.. _structures.military:
########
military
########
.. _structures.military.uniform_indiv_choice:
military.uniform_indiv_choice
=============================
.. code-block:: xml
.. _structures.military.item_filter_spec:
military.item_filter_spec
=========================
.. code-block:: xml
.. _structures.military.squad_uniform_spec:
military.squad_uniform_spec
===========================
.. code-block:: xml
.. _structures.military.squad_ammo_spec:
military.squad_ammo_spec
========================
.. code-block:: xml
.. _structures.military.squad_use_flags:
military.squad_use_flags
========================
.. code-block:: xml
.. _structures.military.uniform_category:
military.uniform_category
=========================
.. code-block:: xml
.. _structures.military.uniform_flags:
military.uniform_flags
======================
.. code-block:: xml
.. _structures.military.barrack_preference_category:
military.barrack_preference_category
====================================
.. code-block:: xml
.. _structures.military.squad_event_type:
military.squad_event_type
=========================
.. code-block:: xml
.. _structures.military.squad_position:
military.squad_position
=======================
.. code-block:: xml
.. _structures.military.squad_schedule_order:
military.squad_schedule_order
=============================
.. code-block:: xml
.. _structures.military.squad_schedule_entry:
military.squad_schedule_entry
=============================
.. code-block:: xml
0 room, 1 barrack will, 2 barrack need
0 uniformed, 1 civ clothes
-- weird change to pointer to int in v0.34.01
.. _structures.military.squad:
military.squad
==============
.. code-block:: xml
if not empty, used instead of name
v0.40.01
v0.40.01
v0.40.01
.. _structures.military.squad_order_type:
military.squad_order_type
=========================
.. code-block:: xml
.. _structures.military.squad_order_cannot_reason:
military.squad_order_cannot_reason
==================================
.. code-block:: xml
text in viewscreen_unitlistst
.. _structures.military.squad_order:
military.squad_order
====================
.. code-block:: xml
v0.40.01
v0.40.01
v0.40.01
v0.40.01
v0.40.01
v0.34.11; true if all killed
always false
not train
.. _structures.military.squad_order_movest:
military.squad_order_movest
===========================
.. code-block:: xml
.. _structures.military.squad_order_kill_listst:
military.squad_order_kill_listst
================================
.. code-block:: xml
.. _structures.military.squad_order_defend_burrowsst:
military.squad_order_defend_burrowsst
=====================================
.. code-block:: xml
.. _structures.military.squad_order_patrol_routest:
military.squad_order_patrol_routest
===================================
.. code-block:: xml
.. _structures.military.squad_order_trainst:
military.squad_order_trainst
============================
.. code-block:: xml
.. _structures.military.squad_order_drive_entity_off_sitest:
military.squad_order_drive_entity_off_sitest
============================================
.. code-block:: xml
.. _structures.military.squad_order_cause_trouble_for_entityst:
military.squad_order_cause_trouble_for_entityst
===============================================
.. code-block:: xml
.. _structures.military.army_controller:
military.army_controller
========================
.. code-block:: xml
target structure varies
.. _structures.military.army_flags:
military.army_flags
===================
.. code-block:: xml
.. _structures.military.army:
military.army
=============
.. code-block:: xml
v0.42.01