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Module Tasking.Task_Capture_Zone

Tasking - The TASK_Protect models tasks for players to protect or capture specific zones.


Author: FlightControl

Contributions: MillerTime


Global(s)

Global TASK_CAPTURE_ZONE

TASK_CAPTURE_ZONE class, extends Tasking.Task_Capture_Zone#TASK_ZONE_GOAL

The TASK_CAPTURE_ZONE class defines an Suppression or Extermination of Air Defenses task for a human player to be executed.

#TASK_CAPTURE_ZONE TASK_CAPTURE_ZONE

TASK_CAPTURE_ZONE class, extends Tasking.Task_Capture_Zone#TASK_ZONE_GOAL

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

Global TASK_ZONE_GOAL

TASK_ZONE_GOAL class, extends Tasking.Task#TASK

The TASK_ZONE_GOAL class defines the task to protect or capture a protection zone.

#TASK_ZONE_GOAL TASK_ZONE_GOAL

TASK_ZONE_GOAL class, extends Tasking.Task#TASK

The TASK_ZONE_GOAL class defines the task to protect or capture a protection zone.

The TASK_ZONE_GOAL 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.

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

Type(s)

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

TASK_ZONE_GOAL:Abort()

FSM Abort synchronous event function for TASK.

TASK_ZONE_GOAL:AbortGroup(PlayerGroup)

A group aborting the task.

TASK_ZONE_GOAL:AddGroups(GroupSet)

Gets the SET_GROUP assigned to the TASK.

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

Add Task Progress for a Player Name

TASK_ZONE_GOAL:AssignToGroup(TaskGroup)

Assign the #TASK to a Wrapper.Group.

TASK_ZONE_GOAL:AssignToUnit(TaskUnit)

Assign the #TASK to an alive Wrapper.Unit.

TASK_ZONE_GOAL:Cancel()

FSM Cancel synchronous event function for TASK.

TASK_ZONE_GOAL:ClearGroupAssignment(TaskGroup)

Clear the Wrapper.Group assignment from the #TASK.

TASK_ZONE_GOAL.CommandCenter

TASK_ZONE_GOAL:CrashGroup(PlayerGroup)

A group crashing and thus aborting from the task.

TASK_ZONE_GOAL.DetectedItem

TASK_ZONE_GOAL.Detection

TASK_ZONE_GOAL.Dispatcher

TASK_ZONE_GOAL:Fail()

FSM Fail synchronous event function for TASK.

TASK_ZONE_GOAL:FailProcesses(TaskUnitName)

TASK_ZONE_GOAL.FlashTaskScheduleID

TASK_ZONE_GOAL.FlashTaskScheduler

TASK_ZONE_GOAL.FlashTaskStatus

TASK_ZONE_GOAL.FsmTemplate

TASK_ZONE_GOAL:GetBriefing()

Gets the #TASK briefing.

TASK_ZONE_GOAL:GetGoal()

Get goal of a task

TASK_ZONE_GOAL:GetGroups()

Gets the SET_GROUP assigned to the TASK.

TASK_ZONE_GOAL:GetID()

Gets the ID of the Task

TASK_ZONE_GOAL:GetMission()

Gets the Mission to where the TASK belongs.

TASK_ZONE_GOAL:GetName()

Gets the Name of the Task

TASK_ZONE_GOAL:GetPlayerCount()

Create a count of the players in the Task.

TASK_ZONE_GOAL:GetPlayerNames()

Create a list of the players in the Task.

TASK_ZONE_GOAL:GetPlayerProgress(PlayerName)

TASK_ZONE_GOAL:GetProcessTemplate(ProcessName)

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

TASK_ZONE_GOAL:GetScoring()

Gets the Scoring of the task

TASK_ZONE_GOAL:GetStateMachine(TaskUnit)

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

TASK_ZONE_GOAL:GetStateString()

Gets the #TASK status.

TASK_ZONE_GOAL:GetTaskBriefing()

Returns the #TASK briefing.

TASK_ZONE_GOAL:GetTaskControlMenu(TaskUnit, TaskName)

Get Task Control Menu

TASK_ZONE_GOAL:GetTaskIndex()

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

TASK_ZONE_GOAL:GetTaskName()

Returns the #TASK name.

