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Finish Cargo/FC/Transport
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@@ -189,9 +189,9 @@ end
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-- * Then it will respawn the re-modelled group.
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--
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-- @param #UNIT self
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-- @param Dcs.DCSTypes#Vec3 SpawnVec3 The position where to Spawn the new Unit at.
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-- @param Core.Point#COORDINATE Coordinate The position where to Spawn the new Unit at.
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-- @param #number Heading The heading of the unit respawn.
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function UNIT:ReSpawn( SpawnVec3, Heading )
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function UNIT:ReSpawnAt( Coordinate, Heading )
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self:T( self:Name() )
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local SpawnGroupTemplate = UTILS.DeepCopy( _DATABASE:GetGroupTemplateFromUnitName( self:Name() ) )
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@@ -203,8 +203,8 @@ function UNIT:ReSpawn( SpawnVec3, Heading )
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if SpawnGroup then
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local Vec3 = SpawnGroup:GetVec3()
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SpawnGroupTemplate.x = SpawnVec3.x
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SpawnGroupTemplate.y = SpawnVec3.z
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SpawnGroupTemplate.x = Coordinate.x
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SpawnGroupTemplate.y = Coordinate.z
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self:F( #SpawnGroupTemplate.units )
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for UnitID, UnitData in pairs( SpawnGroup:GetUnits() ) do
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@@ -227,9 +227,9 @@ function UNIT:ReSpawn( SpawnVec3, Heading )
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SpawnGroupTemplate.units[UnitTemplateID].unitId = nil
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if UnitTemplateData.name == self:Name() then
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self:T("Adjusting")
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SpawnGroupTemplate.units[UnitTemplateID].alt = SpawnVec3.y
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SpawnGroupTemplate.units[UnitTemplateID].x = SpawnVec3.x
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SpawnGroupTemplate.units[UnitTemplateID].y = SpawnVec3.z
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SpawnGroupTemplate.units[UnitTemplateID].alt = Coordinate.y
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SpawnGroupTemplate.units[UnitTemplateID].x = Coordinate.x
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SpawnGroupTemplate.units[UnitTemplateID].y = Coordinate.z
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SpawnGroupTemplate.units[UnitTemplateID].heading = Heading
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self:F( { UnitTemplateID, SpawnGroupTemplate.units[UnitTemplateID], SpawnGroupTemplate.units[UnitTemplateID] } )
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else
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@@ -344,18 +344,18 @@ end
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function UNIT:GetPlayerName()
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self:F2( self.UnitName )
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local DCSUnit = self:GetDCSObject()
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local DCSUnit = self:GetDCSObject() -- Dcs.DCSUnit#Unit
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if DCSUnit then
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local PlayerName = DCSUnit:getPlayerName()
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if PlayerName == nil then
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PlayerName = ""
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if PlayerName == nil or PlayerName == "" then
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PlayerName = "Player" .. DCSUnit:getID()
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end
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return PlayerName
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end
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return nil
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return nil
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end
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