Document mission designer task module guides
- Add setup and validation guidance for Attack, Destroy, Defuse, Delivery, Hostage, HVT, and Defend tasks - Add Eden screenshot assets and update the task screenshot reference table - Clarify when to use the Arma 3 Create Task module vs Forge task modules
@ -261,9 +261,13 @@ Those modules delegate to `forge_server_task_fnc_startTask`, which creates the
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BIS task, registers the Forge task catalog entry, sets active task state, and
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BIS task, registers the Forge task catalog entry, sets active task state, and
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dispatches the task handler.
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dispatches the task handler.
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Use the Arma 3 `Create Task` module when you need a standard BIS map task
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alongside Forge task handling. Use Forge task modules for CAD-visible task
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contracts and runtime task logic.
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@ -304,6 +308,309 @@ Zone fields that must reference area markers:
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| `ExtZone` | Hostage and HVT capture tasks | Rectangle or ellipse area marker. |
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| `ExtZone` | Hostage and HVT capture tasks | Rectangle or ellipse area marker. |
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| `CBRNZone` | Hostage CBRN variant | Rectangle or ellipse area marker. |
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| `CBRNZone` | Hostage CBRN variant | Rectangle or ellipse area marker. |
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## Task Module Setup Guides
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Use these task sections as the setup guide and capture plan. Save any new
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screenshots under `docus/public/images/eden/` with the listed filenames.
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### Attack Task
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Use `FORGE_Module_Attack` when players need to eliminate hostile units or
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vehicles.
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Existing screenshots:
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- `attack_task_mod.jpg` - Attack task module placement.
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- `attack_task_mod_params.jpg` - Attack task module attributes.
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- `attack_task_tgts.jpg` - Attack task synced to target units or vehicles.
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Setup:
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1. Place the enemy units or vehicles.
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2. Place `FORGE_Module_Attack`.
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3. Set a unique `TaskID`.
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4. Set `LimitSuccess` to the number of targets that must be killed.
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5. Set `LimitFail` if the mission should fail after too many losses.
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6. Set reward funds, rating gain/loss, end-state behavior, and optional
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`TimeLimit`.
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7. Sync the attack module directly to the target units or vehicles.
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Validation:
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- The task appears in CAD after creation.
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- Killing the configured number of targets succeeds the task.
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- `TimeLimit` uses seconds; `0` disables the timer.
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### Destroy Task
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Use `FORGE_Module_Destroy` when players must destroy objects, vehicles, or
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units.
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Setup:
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1. Place the objects, vehicles, or units that must be destroyed.
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2. Place `FORGE_Module_Destroy`.
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3. Set a unique `TaskID`.
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4. Set `LimitSuccess` to the number of targets that must be destroyed.
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5. Set `LimitFail` if the mission should fail after too many protected losses
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or failed conditions.
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6. Set reward funds, rating gain/loss, end-state behavior, and optional
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`TimeLimit`.
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7. Sync the destroy module directly to the targets.
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Validation:
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- The module reads direct syncs only.
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- Destroying the configured number of targets succeeds the task.
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- `TimeLimit` uses seconds; `0` disables the timer.
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### Defuse Task
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Use `FORGE_Module_Defuse` when players must defuse explosives while optionally
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protecting other entities.
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The Defuse task screenshots show both module placement and the required sync
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layout.
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Required module layout:
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```text
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[Defuse Task] --> [Explosive Entities] --> explosive objects
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[Defuse Task] --> [Protected Entities] --> protected objects, vehicles, or units
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```
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Setup:
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1. Place the explosive objects that players must defuse.
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2. Place `FORGE_Module_Explosives`.
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3. Sync each explosive object to `FORGE_Module_Explosives`.
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4. Place any objects, vehicles, or units that must survive.
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5. Place `FORGE_Module_Protected` when protected entities are part of the task.
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6. Sync each protected entity to `FORGE_Module_Protected`.
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7. Place `FORGE_Module_Defuse`.
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8. Set a unique `TaskID`.
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9. Set `LimitSuccess` to the number of explosives that must be defused.
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10. Set `LimitFail` to the number of protected entities that can be lost before
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failure.
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11. Set `TimeLimit` to the IED countdown in seconds.
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12. Set reward funds, rating gain/loss, and end-state behavior.
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13. Sync `FORGE_Module_Defuse` to `FORGE_Module_Explosives`.
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14. Sync `FORGE_Module_Defuse` to `FORGE_Module_Protected` if used.
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Validation:
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- The defuse task reads grouped entities, not direct object syncs.
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- The ACE defuse event resolves the correct IED for the task.
