MOOSE/docs/Documentation/Task_A2G.html
FlightControl_Master b7183023c9 Documentation
2017-11-22 06:23:58 +01:00

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<h1>Module <code>Task_A2G</code></h1>
<p><strong>Tasking</strong> - The TASK_A2G models tasks for players in Air to Ground engagements.</p>
<p><img src="..\Presentations\TASK_A2G\Dia1.JPG" alt="Banner Image"/></p>
<hr/>
<h3>Author: <strong>Sven Van de Velde (FlightControl)</strong></h3>
<h3>Contributions:</h3>
<hr/>
<p> </p>
<h2>Global(s)</h2>
<table class="function_list">
<tr>
<td class="name" nowrap="nowrap"><a href="#TASK_A2G">TASK_A2G</a></td>
<td class="summary">
<h1>TASK_A2G class, extends <a href="Task.html##(TASK)">Task#TASK</a></h1>
<p>The TASK_A2G class defines Air To Ground tasks for a <a href="Set.html">Set</a> of Target Units,
based on the tasking capabilities defined in <a href="Task.html##(TASK)">Task#TASK</a>.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="#TASK_A2G_BAI">TASK_A2G_BAI</a></td>
<td class="summary">
<h1>TASK<em>A2G</em>BAI class, extends <a href="Task_A2G.html##(TASK_A2G)">Task<em>A2G#TASK</em>A2G</a></h1>
<p>The TASK<em>A2G</em>BAI class defines an Battlefield Air Interdiction task for a human player to be executed.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="#TASK_A2G_CAS">TASK_A2G_CAS</a></td>
<td class="summary">
<h1>TASK<em>A2G</em>CAS class, extends <a href="Task_A2G.html##(TASK_A2G)">Task<em>A2G#TASK</em>A2G</a></h1>
<p>The TASK<em>A2G</em>CAS class defines an Close Air Support task for a human player to be executed.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="#TASK_A2G_SEAD">TASK_A2G_SEAD</a></td>
<td class="summary">
<h1>TASK<em>A2G</em>SEAD class, extends <a href="Task_A2G.html##(TASK_A2G)">Task<em>A2G#TASK</em>A2G</a></h1>
<p>The TASK<em>A2G</em>SEAD class defines an Suppression or Extermination of Air Defenses task for a human player to be executed.</p>
</td>
</tr>
</table>
<h2><a id="#(TASK_A2G)">Type <code>TASK_A2G</code></a></h2>
<table class="function_list">
<tr>
<td class="name" nowrap="nowrap"><a href="##(TASK_A2G).GetGoalTotal">TASK_A2G:GetGoalTotal()</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(TASK_A2G).GetMarkInfo">TASK_A2G:GetMarkInfo(TaskInfoID, TaskInfo)</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(TASK_A2G).GetPlannedMenuText">TASK_A2G:GetPlannedMenuText()</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(TASK_A2G).GetRendezVousCoordinate">TASK_A2G:GetRendezVousCoordinate(TaskUnit)</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(TASK_A2G).GetRendezVousZone">TASK_A2G:GetRendezVousZone(TaskUnit)</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(TASK_A2G).GetReportDetail">TASK_A2G:GetReportDetail(ReportGroup, TaskInfoID, TaskInfo)</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(TASK_A2G).GetTargetCoordinate">TASK_A2G:GetTargetCoordinate(TaskUnit)</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(TASK_A2G).GetTargetZone">TASK_A2G:GetTargetZone(TaskUnit)</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(TASK_A2G).InitialTargets">TASK_A2G.InitialTargets</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(TASK_A2G).InitialThreat">TASK_A2G.InitialThreat</a></td>
<td class="summary">
</td>
</tr>
<tr>
<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).ReportOrder">TASK_A2G:ReportOrder(ReportGroup)</a></td>
<td class="summary">
<p>Return the relative distance to the target vicinity from the player, in order to sort the targets in the reports per distance from the threats.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(TASK_A2G).SetGoalTotal">TASK_A2G:SetGoalTotal()</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(TASK_A2G).SetRendezVousCoordinate">TASK_A2G:SetRendezVousCoordinate(RendezVousCoordinate, RendezVousRange, TaskUnit)</a></td>
<td class="summary">
</td>
</tr>
<tr>
