<?xml version="1.0" encoding="utf-8"?>
<feed xml:lang="en" xmlns="http://www.w3.org/2005/Atom"><title>Recent changes to wiki</title><link href="https://sourceforge.net/p/zedonline/wiki/" rel="alternate"/><link href="https://sourceforge.net/p/zedonline/wiki/feed.atom" rel="self"/><id>https://sourceforge.net/p/zedonline/wiki/</id><updated>2020-12-16T21:56:02.946000Z</updated><subtitle>Recent changes to wiki</subtitle><entry><title>lua modified by DaMarkov</title><link href="https://sourceforge.net/p/zedonline/wiki/lua/" rel="alternate"/><published>2020-12-16T21:56:02.946000Z</published><updated>2020-12-16T21:56:02.946000Z</updated><author><name>DaMarkov</name><uri>https://sourceforge.net/u/damarkov-zed/</uri></author><id>https://sourceforge.net57dce981dc31b9eec326ee64dd22e58ef26d6c6b</id><summary type="html">&lt;div class="markdown_content"&gt;&lt;pre&gt;--- v9
+++ v10
@@ -18,6 +18,7 @@

 Hooks are special functions that get called by the game. The name and parameters of these functions are fixed and can now be changed.

+onMapLoaded() This function will be called when the map is loaded and before any objects contained in the .zmap file are created
 onGameStart() This functions will be called when the game starts. This function will never be called again.
 everySecond() This function will be called once per second.
 onFrame() This functions will be called once every server tick. About 25 times per second. Code for this function should be as short as possible since it is called so often. Note that while the Lua script is running the server's execution is paused.
@@ -109,6 +110,14 @@
 Reference of all API functions
 --

+#####addToBuildList(BuildingType, Level, Type, SubType)#####
+
+Adds a unit to the building list of a production factory. For example after calling  addToBuildList(FORT, 1, VEHICLE, HEAVY) level 1 forts (forts with 1 star) should be able to produce heavy tanks.
+
+#####allowSurrender(Enable)#####
+Enables or Disables the ability for players to surrender.
+Call allowSurrender(true) to allow surrendering and allowSurrender(false) to disable it.
+
 #####createObject(Type, SubType, X, Y, Owner, [palette])#####

