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Fixed case problem for pictures in documentation.
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--- Single-Player:**Yes** / Mulit-Player:**Yes** / AI:**Yes** / Human:**No** / Types:**Air** -- **Execute Combat Air Patrol (CAP).**
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--
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-- 
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--
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--
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-- ===
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--
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-- # 1) @{#AI_CAP_ZONE} class, extends @{AI.AI_Cap#AI_PATROL_ZONE}
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-- # 1) @{#AI_CAP_ZONE} class, extends @{AI.AI_CAP#AI_PATROL_ZONE}
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--
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-- The @{#AI_CAP_ZONE} class implements the core functions to patrol a @{Zone} by an AI @{Controllable} or @{Group}
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-- and automatically engage any airborne enemies that are within a certain range or within a certain zone.
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--
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-- 
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-- 
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--
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-- The AI_CAP_ZONE is assigned a @{Group} and this must be done before the AI_CAP_ZONE process can be started using the **Start** event.
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--
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-- 
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-- 
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--
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-- The AI will fly towards the random 3D point within the patrol zone, using a random speed within the given altitude and speed limits.
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-- Upon arrival at the 3D point, a new random 3D point will be selected within the patrol zone using the given limits.
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--
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-- 
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-- 
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--
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-- This cycle will continue.
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--
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-- 
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-- 
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--
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-- During the patrol, the AI will detect enemy targets, which are reported through the **Detected** event.
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--
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-- 
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-- 
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--
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-- When enemies are detected, the AI will automatically engage the enemy.
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--
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-- 
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-- 
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--
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-- Until a fuel or damage treshold has been reached by the AI, or when the AI is commanded to RTB.
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-- When the fuel treshold has been reached, the airplane will fly towards the nearest friendly airbase and will land.
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--
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-- 
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-- 
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--
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-- ## 1.1) AI_CAP_ZONE constructor
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--
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@ -44,7 +44,7 @@
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--
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-- ## 1.2) AI_CAP_ZONE is a FSM
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--
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-- 
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-- 
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--
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-- ### 1.2.1) AI_CAP_ZONE States
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--
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@ -65,17 +65,17 @@
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--
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-- ## 1.3) Set the Range of Engagement
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--
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-- 
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-- 
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--
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-- An optional range can be set in meters,
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-- that will define when the AI will engage with the detected airborne enemy targets.
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-- The range can be beyond or smaller than the range of the Patrol Zone.
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-- The range is applied at the position of the AI.
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-- Use the method @{AI.AI_Cap#AI_CAP_ZONE.SetEngageRange}() to define that range.
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-- Use the method @{AI.AI_CAP#AI_CAP_ZONE.SetEngageRange}() to define that range.
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--
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-- ## 1.4) Set the Zone of Engagement
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--
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-- 
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-- 
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--
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-- An optional @{Zone} can be set,
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-- that will define when the AI will engage with the detected airborne enemy targets.
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@ -1,6 +1,6 @@
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--- Single-Player:**Yes** / Mulit-Player:**Yes** / AI:**Yes** / Human:**No** / Types:**Air** -- **Provide Close Air Support to friendly ground troops.**
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--
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-- 
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-- 
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--
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--
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-- ===
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@ -12,35 +12,35 @@
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-- The @{#AI_CAS_ZONE} class implements the core functions to provide Close Air Support in an Engage @{Zone} by an AIR @{Controllable} or @{Group}.
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-- The AI_CAS_ZONE runs a process. It holds an AI in a Patrol Zone and when the AI is commanded to engage, it will fly to an Engage Zone.
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--
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-- 
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-- 
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--
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-- The AI_CAS_ZONE is assigned a @{Group} and this must be done before the AI_CAS_ZONE process can be started through the **Start** event.
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--
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-- 
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-- 
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--
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-- Upon started, The AI will **Route** itself towards the random 3D point within a patrol zone,
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-- using a random speed within the given altitude and speed limits.
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-- Upon arrival at the 3D point, a new random 3D point will be selected within the patrol zone using the given limits.
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-- This cycle will continue until a fuel or damage treshold has been reached by the AI, or when the AI is commanded to RTB.
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--
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-- 
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-- 
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--
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-- When the AI is commanded to provide Close Air Support (through the event **Engage**), the AI will fly towards the Engage Zone.
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-- Any target that is detected in the Engage Zone will be reported and will be destroyed by the AI.
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--
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-- 
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-- 
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--
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-- The AI will detect the targets and will only destroy the targets within the Engage Zone.
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--
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-- 
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-- 
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--
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-- Every target that is destroyed, is reported< by the AI.
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--
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-- 
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-- 
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--
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-- Note that the AI does not know when the Engage Zone is cleared, and therefore will keep circling in the zone.
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--
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-- 
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-- 
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--
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-- Until it is notified through the event **Accomplish**, which is to be triggered by an observing party:
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--
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@ -50,18 +50,18 @@
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-- * a condition
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-- * others ...
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--
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-- 
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-- 
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--
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-- When the AI has accomplished the CAS, it will fly back to the Patrol Zone.
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--
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-- 
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-- 
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--
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-- It will keep patrolling there, until it is notified to RTB or move to another CAS Zone.
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-- It can be notified to go RTB through the **RTB** event.
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--
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-- When the fuel treshold has been reached, the airplane will fly towards the nearest friendly airbase and will land.
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--
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-- 
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-- 
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--
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-- # 1.1) AI_CAS_ZONE constructor
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--
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@ -69,7 +69,7 @@
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--
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-- ## 1.2) AI_CAS_ZONE is a FSM
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--
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-- 
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-- 
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--
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-- ### 1.2.1) AI_CAS_ZONE States
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--
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@ -1,6 +1,6 @@
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--- Single-Player:**Yes** / Mulit-Player:**Yes** / AI:**Yes** / Human:**No** / Types:**Air** -- **Air Patrolling or Staging.**
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--
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-- 
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-- 
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--
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--
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-- ===
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@ -9,34 +9,34 @@
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--
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-- The @{#AI_PATROL_ZONE} class implements the core functions to patrol a @{Zone} by an AI @{Controllable} or @{Group}.
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--
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-- 
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-- 
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--
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-- The AI_PATROL_ZONE is assigned a @{Group} and this must be done before the AI_PATROL_ZONE process can be started using the **Start** event.
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--
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-- 
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-- 
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--
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-- The AI will fly towards the random 3D point within the patrol zone, using a random speed within the given altitude and speed limits.
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-- Upon arrival at the 3D point, a new random 3D point will be selected within the patrol zone using the given limits.
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--
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-- 
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-- 
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--
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-- This cycle will continue.
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--
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-- 
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-- 
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--
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-- During the patrol, the AI will detect enemy targets, which are reported through the **Detected** event.
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--
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-- 
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-- 
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--
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---- Note that the enemy is not engaged! To model enemy engagement, either tailor the **Detected** event, or
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-- use derived AI_ classes to model AI offensive or defensive behaviour.
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--
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-- 
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-- 
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--
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-- Until a fuel or damage treshold has been reached by the AI, or when the AI is commanded to RTB.
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-- When the fuel treshold has been reached, the airplane will fly towards the nearest friendly airbase and will land.
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--
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-- 
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-- 
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--
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-- ## 1.1) AI_PATROL_ZONE constructor
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--
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@ -44,7 +44,7 @@
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--
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-- ## 1.2) AI_PATROL_ZONE is a FSM
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--
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-- 
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-- 
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--
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-- ### 1.2.1) AI_PATROL_ZONE States
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--
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