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@@ -153,7 +153,7 @@ function AIBALANCER:_ClientAliveMonitorScheduler()
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-- If there is no CLIENT within the self.ReturnTresholdRange, then the unit will return to the Airbase return method selected.
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local PlayerInRange = { Value = false }
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local RangeZone = ZONE_RADIUS:New( 'RangeZone', AIGroup:GetPointVec2(), self.ReturnTresholdRange )
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local RangeZone = ZONE_RADIUS:New( 'RangeZone', AIGroup:GetVec2(), self.ReturnTresholdRange )
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self:E( RangeZone )
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@@ -183,7 +183,7 @@ function AIBALANCER:_ClientAliveMonitorScheduler()
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else
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-- Okay, we need to send this Group back to the nearest base of the Coalition of the AI.
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--TODO: i need to rework the POINT_VEC2 thing.
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local PointVec2 = POINT_VEC2:New( AIGroup:GetPointVec2().x, AIGroup:GetPointVec2().y )
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local PointVec2 = POINT_VEC2:New( AIGroup:GetVec2().x, AIGroup:GetVec2().y )
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local ClosestAirbase = self.ReturnAirbaseSet:FindNearestAirbaseFromPointVec2( PointVec2 )
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self:T( ClosestAirbase.AirbaseName )
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AIGroup:MessageToRed( "Returning to " .. ClosestAirbase:GetName().. " ...", 30 )
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