 Creates a new objects of a given type and subtype at position X and Y. X and Y are the uper-left corner of the object and must be given in pixels.
@@ -199,19 +208,76 @@
 #####execute()#####
 #####enableProduction()#####
 #####getFort()#####
-#####getTime()#####
-#####setPosition()#####
+
+#####getHealth(obj)#####
+
+Returns the number of hitpoints of object obj. For example 50 is returned if the object has 50% of its health.
+
 #####getOwner()#####
 #####getType()#####
 #####getSubtype()#####
+#####getObjectCount()#####
+#####getObject()#####
 #####getPosition()#####
 #####getPlanet()#####
-#####getObjectCount()#####
-#####getObject()#####
+
+Returns the planet type of the loaded map. The return value is either DESERT, VOLCANIC, ARCTIC, JUNGLE or CITY.
+
+#####getTime()#####
+
+Returns the number of seconds elapsed after the match started.
+
+#####getUnitStat_GroupAmount(Type, SubType)#####
+
+Returns the number of units in a group for a specific type. For example getUnitStat_GroupAmount(ROBOT, GRUNT) should return 3 since there are 3 robots in a group of grunt robots.
+
+#####getUnitStat_MoveSpeed(Type, SubType)#####
+#####getUnitStat_AttackDamage(Type, SubType)#####
+#####getUnitStat_AttackDamageRadius(Type, SubType)#####
+#####getUnitStat_AttackRange(Type, SubType)#####
+#####getUnitStat_AttackCooldown(Type, SubType)#####
+#####getUnitStat_AttackDamageChance(Type, SubType)#####
+#####getUnitStat_AttackSnipeChance(Type, SubType)#####
+#####getUnitStat_MissileSpeed(Type, SubType)#####
+#####getUnitStat_MaxHealth(Type, SubType)#####
+#####getUnitStat_MaxStamina(Type, SubType)#####
+#####getUnitStat_BuildTime(Type, SubType)#####
+#####getUnitStat_VisionDiameter(Type, SubType)#####
+#####getVisionDiameter(obj)#####
+#####isInBuildList(BuildingType, Level, Type, SubType)#####
+
+Returns true if and only if a specific unit can be build by a factory. For example isInBuildList(FORT, 1, ROBOT, GRUNT) should return true since grunts can be build by a level 1 fort (a fort with 1 star).
+
 #####killObject()#####
+#####removeFromBuildList(BuildingType, Level, Type, SubType)#####
+
+Removes a unit from the building list of a production factory. For example after calling  removeFromBuildList(FORT, 1, ROBOT, GRUNT) level 1 forts (forts with 1 star) should no longer be able to produce grunts.
 #####sendNews()#####
+#####setHealth(obj, healthPercent)#####
+
+Sets the number of hitpoint of obj. For example setHealth(obj, 50) sets the number of hitpoints of object obj to 50% of the maximum hitpoints.
+
+#####setPosition()#####
 #####setWaypoint()#####
 #####setAttackDamage()#####
+#####setVisionDiameter(obj, newVisionDiameter)#####
 #####setPalette()#####
+#####setUnitStat_GroupAmount(Type, SubType, NewGroupAmount)#####
+
+Sets the number of units in a group for a specific type. For example setUnitStat_GroupAmount(ROBOT, GRUNT, 4) sets the group amount for grunts to 4.
+After this change when grunts are produced they should spawn in a group of 4 robots.
+
+#####setUnitStat_MoveSpeed(Type, SubType, NewMoveSpeed)#####
+#####setUnitStat_AttackDamage(Type, SubType, NewAttackDamage)#####
+#####setUnitStat_AttackDamageRadius(Type, SubType, NewDamageRadius)#####
+#####setUnitStat_AttackRange(Type, SubType, NewAttackRange)#####
+#####setUnitStat_AttackCooldown(Type, SubType, NewAttackCooldown)#####
+#####setUnitStat_AttackDamageChance(Type, SubType, NewDamageChance)#####
+#####setUnitStat_AttackSnipeChance(Type, SubType, NewSnipeChance)#####
+#####setUnitStat_MissileSpeed(Type, SubType, NewMissileSpeed)#####
+#####setUnitStat_MaxHealth(Type, SubType, NewMaxHealth)#####
+#####setUnitStat_MaxStamina(Type, SubType, NewMaxStamina)#####
+#####setUnitStat_BuildTime(Type, SubType, NewBuildTime)#####
+#####setUnitStat_VisionDiameter(Type, SubType, NewVisionDiameter)#####
 #####setVisible()#####

