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	<title>FreeSpace Wiki - User contributions [en]</title>
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	<updated>2026-11-15T10:08:13Z</updated>
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	<entry>
		<id>https://wiki.hard-light.org/index.php?title=FreeSpace_2_game_information&amp;diff=35585</id>
		<title>FreeSpace 2 game information</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=FreeSpace_2_game_information&amp;diff=35585"/>
		<updated>2011-07-19T07:13:10Z</updated>

		<summary type="html">&lt;p&gt;Shade: Reverted edits by Jamesbrown (Talk) to last revision by The E&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;b&amp;gt;Released:&amp;lt;/b&amp;gt; October, 1999 &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Developed by:&amp;lt;/b&amp;gt; Volition Inc. &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Published by:&amp;lt;/b&amp;gt; Interplay &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;No age restrictions&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Sequel of the award-winning FreeSpace: The Great War&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Story==&lt;br /&gt;
Thirty-two years have passed since the end of the Great War, we are now in the year of 2367. Ten years after the destruction of the [[SD Lucifer]] in the [[Sol]] system, the Terran and Vasudan species forged a new alliance, called the [[Galactic Terran-Vasudan Alliance]]. The [[Reconstruction]] period began in the galaxy as both races prepare their civilisations for the return of the [[Shivans]].&lt;br /&gt;
&lt;br /&gt;
Even though, not everything goes very well: Admiral Aken Bosch formed the [[Neo-Terra Front]], a true alliance of an ideal considered hostile by the [[Galactic Terran-Vasudan Alliance]]. Both sides have been at war with each other for eighteen months now. [[Deneb]], [[Alpha Centauri]] and [[Epsilon Pegasi]] are the focus points in this war. &amp;lt;br&amp;gt;&lt;br /&gt;
Admiral Bosch&#039;s rebellion seems to be winning.&lt;br /&gt;
&lt;br /&gt;
==Features==&lt;br /&gt;
*Enhanced graphics&lt;br /&gt;
*A completely new and alien environment: The nebula fog&lt;br /&gt;
*Be assigned to up to six fighter squadrons, from the Vasudan 203rd Scorpions to the elite 70th Blue Lions!&lt;br /&gt;
*Fly for the SOC, [[Special Operations Command]].&lt;br /&gt;
*Over 20 weapons of mass destruction&lt;br /&gt;
*A thirty-mission single player campaign and even more multiplayer missions!&lt;br /&gt;
*Encounter deadly new capital ship weapons: the Flak guns and Beam cannons&lt;br /&gt;
*Attack up to 8 players via LAN or TCP/IP&lt;br /&gt;
*Over 70 new ships, ranging from Super Capital ships to stealth fighters&lt;br /&gt;
*FRED, the easy-to-use mission editor&lt;br /&gt;
*Reasonable moddability&lt;br /&gt;
&lt;br /&gt;
==System requirements==&lt;br /&gt;
===Minimum===&lt;br /&gt;
*Pentium 200MHz&lt;br /&gt;
*Windows 95/98/NT with DirectX 6.0 or newer&lt;br /&gt;
*32 MBytes of RAM&lt;br /&gt;
*400 MB Hard Disk space&lt;br /&gt;
*8x CD-ROM&lt;br /&gt;
*DirectSound certified video card&lt;br /&gt;
*Hardware accelerated card&lt;br /&gt;
&lt;br /&gt;
===Optimum===&lt;br /&gt;
*Pentium 266MHz&lt;br /&gt;
*64 MBytes RAM&lt;br /&gt;
*8 MBytes Video memory&lt;br /&gt;
*3D Sound card with EAX or A3D&lt;br /&gt;
&lt;br /&gt;
==Reviews==&lt;br /&gt;
===Home of the Underdogs Description (By Karajorma)===&lt;br /&gt;
Undoubtedly one of the best 3D space combat games ever made, FreeSpace 2 by Volition is a superb space opera of epic proportions. The strong emphasis on plot development combined with spectacular graphics and story-based missions make FreeSpace 2 a worthy contender to Origin&#039;s more well-known Wing Commander games. In fact, in my humble opinion the fun factor of FreeSpace 2 far surpasses that of Prophecy Gold, the last Wing Commander game, by a considerable margin. &lt;br /&gt;
The game begins with an alliance of humans and alien Vasudans attempting to rebuild their armies 32 years after the end of &#039;The Great War,&#039; the battles of which were the subject of FreeSpace. You play a member of the GTVA, a Human-Vasudan alliance which is fighting a group of human rebels who call themselves the NTF. &lt;br /&gt;
&lt;br /&gt;
FreeSpace 2 improves upon the excellent FreeSpace in every respect. Pre-mission elements such as the briefing session and ship configuration are superbly presented, with a lot of details and options to choose from. Frequent cutscenes made with rendered graphics are captivating, especially because outstanding voice acting makes them as absorbing to watch as real-life actors in Origin&#039;s Wing Commander IV (the cutscenes, except for the endings, are unfortunately missing in this CD-rip, but fortunately they are not necessary to your knowledge of the plot, since you can tell how the storyline is unfolding during briefing and de-briefing scenes). The game&#039;s emphasis on the plot is not just window-dressing, either: as in Wing Commander, your choices as well as mission successes and failures determine how the plot will develop, and ultimately what ending you will see. Even during the missions themselves, your objectives may suddenly change when new backstory-related developments take place. Being able to think &amp;quot;at the seat of the pants&amp;quot; to quickly adapt to changing circumstances is the key to winning in FreeSpace 2. &lt;br /&gt;
&lt;br /&gt;
In terms of gameplay, FreeSpace 2 is basically a &#039;bigger and better&#039; FreeSpace. Capital ships now have awe-inspiring proportions and are able to fight each other. This makes for many a memorable scene when you are caught like a tiny fly in the middle of capital-ships-only combat with cannons and turrets and huge beam weapons that are wider than your spacecraft. The game universe is much larger than in FreeSpace. Volition also adds a lot of nice graphical details, such as the cool-looking (and appropriately opaque) nebula, on top of much prettier 3D graphics. There are many new ships in the game in addition to all the ships from FreeSpace, more varied and more powerful weapons, and more diverse missions. The strategic aspect has also been much improved: your success in some missions depend as much on your strategic choices as your joystick expertise. Should you send a couple of wingmen ahead to recon enemy ships, or have them protect vulnerable ships? Should you take out the enemy bombers first, or the agile fighters? In-game choices such as these can spell the difference between life and death. &lt;br /&gt;
&lt;br /&gt;
In addition to the superb single-player campaign, FreeSpace 2 includes full multiplayer support: up to 12 players via LAN or the Internet (PXO and SquadWars.com), or head-to-head via modem. In any of these modes, you can choose to fly co-op, team-based, or free-for-all dogfight, with many different missions to choose from. And to add even more bang for the buck, the game includes FRED2, a full-featured editor that you can use to create your own missions and campaigns. With an epic-sized space operaic plot, gorgeous graphics, top-notch space combat action, optional missions and multiple endings, and virtually unlimited replayability, FreeSpace 2 is a must-have for all armchair space pilots... and a worthy entrant into our Hall of Belated Fame.&lt;br /&gt;
&lt;br /&gt;
==Source Code==&lt;br /&gt;
&lt;br /&gt;
Volition released the source code of FreeSpace 2 in 2002. For those interested, the original source can be downloaded [http://www.mediafire.com/download.php?mzgymmz5ynm here].&lt;br /&gt;
&lt;br /&gt;
[[Category:The games]]&lt;/div&gt;</summary>
		<author><name>Shade</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Category:Campaign_Walkthroughs&amp;diff=35037</id>
		<title>Category:Campaign Walkthroughs</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Category:Campaign_Walkthroughs&amp;diff=35037"/>
		<updated>2011-06-08T15:27:57Z</updated>

		<summary type="html">&lt;p&gt;Shade: added category&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;List of campaign walkthroughs on the FreeSpace wiki.&lt;br /&gt;
&lt;br /&gt;
[[Category:Campaigns and Missions]]&lt;/div&gt;</summary>
		<author><name>Shade</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Template:Main_nav&amp;diff=35036</id>
		<title>Template:Main nav</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Template:Main_nav&amp;diff=35036"/>
		<updated>2011-06-08T15:17:32Z</updated>

		<summary type="html">&lt;p&gt;Shade: Added walkthroughs link to nav bar&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| border=0 align=right cellpadding=4 cellspacing=0 width=20% style=&amp;quot;margin: 0 0 1em 1em; background: #302020; border: 1px #AA2020 solid; border-collapse: collapse; font-size: 95%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;color: white; height: 30px; background: #512020; 70%;&amp;quot;|&#039;&#039;Retail FreeSpace&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Getting started|Introduction]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Portal:FreeSpace 1|FreeSpace 1]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Portal:FreeSpace 2|FreeSpace 2]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;color: white; height: 30px; background: #512020; 70%;&amp;quot;|&#039;&#039;FreeSpace Source Code Project&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Getting Started (FreeSpace Open)|Getting Started]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Installing Mods for FS2 Open|Mod installation instructions]]&lt;br /&gt;
|-&lt;br /&gt;
| [[SCP_Additions|List of added capabilities]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Portal:Multiplayer|Multiplayer]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Command-Line_Reference|Command-Line Reference]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Development_Reference|Development Reference]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Feature Requests|Feature Requests]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Screenshots]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;color: white; height: 30px; background: #512020; 70%;&amp;quot;|&#039;&#039;Modding FreeSpace&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Portal:Modding|Modding Portal]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Mod Database]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Portal:FRED|FRED]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Campaign List|User-made Campaigns]]&lt;br /&gt;
|-&lt;br /&gt;
| [[User-made Ships|User-made Ships]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Total conversions|Total Conversions]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;color: white; height: 30px; background: #512020; 70%;&amp;quot;|&#039;&#039;FreeSpace Universe&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Portal:FreeSpace Universe|The Universe]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;color: white; height: 30px; background: #512020; 70%;&amp;quot;|&#039;&#039;Other&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Campaign Walkthroughs|Campaign Walkthroughs]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Various Terms|FreeSpace Jargon]]&lt;br /&gt;
|-&lt;br /&gt;
| [[FreeSpace Alpha]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Freespace_Wiki:Community_Portal|FreeSpace Community]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Getting FreeSpace]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Guide to FS Open on Linux]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;color: white; height: 30px; background: #462424; 70%;&amp;quot;|Alternately, explore the &#039;&#039;&#039;FreeSpace&#039;&#039;&#039; universe through &#039;&#039;[[:Category:Main|categories]].&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;[[Category:Templates|Main nav]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Shade</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Category:Campaign_Walkthroughs&amp;diff=35035</id>
		<title>Category:Campaign Walkthroughs</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Category:Campaign_Walkthroughs&amp;diff=35035"/>
		<updated>2011-06-08T15:10:54Z</updated>

		<summary type="html">&lt;p&gt;Shade: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;List of campaign walkthroughs on the FreeSpace wiki.&lt;/div&gt;</summary>
		<author><name>Shade</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Ancient-Shivan_War_Campaign_Walkthrough&amp;diff=35034</id>
		<title>Ancient-Shivan War Campaign Walkthrough</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Ancient-Shivan_War_Campaign_Walkthrough&amp;diff=35034"/>
		<updated>2011-06-08T15:03:41Z</updated>

		<summary type="html">&lt;p&gt;Shade: + walkthroughs category&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Act 1==&lt;br /&gt;
* [[Introduction (ASW)|Introduction]] (cutscene) &lt;br /&gt;
* [[A Legacy Begins]]&lt;br /&gt;
* [[The Sword of Damocles]]&lt;br /&gt;
* [[Roadblock]]&lt;br /&gt;
* [[The Battle of Aesdher]]&lt;br /&gt;
* [[Victory (ASW)|Victory]] (cutscene) &lt;br /&gt;
* [[A New Adversary]]&lt;br /&gt;
* [[Realm of the Guardians]]&lt;br /&gt;
* [[A bridge too far]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Ancient-Shivan_War]]&lt;br /&gt;
[[Category:Campaign Walkthroughs]]&lt;/div&gt;</summary>
		<author><name>Shade</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Blue_Planet:_War_in_Heaven_Campaign_Walkthrough&amp;diff=35033</id>
		<title>Blue Planet: War in Heaven Campaign Walkthrough</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Blue_Planet:_War_in_Heaven_Campaign_Walkthrough&amp;diff=35033"/>
		<updated>2011-06-08T15:01:26Z</updated>

		<summary type="html">&lt;p&gt;Shade: + walkthroughs category&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{BPArticle}}&lt;br /&gt;
&lt;br /&gt;
* [[Artemis Station]]&lt;br /&gt;
&lt;br /&gt;
==Act 1: Chrysalis==&lt;br /&gt;
* [[The Cost of War]]&lt;br /&gt;
* [[Collateral Damage]]&lt;br /&gt;
* [[Post Meridian]]&lt;br /&gt;
* [[Ken]]&lt;br /&gt;
* [[For the Wrong Reasons]]&lt;br /&gt;
* [[Darkest Hour]]&lt;br /&gt;
* [[My Brother, My Enemy]]&lt;br /&gt;
&lt;br /&gt;
==Act 2: Apotheosis==&lt;br /&gt;
* [[The Intervention]]&lt;br /&gt;
* [[The Plunder]]&lt;br /&gt;
* [[Aristeia]]&lt;br /&gt;
* [[What Binds Us]]&lt;br /&gt;
* [[One Perfect Moment]]&lt;br /&gt;
* [[Deals in Shadows]]&lt;br /&gt;
* [[Pawns on a Board of Bone]]&lt;br /&gt;
* [[Delenda Est]]&lt;br /&gt;
* [[Sunglare]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Campaign Walkthroughs]]&lt;/div&gt;</summary>
		<author><name>Shade</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Blue_Planet:_Age_of_Aquarius_Campaign_Walkthrough&amp;diff=35032</id>
		<title>Blue Planet: Age of Aquarius Campaign Walkthrough</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Blue_Planet:_Age_of_Aquarius_Campaign_Walkthrough&amp;diff=35032"/>
		<updated>2011-06-08T15:00:38Z</updated>

		<summary type="html">&lt;p&gt;Shade: + walkthroughs category&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* [[Departure]] (cutscene)&lt;br /&gt;
* &#039;&#039;&#039;A Blue Planet...With Vast Seas&#039;&#039;&#039;&lt;br /&gt;
** [[A Blue Planet...]]&lt;br /&gt;
** [[...With Vast Seas]]&lt;br /&gt;
* [[The Dragon Awakes]]&lt;br /&gt;
* [[Lucifer (BP)|Lucifer]] (cutscene)&lt;br /&gt;
* [[Journey of a Thousand Miles]]&lt;br /&gt;
* [[Journey of a Thousand Miles II]]&lt;br /&gt;
** [[Journey of a Thousand Miles III]]&lt;br /&gt;
* [[Wounded Prey]]&lt;br /&gt;
* [[Frankenstein&#039;s Monsters]]&lt;br /&gt;
* [[Finding Sanctuary]]&lt;br /&gt;
* [[Ceremony]]&lt;br /&gt;
* [[Forced Entry]]&lt;br /&gt;
* [[Curse of Prescience]]&lt;br /&gt;
* &#039;&#039;&#039;First Contact&#039;&#039;&#039;&lt;br /&gt;
** [[First Contact]]&lt;br /&gt;
** [[First Contact II]]&lt;br /&gt;
* [[Preserving the Balance]]&lt;br /&gt;
* [[Sacrifices]]&lt;br /&gt;
* [[The Great Preservers]]&lt;br /&gt;
* [[Keepers of Hell]]&lt;br /&gt;
* [[Fallen Angel]]&lt;br /&gt;
* [[Demons of the Past]]&lt;br /&gt;
* [[Find Your Way]]&lt;br /&gt;
* [[A Time for Heroes]]&lt;br /&gt;
* [[Universal Truth]]&lt;br /&gt;
* [[Journey&#039;s End]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Blue Planet]]&lt;br /&gt;
[[Category: Campaign Walkthroughs]]&lt;/div&gt;</summary>
		<author><name>Shade</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Silent_Threat:_Reborn_Campaign_Walkthrough&amp;diff=35031</id>
		<title>Silent Threat: Reborn Campaign Walkthrough</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Silent_Threat:_Reborn_Campaign_Walkthrough&amp;diff=35031"/>
		<updated>2011-06-08T15:00:25Z</updated>

		<summary type="html">&lt;p&gt;Shade: + walkthroughs category&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;*[[Silence All Voices (ST:R)|Silence All Voices]]&lt;br /&gt;
*[[More Than Meets the Eye]]&lt;br /&gt;
*[[Ghosts (ST:R)|Ghosts]]&lt;br /&gt;
*[[Field of Destruction (ST:R)|Field of Destruction]]&lt;br /&gt;
*[[Cloak and Dagger (ST:R)|Cloak and Dagger]]&lt;br /&gt;
*[[He Who Rides the Tiger]]&lt;br /&gt;
*[[The Wait (ST:R)|The Wait]]&lt;br /&gt;
*[[Hellfire (ST:R)|Hellfire]]&lt;br /&gt;
*[[The Return to Ross 128 (ST:R)|The Return to Ross 128]]&lt;br /&gt;
*[[The Last Hurrah]]&lt;br /&gt;
*[[Betrayed]]&lt;br /&gt;
*[[Exodus (ST:R)|Exodus]]&lt;br /&gt;
*[[Forced Hand]]&lt;br /&gt;
*[[Chasing Shadows]]&lt;br /&gt;
*[[Secrets Reborn]]&lt;br /&gt;
*[[Blood of the Innocents]]&lt;br /&gt;
*[[Abandon Hope]]&lt;br /&gt;
*[[Last Stand]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Silent Threat: Reborn]]&lt;br /&gt;
[[Category: Campaign Walkthroughs]]&lt;/div&gt;</summary>
		<author><name>Shade</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Inferno:_Release_1_Campaign_Walkthrough&amp;diff=35030</id>
		<title>Inferno: Release 1 Campaign Walkthrough</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Inferno:_Release_1_Campaign_Walkthrough&amp;diff=35030"/>
		<updated>2011-06-08T15:00:11Z</updated>

		<summary type="html">&lt;p&gt;Shade: + walkthroughs category&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Inferno}}&lt;br /&gt;
&lt;br /&gt;
==GTVA: Chapter 1==&lt;br /&gt;
&lt;br /&gt;
* [[Brotherly feud]]&lt;br /&gt;
* [[One step at a time]]&lt;br /&gt;
* [[The great rebellion]]&lt;br /&gt;
* [[Old enemies]]&lt;br /&gt;
* [[El Diablo]]&lt;br /&gt;
* [[Showdown]]&lt;br /&gt;
* [[Needed Supplies]]&lt;br /&gt;
* [[Gateway]]&lt;br /&gt;
* [[Taking the Gate]]&lt;br /&gt;
* [[Fenced In]]&lt;br /&gt;
* [[The only possible outcome]]&lt;br /&gt;
* [[Intangible Factors]]&lt;br /&gt;
* [[Nemesis (INF)|Nemesis]]&lt;br /&gt;
* [[Gigas]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Inferno R1]]&lt;br /&gt;
[[Category: Campaign Walkthroughs]]&lt;/div&gt;</summary>
		<author><name>Shade</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Derelict_Campaign_Walkthrough&amp;diff=35029</id>
		<title>Derelict Campaign Walkthrough</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Derelict_Campaign_Walkthrough&amp;diff=35029"/>
		<updated>2011-06-08T14:59:55Z</updated>

		<summary type="html">&lt;p&gt;Shade: + walkthroughs category&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Derelict}}&lt;br /&gt;
&lt;br /&gt;
==Act 1==&lt;br /&gt;
&lt;br /&gt;
* [[Welcome to the Boonies]]&lt;br /&gt;
* [[The Deep Patrol]]&lt;br /&gt;
* [[Marie Celeste]]&lt;br /&gt;
* [[Through the Looking Glass]]&lt;br /&gt;
* [[Last Leg]]&lt;br /&gt;
* [[Bait and Switch]]&lt;br /&gt;
* [[A Time for Penance]]&lt;br /&gt;
* [[The Horror in the Deep]]&lt;br /&gt;
&lt;br /&gt;
{{stub}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Campaign Walkthroughs]]&lt;/div&gt;</summary>
		<author><name>Shade</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=FreeSpace_2_Campaign_Walkthrough&amp;diff=35028</id>
		<title>FreeSpace 2 Campaign Walkthrough</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=FreeSpace_2_Campaign_Walkthrough&amp;diff=35028"/>
		<updated>2011-06-08T14:59:13Z</updated>

		<summary type="html">&lt;p&gt;Shade: + walkthroughs category&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Act I==&lt;br /&gt;
*[[Surrender, Belisarius!]]&lt;br /&gt;
*[[The Place of Chariots]]&lt;br /&gt;
*[[The Romans Blunder]]&lt;br /&gt;
*[[A Lion at the Door]]&lt;br /&gt;
*[[Mystery of the Trinity]]&lt;br /&gt;
*[[The Great Hunt (FS2)|The Great Hunt]]&lt;br /&gt;
*[[Slaying Ravana]]&lt;br /&gt;
*[[The Sixth Wonder]]&lt;br /&gt;
*[[Into the Maelstrom]]&lt;br /&gt;
*[[Feint! Parry! Riposte!]]&lt;br /&gt;
&lt;br /&gt;
==Act II==&lt;br /&gt;
*[[Battle of the Wilderness]]&lt;br /&gt;
*[[A Game of TAG]]&lt;br /&gt;
*[[Proving Grounds]]&lt;br /&gt;
*[[The King&#039;s Gambit]]&lt;br /&gt;
*[[The Sicilian Defense]]&lt;br /&gt;
*[[Endgame]]&lt;br /&gt;
*[[The Fog of War]]&lt;br /&gt;
*[[A Monster in the Mist]]&lt;br /&gt;
*[[Speaking in Tongues]]&lt;br /&gt;
*[[A Flaming Sword]]&lt;br /&gt;
&lt;br /&gt;
==Act III==&lt;br /&gt;
*[[Bearbaiting]]&lt;br /&gt;
*[[High Noon]]&lt;br /&gt;
*[[Return to Babel]]&lt;br /&gt;
*[[Straight, No Chaser]]&lt;br /&gt;
*[[Argonautica]]&lt;br /&gt;
*[[Exodus (FS2)|Exodus]]&lt;br /&gt;
*[[Dunkerque]]&lt;br /&gt;
*[[Their Finest Hour]]&lt;br /&gt;
*[[Clash of the Titans II]]&lt;br /&gt;
*[[Apocalypse]]&lt;br /&gt;
&lt;br /&gt;
==SOC Loop 1==&lt;br /&gt;
*[[Rebels &amp;amp; Renegades]]&lt;br /&gt;
*[[Love the Treason...]]&lt;br /&gt;
*[[...But Hate the Traitor]]&lt;br /&gt;
&lt;br /&gt;
==SOC Loop 2==&lt;br /&gt;
*[[As Lightning Fall]]&lt;br /&gt;
*[[Into the Lion&#039;s Den]]&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
==FreeSpace 2 Demo==&lt;br /&gt;
*[[Crimson Sky]]&lt;br /&gt;
*[[Crisis in Capella]]&lt;br /&gt;
&lt;br /&gt;
==FreeSpace 2 Colossus==&lt;br /&gt;
This limited single-CD version of FreeSpace 2 is included with some Logitech Force Feedback joysticks. It includes only Act 1 of the FreeSpace campaign (the training missions are present, but it does not include the SOC loop). FRED missions still work with it, but FreeSpace 2 Open does not. There are no printed manuals provided; all the material is found on the CD media.&lt;br /&gt;
&lt;br /&gt;
==[[Operation Templar]]==&lt;br /&gt;
*Short and separate multiplayer co-op campaign included with FreeSpace 2&lt;br /&gt;
*Also available as an unbalanced, single player campaign with the GOTY version of FreeSpace 2&lt;br /&gt;
&lt;br /&gt;
[[Category:Lists]]&lt;br /&gt;
[[Category:Main FreeSpace 2 Campaign]]&lt;br /&gt;
[[Category: Campaign Walkthroughs]]&lt;/div&gt;</summary>
		<author><name>Shade</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Category:Campaign_Walkthroughs&amp;diff=35027</id>
		<title>Category:Campaign Walkthroughs</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Category:Campaign_Walkthroughs&amp;diff=35027"/>
		<updated>2011-06-08T14:58:32Z</updated>

		<summary type="html">&lt;p&gt;Shade: New category&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;List of campaign walkthrough on the FreeSpace wiki.&lt;/div&gt;</summary>
		<author><name>Shade</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=FreeSpace_1_Campaign_Walkthrough&amp;diff=35026</id>
		<title>FreeSpace 1 Campaign Walkthrough</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=FreeSpace_1_Campaign_Walkthrough&amp;diff=35026"/>
		<updated>2011-06-08T14:57:32Z</updated>

		<summary type="html">&lt;p&gt;Shade: + walkthroughs category&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Act 1===&lt;br /&gt;
&lt;br /&gt;
*[[Eve of Destruction]]&lt;br /&gt;
*[[The Field of Battle]]&lt;br /&gt;
*[[Small Deadly Space]]&lt;br /&gt;
*[[Avenging Angels]]&lt;br /&gt;
*[[Out of the Dark, Into the Night]]&lt;br /&gt;
*[[Paving the Way]]&lt;br /&gt;
*[[Pandora&#039;s Box (FS1)|Pandora&#039;s Box]]&lt;br /&gt;
*[[The Hammer and the Anvil]]&lt;br /&gt;
*[[The Darkness and the Light]]&lt;br /&gt;
*[[First Strike]]&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
===Act 2===&lt;br /&gt;
&lt;br /&gt;
*[[The Aftermath]]&lt;br /&gt;
*[[The Big Bang]]&lt;br /&gt;
*[[La Ruota della Fortuna]]&lt;br /&gt;
*[[Where Eagles Dare]]&lt;br /&gt;
*[[Tenderizer]]&lt;br /&gt;
*[[Shell Game]]&lt;br /&gt;
*[[Enter the Dragon]]&lt;br /&gt;
*[[Playing Judas]]&lt;br /&gt;
*[[Evangelist]]&lt;br /&gt;
*[[Doomsday]]&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
===Act 3===&lt;br /&gt;
&lt;br /&gt;
*[[Exodus (FS1)|Exodus]]&lt;br /&gt;
*[[Last Hope]]&lt;br /&gt;
*[[A Failure to Communicate]]&lt;br /&gt;
*[[Reaching the Zenith]]&lt;br /&gt;
*[[Running the Gauntlet]]&lt;br /&gt;
*[[Black Omega]]&lt;br /&gt;
*[[Clash of the Titans]]&lt;br /&gt;
*[[The Great Hunt]]&lt;br /&gt;
*[[Good Luck]]&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Lists]]&lt;br /&gt;
[[Category:Main FreeSpace 1 Campaign|*]]&lt;br /&gt;
[[Category: Campaign Walkthroughs]]&lt;/div&gt;</summary>
		<author><name>Shade</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=FreeSpace_Wiki:Community_Portal&amp;diff=35013</id>
		<title>FreeSpace Wiki:Community Portal</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=FreeSpace_Wiki:Community_Portal&amp;diff=35013"/>
		<updated>2011-06-06T13:21:02Z</updated>

		<summary type="html">&lt;p&gt;Shade: Reverted edits by Hey (Talk) to last revision by Snail&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| border=0 align=center cellpadding=4 cellspacing=0 width=95% style=&amp;quot;margin: 0 0 1em 1em; background: #202020; border: 1px #AA2020 solid; border-collapse: collapse; font-size: 95%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;color: white; height: 30px; background: #512020; 70%;&amp;quot;|&amp;lt;big&amp;gt;&#039;&#039;&#039;The FreeSpace Community Portal&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{|border=0 align=right cellpadding=4 cellspacing=1 width=45% style=&amp;quot;margin: 1 1 1em 1em; background: #301515; border: 1px #AA2020 solid; border-collapse: collapse; font-size: 95%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=2 style=&amp;quot;color: white; height: 30px; background: #512020; &amp;quot; width=95% | &#039;&#039;&#039;&#039;&#039;Sites and Forums&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;color: white; height: 30px; background: #202020; 70%;&amp;quot;|[http://www.hard-light.net Hard Light Productions]&lt;br /&gt;
| The largest of the FS-related forums on the net, and the site which hosts this wiki.&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;color: white; height: 30px; background: #202020; 70%;&amp;quot;| [http://www.sectorgame.com/f2s/ Freespace 2 Sector]&lt;br /&gt;
| Oldest remaining FS-related site and forum on the net.&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;color: white; height: 30px; background: #202020; 70%;&amp;quot;| [http://scp.indiegames.us/news.php Source Code Project]&lt;br /&gt;
| The FreeSpace 2 Source Code Project homepage. Mainly serves the developers of the FreeSpace Open.&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;color: white; height: 30px; background: #202020; 70%;&amp;quot;| [http://wiki.freespacegalaxy.de/doku.php FreeSpace Galaxy]&lt;br /&gt;
| This is another FreeSpace Wiki, written in German. &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;color: white; height: 30px; background: #202020; 70%;&amp;quot;| [http://freespacemods.net/news.php FreeSpaceMods]&lt;br /&gt;
| A site that has become the replacement of the Hades Combine. Provides Mods and Campaigns.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Welcome to the FreeSpace Community Portal. Through here, you can find links to the major FreeSpace-related sites and forums on the Web. If you have a site that deserves to be on here, go ahead and add it to the sidebar.&lt;br /&gt;
&lt;br /&gt;
If you&#039;ve come here looking to discuss wiki-related issues, you&#039;re also in luck. HLP has provided us with a [http://www.hard-light.net/forums/index.php/board,122.0.html forum] for the discussion of wiki matters, but if you don&#039;t want to register there for whatever reason, feel free to use the talk page for this portal.&lt;br /&gt;
&lt;br /&gt;
==Volition Watch==&lt;br /&gt;
Volition Watch was once the FreeSpace community&#039;s hub, and several of its important articles are preserved in the wiki. Browse the [[VolitionWatch Articles List]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;See also&#039;&#039; [[Fan sites]]&lt;br /&gt;
&lt;br /&gt;
==Multiplayer Squadrons== &lt;br /&gt;
Since 2007, the FreeSpace multiplayer community is again going strong. View the [http://www.hard-light.net/forums/index.php/topic,49012.0.html Multiplayer Schedule] on Hard Light and browse the [[: Category: Multiplayer Squadrons|Multiplayer Squadrons category]].&lt;/div&gt;</summary>
		<author><name>Shade</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Talk:Main_Page&amp;diff=34246</id>
		<title>Talk:Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Talk:Main_Page&amp;diff=34246"/>
		<updated>2011-04-12T12:20:07Z</updated>

		<summary type="html">&lt;p&gt;Shade: Note on protection&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Categories==&lt;br /&gt;
Categories? Do you know how to make new categories? I thought I did, but it seems I did not. Is it possible to make categories at all? - [[User:TopAce|TopAce]] 23:51, 15 Nov 2005 (CET)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
It&#039;s easy. You just need to add &amp;lt;nowiki&amp;gt;[[Category:Category name]]&amp;lt;/nowiki&amp;gt; (without the nowiki tags, obviously) and then go to the Category:Category name page. The wiki will auto generate the basic page for you. [[User:Black Wolf|Black Wolf]] 11:53, 16 Nov 2005 (CET)&lt;br /&gt;
&lt;br /&gt;
== Featured Article ==&lt;br /&gt;
&lt;br /&gt;
Aren&#039;t there any other articles besides the one on Shivans? It kinda makes this place feel like it&#039;s dead.&lt;br /&gt;
&lt;br /&gt;
:Sure there are lots of other articles than one on Shivans, and the article can be changed too, i just haven&#039;t really seen any propositions lately. - [[User:Wanderer|Wanderer]] 00:07, 7 April 2007 (CDT)&lt;br /&gt;
&lt;br /&gt;
A big thanks to whoever made ASW the featured campaign of the moment! [[User:SpaceFreak|SpaceFreak]] 08:12, 15 January 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Just wondering - The Current Featured Article is about a Campaign ([[Terran-Vasudan War Project]]) that apparently is dead, seeing as I cannot find a single server that is currently hosting the files for download. Do we really want ot showcase a campaign for new players that they will be unable to play?--[[User:Krajerino|Krajerino]] 04:05, 22 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Individual teams are supposed to take of their respective web pages that are outside of the FSwiki. We have no power nor means to change anything there. So if project&#039;s webpages are outdated we can&#039;t really help you or them other than notifying the respective project. In this case however you should be able to download the content via the forums [http://www.hard-light.net/forums/index.php?topic=69901.0]. I suppose same links could be added to TVWP wikipage. And given that TVWP just recently (June 2010) put out a new demo release i doubt that the project would actually be dead. - [[User:Wanderer|Wanderer]] 04:39, 22 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::The TVWP staff forgot to fix the links when we posted the release thread.  Everything should be okay now.  Thanks to Wanderer for the heads-up in our project board. - [[User:Goober5000|Goober5000]] 03:59, 23 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Could somebody do a Wings of Dawn page that is awesome so we can feature it? BP gets its fair share of the limelight already. [[User:General Battuta|General Battuta]] 00:40, 5 October 2010 (UTC)&lt;br /&gt;
*This would be very welcome. Might want to ask on the wiki board as well, though, as I suspect that gets more attention than a mere talk page. - [[User:Shade|Shade]] 11:39, 5 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Admin Control?==&lt;br /&gt;
Do you have to be like...an Admin to change the main?&lt;br /&gt;
:ATM, AFAIK no. - [[User:Wanderer|Wanderer]] 15:04, 16 June 2007 (CDT)&lt;br /&gt;
&lt;br /&gt;
==More features?==&lt;br /&gt;
&lt;br /&gt;
Do you agree on having more than a &amp;quot;Featured Campaign of the Moment&amp;quot; section in the main page? Something like highlights on recent articles and such? --- [[User:Mobius|Mobius]]&lt;br /&gt;
:No thanks, I think the main page is fine as it is now. - [[User:Snail|Snail]] 16:35, 7 April 2009 (UTC)&lt;br /&gt;
::Agreed. - [[User:TopAce|TopAce]] 16:51, 7 April 2009 (UTC)&lt;br /&gt;
:::You have to admit that it&#039;s very poor compared to the average Wiki&#039;s Main Page. --- [[User:Mobius|Mobius]]&lt;br /&gt;
::::No, it&#039;s not. It&#039;s simple. It says what&#039;s needed. And that&#039;s all which is required of a Wiki Main Page. - [[User:Snail|Snail]] 08:26, 10 April 2009 (UTC)&lt;br /&gt;
While I wouldn&#039;t mind seeing the featured campaign cycle a little more often, my chief complaint about the &amp;quot;average&amp;quot; Wiki main page is that it&#039;s too busy.  Less is more.  --  [[User:BlueFlames|BlueFlames]] 15:32, 10 April 2009 (UTC)&lt;br /&gt;
:What do you mean? Are there too many links? - [[User:TopAce|TopAce]] 17:56, 10 April 2009 (UTC)&lt;br /&gt;
::I mean the FS Wiki&#039;s main page looks better than other Wikis because it doesn&#039;t have seventeen sections of useless, trivial clutter.  -- [[User:BlueFlames|BlueFlames]] 03:25, 11 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Adding &amp;quot;[[User-made Ships]]&amp;quot; to the main page nav list==&lt;br /&gt;
EDIT: I wanted to add the &amp;quot;[[User-made Ships]]&amp;quot; page to the nav menu on the right under &#039;&#039;Modding FreeSpace&#039;&#039;, but I can&#039;t get to that section by just clicking the edit button on the main page. Can somebody with the ability add that for me?. --[[User:Scourge of Ages|Scourge of Ages]] 22:20, 25 December 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
*You can&#039;t find it because it&#039;s in a navigation template rather than in the actual page itself. In the edit screen, you&#039;ll find a list of the templates used on the page right below the edit box. You&#039;ll want &amp;quot;Main nav&amp;quot;. [[User:Shade|Shade]] 00:36, 26 December 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Protection==&lt;br /&gt;
Main page now set to admin-only editing due to a spambot infestation. If you need any changes done, contact a [[FreeSpace_Wiki:Administrators|Wiki Administrator]] and we can allow edits while you work.&lt;/div&gt;</summary>
		<author><name>Shade</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Main_Page&amp;diff=34245</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Main_Page&amp;diff=34245"/>
		<updated>2011-04-12T12:16:27Z</updated>

		<summary type="html">&lt;p&gt;Shade: Changed protection level for &amp;quot;Main Page&amp;quot;: Raised protection level to admin-only, as a spambot somehow managed to edit it despite the current protection level. Get hold of a wiki admin if you need any changes done. ([edit=sysop] (indefinite) [move=syso&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:500px; border:1px #AA2020 solid; background:;&amp;quot;&lt;br /&gt;
|style=&amp;quot;width:500px; text-align:center; background: #302020; white-space:nowrap; color:#000;&amp;quot;|&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:162%; border:none; margin:0; padding:.1em; color:#FFF;&amp;quot;&amp;gt;Welcome to the [[Main Page| FreeSpace Wiki]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;top:+0.2em; font-size:95%; color:#FFF;&amp;quot;&amp;gt;The ultimate source of FreeSpace info.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div id=&amp;quot;articlecount&amp;amp;user count&amp;quot; style=&amp;quot;width:100%; text-align:center; font-size:70%; color:#FFF;&amp;quot;&amp;gt;There are [[Special:Statistics|{{NUMBEROFARTICLES}}]] articles and [[Special:Statistics|{{NUMBEROFUSERS}}]] registered users.&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Main nav}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;FreeSpace&#039;&#039; Wiki is designed to be a comprehensive source of data for the &#039;&#039;FreeSpace&#039;&#039; series of games, including information about the games themselves, the FreeSpace universe, and community activities such as modding and the Source Code Project. It also contains help with some of the more common problems, such as setting up multiplayer and obtaining the FreeSpace games, which can be quite difficult in stores.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Anyone can edit the FreeSpace Wiki, and we encourage you to do so, but please read our [[canon|Canon Policy]] for information on what sort of data should be submitted, and how to submit it, before you begin. You should also note that registration is required to edit the FreeSpace Wiki. If you want to contribute but can not decide where to begin then you could start with going through the [[Freespace_Wiki:Requested_Pages|requested pages]]. Another place you may want to look at is the [[Special:SpecialPages|Special pages]] listing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Lastly, if you want to add a Veteran Comment, please read [[Veteran comments policy|our Veteran Comments policy.]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Main]]&lt;br /&gt;
&lt;br /&gt;
{| border=0 cellpadding=0 cellspacing=0 style=&amp;quot;margin: 0 0 0 0; background: #000000; border: 0px #AA2020 solid; border-collapse: collapse; font-size: 95%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|{{Featured Article}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-top:2em;&amp;quot; | {{Main Screens}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Shade</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Diaspora&amp;diff=34217</id>
		<title>Diaspora</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Diaspora&amp;diff=34217"/>
		<updated>2011-04-06T14:25:26Z</updated>

		<summary type="html">&lt;p&gt;Shade: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;&#039;&#039;Diaspora&#039;&#039;&#039;&#039;&#039; is the second Battlestar Galactica-based total conversion for the FreeSpace Open engine. The core of the team originally worked on [[Beyond the Red Line]] before leaving due to creative differences. It&#039;s currently WIP. &lt;br /&gt;
&lt;br /&gt;
==General==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Release Schedule:&amp;lt;/b&amp;gt; &#039;&#039;Release 1, [[Diaspora: Shattered Armistice|Shattered Armistice]], is currently under active development (See [[Diaspora#Current Status|Current Status]]). Further episodic releases to follow&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Release Date:&amp;lt;/b&amp;gt; &#039;&#039;When It&#039;s Done (Unknown)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Mods Required:&amp;lt;/b&amp;gt; &#039;&#039;None - As a standalone game, no mods or even an installation of FreeSpace is required&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Team Members:&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;Hassan &amp;quot;&#039;&#039;&#039;Karajorma&#039;&#039;&#039;&amp;quot; Kazmi&#039;&#039; - Project Leader.&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Ace&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;Joel &amp;quot;&#039;&#039;&#039;Axem&#039;&#039;&#039;&amp;quot; Reimer&#039;&#039;&lt;br /&gt;
*&#039;&#039;Joey &amp;quot;&#039;&#039;&#039;Blowfish&#039;&#039;&#039;&amp;quot; Wong&#039;&#039;&lt;br /&gt;
*&#039;&#039;Cliff &amp;quot;&#039;&#039;&#039;chief1983&#039;&#039;&#039;&amp;quot; Gordon&#039;&#039;&lt;br /&gt;
*&#039;&#039;Benjamin &amp;quot;&#039;&#039;&#039;DaBrain&#039;&#039;&#039;&amp;quot; Suhr&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Flipside&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;Tuomas &amp;quot;&#039;&#039;&#039;Lt. Cannonfodder&#039;&#039;&#039;&amp;quot; Kankola&#039;&#039;&lt;br /&gt;
*&#039;&#039;Gabor &amp;quot;&#039;&#039;&#039;Meleardil&#039;&#039;&#039;&amp;quot; Toth&#039;&#039;&lt;br /&gt;
*&#039;&#039;Tony &amp;quot;&#039;&#039;&#039;FUBAR-BDHR&#039;&#039;&#039;&amp;quot; Perun&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;_Max_&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;Tvrtko &amp;quot;&#039;&#039;&#039;newman&#039;&#039;&#039;&amp;quot; Kapetanović&#039;&#039;&lt;br /&gt;
*&#039;&#039;Quiet&#039;&#039;&lt;br /&gt;
*&#039;&#039;J. Eldridge &amp;quot;&#039;&#039;&#039;Scotchy&#039;&#039;&#039;&amp;quot; Davis&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Shade&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;Michal &amp;quot;&#039;&#039;&#039;Shiv&#039;&#039;&#039;&amp;quot; Cywinski&#039;&#039;&lt;br /&gt;
*&#039;&#039;John &amp;quot;&#039;&#039;&#039;Starslayer&#039;&#039;&#039;&amp;quot; Benson&#039;&#039;&lt;br /&gt;
*&#039;&#039;Zack &amp;quot;&#039;&#039;&#039;Turambar&#039;&#039;&#039;&amp;quot; Derouiche&#039;&#039;&lt;br /&gt;
*&#039;&#039;Thomas &amp;quot;&#039;&#039;&#039;Turey&#039;&#039;&#039;&amp;quot; Hall&#039;&#039;&lt;br /&gt;
*&#039;&#039;Vesa &amp;quot;&#039;&#039;&#039;Wanderer&#039;&#039;&#039;&amp;quot; Puoskari&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;WMCoolmon&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;Chris &amp;quot;&#039;&#039;&#039;Sushi&#039;&#039;&#039;&amp;quot; Wilson&#039;&#039;&lt;br /&gt;
*&#039;&#039;Dominik &amp;quot;&#039;&#039;&#039;Agba&#039;&#039;&#039;&amp;quot; Sendt&#039;&#039;&lt;br /&gt;
*&#039;&#039;Martin &amp;quot;&#039;&#039;&#039;Eldain&#039;&#039;&#039;&amp;quot; Olde&#039;&#039;&lt;br /&gt;
*&#039;&#039;Rhys &amp;quot;&#039;&#039;&#039;Echelon9&#039;&#039;&#039;&amp;quot; Kidd&#039;&#039;&lt;br /&gt;
*&#039;&#039;Guy &amp;quot;&#039;&#039;&#039;Nighteyes&#039;&#039;&#039;&amp;quot; Tourgeman&#039;&#039;&lt;br /&gt;
*&#039;&#039;Samuel &amp;quot;&#039;&#039;&#039;Swifty&#039;&#039;&#039;&amp;quot; Cho&#039;&#039;&lt;br /&gt;
*&#039;&#039;Olivier &amp;quot;&#039;&#039;&#039;LuaPineapple&#039;&#039;&#039;&amp;quot; Hamel&#039;&#039;&lt;br /&gt;
*&amp;quot;&#039;&#039;&#039;HerraTohtori&#039;&#039;&#039;&amp;quot;&lt;br /&gt;
*&#039;&#039;Philippe &amp;quot;&#039;&#039;&#039;PhRey&#039;&#039;&#039;&amp;quot; Rey&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Current Status==&lt;br /&gt;
&lt;br /&gt;
The first release, Shattered Armistice, is currently at a point where it is fully playable, but still in need of tweaking and balancing as well as some art assets. The biggest single item still missing is the new interface, which is a fairly daunting task in a standalone game. The concept for that is done, as are some needed code changes, but there&#039;s a fair bit of work remaining before it is usable.&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:RScreen0008.jpg|The Colonial Bolitho.&lt;br /&gt;
Image:RScreen0058.png|A large dogfight.&lt;br /&gt;
Image:RScreen0059.jpg|A Viper Mk7 heading towards two Basestars.&lt;br /&gt;
Image:RScreen0060.jpg|Viper squadron launching a missile barrage.&lt;br /&gt;
Image:RScreen0061.png|Cylon Raider trying to escape a Flak barrage.&lt;br /&gt;
Image:RScreen0062.png|Cylon Raider with a Colonial Bolitho-class corvette.&lt;br /&gt;
Image:RScreen0063.png|Colonial Sobek-class battlestar.&lt;br /&gt;
Image:RScreen0064.png|Colonial Sobek-class battlestar.&lt;br /&gt;
Image:RScreen0065.png|Colonial Sobek-class battlestar.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Releases==&lt;br /&gt;
===[[Diaspora: Shattered Armistice|Shattered Armistice]]===&lt;br /&gt;
&lt;br /&gt;
==Related Links==&lt;br /&gt;
&#039;&#039;&#039;Websites&#039;&#039;&#039;&lt;br /&gt;
*[http://www.diaspora-game.com Official website | Hard-Light Productions.net]&lt;br /&gt;
*[http://www.moddb.com/games/diaspora Mod profile | ModDB.com]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Forums/Threads&#039;&#039;&#039;&lt;br /&gt;
*[http://www.hard-light.net/forums/index.php/board,175.0.html Main board | Hard-Light Productions.net]&lt;br /&gt;
*[http://www.hard-light.net/forums/index.php/board,182.0.html Developer Blog subforum | Hard-Light Productions.net]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Videos&#039;&#039;&#039;&lt;br /&gt;
*[http://www.youtube.com/user/DiasporaGame Youtube Channel]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{stub}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Total_Conversions]]&lt;br /&gt;
[[Category: Diaspora|*]]&lt;/div&gt;</summary>
		<author><name>Shade</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Diaspora:_Shattered_Armistice&amp;diff=34216</id>
		<title>Diaspora: Shattered Armistice</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Diaspora:_Shattered_Armistice&amp;diff=34216"/>
		<updated>2011-04-06T14:17:21Z</updated>

