R3vo/Sandbox – User

From Bohemia Interactive Community
Jump to navigation Jump to search
 
(459 intermediate revisions by 4 users not shown)
Line 1: Line 1:
{{SideTOC}}
{{TOC|side}}
==Overview==
If you have ever wondered why you scenario is running so badly, performance profiling is the way to find it out. It allows you to find bottlenecks and slow code by capturing a "slow" frame.
The AI is characterized by a set of [[AI Sub-skills|sub-skills]].
The captured data can then be viewed and analysed.


Value of each of the [[AI Sub-skills|sub-skills]] is inherited either from [[skill]] value (set by skill slider in [[Mission Editor: Units|Insert Unit]] dialogue (default 0.6) or [[setSkill]] command) or directly defined by [[setSkill]] command.
== Getting the correct Version ==
Profiling is enabled in the following {{arma3}} versions
* arma3profiling_x64.exe - '''Part of the Performance Profiling Build'''
* arma3diag_x64.exe - '''Part of the Development Build'''


This value is interpolated into the corresponding range. This range is defined by a range set in [[CfgAISkill]] influenced by the value that comes from ''Game Options/Difficulty - AI Level'' (skillAI or precisionAI in player's .Arma3Profile if aiLevelPreset=3 (custom) is used).
Read [[Arma_3: Steam Branches]] for a guide on how to access these branches.


==CfgAISkill==
{{Feature|informative|It is recommended to use the '''Performance Profiling Build''' (arma3profiling_x64.exe) for performance profiling because:
CfgAISkill is a set of arrays, related to [[AI Sub-skills]], defining the interpolation curve of each of the sub-skill.
* Has tools that might not make it into development build
* Has all the profiling related commands that ''arma3diag_x64.exe'' has
* Its performance is closer to the default ''arma3_x64.exe''}}


== Frame Capturing ==
There are several commands that allow you to capture a frame.
* [[diag_captureFrame]]
* [[diag_captureSlowFrame]]
* [[diag_logSlowFrame]] - not available in Arma 3 :(
* [[diag_captureFrameToFile]]
In most cases you do not want to capture any or all frames, you just want to capture "slow" frames. A slow frame is a frame that takes longer than the average frame and slows down the game.


'''Example:'''
== How to Use ==
In {w, x, y, z} value from (w,y) gets interpolated into (x,z).
# Run a mission
[[File:CfgAISkill.jpg|thumb|Interpolation with vanilla A3 CfgAISkill]]
# Execute a scripted command <sqf inline>diag_captureSlowFrame ["total", 0.3];</sqf> using any means ([[Arma 3: Debug Console|Debug Console]], mission radio trigger...)
''spotDistance[] = {0,0.2, 1,0.4};'' value in a range 0-1 will change into value in a range 0.2-0.4.
# Once a slow frame is detected, a window will open
''setSkill ["spotDistance", 0.5]'' results in ''skill "spotDistance"'' returning ''0.3''
# In the window you will be able to browse a lot of performance-related data, which can be interesting
# To export the gathered information for sharing with others:
## Select Main Thread (if not selected yet)
## Press the Copy button
## Open an external text editor
## Paste the text into a new file
## Save the file


===Notes===
== Capture Frame UI ==
More than 2 pairs of defining values can be used (minimum is 2 pairs).
[[File: arma3-capture frame ui overview.png]]


The values are used to interpolate on run-time, so even after setting sub-skill by script command it will be interpolated and bound by this array.
# {{Wiki|TODO}}
# {{Wiki|TODO}}
# {{Wiki|TODO}}
# {{Wiki|TODO}}
# {{Wiki|TODO}}
# {{Wiki|TODO}}
# {{Wiki|TODO}}
# {{Wiki|TODO}}
# {{Wiki|TODO}}


'''See also:''' [[:Category:AI|AI]], [[AI Sub-skills]], [[skill]], [[setSkill]], [[setUnitAbility]]
== External Viewer ==
* chrome://tracing
* https://ui.perfetto.dev/


