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mission_task_join

Source: base/tealdef/mission/tasks/join/mission_task_join.d.tl

Notes

Task that waits until other tasks are complete.

MissionTaskJoin

record global base/tealdef/mission/tasks/join/mission_task_join.d.tl:3

global record MissionTaskJoin is MissionInterface.TaskScript<MissionTaskJoin.State, MissionTaskJoin.Params>

Load: local join = ug_require "::/mission/tasks/join/join.tl"

Notes

Task (join) that completes when all listed tasks are complete. Without params it never completes, which keeps its generic params (disabled menus, filters) active.

Example

-- urbangames_campaign_mission_01
taskScript = join as MissionInterface.TaskScript<any, any>,
taskParams = mission_task_util.makeJoinParams({ "bulldoze" }, "urbangames_campaign_mission_01::/mission/mission.script"),
disabled = { "menu.managementMode", "menu.bulldozer" },

MissionTaskJoin.Params

record base/tealdef/mission/tasks/join/mission_task_join.d.tl:4

record Params

Notes

Params of the task (see MissionTaskUtil.makeJoinParams).

Used in the base game: 2 times in 2 files

base/content/mission/mission/mission_task_util.tl:13

function mission_task_util.makeJoinParams(keys : {string}, root : string, showProgress? : boolean) : MissionTaskJoin.Params
base/content/mission/mission/tasks/join/join.tl:3
local type P = MissionTaskJoin.Params

Fields

Name Type Description
taskKeys {string} Unique keys of the tasks to wait for.
showProgress boolean Shows a check mark per task as sub-task progress.

MissionTaskJoin.State

record base/tealdef/mission/tasks/join/mission_task_join.d.tl:8

record State

Notes

State of the task.

Used in the base game: 1 time in 1 file

base/content/mission/mission/tasks/join/join.tl:2

local type S = MissionTaskJoin.State

Fields

Name Type Description
waitingForTaskKeys {string : boolean} Unique keys still awaited.