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<article data-uid="">
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<h1 id="building-a-mission">Building a Mission</h1>
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<p>A mission is the list of commands a run executes, in order. Nothing plays until there is one, and
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what plays is exactly what the list says — including which entries are ticked and which are not.</p>
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<h2 id="where-it-is">Where it is</h2>
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<p>The Execution page at <code>/execution</code>, <strong>Mission</strong> branch of the Control Tree; <code>/mission</code> lands on the
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same place. This is the page the application opens on.</p>
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<p>The branch root is the list editor: it is where the list is assembled and rearranged. A command's
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own settings are edited one level in, on that command's node.</p>
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<h2 id="add-a-command">Add a command</h2>
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<p><strong>Add Command</strong> opens a search-first picker. Type to narrow it: the search matches a command's
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display name, its internal kind key and the aliases it declares, and an alias matches both by its
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English key and by its word in the interface language. Arrow keys walk the results and
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<kbd>Enter</kbd> takes the highlighted one.</p>
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<p>Results are grouped by category. Thirteen kinds ship:</p>
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<table>
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<thead>
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<tr>
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<th>Category</th>
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<th>Commands</th>
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</tr>
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</thead>
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<tbody>
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<tr>
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<td><strong>Setup</strong></td>
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<td>Machining Resolution, Machining Motion Resolution, Collision Detection, Pause on Failure, Physics</td>
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</tr>
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<tr>
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<td><strong>Program</strong></td>
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<td>Program File, NC Code, Script</td>
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</tr>
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<tr>
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<td><strong>Optimization</strong></td>
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<td>NC Optimization Config</td>
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</tr>
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<tr>
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<td><strong>Output</strong></td>
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<td>Post-Execution, Record Meshed Geometry, Export Meshed Geometry (STL)</td>
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</tr>
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<tr>
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<td><strong>Flow</strong></td>
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<td>List</td>
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</tr>
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</tbody>
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</table>
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<p>What you pick is appended to the <strong>end</strong> of the list you added it to, and the selection stays on the
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list rather than jumping into the new command. Nothing is pinned to a position: the order is
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entirely yours, and every command is placeable anywhere.</p>
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<p><strong>Add Command is disabled until a project is open.</strong> With nothing open the list reads <em>No project
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loaded</em>; with a project and an empty mission it reads <em>No commands yet</em> and names the button.</p>
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<p>The set on offer is served by the application rather than built into the interface, so a command
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kind can appear in this dialog before this manual has a page for it.</p>
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<p>The picker over the demo mission, at <code>/execution?tree=execution/mission</code> with <strong>Add Command</strong>
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pressed. The five category headings are the grouping in the table above, the search box at the top
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is what narrows them, and the first result is highlighted ready for <kbd>Enter</kbd>.</p>
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<p><img src="building-a-mission-img/add-command.en.png" alt="The Add Command dialog open over the Execution page: a Search commands box above thirteen entries under five headings — Setup with Machining Resolution, Machining Motion Resolution, Collision Detection, Pause on Failure and Physics; Program with Program File, NC Code and Script; Optimization with NC Optimization Config; Output with Post-Execution, Record Meshed Geometry and Export Meshed Geometry STL; and Flow with List"></p>
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<h2 id="read-a-row">Read a row</h2>
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<p>Each row shows the command's kind followed by the detail that identifies it, in brackets. Where you
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can name a command that detail is the title you typed, so a row still says what it is after it has
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been named: <code>List [Roughing]</code>, <code>NC Code [Inline finishing pass]</code>. Where you cannot, the command brackets what
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it holds instead — <code>Program File [NC/circle.ptp]</code>, <code>Machining Resolution [1 mm]</code>,
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<code>Collision Detection [On]</code> — so a mission is readable without opening anything.</p>
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<p>Beside the label sit four buttons — <strong>up</strong>, <strong>down</strong>, <strong>duplicate</strong> and <strong>delete</strong>. Up and down are
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disabled at the ends of the list. Delete asks first, in a dialog naming the command. Duplicate is a
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deep copy: a group copies with everything inside it, and the copy lands directly after the original.</p>
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<p>Clicking a row anywhere but on a button selects that command's node and opens its editor.</p>
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<h2 id="tick-what-runs">Tick what runs</h2>
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<p><strong>The checkbox is on the tree item, not in the row, and it is the only thing that decides whether a
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command runs.</strong> Clearing it greys the row and the tree node; the editor stays open and fully
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editable. Clearing the box on a group greys the whole group, and the run skips the group together
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with everything nested inside it.</p>
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<p>Leaving a command in place with its box cleared is how you skip a step without losing its settings,
