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Documentation fixes. (#1811)
Update documentation text and links. Fix spelling errors. Other minor adjustments where appropriate, such as remove whitespaces and format code.
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@@ -48,7 +48,7 @@
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--
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-- 
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--
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-- A typical mission setup would require Recce (a @{Set} of Recce) to be detecting potential targets.
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-- A typical mission setup would require Recce (a @{Core.Set} of Recce) to be detecting potential targets.
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-- The DetectionObject will group the detected targets based on the detection method being used.
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-- Possible detection methods could be by Area, by Type or by Unit.
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-- Each grouping will result in a **TargetGroup**, for terminology and clarity we will use this term throughout the document.
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@@ -276,7 +276,7 @@ do -- DESIGNATE
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-- # 7. Designate Menu Location for a Mission
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--
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-- You can make DESIGNATE work for a @{Tasking.Mission#MISSION} object. In this way, the designate menu will not appear in the root of the radio menu, but in the menu of the Mission.
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-- Use the method @{#DESIGNATE.SetMission}() to set the @{Mission} object for the designate function.
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-- Use the method @{#DESIGNATE.SetMission}() to set the @{Tasking.Mission} object for the designate function.
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--
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-- # 8. Status Report
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--
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@@ -40,7 +40,7 @@
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do -- DETECTION_BASE
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--- @type DETECTION_BASE
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-- @field Core.Set#SET_GROUP DetectionSetGroup The @{Set} of GROUPs in the Forward Air Controller role.
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-- @field Core.Set#SET_GROUP DetectionSetGroup The @{Core.Set} of GROUPs in the Forward Air Controller role.
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-- @field DCS#Distance DetectionRange The range till which targets are accepted to be detected.
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-- @field #DETECTION_BASE.DetectedObjects DetectedObjects The list of detected objects.
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-- @field #table DetectedObjectsIdentified Map of the DetectedObjects identified.
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@@ -318,7 +318,7 @@ do -- DETECTION_BASE
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--- DETECTION constructor.
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-- @param #DETECTION_BASE self
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-- @param Core.Set#SET_GROUP DetectionSet The @{Set} of @{Group}s that is used to detect the units.
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-- @param Core.Set#SET_GROUP DetectionSet The @{Core.Set} of @{Wrapper.Group}s that is used to detect the units.
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-- @return #DETECTION_BASE self
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function DETECTION_BASE:New( DetectionSet )
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@@ -1982,7 +1982,7 @@ do -- DETECTION_UNITS
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--- Will detect units within the battle zone.
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--
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-- It will build a DetectedItems list filled with DetectedItems. Each DetectedItem will contain a field Set, which contains a @{Core.Set#SET_UNIT} containing ONE @{UNIT} object reference.
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-- It will build a DetectedItems list filled with DetectedItems. Each DetectedItem will contain a field Set, which contains a @{Core.Set#SET_UNIT} containing ONE @{Wrapper.Unit#UNIT} object reference.
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-- Beware that when the amount of units detected is large, the DetectedItems list will be large also.
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--
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-- @field #DETECTION_UNITS
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@@ -1993,7 +1993,7 @@ do -- DETECTION_UNITS
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--- DETECTION_UNITS constructor.
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-- @param Functional.Detection#DETECTION_UNITS self
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-- @param Core.Set#SET_GROUP DetectionSetGroup The @{Set} of GROUPs in the Forward Air Controller role.
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-- @param Core.Set#SET_GROUP DetectionSetGroup The @{Core.Set} of GROUPs in the Forward Air Controller role.
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-- @return Functional.Detection#DETECTION_UNITS self
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function DETECTION_UNITS:New( DetectionSetGroup )
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@@ -2237,7 +2237,7 @@ do -- DETECTION_TYPES
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--- Will detect units within the battle zone.
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-- It will build a DetectedItems[] list filled with DetectedItems, grouped by the type of units detected.
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-- Each DetectedItem will contain a field Set, which contains a @{Core.Set#SET_UNIT} containing ONE @{UNIT} object reference.
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-- Each DetectedItem will contain a field Set, which contains a @{Core.Set#SET_UNIT} containing ONE @{Wrapper.Unit#UNIT} object reference.
