vsTASKER 7 User Manual
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Scenarios

 
A scenario is defined by a set of entities, terrain layers, plans, events and behaviors.
It also uses optional layers like features, meshes, roads, winds and RNav elements.
It will use some distribution items like sockets, DIS, HLA or STANAG 4586 messages.
 
A scenario holds a special entity called Player which has no real existence on the game play but can be seen as the master or operator.
it can have Models attached to it, Logics and Knowledge. Only Dynamic is forbidden as the Player has no position.
 
A scenario defines a situation at time t0.
    
 
Entities are represented in the Scenario environment (terrain or map) using symbols specified in the Entity Property Window. Each Entity can be selected using the mouse, and dragged somewhere else. If double clicked, the Entity property window is shown.
 
When an Entity is selected on the Map or Terrain, additional Behavior panes are available.
Can be used to delete one or a set of entities.
 
 
 
When a scenario is selected in the Environment tree list, it becomes active.
The selected scenario is marked with the sign and on the Diagram panel, it is shown plain color (inactive one is grayed out).
 
Clicking on a scenario name (Environment) or double clicking its symbol (Diagram) is enough to select and activate it.
The terrain map always display the selected scenario.
 
A database must always have at least one scenario.
 
Right click on the Diagram panel when a scenario is selected in Environment:
 
Add Scenario: create a new scenario and add it to the current database
 
Rearrange: organize the symbols in the pane
 
Import: list all exported scenarios (/Data/Shared)
 
Select All: select all symbols (for move or deletion)
 
 
When a scenario is selected into the Environment, the diagram shows the following panes:
 
Description: displays the content of the text Description. It is a good idea to display here the purpose of the scenario, how to run it and what to expect.
 
 
Scenario Log: displays all the Log entries (including the time) sent by the SIM engine using the S:log("string"); function.
Erase the content of the Log (will be kept until the next simulation start)
Save the content of the Log into a file
Print the content of the Log