Indentation to spaces in troup_transport
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@ -9,57 +9,57 @@ _initial_crewcount = count crew _troup_transport;
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waitUntil { sleep 0.2; !(alive _troup_transport) || !(alive (driver _troup_transport)) || (((_troup_transport distance _dat_objective) < _unload_distance) && (!(surfaceIsWater (getpos _troup_transport)))) };
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if ((alive _troup_transport) && (alive (driver _troup_transport))) then {
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_troupgrp = createGroup [GRLIB_side_enemy, true];
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_troupgrp = createGroup [GRLIB_side_enemy, true];
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while {(count (waypoints _troupgrp)) != 0} do {deleteWaypoint ((waypoints _troupgrp) select 0);};
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while {(count (waypoints _troupgrp)) != 0} do {deleteWaypoint ((waypoints _troupgrp) select 0);};
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{
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[_x, _start_pos, _troupgrp, "PRIVATE", 0.5] call F_createManagedUnit;
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} foreach (["army"] call F_getAdaptiveSquadComp);
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{
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[_x, _start_pos, _troupgrp, "PRIVATE", 0.5] call F_createManagedUnit;
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} foreach (["army"] call F_getAdaptiveSquadComp);
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{ _x moveInCargo _troup_transport } foreach (units _troupgrp);
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while {(count (waypoints _troupgrp)) != 0} do {deleteWaypoint ((waypoints _troupgrp) select 0);};
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{ _x moveInCargo _troup_transport } foreach (units _troupgrp);
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while {(count (waypoints _troupgrp)) != 0} do {deleteWaypoint ((waypoints _troupgrp) select 0);};
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sleep 3;
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sleep 3;
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_transport_waypoint = _transport_group addWaypoint [getpos _troup_transport, 0,0];
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_transport_waypoint setWaypointType "TR UNLOAD";
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_transport_waypoint setWaypointCompletionRadius 200;
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_transport_waypoint = _transport_group addWaypoint [getpos _troup_transport, 0,0];
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_transport_waypoint setWaypointType "TR UNLOAD";
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_transport_waypoint setWaypointCompletionRadius 200;
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_troops_waypoint = _troupgrp addWaypoint [getpos _troup_transport, 0];
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_troops_waypoint setWaypointType "GETOUT";
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_troops_waypoint setWaypointCompletionRadius 200;
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_troops_waypoint = _troupgrp addWaypoint [getpos _troup_transport, 0];
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_troops_waypoint setWaypointType "GETOUT";
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_troops_waypoint setWaypointCompletionRadius 200;
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_troops_waypoint synchronizeWaypoint [_transport_waypoint];
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_troops_waypoint synchronizeWaypoint [_transport_waypoint];
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{ unassignVehicle _troup_transport } forEach (units _troupgrp);
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_troupgrp leaveVehicle _troup_transport;
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(units _troupgrp) allowGetIn false;
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{ unassignVehicle _troup_transport } forEach (units _troupgrp);
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_troupgrp leaveVehicle _troup_transport;
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(units _troupgrp) allowGetIn false;
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_troops_waypoint_2 = _troupgrp addWaypoint [getpos _troup_transport, 250];
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_troops_waypoint_2 setWaypointType "MOVE";
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_troops_waypoint_2 setWaypointCompletionRadius 5;
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_troops_waypoint_2 = _troupgrp addWaypoint [getpos _troup_transport, 250];
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_troops_waypoint_2 setWaypointType "MOVE";
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_troops_waypoint_2 setWaypointCompletionRadius 5;
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waitUntil { sleep 0.3; _initial_crewcount >= count crew _troup_transport };
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waitUntil { sleep 0.3; _initial_crewcount >= count crew _troup_transport };
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sleep 5;
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sleep 5;
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while {(count (waypoints _transport_group)) != 0} do {deleteWaypoint ((waypoints _transport_group) select 0);};
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while {(count (waypoints _transport_group)) != 0} do {deleteWaypoint ((waypoints _transport_group) select 0);};
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_waypoint2 = _transport_group addWaypoint [_dat_objective, 100];
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_waypoint2 setWaypointType "SAD";
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_waypoint2 setWaypointSpeed "NORMAL";
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_waypoint2 setWaypointBehaviour "COMBAT";
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_waypoint2 setWaypointCombatMode "RED";
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_waypoint2 setWaypointCompletionRadius 30;
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_waypoint2 = _transport_group addWaypoint [_dat_objective, 100];
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_waypoint2 setWaypointType "SAD";
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_waypoint2 setWaypointSpeed "NORMAL";
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_waypoint2 setWaypointBehaviour "COMBAT";
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_waypoint2 setWaypointCombatMode "RED";
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_waypoint2 setWaypointCompletionRadius 30;
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_waypoint2 = _transport_group addWaypoint [_dat_objective, 100];
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_waypoint2 setWaypointType "SAD";
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_waypoint2 = _transport_group addWaypoint [_dat_objective, 100];
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_waypoint2 setWaypointType "SAD";
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_waypoint2 = _transport_group addWaypoint [_dat_objective, 100];
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_waypoint2 setWaypointType "CYCLE";
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_waypoint2 = _transport_group addWaypoint [_dat_objective, 100];
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_waypoint2 setWaypointType "CYCLE";
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sleep 10;
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sleep 10;
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[_troupgrp, true] spawn battlegroup_ai;
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[_troupgrp, true] spawn battlegroup_ai;
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};
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