&lt;/pre&gt;
&lt;/div&gt;</summary></entry><entry><title>changelog modified by DaMarkov</title><link href="https://sourceforge.net/p/zedonline/wiki/changelog/" rel="alternate"/><published>2020-02-07T14:51:04.181000Z</published><updated>2020-02-07T14:51:04.181000Z</updated><author><name>DaMarkov</name><uri>https://sourceforge.net/u/damarkov-zed/</uri></author><id>https://sourceforge.neta447167fcaaaef52b3615b625dd71f0a4f57d4df</id><summary type="html">&lt;div class="markdown_content"&gt;&lt;pre&gt;--- v14
+++ v15
@@ -1,3 +1,47 @@
+What is new in version 0.2.3?
+-
+- Fixed a security issue in the network code (could be used the crash the server)
+- Added sniped units to statistics
+- Fixed wrong build list in zod compability mode
+- Improved auto-grab logic
+- Rewrote video/audio syncronization for the encoder, added support for different sampling rates
+- Added /startvideo, /pausevideo, /stopvideo commands to record while playing
+- Fixed bos selection when selecting minions
+- Fixed bug units could from further away as they should
+- Added second dodge move to make dodging more mirco-able
+- Maps are now sorted alphabetically
+- Fixed auto-engage
+- Added hold command (default hotkey H)
+- Fixed exploit (server does no longer except force moves from clients)
+- Server now sends CPU usage to clients
+- Added dropdown menu to lobby to select maps
+- Fixed graphical glitch when destroying vulcano map object
+- Fixed pathing issue (when used with auto-grab)
+- Added new control style "custom"
+- Radar station is now required to see the minimap and hover names for enemies
+- Added buttons to lobby to add bots/kick players
+- Fixed a timing bug in quickstart mode when starting as a spectator
+- Added "ready to start" checkbox to lobby
+- Added hotspots for all buildings and reworked friendly fire for attacking own buildings
+- Fixed additive unit selection
+- Fixed sound recording after recording a video
+- Fixed volcanic tileset attributes
+- Pathfinder now sends pointlist to clients, client renders the pointlist
+- Added for hotkeys for loading/saving groups
+- In classic controls, pressing the middle mouse button now deselects all units (as in Z DOS)
+- Added button to Lua code view in map editor to compile Lua code in order to check for syntax errors
+- Fixed a bug when focusing the camera to a specific position
+- Added "auto" screenmode and made it the default for new configuration files
+- Zcomp messages close now upon being clicked on
+- Fixed a bug when connecting to a server with an unknown map
+- Fixed a bug with number of destroyed building in statistics
+- Vehicles can now only be entered by robots (and not by other vehicles)
+- Added PixelBufferObjects (PBOs) for faster transfer of fame data to the video encoder in OpenGL mode
+- Video encoder now uses the new PBO methods. Added frame skipping
+- Fixed bug with repair station (graphics glitch)
+- Added support for version 2 of .zmap file format
+
+
 What is new in version 0.2.2?
 -
 - Added Linux port
&lt;/pre&gt;
&lt;/div&gt;</summary></entry><entry><title>changelog modified by DaMarkov</title><link href="https://sourceforge.net/p/zedonline/wiki/changelog/" rel="alternate"/><published>2019-11-19T17:32:49.329000Z</published><updated>2019-11-19T17:32:49.329000Z</updated><author><name>DaMarkov</name><uri>https://sourceforge.net/u/damarkov-zed/</uri></author><id>https://sourceforge.netf96f1cbd7f2c1dbef8cb5fec9afdd3f9255f56b0</id><summary type="html">&lt;div class="markdown_content"&gt;&lt;pre&gt;--- v13
+++ v14
@@ -3,6 +3,7 @@
 - Added Linux port
 - Added dedicated server
 - Fixed a lot of memory leaks
+- Rewrote frame capture in OpenGL to accelerate video rendering
 - Added new resource manger which loads files on demand
 - Thumbnails will now be created in separte process on first startup
 - Fixed attributes of arctic tileset. This fixes an exploit in level 11
&lt;/pre&gt;
&lt;/div&gt;</summary></entry><entry><title>changelog modified by DaMarkov</title><link href="https://sourceforge.net/p/zedonline/wiki/changelog/" rel="alternate"/><published>2019-11-19T17:29:25.381000Z</published><updated>2019-11-19T17:29:25.381000Z</updated><author><name>DaMarkov</name><uri>https://sourceforge.net/u/damarkov-zed/</uri></author><id>https://sourceforge.net2046aebcac2f345ceb29fa1b76f3d5b1a0a1f27c</id><summary type="html">&lt;div class="markdown_content"&gt;&lt;pre&gt;--- v12
+++ v13
@@ -1,3 +1,91 @@
+What is new in version 0.2.2?
+-
+- Added Linux port
+- Added dedicated server
+- Fixed a lot of memory leaks
+- Added new resource manger which loads files on demand
+- Thumbnails will now be created in separte process on first startup
+- Fixed attributes of arctic tileset. This fixes an exploit in level 11
+- Switched to curl for http file uploads
+- Winning by surrender does no longer count as a destroyed fort in statistics
+- Rewrote screenshot function for OpenGL renderer
+- Fixed an exploit where friendly fire against Cranes/APCs could be abused
+- Changed number of effect for damaged/destroyed buildings
+- Fixed game freeze up when stopping cinema and map data was not loaded yet
+- Fixed replays files not showing up after replay mode
+- Fixed zod engine bug when the last unit is sniped the fort did not get destroyed automatically
+- Fixed hotkeys not working during pause
+- Added two new custom maps
+- Added zod compatibility mode
+- Switch from bitmap to png file format for thumnails and screenshots
+- Added team color overlay in thumbnails
+- Fixed bug when joining a team without units
+- Fixed bug game paused when player disconnected
+- Bots now disconnect when becoming spectators
+- Game servers can now be announced even if 0 players are connected
+- Increased timeout for chat messages and added sound when chat messages arrive
+- Updater can now download from multiple gateways at the same time
+- Added tile overlay to map editor
+- Added /switch command to client
+- Fixed running Lua code after a map change
+- Rewrote zone effect rendering resulting in a 5x speed up (on large maps)
+- Added function to update (partial) textures on GPU instead of recreating them
+- Lobby chat now only shows the last 10 chat lines
+- Added player list back to in-game menu via tabulator hotkey
+- Added background notifications to Windows build