<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).SetTargetCoordinate">TASK_A2G:SetTargetCoordinate(TargetCoordinate, TaskUnit)</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(TASK_A2G).SetTargetSetUnit">TASK_A2G:SetTargetSetUnit(TargetSetUnit)</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(TASK_A2G).SetTargetZone">TASK_A2G:SetTargetZone(TargetZone, TaskUnit)</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(TASK_A2G).TargetSetUnit">TASK_A2G.TargetSetUnit</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(TASK_A2G).UpdateTaskInfo">TASK_A2G:UpdateTaskInfo()</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(TASK_A2G).onafterGoal">TASK_A2G:onafterGoal(TaskUnit, From, Event, To)</a></td>
<td class="summary">
<p>This method checks every 10 seconds if the goal has been reached of the task.</p>
</td>
</tr>
</table>
<h2><a id="#(TASK_A2G_BAI)">Type <code>TASK_A2G_BAI</code></a></h2>
<table class="function_list">
<tr>
<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 A2G 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 A2G 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 A2G 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>
</table>
<h2><a id="#(TASK_A2G_CAS)">Type <code>TASK_A2G_CAS</code></a></h2>
<table class="function_list">
<tr>
<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 A2G 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 A2G 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 A2G 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>
</table>
<h2><a id="#(TASK_A2G_SEAD)">Type <code>TASK_A2G_SEAD</code></a></h2>
<table class="function_list">
<tr>
<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 A2G 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 A2G 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 A2G 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>
</table>
<h2>Global(s)</h2>
<dl class="function">
<dt>
<em><a href="##(TASK_A2G)">#TASK_A2G</a></em>
<a id="TASK_A2G" >
<strong>TASK_A2G</strong>
</a>
</dt>
<dd>
<h1>TASK_A2G class, extends <a href="Task.html##(TASK)">Task#TASK</a></h1>
<p>The TASK_A2G class defines Air To Ground tasks for a <a href="Set.html">Set</a> of Target Units,
based on the tasking capabilities defined in <a href="Task.html##(TASK)">Task#TASK</a>.</p>
<p>The TASK_A2G is implemented using a <a href="Fsm.html##(FSM_TASK)">Fsm#FSM_TASK</a>, and has the following statuses:</p>
<ul>
<li><strong>None</strong>: Start of the process</li>
<li><strong>Planned</strong>: The A2G task is planned.</li>
<li><strong>Assigned</strong>: The A2G task is assigned to a <a href="Group.html##(GROUP)">Group#GROUP</a>.</li>
<li><strong>Success</strong>: The A2G task is successfully completed.</li>
<li><strong>Failed</strong>: The A2G task has failed. This will happen if the player exists the task early, without communicating a possible cancellation to HQ.</li>
</ul>
<h2>Set the scoring of achievements in an A2G attack.</h2>
<p>Scoring or penalties can be given in the following circumstances:</p>
<ul>
<li><a href="##(TASK_A2G).SetScoreOnDestroy">TASK_A2G.SetScoreOnDestroy</a>(): Set a score when a target in scope of the A2G attack, has been destroyed.</li>
<li><a href="##(TASK_A2G).SetScoreOnSuccess">TASK_A2G.SetScoreOnSuccess</a>(): Set a score when all the targets in scope of the A2G attack, have been destroyed.</li>
<li><a href="##(TASK_A2G).SetPenaltyOnFailed">TASK_A2G.SetPenaltyOnFailed</a>(): Set a penalty when the A2G attack has failed.</li>
</ul>
</dd>
</dl>
<dl class="function">
<dt>
<em><a href="##(TASK_A2G_BAI)">#TASK_A2G_BAI</a></em>
<a id="TASK_A2G_BAI" >
<strong>TASK_A2G_BAI</strong>
</a>
</dt>
<dd>
<h1>TASK<em>A2G</em>BAI class, extends <a href="Task_A2G.html##(TASK_A2G)">Task<em>A2G#TASK</em>A2G</a></h1>
<p>The TASK<em>A2G</em>BAI class defines an Battlefield Air Interdiction task for a human player to be executed.</p>
<p>These tasks are more strategic in nature and are most of the time further away from friendly forces.
