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#Added a new option ( true by default), returntroopstobase. If set to false, troops would not return to base when dropped at load zone.
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@ -1554,6 +1554,7 @@ function CTLD:New(Coalition, Prefixes, Alias)
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self.smokedistance = 2000
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self.smokedistance = 2000
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self.movetroopstowpzone = true
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self.movetroopstowpzone = true
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self.movetroopsdistance = 5000
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self.movetroopsdistance = 5000
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self.returntroopstobase = true -- if set to false, troops would stay after deployment inside a load zone.
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self.troopdropzoneradius = 100
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self.troopdropzoneradius = 100
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self.VehicleMoveFormation = AI.Task.VehicleFormation.VEE
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self.VehicleMoveFormation = AI.Task.VehicleFormation.VEE
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@ -3671,7 +3672,7 @@ function CTLD:_UnloadTroops(Group, Unit)
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inzone, zonename, zone, distance = self:IsUnitInZone(Unit,CTLD.CargoZoneType.SHIP)
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inzone, zonename, zone, distance = self:IsUnitInZone(Unit,CTLD.CargoZoneType.SHIP)
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end
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end
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if inzone then
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if inzone then
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droppingatbase = true
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droppingatbase = self.returntroopstobase
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end
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end
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-- check for hover unload
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-- check for hover unload
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local hoverunload = self:IsCorrectHover(Unit) --if true we\'re hovering in parameters
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local hoverunload = self:IsCorrectHover(Unit) --if true we\'re hovering in parameters
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@ -5126,7 +5127,7 @@ function CTLD:_UnloadSingleTroopByID(Group, Unit, chunkID)
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inzone, zonename, zone, distance = self:IsUnitInZone(Unit, CTLD.CargoZoneType.SHIP)
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inzone, zonename, zone, distance = self:IsUnitInZone(Unit, CTLD.CargoZoneType.SHIP)
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end
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end
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if inzone then
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if inzone then
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droppingatbase = true
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droppingatbase = self.returntroopstobase
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end
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end
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if self.pilotmustopendoors and not UTILS.IsLoadingDoorOpen(Unit:GetName()) then
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if self.pilotmustopendoors and not UTILS.IsLoadingDoorOpen(Unit:GetName()) then
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