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Documentation
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@ -223,6 +223,18 @@
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<td class="name" nowrap="nowrap"><a href="##(ACT_ACCOUNT_DEADS).New">ACT_ACCOUNT_DEADS:New(TargetSetUnit, TaskName)</a></td>
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<td class="summary">
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<p>Creates a new DESTROY process.</p>
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</td>
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</tr>
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<tr>
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<td class="name" nowrap="nowrap"><a href="##(ACT_ACCOUNT_DEADS).OnEventHit">ACT_ACCOUNT_DEADS:OnEventHit(EventData)</a></td>
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<td class="summary">
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</td>
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</tr>
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<tr>
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<td class="name" nowrap="nowrap"><a href="##(ACT_ACCOUNT_DEADS).PlayerHits">ACT_ACCOUNT_DEADS.PlayerHits</a></td>
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<td class="summary">
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</td>
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</tr>
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<tr>
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@ -238,13 +250,19 @@
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</td>
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</tr>
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<tr>
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<td class="name" nowrap="nowrap"><a href="##(ACT_ACCOUNT_DEADS).onafterEvent">ACT_ACCOUNT_DEADS:onafterEvent(ProcessUnit, Event, From, To, Task)</a></td>
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<td class="name" nowrap="nowrap"><a href="##(ACT_ACCOUNT_DEADS).onafterEvent">ACT_ACCOUNT_DEADS:onafterEvent(ProcessClient, Task, From, Event, To, EventData)</a></td>
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<td class="summary">
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<p>StateMachine callback function</p>
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</td>
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</tr>
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<tr>
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<td class="name" nowrap="nowrap"><a href="##(ACT_ACCOUNT_DEADS).onenterAccount">ACT_ACCOUNT_DEADS:onenterAccount(ProcessUnit, Event, From, To, Task, EventData)</a></td>
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<td class="name" nowrap="nowrap"><a href="##(ACT_ACCOUNT_DEADS).onenterAccountForOther">ACT_ACCOUNT_DEADS:onenterAccountForOther(ProcessClient, Task, From, Event, To, EventData)</a></td>
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<td class="summary">
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<p>StateMachine callback function</p>
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</td>
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</tr>
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<tr>
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<td class="name" nowrap="nowrap"><a href="##(ACT_ACCOUNT_DEADS).onenterAccountForPlayer">ACT_ACCOUNT_DEADS:onenterAccountForPlayer(ProcessClient, Task, From, Event, To, EventData)</a></td>
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<td class="summary">
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<p>StateMachine callback function</p>
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</td>
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@ -253,6 +271,12 @@
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<td class="name" nowrap="nowrap"><a href="##(ACT_ACCOUNT_DEADS).onenterReport">ACT_ACCOUNT_DEADS:onenterReport(ProcessUnit, Event, From, To, Task)</a></td>
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<td class="summary">
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<p>StateMachine callback function</p>
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</td>
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</tr>
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<tr>
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<td class="name" nowrap="nowrap"><a href="##(ACT_ACCOUNT_DEADS).onfuncEventCrash">ACT_ACCOUNT_DEADS:onfuncEventCrash(EventData)</a></td>
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<td class="summary">
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</td>
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</tr>
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<tr>
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@ -674,6 +698,40 @@ Each successful dead will trigger an Account state transition that can be scored
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</li>
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</ul>
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</dd>
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</dl>
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<dl class="function">
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<dt>
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<a id="#(ACT_ACCOUNT_DEADS).OnEventHit" >
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<strong>ACT_ACCOUNT_DEADS:OnEventHit(EventData)</strong>
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</a>
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</dt>
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<dd>
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<h3>Parameter</h3>
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<ul>
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<li>
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<p><code><em><a href="Core.Event.html##(EVENTDATA)">Core.Event#EVENTDATA</a> EventData </em></code>: </p>
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</li>
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</ul>
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</dd>
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</dl>
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<dl class="function">
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<dt>
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<a id="#(ACT_ACCOUNT_DEADS).PlayerHits" >
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<strong>ACT_ACCOUNT_DEADS.PlayerHits</strong>
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</a>
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</dt>
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<dd>
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</dd>
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</dl>
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<dl class="function">
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@ -708,7 +766,7 @@ Each successful dead will trigger an Account state transition that can be scored
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<dt>
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<a id="#(ACT_ACCOUNT_DEADS).onafterEvent" >
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<strong>ACT_ACCOUNT_DEADS:onafterEvent(ProcessUnit, Event, From, To, Task)</strong>
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<strong>ACT_ACCOUNT_DEADS:onafterEvent(ProcessClient, Task, From, Event, To, EventData)</strong>
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</a>
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</dt>
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<dd>
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@ -719,12 +777,12 @@ Each successful dead will trigger an Account state transition that can be scored
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<ul>
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<li>
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<p><code><em><a href="Wrapper.Controllable.html##(CONTROLLABLE)">Wrapper.Controllable#CONTROLLABLE</a> ProcessUnit </em></code>: </p>
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<p><code><em><a href="Wrapper.Client.html##(CLIENT)">Wrapper.Client#CLIENT</a> ProcessClient </em></code>: </p>
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</li>
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<li>
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<p><code><em>#string Event </em></code>: </p>
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<p><code><em><a href="Tasking.Task.html##(TASK)">Tasking.Task#TASK</a> Task </em></code>: </p>
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</li>
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<li>
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@ -734,12 +792,17 @@ Each successful dead will trigger an Account state transition that can be scored
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</li>
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<li>
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<p><code><em>#string Event </em></code>: </p>
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</li>
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<li>
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<p><code><em>#string To </em></code>: </p>
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</li>
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<li>
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<p><code><em> Task </em></code>: </p>
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<p><code><em><a href="Core.Event.html##(EVENTDATA)">Core.Event#EVENTDATA</a> EventData </em></code>: </p>
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</li>
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</ul>
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@ -748,8 +811,8 @@ Each successful dead will trigger an Account state transition that can be scored
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<dl class="function">
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<dt>
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<a id="#(ACT_ACCOUNT_DEADS).onenterAccount" >
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<strong>ACT_ACCOUNT_DEADS:onenterAccount(ProcessUnit, Event, From, To, Task, EventData)</strong>
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<a id="#(ACT_ACCOUNT_DEADS).onenterAccountForOther" >
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<strong>ACT_ACCOUNT_DEADS:onenterAccountForOther(ProcessClient, Task, From, Event, To, EventData)</strong>
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</a>
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</dt>
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<dd>
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@ -760,12 +823,12 @@ Each successful dead will trigger an Account state transition that can be scored
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<ul>
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<li>
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<p><code><em><a href="Wrapper.Controllable.html##(CONTROLLABLE)">Wrapper.Controllable#CONTROLLABLE</a> ProcessUnit </em></code>: </p>
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<p><code><em><a href="Wrapper.Client.html##(CLIENT)">Wrapper.Client#CLIENT</a> ProcessClient </em></code>: </p>
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</li>
