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MOOSE generated documentation [skip ci]
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@@ -1515,7 +1515,7 @@ by a script by SNAFU <a href="https://forums.eagle.ru/showthread.php?t=109174">s
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<li>Bomb, rocket and missile impact points can be marked by smoke.</li>
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<li>Direct hits on targets can trigger flares.</li>
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<li>Smoke and flare colors can be adjusted for each player via radio menu.</li>
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<li>Range information and weather report at the range can be reported via radio menu.</li>
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<li>Range information and weather at the range can be obtained via radio menu.</li>
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<li>Persistence: Bombing range results can be saved to disk and loaded the next time the mission is started.</li>
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<li>Range control voice overs (>40) for hit assessment.</li>
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</ul>
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@@ -1609,12 +1609,12 @@ there should be an "On the Range" menu items in the "F10. Other..." menu.</p>
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<p>A strafe pit can be added to the range by the <a href="##(RANGE).AddStrafePit">RANGE.AddStrafePit</a>(<em>targetnames, boxlength, boxwidth, heading, inverseheading, goodpass, foulline</em>) function.</p>
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<ul>
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<li>The first parameter <em>targetnames</em> defines the target or targets. This has to be given as a lua table which contains the names of <a href="Wrapper.Unit.html">Wrapper.Unit</a> or <a href="Static.html">Static</a> objects defined in the mission editor.</li>
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<li>The first parameter <em>targetnames</em> defines the target or targets. This can be a single item or a Table with the name(s) of <a href="Wrapper.Unit.html">Wrapper.Unit</a> or <a href="Static.html">Static</a> objects defined in the mission editor.</li>
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<li>In order to perform a valid pass on the strafe pit, the pilot has to begin his run from the correct direction. Therefore, an "approach box" is defined in front
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of the strafe targets. The parameters <em>boxlength</em> and <em>boxwidth</em> define the size of the box while the parameter <em>heading</em> defines its direction.
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If the parameter <em>heading</em> is passed as <strong>nil</strong>, the heading is automatically taken from the heading of the first target unit as defined in the ME.
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The parameter <em>inverseheading</em> turns the heading around by 180 degrees. This is sometimes useful, since the default heading of strafe target units point in the
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wrong/opposite direction.</li>
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of the strafe targets. The parameters <em>boxlength</em> and <em>boxwidth</em> define the size of the box in meters, while the <em>heading</em> parameter defines the heading of the box FROM the target.
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For example, if heading 120 is set, the approach box will start FROM the target and extend outwards on heading 120. A strafe run approach must then be flown apx. heading 300 TOWARDS the target.
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If the parameter <em>heading</em> is passed as <strong>nil</strong>, the heading is automatically taken from the heading set in the ME for the first target unit.</li>
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<li>The parameter <em>inverseheading</em> turns the heading around by 180 degrees. This is useful when the default heading of strafe target units point in the wrong/opposite direction.</li>
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<li>The parameter <em>goodpass</em> defines the number of hits a pilot has to achieve during a run to be judged as a "good" pass.</li>
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<li>The last parameter <em>foulline</em> sets the distance from the pit targets to the foul line. Hit from closer than this line are not counted!</li>
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</ul>
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@@ -1630,9 +1630,8 @@ strafing pits of the range and can be adjusted by the <a href="##(RANGE).SetMaxS
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<p>One ore multiple bombing targets can be added to the range by the <a href="##(RANGE).AddBombingTargets">RANGE.AddBombingTargets</a>(targetnames, goodhitrange, randommove) function.</p>
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<ul>
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<li>The first parameter <em>targetnames</em> has to be a lua table, which contains the names of <a href="Wrapper.Unit.html">Wrapper.Unit</a> and/or <a href="Static.html">Static</a> objects defined in the mission editor.
