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Progress A2A detection fixed (i think).
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@@ -540,17 +540,17 @@ do -- TASK_A2A_DISPATCHER
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local TargetSetUnit = self:EvaluateENGAGE( DetectedItem ) -- Returns a SetUnit if there are targets to be INTERCEPTed...
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local TargetSetUnit = self:EvaluateENGAGE( DetectedItem ) -- Returns a SetUnit if there are targets to be INTERCEPTed...
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if TargetSetUnit then
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if TargetSetUnit then
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Task = TASK_A2A_ENGAGE:New( Mission, self.SetGroup, string.format( "ENGAGE.%03d", DetectedID ), TargetSetUnit )
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Task = TASK_A2A_ENGAGE:New( Mission, self.SetGroup, string.format( "ENGAGE.%03d", DetectedID ), TargetSetUnit )
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Task:SetDetection( Detection, TaskIndex )
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Task:SetDetection( Detection, DetectedItem )
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else
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else
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local TargetSetUnit = self:EvaluateINTERCEPT( DetectedItem ) -- Returns a SetUnit if there are targets to be INTERCEPTed...
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local TargetSetUnit = self:EvaluateINTERCEPT( DetectedItem ) -- Returns a SetUnit if there are targets to be INTERCEPTed...
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if TargetSetUnit then
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if TargetSetUnit then
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Task = TASK_A2A_INTERCEPT:New( Mission, self.SetGroup, string.format( "INTERCEPT.%03d", DetectedID ), TargetSetUnit )
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Task = TASK_A2A_INTERCEPT:New( Mission, self.SetGroup, string.format( "INTERCEPT.%03d", DetectedID ), TargetSetUnit )
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Task:SetDetection( Detection, TaskIndex )
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Task:SetDetection( Detection, DetectedItem )
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else
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else
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local TargetSetUnit = self:EvaluateSWEEP( DetectedItem ) -- Returns a SetUnit
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local TargetSetUnit = self:EvaluateSWEEP( DetectedItem ) -- Returns a SetUnit
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if TargetSetUnit then
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if TargetSetUnit then
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Task = TASK_A2A_SWEEP:New( Mission, self.SetGroup, string.format( "SWEEP.%03d", DetectedID ), TargetSetUnit )
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Task = TASK_A2A_SWEEP:New( Mission, self.SetGroup, string.format( "SWEEP.%03d", DetectedID ), TargetSetUnit )
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Task:SetDetection( Detection, TaskIndex )
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Task:SetDetection( Detection, DetectedItem )
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end
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end
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end
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end
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end
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end
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