		<summary type="html">&lt;p&gt;Shade: More infos&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;&#039;&#039;Shattered Armistice&#039;&#039;&#039;&#039;&#039; is the name of the first [[Diaspora]] release. It is currently under active development, with no official ETA on a release.&lt;br /&gt;
&lt;br /&gt;
The release will feature a tutorial, a single-player campaign and a number of multiplayer missions, including both Coop, Team vs Team and Dogfight missions. The single-player campaign stations you on the Battlestar Theseus, a Sobek-class Battlestar, as you struggle to survive.&lt;br /&gt;
&lt;br /&gt;
==Flyable Ships==&lt;br /&gt;
*Viper Mk-VII&lt;br /&gt;
*Viper Mk-VIIE&lt;br /&gt;
*Raptor&lt;br /&gt;
*Combat Raptor&lt;br /&gt;
*Possibly others, depending on status of certain art assets at the time of release.&lt;br /&gt;
&lt;br /&gt;
==Capital Ships==&lt;br /&gt;
*Sobek-class Battlestar&lt;br /&gt;
*Bolitho-class Frigate&lt;br /&gt;
*Cylon Basestar&lt;br /&gt;
*Several civilian ships, including freighters, shuttles, passenger liners and more.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
*Originally, more flyable ships were meant to be included, but with the decision to include 3D modelled cockpits it was necessary to cut the number to keep the workload manageble. The cut ships will still feature in later releases, and may also show up as non-flyable ships.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{stub}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Diaspora]]&lt;br /&gt;
[[Category: User-made Campaigns]]&lt;/div&gt;</summary>
		<author><name>Shade</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Diaspora&amp;diff=34215</id>
		<title>Diaspora</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Diaspora&amp;diff=34215"/>
		<updated>2011-04-06T14:05:44Z</updated>

		<summary type="html">&lt;p&gt;Shade: Oh alright, but only cause you asked nicely.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;&#039;&#039;Diaspora&#039;&#039;&#039;&#039;&#039; is the second Battlestar Galactica-based total conversion for the FreeSpace Open engine. The core of the team originally worked on [[Beyond the Red Line]] before leaving due to creative differences. It&#039;s currently WIP. &lt;br /&gt;
&lt;br /&gt;
==General==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Release Schedule:&amp;lt;/b&amp;gt; &#039;&#039;Release 1, [[Diaspora: Shattered Armistice|Shattered Armistice]], is currently under active development (See [[Diaspora#Current Status|Current Status]]). Further episodic releases to follow&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Release Date:&amp;lt;/b&amp;gt; &#039;&#039;When It&#039;s Done (Unknown)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Mods Required:&amp;lt;/b&amp;gt; &#039;&#039;None - As a standalone game, no mods or even an installation of FreeSpace is required&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Team Members:&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;Hassan &amp;quot;&#039;&#039;&#039;Karajorma&#039;&#039;&#039;&amp;quot; Kazmi&#039;&#039; - Project Leader.&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Ace&#039;&#039;&#039;&#039;&#039; - FREDder&lt;br /&gt;
*&#039;&#039;Joel &amp;quot;&#039;&#039;&#039;Axem&#039;&#039;&#039;&amp;quot; Reimer&#039;&#039;&lt;br /&gt;
*&#039;&#039;Joey &amp;quot;&#039;&#039;&#039;Blowfish&#039;&#039;&#039;&amp;quot; Wong&#039;&#039;&lt;br /&gt;
*&#039;&#039;Cliff &amp;quot;&#039;&#039;&#039;chief1983&#039;&#039;&#039;&amp;quot; Gordon&#039;&#039;&lt;br /&gt;
*&#039;&#039;Benjamin &amp;quot;&#039;&#039;&#039;DaBrain&#039;&#039;&#039;&amp;quot; Suhr&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Flipside&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;Tuomas &amp;quot;&#039;&#039;&#039;Lt. Cannonfodder&#039;&#039;&#039;&amp;quot; Kankola&#039;&#039;&lt;br /&gt;
*&#039;&#039;Gabor &amp;quot;&#039;&#039;&#039;Meleardil&#039;&#039;&#039;&amp;quot; Toth&#039;&#039;&lt;br /&gt;
*&#039;&#039;Tony &amp;quot;&#039;&#039;&#039;FUBAR-BDHR&#039;&#039;&#039;&amp;quot; Perun&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;_Max_&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;Tvrtko &amp;quot;&#039;&#039;&#039;newman&#039;&#039;&#039;&amp;quot; Kapetanović&#039;&#039;&lt;br /&gt;
*&#039;&#039;Quiet&#039;&#039;&lt;br /&gt;
*&#039;&#039;J. Eldridge &amp;quot;&#039;&#039;&#039;Scotchy&#039;&#039;&#039;&amp;quot; Davis&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Shade&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;Michal &amp;quot;&#039;&#039;&#039;Shiv&#039;&#039;&#039;&amp;quot; Cywinski&#039;&#039;&lt;br /&gt;
*&#039;&#039;John &amp;quot;&#039;&#039;&#039;Starslayer&#039;&#039;&#039;&amp;quot; Benson&#039;&#039;&lt;br /&gt;
*&#039;&#039;Zack &amp;quot;&#039;&#039;&#039;Turambar&#039;&#039;&#039;&amp;quot; Derouiche&#039;&#039;&lt;br /&gt;
*&#039;&#039;Thomas &amp;quot;&#039;&#039;&#039;Turey&#039;&#039;&#039;&amp;quot; Hall&#039;&#039;&lt;br /&gt;
*&#039;&#039;Vesa &amp;quot;&#039;&#039;&#039;Wanderer&#039;&#039;&#039;&amp;quot; Puoskari&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;WMCoolmon&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;Chris &amp;quot;&#039;&#039;&#039;Sushi&#039;&#039;&#039;&amp;quot; Wilson&#039;&#039;&lt;br /&gt;
*&#039;&#039;Dominik &amp;quot;&#039;&#039;&#039;Agba&#039;&#039;&#039;&amp;quot; Sendt&#039;&#039;&lt;br /&gt;
*&#039;&#039;Martin &amp;quot;&#039;&#039;&#039;Eldain&#039;&#039;&#039;&amp;quot; Olde&#039;&#039;&lt;br /&gt;
*&#039;&#039;Rhys &amp;quot;&#039;&#039;&#039;Echelon9&#039;&#039;&#039;&amp;quot; Kidd&#039;&#039;&lt;br /&gt;
*&#039;&#039;Guy &amp;quot;&#039;&#039;&#039;Nighteyes&#039;&#039;&#039;&amp;quot; Tourgeman&#039;&#039;&lt;br /&gt;
*&#039;&#039;Samuel &amp;quot;&#039;&#039;&#039;Swifty&#039;&#039;&#039;&amp;quot; Cho&#039;&#039;&lt;br /&gt;
*&#039;&#039;Olivier &amp;quot;&#039;&#039;&#039;LuaPineapple&#039;&#039;&#039;&amp;quot; Hamel&#039;&#039;&lt;br /&gt;
*&amp;quot;&#039;&#039;&#039;HerraTohtori&#039;&#039;&#039;&amp;quot;&lt;br /&gt;
*&#039;&#039;Philippe &amp;quot;&#039;&#039;&#039;PhRey&#039;&#039;&#039;&amp;quot; Rey&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Current Status==&lt;br /&gt;
&lt;br /&gt;
The first release, Shattered Armistice, is currently at a point where it is fully playable, but still in need of tweaking and balancing as well as some art assets. The biggest single item still missing is the new interface, which is a fairly daunting task in a standalone game. The concept for that is done, as are some needed code changes, but there&#039;s a fair bit of work remaining before it is usable.&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:RScreen0008.jpg|The Colonial Bolitho.&lt;br /&gt;
Image:RScreen0058.png|A large dogfight.&lt;br /&gt;
Image:RScreen0059.jpg|A Viper Mk7 heading towards two Basestars.&lt;br /&gt;
Image:RScreen0060.jpg|Viper squadron launching a missile barrage.&lt;br /&gt;
Image:RScreen0061.png|Cylon Raider trying to escape a Flak barrage.&lt;br /&gt;
Image:RScreen0062.png|Cylon Raider with a Colonial Bolitho-class corvette.&lt;br /&gt;
Image:RScreen0063.png|Colonial Sobek-class battlestar.&lt;br /&gt;
Image:RScreen0064.png|Colonial Sobek-class battlestar.&lt;br /&gt;
Image:RScreen0065.png|Colonial Sobek-class battlestar.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Releases==&lt;br /&gt;
===[[Diaspora: Shattered Armistice|Shattered Armistice]]===&lt;br /&gt;
&lt;br /&gt;
==Related Links==&lt;br /&gt;
&#039;&#039;&#039;Websites&#039;&#039;&#039;&lt;br /&gt;
*[http://www.diaspora-game.com Official website | Hard-Light Productions.net]&lt;br /&gt;
*[http://www.moddb.com/games/diaspora Mod profile | ModDB.com]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Forums/Threads&#039;&#039;&#039;&lt;br /&gt;
*[http://www.hard-light.net/forums/index.php/board,175.0.html Main board | Hard-Light Productions.net]&lt;br /&gt;
*[http://www.hard-light.net/forums/index.php/board,182.0.html Developer Blog subforum | Hard-Light Productions.net]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Videos&#039;&#039;&#039;&lt;br /&gt;
*[http://www.youtube.com/user/DiasporaGame Youtube Channel]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{stub}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Total_Conversions]]&lt;br /&gt;
[[Category: Diaspora|*]]&lt;/div&gt;</summary>
		<author><name>Shade</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Sensor_degradation_with_range_or_facing&amp;diff=33531</id>
		<title>Sensor degradation with range or facing</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Sensor_degradation_with_range_or_facing&amp;diff=33531"/>
		<updated>2011-02-22T19:28:13Z</updated>

		<summary type="html">&lt;p&gt;Shade: Fixed up to make it actually work. This time, tested!&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The following event is based on an idea by SypheDMar, as proposed in #freespace. It will, in theory, make a set of fighters either be invisible, show up as a fuzzy radar blip, or be fully targetable, all depending on their range to the player as well as whether the player is facing them (or more specifically if he has them within a 60-degree forward cone).&lt;br /&gt;
&lt;br /&gt;
==Nested &#039;when&#039;-based event==&lt;br /&gt;
&lt;br /&gt;
The following version of the event demonstrates a number of things, not the least of which are nested &#039;when&#039; operators, shared argument list between the nested whens, and considerable use of and/or-operators to fine tune triggers. Detailed explanation below, but without further ado, the event itself:&lt;br /&gt;
&lt;br /&gt;
 - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; when-argument&lt;br /&gt;
    - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; any-of&lt;br /&gt;
       # &amp;lt;list of ships for which to apply range/facing-based targetability&amp;gt;&lt;br /&gt;
    - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; true&lt;br /&gt;
    - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; when&lt;br /&gt;
       - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; and&lt;br /&gt;
          - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; not&lt;br /&gt;
             - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; is-ship-stealthy&lt;br /&gt;
                # &amp;lt;argument&amp;gt;&lt;br /&gt;
          - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; or&lt;br /&gt;
             - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; and&lt;br /&gt;
                - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; &amp;gt;&lt;br /&gt;
                   - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; distance&lt;br /&gt;
                      # &amp;lt;argument&amp;gt;&lt;br /&gt;
                      # Alpha 1&lt;br /&gt;
                   # 3000&lt;br /&gt;
                - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; facing&lt;br /&gt;
                   # &amp;lt;argument&amp;gt;&lt;br /&gt;
                   # 60&lt;br /&gt;
             - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; and&lt;br /&gt;
                - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; &amp;gt;&lt;br /&gt;
                   - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; distance&lt;br /&gt;
                      # &amp;lt;argument&amp;gt;&lt;br /&gt;
                      # Alpha 1&lt;br /&gt;
                   # 1000&lt;br /&gt;
                - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; not&lt;br /&gt;
                   - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; facing&lt;br /&gt;
                      # &amp;lt;argument&amp;gt;&lt;br /&gt;
                      # 60&lt;br /&gt;
       - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; ship-stealthy&lt;br /&gt;
          # &amp;lt;argument&amp;gt;&lt;br /&gt;
    - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; when&lt;br /&gt;
       - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; and&lt;br /&gt;
          - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; or&lt;br /&gt;
             - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; =&lt;br /&gt;
                # 2&lt;br /&gt;
                - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; is-ship-visible&lt;br /&gt;
                   # &amp;lt;argument&amp;gt;&lt;br /&gt;
             - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; is-ship-stealthy&lt;br /&gt;
                # &amp;lt;argument&amp;gt;&lt;br /&gt;
          - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; or&lt;br /&gt;
             - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; and&lt;br /&gt;
                - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; &amp;lt;=&lt;br /&gt;
                   - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; distance&lt;br /&gt;
                      # &amp;lt;argument&amp;gt;&lt;br /&gt;
                      # Alpha 1&lt;br /&gt;
                   # 3000&lt;br /&gt;
                - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; &amp;gt;&lt;br /&gt;
                   - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; distance&lt;br /&gt;
                      # &amp;lt;argument&amp;gt;&lt;br /&gt;
                      # Alpha 1&lt;br /&gt;
                   # 1000&lt;br /&gt;
                - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; facing&lt;br /&gt;
                   # &amp;lt;argument&amp;gt;&lt;br /&gt;
                   # 60&lt;br /&gt;
             - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; and&lt;br /&gt;
                - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; &amp;lt;=&lt;br /&gt;
                   - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; distance&lt;br /&gt;
                      # &amp;lt;argument&amp;gt;&lt;br /&gt;
                      # Alpha 1&lt;br /&gt;
                   # 1000&lt;br /&gt;
                - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; &amp;gt;&lt;br /&gt;
                   - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; distance&lt;br /&gt;
                      # &amp;lt;argument&amp;gt;&lt;br /&gt;
                      # Alpha 1&lt;br /&gt;
                   # 300&lt;br /&gt;
                - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; not&lt;br /&gt;
                   - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; facing&lt;br /&gt;
                      # &amp;lt;argument&amp;gt;&lt;br /&gt;
                      # 60&lt;br /&gt;
       - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; ship-invisible&lt;br /&gt;
          # &amp;lt;argument&amp;gt;&lt;br /&gt;
       - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; ship-unstealthy&lt;br /&gt;
          # &amp;lt;argument&amp;gt;&lt;br /&gt;
    - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; when&lt;br /&gt;
       - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; or&lt;br /&gt;
          - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; and&lt;br /&gt;
             - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; &amp;lt;=&lt;br /&gt;
                - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; distance&lt;br /&gt;
                   # &amp;lt;argument&amp;gt;&lt;br /&gt;
                   # Alpha 1&lt;br /&gt;
                # 1000&lt;br /&gt;
             - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; facing&lt;br /&gt;
                # &amp;lt;argument&amp;gt;&lt;br /&gt;
                # 60&lt;br /&gt;
          - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; and&lt;br /&gt;
             - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; &amp;lt;=&lt;br /&gt;
                - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; distance&lt;br /&gt;
                   # &amp;lt;argument&amp;gt;&lt;br /&gt;
                   # Alpha 1&lt;br /&gt;
                # 300&lt;br /&gt;
             - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; not&lt;br /&gt;
                - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; facing&lt;br /&gt;
                   # &amp;lt;argument&amp;gt;&lt;br /&gt;
                   # 60&lt;br /&gt;
    - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; ship-visible&lt;br /&gt;
       # &amp;lt;argument&amp;gt;&lt;br /&gt;
    - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; ship-unstealthy&lt;br /&gt;
       # &amp;lt;argument&amp;gt;&lt;br /&gt;
Notte the use of nested &#039;when&#039; operators to cover three distinct sets of possibilities (in this case, distance brackets, but anything goes) within the same event, which allows them to draw on the same argument list. This is not terribly important in this particular case, as no arguments are invalidated or revalidated, but it is kept as one event for demonstration purposes. If one prefers, the event could easily be split in three without any change in functionality (one for each distance bracket).&lt;br /&gt;
&lt;br /&gt;
The trigger conditions for each distance bracket are complicated by the fact that for this example, the direction the player is facing is also taken into account - If a ship is within a 60-degree forward cone of the player, it can be targeted at a significantly greater distance than otherwise. To account for this, each distance bracket actually has two distinct sets of trigger conditions, one for when the player is facing the right way, and one for when he isn&#039;t. And each of those sets in itself may require multiple conditions. This is all accomplished with a combination of [[and]] operators and [[or]] operators, allowing very precise tuning of when an given action should be triggered.&lt;br /&gt;
&lt;br /&gt;
Finally, each distance bracket has a further condition which checks whether the ship currently being looked at is already set up for the bracket. Why? There&#039;s no point changing anything if nothing needs to be changed, and it&#039;s a waste of resources to, say, go setting invisibility flags for twenty ships every frame if they already have it set. It isn&#039;t strictly necessary to include such a check, but optimising where you can is a good habit to get into.&lt;br /&gt;
&lt;br /&gt;
==If-then-else-based Event==&lt;br /&gt;
&lt;br /&gt;
Now, using the above event (or three seperate ones), every distance bracket will get checked every frame against the argument list. Which, on the surface of it, is exactly what you want. But what if you could make it so the distance brackets are checked in turn, the next one in line only checked if the first one fails? That would surely save some CPU cycles. The thing is, you can. FreeSpace_Open now includes an [[if-then-else]] operator, which will let us do precisely that:&lt;br /&gt;
&lt;br /&gt;
 - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; when-argument&lt;br /&gt;
    - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; any-of&lt;br /&gt;
       # &amp;lt;list of ships for which to apply range/facing-based targetability&amp;gt;&lt;br /&gt;
    - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; true&lt;br /&gt;
    - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; if-then-else&lt;br /&gt;
       - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; and&lt;br /&gt;
          - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; not&lt;br /&gt;
             - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; is-ship-stealthy&lt;br /&gt;
                # &amp;lt;argument&amp;gt;&lt;br /&gt;
          - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; or&lt;br /&gt;
             - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; and&lt;br /&gt;
                - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; &amp;gt;&lt;br /&gt;
                   - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; distance&lt;br /&gt;
                      # &amp;lt;argument&amp;gt;&lt;br /&gt;
                      # Alpha 1&lt;br /&gt;
                   # 3000&lt;br /&gt;
                - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; facing&lt;br /&gt;
                   # &amp;lt;argument&amp;gt;&lt;br /&gt;
                   # 60&lt;br /&gt;
             - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; and&lt;br /&gt;
                - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; &amp;gt;&lt;br /&gt;
                   - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; distance&lt;br /&gt;
                      # &amp;lt;argument&amp;gt;&lt;br /&gt;
                      # Alpha 1&lt;br /&gt;
                   # 1000&lt;br /&gt;
                - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; not&lt;br /&gt;
                   - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; facing&lt;br /&gt;
                      # &amp;lt;argument&amp;gt;&lt;br /&gt;
                      # 60&lt;br /&gt;
       - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; ship-stealthy&lt;br /&gt;
          # &amp;lt;argument&amp;gt;&lt;br /&gt;
       - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; if-then-else&lt;br /&gt;
          - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; and&lt;br /&gt;
             - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; or&lt;br /&gt;
                - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; =&lt;br /&gt;
                   # 2&lt;br /&gt;
                   - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; is-ship-visible&lt;br /&gt;
                      # &amp;lt;argument&amp;gt;&lt;br /&gt;
                - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; is-ship-stealthy&lt;br /&gt;
                   # &amp;lt;argument&amp;gt;&lt;br /&gt;
             - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; or&lt;br /&gt;
                - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; and&lt;br /&gt;
                   - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; &amp;lt;=&lt;br /&gt;
                      - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; distance&lt;br /&gt;
                         # &amp;lt;argument&amp;gt;&lt;br /&gt;
                         # Alpha 1&lt;br /&gt;
                      # 3000&lt;br /&gt;
                   - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; &amp;gt;&lt;br /&gt;
                      - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; distance&lt;br /&gt;
                         # &amp;lt;argument&amp;gt;&lt;br /&gt;
                         # Alpha 1&lt;br /&gt;
                      # 1000&lt;br /&gt;
                   - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; facing&lt;br /&gt;
                      # &amp;lt;argument&amp;gt;&lt;br /&gt;
                      # 60&lt;br /&gt;
                - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; and&lt;br /&gt;
                   - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; &amp;lt;=&lt;br /&gt;
                      - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; distance&lt;br /&gt;
                         # &amp;lt;argument&amp;gt;&lt;br /&gt;
                         # Alpha 1&lt;br /&gt;
                      # 1000&lt;br /&gt;
                   - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; &amp;gt;&lt;br /&gt;
                      - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; distance&lt;br /&gt;
                         # &amp;lt;argument&amp;gt;&lt;br /&gt;
                         # Alpha 1&lt;br /&gt;
                      # 300&lt;br /&gt;
                   - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; not&lt;br /&gt;
                      - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; facing&lt;br /&gt;
                         # &amp;lt;argument&amp;gt;&lt;br /&gt;
                         # 60&lt;br /&gt;
          - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; when&lt;br /&gt;
             - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; true&lt;br /&gt;
             - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; ship-invisible&lt;br /&gt;
                # &amp;lt;argument&amp;gt;&lt;br /&gt;
             - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; ship-unstealthy&lt;br /&gt;
                # &amp;lt;argument&amp;gt;&lt;br /&gt;
          - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; when&lt;br /&gt;
             - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; and&lt;br /&gt;
                - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; or&lt;br /&gt;
                   - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; =&lt;br /&gt;
                      # 1&lt;br /&gt;
                      - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; is-ship-visible&lt;br /&gt;
                         # &amp;lt;argument&amp;gt;&lt;br /&gt;
                   - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; is-ship-stealthy&lt;br /&gt;
                      # &amp;lt;argument&amp;gt;&lt;br /&gt;
                - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; or&lt;br /&gt;
                   - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; and&lt;br /&gt;
                      - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; &amp;lt;=&lt;br /&gt;
                         - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; distance&lt;br /&gt;
                            # &amp;lt;argument&amp;gt;&lt;br /&gt;
                            # Alpha 1&lt;br /&gt;
                         # 1000&lt;br /&gt;
                      - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; facing&lt;br /&gt;
                         # &amp;lt;argument&amp;gt;&lt;br /&gt;
                         # 60&lt;br /&gt;
                   - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; and&lt;br /&gt;
                      - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; &amp;lt;=&lt;br /&gt;
                         - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; distance&lt;br /&gt;
                            # &amp;lt;argument&amp;gt;&lt;br /&gt;
                            # Alpha 1&lt;br /&gt;
                         # 300&lt;br /&gt;
                      - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; not&lt;br /&gt;
                         - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; facing&lt;br /&gt;
                            # &amp;lt;argument&amp;gt;&lt;br /&gt;
                            # 60&lt;br /&gt;
             - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; ship-visible&lt;br /&gt;
                # &amp;lt;argument&amp;gt;&lt;br /&gt;
             - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; ship-unstealthy&lt;br /&gt;
                # &amp;lt;argument&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In the revised event above, [[if-then-else]] is used to check the three distance brackets in sequence. If a ship is shown to place within a bracket, it acts on that and breaks out, whereas if a ship is not within the bracket being checked, it moves on to the next bracket and checks that instead. This reduces the amount of checks that happen compared to the first version of the event, and as a result will place a slightly lower demand on system resources. And while this is generally not a noticable effect, every CPU cycle does count.&lt;br /&gt;
&lt;br /&gt;
Note the use of an additional nested &#039;when&#039; in the second &#039;if-then-else&#039;. This is necessary as there is more than one action to be taken, and only the second argument of the &#039;if-then-else&#039; operator is the action to be taken if it is true - Third and beyond is for when it is false. Hence, the &#039;when&#039; is used to group two actions into one argument.&lt;br /&gt;
&lt;br /&gt;
Also note that the last case is not an &#039;if-then-else&#039;, but a &#039;when&#039;, just as in the first version of the event. This is because it is the last case, and as such there is no &#039;else&#039; if this fails as well. However, it is NOT a default case which will always be carried out should the other two fail. Were that the case, the actions in it could simply be tacked onto the third-and-beyond argument of the second &#039;if-then-else&#039;, with no need for the &#039;when&#039;.&lt;br /&gt;
&lt;br /&gt;
[[Category:FRED Examples]]&lt;/div&gt;</summary>
		<author><name>Shade</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Sensor_degradation_with_range_or_facing&amp;diff=33529</id>
		<title>Sensor degradation with range or facing</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Sensor_degradation_with_range_or_facing&amp;diff=33529"/>
		<updated>2011-02-22T18:52:41Z</updated>

		<summary type="html">&lt;p&gt;Shade: /* If-then-else-based Event */  layout&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The following event is based on an idea by SypheDMar, as proposed in #freespace. It will, in theory, make a set of fighters either be invisible, show up as a fuzzy radar blip, or be fully targetable, all depending on their range to the player as well as whether the player is facing them (or more specifically if he has them within a 60-degree forward cone).&lt;br /&gt;
&lt;br /&gt;
==Nested &#039;when&#039;-based event==&lt;br /&gt;
&lt;br /&gt;
The following version of the event demonstrates a number of things, not the least of which are nested &#039;when&#039; operators, shared argument list between the nested whens, and considerable use of and/or-operators to fine tune triggers. Detailed explanation below, but without further ado, the event itself:&lt;br /&gt;
&lt;br /&gt;
 - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; when-argument&lt;br /&gt;
    - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; any-of&lt;br /&gt;
       # &amp;lt;list of ships for which to apply range/facing-based targetability&amp;gt;&lt;br /&gt;
    - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; true&lt;br /&gt;
    - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; when&lt;br /&gt;
       - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; and&lt;br /&gt;
          - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; not&lt;br /&gt;
             - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; is-ship-stealthy&lt;br /&gt;
                # &amp;lt;argument&amp;gt;&lt;br /&gt;
          - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; or&lt;br /&gt;
             - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; and&lt;br /&gt;
                - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; &amp;gt;&lt;br /&gt;
                   - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; distance&lt;br /&gt;
                      # &amp;lt;argument&amp;gt;&lt;br /&gt;
                      # Alpha 1&lt;br /&gt;
                   # 3000&lt;br /&gt;
                - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; facing&lt;br /&gt;
                   # &amp;lt;argument&amp;gt;&lt;br /&gt;
                   # 60&lt;br /&gt;
             - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; and&lt;br /&gt;
                - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; &amp;gt;&lt;br /&gt;
                   - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; distance&lt;br /&gt;
                      # &amp;lt;argument&amp;gt;&lt;br /&gt;
                      # Alpha 1&lt;br /&gt;
                   # 1000&lt;br /&gt;
                - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; not&lt;br /&gt;
                   - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; facing&lt;br /&gt;
                      # &amp;lt;argument&amp;gt;&lt;br /&gt;
                      # 60&lt;br /&gt;
       - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; ship-stealthy&lt;br /&gt;
          # &amp;lt;argument&amp;gt;&lt;br /&gt;
    - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; when&lt;br /&gt;
       - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; and&lt;br /&gt;
          - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; or&lt;br /&gt;
             - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; =&lt;br /&gt;
                # 2&lt;br /&gt;
                - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; is-ship-visible&lt;br /&gt;
                   # &amp;lt;argument&amp;gt;&lt;br /&gt;
             - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; is-ship-stealthy&lt;br /&gt;
                # &amp;lt;argument&amp;gt;&lt;br /&gt;
          - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; or&lt;br /&gt;
             - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; and&lt;br /&gt;
                - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; &amp;lt;=&lt;br /&gt;
                   - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; distance&lt;br /&gt;
                      # &amp;lt;argument&amp;gt;&lt;br /&gt;
                      # Alpha 1&lt;br /&gt;
                   # 3000&lt;br /&gt;
                - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; &amp;gt;&lt;br /&gt;
                   - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; distance&lt;br /&gt;
                      # &amp;lt;argument&amp;gt;&lt;br /&gt;
                      # Alpha 1&lt;br /&gt;
                   # 1000&lt;br /&gt;
                - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; facing&lt;br /&gt;
                   # &amp;lt;argument&amp;gt;&lt;br /&gt;
                   # 60&lt;br /&gt;
             - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; and&lt;br /&gt;
                - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; &amp;lt;=&lt;br /&gt;
                   - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; distance&lt;br /&gt;
                      # &amp;lt;argument&amp;gt;&lt;br /&gt;
                      # Alpha 1&lt;br /&gt;
                   # 1000&lt;br /&gt;
                - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; &amp;gt;&lt;br /&gt;
                   - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; distance&lt;br /&gt;
                      # &amp;lt;argument&amp;gt;&lt;br /&gt;
                      # Alpha 1&lt;br /&gt;
                   # 300&lt;br /&gt;
                - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; not&lt;br /&gt;
                   - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; facing&lt;br /&gt;
                      # &amp;lt;argument&amp;gt;&lt;br /&gt;
                      # 60&lt;br /&gt;
       - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; ship-invisible&lt;br /&gt;
          # &amp;lt;argument&amp;gt;&lt;br /&gt;
       - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; ship-unstealthy&lt;br /&gt;
          # &amp;lt;argument&amp;gt;&lt;br /&gt;
    - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; when&lt;br /&gt;
       - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; and&lt;br /&gt;
          - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; or&lt;br /&gt;
             - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; =&lt;br /&gt;
                # 1&lt;br /&gt;
                - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; is-ship-visible&lt;br /&gt;
                   # &amp;lt;argument&amp;gt;&lt;br /&gt;
             - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; is-ship-stealthy&lt;br /&gt;
                # &amp;lt;argument&amp;gt;&lt;br /&gt;
          - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; or&lt;br /&gt;
             - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; and&lt;br /&gt;
                - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; &amp;lt;=&lt;br /&gt;
                   - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; distance&lt;br /&gt;
                      # &amp;lt;argument&amp;gt;&lt;br /&gt;
                      # Alpha 1&lt;br /&gt;
                   # 1000&lt;br /&gt;
                - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; facing&lt;br /&gt;
                   # &amp;lt;argument&amp;gt;&lt;br /&gt;
                   # 60&lt;br /&gt;
             - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; and&lt;br /&gt;
                - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; &amp;lt;=&lt;br /&gt;
                   - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; distance&lt;br /&gt;
                      # &amp;lt;argument&amp;gt;&lt;br /&gt;
                      # Alpha 1&lt;br /&gt;
                   # 300&lt;br /&gt;
                - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; not&lt;br /&gt;
                   - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; facing&lt;br /&gt;
                      # &amp;lt;argument&amp;gt;&lt;br /&gt;
                      # 60&lt;br /&gt;
       - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; ship-visible&lt;br /&gt;
          # &amp;lt;argument&amp;gt;&lt;br /&gt;
       - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; ship-unstealthy&lt;br /&gt;
          # &amp;lt;argument&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note the use of nested &#039;when&#039; operators to cover three distinct sets of possibilities (in this case, distance brackets, but anything goes) within the same event, which allows them to draw on the same argument list. This is not terribly important in this particular case, as no arguments are invalidated or revalidated, but it is kept as one event for demonstration purposes. If one prefers, the event could easily be split in three without any change in functionality (one for each distance bracket).&lt;br /&gt;
&lt;br /&gt;
The trigger conditions for each distance bracket are complicated by the fact that for this example, the direction the player is facing is also taken into account - If a ship is within a 60-degree forward cone of the player, it can be targeted at a significantly greater distance than otherwise. To account for this, each distance bracket actually has two distinct sets of trigger conditions, one for when the player is facing the right way, and one for when he isn&#039;t. And each of those sets in itself may require multiple conditions. This is all accomplished with a combination of [[and]] operators and [[or]] operators, allowing very precise tuning of when an given action should be triggered.&lt;br /&gt;
&lt;br /&gt;
Finally, each distance bracket has a further condition which checks whether the ship currently being looked at is already set up for the bracket. Why? There&#039;s no point changing anything if nothing needs to be changed, and it&#039;s a waste of resources to, say, go setting invisibility flags for twenty ships every frame if they already have it set. It isn&#039;t strictly necessary to include such a check, but optimising where you can is a good habit to get into.&lt;br /&gt;
&lt;br /&gt;
==If-then-else-based Event==&lt;br /&gt;
&lt;br /&gt;
Now, using the above event (or three seperate ones), every distance bracket will get checked every frame against the argument list. Which, on the surface of it, is exactly what you want. But what if you could make it so the distance brackets are checked in turn, the next one in line only checked if the first one fails? That would surely save some CPU cycles. The thing is, you can. FreeSpace_Open now includes an [[if-then-else]] operator, which will let us do precisely that:&lt;br /&gt;
&lt;br /&gt;
 - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; when-argument&lt;br /&gt;
    - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; any-of&lt;br /&gt;
       # &amp;lt;list of ships for which to apply range/facing-based targetability&amp;gt;&lt;br /&gt;
    - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; true&lt;br /&gt;
    - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; if-then-else&lt;br /&gt;
       - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; and&lt;br /&gt;
          - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; not&lt;br /&gt;
             - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; is-ship-stealthy&lt;br /&gt;
                # &amp;lt;argument&amp;gt;&lt;br /&gt;
          - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; or&lt;br /&gt;
             - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; and&lt;br /&gt;
                - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; &amp;gt;&lt;br /&gt;
                   - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; distance&lt;br /&gt;
                      # &amp;lt;argument&amp;gt;&lt;br /&gt;
                      # Alpha 1&lt;br /&gt;
                   # 3000&lt;br /&gt;
                - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; facing&lt;br /&gt;
                   # &amp;lt;argument&amp;gt;&lt;br /&gt;
                   # 60&lt;br /&gt;
             - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; and&lt;br /&gt;
                - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; &amp;gt;&lt;br /&gt;
                   - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; distance&lt;br /&gt;
                      # &amp;lt;argument&amp;gt;&lt;br /&gt;
                      # Alpha 1&lt;br /&gt;
                   # 1000&lt;br /&gt;
                - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; not&lt;br /&gt;
                   - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; facing&lt;br /&gt;
                      # &amp;lt;argument&amp;gt;&lt;br /&gt;
                      # 60&lt;br /&gt;
       - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; ship-stealthy&lt;br /&gt;
          # &amp;lt;argument&amp;gt;&lt;br /&gt;
       - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; if-then-else&lt;br /&gt;
          - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; and&lt;br /&gt;
             - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; or&lt;br /&gt;
                - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; =&lt;br /&gt;
                   # 2&lt;br /&gt;
                   - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; is-ship-visible&lt;br /&gt;
                      # &amp;lt;argument&amp;gt;&lt;br /&gt;
                - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; is-ship-stealthy&lt;br /&gt;
                   # &amp;lt;argument&amp;gt;&lt;br /&gt;
             - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; or&lt;br /&gt;
                - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; and&lt;br /&gt;
                   - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; &amp;lt;=&lt;br /&gt;
                      - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; distance&lt;br /&gt;
                         # &amp;lt;argument&amp;gt;&lt;br /&gt;
                         # Alpha 1&lt;br /&gt;
                      # 3000&lt;br /&gt;
                   - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; &amp;gt;&lt;br /&gt;
                      - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; distance&lt;br /&gt;
                         # &amp;lt;argument&amp;gt;&lt;br /&gt;
                         # Alpha 1&lt;br /&gt;
                      # 1000&lt;br /&gt;
                   - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; facing&lt;br /&gt;
                      # &amp;lt;argument&amp;gt;&lt;br /&gt;
                      # 60&lt;br /&gt;
                - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; and&lt;br /&gt;
                   - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; &amp;lt;=&lt;br /&gt;
                      - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; distance&lt;br /&gt;
                         # &amp;lt;argument&amp;gt;&lt;br /&gt;
                         # Alpha 1&lt;br /&gt;
                      # 1000&lt;br /&gt;
                   - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; &amp;gt;&lt;br /&gt;
                      - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; distance&lt;br /&gt;
                         # &amp;lt;argument&amp;gt;&lt;br /&gt;
                         # Alpha 1&lt;br /&gt;
                      # 300&lt;br /&gt;
                   - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; not&lt;br /&gt;
                      - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; facing&lt;br /&gt;
                         # &amp;lt;argument&amp;gt;&lt;br /&gt;
                         # 60&lt;br /&gt;
          - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; when&lt;br /&gt;
             - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; true&lt;br /&gt;
             - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; ship-invisible&lt;br /&gt;
                # &amp;lt;argument&amp;gt;&lt;br /&gt;
             - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; ship-unstealthy&lt;br /&gt;
                # &amp;lt;argument&amp;gt;&lt;br /&gt;
          - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; when&lt;br /&gt;
             - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; and&lt;br /&gt;
                - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; or&lt;br /&gt;
                   - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; =&lt;br /&gt;
                      # 1&lt;br /&gt;
                      - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; is-ship-visible&lt;br /&gt;
                         # &amp;lt;argument&amp;gt;&lt;br /&gt;
                   - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; is-ship-stealthy&lt;br /&gt;
                      # &amp;lt;argument&amp;gt;&lt;br /&gt;
                - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; or&lt;br /&gt;
                   - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; and&lt;br /&gt;
                      - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; &amp;lt;=&lt;br /&gt;
                         - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; distance&lt;br /&gt;
                            # &amp;lt;argument&amp;gt;&lt;br /&gt;
                            # Alpha 1&lt;br /&gt;
                         # 1000&lt;br /&gt;
                      - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; facing&lt;br /&gt;
                         # &amp;lt;argument&amp;gt;&lt;br /&gt;
                         # 60&lt;br /&gt;
                   - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; and&lt;br /&gt;
                      - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; &amp;lt;=&lt;br /&gt;
                         - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; distance&lt;br /&gt;
                            # &amp;lt;argument&amp;gt;&lt;br /&gt;
                            # Alpha 1&lt;br /&gt;
                         # 300&lt;br /&gt;
                      - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; not&lt;br /&gt;
                         - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; facing&lt;br /&gt;
                            # &amp;lt;argument&amp;gt;&lt;br /&gt;
                            # 60&lt;br /&gt;
             - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; ship-visible&lt;br /&gt;
                # &amp;lt;argument&amp;gt;&lt;br /&gt;
             - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; ship-unstealthy&lt;br /&gt;
                # &amp;lt;argument&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In the revised event above, [[if-then-else]] is used to check the three distance brackets in sequence. If a ship is shown to place within a bracket, it acts on that and breaks out, whereas if a ship is not within the bracket being checked, it moves on to the next bracket and checks that instead. This reduces the amount of checks that happen compared to the first version of the event, and as a result will place a slightly lower demand on system resources. And while this is generally not a noticable effect, every CPU cycle does count.&lt;br /&gt;
&lt;br /&gt;
Note the use of an additional nested &#039;when&#039; in the second &#039;if-then-else&#039;. This is necessary as there is more than one action to be taken, and only the second argument of the &#039;if-then-else&#039; operator is the action to be taken if it is true - Third and beyond is for when it is false. Hence, the &#039;when&#039; is used to group two actions into one argument.&lt;br /&gt;
&lt;br /&gt;
Also note that the last case is not an &#039;if-then-else&#039;, but a &#039;when&#039;, just as in the first version of the event. This is because it is the last case, and as such there is no &#039;else&#039; if this fails as well. However, it is NOT a default case which will always be carried out should the other two fail. Were that the case, the actions in it could simply be tacked onto the third-and-beyond argument of the second &#039;if-then-else&#039;, with no need for the &#039;when&#039;.&lt;br /&gt;
&lt;br /&gt;
[[Category:FRED Examples]]&lt;/div&gt;</summary>
		<author><name>Shade</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Sensor_degradation_with_range_or_facing&amp;diff=33523</id>
		<title>Sensor degradation with range or facing</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Sensor_degradation_with_range_or_facing&amp;diff=33523"/>
		<updated>2011-02-19T14:01:43Z</updated>