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Note that the <a href="Range.html">Range</a> logic <strong>automatically</strong> determines, if a name belongs to a <a href="Wrapper.Unit.html">Wrapper.Unit</a> or <a href="Static.html">Static</a> object now.</li>
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<li>The (optional) parameter <em>goodhitrange</em> specifies the radius around the target. If a bomb or rocket falls at a distance smaller than this number, the hit is considered to be "good".</li>
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<li>The first parameter <em>targetnames</em> defines the target or targets. This can be a single item or a Table with the name(s) of <a href="Wrapper.Unit.html">Wrapper.Unit</a> or <a href="Static.html">Static</a> objects defined in the mission editor.</li>
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<li>The (optional) parameter <em>goodhitrange</em> specifies the radius in metres around the target within which a bomb/rocket hit is considered to be "good".</li>
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<li>If final (optional) parameter "<em>randommove</em>" can be enabled to create moving targets. If this parameter is set to true, the units of this bombing target will randomly move within the range zone.
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Note that there might be quirks since DCS units can get stuck in buildings etc. So it might be safer to manually define a route for the units in the mission editor if moving targets are desired.</li>
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</ul>
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@@ -1671,7 +1670,7 @@ coordinate will still be a valid impact point. This can be done via the <a href=
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<p>The main range menu can be found at "F10. Other..." --> "F<em>X</em> . On the Range..." --> "F1. <Range Name>...".</p>
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<p>The range menu contains the following submenues:</p>
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<p>The range menu contains the following submenus:</p>
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<p><img src="..\Presentations\RANGE\Menu_Main.png" alt="Banner Image"/></p>
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@@ -1740,9 +1739,9 @@ It consists of two strafe pits each has two targets plus three bombing targets.<
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-- Note that this could also be done manually by simply measuring the distance between the target and the foul line in the ME.
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GoldwaterRange:GetFoullineDistance("GWR Strafe Pit Left 1", "GWR Foul Line Left")
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-- Add strafe pits. Each pit (left and right) consists of two targets.
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GoldwaterRange:AddStrafePit(strafepit_left, 3000, 300, nil, true, 20, fouldist)
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GoldwaterRange:AddStrafePit(strafepit_right, nil, nil, nil, true, nil, fouldist)
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-- Add strafe pits. Each pit (left and right) consists of two targets. Where "nil" is used as input, the default value is used.
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GoldwaterRange:AddStrafePit(strafepit_left, 3000, 300, nil, true, 30, 500)
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GoldwaterRange:AddStrafePit(strafepit_right, nil, nil, nil, true, nil, 500)
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-- Add bombing targets. A good hit is if the bomb falls less then 50 m from the target.
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GoldwaterRange:AddBombingTargets(bombtargets, 50)
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@@ -1776,8 +1775,6 @@ It consists of two strafe pits each has two targets plus three bombing targets.<
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The could avoid the lua garbage collection to accidentally/falsely deallocate the RANGE objects.</p>
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</div>
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</div>
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@@ -1926,7 +1923,7 @@ The could avoid the lua garbage collection to accidentally/falsely deallocate th
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<p>RangeBoss</p>
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<p> RangeBoss</p>
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</div>
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@@ -2001,7 +1998,7 @@ The could avoid the lua garbage collection to accidentally/falsely deallocate th
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<tr class="w3-border">
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<td class="name w3-half w3-container" style="word-wrap: break-word"><p><a href="##(RANGE).Debug">RANGE.Debug</a></p></td>
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<td class="summary w3-half w3-container" style="word-wrap: break-word">
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<p>If true, debug info is send as messages on the screen.</p>
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<p>If true, debug info is sent as messages on the screen.</p>
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</td>
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</tr>
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<tr class="w3-border">
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@@ -2565,7 +2562,7 @@ The could avoid the lua garbage collection to accidentally/falsely deallocate th
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<tr class="w3-border">
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<td class="name w3-half w3-container" style="word-wrap: break-word"><p><a href="##(RANGE)._myname">RANGE:_myname(unitname)</a></p></td>
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<td class="summary w3-half w3-container" style="word-wrap: break-word">
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<p>Returns a string which consits of this callsign and the player name.</p>
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<p>Returns a string which consists of the player name.</p>
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</td>
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</tr>
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<tr class="w3-border">
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@@ -2643,13 +2640,13 @@ The could avoid the lua garbage collection to accidentally/falsely deallocate th
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<tr class="w3-border">
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<td class="name w3-half w3-container" style="word-wrap: break-word"><p><a href="##(RANGE).illuminationmaxalt">RANGE.illuminationmaxalt</a></p></td>
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<td class="summary w3-half w3-container" style="word-wrap: break-word">
