From 329c89f12fc8d65007357a01110691875374e3b3 Mon Sep 17 00:00:00 2001 From: FlightControl Date: Fri, 14 Apr 2017 09:42:35 +0200 Subject: [PATCH] Rename Task_Cargo --- docs/Documentation/Task_CARGO.html | 943 ----------------------------- 1 file changed, 943 deletions(-) delete mode 100644 docs/Documentation/Task_CARGO.html diff --git a/docs/Documentation/Task_CARGO.html b/docs/Documentation/Task_CARGO.html deleted file mode 100644 index d6a95cfc8..000000000 --- a/docs/Documentation/Task_CARGO.html +++ /dev/null @@ -1,943 +0,0 @@ - - - - - - -
-
- -
-
-
-
- -
-

Module Task_Cargo

- -

Tasking (Release 2.1) -- The TASK_CARGO models tasks for players to transport Cargo.

- - - -

Banner Image

- -
- -

The Moose framework provides various CARGO classes that allow DCS phisical or logical objects to be transported or sling loaded by Carriers. -The CARGO_ classes, as part of the moose core, are able to Board, Load, UnBoard and UnLoad cargo between Carrier units.

- -

This collection of classes in this module define tasks for human players to handle these cargo objects. -Cargo can be transported, picked-up, deployed and sling-loaded from and to other places.

- -

The following classes are important to consider:

- -
    -
  • #TASKCARGOTRANSPORT: Defines a task for a human player to transport a set of cargo between various zones.
  • -
- -

==

- -

API CHANGE HISTORY

- -

The underlying change log documents the API changes. Please read this carefully. The following notation is used:

- -
    -
  • Added parts are expressed in bold type face.
  • -
  • Removed parts are expressed in italic type face.
  • -
- -

Hereby the change log:

- -

2017-03-09: Revised version.

- -
- -

AUTHORS and CONTRIBUTIONS

- -

Contributions:

- -

Authors:

- -
    -
  • FlightControl: Concept, Design & Programming. -
  • -
- -

Global(s)

- - - - - - - - - -
TASK_CARGO -

TASK_CARGO class, extends Task#TASK

- -

A flexible tasking system

- -

The TASK_CARGO classes provide you with a flexible tasking sytem, -that allows you to transport cargo of various types between various locations -and various dedicated deployment zones.

-
TASK_CARGO_TRANSPORT - -
-

Type FSM_PROCESS

- - - - - - - - - -
FSM_PROCESS.Cargo - -
FSM_PROCESS.DeployZone - -
- -

Type TASK_CARGO

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
TASK_CARGO:AddDeployZone(DeployZone, TaskUnit) - -
TASK_CARGO.DeployZones - -
TASK_CARGO:GetPlannedMenuText() - -
TASK_CARGO:GetTargetZone(TaskUnit) - -
TASK_CARGO:New(Mission, SetGroup, TaskName, SetCargo, TaskType) -

Instantiates a new TASK_CARGO.

-
TASK_CARGO:RemoveDeployZone(DeployZone, TaskUnit) - -
TASK_CARGO.SetCargo - -
TASK_CARGO:SetCargoPickup(Cargo, TaskUnit) - -
TASK_CARGO:SetDeployZone(DeployZone, TaskUnit) - -
TASK_CARGO:SetDeployZones(@, TaskUnit, DeployZones) - -
TASK_CARGO:SetPenaltyOnFailed(Text, Penalty, TaskUnit) -

Set a penalty when the A2G attack has failed.

-
TASK_CARGO:SetScoreOnDestroy(Text, Score, TaskUnit) -

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

-
TASK_CARGO:SetScoreOnSuccess(Text, Score, TaskUnit) -

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

-
TASK_CARGO.TaskType - -
- -

Type TASK_CARGO_TRANSPORT

- - - - - - - - - -
TASK_CARGO_TRANSPORT.ClassName - -
TASK_CARGO_TRANSPORT:New(Mission, SetGroup, TaskName, SetCargo) -

Instantiates a new TASKCARGOTRANSPORT.

-
- -

Global(s)

-
-
- - #TASK_CARGO - -TASK_CARGO - -
-
- -

TASK_CARGO class, extends Task#TASK

- -

A flexible tasking system

- -

The TASK_CARGO classes provide you with a flexible tasking sytem, -that allows you to transport cargo of various types between various locations -and various dedicated deployment zones.

- - - -

The cargo in scope of the TASKCARGO classes must be explicitly given, and is of type SETCARGO. -The SET_CARGO contains a collection of CARGO objects that must be handled by the players in the mission.

- - -

Task execution experience from the player perspective

- -

A human player can join the battle field in a client airborne slot or a ground vehicle within the CA module (ALT-J). -The player needs to accept the task from the task overview list within the mission, using the radio menus.

