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96 lines
3.8 KiB
Markdown
96 lines
3.8 KiB
Markdown
# Tasking Guide
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This chapter explains the major principles behind the tasking concepts in MOOSE.
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Tasking is achieved through the utilization of various classes that fall in the category Tasking.
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MOOSE allows humans to achieve mission goals, through the execution of tasks.
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In order to setup the Tasking, you'll have to define:
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- At least one command center object for each coalition.
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- A mission or multiple missions for each command center.
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- A task dispatcher per mission.
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**Features:**
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* Each coalition must have a command center.
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* Each command center can govern multiple missions.
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* Each command center owns a player menu.
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* Each mission can contain multiple tasks of different categories.
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* Each mission has a goal to be achieved.
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* Each mission has a state, that indicates the fase of the mission.
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* Each task can be joined by multiple human players, thus, a task is done in co-op mode.
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* Each task has a state, that indicates the fase of the task.
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* Players have their own menu. When a player joins a task, only that player will have the menu of the task.
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## 1. [**Command Center**](Documentation/Tasking.CommandCenter.html)
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A command center governs multiple missions, and takes care of the reporting and communications.
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**Features:**
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* Govern multiple missions.
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* Communicate to coalitions, groups.
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* Assign tasks.
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* Manage the menus.
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* Manage reference zones.
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## 2. [**Mission**](Documentation/Tasking.Mission.html)
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A mission models a goal to be achieved through the execution and completion of tasks by human players.
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**Features:**
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* A mission has a goal to be achieved, through the execution and completion of tasks of different categories by human players.
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* A mission manages these tasks.
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* A mission has a state, that indicates the fase of the mission.
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* A mission has a menu structure, that facilitates mission reports and tasking menus.
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* A mission can assign a task to a player.
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## 3. [**A2A Task Dispatching**](Documentation/Tasking.Task_A2A_Dispatcher.html)
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Dynamically allocates A2A tasks to human players, based on detected airborne targets through an EWR network.
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**Features:**
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* Dynamically assign tasks to human players based on detected targets.
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* Dynamically change the tasks as the tactical situation evolves during the mission.
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* Dynamically assign (CAP) Control Air Patrols tasks for human players to perform CAP.
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* Dynamically assign (GCI) Ground Control Intercept tasks for human players to perform GCI.
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* Dynamically assign Engage tasks for human players to engage on close-by airborne bogeys.
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* Define and use an EWR (Early Warning Radar) network.
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* Define different ranges to engage upon intruders.
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* Keep task achievements.
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* Score task achievements.
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## 3. [**A2G Task Dispatching**](Documentation/Tasking.Task_A2G_Dispatcher.html)
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Dynamically allocates A2G tasks to human players, based on detected ground targets through reconnaissance.
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**Features:**
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* Dynamically assign tasks to human players based on detected targets.
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* Dynamically change the tasks as the tactical situation evolves during the mission.
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* Dynamically assign (CAS) Close Air Support tasks for human players.
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* Dynamically assign (BAI) Battlefield Air Interdiction tasks for human players.
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* Dynamically assign (SEAD) Supression of Enemy Air Defense tasks for human players to eliminate G2A missile threats.
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* Define and use an EWR (Early Warning Radar) network.
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* Define different ranges to engage upon intruders.
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* Keep task achievements.
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* Score task achievements.
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