Gun Runs and Strafing
Description
Aircraft cannon employment against ground targets.
Lua Implementation
-- Task: Gun Runs and Strafing
-- Operation: Close Air Support (CAS) (AIR DOMAIN)
-- Refactored to use TaskRunner
local TaskRunner = require("TaskRunner")
local config = {
subtasks = {"SetUpAttack", "AcquireTarget", "ExecutePass", "BreakAndReposition"},
timeoutSeconds = 300,
flags = {
activateSensors = false,
captureTargetLocation = false,
enableParallelSensing = false,
requireAmmoForEngagement = false,
requireEngagementAuth = false,
enableAttackFallback = false,
sendStartReport = true,
sendFallbackReport = true,
requestSupport = true,
sendCompletionReport = true,
fallbackWaitSeconds = 30
}
}
return TaskRunner.create(config)
8 actions (clickable in blue)
12 predicates (clickable in green)
Behavior Tree
Open full view-
sequence TaskRoot
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sequence PreChecks
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conditional IsOperational cond: IsOperational
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conditional HasFuel cond: HasFuel
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sequence Execution
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sequence SubtaskSequence
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task SetUpAttack Subtask #66
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task AcquireTarget Subtask #67
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task ExecutePass Subtask #68
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task BreakAndReposition Subtask #69
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Sub-task Records
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SetUpAttack - Position for gun run
-- Subtask: SetUpAttack -- Parent Task: Gun Runs and Strafing -- Operation: Close Air Support (CAS) (AIR DOMAIN) local subtaskState = { status = "PENDING", startTime = 0, data = {} } function execute(params) subtaskState.startTime = vrf.getSimulationTime() subtaskState.status = "EXECUTING" -- Basic operational checks if not IsOperational{} then return false, "Entity not operational" end -- Combat execution -- Check engagement authority if not ClearToEngage{} then return false, "No engagement authority" end ArmWeapon{} DesignateTar{} LaunchWeapon{} MarkTarget{} -- Verify engagement success if HasAltitudeAdvantage{} then subtaskState.status = "COMPLETE" return true, "Engagement successful" end subtaskState.status = "COMPLETE" return true, "Subtask completed successfully" end return {{ execute = execute }} -
AcquireTarget - Visual identification
-- Subtask: AcquireTarget -- Parent Task: Gun Runs and Strafing -- Operation: Close Air Support (CAS) (AIR DOMAIN) local subtaskState = { status = "PENDING", startTime = 0, data = {} } function execute(params) subtaskState.startTime = vrf.getSimulationTime() subtaskState.status = "EXECUTING" -- Basic operational checks if not IsOperational{} then return false, "Entity not operational" end -- Generic subtask execution AdjustSpeed{} ArmWeapon{} CoordinateWithFAC{} subtaskState.status = "COMPLETE" return true, "Subtask completed successfully" end return {{ execute = execute }} -
ExecutePass - Diving gun attack
-- Subtask: ExecutePass -- Parent Task: Gun Runs and Strafing -- Operation: Close Air Support (CAS) (AIR DOMAIN) local subtaskState = { status = "PENDING", startTime = 0, data = {} } function execute(params) subtaskState.startTime = vrf.getSimulationTime() subtaskState.status = "EXECUTING" -- Basic operational checks if not IsOperational{} then return false, "Entity not operational" end -- Generic subtask execution AdjustSpeed{} ArmWeapon{} CoordinateWithFAC{} subtaskState.status = "COMPLETE" return true, "Subtask completed successfully" end return {{ execute = execute }} -
BreakAndReposition - Exit and set up next pass
-- Subtask: BreakAndReposition -- Parent Task: Gun Runs and Strafing -- Operation: Close Air Support (CAS) (AIR DOMAIN) local subtaskState = { status = "PENDING", startTime = 0, data = {} } function execute(params) subtaskState.startTime = vrf.getSimulationTime() subtaskState.status = "EXECUTING" -- Basic operational checks if not IsOperational{} then return false, "Entity not operational" end -- Movement execution if not HasFuel{} then return false, "Not ready for movement" end AdjustSpeed{} SetAltitude{} subtaskState.status = "COMPLETE" return true, "Subtask completed successfully" end return {{ execute = execute }}
Parameters
No parameters defined yet.
Outputs
No outputs defined yet.
Manage Primitives
Actions (8)
- AdjustSpeed
- ArmWeapon
- CoordinateWithFAC
- DesignateTar
- LaunchWeapon
- MarkTarget
- SelectWeapon
- SetAltitude
Predicates (12)
- ClearToEngage
- HasAltitudeAdvantage
- HasFuel
- HasOrdersToEngage
- IsMissionComplete
- IsOperational
- IsThreatening
- IsUnderFire
- ROEAllowsEngagement
- SafeToFire
- TargetDesignated
- WeaponReady
Tip: Click on action/predicate names in the Lua code above to view their implementations.