+- Fixed some jungle tiles (mostly for map 4_jungle_2)
+- Can now join as spectator after match has already started
+- Added support for replay format version 2
+- When two units that can attack buildings are selected and one can be repaired the attack cursor will now be shown when hovering above a repair station instead of the repair cursor
+- Zcomp message were not properly resetted
+- Added constants for Lua command createMissile()
+- Added command to the server to list maps, list replays and load replay files
+- Fixed a zod engine bug in ZObject::HasDestroyedFortInZone(). Bridges now auto repair even if they are in a zone with a destroyed fort
+- Fixed how buildings are assigned to zones. The center point of the building is now taken into account. The fixed 4_jungle_2 bottom's factory
+- Fixed left fort of map 3_arctic_1
+- Fixed wrong calculation of hashes in zed replay
+- Fixed from reference IDs in map editor
+- Migrated to sciter version 4.3.0.19
+- Added Lua functions setHealth(), getHealth()
+- Added optional parameter to Lua function setVisible()
+- Fixed chat colors when using color overwrite
+- Optimized performance of minimap rendering
+- Added terrain rendering to minimap
+- Fixed a bug when shooting at own repair station a wrong sound file is played
+- Added ping statistics between players and server
+- Fixed wrong colors on radar station, fort, robot building, vehicle building, repair station
+- Fixed wrong color of zone markers when using color overwrite
+- Fixed wrong color glitch in conco effect when using color overwrite
+- Fixed a graphical glitch when a unit is sniped while using color overwrite
+- Changed how .html files get loaded
+- Fixed bug when client in single player would assume the wrong game speed
+- Fixed a timing bug in Release mode with loading large maps when watching a replay
+
+What is new in version 0.2.1?
+-
+- Maps can now be changed during match
+- Added rest map in single player
+- Fixed bullet animation when using zoom in OpenGL renderer
+- Fixed graphical glitch in high resolution mode on small levels (level 1 for example)
+- Improved loading times
+- Added hotkey to select all units
+- Fixed a glitch when selecting all units before the game started
+- Fixed a bug in the factory lsit when zoom is used
+- Fixed a bug when creating new accounts
+- Double click on game server now directly connects to the server
+- Fixed map 4_arctic_2
+- Added edit box to enter the filename of the video when recording a replay
+- Added thumbnails to lobby
+- Added sound and music volume control to in-game menu
+- Fixed graphical glitch when a unit is hit when using zoom
+- Bots are now able to surrender
+- Added different game speeds
+- Canons can now attack own buildings
+- Added a hotkey to surrender
+- Added option to return to lobby after a multiplayer match
+- Fixed glitch in water effect
+- Only idle units are now considered when pressing the R and V button in the in-game menu
+
 What is new in version 0.2?
 -
 - Robots can unstacked more easiliy now
&lt;/pre&gt;
&lt;/div&gt;</summary></entry><entry><title>changelog modified by DaMarkov</title><link href="https://sourceforge.net/p/zedonline/wiki/changelog/" rel="alternate"/><published>2019-07-13T21:04:32.877000Z</published><updated>2019-07-13T21:04:32.877000Z</updated><author><name>DaMarkov</name><uri>https://sourceforge.net/u/damarkov-zed/</uri></author><id>https://sourceforge.netf290d56be66c3eda32f113948005001620e15e2e</id><summary type="html">&lt;div class="markdown_content"&gt;&lt;pre&gt;--- v11
+++ v12
@@ -1,3 +1,30 @@
+What is new in version 0.2?
+-
+- Robots can unstacked more easiliy now
+- Fixed a bug that displayed the wrong time played in statistics menu
+- Added the 20 beta levels of the original game
+- Optimized pathfinder and made result deterministic
+- Added the ability to record and watch replay files
+- Added 'wrong palette bug' after units got repaired
+- Openining/closing of tank lid is now deterministic
+- Added zoom capability to OpenGL renderer
+- Finished palettes of all missing units (crane, mobile rocket launcher)
+- Rewrote collisoon detecion and response between missiles and buildings
+- Changed hotspot of buildings, fort should now be easier to destroy
+- Added support to watch replays via the zed protocol
+- Increased support for invisible units
+- Replay files can now be uploaded to gateways
+- Several bug fixes in the map converter
+- Added UI element to show current online users
+- Units now auto-grab flags, vehicles, cannon if it's not a big detour
+- Fixed a crash that happens when a client connects to the game lobby
+- Fixed some of the jungle tilesets
+- Fixed some of the deser tilesets
+- Added hard mode for the bots. Automatically enabled for the Beta maps
+- Fixed some bugs in the level editor
+- Fixed a crash when connected via VPN or similar virtual network adapters
+- Fixed yellow percentag bar in unit selector
+
 What is new in version 0.1.6?
 -
 - Localization for hover names for the main four languages
&lt;/pre&gt;
&lt;/div&gt;</summary></entry><entry><title>changelog modified by DaMarkov</title><link href="https://sourceforge.net/p/zedonline/wiki/changelog/" rel="alternate"/><published>2019-05-10T20:02:17.999000Z</published><updated>2019-05-10T20:02:17.999000Z</updated><author><name>DaMarkov</name><uri>https://sourceforge.net/u/damarkov-zed/</uri></author><id>https://sourceforge.net6db9403118592120e2f3a20e99572ea43fca5f98</id><summary type="html">&lt;div class="markdown_content"&gt;&lt;pre&gt;--- v10
+++ v11
@@ -3,7 +3,7 @@
 - Localization for hover names for the main four languages
 - New reencoded cinemas and new video player based on FFMPEG
 - Pause is now supported in online and LAN matches (up to 3 times per player)
-- Fixed bugs in level 3, 7, 22, 3_volcanic_1
+- Fixed bugs in level 3, 7, 22, 3_volcanic_1, 2_volcanic_1, 2_jungle_1
 - Added sound files to dub the cinemas in the main four languages
 - Font engine can now render non-ASCII characters
 - Level times are now accurate up to one game tick (0.04s) instead of 1 seconds
@@ -19,6 +19,7 @@
 - Optimized thumbnail creation during update
 - Added flags in options menu for language selection
 - Changed spawn points and first waypoint of built units
+- Map editor can now edit bridges