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- Defuse `TimeLimit` is the IED countdown and should be greater than `0`.
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### Delivery Task
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Use `FORGE_Module_Delivery` when players must move cargo objects into a
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delivery zone.
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The Delivery task screenshots show both module placement and the required sync
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layout.
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Required module layout:
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```text
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[Delivery Task] --> [Cargo Entities] --> cargo objects
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```
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Setup:
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1. Place the cargo objects.
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2. Create a rectangle or ellipse area marker for the delivery zone.
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3. Place `FORGE_Module_Cargo`.
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4. Sync each cargo object to `FORGE_Module_Cargo`.
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5. Place `FORGE_Module_Delivery`.
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6. Set a unique `TaskID`.
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7. Set `DeliveryZone` to the delivery marker name.
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8. Set `LimitSuccess` to the number of cargo objects that must arrive.
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9. Set `LimitFail` to the number of cargo objects that can be damaged past the
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fail threshold.
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10. Set reward funds, rating gain/loss, end-state behavior, and optional
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`TimeLimit`.
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11. Sync `FORGE_Module_Delivery` to `FORGE_Module_Cargo`.
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Validation:
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- `DeliveryZone` must be an area marker, not an icon marker.
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- The runtime checks cargo with `inArea DeliveryZone`.
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- The task succeeds only after the configured cargo count reaches the zone.
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### Hostage Task
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Use `FORGE_Module_Hostage` when players must rescue hostage units and move them
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to an extraction zone.
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The Hostage task screenshots show both module placement and the required sync
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layout.
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Required module layout:
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```text
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[Hostage Task] --> [Hostage Entities] --> hostage units
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[Hostage Task] --> [Shooter Entities] --> hostile shooter units
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```
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Setup:
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1. Place the hostage AI units.
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2. Place the hostile shooter AI units.
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3. Create a rectangle or ellipse area marker for the extraction zone.
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4. If using the CBRN variant, create a rectangle or ellipse area marker for
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`CBRNZone`.
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5. Place `FORGE_Module_Hostages`.
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6. Sync the hostage units to `FORGE_Module_Hostages`.
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7. Place `FORGE_Module_Shooters`.
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8. Sync the shooter units to `FORGE_Module_Shooters`.
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9. Place `FORGE_Module_Hostage`.
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10. Set a unique `TaskID`.
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11. Set `ExtZone` to the extraction marker name.
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12. Set `LimitSuccess` to the number of hostages that must be rescued.
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13. Set `LimitFail` to the number of hostages that can be lost before failure.
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14. Enable `CBRN Attack` or `Execution` when that mission variant is needed.
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15. If `CBRN Attack` is enabled, set `CBRNZone`.
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16. Set reward funds, rating gain/loss, end-state behavior, and optional
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`TimeLimit`.
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17. Sync `FORGE_Module_Hostage` to `FORGE_Module_Hostages`.
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18. Sync `FORGE_Module_Hostage` to `FORGE_Module_Shooters`.
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Validation:
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- `ExtZone` and `CBRNZone` must be area markers.
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- Hostage and shooter grouping modules should sync to real units only.
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- The hostage timer waits until the assigned group leader acknowledges the
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task.
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### HVT Task
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Use `FORGE_Module_HVT` when players must capture or eliminate high-value target
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units. The `HVT Task` example below shows an elimination task. The `HVT Task 1`
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example shows a capture/extract task.
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Eliminate HVT example:
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Capture HVT example:
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The HVT task screenshots show the direct HVT unit sync for both eliminate and
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capture examples.
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Setup:
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1. Place the HVT unit or units.
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2. Place `FORGE_Module_HVT`.
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3. Set a unique `TaskID`.
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4. For kill/eliminate missions, set `Capture HVT` to `False` and
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`Eliminate HVT` to `True`.
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5. For capture/extract missions, set `Capture HVT` to `True` and
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`Eliminate HVT` to `False`.
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6. If using capture mode, create a rectangle or ellipse area marker for the
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extraction zone and set `ExtZone` to that marker name.
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7. Set `LimitSuccess` to the number of HVTs that must be captured or
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eliminated.
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8. Set `LimitFail` if the mission should fail after too many HVT deaths in
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capture mode.
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9. Set reward funds, rating gain/loss, end-state behavior, and optional
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`TimeLimit`.
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10. Sync the HVT module directly to the HVT unit or units.
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Validation:
