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Reactivate the :destroy() event on clients with scoring below thresmark
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@ -667,8 +667,6 @@ function SCORING:_AddPlayerFromUnit( UnitData )
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self.Players[PlayerName].ThreatLevel = UnitThreatLevel
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self.Players[PlayerName].ThreatLevel = UnitThreatLevel
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self.Players[PlayerName].ThreatType = UnitThreatType
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self.Players[PlayerName].ThreatType = UnitThreatType
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-- TODO: DCS bug concerning Units with skill level client don't get destroyed in multi player. This logic is deactivated until this bug gets fixed.
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--[[
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if self.Players[PlayerName].Penalty > self.Fratricide * 0.50 then
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if self.Players[PlayerName].Penalty > self.Fratricide * 0.50 then
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if self.Players[PlayerName].PenaltyWarning < 1 then
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if self.Players[PlayerName].PenaltyWarning < 1 then
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MESSAGE:NewType( self.DisplayMessagePrefix .. "Player '" .. PlayerName .. "': WARNING! If you continue to commit FRATRICIDE and have a PENALTY score higher than " .. self.Fratricide .. ", you will be COURT MARTIALED and DISMISSED from this mission! \nYour total penalty is: " .. self.Players[PlayerName].Penalty,
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MESSAGE:NewType( self.DisplayMessagePrefix .. "Player '" .. PlayerName .. "': WARNING! If you continue to commit FRATRICIDE and have a PENALTY score higher than " .. self.Fratricide .. ", you will be COURT MARTIALED and DISMISSED from this mission! \nYour total penalty is: " .. self.Players[PlayerName].Penalty,
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@ -684,8 +682,6 @@ function SCORING:_AddPlayerFromUnit( UnitData )
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):ToAll()
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):ToAll()
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UnitData:GetGroup():Destroy()
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UnitData:GetGroup():Destroy()
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end
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end
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--]]
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end
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end
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end
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end
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