BAI tasks can also be used to express the abscence of friendly forces near the vicinity.</p>
<p>The TASK<em>A2G</em>BAI is used by the <a href="Task_A2G_Dispatcher.html##(TASK_A2G_DISPATCHER)">Task<em>A2G</em>Dispatcher#TASK<em>A2G</em>DISPATCHER</a> to automatically create BAI tasks
based on detected enemy ground targets.</p>
</dd>
</dl>
<dl class="function">
<dt>
<em><a href="##(TASK_A2G_CAS)">#TASK_A2G_CAS</a></em>
<a id="TASK_A2G_CAS" >
<strong>TASK_A2G_CAS</strong>
</a>
</dt>
<dd>
<h1>TASK<em>A2G</em>CAS class, extends <a href="Task_A2G.html##(TASK_A2G)">Task<em>A2G#TASK</em>A2G</a></h1>
<p>The TASK<em>A2G</em>CAS class defines an Close Air Support task for a human player to be executed.</p>
<p>Friendly forces will be in the vicinity within 6km from the enemy.</p>
<p>The TASK<em>A2G</em>CAS is used by the <a href="Task_A2G_Dispatcher.html##(TASK_A2G_DISPATCHER)">Task<em>A2G</em>Dispatcher#TASK<em>A2G</em>DISPATCHER</a> to automatically create CAS tasks
based on detected enemy ground targets.</p>
</dd>
</dl>
<dl class="function">
<dt>
<em><a href="##(TASK_A2G_SEAD)">#TASK_A2G_SEAD</a></em>
<a id="TASK_A2G_SEAD" >
<strong>TASK_A2G_SEAD</strong>
</a>
</dt>
<dd>
<h1>TASK<em>A2G</em>SEAD class, extends <a href="Task_A2G.html##(TASK_A2G)">Task<em>A2G#TASK</em>A2G</a></h1>
<p>The TASK<em>A2G</em>SEAD class defines an Suppression or Extermination of Air Defenses task for a human player to be executed.</p>
<p>These tasks are important to be executed as they will help to achieve air superiority at the vicinity.</p>
<p>The TASK<em>A2G</em>SEAD is used by the <a href="Task_A2G_Dispatcher.html##(TASK_A2G_DISPATCHER)">Task<em>A2G</em>Dispatcher#TASK<em>A2G</em>DISPATCHER</a> to automatically create SEAD tasks
based on detected enemy ground targets.</p>
</dd>
</dl>
<h2><a id="#(Task_A2G)" >Type <code>Task_A2G</code></a></h2>
<h2><a id="#(FSM_PROCESS)" >Type <code>FSM_PROCESS</code></a></h2>
<h2><a id="#(TASK_A2G)" >Type <code>TASK_A2G</code></a></h2>
<p>The TASK_A2G class</p>
<h3>Field(s)</h3>
<dl class="function">
<dt>
<a id="#(TASK_A2G).GetGoalTotal" >
<strong>TASK_A2G:GetGoalTotal()</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(TASK_A2G).GetMarkInfo" >
<strong>TASK_A2G:GetMarkInfo(TaskInfoID, TaskInfo)</strong>
</a>
</dt>
<dd>
<h3>Parameters</h3>
<ul>
<li>
<p><code><em> TaskInfoID </em></code>: </p>
</li>
<li>
<p><code><em> TaskInfo </em></code>: </p>
</li>
</ul>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(TASK_A2G).GetPlannedMenuText" >
<strong>TASK_A2G:GetPlannedMenuText()</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(TASK_A2G).GetRendezVousCoordinate" >
<strong>TASK_A2G:GetRendezVousCoordinate(TaskUnit)</strong>
</a>
</dt>
<dd>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em><a href="Wrapper.Unit.html##(UNIT)">Wrapper.Unit#UNIT</a> TaskUnit </em></code>: </p>
</li>
</ul>
<h3>Return values</h3>
<ol>
<li>
<p><em><a href="Core.Point.html##(COORDINATE)">Core.Point#COORDINATE</a>:</em>
The Coordinate object referencing to the 2D point where the RendezVous point is located on the map.</p>
</li>
<li>
<p><em>#number:</em>
The RendezVousRange that defines when the player is considered to have arrived at the RendezVous point.</p>
</li>
</ol>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(TASK_A2G).GetRendezVousZone" >
<strong>TASK_A2G:GetRendezVousZone(TaskUnit)</strong>
</a>
</dt>
<dd>
<h3>Parameter</h3>
<ul>
<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="Core.Zone.html##(ZONE_BASE)">Core.Zone#ZONE_BASE</a>:</em>
