Lots of changes done...

Change trace prototypes.
Change DCS class prototypes
This commit is contained in:
FlightControl
2016-03-28 22:54:31 +02:00
parent 8eab8622c6
commit 260f109e40
40 changed files with 1251 additions and 1073 deletions

View File

@@ -96,7 +96,7 @@ SPAWN = {
-- @usage local Plane = SPAWN:New( "Plane" ) -- Creates a new local variable that can initiate new planes with the name "Plane#ddd" using the template "Plane" as defined within the ME.
function SPAWN:New( SpawnTemplatePrefix )
local self = BASE:Inherit( self, BASE:New() )
self:T( { SpawnTemplatePrefix } )
self:F( { SpawnTemplatePrefix } )
local TemplateGroup = Group.getByName( SpawnTemplatePrefix )
if TemplateGroup then
@@ -118,11 +118,11 @@ function SPAWN:New( SpawnTemplatePrefix )
error( "SPAWN:New: There is no group declared in the mission editor with SpawnTemplatePrefix = '" .. SpawnTemplatePrefix .. "'" )
end
self.AddEvent( self, world.event.S_EVENT_BIRTH, self._OnBirth )
self.AddEvent( self, world.event.S_EVENT_DEAD, self._OnDeadOrCrash )
self.AddEvent( self, world.event.S_EVENT_CRASH, self._OnDeadOrCrash )
self:AddEvent( world.event.S_EVENT_BIRTH, self._OnBirth )
self:AddEvent( world.event.S_EVENT_DEAD, self._OnDeadOrCrash )
self:AddEvent( world.event.S_EVENT_CRASH, self._OnDeadOrCrash )
self.EnableEvents( self )
self:EnableEvents()
return self
end
@@ -138,7 +138,7 @@ end
-- @usage local PlaneWithAlias = SPAWN:NewWithAlias( "Plane", "Bomber" ) -- Creates a new local variable that can instantiate new planes with the name "Bomber#ddd" using the template "Plane" as defined within the ME.
function SPAWN:NewWithAlias( SpawnTemplatePrefix, SpawnAliasPrefix )
local self = BASE:Inherit( self, BASE:New() )
self:T( { SpawnTemplatePrefix, SpawnAliasPrefix } )
self:F( { SpawnTemplatePrefix, SpawnAliasPrefix } )
local TemplateGroup = Group.getByName( SpawnTemplatePrefix )
if TemplateGroup then
@@ -161,11 +161,11 @@ function SPAWN:NewWithAlias( SpawnTemplatePrefix, SpawnAliasPrefix )
error( "SPAWN:New: There is no group declared in the mission editor with SpawnTemplatePrefix = '" .. SpawnTemplatePrefix .. "'" )
end
self.AddEvent( self, world.event.S_EVENT_BIRTH, self._OnBirth )
self.AddEvent( self, world.event.S_EVENT_DEAD, self._OnDeadOrCrash )
self.AddEvent( self, world.event.S_EVENT_CRASH, self._OnDeadOrCrash )
self:AddEvent( world.event.S_EVENT_BIRTH, self._OnBirth )
self:AddEvent( world.event.S_EVENT_DEAD, self._OnDeadOrCrash )
self:AddEvent( world.event.S_EVENT_CRASH, self._OnDeadOrCrash )
self.EnableEvents( self )
self:EnableEvents()
return self
end
@@ -187,7 +187,7 @@ end
-- -- There will be maximum 24 groups spawned during the whole mission lifetime.
-- Spawn_BE_KA50 = SPAWN:New( 'BE KA-50@RAMP-Ground Defense' ):Limit( 2, 24 )
function SPAWN:Limit( SpawnMaxUnitsAlive, SpawnMaxGroups )
self:T( { self.SpawnTemplatePrefix, SpawnMaxUnitsAlive, SpawnMaxGroups } )
self:F( { self.SpawnTemplatePrefix, SpawnMaxUnitsAlive, SpawnMaxGroups } )
self.SpawnMaxUnitsAlive = SpawnMaxUnitsAlive -- The maximum amount of groups that can be alive of SpawnTemplatePrefix at the same time.
self.SpawnMaxGroups = SpawnMaxGroups -- The maximum amount of groups that can be spawned.
@@ -215,7 +215,7 @@ end
-- -- The randomization of waypoint 2 and 3 will take place within a radius of 2000 meters.