		<summary type="html">&lt;p&gt;Shade: minor fix&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The following event is based on an idea by SypheDMar, as proposed in #freespace. It will, in theory, make a set of fighters either be invisible, show up as a fuzzy radar blip, or be fully targetable, all depending on their range to the player as well as whether the player is facing them (or more specifically if he has them within a 60-degree forward cone).&lt;br /&gt;
&lt;br /&gt;
==Nested &#039;when&#039;-based event==&lt;br /&gt;
&lt;br /&gt;
The following version of the event demonstrates a number of things, not the least of which are nested &#039;when&#039; operators, shared argument list between the nested whens, and considerable use of and/or-operators to fine tune triggers. Detailed explanation below, but without further ado, the event itself:&lt;br /&gt;
&lt;br /&gt;
 - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; when-argument&lt;br /&gt;
    - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; any-of&lt;br /&gt;
       # &amp;lt;list of ships for which to apply range/facing-based targetability&amp;gt;&lt;br /&gt;
    - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; true&lt;br /&gt;
    - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; when&lt;br /&gt;
       - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; and&lt;br /&gt;
          - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; not&lt;br /&gt;
             - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; is-ship-stealthy&lt;br /&gt;
                # &amp;lt;argument&amp;gt;&lt;br /&gt;
          - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; or&lt;br /&gt;
             - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; and&lt;br /&gt;
                - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; &amp;gt;&lt;br /&gt;
                   - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; distance&lt;br /&gt;
                      # &amp;lt;argument&amp;gt;&lt;br /&gt;
                      # Alpha 1&lt;br /&gt;
                   # 3000&lt;br /&gt;
                - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; facing&lt;br /&gt;
                   # &amp;lt;argument&amp;gt;&lt;br /&gt;
                   # 60&lt;br /&gt;
             - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; and&lt;br /&gt;
                - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; &amp;gt;&lt;br /&gt;
                   - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; distance&lt;br /&gt;
                      # &amp;lt;argument&amp;gt;&lt;br /&gt;
                      # Alpha 1&lt;br /&gt;
                   # 1000&lt;br /&gt;
                - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; not&lt;br /&gt;
                   - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; facing&lt;br /&gt;
                      # &amp;lt;argument&amp;gt;&lt;br /&gt;
                      # 60&lt;br /&gt;
       - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; ship-stealthy&lt;br /&gt;
          # &amp;lt;argument&amp;gt;&lt;br /&gt;
    - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; when&lt;br /&gt;
       - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; and&lt;br /&gt;
          - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; or&lt;br /&gt;
             - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; =&lt;br /&gt;
                # 2&lt;br /&gt;
                - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; is-ship-visible&lt;br /&gt;
                   # &amp;lt;argument&amp;gt;&lt;br /&gt;
             - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; is-ship-stealthy&lt;br /&gt;
                # &amp;lt;argument&amp;gt;&lt;br /&gt;
          - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; or&lt;br /&gt;
             - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; and&lt;br /&gt;
                - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; &amp;lt;=&lt;br /&gt;
                   - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; distance&lt;br /&gt;
                      # &amp;lt;argument&amp;gt;&lt;br /&gt;
                      # Alpha 1&lt;br /&gt;
                   # 3000&lt;br /&gt;
                - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; &amp;gt;&lt;br /&gt;
                   - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; distance&lt;br /&gt;
                      # &amp;lt;argument&amp;gt;&lt;br /&gt;
                      # Alpha 1&lt;br /&gt;
                   # 1000&lt;br /&gt;
                - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; facing&lt;br /&gt;
                   # &amp;lt;argument&amp;gt;&lt;br /&gt;
                   # 60&lt;br /&gt;
             - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; and&lt;br /&gt;
                - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; &amp;lt;=&lt;br /&gt;
                   - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; distance&lt;br /&gt;
                      # &amp;lt;argument&amp;gt;&lt;br /&gt;
                      # Alpha 1&lt;br /&gt;
                   # 1000&lt;br /&gt;
                - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; &amp;gt;&lt;br /&gt;
                   - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; distance&lt;br /&gt;
                      # &amp;lt;argument&amp;gt;&lt;br /&gt;
                      # Alpha 1&lt;br /&gt;
                   # 300&lt;br /&gt;
                - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; not&lt;br /&gt;
                   - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; facing&lt;br /&gt;
                      # &amp;lt;argument&amp;gt;&lt;br /&gt;
                      # 60&lt;br /&gt;
       - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; ship-invisible&lt;br /&gt;
          # &amp;lt;argument&amp;gt;&lt;br /&gt;
       - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; ship-unstealthy&lt;br /&gt;
          # &amp;lt;argument&amp;gt;&lt;br /&gt;
    - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; when&lt;br /&gt;
       - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; and&lt;br /&gt;
          - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; or&lt;br /&gt;
             - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; =&lt;br /&gt;
                # 1&lt;br /&gt;
                - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; is-ship-visible&lt;br /&gt;
                   # &amp;lt;argument&amp;gt;&lt;br /&gt;
             - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; is-ship-stealthy&lt;br /&gt;
                # &amp;lt;argument&amp;gt;&lt;br /&gt;
          - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; or&lt;br /&gt;
             - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; and&lt;br /&gt;
                - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; &amp;lt;=&lt;br /&gt;
                   - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; distance&lt;br /&gt;
                      # &amp;lt;argument&amp;gt;&lt;br /&gt;
                      # Alpha 1&lt;br /&gt;
                   # 1000&lt;br /&gt;
                - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; facing&lt;br /&gt;
                   # &amp;lt;argument&amp;gt;&lt;br /&gt;
                   # 60&lt;br /&gt;
             - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; and&lt;br /&gt;
                - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; &amp;lt;=&lt;br /&gt;
                   - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; distance&lt;br /&gt;
                      # &amp;lt;argument&amp;gt;&lt;br /&gt;
                      # Alpha 1&lt;br /&gt;
                   # 300&lt;br /&gt;
                - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; not&lt;br /&gt;
                   - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; facing&lt;br /&gt;
                      # &amp;lt;argument&amp;gt;&lt;br /&gt;
                      # 60&lt;br /&gt;
       - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; ship-visible&lt;br /&gt;
          # &amp;lt;argument&amp;gt;&lt;br /&gt;
       - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; ship-unstealthy&lt;br /&gt;
          # &amp;lt;argument&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note the use of nested &#039;when&#039; operators to cover three distinct sets of possibilities (in this case, distance brackets, but anything goes) within the same event, which allows them to draw on the same argument list. This is not terribly important in this particular case, as no arguments are invalidated or revalidated, but it is kept as one event for demonstration purposes. If one prefers, the event could easily be split in three without any change in functionality (one for each distance bracket).&lt;br /&gt;
&lt;br /&gt;
The trigger conditions for each distance bracket are complicated by the fact that for this example, the direction the player is facing is also taken into account - If a ship is within a 60-degree forward cone of the player, it can be targeted at a significantly greater distance than otherwise. To account for this, each distance bracket actually has two distinct sets of trigger conditions, one for when the player is facing the right way, and one for when he isn&#039;t. And each of those sets in itself may require multiple conditions. This is all accomplished with a combination of [[and]] operators and [[or]] operators, allowing very precise tuning of when an given action should be triggered.&lt;br /&gt;
&lt;br /&gt;
Finally, each distance bracket has a further condition which checks whether the ship currently being looked at is already set up for the bracket. Why? There&#039;s no point changing anything if nothing needs to be changed, and it&#039;s a waste of resources to, say, go setting invisibility flags for twenty ships every frame if they already have it set. It isn&#039;t strictly necessary to include such a check, but optimising where you can is a good habit to get into.&lt;br /&gt;
&lt;br /&gt;
==If-then-else-based Event==&lt;br /&gt;
&lt;br /&gt;
Now, using the above event (or three seperate ones), every distance bracket will get checked every frame against the argument list. Which, on the surface of it, is exactly what you want. But what if you could make it so the distance brackets are checked in turn, the next one in line only checked if the first one fails? That would surely save some CPU cycles. The thing is, you can. FreeSpace_Open now includes an [[if-then-else]] operator, which will let us do precisely that:&lt;br /&gt;
&lt;br /&gt;
 - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; when-argument&lt;br /&gt;
    - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; any-of&lt;br /&gt;
       # &amp;lt;list of ships for which to apply range/facing-based targetability&amp;gt;&lt;br /&gt;
    - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; true&lt;br /&gt;
    - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; if-then-else&lt;br /&gt;
       - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; and&lt;br /&gt;
          - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; not&lt;br /&gt;
             - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; is-ship-stealthy&lt;br /&gt;
                # &amp;lt;argument&amp;gt;&lt;br /&gt;
          - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; or&lt;br /&gt;
             - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; and&lt;br /&gt;
                - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; &amp;gt;&lt;br /&gt;
                   - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; distance&lt;br /&gt;
                      # &amp;lt;argument&amp;gt;&lt;br /&gt;
                      # Alpha 1&lt;br /&gt;
                   # 3000&lt;br /&gt;
                - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; facing&lt;br /&gt;
                   # &amp;lt;argument&amp;gt;&lt;br /&gt;
                   # 60&lt;br /&gt;
             - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; and&lt;br /&gt;
                - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; &amp;gt;&lt;br /&gt;
                   - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; distance&lt;br /&gt;
                      # &amp;lt;argument&amp;gt;&lt;br /&gt;
                      # Alpha 1&lt;br /&gt;
                   # 1000&lt;br /&gt;
                - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; not&lt;br /&gt;
                   - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; facing&lt;br /&gt;
                      # &amp;lt;argument&amp;gt;&lt;br /&gt;
                      # 60&lt;br /&gt;
       - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; ship-stealthy&lt;br /&gt;
          # &amp;lt;argument&amp;gt;&lt;br /&gt;
       - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; if-then-else&lt;br /&gt;
          - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; and&lt;br /&gt;
             - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; or&lt;br /&gt;
                - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; =&lt;br /&gt;
                   # 2&lt;br /&gt;
                   - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; is-ship-visible&lt;br /&gt;
                      # &amp;lt;argument&amp;gt;&lt;br /&gt;
                - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; is-ship-stealthy&lt;br /&gt;
                   # &amp;lt;argument&amp;gt;&lt;br /&gt;
             - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; or&lt;br /&gt;
                - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; and&lt;br /&gt;
                   - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; &amp;lt;=&lt;br /&gt;
                      - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; distance&lt;br /&gt;
                         # &amp;lt;argument&amp;gt;&lt;br /&gt;
                         # Alpha 1&lt;br /&gt;
                      # 3000&lt;br /&gt;
                   - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; &amp;gt;&lt;br /&gt;
                      - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; distance&lt;br /&gt;
                         # &amp;lt;argument&amp;gt;&lt;br /&gt;
                         # Alpha 1&lt;br /&gt;
                      # 1000&lt;br /&gt;
                   - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; facing&lt;br /&gt;
                      # &amp;lt;argument&amp;gt;&lt;br /&gt;
                      # 60&lt;br /&gt;
                - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; and&lt;br /&gt;
                   - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; &amp;lt;=&lt;br /&gt;
                      - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; distance&lt;br /&gt;
                         # &amp;lt;argument&amp;gt;&lt;br /&gt;
                         # Alpha 1&lt;br /&gt;
                      # 1000&lt;br /&gt;
                   - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; &amp;gt;&lt;br /&gt;
                      - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; distance&lt;br /&gt;
                         # &amp;lt;argument&amp;gt;&lt;br /&gt;
                         # Alpha 1&lt;br /&gt;
                      # 300&lt;br /&gt;
                   - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; not&lt;br /&gt;
                      - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; facing&lt;br /&gt;
                         # &amp;lt;argument&amp;gt;&lt;br /&gt;
                         # 60&lt;br /&gt;
          - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; when&lt;br /&gt;
             - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; true&lt;br /&gt;
             - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; ship-invisible&lt;br /&gt;
                # &amp;lt;argument&amp;gt;&lt;br /&gt;
             - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; ship-unstealthy&lt;br /&gt;
                # &amp;lt;argument&amp;gt;&lt;br /&gt;
          - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; when&lt;br /&gt;
             - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; and&lt;br /&gt;
                - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; or&lt;br /&gt;
                   - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; =&lt;br /&gt;
                   # 1&lt;br /&gt;
                   - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; is-ship-visible&lt;br /&gt;
                      # &amp;lt;argument&amp;gt;&lt;br /&gt;
                   - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; is-ship-stealthy&lt;br /&gt;
                      # &amp;lt;argument&amp;gt;&lt;br /&gt;
                - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; or&lt;br /&gt;
                   - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; and&lt;br /&gt;
                      - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; &amp;lt;=&lt;br /&gt;
                         - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; distance&lt;br /&gt;
                            # &amp;lt;argument&amp;gt;&lt;br /&gt;
                            # Alpha 1&lt;br /&gt;
                         # 1000&lt;br /&gt;
                      - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; facing&lt;br /&gt;
                         # &amp;lt;argument&amp;gt;&lt;br /&gt;
                         # 60&lt;br /&gt;
                   - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; and&lt;br /&gt;
                      - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; &amp;lt;=&lt;br /&gt;
                         - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; distance&lt;br /&gt;
                            # &amp;lt;argument&amp;gt;&lt;br /&gt;
                            # Alpha 1&lt;br /&gt;
                         # 300&lt;br /&gt;
                      - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; not&lt;br /&gt;
                         - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; facing&lt;br /&gt;
                            # &amp;lt;argument&amp;gt;&lt;br /&gt;
                            # 60&lt;br /&gt;
             - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; ship-visible&lt;br /&gt;
                # &amp;lt;argument&amp;gt;&lt;br /&gt;
             - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; ship-unstealthy&lt;br /&gt;
                # &amp;lt;argument&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In the revised event above, [[if-then-else]] is used to check the three distance brackets in sequence. If a ship is shown to place within a bracket, it acts on that and breaks out, whereas if a ship is not within the bracket being checked, it moves on to the next bracket and checks that instead. This reduces the amount of checks that happen compared to the first version of the event, and as a result will place a slightly lower demand on system resources. And while this is generally not a noticable effect, every CPU cycle does count.&lt;br /&gt;
&lt;br /&gt;
Note the use of an additional nested &#039;when&#039; in the second &#039;if-then-else&#039;. This is necessary as there is more than one action to be taken, and only the second argument of the &#039;if-then-else&#039; operator is the action to be taken if it is true - Third and beyond is for when it is false. Hence, the &#039;when&#039; is used to group two actions into one argument.&lt;br /&gt;
&lt;br /&gt;
Also note that the last case is not an &#039;if-then-else&#039;, but a &#039;when&#039;, just as in the first version of the event. This is because it is the last case, and as such there is no &#039;else&#039; if this fails as well. However, it is NOT a default case which will always be carried out should the other two fail. Were that the case, the actions in it could simply be tacked onto the third-and-beyond argument of the second &#039;if-then-else&#039;, with no need for the &#039;when&#039;.&lt;br /&gt;
&lt;br /&gt;
[[Category:FRED Examples]]&lt;/div&gt;</summary>
		<author><name>Shade</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Is-ship-visible&amp;diff=33522</id>
		<title>Is-ship-visible</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Is-ship-visible&amp;diff=33522"/>
		<updated>2011-02-19T13:52:45Z</updated>

		<summary type="html">&lt;p&gt;Shade: New page. Can&amp;#039;t believe this was missing from the wiki despite being a retail operator&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt; is-ship-visible&lt;br /&gt;
     is-ship-visible&lt;br /&gt;
     Check whether ship is visible on Player&#039;s radar&lt;br /&gt;
     Single Player Only! Returns 0 - not visible, 1 - partially visible, 2 - fully visible.&lt;br /&gt;
     1: Name of ship to check&lt;br /&gt;
&lt;br /&gt;
===Comments===&lt;br /&gt;
&lt;br /&gt;
Note that despite the name, this SEXP is numerical, not boolean. As such you need to use numerical comparison to check the result.&lt;/div&gt;</summary>
		<author><name>Shade</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Retail_SEXPs&amp;diff=33521</id>
		<title>Retail SEXPs</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Retail_SEXPs&amp;diff=33521"/>
		<updated>2011-02-19T13:50:22Z</updated>