 What is new in version 0.1.5?
 -
&lt;/pre&gt;
&lt;/div&gt;</summary></entry><entry><title>changelog modified by DaMarkov</title><link href="https://sourceforge.net/p/zedonline/wiki/changelog/" rel="alternate"/><published>2019-05-09T23:21:22.812000Z</published><updated>2019-05-09T23:21:22.812000Z</updated><author><name>DaMarkov</name><uri>https://sourceforge.net/u/damarkov-zed/</uri></author><id>https://sourceforge.net08a88778bcf58bd5ce445b95132fcf827cfbedc1</id><summary type="html">&lt;div class="markdown_content"&gt;&lt;pre&gt;--- v9
+++ v10
@@ -1,3 +1,25 @@
+What is new in version 0.1.6?
+-
+- Localization for hover names for the main four languages
+- New reencoded cinemas and new video player based on FFMPEG
+- Pause is now supported in online and LAN matches (up to 3 times per player)
+- Fixed bugs in level 3, 7, 22, 3_volcanic_1
+- Added sound files to dub the cinemas in the main four languages
+- Font engine can now render non-ASCII characters
+- Level times are now accurate up to one game tick (0.04s) instead of 1 seconds
+- Reworked the game lobby. Changing teams and becoming a spectator is now done by a doubleclick
+- Patched glitched desert tiles
+- Multiple rallypoints can now be set in classic and Starcraft controls
+- Fixed invisibility for some rarer units. Fixed hover names for invisible units.
+- Fixed radar dish animation of radar station
+- Fixed missing effect animation bug
+- Added planet-dependent sprites for the medium tank
+- Changed unit values so that bridges are destroyed with the correct amount of tank rounds
+- Rewrote time code to fix the laggy animation bug
+- Optimized thumbnail creation during update
+- Added flags in options menu for language selection
+- Changed spawn points and first waypoint of built units
+
 What is new in version 0.1.5?
 -
 - Added planet-dependent sprites for the light and heavy tank
&lt;/pre&gt;
&lt;/div&gt;</summary></entry><entry><title>lua modified by DaMarkov</title><link href="https://sourceforge.net/p/zedonline/wiki/lua/" rel="alternate"/><published>2019-05-02T13:03:14.010000Z</published><updated>2019-05-02T13:03:14.010000Z</updated><author><name>DaMarkov</name><uri>https://sourceforge.net/u/damarkov-zed/</uri></author><id>https://sourceforge.net31ce5b1a8d32472d5a22b1747accd5507d3bbb5c</id><summary type="html">&lt;div class="markdown_content"&gt;&lt;pre&gt;--- v8
+++ v9
@@ -183,15 +183,16 @@
 JUNGLE |  t.b.a.
 CITY |  t.b.a.

