.. _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