/*
INCLUDE INHERITED ENTRIES: false
SHOW CLASSES ONLY: false
CONFIG PATH: bin\config.bin/CfgVehicles/ModuleTaskCreate_F
SOURCE ADD-ON(S): A3_Modules_F_Intel
*/
class ModuleTaskCreate_F: Module_F
{
author = "Bohemia Interactive";
_generalMacro = "ModuleTaskCreate_F";
scope = 2;
displayName = "Create Task";
category = "Intel";
icon = "\a3\Modules_F\Data\iconTaskCreate_ca.paa";
function = "BIS_fnc_ModuleTaskCreate";
isTriggerActivated = 1;
class Attributes: AttributesBase
{
class Owner: Combo
{
property = "ModuleTaskCreate_F_Owner";
displayName = "Owner";
typeName = "NUMBER";
defaultValue = 1;
class values
{
class Unit
{
name = "Synchronized objects only";
value = 0;
};
class Group
{
name = "Groups of synchronized objects";
value = 1;
default = 1;
};
class Side
{
name = "Sides of synchronized units";
value = 2;
};
class All
{
name = "All playable units";
value = 3;
};
class West
{
name = "BLUFOR";
value = 4;
};
class East
{
name = "OPFOR";
value = 5;
};
class Guer
{
name = "Independent";
value = 6;
};
class Civ
{
name = "Civilian";
value = 7;
};
};
};
class ID: Edit
{
property = "ModuleTaskCreate_F_ID";
displayName = "Task ID";
tooltip = "Unique task ID used to refer to this task. When empty, module variable name will be used. If even that one is undefined, generic name will be used by default.";
control = "EditShort";
};
class IDParent: Edit
{
property = "ModuleTaskCreate_F_IDParent";
displayName = "Parent Task ID";
tooltip = "ID of the parent task. When empty, the task will have no parent and will be shown in root.";
control = "EditShort";
};
class Title: Edit
{
property = "ModuleTaskCreate_F_Title";
displayName = "Title";
tooltip = "";
isLocalized = 1;
};
class Description: Edit
{
property = "ModuleTaskCreate_F_Description";
displayName = "Description";
tooltip = "";
control = "EditMulti5";
isLocalized = 1;
};
class Marker: Edit
{
property = "ModuleTaskCreate_F_Marker";
displayName = "Marker";
tooltip = "";
isLocalized = 1;
};
class Destination: Combo
{
property = "ModuleTaskCreate_F_Destination";
displayName = "Destination";
tooltip = "";
typeName = "NUMBER";
defaultValue = 1;
class Values
{
class Disabled
{
name = "Disabled";
value = 0;
};
class Module
{
name = "Module position";
value = 1;
default = 1;
};
class Sync
{
name = "Synchronized object";
value = 2;
};
};
};
class State: Default
{
property = "ModuleTaskCreate_F_State";
displayName = "State";
tooltip = "";
defaultValue = "'CREATED'";
control = "TaskStates";
};
class Type: Default
{
property = "ModuleTaskCreate_F_Type";
displayName = "Task Type";
tooltip = "Fill in a task type to give the task a specific icon. For the list of default task types, see the community wiki topic named 'Tasks Overhaul'.";
control = "TaskTypes";
defaultValue = "'Default'";
};
class AlwaysVisible: CheckboxNumber
{
property = "ModuleTaskCreate_F_AlwaysVisible";
displayName = "Always Visible";
tooltip = "By default, the task is visible only when assigned. If this setting is enabled, the task will show even when it is not assigned.";
typeName = "NUMBER";
defaultValue = 0;
};
class ShowNotification: CheckboxNumber
{
property = "ModuleTaskCreate_F_ShowNotification";
displayName = "Show Notification";
tooltip = "";
typeName = "NUMBER";
defaultValue = 1;
};
class ModuleDescription: ModuleDescription
{
};
};
class Arguments
{
class Owner
{
displayName = "Owner";
description = "";
typeName = "NUMBER";
class values
{
class Unit
{
name = "Synchronized objects only";
value = 0;
};
class Group
{
name = "Groups of synchronized objects";
value = 1;
default = 1;
};
class Side
{
name = "Sides of synchronized units";
value = 2;
};
class All
{
name = "All playable units";
value = 3;
};
class West
{
name = "BLUFOR";
value = 4;
};
class East
{
name = "OPFOR";
value = 5;
};
class Guer
{
name = "Independent";
value = 6;
};
class Civ
{
name = "Civilian";
value = 7;
};
};
};
class ID
{
displayName = "Task ID";
description = "Unique task ID used to refer to this task. When empty, module variable name will be used. If even that one is undefined, generic name will be used by default.";
};
class Title
{
displayName = "Title";
description = "";
};
class Description
{
displayName = "Description";
description = "";
};
class Marker
{
displayName = "Marker";
description = "";
};
class Destination
{
displayName = "Destination";
description = "";
typeName = "NUMBER";
class Values
{
class Disabled
{
name = "Disabled";
value = 0;
};
class Module
{
name = "Module position";
value = 1;
default = 1;
};
};
};
class State
{
displayName = "State";
description = "";
class Values
{
class Created
{
name = "Created";
value = "CREATED";
default = 1;
};
class Assigned
{
name = "Assigned";
value = "ASSIGNED";
};
class Succeeded
{
name = "Succeeded";
value = "SUCCEEDED";
};
class Failed
{
name = "Failed";
value = "FAILED";
};
class Canceled
{
name = "Canceled";
value = "CANCELED";
};
};
};
class Type
{
displayName = "Task Type";
description = "Fill in a task type to give the task a specific icon. For the list of default task types, see the community wiki topic named 'Tasks Overhaul'.";
};
class AlwaysVisible
{
displayName = "Always Visible";
description = "By default, the task is visible only when assigned. If this setting is enabled, the task will show even when it is not assigned.";
typeName = "NUMBER";
class Values
{
class Disabled
{
name = "Disabled";
value = 0;
default = 1;
};
class Enabled
{
name = "Enabled";
value = 1;
};
};
};
};
class ModuleDescription: ModuleDescription
{
description = "Add a task to synced objects or to larger pool of units.";
sync[] = {"AnyBrain"};
class AnyBrain: AnyBrain
{
optional = 1;
};
};
};
class ID: Edit
{
property = "ModuleTaskCreate_F_ID";
displayName = "Task ID";
tooltip = "Unique task ID used to refer to this task. When empty, module variable name will be used. If even that one is undefined, generic name will be used by default.";
control = "EditShort";
**// unique = 0; // When 1, only one entity of the type can have the value in the mission (used for example for variable names or player control)//**
};
class IDParent: Edit
{
property = "ModuleTaskCreate_F_IDParent";
displayName = "Parent Task ID";
tooltip = "ID of the parent task. When empty, the task will have no parent and will be shown in root.";
control = "EditShort";
**// unique = 0; // When 1, only one entity of the type can have the value in the mission (used for example for variable names or player control)//**
};