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1605 lines
38 KiB
HTML
1605 lines
38 KiB
HTML
<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd">
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<html>
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<head>
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<link rel="stylesheet" href="stylesheet.css" type="text/css"/>
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</head>
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<body>
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<div id="container">
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<div id="product">
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<div id="product_logo"></div>
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<div id="product_name"><big><b></b></big></div>
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<div id="product_description"></div>
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</div>
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<div id="main">
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<div id="navigation">
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<h2>Modules</h2>
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<ul><li>
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<a href="index.html">index</a>
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</li></ul>
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<ul>
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<li><a href="AI_A2A.html">AI_A2A</a></li>
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<li><a href="AI_A2A_Cap.html">AI_A2A_Cap</a></li>
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<li><a href="AI_A2A_Dispatcher.html">AI_A2A_Dispatcher</a></li>
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<li><a href="AI_A2A_GCI.html">AI_A2A_GCI</a></li>
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<li><a href="AI_A2A_Patrol.html">AI_A2A_Patrol</a></li>
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<li><a href="AI_Bai.html">AI_Bai</a></li>
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<li><a href="AI_Balancer.html">AI_Balancer</a></li>
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<li><a href="AI_Cap.html">AI_Cap</a></li>
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<li><a href="AI_Cas.html">AI_Cas</a></li>
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<li><a href="AI_Formation.html">AI_Formation</a></li>
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<li><a href="AI_Patrol.html">AI_Patrol</a></li>
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<li><a href="ATC_Ground.html">ATC_Ground</a></li>
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<li><a href="Account.html">Account</a></li>
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<li><a href="Airbase.html">Airbase</a></li>
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<li><a href="Assign.html">Assign</a></li>
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<li><a href="Base.html">Base</a></li>
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<li><a href="Cargo.html">Cargo</a></li>
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<li><a href="CleanUp.html">CleanUp</a></li>
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<li><a href="Client.html">Client</a></li>
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<li><a href="CommandCenter.html">CommandCenter</a></li>
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<li><a href="Controllable.html">Controllable</a></li>
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<li><a href="DCSAirbase.html">DCSAirbase</a></li>
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<li><a href="DCSCoalitionObject.html">DCSCoalitionObject</a></li>
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<li><a href="DCSCommand.html">DCSCommand</a></li>
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<li><a href="DCSController.html">DCSController</a></li>
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<li><a href="DCSGroup.html">DCSGroup</a></li>
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<li><a href="DCSObject.html">DCSObject</a></li>
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<li><a href="DCSTask.html">DCSTask</a></li>
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<li><a href="DCSTypes.html">DCSTypes</a></li>
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<li><a href="DCSUnit.html">DCSUnit</a></li>
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<li><a href="DCSVec3.html">DCSVec3</a></li>
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<li><a href="DCSWorld.html">DCSWorld</a></li>
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<li><a href="DCSZone.html">DCSZone</a></li>
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<li><a href="DCScountry.html">DCScountry</a></li>
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<li><a href="DCStimer.html">DCStimer</a></li>
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<li><a href="DCStrigger.html">DCStrigger</a></li>
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<li><a href="Database.html">Database</a></li>
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<li><a href="Designate.html">Designate</a></li>
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<li><a href="Detection.html">Detection</a></li>
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<li><a href="DetectionManager.html">DetectionManager</a></li>
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<li><a href="Escort.html">Escort</a></li>
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<li><a href="Event.html">Event</a></li>
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<li><a href="Fsm.html">Fsm</a></li>
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<li><a href="Goal.html">Goal</a></li>
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<li><a href="Group.html">Group</a></li>
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<li><a href="Identifiable.html">Identifiable</a></li>
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<li><a href="Menu.html">Menu</a></li>
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<li><a href="Message.html">Message</a></li>
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<li><a href="MissileTrainer.html">MissileTrainer</a></li>
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<li><a href="Mission.html">Mission</a></li>
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<li><a href="Movement.html">Movement</a></li>
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<li><a href="Object.html">Object</a></li>
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<li><a href="Point.html">Point</a></li>
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<li><a href="Positionable.html">Positionable</a></li>
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<li><a href="Process_JTAC.html">Process_JTAC</a></li>
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<li><a href="Process_Pickup.html">Process_Pickup</a></li>
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<li><a href="Protect.html">Protect</a></li>
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<li><a href="Radio.html">Radio</a></li>
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<li><a href="Rat.html">Rat</a></li>
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<li><a href="Route.html">Route</a></li>
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<li><a href="Scenery.html">Scenery</a></li>