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<p>Maximum altitude AGL in meters at which illumination bombs are fired. Default is 1000 m.</p>
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<p>Maximum altitude in meters AGL at which illumination bombs are fired. Default is 1000 m.</p>
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</td>
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</tr>
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<tr class="w3-border">
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<td class="name w3-half w3-container" style="word-wrap: break-word"><p><a href="##(RANGE).illuminationminalt">RANGE.illuminationminalt</a></p></td>
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<td class="summary w3-half w3-container" style="word-wrap: break-word">
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<p>Minimum altitude AGL in meters at which illumination bombs are fired. Default is 500 m.</p>
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<p>Minimum altitude in meters AGL at which illumination bombs are fired. Default is 500 m.</p>
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</td>
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</tr>
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<tr class="w3-border">
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@@ -2835,7 +2832,7 @@ The could avoid the lua garbage collection to accidentally/falsely deallocate th
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<tr class="w3-border">
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<td class="name w3-half w3-container" style="word-wrap: break-word"><p><a href="##(RANGE).strafemaxalt">RANGE.strafemaxalt</a></p></td>
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<td class="summary w3-half w3-container" style="word-wrap: break-word">
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<p>Maximum altitude above ground for registering for a strafe run. Default is 914 m = 3000 ft.</p>
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<p>Maximum altitude in meters AGL for registering for a strafe run. Default is 914 m = 3000 ft.</p>
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</td>
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</tr>
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<tr class="w3-border">
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@@ -4342,9 +4339,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
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<div id= "#Types##RANGE" class="w3-container w3-white w3-padding-16" id="module_other_types">
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<div class="w3-white" id="record_type">
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<ul>
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<li>RANGE class</li>
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</ul>
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<p>RANGE class</p>
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<div class="fields w3-container w3-theme-l2">
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<h2>Field(s)</h2>
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@@ -4388,7 +4383,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
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#boolean
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<a id="#(RANGE).Debug" ><strong>RANGE.Debug</strong></a>
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<p>If true, debug info is send as messages on the screen.</p>
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<p>If true, debug info is sent as messages on the screen.</p>
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</div>
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@@ -4630,7 +4625,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
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#number
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<a id="#(RANGE).illuminationmaxalt" ><strong>RANGE.illuminationmaxalt</strong></a>
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<p>Maximum altitude AGL in meters at which illumination bombs are fired. Default is 1000 m.</p>
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<p>Maximum altitude in meters AGL at which illumination bombs are fired. Default is 1000 m.</p>
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</div>
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@@ -4641,7 +4636,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
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#number
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<a id="#(RANGE).illuminationminalt" ><strong>RANGE.illuminationminalt</strong></a>
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<p>Minimum altitude AGL in meters at which illumination bombs are fired. Default is 500 m.</p>
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<p>Minimum altitude in meters AGL at which illumination bombs are fired. Default is 500 m.</p>
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</div>
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@@ -4872,7 +4867,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
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#number
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<a id="#(RANGE).strafemaxalt" ><strong>RANGE.strafemaxalt</strong></a>
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<p>Maximum altitude above ground for registering for a strafe run. Default is 914 m = 3000 ft.</p>
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<p>Maximum altitude in meters AGL for registering for a strafe run. Default is 914 m = 3000 ft.</p>
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||||
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</div>
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@@ -4919,7 +4914,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
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<p>SCHEDULER:New(nil, self._CheckInZone, {self, EventData.IniUnitName}, 1, 1)</p>
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<p> SCHEDULER:New(nil, self._CheckInZone, {self, EventData.IniUnitName}, 1, 1)</p>
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</div>
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@@ -5219,7 +5214,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
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</div>
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<div class="w3-half">
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<p>Table containing names of unit or static objects serving as bomb targets.</p>
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<p>Single or multiple (Table) names of unit or static objects serving as bomb targets.</p>
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</div>
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</div>
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@@ -5275,7 +5270,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
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||||
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<p>For a strafe pit, hits from guns are counted. One pit can consist of several units.
