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@ -1278,6 +1278,7 @@ end
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--- Respawn group after landing.
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-- @param #SPAWN self
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-- @param #number WaitingTime Wait this many seconds before despawning the alive group after landing. Defaults to 3 .
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-- @return #SPAWN self
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-- @usage
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--
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@ -1285,15 +1286,16 @@ end
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-- -- Re-SPAWN the Group(s) after each landing and Engine Shut-Down automatically.
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-- SpawnRU_SU34 = SPAWN:New( 'Su-34' )
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-- :InitRandomizeRoute( 1, 1, 3000 )
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-- :InitRepeatOnLanding()
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-- :InitRepeatOnLanding(20)
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-- :Spawn()
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--
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function SPAWN:InitRepeatOnLanding()
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function SPAWN:InitRepeatOnLanding(WaitingTime)
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--self:F( { self.SpawnTemplatePrefix } )
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self:InitRepeat()
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self.RepeatOnEngineShutDown = false
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self.RepeatOnLanding = true
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self.RepeatOnLandingTime = (WaitingTime and WaitingTime > 3) and WaitingTime or 3
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return self
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end
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@ -4064,7 +4066,7 @@ function SPAWN:_OnLand( EventData )
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-- self:ReSpawn( SpawnGroupIndex )
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-- Delay respawn by three seconds due to DCS 2.5.4.26368 OB bug https://github.com/FlightControl-Master/MOOSE/issues/1076
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-- Bug was initially only for engine shutdown event but after ED "fixed" it, it now happens on landing events.
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SCHEDULER:New( nil, self.ReSpawn, { self, SpawnGroupIndex }, 3 )
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SCHEDULER:New( nil, self.ReSpawn, { self, SpawnGroupIndex }, self.RepeatOnLandingTime or 3 )
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end
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end
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end
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@ -757,7 +757,11 @@ end
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-- @param #GROUP self
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-- @return #boolean If true, group is associated with a client or player slot.
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function GROUP:IsPlayer()
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return self:GetUnit(1):IsPlayer()
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local unit = self:GetUnit(1)
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if unit then
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return unit:IsPlayer()
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end
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return false
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end
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--- Returns the UNIT wrapper object with number UnitNumber. If it doesn't exist, tries to return the next available unit.
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