MOOSE/docs/Documentation/Task_Cargo.html
2017-04-20 18:06:27 +02:00

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<h1>Module <code>Task_Cargo</code></h1>
<p><strong>Tasking (Release 2.1)</strong> -- The TASK_CARGO models tasks for players to transport <a href="Cargo.html">Cargo</a>.</p>
<p><img src="..\Presentations\TASK_CARGO\Dia1.JPG" alt="Banner Image"/></p>
<hr/>
<p>The Moose framework provides various CARGO classes that allow DCS phisical or logical objects to be transported or sling loaded by Carriers.
The CARGO_ classes, as part of the moose core, are able to Board, Load, UnBoard and UnLoad cargo between Carrier units.</p>
<p>This collection of classes in this module define tasks for human players to handle these cargo objects.
Cargo can be transported, picked-up, deployed and sling-loaded from and to other places.</p>
<p>The following classes are important to consider:</p>
<ul>
<li><a href="##(TASK_CARGO_TRANSPORT)">#TASK<em>CARGO</em>TRANSPORT</a>: Defines a task for a human player to transport a set of cargo between various zones.</li>
</ul>
<p>==</p>
<h1><strong>API CHANGE HISTORY</strong></h1>
<p>The underlying change log documents the API changes. Please read this carefully. The following notation is used:</p>
<ul>
<li><strong>Added</strong> parts are expressed in bold type face.</li>
<li><em>Removed</em> parts are expressed in italic type face.</li>
</ul>
<p>Hereby the change log:</p>
<p>2017-03-09: Revised version.</p>
<hr/>
<h1><strong>AUTHORS and CONTRIBUTIONS</strong></h1>
<h3>Contributions:</h3>
<h3>Authors:</h3>
<ul>
<li><strong>FlightControl</strong>: Concept, Design &amp; Programming.
</li>
</ul>
<h2>Global(s)</h2>
<table class="function_list">
<tr>
<td class="name" nowrap="nowrap"><a href="#TASK_CARGO">TASK_CARGO</a></td>
<td class="summary">
<h1>TASK_CARGO class, extends <a href="Task.html##(TASK)">Task#TASK</a></h1>
<h2>A flexible tasking system</h2>
<p>The TASK_CARGO classes provide you with a flexible tasking sytem,
that allows you to transport cargo of various types between various locations
and various dedicated deployment zones.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="#TASK_CARGO_TRANSPORT">TASK_CARGO_TRANSPORT</a></td>
<td class="summary">
</td>
</tr>
</table>
<h2><a id="#(FSM_PROCESS)">Type <code>FSM_PROCESS</code></a></h2>
<table class="function_list">
<tr>
<td class="name" nowrap="nowrap"><a href="##(FSM_PROCESS).Cargo">FSM_PROCESS.Cargo</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(FSM_PROCESS).DeployZone">FSM_PROCESS.DeployZone</a></td>
<td class="summary">
</td>
</tr>
</table>
<h2><a id="#(TASK_CARGO)">Type <code>TASK_CARGO</code></a></h2>
<table class="function_list">
<tr>
<td class="name" nowrap="nowrap"><a href="##(TASK_CARGO).AddDeployZone">TASK_CARGO:AddDeployZone(DeployZone, TaskUnit)</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(TASK_CARGO).DeployZones">TASK_CARGO.DeployZones</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(TASK_CARGO).GetCargoSet">TASK_CARGO:GetCargoSet()</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(TASK_CARGO).GetDeployZones">TASK_CARGO:GetDeployZones()</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(TASK_CARGO).GetPlannedMenuText">TASK_CARGO:GetPlannedMenuText()</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(TASK_CARGO).GetTargetZone">TASK_CARGO:GetTargetZone(TaskUnit)</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(TASK_CARGO).New">TASK_CARGO:New(Mission, SetGroup, TaskName, SetCargo, TaskType)</a></td>
<td class="summary">