The Zone object where the RendezVous is located on the map.</p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(TASK_A2G).GetReportDetail" >
<strong>TASK_A2G:GetReportDetail(ReportGroup, TaskInfoID, TaskInfo)</strong>
</a>
</dt>
<dd>
<h3>Parameters</h3>
<ul>
<li>
<p><code><em> ReportGroup </em></code>: </p>
</li>
<li>
<p><code><em> TaskInfoID </em></code>: </p>
</li>
<li>
<p><code><em> TaskInfo </em></code>: </p>
</li>
</ul>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(TASK_A2G).GetTargetCoordinate" >
<strong>TASK_A2G:GetTargetCoordinate(TaskUnit)</strong>
</a>
</dt>
<dd>
<h3>Parameter</h3>
<ul>
<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="Core.Point.html##(COORDINATE)">Core.Point#COORDINATE</a>:</em>
The Coordinate object where the Target is located on the map.</p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(TASK_A2G).GetTargetZone" >
<strong>TASK_A2G:GetTargetZone(TaskUnit)</strong>
</a>
</dt>
<dd>
<h3>Parameter</h3>
<ul>
<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="Core.Zone.html##(ZONE_BASE)">Core.Zone#ZONE_BASE</a>:</em>
The Zone object where the Target is located on the map.</p>
</dd>
</dl>
<dl class="function">
<dt>
<em></em>
<a id="#(TASK_A2G).InitialTargets" >
<strong>TASK_A2G.InitialTargets</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<em></em>
<a id="#(TASK_A2G).InitialThreat" >
<strong>TASK_A2G.InitialThreat</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(TASK_A2G).New" >
<strong>TASK_A2G:New(Mission, SetGroup, TaskName, UnitSetTargets, TargetDistance, TargetZone, TargetSetUnit, TaskType, TaskBriefing)</strong>
</a>
</dt>
<dd>
<p>Instantiates a new TASK_A2G.</p>
<h3>Parameters</h3>
<ul>
<li>
<p><code><em><a href="Tasking.Mission.html##(MISSION)">Tasking.Mission#MISSION</a> Mission </em></code>: </p>
</li>
<li>
<p><code><em><a href="Set.html##(SET_GROUP)">Set#SET_GROUP</a> SetGroup </em></code>:
The set of groups for which the Task can be assigned.</p>
</li>
<li>
<p><code><em>#string TaskName </em></code>:
The name of the Task.</p>
</li>
<li>
<p><code><em><a href="Set.html##(SET_UNIT)">Set#SET_UNIT</a> UnitSetTargets </em></code>: </p>
</li>
<li>
<p><code><em>#number TargetDistance </em></code>:
The distance to Target when the Player is considered to have "arrived" at the engagement range.</p>
</li>
<li>
<p><code><em><a href="Core.Zone.html##(ZONE_BASE)">Core.Zone#ZONE_BASE</a> TargetZone </em></code>:
The target zone, if known.
If the TargetZone parameter is specified, the player will be routed to the center of the zone where all the targets are assumed to be.</p>
</li>
<li>
<p><code><em> TargetSetUnit </em></code>: </p>
</li>
<li>
<p><code><em> TaskType </em></code>: </p>
</li>
<li>
<p><code><em> TaskBriefing </em></code>: </p>
</li>
</ul>
<h3>Return value</h3>
<p><em><a href="##(TASK_A2G)">#TASK_A2G</a>:</em>
self</p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(TASK_A2G).ReportOrder" >
<strong>TASK_A2G:ReportOrder(ReportGroup)</strong>
</a>
</dt>
<dd>
<p>Return the relative distance to the target vicinity from the player, in order to sort the targets in the reports per distance from the threats.</p>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em> ReportGroup </em></code>: </p>
</li>
</ul>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(TASK_A2G).SetGoalTotal" >
<strong>TASK_A2G:SetGoalTotal()</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(TASK_A2G).SetRendezVousCoordinate" >
<strong>TASK_A2G:SetRendezVousCoordinate(RendezVousCoordinate, RendezVousRange, TaskUnit)</strong>
</a>
</dt>
<dd>
<h3>Parameters</h3>
