MOOSE/docs/Documentation/Task_A2A.html
2017-10-20 13:54:37 +02:00

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<h1>Module <code>Task_A2A</code></h1>
<p><strong>Tasking</strong> - The TASK_A2A models tasks for players in Air to Air engagements.</p>
<p><img src="..\Presentations\TASK_A2A\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_A2A">TASK_A2A</a></td>
<td class="summary">
<h1>TASK_A2A class, extends <a href="Task.html##(TASK)">Task#TASK</a></h1>
<p>The TASK_A2A class defines Air To Air 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_A2A_ENGAGE">TASK_A2A_ENGAGE</a></td>
<td class="summary">
<h1>TASK<em>A2A</em>ENGAGE class, extends <a href="Task_A2A.html##(TASK_A2A)">Task<em>A2A#TASK</em>A2A</a></h1>
<p>The TASK<em>A2A</em>ENGAGE class defines an engage task for a human player to be executed.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="#TASK_A2A_INTERCEPT">TASK_A2A_INTERCEPT</a></td>
<td class="summary">
<h1>TASK<em>A2A</em>INTERCEPT class, extends <a href="Task_A2A.html##(TASK_A2A)">Task<em>A2A#TASK</em>A2A</a></h1>
<p>The TASK<em>A2A</em>INTERCEPT class defines an intercept task for a human player to be executed.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="#TASK_A2A_SWEEP">TASK_A2A_SWEEP</a></td>
<td class="summary">
<h1>TASK<em>A2A</em>SWEEP class, extends <a href="Task_A2A.html##(TASK_A2A)">Task<em>A2A#TASK</em>A2A</a></h1>
<p>The TASK<em>A2A</em>SWEEP class defines a sweep task for a human player to be executed.</p>
</td>
</tr>
</table>
<h2><a id="#(TASK_A2A)">Type <code>TASK_A2A</code></a></h2>
<table class="function_list">
<tr>
<td class="name" nowrap="nowrap"><a href="##(TASK_A2A).GetGoalTotal">TASK_A2A:GetGoalTotal()</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(TASK_A2A).GetMarkInfo">TASK_A2A:GetMarkInfo(TaskInfoID, TaskInfo)</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(TASK_A2A).GetPlannedMenuText">TASK_A2A:GetPlannedMenuText()</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(TASK_A2A).GetRendezVousCoordinate">TASK_A2A:GetRendezVousCoordinate(TaskUnit)</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(TASK_A2A).GetRendezVousZone">TASK_A2A:GetRendezVousZone(TaskUnit)</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(TASK_A2A).GetReportDetail">TASK_A2A:GetReportDetail(ReportGroup, TaskInfoID, TaskInfo)</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(TASK_A2A).GetTargetCoordinate">TASK_A2A:GetTargetCoordinate(TaskUnit)</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(TASK_A2A).GetTargetZone">TASK_A2A:GetTargetZone(TaskUnit)</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(TASK_A2A).New">TASK_A2A:New(Mission, SetAttack, TaskName, UnitSetTargets, TargetDistance, TargetZone, TargetSetUnit, TaskType, TaskBriefing)</a></td>
<td class="summary">
<p>Instantiates a new TASK_A2A.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(TASK_A2A).SetGoalTotal">TASK_A2A:SetGoalTotal()</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(TASK_A2A).SetRendezVousCoordinate">TASK_A2A:SetRendezVousCoordinate(RendezVousCoordinate, RendezVousRange, TaskUnit)</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(TASK_A2A).SetRendezVousZone">TASK_A2A:SetRendezVousZone(RendezVousZone, TaskUnit)</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(TASK_A2A).SetTargetCoordinate">TASK_A2A:SetTargetCoordinate(TargetCoordinate, TaskUnit)</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(TASK_A2A).SetTargetZone">TASK_A2A:SetTargetZone(TargetZone, TaskUnit, Altitude, Heading)</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(TASK_A2A).TargetSetUnit">TASK_A2A.TargetSetUnit</a></td>
<td class="summary">
</td>
</tr>