<p>Instantiates a new TASK_CARGO.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(TASK_CARGO).RemoveDeployZone">TASK_CARGO:RemoveDeployZone(DeployZone, TaskUnit)</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(TASK_CARGO).SetCargo">TASK_CARGO.SetCargo</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(TASK_CARGO).SetCargoPickup">TASK_CARGO:SetCargoPickup(Cargo, TaskUnit)</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(TASK_CARGO).SetDeployZone">TASK_CARGO:SetDeployZone(DeployZone, TaskUnit)</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(TASK_CARGO).SetDeployZones">TASK_CARGO:SetDeployZones(@, TaskUnit, DeployZones)</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(TASK_CARGO).SetPenaltyOnFailed">TASK_CARGO:SetPenaltyOnFailed(Text, 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_CARGO).SetScoreOnDestroy">TASK_CARGO:SetScoreOnDestroy(Text, 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_CARGO).SetScoreOnSuccess">TASK_CARGO:SetScoreOnSuccess(Text, 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_CARGO).TaskType">TASK_CARGO.TaskType</a></td>
<td class="summary">
</td>
</tr>
</table>
<h2><a id="#(TASK_CARGO_TRANSPORT)">Type <code>TASK_CARGO_TRANSPORT</code></a></h2>
<table class="function_list">
<tr>
<td class="name" nowrap="nowrap"><a href="##(TASK_CARGO_TRANSPORT).ClassName">TASK_CARGO_TRANSPORT.ClassName</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(TASK_CARGO_TRANSPORT).IsAllCargoTransported">TASK_CARGO_TRANSPORT:IsAllCargoTransported()</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(TASK_CARGO_TRANSPORT).New">TASK_CARGO_TRANSPORT:New(Mission, SetGroup, TaskName, SetCargo)</a></td>
<td class="summary">
<p>Instantiates a new TASK<em>CARGO</em>TRANSPORT.</p>
</td>
</tr>
</table>
<h2>Global(s)</h2>
<dl class="function">
<dt>
<em><a href="##(TASK_CARGO)">#TASK_CARGO</a></em>
<a id="TASK_CARGO" >
<strong>TASK_CARGO</strong>
</a>
</dt>
<dd>
<h1>TASK_CARGO class, extends <a href="Task.html##(TASK)">Task#TASK</a></h1>
<h2>A flexible tasking system</h2>
<p>The TASK_CARGO classes provide you with a flexible tasking sytem,
that allows you to transport cargo of various types between various locations
and various dedicated deployment zones.</p>
<p>The cargo in scope of the TASK<em>CARGO classes must be explicitly given, and is of type SET</em>CARGO.
The SET_CARGO contains a collection of CARGO objects that must be handled by the players in the mission.</p>
<h2>Task execution experience from the player perspective</h2>
<p>A human player can join the battle field in a client airborne slot or a ground vehicle within the CA module (ALT-J).
The player needs to accept the task from the task overview list within the mission, using the radio menus.</p>
<p>Once the TASK_CARGO is assigned to the player and accepted by the player, the player will obtain
an extra <strong>Cargo Handling Radio Menu</strong> that contains the CARGO objects that need to be transported.</p>
<p>Each CARGO object has a certain state:</p>
<ul>
<li><strong>UnLoaded</strong>: The CARGO is located within the battlefield. It may still need to be transported.</li>
<li><strong>Loaded</strong>: The CARGO is loaded within a Carrier. This can be your air unit, or another air unit, or even a vehicle.</li>
<li><strong>Boarding</strong>: The CARGO is running or moving towards your Carrier for loading.</li>
<li><strong>UnBoarding</strong>: The CARGO is driving or jumping out of your Carrier and moves to a location in the Deployment Zone.</li>
</ul>
<p>Cargo must be transported towards different **Deployment <a href="Zone.html">Zone</a>s**.</p>
<p>The Cargo Handling Radio Menu system allows to execute <strong>various actions</strong> to handle the cargo.
In the menu, you'll find for each CARGO, that is part of the scope of the task, various actions that can be completed.
Depending on the location of your Carrier unit, the menu options will vary.</p>
<h2>Cargo Pickup and Boarding</h2>
<p>For cargo boarding, a cargo can only execute the boarding actions if it is within the foreseen <strong>Reporting Range</strong>.
