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https://github.com/FlightControl-Master/MOOSE.git
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Switched demo mission link in Core/SpawnStatic and Wrapper/Storage
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@@ -1,36 +1,36 @@
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--- **Core** - Spawn statics.
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--
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--
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-- ===
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--
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--
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-- ## Features:
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--
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--
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-- * Spawn new statics from a static already defined in the mission editor.
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-- * Spawn new statics from a given template.
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-- * Spawn new statics from a given type.
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-- * Spawn with a custom heading and location.
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-- * Spawn within a zone.
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-- * Spawn statics linked to units, .e.g on aircraft carriers.
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--
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-- ===
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--
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-- # Demo Missions
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--
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-- ## [SPAWNSTATIC Demo Missions](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/Core/SpawnStatic)
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--
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--
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-- ===
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--
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--
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-- # Demo Missions
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--
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-- ## [SPAWNSTATIC Demo Missions](https://github.com/FlightControl-Master/MOOSE_Demos/tree/master/Core/SpawnStatic)
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--
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--
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-- ===
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--
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-- # YouTube Channel
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--
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--
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-- ## No videos yet!
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--
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--
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-- ===
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--
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--
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-- ### Author: **FlightControl**
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-- ### Contributions: **funkyfranky**
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--
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--
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-- ===
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--
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--
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-- @module Core.SpawnStatic
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-- @image Core_Spawnstatic.JPG
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@@ -58,37 +58,37 @@
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--- Allows to spawn dynamically new @{Wrapper.Static}s into your mission.
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--
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-- Through creating a copy of an existing static object template as defined in the Mission Editor (ME), SPAWNSTATIC can retireve the properties of the defined static object template (like type, category etc),
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--
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-- Through creating a copy of an existing static object template as defined in the Mission Editor (ME), SPAWNSTATIC can retireve the properties of the defined static object template (like type, category etc),
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-- and "copy" these properties to create a new static object and place it at the desired coordinate.
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--
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-- New spawned @{Wrapper.Static}s get **the same name** as the name of the template Static, or gets the given name when a new name is provided at the Spawn method.
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--
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-- New spawned @{Wrapper.Static}s get **the same name** as the name of the template Static, or gets the given name when a new name is provided at the Spawn method.
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-- By default, spawned @{Wrapper.Static}s will follow a naming convention at run-time:
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--
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--
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-- * Spawned @{Wrapper.Static}s will have the name _StaticName_#_nnn_, where _StaticName_ is the name of the **Template Static**, and _nnn_ is a **counter from 0 to 99999**.
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--
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--
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-- # SPAWNSTATIC Constructors
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--
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--
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-- Firstly, we need to create a SPAWNSTATIC object that will be used to spawn new statics into the mission. There are three ways to do this.
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--
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--
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-- ## Use another Static
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--
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--
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-- A new SPAWNSTATIC object can be created using another static by the @{#SPAWNSTATIC.NewFromStatic}() function. All parameters such as position, heading, country will be initialized
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-- from the static.
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--
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--
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-- ## From a Template
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--
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--
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-- A SPAWNSTATIC object can also be created from a template table using the @{#SPAWNSTATIC.NewFromTemplate}(SpawnTemplate, CountryID) function. All parameters are taken from the template.
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--
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--
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-- ## From a Type
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--
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--
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-- A very basic method is to create a SPAWNSTATIC object by just giving the type of the static. All parameters must be initialized from the InitXYZ functions described below. Otherwise default values
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-- are used. For example, if no spawn coordinate is given, the static will be created at the origin of the map.
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--
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--
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-- # Setting Parameters
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--
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--
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-- Parameters such as the spawn position, heading, country etc. can be set via :Init*XYZ* functions. Note that these functions must be given before the actual spawn command!
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--
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--
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-- * @{#SPAWNSTATIC.InitCoordinate}(Coordinate) Sets the coordinate where the static is spawned. Statics are always spawnd on the ground.
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-- * @{#SPAWNSTATIC.InitHeading}(Heading) sets the orientation of the static.
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-- * @{#SPAWNSTATIC.InitLivery}(LiveryName) sets the livery of the static. Not all statics support this.