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-- Beware that when the amount of different types detected is large, the DetectedItems[] list will be large also.
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--
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-- @field #DETECTION_TYPES
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@@ -2248,7 +2248,7 @@ do -- DETECTION_TYPES
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--- DETECTION_TYPES constructor.
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-- @param Functional.Detection#DETECTION_TYPES self
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-- @param Core.Set#SET_GROUP DetectionSetGroup The @{Set} of GROUPs in the Recce role.
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-- @param Core.Set#SET_GROUP DetectionSetGroup The @{Core.Set} of GROUPs in the Recce role.
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-- @return Functional.Detection#DETECTION_TYPES self
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function DETECTION_TYPES:New( DetectionSetGroup )
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@@ -2477,7 +2477,7 @@ do -- DETECTION_AREAS
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--- DETECTION_AREAS constructor.
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-- @param #DETECTION_AREAS self
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-- @param Core.Set#SET_GROUP DetectionSetGroup The @{Set} of GROUPs in the Forward Air Controller role.
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-- @param Core.Set#SET_GROUP DetectionSetGroup The @{Core.Set} of GROUPs in the Forward Air Controller role.
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-- @param DCS#Distance DetectionZoneRange The range till which targets are grouped upon the first detected target.
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-- @return #DETECTION_AREAS
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function DETECTION_AREAS:New( DetectionSetGroup, DetectionZoneRange )
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@@ -2498,7 +2498,7 @@ do -- DETECTION_AREAS
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--- Retrieve set of detected zones.
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-- @param #DETECTION_AREAS self
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-- @return Core.Set#SET_ZONE The @{Set} of ZONE_UNIT objects detected.
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-- @return Core.Set#SET_ZONE The @{Core.Set} of ZONE_UNIT objects detected.
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function DETECTION_AREAS:GetDetectionZones()
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local zoneset = SET_ZONE:New()
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for _ID,_Item in pairs (self.DetectedItems) do
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@@ -48,7 +48,7 @@ do -- DETECTION_ZONES
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--- DETECTION_ZONES constructor.
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-- @param #DETECTION_ZONES self
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-- @param Core.Set#SET_ZONE DetectionSetZone The @{Set} of ZONE_RADIUS.
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-- @param Core.Set#SET_ZONE DetectionSetZone The @{Core.Set} of ZONE_RADIUS.
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-- @param DCS#Coalition.side DetectionCoalition The coalition of the detection.
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-- @return #DETECTION_ZONES
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function DETECTION_ZONES:New( DetectionSetZone, DetectionCoalition )
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@@ -28,14 +28,14 @@
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-- * **Messages Off**: Disable all messages.
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-- * **Tracking**: Menu to configure missile tracking messages.
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-- * **To All**: Shows missile tracking messages to all players.
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-- * **To Target**: Shows missile tracking messages only to the player where the missile is targetted at.
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-- * **To Target**: Shows missile tracking messages only to the player where the missile is targeted at.
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-- * **Tracking On**: Show missile tracking messages.
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-- * **Tracking Off**: Disable missile tracking messages.
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-- * **Frequency Increase**: Increases the missile tracking message frequency with one second.
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-- * **Frequency Decrease**: Decreases the missile tracking message frequency with one second.
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-- * **Alerts**: Menu to configure alert messages.
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-- * **To All**: Shows alert messages to all players.
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-- * **To Target**: Shows alert messages only to the player where the missile is (was) targetted at.
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-- * **To Target**: Shows alert messages only to the player where the missile is (was) targeted at.
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-- * **Hits On**: Show missile hit alert messages.
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-- * **Hits Off**: Disable missile hit alert messages.
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-- * **Launches On**: Show missile launch messages.
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@@ -88,7 +88,7 @@
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-- A MISSILETRAINER object will behave differently based on the usage of initialization methods:
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--
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-- * @{#MISSILETRAINER.InitMessagesOnOff}: Sets by default the display of any message to be ON or OFF.
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-- * @{#MISSILETRAINER.InitTrackingToAll}: Sets by default the missile tracking report for all players or only for those missiles targetted to you.