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which is what you want while you narrow down a problem.</p>
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<h2 id="group-with-a-list">Group with a list</h2>
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<p><strong>List</strong> is an ordinary command in the Flow category, and adding one grows a sub-tree: its children
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are its own entries, edited by the same list editor one level down. That nests to any depth, so a
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mission can be grouped by operation rather than left flat.</p>
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<p>A list carries an optional title, entered on its own node above the embedded editor. The row reads
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<code>List</code> while the title is empty and <code>List [title]</code> once it says something; a title of nothing but
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spaces counts as unset. The Mission root is the one list with no title field — it reads <strong>Mission</strong>.</p>
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<p>The demo mission at <code>/execution?tree=execution/mission</code>: two groups and seven loose entries. The
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tree above shows <strong>List [Roughing]</strong> and <strong>List [Finishing]</strong> opened, with the two Program File
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entries inside each bracketing their files; the editor below shows the same nine root entries as
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rows. The greyed <strong>Program File</strong> and <strong>Post-Execution</strong> rows are entries left in place with their
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checkboxes cleared — part of the mission, and not run.</p>
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<p><img src="building-a-mission-img/grouped-mission.en.png" alt="The Mission branch of the Control Tree showing Machining Resolution 1 mm and Collision Detection On, then List Roughing expanded over Program File NC/circle.ptp and Program File NC/drill_slot.ptp, List Finishing expanded over Program File NC/side.ptp and Program File NC/slide.ptp, then Program File NC/circle.ptp, NC Code Inline finishing pass, a greyed Program File NC/slide-test-resolution-script.ptp with its checkbox cleared, NC Optimization Config and a greyed Post-Execution with its checkbox cleared; below it the list editor shows the same nine root entries under an Add Command button and a Commands badge reading 9, each row with up, down, duplicate and delete buttons, above the line reading that commands run top-down"></p>
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<h2 id="reorder-and-move-in-and-out">Reorder, and move in and out</h2>
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<p>Up and down move an entry within its own list and never change which list owns it. Dragging does
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more, and where you drop decides which:</p>
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<table>
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<thead>
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<tr>
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<th>Drop it on</th>
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<th>What happens</th>
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</tr>
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</thead>
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<tbody>
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<tr>
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<td>Another row</td>
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<td>Reorder within this list. A row splits at its midline into <em>before</em> and <em>after</em>.</td>
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</tr>
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<tr>
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<td>The middle band of a <strong>List</strong> row</td>
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<td>Move the entry <strong>into</strong> that list. The row's outer quarters still reorder around it.</td>
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</tr>
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<tr>
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<td>The drop-out zone below a nested list's entries</td>
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<td>Move the entry <strong>out</strong>, landing directly after the list it came from.</td>
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</tr>
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</tbody>
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</table>
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<p>The drop-out zone belongs to a nested list's editor and appears only while a row inside it is being
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dragged. Moving a list into itself, or into one of its own groups, is refused.</p>
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<p>Dragging serves rearrangement only — dropping text or files on the list does nothing. To bring
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several programs in at once, use one Program File command's picker and select them together; see
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<a href="playing-a-program.html">Playing a Program</a>.</p>
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<h2 id="edit-one-command">Edit one command</h2>
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<p>Select a command's node. Its editor opens below a control bar carrying the same up, down, duplicate
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and delete operations the row has, and a note while the command is switched off.</p>
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<p>A command with one job — Program File, NC Code, Script — puts its whole editor on that one node.
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A command with several cards spreads them: the general settings stay on the command node and each
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remaining card becomes a <strong>child node</strong> beneath it, so a long command is read by walking down the
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tree rather than by scrolling one panel. Where a card had its own <em>Enable</em> switch, that switch is
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the child node's own checkbox. Which commands do that, and what each card holds, is
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<a href="the-other-commands.html">The Other Commands</a>.</p>
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<h2 id="see-also">See Also</h2>
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<ul>
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<li><a href="index.html">Running a Simulation</a> — the rest of running a job</li>
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<li><a href="playing-a-program.html">Playing a Program</a> — the two commands that put NC code into a run</li>
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<li><a href="the-other-commands.html">The Other Commands</a> — what the rest of the command kinds are for</li>
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<li><a href="a-mission-that-resumes.html">A Mission That Resumes</a> — a layout that reads as values and restarts mid-job</li>
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<li><a href="running-a-simulation.html">Starting and Stepping</a> — the transport that plays the list built here</li>
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<li><a class="xref" href="../../anatomy/execution/mission/mission-root-panel.html">Mission Root Panel</a> — the component behind this branch: the list editor, the picker and the three drag landings</li>
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<li><a class="xref" href="../../anatomy/execution/mission/ListCommand-panel.html">List Command Panel</a> — the component behind a group: what nesting costs, and what a disabled list skips</li>
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</ul>
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