Therefore, it is important that you steer your Carrier within the Reporting Range,
so that boarding actions can be executed on the cargo.
To Pickup and Board cargo, the following menu items will be shown in your carrier radio menu:</p>
<h3>Board Cargo</h3>
<p>If your Carrier is within the Reporting Range of the cargo, it will allow to pickup the cargo by selecting this menu option.
Depending on the Cargo type, the cargo will either move to your Carrier or you will receive instructions how to handle the cargo
pickup. If the cargo moves to your carrier, it will indicate the boarding status.
Note that multiple units need to board your Carrier, so it is required to await the full boarding process.
Once the cargo is fully boarded within your Carrier, you will be notified of this.</p>
<p>Note that for airborne Carriers, it is required to land first before the Boarding process can be initiated.
If during boarding the Carrier gets airborne, the boarding process will be cancelled.</p>
<h2>Pickup Cargo</h2>
<p>If your Carrier is not within the Reporting Range of the cargo, the HQ will guide you to its location.
Routing information is shown in flight that directs you to the cargo within Reporting Range.
Upon arrival, the Cargo will contact you and further instructions will be given.
When your Carrier is airborne, you will receive instructions to land your Carrier.
The action will not be completed until you've landed your Carrier.</p>
<h2>Cargo Deploy and UnBoarding</h2>
<p>Various Deployment Zones can be foreseen in the scope of the Cargo transportation. Each deployment zone can be of varying <a href="Zone.html">Zone</a> type.
The Cargo Handling Radio Menu provides with menu options to execute an action to steer your Carrier to a specific Zone.</p>
<h3>UnBoard Cargo</h3>
<p>If your Carrier is already within a Deployment Zone,
then the Cargo Handling Radio Menu allows to <strong>UnBoard</strong> a specific cargo that is
loaded within your Carrier group into the Deployment Zone.
Note that the Unboarding process takes a while, as the cargo units (infantry or vehicles) must unload from your Carrier.
Ensure that you stay at the position or stay on the ground while Unboarding.
If any unforeseen manoeuvre is done by the Carrier, then the Unboarding will be cancelled.</p>
<h3>Deploy Cargo</h3>
<p>If your Carrier is not within a Deployment Zone, you'll need to fly towards one.
Fortunately, the Cargo Handling Radio Menu provides you with menu options to select a specific Deployment Zone to fly towards.
Once a Deployment Zone has been selected, your Carrier will receive routing information from HQ towards the Deployment Zone center.
Upon arrival, the HQ will provide you with further instructions.
When your Carrier is airborne, you will receive instructions to land your Carrier.
The action will not be completed until you've landed your Carrier!</p>
<h2>Handle TASK_CARGO Events ...</h2>
<p>The TASK_CARGO classes define <a href="Cargo.html">Cargo</a> transport tasks,
based on the tasking capabilities defined in <a href="Task.html##(TASK)">Task#TASK</a>.</p>
<h3>Specific TASK_CARGO Events</h3>
<p>Specific Cargo Handling event can be captured, that allow to trigger specific actions!</p>
<ul>
<li><strong>Boarded</strong>: Triggered when the Cargo has been Boarded into your Carrier.</li>
<li><strong>UnBoarded</strong>: Triggered when the cargo has been Unboarded from your Carrier and has arrived at the Deployment Zone.</li>
</ul>
<h3>Standard TASK_CARGO Events</h3>
<p>The TASK_CARGO is implemented using a <a href="Statemachine.html##(FSM_TASK)">Statemachine#FSM_TASK</a>, and has the following standard statuses:</p>