</table>
<h2><a id="#(TASK_A2A_ENGAGE)">Type <code>TASK_A2A_ENGAGE</code></a></h2>
<table class="function_list">
<tr>
<td class="name" nowrap="nowrap"><a href="##(TASK_A2A_ENGAGE).New">TASK_A2A_ENGAGE:New(Mission, SetGroup, TaskName, TargetSetUnit, TaskBriefing)</a></td>
<td class="summary">
<p>Instantiates a new TASK<em>A2A</em>ENGAGE.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(TASK_A2A_ENGAGE).ReportOrder">TASK_A2A_ENGAGE:ReportOrder(ReportGroup)</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(TASK_A2A_ENGAGE).SetScoreOnFail">TASK_A2A_ENGAGE:SetScoreOnFail(PlayerName, Penalty, TaskUnit)</a></td>
<td class="summary">
<p>Set a penalty when the A2A attack has failed.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(TASK_A2A_ENGAGE).SetScoreOnProgress">TASK_A2A_ENGAGE:SetScoreOnProgress(PlayerName, Score, TaskUnit)</a></td>
<td class="summary">
<p>Set a score when a target in scope of the A2A attack, has been destroyed .</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(TASK_A2A_ENGAGE).SetScoreOnSuccess">TASK_A2A_ENGAGE:SetScoreOnSuccess(PlayerName, Score, TaskUnit)</a></td>
<td class="summary">
<p>Set a score when all the targets in scope of the A2A attack, have been destroyed.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(TASK_A2A_ENGAGE).TargetSetUnit">TASK_A2A_ENGAGE.TargetSetUnit</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(TASK_A2A_ENGAGE).UpdateTaskInfo">TASK_A2A_ENGAGE:UpdateTaskInfo()</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(TASK_A2A_ENGAGE).onafterGoal">TASK_A2A_ENGAGE:onafterGoal(TaskUnit, From, Event, To)</a></td>
<td class="summary">
</td>
</tr>
</table>
<h2><a id="#(TASK_A2A_INTERCEPT)">Type <code>TASK_A2A_INTERCEPT</code></a></h2>
<table class="function_list">
<tr>
<td class="name" nowrap="nowrap"><a href="##(TASK_A2A_INTERCEPT).New">TASK_A2A_INTERCEPT:New(Mission, SetGroup, TaskName, TargetSetUnit, TaskBriefing)</a></td>
<td class="summary">
<p>Instantiates a new TASK<em>A2A</em>INTERCEPT.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(TASK_A2A_INTERCEPT).ReportOrder">TASK_A2A_INTERCEPT:ReportOrder(ReportGroup)</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(TASK_A2A_INTERCEPT).SetScoreOnFail">TASK_A2A_INTERCEPT:SetScoreOnFail(PlayerName, Penalty, TaskUnit)</a></td>
<td class="summary">
<p>Set a penalty when the A2A attack has failed.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(TASK_A2A_INTERCEPT).SetScoreOnProgress">TASK_A2A_INTERCEPT:SetScoreOnProgress(PlayerName, Score, TaskUnit)</a></td>
<td class="summary">
<p>Set a score when a target in scope of the A2A attack, has been destroyed .</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(TASK_A2A_INTERCEPT).SetScoreOnSuccess">TASK_A2A_INTERCEPT:SetScoreOnSuccess(PlayerName, Score, TaskUnit)</a></td>
<td class="summary">
<p>Set a score when all the targets in scope of the A2A attack, have been destroyed.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(TASK_A2A_INTERCEPT).TargetSetUnit">TASK_A2A_INTERCEPT.TargetSetUnit</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(TASK_A2A_INTERCEPT).UpdateTaskInfo">TASK_A2A_INTERCEPT:UpdateTaskInfo()</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(TASK_A2A_INTERCEPT).onafterGoal">TASK_A2A_INTERCEPT:onafterGoal(TaskUnit, From, Event, To)</a></td>
<td class="summary">
</td>
</tr>
</table>
<h2><a id="#(TASK_A2A_SWEEP)">Type <code>TASK_A2A_SWEEP</code></a></h2>
<table class="function_list">
<tr>
<td class="name" nowrap="nowrap"><a href="##(TASK_A2A_SWEEP).New">TASK_A2A_SWEEP:New(Mission, SetGroup, TaskName, TargetSetUnit, TaskBriefing)</a></td>
<td class="summary">