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- Capture mode requires `ExtZone`; elimination mode does not.
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- `ExtZone` must be an area marker.
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- The HVT timer waits until the assigned group leader acknowledges the task.
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### Defend Task
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Use `FORGE_Module_Defend` when players must hold an area against spawned enemy
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waves.
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The Defend task screenshots show module placement, marker setup, enemy wave
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templates, and the required sync layout.
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Setup:
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1. Create a rectangle or ellipse area marker for the defense zone.
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2. Place `FORGE_Module_Defend`.
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3. Set a unique `TaskID`.
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4. Set `DefenseZone` to the defense marker name.
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5. Set `DefendTime` to how long the area must be held.
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6. Set `WaveCount`.
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7. Set `WaveCooldown`.
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8. Set `MinBlufor` to the minimum number of friendly players or units required
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in the zone.
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9. Place one or more enemy groups or units to use as wave templates.
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10. Sync any unit from each enemy group to the defend module.
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11. Set reward funds, rating gain/loss, and end-state behavior.
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Validation:
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||||||
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- `DefenseZone` must be an area marker.
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||||||
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- Syncing one unit from an enemy group makes the whole group available as a
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wave composition.
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- If no enemy units are synced, the task falls back to default CSAT infantry
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waves.
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- The timer, waves, and empty-zone failure checks start after enough BLUFOR
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||||||
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enter the zone.
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## Task Module Quick Reference
|
## Task Module Quick Reference
|
||||||
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|
||||||
| Task Module | Sync Target | Required Marker |
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| Task Module | Sync Target | Required Marker |
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||||||
@ -383,8 +690,22 @@ filenames so the docs can reference stable assets:
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|||||||
| `ceo_unit.jpg`, `ceo_unit_var.jpg` | CEO playable unit placement and variable name. |
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| `ceo_unit.jpg`, `ceo_unit_var.jpg` | CEO playable unit placement and variable name. |
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||||||
| `dispatch_unit.jpg`, `dispatch_unit_var.jpg` | Dispatch playable unit placement and variable name. |
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| `dispatch_unit.jpg`, `dispatch_unit_var.jpg` | Dispatch playable unit placement and variable name. |
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| `blacklist_mrkr.jpg`, `blacklist_mrkr_var.jpg` | Mission-manager blacklist marker placement and marker variable naming. |
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| `blacklist_mrkr.jpg`, `blacklist_mrkr_var.jpg` | Mission-manager blacklist marker placement and marker variable naming. |
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||||||
| `create_task_mod.jpg`, `create_task_mod_params.jpg` | Generic Forge task module placement and parameters. |
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| `create_task_mod.jpg`, `create_task_mod_params.jpg` | Arma 3 Create Task module placement and parameters. |
|
||||||
| `attack_task_mod.jpg`, `attack_task_mod_params.jpg`, `attack_task_tgts.jpg` | Attack task module placement, parameters, and target sync. |
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| `attack_task_mod.jpg`, `attack_task_mod_params.jpg`, `attack_task_tgts.jpg` | Attack task module placement, parameters, and target sync. |
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||||||
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| `destroy_task_mod.jpg`, `destroy_task_mod_params.jpg`, `destroy_task_tgts.jpg` | Destroy task module placement, parameters, and target sync. |
|
||||||
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| `defuse_task_mod.jpg`, `defuse_task_mod_params.jpg` | Defuse task module placement and parameters. |
|
||||||
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| `defuse_explosives_mod.jpg`, `defuse_protected_mod.jpg` | Defuse grouping modules for explosive and protected entities. |
|
||||||
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| `delivery_task_mod.jpg`, `delivery_task_mod_params.jpg`, `delivery_cargo_mod.jpg` | Delivery task module, parameters, and Cargo Entities grouping module. |
|
||||||
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| `delivery_zone_mrkr.jpg`, `delivery_zone_mrkr_var.jpg` | Delivery area marker placement and marker name. |
|
||||||
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| `hostage_task_mod.jpg`, `hostage_task_mod_params.jpg` | Hostage task module placement and parameters. |
|
||||||
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| `hostage_entities_mod.jpg`, `hostage_shooters_mod.jpg` | Hostage grouping modules for hostage and shooter units. |
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||||||
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| `hostage_ext_zone_mrkr.jpg`, `hostage_ext_zone_mrkr_var.jpg` | Hostage extraction marker placement and marker name. |
|
||||||
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| Hostage CBRN marker | Use the same extraction-marker capture pattern if a separate CBRN screenshot is ever needed. |
|
||||||
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| `hvt_task_mod.jpg`, `hvt_task_mod_params.jpg` | HVT eliminate task module placement and parameters. |
|
||||||
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| `hvt_capture_task_mod.jpg`, `hvt_capture_task_mod_params.jpg` | HVT capture task module placement and parameters. |
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||||||
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| `hvt_ext_zone_mrkr.jpg`, `hvt_ext_zone_mrkr_var.jpg` | HVT capture extraction marker placement and marker name. |
|
||||||
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| `defend_task_mod.jpg`, `defend_task_mod_params.jpg` | Defend task module placement, parameters, wave templates, and sync. |
|
||||||
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| `defend_zone_mrkr.jpg`, `defend_zone_mrkr_var.jpg` | Defense area marker placement and marker name. |
|
||||||
| `cad-visible-task.jpg` | In-game CAD showing a task created from the Eden module. |
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| `cad-visible-task.jpg` | In-game CAD showing a task created from the Eden module. |
|
||||||
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|
||||||
Use screenshots that show the Eden left-side entity list, the selected object's
|
Use screenshots that show the Eden left-side entity list, the selected object's
|
||||||
|
|||||||
@ -261,9 +261,13 @@ Those modules delegate to `forge_server_task_fnc_startTask`, which creates the
|
|||||||
BIS task, registers the Forge task catalog entry, sets active task state, and
|
BIS task, registers the Forge task catalog entry, sets active task state, and
|
||||||
dispatches the task handler.
|
dispatches the task handler.
|
||||||
|
|
||||||