<ul>
<li><strong>None</strong>: Start of the process.</li>
<li><strong>Planned</strong>: The cargo task is planned.</li>
<li><strong>Assigned</strong>: The cargo task is assigned to a <a href="Group.html##(GROUP)">Group#GROUP</a>.</li>
<li><strong>Success</strong>: The cargo task is successfully completed.</li>
<li><strong>Failed</strong>: The cargo task has failed. This will happen if the player exists the task early, without communicating a possible cancellation to HQ.</li>
</ul>
<hr/>
</dd>
</dl>
<dl class="function">
<dt>
<em><a href="##(TASK_CARGO_TRANSPORT)">#TASK_CARGO_TRANSPORT</a></em>
<a id="TASK_CARGO_TRANSPORT" >
<strong>TASK_CARGO_TRANSPORT</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<h2><a id="#(Task_Cargo)" >Type <code>Task_Cargo</code></a></h2>
<h2><a id="#(FSM_PROCESS)" >Type <code>FSM_PROCESS</code></a></h2>
<h3>Field(s)</h3>
<dl class="function">
<dt>
<em><a href="Core.Cargo.html##(CARGO_GROUP)">Core.Cargo#CARGO_GROUP</a></em>
<a id="#(FSM_PROCESS).Cargo" >
<strong>FSM_PROCESS.Cargo</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<em></em>
<a id="#(FSM_PROCESS).DeployZone" >
<strong>FSM_PROCESS.DeployZone</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<h2><a id="#(TASK_CARGO)" >Type <code>TASK_CARGO</code></a></h2>
<h3>Field(s)</h3>
<dl class="function">
<dt>
<a id="#(TASK_CARGO).AddDeployZone" >
<strong>TASK_CARGO:AddDeployZone(DeployZone, TaskUnit)</strong>
</a>
</dt>
<dd>
<h3>Parameters</h3>
<ul>
<li>
<p><code><em><a href="Core.Zone.html##(ZONE)">Core.Zone#ZONE</a> DeployZone </em></code>: </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_CARGO)">#TASK_CARGO</a>:</em></p>
</dd>
</dl>
<dl class="function">
<dt>
<em></em>
<a id="#(TASK_CARGO).DeployZones" >
<strong>TASK_CARGO.DeployZones</strong>
</a>
</dt>
<dd>
<p> setmetatable( {}, { __mode = "v" } ) -- weak table on value</p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(TASK_CARGO).GetCargoSet" >
<strong>TASK_CARGO:GetCargoSet()</strong>
</a>
</dt>
<dd>
<h3>Return value</h3>
<p><em><a href="Core.Set.html##(SET_CARGO)">Core.Set#SET_CARGO</a>:</em>
The Cargo Set.</p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(TASK_CARGO).GetDeployZones" >
<strong>TASK_CARGO:GetDeployZones()</strong>
</a>
</dt>
<dd>
<h3>Return value</h3>
<p><em><a href="##(list)">#list</a>:</em>
Core.Zone#ZONE_BASE> The Deployment Zones.</p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(TASK_CARGO).GetPlannedMenuText" >
<strong>TASK_CARGO:GetPlannedMenuText()</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(TASK_CARGO).GetTargetZone" >
<strong>TASK_CARGO: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_CARGO).New" >
<strong>TASK_CARGO:New(Mission, SetGroup, TaskName, SetCargo, TaskType)</strong>
</a>
</dt>
<dd>
<p>Instantiates a new TASK_CARGO.</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="Core.Set.html##(SET_CARGO)">Core.Set#SET_CARGO</a> SetCargo </em></code>:
The scope of the cargo to be transported.</p>
</li>
<li>
<p><code><em>#string TaskType </em></code>:
The type of Cargo task.</p>
</li>
</ul>
<h3>Return value</h3>
<p><em><a href="##(TASK_CARGO)">#TASK_CARGO</a>:</em>
self</p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(TASK_CARGO).RemoveDeployZone" >
<strong>TASK_CARGO:RemoveDeployZone(DeployZone, TaskUnit)</strong>
</a>
</dt>
<dd>
<h3>Parameters</h3>
<ul>
<li>
<p><code><em><a href="Core.Zone.html##(ZONE)">Core.Zone#ZONE</a> DeployZone </em></code>: </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_CARGO)">#TASK_CARGO</a>:</em></p>
</dd>
</dl>
<dl class="function">
<dt>
<em></em>
<a id="#(TASK_CARGO).SetCargo" >