		<summary type="html">&lt;p&gt;Shade: /* Status */  Added is-ship-visible&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page is quick a reference of SEXPs available in the retail version of [[Portal:FRED|FRED]]. To see the list of SEXPs that have been added, moved or modified by the SCP, go to the [[SCP SEXPs]] page. For tips and examples for how to properly use a SEXP when building missions, as well as warnings about potential pitfalls, follow the link to the detail page for the SEXP you are interested in.&lt;br /&gt;
&lt;br /&gt;
==Objectives==&lt;br /&gt;
===[[is-destroyed-delay]]===&lt;br /&gt;
 Is destroyed delay (Boolean operator)&lt;br /&gt;
         Becomes true &amp;lt;delay&amp;gt; seconds after all specified ships have been destroyed.&lt;br /&gt;
 &lt;br /&gt;
 Returns a boolean value; Takes 2 or more arguments:&lt;br /&gt;
         1:      Time delay in seconds (see above).&lt;br /&gt;
         Rest:   Name of ship (or wing) to check status of.&lt;br /&gt;
===[[is-subsystem-destroyed-delay]]===&lt;br /&gt;
 Is subsystem destroyed delay (Boolean operator)&lt;br /&gt;
         Becomes true &amp;lt;delay&amp;gt; seconds after the specified subsystem of the specified ship is destroyed.&lt;br /&gt;
 &lt;br /&gt;
 Returns a boolean value; Takes 3 arguments:&lt;br /&gt;
         1:      Name of ship the subsystem we are checking is on.&lt;br /&gt;
         2:      The name of the subsystem we are checking status of.&lt;br /&gt;
         3:      Time delay in seconds (see above).&lt;br /&gt;
===[[is-disabled-delay]]===&lt;br /&gt;
 Is disabled delay (Boolean operator)&lt;br /&gt;
         Becomes true &amp;lt;delay&amp;gt; seconds after the specified ship(s) are disabled.  A ship is disabled when all of it&#039;s engine&lt;br /&gt;
 subsystems are destroyed.  All ships must be diabled for this function to return true.&lt;br /&gt;
 &lt;br /&gt;
 Returns a boolean value; Takes 2 or more arguments:&lt;br /&gt;
         1:      Time delay is seconds (see above).&lt;br /&gt;
         Rest:   Names of ships to check disabled status of.&lt;br /&gt;
===[[Is-disarmed-delay]]===&lt;br /&gt;
 Is disarmed delay (Boolean operator)&lt;br /&gt;
         Becomes true &amp;lt;delay&amp;gt; seconds after the specified ship(s) are disarmed.  A ship is disarmed when all of it&#039;s turret&lt;br /&gt;
 subsystems are destroyed.  All ships must be disarmed for this function to return true.&lt;br /&gt;
 &lt;br /&gt;
 Returns a boolean value; Takes 2 or more arguments:&lt;br /&gt;
         1:      Time delay is seconds (see above).&lt;br /&gt;
         Rest:   Names of ships to check disarmed status of.&lt;br /&gt;
===[[has-docked-delay]]===&lt;br /&gt;
 Has docked delay (Boolean operator)&lt;br /&gt;
         Becomes true &amp;lt;delay&amp;gt; seconds after the specified ships have docked the specified number of times.&lt;br /&gt;
 &lt;br /&gt;
 Returns a boolean value; Takes 4 arguments:&lt;br /&gt;
         1:      The name of the docker ship&lt;br /&gt;
         2:      The name of the dockee ship&lt;br /&gt;
         3:      The number of times they have to have docked&lt;br /&gt;
         4:      Time delay in seconds (see above).&lt;br /&gt;
===[[has-undocked-delay]]===&lt;br /&gt;
 Has undocked delay (Boolean operator)&lt;br /&gt;
         Becomes true &amp;lt;delay&amp;gt; seconds after the specified ships have undocked the specified number of times.&lt;br /&gt;
 &lt;br /&gt;
 Returns a boolean value; Takes 4 arguments:&lt;br /&gt;
         1:      The name of the docker ship&lt;br /&gt;
         2:      The name of the dockee ship&lt;br /&gt;
         3:      The number of times they have to have undocked&lt;br /&gt;
         4:      Time delay in seconds (see above).&lt;br /&gt;
===[[has-arrived-delay]]===&lt;br /&gt;
 Has arrived delay (Boolean operator)&lt;br /&gt;
         Becomes true &amp;lt;delay&amp;gt; seconds after the specified ship(s) have arrived into the mission&lt;br /&gt;
 &lt;br /&gt;
 Returns a boolean value; Takes 2 or more arguments:&lt;br /&gt;
         1:      Time delay in seconds (see above).&lt;br /&gt;
         Rest:   Name of ship (or wing) we want to check has arrived.&lt;br /&gt;
===[[has-departed-delay]]===&lt;br /&gt;
 Has departed delay (Boolean operator)&lt;br /&gt;
         Becomes true &amp;lt;delay&amp;gt; seconds after the specified ship(s) or wing(s) have departed from the mission by warping out.  If any &lt;br /&gt;
 ship was destroyed, this operator will never be true.&lt;br /&gt;
 &lt;br /&gt;
 Returns a boolean value; Takes 2 or more arguments:&lt;br /&gt;
         1:      Time delay in seconds (see above).&lt;br /&gt;
         Rest:   Name of ship (or wing) we want to check has departed.&lt;br /&gt;
===[[are-waypoints-done-delay]]===&lt;br /&gt;
 Waypoints done delay (Boolean operator)&lt;br /&gt;
         Becomes true &amp;lt;delay&amp;gt; seconds after the specified ship has completed flying the specified waypoint path.&lt;br /&gt;
 &lt;br /&gt;
 Returns a boolean value; Takes 3 arguments:&lt;br /&gt;
         1:      Name of ship we are checking.&lt;br /&gt;
         2:      Waypoint path we want to check if ship has flown.&lt;br /&gt;
         3:      Time delay in seconds (see above).&lt;br /&gt;
===[[ship-type-destroyed]]===&lt;br /&gt;
 Ship Type Destroyed (Boolean operator)&lt;br /&gt;
         Becomes true when the specified percentage of ship types in this mission have been destroyed.  The ship type is a generic&lt;br /&gt;
 type such as fighter/bomber, transport, etc.  Fighters and bombers count as the same type.&lt;br /&gt;
 &lt;br /&gt;
 Returns a boolean value; Takes 2 arguments:&lt;br /&gt;
         1:      Percentage of ships that must be destroyed.&lt;br /&gt;
         2:      Ship type to check for.&lt;br /&gt;
===[[percent-ships-departed]]===&lt;br /&gt;
 percent-ships-departed&lt;br /&gt;
         Boolean function which returns true if the percentage of ships in the listed ships and wings which have departed is&lt;br /&gt;
 greater or equal to the given percentage.  For wings, all ships of all waves are used for calculation for the total possible&lt;br /&gt;
 ships to depart.&lt;br /&gt;
 &lt;br /&gt;
 Takes 2 or more arguments:&lt;br /&gt;
         1:      Percentge of departed ships at which this function will return true.&lt;br /&gt;
         2+:     List of ships/wing whose departure status should be determined.&lt;br /&gt;
===[[percent-ships-destroyed]]===&lt;br /&gt;
 percent-ships-destroyed&lt;br /&gt;
         Boolean function which returns true if the percentage of ships in the listed ships and wings which have been destroyed&lt;br /&gt;
 is greater or equal to the given percentage.  For wings, all ships of all waves are used for calculation for the total possible&lt;br /&gt;
 ships to be destroyed.&lt;br /&gt;
 &lt;br /&gt;
 Takes 2 or more arguments:&lt;br /&gt;
         1:      Percentge of destroyed ships at which this function will return true.&lt;br /&gt;
         2+:     List of ships/wing whose destroyed status should be determined.&lt;br /&gt;
===[[depart-node-delay]]===&lt;br /&gt;
 depart-node-delay&lt;br /&gt;
         Returns true N seconds after the listed ships depart, if those ships depart within the radius of the given jump node.&lt;br /&gt;
 The delay value is given in seconds.&lt;br /&gt;
 &lt;br /&gt;
 Takes 3 or more arguments:&lt;br /&gt;
         1:      Delay in seconds after the last ship listed departed before this expression can return true.&lt;br /&gt;
         2:      Name of a jump node&lt;br /&gt;
         3+:     List of ships to check for departure within radius of the jump node&lt;br /&gt;
===[[destroyed-or-departed-delay]]===&lt;br /&gt;
 destroyed-or-departed-delay&lt;br /&gt;
         Returns true N seconds after all the listed ships or wings have been destroyed or have departed.&lt;br /&gt;
 &lt;br /&gt;
 Takes 2 or more arguments:&lt;br /&gt;
         1:      Delay in seconds after the last ship/wing is destroyed or departed this expression can return true.&lt;br /&gt;
         2+:     Name of a ship or wing&lt;br /&gt;
==Time==&lt;br /&gt;
===[[time-ship-destroyed]]===&lt;br /&gt;
 Time ship destroyed (Time operator)&lt;br /&gt;
         Returns the time the specified ship was destroy.&lt;br /&gt;
 &lt;br /&gt;
 Returns a numeric value; Takes 1 argument:&lt;br /&gt;
         1:      Name of ship we want to check.&lt;br /&gt;
===[[time-ship-arrived]]===&lt;br /&gt;
 Time ship arrived (Time operator)&lt;br /&gt;
         Returns the time the specified ship arrived into the mission.&lt;br /&gt;
 &lt;br /&gt;
 Returns a numeric value; Takes 1 argument:&lt;br /&gt;
         1:      Name of ship we want to check.&lt;br /&gt;
===[[time-ship-departed]]===&lt;br /&gt;
 Time ship departed (Time operator)&lt;br /&gt;
         Returns the time the specified ship departed the mission by warping out.  Being destroyed doesn&#039;t count departed.&lt;br /&gt;
 &lt;br /&gt;
 Returns a numeric value; Takes 1 argument:&lt;br /&gt;
         1:      Name of ship we want to check.&lt;br /&gt;
===[[time-wing-destroyed]]===&lt;br /&gt;
 Time wing destroyed (Time operator)&lt;br /&gt;
         Returns the time the specified wing was destroy.&lt;br /&gt;
 &lt;br /&gt;
 Returns a numeric value; Takes 1 argument:&lt;br /&gt;
         1:      Name of wing we want to check.&lt;br /&gt;
===[[time-wing-arrived]]===&lt;br /&gt;
 Time wing arrived (Time operator)&lt;br /&gt;
         Returns the time the specified wing arrived into the mission.&lt;br /&gt;
 &lt;br /&gt;
 Returns a numeric value; Takes 1 argument:&lt;br /&gt;
         1:      Name of wing we want to check.&lt;br /&gt;
===[[time-wing-departed]]===&lt;br /&gt;
 Time wing departed (Time operator)&lt;br /&gt;
         Returns the time the specified wing departed the mission by warping out.  All ships in the wing have to have warped out.   If any are destroyed, the wing can never be considered departed.&lt;br /&gt;
 &lt;br /&gt;
 Returns a numeric value; Takes 1 argument:&lt;br /&gt;
         1:      Name of ship we want to check.&lt;br /&gt;
===[[mission-time]]===&lt;br /&gt;
 Mission time (Time operator)&lt;br /&gt;
         Returns the current time into the mission.&lt;br /&gt;
 &lt;br /&gt;
 Returns a numeric value.&lt;br /&gt;
===[[time-docked]]===&lt;br /&gt;
 Time docked (Time operator)&lt;br /&gt;
         Returns the time the specified ships docked.&lt;br /&gt;
 &lt;br /&gt;
 Returns a numeric value; Takes 3 arguments:&lt;br /&gt;
         1:      The name of the docker ship.&lt;br /&gt;
         2:      The name of the dockee ship.&lt;br /&gt;
         3:      The number of times they must have docked to be true.&lt;br /&gt;
===[[time-undocked]]===&lt;br /&gt;
 Time undocked (Time operator)&lt;br /&gt;
         Returns the time the specified ships undocked.&lt;br /&gt;
 &lt;br /&gt;
 Returns a numeric value; Takes 3 arguments:&lt;br /&gt;
         1:      The name of the docker ship.&lt;br /&gt;
         2:      The name of the dockee ship.&lt;br /&gt;
         3:      The number of times they must have undocked to be true.&lt;br /&gt;
==Logical==&lt;br /&gt;
===[[true]]===&lt;br /&gt;
 True (Boolean operator)&lt;br /&gt;
 	A true boolean state&lt;br /&gt;
 &lt;br /&gt;
 Returns a boolean value.&lt;br /&gt;
===[[false]]===&lt;br /&gt;
 False (Boolean operator)&lt;br /&gt;
 	A false boolean state&lt;br /&gt;
 &lt;br /&gt;
 Returns a boolean value.&lt;br /&gt;
===[[and]]===&lt;br /&gt;
 And (Boolean operator)&lt;br /&gt;
 	And is true if all of its arguments are true.&lt;br /&gt;
 &lt;br /&gt;
 Returns a boolean value.  Takes 2 or more boolean arguments.&lt;br /&gt;
===[[and-in-sequence]]===&lt;br /&gt;
 And in sequence (Boolean operator)&lt;br /&gt;
 	Returns true if all of its arguments have become true in the order they are listed in.&lt;br /&gt;
 &lt;br /&gt;
 Returns a boolean value.  Takes 2 or more boolean arguments.&lt;br /&gt;
===[[or]]===&lt;br /&gt;
 Or (Boolean operator)&lt;br /&gt;
 	Or is true if any of its arguments are true.&lt;br /&gt;
 &lt;br /&gt;
 Returns a boolean value.  Takes 2 or more boolean arguments.&lt;br /&gt;
===[[not]]===&lt;br /&gt;
 Not (Boolean operator)&lt;br /&gt;
 	Returns opposite boolean value of argument (True becomes false, and false becomes true).&lt;br /&gt;
 &lt;br /&gt;
 Returns a boolean value; Takes 1 boolean argument.&lt;br /&gt;
===[[=]]===&lt;br /&gt;
 Equals (Boolean operator)&lt;br /&gt;
 	Is true if all of it&#039;s arguments are equal.&lt;br /&gt;
 &lt;br /&gt;
 Returns a boolean value; Takes 2 or more numeric arguments.&lt;br /&gt;
===[[greater-than|&amp;gt;]]===&lt;br /&gt;
 Greater than (Boolean operator)&lt;br /&gt;
 	True if first argument is greater than the second argument.&lt;br /&gt;
 &lt;br /&gt;
 Returns a boolean value; Takes 2 numeric arguments.&lt;br /&gt;
===[[less-than|&amp;lt;]]===&lt;br /&gt;
 Less than (Boolean operator)&lt;br /&gt;
 	True if first argument is less than the second argument.&lt;br /&gt;
 &lt;br /&gt;
 Returns a boolean value; Takes 2 numeric arguments.&lt;br /&gt;
===[[is-iff]]===&lt;br /&gt;
 Is IFF (Boolean operator)&lt;br /&gt;
 	True if ship{s} are all of the specified team.&lt;br /&gt;
 &lt;br /&gt;
 Returns a boolean value; Takes 2 or more arguments:&lt;br /&gt;
 /t1:	Team (&amp;quot;friendly&amp;quot;, &amp;quot;hostile&amp;quot; or &amp;quot;unknown&amp;quot;).&lt;br /&gt;
 	Rest:	Name of ship to check.&lt;br /&gt;
===[[has-time-elapsed]]===&lt;br /&gt;
 Has time elapsed (Boolean operator)&lt;br /&gt;
         Becomes true when the specified amount of time has elapsed (Mission time becomes greater than the specified time).&lt;br /&gt;
 Returns a boolean value; Takes 1 numeric argument:&lt;br /&gt;
         1:      The amount of time in seconds.&lt;br /&gt;
==Arithmetic==&lt;br /&gt;
===[[plus|+]]===&lt;br /&gt;
 +&lt;br /&gt;
     Plus (Arithmetic operator)&lt;br /&gt;
     Adds numbers and returns results.&lt;br /&gt;
 &lt;br /&gt;
     Returns a number. Takes 2 or more numeric arguments.&lt;br /&gt;
===[[minus|-]]===&lt;br /&gt;
 -&lt;br /&gt;
     Minus (Arithmetic operator)&lt;br /&gt;
     Subtracts numbers and returns results.&lt;br /&gt;
 &lt;br /&gt;
     Returns a number. Takes 2 or more numeric arguments.&lt;br /&gt;
===[[multiply|*]]===&lt;br /&gt;
 *&lt;br /&gt;
     Multiply (Arithmetic operator)&lt;br /&gt;
     Multiplies numbers and returns results.&lt;br /&gt;
 &lt;br /&gt;
     Returns a number. Takes 2 or more numeric arguments.&lt;br /&gt;
===[[divide|/]]===&lt;br /&gt;
 /&lt;br /&gt;
     Divide (Arithmetic operator)&lt;br /&gt;
     Divides numbers and returns results.&lt;br /&gt;
 &lt;br /&gt;
     Returns a number. Takes 2 or more numeric arguments.&lt;br /&gt;
===[[mod]]===&lt;br /&gt;
 mod&lt;br /&gt;
     Mod (Arithmetic operator)&lt;br /&gt;
     Divides numbers and returns the remainer.&lt;br /&gt;
 &lt;br /&gt;
     Returns a number. Takes 2 or more numeric arguments.&lt;br /&gt;
===[[rand]]===&lt;br /&gt;
 rand&lt;br /&gt;
     Rand (Arithmetic operator)&lt;br /&gt;
     Gets a random number. This number will not change on successive calls to this sexp.&lt;br /&gt;
 &lt;br /&gt;
     Returns a number. Takes 2 or 3 numeric arguments...&lt;br /&gt;
     1: Low range of random number.&lt;br /&gt;
     2: High range of random number.&lt;br /&gt;
     3: (optional) A seed to use when generating numbers. (Setting this to 0 is the same as having no seed at all)&lt;br /&gt;
==Status==&lt;br /&gt;
===[[is-ship-visible]]===&lt;br /&gt;
 is-ship-visible&lt;br /&gt;
     is-ship-visible&lt;br /&gt;
     Check whether ship is visible on Player&#039;s radar&lt;br /&gt;
     Single Player Only! Returns 0 - not visible, 1 - partially visible, 2 - fully visible.&lt;br /&gt;
     1: Name of ship to check &lt;br /&gt;
===[[is-cargo-known-delay]]===&lt;br /&gt;
 is-cargo-known-delay&lt;br /&gt;
     Is cargo known (delay) (Boolean operator)&lt;br /&gt;
     Returns true if all of the specified objects&#039; cargo is known by the player (i.e. they have scanned each one.&lt;br /&gt;
 &lt;br /&gt;
     Returns a boolean value after seconds when all cargo is known. Takes 2 or more arguments...&lt;br /&gt;
     1: Delay in seconds after which sexpression will return true when all cargo scanned. Rest: Names of ships/cargo&lt;br /&gt;
     to check for cargo known..&lt;br /&gt;
===[[cap-subsys-cargo-known-delay]]===&lt;br /&gt;
 cap-subsys-cargo-known-delay&lt;br /&gt;
     Is capital ship subsystem cargo known (delay) (Boolean operator)&lt;br /&gt;
     Returns true if all of the specified subsystem cargo is known by the player.&lt;br /&gt;
     Note: Cargo must be explicitly named.&lt;br /&gt;
 &lt;br /&gt;
     Returns a boolean value after seconds when all cargo is known. Takes 3 or more arguments...&lt;br /&gt;
     1: Delay in seconds after which sexpression will return true when all cargo scanned.&lt;br /&gt;
     2: Name of capital ship&lt;br /&gt;
     Rest: Names of subsystems to check for cargo known..&lt;br /&gt;
===[[has-been-tagged-delay]]===&lt;br /&gt;
 has-been-tagged-delay&lt;br /&gt;
     Has ship been tagged (delay) (Boolean operator)&lt;br /&gt;
     Returns true if all of the specified ships have been tagged.&lt;br /&gt;
 &lt;br /&gt;
     Returns a boolean value after seconds when all ships have been tagged. Takes 2 or more arguments...&lt;br /&gt;
     1: Delay in seconds after which sexpression will return true when all cargo scanned. Rest: Names of ships to check if tagged..&lt;br /&gt;
===[[is-tagged]]===&lt;br /&gt;
 is_tagged&lt;br /&gt;
     is-tagged&lt;br /&gt;
     Returns whether a given ship is tagged or not &lt;br /&gt;
===[[num-kills]]===&lt;br /&gt;
 num_kills&lt;br /&gt;
     num-kills&lt;br /&gt;
     Returns the # of kills a player has. The ship specified in the first field should be the ship the player is in.&lt;br /&gt;
     So, for single player, this would be Alpha 1. For multiplayer, it can be any ship with a player in it. If, at any&lt;br /&gt;
     time there is no player in a given ship, this sexpression will return 0&lt;br /&gt;
===[[num-type-kills]]===&lt;br /&gt;
 num_type_kills&lt;br /&gt;
     num-type-kills&lt;br /&gt;
     Returns the # of kills a player has on a given ship type (fighter, bomber, cruiser, etc).&lt;br /&gt;
     The ship specified in the first field should be the ship the player is in.&lt;br /&gt;
     So, for single player, this would be Alpha 1. For multiplayer, it can be any ship with a player in it. If, at any&lt;br /&gt;
     time there is no player in a given ship, this sexpression will return 0&lt;br /&gt;
===[[num-class-kills]]===&lt;br /&gt;
 num_class_kills&lt;br /&gt;
     num-class-kills&lt;br /&gt;
     Returns the # of kills a player has on a specific ship class (Ulysses, Hercules, etc).&lt;br /&gt;
     The ship specified in the first field should be the ship the player is in.&lt;br /&gt;
     So, for single player, this would be Alpha 1. For multiplayer, it can be any ship with a player in it. If, at any&lt;br /&gt;
     time there is no player in a given ship, this sexpression will return 0&lt;br /&gt;
===[[shield-recharge-pct]]===&lt;br /&gt;
 shield-recharge-pct&lt;br /&gt;
     shield-recharge-pct&lt;br /&gt;
     Returns a percentage from 0 to 100&lt;br /&gt;
     1: Ship name &lt;br /&gt;
===[[engine-recharge-pct]]===&lt;br /&gt;
 engine-recharge-pct&lt;br /&gt;
     engine-recharge-pct&lt;br /&gt;
     Returns a percentage from 0 to 100&lt;br /&gt;
     1: Ship name &lt;br /&gt;
===[[weapon-recharge-pct]]===&lt;br /&gt;
 weapon-recharge-pct&lt;br /&gt;
     weapon-recharge-pct&lt;br /&gt;
     Returns a percentage from 0 to 100&lt;br /&gt;
     1: Ship name &lt;br /&gt;
===[[shield-quad-low]]===&lt;br /&gt;
 shield-quad-low&lt;br /&gt;
     shield-quad-low&lt;br /&gt;
     Returns true if the specified ship has a shield quadrant below&lt;br /&gt;
     the specified threshold percentage&lt;br /&gt;
     1: Ship name&lt;br /&gt;
     2: Percentage &lt;br /&gt;
===[[secondary-ammo-pct]]===&lt;br /&gt;
 secondary-ammo-pct&lt;br /&gt;
     secondary-ammo-pct&lt;br /&gt;
     Returns the percentage of ammo remaining in the specified bank (0 to 100)&lt;br /&gt;
     1: Ship name&lt;br /&gt;
     2: Bank to check (0, 1, 2 and 3 are legal banks. 4 will return the cumulative average for all banks)&lt;br /&gt;
===[[is-secondary-selected]]===&lt;br /&gt;
 is-secondary-selected&lt;br /&gt;
     is-secondary-selected&lt;br /&gt;
     Returns true if the specified bank is selected (0 .. num_banks - 1)&lt;br /&gt;
     1: Ship name&lt;br /&gt;
     2: Bank to check (0 .. num_banks - 1) &lt;br /&gt;
===[[is-primary-selected]]===&lt;br /&gt;
 is-primary-selected&lt;br /&gt;
     is-primary-selected&lt;br /&gt;
     Returns true if the specified bank is selected (0 .. num_banks - 1)&lt;br /&gt;
     1: Ship name&lt;br /&gt;
     2: Bank to check (0 .. num_banks - 1) &lt;br /&gt;
===[[shields-left]]===&lt;br /&gt;
 shields-left&lt;br /&gt;
     Shields left (Status operator)&lt;br /&gt;
     Returns the current level of the specified ship&#039;s shields as a percentage.&lt;br /&gt;
 &lt;br /&gt;
     Returns a numeric value. Takes 1 argument...&lt;br /&gt;
     1: Name of ship to check.&lt;br /&gt;
===[[hits-left]]===&lt;br /&gt;
 hits-left&lt;br /&gt;
     Hits left (Status operator)&lt;br /&gt;
     Returns the current level of the specified ship&#039;s hull as a percentage.&lt;br /&gt;
 &lt;br /&gt;
     Returns a numeric value. Takes 1 argument...&lt;br /&gt;
     1: Name of ship to check.&lt;br /&gt;
===[[hits-left-subsystem]]===&lt;br /&gt;
 hits-left-subsystem&lt;br /&gt;
     Hits left subsystem (Status operator)&lt;br /&gt;
     Returns the current level of the specified ship&#039;s subsystem integrity as a percentage.&lt;br /&gt;
 &lt;br /&gt;
     Returns a numeric value. Takes 1 argument...&lt;br /&gt;
     1: Name of ship to check.&lt;br /&gt;
     2: Name of subsystem on ship to check.&lt;br /&gt;
===[[distance]]===&lt;br /&gt;
 distance&lt;br /&gt;
     Distance (Status operator)&lt;br /&gt;
     Returns the distance between two objects. These objects can be either a ship, a wing, or a waypoint.&lt;br /&gt;
     When a wing or team is given (for either argument) the answer will be the shortest distance.&lt;br /&gt;
 &lt;br /&gt;
     Returns a numeric value. Takes 2 arguments...&lt;br /&gt;
     1: The name of one of the objects.&lt;br /&gt;
     2: The name of the other object.&lt;br /&gt;
===[[is-ship-visible]]===&lt;br /&gt;
 is-ship-visible&lt;br /&gt;
     is-ship-visible&lt;br /&gt;
     Check whether ship is visible on Player&#039;s radar&lt;br /&gt;
     Single Player Only! Returns 0 - not visible, 1 - partially visible, 2 - fully visible.&lt;br /&gt;
     1: Name of ship to check &lt;br /&gt;
===[[team-score]]===&lt;br /&gt;
 team-score&lt;br /&gt;
     team-score&lt;br /&gt;
     Get the score of a multi team vs team game.&lt;br /&gt;
     1: Team index (1 for team 1 and 2 for team 2) &lt;br /&gt;
===[[time-elapsed-last-order]]===&lt;br /&gt;
 time-elapsed-last-order&lt;br /&gt;
     Last order time (Status operator)&lt;br /&gt;
     Returns true if seconds have elapsed since one or more ships have received a meaningful order from the player.&lt;br /&gt;
     A meaningful order is currently any order that is not the warp out order.&lt;br /&gt;
 &lt;br /&gt;
     Returns a boolean value. Takes 2 or more arguments...&lt;br /&gt;
     1: Time in seconds that must elapse.&lt;br /&gt;
     Rest: Name of ship or wing to check for having received orders.&lt;br /&gt;
===[[skill-level-at-least]]===&lt;br /&gt;
 skill-level-at-least&lt;br /&gt;
     Skill level at least (Boolean operator)&lt;br /&gt;
     Returns true if the player has selected the given skill level or higher.&lt;br /&gt;
 &lt;br /&gt;
     Returns a boolean value. Takes 1 argument...&lt;br /&gt;
     1: Name of the skill level to check.&lt;br /&gt;
===[[num-players]]===&lt;br /&gt;
 num-players&lt;br /&gt;
     Num players (Status operator)&lt;br /&gt;
     Returns the current number of players (multiplayer) playing in the current mission.&lt;br /&gt;
 &lt;br /&gt;
     Returns a numeric value. Takes no arguments.&lt;br /&gt;
===[[special-warp-dist]]===&lt;br /&gt;
 special-warp-dist&lt;br /&gt;
     special-warp-dist&lt;br /&gt;
     Returns distance to the plane of the knossos device in percent length of ship&lt;br /&gt;
     (ie, 100 means front of ship is 1 ship length from plane of knossos device)&lt;br /&gt;
     1: Ship name&lt;br /&gt;
&lt;br /&gt;
==Change==&lt;br /&gt;
===[[modify-variable]]===&lt;br /&gt;
 modify-variable&lt;br /&gt;
     Modify-variable (Misc. operator)&lt;br /&gt;
     Modifies variable to specified value&lt;br /&gt;
 &lt;br /&gt;
     Takes 2 arguments...&lt;br /&gt;
     1: Name of Variable.&lt;br /&gt;
     2: Value to be set.&lt;br /&gt;
===[[special-warpout-name]]===&lt;br /&gt;
 special-warpout-name&lt;br /&gt;
     special-warpout-name&lt;br /&gt;
     Sets the name of the knossos device to be used for warpout&lt;br /&gt;
     1: Ship name to exit&lt;br /&gt;
     2: Name of knossos device &lt;br /&gt;
===[[do-nothing]]===&lt;br /&gt;
 do-nothing&lt;br /&gt;
     Do-nothing (Action operator)&lt;br /&gt;
     Does nothing. This is used as the default for any required action arguments of an operator.&lt;br /&gt;
===[[add-goals]]===&lt;br /&gt;
 add-goal&lt;br /&gt;
     Add goal (Action operator)&lt;br /&gt;
     Adds a goal to a ship or wing.&lt;br /&gt;
 &lt;br /&gt;
     Takes 2 arguments...&lt;br /&gt;
     1: Name of ship or wing to add goal to.&lt;br /&gt;
     2: Goal to add.&lt;br /&gt;
===[[clear-goals]]===&lt;br /&gt;
 clear-goals&lt;br /&gt;
     Clear goals (Action operator)&lt;br /&gt;
     Clears the goals for the specified ships and/or wings.&lt;br /&gt;
 &lt;br /&gt;
     Takes 1 or more arguments...&lt;br /&gt;
     All: Name of ship or wing.&lt;br /&gt;
===[[change-iff]]===&lt;br /&gt;
 change-iff&lt;br /&gt;
     Change IFF (Action operator)&lt;br /&gt;
     Sets the specified ship(s) or wing(s) to the specified team.&lt;br /&gt;
     Takes 2 or more arguments...&lt;br /&gt;
     1: Team to change to (&amp;quot;friendly&amp;quot;, &amp;quot;hostile&amp;quot; or &amp;quot;unknown&amp;quot;).&lt;br /&gt;
     Rest: Name of ship or wing to change team status of.&lt;br /&gt;
===[[protect-ship]]===&lt;br /&gt;
 protect-ship&lt;br /&gt;
     Protect ship (Action operator)&lt;br /&gt;
     Protects a ship from being attacked by any enemy ship. Any shipthat is protected will not come under enemy fire.&lt;br /&gt;
 &lt;br /&gt;
     Takes 1 or more arguments...&lt;br /&gt;
     All: Name of ship(s) to protect.&lt;br /&gt;
===[[unprotect-ship]]===&lt;br /&gt;
 unprotect-ship&lt;br /&gt;
     Unprotect ship (Action operator)&lt;br /&gt;
     Unprotects a ship from being attacked by any enemy ship. Any shipthat is not protected can come under enemy fire.&lt;br /&gt;
     This function is the oppositeof protect-ship.&lt;br /&gt;
 &lt;br /&gt;
     Takes 1 or more arguments...&lt;br /&gt;
     All: Name of ship(s) to protect.&lt;br /&gt;
===[[beam-protect-ship]]===&lt;br /&gt;
 beam-protect-ship&lt;br /&gt;
     Beam Protect ship (Action operator)&lt;br /&gt;
     Protects a ship from being attacked with beam weapon. Any shipthat is beam protected will not come under enemy beam fire.&lt;br /&gt;
 &lt;br /&gt;
     Takes 1 or more arguments...&lt;br /&gt;
     All: Name of ship(s) to protect.&lt;br /&gt;
===[[beam-unprotect-ship]]===&lt;br /&gt;
 beam-unprotect-ship&lt;br /&gt;
     Beam Unprotect ship (Action operator)&lt;br /&gt;
     Unprotects a ship from being attacked with beam weapon. Any shipthat is not beam protected can come under enemy beam fire.&lt;br /&gt;
     This function is the oppositeof beam-protect-ship.&lt;br /&gt;
 &lt;br /&gt;
     Takes 1 or more arguments...&lt;br /&gt;
     All: Name of ship(s) to protect.&lt;br /&gt;
===[[send-message]]===&lt;br /&gt;
 send-message&lt;br /&gt;
     Send message (Action operator)&lt;br /&gt;
     Sends a message to the player. Can be send by a ship, wing, or special source. To send it from a special source,&lt;br /&gt;
     make the first character of the first argument a &amp;quot;#&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
     Takes 3 arguments...&lt;br /&gt;
     1: Name of who the message is from.&lt;br /&gt;
     2: Priority of message (&amp;quot;Low&amp;quot;, &amp;quot;Normal&amp;quot; or &amp;quot;High&amp;quot;).&lt;br /&gt;
     3: Name of message (from message editor).&lt;br /&gt;
===[[self-destruct]]===&lt;br /&gt;
 self-destruct&lt;br /&gt;
     Self destruct (Action operator)&lt;br /&gt;
     Causes the specified ship(s) to self destruct.&lt;br /&gt;
 &lt;br /&gt;
     Takes 1 or more arguments...&lt;br /&gt;
     All: Name of ship to self destruct.&lt;br /&gt;
===[[end-campaign]]===&lt;br /&gt;
 end-campaign&lt;br /&gt;
     end-campaign&lt;br /&gt;
     Ends the builtin campaign. Should only be used by the main FreeSpace campaign &lt;br /&gt;
===[[sabotage-subsystem]]===&lt;br /&gt;
 sabotage-subsystem&lt;br /&gt;
     Sabotage subystem (Action operator)&lt;br /&gt;
     Reduces the specified subsystem integrity by the specified percentage.If the percntage strength of the subsystem&lt;br /&gt;
     (after completion) is less than 0%,subsystem strength is set to 0%.&lt;br /&gt;
&lt;br /&gt;
     Takes 3 arguments...&lt;br /&gt;
     1: Name of ship subsystem is on.&lt;br /&gt;
     2: Name of subsystem to sabotage.&lt;br /&gt;
     3: Percentage to reduce subsystem integrity by.&lt;br /&gt;
===[[repair-subsystem]]===&lt;br /&gt;
 repair-subsystem&lt;br /&gt;
     Repair Subystem (Action operator)&lt;br /&gt;
     Increases the specified subsystem integrity by the specified percentage.If the percntage strength of the subsystem&lt;br /&gt;
     (after completion) is greater than 100%,subsystem strength is set to 100%.&lt;br /&gt;
 &lt;br /&gt;
     Takes 4 arguments...&lt;br /&gt;
     1: Name of ship subsystem is on.&lt;br /&gt;
     2: Name of subsystem to repair.&lt;br /&gt;
     3: Percentage to increase subsystem integrity by.&lt;br /&gt;
     4: Repair turret submodel. Optional argument that defaults to true.&lt;br /&gt;
===[[set-subsystem-strength]]===&lt;br /&gt;
 set-subsystem-strength&lt;br /&gt;
     Set Subsystem Strength (Action operator)&lt;br /&gt;
     Sets the specified subsystem to the the specified percentage.If the percentage specified is &amp;lt; 0, strength is set to 0.&lt;br /&gt;
     If the percentage is &amp;gt; 100 % the subsystem strength is set to 100%.&lt;br /&gt;
 &lt;br /&gt;
     Takes 3 arguments...&lt;br /&gt;
     1: Name of ship subsystem is on.&lt;br /&gt;
     2: Name of subsystem to set strength.&lt;br /&gt;
     3: Percentage to set subsystem integrity to.&lt;br /&gt;
     4: Repair turret submodel. Optional argument that defaults to true.&lt;br /&gt;
===[[invalidate-goal]]===&lt;br /&gt;
 invalidate-goal&lt;br /&gt;
     Invalidate goal (Action operator)&lt;br /&gt;
     Makes a mission goal invalid, which causes it to not show up on mission goals screen, or be evaluated.&lt;br /&gt;
     Takes 1 or more arguments...&lt;br /&gt;
     All: Name of mission goal to invalidate.&lt;br /&gt;
===[[validate-goal]]===&lt;br /&gt;
 validate-goal&lt;br /&gt;
     Validate goal (Action operator)&lt;br /&gt;
     Makes a mission goal valid again, so it shows up on mission goals screen.&lt;br /&gt;
     Takes 1 or more arguments...&lt;br /&gt;
     All: Name of mission goal to validate.&lt;br /&gt;
===[[send-random-message]]===&lt;br /&gt;
 send-random-message&lt;br /&gt;
     Send random message (Action operator)&lt;br /&gt;
     Sends a random message to the player from those supplied. Can be send by a ship, wing, or special source.&lt;br /&gt;
     To send it from a special source, make the first character of the first argument a &amp;quot;#&amp;quot;.&lt;br /&gt;
 &lt;br /&gt;
     Takes 3 or more arguments...&lt;br /&gt;
     1: Name of who the message is from.&lt;br /&gt;
     2: Priority of message (&amp;quot;Low&amp;quot;, &amp;quot;Normal&amp;quot; or &amp;quot;High&amp;quot;). Rest: Name of message (from message editor).&lt;br /&gt;
===[[transfer-cargo]]===&lt;br /&gt;
 transfer-cargo&lt;br /&gt;
     Transfer Cargo (Action operator)&lt;br /&gt;
     Transfers the cargo from one ship to another ship.&lt;br /&gt;
 &lt;br /&gt;
     Takes 2 arguments...&lt;br /&gt;
     1: Name of ship that cargo is being transferred from.&lt;br /&gt;
     2: Name of ship that cargo is being transferred to.&lt;br /&gt;
===[[exchange-cargo]]===&lt;br /&gt;
 exchange-cargo&lt;br /&gt;
     Exchange Cargo (Action operator)&lt;br /&gt;
     Exchanges the cargos of two ships. If one of the two ships contains no cargo, the cargo is transferred instead.&lt;br /&gt;
     Takes 2 arguments...&lt;br /&gt;
     1: Name of one of the ships.&lt;br /&gt;
     2: Name of the other ship.&lt;br /&gt;
===[[good-rearm-time]]===&lt;br /&gt;
 good-rearm-time&lt;br /&gt;
     Good rearm time (Action operator)&lt;br /&gt;
     Informs the game logic that right now is a good time for a given team to attempt to rearm their ships.&lt;br /&gt;
     The time parameter specified how long the &amp;quot;good time&amp;quot; will last.&lt;br /&gt;
 &lt;br /&gt;
     Takes 2 arguments...&lt;br /&gt;
     1: Team Name&lt;br /&gt;
     2: Time in seconds rearm window should last&lt;br /&gt;
===[[allow-ship]]===&lt;br /&gt;
 allow-ship&lt;br /&gt;
     Allow ship (Action operator)&lt;br /&gt;
     This operator makes the given ship type available to the Terran team. Players will be able to have ships of this type&lt;br /&gt;
     in their starting wings in all future missions of this campaign.&lt;br /&gt;
 &lt;br /&gt;
     Takes 1 argument...&lt;br /&gt;
     1: Name of ship type (or ship class) to allow.&lt;br /&gt;
===[[allow-weapon]]===&lt;br /&gt;
 allow-weapon&lt;br /&gt;
     Allow weapon (Action operator)&lt;br /&gt;
     This operator makes the given weapon available to the Terran team. Players will be able to equip ships with&lt;br /&gt;
     in all future missions of this campaign.&lt;br /&gt;
 &lt;br /&gt;
     Takes 1 argument...&lt;br /&gt;
     1: Name of weapon (primary or secondary) to allow.&lt;br /&gt;
===[[break-warp]]===&lt;br /&gt;
 break-warp&lt;br /&gt;
     break-warp&lt;br /&gt;
     Break the warp drive on the specified ship. A broken warp drive can be repaired by a repair ship. Takes 1 or more arguments...&lt;br /&gt;
     All: List of ships to break the warp drive on&lt;br /&gt;
===[[fix-warp]]===&lt;br /&gt;
 fix-warp&lt;br /&gt;
     fix-warp&lt;br /&gt;
     Fixes a broken warp drive instantaneously. This option applies to warp drives broken with the break-warp sepxression.&lt;br /&gt;
     Takes 1 or more arguments...&lt;br /&gt;
     All: List of ships whose warp drive should be fixed&lt;br /&gt;
===[[never-warp]]===&lt;br /&gt;
 never-warp&lt;br /&gt;
     never-warp&lt;br /&gt;
     Never allows a ship to warp out. When this sexpression is used, the given ships will never be able to warp out.&lt;br /&gt;
     The warp drive cannot be repaired. Takes 1 or more arguments...&lt;br /&gt;
     All: List of ships whose are not allowed to warp out under any condition&lt;br /&gt;
===[[allow-warp]]===&lt;br /&gt;
 allow-warp&lt;br /&gt;
     allow-warp&lt;br /&gt;
     Allows a ship which was previously not allowed to warp out to do so. When this sexpression is used, the given ships&lt;br /&gt;
     will be able to warp out again. Takes 1 or more arguments...&lt;br /&gt;
     All: List of ships whose are allowed to warp out&lt;br /&gt;
===[[good-secondary-time]]===&lt;br /&gt;
 good-secondary-time&lt;br /&gt;
     Set preferred secondary weapons&lt;br /&gt;
     This sexpression is used to inform the AI about preferred secondary weapons to fire during combat. When this expression&lt;br /&gt;
     is evaulated, any AI ships of the given team prefer to fire the given weapon at the given ship. (Preferred over other&lt;br /&gt;
     secondary weapons)&lt;br /&gt;
&lt;br /&gt;
     Takes 4 argument...&lt;br /&gt;
     1: Team name which will prefer firing given weapon&lt;br /&gt;
     2: Maximum number of this type of weapon above team can fire.&lt;br /&gt;
     3: Weapon name (list includes only the valid weapons for this expression&lt;br /&gt;
     4: Ship name at which the above named team should fire the above named weapon.&lt;br /&gt;
===[[ship-invisible]]===&lt;br /&gt;
 ship-invisible&lt;br /&gt;
     ship-invisible&lt;br /&gt;
     Causes the ships listed in this sexpression to be invisible to player sensors.&lt;br /&gt;
 &lt;br /&gt;
     Takes 1 or more arguments...&lt;br /&gt;
     1+: Name of ships to make invisible to sensors.&lt;br /&gt;
===[[ship-visible]]===&lt;br /&gt;
 ship-visible&lt;br /&gt;
     ship-visible&lt;br /&gt;
     Causes the ships listed in this sexpression to be visible with player sensors.&lt;br /&gt;
 &lt;br /&gt;
     Takes 1 or more arguments...&lt;br /&gt;
     1+: Name of ships to make visible to sensors.&lt;br /&gt;
===[[ship-invulnerable]]===&lt;br /&gt;
 ship-invulnerable&lt;br /&gt;
     ship-invulnerable&lt;br /&gt;
     Causes the ships listed in this sexpression to be invulnerable to weapons. Use with caution!!!!&lt;br /&gt;
 &lt;br /&gt;
     Takes 1 or more arguments...&lt;br /&gt;
     1+: Name of ships to make invulnerable to weapons.&lt;br /&gt;
===[[ship-vulnerable]]===&lt;br /&gt;
 ship-vulnerable&lt;br /&gt;
     ship-vulnerable&lt;br /&gt;
     Causes the ship listed in this sexpression to be vulnerable to weapons.&lt;br /&gt;
 &lt;br /&gt;
     Takes 1 or more arguments...&lt;br /&gt;
     1+: Name of ships to make vulnerable to weapons.&lt;br /&gt;
===[[red-alert]]===&lt;br /&gt;
 red-alert&lt;br /&gt;
     red-alert&lt;br /&gt;
     Causes Red Alert status in a mission. This function ends the current mission, and moves to the next mission&lt;br /&gt;
     in the campaign under red alert status. There should only be one branch from a mission that uses this expression&lt;br /&gt;
 &lt;br /&gt;
     Takes no arguments.&lt;br /&gt;
===[[jettison-cargo-delay]]===&lt;br /&gt;
 jettison-cargo-delay&lt;br /&gt;
     jettison-cargo-delay&lt;br /&gt;
     Causes a cargo carrying ship to jettison its cargo without the undocking procedure. Takes 2 or more arguments...&lt;br /&gt;
     1: Ship to jettison cargo&lt;br /&gt;
     2: Delay after which to jettison cargo (note that this isn&#039;t actually used)&lt;br /&gt;
     Rest (optional): Cargo to jettison. If no optional arguments are specified, the ship jettisons all cargo. &lt;br /&gt;
===[[fire-beam]]===&lt;br /&gt;
 fire-beam&lt;br /&gt;
     beam-fire&lt;br /&gt;
     Fire a beam weapon from a specified subsystem&lt;br /&gt;
     1: Ship which will be firing&lt;br /&gt;
     2: Turret which will fire the beam (note, this turret must have at least 1 beam weapon on it)&lt;br /&gt;
     3: Ship which will be targeted&lt;br /&gt;
     Use add-data to add a specific subsystem to target on the specified target ship&lt;br /&gt;
===[[beam-free]]===&lt;br /&gt;
 beam-free&lt;br /&gt;
     beam-free&lt;br /&gt;
     Sets one or more beam weapons to allow firing for a given ship&lt;br /&gt;
     1: Ship to be operated on&lt;br /&gt;
     2, 3, etc : List of turrets to activate &lt;br /&gt;
===[[beam-free-all]]===&lt;br /&gt;
 beam-free-all&lt;br /&gt;
     beam-free-all&lt;br /&gt;
     Sets all beam weapons on the specified ship to be active &lt;br /&gt;
===[[beam-lock]]===&lt;br /&gt;
 beam-lock&lt;br /&gt;
     beam-lock&lt;br /&gt;
     Sets one or more beam weapons to NOT allow firing for a given ship&lt;br /&gt;
     1: Ship to be operated on&lt;br /&gt;
     2, 3, etc : List of turrets to deactivate &lt;br /&gt;
===[[beam-lock-all]]===&lt;br /&gt;
 beam-lock-all&lt;br /&gt;
     beam-lock-all&lt;br /&gt;
     Sets all beam weapons on the specified ship to be deactivated &lt;br /&gt;
===[[turret-free]]===&lt;br /&gt;
 turret-free&lt;br /&gt;
     turret-free&lt;br /&gt;
     Sets one or more turret weapons to allow firing for a given ship&lt;br /&gt;
     1: Ship to be operated on&lt;br /&gt;
     2, 3, etc : List of turrets to activate &lt;br /&gt;
===[[turret-free-all]]===&lt;br /&gt;
 turret-free-all&lt;br /&gt;
     turret-free-all&lt;br /&gt;
     Sets all turret weapons on the specified ship to be active &lt;br /&gt;
===[[turret-lock]]===&lt;br /&gt;
 turret-lock&lt;br /&gt;
     turret-lock&lt;br /&gt;
     Sets one or more turret weapons to NOT allow firing for a given ship&lt;br /&gt;
     1: Ship to be operated on&lt;br /&gt;
     2, 3, etc : List of turrets to deactivate &lt;br /&gt;
===[[turret-lock-all]]===&lt;br /&gt;
 turret-lock-all&lt;br /&gt;
     turret-lock-all&lt;br /&gt;
     Sets all turret weapons on the specified ship to be deactivated &lt;br /&gt;
===[[add-remove-escort]]===&lt;br /&gt;
 add-remove-escort&lt;br /&gt;
     add-remove-escort&lt;br /&gt;
     Adds or removes a ship from an escort list.&lt;br /&gt;
     1: Ship to be added or removed&lt;br /&gt;
     2: 0 to remove from the list, any positive value will be used as the escort priority&lt;br /&gt;
     NOTE : it _IS_ safe to add a ship which may already be on the list or remove&lt;br /&gt;
     a ship which is not on the list &lt;br /&gt;
===[[awacs-set-range]]===&lt;br /&gt;
 awacs-set-radius&lt;br /&gt;
     awacs-set-radius&lt;br /&gt;
     Sets the awacs radius for a given ship subsystem. NOTE : does not work properly in multiplayer&lt;br /&gt;
     1: Ship which has the awacs subsystem&lt;br /&gt;
     2: Awacs subsystem&lt;br /&gt;
     3: New radius &lt;br /&gt;
===[[send-message-list]]===&lt;br /&gt;
 send-message-list&lt;br /&gt;
     send-message-list&lt;br /&gt;
     Sends a series of delayed messages. All times are accumulated 1: Name of who the message is from.&lt;br /&gt;
     2: Priority of message (&amp;quot;Low&amp;quot;, &amp;quot;Normal&amp;quot; or &amp;quot;High&amp;quot;).&lt;br /&gt;
     3: Name of message (from message editor).&lt;br /&gt;
     4: Delay in ms&lt;br /&gt;
     Use Add-Data for multiple messagesIMPORTANT : each additional message in the list MUST HAVE 4 entries;&lt;br /&gt;
     any message without the 4 proper fields will be ignored, as will any&lt;br /&gt;
     successive messages&lt;br /&gt;
===[[cap-waypoint-speed]]===&lt;br /&gt;
 cap-waypoint-speed&lt;br /&gt;
     cap-waypoint-speed&lt;br /&gt;
     Sets the maximum speed of a ship while flying waypoints.&lt;br /&gt;
     1: Ship name&lt;br /&gt;
     2: Maximum speed while flying waypoints&lt;br /&gt;
     NOTE: This will only work if the ship is already in the game&lt;br /&gt;
     NOTE: Set to -1 to reset &lt;br /&gt;
===[[ship-guardian]]===&lt;br /&gt;
 ship-guardian&lt;br /&gt;
     ship-guardian&lt;br /&gt;
     Causes the ships listed in this sexpression to not be killable by weapons. Use with caution!!!!&lt;br /&gt;
 &lt;br /&gt;
     Takes 1 or more arguments...&lt;br /&gt;
     1+: Name of ships to make unkillable.&lt;br /&gt;
===[[ship-no-guardian]]===&lt;br /&gt;
 ship-no-guardian&lt;br /&gt;
     ship-no-guardian&lt;br /&gt;
     Causes the ships listed in this sexpression to be killable by weapons, if not invulnerable.&lt;br /&gt;
 &lt;br /&gt;
     Takes 1 or more arguments...&lt;br /&gt;
     1+: Name of ships to make killable.&lt;br /&gt;
===[[ship-vanish]]===&lt;br /&gt;
 ship-vanish&lt;br /&gt;
     ship-vanish&lt;br /&gt;
     Makes the named ship vanish (no log and vanish)&lt;br /&gt;
     Single Player Only! Warning: This will cause ship exit not to be logged, so &#039;has-departed&#039;, etc. will not work&lt;br /&gt;
     1: List of ship names to vanish &lt;br /&gt;
===[[turret-tagged-only]]===&lt;br /&gt;
 turret-tagged-only&lt;br /&gt;
     turret-tagged-only&lt;br /&gt;
     Makes turrets target and hence fire strictly at tagged objects&lt;br /&gt;
     1: Ship name&lt;br /&gt;
     NOTE: Will not stop a turret already firing at an untagged ship &lt;br /&gt;
===[[turret-tagged-clear]]===&lt;br /&gt;
 turret-tagged-clear&lt;br /&gt;
     turret-tagged-clear&lt;br /&gt;
     Relaxes restriction on turrets targeting only tagged ships&lt;br /&gt;
     1: Ship name &lt;br /&gt;
===[[subsys-set-random]]===&lt;br /&gt;
 subsys-set-random&lt;br /&gt;
     subsys-set-random&lt;br /&gt;
     Sets ship subsystem strength in a given range&lt;br /&gt;
     1: Ship name&lt;br /&gt;
     2: Low range&lt;br /&gt;
     3: High range&lt;br /&gt;
     4: List of subsys names not to be randomized &lt;br /&gt;
===[[supernova-start]]===&lt;br /&gt;
 supernova-start&lt;br /&gt;
     supernova-start&lt;br /&gt;
     1: Time in seconds until the supernova shockwave hits the player &lt;br /&gt;
===[[cargo-no-deplete]]===&lt;br /&gt;
 cargo-no-deplete&lt;br /&gt;
     cargo-no-deplete&lt;br /&gt;
     Causes the named ship to have unlimited cargo.&lt;br /&gt;
     Note: only applies to BIG or HUGE ships&lt;br /&gt;
     Takes 1 or more arguments...&lt;br /&gt;
     1: Name of one of the ships.&lt;br /&gt;
     2: optional: 1 disallow depletion, 0 allow depletion.&lt;br /&gt;
==Conditionals==&lt;br /&gt;
===[[when]]===&lt;br /&gt;
 when&lt;br /&gt;
     When (Conditional operator)&lt;br /&gt;
     Performs specified actions when a condition becomes true&lt;br /&gt;
 &lt;br /&gt;
     Takes 2 or more arguments...&lt;br /&gt;
     1: Boolean expression that must be true for actions to take place.&lt;br /&gt;
     Rest: Actions to take when boolean expression becomes true.&lt;br /&gt;
==Debugging==&lt;br /&gt;
===[[error]]===&lt;br /&gt;
==Ai goals==&lt;br /&gt;
===[[ai-chase]]===&lt;br /&gt;
 ai-chase&lt;br /&gt;
     Ai-chase (Ship goal)&lt;br /&gt;
     Causes the specified ship to chase and attack the specified target.&lt;br /&gt;
 &lt;br /&gt;
     Takes 2 arguments...&lt;br /&gt;
     1: Name of ship to chase.&lt;br /&gt;
     2: Goal priority (number between 0 and 89).&lt;br /&gt;
===[[ai-dock]]===&lt;br /&gt;
 ai-dock&lt;br /&gt;
     Ai-dock (Ship goal)&lt;br /&gt;
     Causes one ship to dock with another ship.&lt;br /&gt;
 &lt;br /&gt;
     Takes 4 arguments...&lt;br /&gt;
     1: Name of dockee ship (The ship that &amp;quot;docker&amp;quot; will dock with).&lt;br /&gt;
     2: Docker&#039;s docking point - Which dock point docker uses to dock.&lt;br /&gt;
     3: Dockee&#039;s docking point - Which dock point on dockee docker will move to.&lt;br /&gt;
     4: Goal priority (number between 0 and 89).&lt;br /&gt;
===[[ai-undock]]===&lt;br /&gt;
 ai-undock&lt;br /&gt;
     Ai-undock (Ship goal)&lt;br /&gt;
     Causes the specified ship to undock from who it is currently docked with.&lt;br /&gt;
 &lt;br /&gt;
     Takes 1 or 2 arguments...&lt;br /&gt;
     1: Goal priority (number between 0 and 89).&lt;br /&gt;
     2 (optional): Ship to undock from. If none is specified, the code will pick the first docked ship.&lt;br /&gt;
===[[ai-warp-out]]===&lt;br /&gt;
 ai-warp-out&lt;br /&gt;
     Ai-warp-out (Ship/Wing Goal)&lt;br /&gt;
     Causes the specified ship/wing to warp out of the mission. Currently, the ship will warp out at its current location.&lt;br /&gt;
     This behavior will change. Currently, the first argument means nothing.&lt;br /&gt;
 &lt;br /&gt;
     Takes 2 arguments...&lt;br /&gt;
     1: Name of waypoint path to follow to warp out (not used).&lt;br /&gt;
     2: Goal priority (number between 0 and 89).&lt;br /&gt;
===[[ai-waypoints]]===&lt;br /&gt;
 ai-waypoints&lt;br /&gt;
     Ai-waypoints (Ship goal)&lt;br /&gt;
     Causes the specified ship to fly a waypoint path continuously.&lt;br /&gt;
 &lt;br /&gt;
     Takes 2 arguments...&lt;br /&gt;
     1: Name of waypoint path to fly.&lt;br /&gt;
     2: Goal priority (number between 0 and 89).&lt;br /&gt;
===[[ai-waypoints-once]]===&lt;br /&gt;
 ai-waypoints-once&lt;br /&gt;
     Ai-waypoints once (Ship goal)&lt;br /&gt;
     Causes the specified ship to fly a waypoint path.&lt;br /&gt;
 &lt;br /&gt;
     Takes 2 arguments...&lt;br /&gt;
     1: Name of waypoint path to fly.&lt;br /&gt;
     2: Goal priority (number between 0 and 89).&lt;br /&gt;
===[[ai-destroy-subsystem]]===&lt;br /&gt;
 ai-destroy-subsystem&lt;br /&gt;
     Ai-destroy subsys (Ship goal)&lt;br /&gt;
     Causes the specified ship to attack and try and destroy the specified subsystem on the specified ship.&lt;br /&gt;
 &lt;br /&gt;
     Takes 3 arguments...&lt;br /&gt;
     1: Name of ship subsystem is on.&lt;br /&gt;
     2: Name of subsystem on the ship to attack and destroy.&lt;br /&gt;
     3: Goal priority (number between 0 and 89).&lt;br /&gt;
===[[ai-disable-ship]]===&lt;br /&gt;
 ai-disable-ship&lt;br /&gt;
     Ai-disable-ship (Ship/wing goal)&lt;br /&gt;
     This AI goal causes a ship/wing to destroy all of the engine subsystems on the specified ship.&lt;br /&gt;
     This goal is different than ai-destroy-subsystem since a ship may have multiple engine subsystems requiring&lt;br /&gt;
     the use of &amp;gt; 1 ai-destroy-subsystem goals.&lt;br /&gt;
 &lt;br /&gt;
     Takes 2 arguments...&lt;br /&gt;
     1: Name of ship whose engine subsystems should be destroyed&lt;br /&gt;
     2: Goal priority (number between 0 and 89).&lt;br /&gt;
===[[ai-disarm-ship]]===&lt;br /&gt;
 ai-disarm-ship&lt;br /&gt;
     Ai-disarm-ship (Ship/wing goal)&lt;br /&gt;
     This AI goal causes a ship/wing to destroy all of the turret subsystems on the specified ship.&lt;br /&gt;
     This goal is different than ai-destroy-subsystem since a ship may have multiple turret subsystems requiring&lt;br /&gt;
     the use of &amp;gt; 1 ai-destroy-subsystem goals.&lt;br /&gt;
 &lt;br /&gt;
     Takes 2 arguments...&lt;br /&gt;
     1: Name of ship whose turret subsystems should be destroyed&lt;br /&gt;
     2: Goal priority (number between 0 and 89).&lt;br /&gt;
===[[ai-guard]]===&lt;br /&gt;
 ai-guard&lt;br /&gt;
     Ai-guard (Ship goal)&lt;br /&gt;
     Causes the specified ship to guard a ship from other ships not on the same team.&lt;br /&gt;
 &lt;br /&gt;
     Takes 2 arguments...&lt;br /&gt;
     1: Name of ship to guard.&lt;br /&gt;
     2: Goal priority (number between 0 and 89).&lt;br /&gt;
===[[ai-chase-any]]===&lt;br /&gt;
 ai-chase-any&lt;br /&gt;
     Ai-chase-any (Ship goal)&lt;br /&gt;
     Causes the specified ship to chase and attack any ship on the opposite team.&lt;br /&gt;
 &lt;br /&gt;
     Takes 1 argument...&lt;br /&gt;
     1: Goal priority (number between 0 and 89).&lt;br /&gt;
===[[ai-evade-ship]]===&lt;br /&gt;
 ai-evade-ship&lt;br /&gt;
     Ai-evade ship (Ship goal)&lt;br /&gt;
     Causes the specified ship to go into evade mode and run away like the weak sally-boy it is.&lt;br /&gt;
 &lt;br /&gt;
     Takes 2 arguments...&lt;br /&gt;
     1: Name of ship to evade from.&lt;br /&gt;
     2: Goal priority (number between 0 and 89).&lt;br /&gt;
===[[ai-stay-near-ship]]===&lt;br /&gt;
 ai-stay-near-ship&lt;br /&gt;
     Ai-stay near ship (Ship goal)&lt;br /&gt;
     Causes the specified ship to keep itself near the given ship and not stray too far away from it.&lt;br /&gt;
 &lt;br /&gt;
     Takes 2 arguments...&lt;br /&gt;
     1: Name of ship to stay near.&lt;br /&gt;
     2: Goal priority (number between 0 and 89).&lt;br /&gt;
===[[ai-keep-safe-distance]]===&lt;br /&gt;
 ai-keep-safe-distance&lt;br /&gt;
     Ai-keep safe distance (Ship goal)&lt;br /&gt;
     Tells the specified ship to stay a safe distance away from any ship that isn&#039;t on the same team as it.&lt;br /&gt;
 &lt;br /&gt;
     Takes 1 argument...&lt;br /&gt;
     1: Goal priority (number between 0 and 89).&lt;br /&gt;
===[[ai-ignore]]===&lt;br /&gt;
 ai-ignore&lt;br /&gt;
     Ai-ignore (Ship goal)&lt;br /&gt;
     Tells all ships to ignore the given ship and not consider it as a valid target to attack.&lt;br /&gt;
 &lt;br /&gt;
     Takes 2 arguments...&lt;br /&gt;
     1: Name of ship to ignore.&lt;br /&gt;
     2: Goal priority (number between 0 and 89).&lt;br /&gt;
===[[ai-stay-still]]===&lt;br /&gt;
 ai-stay-still&lt;br /&gt;
     Ai-stay still (Ship goal)&lt;br /&gt;
     Causes the specified ship to stay still. The ship will do nothing until attacked at which time the ship will&lt;br /&gt;
     come to life and defend itself.&lt;br /&gt;
 &lt;br /&gt;
     Takes 2 arguments...&lt;br /&gt;
     1: Ship or waypoint the ship staying still will directly face (currently not implemented)&lt;br /&gt;
     2: Goal priority (number between 0 and 89).&lt;br /&gt;
===[[ai-play-dead]]===&lt;br /&gt;
 ai-play-dead&lt;br /&gt;
     Ai-play dead (Ship goal)&lt;br /&gt;
     Causes the specified ship to pretend that it is dead and not do anything. This expression should be used to indicate&lt;br /&gt;
     that a ship has no pilot and cannot respond to any enemy threats. A ship playing dead will not respond to any attack.&lt;br /&gt;
     This should really be named ai-is-dead&lt;br /&gt;
 &lt;br /&gt;
     Takes 1 argument...&lt;br /&gt;
     1: Goal priority (number between 0 and 89).&lt;br /&gt;
==Event/Goals==&lt;br /&gt;
===[[is-goal-incomplete]]===&lt;br /&gt;
 is-goal-incomplete&lt;br /&gt;
     Mission Goal Incomplete (Boolean operator)&lt;br /&gt;
     Returns true if the specified goal in the this mission is incomplete. This sexpression will only be useful&lt;br /&gt;
     in conjunction with another sexpression likehas-time-elapsed. Used alone, it will return true upon misison startup.&lt;br /&gt;
     Returns a boolean value. Takes 1 argument...&lt;br /&gt;
     1: Name of the event in the mission.&lt;br /&gt;
===[[is-goal-true-delay]]===&lt;br /&gt;
 is-goal-true-delay&lt;br /&gt;
     Mission Goal True (Boolean operator)&lt;br /&gt;
     Returns true N seconds after the specified goal in the this mission is true (or succeeded). It returns false otherwise.&lt;br /&gt;
 &lt;br /&gt;
     Returns a boolean value. Takes 2 required arguments and 1 optional argument...&lt;br /&gt;
     1: Name of the event in the mission.&lt;br /&gt;
     2: Number of seconds to delay before returning true.&lt;br /&gt;
===[[is-goal-false-delay]]===&lt;br /&gt;
 is-goal-false-delay&lt;br /&gt;
     Mission Goal False (Boolean operator)&lt;br /&gt;
     Returns true N seconds after the specified goal in the this mission is false (or failed). It returns false otherwise.&lt;br /&gt;
 &lt;br /&gt;
     Returns a boolean value. Takes 2 required arguments and 1 optional argument...&lt;br /&gt;
     1: Name of the event in the mission.&lt;br /&gt;
     2: Number of seconds to delay before returning true.&lt;br /&gt;
===[[is-event-incomplete]]===&lt;br /&gt;
 is-event-incomplete&lt;br /&gt;
     Mission Event Incomplete (Boolean operator)&lt;br /&gt;
     Returns true if the specified event in the this mission is incomplete. This sexpression will only be useful&lt;br /&gt;
     in conjunction with another sexpression likehas-time-elapsed. Used alone, it will return true upon misison startup.&lt;br /&gt;
     Returns a boolean value. Takes 1 argument...&lt;br /&gt;
     1: Name of the event in the mission.&lt;br /&gt;
===[[is-event-true-delay]]===&lt;br /&gt;
 is-event-true-delay&lt;br /&gt;
     Mission Event True (Boolean operator)&lt;br /&gt;
     Returns true N seconds after the specified event in the this mission is true (or succeeded). It returns false otherwise.&lt;br /&gt;
 &lt;br /&gt;
     Returns a boolean value. Takes 2 required arguments and 1 optional argument...&lt;br /&gt;
     1: Name of the event in the mission.&lt;br /&gt;
     2: Number of seconds to delay before returning true.&lt;br /&gt;
     3: (Optional) True/False which signifies this is a current event, whether true, false, or unknown, for use as a directive.&lt;br /&gt;
===[[is-event-false-delay]]===&lt;br /&gt;
 is-event-false-delay&lt;br /&gt;
     Mission Event False (Boolean operator)&lt;br /&gt;
     Returns true N seconds after the specified event in the this mission is false (or failed). It returns false otherwise.&lt;br /&gt;
 &lt;br /&gt;
     Returns a boolean value. Takes 2 required arguments and 1 optional argument...&lt;br /&gt;
     1: Name of the event in the mission.&lt;br /&gt;
     2: Number of seconds to delay before returning true.&lt;br /&gt;
     3: (Optional) True/False which signifies this is a current event, whether true, false, or unknown, for use as a directive.&lt;br /&gt;
===[[is-previous-goal-true]]===&lt;br /&gt;
 is-previous-goal-true&lt;br /&gt;
     Previous Mission Goal True (Boolean operator)&lt;br /&gt;
     Returns true if the specified goal in the specified mission is true (or succeeded). It returns false otherwise.&lt;br /&gt;
 &lt;br /&gt;
     Returns a boolean value. Takes 2 required arguments and 1 optional argument...&lt;br /&gt;
     1: Name of the mission.&lt;br /&gt;
     2: Name of the goal in the mission.&lt;br /&gt;
     3: (Optional) True/False which signifies what this sexpession should return when this mission is played as a single mission.&lt;br /&gt;
===[[is-previous-goal-false]]===&lt;br /&gt;
 is-previous-goal-false&lt;br /&gt;
     Previous Mission Goal False (Boolean operator)&lt;br /&gt;
     Returns true if the specified goal in the specified mission is false (or failed). It returns false otherwise.&lt;br /&gt;
 &lt;br /&gt;
     Returns a boolean value. Takes 2 required arguments and 1 optional argument...&lt;br /&gt;
     1: Name of the mission.&lt;br /&gt;
     2: Name of the goal in the mission.&lt;br /&gt;
     3: (Optional) True/False which signifies what this sexpession should return when this mission is played as a single mission.&lt;br /&gt;
===[[is-previous-event-true]]===&lt;br /&gt;
 is-previous-event-true&lt;br /&gt;
     Previous Mission Event True (Boolean operator)&lt;br /&gt;
     Returns true if the specified event in the specified mission is true (or succeeded). It returns false otherwise.&lt;br /&gt;
 &lt;br /&gt;
     Returns a boolean value. Takes 2 required arguments and 1 optional argument...&lt;br /&gt;
     1: Name of the mission.&lt;br /&gt;
     2: Name of the event in the mission.&lt;br /&gt;
     3: (Optional) True/False which signifies what this sexpession should return when this mission is played as a single mission.&lt;br /&gt;
===[[is-previous-event-false]]===&lt;br /&gt;
 is-previous-event-false&lt;br /&gt;
     Previous Mission Event False (Boolean operator)&lt;br /&gt;
     Returns true if the specified event in the specified mission is false (or failed). It returns false otherwise.&lt;br /&gt;
 &lt;br /&gt;
     Returns a boolean value. Takes 2 required arguments and 1 optional argument...&lt;br /&gt;
     1: Name of the mission.&lt;br /&gt;
     2: Name of the event in the mission.&lt;br /&gt;
     3: (Optional) True/False which signifies what this sexpession should return when this mission is played as a single mission.&lt;br /&gt;
==Training==&lt;br /&gt;
===[[key-pressed]]===&lt;br /&gt;
 key-pressed&lt;br /&gt;
     Key-pressed (Boolean training operator)&lt;br /&gt;
     Becomes true when the specified default key has been pressed. Default key refers to the what the key normally&lt;br /&gt;
     is when not remapped. FreeSpace will automatically account for any keys that have been remapped.&lt;br /&gt;
     If the optional delay is specified, becomes true that many seconds after the key has been pressed.&lt;br /&gt;
 &lt;br /&gt;
     Returns a boolean value. Takes 1 or 2 arguments...&lt;br /&gt;
     1: Default key to check for.&lt;br /&gt;
     2: Delay before operator registers as true (optional). &lt;br /&gt;
===[[key-reset]]===&lt;br /&gt;
 key-reset&lt;br /&gt;
     Key-reset (Training operator)&lt;br /&gt;
     Marks the specified default key as having not been pressed, so key-pressed will be false until the player presses it again.&lt;br /&gt;
     See key-pressed help for more information about what a default key is.&lt;br /&gt;
 &lt;br /&gt;
     Note that this sexp will not work properly in repeating events. Use key-reset-multiple if this is to be called&lt;br /&gt;
     multiple times in one event.&lt;br /&gt;
 &lt;br /&gt;
     Returns a boolean value. Takes 1 or more arguments...&lt;br /&gt;
     All: Default key to reset.&lt;br /&gt;
===[[targeted]]===&lt;br /&gt;
 targeted&lt;br /&gt;
     Targeted (Boolean training operator)&lt;br /&gt;
     Is true as long as the player has the specified ship (or ship&#039;s subsystem) targeted, or has been targeted for the&lt;br /&gt;
     specified amount of time.&lt;br /&gt;
 &lt;br /&gt;
     Returns a boolean value. Takes 1 to 3 arguments (first required, rest optional):&lt;br /&gt;
     1: Name of ship to check if targeted by player.&lt;br /&gt;
     2: Length of time target should have been kept for (optional).&lt;br /&gt;
     3: Name of subsystem on ship to check if targeted (optional).&lt;br /&gt;
===[[speed]]===&lt;br /&gt;
 speed&lt;br /&gt;
     Speed (Boolean training operator)&lt;br /&gt;
     Becomes true when the player has been within the specified speed range set by set-training-context-speed for the&lt;br /&gt;
     specified amount of time.&lt;br /&gt;
 &lt;br /&gt;
     Returns a boolean value. Takes 1 argument...&lt;br /&gt;
     1: Time in seconds.&lt;br /&gt;
===[[facing]]===&lt;br /&gt;
 facing&lt;br /&gt;
     Facing (Boolean training operator)&lt;br /&gt;
     Is true as long as the specified ship is within the player&#039;s specified forward cone. A forward cone is defined as&lt;br /&gt;
     any point that the angle between the vector of the point and the player, and the forward facing vector is within&lt;br /&gt;
     the given angle.&lt;br /&gt;
 &lt;br /&gt;
     Returns a boolean value. Takes 2 argument...&lt;br /&gt;
     1: Ship to check is withing forward cone.&lt;br /&gt;
     2: Angle in degrees of the forward cone.&lt;br /&gt;
===[[facing-waypoint]]===&lt;br /&gt;
 facing-waypoint&lt;br /&gt;
     Facing Waypoint(Boolean training operator)&lt;br /&gt;
     Is true as long as the specified first waypoint is within the player&#039;s specified forward cone.&lt;br /&gt;
     A forward cone is defined as any point that the angle between the vector of the point and the player,&lt;br /&gt;
     and the forward facing vector is within the given angle.&lt;br /&gt;
 &lt;br /&gt;
     Returns a boolean value. Takes 2 argument...&lt;br /&gt;
     1: Name of waypoint path whose first point is withing forward cone.&lt;br /&gt;
     2: Angle in degrees of the forward cone.&lt;br /&gt;
===[[order]]===&lt;br /&gt;
 order&lt;br /&gt;
     Order (Boolean training operator)&lt;br /&gt;
     Becomes true when the player had given the specified ship or wing the specified order.&lt;br /&gt;
 &lt;br /&gt;
     Returns a boolean value. Takes 2 or 3 arguments...&lt;br /&gt;
     1: Name of ship or wing to check if given order to.&lt;br /&gt;
     2: Name of order to check if player has given.&lt;br /&gt;
     3: Name of the target of the order (optional).&lt;br /&gt;
===[[waypoint-missed]]===&lt;br /&gt;
 waypoint-missed&lt;br /&gt;
     Waypoint-missed (Boolean training operator)&lt;br /&gt;
     Becomes true when a waypoint is flown, but the waypoint is ahead of the one they are supposed to be flying.&lt;br /&gt;
     The one they are supposed to be flying is the next one in sequence in the path after the last one they have hit.&lt;br /&gt;
 &lt;br /&gt;
     Returns a boolean value. Takes no arguments.&lt;br /&gt;
===[[waypoint-twice]]===&lt;br /&gt;
 waypoint-twice&lt;br /&gt;
     Waypoint-twice (Boolean training operator)&lt;br /&gt;
     Becomes true when a waypoint is hit that is before the last one hit, which indicates they have flown a waypoint twice.&lt;br /&gt;
 &lt;br /&gt;
     Returns a boolean value. Takes no arguments.&lt;br /&gt;
===[[path-flown]]===&lt;br /&gt;
 path-flown&lt;br /&gt;
     Path-flown (Boolean training operator)&lt;br /&gt;
     Becomes true when all the waypoints in the path have been flown, in sequence.&lt;br /&gt;
 &lt;br /&gt;
     Returns a boolean value. Takes no arguments.&lt;br /&gt;
===[[training-msg]]===&lt;br /&gt;
 training-msg&lt;br /&gt;
     Training-msg (Action training operator)&lt;br /&gt;
     Sends the player a training message. Uses the same messages as normal messages, only they get displayed differently&lt;br /&gt;
     using this operator. If a secondary message is specified, it is sent the last time, while the primary message is&lt;br /&gt;
     sent all other times (event should have a repeat count greater than 1).&lt;br /&gt;
 &lt;br /&gt;
     Takes 1-3 arguments...&lt;br /&gt;
     1: Name of primary message to send.&lt;br /&gt;
     2: Name of secondary message to send (optional).&lt;br /&gt;
     3: Delay (in seconds) to wait before sending message. (optional)&lt;br /&gt;
     4: Amount of Time (in seconds) to display message (optional).&lt;br /&gt;
===[[flash-hud-gauge]]===&lt;br /&gt;
 flash-hud-gauge&lt;br /&gt;
     Ai-flash hud gauge (Training goal)&lt;br /&gt;
     Causes the specified hud gauge to flash to draw the player&#039;s attention to it.&lt;br /&gt;
 &lt;br /&gt;
     Takes 1 argument...&lt;br /&gt;
     1: Name of hud gauge to flash.&lt;br /&gt;
===[[special-check]]===&lt;br /&gt;
 special-check&lt;br /&gt;
     Special-check&lt;br /&gt;
     Mike K.&#039;s special training sexp. Returns a boolean value. Takes 1 argument as follows:&lt;br /&gt;
     0: Ship &amp;quot;Freighter 1&amp;quot; is aspect locked by the player&lt;br /&gt;
     1: Player has fired Interceptor#Weak at Freighter 1&lt;br /&gt;
     2: Ship &amp;quot;Freighter 1&amp;quot;, subsystem &amp;quot;Weapons&amp;quot; is aspect locked by the player&lt;br /&gt;
     3: Apply 10 points of damage to player&#039;s forward shields (action operator)&lt;br /&gt;
     4: Player&#039;s front shields are nearly gone&lt;br /&gt;
     5: Quickly recharge player&#039;s front shields (action operator)&lt;br /&gt;
     6: Reduce all shield quadrants except front to 0 (action operator)&lt;br /&gt;
     7: Front shield quadrant is near maximum strength&lt;br /&gt;
     8: Rear shield quadrant is near maximum strength&lt;br /&gt;
     9: Reduce left and right shield quadrants to 0 (action operator)&lt;br /&gt;
     10: Player has fewer than 8 missiles left&lt;br /&gt;
     11: Player has 8 or more missiles left&lt;br /&gt;
     12: Player has fewer than 4 missiles left&lt;br /&gt;
     13: Reduce front shield quadrant to 0 (action operator)&lt;br /&gt;
     100: Player is out of countermeasures&lt;br /&gt;
     2000: Training failed&lt;br /&gt;
===[[secondaries-depleted]]===&lt;br /&gt;
 secondaries-depleted&lt;br /&gt;
     secondaries-depleted&lt;br /&gt;
     Returns true if ship is out of secondary weapons&lt;br /&gt;
     1: Ship name &lt;br /&gt;
===[[set-training-context-fly-path]]===&lt;br /&gt;
 set-training-context-fly-path&lt;br /&gt;
     Set-training-context-fly-path (Training context operator)&lt;br /&gt;
     Tells FreeSpace that the player is expected to fly a waypoint path. This must be executed before waypoint-missed,&lt;br /&gt;
     waypoint-twice and path-flown operators become valid.&lt;br /&gt;
 &lt;br /&gt;
     Takes 2 arguments...&lt;br /&gt;
     1: Name of waypoint path player should fly.&lt;br /&gt;
     2: Distance away a player needs to be from a waypoint for it to be registered as flown.&lt;br /&gt;
===[[set-training-context-speed]]===&lt;br /&gt;
 set-training-context-speed&lt;br /&gt;
     Set-training-context-speed (Training context operator)&lt;br /&gt;
     Tells FreeSpace that the player is expected to fly within a certain speed range. Once this operator has been executed,&lt;br /&gt;
     you can measure how long they have been within this speed range with the speed operator.&lt;br /&gt;
 &lt;br /&gt;
     Takes 2 arguments...&lt;br /&gt;
     1: Minimum speed of range player is to fly between.&lt;br /&gt;
     2: Maximum speed of range player is to fly between.&lt;br /&gt;
[[Category:Lists]]&lt;br /&gt;
[[Category:FRED]]&lt;/div&gt;</summary>
		<author><name>Shade</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Sensor_degradation_with_range_or_facing&amp;diff=33520</id>
		<title>Sensor degradation with range or facing</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Sensor_degradation_with_range_or_facing&amp;diff=33520"/>
		<updated>2011-02-19T13:44:36Z</updated>