<p>Instantiates a new TASK<em>A2A</em>SWEEP.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(TASK_A2A_SWEEP).ReportOrder">TASK_A2A_SWEEP:ReportOrder(ReportGroup)</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(TASK_A2A_SWEEP).SetScoreOnFail">TASK_A2A_SWEEP:SetScoreOnFail(PlayerName, Penalty, TaskUnit)</a></td>
<td class="summary">
<p>Set a penalty when the A2A attack has failed.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(TASK_A2A_SWEEP).SetScoreOnProgress">TASK_A2A_SWEEP:SetScoreOnProgress(PlayerName, Score, TaskUnit)</a></td>
<td class="summary">
<p>Set a score when a target in scope of the A2A attack, has been destroyed .</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(TASK_A2A_SWEEP).SetScoreOnSuccess">TASK_A2A_SWEEP:SetScoreOnSuccess(PlayerName, Score, TaskUnit)</a></td>
<td class="summary">
<p>Set a score when all the targets in scope of the A2A attack, have been destroyed.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(TASK_A2A_SWEEP).TargetSetUnit">TASK_A2A_SWEEP.TargetSetUnit</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(TASK_A2A_SWEEP).UpdateTaskInfo">TASK_A2A_SWEEP:UpdateTaskInfo()</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(TASK_A2A_SWEEP).onafterGoal">TASK_A2A_SWEEP:onafterGoal(TaskUnit, From, Event, To)</a></td>
<td class="summary">
</td>
</tr>
</table>
<h2>Global(s)</h2>
<dl class="function">
<dt>
<em><a href="##(TASK_A2A)">#TASK_A2A</a></em>
<a id="TASK_A2A" >
<strong>TASK_A2A</strong>
</a>
</dt>
<dd>
<h1>TASK_A2A class, extends <a href="Task.html##(TASK)">Task#TASK</a></h1>
<p>The TASK_A2A class defines Air To Air 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_A2A 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 A2A task is planned.</li>
<li><strong>Assigned</strong>: The A2A task is assigned to a <a href="Group.html##(GROUP)">Group#GROUP</a>.</li>
<li><strong>Success</strong>: The A2A task is successfully completed.</li>
<li><strong>Failed</strong>: The A2A task has failed. This will happen if the player exists the task early, without communicating a possible cancellation to HQ.</li>
</ul>
<h1>1.1) Set the scoring of achievements in an A2A attack.</h1>
<p>Scoring or penalties can be given in the following circumstances:</p>
<ul>
<li><a href="##(TASK_A2A).SetScoreOnDestroy">TASK_A2A.SetScoreOnDestroy</a>(): Set a score when a target in scope of the A2A attack, has been destroyed.</li>
<li><a href="##(TASK_A2A).SetScoreOnSuccess">TASK_A2A.SetScoreOnSuccess</a>(): Set a score when all the targets in scope of the A2A attack, have been destroyed.</li>
<li><a href="##(TASK_A2A).SetPenaltyOnFailed">TASK_A2A.SetPenaltyOnFailed</a>(): Set a penalty when the A2A attack has failed.</li>
</ul>
</dd>
</dl>
<dl class="function">
<dt>
<em><a href="##(TASK_A2A_ENGAGE)">#TASK_A2A_ENGAGE</a></em>
<a id="TASK_A2A_ENGAGE" >
<strong>TASK_A2A_ENGAGE</strong>
</a>
</dt>
<dd>
<h1>TASK<em>A2A</em>ENGAGE class, extends <a href="Task_A2A.html##(TASK_A2A)">Task<em>A2A#TASK</em>A2A</a></h1>
<p>The TASK<em>A2A</em>ENGAGE class defines an engage task for a human player to be executed.</p>
<p>When enemy planes are close to human players, use this task type is used urge the players to get out there!</p>
<p>The TASK<em>A2A</em>ENGAGE is used by the <a href="Task_A2A_Dispatcher.html##(TASK_A2A_DISPATCHER)">Task<em>A2A</em>Dispatcher#TASK<em>A2A</em>DISPATCHER</a> to automatically create engage tasks
based on detected airborne enemy targets intruding friendly airspace.</p>
<p>The task is defined for a <a href="Mission.html##(MISSION)">Mission#MISSION</a>, where a friendly <a href="Set.html##(SET_GROUP)">Set#SET_GROUP</a> consisting of GROUPs with one human players each, is engaging the targets.