<strong>TASK_CARGO.SetCargo</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(TASK_CARGO).SetCargoPickup" >
<strong>TASK_CARGO:SetCargoPickup(Cargo, TaskUnit)</strong>
</a>
</dt>
<dd>
<h3>Parameters</h3>
<ul>
<li>
<p><code><em><a href="AI.AI_Cargo.html##(AI_CARGO)">AI.AI<em>Cargo#AI</em>CARGO</a> Cargo </em></code>:
The cargo.</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_CARGO)">#TASK_CARGO</a>:</em></p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(TASK_CARGO).SetDeployZone" >
<strong>TASK_CARGO:SetDeployZone(DeployZone, TaskUnit)</strong>
</a>
</dt>
<dd>
<h3>Parameters</h3>
<ul>
<li>
<p><code><em><a href="Core.Zone.html##(ZONE)">Core.Zone#ZONE</a> DeployZone </em></code>: </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_CARGO)">#TASK_CARGO</a>:</em></p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(TASK_CARGO).SetDeployZones" >
<strong>TASK_CARGO:SetDeployZones(@, TaskUnit, DeployZones)</strong>
</a>
</dt>
<dd>
<h3>Parameters</h3>
<ul>
<li>
<p><code><em> @ </em></code>:
ist<Core.Zone#ZONE> DeployZones</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> DeployZones </em></code>: </p>
</li>
</ul>
<h3>Return value</h3>
<p><em><a href="##(TASK_CARGO)">#TASK_CARGO</a>:</em></p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(TASK_CARGO).SetPenaltyOnFailed" >
<strong>TASK_CARGO:SetPenaltyOnFailed(Text, 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 Text </em></code>:
The text to display to the player, when the A2G attack has failed.</p>
</li>
<li>
<p><code><em>#number Penalty </em></code>:
The penalty 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_CARGO)">#TASK_CARGO</a>:</em></p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(TASK_CARGO).SetScoreOnDestroy" >
<strong>TASK_CARGO:SetScoreOnDestroy(Text, 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 Text </em></code>:
The text to display to the player, when the target has been destroyed.</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_CARGO)">#TASK_CARGO</a>:</em></p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(TASK_CARGO).SetScoreOnSuccess" >
<strong>TASK_CARGO:SetScoreOnSuccess(Text, 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 Text </em></code>:
The text to display to the player, when all targets hav been destroyed.</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_CARGO)">#TASK_CARGO</a>:</em></p>
</dd>
</dl>
<dl class="function">
<dt>
<em></em>
<a id="#(TASK_CARGO).TaskType" >
<strong>TASK_CARGO.TaskType</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<h2><a id="#(TASK_CARGO_TRANSPORT)" >Type <code>TASK_CARGO_TRANSPORT</code></a></h2>
<p>The TASK<em>CARGO</em>TRANSPORT class</p>
<h3>Field(s)</h3>
<dl class="function">
<dt>
<em>#string</em>
<a id="#(TASK_CARGO_TRANSPORT).ClassName" >
<strong>TASK_CARGO_TRANSPORT.ClassName</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(TASK_CARGO_TRANSPORT).IsAllCargoTransported" >
<strong>TASK_CARGO_TRANSPORT:IsAllCargoTransported()</strong>
</a>
</dt>
<dd>
<h3>Return value</h3>
<p><em>#boolean:</em></p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(TASK_CARGO_TRANSPORT).New" >
<strong>TASK_CARGO_TRANSPORT:New(Mission, SetGroup, TaskName, SetCargo)</strong>
</a>
</dt>
<dd>
<p>Instantiates a new TASK<em>CARGO</em>TRANSPORT.</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="Core.Set.html##(SET_CARGO)">Core.Set#SET_CARGO</a> SetCargo </em></code>:
The scope of the cargo to be transported.</p>
</li>
</ul>
<h3>Return value</h3>
<p><em><a href="##(TASK_CARGO_TRANSPORT)">#TASK<em>CARGO</em>TRANSPORT</a>:</em>
self</p>
</dd>
</dl>
<h2><a id="#(list)" >Type <code>list</code></a></h2>
</div>
</div>
</body>
</html>