TASK_A2G_CAS.Task

TASK_A2G_CAS:_call_handler(step, trigger, params, EventName)

TASK_A2G_SEAD , extends Tasking.Task#TASK , extends Core.Fsm#FSM_TASK , extends #FSM
Fields and Methods inherited from TASK_A2G_SEAD Description

TASK_A2G_SEAD:New(Mission, SetGroup, TaskName, TargetSetUnit, TaskBriefing)

Instantiates a new TASK_A2G_SEAD.

TASK_A2G_SEAD:SetScoreOnFail(PlayerName, Penalty, TaskUnit)

Set a penalty when the A2G attack has failed.

TASK_A2G_SEAD:SetScoreOnProgress(PlayerName, Score, TaskUnit)

Set a score when a target in scope of the A2G attack, has been destroyed .

TASK_A2G_SEAD:SetScoreOnSuccess(PlayerName, Score, TaskUnit)

Set a score when all the targets in scope of the A2G attack, have been destroyed.

TASK_A2G_SEAD.TargetSetUnit

Fields and Methods inherited from TASK Description

TASK_A2G_SEAD:Abort()

FSM Abort synchronous event function for TASK.

TASK_A2G_SEAD:AbortGroup(PlayerGroup)

A group aborting the task.

TASK_A2G_SEAD:AddGroups(GroupSet)

Gets the SET_GROUP assigned to the TASK.

TASK_A2G_SEAD:AddProgress(PlayerName, ProgressText, ProgressTime, ProgressPoints)

Add Task Progress for a Player Name

TASK_A2G_SEAD:AssignToGroup(TaskGroup)

Assign the #TASK to a Wrapper.Group.

TASK_A2G_SEAD:AssignToUnit(TaskUnit)

Assign the #TASK to an alive Wrapper.Unit.

TASK_A2G_SEAD:Cancel()

FSM Cancel synchronous event function for TASK.

TASK_A2G_SEAD:ClearGroupAssignment(TaskGroup)

Clear the Wrapper.Group assignment from the #TASK.

TASK_A2G_SEAD.CommandCenter

TASK_A2G_SEAD:CrashGroup(PlayerGroup)

A group crashing and thus aborting from the task.

TASK_A2G_SEAD.DetectedItem

TASK_A2G_SEAD.Detection

TASK_A2G_SEAD.Dispatcher

TASK_A2G_SEAD:Fail()

FSM Fail synchronous event function for TASK.

TASK_A2G_SEAD:FailProcesses(TaskUnitName)

TASK_A2G_SEAD.FlashTaskScheduleID

TASK_A2G_SEAD.FlashTaskScheduler

TASK_A2G_SEAD.FlashTaskStatus

TASK_A2G_SEAD.FsmTemplate

TASK_A2G_SEAD:GetBriefing()

Gets the #TASK briefing.

TASK_A2G_SEAD:GetGoal()

Get goal of a task

TASK_A2G_SEAD:GetGroups()

Gets the SET_GROUP assigned to the TASK.

TASK_A2G_SEAD:GetID()

Gets the ID of the Task

TASK_A2G_SEAD:GetMission()

Gets the Mission to where the TASK belongs.

TASK_A2G_SEAD:GetName()

Gets the Name of the Task

TASK_A2G_SEAD:GetPlayerCount()

Create a count of the players in the Task.

TASK_A2G_SEAD:GetPlayerNames()

Create a list of the players in the Task.

TASK_A2G_SEAD:GetPlayerProgress(PlayerName)

TASK_A2G_SEAD:GetProcessTemplate(ProcessName)

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

TASK_A2G_SEAD:GetScoring()

Gets the Scoring of the task

TASK_A2G_SEAD:GetStateMachine(TaskUnit)

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

TASK_A2G_SEAD:GetStateString()

Gets the #TASK status.

TASK_A2G_SEAD:GetTaskBriefing()

Returns the #TASK briefing.

TASK_A2G_SEAD:GetTaskControlMenu(TaskUnit, TaskName)

Get Task Control Menu

TASK_A2G_SEAD:GetTaskIndex()

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

TASK_A2G_SEAD:GetTaskName()

Returns the #TASK name.

TASK_A2G_SEAD:GetType()

Gets the Type of the Task

TASK_A2G_SEAD:GetUnitProcess(TaskUnit)

Get the Task FSM Process Template

TASK_A2G_SEAD:Goal(PlayerUnit, PlayerName)

Goal Trigger for TASK

TASK_A2G_SEAD:HasAliveUnits()

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

TASK_A2G_SEAD:HasGroup(FindGroup)

TASK_A2G_SEAD:HasStateMachine(TaskUnit)

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

TASK_A2G_SEAD:InitTaskControlMenu(TaskUnit)

Init Task Control Menu

TASK_A2G_SEAD:IsGroupAssigned(TaskGroup)

Returns if the #TASK is assigned to the Group.