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<li>
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<p><code><em>#string Event </em></code>: </p>
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<p><code><em><a href="Tasking.Task.html##(TASK)">Tasking.Task#TASK</a> Task </em></code>: </p>
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</li>
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<li>
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@ -775,17 +838,63 @@ Each successful dead will trigger an Account state transition that can be scored
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</li>
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<li>
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<p><code><em>#string Event </em></code>: </p>
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</li>
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<li>
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<p><code><em>#string To </em></code>: </p>
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</li>
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<li>
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<p><code><em> Task </em></code>: </p>
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<p><code><em><a href="Core.Event.html##(EVENTDATA)">Core.Event#EVENTDATA</a> EventData </em></code>: </p>
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</li>
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</ul>
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</dd>
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</dl>
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<dl class="function">
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<dt>
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<a id="#(ACT_ACCOUNT_DEADS).onenterAccountForPlayer" >
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<strong>ACT_ACCOUNT_DEADS:onenterAccountForPlayer(ProcessClient, Task, From, Event, To, EventData)</strong>
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</a>
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</dt>
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<dd>
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<p>StateMachine callback function</p>
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<h3>Parameters</h3>
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<ul>
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<li>
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<p><code><em><a href="Wrapper.Client.html##(CLIENT)">Wrapper.Client#CLIENT</a> ProcessClient </em></code>: </p>
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</li>
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<li>
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<p><code><em> EventData </em></code>: </p>
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<p><code><em><a href="Tasking.Task.html##(TASK)">Tasking.Task#TASK</a> Task </em></code>: </p>
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</li>
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<li>
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<p><code><em>#string From </em></code>: </p>
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</li>
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<li>
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<p><code><em>#string Event </em></code>: </p>
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</li>
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<li>
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<p><code><em>#string To </em></code>: </p>
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</li>
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<li>
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<p><code><em><a href="Core.Event.html##(EVENTDATA)">Core.Event#EVENTDATA</a> EventData </em></code>: </p>
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</li>
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</ul>
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@ -835,6 +944,27 @@ Each successful dead will trigger an Account state transition that can be scored
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<dl class="function">
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<dt>
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<a id="#(ACT_ACCOUNT_DEADS).onfuncEventCrash" >
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<strong>ACT_ACCOUNT_DEADS:onfuncEventCrash(EventData)</strong>
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</a>
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</dt>
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<dd>
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<h3>Parameter</h3>
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<ul>
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<li>
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<p><code><em><a href="Event.html##(EVENTDATA)">Event#EVENTDATA</a> EventData </em></code>: </p>
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</li>
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</ul>
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</dd>
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</dl>
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<dl class="function">
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<dt>
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<a id="#(ACT_ACCOUNT_DEADS).onfuncEventDead" >
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<strong>ACT_ACCOUNT_DEADS:onfuncEventDead(EventData)</strong>
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</a>
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@ -3059,6 +3059,7 @@ The range till cargo will board.</p>
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<dl class="function">
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<dt>
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<em>#number</em>
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<a id="#(CARGO_UNIT).RunCount" >
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<strong>CARGO_UNIT.RunCount</strong>
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</a>
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@ -900,7 +900,6 @@ function below will use the range 1-7 just in case</p>
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<dl class="function">
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<dt>
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<em></em>
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<a id="#(DESIGNATE).LaserCodes" >
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<strong>DESIGNATE.LaserCodes</strong>
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</a>
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@ -2393,6 +2393,7 @@ The index of the DetectedItem.</p>
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<dl class="function">
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<dt>
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<em>#number</em>
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<a id="#(DETECTION_BASE).DetectedItemCount" >
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<strong>DETECTION_BASE.DetectedItemCount</strong>
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</a>
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@ -2406,6 +2407,7 @@ The index of the DetectedItem.</p>
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<dl class="function">
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<dt>
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<em>#number</em>
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<a id="#(DETECTION_BASE).DetectedItemMax" >
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<strong>DETECTION_BASE.DetectedItemMax</strong>
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</a>
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@ -633,12 +633,6 @@ Additionally, I've added extendability and created an API that allows seamless F
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<td class="name" nowrap="nowrap"><a href="##(FSM_PROCESS).onenterFailed">FSM_PROCESS:onenterFailed(ProcessUnit)</a></td>
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<td class="summary">
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</td>
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</tr>
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<tr>
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<td class="name" nowrap="nowrap"><a href="##(FSM_PROCESS).onenterSuccess">FSM_PROCESS:onenterSuccess(ProcessUnit)</a></td>
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<td class="summary">
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</td>
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</tr>
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<tr>
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@ -2619,27 +2613,6 @@ self</p>
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<h3>Parameter</h3>
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<ul>
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<li>
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<p><code><em> ProcessUnit </em></code>: </p>
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</li>
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</ul>
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</dd>
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</dl>
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<dl class="function">
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<dt>
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<a id="#(FSM_PROCESS).onenterSuccess" >
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<strong>FSM_PROCESS:onenterSuccess(ProcessUnit)</strong>
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</a>
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</dt>
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<dd>
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<h3>Parameter</h3>
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<ul>
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<li>
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@ -227,6 +227,7 @@ on defined intervals (currently every minute).</p>
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<dl class="function">
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<dt>
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<em>#number</em>
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<a id="#(MOVEMENT).AliveUnits" >
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<strong>MOVEMENT.AliveUnits</strong>
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</a>
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@ -235,6 +236,9 @@ on defined intervals (currently every minute).</p>
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<p> Contains the counter how many units are currently alive</p>
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</dd>
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</dl>
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<dl class="function">
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@ -2799,7 +2799,6 @@ The y coordinate.</p>
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<dl class="function">
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<dt>
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<em></em>
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<a id="#(POINT_VEC2).z" >