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Note, an approach is only valid, if the player enters via a zone in front of the pit, which defined by boxlength and boxheading.
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A strafe run approach is only valid if the player enters via a zone in front of the pit, which is defined by boxlength, boxwidth, and heading.
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Furthermore, the player must not be too high and fly in the direction of the pit to make a valid target apporoach.</p>
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<div id= "#Functions##AddStrafePit" class="w3-show w3-white">
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@@ -5294,7 +5289,7 @@ Furthermore, the player must not be too high and fly in the direction of the pit
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</div>
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<div class="w3-half">
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<p>Table of unit or static names defining the strafe targets. The first target in the list determines the approach zone (heading and box).</p>
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<p>Single or multiple (Table) unit or static names defining the strafe targets. The first target in the list determines the approach box origin (heading and box).</p>
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</div>
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</div>
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@@ -5333,7 +5328,7 @@ Furthermore, the player must not be too high and fly in the direction of the pit
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</div>
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<div class="w3-half">
|
||||
|
||||
<p>(Optional) Approach heading in Degrees. Default is heading of the unit as defined in the mission editor.</p>
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||||
<p>(Optional) Approach box heading in degrees (originating FROM the target). Default is the heading set in the ME for the first target unit</p>
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||||
|
||||
</div>
|
||||
</div>
|
||||
@@ -5346,7 +5341,7 @@ Furthermore, the player must not be too high and fly in the direction of the pit
|
||||
</div>
|
||||
<div class="w3-half">
|
||||
|
||||
<p>(Optional) Take inverse heading (heading --> heading - 180 Degrees). Default is false.</p>
|
||||
<p>(Optional) Use inverse heading (heading --> heading - 180 Degrees). Default is false.</p>
|
||||
|
||||
</div>
|
||||
</div>
|
||||
@@ -5372,7 +5367,7 @@ Furthermore, the player must not be too high and fly in the direction of the pit
|
||||
</div>
|
||||
<div class="w3-half">
|
||||
|
||||
<p>(Optional) Foul line distance. Hits from closer than this distance are not counted. Default 610 m = 2000 ft. Set to 0 for no foul line.</p>
|
||||
<p>(Optional) Foul line distance. Hits from closer than this distance are not counted. Default is 610 m = 2000 ft. Set to 0 for no foul line.</p>
|
||||
|
||||
</div>
|
||||
</div>
|
||||
@@ -6499,7 +6494,7 @@ Furthermore, the player must not be too high and fly in the direction of the pit
|
||||
</div>
|
||||
<div class="w3-half">
|
||||
|
||||
<p>Maximum altitude AGL in meters. Default is 914 m= 3000 ft.</p>
|
||||