TASK_A2G_SEAD:IsStateAborted()

Is the #TASK status Aborted.

TASK_A2G_SEAD:IsStateAssigned()

Is the #TASK status Assigned.

TASK_A2G_SEAD:IsStateCancelled()

Is the #TASK status Cancelled.

TASK_A2G_SEAD:IsStateFailed()

Is the #TASK status Failed.

TASK_A2G_SEAD:IsStateHold()

Is the #TASK status Hold.

TASK_A2G_SEAD:IsStatePlanned()

Is the #TASK status Planned.

TASK_A2G_SEAD:IsStateReplanned()

Is the #TASK status Replanned.

TASK_A2G_SEAD:IsStateSuccess()

Is the #TASK status Success.

TASK_A2G_SEAD:JoinUnit(PlayerUnit, PlayerGroup)

Add a PlayerUnit to join the Task.

TASK_A2G_SEAD:MenuAssignToGroup(TaskGroup)

TASK_A2G_SEAD.MenuAssigned

TASK_A2G_SEAD:MenuFlashTaskStatus(TaskGroup, Flash)

Report the task status.

TASK_A2G_SEAD:MenuMarkToGroup(TaskGroup)

TASK_A2G_SEAD.MenuPlanned

TASK_A2G_SEAD:MenuTaskAbort(TaskGroup)

Report the task status.

TASK_A2G_SEAD:MenuTaskStatus(TaskGroup)

Report the task status.

TASK_A2G_SEAD:MessageToGroups(Message)

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

TASK_A2G_SEAD.Mission

TASK_A2G_SEAD:New(Mission, SetGroupAssign, TaskName, TaskType, TaskBriefing)

Instantiates a new TASK.

TASK_A2G_SEAD:OnAfterGoal(From, Event, To, PlayerUnit, PlayerName)

Goal Handler OnAfter for TASK

TASK_A2G_SEAD:OnAfterPlayerAborted(PlayerUnit, PlayerName)

FSM PlayerAborted event handler prototype for TASK.

TASK_A2G_SEAD:OnAfterPlayerCrashed(PlayerUnit, PlayerName)

FSM PlayerCrashed event handler prototype for TASK.

TASK_A2G_SEAD:OnAfterPlayerDead(PlayerUnit, PlayerName)

FSM PlayerDead event handler prototype for TASK.

TASK_A2G_SEAD:OnBeforeGoal(From, Event, To, PlayerUnit, PlayerName)

Goal Handler OnBefore for TASK

TASK_A2G_SEAD:RefreshMenus(TaskGroup, MenuTime)

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

TASK_A2G_SEAD:RefreshTaskControlMenu(TaskUnit, MenuTime, MenuTag)

Refresh Task Control Menu

TASK_A2G_SEAD:RejectGroup(PlayerGroup)

A group rejecting a planned task.

TASK_A2G_SEAD:RemoveAssignedMenuForGroup(TaskGroup, MenuTime)

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

TASK_A2G_SEAD:RemoveMenu(MenuTime)

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

TASK_A2G_SEAD:RemoveStateMachine(TaskUnit)

Remove FiniteStateMachines from #TASK with key Wrapper.Unit.

TASK_A2G_SEAD:RemoveTaskControlMenu(TaskUnit)

Remove Task Control Menu

TASK_A2G_SEAD:Replan()

FSM Replan synchronous event function for TASK.

TASK_A2G_SEAD:ReportDetails(TaskGroup, ReportGroup)

Create a detailed report of the Task.

TASK_A2G_SEAD:ReportOverview(ReportGroup)

Create an overiew report of the Task.

TASK_A2G_SEAD:ReportSummary(ReportGroup)

Create a summary report of the Task.

TASK_A2G_SEAD:SendBriefingToAssignedGroups()

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

TASK_A2G_SEAD:SetAssignMethod(AcceptClass)

TASK_A2G_SEAD:SetAssignedMenuForGroup(TaskGroup, MenuTime)

Set the assigned menu options of the #TASK.

TASK_A2G_SEAD:SetBriefing(TaskBriefing)

Sets a #TASK briefing.

TASK_A2G_SEAD:SetDetection(Detection, DetectedItem)

Set detection of a task

TASK_A2G_SEAD:SetDispatcher(Dispatcher)

Set dispatcher of a task

TASK_A2G_SEAD:SetGoal(Goal)

Set goal of a task

TASK_A2G_SEAD.SetGroup

The Set of Groups assigned to the Task

TASK_A2G_SEAD:SetGroupAssigned(TaskGroup)

Set Wrapper.Group assigned to the #TASK.