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<strong>POINT_VEC2.z</strong>
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</a>
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@ -822,12 +822,6 @@ and any spaces before and after the resulting name are removed.</p>
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<td class="name" nowrap="nowrap"><a href="##(SPAWN)._TranslateRotate">SPAWN:_TranslateRotate(SpawnIndex, SpawnRootX, SpawnRootY, SpawnX, SpawnY, SpawnAngle)</a></td>
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<td class="summary">
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</td>
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</tr>
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<tr>
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<td class="name" nowrap="nowrap"><a href="##(SPAWN).uncontrolled">SPAWN.uncontrolled</a></td>
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<td class="summary">
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</td>
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</tr>
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</table>
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@ -2200,9 +2194,6 @@ The group that was spawned. You can use this group for further actions.</p>
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<p> Don't repeat the group from Take-Off till Landing and back Take-Off by ReSpawning.</p>
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</dd>
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</dl>
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<dl class="function">
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@ -2735,6 +2726,9 @@ when nothing was spawned.</p>
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||||
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<p> Overwrite unit names by default with group name.</p>
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</dd>
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</dl>
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<dl class="function">
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@ -3129,7 +3123,7 @@ Spawn_BE_KA50 = SPAWN:New( 'BE KA-50@RAMP-Ground Defense' ):Schedule( 600, 0.5 )
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<dl class="function">
|
||||
<dt>
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<em>#boolean</em>
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<em></em>
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<a id="#(SPAWN).SpawnUnControlled" >
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<strong>SPAWN.SpawnUnControlled</strong>
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</a>
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@ -3153,7 +3147,7 @@ Spawn_BE_KA50 = SPAWN:New( 'BE KA-50@RAMP-Ground Defense' ):Schedule( 600, 0.5 )
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||||
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||||
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||||
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||||
<p> When the first Spawn executes, all the Groups need to be made visible before start.</p>
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||||
<p> Flag that indicates if all the Groups of the SpawnGroup need to be visible when Spawned.</p>
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||||
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||||
</dd>
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</dl>
|
||||
@ -3733,20 +3727,6 @@ True = Continue Scheduler</p>
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||||
|
||||
</li>
|
||||
</ul>
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em></em>
|
||||
<a id="#(SPAWN).uncontrolled" >
|
||||
<strong>SPAWN.uncontrolled</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
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||||
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||||
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||||
</dd>
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||||
</dl>
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||||
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||||
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@ -141,6 +141,12 @@
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||||
<td class="name" nowrap="nowrap"><a href="##(TASK).AbortGroup">TASK:AbortGroup(PlayerUnit, PlayerGroup)</a></td>
|
||||
<td class="summary">
|
||||
<p>Abort a PlayerUnit from a Task.</p>
|
||||
</td>
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||||
</tr>
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||||
<tr>
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||||
<td class="name" nowrap="nowrap"><a href="##(TASK).AddProgress">TASK:AddProgress(PlayerName, ProgressText, ProgressTime, ProgressPoints)</a></td>
|
||||
<td class="summary">
|
||||
<p>Add Task Progress for a Player Name</p>
|
||||
</td>
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||||
</tr>
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||||
<tr>
|
||||
@ -297,6 +303,12 @@
|
||||
<td class="name" nowrap="nowrap"><a href="##(TASK).GetUnitProcess">TASK:GetUnitProcess(TaskUnit)</a></td>
|
||||
<td class="summary">
|
||||
<p>Get the Task FSM Process Template</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(TASK).Goal">TASK:Goal()</a></td>
|
||||
<td class="summary">
|
||||
<p>Goal Trigger for TASK</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
@ -411,6 +423,12 @@
|
||||
<td class="name" nowrap="nowrap"><a href="##(TASK).New">TASK:New(Mission, SetGroupAssign, TaskName, TaskType, TaskBriefing)</a></td>
|
||||
<td class="summary">
|
||||
<p>Instantiates a new TASK.</p>
|
||||
</td>
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||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(TASK).OnAfterGoal">TASK:OnAfterGoal(Controllable, From, Event, To)</a></td>
|
||||
<td class="summary">
|
||||
<p>Goal Handler OnAfter for TASK</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
@ -429,6 +447,12 @@
|
||||
<td class="name" nowrap="nowrap"><a href="##(TASK).OnAfterPlayerDead">TASK:OnAfterPlayerDead(PlayerUnit, PlayerName)</a></td>
|
||||
<td class="summary">
|
||||
<p>FSM PlayerDead event handler prototype for TASK.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(TASK).OnBeforeGoal">TASK:OnBeforeGoal(Controllable, From, Event, To)</a></td>
|
||||
<td class="summary">
|
||||
<p>Goal Handler OnBefore for TASK</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
@ -549,6 +573,24 @@
|
||||
<td class="name" nowrap="nowrap"><a href="##(TASK).SetPlannedMenuForGroup">TASK:SetPlannedMenuForGroup(TaskGroup, MenuText, MenuTime)</a></td>
|
||||
<td class="summary">
|
||||
<p>Set the planned menu option of the <a href="Task.html">Task</a>.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(TASK).SetScoreOnFail">TASK:SetScoreOnFail(PlayerName, Penalty, TaskUnit)</a></td>
|
||||
<td class="summary">
|
||||
<p>Set a penalty when the A2A attack has failed.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(TASK).SetScoreOnProgress">TASK:SetScoreOnProgress(PlayerName, Score, TaskUnit)</a></td>
|
||||
<td class="summary">
|
||||
<p>Set a score when progress has been made by the player.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(TASK).SetScoreOnSuccess">TASK:SetScoreOnSuccess(PlayerName, Score, TaskUnit)</a></td>
|
||||
<td class="summary">
|
||||
<p>Set a score when all the targets in scope of the A2A attack, have been destroyed.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
@ -645,6 +687,12 @@
|
||||
<td class="name" nowrap="nowrap"><a href="##(TASK).TaskName">TASK.TaskName</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(TASK).TaskProgress">TASK.TaskProgress</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
@ -699,6 +747,12 @@
|
||||
<td class="name" nowrap="nowrap"><a href="##(TASK).__Fail">TASK:__Fail()</a></td>
|
||||
<td class="summary">
|
||||
<p>FSM Fail asynchronous event function for TASK.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(TASK).__Goal">TASK:__Goal(Delay)</a></td>
|
||||
<td class="summary">
|
||||
<p>Goal Asynchronous Trigger for TASK</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
@ -883,6 +937,50 @@ The CLIENT or UNIT of the Player aborting the Task.</p>
|
||||
<p><em><a href="##(TASK)">#TASK</a>:</em></p>
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(TASK).AddProgress" >
|
||||
<strong>TASK:AddProgress(PlayerName, ProgressText, ProgressTime, ProgressPoints)</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>Add Task Progress for a Player Name</p>
|
||||
|
||||
<h3>Parameters</h3>
|
||||
<ul>
|
||||
<li>
|
||||
|
||||
<p><code><em>#string PlayerName </em></code>:
|
||||
The name of the player.</p>
|
||||
|
||||
</li>
|
||||
<li>
|
||||
|
||||
<p><code><em>#string ProgressText </em></code>:
|
||||
The text that explains the Progress achieved.</p>
|
||||
|
||||
</li>
|
||||
<li>
|
||||
|
||||
<p><code><em>#number ProgressTime </em></code>:
|
||||
The time the progress was achieved.</p>
|
||||
|
||||
</li>
|
||||
<li>
|
||||
|
||||
<p><code><em> ProgressPoints </em></code>: </p>
|
||||
|
||||
</li>
|
||||
</ul>
|
||||
<h3>Return value</h3>
|
||||
|
||||
<p><em><a href="##(TASK)">#TASK</a>:</em></p>
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
@ -1407,6 +1505,19 @@ TaskType</p>
|
||||
<p><em><a href="Core.Fsm.html##(FSM_PROCESS)">Core.Fsm#FSM_PROCESS</a>:</em></p>
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(TASK).Goal" >
|
||||
<strong>TASK:Goal()</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>Goal Trigger for TASK</p>
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
@ -1801,6 +1912,42 @@ self</p>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(TASK).OnAfterGoal" >
|
||||
<strong>TASK:OnAfterGoal(Controllable, From, Event, To)</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>Goal Handler OnAfter for TASK</p>
|
||||
|
||||
<h3>Parameters</h3>
|
||||
<ul>
|
||||
<li>
|
||||
|
||||
<p><code><em><a href="Wrapper.Controllable.html##(CONTROLLABLE)">Wrapper.Controllable#CONTROLLABLE</a> Controllable </em></code>: </p>
|
||||
|
||||
</li>
|
||||
<li>
|
||||
|
||||
<p><code><em>#string From </em></code>: </p>
|
||||
|
||||
</li>
|
||||
<li>
|
||||
|
||||
<p><code><em>#string Event </em></code>: </p>
|
||||
|
||||
</li>
|
||||
<li>
|
||||
|
||||
<p><code><em>#string To </em></code>: </p>
|
||||
|
||||
</li>
|
||||
</ul>
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(TASK).OnAfterPlayerAborted" >
|
||||
<strong>TASK:OnAfterPlayerAborted(PlayerUnit, PlayerName)</strong>
|
||||
</a>
|
||||
@ -1885,6 +2032,47 @@ The name of the Player.</p>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(TASK).OnBeforeGoal" >
|
||||
<strong>TASK:OnBeforeGoal(Controllable, From, Event, To)</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>Goal Handler OnBefore for TASK</p>
|
||||
|
||||
<h3>Parameters</h3>
|
||||
<ul>
|
||||
<li>
|
||||
|
||||
<p><code><em><a href="Wrapper.Controllable.html##(CONTROLLABLE)">Wrapper.Controllable#CONTROLLABLE</a> Controllable </em></code>: </p>
|
||||
|
||||
</li>
|
||||
<li>
|
||||
|
||||
<p><code><em>#string From </em></code>: </p>
|
||||
|
||||
</li>
|
||||
<li>
|
||||
|
||||
<p><code><em>#string Event </em></code>: </p>
|
||||
|
||||
</li>
|
||||
<li>
|
||||
|
||||
<p><code><em>#string To </em></code>: </p>
|
||||
|
||||
</li>
|
||||
</ul>
|
||||
<h3>Return value</h3>
|
||||
|
||||
<p><em>#boolean:</em></p>
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(TASK).RefreshMenus" >
|
||||
<strong>TASK:RefreshMenus(TaskGroup, MenuTime)</strong>