- -

Once the TASK_CARGO is assigned to the player and accepted by the player, the player will obtain -an extra Cargo Handling Radio Menu that contains the CARGO objects that need to be transported.

- -

Each CARGO object has a certain state:

- -
    -
  • UnLoaded: The CARGO is located within the battlefield. It may still need to be transported.
  • -
  • Loaded: The CARGO is loaded within a Carrier. This can be your air unit, or another air unit, or even a vehicle.
  • -
  • Boarding: The CARGO is running or moving towards your Carrier for loading.
  • -
  • UnBoarding: The CARGO is driving or jumping out of your Carrier and moves to a location in the Deployment Zone.
  • -
- -

Cargo must be transported towards different **Deployment Zones**.

- -

The Cargo Handling Radio Menu system allows to execute various actions to handle the cargo. -In the menu, you'll find for each CARGO, that is part of the scope of the task, various actions that can be completed. -Depending on the location of your Carrier unit, the menu options will vary.

- - -

Cargo Pickup and Boarding

- -

For cargo boarding, a cargo can only execute the boarding actions if it is within the foreseen Reporting Range. -Therefore, it is important that you steer your Carrier within the Reporting Range, -so that boarding actions can be executed on the cargo. -To Pickup and Board cargo, the following menu items will be shown in your carrier radio menu:

- -

Board Cargo

- -

If your Carrier is within the Reporting Range of the cargo, it will allow to pickup the cargo by selecting this menu option. -Depending on the Cargo type, the cargo will either move to your Carrier or you will receive instructions how to handle the cargo -pickup. If the cargo moves to your carrier, it will indicate the boarding status. -Note that multiple units need to board your Carrier, so it is required to await the full boarding process. -Once the cargo is fully boarded within your Carrier, you will be notified of this.

- -

Note that for airborne Carriers, it is required to land first before the Boarding process can be initiated. -If during boarding the Carrier gets airborne, the boarding process will be cancelled.

- -

Pickup Cargo

- -

If your Carrier is not within the Reporting Range of the cargo, the HQ will guide you to its location. -Routing information is shown in flight that directs you to the cargo within Reporting Range. -Upon arrival, the Cargo will contact you and further instructions will be given. -When your Carrier is airborne, you will receive instructions to land your Carrier. -The action will not be completed until you've landed your Carrier.

- - -

Cargo Deploy and UnBoarding

- -

Various Deployment Zones can be foreseen in the scope of the Cargo transportation. Each deployment zone can be of varying Zone type. -The Cargo Handling Radio Menu provides with menu options to execute an action to steer your Carrier to a specific Zone.

- -

UnBoard Cargo

- -

If your Carrier is already within a Deployment Zone, -then the Cargo Handling Radio Menu allows to UnBoard a specific cargo that is -loaded within your Carrier group into the Deployment Zone. -Note that the Unboarding process takes a while, as the cargo units (infantry or vehicles) must unload from your Carrier. -Ensure that you stay at the position or stay on the ground while Unboarding. -If any unforeseen manoeuvre is done by the Carrier, then the Unboarding will be cancelled.

- -

Deploy Cargo

- -

If your Carrier is not within a Deployment Zone, you'll need to fly towards one. -Fortunately, the Cargo Handling Radio Menu provides you with menu options to select a specific Deployment Zone to fly towards. -Once a Deployment Zone has been selected, your Carrier will receive routing information from HQ towards the Deployment Zone center. -Upon arrival, the HQ will provide you with further instructions. -When your Carrier is airborne, you will receive instructions to land your Carrier. -The action will not be completed until you've landed your Carrier!

- -

Handle TASK_CARGO Events ...

- -

The TASK_CARGO classes define Cargo transport tasks, -based on the tasking capabilities defined in Task#TASK.

- -

Specific TASK_CARGO Events

- -

Specific Cargo Handling event can be captured, that allow to trigger specific actions!

- -
    -
  • Boarded: Triggered when the Cargo has been Boarded into your Carrier.
  • -
  • UnBoarded: Triggered when the cargo has been Unboarded from your Carrier and has arrived at the Deployment Zone.
  • -
- -

Standard TASK_CARGO Events

- -

The TASK_CARGO is implemented using a Statemachine#FSM_TASK, and has the following standard statuses:

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

Type Task_Cargo

- -

Type FSM_PROCESS

-

Field(s)

-
-
- - - -FSM_PROCESS.Cargo - -
-
- - - -
-
-
-
- - - -FSM_PROCESS.DeployZone - -
-
- - - -
-
- -

Type TASK_CARGO

-

Field(s)

-
-
- - -TASK_CARGO:AddDeployZone(DeployZone, TaskUnit) - -
-
- - - -

Parameters

- -

Return value

- -

#TASK_CARGO:

- - -
-
-
-
- - - -TASK_CARGO.DeployZones - -
-
- - - - -

setmetatable( {}, { __mode = "v" } ) -- weak table on value

- -
-
-
-
- - -TASK_CARGO:GetPlannedMenuText() - -
-
- - - -
-
-
-
- - -TASK_CARGO:GetTargetZone(TaskUnit) - -
-
- - - -

Parameter

- -

Return value

- -

Core.Zone#ZONE_BASE: -The Zone object where the Target is located on the map.