===Defaults Arma 3===
[[File:Performance_Profiling_04.png|thumb|diag_captureFrame sample output with custom subtree]]
aimingAccuracy[] = {0, 0, 1, 1};
== Creating Your Own Subtree ==
aimingShake[] = {0, 0, 1, 1};
aimingSpeed[] = {0, 0.5, 1, 1};
commanding[] = {0, 0, 1, 1};
courage[] = {0, 0, 1, 1};
endurance[] = {0, 0, 1, 1};
general[] = {0, 0, 1, 1};
reloadSpeed[] = {0, 0, 1, 1};
spotDistance[] = {0, 0, 1, 1};
spotTime[] = {0, 0, 1, 1};


==Sub-Skills==
When Profiling Per-Frame Eventhandlers (PFH), [[diag_captureFrame]] only shows one blob called siFEH that contains all PFH's so you can't see what part of that is caused by your PFH.<br>
[[File:AI_skill_and_level.png|thumb|AI skill/level/final skill]]
You can create your own subtree inside siFEH by wrapping your function call inside a [[isNil]] CODE statement like this:<br>
Sub-skills are a set of parameters ultimately defining the individual AI unit performance in the game.
Turn your old call which may look like this:
<sqf>
addMissionEventHandler ["EachFrame", {
call myPFHFunction
}];
</sqf>


Into something like this:
<sqf>
addMissionEventHandler ["EachFrame", {
isNil { call myPFHFunction } // isNil creates the subtree
}];
</sqf>


{| class="wikitable" style="float: center; margin: 0 0 0 0.5em; max-width: 100%;"
Now when you run [[diag_captureFrame]] inside of siPFH you will have a subtree called gsEva and behind that you can see the first line of code inside the isNil statement.<br>
! Name
It will only show a part of the first line of that code so you should put something descriptive into the [[isNil]] statement.<br>
! Description
You can use the same to create a subtree for any function you like. This will also work inside [[Scheduler#Scheduled_Environment|Scheduled]] ([[spawn]]ed) scripts. <br>
But using this method to "subtree" a function with return values requires a little bit of trickery to get the return value out.
 
 
== Notes ==
 
* 0.3 is a time in second used to determine what duration of a frame you consider abnormal, and first such frame will be captured.
* 0.3 is definitely something you should not see in a normal game.
* If you do not capture any frames with 0.3, try lowering it to 0.2 or 0.1.
* If it triggers too early, before the main slowdown happens, increase it to a higher value, e.g. 1.0.
 