		<summary type="html">&lt;p&gt;Shade: Fixed an error in the event&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The following event is based on an idea by SypheDMar, as proposed in #freespace. It will, in theory, make a set of fighters either be invisible, show up as a fuzzy radar blip, or be fully targetable, all depending on their range to the player as well as whether the player is facing them (or more specifically if he has them within a 60-degree forward cone).&lt;br /&gt;
&lt;br /&gt;
==Nested &#039;when&#039;-based event==&lt;br /&gt;
&lt;br /&gt;
The following version of the event demonstrates a number of things, not the least of which are nested &#039;when&#039; operators, shared argument list between the nested whens, and considerable use of and/or-operators to fine tune triggers. Detailed explanation below, but without further ado, the event itself:&lt;br /&gt;
&lt;br /&gt;
 - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; when-argument&lt;br /&gt;
    - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; any-of&lt;br /&gt;
       # &amp;lt;list of ships for which to apply range/facing-based targetability&amp;gt;&lt;br /&gt;
    - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; true&lt;br /&gt;
    - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; when&lt;br /&gt;
       - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; and&lt;br /&gt;
          - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; not&lt;br /&gt;
             - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; is-ship-stealthy&lt;br /&gt;
                # &amp;lt;argument&amp;gt;&lt;br /&gt;
          - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; or&lt;br /&gt;
             - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; and&lt;br /&gt;
                - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; &amp;gt;&lt;br /&gt;
                   - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; distance&lt;br /&gt;
                      # &amp;lt;argument&amp;gt;&lt;br /&gt;
                      # Alpha 1&lt;br /&gt;
                   # 3000&lt;br /&gt;
                - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; facing&lt;br /&gt;
                   # &amp;lt;argument&amp;gt;&lt;br /&gt;
                   # 60&lt;br /&gt;
             - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; and&lt;br /&gt;
                - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; &amp;gt;&lt;br /&gt;
                   - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; distance&lt;br /&gt;
                      # &amp;lt;argument&amp;gt;&lt;br /&gt;
                      # Alpha 1&lt;br /&gt;
                   # 1000&lt;br /&gt;
                - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; not&lt;br /&gt;
                   - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; facing&lt;br /&gt;
                      # &amp;lt;argument&amp;gt;&lt;br /&gt;
                      # 60&lt;br /&gt;
       - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; ship-stealthy&lt;br /&gt;
          # &amp;lt;argument&amp;gt;&lt;br /&gt;
    - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; when&lt;br /&gt;
       - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; and&lt;br /&gt;
          - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; or&lt;br /&gt;
             - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; =&lt;br /&gt;
                # 2&lt;br /&gt;
                - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; is-ship-visible&lt;br /&gt;
                   # &amp;lt;argument&amp;gt;&lt;br /&gt;
             - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; is-ship-stealthy&lt;br /&gt;
                # &amp;lt;argument&amp;gt;&lt;br /&gt;
          - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; or&lt;br /&gt;
             - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; and&lt;br /&gt;
                - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; &amp;lt;=&lt;br /&gt;
                   - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; distance&lt;br /&gt;
                      # &amp;lt;argument&amp;gt;&lt;br /&gt;
                      # Alpha 1&lt;br /&gt;
                   # 3000&lt;br /&gt;
                - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; &amp;gt;&lt;br /&gt;
                   - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; distance&lt;br /&gt;
                      # &amp;lt;argument&amp;gt;&lt;br /&gt;
                      # Alpha 1&lt;br /&gt;
                   # 1000&lt;br /&gt;
                - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; facing&lt;br /&gt;
                   # &amp;lt;argument&amp;gt;&lt;br /&gt;
                   # 60&lt;br /&gt;
             - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; and&lt;br /&gt;
                - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; &amp;lt;=&lt;br /&gt;
                   - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; distance&lt;br /&gt;
                      # &amp;lt;argument&amp;gt;&lt;br /&gt;
                      # Alpha 1&lt;br /&gt;
                   # 1000&lt;br /&gt;
                - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; &amp;gt;&lt;br /&gt;
                   - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; distance&lt;br /&gt;
                      # &amp;lt;argument&amp;gt;&lt;br /&gt;
                      # Alpha 1&lt;br /&gt;
                   # 300&lt;br /&gt;
                - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; not&lt;br /&gt;
                   - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; facing&lt;br /&gt;
                      # &amp;lt;argument&amp;gt;&lt;br /&gt;
                      # 60&lt;br /&gt;
       - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; ship-invisible&lt;br /&gt;
          # &amp;lt;argument&amp;gt;&lt;br /&gt;
       - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; ship-unstealthy&lt;br /&gt;
          # &amp;lt;argument&amp;gt;&lt;br /&gt;
    - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; when&lt;br /&gt;
       - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; and&lt;br /&gt;
          - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; or&lt;br /&gt;
             - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; =&lt;br /&gt;
                # 0&lt;br /&gt;
                - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; is-ship-visible&lt;br /&gt;
                   # &amp;lt;argument&amp;gt;&lt;br /&gt;
             - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; is-ship-stealthy&lt;br /&gt;
                # &amp;lt;argument&amp;gt;&lt;br /&gt;
          - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; or&lt;br /&gt;
             - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; and&lt;br /&gt;
                - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; &amp;lt;=&lt;br /&gt;
                   - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; distance&lt;br /&gt;
                      # &amp;lt;argument&amp;gt;&lt;br /&gt;
                      # Alpha 1&lt;br /&gt;
                   # 1000&lt;br /&gt;
                - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; facing&lt;br /&gt;
                   # &amp;lt;argument&amp;gt;&lt;br /&gt;
                   # 60&lt;br /&gt;
             - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; and&lt;br /&gt;
                - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; &amp;lt;=&lt;br /&gt;
                   - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; distance&lt;br /&gt;
                      # &amp;lt;argument&amp;gt;&lt;br /&gt;
                      # Alpha 1&lt;br /&gt;
                   # 300&lt;br /&gt;
                - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; not&lt;br /&gt;
                   - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; facing&lt;br /&gt;
                      # &amp;lt;argument&amp;gt;&lt;br /&gt;
                      # 60&lt;br /&gt;
       - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; ship-visible&lt;br /&gt;
          # &amp;lt;argument&amp;gt;&lt;br /&gt;
       - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; ship-unstealthy&lt;br /&gt;
          # &amp;lt;argument&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note the use of nested &#039;when&#039; operators to cover three distinct sets of possibilities (in this case, distance brackets, but anything goes) within the same event, which allows them to draw on the same argument list. This is not terribly important in this particular case, as no arguments are invalidated or revalidated, but it is kept as one event for demonstration purposes. If one prefers, the event could easily be split in three without any change in functionality (one for each distance bracket).&lt;br /&gt;
&lt;br /&gt;
The trigger conditions for each distance bracket are complicated by the fact that for this example, the direction the player is facing is also taken into account - If a ship is within a 60-degree forward cone of the player, it can be targeted at a significantly greater distance than otherwise. To account for this, each distance bracket actually has two distinct sets of trigger conditions, one for when the player is facing the right way, and one for when he isn&#039;t. And each of those sets in itself may require multiple conditions. This is all accomplished with a combination of [[and]] operators and [[or]] operators, allowing very precise tuning of when an given action should be triggered.&lt;br /&gt;
&lt;br /&gt;
Finally, each distance bracket has a further condition which checks whether the ship currently being looked at is already set up for the bracket. Why? There&#039;s no point changing anything if nothing needs to be changed, and it&#039;s a waste of resources to, say, go setting invisibility flags for twenty ships every frame if they already have it set. It isn&#039;t strictly necessary to include such a check, but optimising where you can is a good habit to get into.&lt;br /&gt;
&lt;br /&gt;
==If-then-else-based Event==&lt;br /&gt;
&lt;br /&gt;
Now, using the above event (or three seperate ones), every distance bracket will get checked every frame against the argument list. Which, on the surface of it, is exactly what you want. But what if you could make it so the distance brackets are checked in turn, the next one in line only checked if the first one fails? That would surely save some CPU cycles. The thing is, you can. FreeSpace_Open now includes an [[if-then-else]] operator, which will let us do precisely that:&lt;br /&gt;
&lt;br /&gt;
 - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; when-argument&lt;br /&gt;
    - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; any-of&lt;br /&gt;
       # &amp;lt;list of ships for which to apply range/facing-based targetability&amp;gt;&lt;br /&gt;
    - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; true&lt;br /&gt;
    - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; if-then-else&lt;br /&gt;
       - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; and&lt;br /&gt;
          - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; not&lt;br /&gt;
             - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; is-ship-stealthy&lt;br /&gt;
                # &amp;lt;argument&amp;gt;&lt;br /&gt;
          - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; or&lt;br /&gt;
             - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; and&lt;br /&gt;
                - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; &amp;gt;&lt;br /&gt;
                   - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; distance&lt;br /&gt;
                      # &amp;lt;argument&amp;gt;&lt;br /&gt;
                      # Alpha 1&lt;br /&gt;
                   # 3000&lt;br /&gt;
                - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; facing&lt;br /&gt;
                   # &amp;lt;argument&amp;gt;&lt;br /&gt;
                   # 60&lt;br /&gt;
             - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; and&lt;br /&gt;
                - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; &amp;gt;&lt;br /&gt;
                   - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; distance&lt;br /&gt;
                      # &amp;lt;argument&amp;gt;&lt;br /&gt;
                      # Alpha 1&lt;br /&gt;
                   # 1000&lt;br /&gt;
                - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; not&lt;br /&gt;
                   - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; facing&lt;br /&gt;
                      # &amp;lt;argument&amp;gt;&lt;br /&gt;
                      # 60&lt;br /&gt;
       - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; ship-stealthy&lt;br /&gt;
          # &amp;lt;argument&amp;gt;&lt;br /&gt;
       - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; if-then-else&lt;br /&gt;
          - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; and&lt;br /&gt;
             - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; or&lt;br /&gt;
                - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; =&lt;br /&gt;
                   # 2&lt;br /&gt;
                   - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; is-ship-visible&lt;br /&gt;
                      # &amp;lt;argument&amp;gt;&lt;br /&gt;
                - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; is-ship-stealthy&lt;br /&gt;
                   # &amp;lt;argument&amp;gt;&lt;br /&gt;
             - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; or&lt;br /&gt;
                - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; and&lt;br /&gt;
                   - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; &amp;lt;=&lt;br /&gt;
                      - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; distance&lt;br /&gt;
                         # &amp;lt;argument&amp;gt;&lt;br /&gt;
                         # Alpha 1&lt;br /&gt;
                      # 3000&lt;br /&gt;
                   - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; &amp;gt;&lt;br /&gt;
                      - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; distance&lt;br /&gt;
                         # &amp;lt;argument&amp;gt;&lt;br /&gt;
                         # Alpha 1&lt;br /&gt;
                      # 1000&lt;br /&gt;
                   - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; facing&lt;br /&gt;
                      # &amp;lt;argument&amp;gt;&lt;br /&gt;
                      # 60&lt;br /&gt;
                - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; and&lt;br /&gt;
                   - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; &amp;lt;=&lt;br /&gt;
                      - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; distance&lt;br /&gt;
                         # &amp;lt;argument&amp;gt;&lt;br /&gt;
                         # Alpha 1&lt;br /&gt;
                      # 1000&lt;br /&gt;
                   - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; &amp;gt;&lt;br /&gt;
                      - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; distance&lt;br /&gt;
                         # &amp;lt;argument&amp;gt;&lt;br /&gt;
                         # Alpha 1&lt;br /&gt;
                      # 300&lt;br /&gt;
                   - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; not&lt;br /&gt;
                      - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; facing&lt;br /&gt;
                         # &amp;lt;argument&amp;gt;&lt;br /&gt;
                         # 60&lt;br /&gt;
          - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; when&lt;br /&gt;
             - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; true&lt;br /&gt;
             - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; ship-invisible&lt;br /&gt;
                # &amp;lt;argument&amp;gt;&lt;br /&gt;
             - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; ship-unstealthy&lt;br /&gt;
                # &amp;lt;argument&amp;gt;&lt;br /&gt;
          - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; when&lt;br /&gt;
             - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; and&lt;br /&gt;
                - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; or&lt;br /&gt;
                   - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; =&lt;br /&gt;
                   # 0&lt;br /&gt;
                   - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; is-ship-visible&lt;br /&gt;
                      # &amp;lt;argument&amp;gt;&lt;br /&gt;
                   - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; is-ship-stealthy&lt;br /&gt;
                      # &amp;lt;argument&amp;gt;&lt;br /&gt;
                - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; or&lt;br /&gt;
                   - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; and&lt;br /&gt;
                      - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; &amp;lt;=&lt;br /&gt;
                         - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; distance&lt;br /&gt;
                            # &amp;lt;argument&amp;gt;&lt;br /&gt;
                            # Alpha 1&lt;br /&gt;
                         # 1000&lt;br /&gt;
                      - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; facing&lt;br /&gt;
                         # &amp;lt;argument&amp;gt;&lt;br /&gt;
                         # 60&lt;br /&gt;
                   - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; and&lt;br /&gt;
                      - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; &amp;lt;=&lt;br /&gt;
                         - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; distance&lt;br /&gt;
                            # &amp;lt;argument&amp;gt;&lt;br /&gt;
                            # Alpha 1&lt;br /&gt;
                         # 300&lt;br /&gt;
                      - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; not&lt;br /&gt;
                         - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; facing&lt;br /&gt;
                            # &amp;lt;argument&amp;gt;&lt;br /&gt;
                            # 60&lt;br /&gt;
             - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; ship-visible&lt;br /&gt;
                # &amp;lt;argument&amp;gt;&lt;br /&gt;
             - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; ship-unstealthy&lt;br /&gt;
                # &amp;lt;argument&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In the revised event above, [[if-then-else]] is used to check the three distance brackets in sequence. If a ship is shown to place within a bracket, it acts on that and breaks out, whereas if a ship is not within the bracket being checked, it moves on to the next bracket and checks that instead. This reduces the amount of checks that happen compared to the first version of the event, and as a result will place a slightly lower demand on system resources. And while this is generally not a noticable effect, every CPU cycle does count.&lt;br /&gt;
&lt;br /&gt;
Note the use of an additional nested &#039;when&#039; in the second &#039;if-then-else&#039;. This is necessary as there is more than one action to be taken, and only the second argument of the &#039;if-then-else&#039; operator is the action to be taken if it is true - Third and beyond is for when it is false. Hence, the &#039;when&#039; is used to group two actions into one argument.&lt;br /&gt;
&lt;br /&gt;
Also note that the last case is not an &#039;if-then-else&#039;, but a &#039;when&#039;, just as in the first version of the event. This is because it is the last case, and as such there is no &#039;else&#039; if this fails as well. However, it is NOT a default case which will always be carried out should the other two fail. Were that the case, the actions in it could simply be tacked onto the third-and-beyond argument of the second &#039;if-then-else&#039;, with no need for the &#039;when&#039;.&lt;br /&gt;
&lt;br /&gt;
[[Category:FRED Examples]]&lt;/div&gt;</summary>
		<author><name>Shade</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Sensor_degradation_with_range_or_facing&amp;diff=33519</id>
		<title>Sensor degradation with range or facing</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Sensor_degradation_with_range_or_facing&amp;diff=33519"/>
		<updated>2011-02-19T13:22:31Z</updated>

		<summary type="html">&lt;p&gt;Shade: Improved comments&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The following event is based on an idea by SypheDMar, as proposed in #freespace. It will, in theory, make a set of fighters either be invisible, show up as a fuzzy radar blip, or be fully targetable, all depending on their range to the player as well as whether the player is facing them (or more specifically if he has them within a 60-degree forward cone).&lt;br /&gt;
&lt;br /&gt;
==Nested &#039;when&#039;-based event==&lt;br /&gt;
&lt;br /&gt;
The following version of the event demonstrates a number of things, not the least of which are nested &#039;when&#039; operators, shared argument list between the nested whens, and considerable use of and/or-operators to fine tune triggers. Detailed explanation below, but without further ado, the event itself:&lt;br /&gt;
&lt;br /&gt;
 - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; when-argument&lt;br /&gt;
    - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; any-of&lt;br /&gt;
       # &amp;lt;list of ships for which to apply range/facing-based targetability&amp;gt;&lt;br /&gt;
    - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; true&lt;br /&gt;
    - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; when&lt;br /&gt;
       - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; and&lt;br /&gt;
          - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; not&lt;br /&gt;
             - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; is-ship-stealthy&lt;br /&gt;
                # &amp;lt;argument&amp;gt;&lt;br /&gt;
          - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; or&lt;br /&gt;
             - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; and&lt;br /&gt;
                - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; &amp;gt;&lt;br /&gt;
                   - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; distance&lt;br /&gt;
                      # &amp;lt;argument&amp;gt;&lt;br /&gt;
                      # Alpha 1&lt;br /&gt;
                   # 3000&lt;br /&gt;
                - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; facing&lt;br /&gt;
                   # &amp;lt;argument&amp;gt;&lt;br /&gt;
                   # 60&lt;br /&gt;
             - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; and&lt;br /&gt;
                - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; &amp;gt;&lt;br /&gt;
                   - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; distance&lt;br /&gt;
                      # &amp;lt;argument&amp;gt;&lt;br /&gt;
                      # Alpha 1&lt;br /&gt;
                   # 1000&lt;br /&gt;
                - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; not&lt;br /&gt;
                   - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; facing&lt;br /&gt;
                      # &amp;lt;argument&amp;gt;&lt;br /&gt;
                      # 60&lt;br /&gt;
       - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; ship-stealthy&lt;br /&gt;
          # &amp;lt;argument&amp;gt;&lt;br /&gt;
    - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; when&lt;br /&gt;
       - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; and&lt;br /&gt;
          - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; or&lt;br /&gt;
             - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; is-ship-visible&lt;br /&gt;
                # &amp;lt;argument&amp;gt;&lt;br /&gt;
             - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; is-ship-stealthy&lt;br /&gt;
                # &amp;lt;argument&amp;gt;&lt;br /&gt;
          - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; or&lt;br /&gt;
             - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; and&lt;br /&gt;
                - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; &amp;lt;=&lt;br /&gt;
                   - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; distance&lt;br /&gt;
                      # &amp;lt;argument&amp;gt;&lt;br /&gt;
                      # Alpha 1&lt;br /&gt;
                   # 3000&lt;br /&gt;
                - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; &amp;gt;&lt;br /&gt;
                   - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; distance&lt;br /&gt;
                      # &amp;lt;argument&amp;gt;&lt;br /&gt;
                      # Alpha 1&lt;br /&gt;
                   # 1000&lt;br /&gt;
                - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; facing&lt;br /&gt;
                   # &amp;lt;argument&amp;gt;&lt;br /&gt;
                   # 60&lt;br /&gt;
             - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; and&lt;br /&gt;
                - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; &amp;lt;=&lt;br /&gt;
                   - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; distance&lt;br /&gt;
                      # &amp;lt;argument&amp;gt;&lt;br /&gt;
                      # Alpha 1&lt;br /&gt;
                   # 1000&lt;br /&gt;
                - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; &amp;gt;&lt;br /&gt;
                   - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; distance&lt;br /&gt;
                      # &amp;lt;argument&amp;gt;&lt;br /&gt;
                      # Alpha 1&lt;br /&gt;
                   # 300&lt;br /&gt;
                - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; not&lt;br /&gt;
                   - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; facing&lt;br /&gt;
                      # &amp;lt;argument&amp;gt;&lt;br /&gt;
                      # 60&lt;br /&gt;
       - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; ship-invisible&lt;br /&gt;
          # &amp;lt;argument&amp;gt;&lt;br /&gt;
       - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; ship-unstealthy&lt;br /&gt;
          # &amp;lt;argument&amp;gt;&lt;br /&gt;
    - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; when&lt;br /&gt;
       - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; and&lt;br /&gt;
          - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; or&lt;br /&gt;
             - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; not&lt;br /&gt;
                - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; is-ship-visible&lt;br /&gt;
                   # &amp;lt;argument&amp;gt;&lt;br /&gt;
             - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; is-ship-stealthy&lt;br /&gt;
                # &amp;lt;argument&amp;gt;&lt;br /&gt;
          - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; or&lt;br /&gt;
             - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; and&lt;br /&gt;
                - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; &amp;lt;=&lt;br /&gt;
                   - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; distance&lt;br /&gt;
                      # &amp;lt;argument&amp;gt;&lt;br /&gt;
                      # Alpha 1&lt;br /&gt;
                   # 1000&lt;br /&gt;
                - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; facing&lt;br /&gt;
                   # &amp;lt;argument&amp;gt;&lt;br /&gt;
                   # 60&lt;br /&gt;
             - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; and&lt;br /&gt;
                - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; &amp;lt;=&lt;br /&gt;
                   - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; distance&lt;br /&gt;
                      # &amp;lt;argument&amp;gt;&lt;br /&gt;
                      # Alpha 1&lt;br /&gt;
                   # 300&lt;br /&gt;
                - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; not&lt;br /&gt;
                   - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; facing&lt;br /&gt;
                      # &amp;lt;argument&amp;gt;&lt;br /&gt;
                      # 60&lt;br /&gt;
       - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; ship-visible&lt;br /&gt;
          # &amp;lt;argument&amp;gt;&lt;br /&gt;
       - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; ship-unstealthy&lt;br /&gt;
          # &amp;lt;argument&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note the use of nested &#039;when&#039; operators to cover three distinct sets of possibilities (in this case, distance brackets, but anything goes) within the same event, which allows them to draw on the same argument list. This is not terribly important in this particular case, as no arguments are invalidated or revalidated, but it is kept as one event for demonstration purposes. If one prefers, the event could easily be split in three without any change in functionality (one for each distance bracket).&lt;br /&gt;
&lt;br /&gt;
The trigger conditions for each distance bracket are complicated by the fact that for this example, the direction the player is facing is also taken into account - If a ship is within a 60-degree forward cone of the player, it can be targeted at a significantly greater distance than otherwise. To account for this, each distance bracket actually has two distinct sets of trigger conditions, one for when the player is facing the right way, and one for when he isn&#039;t. And each of those sets in itself may require multiple conditions. This is all accomplished with a combination of [[and]] operators and [[or]] operators, allowing very precise tuning of when an given action should be triggered.&lt;br /&gt;
&lt;br /&gt;
Finally, each distance bracket has a further condition which checks whether the ship currently being looked at is already set up for the bracket. Why? There&#039;s no point changing anything if nothing needs to be changed, and it&#039;s a waste of resources to, say, go setting invisibility flags for twenty ships every frame if they already have it set. It isn&#039;t strictly necessary to include such a check, but optimising where you can is a good habit to get into.&lt;br /&gt;
&lt;br /&gt;
==If-then-else-based Event==&lt;br /&gt;
&lt;br /&gt;
Now, using the above event (or three seperate ones), every distance bracket will get checked every frame against the argument list. Which, on the surface of it, is exactly what you want. But what if you could make it so the distance brackets are checked in turn, the next one in line only checked if the first one fails? That would surely save some CPU cycles. The thing is, you can. FreeSpace_Open now includes an [[if-then-else]] operator, which will let us do precisely that:&lt;br /&gt;
&lt;br /&gt;
 - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; when-argument&lt;br /&gt;
    - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; any-of&lt;br /&gt;
       # &amp;lt;list of ships for which to apply range/facing-based targetability&amp;gt;&lt;br /&gt;
    - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; true&lt;br /&gt;
    - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; if-then-else&lt;br /&gt;
       - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; and&lt;br /&gt;
          - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; not&lt;br /&gt;
             - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; is-ship-stealthy&lt;br /&gt;
                # &amp;lt;argument&amp;gt;&lt;br /&gt;
          - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; or&lt;br /&gt;
             - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; and&lt;br /&gt;
                - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; &amp;gt;&lt;br /&gt;
                   - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; distance&lt;br /&gt;
                      # &amp;lt;argument&amp;gt;&lt;br /&gt;
                      # Alpha 1&lt;br /&gt;
                   # 3000&lt;br /&gt;
                - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; facing&lt;br /&gt;
                   # &amp;lt;argument&amp;gt;&lt;br /&gt;
                   # 60&lt;br /&gt;
             - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; and&lt;br /&gt;
                - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; &amp;gt;&lt;br /&gt;
                   - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; distance&lt;br /&gt;
                      # &amp;lt;argument&amp;gt;&lt;br /&gt;
                      # Alpha 1&lt;br /&gt;
                   # 1000&lt;br /&gt;
                - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; not&lt;br /&gt;
                   - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; facing&lt;br /&gt;
                      # &amp;lt;argument&amp;gt;&lt;br /&gt;
                      # 60&lt;br /&gt;
       - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; ship-stealthy&lt;br /&gt;
          # &amp;lt;argument&amp;gt;&lt;br /&gt;
       - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; if-then-else&lt;br /&gt;
          - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; and&lt;br /&gt;
             - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; or&lt;br /&gt;
                - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; is-ship-visible&lt;br /&gt;
                   # &amp;lt;argument&amp;gt;&lt;br /&gt;
                - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; is-ship-stealthy&lt;br /&gt;
                   # &amp;lt;argument&amp;gt;&lt;br /&gt;
             - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; or&lt;br /&gt;
                - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; and&lt;br /&gt;
                   - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; &amp;lt;=&lt;br /&gt;
                      - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; distance&lt;br /&gt;
                         # &amp;lt;argument&amp;gt;&lt;br /&gt;
                         # Alpha 1&lt;br /&gt;
                      # 3000&lt;br /&gt;
                   - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; &amp;gt;&lt;br /&gt;
                      - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; distance&lt;br /&gt;
                         # &amp;lt;argument&amp;gt;&lt;br /&gt;
                         # Alpha 1&lt;br /&gt;
                      # 1000&lt;br /&gt;
                   - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; facing&lt;br /&gt;
                      # &amp;lt;argument&amp;gt;&lt;br /&gt;
                      # 60&lt;br /&gt;
                - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; and&lt;br /&gt;
                   - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; &amp;lt;=&lt;br /&gt;
                      - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; distance&lt;br /&gt;
                         # &amp;lt;argument&amp;gt;&lt;br /&gt;
                         # Alpha 1&lt;br /&gt;
                      # 1000&lt;br /&gt;
                   - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; &amp;gt;&lt;br /&gt;
                      - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; distance&lt;br /&gt;
                         # &amp;lt;argument&amp;gt;&lt;br /&gt;
                         # Alpha 1&lt;br /&gt;
                      # 300&lt;br /&gt;
                   - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; not&lt;br /&gt;
                      - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; facing&lt;br /&gt;
                         # &amp;lt;argument&amp;gt;&lt;br /&gt;
                         # 60&lt;br /&gt;
          - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; when&lt;br /&gt;
             - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; true&lt;br /&gt;
             - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; ship-invisible&lt;br /&gt;
                # &amp;lt;argument&amp;gt;&lt;br /&gt;
             - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; ship-unstealthy&lt;br /&gt;
                # &amp;lt;argument&amp;gt;&lt;br /&gt;
          - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; when&lt;br /&gt;
             - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; and&lt;br /&gt;
                - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; or&lt;br /&gt;
                   - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; not&lt;br /&gt;
                      - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; is-ship-visible&lt;br /&gt;
                         # &amp;lt;argument&amp;gt;&lt;br /&gt;
                   - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; is-ship-stealthy&lt;br /&gt;
                      # &amp;lt;argument&amp;gt;&lt;br /&gt;
                - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; or&lt;br /&gt;
                   - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; and&lt;br /&gt;
                      - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; &amp;lt;=&lt;br /&gt;
                         - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; distance&lt;br /&gt;
                            # &amp;lt;argument&amp;gt;&lt;br /&gt;
                            # Alpha 1&lt;br /&gt;
                         # 1000&lt;br /&gt;
                      - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; facing&lt;br /&gt;
                         # &amp;lt;argument&amp;gt;&lt;br /&gt;
                         # 60&lt;br /&gt;
                   - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; and&lt;br /&gt;
                      - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; &amp;lt;=&lt;br /&gt;
                         - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; distance&lt;br /&gt;
                            # &amp;lt;argument&amp;gt;&lt;br /&gt;
                            # Alpha 1&lt;br /&gt;
                         # 300&lt;br /&gt;
                      - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; not&lt;br /&gt;
                         - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; facing&lt;br /&gt;
                            # &amp;lt;argument&amp;gt;&lt;br /&gt;
                            # 60&lt;br /&gt;
             - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; ship-visible&lt;br /&gt;
                # &amp;lt;argument&amp;gt;&lt;br /&gt;
             - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; ship-unstealthy&lt;br /&gt;
                # &amp;lt;argument&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In the revised event above, [[if-then-else]] is used to check the three distance brackets in sequence. If a ship is shown to place within a bracket, it acts on that and breaks out, whereas if a ship is not within the bracket being checked, it moves on to the next bracket and checks that instead. This reduces the amount of checks that happen compared to the first version of the event, and as a result will place a slightly lower demand on system resources. And while this is generally not a noticable effect, every CPU cycle does count.&lt;br /&gt;
&lt;br /&gt;
Note the use of an additional nested &#039;when&#039; in the second &#039;if-then-else&#039;. This is necessary as there is more than one action to be taken, and only the second argument of the &#039;if-then-else&#039; operator is the action to be taken if it is true - Third and beyond is for when it is false. Hence, the &#039;when&#039; is used to group two actions into one argument.&lt;br /&gt;
&lt;br /&gt;
Also note that the last case is not an &#039;if-then-else&#039;, but a &#039;when&#039;, just as in the first version of the event. This is because it is the last case, and as such there is no &#039;else&#039; if this fails as well. However, it is NOT a default case which will always be carried out should the other two fail. Were that the case, the actions in it could simply be tacked onto the third-and-beyond argument of the second &#039;if-then-else&#039;, with no need for the &#039;when&#039;.&lt;br /&gt;
&lt;br /&gt;
[[Category:FRED Examples]]&lt;/div&gt;</summary>
		<author><name>Shade</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Sensor_degradation_with_range_or_facing&amp;diff=33512</id>
		<title>Sensor degradation with range or facing</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Sensor_degradation_with_range_or_facing&amp;diff=33512"/>
		<updated>2011-02-16T17:23:06Z</updated>

		<summary type="html">&lt;p&gt;Shade: Improved comments&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The following event is based on an idea by SypheDMar, as proposed in #freespace. It will, in theory, make a set of fighters either be invisible, show up as a fuzzy radar blip, or be fully targetable, all depending on their range to the player as well as whether the player is facing them (or more specifically if he has them within a 60-degree forward cone). Detailed explanation below, but without further ado, the event itself:&lt;br /&gt;
&lt;br /&gt;
 - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; when-argument&lt;br /&gt;
    - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; any-of&lt;br /&gt;
       # &amp;lt;list of ships for which to apply range/facing-based targetability&amp;gt;&lt;br /&gt;
    - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; true&lt;br /&gt;
    - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; when&lt;br /&gt;
       - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; and&lt;br /&gt;
          - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; not&lt;br /&gt;
             - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; is-ship-stealthy&lt;br /&gt;
                # &amp;lt;argument&amp;gt;&lt;br /&gt;
          - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; or&lt;br /&gt;
             - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; and&lt;br /&gt;
                - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; &amp;gt;&lt;br /&gt;
                   - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; distance&lt;br /&gt;
                      # &amp;lt;argument&amp;gt;&lt;br /&gt;
                      # Alpha 1&lt;br /&gt;
                   # 3000&lt;br /&gt;
                - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; facing&lt;br /&gt;
                   # &amp;lt;argument&amp;gt;&lt;br /&gt;
                   # 60&lt;br /&gt;
             - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; and&lt;br /&gt;
                - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; &amp;gt;&lt;br /&gt;
                   - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; distance&lt;br /&gt;
                      # &amp;lt;argument&amp;gt;&lt;br /&gt;
                      # Alpha 1&lt;br /&gt;
                   # 1000&lt;br /&gt;
                - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; not&lt;br /&gt;
                   - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; facing&lt;br /&gt;
                      # &amp;lt;argument&amp;gt;&lt;br /&gt;
                      # 60&lt;br /&gt;
       - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; ship-stealthy&lt;br /&gt;
          # &amp;lt;argument&amp;gt;&lt;br /&gt;
    - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; when&lt;br /&gt;
       - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; and&lt;br /&gt;
          - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; or&lt;br /&gt;
             - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; is-ship-visible&lt;br /&gt;
                # &amp;lt;argument&amp;gt;&lt;br /&gt;
             - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; is-ship-stealthy&lt;br /&gt;
                # &amp;lt;argument&amp;gt;&lt;br /&gt;
          - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; or&lt;br /&gt;
             - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; and&lt;br /&gt;
                - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; &amp;lt;=&lt;br /&gt;
                   - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; distance&lt;br /&gt;
                      # &amp;lt;argument&amp;gt;&lt;br /&gt;
                      # Alpha 1&lt;br /&gt;
                   # 3000&lt;br /&gt;
                - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; &amp;gt;&lt;br /&gt;
                   - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; distance&lt;br /&gt;
                      # &amp;lt;argument&amp;gt;&lt;br /&gt;
                      # Alpha 1&lt;br /&gt;
                   # 1000&lt;br /&gt;
                - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; facing&lt;br /&gt;
                   # &amp;lt;argument&amp;gt;&lt;br /&gt;
                   # 60&lt;br /&gt;
             - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; and&lt;br /&gt;
                - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; &amp;lt;=&lt;br /&gt;
                   - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; distance&lt;br /&gt;
                      # &amp;lt;argument&amp;gt;&lt;br /&gt;
                      # Alpha 1&lt;br /&gt;
                   # 1000&lt;br /&gt;
                - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; &amp;gt;&lt;br /&gt;
                   - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; distance&lt;br /&gt;
                      # &amp;lt;argument&amp;gt;&lt;br /&gt;
                      # Alpha 1&lt;br /&gt;
                   # 300&lt;br /&gt;
                - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; not&lt;br /&gt;
                   - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; facing&lt;br /&gt;
                      # &amp;lt;argument&amp;gt;&lt;br /&gt;
                      # 60&lt;br /&gt;
       - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; ship-invisible&lt;br /&gt;
          # &amp;lt;argument&amp;gt;&lt;br /&gt;
       - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; ship-unstealthy&lt;br /&gt;
          # &amp;lt;argument&amp;gt;&lt;br /&gt;
    - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; when&lt;br /&gt;
       - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; and&lt;br /&gt;
          - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; or&lt;br /&gt;
             - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; not&lt;br /&gt;
                - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; is-ship-visible&lt;br /&gt;
                   # &amp;lt;argument&amp;gt;&lt;br /&gt;
             - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; is-ship-stealthy&lt;br /&gt;
                # &amp;lt;argument&amp;gt;&lt;br /&gt;
          - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; or&lt;br /&gt;
             - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; and&lt;br /&gt;
                - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; &amp;lt;=&lt;br /&gt;
                   - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; distance&lt;br /&gt;
                      # &amp;lt;argument&amp;gt;&lt;br /&gt;
                      # Alpha 1&lt;br /&gt;
                   # 1000&lt;br /&gt;
                - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; facing&lt;br /&gt;
                   # &amp;lt;argument&amp;gt;&lt;br /&gt;
                   # 60&lt;br /&gt;
             - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; and&lt;br /&gt;
                - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; &amp;lt;=&lt;br /&gt;
                   - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; distance&lt;br /&gt;
                      # &amp;lt;argument&amp;gt;&lt;br /&gt;
                      # Alpha 1&lt;br /&gt;
                   # 300&lt;br /&gt;
                - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; not&lt;br /&gt;
                   - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; facing&lt;br /&gt;
                      # &amp;lt;argument&amp;gt;&lt;br /&gt;
                      # 60&lt;br /&gt;
       - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; ship-visible&lt;br /&gt;
          # &amp;lt;argument&amp;gt;&lt;br /&gt;
       - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; ship-unstealthy&lt;br /&gt;
          # &amp;lt;argument&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note the use of nested &#039;when&#039; operators to cover three distinct sets of possibilities within the same event, which allows them to draw on the same argument list. This is not terribly important in this particular case, as no arguments are invalidated or revalidated, but it is kept as one event for demonstration purposes. If one prefers, the event could easily be split in three without any change in functionality (one for each distance bracket).&lt;br /&gt;
&lt;br /&gt;
Now, using the above event (or three seperate ones), every distance bracket will get checked every frame against the argument list. Which, on the surface of it, is exactly what you want. But what if you could make it so the distance brackets are checked in turn, the next one in line only checked if the first one fails? That would surely save some CPU cycles. The thing is, you can. FreeSpace_Open now includes an [[if-then-else]] operator, which will let us do precisely that:&lt;br /&gt;
&lt;br /&gt;
 - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; when-argument&lt;br /&gt;
    - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; any-of&lt;br /&gt;
       # &amp;lt;list of ships for which to apply range/facing-based targetability&amp;gt;&lt;br /&gt;
    - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; true&lt;br /&gt;
    - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; if-then-else&lt;br /&gt;
       - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; and&lt;br /&gt;
          - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; not&lt;br /&gt;
             - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; is-ship-stealthy&lt;br /&gt;
                # &amp;lt;argument&amp;gt;&lt;br /&gt;
          - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; or&lt;br /&gt;
             - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; and&lt;br /&gt;
                - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; &amp;gt;&lt;br /&gt;
                   - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; distance&lt;br /&gt;
                      # &amp;lt;argument&amp;gt;&lt;br /&gt;
                      # Alpha 1&lt;br /&gt;
                   # 3000&lt;br /&gt;
                - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; facing&lt;br /&gt;
                   # &amp;lt;argument&amp;gt;&lt;br /&gt;
                   # 60&lt;br /&gt;
             - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; and&lt;br /&gt;
                - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; &amp;gt;&lt;br /&gt;
                   - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; distance&lt;br /&gt;
                      # &amp;lt;argument&amp;gt;&lt;br /&gt;
                      # Alpha 1&lt;br /&gt;
                   # 1000&lt;br /&gt;
                - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; not&lt;br /&gt;
                   - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; facing&lt;br /&gt;
                      # &amp;lt;argument&amp;gt;&lt;br /&gt;
                      # 60&lt;br /&gt;
       - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; ship-stealthy&lt;br /&gt;
          # &amp;lt;argument&amp;gt;&lt;br /&gt;
       - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; if-then-else&lt;br /&gt;
          - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; and&lt;br /&gt;
             - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; or&lt;br /&gt;
                - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; is-ship-visible&lt;br /&gt;
                   # &amp;lt;argument&amp;gt;&lt;br /&gt;
                - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; is-ship-stealthy&lt;br /&gt;
                   # &amp;lt;argument&amp;gt;&lt;br /&gt;
             - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; or&lt;br /&gt;
                - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; and&lt;br /&gt;
                   - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; &amp;lt;=&lt;br /&gt;
                      - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; distance&lt;br /&gt;
                         # &amp;lt;argument&amp;gt;&lt;br /&gt;
                         # Alpha 1&lt;br /&gt;
                      # 3000&lt;br /&gt;
                   - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; &amp;gt;&lt;br /&gt;
                      - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; distance&lt;br /&gt;
                         # &amp;lt;argument&amp;gt;&lt;br /&gt;
                         # Alpha 1&lt;br /&gt;
                      # 1000&lt;br /&gt;
                   - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; facing&lt;br /&gt;
                      # &amp;lt;argument&amp;gt;&lt;br /&gt;
                      # 60&lt;br /&gt;
                - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; and&lt;br /&gt;
                   - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; &amp;lt;=&lt;br /&gt;
                      - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; distance&lt;br /&gt;
                         # &amp;lt;argument&amp;gt;&lt;br /&gt;
                         # Alpha 1&lt;br /&gt;
                      # 1000&lt;br /&gt;
                   - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; &amp;gt;&lt;br /&gt;
                      - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; distance&lt;br /&gt;
                         # &amp;lt;argument&amp;gt;&lt;br /&gt;
                         # Alpha 1&lt;br /&gt;
                      # 300&lt;br /&gt;
                   - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; not&lt;br /&gt;
                      - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; facing&lt;br /&gt;
                         # &amp;lt;argument&amp;gt;&lt;br /&gt;
                         # 60&lt;br /&gt;
          - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; when&lt;br /&gt;
             - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; true&lt;br /&gt;
             - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; ship-invisible&lt;br /&gt;
                # &amp;lt;argument&amp;gt;&lt;br /&gt;
             - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; ship-unstealthy&lt;br /&gt;
                # &amp;lt;argument&amp;gt;&lt;br /&gt;
          - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; when&lt;br /&gt;
             - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; and&lt;br /&gt;
                - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; or&lt;br /&gt;
                   - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; not&lt;br /&gt;
                      - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; is-ship-visible&lt;br /&gt;
                         # &amp;lt;argument&amp;gt;&lt;br /&gt;
                   - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; is-ship-stealthy&lt;br /&gt;
                      # &amp;lt;argument&amp;gt;&lt;br /&gt;
                - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; or&lt;br /&gt;
                   - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; and&lt;br /&gt;
                      - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; &amp;lt;=&lt;br /&gt;
                         - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; distance&lt;br /&gt;
                            # &amp;lt;argument&amp;gt;&lt;br /&gt;
                            # Alpha 1&lt;br /&gt;
                         # 1000&lt;br /&gt;
                      - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; facing&lt;br /&gt;
                         # &amp;lt;argument&amp;gt;&lt;br /&gt;
                         # 60&lt;br /&gt;
                   - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; and&lt;br /&gt;
                      - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; &amp;lt;=&lt;br /&gt;
                         - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; distance&lt;br /&gt;
                            # &amp;lt;argument&amp;gt;&lt;br /&gt;
                            # Alpha 1&lt;br /&gt;
                         # 300&lt;br /&gt;
                      - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; not&lt;br /&gt;
                         - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; facing&lt;br /&gt;
                            # &amp;lt;argument&amp;gt;&lt;br /&gt;
                            # 60&lt;br /&gt;
             - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; ship-visible&lt;br /&gt;
                # &amp;lt;argument&amp;gt;&lt;br /&gt;
             - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; ship-unstealthy&lt;br /&gt;
                # &amp;lt;argument&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In the revised event above, [[if-then-else]] is used to check the three distance brackets in sequence. If a ship is shown to place within a bracket, it acts on that and breaks out, whereas if a ship is not within the bracket being checked, it moves on to the next bracket and checks that instead. This reduces the amount of checks that happen compared to the first version of the event, and as a result will place a slightly lower demand on system resources. And while this is generally not a noticable effect, every CPU cycle does count.&lt;br /&gt;
&lt;br /&gt;
Note the use of an additional nested &#039;when&#039; in the second &#039;if-then-else&#039;. This is necessary as there is more than one action to be taken, and only the second argument of the &#039;if-then-else&#039; operator is the action to be taken if it is true - Third and beyond is for when it is false. Hence, the &#039;when&#039; is used to group two actions into one argument.&lt;br /&gt;
&lt;br /&gt;
Also note that the last case is not an &#039;if-then-else&#039;, but a &#039;when&#039;, just as in the first version of the event. This is because it is the last case, and as such there is no &#039;else&#039; if this fails as well. However, it is NOT a default case which will always be carried out should the other two fail. Were that the case, the actions in it could simply be tacked onto the third-and-beyond argument of the second &#039;if-then-else&#039;, with no need for the &#039;when&#039;.&lt;br /&gt;
&lt;br /&gt;
[[Category:FRED Examples]]&lt;/div&gt;</summary>
		<author><name>Shade</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Sensor_degradation_with_range_or_facing&amp;diff=33511</id>
		<title>Sensor degradation with range or facing</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Sensor_degradation_with_range_or_facing&amp;diff=33511"/>
		<updated>2011-02-16T17:15:28Z</updated>

