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Validate and Reposition Ground Units algorithm
[ADDED] UTILS.ValidateAndRepositionGroundUnits [ADDED] SPAWN:InitValidateAndRepositionGroundUnits [ADDED] CTLD.validateAndRepositionUnits
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@@ -1564,7 +1564,9 @@ function CTLD:New(Coalition, Prefixes, Alias)
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self.FixedMinAngels = 165 -- for troop/cargo drop via chute
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self.FixedMaxAngels = 2000 -- for troop/cargo drop via chute
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self.FixedMaxSpeed = 77 -- 280 kph or 150kn eq 77 mps
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self.validateAndRepositionUnits = false -- 280 kph or 150kn eq 77 mps
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-- message suppression
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self.suppressmessages = false
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@@ -3735,6 +3737,7 @@ function CTLD:_UnloadTroops(Group, Unit)
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self.DroppedTroops[self.TroopCounter] = SPAWN:NewWithAlias(_template,alias)
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:InitDelayOff()
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:InitSetUnitAbsolutePositions(Positions)
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:InitValidateAndRepositionGroundUnits(self.validateAndRepositionUnits)
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:OnSpawnGroup(function(grp) grp.spawntime = timer.getTime() end)
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:SpawnFromVec2(randomcoord:GetVec2())
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self:__TroopsDeployed(1, Group, Unit, self.DroppedTroops[self.TroopCounter],type)
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@@ -4181,11 +4184,13 @@ function CTLD:_BuildObjectFromCrates(Group,Unit,Build,Repair,RepairLocation,Mult
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self.DroppedTroops[self.TroopCounter] = SPAWN:NewWithAlias(_template,alias)
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--:InitRandomizeUnits(true,20,2)
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:InitDelayOff()
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:InitValidateAndRepositionGroundUnits(self.validateAndRepositionUnits)
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:OnSpawnGroup(function(grp) grp.spawntime = timer.getTime() end)
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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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self.DroppedTroops[self.TroopCounter] = SPAWN:NewWithAlias(_template,alias)
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:InitDelayOff()
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:InitValidateAndRepositionGroundUnits(self.validateAndRepositionUnits)
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:OnSpawnGroup(function(grp) grp.spawntime = timer.getTime() end)
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:SpawnFromVec2(randomcoord)
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end
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@@ -5211,6 +5216,7 @@ function CTLD:_UnloadSingleTroopByID(Group, Unit, chunkID)
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self.DroppedTroops[self.TroopCounter] = SPAWN:NewWithAlias(_template, alias)
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:InitDelayOff()
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:InitSetUnitAbsolutePositions(Positions)
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:InitValidateAndRepositionGroundUnits(self.validateAndRepositionUnits)
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:OnSpawnGroup(function(grp) grp.spawntime = timer.getTime() end)
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:SpawnFromVec2(randomcoord:GetVec2())
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self:__TroopsDeployed(1, Group, Unit, self.DroppedTroops[self.TroopCounter], cType)
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