== Scopes ==
{| class="wikitable sortable"
|-
! Technical Name !! Descriptive Name !! Description
|-
| Main
|
|
|-
| total
|
|
|-
| fsPHa
|
|
|-
| winMs
|
|
|-
| dlcSim
|
|
|-
| steamCbk
|
|
|-
| input
|
|
|-
| wSimu
|
|
|-
| docSim
|
|
|-
| wSimDisp
|
|
|-
| MFDManager
|
|
|-
| wDisp
|
|
|-
| EventPrcs
|
|
|-
| gsEva
|
|
|-
| gbFrm
|
|
|-
| memLo
|
|
|-
| siScr
|
|
|-
| scrVM
|
|
|-
| wsSet
|
|
|-
| sLand
|
|
|-
| simSW
|
|
|-
| cLWObj
|
|
|-
| oTemp
|
|
|-
| FPres
|
|
|-
| waitSnd
|
|
|-
| job
|
|
|-
| sound
|
|
|-
| ssAdv
|
|
|-
| snCmt
|
|
|-
| play
|
|
|-
| ARTCpl
|
|
|-
| rendr
|
|
|-
| drwVi
|
|
|-
| txHLi
|
|
|-
| txPMM
|
|
|-
| dsr2t
|
|
|-
| wPrep
|
|
|-
| dPr
|
|
|-
| fmiRun
|
|
|-
| fmiWait
|
|
|-
| fmiMDrw
|
|
|-
| fmiSIns
|
|
|-
| wPrepFtr
|
|
|-
| clPrp
|
|
|-
| oPrep
|
|
|-
| sceAC
|
|
|-
| oSplt
|
|
|-
| sceACTA
|
|
|-
| sceACPrx
|
|
|-
| lodUL
|
|
|-
| PrxObj
|
|
|-
| manAn
|
|
|-
| ppdOT
|
|
|-
| flProx
|
|
|-
| PrxObjTransport
|
|
|-
| oSoSL
|
|
|-
| oSoJE
|
|
|-
| oSoJE1
|
|
|-
| oSoJE2
|
|
|-
| oSo1OFOv
|
|
|-
| oSo1ON
|
|
|-
| sceCLsHSH
|
|
|-
| prpAMCt
|
|
|-
| oSoJEw
|
|
|-
| pDrwFNP
|
|
|-
| oSoSLu
|
|
|-
| lPGCl
|
|
|-
| pdDrw
|
|
|-
| lDGnd
|
|
|-
| lGSMM
|
|
|-
| recCB
|
|
|-
| mtPmj
|
|
|-
| cuDrw
|
|
|-
| prepT
|
|
|-
| drwCB
|
|
|-
| oPasD
|
|
|-
| o1Drw
|
|
|-
| lckDnBf
|
|
|-
| prpTx
|
|
|-
| inst
|
|
|-
| stpSctnTL
|
|
|-
| o1ShV
|
|
|-
| scSVI
|
|
|-
| oPas3
|
|
|-
| sssmC
|
|
|-
| sbDrw
|
|
|-
| aniMt
|
|
|-
| ppSSSM
|
|
|-
| drwROM
|
|
|-
| drwIn
|
|
|-
| wDraw
|
|
|-
| lDPGT
|
|
|-
| oSDrw
|
|
|-
| oPasO
|
|
|-
| lDSky
|
|
|-
| swRdr
|
|
|-
| ppSWDD
|
|
|-
| swRdGeom
|
|
|-
| swRdGeomVB
|
|
|-
| swFillV
|
|
|-
| oPasA
|
|
|-
| ppShrpn
|
|
|-
| lDWat
|
|
|-
| oPas2
|
|
|-
| o2Drw
|
|
|-
| oPas5
|
|
|-
| o5Drw
|
|
|-
| EDraw3D
|
|
|-
| MEventPrcs
|
|
|-
| cLGSY
|
|
|-
| stpAll
|
|
|-
| stpCB
|
|
|-
| stpTxtCS
|
|
|-
| stpUAVsCS
|
|
|-
| ppHDRCL
|
|
|-
| ppGSB
|
|
|-
| ppDOF
|
|
|-
| ppGlwNw
|
|
|-
| ppGLu
|
|
|-
| stpCBUpd
|
|
|-
| ppQWt
|
|
|-
| ppCMAA
|
|
|-
| hudDr
|
|
|-
|-
| ''aimingAccuracy''
| 3DEN_UI_OnDraw
|
|  
|  
*Affects how well the AI can lead a target
*Affects how accurately the AI estimate range and calculates bullet drop