		<summary type="html">&lt;p&gt;Shade: Added an if-then-else version of the example event&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The following event is based on an idea by SypheDMar, as proposed in #freespace. It will, in theory, make a set of fighters either be invisible, show up as a fuzzy radar blip, or be fully targetable, all depending on their range to the player as well as whether the player is facing them (or more specifically if he has them within a 60-degree forward cone). Detailed explanation below, but without further ado, the event itself:&lt;br /&gt;
&lt;br /&gt;
 - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; when-argument&lt;br /&gt;
    - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; any-of&lt;br /&gt;
       # &amp;lt;list of ships for which to apply range/facing-based targetability&amp;gt;&lt;br /&gt;
    - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; true&lt;br /&gt;
    - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; when&lt;br /&gt;
       - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; and&lt;br /&gt;
          - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; not&lt;br /&gt;
             - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; is-ship-stealthy&lt;br /&gt;
                # &amp;lt;argument&amp;gt;&lt;br /&gt;
          - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; or&lt;br /&gt;
             - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; and&lt;br /&gt;
                - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; &amp;gt;&lt;br /&gt;
                   - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; distance&lt;br /&gt;
                      # &amp;lt;argument&amp;gt;&lt;br /&gt;
                      # Alpha 1&lt;br /&gt;
                   # 3000&lt;br /&gt;
                - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; facing&lt;br /&gt;
                   # &amp;lt;argument&amp;gt;&lt;br /&gt;
                   # 60&lt;br /&gt;
             - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; and&lt;br /&gt;
                - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; &amp;gt;&lt;br /&gt;
                   - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; distance&lt;br /&gt;
                      # &amp;lt;argument&amp;gt;&lt;br /&gt;
                      # Alpha 1&lt;br /&gt;
                   # 1000&lt;br /&gt;
                - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; not&lt;br /&gt;
                   - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; facing&lt;br /&gt;
                      # &amp;lt;argument&amp;gt;&lt;br /&gt;
                      # 60&lt;br /&gt;
       - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; ship-stealthy&lt;br /&gt;
          # &amp;lt;argument&amp;gt;&lt;br /&gt;
    - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; when&lt;br /&gt;
       - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; and&lt;br /&gt;
          - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; or&lt;br /&gt;
             - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; is-ship-visible&lt;br /&gt;
                # &amp;lt;argument&amp;gt;&lt;br /&gt;
             - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; is-ship-stealthy&lt;br /&gt;
                # &amp;lt;argument&amp;gt;&lt;br /&gt;
          - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; or&lt;br /&gt;
             - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; and&lt;br /&gt;
                - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; &amp;lt;=&lt;br /&gt;
                   - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; distance&lt;br /&gt;
                      # &amp;lt;argument&amp;gt;&lt;br /&gt;
                      # Alpha 1&lt;br /&gt;
                   # 3000&lt;br /&gt;
                - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; &amp;gt;&lt;br /&gt;
                   - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; distance&lt;br /&gt;
                      # &amp;lt;argument&amp;gt;&lt;br /&gt;
                      # Alpha 1&lt;br /&gt;
                   # 1000&lt;br /&gt;
                - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; facing&lt;br /&gt;
                   # &amp;lt;argument&amp;gt;&lt;br /&gt;
                   # 60&lt;br /&gt;
             - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; and&lt;br /&gt;
                - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; &amp;lt;=&lt;br /&gt;
                   - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; distance&lt;br /&gt;
                      # &amp;lt;argument&amp;gt;&lt;br /&gt;
                      # Alpha 1&lt;br /&gt;
                   # 1000&lt;br /&gt;
                - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; &amp;gt;&lt;br /&gt;
                   - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; distance&lt;br /&gt;
                      # &amp;lt;argument&amp;gt;&lt;br /&gt;
                      # Alpha 1&lt;br /&gt;
                   # 300&lt;br /&gt;
                - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; not&lt;br /&gt;
                   - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; facing&lt;br /&gt;
                      # &amp;lt;argument&amp;gt;&lt;br /&gt;
                      # 60&lt;br /&gt;
       - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; ship-invisible&lt;br /&gt;
          # &amp;lt;argument&amp;gt;&lt;br /&gt;
       - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; ship-unstealthy&lt;br /&gt;
          # &amp;lt;argument&amp;gt;&lt;br /&gt;
    - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; when&lt;br /&gt;
       - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; and&lt;br /&gt;
          - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; or&lt;br /&gt;
             - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; not&lt;br /&gt;
                - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; is-ship-visible&lt;br /&gt;
                   # &amp;lt;argument&amp;gt;&lt;br /&gt;
             - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; is-ship-stealthy&lt;br /&gt;
                # &amp;lt;argument&amp;gt;&lt;br /&gt;
          - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; or&lt;br /&gt;
             - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; and&lt;br /&gt;
                - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; &amp;lt;=&lt;br /&gt;
                   - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; distance&lt;br /&gt;
                      # &amp;lt;argument&amp;gt;&lt;br /&gt;
                      # Alpha 1&lt;br /&gt;
                   # 1000&lt;br /&gt;
                - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; facing&lt;br /&gt;
                   # &amp;lt;argument&amp;gt;&lt;br /&gt;
                   # 60&lt;br /&gt;
             - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; and&lt;br /&gt;
                - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; &amp;lt;=&lt;br /&gt;
                   - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; distance&lt;br /&gt;
                      # &amp;lt;argument&amp;gt;&lt;br /&gt;
                      # Alpha 1&lt;br /&gt;
                   # 300&lt;br /&gt;
                - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; not&lt;br /&gt;
                   - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; facing&lt;br /&gt;
                      # &amp;lt;argument&amp;gt;&lt;br /&gt;
                      # 60&lt;br /&gt;
       - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; ship-visible&lt;br /&gt;
          # &amp;lt;argument&amp;gt;&lt;br /&gt;
       - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; ship-unstealthy&lt;br /&gt;
          # &amp;lt;argument&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note the use of nested &#039;when&#039; operators to cover three distinct sets of possibilities within the same event, which allows them to draw on the same argument list. This is not terribly important in this particular case, as no arguments are invalidated or revalidated, but it is kept as one event for demonstration purposes. If one prefers, the event could easily be split in three without any change in functionality (one for each distance bracket).&lt;br /&gt;
&lt;br /&gt;
Now, using the above event (or three seperate ones), every distance bracket will get checked every frame against the argument list. Which, on the surface of it, is exactly what you want. But what if you could make it so the distance brackets are checked in turn, the next one in line only checked if the first one fails? That would surely save some CPU cycles. The thing is, you can. FreeSpace_Open now includes an [[if-then-else]] operator, which will let us do precisely that:&lt;br /&gt;
&lt;br /&gt;
 - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; when-argument&lt;br /&gt;
    - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; any-of&lt;br /&gt;
       # &amp;lt;list of ships for which to apply range/facing-based targetability&amp;gt;&lt;br /&gt;
    - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; true&lt;br /&gt;
    - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; if-then-else&lt;br /&gt;
       - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; and&lt;br /&gt;
          - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; not&lt;br /&gt;
             - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; is-ship-stealthy&lt;br /&gt;
                # &amp;lt;argument&amp;gt;&lt;br /&gt;
          - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; or&lt;br /&gt;
             - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; and&lt;br /&gt;
                - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; &amp;gt;&lt;br /&gt;
                   - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; distance&lt;br /&gt;
                      # &amp;lt;argument&amp;gt;&lt;br /&gt;
                      # Alpha 1&lt;br /&gt;
                   # 3000&lt;br /&gt;
                - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; facing&lt;br /&gt;
                   # &amp;lt;argument&amp;gt;&lt;br /&gt;
                   # 60&lt;br /&gt;
             - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; and&lt;br /&gt;
                - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; &amp;gt;&lt;br /&gt;
                   - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; distance&lt;br /&gt;
                      # &amp;lt;argument&amp;gt;&lt;br /&gt;
                      # Alpha 1&lt;br /&gt;
                   # 1000&lt;br /&gt;
                - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; not&lt;br /&gt;
                   - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; facing&lt;br /&gt;
                      # &amp;lt;argument&amp;gt;&lt;br /&gt;
                      # 60&lt;br /&gt;
       - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; ship-stealthy&lt;br /&gt;
          # &amp;lt;argument&amp;gt;&lt;br /&gt;
       - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; if-then-else&lt;br /&gt;
          - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; and&lt;br /&gt;
             - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; or&lt;br /&gt;
                - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; is-ship-visible&lt;br /&gt;
                   # &amp;lt;argument&amp;gt;&lt;br /&gt;
                - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; is-ship-stealthy&lt;br /&gt;
                   # &amp;lt;argument&amp;gt;&lt;br /&gt;
             - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; or&lt;br /&gt;
                - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; and&lt;br /&gt;
                   - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; &amp;lt;=&lt;br /&gt;
                      - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; distance&lt;br /&gt;
                         # &amp;lt;argument&amp;gt;&lt;br /&gt;
                         # Alpha 1&lt;br /&gt;
                      # 3000&lt;br /&gt;
                   - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; &amp;gt;&lt;br /&gt;
                      - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; distance&lt;br /&gt;
                         # &amp;lt;argument&amp;gt;&lt;br /&gt;
                         # Alpha 1&lt;br /&gt;
                      # 1000&lt;br /&gt;
                   - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; facing&lt;br /&gt;
                      # &amp;lt;argument&amp;gt;&lt;br /&gt;
                      # 60&lt;br /&gt;
                - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; and&lt;br /&gt;
                   - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; &amp;lt;=&lt;br /&gt;
                      - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; distance&lt;br /&gt;
                         # &amp;lt;argument&amp;gt;&lt;br /&gt;
                         # Alpha 1&lt;br /&gt;
                      # 1000&lt;br /&gt;
                   - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; &amp;gt;&lt;br /&gt;
                      - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; distance&lt;br /&gt;
                         # &amp;lt;argument&amp;gt;&lt;br /&gt;
                         # Alpha 1&lt;br /&gt;
                      # 300&lt;br /&gt;
                   - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; not&lt;br /&gt;
                      - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; facing&lt;br /&gt;
                         # &amp;lt;argument&amp;gt;&lt;br /&gt;
                         # 60&lt;br /&gt;
          - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; when&lt;br /&gt;
             - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; true&lt;br /&gt;
             - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; ship-invisible&lt;br /&gt;
                # &amp;lt;argument&amp;gt;&lt;br /&gt;
             - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; ship-unstealthy&lt;br /&gt;
                # &amp;lt;argument&amp;gt;&lt;br /&gt;
          - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; when&lt;br /&gt;
             - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; and&lt;br /&gt;
                - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; or&lt;br /&gt;
                   - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; not&lt;br /&gt;
                      - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; is-ship-visible&lt;br /&gt;
                         # &amp;lt;argument&amp;gt;&lt;br /&gt;
                   - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; is-ship-stealthy&lt;br /&gt;
                      # &amp;lt;argument&amp;gt;&lt;br /&gt;
                - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; or&lt;br /&gt;
                   - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; and&lt;br /&gt;
                      - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; &amp;lt;=&lt;br /&gt;
                         - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; distance&lt;br /&gt;
                            # &amp;lt;argument&amp;gt;&lt;br /&gt;
                            # Alpha 1&lt;br /&gt;
                         # 1000&lt;br /&gt;
                      - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; facing&lt;br /&gt;
                         # &amp;lt;argument&amp;gt;&lt;br /&gt;
                         # 60&lt;br /&gt;
                   - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; and&lt;br /&gt;
                      - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; &amp;lt;=&lt;br /&gt;
                         - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; distance&lt;br /&gt;
                            # &amp;lt;argument&amp;gt;&lt;br /&gt;
                            # Alpha 1&lt;br /&gt;
                         # 300&lt;br /&gt;
                      - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; not&lt;br /&gt;
                         - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; facing&lt;br /&gt;
                            # &amp;lt;argument&amp;gt;&lt;br /&gt;
                            # 60&lt;br /&gt;
             - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; ship-visible&lt;br /&gt;
                # &amp;lt;argument&amp;gt;&lt;br /&gt;
             - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; ship-unstealthy&lt;br /&gt;
                # &amp;lt;argument&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In the revised event above, [[if-then-else]] is used to check the three distance brackets in sequence. If a ship is shown to place within a bracket, it acts on that and breaks out, whereas if a ship is not within the bracket being checked, it moves on to the next bracket and checks that instead. This reduces the amount of checks that happen compared to the first version of the event, and as a result will place a slightly lower demand on system resources. And while this is generally not a noticable effect, every CPU cycle does count.&lt;br /&gt;
&lt;br /&gt;
Note the use of an additional nested &#039;when&#039; in the second if-then-else. This is necessary as there is more than one action to be taken, and only the second argument of the if-then-else operator is the action to be taken if it is true - Third and beyond is for when it is false. Hence, the &#039;when&#039; is used to group two actions into one argument.&lt;br /&gt;
&lt;br /&gt;
[[Category:FRED Examples]]&lt;/div&gt;</summary>
		<author><name>Shade</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Sensor_degradation_with_range_or_facing&amp;diff=33510</id>
		<title>Sensor degradation with range or facing</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Sensor_degradation_with_range_or_facing&amp;diff=33510"/>
		<updated>2011-02-16T16:52:47Z</updated>

		<summary type="html">&lt;p&gt;Shade: minor fix&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The following event is based on an idea by SypheDMar, as proposed in #freespace. It will, in theory, make a set of fighters either be invisible, show up as a fuzzy radar blip, or be fully targetable, all depending on their range to the player as well as whether the player is facing them (or more specifically if he has them within a 60-degree forward cone). Detailed explanation below, but without further ado, the event itself:&lt;br /&gt;
&lt;br /&gt;
 - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; when-argument&lt;br /&gt;
    - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; any-of&lt;br /&gt;
       # &amp;lt;list of ships for which to apply range/facing-based targetability&amp;gt;&lt;br /&gt;
    - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; true&lt;br /&gt;
    - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; when&lt;br /&gt;
       - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; and&lt;br /&gt;
          - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; not&lt;br /&gt;
             - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; is-ship-stealthy&lt;br /&gt;
                # &amp;lt;argument&amp;gt;&lt;br /&gt;
          - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; or&lt;br /&gt;
             - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; and&lt;br /&gt;
                - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; &amp;gt;&lt;br /&gt;
                   - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; distance&lt;br /&gt;
                      # &amp;lt;argument&amp;gt;&lt;br /&gt;
                      # Alpha 1&lt;br /&gt;
                   # 3000&lt;br /&gt;
                - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; facing&lt;br /&gt;
                   # &amp;lt;argument&amp;gt;&lt;br /&gt;
                   # 60&lt;br /&gt;
             - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; and&lt;br /&gt;
                - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; &amp;gt;&lt;br /&gt;
                   - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; distance&lt;br /&gt;
                      # &amp;lt;argument&amp;gt;&lt;br /&gt;
                      # Alpha 1&lt;br /&gt;
                   # 1000&lt;br /&gt;
                - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; not&lt;br /&gt;
                   - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; facing&lt;br /&gt;
                      # &amp;lt;argument&amp;gt;&lt;br /&gt;
                      # 60&lt;br /&gt;
       - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; ship-stealthy&lt;br /&gt;
          # &amp;lt;argument&amp;gt;&lt;br /&gt;
    - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; when&lt;br /&gt;
       - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; and&lt;br /&gt;
          - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; or&lt;br /&gt;
             - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; is-ship-visible&lt;br /&gt;
                # &amp;lt;argument&amp;gt;&lt;br /&gt;
             - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; is-ship-stealthy&lt;br /&gt;
                # &amp;lt;argument&amp;gt;&lt;br /&gt;
          - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; or&lt;br /&gt;
             - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; and&lt;br /&gt;
                - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; &amp;lt;=&lt;br /&gt;
                   - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; distance&lt;br /&gt;
                      # &amp;lt;argument&amp;gt;&lt;br /&gt;
                      # Alpha 1&lt;br /&gt;
                   # 3000&lt;br /&gt;
                - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; &amp;gt;&lt;br /&gt;
                   - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; distance&lt;br /&gt;
                      # &amp;lt;argument&amp;gt;&lt;br /&gt;
                      # Alpha 1&lt;br /&gt;
                   # 1000&lt;br /&gt;
                - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; facing&lt;br /&gt;
                   # &amp;lt;argument&amp;gt;&lt;br /&gt;
                   # 60&lt;br /&gt;
             - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; and&lt;br /&gt;
                - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; &amp;lt;=&lt;br /&gt;
                   - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; distance&lt;br /&gt;
                      # &amp;lt;argument&amp;gt;&lt;br /&gt;
                      # Alpha 1&lt;br /&gt;
                   # 1000&lt;br /&gt;
                - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; &amp;gt;&lt;br /&gt;
                   - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; distance&lt;br /&gt;
                      # &amp;lt;argument&amp;gt;&lt;br /&gt;
                      # Alpha 1&lt;br /&gt;
                   # 300&lt;br /&gt;
                - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; not&lt;br /&gt;
                   - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; facing&lt;br /&gt;
                      # &amp;lt;argument&amp;gt;&lt;br /&gt;
                      # 60&lt;br /&gt;
       - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; ship-invisible&lt;br /&gt;
          # &amp;lt;argument&amp;gt;&lt;br /&gt;
       - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; ship-unstealthy&lt;br /&gt;
          # &amp;lt;argument&amp;gt;&lt;br /&gt;
    - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; when&lt;br /&gt;
       - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; and&lt;br /&gt;
          - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; or&lt;br /&gt;
             - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; not&lt;br /&gt;
                - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; is-ship-visible&lt;br /&gt;
                   # &amp;lt;argument&amp;gt;&lt;br /&gt;
             - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; is-ship-stealthy&lt;br /&gt;
                # &amp;lt;argument&amp;gt;&lt;br /&gt;
          - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; or&lt;br /&gt;
             - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; and&lt;br /&gt;
                - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; &amp;lt;=&lt;br /&gt;
                   - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; distance&lt;br /&gt;
                      # &amp;lt;argument&amp;gt;&lt;br /&gt;
                      # Alpha 1&lt;br /&gt;
                   # 1000&lt;br /&gt;
                - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; facing&lt;br /&gt;
                   # &amp;lt;argument&amp;gt;&lt;br /&gt;
                   # 60&lt;br /&gt;
             - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; and&lt;br /&gt;
                - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; &amp;lt;=&lt;br /&gt;
                   - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; distance&lt;br /&gt;
                      # &amp;lt;argument&amp;gt;&lt;br /&gt;
                      # Alpha 1&lt;br /&gt;
                   # 300&lt;br /&gt;
                - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; not&lt;br /&gt;
                   - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; facing&lt;br /&gt;
                      # &amp;lt;argument&amp;gt;&lt;br /&gt;
                      # 60&lt;br /&gt;
       - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; ship-visible&lt;br /&gt;
          # &amp;lt;argument&amp;gt;&lt;br /&gt;
       - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; ship-unstealthy&lt;br /&gt;
          # &amp;lt;argument&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note the use of nested &#039;when&#039; operators to cover three distinct sets of possibilities within the same event, which allows them to draw on the same argument list. This is not terribly important in this particular case, as no arguments are invalidated or revalidated, but it is kept as one event for demonstration purposes. If one prefers, the event could easily be split in three without any change in functionality (one for each distance bracket).&lt;br /&gt;
&lt;br /&gt;
[[Category:FRED Examples]]&lt;/div&gt;</summary>
		<author><name>Shade</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Sensor_degradation_with_range_or_facing&amp;diff=33509</id>
		<title>Sensor degradation with range or facing</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Sensor_degradation_with_range_or_facing&amp;diff=33509"/>
		<updated>2011-02-16T16:47:17Z</updated>

		<summary type="html">&lt;p&gt;Shade: More grammar. Argh&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The following event is based on an idea by SypheDMar, as proposed in #freespace. It will, in theory, make a set of fighters either be invisible, show up as a fuzzy radar blip, or be fully targetable, all depending on their range to the player as well as whether the player is facing them (or more specifically if he has them within a 60-degree forward cone). Detailed explanation below, but without further ado, the event itself:&lt;br /&gt;
&lt;br /&gt;
 - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; when-argument&lt;br /&gt;
    - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; any-of&lt;br /&gt;
       # &amp;lt;list of ships for which to apply range/facing-based targetability&amp;gt;&lt;br /&gt;
    - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; when&lt;br /&gt;
       - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; and&lt;br /&gt;
          - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; not&lt;br /&gt;
             - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; is-ship-stealthy&lt;br /&gt;
                # &amp;lt;argument&amp;gt;&lt;br /&gt;
          - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; or&lt;br /&gt;
             - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; and&lt;br /&gt;
                - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; &amp;gt;&lt;br /&gt;
                   - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; distance&lt;br /&gt;
                      # &amp;lt;argument&amp;gt;&lt;br /&gt;
                      # Alpha 1&lt;br /&gt;
                   # 3000&lt;br /&gt;
                - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; facing&lt;br /&gt;
                   # &amp;lt;argument&amp;gt;&lt;br /&gt;
                   # 60&lt;br /&gt;
             - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; and&lt;br /&gt;
                - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; &amp;gt;&lt;br /&gt;
                   - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; distance&lt;br /&gt;
                      # &amp;lt;argument&amp;gt;&lt;br /&gt;
                      # Alpha 1&lt;br /&gt;
                   # 1000&lt;br /&gt;
                - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; not&lt;br /&gt;
                   - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; facing&lt;br /&gt;
                      # &amp;lt;argument&amp;gt;&lt;br /&gt;
                      # 60&lt;br /&gt;
       - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; ship-stealthy&lt;br /&gt;
          # &amp;lt;argument&amp;gt;&lt;br /&gt;
    - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; when&lt;br /&gt;
       - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; and&lt;br /&gt;
          - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; or&lt;br /&gt;
             - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; is-ship-visible&lt;br /&gt;
                # &amp;lt;argument&amp;gt;&lt;br /&gt;
             - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; is-ship-stealthy&lt;br /&gt;
                # &amp;lt;argument&amp;gt;&lt;br /&gt;
          - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; or&lt;br /&gt;
             - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; and&lt;br /&gt;
                - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; &amp;lt;=&lt;br /&gt;
                   - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; distance&lt;br /&gt;
                      # &amp;lt;argument&amp;gt;&lt;br /&gt;
                      # Alpha 1&lt;br /&gt;
                   # 3000&lt;br /&gt;
                - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; &amp;gt;&lt;br /&gt;
                   - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; distance&lt;br /&gt;
                      # &amp;lt;argument&amp;gt;&lt;br /&gt;
                      # Alpha 1&lt;br /&gt;
                   # 1000&lt;br /&gt;
                - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; facing&lt;br /&gt;
                   # &amp;lt;argument&amp;gt;&lt;br /&gt;
                   # 60&lt;br /&gt;
             - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; and&lt;br /&gt;
                - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; &amp;lt;=&lt;br /&gt;
                   - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; distance&lt;br /&gt;
                      # &amp;lt;argument&amp;gt;&lt;br /&gt;
                      # Alpha 1&lt;br /&gt;
                   # 1000&lt;br /&gt;
                - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; &amp;gt;&lt;br /&gt;
                   - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; distance&lt;br /&gt;
                      # &amp;lt;argument&amp;gt;&lt;br /&gt;
                      # Alpha 1&lt;br /&gt;
                   # 300&lt;br /&gt;
                - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; not&lt;br /&gt;
                   - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; facing&lt;br /&gt;
                      # &amp;lt;argument&amp;gt;&lt;br /&gt;
                      # 60&lt;br /&gt;
       - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; ship-invisible&lt;br /&gt;
          # &amp;lt;argument&amp;gt;&lt;br /&gt;
       - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; ship-unstealthy&lt;br /&gt;
          # &amp;lt;argument&amp;gt;&lt;br /&gt;
    - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; when&lt;br /&gt;
       - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; and&lt;br /&gt;
          - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; or&lt;br /&gt;
             - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; not&lt;br /&gt;
                - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; is-ship-visible&lt;br /&gt;
                   # &amp;lt;argument&amp;gt;&lt;br /&gt;
             - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; is-ship-stealthy&lt;br /&gt;
                # &amp;lt;argument&amp;gt;&lt;br /&gt;
          - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; or&lt;br /&gt;
             - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; and&lt;br /&gt;
                - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; &amp;lt;=&lt;br /&gt;
                   - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; distance&lt;br /&gt;
                      # &amp;lt;argument&amp;gt;&lt;br /&gt;
                      # Alpha 1&lt;br /&gt;
                   # 1000&lt;br /&gt;
                - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; facing&lt;br /&gt;
                   # &amp;lt;argument&amp;gt;&lt;br /&gt;
                   # 60&lt;br /&gt;
             - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; and&lt;br /&gt;
                - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; &amp;lt;=&lt;br /&gt;
                   - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; distance&lt;br /&gt;
                      # &amp;lt;argument&amp;gt;&lt;br /&gt;
                      # Alpha 1&lt;br /&gt;
                   # 300&lt;br /&gt;
                - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; not&lt;br /&gt;
                   - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; facing&lt;br /&gt;
                      # &amp;lt;argument&amp;gt;&lt;br /&gt;
                      # 60&lt;br /&gt;
       - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; ship-visible&lt;br /&gt;
          # &amp;lt;argument&amp;gt;&lt;br /&gt;
       - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; ship-unstealthy&lt;br /&gt;
          # &amp;lt;argument&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note the use of nested &#039;when&#039; operators to cover three distinct sets of possibilities within the same event, which allows them to draw on the same argument list. This is not terribly important in this particular case, as no arguments are invalidated or revalidated, but it is kept as one event for demonstration purposes. If one prefers, the event could easily be split in three without any change in functionality (one for each distance bracket).&lt;br /&gt;
&lt;br /&gt;
[[Category:FRED Examples]]&lt;/div&gt;</summary>
		<author><name>Shade</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Sensor_degradation_with_range_or_facing&amp;diff=33508</id>
		<title>Sensor degradation with range or facing</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Sensor_degradation_with_range_or_facing&amp;diff=33508"/>
		<updated>2011-02-16T16:46:36Z</updated>

		<summary type="html">&lt;p&gt;Shade: grammar&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The following event is based on an idea by SypheDMar, as proposed in #freespace. It will, in theory, make a set of fighters either be invisible, show up as a fuzzy radar blip, or be fully targetable, all depending on their range to the player as well as whether the player is facing them, more specifically if has them within a 60-degree forward cone. Detailed explanation below, but without further ado, the event itself:&lt;br /&gt;
&lt;br /&gt;
 - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; when-argument&lt;br /&gt;
    - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; any-of&lt;br /&gt;
       # &amp;lt;list of ships for which to apply range/facing-based targetability&amp;gt;&lt;br /&gt;
    - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; when&lt;br /&gt;
       - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; and&lt;br /&gt;
          - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; not&lt;br /&gt;
             - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; is-ship-stealthy&lt;br /&gt;
                # &amp;lt;argument&amp;gt;&lt;br /&gt;
          - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; or&lt;br /&gt;
             - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; and&lt;br /&gt;
                - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; &amp;gt;&lt;br /&gt;
                   - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; distance&lt;br /&gt;
                      # &amp;lt;argument&amp;gt;&lt;br /&gt;
                      # Alpha 1&lt;br /&gt;
                   # 3000&lt;br /&gt;
                - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; facing&lt;br /&gt;
                   # &amp;lt;argument&amp;gt;&lt;br /&gt;
                   # 60&lt;br /&gt;
             - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; and&lt;br /&gt;
                - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; &amp;gt;&lt;br /&gt;
                   - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; distance&lt;br /&gt;
                      # &amp;lt;argument&amp;gt;&lt;br /&gt;
                      # Alpha 1&lt;br /&gt;
                   # 1000&lt;br /&gt;
                - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; not&lt;br /&gt;
                   - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; facing&lt;br /&gt;
                      # &amp;lt;argument&amp;gt;&lt;br /&gt;
                      # 60&lt;br /&gt;
       - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; ship-stealthy&lt;br /&gt;
          # &amp;lt;argument&amp;gt;&lt;br /&gt;
    - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; when&lt;br /&gt;
       - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; and&lt;br /&gt;
          - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; or&lt;br /&gt;
             - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; is-ship-visible&lt;br /&gt;
                # &amp;lt;argument&amp;gt;&lt;br /&gt;
             - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; is-ship-stealthy&lt;br /&gt;
                # &amp;lt;argument&amp;gt;&lt;br /&gt;
          - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; or&lt;br /&gt;
             - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; and&lt;br /&gt;
                - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; &amp;lt;=&lt;br /&gt;
                   - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; distance&lt;br /&gt;
                      # &amp;lt;argument&amp;gt;&lt;br /&gt;
                      # Alpha 1&lt;br /&gt;
                   # 3000&lt;br /&gt;
                - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; &amp;gt;&lt;br /&gt;
                   - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; distance&lt;br /&gt;
                      # &amp;lt;argument&amp;gt;&lt;br /&gt;
                      # Alpha 1&lt;br /&gt;
                   # 1000&lt;br /&gt;
                - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; facing&lt;br /&gt;
                   # &amp;lt;argument&amp;gt;&lt;br /&gt;
                   # 60&lt;br /&gt;
             - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; and&lt;br /&gt;
                - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; &amp;lt;=&lt;br /&gt;
                   - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; distance&lt;br /&gt;
                      # &amp;lt;argument&amp;gt;&lt;br /&gt;
                      # Alpha 1&lt;br /&gt;
                   # 1000&lt;br /&gt;
                - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; &amp;gt;&lt;br /&gt;
                   - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; distance&lt;br /&gt;
                      # &amp;lt;argument&amp;gt;&lt;br /&gt;
                      # Alpha 1&lt;br /&gt;
                   # 300&lt;br /&gt;
                - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; not&lt;br /&gt;
                   - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; facing&lt;br /&gt;
                      # &amp;lt;argument&amp;gt;&lt;br /&gt;
                      # 60&lt;br /&gt;
       - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; ship-invisible&lt;br /&gt;
          # &amp;lt;argument&amp;gt;&lt;br /&gt;
       - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; ship-unstealthy&lt;br /&gt;
          # &amp;lt;argument&amp;gt;&lt;br /&gt;
    - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; when&lt;br /&gt;
       - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; and&lt;br /&gt;
          - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; or&lt;br /&gt;
             - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; not&lt;br /&gt;
                - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; is-ship-visible&lt;br /&gt;
                   # &amp;lt;argument&amp;gt;&lt;br /&gt;
             - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; is-ship-stealthy&lt;br /&gt;
                # &amp;lt;argument&amp;gt;&lt;br /&gt;
          - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; or&lt;br /&gt;
             - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; and&lt;br /&gt;
                - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; &amp;lt;=&lt;br /&gt;
                   - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; distance&lt;br /&gt;
                      # &amp;lt;argument&amp;gt;&lt;br /&gt;
                      # Alpha 1&lt;br /&gt;
                   # 1000&lt;br /&gt;
                - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; facing&lt;br /&gt;
                   # &amp;lt;argument&amp;gt;&lt;br /&gt;
                   # 60&lt;br /&gt;
             - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; and&lt;br /&gt;
                - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; &amp;lt;=&lt;br /&gt;
                   - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; distance&lt;br /&gt;
                      # &amp;lt;argument&amp;gt;&lt;br /&gt;
                      # Alpha 1&lt;br /&gt;
                   # 300&lt;br /&gt;
                - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; not&lt;br /&gt;
                   - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; facing&lt;br /&gt;
                      # &amp;lt;argument&amp;gt;&lt;br /&gt;
                      # 60&lt;br /&gt;
       - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; ship-visible&lt;br /&gt;
          # &amp;lt;argument&amp;gt;&lt;br /&gt;
       - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; ship-unstealthy&lt;br /&gt;
          # &amp;lt;argument&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note the use of nested &#039;when&#039; operators to cover three distinct sets of possibilities within the same event, which allows them to draw on the same argument list. This is not terribly important in this particular case, as no arguments are invalidated or revalidated, but it is kept as one event for demonstration purposes. If one prefers, the event could easily be split in three without any change in functionality (one for each distance bracket).&lt;br /&gt;
&lt;br /&gt;
[[Category:FRED Examples]]&lt;/div&gt;</summary>
		<author><name>Shade</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Sensor_degradation_with_range_or_facing&amp;diff=33507</id>
		<title>Sensor degradation with range or facing</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Sensor_degradation_with_range_or_facing&amp;diff=33507"/>
		<updated>2011-02-16T16:44:19Z</updated>

		<summary type="html">&lt;p&gt;Shade: Example event, currently untested. Will add more detailed explanation later.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The following event is based on an idea by SypheDMar, as proposed in #freespace. It will, in theory, make a set of fighters either be invisible, show up as a fuzzy radar blip, or be fully targetable, all depending on their range to the player as well as whether the player has is facing them, more specifically if has them within a 60-degree forward cone. Detailed explanation below, but without further ado, the event itself:&lt;br /&gt;
&lt;br /&gt;
 - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; when-argument&lt;br /&gt;
    - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; any-of&lt;br /&gt;
       # &amp;lt;list of ships for which to apply range/facing-based targetability&amp;gt;&lt;br /&gt;
    - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; when&lt;br /&gt;
       - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; and&lt;br /&gt;
          - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; not&lt;br /&gt;
             - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; is-ship-stealthy&lt;br /&gt;
                # &amp;lt;argument&amp;gt;&lt;br /&gt;
          - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; or&lt;br /&gt;
             - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; and&lt;br /&gt;
                - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; &amp;gt;&lt;br /&gt;
                   - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; distance&lt;br /&gt;
                      # &amp;lt;argument&amp;gt;&lt;br /&gt;
                      # Alpha 1&lt;br /&gt;
                   # 3000&lt;br /&gt;
                - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; facing&lt;br /&gt;
                   # &amp;lt;argument&amp;gt;&lt;br /&gt;
                   # 60&lt;br /&gt;
             - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; and&lt;br /&gt;
                - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; &amp;gt;&lt;br /&gt;
                   - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; distance&lt;br /&gt;
                      # &amp;lt;argument&amp;gt;&lt;br /&gt;
                      # Alpha 1&lt;br /&gt;
                   # 1000&lt;br /&gt;
                - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; not&lt;br /&gt;
                   - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; facing&lt;br /&gt;
                      # &amp;lt;argument&amp;gt;&lt;br /&gt;
                      # 60&lt;br /&gt;
       - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; ship-stealthy&lt;br /&gt;
          # &amp;lt;argument&amp;gt;&lt;br /&gt;
    - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; when&lt;br /&gt;
       - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; and&lt;br /&gt;
          - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; or&lt;br /&gt;
             - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; is-ship-visible&lt;br /&gt;
                # &amp;lt;argument&amp;gt;&lt;br /&gt;
             - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; is-ship-stealthy&lt;br /&gt;
                # &amp;lt;argument&amp;gt;&lt;br /&gt;
          - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; or&lt;br /&gt;
             - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; and&lt;br /&gt;
                - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; &amp;lt;=&lt;br /&gt;
                   - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; distance&lt;br /&gt;
                      # &amp;lt;argument&amp;gt;&lt;br /&gt;
                      # Alpha 1&lt;br /&gt;
                   # 3000&lt;br /&gt;
                - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; &amp;gt;&lt;br /&gt;
                   - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; distance&lt;br /&gt;
                      # &amp;lt;argument&amp;gt;&lt;br /&gt;
                      # Alpha 1&lt;br /&gt;
                   # 1000&lt;br /&gt;
                - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; facing&lt;br /&gt;
                   # &amp;lt;argument&amp;gt;&lt;br /&gt;
                   # 60&lt;br /&gt;
             - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; and&lt;br /&gt;
                - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; &amp;lt;=&lt;br /&gt;
                   - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; distance&lt;br /&gt;
                      # &amp;lt;argument&amp;gt;&lt;br /&gt;
                      # Alpha 1&lt;br /&gt;
                   # 1000&lt;br /&gt;
                - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; &amp;gt;&lt;br /&gt;
                   - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; distance&lt;br /&gt;
                      # &amp;lt;argument&amp;gt;&lt;br /&gt;
                      # Alpha 1&lt;br /&gt;
                   # 300&lt;br /&gt;
                - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; not&lt;br /&gt;
                   - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; facing&lt;br /&gt;
                      # &amp;lt;argument&amp;gt;&lt;br /&gt;
                      # 60&lt;br /&gt;
       - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; ship-invisible&lt;br /&gt;
          # &amp;lt;argument&amp;gt;&lt;br /&gt;
       - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; ship-unstealthy&lt;br /&gt;
          # &amp;lt;argument&amp;gt;&lt;br /&gt;
    - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; when&lt;br /&gt;
       - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; and&lt;br /&gt;
          - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; or&lt;br /&gt;
             - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; not&lt;br /&gt;
                - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; is-ship-visible&lt;br /&gt;
                   # &amp;lt;argument&amp;gt;&lt;br /&gt;
             - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; is-ship-stealthy&lt;br /&gt;
                # &amp;lt;argument&amp;gt;&lt;br /&gt;
          - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; or&lt;br /&gt;
             - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; and&lt;br /&gt;
                - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; &amp;lt;=&lt;br /&gt;
                   - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; distance&lt;br /&gt;
                      # &amp;lt;argument&amp;gt;&lt;br /&gt;
                      # Alpha 1&lt;br /&gt;
                   # 1000&lt;br /&gt;
                - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; facing&lt;br /&gt;
                   # &amp;lt;argument&amp;gt;&lt;br /&gt;
                   # 60&lt;br /&gt;
             - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; and&lt;br /&gt;
                - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; &amp;lt;=&lt;br /&gt;
                   - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; distance&lt;br /&gt;
                      # &amp;lt;argument&amp;gt;&lt;br /&gt;
                      # Alpha 1&lt;br /&gt;
                   # 300&lt;br /&gt;
                - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; not&lt;br /&gt;
                   - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; facing&lt;br /&gt;
                      # &amp;lt;argument&amp;gt;&lt;br /&gt;
                      # 60&lt;br /&gt;
       - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; ship-visible&lt;br /&gt;
          # &amp;lt;argument&amp;gt;&lt;br /&gt;
       - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;op&amp;lt;/span&amp;gt; ship-unstealthy&lt;br /&gt;
          # &amp;lt;argument&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note the use of nested &#039;when&#039; operators to cover three distinct sets of possibilities within the same event, which allows them to draw on the same argument list. This is not terribly important in this particular case, as no arguments are invalidated or revalidated, but it is kept as one event for demonstration purposes. If one prefers, the event could easily be split in three without any change in functionality (one for each distance bracket).&lt;br /&gt;
&lt;br /&gt;
[[Category:FRED Examples]]&lt;/div&gt;</summary>
		<author><name>Shade</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=The_Horror_in_the_Deep&amp;diff=33467</id>
		<title>The Horror in the Deep</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=The_Horror_in_the_Deep&amp;diff=33467"/>
		<updated>2011-02-10T13:43:59Z</updated>

