vsTASKER 7 User Manual
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Index

Properties

 
Properties
1

Name

1. Name
Name of the trajectory, unique in the scenario.
 
2

Waypoints

2. Waypoints
List of all the waypoints making the trajectory.
Are displayed in each line: x,y position and proximity value.
 
3

Properties

3.
Call the property window of the selected waypoint.
 
4

Add

4.
Add a new waypoints at the end of the trajectory. Mouse changes to +.
Click on the map to drop waypoints. Right click and Done to finish edition.
 
5

Insert

5.
Add new waypoints after the selected waypoint in the list. Mouse changes to +.
Click on the map to drop waypoints. Right click and Done to finish edition.
 
6

Delete

6.
Delete the selected waypoint in the list.
 
7

Director Mode

7. Director Mode
Informative information to the navigation modeler on how the trajectory is intended to be followed.
  • Goto Point: Simple default mode. Entity will just head towards the next point regardless of its offset with the trajectory leg.
  • Follow Leg: When heading to the next waypoint, entity will try to rejoin the leg.
 
8

Data Model

8. Data Model
If a data model must be associated with the trajectory (to get extra settings or give specific data to the user code), select it from the drop down list.
To set or change the parameters (interface) of the data model, use the button.
For example, a trajectory might represent an exit procedure. User can then create a data model named FireEngine with all kind of data some other components or logics might need to process. Using the data model attachment capability, user will be able to specialize any trajectory of his scenario.
 
9

Hidden

9. Hidden
Check this option to hide the trajectory from the scenario map, when Feature layer not selected.     
Hidden features are always visible when the Feature layer is selected.
10

Read-Only

10. Read-Only
Check this option so that the user will not be able to move or reshape the trajectory.
 
11

Grounded

11. Grounded
Check this option so that all waypoints altitude will always match the terrain level below them (clamped).
 
12

When Finished

12. When Finished
When the last point of the trajectory is reached, if an event must be sent, use it here.
See event setting here.
 
13

After Finish

13. After Finish
When an extremity of the trajectory is reached, here is the advised procedure:
  • Continue: leave the trajectory and keep the same speed and heading.
  • Stop: Set speed to zero. Same heading.
  • Loop: Go back to first waypoint
  • Inverse: Do a U-turn maneuver to reenter the trajectory from the last point and follow it the other way, then back again when extremity is reached.
 
14

Color

14. Color
Color used to draw the trajectory on the map.
 
15

Pen

15. Pen
Specify here the thickness of the trajectory when drawn on the map.
Cannot be 0, use Hidden for that.
16

Outbound

16. Outbound
When end procedure is set to Inverse (13), specify here the time in seconds the entity will recede from the last point before engaging the U-turn maneuver.