The task is given a name and a briefing, that is used in the menu structure and in the reporting.</p>
</dd>
</dl>
<dl class="function">
<dt>
<em><a href="##(TASK_A2A_INTERCEPT)">#TASK_A2A_INTERCEPT</a></em>
<a id="TASK_A2A_INTERCEPT" >
<strong>TASK_A2A_INTERCEPT</strong>
</a>
</dt>
<dd>
<h1>TASK<em>A2A</em>INTERCEPT class, extends <a href="Task_A2A.html##(TASK_A2A)">Task<em>A2A#TASK</em>A2A</a></h1>
<p>The TASK<em>A2A</em>INTERCEPT class defines an intercept task for a human player to be executed.</p>
<p>When enemy planes need to be intercepted by human players, use this task type to urgen the players to get out there!</p>
<p>The TASK<em>A2A</em>INTERCEPT is used by the <a href="Task_A2A_Dispatcher.html##(TASK_A2A_DISPATCHER)">Task<em>A2A</em>Dispatcher#TASK<em>A2A</em>DISPATCHER</a> to automatically create intercept tasks
based on detected airborne enemy targets intruding friendly airspace.</p>
<p>The task is defined for a <a href="Mission.html##(MISSION)">Mission#MISSION</a>, where a friendly <a href="Set.html##(SET_GROUP)">Set#SET_GROUP</a> consisting of GROUPs with one human players each, is intercepting the targets.
The task is given a name and a briefing, that is used in the menu structure and in the reporting.</p>
</dd>
</dl>
<dl class="function">
<dt>
<em><a href="##(TASK_A2A_SWEEP)">#TASK_A2A_SWEEP</a></em>
<a id="TASK_A2A_SWEEP" >
<strong>TASK_A2A_SWEEP</strong>
</a>
</dt>
<dd>
<h1>TASK<em>A2A</em>SWEEP class, extends <a href="Task_A2A.html##(TASK_A2A)">Task<em>A2A#TASK</em>A2A</a></h1>
<p>The TASK<em>A2A</em>SWEEP class defines a sweep task for a human player to be executed.</p>
<p>A sweep task needs to be given when targets were detected but somehow the detection was lost.
Most likely, these enemy planes are hidden in the mountains or are flying under radar.
These enemy planes need to be sweeped by human players, and use this task type to urge the players to get out there and find those enemy fighters.</p>
<p>The TASK<em>A2A</em>SWEEP is used by the <a href="Task_A2A_Dispatcher.html##(TASK_A2A_DISPATCHER)">Task<em>A2A</em>Dispatcher#TASK<em>A2A</em>DISPATCHER</a> to automatically create sweep tasks
based on detected airborne enemy targets intruding friendly airspace, for which the detection has been lost for more than 60 seconds.</p>
<p>The task is defined for a <a href="Mission.html##(MISSION)">Mission#MISSION</a>, where a friendly <a href="Set.html##(SET_GROUP)">Set#SET_GROUP</a> consisting of GROUPs with one human players each, is sweeping the targets.