-- Spawn_BE_KA50 = SPAWN:New( 'BE KA-50@RAMP-Ground Defense' ):RandomizeRoute( 2, 2, 2000 )
function SPAWN:RandomizeRoute( SpawnStartPoint, SpawnEndPoint, SpawnRadius )
self:T( { self.SpawnTemplatePrefix, SpawnStartPoint, SpawnEndPoint, SpawnRadius } )
self:F( { self.SpawnTemplatePrefix, SpawnStartPoint, SpawnEndPoint, SpawnRadius } )
self.SpawnRandomizeRoute = true
self.SpawnRandomizeRouteStartPoint = SpawnStartPoint
@@ -250,7 +250,7 @@ end
-- Spawn_US_Platoon_Middle = SPAWN:New( 'US Tank Platoon Middle' ):Limit( 12, 150 ):Schedule( 200, 0.4 ):RandomizeTemplate( Spawn_US_Platoon ):RandomizeRoute( 3, 3, 2000 )
-- Spawn_US_Platoon_Right = SPAWN:New( 'US Tank Platoon Right' ):Limit( 12, 150 ):Schedule( 200, 0.4 ):RandomizeTemplate( Spawn_US_Platoon ):RandomizeRoute( 3, 3, 2000 )
function SPAWN:RandomizeTemplate( SpawnTemplatePrefixTable )
self:T( { self.SpawnTemplatePrefix, SpawnTemplatePrefixTable } )
self:F( { self.SpawnTemplatePrefix, SpawnTemplatePrefixTable } )
self.SpawnTemplatePrefixTable = SpawnTemplatePrefixTable
self.SpawnRandomizeTemplate = true
@@ -278,7 +278,7 @@ end
-- -- Re-SPAWN the Group(s) after each landing and Engine Shut-Down automatically.
-- SpawnRU_SU34 = SPAWN:New( 'TF1 RU Su-34 Krymsk@AI - Attack Ships' ):Schedule( 2, 3, 1800, 0.4 ):SpawnUncontrolled():RandomizeRoute( 1, 1, 3000 ):RepeatOnEngineShutDown()
function SPAWN:Repeat()
self:T( { self.SpawnTemplatePrefix } )
self:F( { self.SpawnTemplatePrefix } )
self.SpawnRepeat = true
self.RepeatOnEngineShutDown = false
@@ -297,7 +297,7 @@ end
-- @see Repeat
function SPAWN:RepeatOnLanding()
self:T( { self.SpawnTemplatePrefix } )
self:F( { self.SpawnTemplatePrefix } )
self:Repeat()
self.RepeatOnEngineShutDown = false
@@ -309,7 +309,7 @@ end
--- Same as the @{#SPAWN.Repeat) method, but now the Group will respawn after its engines have shut down.
-- @return SPAWN
function SPAWN:RepeatOnEngineShutDown()
self:T( { self.SpawnTemplatePrefix } )
self:F( { self.SpawnTemplatePrefix } )
self:Repeat()
self.RepeatOnEngineShutDown = true
@@ -326,7 +326,7 @@ end
-- @return #SPAWN self
-- @usage Spawn_Helicopter:CleanUp( 20 ) -- CleanUp the spawning of the helicopters every 20 seconds when they become inactive.
function SPAWN:CleanUp( SpawnCleanUpInterval )
self:T( { self.SpawnTemplatePrefix, SpawnCleanUpInterval } )
self:F( { self.SpawnTemplatePrefix, SpawnCleanUpInterval } )
self.SpawnCleanUpInterval = SpawnCleanUpInterval
self.SpawnCleanUpTimeStamps = {}
@@ -349,7 +349,7 @@ end
-- -- Define an array of Groups.
-- Spawn_BE_Ground = SPAWN:New( 'BE Ground' ):Limit( 2, 24 ):Visible( 90, "Diamond", 10, 100, 50 )
function SPAWN:Array( SpawnAngle, SpawnWidth, SpawnDeltaX, SpawnDeltaY )
self:T( { self.SpawnTemplatePrefix, SpawnAngle, SpawnWidth, SpawnDeltaX, SpawnDeltaY } )
self:F( { self.SpawnTemplatePrefix, SpawnAngle, SpawnWidth, SpawnDeltaX, SpawnDeltaY } )
self.SpawnVisible = true -- When the first Spawn executes, all the Groups need to be made visible before start.