-Return value:
+######Return value:######
 A reference to the create object will be returned.

 #####createRobotGroup(SubType, X, Y, Owner)#####

 Creates an entire robot group. See createObject() for an explanation of the parameters. This function will for example create 3 Grunt objects a choose on of them to be the leader.

-Return value:
+######Return value:######
 The leader object of the group will be returned.
+
 #####createCannon()#####
 #####createMissile()#####
 #####clearWaypoints()#####
&lt;/pre&gt;
&lt;/div&gt;</summary></entry><entry><title>lua modified by DaMarkov</title><link href="https://sourceforge.net/p/zedonline/wiki/lua/" rel="alternate"/><published>2019-05-02T13:01:33.475000Z</published><updated>2019-05-02T13:01:33.475000Z</updated><author><name>DaMarkov</name><uri>https://sourceforge.net/u/damarkov-zed/</uri></author><id>https://sourceforge.netcd1e02e60b9fea75f131fd0c69c1a873fba33cb6</id><summary type="html">&lt;div class="markdown_content"&gt;&lt;pre&gt;--- v7
+++ v8
@@ -109,9 +109,10 @@
 Reference of all API functions
 --

-    #####createObject(Type, SubType, X, Y, Owner, [palette])#####
-        Creates a new objects of a given type and subtype at position X and Y. X and Y are the uper-left corner of the object and must be given in pixels.
-        Type must be one of the following values:
+#####createObject(Type, SubType, X, Y, Owner, [palette])#####
+    
+Creates a new objects of a given type and subtype at position X and Y. X and Y are the uper-left corner of the object and must be given in pixels.
+Type must be one of the following values:

 Value | Description
 ---------- | ----------
@@ -186,6 +187,7 @@
 A reference to the create object will be returned.

 #####createRobotGroup(SubType, X, Y, Owner)#####
+
 Creates an entire robot group. See createObject() for an explanation of the parameters. This function will for example create 3 Grunt objects a choose on of them to be the leader.