TASK_A2G_SEAD:SetID(TaskID)

Sets the ID of the Task

TASK_A2G_SEAD:SetMenu(MenuTime)

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

TASK_A2G_SEAD:SetMenuForGroup(MenuTime, TaskGroup)

Set the Menu for a Group

TASK_A2G_SEAD:SetName(TaskName)

Sets the Name of the Task

TASK_A2G_SEAD:SetPlannedMenuForGroup(TaskGroup, MenuText, MenuTime)

Set the planned menu option of the #TASK.

TASK_A2G_SEAD:SetScoreOnFail(PlayerName, Penalty, TaskUnit)

Set a penalty when the A2A attack has failed.

TASK_A2G_SEAD:SetScoreOnProgress(PlayerName, Score, TaskUnit)

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

TASK_A2G_SEAD:SetScoreOnSuccess(PlayerName, Score, TaskUnit)

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

TASK_A2G_SEAD:SetStateMachine(TaskUnit, Fsm)

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

TASK_A2G_SEAD:SetTimeOut(Timer)

Sets the TimeOut for the #TASK.

TASK_A2G_SEAD:SetType(TaskType)

Sets the Type of the Task

TASK_A2G_SEAD:SetUnitProcess(Core, FsmTemplate)

Sets the Task FSM Process Template

TASK_A2G_SEAD:StateAborted()

Sets a #TASK to status Aborted.

TASK_A2G_SEAD:StateAssigned()

Sets a #TASK to status Assigned.

TASK_A2G_SEAD:StateCancelled()

Sets a #TASK to status Cancelled.

TASK_A2G_SEAD:StateFailed()

Sets a #TASK to status Failed.

TASK_A2G_SEAD:StateHold()

Sets a #TASK to status Hold.

TASK_A2G_SEAD:StatePlanned()

Sets a #TASK to status Planned.

TASK_A2G_SEAD:StateReplanned()

Sets a #TASK to status Replanned.

TASK_A2G_SEAD:StateSuccess()

Sets a #TASK to status Success.

TASK_A2G_SEAD:Success()

FSM Success synchronous event function for TASK.

TASK_A2G_SEAD.TaskBriefing

TASK_A2G_SEAD.TaskControlMenu

TASK_A2G_SEAD.TaskControlMenuTime

TASK_A2G_SEAD.TaskID

TASK_A2G_SEAD.TaskInfo

TASK_A2G_SEAD.TaskName

TASK_A2G_SEAD.TaskProgress

TASK_A2G_SEAD.TaskScheduler

TASK_A2G_SEAD.TaskType

TASK_A2G_SEAD.TimeOut

TASK_A2G_SEAD:UnAssignFromGroup(TaskGroup)

UnAssign the #TASK from a Wrapper.Group.

TASK_A2G_SEAD:UnAssignFromGroups()

UnAssign the #TASK from the Wrapper.Groups.

TASK_A2G_SEAD:UnAssignFromUnit(TaskUnit)

UnAssign the #TASK from an alive Wrapper.Unit.

TASK_A2G_SEAD:__Abort()

FSM Abort asynchronous event function for TASK.

TASK_A2G_SEAD:__Cancel()

FSM Cancel asynchronous event function for TASK.

TASK_A2G_SEAD:__Fail()

FSM Fail asynchronous event function for TASK.

TASK_A2G_SEAD:__Goal(Delay, PlayerUnit, PlayerName)

Goal Asynchronous Trigger for TASK

TASK_A2G_SEAD:__Replan()

FSM Replan asynchronous event function for TASK.

TASK_A2G_SEAD:__Success()

FSM Success asynchronous event function for TASK.

TASK_A2G_SEAD:onafterReplan(From, Event, To)

FSM function for a TASK

TASK_A2G_SEAD:onbeforeTimeOut(Event, From, To)

FSM function for a TASK

TASK_A2G_SEAD:onenterAborted(From, Event, To)

FSM function for a TASK

TASK_A2G_SEAD:onenterAssigned(Event, From, To, PlayerUnit, PlayerName)

FSM function for a TASK

TASK_A2G_SEAD:onenterCancelled(From, Event, To)

FSM function for a TASK

TASK_A2G_SEAD:onenterFailed(From, Event, To)

FSM function for a TASK

TASK_A2G_SEAD:onenterPlanned(Event, From, To)

FSM function for a TASK

TASK_A2G_SEAD:onenterSuccess(Event, From, To)

FSM function for a TASK

TASK_A2G_SEAD:onstatechange(Event, From, To)

FSM function for a TASK

Fields and Methods inherited from FSM_TASK Description

TASK_A2G_SEAD:New(TaskName)

Creates a new FSM_TASK object.

