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Campaign code improvements and fixes #6984
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AttackFormation - the wide one is desirable in most of the cases
Long time ago AttackManager got split from the AiBrain, some fields go renamed, but this one was forgotten.
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Fixes FAForever#6983 Seems like the `[2]` value of the vector is used to read the position and `.y` just points to it. So changing `.y` has no effect on the vector
`default_brain` param isnt used anywhere, thats why its being removed. I dont think there's a need to check for it each time when we check the build condition, but only when we're adding the platoon. The build conditions of the campaign platoons rarely change and if they do, they don't contain the param. And if that case happens, its better if the author doesn't include it anymore as it has no effect!
This has no functional change. The name of the platoon is not used in anyway here and empty string is a valid value.
Instead of building just single scout, build as many as there are factories.
When the platoon template is process, some squad units can end up with quantity 0 and those should be removed. table.remove shift all remaining values down, which the old code didnt consider and it was skipping the more squads the more got removed. The fix iterates the table from the back which makes table.remove safe to use
When the platoon builder is loaded `default_brain` is always just deleted from the build conditions. since the army's brain is automatically added to call the build condition as a first param.
- Added missing UEF tag - Increased turn rate
UI doesn't have .Dead There's an error spam when selected ACU or Nuke is killed / deleted, which triggers cinematics
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Still WIP, I'll include full description later.
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