Module Task_SEAD

This module contains the TASK_SEAD classes.

1) #TASK_SEAD class, extends Task#TASK_BASE

The #TASK_SEAD class defines a new SEAD task of a Set of Target Units, located at a Target Zone, based on the tasking capabilities defined in Task#TASK_BASE. The TASK_SEAD is processed through a Statemachine#STATEMACHINE_TASK, and has the following statuses:

  • None: Start of the process
  • Planned: The SEAD task is planned. Upon Planned, the sub-process ProcessAssign#PROCESSASSIGN_ACCEPT is started to accept the task.
  • Assigned: The SEAD task is assigned to a Group#GROUP. Upon Assigned, the sub-process ProcessRoute#PROCESSROUTE 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:AssignToUnit(TaskUnit)

Assign the Task to a Unit.

TASK_SEAD.ClassName
TASK_SEAD:New(Mission, UnitSetTargets, TargetZone, MenuText, TargetSetUnit)

Instantiates a new TASK_SEAD.

TASK_SEAD:OnNext(Fsm, Event, From, To, Event)

StateMachine callback function for a TASK

TASK_SEAD.TaskScheduler
TASK_SEAD:_Schedule()
TASK_SEAD:_Scheduler()

Global(s)

#TASK_SEAD TASK_SEAD

Type Task_SEAD

Type TASK_SEAD

The TASK_SEAD class

Field(s)

TASK_SEAD:AssignToUnit(TaskUnit)

Assign the Task to a Unit.

Parameter

Return value

#TASK_SEAD: self

#string TASK_SEAD.ClassName
TASK_SEAD:New(Mission, UnitSetTargets, TargetZone, MenuText, TargetSetUnit)

Instantiates a new TASK_SEAD.

Parameters

Return value

#TASK_SEAD: self

TASK_SEAD:OnNext(Fsm, Event, From, To, Event)

StateMachine callback function for a TASK

Parameters

TASK_SEAD.TaskScheduler
TASK_SEAD:_Schedule()
TASK_SEAD:_Scheduler()