anchor.diff:  //* Add AI attack 
   //** <b>aPlayer</b> - playerID
   //** <b>aRepeating</b> - is attack repeating
  -//** <b>aDelay</b> - attack delay
  +//** <b>aDelay</b> - attack delay from the game start (in ticks)
   //** <b>aTotalMen</b> - total soldiers to attack
   //** <b>aMelleCount</b>, <b>aAntiHorseCount</b>, <b>aRangedCount</b>, <b>aMountedCount</b> - soldiers groups count
   //** <b>aRandomGroups</b> - use random groups for attack
  
positive.code:                                       aTarget: TKMAIAttackTarget; aCustomPosition: TKMPoint): Integer;
  var
    attackType: TKMAIAttackType;
    delay: Cardinal;
  begin
    Result := -1;
    try
  
negative.code:         attackType := aatOnce;
  
        //Attack delay should be counted from the moment attack was added from script
        Result := gHands[aPlayer].AI.General.Attacks.AddAttack(attackType, aDelay, aTotalMen, aMeleeGroupCount, aAntiHorseGroupCount,
                                                               aRangedGroupCount, aMountedGroupCount, aRandomGroups, aTarget, 0, aCustomPosition);
      end else
        LogIntParamWarn('Actions.AIAttackAdd', [aPlayer, aDelay, aTotalMen, aMeleeGroupCount, aAntiHorseGroupCount, aRangedGroupCount, aMountedGroupCount]);
  