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-- * @{#MISSILETRAINER.InitTrackingToAll}: Sets by default the missile tracking report for all players or only for those missiles targeted to you.
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-- * @{#MISSILETRAINER.InitTrackingOnOff}: Sets by default the display of missile tracking report to be ON or OFF.
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-- * @{#MISSILETRAINER.InitTrackingFrequency}: Increases, decreases the missile tracking message display frequency with the provided time interval in seconds.
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-- * @{#MISSILETRAINER.InitAlertsToAll}: Sets by default the display of alerts to be shown to all players or only to you.
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@@ -256,7 +256,7 @@ function MISSILETRAINER:InitMessagesOnOff( MessagesOnOff )
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return self
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end
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--- Sets by default the missile tracking report for all players or only for those missiles targetted to you.
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--- Sets by default the missile tracking report for all players or only for those missiles targeted to you.
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-- @param #MISSILETRAINER self
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-- @param #boolean TrackingToAll true or false
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-- @return #MISSILETRAINER self
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@@ -30,23 +30,23 @@ MOVEMENT = {
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function MOVEMENT:New( MovePrefixes, MoveMaximum )
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local self = BASE:Inherit( self, BASE:New() ) -- #MOVEMENT
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self:F( { MovePrefixes, MoveMaximum } )
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if type( MovePrefixes ) == 'table' then
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self.MovePrefixes = MovePrefixes
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else
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self.MovePrefixes = { MovePrefixes }
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end
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self.MoveCount = 0 -- The internal counter of the amount of Moveing the has happened since MoveStart.
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self.MoveMaximum = MoveMaximum -- Contains the Maximum amount of units that are allowed to move...
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self.AliveUnits = 0 -- Contains the counter how many units are currently alive
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self.MoveUnits = {} -- Reflects if the Moving for this MovePrefixes is going to be scheduled or not.
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self.MoveCount = 0 -- The internal counter of the amount of Moving the has happened since MoveStart.
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self.MoveMaximum = MoveMaximum -- Contains the Maximum amount of units that are allowed to move.
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self.AliveUnits = 0 -- Contains the counter how many units are currently alive.
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self.MoveUnits = {} -- Reflects if the Moving for this MovePrefixes is going to be scheduled or not.
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self:HandleEvent( EVENTS.Birth )
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-- self:AddEvent( world.event.S_EVENT_BIRTH, self.OnBirth )
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--
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-- self:EnableEvents()
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self:ScheduleStart()
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return self
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@@ -67,7 +67,7 @@ function MOVEMENT:ScheduleStop()
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end
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--- Captures the birth events when new Units were spawned.
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-- @todo This method should become obsolete. The new @{DATABASE} class will handle the collection administration.
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-- @todo This method should become obsolete. The global _DATABASE object (an instance of @{Core.Database#DATABASE}) will handle the collection administration.
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-- @param #MOVEMENT self
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-- @param Core.Event#EVENTDATA self
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function MOVEMENT:OnEventBirth( EventData )
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@@ -86,14 +86,14 @@ function MOVEMENT:OnEventBirth( EventData )
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end
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end
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end
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EventData.IniUnit:HandleEvent( EVENTS.DEAD, self.OnDeadOrCrash )
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end
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end
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--- Captures the Dead or Crash events when Units crash or are destroyed.
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-- @todo This method should become obsolete. The new @{DATABASE} class will handle the collection administration.
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-- @todo This method should become obsolete. The global _DATABASE object (an instance of @{Core.Database#DATABASE}) will handle the collection administration.
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function MOVEMENT:OnDeadOrCrash( Event )
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self:F( { Event } )
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@@ -301,7 +301,7 @@
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-- BASE:TraceLevel(1)
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-- BASE:TraceClass("RANGE")
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--
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-- To get even more output you can increase the trace level to 2 or even 3, c.f. @{BASE} for more details.
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-- To get even more output you can increase the trace level to 2 or even 3, c.f. @{Core.Base#BASE} for more details.
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--
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-- The function @{#RANGE.DebugON}() can be used to send messages on screen. It also smokes all defined strafe and bombing targets, the strafe pit approach boxes and the range zone.
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--
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