@@ -397,7 +397,7 @@ end
-- @param self
-- @return GROUP#GROUP The group that was spawned. You can use this group for further actions.
function SPAWN:Spawn()
self:T( { self.SpawnTemplatePrefix, self.SpawnIndex } )
self:F( { self.SpawnTemplatePrefix, self.SpawnIndex } )
return self:SpawnWithIndex( self.SpawnIndex + 1 )
end
@@ -408,7 +408,7 @@ end
-- @param #string SpawnIndex The index of the group to be spawned.
-- @return GROUP#GROUP The group that was spawned. You can use this group for further actions.
function SPAWN:ReSpawn( SpawnIndex )
self:T( { self.SpawnTemplatePrefix, SpawnIndex } )
self:F( { self.SpawnTemplatePrefix, SpawnIndex } )
if not SpawnIndex then
SpawnIndex = 1
@@ -426,7 +426,7 @@ end
-- Uses @{DATABASE} global object defined in MOOSE.
-- @return GROUP#GROUP The group that was spawned. You can use this group for further actions.
function SPAWN:SpawnWithIndex( SpawnIndex )
self:T( { self.SpawnTemplatePrefix, SpawnIndex, self.SpawnMaxGroups } )
self:F( { self.SpawnTemplatePrefix, SpawnIndex, self.SpawnMaxGroups } )
if self:_GetSpawnIndex( SpawnIndex ) then
@@ -466,7 +466,7 @@ end
-- -- Between these two values, a random amount of seconds will be choosen for each new spawn of the helicopters.
-- Spawn_BE_KA50 = SPAWN:New( 'BE KA-50@RAMP-Ground Defense' ):Schedule( 600, 0.5 )
function SPAWN:SpawnScheduled( SpawnTime, SpawnTimeVariation )
self:T( { SpawnTime, SpawnTimeVariation } )
self:F( { SpawnTime, SpawnTimeVariation } )
self.SpawnCurrentTimer = 0 -- The internal timer counter to trigger a scheduled spawning of SpawnTemplatePrefix.
self.SpawnSetTimer = 0 -- The internal timer value when a scheduled spawning of SpawnTemplatePrefix occurs.
@@ -490,7 +490,7 @@ end
--- Will start the spawning scheduler.
-- Note: This function is called automatically when @{#SPAWN.Scheduled} is called.
function SPAWN:SpawnScheduleStart()
self:T( { self.SpawnTemplatePrefix } )
self:F( { self.SpawnTemplatePrefix } )
--local ClientUnit = #AlivePlayerUnits()
@@ -507,7 +507,7 @@ end
--- Will stop the scheduled spawning scheduler.
function SPAWN:SpawnScheduleStop()
self:T( { self.SpawnTemplatePrefix } )
self:F( { self.SpawnTemplatePrefix } )
self.SpawnIsScheduled = false
end
@@ -516,14 +516,14 @@ end
-- Note that each point in the route assigned to the spawning group is reset to the point of the spawn.
-- You can use the returned group to further define the route to be followed.
-- @param self
-- @param #UNIT HostUnit The air or ground unit dropping or unloading the group.
-- @param Unit#UNIT HostUnit The air or ground unit dropping or unloading the group.
-- @param #number OuterRadius The outer radius in meters where the new group will be spawned.
-- @param #number InnerRadius The inner radius in meters where the new group will NOT be spawned.
-- @param #number SpawnIndex (Optional) The index which group to spawn within the given zone.
-- @return GROUP#GROUP that was spawned.
-- @return Group#GROUP that was spawned.
-- @return #nil Nothing was spawned.
