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CTLD - Build object at the first crate location found, not randomly around the helo
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@ -2715,6 +2715,8 @@ function CTLD:_BuildCrates(Group, Unit,Engineering)
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local required = Crate:GetCratesNeeded()
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local template = Crate:GetTemplates()
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local ctype = Crate:GetType()
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local ccoord = Crate:GetPositionable():GetCoordinate() -- Core.Point#COORDINATE
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--local testmarker = ccoord:MarkToAll("Crate found",true,"Build Position")
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if not buildables[name] then
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local object = {} -- #CTLD.Buildable
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object.Name = name
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@ -2723,6 +2725,7 @@ function CTLD:_BuildCrates(Group, Unit,Engineering)
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object.Template = template
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object.CanBuild = false
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object.Type = ctype -- #CTLD_CARGO.Enum
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object.Coord = ccoord:GetVec2()
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buildables[name] = object
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foundbuilds = true
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else
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@ -2884,7 +2887,8 @@ function CTLD:_BuildObjectFromCrates(Group,Unit,Build,Repair,RepairLocation)
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temptable = {temptable}
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end
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local zone = ZONE_GROUP:New(string.format("Unload zone-%s",unitname),Group,100)
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local randomcoord = zone:GetRandomCoordinate(35):GetVec2()
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--local randomcoord = zone:GetRandomCoordinate(35):GetVec2()
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local randomcoord = Build.Coord or zone:GetRandomCoordinate(35):GetVec2()
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if Repair then
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randomcoord = RepairLocation:GetVec2()
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end
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@ -2893,7 +2897,7 @@ function CTLD:_BuildObjectFromCrates(Group,Unit,Build,Repair,RepairLocation)
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local alias = string.format("%s-%d", _template, math.random(1,100000))
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if canmove then
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self.DroppedTroops[self.TroopCounter] = SPAWN:NewWithAlias(_template,alias)
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:InitRandomizeUnits(true,20,2)
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--:InitRandomizeUnits(true,20,2)
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:InitDelayOff()
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:SpawnFromVec2(randomcoord)
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else -- don't random position of e.g. SAM units build as FOB
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