Rocket/Missile Strikes on Tactical Targets
Description
Employment of rockets and air-to-ground missiles against point targets.
Lua Implementation
-- Task: Rocket/Missile Strikes on Tactical Targets
-- Operation: Close Air Support (CAS) (AIR DOMAIN)
-- Refactored to use TaskRunner
local TaskRunner = require("TaskRunner")
local config = {
subtasks = {"WeaponSelection", "LaunchParameters", "TargetDesignation", "WeaponRelease"},
timeoutSeconds = 300,
flags = {
activateSensors = false,
captureTargetLocation = false,
enableParallelSensing = false,
requireAmmoForEngagement = true,
requireEngagementAuth = true,
enableAttackFallback = true,
sendStartReport = true,
sendFallbackReport = true,
requestSupport = true,
sendCompletionReport = true,
fallbackWaitSeconds = 30
}
}
return TaskRunner.create(config)
11 actions (clickable in blue)
17 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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conditional HasAmmo cond: HasAmmo
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sequence Execution
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selector EngageOrFallback
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sequence EngagementSequence
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conditional CanEngage cond: CanEngage
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task EngageTarget action: EngageTarget
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sequence FallbackSequence
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send RequestSupport
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task HoldPosition action: Wait
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sequence SubtaskSequence
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task WeaponSelection Subtask #70
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task LaunchParameters Subtask #71
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task TargetDesignation Subtask #72
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task WeaponRelease Subtask #73
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Sub-task Records
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WeaponSelection - Choose appropriate munition
-- Subtask: WeaponSelection -- Parent Task: Rocket/Missile Strikes on Tactical Targets -- 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 -- Planning phase -- Calculate route/position if HasLOS{} then subtaskState.data.position = params.target_location end -- Store plan in subtask state subtaskState.data.plan_complete = true subtaskState.status = "COMPLETE" return true, "Subtask completed successfully" end return {{ execute = execute }} -
LaunchParameters - Achieve proper geometry
-- Subtask: LaunchParameters -- Parent Task: Rocket/Missile Strikes on Tactical Targets -- 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 }} -
TargetDesignation - Lock weapon on target
-- Subtask: TargetDesignation -- Parent Task: Rocket/Missile Strikes on Tactical Targets -- 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 }} -
WeaponRelease - Fire rocket/missile
-- Subtask: WeaponRelease -- Parent Task: Rocket/Missile Strikes on Tactical Targets -- 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 }}
Parameters
No parameters defined yet.
Outputs
No outputs defined yet.
Manage Primitives
Actions (11)
- AdjustSpeed
- ArmWeapon
- CoordinateWithFAC
- DesignateTar
- EngageTarget
- FireWeapon
- LaunchWeapon
- MarkTarget
- SelectTarget
- SelectWeapon
- SetAltitude
Predicates (17)
- ClearToEngage
- HasAltitudeAdvantage
- HasAmmo
- HasFuel
- HasLOS
- HasOrdersToEngage
- HasWeaponSolution
- IsHostile
- IsInRange
- IsMissionComplete
- IsOperational
- IsThreatening
- IsUnderFire
- ROEAllowsEngagement
- SafeToFire
- TargetDesignated
- WeaponReady
Tip: Click on action/predicate names in the Lua code above to view their implementations.