vsTASKER 7 User Manual
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Index

Properties

 
Properties
1

Name

1. Name
Name of the behavior object. Must be unique.
 
2

Group

2. Group
Name of the holding group if embedded (ie: group1::group2...)
 
3

Definition

3. Definition
Name of the referenced object (logic, knowledge or model).
Use the button ... to select another one.
 
4

Type

4.
Type (category) of the referenced object (Logic, Knowledge or Model)
 
5

Color

5. Color
Open a color selector dialog to define the background color of the behavior object display on the diagram.
It is a good idea to use different colors per type of objects or behavior (groups can also clean the design).
 
6

Ungroup

6. Ungroup
Use this button to ungroup (of one level) the behavior object, if embedded.
 
7

Properties

7. Properties
Open the referenced object property window.
 
8

Runtime

8. Runtime
Change locally if needed the default component runtime heart beat. Although it might not be recommended to change the default settings for internal components, it may be interesting to have different frequency for different entities sharing the same component.
Let's imagine a component that checks the distance to a target. A high speed entity like an aircraft would have the component running at a higher frequency than the same one attached to a human character or a very slow entity.
See here for the frequency explanations.
 
9

Points

9. Points
Setting of the Entry and/or Exit Points attached to the behavior object.
They must be created from the diagram panel first.
 
10

Before Start

10. Before Start
Specify here the event or fact to be triggered just before the behavior object is activated.
 
11

When Done

11. When Done
Perform mode set the termination mode:
 
  • Connect: The connection link is activated. Event/Fact are triggered.
  • Done: The connection link will not be activated. Event/Fact are triggered.
  • Quit: All behavior objects are stopped. If inside a group, all group objects are stopped and group is left. Event/Fact are triggered.
  • Nothing: Like Done, but without Event/Fact triggering.
 
Specify here the event or fact to be triggered just after the behavior object is left.
 
12

Start

12.
Start/Restart the behavior object.
 
13

Pause

13.
Pause the behavior object if running.
 
14

Stop

14.
Stop the behavior object but do not connect (only for Logic and Knowledge).
 
15

Leave

15.
Stop the behavior object and connect to the next one (only for Logic and Knowledge).
 
16

Disabled

16. Disabled
Check this option to disable the behavior object. When disabled, the object is not instanciated and code not generated.
A disabled object cannot be started at runtime.
 
17

Inactive at Start

17. Inactive at Start
Check this option to suspend execution at startup of the behavior object.
Manual start is mandatory (from the GUI or from the code).