		<summary type="html">&lt;p&gt;Shade: /* Walkthrough */ - More detailed walkthrough&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Derelict}}&lt;br /&gt;
&lt;br /&gt;
{|- cellpadding=&amp;quot;8&amp;quot; style=&amp;quot;background:#000000;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Derelict Campaign Walkthrough|Campaign Walkthrough]]&lt;br /&gt;
| [[A Time for Penance|Previous Mission]]&lt;br /&gt;
| [[Rites of Passage|Next Mission]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ACT 1 MISSION 8&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fighter squadron:&#039;&#039;&#039; [[212th Silver Scythes]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
&amp;lt;i&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Inflight Briefing&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:Presently, &#039;&#039;&#039;Alpha&#039;&#039;&#039; wing is flying close escort to the &#039;&#039;&#039;TRGS Meridian&#039;&#039;&#039; and the &#039;&#039;&#039;TRGF Haulian.&#039;&#039;&#039; You are flying in the subspace corridor between the &#039;&#039;&#039;Tau Sigma&#039;&#039;&#039; and &#039;&#039;&#039;Altair&#039;&#039;&#039; jump nodes.&lt;br /&gt;
&lt;br /&gt;
*At present, there is no sign of the pirate craft, designated &#039;&#039;&#039;Long John&#039;&#039;&#039; wing.  We know these to be eight &#039;&#039;&#039;Ares&#039;&#039;&#039; class fighters. They are more heavily armed than your &#039;&#039;&#039;Myrmidons.&#039;&#039;&#039; However, we expect them to be carrying armament intended for disabling ships. This may be to your advantage, but don&#039;t count on it. &lt;br /&gt;
&lt;br /&gt;
:Remember that in subspace, your shields will not work. The only benefit in this situation is that neither will theirs.&lt;br /&gt;
&lt;br /&gt;
*Because of their six forward gun mounts and heavier armor, it is recommended that you avoid attacking &#039;&#039;&#039;Long John&#039;&#039;&#039; wing head on. To aid you, we have dispatched the &#039;&#039;&#039;GTS Servicor&#039;&#039;&#039; to reload your weapons. The &#039;&#039;&#039;Servicor&#039;&#039;&#039; is carrying additional missile supplies, so you may change your missile configuration if you so desire.&lt;br /&gt;
&lt;br /&gt;
*Due to the nature of this type of mission, we can expect that &#039;&#039;&#039;Long John&#039;&#039;&#039; wing will not be operating alone. You can be sure of additional support craft in the area, and possibly even another wing of fighters. Be on your guard.&lt;br /&gt;
&lt;br /&gt;
*The &#039;&#039;&#039;Vasudans&#039;&#039;&#039; have dispatched &#039;&#039;&#039;Omicron,&#039;&#039;&#039; wing of &#039;&#039;&#039;Serapis&#039;&#039;&#039; class fighters. They have also dispatched the &#039;&#039;&#039;GVT Isiroth&#039;&#039;&#039; to aid you. We expect them shortly.&lt;br /&gt;
&lt;br /&gt;
:This is a dangerous mission, pilot. Good luck.&lt;br /&gt;
&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Walkthrough==&lt;br /&gt;
&lt;br /&gt;
There&#039;s a ton of campaign-persistent variables in this mission. If you destroyed any of the Long John fighters in the last mission, they won&#039;t appear. The briefing sounds imposing, but killing unshielded AI fighters is actually ridiculously easy. Just stay safe and don&#039;t do anything stupid. &lt;br /&gt;
&lt;br /&gt;
The &amp;quot;pirates&amp;quot; will try to disable the convoy and [[Mackie]]. Blow that Hygeia off Alpha 2 before they make off with him (actually, they never will). Mackie will probably be at 1% hull by then, although the explosion of the Hygeia right above his ship won&#039;t faze him one bit.&lt;br /&gt;
&lt;br /&gt;
The Mudenerei will blow up, then, surprise surprise, the [[SD Nyarlathotep|Nyarlathotep]] will make a brief appearance. Fight off a few more enemy wings while the convoy gets its engines back on-line.&lt;br /&gt;
&lt;br /&gt;
--&lt;br /&gt;
&lt;br /&gt;
Quite tough on higher difficulties, as even a single missile hit will put a serious dent in your hull, and a single hit from an Ares can destroy an important subsystem. For that reason, certain ground rules apply: Let your AI wingmen go first, never go head-to-head, don&#039;t pursue a target being hit by flak, and be liberal in your use of countermeasures.&lt;br /&gt;
&lt;br /&gt;
With that in mind, the Long John wing should make fairly easy killing. As long as you don&#039;t get in front of them, Ares fighters are gratifyingly easy targets, and even more so when they are unshielded. The real challenge comes later, as you will be harrassed by a wing of Ulysses fighters while Hygeia-class support ships try to make off with any disabled wingmen of yours. Not to mention a Triton sporting both flak and AAA, which you should definitely leave to the AI unless you can find a safe angle to approach.&lt;br /&gt;
&lt;br /&gt;
The Ulysses are annoying even without shields as they are such a small target and love to fly evasive, and on higher difficulties are quite fond of lobbing missiles at you too. Ideally, try to let the AIs distract them while you pick off the support ships from a long enough distance to avoid the blast when they go up, and provide support to the AIs once they have the enemy&#039;s attention. This should see you through the mission in one piece, though it may not feel very brave.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
&lt;br /&gt;
==Notable ships present==&lt;br /&gt;
&lt;br /&gt;
* GTS Servicor&lt;br /&gt;
* [[TRGS Meridian]]&lt;br /&gt;
* [[TRGF Haulian]]&lt;br /&gt;
* [[GVT Isiroth]]&lt;br /&gt;
* Blackbeard (&amp;quot;pirate&amp;quot; [[GTFr Triton|Triton]])&lt;br /&gt;
* Drake (&amp;quot;pirate&amp;quot; [[GTT Elysium|Elysium]])&lt;br /&gt;
* Mudenerei (&amp;quot;pirate&amp;quot; [[GTA Charybdis|AWACs]])&lt;br /&gt;
* [[SD Nyarlathotep]] (named &amp;quot;Unknown&amp;quot; in this mission)&lt;/div&gt;</summary>
		<author><name>Shade</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=A_Time_for_Penance&amp;diff=33466</id>
		<title>A Time for Penance</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=A_Time_for_Penance&amp;diff=33466"/>
		<updated>2011-02-10T12:27:27Z</updated>

		<summary type="html">&lt;p&gt;Shade: /* Walkthrough */  - argh, another typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Derelict}}&lt;br /&gt;
&lt;br /&gt;
{|- cellpadding=&amp;quot;8&amp;quot; style=&amp;quot;background:#000000;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Derelict Campaign Walkthrough|Campaign Walkthrough]]&lt;br /&gt;
| [[Bait and Switch|Previous Mission]]&lt;br /&gt;
| [[The Horror in the Deep|Next Mission]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;ACT 1 MISSION 7&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Fighter squadron:&amp;lt;/b&amp;gt; [[212th Silver Scythes]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Description:&amp;lt;/b&amp;gt; After a botched raid on what turned out to be a civilian operation, Alpha Wing must escort two research vessels to the Tau Jump Node. A pirate attack is almost certain.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Command Briefing ==&lt;br /&gt;
&amp;lt;i&amp;gt;&lt;br /&gt;
* &amp;lt;b&amp;gt;Command Incident Report 08/28/2372 1510&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After acting out on what we thought was accurate intelligence, Alpha wing and the GTC LoneWolf led a raid on what turned out to be a civilian operation.&lt;br /&gt;
&lt;br /&gt;
In the attack, the GTC LoneWolf engaged the TRGC Sai, damaging it.  Fortunately we managed to stand down before an attack group of pirates arrived for the clean-up.  &lt;br /&gt;
&lt;br /&gt;
Still, the Sai and the LoneWolf were damaged enough that they are now in repair.&lt;br /&gt;
&lt;br /&gt;
*&lt;br /&gt;
The Tepoheh Raleigh Group has launched a formal complaint along with the Morgan Mining Corporation. They&#039;re saying the GTVA is incapable of providing security in the outer territories. This is especially pressing now that we have recieved word that one million Capellan refugees are coming our way.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;End of Incident Report&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Alright pilot, we&#039;ve got our work cut out for us. A lot of people are mad at us, but it&#039;s not our fault, and we still have a job to do. Report to briefing.&lt;br /&gt;
&amp;lt;/i&amp;gt;&lt;br /&gt;
==Background==&lt;br /&gt;
&amp;lt;i&amp;gt;&lt;br /&gt;
*While the &amp;lt;b&amp;gt;GTC LoneWolf&amp;lt;/b&amp;gt; and the &amp;lt;b&amp;gt;TRGC Sai&amp;lt;/b&amp;gt; are in repair at &amp;lt;b&amp;gt;Tau Sigma Station,&amp;lt;/b&amp;gt; the &amp;lt;b&amp;gt;TRGS Meridian&amp;lt;/b&amp;gt; and the &amp;lt;b&amp;gt;TRGF Haulian&amp;lt;/b&amp;gt; demanded to return to their office on &amp;lt;b&amp;gt;Altair.&amp;lt;/b&amp;gt;  Until we hear otherwise, we are still responsible for their safety.&lt;br /&gt;
*&amp;lt;b&amp;gt;Alpha&amp;lt;/b&amp;gt; wing, it is your job to make sure that the &amp;lt;b&amp;gt;Meridian&amp;lt;/b&amp;gt; and the &amp;lt;b&amp;gt;Haulian&amp;lt;/b&amp;gt; reach the &amp;lt;b&amp;gt;Altair&amp;lt;/b&amp;gt; jump node in one piece. They are carrying research materials that would fetch a high price on the black market.&lt;br /&gt;
*&amp;lt;b&amp;gt;Alpha,&amp;lt;/b&amp;gt; you will fly close escort to the &amp;lt;b&amp;gt;Meridian.&amp;lt;/b&amp;gt; The &amp;lt;b&amp;gt;Morgan Mining Corporation&amp;lt;/b&amp;gt; has contracted mercenaries, designated &amp;lt;b&amp;gt;Tachyon&amp;lt;/b&amp;gt; wing, to fly patrol. They are not under our command.  You are NOT to engage them.&lt;br /&gt;
*Given the recent attacks, another &amp;lt;b&amp;gt;pirate&amp;lt;/b&amp;gt; raid is almost certain. Be on your guard, and good luck pilot.&lt;br /&gt;
&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Walkthrough==&lt;br /&gt;
&lt;br /&gt;
A fairly challenging one. You will encounter a lot of Lokis on this mission. The drone&#039;s AI is set at the lowest possible level, Coward, but there&#039;s a lot of them. You may want to stay a bit behind your wingmen so you won&#039;t take the brunt of the fire.&lt;br /&gt;
&lt;br /&gt;
It&#039;s extremely difficult to catch Long John wing. There&#039;s a secondary goal that becomes true when Long John is destroyed, but this is pretty much impossible, and even if you destroy the whole wing it says nothing about it in your debrief. You will, however, get a bit of recognition for destroying at least one of the fighters. If you set engine power to max and head to the node before Long John arrives, you may be able to catch one or two Ares, but it&#039;s not worth it if the convoy gets destroyed.&lt;br /&gt;
&lt;br /&gt;
--&lt;br /&gt;
&lt;br /&gt;
You finally get a decent weapon to work with, in the [[Prometheus S]]. Definitely bring one in the four-gun bank of your Myrm. Other than that, a mix of Tempests and Rockeyes is recommended.&lt;br /&gt;
&lt;br /&gt;
From the mission start, afterburn towards your two charges at maximum engine power, and you should catch up easily before anything important happens. During or shortly after your sprint, you&#039;ll see the friendly merc wing tussle with some pirates, but these are none of your concern.&lt;br /&gt;
&lt;br /&gt;
Instead, you will shortly be set upon by rather a lot of Lokis, arriving in groups of four with little to no break in between. Keep yourself and your wingmen close enough to the two civilians that you can get there fast if needed, but otherwise feel free to engage them as they seem to target your wing rather than the ships you are protecting. While they make easy targets even on high difficulties, try to avoid getting into head-to-head passes with them as they can still do damage there. And the Myrmidon is a big target.&lt;br /&gt;
&lt;br /&gt;
Eventually, Long John wing will arrive near the node and make a run for it, but trying to catch them while also keeping the convoy alive is an exercise in futility, as a wing of pirate Hercules fighters will arrive at about the same time. And unlike the Lokis, these DO target your civilians and can make short work of them if left unattended. If you do want to try though, save a bunch of Rockeyes and use those from long range before turning back to help. As the Long John wings are flying in a straight line and won&#039;t do any evading, you &#039;&#039;might&#039;&#039; bag one that way and still make it back before your civilians go boom.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
&lt;br /&gt;
==Notable ships present==&lt;br /&gt;
&lt;br /&gt;
* [[GTC LoneWolf]]&lt;br /&gt;
* [[TRGC Sai]]&lt;br /&gt;
* [[TRGS Meridian]]&lt;br /&gt;
* [[TRGF Haulian]]&lt;/div&gt;</summary>
		<author><name>Shade</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=A_Time_for_Penance&amp;diff=33465</id>
		<title>A Time for Penance</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=A_Time_for_Penance&amp;diff=33465"/>
		<updated>2011-02-10T12:25:36Z</updated>

		<summary type="html">&lt;p&gt;Shade: /* Walkthrough */  typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Derelict}}&lt;br /&gt;
&lt;br /&gt;
{|- cellpadding=&amp;quot;8&amp;quot; style=&amp;quot;background:#000000;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Derelict Campaign Walkthrough|Campaign Walkthrough]]&lt;br /&gt;
| [[Bait and Switch|Previous Mission]]&lt;br /&gt;
| [[The Horror in the Deep|Next Mission]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;ACT 1 MISSION 7&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Fighter squadron:&amp;lt;/b&amp;gt; [[212th Silver Scythes]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Description:&amp;lt;/b&amp;gt; After a botched raid on what turned out to be a civilian operation, Alpha Wing must escort two research vessels to the Tau Jump Node. A pirate attack is almost certain.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Command Briefing ==&lt;br /&gt;
&amp;lt;i&amp;gt;&lt;br /&gt;
* &amp;lt;b&amp;gt;Command Incident Report 08/28/2372 1510&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After acting out on what we thought was accurate intelligence, Alpha wing and the GTC LoneWolf led a raid on what turned out to be a civilian operation.&lt;br /&gt;
&lt;br /&gt;
In the attack, the GTC LoneWolf engaged the TRGC Sai, damaging it.  Fortunately we managed to stand down before an attack group of pirates arrived for the clean-up.  &lt;br /&gt;
&lt;br /&gt;
Still, the Sai and the LoneWolf were damaged enough that they are now in repair.&lt;br /&gt;
&lt;br /&gt;
*&lt;br /&gt;
The Tepoheh Raleigh Group has launched a formal complaint along with the Morgan Mining Corporation. They&#039;re saying the GTVA is incapable of providing security in the outer territories. This is especially pressing now that we have recieved word that one million Capellan refugees are coming our way.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;End of Incident Report&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Alright pilot, we&#039;ve got our work cut out for us. A lot of people are mad at us, but it&#039;s not our fault, and we still have a job to do. Report to briefing.&lt;br /&gt;
&amp;lt;/i&amp;gt;&lt;br /&gt;
==Background==&lt;br /&gt;
&amp;lt;i&amp;gt;&lt;br /&gt;
*While the &amp;lt;b&amp;gt;GTC LoneWolf&amp;lt;/b&amp;gt; and the &amp;lt;b&amp;gt;TRGC Sai&amp;lt;/b&amp;gt; are in repair at &amp;lt;b&amp;gt;Tau Sigma Station,&amp;lt;/b&amp;gt; the &amp;lt;b&amp;gt;TRGS Meridian&amp;lt;/b&amp;gt; and the &amp;lt;b&amp;gt;TRGF Haulian&amp;lt;/b&amp;gt; demanded to return to their office on &amp;lt;b&amp;gt;Altair.&amp;lt;/b&amp;gt;  Until we hear otherwise, we are still responsible for their safety.&lt;br /&gt;
*&amp;lt;b&amp;gt;Alpha&amp;lt;/b&amp;gt; wing, it is your job to make sure that the &amp;lt;b&amp;gt;Meridian&amp;lt;/b&amp;gt; and the &amp;lt;b&amp;gt;Haulian&amp;lt;/b&amp;gt; reach the &amp;lt;b&amp;gt;Altair&amp;lt;/b&amp;gt; jump node in one piece. They are carrying research materials that would fetch a high price on the black market.&lt;br /&gt;
*&amp;lt;b&amp;gt;Alpha,&amp;lt;/b&amp;gt; you will fly close escort to the &amp;lt;b&amp;gt;Meridian.&amp;lt;/b&amp;gt; The &amp;lt;b&amp;gt;Morgan Mining Corporation&amp;lt;/b&amp;gt; has contracted mercenaries, designated &amp;lt;b&amp;gt;Tachyon&amp;lt;/b&amp;gt; wing, to fly patrol. They are not under our command.  You are NOT to engage them.&lt;br /&gt;
*Given the recent attacks, another &amp;lt;b&amp;gt;pirate&amp;lt;/b&amp;gt; raid is almost certain. Be on your guard, and good luck pilot.&lt;br /&gt;
&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Walkthrough==&lt;br /&gt;
&lt;br /&gt;
A fairly challenging one. You will encounter a lot of Lokis on this mission. The drone&#039;s AI is set at the lowest possible level, Coward, but there&#039;s a lot of them. You may want to stay a bit behind your wingmen so you won&#039;t take the brunt of the fire.&lt;br /&gt;
&lt;br /&gt;
It&#039;s extremely difficult to catch Long John wing. There&#039;s a secondary goal that becomes true when Long John is destroyed, but this is pretty much impossible, and even if you destroy the whole wing it says nothing about it in your debrief. You will, however, get a bit of recognition for destroying at least one of the fighters. If you set engine power to max and head to the node before Long John arrives, you may be able to catch one or two Ares, but it&#039;s not worth it if the convoy gets destroyed.&lt;br /&gt;
&lt;br /&gt;
--&lt;br /&gt;
&lt;br /&gt;
You finally get a decent weapon to work with, in the [[Prometheus S]]. Definitely bring one in the four-gun bank of your Myrm. Other than that, a mix of Tempests and Rockeyes is recommended.&lt;br /&gt;
&lt;br /&gt;
From the mission start, afterburn towards your two charges at maximum engine power, and you should catch up easily before anything important happens. During or shortly after your sprint, you&#039;ll see the friendly merc wing tussle with some pirates, but these are none of your concern.&lt;br /&gt;
&lt;br /&gt;
Instead, you will shortly be set upon by rather a lot of Lokis, arriving in groups of four with little to no break in between. Keep yourself and your wingmen close enough to the two civilians that you can get there fast if needed, but otherwise feel free to engage them as they seem to target your wing rather than the ships you are protecting. While they make easy targets even on high difficulties, try to avoid getting into head-to-head passes with them as they can still do damage there. And the Myrmidon is a big target.&lt;br /&gt;
&lt;br /&gt;
Eventually, Long John wing will arrive near the node and make a run for it, but trying to catch them while also keeping the convoy alive is an excersise in futility, as a wing of pirate Hercules fighters will arrive at about the same time. And unlike the Lokis, these DO target your civilians and can make short work of them if left unattended. If you do want to try though, save a bunch of Rockeyes and use those from long range before turning back to help. As the Long John wings are flying in a straight line and won&#039;t do any evading, you &#039;&#039;might&#039;&#039; bag one that way and still make it back before your civilians go boom.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
&lt;br /&gt;
==Notable ships present==&lt;br /&gt;
&lt;br /&gt;
* [[GTC LoneWolf]]&lt;br /&gt;
* [[TRGC Sai]]&lt;br /&gt;
* [[TRGS Meridian]]&lt;br /&gt;
* [[TRGF Haulian]]&lt;/div&gt;</summary>
		<author><name>Shade</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=A_Time_for_Penance&amp;diff=33464</id>
		<title>A Time for Penance</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=A_Time_for_Penance&amp;diff=33464"/>
		<updated>2011-02-10T12:25:13Z</updated>

		<summary type="html">&lt;p&gt;Shade: /* Walkthrough */ - More detailed walkthrough&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Derelict}}&lt;br /&gt;
&lt;br /&gt;
{|- cellpadding=&amp;quot;8&amp;quot; style=&amp;quot;background:#000000;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Derelict Campaign Walkthrough|Campaign Walkthrough]]&lt;br /&gt;
| [[Bait and Switch|Previous Mission]]&lt;br /&gt;
| [[The Horror in the Deep|Next Mission]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;ACT 1 MISSION 7&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Fighter squadron:&amp;lt;/b&amp;gt; [[212th Silver Scythes]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Description:&amp;lt;/b&amp;gt; After a botched raid on what turned out to be a civilian operation, Alpha Wing must escort two research vessels to the Tau Jump Node. A pirate attack is almost certain.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Command Briefing ==&lt;br /&gt;
&amp;lt;i&amp;gt;&lt;br /&gt;
* &amp;lt;b&amp;gt;Command Incident Report 08/28/2372 1510&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After acting out on what we thought was accurate intelligence, Alpha wing and the GTC LoneWolf led a raid on what turned out to be a civilian operation.&lt;br /&gt;
&lt;br /&gt;
In the attack, the GTC LoneWolf engaged the TRGC Sai, damaging it.  Fortunately we managed to stand down before an attack group of pirates arrived for the clean-up.  &lt;br /&gt;
&lt;br /&gt;
Still, the Sai and the LoneWolf were damaged enough that they are now in repair.&lt;br /&gt;
&lt;br /&gt;
*&lt;br /&gt;
The Tepoheh Raleigh Group has launched a formal complaint along with the Morgan Mining Corporation. They&#039;re saying the GTVA is incapable of providing security in the outer territories. This is especially pressing now that we have recieved word that one million Capellan refugees are coming our way.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;End of Incident Report&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Alright pilot, we&#039;ve got our work cut out for us. A lot of people are mad at us, but it&#039;s not our fault, and we still have a job to do. Report to briefing.&lt;br /&gt;
&amp;lt;/i&amp;gt;&lt;br /&gt;
==Background==&lt;br /&gt;
&amp;lt;i&amp;gt;&lt;br /&gt;
*While the &amp;lt;b&amp;gt;GTC LoneWolf&amp;lt;/b&amp;gt; and the &amp;lt;b&amp;gt;TRGC Sai&amp;lt;/b&amp;gt; are in repair at &amp;lt;b&amp;gt;Tau Sigma Station,&amp;lt;/b&amp;gt; the &amp;lt;b&amp;gt;TRGS Meridian&amp;lt;/b&amp;gt; and the &amp;lt;b&amp;gt;TRGF Haulian&amp;lt;/b&amp;gt; demanded to return to their office on &amp;lt;b&amp;gt;Altair.&amp;lt;/b&amp;gt;  Until we hear otherwise, we are still responsible for their safety.&lt;br /&gt;
*&amp;lt;b&amp;gt;Alpha&amp;lt;/b&amp;gt; wing, it is your job to make sure that the &amp;lt;b&amp;gt;Meridian&amp;lt;/b&amp;gt; and the &amp;lt;b&amp;gt;Haulian&amp;lt;/b&amp;gt; reach the &amp;lt;b&amp;gt;Altair&amp;lt;/b&amp;gt; jump node in one piece. They are carrying research materials that would fetch a high price on the black market.&lt;br /&gt;
*&amp;lt;b&amp;gt;Alpha,&amp;lt;/b&amp;gt; you will fly close escort to the &amp;lt;b&amp;gt;Meridian.&amp;lt;/b&amp;gt; The &amp;lt;b&amp;gt;Morgan Mining Corporation&amp;lt;/b&amp;gt; has contracted mercenaries, designated &amp;lt;b&amp;gt;Tachyon&amp;lt;/b&amp;gt; wing, to fly patrol. They are not under our command.  You are NOT to engage them.&lt;br /&gt;
*Given the recent attacks, another &amp;lt;b&amp;gt;pirate&amp;lt;/b&amp;gt; raid is almost certain. Be on your guard, and good luck pilot.&lt;br /&gt;
&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Walkthrough==&lt;br /&gt;
&lt;br /&gt;
A fairly challenging one. You will encounter a lot of Lokis on this mission. The drone&#039;s AI is set at the lowest possible level, Coward, but there&#039;s a lot of them. You may want to stay a bit behind your wingmen so you won&#039;t take the brunt of the fire.&lt;br /&gt;
&lt;br /&gt;
It&#039;s extremely difficult to catch Long John wing. There&#039;s a secondary goal that becomes true when Long John is destroyed, but this is pretty much impossible, and even if you destroy the whole wing it says nothing about it in your debrief. You will, however, get a bit of recognition for destroying at least one of the fighters. If you set engine power to max and head to the node before Long John arrives, you may be able to catch one or two Ares, but it&#039;s not worth it if the convoy gets destroyed.&lt;br /&gt;
&lt;br /&gt;
--&lt;br /&gt;
&lt;br /&gt;
You finally get a decent weapon to work with, in the [[Prometheus S]]. Definitely bring on in the four-gun bank of your Myrm. Other than that, a mix of Tempests and Rockeyes is recommended.&lt;br /&gt;
&lt;br /&gt;
From the mission start, afterburn towards your two charges at maximum engine power, and you should catch up easily before anything important happens. During or shortly after your sprint, you&#039;ll see the friendly merc wing tussle with some pirates, but these are none of your concern.&lt;br /&gt;
&lt;br /&gt;
Instead, you will shortly be set upon by rather a lot of Lokis, arriving in groups of four with little to no break in between. Keep yourself and your wingmen close enough to the two civilians that you can get there fast if needed, but otherwise feel free to engage them as they seem to target your wing rather than the ships you are protecting. While they make easy targets even on high difficulties, try to avoid getting into head-to-head passes with them as they can still do damage there. And the Myrmidon is a big target.&lt;br /&gt;
&lt;br /&gt;
Eventually, Long John wing will arrive near the node and make a run for it, but trying to catch them while also keeping the convoy alive is an excersise in futility, as a wing of pirate Hercules fighters will arrive at about the same time. And unlike the Lokis, these DO target your civilians and can make short work of them if left unattended. If you do want to try though, save a bunch of Rockeyes and use those from long range before turning back to help. As the Long John wings are flying in a straight line and won&#039;t do any evading, you &#039;&#039;might&#039;&#039; bag one that way and still make it back before your civilians go boom.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
&lt;br /&gt;
==Notable ships present==&lt;br /&gt;
&lt;br /&gt;
* [[GTC LoneWolf]]&lt;br /&gt;
* [[TRGC Sai]]&lt;br /&gt;
* [[TRGS Meridian]]&lt;br /&gt;
* [[TRGF Haulian]]&lt;/div&gt;</summary>
		<author><name>Shade</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Bait_and_Switch&amp;diff=33453</id>
		<title>Bait and Switch</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Bait_and_Switch&amp;diff=33453"/>
		<updated>2011-02-08T15:06:40Z</updated>

		<summary type="html">&lt;p&gt;Shade: /* Walkthrough */  - More detailed walkthrough&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Derelict}}&lt;br /&gt;
&lt;br /&gt;
{|- cellpadding=&amp;quot;8&amp;quot; style=&amp;quot;background:#000000;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Derelict Campaign Walkthrough|Campaign Walkthrough]]&lt;br /&gt;
| [[Last Leg|Previous Mission]]&lt;br /&gt;
| [[A Time for Penance|Next Mission]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;ACT 1 MISSION 6&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Fighter squadron:&amp;lt;/b&amp;gt; [[212th Silver Scythes]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Description:&amp;lt;/b&amp;gt; Alpha and the LoneWolf attack a pirate base, but things are not as they seem...&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Background ===&lt;br /&gt;
&amp;lt;i&amp;gt;&lt;br /&gt;
*With some help from the &amp;lt;b&amp;gt;MMC&#039;s&amp;lt;/b&amp;gt; scans of the area, and from this latest attack near &amp;lt;b&amp;gt;Tau Sigma Station,&amp;lt;/b&amp;gt; we now know that the pirates staged their raid from this remote location within the &amp;lt;b&amp;gt;Tau Sigma&amp;lt;/b&amp;gt; system. If we move quickly, we may be able to surprise them, re-capture any stolen goods, and restore the confidence of the local business operations.&lt;br /&gt;
*The staging area is located on the outer rim of the system near a large ice debris belt. Central to the area is a large refuelling vessel along with several cargo containers and a &amp;lt;b&amp;gt;Triton&amp;lt;/b&amp;gt; class freighter.&lt;br /&gt;
*Guarding the area is a &amp;lt;b&amp;gt;Gunship&amp;lt;/b&amp;gt; of unknown configuration. There are at least two wings of fighters flying escort. These will be your primary target. &lt;br /&gt;
*&amp;lt;b&amp;gt;Alpha&amp;lt;/b&amp;gt; wing and the &amp;lt;b&amp;gt;GTC LoneWolf&amp;lt;/b&amp;gt; will jump in at close range for the element of surprise. &amp;lt;b&amp;gt;Alpha,&amp;lt;/b&amp;gt; your primary target will be the fighter escort, while the &amp;lt;b&amp;gt;LoneWolf&amp;lt;/b&amp;gt; will concentrate on neutralizing the gunship. Once disabled or destroyed, we should have little trouble apprehending the rest of these pirates. Good luck, pilot!&lt;br /&gt;
&amp;lt;/i&amp;gt;&lt;br /&gt;
==Walkthrough==&lt;br /&gt;
&lt;br /&gt;
Your first challenge of the campaign. Don&#039;t worry about killing the enemy fighters at the mission start, as they will soon turn friendly when Command recognizes its mistake. The pirates will then launch a massive fighter/bomber/cruiser attack on the LoneWolf. The Fenris is not nearly strong enough to withstand the assault, so you will probably have to loose the mission 5 times and then skip, unless you&#039;re playing on low difficulty.&lt;br /&gt;
&lt;br /&gt;
Excellent voiceacting and script on this one.&lt;br /&gt;
&lt;br /&gt;
--&lt;br /&gt;
&lt;br /&gt;
As mentioned above, this is quite a tough mission. However, it is quite possible to beat it even on higher difficulties.&lt;br /&gt;
&lt;br /&gt;
For loadout, you&#039;ll want a mix of tempests and rockeyes (with at least eight of the latter), plus whichever guns you prefer - not that you have a whole lot of choice there.&lt;br /&gt;
&lt;br /&gt;
From the beginning of the mission, order your wingmen to ignore both Sai and the medical frigate, and then you can either fly around dodging the initial fighters for a few minutes until they change IFF, or you can start fighting them properly. Save your rockeyes regardless of which you choose. If you do the latter, you will get more kills, but the second part of the mission will be harder. If you can&#039;t seem to get past the second part, simply have your AI wingmen ignore ALL enemy fighters at the start and simply evade, and that should help some later.&lt;br /&gt;
&lt;br /&gt;
Either way, it will eventually turn out that the supposed pirate staging ground was in fact no such thing, and the remains of the enemy will turn friendly. This is where it gets interesting. A pirate Leviathan accompanied by both fighter and bomber wings will jump in, with the bombers heading for Sai while the cruiser tends to duke it out with LoneWolf. The safest solution here is to order your wingmen to guard Sai, while you use your rockeyes to destroy the main beam of the cruiser from a safe distance and then hang back outside of beam range. You really do NOT want to get into AAA range of a Leviathan if you&#039;re playing on hard or above, as it can swat you out of the sky in an instant should it target you.&lt;br /&gt;
&lt;br /&gt;
Feel free to engage any enemies which stray far enough from the cruiser for you to safely engage them, but at this point, you should mostly be directing your wingmen. When no bombers are left in the area, have the wingmen engage the pirate cruiser, or guard the LoneWolf if her hull is getting too low for comfort. Eventually, the cruiser will die (with no main beam, LoneWolf and Sai between them outmatch it easily) and you can mop up any remaining pirate fighters. Congratulations, you&#039;ve won.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
&lt;br /&gt;
==Notable ships present==&lt;br /&gt;
&lt;br /&gt;
* [[GTC LoneWolf]]&lt;br /&gt;
* [[TRGC Sai]]&lt;br /&gt;
* [[TRGF Haulian]]&lt;br /&gt;
* Redbeard (pirate [[GTC Leviathan|Leviathan]])&lt;br /&gt;
* [[TRGS Meridian]]&lt;/div&gt;</summary>
		<author><name>Shade</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Last_Leg&amp;diff=33422</id>
		<title>Last Leg</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Last_Leg&amp;diff=33422"/>
		<updated>2011-02-06T21:56:25Z</updated>

		<summary type="html">&lt;p&gt;Shade: /* Walkthrough */   - More detailed walkthrough&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Derelict}}&lt;br /&gt;
&lt;br /&gt;
{|- cellpadding=&amp;quot;8&amp;quot; style=&amp;quot;background:#000000;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Derelict Campaign Walkthrough|Campaign Walkthrough]]&lt;br /&gt;
| [[Through the Looking Glass|Previous Mission]]&lt;br /&gt;
| [[Bait and Switch|Next Mission]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;ACT 1 MISSION 5&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Fighter squadron:&amp;lt;/b&amp;gt; [[212th Silver Scythes]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Description:&amp;lt;/b&amp;gt; Alpha completes the deployment of the beacons and fends off another pirate attack on Morgan freighters - BR&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
&amp;lt;i&amp;gt;&lt;br /&gt;
*You&#039;re almost done, pilot. We trust that you&#039;re not having too many bad dreams in the sleep stages of your mission. Unfortunately, nightmares are an occassional side effect of deep space sleep. If you&#039;ve had problems, you can see the station physician about them when you return to base.&lt;br /&gt;
&lt;br /&gt;
:Now, down to business... We seem to have encountered a situation at your next destination. Two Morgan Mining freighters have jumped in too close to the asteroid field you&#039;re about to mark. Lack of navigational data is proving to be a liability.&lt;br /&gt;
&lt;br /&gt;
:We have also picked up some transmissions from within the belt - it seems like you&#039;re flying into a pirate ambush. Be on your guard. While you will still lay the navigational buoys, your first task will be to guard the freighters by elminating any pirates, and  clearing a path for them through the asteroid field.&lt;br /&gt;
&lt;br /&gt;
:Once they have jumped to safety, you will then continue your mission to lay the navigational beacons.&lt;br /&gt;
&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Walkthrough==&lt;br /&gt;
&lt;br /&gt;
You&#039;ll encounter two wings of pirates on this mission making an attack on the Morgan Technologies freighters. They&#039;re Ulysses and should be easy kills. Even if the freighters are destroyed, you can still win the mission.&lt;br /&gt;
&lt;br /&gt;
The fourth and final mission in this red alert chain, and the one you&#039;ve been saving your missiles for up until now. The moment you get into the mission, start afterburning towards the two Triton freighters. While underway, check to see which is being targeted by the pirate attack wing, and order your wingmen to guard it.&lt;br /&gt;
&lt;br /&gt;
Once you get within two clicks or so of the freighters, break off and intercept the pirates while your wingmen continue on to take up guard positions. The pirates are flying [[GTF Ulysses]] fighters, and as such will make most annoying targets on higher difficulties, but once hit they do go down fast. Your goal on the first pass with them is to distract as many of them as possible from their target and convince them to instead chase you - If you can manage to get two to break off, easily accomplished with a volley of Tempests and primaries to each, your wingmen should easily be able to keep the targeted freighter in good health. Once the first wave is dealt with, another four Ulysses will jump in, but these are simpler to deal with as you are already in position around the freighters.&lt;br /&gt;
&lt;br /&gt;
When all pirate fighters are gone, your next job is to get the freighters through the asteroid field. Or rather, your job is to get &#039;&#039;&#039;&#039;&#039;one&#039;&#039;&#039;&#039;&#039; of them through (De Leon), as the other (Benzia) will suffer a malfunction and go kaboom no matter what you do. Help De Leon through the field and watch it jump, then deploy the buoys. After all, that&#039;s why you came here in the first place. With all that done, jump back home for a well deserved rest.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
&lt;br /&gt;
==Notable ships present==&lt;/div&gt;</summary>
		<author><name>Shade</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Marie_Celeste&amp;diff=33421</id>
		<title>Marie Celeste</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Marie_Celeste&amp;diff=33421"/>
		<updated>2011-02-06T21:45:11Z</updated>

		<summary type="html">&lt;p&gt;Shade: /* Walkthrough */   - More detailed walkthrough&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Derelict}}&lt;br /&gt;
&lt;br /&gt;
{|- cellpadding=&amp;quot;8&amp;quot; style=&amp;quot;background:#000000;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Derelict Campaign Walkthrough|Campaign Walkthrough]]&lt;br /&gt;
| [[The Deep Patrol|Previous Mission]]&lt;br /&gt;
| [[Through the Looking Glass|Next Mission]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;ACT 1 MISSION 3&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Fighter squadron:&amp;lt;/b&amp;gt; [[212th Silver Scythes]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Description:&amp;lt;/b&amp;gt; Alpha continues their beacon deployment, and encounters a derelict ship along the way - BR&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
&amp;lt;i&amp;gt;&lt;br /&gt;
* Okay, pilot, that first leg went reasonably smoothly. No surprises on the next stage of the journey. You are to place two navigational beacons in this area, and investigate any anomalies. We are reading some low power fluctuations in this sector, but nothing is else is known. Keep a sharp lookout.&lt;br /&gt;
&lt;br /&gt;
:Once you have completed this leg, you will go into your sleep stage while your wingmates take the next shift.&lt;br /&gt;
&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Walkthrough==&lt;br /&gt;
&lt;br /&gt;
No combat in this mission, again. Deploy the nav buoys and follow orders. You&#039;ll encounter an unidentified derelict ship, but it has no future significance in the main plot.&lt;br /&gt;
&lt;br /&gt;
The second mission in a red-alert mission chain. Once again, no threats other than asteroids. And once again, don&#039;t waste your missiles. This time round, you also get to scan a derelict ship and watch a boarding operation.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
&lt;br /&gt;
The [http://en.wikipedia.org/wiki/Mary_Celeste Mary Celeste] is a famous ghost ship.&lt;br /&gt;
&lt;br /&gt;
==Notable ships present==&lt;br /&gt;
&lt;br /&gt;
* Unidentified ([[GVFr Satis]])&lt;br /&gt;
* Omaha ([[GTT Elysium]])&lt;/div&gt;</summary>
		<author><name>Shade</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=The_Deep_Patrol&amp;diff=33420</id>
		<title>The Deep Patrol</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=The_Deep_Patrol&amp;diff=33420"/>
		<updated>2011-02-06T21:42:47Z</updated>

		<summary type="html">&lt;p&gt;Shade: /* Walkthrough */  - More detailed walkthrough&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Derelict}}&lt;br /&gt;
&lt;br /&gt;
{|- cellpadding=&amp;quot;8&amp;quot; style=&amp;quot;background:#000000;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Derelict Campaign Walkthrough|Campaign Walkthrough]]&lt;br /&gt;
| [[Welcome to the Boonies|Previous Mission]]&lt;br /&gt;
| [[Marie Celeste|Next Mission]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;ACT 1 MISSION 2&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Fighter squadron:&amp;lt;/b&amp;gt; [[212th Silver Scythes]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Description:&amp;lt;/b&amp;gt; Alpha wing deploys nav beacons across Tau Sigma - BR&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==Command Briefing==&lt;br /&gt;
&amp;lt;i&amp;gt;&lt;br /&gt;
*&amp;lt;b&amp;gt;Tau Sigma Station&lt;br /&gt;
:Fortnight Update&amp;lt;/b&amp;gt;&lt;br /&gt;
I trust you are settling in well, pilot, now that you have been with us for more than two weeks. To be honest, aside from the recent excitement with the Blackbeard pirate raid near the Station, not much else happens out here. You&#039;re about to get a taste of the less exciting parts of life in the boondocks.  Unfortunately, I am not much for motivational speeches, especially when we have work that needs to be done. &lt;br /&gt;
Welcome to Deep Patrol duty. You can thank me later.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Tau Sigma Wildernesse&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
While Tau Sigma has been settled as a mining colony for over fifteen years, very little of the system has been marked for navigation. As a result, there are many hazardous regions of the star system that require navigational beacons, to ensure safe passage in these areas. Until now, only a small number of beacons have been set around the system. They mark the critical commercial lanes, particularly near the mining operations. However, GTVA Command informs us that in the coming months, the traffic to Tau Sigma will increase significantly. There is a need to step up the schedule of navigational beacon deployment.&lt;br /&gt;
&lt;br /&gt;
Report to briefing for your specific assignment.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
&amp;lt;i&amp;gt;&lt;br /&gt;
*With a recent shipment of &amp;lt;b&amp;gt;Mark IV Pharos-Class&amp;lt;/b&amp;gt; navigational systems, we are ready to proceed with their deployment as soon as possible. Your &amp;lt;b&amp;gt;Myrmidon&amp;lt;/b&amp;gt; fighters are being modified to carry several of these beacons. They will become available to deploy under your control when you reach the designated area for that marker. In order to make room to carry these navigation beacons, your primary weapons have been limited, and your secondary banks have been reduced in capacity.&lt;br /&gt;
*Due to the length of this mission, you and your wingmates will be flying in shifts. You will take turns sleeping as you make your patrol rounds. While asleep, your navigation systems will be locked into your wingmates&#039;. In the event of any danger, you will be automatically alerted, and your systems brought online.&lt;br /&gt;
*Each fighter wing has been assigned to lay markers in three different locations in the star system. &amp;lt;b&amp;gt;Alpha&amp;lt;/b&amp;gt;, your task is simple. In each designated area, you are to make a clean sweep, noting any hazards, and dropping the navigational beacon in their appropriate area. Your onboard computer will automatically determine the best location for deployment, marking it with a &amp;lt;b&amp;gt;computer-generated Pharos&amp;lt;/b&amp;gt; beacon on your HUD.&lt;br /&gt;
*Our knowledge of these areas is very limited, &amp;lt;b&amp;gt;Alpha&amp;lt;/b&amp;gt;. The &amp;lt;b&amp;gt;Mark IV Pharos&amp;lt;/b&amp;gt; beacons have two functions - to transmit navigational data, but also to provide limited sensor scans of their immediate area. Once this is all over, we hope to make &amp;lt;b&amp;gt;Tau Sigma&amp;lt;/b&amp;gt; much more accessible to those wishing to develop this region.&lt;br /&gt;
*On the first leg of your patrol, you will be placing beacons near an ice-belt further out of system. If we are lucky, these beacons may be able to use the reflective surfaces of the ice-belt to amplify their own scanning range. Once you successfully place the beacons, your computer will automatically download the next stage of your mission. Despite your remote location, you are still well within communication range of &amp;lt;b&amp;gt;Tau Sigma Station&amp;lt;/b&amp;gt;. &amp;lt;b&amp;gt;Command&amp;lt;/b&amp;gt; will be monitoring your progress.&lt;br /&gt;
&lt;br /&gt;
:Good luck, pilots.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Walkthrough==&lt;br /&gt;
&lt;br /&gt;
No combat in this mission. Drop the nav bouys and continue on. Derelict was the very first campaign to really use this linked-mission idea. It made the red-alert SEXP seem even more useful.&lt;br /&gt;
&lt;br /&gt;
The first in a moderately long chain of red-alert missions. The only threat in this mission is accidentally bumping into asteroids. With a bit of care, you should move on to the next mission with 100% hull. Don&#039;t waste any missiles taking potshots at the asteroids, as you will need them later on in the chain.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
&lt;br /&gt;
==Notable ships present==&lt;/div&gt;</summary>
		<author><name>Shade</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Welcome_to_the_Boonies&amp;diff=33419</id>
		<title>Welcome to the Boonies</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Welcome_to_the_Boonies&amp;diff=33419"/>
		<updated>2011-02-06T21:40:22Z</updated>

		<summary type="html">&lt;p&gt;Shade: /* Walkthrough */  - More detailed walkthrough&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Derelict}}&lt;br /&gt;
&lt;br /&gt;
{|- cellpadding=&amp;quot;8&amp;quot; style=&amp;quot;background:#000000;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Derelict Campaign Walkthrough|Campaign Walkthrough]]&lt;br /&gt;
| [[The Deep Patrol|Next Mission]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ACT 1 MISSION 1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fighter squadron:&#039;&#039;&#039; [[212th Silver Scythes]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; Alpha wing patrols the area around Tau Sigma Station, and meets their first pirate wing - BR &lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==Command briefing==&lt;br /&gt;
&amp;lt;i&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Aftermath&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Five years have passed since the jump nodes to the Capella system were collapsed, sealing off a massive wave of Shivan juggernaughts and preventing them from pushing further into GTVA space. The supernova and subsequent nebula hang like a growing scar throughout the GTVA as light from that event continues to spread across our worlds.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Ripple Effect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The loss of Capella created serious economic hardship throughout the Alliance - a new Great Depression is upon us. The complete loss of the planetary resources and economic foundation of a rich world was devastating in its own right, but that is not all. Two hundred million refugees continue to walk the stars, seeking a new home. Some have settled, while others have been forced to move from place to place, hoping that the next place may welcome them with open arms.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Fall of Reason&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
While the Galactic Terran-Vasudan Alliance continues to hold, the current depression has given way to political instability. Local governments rise and fall as often as lunar tides, organized crime and piracy have prospered in a black market environment. It seems no one is immune.  Radical voices are raising echoes not heard since the blood cries of the Neo-Terran Front. The ghosts of the past are catching up with us.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Response of the Alliance&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Since collapsing the Capella jump nodes, the recovering GTVA fleets have spent much of their time and resources in police actions. Our own resources are taxed to the limit, and yet still we have the courage to live up to our calling. Even so, it is alarming that there are those who are starting to take matters into their own hands.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039; Problems and Difficulties&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This is not an easy assignment, pilot. You will often be working in less-than-ideal conditions, but we trust that your skill will help to bring some much needed relief to this region.&lt;br /&gt;
&amp;lt;/i&amp;gt;&lt;br /&gt;
==Background==&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;i&amp;gt;Welcome to the &#039;&#039;&#039;Tau Sigma&#039;&#039;&#039; mining colonies, pilot. We are the boondocks at its finest.  You may be used to high tech fighter wings and the latest weaponry where you come from, but now it&#039;s time to forget all of that. It is a poor space jockey that blames their lack of skill on their equipment.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Alpha&#039;&#039;&#039; wing will be flying a routine patrol with the &#039;&#039;&#039;GTC LoneWolf&#039;&#039;&#039;, a Great War vintage cruiser. She may not look like much, but she has a proud heritage.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Tau Sigma Station&#039;&#039;&#039; functions as a receiving point for both inbound materials, and outgoing mined ores. The minerals in this region include high grade fissionables, and are valuable in many parts of the &#039;&#039;&#039;Alliance&#039;&#039;&#039;. The &#039;&#039;&#039;Morgan Mining Company&#039;&#039;&#039; has been the first to develop the &#039;&#039;&#039;Tau Sigma&#039;&#039;&#039; resources for shipments to &#039;&#039;&#039;Altair&#039;&#039;&#039; and &#039;&#039;Aldebaran&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*Your job is to make sure all shipments go smoothly. Keep an eye out for &#039;&#039;&#039;pirates&#039;&#039;&#039;. We are not well armed, so you may be forced to rely on your skill and wits. Good luck, pilot.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Walkthrough==&lt;br /&gt;
&lt;br /&gt;
The first mission of Derelict. You&#039;ll get introduced to [[Mackie]], the character who Snipes was supposed to be. Fly around and look at the pretty nebulae, this is the first mission, no challenge.&lt;br /&gt;
&lt;br /&gt;
To save everything (which is not required to win the mission, nor is even recognized, but feels good), send your wingmen off to protect the two far-off Tritons while you go hang near the station. Don&#039;t bother actually guarding the LoneWolf, as it will not come under attack. When you get the objective to scan the Poseidon 7 freighter, do so, and then immediately destroy it when it turns hostile.&lt;br /&gt;
&lt;br /&gt;
Meanwhile, enemies will be attacking the two Tritons you send your wingmen to guard earlier, and will be easily held off by them while you cover the distance to join them. If you max out engine power and afterburn as much as possible, you should just arrive in time to grab a fighter kill before the hostiles are wiped out and the mission is over. Make sure the hostile Triton dies, either by your hand or by ordering in your wingmen while you are still in underway - They can easily handle it.&lt;br /&gt;
&lt;br /&gt;
Alternatively, you can keep your wingmen with you and let the two Tritons die, which is probably what your are &#039;supposed&#039; to do, and then hightail it there and kill the enemies after the fact. This will let you get more kills as your wingmen haven&#039;t done most of the work by the time you get there. As long as you manage to kill the hostile Triton, you won&#039;t get in any trouble for losing the two friendly freighters, as they were never really intended to be saved.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
&lt;br /&gt;
==Notable ships present==&lt;/div&gt;</summary>
		<author><name>Shade</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Screenshots&amp;diff=33264</id>
		<title>Screenshots</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Screenshots&amp;diff=33264"/>
		<updated>2011-01-23T14:45:32Z</updated>