<p>Maximum altitude in meters AGL. Default is 914 m = 3000 ft.</p>
|
||||
|
||||
</div>
|
||||
</div>
|
||||
@@ -6998,7 +6993,7 @@ If a zone is not explicitly specified, the range zone is determined by its locat
|
||||
</div>
|
||||
<div class="w3-half">
|
||||
|
||||
<p>Path for sound files. Default "ATIS Soundfiles/". Mind the slash "/" at the end!</p>
|
||||
<p>Path for sound files. Default "Range Soundfiles/". Mind the slash "/" at the end!</p>
|
||||
|
||||
</div>
|
||||
</div>
|
||||
@@ -8835,7 +8830,7 @@ If a zone is not explicitly specified, the range zone is determined by its locat
|
||||
<h2><a id="#(RANGE)._myname" ><strong>RANGE:_myname(unitname)</strong></a></h2>
|
||||
</div>
|
||||
|
||||
<p>Returns a string which consits of this callsign and the player name.</p>
|
||||
<p>Returns a string which consists of the player name.</p>
|
||||
|
||||
<div id= "#Functions##_myname" class="w3-show w3-white">
|
||||
<div class="w3-container w3-white" id="functiontype">
|
||||
@@ -9671,7 +9666,7 @@ If a zone is not explicitly specified, the range zone is determined by its locat
|
||||
#boolean
|
||||
<a id="#(RANGE).Debug" ><strong>RANGE.Debug</strong></a>
|
||||
|
||||
<p>If true, debug info is send as messages on the screen.</p>
|
||||
<p>If true, debug info is sent as messages on the screen.</p>
|
||||
|
||||
</div>
|
||||
|
||||
@@ -9913,7 +9908,7 @@ If a zone is not explicitly specified, the range zone is determined by its locat
|
||||
#number
|
||||
<a id="#(RANGE).illuminationmaxalt" ><strong>RANGE.illuminationmaxalt</strong></a>
|
||||
|
||||
<p>Maximum altitude AGL in meters at which illumination bombs are fired. Default is 1000 m.</p>
|
||||
<p>Maximum altitude in meters AGL at which illumination bombs are fired. Default is 1000 m.</p>
|
||||
|
||||
</div>
|
||||
|
||||
@@ -9924,7 +9919,7 @@ If a zone is not explicitly specified, the range zone is determined by its locat
|
||||
#number
|
||||
<a id="#(RANGE).illuminationminalt" ><strong>RANGE.illuminationminalt</strong></a>
|
||||
|
||||
<p>Minimum altitude AGL in meters at which illumination bombs are fired. Default is 500 m.</p>
|
||||
<p>Minimum altitude in meters AGL at which illumination bombs are fired. Default is 500 m.</p>
|
||||
|
||||
</div>
|
||||
|
||||
@@ -10155,7 +10150,7 @@ If a zone is not explicitly specified, the range zone is determined by its locat
|
||||
#number
|
||||
<a id="#(RANGE).strafemaxalt" ><strong>RANGE.strafemaxalt</strong></a>
|
||||
|
||||
<p>Maximum altitude above ground for registering for a strafe run. Default is 914 m = 3000 ft.</p>
|
||||
<p>Maximum altitude in meters AGL for registering for a strafe run. Default is 914 m = 3000 ft.</p>
|
||||
|
||||
</div>
|
||||
|
||||
@@ -10202,7 +10197,7 @@ If a zone is not explicitly specified, the range zone is determined by its locat
|
||||
|
||||
|
||||
|
||||
<p>SCHEDULER:New(nil, self._CheckInZone, {self, EventData.IniUnitName}, 1, 1)</p>
|
||||
<p> SCHEDULER:New(nil, self._CheckInZone, {self, EventData.IniUnitName}, 1, 1)</p>
|
||||
|
||||
</div>
|
||||
|
||||
@@ -11750,7 +11745,7 @@ If a zone is not explicitly specified, the range zone is determined by its locat
|
||||
#boolean
|
||||
<a id="#(RANGE).Debug" ><strong>RANGE.Debug</strong></a>
|
||||
|
||||
<p>If true, debug info is send as messages on the screen.</p>
|
||||
