; generated script [is_frontendwoodlands] state sInitial { entry { entryTime 0.100 bind "sequence frontendWoodlan" } when always { goto woodlandsMenu } } state woodlandsMenu { entry { entryTime 0.000 bind "ui clear" bind "ui add menuWoodlands" } when always { goto woodlandsMenuMission1 } } state woodlandsMenuMission1 { entry { entryTime 0.050 } when generalUp { goto woodlandsMenuMission4 bind "ui deselect menuWoodlands Mission1" bind "ui select menuWoodlands Mission4" } when generalDown { goto woodlandsMenuMission2 bind "ui deselect menuWoodlands Mission1" bind "ui select menuWoodlands Mission2" } when actionButton { goto actionButton bind "ui clear" bind "load hellfire1" } } state woodlandsMenuMission2 { entry { entryTime 0.050 } when generalUp { goto woodlandsMenuMission1 bind "ui deselect menuWoodlands Mission2" bind "ui select menuWoodlands Mission1" } when generalDown { goto woodlandsMenuMission3 bind "ui deselect menuWoodlands Mission2" bind "ui select menuWoodlands Mission3" } when actionButton { goto actionButton bind "ui clear" bind "load hellfire2" } } state woodlandsMenuMission3 { entry { entryTime 0.050 } when generalUp { goto woodlandsMenuMission2 bind "ui deselect menuWoodlands Mission3" bind "ui select menuWoodlands Mission2" } when generalDown { goto woodlandsMenuMission4 bind "ui deselect menuWoodlands Mission3" bind "ui select menuWoodlands Mission4" } when actionButton { goto actionButton bind "ui clear" bind "load hellfire3" } } state woodlandsMenuMission4 { entry { entryTime 0.050 } when generalUp { goto woodlandsMenuMission3 bind "ui deselect menuWoodlands Mission4" bind "ui select menuWoodlands Mission3" } when generalDown { goto woodlandsMenuMission1 bind "ui deselect menuWoodlands Mission4" bind "ui select menuWoodlands Mission1" } when actionButton { goto actionButton bind "ui clear" bind "load hellfire4" } } initialState sInitial ; end of script [is_frontendwoodlands]