*Affects how well the AI compensates for weapon dispersion
*Affects how much the AI will know to compensate for recoil (Higher value = more controlled fire)
*Affects how certain the AI must be about its aim on target before opening fire
|-
|-
| ''aimingShake''
| 3DEN_PrepareDraw
|
|  
|  
*Affects how steadily the AI can hold a weapon (Higher value = less weapon sway)
|-
|-
| ''aimingSpeed''
| clObL
|
|  
|  
*Affects how quickly the AI can rotate and stabilize its aim (Higher value = faster, less error)
|-
|-
| ''commanding''
| 3DEN_Drawing
|
|  
|  
*Affects how quickly recognized targets are shared with the group (Higher value = faster reporting)
|-
|-
| ''courage''
| stpTxtGS
|
|  
|  
*Affects unit's subordinates' morale (Higher value = more courage)
|-
|-
| ''endurance''
| txt2D
|
|  
|  
*''Disabled in {{arma3}}''
|-
|-
| ''general''
| mapDr
|
|  
|  
*Raw "Skill", value is distributed to sub-skills unless defined otherwise. Affects the AI's decision making.
|-
|-
| ''reloadSpeed''
| mapSeaAndNormal
|
|  
|  
*Affects the delay between switching or reloading a weapon (Higher value = less delay)Object Modifiers
|-
|-
| ''spotDistance''
| mapPM
|
|  
|  
*Affects the AI ability to spot targets within it's visual or audible range (Higher value = more likely to spot)
*Affects the accuracy of the information (Higher value = more accurate information)
|-
|-
| ''spotTime''
| lndPM
|
|
|-
| MapObjectsPrepTask
|
|
|-
| mapSeaAndNormalDraw
|
|
|-
| mapCntDraw
|
|
|-
| mapObjectsDraw
|
|
|-
| mapForestShape
|
|
|-
| mapGrid
|
|
|-
| drwFn
|
|
|-
| dtTot
|
|
|-
| wFram
|
|
|-
| 3dSwp
|
|
|-
| preLd
|
|
|-
| preLV
|
|
|-
| actObjPrld
|
|
|-
| hashChk
|
|
|-
| sSim
|
|
|-
| enfWorkShort
|
|
|-
| updAttPos
|
|
|-
| oSo1AN
|
|
|-
| prpAMCf
|
|
|-
| prpAMCSlt
|
|
|-
| prpSDM
|
|
|-
| locL
|
|
|-
| mapSeaAndNormalWork
|
|
|-
| mapObjectsPrepWork
|
|
|-
| drwIdxPrm
|
|
|-
| oSo3
|
|
|-
| lsCVB
|
|
|-
| oSo5
|
|
|-
| oSo2CL
|
|
|-
| oSo1AF
|
|
|-
| Visualize
|
|
|-
| visul
|
|
|-
| txMLo
|
|
|-
| oSo2Srt
|
|
|-
| oSoSdw
|
|
|-
| prpAMCbsi
|
|
|-
| prpAMCp
|
|
|-
| Render
|
|
|-
| bgD3D
|
|
|-
| stpTxtVS
|
|
|-
| ppHBAOPlus
|
|  
|  
*Affects how quick the AI react to death, damage or observing an enemy (Higher value = quicker reaction)
|}
|}


