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CTLD: fix FOB units overwriting last instance, Unit Cargo Mass not working on first load
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@ -1418,11 +1418,11 @@ function CTLD:_LoadCratesNearby(Group, Unit)
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crate:GetPositionable():Destroy()
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crate:GetPositionable():Destroy()
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crate.Positionable = nil
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crate.Positionable = nil
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self:_SendMessage(string.format("Crate ID %d for %s loaded!",crate:GetID(),crate:GetName()), 10, false, Group)
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self:_SendMessage(string.format("Crate ID %d for %s loaded!",crate:GetID(),crate:GetName()), 10, false, Group)
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self:_UpdateUnitCargoMass(Unit)
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self:__CratesPickedUp(1, Group, Unit, crate)
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self:__CratesPickedUp(1, Group, Unit, crate)
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end
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end
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end
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end
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self.Loaded_Cargo[unitname] = loaded
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self.Loaded_Cargo[unitname] = loaded
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self:_UpdateUnitCargoMass(Unit)
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-- clean up real world crates
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-- clean up real world crates
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local existingcrates = self.Spawned_Cargo -- #table
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local existingcrates = self.Spawned_Cargo -- #table
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local newexcrates = {}
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local newexcrates = {}
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@ -1893,17 +1893,16 @@ function CTLD:_BuildObjectFromCrates(Group,Unit,Build,Repair,RepairLocation)
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end
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end
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for _,_template in pairs(temptable) do
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for _,_template in pairs(temptable) do
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self.TroopCounter = self.TroopCounter + 1
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self.TroopCounter = self.TroopCounter + 1
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if canmove then
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local alias = string.format("%s-%d", _template, math.random(1,100000))
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local alias = string.format("%s-%d", _template, math.random(1,100000))
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self.DroppedTroops[self.TroopCounter] = SPAWN:NewWithAlias(_template,alias)
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if canmove then
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:InitRandomizeUnits(true,20,2)
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self.DroppedTroops[self.TroopCounter] = SPAWN:NewWithAlias(_template,alias)
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:InitDelayOff()
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:InitRandomizeUnits(true,20,2)
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:SpawnFromVec2(randomcoord)
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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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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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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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:InitDelayOff()
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:SpawnFromVec2(randomcoord)
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:SpawnFromVec2(randomcoord)
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end
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end
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if self.movetroopstowpzone and canmove then
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if self.movetroopstowpzone and canmove then
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self:_MoveGroupToZone(self.DroppedTroops[self.TroopCounter])
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self:_MoveGroupToZone(self.DroppedTroops[self.TroopCounter])
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