|
||||
</a>
|
||||
@ -2392,6 +2580,120 @@ The menu text.</p>
|
||||
<p><em><a href="##(TASK)">#TASK</a>:</em>
|
||||
self</p>
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(TASK).SetScoreOnFail" >
|
||||
<strong>TASK:SetScoreOnFail(PlayerName, Penalty, TaskUnit)</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>Set a penalty when the A2A attack has failed.</p>
|
||||
|
||||
<h3>Parameters</h3>
|
||||
<ul>
|
||||
<li>
|
||||
|
||||
<p><code><em>#string PlayerName </em></code>:
|
||||
The name of the player.</p>
|
||||
|
||||
</li>
|
||||
<li>
|
||||
|
||||
<p><code><em>#number Penalty </em></code>:
|
||||
The penalty in points, must be a negative value!</p>
|
||||
|
||||
</li>
|
||||
<li>
|
||||
|
||||
<p><code><em><a href="Wrapper.Unit.html##(UNIT)">Wrapper.Unit#UNIT</a> TaskUnit </em></code>: </p>
|
||||
|
||||
</li>
|
||||
</ul>
|
||||
<h3>Return value</h3>
|
||||
|
||||
<p><em><a href="##(TASK)">#TASK</a>:</em></p>
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(TASK).SetScoreOnProgress" >
|
||||
<strong>TASK:SetScoreOnProgress(PlayerName, Score, TaskUnit)</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>Set a score when progress has been made by the player.</p>
|
||||
|
||||
<h3>Parameters</h3>
|
||||
<ul>
|
||||
<li>
|
||||
|
||||
<p><code><em>#string PlayerName </em></code>:
|
||||
The name of the player.</p>
|
||||
|
||||
</li>
|
||||
<li>
|
||||
|
||||
<p><code><em>#number Score </em></code>:
|
||||
The score in points to be granted when task process has been achieved.</p>
|
||||
|
||||
</li>
|
||||
<li>
|
||||
|
||||
<p><code><em><a href="Wrapper.Unit.html##(UNIT)">Wrapper.Unit#UNIT</a> TaskUnit </em></code>: </p>
|
||||
|
||||
</li>
|
||||
</ul>
|
||||
<h3>Return value</h3>
|
||||
|
||||
<p><em><a href="##(TASK)">#TASK</a>:</em></p>
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(TASK).SetScoreOnSuccess" >
|
||||
<strong>TASK:SetScoreOnSuccess(PlayerName, Score, TaskUnit)</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>Set a score when all the targets in scope of the A2A attack, have been destroyed.</p>
|
||||
|
||||
<h3>Parameters</h3>
|
||||
<ul>
|
||||
<li>
|
||||
|
||||
<p><code><em>#string PlayerName </em></code>:
|
||||
The name of the player.</p>
|
||||
|
||||
</li>
|
||||
<li>
|
||||
|
||||
<p><code><em>#number Score </em></code>:
|
||||
The score in points.</p>
|
||||
|
||||
</li>
|
||||
<li>
|
||||
|
||||
<p><code><em><a href="Wrapper.Unit.html##(UNIT)">Wrapper.Unit#UNIT</a> TaskUnit </em></code>: </p>
|
||||
|
||||
</li>
|
||||
</ul>
|
||||
<h3>Return value</h3>
|
||||
|
||||
<p><em><a href="##(TASK)">#TASK</a>:</em></p>
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
@ -2663,6 +2965,19 @@ Fsm#FSM_PROCESS</p>
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(TASK).TaskProgress" >
|
||||
<strong>TASK.TaskProgress</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
@ -2818,6 +3133,27 @@ self</p>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(TASK).__Goal" >
|
||||
<strong>TASK:__Goal(Delay)</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>Goal Asynchronous Trigger for TASK</p>
|
||||
|
||||
<h3>Parameter</h3>
|
||||
<ul>
|
||||
<li>
|
||||
|
||||
<p><code><em>#number Delay </em></code>: </p>
|
||||
|
||||
</li>
|
||||
</ul>
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(TASK).__Replan" >
|
||||
<strong>TASK:__Replan()</strong>
|
||||
</a>
|
||||
|
||||
@ -192,12 +192,6 @@ based on the tasking capabilities defined in <a href="Task.html##(TASK)">Task#TA
|
||||
<td class="name" nowrap="nowrap"><a href="##(TASK_A2A).New">TASK_A2A:New(Mission, SetAttack, TaskName, UnitSetTargets, TargetDistance, TargetZone, TargetSetUnit, TaskType, TaskBriefing)</a></td>
|
||||
<td class="summary">
|
||||
<p>Instantiates a new TASK_A2A.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(TASK_A2A).SetPenaltyOnFailed">TASK_A2A:SetPenaltyOnFailed(Text, Penalty, TaskUnit)</a></td>
|
||||
<td class="summary">
|
||||
<p>Set a penalty when the A2A attack has failed.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
@ -210,18 +204,6 @@ based on the tasking capabilities defined in <a href="Task.html##(TASK)">Task#TA
|
||||
<td class="name" nowrap="nowrap"><a href="##(TASK_A2A).SetRendezVousZone">TASK_A2A:SetRendezVousZone(RendezVousZone, TaskUnit)</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(TASK_A2A).SetScoreOnDestroy">TASK_A2A:SetScoreOnDestroy(Text, Score, TaskUnit)</a></td>
|
||||
<td class="summary">
|
||||
<p>Set a score when a target in scope of the A2A attack, has been destroyed .</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(TASK_A2A).SetScoreOnSuccess">TASK_A2A:SetScoreOnSuccess(Text, Score, TaskUnit)</a></td>
|
||||
<td class="summary">
|
||||
<p>Set a score when all the targets in scope of the A2A attack, have been destroyed.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
@ -250,12 +232,36 @@ based on the tasking capabilities defined in <a href="Task.html##(TASK)">Task#TA
|
||||
<td class="name" nowrap="nowrap"><a href="##(TASK_A2A_ENGAGE).New">TASK_A2A_ENGAGE:New(Mission, SetGroup, TaskName, TargetSetUnit, TaskBriefing)</a></td>
|
||||
<td class="summary">
|
||||
<p>Instantiates a new TASK<em>A2A</em>ENGAGE.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(TASK_A2A_ENGAGE).SetScoreOnFail">TASK_A2A_ENGAGE:SetScoreOnFail(PlayerName, Penalty, TaskUnit)</a></td>
|
||||
<td class="summary">
|
||||
<p>Set a penalty when the A2A attack has failed.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(TASK_A2A_ENGAGE).SetScoreOnProgress">TASK_A2A_ENGAGE:SetScoreOnProgress(PlayerName, Score, TaskUnit)</a></td>
|
||||
<td class="summary">
|
||||
<p>Set a score when a target in scope of the A2A attack, has been destroyed .</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(TASK_A2A_ENGAGE).SetScoreOnSuccess">TASK_A2A_ENGAGE:SetScoreOnSuccess(PlayerName, Score, TaskUnit)</a></td>
|
||||
<td class="summary">
|
||||
<p>Set a score when all the targets in scope of the A2A attack, have been destroyed.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(TASK_A2A_ENGAGE).TargetSetUnit">TASK_A2A_ENGAGE.TargetSetUnit</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(TASK_A2A_ENGAGE).onafterGoal">TASK_A2A_ENGAGE:onafterGoal(TaskUnit, From, Event, To)</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
</table>
|
||||
@ -266,12 +272,36 @@ based on the tasking capabilities defined in <a href="Task.html##(TASK)">Task#TA
|
||||
<td class="name" nowrap="nowrap"><a href="##(TASK_A2A_INTERCEPT).New">TASK_A2A_INTERCEPT:New(Mission, SetGroup, TaskName, TargetSetUnit, TaskBriefing)</a></td>
|
||||
<td class="summary">
|
||||
<p>Instantiates a new TASK<em>A2A</em>INTERCEPT.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(TASK_A2A_INTERCEPT).SetScoreOnFail">TASK_A2A_INTERCEPT:SetScoreOnFail(PlayerName, Penalty, TaskUnit)</a></td>
|
||||
<td class="summary">
|
||||
<p>Set a penalty when the A2A attack has failed.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(TASK_A2A_INTERCEPT).SetScoreOnProgress">TASK_A2A_INTERCEPT:SetScoreOnProgress(PlayerName, Score, TaskUnit)</a></td>
|
||||
<td class="summary">
|
||||
<p>Set a score when a target in scope of the A2A attack, has been destroyed .</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(TASK_A2A_INTERCEPT).SetScoreOnSuccess">TASK_A2A_INTERCEPT:SetScoreOnSuccess(PlayerName, Score, TaskUnit)</a></td>
|
||||
<td class="summary">
|
||||
<p>Set a score when all the targets in scope of the A2A attack, have been destroyed.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(TASK_A2A_INTERCEPT).TargetSetUnit">TASK_A2A_INTERCEPT.TargetSetUnit</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(TASK_A2A_INTERCEPT).onafterGoal">TASK_A2A_INTERCEPT:onafterGoal(TaskUnit, From, Event, To)</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
</table>
|
||||
@ -282,12 +312,36 @@ based on the tasking capabilities defined in <a href="Task.html##(TASK)">Task#TA
|
||||
<td class="name" nowrap="nowrap"><a href="##(TASK_A2A_SWEEP).New">TASK_A2A_SWEEP:New(Mission, SetGroup, TaskName, TargetSetUnit, TaskBriefing)</a></td>
|
||||
<td class="summary">
|
||||
<p>Instantiates a new TASK<em>A2A</em>SWEEP.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(TASK_A2A_SWEEP).SetScoreOnFail">TASK_A2A_SWEEP:SetScoreOnFail(PlayerName, Penalty, TaskUnit)</a></td>
|
||||
<td class="summary">
|
||||
<p>Set a penalty when the A2A attack has failed.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(TASK_A2A_SWEEP).SetScoreOnProgress">TASK_A2A_SWEEP:SetScoreOnProgress(PlayerName, Score, TaskUnit)</a></td>
|
||||
<td class="summary">
|
||||
<p>Set a score when a target in scope of the A2A attack, has been destroyed .</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(TASK_A2A_SWEEP).SetScoreOnSuccess">TASK_A2A_SWEEP:SetScoreOnSuccess(PlayerName, Score, TaskUnit)</a></td>
|
||||
<td class="summary">
|
||||
<p>Set a score when all the targets in scope of the A2A attack, have been destroyed.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(TASK_A2A_SWEEP).TargetSetUnit">TASK_A2A_SWEEP.TargetSetUnit</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(TASK_A2A_SWEEP).onafterGoal">TASK_A2A_SWEEP:onafterGoal(TaskUnit, From, Event, To)</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
</table>
|
||||
@ -617,44 +671,6 @@ If the TargetZone parameter is specified, the player will be routed to the cente
|
||||
<p><em><a href="##(TASK_A2A)">#TASK_A2A</a>:</em>
|
||||
self</p>
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(TASK_A2A).SetPenaltyOnFailed" >
|
||||
<strong>TASK_A2A:SetPenaltyOnFailed(Text, Penalty, TaskUnit)</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>Set a penalty when the A2A attack has failed.</p>
|
||||
|
||||
<h3>Parameters</h3>
|
||||
<ul>
|
||||
<li>
|
||||
|
||||
<p><code><em>#string Text </em></code>:
|
||||
The text to display to the player, when the A2A attack has failed.</p>
|
||||
|
||||
</li>
|
||||
<li>
|
||||
|
||||
<p><code><em>#number Penalty </em></code>:
|
||||
The penalty in points.</p>
|
||||
|
||||
</li>
|
||||
<li>
|
||||
|
||||
<p><code><em><a href="Wrapper.Unit.html##(UNIT)">Wrapper.Unit#UNIT</a> TaskUnit </em></code>: </p>
|
||||
|
||||
</li>
|
||||
</ul>
|
||||
<h3>Return value</h3>
|
||||
|
||||
<p><em><a href="##(TASK_A2A)">#TASK_A2A</a>:</em></p>
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
@ -720,82 +736,6 @@ The Zone object where the RendezVous is located on the map.</p>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(TASK_A2A).SetScoreOnDestroy" >
|
||||
<strong>TASK_A2A:SetScoreOnDestroy(Text, Score, TaskUnit)</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>Set a score when a target in scope of the A2A attack, has been destroyed .</p>
|
||||
|
||||
<h3>Parameters</h3>
|
||||
<ul>
|
||||
<li>
|
||||
|
||||
<p><code><em>#string Text </em></code>:
|
||||
The text to display to the player, when the target has been destroyed.</p>
|
||||
|
||||
</li>
|
||||
<li>
|
||||
|
||||
<p><code><em>#number Score </em></code>:
|
||||
The score in points.</p>
|
||||
|
||||
</li>
|
||||
<li>
|
||||
|
||||
<p><code><em><a href="Wrapper.Unit.html##(UNIT)">Wrapper.Unit#UNIT</a> TaskUnit </em></code>: </p>
|
||||
|
||||
</li>
|
||||
</ul>
|
||||
<h3>Return value</h3>
|
||||
|
||||
<p><em><a href="##(TASK_A2A)">#TASK_A2A</a>:</em></p>
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(TASK_A2A).SetScoreOnSuccess" >
|
||||
<strong>TASK_A2A:SetScoreOnSuccess(Text, Score, TaskUnit)</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>Set a score when all the targets in scope of the A2A attack, have been destroyed.</p>
|
||||
|