The task is given a name and a briefing, that is used in the menu structure and in the reporting.</p>
</dd>
</dl>
<h2><a id="#(Task_A2A)" >Type <code>Task_A2A</code></a></h2>
<h2><a id="#(FSM_PROCESS)" >Type <code>FSM_PROCESS</code></a></h2>
<h2><a id="#(TASK_A2A)" >Type <code>TASK_A2A</code></a></h2>
<p>The TASK_A2A class</p>
<h3>Field(s)</h3>
<dl class="function">
<dt>
<a id="#(TASK_A2A).GetGoalTotal" >
<strong>TASK_A2A:GetGoalTotal()</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(TASK_A2A).GetMarkInfo" >
<strong>TASK_A2A: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_A2A).GetPlannedMenuText" >
<strong>TASK_A2A:GetPlannedMenuText()</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(TASK_A2A).GetRendezVousCoordinate" >
<strong>TASK_A2A: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_A2A).GetRendezVousZone" >
<strong>TASK_A2A: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_A2A).GetReportDetail" >
<strong>TASK_A2A: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_A2A).GetTargetCoordinate" >
<strong>TASK_A2A: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_A2A).GetTargetZone" >
<strong>TASK_A2A: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>
<a id="#(TASK_A2A).New" >
<strong>TASK_A2A:New(Mission, SetAttack, TaskName, UnitSetTargets, TargetDistance, TargetZone, TargetSetUnit, TaskType, TaskBriefing)</strong>
</a>
</dt>
<dd>
<p>Instantiates a new TASK_A2A.</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> SetAttack </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_A2A)">#TASK_A2A</a>:</em>
self</p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(TASK_A2A).SetGoalTotal" >
<strong>TASK_A2A:SetGoalTotal()</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(TASK_A2A).SetRendezVousCoordinate" >
<strong>TASK_A2A: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_A2A).SetRendezVousZone" >
<strong>TASK_A2A: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_A2A).SetTargetCoordinate" >
<strong>TASK_A2A: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_A2A).SetTargetZone" >
<strong>TASK_A2A:SetTargetZone(TargetZone, TaskUnit, Altitude, Heading)</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>
<li>
<p><code><em> Altitude </em></code>: </p>
</li>
<li>
<p><code><em> Heading </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_A2A).TargetSetUnit" >
<strong>TASK_A2A.TargetSetUnit</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<h2><a id="#(TASK_A2A_ENGAGE)" >Type <code>TASK_A2A_ENGAGE</code></a></h2>
<p>The TASK<em>A2A</em>ENGAGE class</p>
<h3>Field(s)</h3>
<dl class="function">
<dt>
<a id="#(TASK_A2A_ENGAGE).New" >
<strong>TASK_A2A_ENGAGE:New(Mission, SetGroup, TaskName, TargetSetUnit, TaskBriefing)</strong>
</a>
</dt>
<dd>
<p>Instantiates a new TASK<em>A2A</em>ENGAGE.</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_A2A_ENGAGE)">#TASK<em>A2A</em>ENGAGE</a>:</em>
self</p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(TASK_A2A_ENGAGE).ReportOrder" >
<strong>TASK_A2A_ENGAGE:ReportOrder(ReportGroup)</strong>
</a>
</dt>
<dd>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em> ReportGroup </em></code>: </p>
</li>
</ul>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(TASK_A2A_ENGAGE).SetScoreOnFail" >