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@@ -99,17 +99,17 @@
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-- * @{#SPAWNSTATIC.InitLinkToUnit}(Unit, OffsetX, OffsetY, OffsetAngle) links the static to a unit, e.g. to an aircraft carrier.
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--
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-- # Spawning the Statics
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--
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--
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-- Once the SPAWNSTATIC object is created and parameters are initialized, the spawn command can be given. There are different methods where some can be used to directly set parameters
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-- such as position and heading.
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--
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--
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-- * @{#SPAWNSTATIC.Spawn}(Heading, NewName) spawns the static with the set parameters. Optionally, heading and name can be given. The name **must be unique**!
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-- * @{#SPAWNSTATIC.SpawnFromCoordinate}(Coordinate, Heading, NewName) spawn the static at the given coordinate. Optionally, heading and name can be given. The name **must be unique**!
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-- * @{#SPAWNSTATIC.SpawnFromPointVec2}(PointVec2, Heading, NewName) spawns the static at a POINT_VEC2 coordinate. Optionally, heading and name can be given. The name **must be unique**!
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-- * @{#SPAWNSTATIC.SpawnFromZone}(Zone, Heading, NewName) spawns the static at the center of a @{Core.Zone}. Optionally, heading and name can be given. The name **must be unique**!
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--
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--
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-- @field #SPAWNSTATIC SPAWNSTATIC
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--
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--
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SPAWNSTATIC = {
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ClassName = "SPAWNSTATIC",
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SpawnIndex = 0,
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@@ -139,9 +139,9 @@ SPAWNSTATIC = {
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function SPAWNSTATIC:NewFromStatic(SpawnTemplateName, SpawnCountryID)
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local self = BASE:Inherit( self, BASE:New() ) -- #SPAWNSTATIC
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local TemplateStatic, CoalitionID, CategoryID, CountryID = _DATABASE:GetStaticGroupTemplate(SpawnTemplateName)
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if TemplateStatic then
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self.SpawnTemplatePrefix = SpawnTemplateName
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self.TemplateStaticUnit = UTILS.DeepCopy(TemplateStatic.units[1])
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@@ -166,11 +166,11 @@ end
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function SPAWNSTATIC:NewFromTemplate(SpawnTemplate, CountryID)
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local self = BASE:Inherit( self, BASE:New() ) -- #SPAWNSTATIC
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self.TemplateStaticUnit = UTILS.DeepCopy(SpawnTemplate)
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self.SpawnTemplatePrefix = SpawnTemplate.name
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self.CountryID = CountryID or country.id.USA
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return self
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end
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@@ -189,7 +189,7 @@ function SPAWNSTATIC:NewFromType(StaticType, StaticCategory, CountryID)
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self.InitStaticCategory=StaticCategory
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self.CountryID=CountryID or country.id.USA
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self.SpawnTemplatePrefix=self.InitStaticType
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self.InitStaticCoordinate=COORDINATE:New(0, 0, 0)
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self.InitStaticHeading=0
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@@ -291,7 +291,7 @@ function SPAWNSTATIC:InitCountry(CountryID)
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return self
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end
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--- Initialize name prefix statics get. This will be appended by "#0001", "#0002" etc.
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--- Initialize name prefix statics get. This will be appended by "#0001", "#0002" etc.
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-- @param #SPAWNSTATIC self
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-- @param #string NamePrefix Name prefix of statics spawned. Will append #0001, etc to the name.
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-- @return #SPAWNSTATIC self
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@@ -327,13 +327,13 @@ function SPAWNSTATIC:Spawn(Heading, NewName)
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if Heading then
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self.InitStaticHeading=Heading
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end
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if NewName then
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self.InitStaticName=NewName
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end
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return self:_SpawnStatic(self.TemplateStaticUnit, self.CountryID)
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end
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--- Creates a new @{Wrapper.Static} from a POINT_VEC2.
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@@ -347,7 +347,7 @@ function SPAWNSTATIC:SpawnFromPointVec2(PointVec2, Heading, NewName)
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local vec2={x=PointVec2:GetX(), y=PointVec2:GetY()}
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local Coordinate=COORDINATE:NewFromVec2(vec2)
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return self:SpawnFromCoordinate(Coordinate, Heading, NewName)
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end
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@@ -362,11 +362,11 @@ function SPAWNSTATIC:SpawnFromCoordinate(Coordinate, Heading, NewName)
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-- Set up coordinate.