<ul>
<li>
<p><code><em><a href="Core.Point.html##(COORDINATE)">Core.Point#COORDINATE</a> RendezVousCoordinate </em></code>:
The Coordinate object referencing to the 2D point where the RendezVous point is located on the map.</p>
</li>
<li>
<p><code><em>#number RendezVousRange </em></code>:
The RendezVousRange that defines when the player is considered to have arrived at the RendezVous point.</p>
</li>
<li>
<p><code><em><a href="Wrapper.Unit.html##(UNIT)">Wrapper.Unit#UNIT</a> TaskUnit </em></code>: </p>
</li>
</ul>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(TASK_A2G).SetRendezVousZone" >
<strong>TASK_A2G:SetRendezVousZone(RendezVousZone, TaskUnit)</strong>
</a>
</dt>
<dd>
<h3>Parameters</h3>
<ul>
<li>
<p><code><em><a href="Core.Zone.html##(ZONE_BASE)">Core.Zone#ZONE_BASE</a> RendezVousZone </em></code>:
The Zone object where the RendezVous is located on the map.</p>
</li>
<li>
<p><code><em><a href="Wrapper.Unit.html##(UNIT)">Wrapper.Unit#UNIT</a> TaskUnit </em></code>: </p>
</li>
</ul>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(TASK_A2G).SetTargetCoordinate" >
<strong>TASK_A2G:SetTargetCoordinate(TargetCoordinate, TaskUnit)</strong>
</a>
</dt>
<dd>
<h3>Parameters</h3>
<ul>
<li>
<p><code><em><a href="Core.Point.html##(COORDINATE)">Core.Point#COORDINATE</a> TargetCoordinate </em></code>:
The Coordinate object where the Target is located on the map.</p>
</li>
<li>
<p><code><em><a href="Wrapper.Unit.html##(UNIT)">Wrapper.Unit#UNIT</a> TaskUnit </em></code>: </p>
</li>
</ul>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(TASK_A2G).SetTargetSetUnit" >
<strong>TASK_A2G:SetTargetSetUnit(TargetSetUnit)</strong>
</a>
</dt>
<dd>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em><a href="Core.Set.html##(SET_UNIT)">Core.Set#SET_UNIT</a> TargetSetUnit </em></code>:
The set of targets.</p>
</li>
</ul>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(TASK_A2G).SetTargetZone" >
<strong>TASK_A2G:SetTargetZone(TargetZone, TaskUnit)</strong>
</a>
</dt>
<dd>
<h3>Parameters</h3>
<ul>
<li>
<p><code><em><a href="Core.Zone.html##(ZONE_BASE)">Core.Zone#ZONE_BASE</a> TargetZone </em></code>:
The Zone object where the Target is located on the map.</p>
</li>
<li>
<p><code><em><a href="Wrapper.Unit.html##(UNIT)">Wrapper.Unit#UNIT</a> TaskUnit </em></code>: </p>
</li>
</ul>
</dd>
</dl>
<dl class="function">
<dt>
<em><a href="Set.html##(SET_UNIT)">Set#SET_UNIT</a></em>
<a id="#(TASK_A2G).TargetSetUnit" >
<strong>TASK_A2G.TargetSetUnit</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(TASK_A2G).UpdateTaskInfo" >
<strong>TASK_A2G:UpdateTaskInfo()</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(TASK_A2G).onafterGoal" >
<strong>TASK_A2G:onafterGoal(TaskUnit, From, Event, To)</strong>
</a>
</dt>
<dd>
<p>This method checks every 10 seconds if the goal has been reached of the task.</p>
<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>
<h2><a id="#(TASK_A2G_BAI)" >Type <code>TASK_A2G_BAI</code></a></h2>
<p>The TASK<em>A2G</em>BAI class</p>
<h3>Field(s)</h3>
<dl class="function">
<dt>
<a id="#(TASK_A2G_BAI).New" >
<strong>TASK_A2G_BAI:New(Mission, SetGroup, TaskName, TargetSetUnit, TaskBriefing)</strong>
</a>
</dt>
<dd>
<p>Instantiates a new TASK<em>A2G</em>BAI.</p>
<h3>Parameters</h3>
<ul>
<li>
<p><code><em><a href="Tasking.Mission.html##(MISSION)">Tasking.Mission#MISSION</a> Mission </em></code>: </p>
</li>
<li>
<p><code><em><a href="Core.Set.html##(SET_GROUP)">Core.Set#SET_GROUP</a> SetGroup </em></code>:
The set of groups for which the Task can be assigned.</p>