||||
<h3>Parameters</h3>
|
||||
<ul>
|
||||
<li>
|
||||
|
||||
<p><code><em>#string Text </em></code>:
|
||||
The text to display to the player, when all targets hav been destroyed.</p>
|
||||
|
||||
</li>
|
||||
<li>
|
||||
|
||||
<p><code><em>#number Score </em></code>:
|
||||
The score in points.</p>
|
||||
|
||||
</li>
|
||||
<li>
|
||||
|
||||
<p><code><em><a href="Wrapper.Unit.html##(UNIT)">Wrapper.Unit#UNIT</a> TaskUnit </em></code>: </p>
|
||||
|
||||
</li>
|
||||
</ul>
|
||||
<h3>Return value</h3>
|
||||
|
||||
<p><em><a href="##(TASK_A2A)">#TASK_A2A</a>:</em></p>
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(TASK_A2A).SetTargetCoordinate" >
|
||||
<strong>TASK_A2A:SetTargetCoordinate(TargetCoordinate, TaskUnit)</strong>
|
||||
</a>
|
||||
@ -924,6 +864,120 @@ The briefing of the task.</p>
|
||||
<p><em><a href="##(TASK_A2A_ENGAGE)">#TASK<em>A2A</em>ENGAGE</a>:</em>
|
||||
self</p>
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(TASK_A2A_ENGAGE).SetScoreOnFail" >
|
||||
<strong>TASK_A2A_ENGAGE:SetScoreOnFail(PlayerName, Penalty, TaskUnit)</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>Set a penalty when the A2A attack has failed.</p>
|
||||
|
||||
<h3>Parameters</h3>
|
||||
<ul>
|
||||
<li>
|
||||
|
||||
<p><code><em>#string PlayerName </em></code>:
|
||||
The name of the player.</p>
|
||||
|
||||
</li>
|
||||
<li>
|
||||
|
||||
<p><code><em>#number Penalty </em></code>:
|
||||
The penalty in points, must be a negative value!</p>
|
||||
|
||||
</li>
|
||||
<li>
|
||||
|
||||
<p><code><em><a href="Wrapper.Unit.html##(UNIT)">Wrapper.Unit#UNIT</a> TaskUnit </em></code>: </p>
|
||||
|
||||
</li>
|
||||
</ul>
|
||||
<h3>Return value</h3>
|
||||
|
||||
<p><em><a href="##(TASK_A2A_ENGAGE)">#TASK<em>A2A</em>ENGAGE</a>:</em></p>
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(TASK_A2A_ENGAGE).SetScoreOnProgress" >
|
||||
<strong>TASK_A2A_ENGAGE:SetScoreOnProgress(PlayerName, Score, TaskUnit)</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>Set a score when a target in scope of the A2A attack, has been destroyed .</p>
|
||||
|
||||
<h3>Parameters</h3>
|
||||
<ul>
|
||||
<li>
|
||||
|
||||
<p><code><em>#string PlayerName </em></code>:
|
||||
The name of the player.</p>
|
||||
|
||||
</li>
|
||||
<li>
|
||||
|
||||
<p><code><em>#number Score </em></code>:
|
||||
The score in points to be granted when task process has been achieved.</p>
|
||||
|
||||
</li>
|
||||
<li>
|
||||
|
||||
<p><code><em><a href="Wrapper.Unit.html##(UNIT)">Wrapper.Unit#UNIT</a> TaskUnit </em></code>: </p>
|
||||
|
||||
</li>
|
||||
</ul>
|
||||
<h3>Return value</h3>
|
||||
|
||||
<p><em><a href="##(TASK_A2A_ENGAGE)">#TASK<em>A2A</em>ENGAGE</a>:</em></p>
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(TASK_A2A_ENGAGE).SetScoreOnSuccess" >
|
||||
<strong>TASK_A2A_ENGAGE:SetScoreOnSuccess(PlayerName, Score, TaskUnit)</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>Set a score when all the targets in scope of the A2A attack, have been destroyed.</p>
|
||||
|
||||
<h3>Parameters</h3>
|
||||
<ul>
|
||||
<li>
|
||||
|
||||
<p><code><em>#string PlayerName </em></code>:
|
||||
The name of the player.</p>
|
||||
|
||||
</li>
|
||||
<li>
|
||||
|
||||
<p><code><em>#number Score </em></code>:
|
||||
The score in points.</p>
|
||||
|
||||
</li>
|
||||
<li>
|
||||
|
||||
<p><code><em><a href="Wrapper.Unit.html##(UNIT)">Wrapper.Unit#UNIT</a> TaskUnit </em></code>: </p>
|
||||
|
||||
</li>
|
||||
</ul>
|
||||
<h3>Return value</h3>
|
||||
|
||||
<p><em><a href="##(TASK_A2A_ENGAGE)">#TASK<em>A2A</em>ENGAGE</a>:</em></p>
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
@ -938,6 +992,42 @@ self</p>
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(TASK_A2A_ENGAGE).onafterGoal" >
|
||||
<strong>TASK_A2A_ENGAGE:onafterGoal(TaskUnit, From, Event, To)</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
<h3>Parameters</h3>
|
||||
<ul>
|
||||
<li>
|
||||
|
||||
<p><code><em> TaskUnit </em></code>: </p>
|
||||
|
||||
</li>
|
||||
<li>
|
||||
|
||||
<p><code><em> From </em></code>: </p>
|
||||
|
||||
</li>
|
||||
<li>
|
||||
|
||||
<p><code><em> Event </em></code>: </p>
|
||||
|
||||
</li>
|
||||
<li>
|
||||
|
||||
<p><code><em> To </em></code>: </p>
|
||||
|
||||
</li>
|
||||
</ul>
|
||||
</dd>
|
||||
</dl>
|
||||
|
||||
@ -990,8 +1080,122 @@ The briefing of the task.</p>
|
||||
</ul>
|
||||
<h3>Return value</h3>
|
||||
|
||||
<p><em><a href="##(TASK_A2A_INTERCEPT)">#TASK<em>A2A</em>INTERCEPT</a>:</em>
|
||||
self</p>
|
||||
<p><em><a href="##(TASK_A2A_INTERCEPT)">#TASK<em>A2A</em>INTERCEPT</a>:</em></p>
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(TASK_A2A_INTERCEPT).SetScoreOnFail" >
|
||||
<strong>TASK_A2A_INTERCEPT:SetScoreOnFail(PlayerName, Penalty, TaskUnit)</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>Set a penalty when the A2A attack has failed.</p>
|
||||
|
||||
<h3>Parameters</h3>
|
||||
<ul>
|
||||
<li>
|
||||
|
||||
<p><code><em>#string PlayerName </em></code>:
|
||||
The name of the player.</p>
|
||||
|
||||
</li>
|
||||
<li>
|
||||
|
||||
<p><code><em>#number Penalty </em></code>:
|
||||
The penalty in points, must be a negative value!</p>
|
||||
|
||||
</li>
|
||||
<li>
|
||||
|
||||
<p><code><em><a href="Wrapper.Unit.html##(UNIT)">Wrapper.Unit#UNIT</a> TaskUnit </em></code>: </p>
|
||||
|
||||
</li>
|
||||
</ul>
|
||||
<h3>Return value</h3>
|
||||
|
||||
<p><em><a href="##(TASK_A2A_INTERCEPT)">#TASK<em>A2A</em>INTERCEPT</a>:</em></p>
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(TASK_A2A_INTERCEPT).SetScoreOnProgress" >
|
||||
<strong>TASK_A2A_INTERCEPT:SetScoreOnProgress(PlayerName, Score, TaskUnit)</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>Set a score when a target in scope of the A2A attack, has been destroyed .</p>
|
||||
|
||||
<h3>Parameters</h3>
|
||||
<ul>
|
||||
<li>
|
||||
|
||||
<p><code><em>#string PlayerName </em></code>:
|
||||
The name of the player.</p>
|
||||
|
||||
</li>
|
||||
<li>
|
||||
|
||||
<p><code><em>#number Score </em></code>:
|
||||
The score in points to be granted when task process has been achieved.</p>
|
||||
|
||||
</li>
|
||||
<li>
|
||||
|
||||
<p><code><em><a href="Wrapper.Unit.html##(UNIT)">Wrapper.Unit#UNIT</a> TaskUnit </em></code>: </p>
|
||||
|
||||
</li>
|
||||
</ul>
|
||||
<h3>Return value</h3>
|
||||
|
||||
<p><em><a href="##(TASK_A2A_INTERCEPT)">#TASK<em>A2A</em>INTERCEPT</a>:</em></p>
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(TASK_A2A_INTERCEPT).SetScoreOnSuccess" >
|
||||
<strong>TASK_A2A_INTERCEPT:SetScoreOnSuccess(PlayerName, Score, TaskUnit)</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>Set a score when all the targets in scope of the A2A attack, have been destroyed.</p>
|
||||
|
||||
<h3>Parameters</h3>
|
||||
<ul>
|
||||
<li>
|
||||
|
||||
<p><code><em>#string PlayerName </em></code>:
|
||||
The name of the player.</p>
|
||||
|
||||
</li>
|
||||
<li>
|
||||
|
||||
<p><code><em>#number Score </em></code>:
|
||||
The score in points.</p>
|
||||
|
||||
</li>
|
||||
<li>
|
||||
|
||||
<p><code><em><a href="Wrapper.Unit.html##(UNIT)">Wrapper.Unit#UNIT</a> TaskUnit </em></code>: </p>
|
||||
|
||||
</li>
|
||||
</ul>
|
||||
<h3>Return value</h3>
|
||||
|
||||
<p><em><a href="##(TASK_A2A_INTERCEPT)">#TASK<em>A2A</em>INTERCEPT</a>:</em></p>
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
@ -1007,6 +1211,42 @@ self</p>
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(TASK_A2A_INTERCEPT).onafterGoal" >
|
||||
<strong>TASK_A2A_INTERCEPT:onafterGoal(TaskUnit, From, Event, To)</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
<h3>Parameters</h3>
|
||||
<ul>
|
||||
<li>
|
||||
|
||||
<p><code><em> TaskUnit </em></code>: </p>
|
||||
|
||||
</li>
|
||||
<li>
|
||||
|
||||
<p><code><em> From </em></code>: </p>
|
||||
|
||||
</li>
|
||||
<li>
|
||||
|
||||
<p><code><em> Event </em></code>: </p>
|
||||
|
||||
</li>
|
||||
<li>
|
||||
|
||||
<p><code><em> To </em></code>: </p>
|
||||
|
||||
</li>
|
||||
</ul>
|
||||
</dd>
|
||||
</dl>
|
||||
|
||||
@ -1062,6 +1302,120 @@ The briefing of the task.</p>
|
||||
<p><em><a href="##(TASK_A2A_SWEEP)">#TASK<em>A2A</em>SWEEP</a>:</em>
|
||||
self</p>
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(TASK_A2A_SWEEP).SetScoreOnFail" >
|
||||
<strong>TASK_A2A_SWEEP:SetScoreOnFail(PlayerName, Penalty, TaskUnit)</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>Set a penalty when the A2A attack has failed.</p>
|
||||
|
||||
<h3>Parameters</h3>
|
||||
<ul>
|
||||
<li>
|
||||
|
||||
<p><code><em>#string PlayerName </em></code>:
|
||||
The name of the player.</p>
|
||||
|
||||
</li>
|
||||
<li>
|
||||
|
||||
<p><code><em>#number Penalty </em></code>:
|
||||
The penalty in points, must be a negative value!</p>
|
||||
|
||||
</li>
|
||||
<li>
|
||||
|
||||
<p><code><em><a href="Wrapper.Unit.html##(UNIT)">Wrapper.Unit#UNIT</a> TaskUnit </em></code>: </p>
|
||||
|
||||
</li>
|
||||
</ul>
|
||||
<h3>Return value</h3>
|
||||
|
||||
<p><em><a href="##(TASK_A2A_SWEEP)">#TASK<em>A2A</em>SWEEP</a>:</em></p>
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(TASK_A2A_SWEEP).SetScoreOnProgress" >
|
||||
<strong>TASK_A2A_SWEEP:SetScoreOnProgress(PlayerName, Score, TaskUnit)</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>Set a score when a target in scope of the A2A attack, has been destroyed .</p>
|
||||
|
||||
<h3>Parameters</h3>
|
||||
<ul>
|
||||
<li>
|
||||
|
||||
<p><code><em>#string PlayerName </em></code>:
|
||||
The name of the player.</p>
|
||||
|
||||
</li>
|
||||
<li>
|
||||
|
||||
<p><code><em>#number Score </em></code>:
|
||||
The score in points to be granted when task process has been achieved.</p>
|
||||
|
||||
</li>
|
||||
<li>
|
||||
|
||||
<p><code><em><a href="Wrapper.Unit.html##(UNIT)">Wrapper.Unit#UNIT</a> TaskUnit </em></code>: </p>
|
||||
|
||||
</li>
|
||||
</ul>
|
||||
<h3>Return value</h3>
|
||||
|
||||
<p><em><a href="##(TASK_A2A_SWEEP)">#TASK<em>A2A</em>SWEEP</a>:</em></p>
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(TASK_A2A_SWEEP).SetScoreOnSuccess" >
|
||||
<strong>TASK_A2A_SWEEP:SetScoreOnSuccess(PlayerName, Score, TaskUnit)</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>Set a score when all the targets in scope of the A2A attack, have been destroyed.</p>
|
||||
|
||||
<h3>Parameters</h3>
|
||||
<ul>
|
||||
<li>
|
||||
|
||||
<p><code><em>#string PlayerName </em></code>:
|
||||
The name of the player.</p>
|
||||
|
||||
</li>
|
||||
<li>
|
||||
|
||||
<p><code><em>#number Score </em></code>:
|
||||
The score in points.</p>
|
||||
|
||||
</li>
|
||||
<li>
|
||||
|
||||
<p><code><em><a href="Wrapper.Unit.html##(UNIT)">Wrapper.Unit#UNIT</a> TaskUnit </em></code>: </p>
|
||||
|
||||
</li>
|
||||
</ul>
|
||||
<h3>Return value</h3>
|
||||
|
||||
<p><em><a href="##(TASK_A2A_SWEEP)">#TASK<em>A2A</em>SWEEP</a>:</em></p>
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
@ -1076,6 +1430,42 @@ self</p>
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(TASK_A2A_SWEEP).onafterGoal" >
|
||||
<strong>TASK_A2A_SWEEP:onafterGoal(TaskUnit, From, Event, To)</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
<h3>Parameters</h3>
|
||||
<ul>
|
||||
<li>
|
||||
|
||||
<p><code><em> TaskUnit </em></code>: </p>
|
||||
|
||||
</li>
|
||||
<li>
|
||||
|
||||
<p><code><em> From </em></code>: </p>
|
||||
|
||||
</li>
|
||||
<li>
|
||||
|
||||
<p><code><em> Event </em></code>: </p>
|
||||
|
||||
</li>
|
||||
<li>
|
||||
|
||||
<p><code><em> To </em></code>: </p>
|
||||
|
||||
</li>
|
||||
</ul>
|
||||
</dd>
|
||||
</dl>
|
||||
|
||||
|
||||
@ -340,6 +340,45 @@ You need to evaluate the value of this parameter carefully.