|
Use the Arma 3 `Create Task` module when you need a standard BIS map task
|
||||||
|
alongside Forge task handling. Use Forge task modules for CAD-visible task
|
||||||
|
contracts and runtime task logic.
|
||||||
|
|
||||||

|

|
||||||
|
|
||||||
|

|
||||||
|
|
||||||

|

|
||||||
|
|
||||||
@ -304,6 +308,309 @@ Zone fields that must reference area markers:
|
|||||||
| `ExtZone` | Hostage and HVT capture tasks | Rectangle or ellipse area marker. |
|
| `ExtZone` | Hostage and HVT capture tasks | Rectangle or ellipse area marker. |
|
||||||
| `CBRNZone` | Hostage CBRN variant | Rectangle or ellipse area marker. |
|
| `CBRNZone` | Hostage CBRN variant | Rectangle or ellipse area marker. |
|
||||||
|
|
||||||
|
## Task Module Setup Guides
|
||||||
|
|
||||||
|
Use these task sections as the setup guide and capture plan. Save any new
|
||||||
|
screenshots under `docus/public/images/eden/` with the listed filenames.
|
||||||
|
|
||||||
|
### Attack Task
|
||||||
|
|
||||||
|
Use `FORGE_Module_Attack` when players need to eliminate hostile units or
|
||||||
|
vehicles.
|
||||||
|
|
||||||
|
Existing screenshots:
|
||||||
|
|
||||||
|
- `attack_task_mod.jpg` - Attack task module placement.
|
||||||
|
- `attack_task_mod_params.jpg` - Attack task module attributes.
|
||||||
|
- `attack_task_tgts.jpg` - Attack task synced to target units or vehicles.
|
||||||
|
|
||||||
|
Setup:
|
||||||
|
|
||||||
|
1. Place the enemy units or vehicles.
|
||||||
|
2. Place `FORGE_Module_Attack`.
|
||||||
|
3. Set a unique `TaskID`.
|
||||||
|
4. Set `LimitSuccess` to the number of targets that must be killed.
|
||||||
|
5. Set `LimitFail` if the mission should fail after too many losses.
|
||||||
|
6. Set reward funds, rating gain/loss, end-state behavior, and optional
|
||||||
|
`TimeLimit`.
|
||||||
|
7. Sync the attack module directly to the target units or vehicles.
|
||||||
|
|
||||||
|
Validation:
|
||||||
|
|
||||||
|
- The task appears in CAD after creation.
|
||||||
|
- Killing the configured number of targets succeeds the task.
|
||||||
|
- `TimeLimit` uses seconds; `0` disables the timer.
|
||||||
|
|
||||||
|
### Destroy Task
|
||||||
|
|
||||||
|
Use `FORGE_Module_Destroy` when players must destroy objects, vehicles, or
|
||||||
|
units.
|
||||||
|
|
||||||
|

|
||||||
|
|
||||||
|

|
||||||
|
|
||||||
|

|
||||||
|
|
||||||
|
Setup:
|
||||||
|
|
||||||
|
1. Place the objects, vehicles, or units that must be destroyed.
|
||||||
|
2. Place `FORGE_Module_Destroy`.
|
||||||
|
3. Set a unique `TaskID`.
|
||||||
|
4. Set `LimitSuccess` to the number of targets that must be destroyed.
|
||||||
|
5. Set `LimitFail` if the mission should fail after too many protected losses
|
||||||
|
or failed conditions.
|
||||||
|
6. Set reward funds, rating gain/loss, end-state behavior, and optional
|
||||||
|
`TimeLimit`.
|
||||||
|
7. Sync the destroy module directly to the targets.
|
||||||
|
|
||||||
|
Validation:
|
||||||
|
|
||||||
|
- The module reads direct syncs only.
|
||||||
|
- Destroying the configured number of targets succeeds the task.
|
||||||
|
- `TimeLimit` uses seconds; `0` disables the timer.
|
||||||
|
|
||||||
|
### Defuse Task
|
||||||
|
|
||||||
|
Use `FORGE_Module_Defuse` when players must defuse explosives while optionally
|
||||||
|
protecting other entities.
|
||||||
|
|
||||||
|

