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Updates
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@ -1576,9 +1576,9 @@ function AI_ESCORT.___Resume( EscortGroup, self )
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EscortGroup:SetState( EscortGroup, "Mode", EscortGroup:GetState( EscortGroup, "PreviousMode" ) )
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if EscortGroup:GetState( EscortGroup, "Mode" ) == self.__Enum.Mode.Mission then
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EscortGroup:MessageTypeToGroup( "Destroyed all targets. Resuming route.", MESSAGE.Type.Information, PlayerGroup )
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EscortGroup:MessageTypeToGroup( "Resuming route.", MESSAGE.Type.Information, PlayerGroup )
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else
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EscortGroup:MessageTypeToGroup( "Destroyed all targets. Rejoining formation.", MESSAGE.Type.Information, PlayerGroup )
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EscortGroup:MessageTypeToGroup( "Rejoining formation.", MESSAGE.Type.Information, PlayerGroup )
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end
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end
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@ -1613,8 +1613,6 @@ function AI_ESCORT:_AttackTarget( EscortGroup, DetectedItem )
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self:F( EscortGroup )
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local EscortUnit = self.PlayerUnit
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self:SetFlightModeAttack( EscortGroup )
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if EscortGroup:IsAir() then
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@ -1854,7 +1852,6 @@ function AI_ESCORT:_ReportTargetsScheduler( EscortGroup, Report )
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if EscortGroup:IsAlive() and self.PlayerUnit:IsAlive() then
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local EscortGroupName = EscortGroup:GetCallsign()
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local DetectedTargetsReport = REPORT:New( "Reporting targets:\n" ) -- A new report to display the detected targets as a message to the player.
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@ -1881,7 +1878,7 @@ function AI_ESCORT:_ReportTargetsScheduler( EscortGroup, Report )
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local DetectedItemReportSummary = self.Detection:DetectedItemReportSummary( DetectedItem, EscortGroup, _DATABASE:GetPlayerSettings( self.PlayerUnit:GetPlayerName() ) )
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local ReportSummary = DetectedItemReportSummary:Text(", ")
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DetectedTargetsReport:AddIndent( ReportSummary, "-" )
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if EscortGroup:IsAir() then
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MENU_GROUP_COMMAND:New( self.PlayerGroup,
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@ -141,10 +141,10 @@ AI_FORMATION.__Enum.Formation = {
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-- @field #number Mission
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-- @field #number Formation
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AI_FORMATION.__Enum.Mode = {
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Mission = 0,
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Formation = 1,
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Attack = 2,
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Reconnaissance = 3,
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Mission = "M",
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Formation = "F",
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Attack = "A",
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Reconnaissance = "R",
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}
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@ -952,6 +952,22 @@ function AI_FORMATION:SetFlightRandomization( FlightRandomization ) --R2.1
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end
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--- Gets your escorts to flight mode.
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-- @param #AI_FORMATION self
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-- @param Wrapper.Group#GROUP FollowGroup FollowGroup.
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-- @return #AI_FORMATION
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function AI_FORMATION:GetFlightMode( FollowGroup )
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if FollowGroup then
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FollowGroup:SetState( FollowGroup, "PreviousMode", FollowGroup:GetState( FollowGroup, "Mode" ) )
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FollowGroup:SetState( FollowGroup, "Mode", self.__Enum.Mode.Mission )
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end
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return FollowGroup:GetState( FollowGroup, "Mode" )
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end
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--- This sets your escorts to fly a mission.
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-- @param #AI_FORMATION self
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