vsTASKER 7 User Manual
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Properties

 
Properties
1

Name

1. Name
Name of the Action inside the logic.
This name can be used to retrieve the object (instance) in case user wants to activate it from source code.
 
2

Group

2. Group
If the Action is part of a Group, it will be named here.
A Group can also be part of another Group, thus, a Group name will be the concatenation of all nested Group names: group1::group2::..::group3 (here, group3 being the deepest one).
 
3

Entry Point

3. Entry Point
Use this button to access the Entry Point window (can also be opened from the diagram using double click on the Entry Point symbol).
 
4

Color

4. Color
Set here the background color of the Action symbol.
You might also personalize the default color to highlight some specific actions or associate color with functionality or priority.
 
5

Delay

5. Delay
Set here the delay between execution of the runtime part and the activation of the connection link.
Normally, without a delay, the connected object will be activated at the next cycle (if Action is not immediate).
With a Delay, it can be postponed.
See here to learn how to set a Delay.
It has the same behavior as if a Delay object is connected to the Action. Can be seen as a shortcut.
6

When Done

6. When Done
Inform about the kind of connection set for the Action after completion (meaning, when return DONE; is encountered) in the runtime part:
 
  • Connect: the Action is connected to another object of the Logic
  • Done: once the Action is finished, the logical flux is done for this one. The Action will not trigger any other object
  • Quit: the Logic is left (and returns to the Behavior level) or the group is left (if the Action is embedded into a group)
  • Nothing: Similar as Done but no event will be triggered
     
7

Throw Event

7. Throw Event
When the Action is over (and if Perform mode is not Nothing), an event can be raised.
Click here to set (or unset) the event.
 
8

Transitions

8. Transitions
List here all the objects connected to the current Action (in and out).
 
9

Properties

9.
Display the property window of the selected object in the list (8).
 
10

Delete

10.
Delete the selected object of the list.
Cannot undo.
11

Runtime

11. Runtime
The runtime part of an Action is only executed once, when the Action triggers.
The user can put whatever C/C++ code he wants there.
This code can access all vsTASKER API, all included third-party APIs and all user designed Scenario, Entity, Logic, Knowledge and Model data of the current database.
 
12

Help

12. Help
Put here whatever description of information useful to the designer to understand what the Action is about.
The help part is also used in the hint and the automatic document generation (see Make Documents).