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<h2>Additional Material:</h2>
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<ul>
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<li><strong>Demo Missions:</strong> <a href="https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/develop/Wrapper/Weapon">GitHub</a></li>
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<li><strong>Demo Missions:</strong> <a href="https://github.com/FlightControl-Master/MOOSE_Demos/tree/master/Wrapper/Weapon">GitHub</a></li>
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<li><strong>YouTube videos:</strong> None</li>
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<li><strong>Guides:</strong> None</li>
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</ul>
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@@ -1704,7 +1704,7 @@ The impact point can be accessed with the <a href="##(WEAPON).GetImpactVec3">WEA
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<h1>Target</h1>
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<p>If the weapon has a specific target, you can get it with the <a href="##(WEAPON).GetTarget">WEAPON.GetTarget</a> function. Note that the object, which is returned can vary. Normally, it is a UNIT
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<p>If the weapon has a specific target, you can get it with the <a href="##(WEAPON).GetTarget">WEAPON.GetTarget</a> function. Note that the object, which is returned can vary. Normally, it is a UNIT
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but it could also be a STATIC object.</p>
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<p>Also note that the weapon does not always have a target, it can loose a target and re-aquire it and the target might change to another unit.</p>
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@@ -1717,7 +1717,7 @@ but it could also be a STATIC object.</p>
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<p>The category (bomb, rocket, missile, shell, torpedo) of the weapon can be retrieved with the <a href="##(WEAPON).GetCategory">WEAPON.GetCategory</a> function.</p>
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<p>You can check if the weapon is a </p>
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<p>You can check if the weapon is a</p>
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<ul>
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<li>bomb with <a href="##(WEAPON).IsBomb">WEAPON.IsBomb</a></li>
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</div>
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<div class="w3-half">
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<p>Coalition ID. </p>
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<p>Coalition ID.</p>
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</div>
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</div>
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</div>
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<div class="w3-half">
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<p>Country ID. </p>
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<p>Country ID.</p>
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</div>
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</div>
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</div>
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<div class="w3-half">
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<p>The weapon object. </p>
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<p>The weapon object.</p>
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</div>
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</div>
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</div>
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<div class="w3-half">
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<p>The type name. </p>
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<p>The type name.</p>
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</div>
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</div>
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<p>Set callback function when weapon is tracked and still alive.</p>
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<p>The first argument will be the WEAPON object.
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<p>The first argument will be the WEAPON object.
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Note that this can be called many times per second. So be careful for performance reasons.</p>
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<div id= "#Functions##SetFuncTrack" class="w3-show w3-white">
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<p>Start tracking the weapon until it impacts or is destroyed otherwise.</p>
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<p>The position of the weapon is monitored in small time steps. Once the position cannot be determined anymore, the monitoring is stopped and the last known position is
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the (approximate) impact point. Of course, the smaller the time step, the better the position can be determined. However, this can hit the performance as many
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<p>The position of the weapon is monitored in small time steps. Once the position cannot be determined anymore, the monitoring is stopped and the last known position is
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the (approximate) impact point. Of course, the smaller the time step, the better the position can be determined. However, this can hit the performance as many
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calculations per second need to be carried out.</p>
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<div id= "#Functions##StartTrack" class="w3-show w3-white">
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