ObjectClass: GuezAircraft: Aircraft // Guez Specific Aircraft Attribute: TacticalStatus: TacticalStatusStruct // The VBG/VBA/TotalStatus ObjectClass: GuezGroundVehicle: GroundVehicle // Guez Specific GroundVehicle Attribute: TacticalStatus: TacticalStatusStruct // The VBG/VBA/TotalStatus ObjectClass: GuezHuman: Human // Guez Specific Human Lifeform Attribute: TacticalStatus: TacticalStatusStruct // The VBG/VBA/TotalStatus ObjectClass: GuezObserverController: Human // Guez Specific Observer / Controller ObjectClass: GuezChemicalAgentArea: OtherArealObject // Guez Chemical Agent Area Attribute: AreaEffectSimulationName: OMT13string // name of the AreaEffectSimulation Attribute: ActivationTime: ClockTimeStruct // GPS ActivationTime Attribute: Duration: Unsignedinteger32BE // Duration in seconds. 0=unlimited, 1-240 minutes, resolution: 1 minute Attribute: DetonationLocation: WorldLocationStruct // Optional: Location of the impact of the chemical agent Attribute: Radius: HLAfloat64BE // Optional: The radius of the chemical area Attribute: ChemicalAgentType: ChemicalAgentTypeEnum8 // The chemical agent used Attribute: IsPermanentAgent: HLAboolean // true for a permanent agent, false for a non permanent agent ObjectClass: GuezFireSupport: OtherArealObject // Guez Fire Support Attribute: AreaEffectSimulationName: OMT13string // name of the AreaEffectSimulation Attribute: ActivationTime: ClockTimeStruct // GPS ActivationTime Attribute: Duration: Unsignedinteger32BE // Duration in seconds. 0=unlimited, 1-1800 seconds Attribute: Rounds: Unsignedinteger32BE // 1-1000 Attribute: MunitionType: EntityTypeStruct // The munition type used Attribute: FirePositions: ArrayOfWorldLocationStructDynamicHLAlengthlessVarArray // Positions of the single impacts Attribute: FireState: ArrayOfHLAoctetN_slsh_AperfectalwaysN_slsh_ADynamicHLApaddingTo32Array // BitArray of the single impacts, whether an impact already occured or not. ObjectClass: GuezFireSupportSingleShot: OtherPointObject // Guez Fire Support Single Shot Attribute: AreaEffectSimulationName: OMT13string // name of the AreaEffectSimulation Attribute: ActivationTime: ClockTimeStruct // GPS ActivationTime Attribute: DetonationLocation: WorldLocationStruct // Optional: The planned location of the impact. Note: A MunitionDetonation must be sent nevertheless Attribute: Radius: HLAfloat64BE // The radius of the affected area Attribute: MunitionType: EntityTypeStruct // The munition type used ObjectClass: GuezMineField: OtherArealObject // Guez Mine Field Attribute: AreaEffectSimulationName: OMT13string // name of the AreaEffectSimulation Attribute: ActivationTime: ClockTimeStruct // GPS ActivationTime Attribute: Duration: Unsignedinteger32BE // Duration in seconds. 0=unlimited, 1-240 minutes, resolution: 1 minute Attribute: MineType: EntityTypeStruct // Attribute: MineCount: Unsignedinteger32BE // Attribute: MinePositions: ArrayOfWorldLocationStructDynamicHLAlengthlessVarArray // Attribute: MineState: ArrayOfHLAoctetN_slsh_AperfectalwaysN_slsh_ADynamicHLApaddingTo32Array // BitArray of the single mines, whether mine is already triggered or not. Attribute: Width: Unsignedinteger32BE // Width of the minefield (segment) Attribute: Length: Unsignedinteger32BE // Length of the minefield (segment) ObjectClass: GuezMineFieldBreach: OtherArealObject // Guez Mine Field Breach Attribute: AreaEffectSimulationName: OMT13string // name of the AreaEffectSimulation Attribute: ActivationTime: ClockTimeStruct // GPS ActivationTime ObjectClass: GuezNuclearAgentArea: OtherArealObject // Guez Mine Field Breach Attribute: AreaEffectSimulationName: OMT13string // name of the AreaEffectSimulation Attribute: ActivationTime: ClockTimeStruct // GPS ActivationTime Attribute: Duration: Unsignedinteger32BE // Duration in 10 minutes, 0=unlimited, up to 1000 -> 10000 minutes Attribute: DetonationLocation: WorldLocationStruct // Optional: Location of the impact of a nuclear ammunition Attribute: Radius: HLAfloat64BE // The radius of the affected area