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AI_BALANCER fixes and other stuff
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@@ -46,4 +46,4 @@ function RU_AI_Balancer:OnAfterSpawned( SetGroup, From, Event, To, AIGroup )
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Patrol:SetControllable( AIGroup )
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Patrol:__Start( 5 )
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end
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end
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@@ -1,16 +1,16 @@
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RU_PlanesClientSet = SET_CLIENT:New():FilterCountries( "RUSSIA" ):FilterCategories( "plane" ):FilterStart()
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RU_PlanesSpawn = SPAWN:New( "AI RU" ):InitCleanUp( 20 )
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RU_AI_Balancer = AI_BALANCER:New( RU_PlanesClientSet, RU_PlanesSpawn )
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local US_PlanesClientSet = SET_CLIENT:New():FilterCountries( "USA" ):FilterCategories( "plane" ):FilterStart()
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local US_PlanesSpawn = SPAWN:New( "AI US" ):InitCleanUp( 20 )
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local US_AI_Balancer = AI_BALANCER:New( US_PlanesClientSet, US_PlanesSpawn )
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local RU_PlanesClientSet = SET_CLIENT:New():FilterCountries( "RUSSIA" ):FilterCategories( "plane" ):FilterStart()
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local RU_PlanesSpawn = SPAWN:New( "AI RU" ):InitCleanUp( 20 )
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local RU_AI_Balancer = AI_BALANCER:New( RU_PlanesClientSet, RU_PlanesSpawn )
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local RU_AirbasesSet = SET_AIRBASE:New():FilterCoalitions("red"):FilterStart()
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RU_AirbasesSet = SET_AIRBASE:New():FilterCoalitions("red"):FilterStart()
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RU_AirbasesSet:Flush()
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RU_AI_Balancer:ReturnToNearestAirbases( 10000, RU_AirbasesSet )
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US_PlanesClientSet = SET_CLIENT:New():FilterCountries( "USA" ):FilterCategories( "plane" ):FilterStart()
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US_PlanesSpawn = SPAWN:New( "AI US" ):InitCleanUp( 20 )
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US_AI_Balancer = AI_BALANCER:New( US_PlanesClientSet, US_PlanesSpawn )
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--RU_AI_Balancer:ReturnToHomeAirbase( 10000 )
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--local PatrolZoneGroup = GROUP:FindByName( "Patrol Zone Blue" )
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@@ -12,13 +12,13 @@ local CargoCarrierTo = UNIT:FindByName( "CarrierTo" )
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InfantryCargo:Board( CargoCarrierFrom )
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-- Once the Cargo has been loaded into the Carrier, drive to a point and unload the Cargo.
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function InfantryCargo:OnAfterLoaded()
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function InfantryCargo:OnEnterLoaded()
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self:__UnBoard( 1 )
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self.OnAfterLoaded = nil
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self.OnEnterLoaded = nil
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end
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-- Once the Cargo has been unloaded from the Carrier (the Cargo has arrived to the unload gathering point), OnBoard the Cargo in the other Carrier.
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function InfantryCargo:OnAfterUnLoaded()
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function InfantryCargo:OnEnterUnLoaded()
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self:__Board( 1, CargoCarrierTo )
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self.OnAfterUnLoaded = nil
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self.OnEnterUnLoaded = nil
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end
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@@ -17,13 +17,13 @@ local CargoCarrierTo = UNIT:FindByName( "CarrierTo" )
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InfantryCargo:Board( CargoCarrierFrom )
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-- Once the Cargo has been loaded into the Carrier, drive to a point and unload the Cargo.
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function InfantryCargo:OnAfterLoaded()
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function InfantryCargo:OnEnterLoaded()
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self:__UnBoard( 1 )
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self.OnAfterLoaded = nil
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self.OnEnterLoaded = nil
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end
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-- Once the Cargo has been unloaded from the Carrier (the Cargo has arrived to the unload gathering point), OnBoard the Cargo in the other Carrier.