function SPAWN:SpawnFromUnit( HostUnit, OuterRadius, InnerRadius, SpawnIndex )
self:T( { self.SpawnTemplatePrefix, HostUnit, OuterRadius, InnerRadius, SpawnIndex } )
self:F( { self.SpawnTemplatePrefix, HostUnit, OuterRadius, InnerRadius, SpawnIndex } )
if HostUnit and HostUnit:IsAlive() then -- and HostUnit:getUnit(1):inAir() == false then
@@ -566,14 +566,14 @@ function SPAWN:SpawnFromUnit( HostUnit, OuterRadius, InnerRadius, SpawnIndex )
SpawnTemplate.units[UnitID].x = UnitPoint.x
SpawnTemplate.units[UnitID].y = UnitPoint.y
else
local CirclePos = routines.getRandPointInCircle( UnitPoint, InnerRadius+1, InnerRadius )
local CirclePos = routines.getRandPointInCircle( UnitPoint, OuterRadius, InnerRadius )
SpawnTemplate.units[UnitID].x = CirclePos.x
SpawnTemplate.units[UnitID].y = CirclePos.y
end
self:T( 'SpawnTemplate.units['..UnitID..'].x = ' .. SpawnTemplate.units[UnitID].x .. ', SpawnTemplate.units['..UnitID..'].y = ' .. SpawnTemplate.units[UnitID].y )
end
local SpawnPos = routines.getRandPointInCircle( UnitPoint, InnerRadius+1, InnerRadius )
local SpawnPos = routines.getRandPointInCircle( UnitPoint, OuterRadius, InnerRadius )
local Point = {}
Point.type = "Turning Point"
Point.x = SpawnPos.x
@@ -598,7 +598,7 @@ end
-- @return GROUP#GROUP that was spawned.
-- @return #nil when nothing was spawned.
function SPAWN:SpawnInZone( Zone, SpawnIndex )
self:T( { self.SpawnTemplatePrefix, Zone, SpawnIndex } )
self:F( { self.SpawnTemplatePrefix, Zone, SpawnIndex } )
if Zone then
@@ -652,7 +652,7 @@ end
-- This will be similar to the uncontrolled flag setting in the ME.
-- @return #SPAWN self
function SPAWN:UnControlled()
self:T( { self.SpawnTemplatePrefix } )
self:F( { self.SpawnTemplatePrefix } )
self.SpawnUnControlled = true
@@ -670,7 +670,7 @@ end
-- @param #number SpawnIndex Is the number of the Group that is to be spawned.
-- @return string SpawnGroupName
function SPAWN:SpawnGroupName( SpawnIndex )
self:T( { self.SpawnTemplatePrefix, SpawnIndex } )
self:F( { self.SpawnTemplatePrefix, SpawnIndex } )
local SpawnPrefix = self.SpawnTemplatePrefix
if self.SpawnAliasPrefix then
@@ -694,7 +694,7 @@ end
-- @return GROUP#GROUP, #number The group found, the new index where the group was found.
-- @return #nil, #nil When no group is found, #nil is returned.
function SPAWN:GetFirstAliveGroup( SpawnCursor )
self:T( { self.SpawnTemplatePrefix, self.SpawnAliasPrefix, SpawnCursor } )
self:F( { self.SpawnTemplatePrefix, self.SpawnAliasPrefix, SpawnCursor } )
for SpawnIndex = 1, self.SpawnCount do
local SpawnGroup = self:GetGroupFromIndex( SpawnIndex )
@@ -714,7 +714,7 @@ end
-- @return GROUP#GROUP, #number The group found, the new index where the group was found.
-- @return #nil, #nil When no group is found, #nil is returned.
function SPAWN:GetNextAliveGroup( SpawnCursor )
self:T( { self.SpawnTemplatePrefix, self.SpawnAliasPrefix, SpawnCursor } )
self:F( { self.SpawnTemplatePrefix, self.SpawnAliasPrefix, SpawnCursor } )
SpawnCursor = SpawnCursor + 1
for SpawnIndex = SpawnCursor, self.SpawnCount do
@@ -730,7 +730,7 @@ end
--- Find the last alive group during runtime.
function SPAWN:GetLastAliveGroup()
self:T( { self.SpawnTemplatePrefixself.SpawnAliasPrefix } )
self:F( { self.SpawnTemplatePrefixself.SpawnAliasPrefix } )
self.SpawnIndex = self:_GetLastIndex()
for SpawnIndex = self.SpawnIndex, 1, -1 do
@@ -754,7 +754,7 @@ end
-- @param #number SpawnIndex The index of the group to return.