</li>
<li>
<p><code><em>#string TaskName </em></code>:
The name of the Task.</p>
</li>
<li>
<p><code><em><a href="Core.Set.html##(SET_UNIT)">Core.Set#SET_UNIT</a> TargetSetUnit </em></code>: </p>
</li>
<li>
<p><code><em>#string TaskBriefing </em></code>:
The briefing of the task.</p>
</li>
</ul>
<h3>Return value</h3>
<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 A2G 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 A2G 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 A2G 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">
<dt>
<em><a href="Set.html##(SET_UNIT)">Set#SET_UNIT</a></em>
<a id="#(TASK_A2G_BAI).TargetSetUnit" >
<strong>TASK_A2G_BAI.TargetSetUnit</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<h2><a id="#(TASK_A2G_CAS)" >Type <code>TASK_A2G_CAS</code></a></h2>
<p>The TASK<em>A2G</em>CAS class</p>
<h3>Field(s)</h3>
<dl class="function">
<dt>
<a id="#(TASK_A2G_CAS).New" >
<strong>TASK_A2G_CAS:New(Mission, SetGroup, TaskName, TargetSetUnit, TaskBriefing)</strong>
</a>
</dt>
<dd>
<p>Instantiates a new TASK<em>A2G</em>CAS.</p>
<h3>Parameters</h3>
<ul>
<li>
<p><code><em><a href="Tasking.Mission.html##(MISSION)">Tasking.Mission#MISSION</a> Mission </em></code>: </p>
</li>
<li>
<p><code><em><a href="Core.Set.html##(SET_GROUP)">Core.Set#SET_GROUP</a> SetGroup </em></code>:
The set of groups for which the Task can be assigned.</p>
</li>
<li>
<p><code><em>#string TaskName </em></code>:
The name of the Task.</p>
</li>
<li>
<p><code><em><a href="Core.Set.html##(SET_UNIT)">Core.Set#SET_UNIT</a> TargetSetUnit </em></code>: </p>
</li>
<li>
<p><code><em>#string TaskBriefing </em></code>:
The briefing of the task.</p>
</li>
</ul>
<h3>Return value</h3>
<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 A2G 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 A2G 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 A2G 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">
<dt>
<em><a href="Set.html##(SET_UNIT)">Set#SET_UNIT</a></em>
<a id="#(TASK_A2G_CAS).TargetSetUnit" >
<strong>TASK_A2G_CAS.TargetSetUnit</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<h2><a id="#(TASK_A2G_SEAD)" >Type <code>TASK_A2G_SEAD</code></a></h2>
<p>The TASK<em>A2G</em>SEAD class</p>
<h3>Field(s)</h3>
<dl class="function">
<dt>
<a id="#(TASK_A2G_SEAD).New" >
<strong>TASK_A2G_SEAD:New(Mission, SetGroup, TaskName, TargetSetUnit, TaskBriefing)</strong>
</a>
</dt>
<dd>
<p>Instantiates a new TASK<em>A2G</em>SEAD.</p>
<h3>Parameters</h3>
<ul>
<li>
<p><code><em><a href="Tasking.Mission.html##(MISSION)">Tasking.Mission#MISSION</a> Mission </em></code>: </p>
</li>
<li>
<p><code><em><a href="Core.Set.html##(SET_GROUP)">Core.Set#SET_GROUP</a> SetGroup </em></code>:
The set of groups for which the Task can be assigned.</p>
</li>
<li>
<p><code><em>#string TaskName </em></code>:
The name of the Task.</p>
</li>
<li>
<p><code><em><a href="Core.Set.html##(SET_UNIT)">Core.Set#SET_UNIT</a> TargetSetUnit </em></code>: </p>
</li>
<li>
<p><code><em>#string TaskBriefing </em></code>:
The briefing of the task.</p>
</li>
</ul>
<h3>Return value</h3>
<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 A2G 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 A2G 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 A2G 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">
<dt>
<em><a href="Set.html##(SET_UNIT)">Set#SET_UNIT</a></em>
<a id="#(TASK_A2G_SEAD).TargetSetUnit" >
<strong>TASK_A2G_SEAD.TargetSetUnit</strong>
</a>
</dt>
<dd>
</dd>
</dl>
</div>
</div>
</body>
</html>