The three state values are persisted to the session, while active (paused) is not. Started items are both open and active, with state=1. Paused items are open, but not active, with state=1. Note that although pausing / resuming a started item does not change state, When that changed the last time, and how often it did change. These commands return the item’s state (1 = started or paused, 0 = stopped), It is also valid to pass no commands at all to d.multicall2, but all you get from thatĭ.state = ‹hash› ≫ bool (0 or 1) d.state_changed = ‹hash› ≫ value ‹timestamp› d.state_counter = ‹hash› ≫ value ‹count› d.is_open = ‹hash› ≫ bool (0 or 1) d.is_active = ‹hash› ≫ bool (0 or 1) To hold all the returned data serialized to XML. Make sure you set a big enough value for _limit If you request a lot of attribute values on all items, Only calling the commands for items that match it. d.name).ĭ.multicall.filtered is only available in rTorrent-PS,Īnd evaluates the predicate condition as a filter for each item, Typically, the given commands either just have a side effect (e.g. Or default when the view is omitted or empty.ĭownload_list always just returns a list of the contained infohashes.ĭ.multicall2 iterates over all items in view and calls the given commands on each,Īssembling the results of those calls in a row per item. These commands iterate over the content of a given view, ‘d.multicall.filtered’ is rTorrent-PS 1.1+ onlyĭ.multicall2 = ‹view›, ] ≫ list of lists of results ‹rows of results› d.multicall.filtered = ‹view›, ‹predicate›, ] ≫ same as 'multicall2' download_list = ‹view› ≫ list of strings ‹info hashes› d.multicall2 d.multicall.filtered download_list See the hint at the start of this chapter regarding the (sometimes implicit) target argument. the turret turning sound doesn’t activate when you move a turret (in sniper mode) just a little – this is intentional, so that the turret sound doesn’t irritate you, when you are trying to aim precisely.The following are similar, but incomplete resources:ĭownload Items and Attributes ¶ d.* commands ¶ stock tanks will not get reduced MM spread (“the team would be very happy to see a stock tank as their top vehicle”) apparently, Ruinberg on Fire will get some brighter lighting, Kharkov is brighter than Ruinberg on Fire Storm states he can’t say exactly which tanks were the gun sounds recorded from, it was some sort of BMP and T-72 and some others a player was complaining that he can’t now recognize a difference between a sound 300 meters away and 600 meters away, Storm counters that he personally can easily
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the sound of turret turning is there for all tanks, in sniper mode it’s not an option to have two sound sets (historical one and “Hollywood” one), the work would immediately double by that
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regarding historical sounds, Storm adds that War Thunder also has historical sounds of guns, yet everyone likes it there
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Storm states that in the “historical realism gun sounds mod”, the quality of samples was not very good and the sounds were collected from all over the place, Wargaming will not cooperate with Gnomefather, Storm personally doesn’t like the sound mod very much apparently (“When it comes to me personally, this mod stresses me sometimes by its ‘forced sound’” SS: as in, too much intensive sounds – Storm adds that atmosphere is good but he can’t play with it for long) regarding the missing sound echo (you were used to from old sounds): devs added “echo zones” so for example in closed areas the sound will echo same goes for buying previously purchased tanks for half (selling) price crew “not forgetting previous tank training” (SS: as in, would stay trained for tank A even when retrained for tank B) option will not be implemented, it’s not economically profitable for WG developers are working on more optimization
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it’s not yet sure whether the aforementioned arcade/sniper mode lag fix will be there in 9.1 release