// Commands missiles to launch

    private void Awake()
    {
        weaponTypeHardpointLists = new List <List <Hardpoint> >();
        groupThisType_List       = new List <bool>();
        rootFlow       = transform.root.GetComponent <CombatFlow>();
        dropSight      = rootFlow.GetComponent <DropSightComputer>();
        rootRadar      = rootFlow.GetComponent <Radar>();
        ai_tgtComputer = rootFlow.GetComponent <AI_TgtComputer>();
    }
    void Awake()
    {
        // start these vectors with some magnitude, helps facilitate rotation lerping
        targetDir  = transform.forward;
        currentDir = transform.forward;

        myFlow         = GetComponent <CombatFlow>();
        dirAI          = GetComponent <DirectionAI>();
        engine         = GetComponent <EngineControl>();
        myRb           = GetComponent <Rigidbody>();
        rwr            = GetComponent <RWR>();
        aiTgtComputer  = GetComponent <AI_TgtComputer>();
        mslAvoid       = GetComponent <AI_MissileEvade>();
        aiGroundAttack = GetComponent <AI_GroundAttack>();
    }
 void Awake()
 {
     aiTgtComp = GetComponent <AI_TgtComputer>();
     myFlow    = GetComponent <CombatFlow>();
 }