TASK_ZONE_GOAL:GetType()

Gets the Type of the Task

TASK_ZONE_GOAL:GetUnitProcess(TaskUnit)

Get the Task FSM Process Template

TASK_ZONE_GOAL:Goal(PlayerUnit, PlayerName)

Goal Trigger for TASK

TASK_ZONE_GOAL:HasAliveUnits()

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

TASK_ZONE_GOAL:HasGroup(FindGroup)

TASK_ZONE_GOAL:HasStateMachine(TaskUnit)

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

TASK_ZONE_GOAL:InitTaskControlMenu(TaskUnit)

Init Task Control Menu

TASK_ZONE_GOAL:IsGroupAssigned(TaskGroup)

Returns if the #TASK is assigned to the Group.

TASK_ZONE_GOAL:IsStateAborted()

Is the #TASK status Aborted.

TASK_ZONE_GOAL:IsStateAssigned()

Is the #TASK status Assigned.

TASK_ZONE_GOAL:IsStateCancelled()

Is the #TASK status Cancelled.

TASK_ZONE_GOAL:IsStateFailed()

Is the #TASK status Failed.

TASK_ZONE_GOAL:IsStateHold()

Is the #TASK status Hold.

TASK_ZONE_GOAL:IsStatePlanned()

Is the #TASK status Planned.

TASK_ZONE_GOAL:IsStateReplanned()

Is the #TASK status Replanned.

TASK_ZONE_GOAL:IsStateSuccess()

Is the #TASK status Success.

TASK_ZONE_GOAL:JoinUnit(PlayerUnit, PlayerGroup)

Add a PlayerUnit to join the Task.

TASK_ZONE_GOAL:MenuAssignToGroup(TaskGroup)

TASK_ZONE_GOAL.MenuAssigned

TASK_ZONE_GOAL:MenuFlashTaskStatus(TaskGroup, Flash)

Report the task status.

TASK_ZONE_GOAL:MenuMarkToGroup(TaskGroup)

TASK_ZONE_GOAL.MenuPlanned

TASK_ZONE_GOAL:MenuTaskAbort(TaskGroup)

Report the task status.

TASK_ZONE_GOAL:MenuTaskStatus(TaskGroup)

Report the task status.

TASK_ZONE_GOAL:MessageToGroups(Message)

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

TASK_ZONE_GOAL.Mission

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

Instantiates a new TASK.

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

Goal Handler OnAfter for TASK

TASK_ZONE_GOAL:OnAfterPlayerAborted(PlayerUnit, PlayerName)

FSM PlayerAborted event handler prototype for TASK.

TASK_ZONE_GOAL:OnAfterPlayerCrashed(PlayerUnit, PlayerName)

FSM PlayerCrashed event handler prototype for TASK.

TASK_ZONE_GOAL:OnAfterPlayerDead(PlayerUnit, PlayerName)

FSM PlayerDead event handler prototype for TASK.

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

Goal Handler OnBefore for TASK

TASK_ZONE_GOAL:RefreshMenus(TaskGroup, MenuTime)

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

TASK_ZONE_GOAL:RefreshTaskControlMenu(TaskUnit, MenuTime, MenuTag)

Refresh Task Control Menu

TASK_ZONE_GOAL:RejectGroup(PlayerGroup)

A group rejecting a planned task.

TASK_ZONE_GOAL:RemoveAssignedMenuForGroup(TaskGroup, MenuTime)

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

TASK_ZONE_GOAL:RemoveMenu(MenuTime)

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

TASK_ZONE_GOAL:RemoveStateMachine(TaskUnit)

Remove FiniteStateMachines from #TASK with key Wrapper.Unit.

TASK_ZONE_GOAL:RemoveTaskControlMenu(TaskUnit)

Remove Task Control Menu

TASK_ZONE_GOAL:Replan()

FSM Replan synchronous event function for TASK.

TASK_ZONE_GOAL:ReportDetails(TaskGroup, ReportGroup)

Create a detailed report of the Task.

TASK_ZONE_GOAL:ReportOverview(ReportGroup)

Create an overiew report of the Task.

TASK_ZONE_GOAL:ReportSummary(ReportGroup)

Create a summary report of the Task.

TASK_ZONE_GOAL:SendBriefingToAssignedGroups()

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

TASK_ZONE_GOAL:SetAssignMethod(AcceptClass)

TASK_ZONE_GOAL:SetAssignedMenuForGroup(TaskGroup, MenuTime)

Set the assigned menu options of the #TASK.