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<li><a href="ScheduleDispatcher.html">ScheduleDispatcher</a></li>
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<li><a href="Scheduler.html">Scheduler</a></li>
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<li><a href="Scoring.html">Scoring</a></li>
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<li><a href="Sead.html">Sead</a></li>
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<li><a href="Set.html">Set</a></li>
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<li><a href="Settings.html">Settings</a></li>
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<li><a href="Smoke.html">Smoke</a></li>
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<li><a href="Spawn.html">Spawn</a></li>
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<li><a href="SpawnStatic.html">SpawnStatic</a></li>
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<li><a href="Spot.html">Spot</a></li>
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<li><a href="Static.html">Static</a></li>
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<li><a href="StaticObject.html">StaticObject</a></li>
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<li><a href="Task.html">Task</a></li>
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<li><a href="TaskZoneCapture.html">TaskZoneCapture</a></li>
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<li><a href="Task_A2A.html">Task_A2A</a></li>
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<li><a href="Task_A2A_Dispatcher.html">Task_A2A_Dispatcher</a></li>
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<li>Task_A2G</li>
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<li><a href="Task_A2G_Dispatcher.html">Task_A2G_Dispatcher</a></li>
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<li><a href="Task_Cargo.html">Task_Cargo</a></li>
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<li><a href="Task_PICKUP.html">Task_PICKUP</a></li>
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<li><a href="Unit.html">Unit</a></li>
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<li><a href="UserFlag.html">UserFlag</a></li>
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<li><a href="UserSound.html">UserSound</a></li>
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<li><a href="Utils.html">Utils</a></li>
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<li><a href="Velocity.html">Velocity</a></li>
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<li><a href="Zone.html">Zone</a></li>
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<li><a href="ZoneCaptureCoalition.html">ZoneCaptureCoalition</a></li>
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<li><a href="ZoneGoal.html">ZoneGoal</a></li>
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<li><a href="ZoneGoalCargo.html">ZoneGoalCargo</a></li>
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<li><a href="ZoneGoalCoalition.html">ZoneGoalCoalition</a></li>
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<li><a href="env.html">env</a></li>
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<li><a href="land.html">land</a></li>
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<li><a href="routines.html">routines</a></li>
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</ul>
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</div>
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<div id="content">
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<h1>Module <code>Task_A2G</code></h1>
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<p><strong>Tasking</strong> - The TASK_A2G models tasks for players in Air to Ground engagements.</p>
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<p><img src="..\Presentations\TASK_A2G\Dia1.JPG" alt="Banner Image"/></p>
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<hr/>
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<h3>Author: <strong>Sven Van de Velde (FlightControl)</strong></h3>
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<h3>Contributions:</h3>
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<hr/>
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<p> </p>
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<h2>Global(s)</h2>
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<table class="function_list">
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<tr>
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<td class="name" nowrap="nowrap"><a href="#TASK_A2G">TASK_A2G</a></td>
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<td class="summary">
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<h1>TASK_A2G class, extends <a href="Task.html##(TASK)">Task#TASK</a></h1>
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<p>The TASK_A2G class defines Air To Ground tasks for a <a href="Set.html">Set</a> of Target Units,
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based on the tasking capabilities defined in <a href="Task.html##(TASK)">Task#TASK</a>.</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="#TASK_A2G_BAI">TASK_A2G_BAI</a></td>
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<td class="summary">
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<h1>TASK<em>A2G</em>BAI class, extends <a href="Task_A2G.html##(TASK_A2G)">Task<em>A2G#TASK</em>A2G</a></h1>
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<p>The TASK<em>A2G</em>BAI class defines an Battlefield Air Interdiction task for a human player to be executed.</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="#TASK_A2G_CAS">TASK_A2G_CAS</a></td>
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<td class="summary">
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<h1>TASK<em>A2G</em>CAS class, extends <a href="Task_A2G.html##(TASK_A2G)">Task<em>A2G#TASK</em>A2G</a></h1>
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<p>The TASK<em>A2G</em>CAS class defines an Close Air Support task for a human player to be executed.</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="#TASK_A2G_SEAD">TASK_A2G_SEAD</a></td>
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<td class="summary">
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<h1>TASK<em>A2G</em>SEAD class, extends <a href="Task_A2G.html##(TASK_A2G)">Task<em>A2G#TASK</em>A2G</a></h1>
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<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>
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</td>
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</tr>
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</table>
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<h2><a id="#(TASK_A2G)">Type <code>TASK_A2G</code></a></h2>
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<table class="function_list">
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<tr>
