class VCOM { tag = "VCM"; class FSM { file = "vcomai\Vcom\FSMS"; // group spawn VCM_fnc_SQUADBEH class SQUADBEH { ext = ".fsm"; }; // [] spawn VCM_fnc_AIDRIVEBEHAVIOR class AIDRIVEBEHAVIOR { ext = ".fsm"; }; // [] spawn VCM_fnc_PLAYERSQUAD class PLAYERSQUAD { ext = ".fsm"; }; }; class Functions { file = "vcomai\Vcom\Functions\VCM_Functions"; //[] spawn VCM_fnc_VcomInit; class VcomInit {}; // [unitToRearm, rearmLocation] spawn VCM_fnc_ActRearm class ActRearm {}; // [unit, source, damage, instigator] call VCM_fnc_AIHIT; class AIHIT {}; // [group] call VCM_fnc_ArmStatics; class ArmStatics {}; // [callGroup, enemyGroup] call VCM_fnc_ArtyCall; class ArtyCall {}; // group call VCM_fnc_ArtyManage; class ArtyManage {}; // [entity, unit] call VCM_fnc_BoxNrst; class BoxNrst {}; // unit call VCM_fnc_CheckArty; class CheckArty {}; // [string] call VCM_fnc_Classname; class Classname {}; // [group, enemy] call VCM_fnc_ClearBuilding; class ClearBuilding {}; // unit call VCM_fnc_ClstEmy; class ClstEmy {}; // [list, object, order, script] call VCM_fnc_ClstObj; class ClstObj {}; // [unit, killer] call VCM_fnc_ClstWarn; class ClstWarn {}; // [group, searchDistance] call VCM_fnc_EmptyStatic; class EmptyStatic {}; // unit call VCM_fnc_EnemyArray; class EnemyArray {}; // [groupLeader] call VCM_fnc_FindCover; class FindCover {}; // [groupLeader] spawn VCM_fnc_FlankMove; class FlankMove {}; // [groupLeader] call VCM_fnc_ForceMove; class ForceMove {}; // unit call VCM_fnc_FriendlyArray; class FriendlyArray {}; // unit call VCM_fnc_FrmChnge; class FrmChnge {}; // group spawn VCM_fnc_Garrison; class Garrison {}; // group call VCM_fnc_GarrisonLight; class GarrisonLight {}; // unit call VCM_fnc_HasMine; class HasMine {}; // unit call VCM_fnc_HealSelf; class HealSelf {}; // [unit, weapon, muzzle, mode, ammo, magazine, bullet, gunner] call VCM_fnc_HearingAids; class HearingAids {}; // [object, searchRadius, precision, sortingOrder] call VCM_fnc_Heights; class Heights {}; // [] call VCM_fnc_IRCHECK; class IRCHECK {}; // group call VCM_fnc_KitChk; class KitChk {}; // [array, unitToReveal, revealAmount] call VCM_fnc_KnowAbout; class KnowAbout {}; // group call VCM_fnc_MedicalHandler class MedicalHandler {}; //[medic, injuredUnit] spawn VCM_fnc_MedicHeal; class MedicHeal {}; // [] spawn VCM_fnc_MineMonitor; class MineMonitor {}; // [unit, mineArray] spawn VCM_fnc_MinePlant; class MinePlant {}; // [gunner, backpackClassname, staticWeapon] call VCM_fnc_PackStatic; class PackStatic {}; // group call VCM_fnc_RearmSelf; class RearmSelf {}; // group call VCM_fnc_RMedics; class RMedics {}; // group call VCM_fnc_RStatics; class RStatics {}; // [unit, satchelArray] spawn VCM_fnc_SatchelPlant; class SatchelPlant {}; // group call VCM_fnc_SquadExc; class SquadExc {}; // group call VCM_fnc_WyptChk; class WyptChk {}; //group call VCM_fnc_VehicleCommandeer; class vehiclecommandeer {}; //group call VCM_fnc_VehicleCheck; class VehicleCheck {}; //group call VCM_fnc_VehicleMove; class VehicleMove {}; //group call VCM_fnc_IsTransport; class IsTransport {}; //[_pos,_dist,_params] call VCM_fnc_isFlatEmpty; class isFlatEmpty {}; //[] call VCM_fnc_CBASettings; class CBASettings {}; //[] call VCM_fnc_SniperList class SniperList {}; //[] spawn VCM_fnc_SniperEngage; class SniperEngage; //[] spawn VCM_fnc_RangeEngage; class RangeEngage; //[] call VCM_fnc_ClstKnwnEnmy; class ClstKnwnEnmy; // unit call VCM_fnc_IsDriver; class IsDriver {}; //unit call VCM_fnc_VehicleDetection; class VehicleDetection {}; //[unit,4] call VCM_fnc_MovePrediction; class MovePrediction {}; //[] call VCM_fnc_UpdateDrivers; class UpdateDrivers {}; //[] call VCM_fnc_IdleAnimations; class IdleAnimations {}; //[] call VCM_fnc_CoverDetect; class CoverDetect {}; //[] call VCM_fnc_CoverControl; class CoverControl {}; //[] call VCM_fnc_Scheduler; class Scheduler {}; //[AIArray] call VCM_fnc_ResetAnimation; class ResetAnimation {}; //[AI,TRUE] call VCM_fnc_ForceGrenadeFire; //0 = Unit to throw the grenade 1=true, throw grenade, false, throw smoke class ForceGrenadeFire {}; //[Unit,"Text"] call VCM_fnc_DebugText; class DebugText {}; //[squadleader] call VCM_fnc_AISpeed; class AISpeed {}; //[_StaticList] call VCM_fnc_StaticCheck; class StaticCheck {}; //[_Unit,_Pos OR Obj] spawn VCM_fnc_DebugLine; class DebugLine {}; //[_unit, true] spawn VCM_fnc_BabeOver; class BabeOver {}; //_Group spawn VCM_fnc_UseEM; class UseEM {}; //["_Unit","_Array"] spawn VCM_fnc_3DPathDebug; class 3DPathDebug {}; }; };