|
||||||
|
|
||||||
|

|
||||||
|
|
||||||
|

|
||||||
|
|
||||||
|

|
||||||
|
|
||||||
|
The Defuse task screenshots show both module placement and the required sync
|
||||||
|
layout.
|
||||||
|
|
||||||
|
Required module layout:
|
||||||
|
|
||||||
|
```text
|
||||||
|
[Defuse Task] --> [Explosive Entities] --> explosive objects
|
||||||
|
[Defuse Task] --> [Protected Entities] --> protected objects, vehicles, or units
|
||||||
|
```
|
||||||
|
|
||||||
|
Setup:
|
||||||
|
|
||||||
|
1. Place the explosive objects that players must defuse.
|
||||||
|
2. Place `FORGE_Module_Explosives`.
|
||||||
|
3. Sync each explosive object to `FORGE_Module_Explosives`.
|
||||||
|
4. Place any objects, vehicles, or units that must survive.
|
||||||
|
5. Place `FORGE_Module_Protected` when protected entities are part of the task.
|
||||||
|
6. Sync each protected entity to `FORGE_Module_Protected`.
|
||||||
|
7. Place `FORGE_Module_Defuse`.
|
||||||
|
8. Set a unique `TaskID`.
|
||||||
|
9. Set `LimitSuccess` to the number of explosives that must be defused.
|
||||||
|
10. Set `LimitFail` to the number of protected entities that can be lost before
|
||||||
|
failure.
|
||||||
|
11. Set `TimeLimit` to the IED countdown in seconds.
|
||||||
|
12. Set reward funds, rating gain/loss, and end-state behavior.
|
||||||
|
13. Sync `FORGE_Module_Defuse` to `FORGE_Module_Explosives`.
|
||||||
|
14. Sync `FORGE_Module_Defuse` to `FORGE_Module_Protected` if used.
|
||||||
|
|
||||||
|
Validation:
|
||||||
|
|
||||||
|
- The defuse task reads grouped entities, not direct object syncs.
|
||||||
|
- The ACE defuse event resolves the correct IED for the task.
|
||||||
|
- Defuse `TimeLimit` is the IED countdown and should be greater than `0`.
|
||||||
|
|
||||||
|
### Delivery Task
|
||||||
|
|
||||||
|
Use `FORGE_Module_Delivery` when players must move cargo objects into a
|
||||||
|
delivery zone.
|
||||||
|
|
||||||
|

|
||||||
|
|
||||||
|

|
||||||
|
|
||||||
|

|
||||||
|
|
||||||
|

|
||||||
|
|
||||||
|

|
||||||
|
|
||||||
|
The Delivery task screenshots show both module placement and the required sync
|
||||||
|
layout.
|
||||||
|
|
||||||
|
Required module layout:
|
||||||
|
|
||||||
|
```text
|
||||||
|
[Delivery Task] --> [Cargo Entities] --> cargo objects
|
||||||
|
```
|
||||||
|
|
||||||
|
Setup:
|
||||||
|
|
||||||
|
1. Place the cargo objects.
|
||||||
|
2. Create a rectangle or ellipse area marker for the delivery zone.
|
||||||
|
3. Place `FORGE_Module_Cargo`.
|
||||||
|
4. Sync each cargo object to `FORGE_Module_Cargo`.
|
||||||
|
5. Place `FORGE_Module_Delivery`.
|
||||||
|
6. Set a unique `TaskID`.
|
||||||
|
7. Set `DeliveryZone` to the delivery marker name.
|
||||||
|
8. Set `LimitSuccess` to the number of cargo objects that must arrive.
|
||||||
|
9. Set `LimitFail` to the number of cargo objects that can be damaged past the
|
||||||
|
fail threshold.
|
||||||
|
10. Set reward funds, rating gain/loss, end-state behavior, and optional
|
||||||
|
`TimeLimit`.
|
||||||
|
11. Sync `FORGE_Module_Delivery` to `FORGE_Module_Cargo`.
|
||||||
|
|
||||||
|
Validation:
|
||||||
|
|
||||||
|
- `DeliveryZone` must be an area marker, not an icon marker.
|
||||||
|
- The runtime checks cargo with `inArea DeliveryZone`.
|
||||||
|
- The task succeeds only after the configured cargo count reaches the zone.
|
||||||
|
|
||||||
|
### Hostage Task
|
||||||
|
|
||||||
|
Use `FORGE_Module_Hostage` when players must rescue hostage units and move them
|
||||||
|
to an extraction zone.
|
||||||
|
|
||||||
|