|
||||
If too small, more intercept missions may be triggered upon detected target areas.
|
||||
If too large, any airborne cap may not be able to reach the detected target area in time, because it is too far.</p>
|
||||
|
||||
<h2>4. Set <strong>Scoring</strong> and <strong>Messages</strong>:</h2>
|
||||
|
||||
<p>The TASK_A2A_DISPATCHER is a state machine. It triggers the event Assign when a new player joins a <a href="Task.html">Task</a> dispatched by the TASK_A2A_DISPATCHER.
|
||||
An <em>event handler</em> can be defined to catch the <strong>Assign</strong> event, and add <strong>additional processing</strong> to set <em>scoring</em> and to <em>define messages</em>,
|
||||
when the player reaches certain achievements in the task.</p>
|
||||
|
||||
<p>The prototype to handle the <strong>Assign</strong> event needs to be developed as follows:</p>
|
||||
|
||||
<pre><code> TaskDispatcher = TASK_A2A_DISPATCHER:New( ... )
|
||||
|
||||
--- @param #TaskDispatcher self
|
||||
-- @param #string From Contains the name of the state from where the Event was triggered.
|
||||
-- @param #string Event Contains the name of the event that was triggered. In this case Assign.
|
||||
-- @param #string To Contains the name of the state that will be transitioned to.
|
||||
-- @param Tasking.Task_A2A#TASK_A2A Task The Task object, which is any derived object from TASK_A2A.
|
||||
-- @param Wrapper.Unit#UNIT TaskUnit The Unit or Client that contains the Player.
|
||||
-- @param #string PlayerName The name of the Player that joined the TaskUnit.
|
||||
function TaskDispatcher:OnAfterAssign( From, Event, To, Task, TaskUnit, PlayerName )
|
||||
Task:SetScoreOnProgress( PlayerName, 20, TaskUnit )
|
||||
Task:SetScoreOnSuccess( PlayerName, 200, TaskUnit )
|
||||
Task:SetScoreOnFail( PlayerName, -100, TaskUnit )
|
||||
end
|
||||
</code></pre>
|
||||
|
||||
<p>The <strong>OnAfterAssign</strong> method (function) is added to the TaskDispatcher object.
|
||||
This method will be called when a new player joins a unit in the set of groups in scope of the dispatcher.
|
||||
So, this method will be called only <strong>ONCE</strong> when a player joins a unit in scope of the task.</p>
|
||||
|
||||
<p>The TASK class implements various methods to additional <strong>set scoring</strong> for player achievements:</p>
|
||||
|
||||
<ul>
|
||||
<li><p><a href="Tasking.Task.html##(TASK).SetScoreOnProgress">Tasking.Task#TASK.SetScoreOnProgress</a>() will add additional scores when a player achieves <strong>Progress</strong> while executing the task.
|
||||
Examples of <strong>task progress</strong> can be destroying units, arriving at zones etc.</p></li>
|
||||
<li><p><a href="Tasking.Task.html##(TASK).SetScoreOnSuccess">Tasking.Task#TASK.SetScoreOnSuccess</a>() will add additional scores when the task goes into <strong>Success</strong> state.
|
||||
This means the <strong>task has been successfully completed</strong>.</p></li>
|
||||
<li><p><a href="Tasking.Task.html##(TASK).SetScoreOnSuccess">Tasking.Task#TASK.SetScoreOnSuccess</a>() will add additional (negative) scores when the task goes into <strong>Failed</strong> state.
|
||||
This means the <strong>task has not been successfully completed</strong>, and the scores must be given with a negative value!</p></li>
|
||||
</ul>
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
|
||||
@ -192,12 +192,6 @@ based on the tasking capabilities defined in <a href="Task.html##(TASK)">Task#TA
|
||||
<td class="name" nowrap="nowrap"><a href="##(TASK_A2G).New">TASK_A2G:New(Mission, SetGroup, TaskName, UnitSetTargets, TargetDistance, TargetZone, TargetSetUnit, TaskType, TaskBriefing)</a></td>
|
||||
<td class="summary">
|
||||
<p>Instantiates a new TASK_A2G.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(TASK_A2G).SetPenaltyOnFailed">TASK_A2G:SetPenaltyOnFailed(Text, Penalty, TaskUnit)</a></td>
|
||||
<td class="summary">
|
||||
<p>Set a penalty when the A2G attack has failed.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
@ -210,18 +204,6 @@ based on the tasking capabilities defined in <a href="Task.html##(TASK)">Task#TA
|
||||
<td class="name" nowrap="nowrap"><a href="##(TASK_A2G).SetRendezVousZone">TASK_A2G:SetRendezVousZone(RendezVousZone, TaskUnit)</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(TASK_A2G).SetScoreOnDestroy">TASK_A2G:SetScoreOnDestroy(Text, Score, TaskUnit)</a></td>
|
||||
<td class="summary">
|
||||
<p>Set a score when a target in scope of the A2G attack, has been destroyed .</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(TASK_A2G).SetScoreOnSuccess">TASK_A2G:SetScoreOnSuccess(Text, Score, TaskUnit)</a></td>
|
||||
<td class="summary">
|
||||
<p>Set a score when all the targets in scope of the A2G attack, have been destroyed.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
@ -250,12 +232,36 @@ based on the tasking capabilities defined in <a href="Task.html##(TASK)">Task#TA
|
||||
<td class="name" nowrap="nowrap"><a href="##(TASK_A2G_BAI).New">TASK_A2G_BAI:New(Mission, SetGroup, TaskName, TargetSetUnit, TaskBriefing)</a></td>
|
||||
<td class="summary">
|
||||
<p>Instantiates a new TASK<em>A2G</em>BAI.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(TASK_A2G_BAI).SetScoreOnFail">TASK_A2G_BAI:SetScoreOnFail(PlayerName, Penalty, TaskUnit)</a></td>
|
||||
<td class="summary">
|
||||
<p>Set a penalty when the A2A attack has failed.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(TASK_A2G_BAI).SetScoreOnProgress">TASK_A2G_BAI:SetScoreOnProgress(PlayerName, Score, TaskUnit)</a></td>
|
||||
<td class="summary">
|
||||
<p>Set a score when a target in scope of the A2A attack, has been destroyed .</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(TASK_A2G_BAI).SetScoreOnSuccess">TASK_A2G_BAI:SetScoreOnSuccess(PlayerName, Score, TaskUnit)</a></td>
|
||||
<td class="summary">
|
||||
<p>Set a score when all the targets in scope of the A2A attack, have been destroyed.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(TASK_A2G_BAI).TargetSetUnit">TASK_A2G_BAI.TargetSetUnit</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(TASK_A2G_BAI).onafterGoal">TASK_A2G_BAI:onafterGoal(TaskUnit, From, Event, To)</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
</table>
|
||||
@ -266,12 +272,36 @@ based on the tasking capabilities defined in <a href="Task.html##(TASK)">Task#TA
|
||||
<td class="name" nowrap="nowrap"><a href="##(TASK_A2G_CAS).New">TASK_A2G_CAS:New(Mission, SetGroup, TaskName, TargetSetUnit, TaskBriefing)</a></td>
|
||||
<td class="summary">
|
||||
<p>Instantiates a new TASK<em>A2G</em>CAS.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(TASK_A2G_CAS).SetScoreOnFail">TASK_A2G_CAS:SetScoreOnFail(PlayerName, Penalty, TaskUnit)</a></td>
|
||||
<td class="summary">
|
||||
<p>Set a penalty when the A2A attack has failed.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(TASK_A2G_CAS).SetScoreOnProgress">TASK_A2G_CAS:SetScoreOnProgress(PlayerName, Score, TaskUnit)</a></td>
|
||||
<td class="summary">
|
||||
<p>Set a score when a target in scope of the A2A attack, has been destroyed .</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(TASK_A2G_CAS).SetScoreOnSuccess">TASK_A2G_CAS:SetScoreOnSuccess(PlayerName, Score, TaskUnit)</a></td>
|
||||
<td class="summary">
|
||||
<p>Set a score when all the targets in scope of the A2A attack, have been destroyed.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(TASK_A2G_CAS).TargetSetUnit">TASK_A2G_CAS.TargetSetUnit</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(TASK_A2G_CAS).onafterGoal">TASK_A2G_CAS:onafterGoal(TaskUnit, From, Event, To)</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
</table>
|
||||
@ -282,12 +312,36 @@ based on the tasking capabilities defined in <a href="Task.html##(TASK)">Task#TA
|
||||
<td class="name" nowrap="nowrap"><a href="##(TASK_A2G_SEAD).New">TASK_A2G_SEAD:New(Mission, SetGroup, TaskName, TargetSetUnit, TaskBriefing)</a></td>
|
||||
<td class="summary">
|
||||
<p>Instantiates a new TASK<em>A2G</em>SEAD.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(TASK_A2G_SEAD).SetScoreOnFail">TASK_A2G_SEAD:SetScoreOnFail(PlayerName, Penalty, TaskUnit)</a></td>
|
||||
<td class="summary">
|
||||
<p>Set a penalty when the A2A attack has failed.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(TASK_A2G_SEAD).SetScoreOnProgress">TASK_A2G_SEAD:SetScoreOnProgress(PlayerName, Score, TaskUnit)</a></td>
