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Jan 5th, 2016
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  1. case 1:
  2. {
  3. _Events_Unit_S = [
  4. ["{_x addCuratorEditableObjects [(units _group),true]} forEach allCurators"],  // Executes during creation.
  5. [],  // Executes when reaching waypoing.
  6. [],  // Executes when group is eliminated.
  7. [],  // Executes when unit is eliminated
  8. [],  // Executes before group is reduced.
  9. ["{_x addCuratorEditableObjects [[_unit],true]} forEach allCurators"],  // Executes after group is reduced.
  10. []   // Executes when enemy is detected.
  11. ];
  12. _Events_Unit_V =  [
  13. ["{vehicleGen = vehicle _x} forEach units _group; {_x addCuratorEditableObjects [[vehicleGen],true]} forEach allCurators; {_x addCuratorEditableObjects [(units _group),true]} forEach allCurators"],
  14. [],
  15. [],
  16. [],
  17. [],
  18. ["{_x addCuratorEditableObjects [[_unit],true]} forEach allCurators"],
  19. []
  20. ];
  21. _Events_Unit_T =  [
  22. ["{vehicleGen = vehicle _x} forEach units _group; {_x addCuratorEditableObjects [[vehicleGen],true]} forEach allCurators; {_x addCuratorEditableObjects [(units _group),true]} forEach allCurators"],
  23. [],
  24. [],
  25. []
  26. ];
  27. _Events_Unit_A =  [
  28. ["{vehicleGen = vehicle _x} forEach units _group; {_x addCuratorEditableObjects [[vehicleGen],true]} forEach allCurators; {_x addCuratorEditableObjects [(units _group),true]} forEach allCurators"],
  29. [],
  30. [],
  31. []
  32. ];
  33. _Events_Unit_C =  [
  34. ["{_x addCuratorEditableObjects [(units _group),true]} forEach allCurators"],
  35. [],
  36. [],
  37. [],
  38. [],
  39. ["{_x addCuratorEditableObjects [[_unit],true]} forEach allCurators"]
  40. ];
  41. _Events_Unit_H =  [
  42. ["{_x addCuratorEditableObjects [(units _group),true]} forEach allCurators"],
  43. [],
  44. [],
  45. []
  46. ];
  47. _Events_Vehicle = [
  48. ["{_x addCuratorEditableObjects [[_vehc],true]} forEach allCurators"],
  49. [],
  50. []
  51. ];
  52. };
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