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self.InitStaticCoordinate=Coordinate
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if Heading then
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self.InitStaticHeading=Heading
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end
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if NewName then
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self.InitStaticName=NewName
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end
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@@ -385,7 +385,7 @@ function SPAWNSTATIC:SpawnFromZone(Zone, Heading, NewName)
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-- Spawn the new static at the center of the zone.
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local Static = self:SpawnFromPointVec2( Zone:GetPointVec2(), Heading, NewName )
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return Static
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end
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@@ -399,45 +399,45 @@ function SPAWNSTATIC:_SpawnStatic(Template, CountryID)
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Template=Template or {}
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local CountryID=CountryID or self.CountryID
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if self.InitStaticType then
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Template.type=self.InitStaticType
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end
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if self.InitStaticCategory then
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Template.category=self.InitStaticCategory
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end
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if self.InitStaticCoordinate then
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Template.x = self.InitStaticCoordinate.x
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if self.InitStaticCoordinate then
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Template.x = self.InitStaticCoordinate.x
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Template.y = self.InitStaticCoordinate.z
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Template.alt = self.InitStaticCoordinate.y
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Template.alt = self.InitStaticCoordinate.y
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end
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if self.InitStaticHeading then
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Template.heading = math.rad(self.InitStaticHeading)
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Template.heading = math.rad(self.InitStaticHeading)
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end
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if self.InitStaticShape then
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Template.shape_name=self.InitStaticShape
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end
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if self.InitStaticLivery then
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Template.livery_id=self.InitStaticLivery
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end
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if self.InitStaticDead~=nil then
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Template.dead=self.InitStaticDead
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end
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if self.InitStaticCargo~=nil then
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Template.canCargo=self.InitStaticCargo
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end
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if self.InitStaticCargoMass~=nil then
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Template.mass=self.InitStaticCargoMass
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end
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if self.InitLinkUnit then
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Template.linkUnit=self.InitLinkUnit:GetID()
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Template.linkOffset=true
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@@ -446,45 +446,45 @@ function SPAWNSTATIC:_SpawnStatic(Template, CountryID)
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Template.offsets.x=self.InitOffsetX
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Template.offsets.angle=self.InitOffsetAngle and math.rad(self.InitOffsetAngle) or 0
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end
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if self.InitFarp then
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Template.heliport_callsign_id = self.InitFarpCallsignID
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Template.heliport_frequency = self.InitFarpFreq
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Template.heliport_modulation = self.InitFarpModu
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Template.unitId=nil
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end
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-- Increase spawn index counter.
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self.SpawnIndex = self.SpawnIndex + 1
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-- Name of the spawned static.
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Template.name = self.InitStaticName or string.format("%s#%05d", self.SpawnTemplatePrefix, self.SpawnIndex)
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-- Add and register the new static.
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local mystatic=_DATABASE:AddStatic(Template.name)
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-- Debug output.
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self:T(Template)
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-- Add static to the game.
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local Static=nil --DCS#StaticObject
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if self.InitFarp then
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local TemplateGroup={}
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local TemplateGroup={}
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TemplateGroup.units={}
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TemplateGroup.units[1]=Template
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TemplateGroup.visible=true
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TemplateGroup.hidden=false
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TemplateGroup.x=Template.x
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TemplateGroup.y=Template.y
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TemplateGroup.name=Template.name
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self:T("Spawning FARP")
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self:T("Spawning FARP")
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self:T({Template=Template})
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self:T({TemplateGroup=TemplateGroup})
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-- ED's dirty way to spawn FARPS.
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Static=coalition.addGroup(CountryID, -1, TemplateGroup)
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@@ -499,10 +499,10 @@ function SPAWNSTATIC:_SpawnStatic(Template, CountryID)
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world.onEvent(Event)
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else
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self:T("Spawning Static")
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self:T2({Template=Template})
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self:T("Spawning Static")
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self:T2({Template=Template})
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Static=coalition.addStaticObject(CountryID, Template)
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end
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return mystatic
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end
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