TASK_ZONE_GOAL:SetBriefing(TaskBriefing)

Sets a #TASK briefing.

TASK_ZONE_GOAL:SetDetection(Detection, DetectedItem)

Set detection of a task

TASK_ZONE_GOAL:SetDispatcher(Dispatcher)

Set dispatcher of a task

TASK_ZONE_GOAL:SetGoal(Goal)

Set goal of a task

TASK_ZONE_GOAL.SetGroup

The Set of Groups assigned to the Task

TASK_ZONE_GOAL:SetGroupAssigned(TaskGroup)

Set Wrapper.Group assigned to the #TASK.

TASK_ZONE_GOAL:SetID(TaskID)

Sets the ID of the Task

TASK_ZONE_GOAL:SetMenu(MenuTime)

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

TASK_ZONE_GOAL:SetMenuForGroup(MenuTime, TaskGroup)

Set the Menu for a Group

TASK_ZONE_GOAL:SetName(TaskName)

Sets the Name of the Task

TASK_ZONE_GOAL:SetPlannedMenuForGroup(TaskGroup, MenuText, MenuTime)

Set the planned menu option of the #TASK.

TASK_ZONE_GOAL:SetScoreOnFail(PlayerName, Penalty, TaskUnit)

Set a penalty when the A2A attack has failed.

TASK_ZONE_GOAL:SetScoreOnProgress(PlayerName, Score, TaskUnit)

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

TASK_ZONE_GOAL:SetScoreOnSuccess(PlayerName, Score, TaskUnit)

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

TASK_ZONE_GOAL:SetStateMachine(TaskUnit, Fsm)

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

TASK_ZONE_GOAL:SetTimeOut(Timer)

Sets the TimeOut for the #TASK.

TASK_ZONE_GOAL:SetType(TaskType)

Sets the Type of the Task

TASK_ZONE_GOAL:SetUnitProcess(Core, FsmTemplate)

Sets the Task FSM Process Template

TASK_ZONE_GOAL:StateAborted()

Sets a #TASK to status Aborted.

TASK_ZONE_GOAL:StateAssigned()

Sets a #TASK to status Assigned.

TASK_ZONE_GOAL:StateCancelled()

Sets a #TASK to status Cancelled.

TASK_ZONE_GOAL:StateFailed()

Sets a #TASK to status Failed.

TASK_ZONE_GOAL:StateHold()

Sets a #TASK to status Hold.

TASK_ZONE_GOAL:StatePlanned()

Sets a #TASK to status Planned.

TASK_ZONE_GOAL:StateReplanned()

Sets a #TASK to status Replanned.

TASK_ZONE_GOAL:StateSuccess()

Sets a #TASK to status Success.

TASK_ZONE_GOAL:Success()

FSM Success synchronous event function for TASK.

TASK_ZONE_GOAL.TaskBriefing

TASK_ZONE_GOAL.TaskControlMenu

TASK_ZONE_GOAL.TaskControlMenuTime

TASK_ZONE_GOAL.TaskID

TASK_ZONE_GOAL.TaskInfo

TASK_ZONE_GOAL.TaskName

TASK_ZONE_GOAL.TaskProgress

TASK_ZONE_GOAL.TaskScheduler

TASK_ZONE_GOAL.TaskType

TASK_ZONE_GOAL.TimeOut

TASK_ZONE_GOAL:UnAssignFromGroup(TaskGroup)

UnAssign the #TASK from a Wrapper.Group.

TASK_ZONE_GOAL:UnAssignFromGroups()

UnAssign the #TASK from the Wrapper.Groups.

TASK_ZONE_GOAL:UnAssignFromUnit(TaskUnit)

UnAssign the #TASK from an alive Wrapper.Unit.

TASK_ZONE_GOAL:__Abort()

FSM Abort asynchronous event function for TASK.

TASK_ZONE_GOAL:__Cancel()

FSM Cancel asynchronous event function for TASK.

TASK_ZONE_GOAL:__Fail()

FSM Fail asynchronous event function for TASK.

TASK_ZONE_GOAL:__Goal(Delay, PlayerUnit, PlayerName)

Goal Asynchronous Trigger for TASK

TASK_ZONE_GOAL:__Replan()

FSM Replan asynchronous event function for TASK.

TASK_ZONE_GOAL:__Success()

FSM Success asynchronous event function for TASK.

