vsTASKER 7 User Manual
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Properties

 
Properties
1

Name

1. Name
Name of the Logic. Must be unique.
The class generated will be E3A_logic_Lgk.
 
2

Used by

2. Used by
List all the entities that use this Logic in their behavior.
For each line (A - B - C):
A: name of the scenario (above: Scn)
B: type of the user: Ent for Entity, Cat for Catalog and Ply for the Player.
C: name of the entity (above: E_3A)
There will be one instance of a Logic (including compound objects) for each entity that uses it in its behavior.
3

Unlink

3.
Suppress the reference to this Logic for the selected entity of the list (2).
 
4

Compound

4. Compound
List all the objects contained in the Logic.
 
5

Properties

5.
Call the property window of the selected object of the list (4).
 
6

Delete

6.
Remove the selected object of the list (4).          
When removing an object, all connectors to this object will remain dangled.
7

When Done

7. When Done
Specify here the Event or Fact that will be triggered when the Logic is exited (optional).
 
8

Disabled

8.
When checked, the Logic will not generate any code and cannot be enabled at runtime.
 
9

Import

9. Import
Use this button to import a previously exported Logic in /Data/Shared.
An exported Logic has extension .lgk
10

Export

10. Export
Use this button to export a Logic for reuse or share between databases or users.
The Logic is exported by default in /Data/Shared but can be saved in any directory or support.
An exported Logic has extension .lgk
11

Definitions

11. Definitions
Put here all the includes and structures that might be needed by the code put inside the compound objects.
Definition part is put in the generated header file.
 
12

Declarations

12. Declarations
A Logic is a class so, user can add special methods that will be used by compound objects.
Variables can also be declared here.
From a compound object code, using the activate() method (see picture below) would be done this way: L:activate() // L for Logic, only one :
Any public variable is accessible from the Logic objects (ie: L:mode)
Private data/method shall be reserved for Logic storage/process only.
 
User parameters //&& can be defined in a Logic and will generate an interface in the corresponding behavior symbol or the entity. This can be very useful when defining a general purpose Logic that will rely on parameters that will change from one entity to one another.
For example, a Logic Escape will be using some parameters like speed, way, duration, etc. and each entity using this Escape Logic will locally overwrite default values of these parameters.
 
 
13

Initialization

13. Initialization
Put here the code that is needed at every phase of the Logic. Used mainly to initialize the internal data and parameters used by the compound objects.
The initialization function is called for each instance of the Logic.
 
INIT: called once at creation time, for each entity that uses this Logic.
RESET: called several times, each time the Logic is activated.
 
     
Refer to the Developer Guide for more details on system phases/events.
14

Methods

14. Methods
Put here the methods defined in the Declaration part (if any). Leave it empty otherwise.
 
 
15

Help

15. Help
Any description of the Logic can be put here and will be used for the automatic document generation (see Make Documents)