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<td class="name" nowrap="nowrap"><a href="##(TASK_A2G).GetGoalTotal">TASK_A2G:GetGoalTotal()</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="##(TASK_A2G).GetMarkInfo">TASK_A2G:GetMarkInfo(TaskInfoID, TaskInfo)</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="##(TASK_A2G).GetPlannedMenuText">TASK_A2G:GetPlannedMenuText()</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="##(TASK_A2G).GetRendezVousCoordinate">TASK_A2G:GetRendezVousCoordinate(TaskUnit)</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="##(TASK_A2G).GetRendezVousZone">TASK_A2G:GetRendezVousZone(TaskUnit)</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="##(TASK_A2G).GetReportDetail">TASK_A2G:GetReportDetail(ReportGroup, TaskInfoID, TaskInfo)</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="##(TASK_A2G).GetTargetCoordinate">TASK_A2G:GetTargetCoordinate(TaskUnit)</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="##(TASK_A2G).GetTargetZone">TASK_A2G:GetTargetZone(TaskUnit)</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="##(TASK_A2G).InitialTargets">TASK_A2G.InitialTargets</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="##(TASK_A2G).InitialThreat">TASK_A2G.InitialThreat</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="##(TASK_A2G).New">TASK_A2G:New(Mission, SetGroup, TaskName, UnitSetTargets, TargetDistance, TargetZone, TargetSetUnit, TaskType, TaskBriefing)</a></td>
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<td class="summary">
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<p>Instantiates a new TASK_A2G.</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="##(TASK_A2G).ReportOrder">TASK_A2G:ReportOrder(ReportGroup)</a></td>
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<td class="summary">
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<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>
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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="##(TASK_A2G).SetGoalTotal">TASK_A2G:SetGoalTotal()</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="##(TASK_A2G).SetRendezVousCoordinate">TASK_A2G:SetRendezVousCoordinate(RendezVousCoordinate, RendezVousRange, TaskUnit)</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="##(TASK_A2G).SetRendezVousZone">TASK_A2G:SetRendezVousZone(RendezVousZone, TaskUnit)</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="##(TASK_A2G).SetTargetCoordinate">TASK_A2G:SetTargetCoordinate(TargetCoordinate, TaskUnit)</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="##(TASK_A2G).SetTargetSetUnit">TASK_A2G:SetTargetSetUnit(TargetSetUnit)</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="##(TASK_A2G).SetTargetZone">TASK_A2G:SetTargetZone(TargetZone, TaskUnit)</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="##(TASK_A2G).TargetSetUnit">TASK_A2G.TargetSetUnit</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="##(TASK_A2G).UpdateTaskInfo">TASK_A2G:UpdateTaskInfo()</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="##(TASK_A2G).onafterGoal">TASK_A2G:onafterGoal(TaskUnit, From, Event, To)</a></td>
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<td class="summary">
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<p>This method checks every 10 seconds if the goal has been reached of the task.</p>
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</td>
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</tr>
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</table>
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<h2><a id="#(TASK_A2G_BAI)">Type <code>TASK_A2G_BAI</code></a></h2>
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<table class="function_list">
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<tr>
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<td class="name" nowrap="nowrap"><a href="##(TASK_A2G_BAI).New">TASK_A2G_BAI:New(Mission, SetGroup, TaskName, TargetSetUnit, TaskBriefing)</a></td>
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<td class="summary">
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<p>Instantiates a new TASK<em>A2G</em>BAI.</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="##(TASK_A2G_BAI).SetScoreOnFail">TASK_A2G_BAI:SetScoreOnFail(PlayerName, Penalty, TaskUnit)</a></td>
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<td class="summary">
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<p>Set a penalty when the A2G attack has failed.</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="##(TASK_A2G_BAI).SetScoreOnProgress">TASK_A2G_BAI:SetScoreOnProgress(PlayerName, Score, TaskUnit)</a></td>
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<td class="summary">
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<p>Set a score when a target in scope of the A2G attack, has been destroyed .</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="##(TASK_A2G_BAI).SetScoreOnSuccess">TASK_A2G_BAI:SetScoreOnSuccess(PlayerName, Score, TaskUnit)</a></td>
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<td class="summary">
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<p>Set a score when all the targets in scope of the A2G attack, have been destroyed.</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="##(TASK_A2G_BAI).TargetSetUnit">TASK_A2G_BAI.TargetSetUnit</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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<h2><a id="#(TASK_A2G_CAS)">Type <code>TASK_A2G_CAS</code></a></h2>
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<table class="function_list">
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<tr>
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<td class="name" nowrap="nowrap"><a href="##(TASK_A2G_CAS).New">TASK_A2G_CAS:New(Mission, SetGroup, TaskName, TargetSetUnit, TaskBriefing)</a></td>
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<td class="summary">
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<p>Instantiates a new TASK<em>A2G</em>CAS.</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="##(TASK_A2G_CAS).SetScoreOnFail">TASK_A2G_CAS:SetScoreOnFail(PlayerName, Penalty, TaskUnit)</a></td>
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<td class="summary">
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<p>Set a penalty when the A2G attack has failed.</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="##(TASK_A2G_CAS).SetScoreOnProgress">TASK_A2G_CAS:SetScoreOnProgress(PlayerName, Score, TaskUnit)</a></td>
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<td class="summary">
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<p>Set a score when a target in scope of the A2G attack, has been destroyed .</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="##(TASK_A2G_CAS).SetScoreOnSuccess">TASK_A2G_CAS:SetScoreOnSuccess(PlayerName, Score, TaskUnit)</a></td>
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<td class="summary">
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<p>Set a score when all the targets in scope of the A2G attack, have been destroyed.</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="##(TASK_A2G_CAS).TargetSetUnit">TASK_A2G_CAS.TargetSetUnit</a></td>
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<td class="summary">
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</td>
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</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>:
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The set of groups for which the Task can be assigned.</p>
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|
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</li>
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<li>
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|
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<p><code><em>#string TaskName </em></code>:
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|
The name of the Task.</p>
|
|
|
|
</li>
|
|
<li>
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|
|
|
<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>
|
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</html>
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