===Notes===
<sqf>
Each sub-skill is used in several calculations. Value of each sub-skill is inherited from the value set by skill slider in [[Mission Editor: Units|Insert Unit]] dialogue or [[setSkill]] command, or more precisely with setSkill alternative syntax. This value is interpolated into ranges defined in [[CfgAISkill]] and multiplied by a value of AI Level Skill or Precision set in player's profile (.Arma3Profile file).
private _ctrlTV = ctrlparent (_this select 0) displayCtrl 101;
 
== AI Behaviour ==
A group's [[behaviour]] determines how it's units move from one point to another, behave when idle, and how they engage an enemy. This setting can override [[2D_Editor:_Waypoints#Combat_Mode|Combat Mode]], [[2D_Editor:_Waypoints#Formation|Formation]], and [[2D_Editor:_Waypoints#Speed|Speed]]. As with those three modes, this setting also takes effect as the waypoint becomes active. Behaviour effects are most obvious in infantry groups.
 
The [[setBehaviour]] & [[setWaypointBehaviour]] commands can be used to change group behaviour.
 
*'''No Change''' - The group will continue to behave in it's current state.
*'''Careless''' -  Careless behaviour will cause the group move and behave in a very non-combat manner. The group will form into a ''Compact Column''-like formation, where each unit will directly follow the man in front rather than moving in a formation. Soldiers will carry their weapons in a safe, lowered position (rifles across body, pistols holstered) and walk slowly. Infantry will not fire on enemy targets (unless they have wounded legs), but vehicles will still fire on enemies. Vehicle occupants will be turned out when able. Groups in careless mode do not switch to a more alert mode if enemies are encountered. All unit types show preference moving along roads whenever possible.
*'''Safe''' - Similar to ''Careless'', except the group will change behaviour to ''Aware'' upon detecting an enemy unit.
*'''Aware''' - This is the default behaviour mode. The group will move at moderate speed, with soldiers generally standing upright and making some occasional efforts to use cover when available. Most unit types still prefer to travel along roads and vehicles will travel in convoy irrespective of their current formation type. Tracked vehicles will not use headlights, and will drive across any surface with no preference given to staying on roads. Air units will not use lights. When enemies are known to be in the area, troops will disembark from any of their group's wheeled transport vehicles and the group will move on foot while carrying out "[http://en.wikipedia.org/wiki/Bounding_Overwatch bounding]" maneuvers, making stronger use of available cover. As of Arma 3 v1.36, AI Infantry appear to avoid being on the road directly, but will usually stay somewhat close to the road if possible.
*'''Combat''' - This behaviour mode will result in a much higher combat performance than ''Aware''. Infantry groups will always move using bounding maneuvers, and will normally keep crouched or prone unless moving. They will make some use of available cover, choosing to spend some time crawling when in cover. They will call out contact reports more frequently. They seem to occasionally send out one unit ahead of the group as a scout. No vehicles will use headlights at night. If enemy units are known to be in the area, infantry groups will move is a more cautious manner. The "DISMISS" waypoint is cancelled. All lights are turned off. The limited speed waypoint parameter gets ignored. AI will eject from damaged vehicles. As of Arma 3 v1.36, AI seem to take about a full minute to get across roads.
*'''Stealth''' - Stealth mode will cause a group to behave in a very cautious manner. Infantry groups will move via cover whenever possible, spending much of their time prone or moving along cover. When they need to cross open ground, they appear to occasionally choose to send scouts running ahead to reach the cover ahead as quickly as possible. A stealthy infantry formation can tend to end up quite fractured. Wheeled vehicles will still follow roads if available, but no longer convoy. Tanks will avoid knocking down trees. If enemy units are known to be in the area, infantry groups will move more closely together and spend even more time prone.
<br/>
[[Image:Behaviour paths.gif|600px]]


==AI Morale==
private _export = "{| class=""wikitable sortable"""  + endl + "|-" + endl;
{{Stub}}
_export = _export + "! Technical Name !! Descriptive Name !! Description";


In addition to [[AI Behaviour|behaviour]] and [[Combat Modes|combat modes]], there are other factors they may affect the overall activity of AI.
private _fnc_logChilden =
{
    params ["_path"];


===Suppression===
    for "_i" from 0 to ((_ctrlTV tvCount _path) - 1) do
* AI which is under fire becomes suppressed and its aim deteriorates. The speed of AI's recovery from the suppression is based on AI's Courage skill. AI with final skill close to 1.0 recovers almost immediately (doesn't suffer much suppression). Conversely just few shots around a 0.2 skilled AI should disturb it's aiming for longer period (up to ~ 12s).
    {
* When planning a path, the AI will try to avoid beaten zones and areas that are visibly within enemy's fire sectors
        private _text = _ctrlTV tvText (_path + [_i]);
        _text = _text splitString " " select 0;


===Fleeing===
        if !(_text in _export) then
* Can be disabled by [[allowFleeing]]
        {
            _export = _export + endl + "|-" + endl + "| " + _text + endl + "| " + endl + "| ";
        };


Courage of an AI group is based on the group's leader Courage skill. Each group has an initial strength (sum of undamaged armor and health of all units).
        if (_ctrlTV tvCount (_path + [_i]) > 0 ) then
If the group losses are higher than the initial strength multiplied by leader's Courage then the group will start fleeing. Primarily it goes to a supply point, secondarily it will try to find a safe position within a 600m radius from the initial waypoint (danger, distance, amount of cover positions are taken into account). After the fleeing has been finished the group's initial strength is reset.
        {
            [_path + [_i]] call _fnc_logChilden;
        };
    };
};