 Return value:
&lt;/pre&gt;
&lt;/div&gt;</summary></entry><entry><title>lua modified by DaMarkov</title><link href="https://sourceforge.net/p/zedonline/wiki/lua/" rel="alternate"/><published>2019-05-02T13:00:24.601000Z</published><updated>2019-05-02T13:00:24.601000Z</updated><author><name>DaMarkov</name><uri>https://sourceforge.net/u/damarkov-zed/</uri></author><id>https://sourceforge.neta2eaad9aac824d92f482a47d0a84bdc554cd1bff</id><summary type="html">&lt;div class="markdown_content"&gt;&lt;pre&gt;--- v6
+++ v7
@@ -112,6 +112,7 @@
     #####createObject(Type, SubType, X, Y, Owner, [palette])#####
         Creates a new objects of a given type and subtype at position X and Y. X and Y are the uper-left corner of the object and must be given in pixels.
         Type must be one of the following values:
+
 Value | Description
 ---------- | ----------
 CANNON     | One of the four cannon objects      
@@ -119,10 +120,8 @@
 ROBOT        | One of the six robor types
 MAP_ITEM |  Objects on the map like rocks, grenade boxes, etc.

-
-
-
 Subtype depends on Type. For type CANNON there are the following subtypes
+
 Value | Description
 ---------- | ----------
 GATLING     |  t.b.a.
@@ -131,52 +130,57 @@
 MISSILE_CANNON | t.b.a.

 Subtypes for type VEHICLE:
-Value | Description
----------- | ----------
-JEEP     | 
-LIGHT      | 
-MEDIUM        | 
-HEAVY | 
-APC | 
-MO_MISSILE | 
-CRANE | 
+
+Value | Description
+---------- | ----------
+JEEP     |  t.b.a.
+LIGHT      |  t.b.a.
+MEDIUM        |  t.b.a.
+HEAVY |  t.b.a.
+APC |  t.b.a.
+MO_MISSILE |  t.b.a.
+CRANE |  t.b.a.

 Subtypes for type ROBOT:
-Value | Description
----------- | ----------
-GRUNT     | 
-PSYCHO      | 
-TOUGH        | 
-SNIPER | 
-PYRO | 
-LASER | 
+
+Value | Description
+---------- | ----------
+GRUNT     |  t.b.a.
+PSYCHO      |  t.b.a.
+TOUGH        |  t.b.a.
+SNIPER |  t.b.a.
+PYRO |  t.b.a.
+LASER |  t.b.a.

 Subtypes for type MAP_ITEM:
-Value | Description
----------- | ----------
-GRENADES     | 
+
+Value | Description
+---------- | ----------
+GRENADES     |  t.b.a.

 Owner can be one of the following values:
-Value | Description
----------- | ----------
-NEUTRAL     | 
-RED      | 
-BLUE        | 
-GREEN | 
-YELLOW | 
-PURPLE | 
-TEAL | 
-PINK | 
-BROWN | 
+
+Value | Description
+---------- | ----------
+NEUTRAL     |  t.b.a.
+RED      |  t.b.a.
+BLUE        |  t.b.a.
+GREEN |  t.b.a.
+YELLOW |  t.b.a.
+PURPLE |  t.b.a.
+TEAL |  t.b.a.
+PINK |  t.b.a.
+BROWN |  t.b.a.

 Palette is an optional parameter. If Palette is not specified the objects will use the palette of the map. The specifiy a palette use on of the following values:
-Value | Description
----------- | ----------
-DESERT     | 
-VOLCANIC      | 
-ARCTIC        | 
-JUNGLE | 
-CITY | 
+
+Value | Description
+---------- | ----------
+DESERT     |  t.b.a.
+VOLCANIC      |  t.b.a.
+ARCTIC        |  t.b.a.
+JUNGLE |  t.b.a.
+CITY |  t.b.a.

 Return value:
 A reference to the create object will be returned.
&lt;/pre&gt;
&lt;/div&gt;</summary></entry></feed>