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
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Jacob Schmidt 2026-05-18 23:06:07 -05:00
parent b182212ecf
commit 65b828eeda
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@ -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.
![Create task module placement](images/eden/create_task_mod.jpg) 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.
![Create task module parameters](images/eden/create_task_mod_params.jpg) ![Arma 3 Create Task module placement](images/eden/create_task_mod.jpg)
![Arma 3 Create Task module parameters](images/eden/create_task_mod_params.jpg)
![Attack task module placement](images/eden/attack_task_mod.jpg) ![Attack task module placement](images/eden/attack_task_mod.jpg)
@ -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.
![Destroy task module placement](images/eden/destroy_task_mod.jpg)
![Destroy task module parameters](images/eden/destroy_task_mod_params.jpg)
![Destroy task target sync](images/eden/destroy_task_tgts.jpg)
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.
![Defuse task module placement](images/eden/defuse_task_mod.jpg)
![Defuse task module parameters](images/eden/defuse_task_mod_params.jpg)
![Explosive Entities grouping module](images/eden/defuse_explosives_mod.jpg)
![Protected Entities grouping module](images/eden/defuse_protected_mod.jpg)
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.
![Delivery task module placement](images/eden/delivery_task_mod.jpg)
![Delivery task module parameters](images/eden/delivery_task_mod_params.jpg)
![Cargo Entities grouping module](images/eden/delivery_cargo_mod.jpg)
![Delivery area marker placement](images/eden/delivery_zone_mrkr.jpg)
![Delivery marker name](images/eden/delivery_zone_mrkr_var.jpg)
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.
![Hostage task module placement](images/eden/hostage_task_mod.jpg)
![Hostage task module parameters](images/eden/hostage_task_mod_params.jpg)
![Hostage Entities grouping module](images/eden/hostage_entities_mod.jpg)
![Shooter Entities grouping module](images/eden/hostage_shooters_mod.jpg)
![Hostage extraction area marker placement](images/eden/hostage_ext_zone_mrkr.jpg)
![Hostage extraction marker name](images/eden/hostage_ext_zone_mrkr_var.jpg)
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:
![HVT eliminate task module placement](images/eden/hvt_task_mod.jpg)
![HVT eliminate task module parameters](images/eden/hvt_task_mod_params.jpg)
Capture HVT example:
![HVT capture task module placement](images/eden/hvt_capture_task_mod.jpg)
![HVT capture task module parameters](images/eden/hvt_capture_task_mod_params.jpg)
![HVT capture extraction area marker placement](images/eden/hvt_ext_zone_mrkr.jpg)
![HVT capture extraction marker name](images/eden/hvt_ext_zone_mrkr_var.jpg)
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.
![Defend task module placement](images/eden/defend_task_mod.jpg)
![Defend task module parameters](images/eden/defend_task_mod_params.jpg)
![Defense area marker placement](images/eden/defend_zone_mrkr.jpg)
![Defense marker name](images/eden/defend_zone_mrkr_var.jpg)
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

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@ -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.
![Create task module placement](images/eden/create_task_mod.jpg) 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.
![Create task module parameters](images/eden/create_task_mod_params.jpg) ![Arma 3 Create Task module placement](images/eden/create_task_mod.jpg)
![Arma 3 Create Task module parameters](images/eden/create_task_mod_params.jpg)
![Attack task module placement](images/eden/attack_task_mod.jpg) ![Attack task module placement](images/eden/attack_task_mod.jpg)
@ -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.
![Destroy task module placement](images/eden/destroy_task_mod.jpg)
![Destroy task module parameters](images/eden/destroy_task_mod_params.jpg)
![Destroy task target sync](images/eden/destroy_task_tgts.jpg)
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.
![Defuse task module placement](images/eden/defuse_task_mod.jpg)
![Defuse task module parameters](images/eden/defuse_task_mod_params.jpg)
![Explosive Entities grouping module](images/eden/defuse_explosives_mod.jpg)
![Protected Entities grouping module](images/eden/defuse_protected_mod.jpg)
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.
![Delivery task module placement](images/eden/delivery_task_mod.jpg)
![Delivery task module parameters](images/eden/delivery_task_mod_params.jpg)
![Cargo Entities grouping module](images/eden/delivery_cargo_mod.jpg)
![Delivery area marker placement](images/eden/delivery_zone_mrkr.jpg)
![Delivery marker name](images/eden/delivery_zone_mrkr_var.jpg)
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.
![Hostage task module placement](images/eden/hostage_task_mod.jpg)
![Hostage task module parameters](images/eden/hostage_task_mod_params.jpg)
![Hostage Entities grouping module](images/eden/hostage_entities_mod.jpg)
![Shooter Entities grouping module](images/eden/hostage_shooters_mod.jpg)
![Hostage extraction area marker placement](images/eden/hostage_ext_zone_mrkr.jpg)
![Hostage extraction marker name](images/eden/hostage_ext_zone_mrkr_var.jpg)
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:
![HVT eliminate task module placement](images/eden/hvt_task_mod.jpg)
![HVT eliminate task module parameters](images/eden/hvt_task_mod_params.jpg)
Capture HVT example:
![HVT capture task module placement](images/eden/hvt_capture_task_mod.jpg)
![HVT capture task module parameters](images/eden/hvt_capture_task_mod_params.jpg)
![HVT capture extraction area marker placement](images/eden/hvt_ext_zone_mrkr.jpg)
![HVT capture extraction marker name](images/eden/hvt_ext_zone_mrkr_var.jpg)
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.
![Defend task module placement](images/eden/defend_task_mod.jpg)
![Defend task module parameters](images/eden/defend_task_mod_params.jpg)
![Defense area marker placement](images/eden/defend_zone_mrkr.jpg)
![Defense marker name](images/eden/defend_zone_mrkr_var.jpg)
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

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