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bugfix
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@ -147,7 +147,7 @@
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-- * overestimation how far units can "see" and
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-- * not taking into account that a SAM site will take (e.g for a SA-6) 30-40 seconds between switching on, acquiring the target and firing.
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--
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-- An attacker doing 350knots will cover ca 180meters/second or thus more than 6km until the SA-6 fires. Use triggers zones and the ruler in the missione editor to understand distances and zones. Take into account that the ranges given by the circles
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-- An attacker doing 350knots will cover ca 180meters/second or thus more than 6km until the SA-6 fires. Use triggers zones and the ruler in the mission editor to understand distances and zones. Take into account that the ranges given by the circles
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-- in the mission editor are absolute maximum ranges; in-game this is rather 50-75% of that depending on the system. Fiddle with placement and options to see what works best for your scenario, and remember **everything in here is in meters**.
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--
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-- # 2. Start up your MANTIS with a basic setting
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@ -1515,7 +1515,7 @@ do
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-- @param #table samset Table of SAM data
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-- @param #table detset Table of COORDINATES
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-- @param #boolean dlink Using DLINK
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-- @param #limit limit of SAM sites to go active on a contact
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-- @param #number limit of SAM sites to go active on a contact
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-- @return #MANTIS self
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function MANTIS:_CheckLoop(samset,detset,dlink,limit)
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self:T(self.lid .. "CheckLoop " .. #detset .. " Coordinates")
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@ -1908,11 +1908,12 @@ function PLAYERTASKCONTROLLER:_AddTask(Target)
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targetobject:ForEachGroup(
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function (group)
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local attribute = group:GetAttribute()
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if self:_IsAttributeSead(attribute) then
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type = AUFTRAG.Type.SEAD
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--ttstype = "suppress air defense"
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ttstype = self.gettext:GetEntry("SEADTTS",self.locale)
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end
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if self:_IsAttributeSead(attribute) then
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type = AUFTRAG.Type.SEAD
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--ttstype = "suppress air defense"
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ttstype = self.gettext:GetEntry("SEADTTS",self.locale)
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end
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end
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)
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elseif targetobject:IsInstanceOf("SET_UNIT") then
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self:T("SEAD Check SET_UNIT")
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