- -
-
-
-
- - -TASK_CARGO:New(Mission, SetGroup, TaskName, SetCargo, TaskType) - -
-
- -

Instantiates a new TASK_CARGO.

- -

Parameters

-
    -
  • - -

    Tasking.Mission#MISSION Mission :

    - -
  • -
  • - -

    Set#SET_GROUP SetGroup : -The set of groups for which the Task can be assigned.

    - -
  • -
  • - -

    #string TaskName : -The name of the Task.

    - -
  • -
  • - -

    Core.Set#SET_CARGO SetCargo : -The scope of the cargo to be transported.

    - -
  • -
  • - -

    #string TaskType : -The type of Cargo task.

    - -
  • -
-

Return value

- -

#TASK_CARGO: -self

- -
-
-
-
- - -TASK_CARGO:RemoveDeployZone(DeployZone, TaskUnit) - -
-
- - - -

Parameters

- -

Return value

- -

#TASK_CARGO:

- - -
-
-
-
- - - -TASK_CARGO.SetCargo - -
-
- - - -
-
-
-
- - -TASK_CARGO:SetCargoPickup(Cargo, TaskUnit) - -
-
- - - -

Parameters

- -

Return value

- -

#TASK_CARGO:

- - -
-
-
-
- - -TASK_CARGO:SetDeployZone(DeployZone, TaskUnit) - -
-
- - - -

Parameters

- -

Return value

- -

#TASK_CARGO:

- - -
-
-
-
- - -TASK_CARGO:SetDeployZones(@, TaskUnit, DeployZones) - -
-
- - - -

Parameters

-
    -
  • - -

    @ : -ist DeployZones

    - -
  • -
  • - -

    Wrapper.Unit#UNIT TaskUnit :

    - -
  • -
  • - -

    DeployZones :

    - -
  • -
-

Return value

- -

#TASK_CARGO:

- - -
-
-
-
- - -TASK_CARGO:SetPenaltyOnFailed(Text, Penalty, TaskUnit) - -
-
- -

Set a penalty when the A2G attack has failed.

- -

Parameters

-
    -
  • - -

    #string Text : -The text to display to the player, when the A2G attack has failed.

    - -
  • -
  • - -

    #number Penalty : -The penalty in points.

    - -
  • -
  • - -

    Wrapper.Unit#UNIT TaskUnit :

    - -
  • -
-

Return value

- -

#TASK_CARGO:

- - -
-
-
-
- - -TASK_CARGO:SetScoreOnDestroy(Text, Score, TaskUnit) - -
-
- -

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

- -

Parameters

-
    -
  • - -

    #string Text : -The text to display to the player, when the target has been destroyed.

    - -
  • -
  • - -

    #number Score : -The score in points.

    - -
  • -
  • - -

    Wrapper.Unit#UNIT TaskUnit :

    - -
  • -
-

Return value

- -

#TASK_CARGO:

- - -
-
-
-
- - -TASK_CARGO:SetScoreOnSuccess(Text, Score, TaskUnit) - -
-
- -

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

- -

Parameters

-
    -
  • - -

    #string Text : -The text to display to the player, when all targets hav been destroyed.

    - -
  • -
  • - -

    #number Score : -The score in points.

    - -
  • -
  • - -

    Wrapper.Unit#UNIT TaskUnit :

    - -
  • -
-

Return value

- -

#TASK_CARGO:

- - -
-
-
-
- - - -TASK_CARGO.TaskType - -
-
- - - -
-
- -

Type TASK_CARGO_TRANSPORT

- -

The TASKCARGOTRANSPORT class

- -

Field(s)

-
-
- - #string - -TASK_CARGO_TRANSPORT.ClassName - -
-
- - - -
-
-
-
- - -TASK_CARGO_TRANSPORT:New(Mission, SetGroup, TaskName, SetCargo) - -
-
- -

Instantiates a new TASKCARGOTRANSPORT.

- -

Parameters

- -

Return value

- -

#TASKCARGOTRANSPORT: -self

- -
-
- -
- -
- -