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First fixes
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@ -1239,9 +1239,11 @@ do -- DETECTION_BASE
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DetectedItem.FriendliesNearBy = nil
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if DetectedUnit then
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-- We need to ensure that the DetectedUnit is alive!
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if DetectedUnit and DetectedUnit:IsAlive() then
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local InterceptCoord = ReportGroupData.InterceptCoord or DetectedUnit:GetCoordinate()
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local DetectedUnitCoord = DetectedUnit:GetCoordinate()
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local InterceptCoord = ReportGroupData.InterceptCoord or DetectedUnitCoord
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local SphereSearch = {
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id = world.VolumeType.SPHERE,
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@ -1336,9 +1338,7 @@ do -- DETECTION_BASE
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DetectedItem.FriendliesNearBy = DetectedItem.FriendliesNearBy or {}
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DetectedItem.FriendliesNearBy[PlayerUnitName] = PlayerUnit
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local CenterCoord = DetectedUnit:GetCoordinate()
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local Distance = CenterCoord:Get2DDistance( PlayerUnit:GetCoordinate() )
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local Distance = DetectedUnitCoord:Get2DDistance( PlayerUnit:GetCoordinate() )
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DetectedItem.FriendliesDistance = DetectedItem.FriendliesDistance or {}
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DetectedItem.FriendliesDistance[Distance] = PlayerUnit
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@ -368,14 +368,19 @@ function CONTROLLABLE:SetTask( DCSTask, WaitTime )
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if DCSControllable then
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local DCSControllableName = self:GetName()
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-- When a controllable SPAWNs, it takes about a second to get the controllable in the simulator. Setting tasks to unspawned controllables provides unexpected results.
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-- Therefore we schedule the functions to set the mission and options for the Controllable.
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-- Controller.setTask( Controller, DCSTask )
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local function SetTask( Controller, DCSTask )
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local Controller = self:_GetController()
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Controller:setTask( DCSTask )
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if self and self:IsAlive() then
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local Controller = self:_GetController()
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Controller:setTask( DCSTask )
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else
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error( DCSControllableName .. " is not alive anymore. Cannot set DCSTask " .. DCSTask )
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end
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end
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if not WaitTime or WaitTime == 0 then
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