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Various Fixes
-- Documentation fixes with links not working. -- MENU_CLIENT_COMMAND had a small glitch, fixed that one too. -- Implemented new Event Dispatcher. --
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@@ -1,14 +1,14 @@
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--- This module contains the TASK_PICKUP classes.
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--
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-- 1) @{#TASK_PICKUP} class, extends @{Tasking.Task#TASK}
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-- 1) @{#TASK_PICKUP} class, extends @{Task#TASK}
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-- ===================================================
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-- The @{#TASK_PICKUP} class defines a pickup task of a @{Set} of @{CARGO} objects defined within the mission.
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-- based on the tasking capabilities defined in @{Tasking.Task#TASK}.
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-- based on the tasking capabilities defined in @{Task#TASK}.
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-- The TASK_PICKUP is implemented using a @{Statemachine#FSM_TASK}, and has the following statuses:
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--
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-- * **None**: Start of the process
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-- * **Planned**: The SEAD task is planned. Upon Planned, the sub-process @{Process_Fsm.Assign#ACT_ASSIGN_ACCEPT} is started to accept the task.
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-- * **Assigned**: The SEAD task is assigned to a @{Wrapper.Group#GROUP}. Upon Assigned, the sub-process @{Process_Fsm.Route#ACT_ROUTE} is started to route the active Units in the Group to the attack zone.
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-- * **Assigned**: The SEAD task is assigned to a @{Group#GROUP}. Upon Assigned, the sub-process @{Process_Fsm.Route#ACT_ROUTE} is started to route the active Units in the Group to the attack zone.
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-- * **Success**: The SEAD task is successfully completed. Upon Success, the sub-process @{Process_SEAD#PROCESS_SEAD} is started to follow-up successful SEADing of the targets assigned in the task.
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-- * **Failed**: The SEAD task has failed. This will happen if the player exists the task early, without communicating a possible cancellation to HQ.
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--
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