<strong>TASK_A2A_ENGAGE:SetScoreOnFail(PlayerName, Penalty, TaskUnit)</strong>
</a>
</dt>
<dd>
<p>Set a penalty when the A2A attack has failed.</p>
<h3>Parameters</h3>
<ul>
<li>
<p><code><em>#string PlayerName </em></code>:
The name of the player.</p>
</li>
<li>
<p><code><em>#number Penalty </em></code>:
The penalty in points, must be a negative value!</p>
</li>
<li>
<p><code><em><a href="Wrapper.Unit.html##(UNIT)">Wrapper.Unit#UNIT</a> TaskUnit </em></code>: </p>
</li>
</ul>
<h3>Return value</h3>
<p><em><a href="##(TASK_A2A_ENGAGE)">#TASK<em>A2A</em>ENGAGE</a>:</em></p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(TASK_A2A_ENGAGE).SetScoreOnProgress" >
<strong>TASK_A2A_ENGAGE:SetScoreOnProgress(PlayerName, Score, TaskUnit)</strong>
</a>
</dt>
<dd>
<p>Set a score when a target in scope of the A2A attack, has been destroyed .</p>
<h3>Parameters</h3>
<ul>
<li>
<p><code><em>#string PlayerName </em></code>:
The name of the player.</p>
</li>
<li>
<p><code><em>#number Score </em></code>:
The score in points to be granted when task process has been achieved.</p>
</li>
<li>
<p><code><em><a href="Wrapper.Unit.html##(UNIT)">Wrapper.Unit#UNIT</a> TaskUnit </em></code>: </p>
</li>
</ul>
<h3>Return value</h3>
<p><em><a href="##(TASK_A2A_ENGAGE)">#TASK<em>A2A</em>ENGAGE</a>:</em></p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(TASK_A2A_ENGAGE).SetScoreOnSuccess" >
<strong>TASK_A2A_ENGAGE:SetScoreOnSuccess(PlayerName, Score, TaskUnit)</strong>
</a>
</dt>
<dd>
<p>Set a score when all the targets in scope of the A2A attack, have been destroyed.</p>
<h3>Parameters</h3>
<ul>
<li>
<p><code><em>#string PlayerName </em></code>:
The name of the player.</p>
</li>
<li>
<p><code><em>#number Score </em></code>:
The score in points.</p>
</li>
<li>
<p><code><em><a href="Wrapper.Unit.html##(UNIT)">Wrapper.Unit#UNIT</a> TaskUnit </em></code>: </p>
</li>
</ul>
<h3>Return value</h3>
<p><em><a href="##(TASK_A2A_ENGAGE)">#TASK<em>A2A</em>ENGAGE</a>:</em></p>
</dd>
</dl>
<dl class="function">
<dt>
<em><a href="Set.html##(SET_UNIT)">Set#SET_UNIT</a></em>
<a id="#(TASK_A2A_ENGAGE).TargetSetUnit" >
<strong>TASK_A2A_ENGAGE.TargetSetUnit</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(TASK_A2A_ENGAGE).UpdateTaskInfo" >
<strong>TASK_A2A_ENGAGE:UpdateTaskInfo()</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(TASK_A2A_ENGAGE).onafterGoal" >
<strong>TASK_A2A_ENGAGE:onafterGoal(TaskUnit, From, Event, To)</strong>
</a>
</dt>
<dd>
<h3>Parameters</h3>
<ul>
<li>
<p><code><em> TaskUnit </em></code>: </p>
</li>
<li>
<p><code><em> From </em></code>: </p>
</li>
<li>
<p><code><em> Event </em></code>: </p>
</li>
<li>
<p><code><em> To </em></code>: </p>
</li>
</ul>
</dd>
</dl>
<h2><a id="#(TASK_A2A_INTERCEPT)" >Type <code>TASK_A2A_INTERCEPT</code></a></h2>
<p>The TASK<em>A2A</em>INTERCEPT class</p>
<h3>Field(s)</h3>
<dl class="function">
<dt>
<a id="#(TASK_A2A_INTERCEPT).New" >
<strong>TASK_A2A_INTERCEPT:New(Mission, SetGroup, TaskName, TargetSetUnit, TaskBriefing)</strong>
</a>
</dt>
<dd>
<p>Instantiates a new TASK<em>A2A</em>INTERCEPT.</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_A2A_INTERCEPT)">#TASK<em>A2A</em>INTERCEPT</a>:</em></p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(TASK_A2A_INTERCEPT).ReportOrder" >
<strong>TASK_A2A_INTERCEPT:ReportOrder(ReportGroup)</strong>
