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First Version of AI_A2G_DISPATCHER. There are lots of challenges here to overcome. One of the first one is the defense points.
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@@ -1356,7 +1356,6 @@ do -- DETECTION_BASE
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if FoundUnitCoalition ~= EnemyCoalition and FoundUnitInReportSetGroup == false then
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local FriendlyUnit = UNIT:Find( FoundDCSUnit )
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local FriendlyUnitName = FriendlyUnit:GetName()
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local FriendlyUnitCategory = FriendlyUnit:GetDesc().category
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-- Friendlies are sorted per unit category.
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DetectedItem.FriendliesNearBy = DetectedItem.FriendliesNearBy or {}
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@@ -1385,7 +1384,7 @@ do -- DETECTION_BASE
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if PlayerUnit and PlayerUnit:IsInZone(DetectionZone) then
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local PlayerUnitCategory = PlayerUnit:GetDesc().category
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local PlayerUnitCategory = PlayerUnit:GetUnitCategory()
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if ( not self.FriendliesCategory ) or ( self.FriendliesCategory and ( self.FriendliesCategory == PlayerUnitCategory ) ) then
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@@ -1472,7 +1471,7 @@ do -- DETECTION_BASE
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local DetectedUnit = UNIT:FindByName( ObjectName )
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if DetectedUnit and DetectedUnit:IsAlive() then
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if self:IsDetectedObjectIdentified( DetectedObject ) == false then
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--self:F( { DetectedObject = DetectedObject } )
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self:F( { DetectedObject = DetectedObject } )
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return DetectedObject
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end
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end
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