TASK_ZONE_GOAL:onafterReplan(From, Event, To)

FSM function for a TASK

TASK_ZONE_GOAL:onbeforeTimeOut(Event, From, To)

FSM function for a TASK

TASK_ZONE_GOAL:onenterAborted(From, Event, To)

FSM function for a TASK

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

FSM function for a TASK

TASK_ZONE_GOAL:onenterCancelled(From, Event, To)

FSM function for a TASK

TASK_ZONE_GOAL:onenterFailed(From, Event, To)

FSM function for a TASK

TASK_ZONE_GOAL:onenterPlanned(Event, From, To)

FSM function for a TASK

TASK_ZONE_GOAL:onenterSuccess(Event, From, To)

FSM function for a TASK

TASK_ZONE_GOAL:onstatechange(Event, From, To)

FSM function for a TASK

Fields and Methods inherited from FSM_TASK Description

TASK_ZONE_GOAL:New(TaskName)

Creates a new FSM_TASK object.

TASK_ZONE_GOAL.Task

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

The TASK_CAPTURE_ZONE 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_CAPTURE_ZONE

Parameters:

#number AutoAssignMethod

The method to be applied to the task.

The command center.

The player group.

AutoAssignReference

Instantiates a new TASK_CAPTURE_ZONE.

Defined in:

TASK_CAPTURE_ZONE

Parameters:

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

#string TaskName

The name of the Task.

#string TaskBriefing

The briefing of the task.

Return value:

Defined in:

TASK_CAPTURE_ZONE

Parameters:

From

Event

To

PlayerUnit

PlayerName

Defined in:

TASK_CAPTURE_ZONE

Parameter:

ReportGroup

Instantiates a new TASK_CAPTURE_ZONE.

Defined in:

TASK_CAPTURE_ZONE

Parameter:

Persist

The TASK_ZONE_GOAL class

Field(s)

Function(s)

Defined in:

TASK_ZONE_GOAL

Defined in:

TASK_ZONE_GOAL

Defined in:

TASK_ZONE_GOAL

Parameter:

Return value:

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

Instantiates a new TASK_ZONE_GOAL.

Defined in:

TASK_ZONE_GOAL

Parameters:

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

#string TaskName

The name of the Task.

TaskType

TaskBriefing

Return value:

Defined in:

TASK_ZONE_GOAL

Parameter:

GoalTotal

Defined in:

TASK_ZONE_GOAL

Parameter:

The ZoneGoal Engine.

Defined in:

TASK_ZONE_GOAL

Parameters:

Core.Zone#ZONE_BASE TargetZone

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

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

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Parameters:

Core

Fsm#FSM_PROCESS

FsmTemplate

Sets a #TASK to status Aborted.

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Sets a #TASK to status Assigned.

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Sets a #TASK to status Cancelled.

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Sets a #TASK to status Failed.

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Sets a #TASK to status Hold.

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Sets a #TASK to status Planned.

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Sets a #TASK to status Replanned.

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Sets a #TASK to status Success.

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FSM Success synchronous event function for TASK.

Use this event to make the Task a Success.

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UnAssign the #TASK from an alive Wrapper.Unit.

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Parameter:

Return value:

self

FSM Abort asynchronous event function for TASK.

Use this event to Abort the Task.

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FSM Cancel asynchronous event function for TASK.

Use this event to Cancel the Task.

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FSM Fail asynchronous event function for TASK.

Use this event to Fail the Task.

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Goal Asynchronous Trigger for TASK

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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.

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FSM Success asynchronous event function for TASK.

Use this event to make the Task a Success.

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FSM function for a TASK

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Parameters:

#string From

#string Event

#string To

FSM function for a TASK

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Parameters:

#string Event

#string From

#string To

FSM function for a TASK

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Parameters:

#string From

#string Event

#string To

FSM function for a TASK

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Parameters:

#string Event

#string From

#string To

PlayerUnit

PlayerName

FSM function for a TASK

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Parameters:

#string From

#string Event

#string To

FSM function for a TASK

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Parameters:

#string From

#string Event

#string To

FSM function for a TASK

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Parameters:

#string Event

#string From

#string To

FSM function for a TASK

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Parameters:

#string Event

#string From

#string To

FSM function for a TASK

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Parameters:

#string Event

#string From

#string To

Field(s)

Function(s)

Creates a new FSM_TASK object.

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Parameter:

#string TaskName

The name of the task.

Return value:

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Parameters:

step

trigger

params

EventName