Work with your troop
See what your troop did
Follow Activity, read the steps of a run, and stop a run that goes the wrong way.
Activity is one feed of what the people and the teammates of a workspace did. The page of a run shows each step of the work of a teammate. This page tells how to follow Activity, read a run, and stop a run that goes the wrong way.
Open Activity
Select ? in the dock at the bottom of the sidebar, then Activity. The page says "What your troop and your people did, newest first."
Guests have no Activity.
Read the feed
Everything is the feed of the workspace, from the timelines of the tasks: comments, moves, files and the times that a teammate needed a person. A dot marks what came since your last visit.
- Select Filter, then pick one teammate or one person.
- Pick one kind: Comments, Moves, Needs you or Files.
- Select Load older activity at the end of the list for older entries.
The address of the page holds the filter. You can keep it as a link.
For you
For you is the whole list of your bell, newest first. It says "What Troopy told you about, newest first." Mark all read marks every notification read. See Choose your notifications.
Read a run
A run is one piece of work of a teammate. It can be an answer in a chat, a step of a task, a routine, or an event of a trigger.
- In a chat, the line under an answer, such as "Worked for 34 s · 5 steps", opens the steps of its run.
- The page of a run is under the page of its teammate (
/troop/<handle>/runs/<id>). It shows each round, each tool call, what the call gave back, and the answer. - A run on a task links to its task. A task links to its runs.
The steps of a run that works now show live. The step in progress shimmers.
Stop a run
- Open the task of the run, and move the task out of In progress. Troopy stops the run.
- In a chat or in the troop chat, send a message that only says "stop". The teammate stops its answer.
What the teammate already saved stays. A stopped run is not a failure.
What a teammate needed from people
Settings > Troop and the page of a teammate count how much a teammate needed people in the last 7 days, against the 7 days before. The count holds its questions, the calls that a person turned down, and the work that a person sent back. A count that falls means that the teammate learned. See Add and manage skills.
When a run fails
See Fix a teammate that is stuck. It lists the reasons that a run stops, and what to do.