</a>
</dt>
<dd>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em><a href="Wrapper.Group.html##(GROUP)">Wrapper.Group#GROUP</a> ReportGroup </em></code>: </p>
</li>
</ul>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(TASK_A2A_INTERCEPT).SetScoreOnFail" >
<strong>TASK_A2A_INTERCEPT:SetScoreOnFail(PlayerName, Penalty, TaskUnit)</strong>
</a>
</dt>
<dd>
<p>Set a penalty when the A2A attack has failed.</p>
<h3>Parameters</h3>
<ul>
<li>
<p><code><em>#string PlayerName </em></code>:
The name of the player.</p>
</li>
<li>
<p><code><em>#number Penalty </em></code>:
The penalty in points, must be a negative value!</p>
</li>
<li>
<p><code><em><a href="Wrapper.Unit.html##(UNIT)">Wrapper.Unit#UNIT</a> TaskUnit </em></code>: </p>
</li>
</ul>
<h3>Return value</h3>
<p><em><a href="##(TASK_A2A_INTERCEPT)">#TASK<em>A2A</em>INTERCEPT</a>:</em></p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(TASK_A2A_INTERCEPT).SetScoreOnProgress" >
<strong>TASK_A2A_INTERCEPT:SetScoreOnProgress(PlayerName, Score, TaskUnit)</strong>
</a>
</dt>
<dd>
<p>Set a score when a target in scope of the A2A attack, has been destroyed .</p>
<h3>Parameters</h3>
<ul>
<li>
<p><code><em>#string PlayerName </em></code>:
The name of the player.</p>
</li>
<li>
<p><code><em>#number Score </em></code>:
The score in points to be granted when task process has been achieved.</p>
</li>
<li>
<p><code><em><a href="Wrapper.Unit.html##(UNIT)">Wrapper.Unit#UNIT</a> TaskUnit </em></code>: </p>
</li>
</ul>
<h3>Return value</h3>
<p><em><a href="##(TASK_A2A_INTERCEPT)">#TASK<em>A2A</em>INTERCEPT</a>:</em></p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(TASK_A2A_INTERCEPT).SetScoreOnSuccess" >
<strong>TASK_A2A_INTERCEPT:SetScoreOnSuccess(PlayerName, Score, TaskUnit)</strong>
</a>
</dt>
<dd>
<p>Set a score when all the targets in scope of the A2A attack, have been destroyed.</p>
<h3>Parameters</h3>
<ul>
<li>
<p><code><em>#string PlayerName </em></code>:
The name of the player.</p>
</li>
<li>
<p><code><em>#number Score </em></code>:
The score in points.</p>
</li>
<li>
<p><code><em><a href="Wrapper.Unit.html##(UNIT)">Wrapper.Unit#UNIT</a> TaskUnit </em></code>: </p>
</li>
</ul>
<h3>Return value</h3>
<p><em><a href="##(TASK_A2A_INTERCEPT)">#TASK<em>A2A</em>INTERCEPT</a>:</em></p>
</dd>
</dl>
<dl class="function">
<dt>
<em><a href="Set.html##(SET_UNIT)">Set#SET_UNIT</a></em>
<a id="#(TASK_A2A_INTERCEPT).TargetSetUnit" >
<strong>TASK_A2A_INTERCEPT.TargetSetUnit</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(TASK_A2A_INTERCEPT).UpdateTaskInfo" >
<strong>TASK_A2A_INTERCEPT:UpdateTaskInfo()</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(TASK_A2A_INTERCEPT).onafterGoal" >
<strong>TASK_A2A_INTERCEPT:onafterGoal(TaskUnit, From, Event, To)</strong>
</a>
</dt>
<dd>
<h3>Parameters</h3>
<ul>
<li>
<p><code><em> TaskUnit </em></code>: </p>
</li>
<li>
<p><code><em> From </em></code>: </p>
</li>
<li>
<p><code><em> Event </em></code>: </p>
</li>
<li>
<p><code><em> To </em></code>: </p>
</li>
</ul>
</dd>
</dl>
<h2><a id="#(TASK_A2A_SWEEP)" >Type <code>TASK_A2A_SWEEP</code></a></h2>
<p>The TASK<em>A2A</em>SWEEP class</p>
<h3>Field(s)</h3>
<dl class="function">
<dt>
<a id="#(TASK_A2A_SWEEP).New" >
<strong>TASK_A2A_SWEEP:New(Mission, SetGroup, TaskName, TargetSetUnit, TaskBriefing)</strong>