		<summary type="html">&lt;p&gt;Shade: Added an image&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;gallery widths=150px perrow=5&amp;gt;&lt;br /&gt;
File:RScreen0001.jpg|The bow of a mighty [[GTD Orion]].&lt;br /&gt;
File:RScreen0002.jpg|A [[GTF Pegasus|Pegasus]] pursued through the Nebula.&lt;br /&gt;
File:RScreen0003.jpg|The [[GTC Fenris]].&lt;br /&gt;
File:RScreen0004.jpg|The deadly, nigh-invulnerable [[SD Lucifer]].&lt;br /&gt;
File:RScreen0005.jpg|The most vital mission of [[The Great War]] launches from the [[GTD Bastion]]&lt;br /&gt;
File:RScreen0006.jpg|A [[GTD Orion]] approaching an inhospitable planet.&lt;br /&gt;
File:RScreen0007.jpg|Activity around [[Earth]].&lt;br /&gt;
File:RScreen0008.jpg|The Colonial Bolitho from the [[Diaspora]] Battlestar Galactica TC for FreeSpace Open.&lt;br /&gt;
File:RScreen0009.jpg|A [[Terran]] fleet, in green.&lt;br /&gt;
File:RScreen0010.jpg|The [[GTVA]] fleet from the [[Blue Planet: Age of Aquarius]] campaign.&lt;br /&gt;
File:RScreen0011.jpg|Three [[GVF Thoth]]-class fighters flying in formation.&lt;br /&gt;
File:RScreen0012.jpg|An [[Ancient]] vessel from the [[Ancient-Shivan_War_(campaign)|Ancient-Shivan War]] campaign.&lt;br /&gt;
File:RScreen0013.jpg|A Cylon Raider from the [[Beyond the Red Line]] demo.&lt;br /&gt;
File:RScreen0014.jpg|The [[SD Ravana]] hides in the [[Nebula System|nebula beyond Gamma Draconis]].&lt;br /&gt;
File:RScreen0015.jpg|A [[GTF Ulysses]] in the [[Sol]] system.&lt;br /&gt;
File:RScreen0016.jpg|The [[GVI Karnak]].&lt;br /&gt;
File:RScreen0017.jpg|The [[GTC Fenris]] on patrol.&lt;br /&gt;
File:RScreen0018.jpg|The [[GTC Aeolus]].&lt;br /&gt;
File:RScreen0019.jpg|Three [[SB Seraphim|Seraphim-class bombers]] emerge from subspace.&lt;br /&gt;
File:RScreen0020.jpg|A Shivan [[SD Ravana|Ravana]] meets its end.&lt;br /&gt;
File:RScreen0021.jpg|A lone [[GTF Loki]] in the dark of space.&lt;br /&gt;
File:RScreen0022.jpg|Ships from the [[Blue Planet]] mod near Saturn.&lt;br /&gt;
File:RScreen0023.jpg|The [[SD Lucifer]] in the [[Ribos]] system.&lt;br /&gt;
File:RScreen0024.jpg|The GTCv Warspite from the mission [[Battle of the Wilderness]].&lt;br /&gt;
File:RScreen0025.jpg|Admiral Koth engages the [[GTVA Colossus]].&lt;br /&gt;
File:RScreen0026.jpg|The GTCv Parapet from the mission [[Into the Maelstrom]].&lt;br /&gt;
File:RScreen0027.jpg|Fighting the [[Shivans]] in the [[Homesick]] campaign.&lt;br /&gt;
File:RScreen0028.jpg|The [[SJ Sathanas]] makes its way inexorably towards [[GTVA]] space.&lt;br /&gt;
File:RScreen0029.jpg|A pitched battle from [[The Procyon Insurgency]].&lt;br /&gt;
File:RScreen0030.jpg|Combat in the [[Earth Defense]] campaign.&lt;br /&gt;
File:RScreen0031.png|Boom!&lt;br /&gt;
File:RScreen0032.png|The [[FreeSpace_2_Terran_Ship_Database#GTD_Carthage|GTD Carthage]], the [[FreeSpace_2_Vasudan_Ship_Database#GVCv_Dahshor|GVCv Dahshor]], and some bloom.&lt;br /&gt;
File:RScreen0033.png|Limited visibility&lt;br /&gt;
File:RScreen0034.png|The [[NTD Repulse]] swats a fly- err, fighter.&lt;br /&gt;
File:RScreen0035.png|Feint, Parry, Riposte!&lt;br /&gt;
File:RScreen0036.png|The NTF Iceni and my horrendously dark lighting settings.&lt;br /&gt;
File:RScreen0037.png|The bloomiest ship in the NTF Armada.&lt;br /&gt;
File:RScreen0038.png|Love the Treason...&lt;br /&gt;
File:RScreen0040.png|The Bloom capabilities of newer FreeSpace Open builds demonstrated beautifully with an atmospheric skybox.&lt;br /&gt;
File:RScreen0041.jpg|A lone [[GVCv Sobek]] cruises through space.&lt;br /&gt;
File:RScreen0042.jpg|A Terran Gas Refinery in the upper atmosphere of an Epsilon Pegasi gas giant.&lt;br /&gt;
File:RScreen0043.jpg|A [[GTD Orion]] watches over a busy installation.&lt;br /&gt;
File:RScreen0044.png|The mighty [[GTVA Colossus]].&lt;br /&gt;
File:RScreen0045.jpg|The [[FreeSpace_2_Terran_Ship_Database#GTD_Carthage|GTD Carthage]] dwarfs the [[FreeSpace_2_Vasudan_Ship_Database#GVCv_Dahshor|GVCv Dahshor]].&lt;br /&gt;
File:RScreen0046.png|A [[GTF Hercules Mark II|Herc II]] fighter defending a [[GTCv Deimos]].&lt;br /&gt;
File:RScreen0047.png|The end of the [[GTVA Colossus]] courtesy of SJ Sathanas 17, with the latter&#039;s main beams causing blowouts in the Allied warship&#039;s hull.&lt;br /&gt;
File:RScreen0048.png|A lone jetpacker trails a little-known alien species in an alien system.&lt;br /&gt;
File:RScreen0049.png|A [[GTCv Deimos|Deimos]], off in the distance.&lt;br /&gt;
File:RScreen0050.png|The [[NTF Iceni]], charging its frontal beams.&lt;br /&gt;
File:RScreen0051.png|In an alternate universe, the Lucifer as we know it is engaged by the GTVA and [[Vishnans]] in Delta Serpentis.&lt;br /&gt;
File:RScreen0052.png|A wing of [[SF Manticore|Manticore fighter]]s fly through a flak cloud.&lt;br /&gt;
File:RScreen0053.png|An [[SD Ravana]], demonstrating a shock-jump attack.&lt;br /&gt;
File:RScreen0054.png|A combination of good lighting, background and normal maps makes this [[GTF Perseus|Perseus interceptor]] look pretty even from the underside.&lt;br /&gt;
File:RScreen0055.jpg|A Vasudan asteroid base in [[Deneb]], during the 14 year war.&lt;br /&gt;
File:RScreen0056.jpg|Aesdherian capital ships from the [[Ancient-Shivan_War_(campaign)|Ancient-Shivan War]] campaign, moving to defend their homeworld.&lt;br /&gt;
File:Rscreen0057.jpg|A European battle fleet in formation over Scandinavia in [[Wings]].&lt;br /&gt;
File:RScreen0058.png|A large dogfight in the BSG-themed [[Diaspora]] total conversion.&lt;br /&gt;
File:RScreen0059.jpg|A Viper Mk7 heading towards two Basestars in the BSG-themed [[Diaspora]] total conversion.&lt;br /&gt;
File:RScreen0060.jpg|Viper squadron launching a missile barrage in the BSG-themed [[Diaspora]] total conversion.&lt;br /&gt;
File:RScreen0061.png|Cylon Raider trying to escape a Flak barrage in the BSG-themed [[Diaspora]] total conversion.&lt;br /&gt;
File:RScreen0062.png|Cylon Raider with a Colonial Bolitho-class corvette as seen in the BSG-themed [[Diaspora]] total conversion.&lt;br /&gt;
File:RScreen0063.png|Colonial Sobek-class battlestar as seen in the BSG-themed [[Diaspora]] total conversion.&lt;br /&gt;
File:RScreen0064.png|Colonial Sobek-class battlestar as seen in the BSG-themed [[Diaspora]] total conversion.&lt;br /&gt;
File:RScreen0065.png|Colonial Sobek-class battlestar as seen in the BSG-themed [[Diaspora]] total conversion.&lt;br /&gt;
File:RScreen0066.jpg|A [[GVD Hatshepsut]] leads a Vasudan battlegroup through the darkness.&lt;br /&gt;
File:RScreen0067.jpg|A massive Terran installation in orbit of Earth.&lt;br /&gt;
File:RScreen0068.png|The [[GTD Orion]] passes an inhabited Terran world.&lt;br /&gt;
File:RScreen0069.jpg|The [[GVD Hatshepsut]], in all its glory.&lt;br /&gt;
File:RScreen0070.png|A [[GTF Pegasus|Pegasus-class stealth fighter]] in the [[Vassago&#039;s Dirge]] campaign.&lt;br /&gt;
File:RScreen0071.jpg|An [[GTD Orion|Orion]]-class Destroyer.&lt;br /&gt;
File:RScreen0072.jpg|The GTD Neya, an [[GTD Orion|Orion]]-class Destroyer.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
[[Category:Images]]&lt;/div&gt;</summary>
		<author><name>Shade</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Screenshots&amp;diff=33261</id>
		<title>Screenshots</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Screenshots&amp;diff=33261"/>
		<updated>2011-01-23T13:39:23Z</updated>

		<summary type="html">&lt;p&gt;Shade: Added an image&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;gallery widths=150px perrow=5&amp;gt;&lt;br /&gt;
File:RScreen0001.jpg|The bow of a mighty [[GTD Orion]].&lt;br /&gt;
File:RScreen0002.jpg|A [[GTF Pegasus|Pegasus]] pursued through the Nebula.&lt;br /&gt;
File:RScreen0003.jpg|The [[GTC Fenris]].&lt;br /&gt;
File:RScreen0004.jpg|The deadly, nigh-invulnerable [[SD Lucifer]].&lt;br /&gt;
File:RScreen0005.jpg|The most vital mission of [[The Great War]] launches from the [[GTD Bastion]]&lt;br /&gt;
File:RScreen0006.jpg|A [[GTD Orion]] approaching an inhospitable planet.&lt;br /&gt;
File:RScreen0007.jpg|Activity around [[Earth]].&lt;br /&gt;
File:RScreen0008.jpg|The Colonial Bolitho from the [[Diaspora]] Battlestar Galactica TC for FreeSpace Open.&lt;br /&gt;
File:RScreen0009.jpg|A [[Terran]] fleet, in green.&lt;br /&gt;
File:RScreen0010.jpg|The [[GTVA]] fleet from the [[Blue Planet: Age of Aquarius]] campaign.&lt;br /&gt;
File:RScreen0011.jpg|Three [[GVF Thoth]]-class fighters flying in formation.&lt;br /&gt;
File:RScreen0012.jpg|An [[Ancient]] vessel from the [[Ancient-Shivan_War_(campaign)|Ancient-Shivan War]] campaign.&lt;br /&gt;
File:RScreen0013.jpg|A Cylon Raider from the [[Beyond the Red Line]] demo.&lt;br /&gt;
File:RScreen0014.jpg|The [[SD Ravana]] hides in the [[Nebula System|nebula beyond Gamma Draconis]].&lt;br /&gt;
File:RScreen0015.jpg|A [[GTF Ulysses]] in the [[Sol]] system.&lt;br /&gt;
File:RScreen0016.jpg|The [[GVI Karnak]].&lt;br /&gt;
File:RScreen0017.jpg|The [[GTC Fenris]] on patrol.&lt;br /&gt;
File:RScreen0018.jpg|The [[GTC Aeolus]].&lt;br /&gt;
File:RScreen0019.jpg|Three [[SB Seraphim|Seraphim-class bombers]] emerge from subspace.&lt;br /&gt;
File:RScreen0020.jpg|A Shivan [[SD Ravana|Ravana]] meets its end.&lt;br /&gt;
File:RScreen0021.jpg|A lone [[GTF Loki]] in the dark of space.&lt;br /&gt;
File:RScreen0022.jpg|Ships from the [[Blue Planet]] mod near Saturn.&lt;br /&gt;
File:RScreen0023.jpg|The [[SD Lucifer]] in the [[Ribos]] system.&lt;br /&gt;
File:RScreen0024.jpg|The GTCv Warspite from the mission [[Battle of the Wilderness]].&lt;br /&gt;
File:RScreen0025.jpg|Admiral Koth engages the [[GTVA Colossus]].&lt;br /&gt;
File:RScreen0026.jpg|The GTCv Parapet from the mission [[Into the Maelstrom]].&lt;br /&gt;
File:RScreen0027.jpg|Fighting the [[Shivans]] in the [[Homesick]] campaign.&lt;br /&gt;
File:RScreen0028.jpg|The [[SJ Sathanas]] makes its way inexorably towards [[GTVA]] space.&lt;br /&gt;
File:RScreen0029.jpg|A pitched battle from [[The Procyon Insurgency]].&lt;br /&gt;
File:RScreen0030.jpg|Combat in the [[Earth Defense]] campaign.&lt;br /&gt;
File:RScreen0031.png|Boom!&lt;br /&gt;
File:RScreen0032.png|The [[FreeSpace_2_Terran_Ship_Database#GTD_Carthage|GTD Carthage]], the [[FreeSpace_2_Vasudan_Ship_Database#GVCv_Dahshor|GVCv Dahshor]], and some bloom.&lt;br /&gt;
File:RScreen0033.png|Limited visibility&lt;br /&gt;
File:RScreen0034.png|The [[NTD Repulse]] swats a fly- err, fighter.&lt;br /&gt;
File:RScreen0035.png|Feint, Parry, Riposte!&lt;br /&gt;
File:RScreen0036.png|The NTF Iceni and my horrendously dark lighting settings.&lt;br /&gt;
File:RScreen0037.png|The bloomiest ship in the NTF Armada.&lt;br /&gt;
File:RScreen0038.png|Love the Treason...&lt;br /&gt;
File:RScreen0040.png|The Bloom capabilities of newer FreeSpace Open builds demonstrated beautifully with an atmospheric skybox.&lt;br /&gt;
File:RScreen0041.jpg|A lone [[GVCv Sobek]] cruises through space.&lt;br /&gt;
File:RScreen0042.jpg|A Terran Gas Refinery in the upper atmosphere of an Epsilon Pegasi gas giant.&lt;br /&gt;
File:RScreen0043.jpg|A [[GTD Orion]] watches over a busy installation.&lt;br /&gt;
File:RScreen0044.png|The mighty [[GTVA Colossus]].&lt;br /&gt;
File:RScreen0045.jpg|The [[FreeSpace_2_Terran_Ship_Database#GTD_Carthage|GTD Carthage]] dwarfs the [[FreeSpace_2_Vasudan_Ship_Database#GVCv_Dahshor|GVCv Dahshor]].&lt;br /&gt;
File:RScreen0046.png|A [[GTF Hercules Mark II|Herc II]] fighter defending a [[GTCv Deimos]].&lt;br /&gt;
File:RScreen0047.png|The end of the [[GTVA Colossus]] courtesy of SJ Sathanas 17, with the latter&#039;s main beams causing blowouts in the Allied warship&#039;s hull.&lt;br /&gt;
File:RScreen0048.png|A lone jetpacker trails a little-known alien species in an alien system.&lt;br /&gt;
File:RScreen0049.png|A [[GTCv Deimos|Deimos]], off in the distance.&lt;br /&gt;
File:RScreen0050.png|The [[NTF Iceni]], charging its frontal beams.&lt;br /&gt;
File:RScreen0051.png|In an alternate universe, the Lucifer as we know it is engaged by the GTVA and [[Vishnans]] in Delta Serpentis.&lt;br /&gt;
File:RScreen0052.png|A wing of [[SF Manticore|Manticore fighter]]s fly through a flak cloud.&lt;br /&gt;
File:RScreen0053.png|An [[SD Ravana]], demonstrating a shock-jump attack.&lt;br /&gt;
File:RScreen0054.png|A combination of good lighting, background and normal maps makes this [[GTF Perseus|Perseus interceptor]] look pretty even from the underside.&lt;br /&gt;
File:RScreen0055.jpg|A Vasudan asteroid base in [[Deneb]], during the 14 year war.&lt;br /&gt;
File:RScreen0056.jpg|Aesdherian capital ships from the [[Ancient-Shivan_War_(campaign)|Ancient-Shivan War]] campaign, moving to defend their homeworld.&lt;br /&gt;
File:Rscreen0057.jpg|A European battle fleet in formation over Scandinavia in [[Wings]].&lt;br /&gt;
File:RScreen0058.png|A large dogfight in the BSG-themed [[Diaspora]] total conversion.&lt;br /&gt;
File:RScreen0059.jpg|A Viper Mk7 heading towards two Basestars in the BSG-themed [[Diaspora]] total conversion.&lt;br /&gt;
File:RScreen0060.jpg|Viper squadron launching a missile barrage in the BSG-themed [[Diaspora]] total conversion.&lt;br /&gt;
File:RScreen0061.png|Cylon Raider trying to escape a Flak barrage in the BSG-themed [[Diaspora]] total conversion.&lt;br /&gt;
File:RScreen0062.png|Cylon Raider with a Colonial Bolitho-class corvette as seen in the BSG-themed [[Diaspora]] total conversion.&lt;br /&gt;
File:RScreen0063.png|Colonial Sobek-class battlestar as seen in the BSG-themed [[Diaspora]] total conversion.&lt;br /&gt;
File:RScreen0064.png|Colonial Sobek-class battlestar as seen in the BSG-themed [[Diaspora]] total conversion.&lt;br /&gt;
File:RScreen0065.png|Colonial Sobek-class battlestar as seen in the BSG-themed [[Diaspora]] total conversion.&lt;br /&gt;
File:RScreen0066.jpg|A [[GVD Hatshepsut]] leads a Vasudan battlegroup through the darkness.&lt;br /&gt;
File:RScreen0067.jpg|A massive Terran installation in orbit of Earth.&lt;br /&gt;
File:RScreen0068.png|The [[GTD Orion]] passes an inhabited Terran world.&lt;br /&gt;
File:RScreen0069.jpg|The [[GVD Hatshepsut]], in all its glory.&lt;br /&gt;
File:RScreen0070.png|A [[GTF Pegasus|Pegasus-class stealth fighter]] in the [[Vassago&#039;s Dirge]] campaign.&lt;br /&gt;
File:RScreen0071.jpg|An [[GTD Orion|Orion]]-class Destroyer.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
[[Category:Images]]&lt;/div&gt;</summary>
		<author><name>Shade</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=File:RScreen0071.jpg&amp;diff=33259</id>
		<title>File:RScreen0071.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=File:RScreen0071.jpg&amp;diff=33259"/>
		<updated>2011-01-23T13:28:52Z</updated>

		<summary type="html">&lt;p&gt;Shade: Orion-class Destroyer&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Orion-class Destroyer&lt;/div&gt;</summary>
		<author><name>Shade</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Template:Featured_Campaign&amp;diff=33055</id>
		<title>Template:Featured Campaign</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Template:Featured_Campaign&amp;diff=33055"/>
		<updated>2011-01-10T17:26:57Z</updated>

		<summary type="html">&lt;p&gt;Shade: and fixed a link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| border=0 align=left cellpadding=4 cellspacing=0 width=65% style=&amp;quot;margin: 0 0 0 0; background: #000; border: 1px #AA2020 solid; border-collapse: collapse; font-size: 95%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;color: white; height: 30px; background: #512020; 70%; font-size: 125%;&amp;quot;|&#039;&#039;[[Ancient-Shivan War (campaign)|Featured Campaign of the Moment]]&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| &lt;br /&gt;
{|border=0 cellpadding=4 cellspacing=0 style=&amp;quot;margin: 0 0 1em 1em; background: #000; border: 0px #000 solid; border-collapse: collapse;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
[[Image:ASW.jpg|center|480px|Ancient-Shivan War (campaign)]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;lt;font color=#cc0000&amp;gt;The Ancient-Shivan War takes place in the distant past, putting the player in the role of one of the many Ancients as they fight desperately, and ultimately futilely, to save their empire and home from the Shivans. The player has the opportunity to pilot numerous Ancient ships as they take their part in the epic struggle for survival. &amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Released on December 28th 2009, the Ancient-Shivan War is a take on the grand conflict which forms such a large part of the the background of the FreeSpace universe. It is said to have a very different feel and atmosphere to most campaigns, and features new effects, interface, ships and more, making it essentially a total conversion rather than a &#039;mere&#039; mod. The first act has recently been updated for compatibility with FreeSpace_Open v3.6.12. ([[Ancient-Shivan War (campaign)|more...]])&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;[[Category:Templates|Featured Campaign]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Shade</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Template:Featured_Campaign&amp;diff=33054</id>
		<title>Template:Featured Campaign</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Template:Featured_Campaign&amp;diff=33054"/>
		<updated>2011-01-10T17:24:39Z</updated>

		<summary type="html">&lt;p&gt;Shade: Changed the campaign&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| border=0 align=left cellpadding=4 cellspacing=0 width=65% style=&amp;quot;margin: 0 0 0 0; background: #000; border: 1px #AA2020 solid; border-collapse: collapse; font-size: 95%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;color: white; height: 30px; background: #512020; 70%; font-size: 125%;&amp;quot;|&#039;&#039;[[Blue Planet|Featured Campaign of the Moment]]&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| &lt;br /&gt;
{|border=0 cellpadding=4 cellspacing=0 style=&amp;quot;margin: 0 0 1em 1em; background: #000; border: 0px #000 solid; border-collapse: collapse;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
[[Image:ASW.jpg|center|480px|Ancient-Shivan War]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;lt;font color=#cc0000&amp;gt;The Ancient-Shivan War takes place in the distant past, putting the player in the role of one of the many Ancients as they fight desperately, and ultimately futilely, to save their empire and home from the Shivans. The player has the opportunity to pilot numerous Ancient ships as they take their part in the epic struggle for survival. &amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Released on December 28th 2009, the Ancient-Shivan War is a take on the grand conflict which forms such a large part of the the background of the FreeSpace universe. It is said to have a very different feel and atmosphere to most campaigns, and features new effects, interface, ships and more, making it essentially a total conversion rather than a &#039;mere&#039; mod. The first act has recently been updated for compatibility with FreeSpace_Open v3.6.12. ([[Ancient-Shivan War|more...]])&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;[[Category:Templates|Featured Campaign]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Shade</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Talk:Main_Page&amp;diff=32444</id>
		<title>Talk:Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Talk:Main_Page&amp;diff=32444"/>
		<updated>2010-12-26T00:36:34Z</updated>

		<summary type="html">&lt;p&gt;Shade: Reply to  Scourge of Ages&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Categories==&lt;br /&gt;
Categories? Do you know how to make new categories? I thought I did, but it seems I did not. Is it possible to make categories at all? - [[User:TopAce|TopAce]] 23:51, 15 Nov 2005 (CET)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
It&#039;s easy. You just need to add &amp;lt;nowiki&amp;gt;[[Category:Category name]]&amp;lt;/nowiki&amp;gt; (without the nowiki tags, obviously) and then go to the Category:Category name page. The wiki will auto generate the basic page for you. [[User:Black Wolf|Black Wolf]] 11:53, 16 Nov 2005 (CET)&lt;br /&gt;
&lt;br /&gt;
== Featured Article ==&lt;br /&gt;
&lt;br /&gt;
Aren&#039;t there any other articles besides the one on Shivans? It kinda makes this place feel like it&#039;s dead.&lt;br /&gt;
&lt;br /&gt;
:Sure there are lots of other articles than one on Shivans, and the article can be changed too, i just haven&#039;t really seen any propositions lately. - [[User:Wanderer|Wanderer]] 00:07, 7 April 2007 (CDT)&lt;br /&gt;
&lt;br /&gt;
A big thanks to whoever made ASW the featured campaign of the moment! [[User:SpaceFreak|SpaceFreak]] 08:12, 15 January 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Just wondering - The Current Featured Article is about a Campaign ([[Terran-Vasudan War Project]]) that apparently is dead, seeing as I cannot find a single server that is currently hosting the files for download. Do we really want ot showcase a campaign for new players that they will be unable to play?--[[User:Krajerino|Krajerino]] 04:05, 22 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Individual teams are supposed to take of their respective web pages that are outside of the FSwiki. We have no power nor means to change anything there. So if project&#039;s webpages are outdated we can&#039;t really help you or them other than notifying the respective project. In this case however you should be able to download the content via the forums [http://www.hard-light.net/forums/index.php?topic=69901.0]. I suppose same links could be added to TVWP wikipage. And given that TVWP just recently (June 2010) put out a new demo release i doubt that the project would actually be dead. - [[User:Wanderer|Wanderer]] 04:39, 22 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::The TVWP staff forgot to fix the links when we posted the release thread.  Everything should be okay now.  Thanks to Wanderer for the heads-up in our project board. - [[User:Goober5000|Goober5000]] 03:59, 23 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Could somebody do a Wings of Dawn page that is awesome so we can feature it? BP gets its fair share of the limelight already. [[User:General Battuta|General Battuta]] 00:40, 5 October 2010 (UTC)&lt;br /&gt;
*This would be very welcome. Might want to ask on the wiki board as well, though, as I suspect that gets more attention than a mere talk page. - [[User:Shade|Shade]] 11:39, 5 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Admin Control?==&lt;br /&gt;
Do you have to be like...an Admin to change the main?&lt;br /&gt;
:ATM, AFAIK no. - [[User:Wanderer|Wanderer]] 15:04, 16 June 2007 (CDT)&lt;br /&gt;
&lt;br /&gt;
==More features?==&lt;br /&gt;
&lt;br /&gt;
Do you agree on having more than a &amp;quot;Featured Campaign of the Moment&amp;quot; section in the main page? Something like highlights on recent articles and such? --- [[User:Mobius|Mobius]]&lt;br /&gt;
:No thanks, I think the main page is fine as it is now. - [[User:Snail|Snail]] 16:35, 7 April 2009 (UTC)&lt;br /&gt;
::Agreed. - [[User:TopAce|TopAce]] 16:51, 7 April 2009 (UTC)&lt;br /&gt;
:::You have to admit that it&#039;s very poor compared to the average Wiki&#039;s Main Page. --- [[User:Mobius|Mobius]]&lt;br /&gt;
::::No, it&#039;s not. It&#039;s simple. It says what&#039;s needed. And that&#039;s all which is required of a Wiki Main Page. - [[User:Snail|Snail]] 08:26, 10 April 2009 (UTC)&lt;br /&gt;
While I wouldn&#039;t mind seeing the featured campaign cycle a little more often, my chief complaint about the &amp;quot;average&amp;quot; Wiki main page is that it&#039;s too busy.  Less is more.  --  [[User:BlueFlames|BlueFlames]] 15:32, 10 April 2009 (UTC)&lt;br /&gt;
:What do you mean? Are there too many links? - [[User:TopAce|TopAce]] 17:56, 10 April 2009 (UTC)&lt;br /&gt;
::I mean the FS Wiki&#039;s main page looks better than other Wikis because it doesn&#039;t have seventeen sections of useless, trivial clutter.  -- [[User:BlueFlames|BlueFlames]] 03:25, 11 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Adding &amp;quot;[[User-made Ships]]&amp;quot; to the main page nav list==&lt;br /&gt;
EDIT: I wanted to add the &amp;quot;[[User-made Ships]]&amp;quot; page to the nav menu on the right under &#039;&#039;Modding FreeSpace&#039;&#039;, but I can&#039;t get to that section by just clicking the edit button on the main page. Can somebody with the ability add that for me?. --[[User:Scourge of Ages|Scourge of Ages]] 22:20, 25 December 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
*You can&#039;t find it because it&#039;s in a navigation template rather than in the actual page itself. In the edit screen, you&#039;ll find a list of the templates used on the page right below the edit box. You&#039;ll want &amp;quot;Main nav&amp;quot;. [[User:Shade|Shade]] 00:36, 26 December 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Shade</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=The_Die_is_Cast_(Multiplayer_Mission)&amp;diff=32334</id>
		<title>The Die is Cast (Multiplayer Mission)</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=The_Die_is_Cast_(Multiplayer_Mission)&amp;diff=32334"/>
		<updated>2010-12-23T22:06:16Z</updated>

		<summary type="html">&lt;p&gt;Shade: Walkthrough for first half of mission, some loadout advice&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Medal given:&#039;&#039;&#039; SOC Service Medallion.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Minimum difficulty for medal:&#039;&#039;&#039; Hard.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
&lt;br /&gt;
Operation Alea Iacta Est. You are members of a SOC team ordered to capture NTF Rear Admiral Vidar under all circumstances.&lt;br /&gt;
&lt;br /&gt;
==Walkthrough==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Important Note: Initially, everything is peaceful in this mission. Do not shoot at anything until things go hostile unless your job specifically requires it, or you may cause an instant mission failure.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
For much of this mission, your force will effectively be split into a Fighter force and a Bomber force, each with their own objectives as described below.&lt;br /&gt;
&lt;br /&gt;
While it is peaceful at the start of the mission, one Fighter equipped with a Maxim and Trebs should scan the cargo of the two freighters heading away from the station, and then take out three specific AAA turrets on the station with its Maxim (and ONLY its Maxim. &#039;&#039;&#039;No missiles&#039;&#039;&#039;). This is the ONLY ship allowed to fire before the battle is joined, and only at these specific targets as it will not cause the enemies to go hostile if done right. The turrets to take out are the following:&lt;br /&gt;
&lt;br /&gt;
* One near the radar dish&lt;br /&gt;
* One just above the hole in the Arcadia&lt;br /&gt;
* One just above the fighter bay&lt;br /&gt;
&lt;br /&gt;
Following this, the same Fighter should take up position near the fighter bay and wait for the arrival of an Argo transport. Note that this may arrive before you get there, but that&#039;s ok as long as you can catch up.&lt;br /&gt;
&lt;br /&gt;
While all this is taking place, Bombers should rush to take up positions near the Orion (near the engine subsystem is a good spot). As soon as hostilities commence, their job is to kill that Orion as close to instantly as they can possibly manage. Failure to do this makes the mission significantly harder.&lt;br /&gt;
&lt;br /&gt;
Once Bombers are in position and the Fighter mentioned above is trailing its Argo, that fighter will open hostilities by disabling the Argo. Two pairs of dumbfired Trebs into the engine subsystem (switch banks to launch the second pair faster), plus a little Maxim fire, is enough to stop it dead in a few seconds. As soon as this happens and everything goes hostile, the Bomber force must Helios the Orion into vapour. The Orion will launch escape pods, which must be destroyed quickly - If left alone for a little while, they jump out and you lose the medal. Trebs and Maxims work well.&lt;br /&gt;
&lt;br /&gt;
Following the death of the Orion, there are three potential targets remaining for the Bombers. Two Deimos-class corvettes, of which one is moving and one is stationary, and the Arcadia installation. The first target is the Arcadia. Concentrate on it until it launches escape pods, and then, as with the pods from the Orion, get them fast - These too will jump. Once the station dies, the last target in this part of the mission is the moving Deimos. Do not touch the stationary one, or you will be in serious trouble later.&lt;br /&gt;
&lt;br /&gt;
Meanwhile, the Fighter force will be working to disable the Argos which have been appearing. All of them must be disabled and then left alone, though disarming is also a good idea as they carry flak - Just be very careful when disarming so as not to accidentally destroy a transport. When no transports are in need of attention, disarming any live warships as well as general fighter suppression are the orders of the day.&lt;br /&gt;
&lt;br /&gt;
When the area is clear except for the stationary and by now hopefully completely disarmed Deimos (again, do NOT kill), scan the Argos and &#039;&#039;carefully&#039;&#039; disarm them is that hasn&#039;t been done already. &lt;br /&gt;
&lt;br /&gt;
==Tips==&lt;br /&gt;
&lt;br /&gt;
*Loadout advice: Most people should be assigned to the Bomber force, which will NOT be flying bombers. Instead, they will want Myrmidons with Helios for the capitals and at least one bank of Trebs for the escape pods. Fighters (only two needed) should grab an Erinyes, at least one of which should bring a Maxim and two banks of Trebs for the disarming of the first Argo.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
* The SOC Service Medallion is regarded by several veteran pilots to be the most difficult multiplayer medal to obtain.&lt;br /&gt;
&lt;br /&gt;
==Key Ships==&lt;br /&gt;
&lt;br /&gt;
Insert list of key ships in the mission here.&lt;br /&gt;
&lt;br /&gt;
==Technical information==&lt;br /&gt;
{{MissionInfo|Filename|File Size|Author|Number of objects|Number of wings|Number of events|Number of messages|Mission Music|Briefing Music}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Multiplayer Medal Missions]]&lt;/div&gt;</summary>
		<author><name>Shade</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=TBP_shiplist&amp;diff=31347</id>
		<title>TBP shiplist</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=TBP_shiplist&amp;diff=31347"/>
		<updated>2010-10-17T11:33:31Z</updated>

		<summary type="html">&lt;p&gt;Shade: Unprotected &amp;quot;TBP shiplist&amp;quot;: Unprotected&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TBP}}&lt;br /&gt;
&lt;br /&gt;
==EA Ships==&lt;br /&gt;
===Fighters===&lt;br /&gt;
*[[EA Aurora]]&lt;br /&gt;
*[[EA Tiger]]&lt;br /&gt;
*[[EA Aurora Mk I]]&lt;br /&gt;
*[[EA Escort Aurora]]&lt;br /&gt;
*[[EA Badger]]&lt;br /&gt;
*[[EA Thunderbolt]]&lt;br /&gt;
*[[EA 109 Zephyr]]&lt;br /&gt;
*[[EA PSI Aurora]]&lt;br /&gt;
*[[EA PSI Thunderbolt]]&lt;br /&gt;
*[[EA Valkyrie]]&lt;br /&gt;
&lt;br /&gt;
===Capital Ships===&lt;br /&gt;
*[[EA Olympus]]&lt;br /&gt;
*[[EA Hyperion]]&lt;br /&gt;
*[[EA Midwinter]]&lt;br /&gt;
*[[EA Nova]]&lt;br /&gt;
*[[EA Omega]]&lt;br /&gt;
*[[EA Poseidon]]&lt;br /&gt;
*[[EA Warlock]]&lt;br /&gt;
*[[EA Omega-X]]&lt;br /&gt;
&lt;br /&gt;
===Stations===&lt;br /&gt;
*[[EA Orion]]&lt;br /&gt;
*[[EA Babylon 5]]&lt;br /&gt;
*[[EA G.O.D. Satellite]]&lt;br /&gt;
*[[EA Defense Platform]]&lt;br /&gt;
*[[EA Asteroid Base]]&lt;br /&gt;
&lt;br /&gt;
===Misc Ships===&lt;br /&gt;
*[[EA Explorer]]&lt;br /&gt;
*[[EA Kestrel]]&lt;br /&gt;
*[[EA Skylark]]&lt;br /&gt;
*[[EA Freighter 1]]&lt;br /&gt;
*[[EA Freighter 2]]&lt;br /&gt;
*[[EA Tanker]]&lt;br /&gt;
*[[EA Breaching Pod]]&lt;br /&gt;
*[[EA Crew Shuttle]]&lt;br /&gt;
*[[PSI Crew Shuttle]]&lt;br /&gt;
*[[PSI Commmand Ship]]&lt;br /&gt;
*[[Starliner Asimov]]&lt;br /&gt;
*[[Earth Force One]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Centauri Republic Craft==&lt;br /&gt;
===Fighters=== &lt;br /&gt;
*[[CR Sentri]]&lt;br /&gt;
*[[CR Rutarian]]&lt;br /&gt;
&lt;br /&gt;
===Capital Ships===&lt;br /&gt;
*[[CR Vorchan]]&lt;br /&gt;
*[[CR Primus]]&lt;br /&gt;
*[[CR Secundus]]&lt;br /&gt;
&lt;br /&gt;
===Stations===&lt;br /&gt;
*[[CR Marcanos]]&lt;br /&gt;
&lt;br /&gt;
===Misc Ships===&lt;br /&gt;
*[[CR Ritan]]&lt;br /&gt;
*[[CR Brezebel]]&lt;br /&gt;
*[[CR Scarab]]&lt;br /&gt;
&lt;br /&gt;
==Narn Craft==&lt;br /&gt;
===Fighters===&lt;br /&gt;
*[[NR Frazi]]&lt;br /&gt;
*[[NR Gorith]]&lt;br /&gt;
&lt;br /&gt;
===Capital Ships===&lt;br /&gt;
*[[NR G&#039;Quan]]&lt;br /&gt;
*[[NR Bin&#039;Tak]]&lt;br /&gt;
*[[NR Th&#039;Nor]]&lt;br /&gt;
*[[NR T&#039;Loth]]&lt;br /&gt;
&lt;br /&gt;
===Misc. Ships===&lt;br /&gt;
*[[NR Freighter]]&lt;br /&gt;
&lt;br /&gt;
===Stations===&lt;br /&gt;
*[[NR Defense Platform]]&lt;br /&gt;
*[[NR Ja&#039;Stat]]&lt;br /&gt;
*[[NR Ja&#039;Dul]]&lt;br /&gt;
&lt;br /&gt;
==Minbari Craft==&lt;br /&gt;
===Fighters===&lt;br /&gt;
*[[MF Nial]]&lt;br /&gt;
*[[MF Tishat]]&lt;br /&gt;
&lt;br /&gt;
===Capital Ships===&lt;br /&gt;
*[[MF Tinashi]]&lt;br /&gt;
*[[MF Sharlin]]&lt;br /&gt;
&lt;br /&gt;
===Stations===&lt;br /&gt;
*[[MF Shn&#039;Tan]]&lt;br /&gt;
&lt;br /&gt;
===Misc. Craft===&lt;br /&gt;
*[[MF Lintira]]&lt;br /&gt;
&lt;br /&gt;
==League Craft==&lt;br /&gt;
===Fighters===&lt;br /&gt;
*[[BI Falkosi]]&lt;br /&gt;
*[[BI Halik]]&lt;br /&gt;
*[[DF Sky Serpent]]&lt;br /&gt;
&lt;br /&gt;
===Capital Ships===&lt;br /&gt;
*[[BI Tashkat]]&lt;br /&gt;
*[[DF Firehawk]]&lt;br /&gt;
*[[BI Avioki]]&lt;br /&gt;
*[[VF Xill]]&lt;br /&gt;
*[[VF Xorr]]&lt;br /&gt;
&lt;br /&gt;
===Stations===&lt;br /&gt;
*[[League Base]]&lt;br /&gt;
&lt;br /&gt;
==ISA Craft==&lt;br /&gt;
===Fighters===&lt;br /&gt;
*[[ISA Whitestar]]&lt;br /&gt;
*[[ISA Bluestar]]&lt;br /&gt;
&lt;br /&gt;
===Capital Ships===&lt;br /&gt;
*[[ISA Victory]]&lt;br /&gt;
&lt;br /&gt;
==Drakh Horde Craft==&lt;br /&gt;
===Fighters===&lt;br /&gt;
*[[DH Fighter]]&lt;br /&gt;
*[[DH Raider]]&lt;br /&gt;
&lt;br /&gt;
===Capital Ships===&lt;br /&gt;
*[[DH Cruiser]]&lt;br /&gt;
*[[DH Destroyer]]&lt;br /&gt;
*[[DH Carrier]]&lt;br /&gt;
*[[DH Heavy Carrier]]&lt;br /&gt;
*[[DH Mothership]]&lt;br /&gt;
&lt;br /&gt;
==Vorlon Craft==&lt;br /&gt;
===Fighters===&lt;br /&gt;
* [[VE Fighter]]&lt;br /&gt;
===Capital Ships===&lt;br /&gt;
* [[VE Cruiser]]&lt;br /&gt;
* [[VE Dreadgnouth]]&lt;br /&gt;
===Misc. Craft===&lt;br /&gt;
* [[VE Transport]]&lt;/div&gt;</summary>
		<author><name>Shade</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=The_Babylon_Project&amp;diff=31346</id>
		<title>The Babylon Project</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=The_Babylon_Project&amp;diff=31346"/>
		<updated>2010-10-17T11:33:11Z</updated>

		<summary type="html">&lt;p&gt;Shade: Unprotected &amp;quot;The Babylon Project&amp;quot;: Unprotected&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TBP}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;The Babylon Project&#039;&#039;&#039;&#039;&#039; (TBP) is a stand-alone total conversion based on the Babylon 5 universe created by J. Michael Straczynski. It features large amount of ship and different species from the Babylon 5 universe.&lt;br /&gt;
&lt;br /&gt;
The Babylon Station is a dream given form. It is a 5 mile long space station built in neutral territory orbiting the planet of Epsilon 3. A place for commerce and diplomacy where diverse populations can gather calmly without the threat of war and discuss their differences with the hope of understanding each other and settling their disagreeements peacefully. But not all disputes can be solved peacefully...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Babylon Project features over 120 Ships of over 11 species or factions including the Earth Alliance Omega Class Destroyer, the Centauri Primus Class Battle Cruiser or the Vorlon Star Dreadnought. It also features the latest effects from the Source Code Project (high detailed textures and graphics and the &amp;quot;Glide-Mode&amp;quot; for some fighters).&lt;br /&gt;
High quality soundeffects and the original soundtrack from the famous TV-show are also included.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A increasing number of fan-made campaigns and dozens of single player missions are available for download. Multiplayer missions and campaigns have been made too.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Release Info:&#039;&#039;&#039;&lt;br /&gt;
:[http://www.hard-light.net/forums/index.php/topic,51780.0.html The Babylon Project FINAL]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Homepage:&#039;&#039;&#039;&lt;br /&gt;
:[http://babylon.hard-light.net/ Link to TBP homepage]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mods:&#039;&#039;&#039;&lt;br /&gt;
:[[TBP shiplist]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Total Conversions]]&lt;/div&gt;</summary>
		<author><name>Shade</name></author>
	</entry>
</feed>