<p>If true, debug info is sent as messages on the screen.</p>
|
||||
|
||||
</div>
|
||||
|
||||
@@ -11992,7 +11987,7 @@ If a zone is not explicitly specified, the range zone is determined by its locat
|
||||
#number
|
||||
<a id="#(RANGE).illuminationmaxalt" ><strong>RANGE.illuminationmaxalt</strong></a>
|
||||
|
||||
<p>Maximum altitude AGL in meters at which illumination bombs are fired. Default is 1000 m.</p>
|
||||
<p>Maximum altitude in meters AGL at which illumination bombs are fired. Default is 1000 m.</p>
|
||||
|
||||
</div>
|
||||
|
||||
@@ -12003,7 +11998,7 @@ If a zone is not explicitly specified, the range zone is determined by its locat
|
||||
#number
|
||||
<a id="#(RANGE).illuminationminalt" ><strong>RANGE.illuminationminalt</strong></a>
|
||||
|
||||
<p>Minimum altitude AGL in meters at which illumination bombs are fired. Default is 500 m.</p>
|
||||
<p>Minimum altitude in meters AGL at which illumination bombs are fired. Default is 500 m.</p>
|
||||
|
||||
</div>
|
||||
|
||||
@@ -12234,7 +12229,7 @@ If a zone is not explicitly specified, the range zone is determined by its locat
|
||||
#number
|
||||
<a id="#(RANGE).strafemaxalt" ><strong>RANGE.strafemaxalt</strong></a>
|
||||
|
||||
<p>Maximum altitude above ground for registering for a strafe run. Default is 914 m = 3000 ft.</p>
|
||||
<p>Maximum altitude in meters AGL for registering for a strafe run. Default is 914 m = 3000 ft.</p>
|
||||
|
||||
</div>
|
||||
|
||||
@@ -12281,7 +12276,7 @@ If a zone is not explicitly specified, the range zone is determined by its locat
|
||||
|
||||
|
||||
|
||||
<p>SCHEDULER:New(nil, self._CheckInZone, {self, EventData.IniUnitName}, 1, 1)</p>
|
||||
<p> SCHEDULER:New(nil, self._CheckInZone, {self, EventData.IniUnitName}, 1, 1)</p>
|
||||
|
||||
</div>
|
||||
|
||||
@@ -15629,7 +15624,7 @@ When moose is loading dynamically (for moose class development), tracing is swit
|
||||
|
||||
|
||||
|
||||
<p>RANGEBOSS</p>
|
||||
<p> RANGEBOSS</p>
|
||||
|
||||
</div>
|
||||
|
||||
@@ -15692,13 +15687,13 @@ When moose is loading dynamically (for moose class development), tracing is swit
|
||||
<div>
|
||||
<div class="w3-card-2 w3-padding-small w3-margin-top">
|
||||
|
||||
#number
|
||||
|
||||
<a id="#(RANGE.BombResult).roundsFired" ><strong>RANGE.BombResult.roundsFired</strong></a>
|
||||
|
||||
|
||||
|
||||
|
||||
<p>Rangeboss Edit</p>
|
||||
<p> RANGEBOSS</p>
|
||||
|
||||
</div>
|
||||
|
||||
@@ -15706,13 +15701,13 @@ When moose is loading dynamically (for moose class development), tracing is swit
|
||||
<div>
|
||||
<div class="w3-card-2 w3-padding-small w3-margin-top">
|
||||
|
||||
#number
|
||||
|
||||
<a id="#(RANGE.BombResult).roundsHit" ><strong>RANGE.BombResult.roundsHit</strong></a>
|
||||
|
||||
|
||||
|
||||
|
||||
<p>Rangeboss Edit</p>
|
||||
<p> RANGEBOSS</p>
|
||||
|
||||
</div>
|
||||
|
||||
@@ -15720,13 +15715,13 @@ When moose is loading dynamically (for moose class development), tracing is swit
|
||||
<div>
|
||||
<div class="w3-card-2 w3-padding-small w3-margin-top">
|
||||
|
||||
#string
|
||||
|
||||
<a id="#(RANGE.BombResult).roundsQuality" ><strong>RANGE.BombResult.roundsQuality</strong></a>
|
||||
|
||||
|
||||
|
||||
|
||||
<p>Rangeboss Edit</p>
|
||||
<p> RANGEBOSS</p>
|
||||
|
||||
</div>
|
||||
|
||||
|
||||
Reference in New Issue
Block a user