Module Task_SEAD

This module contains the TASK_SEAD classes.

1) #TASK_SEAD class, extends Tasking.Task#TASK

The #TASK_SEAD class defines a SEAD task for a Set of Target Units, located at a Target Zone, based on the tasking capabilities defined in Tasking.Task#TASK. The TASK_SEAD is implemented using a Statemachine#FSM_TASK, and has the following statuses:

  • None: Start of the process
  • Planned: The SEAD task is planned. Upon Planned, the sub-process ProcessFsm.Assign#ACTASSIGN_ACCEPT is started to accept the task.
  • Assigned: The SEAD task is assigned to a Wrapper.Group#GROUP. Upon Assigned, the sub-process ProcessFsm.Route#ACTROUTE is started to route the active Units in the Group to the attack zone.
  • Success: The SEAD task is successfully completed. Upon Success, the sub-process ProcessSEAD#PROCESSSEAD is started to follow-up successful SEADing of the targets assigned in the task.
  • Failed: The SEAD task has failed. This will happen if the player exists the task early, without communicating a possible cancellation to HQ.

Authors: FlightControl - Design and Programming

Global(s)

TASK_SEAD

Type TASK_SEAD

TASK_SEAD.ClassName
TASK_SEAD:GetPlannedMenuText()
TASK_SEAD:New(Mission, SetGroup, TaskName, UnitSetTargets, TargetZone, TargetSetUnit)

Instantiates a new TASK_SEAD.

TASK_SEAD.TargetSetUnit

Global(s)

#TASK_SEAD TASK_SEAD

Type Task_SEAD

Type TASK_SEAD

The TASK_SEAD class

Field(s)

#string TASK_SEAD.ClassName
TASK_SEAD:GetPlannedMenuText()
TASK_SEAD:New(Mission, SetGroup, TaskName, UnitSetTargets, TargetZone, TargetSetUnit)

Instantiates a new TASK_SEAD.

Parameters

Return value

#TASK_SEAD: self

Set#SET_UNIT TASK_SEAD.TargetSetUnit