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Ops
respawn
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@@ -394,11 +394,43 @@ function ARMYGROUP:onafterStatus(From, Event, To)
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else
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-- Info text.
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local text=string.format("State %s: Alive=%s", fsmstate, tostring(self:IsAlive()))
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self:T2(self.lid..text)
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if self.verbose>=1 then
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local text=string.format("State %s: Alive=%s", fsmstate, tostring(self:IsAlive()))
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self:I(self.lid..text)
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end
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end
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---
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-- Elements
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---
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if self.verbose>=2 then
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local text="Elements:"
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for i,_element in pairs(self.elements) do
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local element=_element --#ARMYGROUP.Element
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local name=element.name
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local status=element.status
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local unit=element.unit
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--local life=unit:GetLifeRelative() or 0
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local life,life0=self:GetLifePoints(element)
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local life0=element.life0
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-- Get ammo.
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local ammo=self:GetAmmoElement(element)
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-- Output text for element.
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text=text..string.format("\n[%d] %s: status=%s, life=%.1f/%.1f, guns=%d, rockets=%d, bombs=%d, missiles=%d",
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i, name, status, life, life0, ammo.Guns, ammo.Rockets, ammo.Bombs, ammo.Missiles)
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end
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if #self.elements==0 then
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text=text.." none!"
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end
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self:I(self.lid..text)
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end
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---
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-- Tasks & Missions
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@@ -965,8 +997,11 @@ function ARMYGROUP:OnEventBirth(EventData)
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if self.respawning then
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self:I(self.lid.."Respawning unit "..tostring(unitname))
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local function reset()
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self.respawning=nil
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self:_CheckGroupDone()
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end
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-- Reset switch in 1 sec. This should allow all birth events of n>1 groups to have passed.
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