|
||||||
|
|
||||||
|

|
||||||
|
|
||||||
|

|
||||||
|
|
||||||
|

|
||||||
|
|
||||||
|

|
||||||
|
|
||||||
|

|
||||||
|
|
||||||
|
The Hostage task screenshots show both module placement and the required sync
|
||||||
|
layout.
|
||||||
|
|
||||||
|
Required module layout:
|
||||||
|
|
||||||
|
```text
|
||||||
|
[Hostage Task] --> [Hostage Entities] --> hostage units
|
||||||
|
[Hostage Task] --> [Shooter Entities] --> hostile shooter units
|
||||||
|
```
|
||||||
|
|
||||||
|
Setup:
|
||||||
|
|
||||||
|
1. Place the hostage AI units.
|
||||||
|
2. Place the hostile shooter AI units.
|
||||||
|
3. Create a rectangle or ellipse area marker for the extraction zone.
|
||||||
|
4. If using the CBRN variant, create a rectangle or ellipse area marker for
|
||||||
|
`CBRNZone`.
|
||||||
|
5. Place `FORGE_Module_Hostages`.
|
||||||
|
6. Sync the hostage units to `FORGE_Module_Hostages`.
|
||||||
|
7. Place `FORGE_Module_Shooters`.
|
||||||
|
8. Sync the shooter units to `FORGE_Module_Shooters`.
|
||||||
|
9. Place `FORGE_Module_Hostage`.
|
||||||
|
10. Set a unique `TaskID`.
|
||||||
|
11. Set `ExtZone` to the extraction marker name.
|
||||||
|
12. Set `LimitSuccess` to the number of hostages that must be rescued.
|
||||||
|
13. Set `LimitFail` to the number of hostages that can be lost before failure.
|
||||||
|
14. Enable `CBRN Attack` or `Execution` when that mission variant is needed.
|
||||||
|
15. If `CBRN Attack` is enabled, set `CBRNZone`.
|
||||||
|
16. Set reward funds, rating gain/loss, end-state behavior, and optional
|
||||||
|
`TimeLimit`.
|
||||||
|
17. Sync `FORGE_Module_Hostage` to `FORGE_Module_Hostages`.
|
||||||
|
18. Sync `FORGE_Module_Hostage` to `FORGE_Module_Shooters`.
|
||||||
|
|
||||||
|
Validation:
|
||||||
|
|
||||||
|
- `ExtZone` and `CBRNZone` must be area markers.
|
||||||
|
- Hostage and shooter grouping modules should sync to real units only.
|
||||||
|
- The hostage timer waits until the assigned group leader acknowledges the
|
||||||
|
task.
|
||||||
|
|
||||||
|
### HVT Task
|
||||||
|
|
||||||
|
Use `FORGE_Module_HVT` when players must capture or eliminate high-value target
|
||||||
|
units. The `HVT Task` example below shows an elimination task. The `HVT Task 1`
|
||||||
|
example shows a capture/extract task.
|
||||||
|
|
||||||
|
Eliminate HVT example:
|
||||||
|
|
||||||
|

|
||||||
|
|
||||||
|

|
||||||
|
|
||||||
|
Capture HVT example:
|
||||||
|
|
||||||
|

|
||||||
|
|
||||||
|

|
||||||
|
|
||||||
|

|
||||||
|
|
||||||
|

|
||||||
|
|
||||||
|
The HVT task screenshots show the direct HVT unit sync for both eliminate and
|
||||||
|
capture examples.
|
||||||
|
|
||||||
|
Setup:
|
||||||
|
|
||||||
|
1. Place the HVT unit or units.
|
||||||
|
2. Place `FORGE_Module_HVT`.
|
||||||
|
3. Set a unique `TaskID`.
|
||||||
|
4. For kill/eliminate missions, set `Capture HVT` to `False` and
|
||||||
|
`Eliminate HVT` to `True`.
|
||||||
|
5. For capture/extract missions, set `Capture HVT` to `True` and
|
||||||
|
`Eliminate HVT` to `False`.
|
||||||
|
6. If using capture mode, create a rectangle or ellipse area marker for the
|
||||||
|
extraction zone and set `ExtZone` to that marker name.
|
||||||
|
7. Set `LimitSuccess` to the number of HVTs that must be captured or
|
||||||
|
eliminated.
|
||||||
|
8. Set `LimitFail` if the mission should fail after too many HVT deaths in
|
||||||
|
capture mode.
|
||||||
|
9. Set reward funds, rating gain/loss, end-state behavior, and optional
|
||||||
|
`TimeLimit`.
|
||||||
|
10. Sync the HVT module directly to the HVT unit or units.
|
||||||
|
|
||||||
|
Validation:
|
||||||
|
|
||||||
|
- Capture mode requires `ExtZone`; elimination mode does not.
|
||||||
|
- `ExtZone` must be an area marker.
|
||||||
|
- The HVT timer waits until the assigned group leader acknowledges the task.
|
||||||
|
|
||||||
|
### Defend Task
|
||||||
|
|
||||||
|
Use `FORGE_Module_Defend` when players must hold an area against spawned enemy
|
||||||
|
waves.
|
||||||
|
|
||||||
|