|
||||
<td class="summary">
|
||||
<p>Set a score when a target in scope of the A2A attack, has been destroyed .</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(TASK_A2G_SEAD).SetScoreOnSuccess">TASK_A2G_SEAD:SetScoreOnSuccess(PlayerName, Score, TaskUnit)</a></td>
|
||||
<td class="summary">
|
||||
<p>Set a score when all the targets in scope of the A2A attack, have been destroyed.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(TASK_A2G_SEAD).TargetSetUnit">TASK_A2G_SEAD.TargetSetUnit</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(TASK_A2G_SEAD).onafterGoal">TASK_A2G_SEAD:onafterGoal(TaskUnit, From, Event, To)</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
</table>
|
||||
@ -607,44 +661,6 @@ If the TargetZone parameter is specified, the player will be routed to the cente
|
||||
<p><em><a href="##(TASK_A2G)">#TASK_A2G</a>:</em>
|
||||
self</p>
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(TASK_A2G).SetPenaltyOnFailed" >
|
||||
<strong>TASK_A2G:SetPenaltyOnFailed(Text, Penalty, TaskUnit)</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>Set a penalty when the A2G attack has failed.</p>
|
||||
|
||||
<h3>Parameters</h3>
|
||||
<ul>
|
||||
<li>
|
||||
|
||||
<p><code><em>#string Text </em></code>:
|
||||
The text to display to the player, when the A2G attack has failed.</p>
|
||||
|
||||
</li>
|
||||
<li>
|
||||
|
||||
<p><code><em>#number Penalty </em></code>:
|
||||
The penalty in points.</p>
|
||||
|
||||
</li>
|
||||
<li>
|
||||
|
||||
<p><code><em><a href="Wrapper.Unit.html##(UNIT)">Wrapper.Unit#UNIT</a> TaskUnit </em></code>: </p>
|
||||
|
||||
</li>
|
||||
</ul>
|
||||
<h3>Return value</h3>
|
||||
|
||||
<p><em><a href="##(TASK_A2G)">#TASK_A2G</a>:</em></p>
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
@ -710,82 +726,6 @@ The Zone object where the RendezVous is located on the map.</p>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(TASK_A2G).SetScoreOnDestroy" >
|
||||
<strong>TASK_A2G:SetScoreOnDestroy(Text, Score, TaskUnit)</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>Set a score when a target in scope of the A2G attack, has been destroyed .</p>
|
||||
|
||||
<h3>Parameters</h3>
|
||||
<ul>
|
||||
<li>
|
||||
|
||||
<p><code><em>#string Text </em></code>:
|
||||
The text to display to the player, when the target has been destroyed.</p>
|
||||
|
||||
</li>
|
||||
<li>
|
||||
|
||||
<p><code><em>#number Score </em></code>:
|
||||
The score in points.</p>
|
||||
|
||||
</li>
|
||||
<li>
|
||||
|
||||
<p><code><em><a href="Wrapper.Unit.html##(UNIT)">Wrapper.Unit#UNIT</a> TaskUnit </em></code>: </p>
|
||||
|
||||
</li>
|
||||
</ul>
|
||||
<h3>Return value</h3>
|
||||
|
||||
<p><em><a href="##(TASK_A2G)">#TASK_A2G</a>:</em></p>
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(TASK_A2G).SetScoreOnSuccess" >
|
||||
<strong>TASK_A2G:SetScoreOnSuccess(Text, Score, TaskUnit)</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>Set a score when all the targets in scope of the A2G attack, have been destroyed.</p>
|
||||
|
||||
<h3>Parameters</h3>
|
||||
<ul>
|
||||
<li>
|
||||
|
||||
<p><code><em>#string Text </em></code>:
|
||||
The text to display to the player, when all targets hav been destroyed.</p>
|
||||
|
||||
</li>
|
||||
<li>
|
||||
|
||||
<p><code><em>#number Score </em></code>:
|
||||
The score in points.</p>
|
||||
|
||||
</li>
|
||||
<li>
|
||||
|
||||
<p><code><em><a href="Wrapper.Unit.html##(UNIT)">Wrapper.Unit#UNIT</a> TaskUnit </em></code>: </p>
|
||||
|
||||
</li>
|
||||
</ul>
|
||||
<h3>Return value</h3>
|
||||
|
||||
<p><em><a href="##(TASK_A2G)">#TASK_A2G</a>:</em></p>
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(TASK_A2G).SetTargetCoordinate" >
|
||||
<strong>TASK_A2G:SetTargetCoordinate(TargetCoordinate, TaskUnit)</strong>
|
||||
</a>
|
||||
@ -904,6 +844,120 @@ The briefing of the task.</p>
|
||||
<p><em><a href="##(TASK_A2G_BAI)">#TASK<em>A2G</em>BAI</a>:</em>
|
||||
self</p>
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(TASK_A2G_BAI).SetScoreOnFail" >
|
||||
<strong>TASK_A2G_BAI:SetScoreOnFail(PlayerName, Penalty, TaskUnit)</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>Set a penalty when the A2A attack has failed.</p>
|
||||
|
||||
<h3>Parameters</h3>
|
||||
<ul>
|
||||
<li>
|
||||
|
||||
<p><code><em>#string PlayerName </em></code>:
|
||||
The name of the player.</p>
|
||||
|
||||
</li>
|
||||
<li>
|
||||
|
||||
<p><code><em>#number Penalty </em></code>:
|
||||
The penalty in points, must be a negative value!</p>
|
||||
|
||||
</li>
|
||||
<li>
|
||||
|
||||
<p><code><em><a href="Wrapper.Unit.html##(UNIT)">Wrapper.Unit#UNIT</a> TaskUnit </em></code>: </p>
|
||||
|
||||
</li>
|
||||
</ul>
|
||||
<h3>Return value</h3>
|
||||
|
||||
<p><em><a href="##(TASK_A2G_BAI)">#TASK<em>A2G</em>BAI</a>:</em></p>
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(TASK_A2G_BAI).SetScoreOnProgress" >
|
||||
<strong>TASK_A2G_BAI:SetScoreOnProgress(PlayerName, Score, TaskUnit)</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>Set a score when a target in scope of the A2A attack, has been destroyed .</p>
|
||||
|
||||
<h3>Parameters</h3>
|
||||
<ul>
|
||||
<li>
|
||||
|
||||
<p><code><em>#string PlayerName </em></code>:
|
||||
The name of the player.</p>
|
||||
|
||||
</li>
|
||||
<li>
|
||||
|
||||
<p><code><em>#number Score </em></code>:
|
||||
The score in points to be granted when task process has been achieved.</p>
|
||||
|
||||
</li>
|
||||
<li>
|
||||
|
||||
<p><code><em><a href="Wrapper.Unit.html##(UNIT)">Wrapper.Unit#UNIT</a> TaskUnit </em></code>: </p>
|
||||
|
||||
</li>
|
||||
</ul>
|
||||
<h3>Return value</h3>
|
||||
|
||||
<p><em><a href="##(TASK_A2G_BAI)">#TASK<em>A2G</em>BAI</a>:</em></p>
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(TASK_A2G_BAI).SetScoreOnSuccess" >
|
||||
<strong>TASK_A2G_BAI:SetScoreOnSuccess(PlayerName, Score, TaskUnit)</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>Set a score when all the targets in scope of the A2A attack, have been destroyed.</p>
|
||||
|
||||
<h3>Parameters</h3>
|
||||
<ul>
|
||||
<li>
|
||||
|
||||
<p><code><em>#string PlayerName </em></code>:
|
||||
The name of the player.</p>
|
||||
|
||||
</li>
|
||||
<li>
|
||||
|
||||
<p><code><em>#number Score </em></code>:
|
||||
The score in points.</p>
|
||||
|
||||
</li>
|
||||
<li>
|
||||
|
||||
<p><code><em><a href="Wrapper.Unit.html##(UNIT)">Wrapper.Unit#UNIT</a> TaskUnit </em></code>: </p>
|
||||
|
||||
</li>
|
||||
</ul>
|
||||
<h3>Return value</h3>
|
||||
|
||||
<p><em><a href="##(TASK_A2G_BAI)">#TASK<em>A2G</em>BAI</a>:</em></p>
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
@ -918,6 +972,42 @@ self</p>
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(TASK_A2G_BAI).onafterGoal" >
|
||||
<strong>TASK_A2G_BAI:onafterGoal(TaskUnit, From, Event, To)</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
<h3>Parameters</h3>
|
||||
<ul>
|
||||
<li>
|
||||
|
||||
<p><code><em> TaskUnit </em></code>: </p>
|
||||
|
||||
</li>
|
||||
<li>
|
||||
|
||||
<p><code><em> From </em></code>: </p>
|
||||
|
||||
</li>
|
||||
<li>
|
||||
|
||||
<p><code><em> Event </em></code>: </p>
|
||||
|
||||
</li>
|
||||
<li>
|
||||
|
||||
<p><code><em> To </em></code>: </p>
|
||||
|
||||
</li>
|
||||
</ul>
|
||||
</dd>
|
||||
</dl>
|
||||
|
||||
@ -973,6 +1063,120 @@ The briefing of the task.</p>
|
||||
<p><em><a href="##(TASK_A2G_CAS)">#TASK<em>A2G</em>CAS</a>:</em>
|
||||
self</p>
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(TASK_A2G_CAS).SetScoreOnFail" >
|
||||
<strong>TASK_A2G_CAS:SetScoreOnFail(PlayerName, Penalty, TaskUnit)</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>Set a penalty when the A2A attack has failed.</p>
|
||||
|
||||
<h3>Parameters</h3>
|
||||
<ul>
|
||||
<li>
|
||||
|
||||
<p><code><em>#string PlayerName </em></code>:
|
||||
The name of the player.</p>
|
||||
|
||||
</li>
|
||||
<li>
|
||||
|
||||
<p><code><em>#number Penalty </em></code>:
|
||||
The penalty in points, must be a negative value!</p>
|
||||
|
||||
</li>
|
||||
<li>
|
||||
|
||||
<p><code><em><a href="Wrapper.Unit.html##(UNIT)">Wrapper.Unit#UNIT</a> TaskUnit </em></code>: </p>
|
||||
|
||||
</li>
|
||||
</ul>
|
||||
<h3>Return value</h3>
|
||||
|
||||
