MediaWiki API result

This is the HTML representation of the JSON format. HTML is good for debugging, but is unsuitable for application use.

Specify the format parameter to change the output format. To see the non-HTML representation of the JSON format, set format=json.

See the complete documentation, or the API help for more information.

{
    "batchcomplete": "",
    "continue": {
        "gapcontinue": "Situational_Awareness_Disable",
        "continue": "gapcontinue||"
    },
    "warnings": {
        "main": {
            "*": "Subscribe to the mediawiki-api-announce mailing list at <https://lists.wikimedia.org/mailman/listinfo/mediawiki-api-announce> for notice of API deprecations and breaking changes."
        },
        "revisions": {
            "*": "Because \"rvslots\" was not specified, a legacy format has been used for the output. This format is deprecated, and in the future the new format will always be used."
        }
    },
    "query": {
        "pages": {
            "6000": {
                "pageid": 6000,
                "ns": 0,
                "title": "Respawning Garrison",
                "revisions": [
                    {
                        "contentformat": "text/x-wiki",
                        "contentmodel": "wikitext",
                        "*": "== Respawning Garrison ==\n\nThis page will guide you through adding the Respawning Garrison module to your mission.\n\nThis module will continously fill synchronized AI groups with new units until it runs out of tickets or player will step into its area.\n\n=== Eden Editor - Setting up the garrison ===\n\nTo setup the respawning garrison, place the module in the editor and synchronize it to the AI units, whole group of the synchronized unit will be added to the garrsion. Multiple groups can be added to single garrison.\nThe module can be synchronized to a trigger which will activate the spawning of the units, or alternatively the ''Code'' attribute can be used to enable the spawning by returining ''true''. Once the garrison is enabled deactivation of the trigger or returning ''false'' from the code will not stop the spawning, garrison does not support other means of deactivation than player getting into the module area or exhaustion of all available tickets.\n\nAll synchronized triggers and code work as \"or\", if only one of them is activated/return true the garrison will be activated.\n\n'''Attributes:'''\n* Respawn tickets - how many units can be spawned by the module\n* Code - code condition used to activate the garrison spawning\n\n==== Spawning behaviour ====\n\nOn the mission start, garrisoned units will be hidden, their simulation and damage will be disabled. Handled groups are '''not''' removed, they're just hidden, this allows mission maker to use the editor assigned group variables and waypoints.\n\nOnce the module will be activated it will unhide and \"enable\" the units of the handled groups, after that it will try to maintain the initial amount of units in each of the handled groups, in case of unit in the group dying it will create new one in its place and decrement the amount of tickets by one. Once the amount of available tickets will reach zero the module will stop respawning the units.\n\nModule will use initial position and loadouts of the group for the respawn algorithm, this allows to have precise control of the respawn position, it will be selected randomly from the available pool. This means that the killed unit will be not replaced by exactly same one.\n\nTo prevent players from seeing the spawning, the module area is used as an \"safezone\", if any player is detected in the module area the garrison will interrupt the spawn loop.\n\n=== Example setup ===\n\n[[File:Respawning garrison module setup.webp|thumb|left|Example Respawning Garrison module setup.]]\n\n[[Category: Modules]]"
                    }
                ]
            },
            "5995": {
                "pageid": 5995,
                "ns": 0,
                "title": "Situational Awareness Blacklist",
                "revisions": [
                    {
                        "contentformat": "text/x-wiki",
                        "contentmodel": "wikitext",
                        "*": "== Situational Awareness Blacklist module ==\n\n==== This page will guide you through adding the Situational Awareness Blacklist module to your mission. ====\nThis module blacklists specific unit types from making any audio noises from the [Situational Awareness Module].\n\n==== Eden Editor ====\n\nTo add the module to your mission all you need to do is place the module '''Restrict Ambient Voices''' into your mission.\n\nThe attributes for the module will allow you to change the following,\n* '''Restricted Units'''\n** An array of classnames that will be blacklisted from playing audio.\n* '''Ambient Voice Markers'''\n** Array of markers in which the classnames above will be able to play audio.\n\n==== Configuration Files ====\n\nThere are no configuration files for this module.\n\n[[Category: Modules]]"
                    }
                ]
            }
        }
    }
}