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SPAWN Delay implementation
-- New methods SPAWN:InitDelayOnOff(), SPAWN:InitDelayOn(), SPAWN:InitDelayOff() -- Default is delay is on, but only for :SpawnScheduled() -- Did a large review of the SPAWN documentation (for dummies). -- Moved the SPAWN class documentation to the SPAWN object, so that it becomes visible in intellisense. -- Added Demo Mission links -- Added Youtube channel links
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@@ -479,16 +479,7 @@ and creates a CSV file logging the scoring events and results for use at team or
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<td class="name" nowrap="nowrap"><a href="Spawn.html">Spawn</a></td>
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<p>Single-Player:<strong>Yes</strong> / Multi-Player:<strong>Yes</strong> / AI:<strong>Yes</strong> / Human:<strong>No</strong> / Types:<strong>All</strong> -- <br/>
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<strong>Spawn groups of units dynamically in your missions.</strong></p>
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<p><img src="..\Presentations\SPAWN\SPAWN.JPG" alt="Banner Image"/></p>
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<hr/>
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<h1>1) <a href="##(SPAWN)">#SPAWN</a> class, extends <a href="Base.html##(BASE)">Base#BASE</a></h1>
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<p>The <a href="##(SPAWN)">#SPAWN</a> class allows to spawn dynamically new groups, based on pre-defined initialization settings, modifying the behaviour when groups are spawned.</p>
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<p><strong>Functional</strong> -- Spawn dynamically new <a href="Group.html">Group</a>s in your missions.</p>
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