- Sort messages by count (highest to lowest)
- Add class name and vehVarName (if assigned) to network objects
current types listed from WLs
SPE_WL_Init_Logic L Modules:1 L Warlords:1 L Ambient L Animals L Audio L CBA Modules L Chem lights L Combat Patrol L Effects L Environment L Events L Fire Support L Firing Drills L Flares L Gameplay Modes L Group Modifiers L Intel L Keyframe Animation L Misc L Modules L Multiplayer L Object Modifiers L Objectives L Old Man L Respawn L Scenario Flow L Sites L Smoke shells L Strategic L Supports L Time Trials L Training L Warlords L Zeus L [SPE] Effects L [SPE] Fire Support L [SPE] Simulated Paradrop L [SPE] Ambient War Sounds L [SPE] Supports L [SPE] Modules L Alpha 1-2:3 (SPE_WL_Init_Logic) O B R C L B Alpha 1-1 O Alpha 1-1 R Alpha 1-1 C Alpha 1-1 B Alpha 1-1:1 C Alpha 4-3:1 C Alpha 4-3:1 REMOTE O Alpha 1-1:1 (test) REMOTE R Alpha 3-5:1 Turret R Alpha 1-1:<Empty main subgroup> R Alpha 1-2:<Empty main subgroup> R Alpha 1-3:<Empty main subgroup> R Alpha 1-4:<Empty main subgroup> R Alpha 1-5:<Empty main subgroup> R Alpha 1-6:<Empty main subgroup> R Alpha 2-1:<Empty main subgroup> R Alpha 2-2:<Empty main subgroup> R Alpha 2-3:<Empty main subgroup> R Alpha 2-4:<Empty main subgroup> R Alpha 2-5:<Empty main subgroup> R Alpha 2-6:<Empty main subgroup> R Alpha 3-1:<Empty main subgroup> R Alpha 3-2:<Empty main subgroup> R Alpha 3-3:<Empty main subgroup> R Alpha 3-4:<Empty main subgroup> L [SPE] Ambient War Sounds:<Empty main subgroup> L [SPE] Effects:<Empty main subgroup> L [SPE] Fire Support:<Empty main subgroup> L [SPE] Modules:<Empty main subgroup> L [SPE] Simulated Paradrop:<Empty main subgroup> L [SPE] Supports:<Empty main subgroup> L Ambient:<Empty main subgroup> L Animals:<Empty main subgroup> L Audio:<Empty main subgroup> L CBA Modules:<Empty main subgroup> L Chem lights:<Empty main subgroup> L Combat Patrol:<Empty main subgroup> L Effects:<Empty main subgroup> L Environment:<Empty main subgroup> L Events:<Empty main subgroup> L Fire Support:<Empty main subgroup> L Firing Drills:<Empty main subgroup> L Flares:<Empty main subgroup> L Gameplay Modes:<Empty main subgroup> L Group Modifiers:<Empty main subgroup> L Intel:<Empty main subgroup> L Keyframe Animation:<Empty main subgroup> L Misc:<Empty main subgroup> L Multiplayer:<Empty main subgroup> L Object Modifiers:<Empty main subgroup> L Objectives:<Empty main subgroup> L Old Man:<Empty main subgroup> L Respawn:<Empty main subgroup> L Scenario Flow:<Empty main subgroup> L Sites:<Empty main subgroup> L Smoke shells:<Empty main subgroup> L Strategic:<Empty main subgroup> L Supports:<Empty main subgroup> L Time Trials:<Empty main subgroup> L Training:<Empty main subgroup> L Zeus:<Empty main subgroup> ClientCameraPositionObject: dpnid = 6cea3b88 PlayerRuntimeObject: dpnid = 6cea3b88 Statistics for test ClientInfoObject ClientCameraPositionObject: dpnid = 2 PlayerRuntimeObject: dpnid = 2 Weather object DDD: empty.p3d CBA_NamespaceDummy WWW# DDD: dummyweapon.p3d Supply40 WWW# DDD: dummyweapon.p3d Supply40 REMOTE WWW# DDD: dummyweapon.p3d WeaponHolderSimulated WWW# DDD: spe_belt_bag_zelt.p3d B_SPE_GER_Belt_bag_MG WWW# DDD: spe_belt_bag_zelt.p3d B_SPE_GER_Belt_bag_MG REMOTE DDD: <no shape> EmptyDetector