-- @return GROUP#GROUP
function SPAWN:GetGroupFromIndex( SpawnIndex )
self:T( { self.SpawnTemplatePrefix, self.SpawnAliasPrefix, SpawnIndex } )
self:F( { self.SpawnTemplatePrefix, self.SpawnAliasPrefix, SpawnIndex } )
if SpawnIndex then
local SpawnGroup = self.SpawnGroups[SpawnIndex].Group
@@ -773,7 +773,7 @@ end
-- @return #string The prefix
-- @return #nil Nothing found
function SPAWN:_GetGroupIndexFromDCSUnit( DCSUnit )
self:T( { self.SpawnTemplatePrefix, self.SpawnAliasPrefix, DCSUnit } )
self:F( { self.SpawnTemplatePrefix, self.SpawnAliasPrefix, DCSUnit } )
if DCSUnit and DCSUnit:getName() then
local IndexString = string.match( DCSUnit:getName(), "#.*-" ):sub( 2, -2 )
@@ -797,7 +797,7 @@ end
-- @return #string The prefix
-- @return #nil Nothing found
function SPAWN:_GetPrefixFromDCSUnit( DCSUnit )
self:T( { self.SpawnTemplatePrefix, self.SpawnAliasPrefix, DCSUnit } )
self:F( { self.SpawnTemplatePrefix, self.SpawnAliasPrefix, DCSUnit } )
if DCSUnit and DCSUnit:getName() then
local SpawnPrefix = string.match( DCSUnit:getName(), ".*#" )
@@ -813,7 +813,7 @@ end
--- Return the group within the SpawnGroups collection with input a DCSUnit.
function SPAWN:_GetGroupFromDCSUnit( DCSUnit )
self:T( { self.SpawnTemplatePrefix, self.SpawnAliasPrefix, DCSUnit } )
self:F( { self.SpawnTemplatePrefix, self.SpawnAliasPrefix, DCSUnit } )
if DCSUnit then
local SpawnPrefix = self:_GetPrefixFromDCSUnit( DCSUnit )
@@ -833,7 +833,7 @@ end
--- Get the index from a given group.
-- The function will search the name of the group for a #, and will return the number behind the #-mark.
function SPAWN:GetSpawnIndexFromGroup( SpawnGroup )
self:T( { self.SpawnTemplatePrefix, self.SpawnAliasPrefix, SpawnGroup } )
self:F( { self.SpawnTemplatePrefix, self.SpawnAliasPrefix, SpawnGroup } )
local IndexString = string.match( SpawnGroup:GetName(), "#.*$" ):sub( 2 )
local Index = tonumber( IndexString )
@@ -845,14 +845,14 @@ end
--- Return the last maximum index that can be used.
function SPAWN:_GetLastIndex()
self:T( { self.SpawnTemplatePrefix, self.SpawnAliasPrefix } )
self:F( { self.SpawnTemplatePrefix, self.SpawnAliasPrefix } )
return self.SpawnMaxGroups
end
--- Initalize the SpawnGroups collection.
function SPAWN:_InitializeSpawnGroups( SpawnIndex )
self:T( { self.SpawnTemplatePrefix, self.SpawnAliasPrefix, SpawnIndex } )
self:F( { self.SpawnTemplatePrefix, self.SpawnAliasPrefix, SpawnIndex } )
if not self.SpawnGroups[SpawnIndex] then
self.SpawnGroups[SpawnIndex] = {}
@@ -899,7 +899,7 @@ end
--- Gets the CountryID of the Group with the given SpawnPrefix
function SPAWN:_GetGroupCountryID( SpawnPrefix )
self:T( { self.SpawnTemplatePrefix, self.SpawnAliasPrefix, SpawnPrefix } )
self:F( { self.SpawnTemplatePrefix, self.SpawnAliasPrefix, SpawnPrefix } )
local TemplateGroup = Group.getByName( SpawnPrefix )
@@ -914,7 +914,7 @@ end
--- Gets the Group Template from the ME environment definition.
-- This method used the @{DATABASE} object, which contains ALL initial and new spawned object in MOOSE.
function SPAWN:_GetTemplate( SpawnTemplatePrefix )
self:T( { self.SpawnTemplatePrefix, self.SpawnAliasPrefix, SpawnTemplatePrefix } )
self:F( { self.SpawnTemplatePrefix, self.SpawnAliasPrefix, SpawnTemplatePrefix } )
local SpawnTemplate = nil
@@ -934,7 +934,7 @@ end
--- Prepares the new Group Template.
function SPAWN:_Prepare( SpawnTemplatePrefix, SpawnIndex )
self:T( { self.SpawnTemplatePrefix, self.SpawnAliasPrefix } )
self:F( { self.SpawnTemplatePrefix, self.SpawnAliasPrefix } )
local SpawnTemplate = self:_GetTemplate( SpawnTemplatePrefix )
SpawnTemplate.name = self:SpawnGroupName( SpawnIndex )
@@ -967,7 +967,7 @@ end
-- @param #number SpawnIndex The index of the group to be spawned.