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function InfantryCargo:OnAfterUnLoaded()
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function InfantryCargo:OnEnterUnLoaded()
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self:__Board( 1, CargoCarrierTo )
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self.OnAfterUnLoaded = nil
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self.OnEnterUnLoaded = nil
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end
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@@ -35,7 +35,7 @@ Patrol2:ManageFuel( 0.2, 0 )
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-- @param #AI_PATROLZONE self
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-- @param Wrapper.Group#GROUP AIGroup
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-- @return #boolean If false is returned, then the OnAfter state transition function will not be called.
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function Patrol1:OnBeforeRTB( AIGroup )
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function Patrol1:OnLeaveRTB( AIGroup )
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AIGroup:MessageToRed( "Returning to base", 20 )
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end
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@@ -51,14 +51,14 @@ end
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--- State transition function for the PROCESS\_PATROLZONE **Patrol1** object
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-- @param Process_PatrolCore.Zone#AI_PATROLZONE self
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-- @param Wrapper.Group#GROUP AIGroup
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function Patrol1:OnAfterPatrol( AIGroup )
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function Patrol1:OnEnterPatrol( AIGroup )
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AIGroup:MessageToRed( "Patrolling in zone " .. PatrolZone1:GetName() , 20 )
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end
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--- State transition function for the PROCESS\_PATROLZONE **Patrol2** object
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-- @param #AI_PATROLZONE self
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-- @param Wrapper.Group#GROUP AIGroup
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-- @return #boolean If false is returned, then the OnAfter state transition function will not be called.
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-- @return #boolean If false is returned, then the OnEnter state transition function will not be called.
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function Patrol2:OnBeforeRTB( AIGroup )
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AIGroup:MessageToRed( "Returning to base", 20 )
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end
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@@ -66,7 +66,7 @@ end
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--- State transition function for the PROCESS\_PATROLZONE **Patrol2** object
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-- @param Process_PatrolCore.Zone#AI_PATROLZONE self
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-- @param Wrapper.Group#GROUP AIGroup
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function Patrol2:OnAfterRTB( AIGroup )
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function Patrol2:OnEnterRTB( AIGroup )
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local NewGroup = PatrolSpawn:Spawn()
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Patrol1:SetControllable( NewGroup )
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Patrol1:__Start( 1 )
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@@ -75,6 +75,6 @@ end
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--- State transition function for the PROCESS\_PATROLZONE **Patrol2** object
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-- @param Process_PatrolCore.Zone#AI_PATROLZONE self
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-- @param Wrapper.Group#GROUP AIGroup
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function Patrol2:OnAfterPatrol( AIGroup )
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function Patrol2:OnEnterPatrol( AIGroup )
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AIGroup:MessageToRed( "Patrolling in zone " .. PatrolZone2:GetName() , 20 )
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end
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@@ -506,7 +506,7 @@ SEADProcess:AddScoreProcess( "Updated", "Account", "Failed", "failed to destroy
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SEADProcess:AddScore( "Success", "Destroyed all target radars", 250 )
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SEADProcess:AddScore( "Failed", "Failed to destroy all target radars", -100 )
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function SEADProcess:OnEnterUpdated(Controllable,From,Event,To)
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function SEADProcess:OnEnterUpdated( Controllable, From, Event, To )
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self:E( { self } )
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self:Account()
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self:Smoke()
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@@ -517,7 +517,7 @@ end
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-- we check if the SEADTask has still AlivePlayers assigned to the Task.
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-- If not, the Task will Abort.
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-- And it will be Replanned within 30 seconds.
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function SEADTask:OnAfterPlayerCrashed( PlayerUnit, PlayerName )
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function SEADTask:OnEnterPlayerCrashed( PlayerUnit, PlayerName )
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if not SEADTask:HasAliveUnits() then
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SEADTask:__Abort()
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SEADTask:__Replan( 30 )
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