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Improvements to A2A and A2G Dispatchers
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@@ -125,6 +125,7 @@ function AI_A2A_CAP:New2( AICap, EngageMinSpeed, EngageMaxSpeed, EngageFloorAlti
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self:SetDamageThreshold( 0.4 )
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self:SetDisengageRadius( 70000 )
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return self
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end
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@@ -203,6 +204,7 @@ function AI_A2A_CAP:CreateAttackUnitTasks( AttackSetUnit, DefenderGroup, EngageA
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if AttackUnit:IsAlive() and AttackUnit:IsAir() then
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-- TODO: Add coalition check? Only attack units of if AttackUnit:GetCoalition()~=AICap:GetCoalition()
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-- Maybe the detected set also contains
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self:T( { "Attacking Task:", AttackUnit:GetName(), AttackUnit:IsAlive(), AttackUnit:IsAir() } )
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AttackUnitTasks[#AttackUnitTasks+1] = DefenderGroup:TaskAttackUnit( AttackUnit )
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end
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end
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