-- @return #SPAWN
function SPAWN:_RandomizeRoute( SpawnIndex )
self:T( { self.SpawnTemplatePrefix, SpawnIndex, self.SpawnRandomizeRoute, self.SpawnRandomizeRouteStartPoint, self.SpawnRandomizeRouteEndPoint, self.SpawnRandomizeRouteRadius } )
self:F( { self.SpawnTemplatePrefix, SpawnIndex, self.SpawnRandomizeRoute, self.SpawnRandomizeRouteStartPoint, self.SpawnRandomizeRouteEndPoint, self.SpawnRandomizeRouteRadius } )
if self.SpawnRandomizeRoute then
local SpawnTemplate = self.SpawnGroups[SpawnIndex].SpawnTemplate
@@ -988,7 +988,7 @@ end
function SPAWN:_RandomizeTemplate( SpawnIndex )
self:T( { self.SpawnTemplatePrefix, SpawnIndex } )
self:F( { self.SpawnTemplatePrefix, SpawnIndex } )
if self.SpawnRandomizeTemplate then
self.SpawnGroups[SpawnIndex].SpawnTemplatePrefix = self.SpawnTemplatePrefixTable[ math.random( 1, #self.SpawnTemplatePrefixTable ) ]
@@ -1007,7 +1007,7 @@ function SPAWN:_RandomizeTemplate( SpawnIndex )
end
function SPAWN:_TranslateRotate( SpawnIndex, SpawnRootX, SpawnRootY, SpawnX, SpawnY, SpawnAngle )
self:T( { self.SpawnTemplatePrefix, SpawnIndex, SpawnRootX, SpawnRootY, SpawnX, SpawnY, SpawnAngle } )
self:F( { self.SpawnTemplatePrefix, SpawnIndex, SpawnRootX, SpawnRootY, SpawnX, SpawnY, SpawnAngle } )
-- Translate
local TranslatedX = SpawnX
@@ -1051,7 +1051,7 @@ end
--- Get the next index of the groups to be spawned. This function is complicated, as it is used at several spaces.
function SPAWN:_GetSpawnIndex( SpawnIndex )
self:T( { self.SpawnTemplatePrefix, SpawnIndex, self.SpawnMaxGroups, self.SpawnMaxUnitsAlive, self.AliveUnits, #self.SpawnTemplate.units } )
self:F( { self.SpawnTemplatePrefix, SpawnIndex, self.SpawnMaxGroups, self.SpawnMaxUnitsAlive, self.AliveUnits, #self.SpawnTemplate.units } )
if ( self.SpawnMaxGroups == 0 ) or ( SpawnIndex <= self.SpawnMaxGroups ) then
@@ -1170,7 +1170,7 @@ end
--- This function is called automatically by the Spawning scheduler.
-- It is the internal worker method SPAWNing new Groups on the defined time intervals.
function SPAWN:_Scheduler()
self:T( { "_Scheduler", self.SpawnTemplatePrefix, self.SpawnAliasPrefix, self.SpawnIndex, self.SpawnMaxGroups, self.SpawnMaxUnitsAlive } )
self:F( { "_Scheduler", self.SpawnTemplatePrefix, self.SpawnAliasPrefix, self.SpawnIndex, self.SpawnMaxGroups, self.SpawnMaxUnitsAlive } )
if self.SpawnInit or self.SpawnCurrentTimer == self.SpawnSetTimer then
-- Validate if there are still groups left in the batch...
@@ -1188,7 +1188,7 @@ self:T( { "_Scheduler", self.SpawnTemplatePrefix, self.SpawnAliasPrefix, self.Sp
end
function SPAWN:_SpawnCleanUpScheduler()
self:T( { "CleanUp Scheduler:", self.SpawnTemplatePrefix } )
self:F( { "CleanUp Scheduler:", self.SpawnTemplatePrefix } )
local SpawnCursor
local SpawnGroup, SpawnCursor = self:GetFirstAliveGroup( SpawnCursor )