TASK_A2G_SEAD.Task

TASK_A2G_SEAD:_call_handler(step, trigger, params, EventName)

The TASK_A2G 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_A2G

Parameters:

#number AutoAssignMethod

The method to be applied to the task.

The command center.

The player group.

Defined in:

TASK_A2G

@param #TASK_A2G self

Defined in:

TASK_A2G

@param #TASK_A2G self @param Wrapper.Unit#UNIT TaskUnit @return Core.Point#COORDINATE The Coordinate object referencing to the 2D point where the RendezVous point is located on the map. @return #number The RendezVousRange that defines when the player is considered to have arrived at the RendezVous point.

Defined in:

TASK_A2G

Parameter:

TaskUnit

@param #TASK_A2G self @param Wrapper.Unit#UNIT TaskUnit @return Core.Zone#ZONE_BASE The Zone object where the RendezVous is located on the map.

Defined in:

TASK_A2G

Parameter:

TaskUnit

@param #TASK_A2G self @param Wrapper.Unit#UNIT TaskUnit @return Core.Point#COORDINATE The Coordinate object where the Target is located on the map.

Defined in:

TASK_A2G

Parameter:

TaskUnit

@param #TASK_A2G self @param Wrapper.Unit#UNIT TaskUnit @return Core.Zone#ZONE_BASE The Zone object where the Target is located on the map.

Defined in:

TASK_A2G

Parameter:

TaskUnit

Instantiates a new TASK_A2G.

Defined in:

TASK_A2G

Parameters:

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_A2G

Parameter:

ReportGroup

Defined in:

TASK_A2G

@param #TASK_A2G self @param Core.Point#COORDINATE RendezVousCoordinate The Coordinate object referencing to the 2D point where the RendezVous point is located on the map. @param #number RendezVousRange The RendezVousRange that defines when the player is considered to have arrived at the RendezVous point. @param Wrapper.Unit#UNIT TaskUnit

Defined in:

TASK_A2G

Parameters:

RendezVousCoordinate

RendezVousRange

TaskUnit

@param #TASK_A2G self @param Core.Zone#ZONE_BASE RendezVousZone The Zone object where the RendezVous is located on the map. @param Wrapper.Unit#UNIT TaskUnit

Defined in:

TASK_A2G

Parameters:

RendezVousZone

TaskUnit

@param #TASK_A2G self @param Core.Point#COORDINATE TargetCoordinate The Coordinate object where the Target is located on the map. @param Wrapper.Unit#UNIT TaskUnit

Defined in:

TASK_A2G

Parameters:

TargetCoordinate

TaskUnit

@param #TASK_A2G self @param Core.Set#SET_UNIT TargetSetUnit The set of targets.

Defined in:

TASK_A2G

Parameter:

TargetSetUnit

@param #TASK_A2G self @param Core.Zone#ZONE_BASE TargetZone The Zone object where the Target is located on the map. @param Wrapper.Unit#UNIT TaskUnit

Defined in:

TASK_A2G

Parameters:

TargetZone

TaskUnit

@param #TASK_A2G self

Defined in:

TASK_A2G

Parameter:

DetectedItem

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

Defined in:

TASK_A2G

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_A2G_BAI class

Field(s)

Function(s)

Instantiates a new TASK_A2G_BAI.

Defined in:

TASK_A2G_BAI

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 A2G attack has failed.

Defined in:

TASK_A2G_BAI

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 A2G attack, has been destroyed .

Defined in:

TASK_A2G_BAI

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 A2G attack, have been destroyed.

Defined in:

TASK_A2G_BAI

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_A2G_CAS class

Field(s)

Function(s)

Instantiates a new TASK_A2G_CAS.

Defined in:

TASK_A2G_CAS

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 A2G attack has failed.

Defined in:

TASK_A2G_CAS

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 A2G attack, has been destroyed .

Defined in:

TASK_A2G_CAS

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 A2G attack, have been destroyed.

Defined in:

TASK_A2G_CAS

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_A2G_SEAD class

Field(s)

Function(s)

Instantiates a new TASK_A2G_SEAD.

Defined in:

TASK_A2G_SEAD

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 A2G attack has failed.

Defined in:

TASK_A2G_SEAD

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 A2G attack, has been destroyed .

Defined in:

TASK_A2G_SEAD

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 A2G attack, have been destroyed.

Defined in:

TASK_A2G_SEAD

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