<p><em><a href="##(TASK_A2G_CAS)">#TASK<em>A2G</em>CAS</a>:</em></p>
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(TASK_A2G_CAS).SetScoreOnProgress" >
|
||||
<strong>TASK_A2G_CAS:SetScoreOnProgress(PlayerName, Score, TaskUnit)</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>Set a score when a target in scope of the A2A attack, has been destroyed .</p>
|
||||
|
||||
<h3>Parameters</h3>
|
||||
<ul>
|
||||
<li>
|
||||
|
||||
<p><code><em>#string PlayerName </em></code>:
|
||||
The name of the player.</p>
|
||||
|
||||
</li>
|
||||
<li>
|
||||
|
||||
<p><code><em>#number Score </em></code>:
|
||||
The score in points to be granted when task process has been achieved.</p>
|
||||
|
||||
</li>
|
||||
<li>
|
||||
|
||||
<p><code><em><a href="Wrapper.Unit.html##(UNIT)">Wrapper.Unit#UNIT</a> TaskUnit </em></code>: </p>
|
||||
|
||||
</li>
|
||||
</ul>
|
||||
<h3>Return value</h3>
|
||||
|
||||
<p><em><a href="##(TASK_A2G_CAS)">#TASK<em>A2G</em>CAS</a>:</em></p>
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(TASK_A2G_CAS).SetScoreOnSuccess" >
|
||||
<strong>TASK_A2G_CAS:SetScoreOnSuccess(PlayerName, Score, TaskUnit)</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>Set a score when all the targets in scope of the A2A attack, have been destroyed.</p>
|
||||
|
||||
<h3>Parameters</h3>
|
||||
<ul>
|
||||
<li>
|
||||
|
||||
<p><code><em>#string PlayerName </em></code>:
|
||||
The name of the player.</p>
|
||||
|
||||
</li>
|
||||
<li>
|
||||
|
||||
<p><code><em>#number Score </em></code>:
|
||||
The score in points.</p>
|
||||
|
||||
</li>
|
||||
<li>
|
||||
|
||||
<p><code><em><a href="Wrapper.Unit.html##(UNIT)">Wrapper.Unit#UNIT</a> TaskUnit </em></code>: </p>
|
||||
|
||||
</li>
|
||||
</ul>
|
||||
<h3>Return value</h3>
|
||||
|
||||
<p><em><a href="##(TASK_A2G_CAS)">#TASK<em>A2G</em>CAS</a>:</em></p>
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
@ -987,6 +1191,42 @@ self</p>
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(TASK_A2G_CAS).onafterGoal" >
|
||||
<strong>TASK_A2G_CAS:onafterGoal(TaskUnit, From, Event, To)</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
<h3>Parameters</h3>
|
||||
<ul>
|
||||
<li>
|
||||
|
||||
<p><code><em> TaskUnit </em></code>: </p>
|
||||
|
||||
</li>
|
||||
<li>
|
||||
|
||||
<p><code><em> From </em></code>: </p>
|
||||
|
||||
</li>
|
||||
<li>
|
||||
|
||||
<p><code><em> Event </em></code>: </p>
|
||||
|
||||
</li>
|
||||
<li>
|
||||
|
||||
<p><code><em> To </em></code>: </p>
|
||||
|
||||
</li>
|
||||
</ul>
|
||||
</dd>
|
||||
</dl>
|
||||
|
||||
@ -1042,6 +1282,120 @@ The briefing of the task.</p>
|
||||
<p><em><a href="##(TASK_A2G_SEAD)">#TASK<em>A2G</em>SEAD</a>:</em>
|
||||
self</p>
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(TASK_A2G_SEAD).SetScoreOnFail" >
|
||||
<strong>TASK_A2G_SEAD:SetScoreOnFail(PlayerName, Penalty, TaskUnit)</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>Set a penalty when the A2A attack has failed.</p>
|
||||
|
||||
<h3>Parameters</h3>
|
||||
<ul>
|
||||
<li>
|
||||
|
||||
<p><code><em>#string PlayerName </em></code>:
|
||||
The name of the player.</p>
|
||||
|
||||
</li>
|
||||
<li>
|
||||
|
||||
<p><code><em>#number Penalty </em></code>:
|
||||
The penalty in points, must be a negative value!</p>
|
||||
|
||||
</li>
|
||||
<li>
|
||||
|
||||
<p><code><em><a href="Wrapper.Unit.html##(UNIT)">Wrapper.Unit#UNIT</a> TaskUnit </em></code>: </p>
|
||||
|
||||
</li>
|
||||
</ul>
|
||||
<h3>Return value</h3>
|
||||
|
||||
<p><em><a href="##(TASK_A2G_SEAD)">#TASK<em>A2G</em>SEAD</a>:</em></p>
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(TASK_A2G_SEAD).SetScoreOnProgress" >
|
||||
<strong>TASK_A2G_SEAD:SetScoreOnProgress(PlayerName, Score, TaskUnit)</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>Set a score when a target in scope of the A2A attack, has been destroyed .</p>
|
||||
|
||||
<h3>Parameters</h3>
|
||||
<ul>
|
||||
<li>
|
||||
|
||||
<p><code><em>#string PlayerName </em></code>:
|
||||
The name of the player.</p>
|
||||
|
||||
</li>
|
||||
<li>
|
||||
|
||||
<p><code><em>#number Score </em></code>:
|
||||
The score in points to be granted when task process has been achieved.</p>
|
||||
|
||||
</li>
|
||||
<li>
|
||||
|
||||
<p><code><em><a href="Wrapper.Unit.html##(UNIT)">Wrapper.Unit#UNIT</a> TaskUnit </em></code>: </p>
|
||||
|
||||
</li>
|
||||
</ul>
|
||||
<h3>Return value</h3>
|
||||
|
||||
<p><em><a href="##(TASK_A2G_SEAD)">#TASK<em>A2G</em>SEAD</a>:</em></p>
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(TASK_A2G_SEAD).SetScoreOnSuccess" >
|
||||
<strong>TASK_A2G_SEAD:SetScoreOnSuccess(PlayerName, Score, TaskUnit)</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>Set a score when all the targets in scope of the A2A attack, have been destroyed.</p>
|
||||
|
||||
<h3>Parameters</h3>
|
||||
<ul>
|
||||
<li>
|
||||
|
||||
<p><code><em>#string PlayerName </em></code>:
|
||||
The name of the player.</p>
|
||||
|
||||
</li>
|
||||
<li>
|
||||
|
||||
<p><code><em>#number Score </em></code>:
|
||||
The score in points.</p>
|
||||
|
||||
</li>
|
||||
<li>
|
||||
|
||||
<p><code><em><a href="Wrapper.Unit.html##(UNIT)">Wrapper.Unit#UNIT</a> TaskUnit </em></code>: </p>
|
||||
|
||||
</li>
|
||||
</ul>
|
||||
<h3>Return value</h3>
|
||||
|
||||
<p><em><a href="##(TASK_A2G_SEAD)">#TASK<em>A2G</em>SEAD</a>:</em></p>
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
@ -1056,6 +1410,42 @@ self</p>
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(TASK_A2G_SEAD).onafterGoal" >
|
||||
<strong>TASK_A2G_SEAD:onafterGoal(TaskUnit, From, Event, To)</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
<h3>Parameters</h3>
|
||||
<ul>
|
||||
<li>
|
||||
|
||||
<p><code><em> TaskUnit </em></code>: </p>
|
||||
|
||||
</li>
|
||||
<li>
|
||||
|
||||
<p><code><em> From </em></code>: </p>
|
||||
|
||||
</li>
|
||||
<li>
|
||||
|
||||
<p><code><em> Event </em></code>: </p>
|
||||
|
||||
</li>
|
||||
<li>
|
||||
|
||||
<p><code><em> To </em></code>: </p>
|
||||
|
||||
</li>
|
||||
</ul>
|
||||
</dd>
|
||||
</dl>
|
||||
|
||||
|
||||
@ -252,13 +252,13 @@ and various dedicated deployment zones.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(TASK_CARGO).SetPenaltyOnFailed">TASK_CARGO:SetPenaltyOnFailed(Text, Penalty, TaskUnit)</a></td>
|
||||
<td class="name" nowrap="nowrap"><a href="##(TASK_CARGO).SetScoreOnFail">TASK_CARGO:SetScoreOnFail(Text, Penalty, TaskUnit)</a></td>
|
||||
<td class="summary">
|
||||
<p>Set a penalty when the A2G attack has failed.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(TASK_CARGO).SetScoreOnDestroy">TASK_CARGO:SetScoreOnDestroy(Text, Score, TaskUnit)</a></td>
|
||||
<td class="name" nowrap="nowrap"><a href="##(TASK_CARGO).SetScoreOnProgress">TASK_CARGO:SetScoreOnProgress(Text, Score, TaskUnit)</a></td>
|
||||
<td class="summary">
|
||||
<p>Set a score when a target in scope of the A2G attack, has been destroyed .</p>
|
||||
</td>
|
||||
@ -510,7 +510,7 @@ based on the tasking capabilities defined in <a href="Task.html##(TASK)">Task#TA
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em><a href="Core.Cargo.html##(CARGO_GROUP)">Core.Cargo#CARGO_GROUP</a></em>
|
||||
<em></em>
|
||||
<a id="#(FSM_PROCESS).Cargo" >
|
||||
<strong>FSM_PROCESS.Cargo</strong>
|
||||
</a>
|
||||
@ -524,7 +524,6 @@ based on the tasking capabilities defined in <a href="Task.html##(TASK)">Task#TA
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em></em>
|
||||
<a id="#(FSM_PROCESS).DeployZone" >
|
||||
<strong>FSM_PROCESS.DeployZone</strong>
|
||||
</a>
|
||||
@ -881,8 +880,8 @@ ist<Core.Zone#ZONE> DeployZones</p>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(TASK_CARGO).SetPenaltyOnFailed" >
|
||||
<strong>TASK_CARGO:SetPenaltyOnFailed(Text, Penalty, TaskUnit)</strong>
|
||||
<a id="#(TASK_CARGO).SetScoreOnFail" >
|
||||
<strong>TASK_CARGO:SetScoreOnFail(Text, Penalty, TaskUnit)</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
@ -919,8 +918,8 @@ The penalty in points.</p>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(TASK_CARGO).SetScoreOnDestroy" >
|
||||
<strong>TASK_CARGO:SetScoreOnDestroy(Text, Score, TaskUnit)</strong>
|
||||
<a id="#(TASK_CARGO).SetScoreOnProgress" >
|
||||
<strong>TASK_CARGO:SetScoreOnProgress(Text, Score, TaskUnit)</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user