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Updated defects in dispatcher
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@@ -350,8 +350,15 @@ end
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--- @param Wrapper.Group#GROUP AIGroup
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function AI_A2A_CAP.AttackRoute( AIGroup )
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local EngageZone = AIGroup:GetState( AIGroup, "AI_A2A_CAP" ) -- AI.AI_Cap#AI_A2A_CAP
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EngageZone:__Engage( 0.5 )
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AIGroup:E( { "AI_A2A_CAP.AttackRoute:", AIGroup:GetName() } )
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if AIGroup:IsAlive() then
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local _AI_A2A_CAP = AIGroup:GetState( AIGroup, "AI_A2A_CAP" ) -- AI.AI_Cap#AI_A2A_CAP
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_AI_A2A_CAP:__Engage( 0.5 )
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local Task = AIGroup:TaskOrbitCircle( 4000, 400 )
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AIGroup:SetTask( Task )
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end
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end
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--- @param #AI_A2A_CAP self
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@@ -438,17 +445,17 @@ function AI_A2A_CAP:onafterEngage( AIGroup, From, Event, To, AttackSetUnit )
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AIGroup:OptionROEOpenFire()
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AIGroup:OptionROTPassiveDefense()
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AttackTasks[#AttackTasks+1] = AIGroup:TaskFunction( 1, #AttackTasks, "AI_A2A_CAP.AttackRoute" )
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AttackTasks[#AttackTasks+1] = AIGroup:TaskFunction( 1, 1, "AI_A2A_CAP.AttackRoute" )
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AttackTasks[#AttackTasks+1] = AIGroup:TaskOrbitCircle( 4000, self.PatrolMinSpeed )
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EngageRoute[#EngageRoute].task = AIGroup:TaskCombo( AttackTasks )
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EngageRoute[1].task = AIGroup:TaskCombo( AttackTasks )
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--- Do a trick, link the NewEngageRoute function of the object to the AIControllable in a temporary variable ...
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AIGroup:SetState( AIGroup, "AI_A2A_CAP", self )
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end
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--- NOW ROUTE THE GROUP!
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AIGroup:WayPointExecute( 1, 0 )
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AIGroup:SetTask( AIGroup:TaskRoute( EngageRoute ), 1 )
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end
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else
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self:E("No targets found -> Going back to Patrolling")
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