== AI Detection ==
[[]] call _fnc_logChilden;
{{Stub}}


== AI FSM ==
copyToClipboard (_export + endl + "|}" + endl);
{{Stub}}
</sqf>
*See Also: [[Arma 2: FSM Danger Causes]], [[Arma 2: Operation Arrowhead: AI FSM]]


== AI Pathfinding ==
== See Also ==
{{Stub}}


== AI Shooting ==
* [[Code Optimisation]]
===Decision making===
* [[Mission Optimisation]]
Weapon vs. fire mode vs. target selection and prioritization
===Fire modes===
===Aiming===
===Aiming Error===
===PGMs===
===Reloading===
===Suppressive fire===
===Artillery fire===
{{Stub}}


==See Also==
*[[:Category:AI|AI]]
*[[ArmA:_Difficulty#Adjusting_Accuracy_Separately|ArmA Difficulty]]
*[[Combat Modes]]
*[[skill]]
*[[setSkill]]
*[[setUnitAbility]]
*[[skillFinal]]
*[[setUnitAbility]]


[[Category:Arma 3: Editing]]
[[Category:Arma Scripting Tutorials]]
[[Category:AI]]

Latest revision as of 18:23, 4 November 2024

If you have ever wondered why you scenario is running so badly, performance profiling is the way to find it out. It allows you to find bottlenecks and slow code by capturing a "slow" frame. The captured data can then be viewed and analysed.

Getting the correct Version

Profiling is enabled in the following Arma 3 versions

  • arma3profiling_x64.exe - Part of the Performance Profiling Build
  • arma3diag_x64.exe - Part of the Development Build

Read Arma_3: Steam Branches for a guide on how to access these branches.

It is recommended to use the Performance Profiling Build (arma3profiling_x64.exe) for performance profiling because:
  • Has tools that might not make it into development build
  • Has all the profiling related commands that arma3diag_x64.exe has
  • Its performance is closer to the default arma3_x64.exe

Frame Capturing

There are several commands that allow you to capture a frame.

In most cases you do not want to capture any or all frames, you just want to capture "slow" frames. A slow frame is a frame that takes longer than the average frame and slows down the game.

How to Use

  1. Run a mission
  2. Execute a scripted command diag_captureSlowFrame ["total", 0.3]; using any means (Debug Console, mission radio trigger...)
  3. Once a slow frame is detected, a window will open
  4. In the window you will be able to browse a lot of performance-related data, which can be interesting
  5. To export the gathered information for sharing with others:
    1. Select Main Thread (if not selected yet)
    2. Press the Copy button
    3. Open an external text editor
    4. Paste the text into a new file
    5. Save the file

Capture Frame UI

arma3-capture frame ui overview.png

  1. 🚧
    TODO: this must be updated.
  2. 🚧
    TODO: this must be updated.
  3. 🚧
    TODO: this must be updated.
  4. 🚧
    TODO: this must be updated.
  5. 🚧
    TODO: this must be updated.
  6. 🚧
    TODO: this must be updated.
  7. 🚧
    TODO: this must be updated.
  8. 🚧
    TODO: this must be updated.
  9. 🚧
    TODO: this must be updated.

External Viewer

diag_captureFrame sample output with custom subtree

Creating Your Own Subtree

When Profiling Per-Frame Eventhandlers (PFH), diag_captureFrame only shows one blob called siFEH that contains all PFH's so you can't see what part of that is caused by your PFH.
You can create your own subtree inside siFEH by wrapping your function call inside a isNil CODE statement like this:
Turn your old call which may look like this:

addMissionEventHandler ["EachFrame", { call myPFHFunction }];

Into something like this:

addMissionEventHandler ["EachFrame", { isNil { call myPFHFunction } // isNil creates the subtree }];

Now when you run diag_captureFrame inside of siPFH you will have a subtree called gsEva and behind that you can see the first line of code inside the isNil statement.
It will only show a part of the first line of that code so you should put something descriptive into the isNil statement.
You can use the same to create a subtree for any function you like. This will also work inside Scheduled (spawned) scripts.
But using this method to "subtree" a function with return values requires a little bit of trickery to get the return value out.


