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AWACS aircraft now spawned near the centerpoint of all mission player slots
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@ -232,6 +232,7 @@ The core script is quite simple and small, I probably won't need too much help w
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- Added "Using the mission menu" section to this README file, detailing all available commands
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- Added "weapons introduction date" table for upcoming "time period" setting (datamined from Briefing Room, many thanks to @john681611)
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- All AI aircraft now despawned on landing to free CPU cycles and allow space for new aircraft
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- AWACS aircraft now spawned near the centerpoint of all mission player slots
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- Changed AWACS aircraft detection logic (a tiny bit less realistic but more efficient)
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- Changed some UTF-8 symbols in F10 menu, added UTF-8 symbol for "Objectives" submenu
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- Fixed missing airbase name in "aircraft landed safely" messages
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@ -103,11 +103,18 @@ do
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local awacsUnits = Library.factions.getUnits(TUM.settings.getPlayerFaction(), DCSEx.enums.unitFamily.PLANE_AWACS, 1)
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awacsCallsign = "AWACS"
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local awacsSpawnPoint = DCSEx.envMission.getPlayerGroupsCenterPoint(TUM.settings.getPlayerCoalition())
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if awacsSpawnPoint then
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awacsSpawnPoint = DCSEx.math.randomPointInCircle(awacsSpawnPoint, DCSEx.converter.nmToMeters(10), DCSEx.converter.nmToMeters(5))
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else
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awacsSpawnPoint = TUM.territories.getTerritoryCenter(TUM.settings.getPlayerCoalition())
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end
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if awacsUnits and #awacsUnits > 0 then
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local groupInfo = DCSEx.unitGroupMaker.create(
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TUM.settings.getPlayerCoalition(),
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Group.Category.AIRPLANE,
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TUM.territories.getTerritoryCenter(TUM.settings.getPlayerCoalition()),
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awacsSpawnPoint,
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{ DCSEx.table.getRandom(awacsUnits) },
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{
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immortal = true,
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