get player units fixed
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@@ -449,7 +449,7 @@ do -- INIT DCS_UTIL
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return DCS_UTIL.__miz_groups[groupName].category == 5;
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return DCS_UTIL.__miz_groups[groupName].category == 5;
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end
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end
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return Group.getByName(groupName) == nil
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return StaticObject.getByName(groupName) ~= nil
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end
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end
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---comment
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---comment
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@@ -743,7 +743,7 @@ do -- INIT DCS_UTIL
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---@return table units
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---@return table units
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function DCS_UTIL.getAllPlayerUnits()
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function DCS_UTIL.getAllPlayerUnits()
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local units = {}
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local units = {}
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for key, value in pairs({ 1, 2, 3 }) do
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for key, value in pairs({ 0, 1, 2 }) do
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local players = coalition.getPlayers(value)
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local players = coalition.getPlayers(value)
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for key, unit in pairs(players) do
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for key, unit in pairs(players) do
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units[#units + 1] = unit
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units[#units + 1] = unit
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@@ -791,7 +791,7 @@ do -- INIT DCS_UTIL
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function DCS_UTIL.getAllPlayerGroups()
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function DCS_UTIL.getAllPlayerGroups()
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local groupNames = {}
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local groupNames = {}
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local result = {}
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local result = {}
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for key, value in pairs({ 1, 2, 3 }) do
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for key, value in pairs({ 0, 1, 2 }) do
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local players = coalition.getPlayers(value)
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local players = coalition.getPlayers(value)
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for key, unit in pairs(players) do
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for key, unit in pairs(players) do
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local group = unit:getGroup()
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local group = unit:getGroup()
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@@ -302,13 +302,15 @@ do
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local function CheckAndTriggerSpawnAsync(unit, time)
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local function CheckAndTriggerSpawnAsync(unit, time)
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local function isPlayer(unit)
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local function isPlayer(unit)
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if unit == nil then return false, "unit is nil" end
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if unit and unit:isExist() then
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if unit:isExist() ~= true then return false, "unit does not exist" end
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if Spearhead.DcsUtil.IsGroupStatic(unit:getName()) == true then
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local group = unit:getGroup()
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if group ~= nil then
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if Spearhead.DcsUtil.IsGroupStatic(group:getName()) == true then
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return false
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return false
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end
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end
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if AI_GROUPS[unit:getGroup():getName()] == true then
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if AI_GROUPS[group:getName()] == true then
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return false
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return false
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end
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end
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@@ -319,15 +321,15 @@ do
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return true
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return true
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end
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end
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end
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end
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AI_GROUPS[unit:getGroup():getName()] = true
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AI_GROUPS[group:getName()] = true
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end
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end
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return false
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return false, "unit is nil or does not exist"
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end
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end
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if isPlayer(event.initiator) == true then
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if isPlayer(unit) == true then
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local groupId = event.initiator:getGroup():getID()
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local groupId = unit:getGroup():getID()
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SpearheadEvents.AddCommandsToGroup(groupId)
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SpearheadEvents.AddCommandsToGroup(groupId)
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SpearheadEvents.TriggerPlayerEntersUnit(event.initiator)
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SpearheadEvents.TriggerPlayerEntersUnit(unit)
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end
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end
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return nil
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return nil
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