Notes

  • 0.3 is a time in second used to determine what duration of a frame you consider abnormal, and first such frame will be captured.
  • 0.3 is definitely something you should not see in a normal game.
  • If you do not capture any frames with 0.3, try lowering it to 0.2 or 0.1.
  • If it triggers too early, before the main slowdown happens, increase it to a higher value, e.g. 1.0.

Scopes

Technical Name Descriptive Name Description
Main
total
fsPHa
winMs
dlcSim
steamCbk
input
wSimu
docSim
wSimDisp
MFDManager
wDisp
EventPrcs
gsEva
gbFrm
memLo
siScr
scrVM
wsSet
sLand
simSW
cLWObj
oTemp
FPres
waitSnd
job
sound
ssAdv
snCmt
play
ARTCpl
rendr
drwVi
txHLi
txPMM
dsr2t
wPrep
dPr
fmiRun
fmiWait
fmiMDrw
fmiSIns
wPrepFtr
clPrp
oPrep
sceAC
oSplt
sceACTA
sceACPrx
lodUL
PrxObj
manAn
ppdOT
flProx
PrxObjTransport
oSoSL
oSoJE
oSoJE1
oSoJE2
oSo1OFOv
oSo1ON
sceCLsHSH
prpAMCt
oSoJEw
pDrwFNP
oSoSLu
lPGCl
pdDrw
lDGnd
lGSMM
recCB
mtPmj
cuDrw
prepT
drwCB
oPasD
o1Drw
lckDnBf
prpTx
inst
stpSctnTL
o1ShV
scSVI
oPas3
sssmC
sbDrw
aniMt
ppSSSM
drwROM
drwIn
wDraw
lDPGT
oSDrw
oPasO
lDSky
swRdr
ppSWDD
swRdGeom
swRdGeomVB
swFillV
oPasA
ppShrpn
lDWat
oPas2
o2Drw
oPas5
o5Drw
EDraw3D
MEventPrcs
cLGSY
stpAll
stpCB
stpTxtCS
stpUAVsCS
ppHDRCL
ppGSB
ppDOF
ppGlwNw
ppGLu
stpCBUpd
ppQWt
ppCMAA
hudDr
3DEN_UI_OnDraw
3DEN_PrepareDraw
clObL
3DEN_Drawing
stpTxtGS
txt2D
mapDr
mapSeaAndNormal
mapPM
lndPM
MapObjectsPrepTask
mapSeaAndNormalDraw
mapCntDraw
mapObjectsDraw
mapForestShape
mapGrid
drwFn
dtTot
wFram
3dSwp
preLd
preLV
actObjPrld
hashChk
sSim
enfWorkShort
updAttPos
oSo1AN
prpAMCf
prpAMCSlt
prpSDM
locL
mapSeaAndNormalWork
mapObjectsPrepWork
drwIdxPrm
oSo3
lsCVB
oSo5
oSo2CL
oSo1AF
Visualize
visul
txMLo
oSo2Srt
oSoSdw
prpAMCbsi
prpAMCp
Render
bgD3D
stpTxtVS
ppHBAOPlus

private _ctrlTV = ctrlparent (_this select 0) displayCtrl 101; private _export = "{| class=""wikitable sortable""" + endl + "|-" + endl; _export = _export + "! Technical Name !! Descriptive Name !! Description"; private _fnc_logChilden = { params ["_path"]; for "_i" from 0 to ((_ctrlTV tvCount _path) - 1) do { private _text = _ctrlTV tvText (_path + [_i]); _text = _text splitString " " select 0; if !(_text in _export) then { _export = _export + endl + "|-" + endl + "| " + _text + endl + "| " + endl + "| "; }; if (_ctrlTV tvCount (_path + [_i]) > 0 ) then { [_path + [_i]] call _fnc_logChilden; }; }; }; [[]] call _fnc_logChilden; copyToClipboard (_export + endl + "|}" + endl);

See Also