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@ -714,6 +714,10 @@ function EVENT:onEvent( Event )
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Event.IniDCSUnitName = Event.IniDCSUnit:getName()
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Event.IniUnitName = Event.IniDCSUnitName
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Event.IniUnit = UNIT:FindByName( Event.IniDCSUnitName )
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if not Event.IniUnit then
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-- Unit can be a CLIENT. Most likely this will be the case ...
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Event.IniUnit = CLIENT:FindByName( Event.IniDCSUnitName )
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end
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Event.IniDCSGroupName = ""
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if Event.IniDCSGroup and Event.IniDCSGroup:isExist() then
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Event.IniDCSGroupName = Event.IniDCSGroup:getName()
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@ -112,12 +112,13 @@ function TASK_BASE:New( Mission, SetGroupAssign, TaskName, TaskType )
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function( self, EventData )
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self:E( EventData )
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self:E( { "State", self:GetState() } )
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local TaskUnit = EventData.IniDCSUnit
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local TaskUnit = EventData.IniUnit
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local TaskGroup = EventData.IniUnit:GetGroup()
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self:__AssignUnit( 1, TaskUnit )
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self:SetMenuForGroup(TaskGroup)
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if self:IsStateAssigned() then
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self:E( self.SetGroup:IsIncludeObject( TaskGroup ) )
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if self.SetGroup:IsIncludeObject( TaskGroup ) then
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self:E( self:IsAssignedToGroup( TaskGroup ) )
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if self:IsAssignedToGroup( TaskGroup ) then
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self:AssignToUnit( TaskUnit )
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end
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end
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self:MessageToGroups( TaskUnit:GetPlayerName() .. " joined Task " .. self:GetName() )
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@ -254,14 +255,6 @@ function TASK_BASE:AssignToUnit( TaskUnit )
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local FsmUnit = self:SetStateMachine( TaskUnit, FsmTemplate:Copy( TaskUnit, self ) ) -- Fsm.Fsm#FSM_PROCESS
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self:E({"Address FsmUnit", tostring( FsmUnit ) } )
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-- Set the events
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FsmUnit:EventOnPilotDead(
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--- @param Core.Event#EVENTDATA EventData
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function( self, EventData )
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self:__Fail( 1 )
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end
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)
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FsmUnit:SetStartState( "Planned" )
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FsmUnit:Accept() -- Each Task needs to start with an Accept event to start the flow.
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