</a>
</dt>
<dd>
<p>Instantiates a new TASK<em>A2A</em>SWEEP.</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_A2A_SWEEP)">#TASK<em>A2A</em>SWEEP</a>:</em>
self</p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(TASK_A2A_SWEEP).ReportOrder" >
<strong>TASK_A2A_SWEEP:ReportOrder(ReportGroup)</strong>
</a>
</dt>
<dd>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em> ReportGroup </em></code>: </p>
</li>
</ul>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(TASK_A2A_SWEEP).SetScoreOnFail" >
<strong>TASK_A2A_SWEEP:SetScoreOnFail(PlayerName, Penalty, TaskUnit)</strong>
</a>
</dt>
<dd>
<p>Set a penalty when the A2A attack has failed.</p>
<h3>Parameters</h3>
<ul>
<li>
<p><code><em>#string PlayerName </em></code>:
The name of the player.</p>
</li>
<li>
<p><code><em>#number Penalty </em></code>:
The penalty in points, must be a negative value!</p>
</li>
<li>
<p><code><em><a href="Wrapper.Unit.html##(UNIT)">Wrapper.Unit#UNIT</a> TaskUnit </em></code>: </p>
</li>
</ul>
<h3>Return value</h3>
<p><em><a href="##(TASK_A2A_SWEEP)">#TASK<em>A2A</em>SWEEP</a>:</em></p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(TASK_A2A_SWEEP).SetScoreOnProgress" >
<strong>TASK_A2A_SWEEP:SetScoreOnProgress(PlayerName, Score, TaskUnit)</strong>
</a>
</dt>
<dd>
<p>Set a score when a target in scope of the A2A attack, has been destroyed .</p>
<h3>Parameters</h3>
<ul>
<li>
<p><code><em>#string PlayerName </em></code>:
The name of the player.</p>
</li>
<li>
<p><code><em>#number Score </em></code>:
The score in points to be granted when task process has been achieved.</p>
</li>
<li>
<p><code><em><a href="Wrapper.Unit.html##(UNIT)">Wrapper.Unit#UNIT</a> TaskUnit </em></code>: </p>
</li>
</ul>
<h3>Return value</h3>
<p><em><a href="##(TASK_A2A_SWEEP)">#TASK<em>A2A</em>SWEEP</a>:</em></p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(TASK_A2A_SWEEP).SetScoreOnSuccess" >
<strong>TASK_A2A_SWEEP:SetScoreOnSuccess(PlayerName, Score, TaskUnit)</strong>
</a>
</dt>
<dd>
<p>Set a score when all the targets in scope of the A2A attack, have been destroyed.</p>
<h3>Parameters</h3>
<ul>
<li>
<p><code><em>#string PlayerName </em></code>:
The name of the player.</p>
</li>
<li>
<p><code><em>#number Score </em></code>:
The score in points.</p>
</li>
<li>
<p><code><em><a href="Wrapper.Unit.html##(UNIT)">Wrapper.Unit#UNIT</a> TaskUnit </em></code>: </p>
</li>
</ul>
<h3>Return value</h3>
<p><em><a href="##(TASK_A2A_SWEEP)">#TASK<em>A2A</em>SWEEP</a>:</em></p>
</dd>
</dl>
<dl class="function">
<dt>
<em><a href="Set.html##(SET_UNIT)">Set#SET_UNIT</a></em>
<a id="#(TASK_A2A_SWEEP).TargetSetUnit" >
<strong>TASK_A2A_SWEEP.TargetSetUnit</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(TASK_A2A_SWEEP).UpdateTaskInfo" >
<strong>TASK_A2A_SWEEP:UpdateTaskInfo()</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(TASK_A2A_SWEEP).onafterGoal" >
<strong>TASK_A2A_SWEEP:onafterGoal(TaskUnit, From, Event, To)</strong>
</a>
</dt>
<dd>
<h3>Parameters</h3>
<ul>
<li>
<p><code><em> TaskUnit </em></code>: </p>
</li>
<li>
<p><code><em> From </em></code>: </p>
</li>
<li>
<p><code><em> Event </em></code>: </p>
</li>
<li>
<p><code><em> To </em></code>: </p>
</li>
</ul>
</dd>
</dl>
</div>
</div>
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