|
||||||
|
|
||||||
|

|
||||||
|
|
||||||
|

|
||||||
|
|
||||||
|

|
||||||
|
|
||||||
|
The Defend task screenshots show module placement, marker setup, enemy wave
|
||||||
|
templates, and the required sync layout.
|
||||||
|
|
||||||
|
Setup:
|
||||||
|
|
||||||
|
1. Create a rectangle or ellipse area marker for the defense zone.
|
||||||
|
2. Place `FORGE_Module_Defend`.
|
||||||
|
3. Set a unique `TaskID`.
|
||||||
|
4. Set `DefenseZone` to the defense marker name.
|
||||||
|
5. Set `DefendTime` to how long the area must be held.
|
||||||
|
6. Set `WaveCount`.
|
||||||
|
7. Set `WaveCooldown`.
|
||||||
|
8. Set `MinBlufor` to the minimum number of friendly players or units required
|
||||||
|
in the zone.
|
||||||
|
9. Place one or more enemy groups or units to use as wave templates.
|
||||||
|
10. Sync any unit from each enemy group to the defend module.
|
||||||
|
11. Set reward funds, rating gain/loss, and end-state behavior.
|
||||||
|
|
||||||
|
Validation:
|
||||||
|
|
||||||
|
- `DefenseZone` must be an area marker.
|
||||||
|
- Syncing one unit from an enemy group makes the whole group available as a
|
||||||
|
wave composition.
|
||||||
|
- If no enemy units are synced, the task falls back to default CSAT infantry
|
||||||
|
waves.
|
||||||
|
- The timer, waves, and empty-zone failure checks start after enough BLUFOR
|
||||||
|
enter the zone.
|
||||||
|
|
||||||
## Task Module Quick Reference
|
## Task Module Quick Reference
|
||||||
|
|
||||||
| Task Module | Sync Target | Required Marker |
|
| Task Module | Sync Target | Required Marker |
|
||||||
@ -383,8 +690,22 @@ filenames so the docs can reference stable assets:
|
|||||||
| `ceo_unit.jpg`, `ceo_unit_var.jpg` | CEO playable unit placement and variable name. |
|
| `ceo_unit.jpg`, `ceo_unit_var.jpg` | CEO playable unit placement and variable name. |
|
||||||
| `dispatch_unit.jpg`, `dispatch_unit_var.jpg` | Dispatch playable unit placement and variable name. |
|
| `dispatch_unit.jpg`, `dispatch_unit_var.jpg` | Dispatch playable unit placement and variable name. |
|
||||||
| `blacklist_mrkr.jpg`, `blacklist_mrkr_var.jpg` | Mission-manager blacklist marker placement and marker variable naming. |
|
| `blacklist_mrkr.jpg`, `blacklist_mrkr_var.jpg` | Mission-manager blacklist marker placement and marker variable naming. |
|
||||||
| `create_task_mod.jpg`, `create_task_mod_params.jpg` | Generic Forge task module placement and parameters. |
|
| `create_task_mod.jpg`, `create_task_mod_params.jpg` | Arma 3 Create Task module placement and parameters. |
|
||||||
| `attack_task_mod.jpg`, `attack_task_mod_params.jpg`, `attack_task_tgts.jpg` | Attack task module placement, parameters, and target sync. |
|
| `attack_task_mod.jpg`, `attack_task_mod_params.jpg`, `attack_task_tgts.jpg` | Attack task module placement, parameters, and target sync. |
|
||||||
|
| `destroy_task_mod.jpg`, `destroy_task_mod_params.jpg`, `destroy_task_tgts.jpg` | Destroy task module placement, parameters, and target sync. |
|
||||||
|
| `defuse_task_mod.jpg`, `defuse_task_mod_params.jpg` | Defuse task module placement and parameters. |
|
||||||
|
| `defuse_explosives_mod.jpg`, `defuse_protected_mod.jpg` | Defuse grouping modules for explosive and protected entities. |
|
||||||
|
| `delivery_task_mod.jpg`, `delivery_task_mod_params.jpg`, `delivery_cargo_mod.jpg` | Delivery task module, parameters, and Cargo Entities grouping module. |
|
||||||
|
| `delivery_zone_mrkr.jpg`, `delivery_zone_mrkr_var.jpg` | Delivery area marker placement and marker name. |
|
||||||
|
| `hostage_task_mod.jpg`, `hostage_task_mod_params.jpg` | Hostage task module placement and parameters. |
|
||||||
|
| `hostage_entities_mod.jpg`, `hostage_shooters_mod.jpg` | Hostage grouping modules for hostage and shooter units. |
|
||||||
|
| `hostage_ext_zone_mrkr.jpg`, `hostage_ext_zone_mrkr_var.jpg` | Hostage extraction marker placement and marker name. |
|
||||||
|
| Hostage CBRN marker | Use the same extraction-marker capture pattern if a separate CBRN screenshot is ever needed. |
|
||||||
|
| `hvt_task_mod.jpg`, `hvt_task_mod_params.jpg` | HVT eliminate task module placement and parameters. |
|
||||||
|
| `hvt_capture_task_mod.jpg`, `hvt_capture_task_mod_params.jpg` | HVT capture task module placement and parameters. |
|
||||||
|
| `hvt_ext_zone_mrkr.jpg`, `hvt_ext_zone_mrkr_var.jpg` | HVT capture extraction marker placement and marker name. |
|
||||||
|
| `defend_task_mod.jpg`, `defend_task_mod_params.jpg` | Defend task module placement, parameters, wave templates, and sync. |
|
||||||
|
| `defend_zone_mrkr.jpg`, `defend_zone_mrkr_var.jpg` | Defense area marker placement and marker name. |
|
||||||
| `cad-visible-task.jpg` | In-game CAD showing a task created from the Eden module. |
|
| `cad-visible-task.jpg` | In-game CAD showing a task created from the Eden module. |
|
||||||
|
|
||||||
Use screenshots that show the Eden left-side entity list, the selected object's
|
Use screenshots that show the Eden left-side entity list, the selected object's
|
||||||
|
|||||||
BIN
docus/public/images/eden/defend_task_mod.jpg
Normal file
|
After Width: | Height: | Size: 1.0 MiB |
BIN
docus/public/images/eden/defend_task_mod_params.jpg
Normal file
|
After Width: | Height: | Size: 695 KiB |
BIN
docus/public/images/eden/defend_zone_mrkr.jpg
Normal file
|
After Width: | Height: | Size: 1.0 MiB |
BIN
docus/public/images/eden/defend_zone_mrkr_var.jpg
Normal file
|
After Width: | Height: | Size: 662 KiB |
BIN
docus/public/images/eden/defuse_explosives_mod.jpg
Normal file
|
After Width: | Height: | Size: 1.0 MiB |
BIN
docus/public/images/eden/defuse_protected_mod.jpg
Normal file
|
After Width: | Height: | Size: 1.0 MiB |
BIN
docus/public/images/eden/defuse_task_mod.jpg
Normal file
|
After Width: | Height: | Size: 1.0 MiB |
BIN
docus/public/images/eden/defuse_task_mod_params.jpg
Normal file
|
After Width: | Height: | Size: 714 KiB |
BIN
docus/public/images/eden/delivery_cargo_mod.jpg
Normal file
|
After Width: | Height: | Size: 1.1 MiB |
BIN
docus/public/images/eden/delivery_task_mod.jpg
Normal file
|
After Width: | Height: | Size: 1.1 MiB |
BIN
docus/public/images/eden/delivery_task_mod_params.jpg
Normal file
|
After Width: | Height: | Size: 644 KiB |
BIN
docus/public/images/eden/delivery_zone_mrkr.jpg
Normal file
|
After Width: | Height: | Size: 956 KiB |
BIN
docus/public/images/eden/delivery_zone_mrkr_var.jpg
Normal file
|
After Width: | Height: | Size: 603 KiB |
BIN
docus/public/images/eden/destroy_task_mod.jpg
Normal file
|
After Width: | Height: | Size: 1008 KiB |
BIN
docus/public/images/eden/destroy_task_mod_params.jpg
Normal file
|
After Width: | Height: | Size: 646 KiB |
BIN
docus/public/images/eden/destroy_task_tgts.jpg
Normal file
|
After Width: | Height: | Size: 1018 KiB |
BIN
docus/public/images/eden/hostage_entities_mod.jpg
Normal file
|
After Width: | Height: | Size: 1013 KiB |
BIN
docus/public/images/eden/hostage_ext_zone_mrkr.jpg
Normal file
|
After Width: | Height: | Size: 851 KiB |
BIN
docus/public/images/eden/hostage_ext_zone_mrkr_var.jpg
Normal file
|
After Width: | Height: | Size: 558 KiB |
BIN
docus/public/images/eden/hostage_shooters_mod.jpg
Normal file
|
After Width: | Height: | Size: 1012 KiB |
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docus/public/images/eden/hostage_task_mod.jpg
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docus/public/images/eden/hostage_task_mod_params.jpg
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After Width: | Height: | Size: 640 KiB |
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docus/public/images/eden/hvt_capture_task_mod.jpg
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docus/public/images/eden/hvt_capture_task_mod_params.jpg
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After Width: | Height: | Size: 517 KiB |
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docus/public/images/eden/hvt_ext_zone_mrkr.jpg
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docus/public/images/eden/hvt_ext_zone_mrkr_var.jpg
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docus/public/images/eden/hvt_task_mod.jpg
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After Width: | Height: | Size: 1.0 MiB |
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docus/public/images/eden/hvt_task_mod_params.jpg
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After Width: | Height: | Size: 688 KiB |