A complete list of natives can be found here.
Trigger
Triggers are function that are executed when an event occurs. These functions allow the user to create new triggers from custom functions and bind them to different events.
- TriggerCreate(string func) - Create a new trigger from a function
- TriggerDebugOutput(int triggerDebug, text message, bool UI) - Display a message in the trigger debug panel
- TriggerAddEventMapInit(trigger t) - Register a trigger that will be executed on map initialization
- Wait(fixed seconds, int timezone) - Pause the current trigger without blocking
- TriggerAddEventChatMessage(trigger t, int player, string message, bool strict) - Register a trigger that will be executed on Chat Messages
- EventChatMessage(bool strict) - Message content available on TriggerAddEventChatMessage callback
UI
- UIDisplayMessage(playergroup g, int area, text msg) - Display a message in players UI
Basic Types
Conversions
- IntToFixed(int value) - Convert an integer to a fixed
- IntToString(int value) - Convert an integer to a string
- FixedToInt(fixed value) - Convert a fixed to an integer by flooring
- StringToInt(string value) - Convert a string to an integer
- StringToFixed(string value) - Convert a string to a fixed
- StringToText(string value) - Convert a formatted string to a text
String
- StringWord(string s, int n) - n'th word of the string
- StringEqual(string a, string b, bool caseSensitive) - Compare two strings equality
Math
- MaxF(fixed a, fixed b) - Maximum value between a and b
- AbsI(int x) - Absolute value of x
- RandomInt(int, int) - Generate a random integer
Terrain
Point
- Point(fixed x, fixed y) - Create a new point
- PointWithOffset(point base, fixed dx, fixed dy) - Create a new point translated by (dx, dy)
- PointWithOffsetPolar(point base, fixed radius, fixed angle) - Create a new point translated by (radius, angle) in polar notation
- AngleBetweenPoints(point a, point b) - Angle (in degrees) between a and b
- DistanceBetweenPoints(point a, point b) - Distance between a and b
- PointsInRange(point a, point b, fixed distance) - Are both points in distance range
- PointGetX(fixed a) - Return point X value as fixed.
- PointGetY(fixed a) - Return point Y value as fixed.
Region
- RegionCircle(point base, fixed radius) - Create a circle region around a point
- RegionRandomPoint(region r) - Random point from the region
Cliff
Camera
- CameraGetTarget(int player) - Position watched by the player
Game Data
Set of functions that manipulate Catalog XML Files.
- CatalogFieldValueGet(int catalog, string entry, string field, int player) - Value from a XML file
Game Objects
Melee
- MeleeInitResources() - Give initial resources to the players
- MeleeInitUnits() - Give initial units to the players
- MeleeInitAI() - Run the AI scripts
- MeleeInitOptions() - Enforce victory/defeat conditions
Player
- PlayerGetPropertyInt(int player, int property) - Property of the player such as resources and supplies
- PlayerRace(int player) - Race of the player
- PlayerDifficulty(int player) - Difficulty of the player
- PlayerStartLocation(int player) - Start location point of the player
- PlayerGetColorIndex(int player, bool) - Color index of the player
- PlayerColorName(int colorIndex) - Name associated to a Color Index
- PlayerGetAlliance(int player, int type, int target) - Alliance state equality of player towards target
Player Group
- PlayerGroupEmpty();
- PlayerGroupCopy(playergroup inGroup);
- PlayerGroupAll() - Playergroup that contains all the players
- PlayerGroupActive();
- PlayerGroupSingle(int inPlayer);
- PlayerGroupAlliance(int inType, int inPlayer);
- PlayerGroupClear(playergroup inGroup);
- PlayerGroupAdd(playergroup inGroup, int inPlayer);
- PlayerGroupRemove(playergroup inGroup, int inPlayer);
- PlayerGroupCount(playergroup inGroup);
- PlayerGroupPlayer(playergroup inGroup, int inIndex);
- PlayerGroupHasPlayer(playergroup inGroup, int inPlayer);
Unit
- UnitIsAlive(unit u) - Is the unit alive
- UnitGetType(unit u) - Type of the unit
- UnitGetOwner(unit u) - Player controlling the unit
- UnitGetPosition(unit u) - Position of the unit
- UnitGetFacing(unit u) - Facing angle of the unit in degrees
- UnitTestState(unit u, int state) - Test state of the unit
- UnitGetPropertyInt(unit u, int property, bool current) - Property of the unit
- UnitGetPropertyFixed(unit u, int property, bool current) - Property of the unit
- UnitCargoGroup(unit) - Units loaded in the cargo
- UnitCargoValue(unit, int) - Get a property related to Cargo from an unit
- UnitTestPlane(unit u, int plane) - Is the unit in the plane (air, ground)
- UnitBehaviorCount(unit, string)
- UnitMarkerCount(unit, marker)
- UnitOrder(unit u, int index) - Get an order from the unit's order queue
- UnitOrderCount(unit u) - Get the amount of order queued for the unit
- UnitOrderHasAbil(unit u, string ability) - Check if current order is casting an ability
- UnitOrderIsValid(unit u, order o) - Check if order o is valid for unit u
- UnitIsHarvesting(unit, int)
- UnitRallyPointTargetCount(unit, int)
- UnitRallyPointTargetPoint(unit, int, int)
- UnitWeaponsPlaneTest(unit, int)
- UnitTypeTestFlag(string, int)
- UnitTypeTestAttribute(string, int)
Unit Filter
- UnitFilter(int, int, int, int)
- UnitFilterStr(string pattern) - Filter based off a rules pattern
- UnitFilterSetState(unitfilter filter, int attribute, int state) - Add attribute to a filter
Unit Group
- UnitGroup(string type, int player, region r, unitfilter f, int max) - Create a unit group
- UnitGroupAlliance(int, int, region, unitfilter, int) - Create a unit group based on alliance
- UnitGroupAdd(unitgroup g, unit u) - Add the unit to the unit group
- UnitGroupCount(unitgroup g, int mode) - Number of units in the unit group
- UnitGroupUnit(unitgroup g, int index) - nth unit from the unit group
- UnitGroupCopy(unitgroup g) - Duplicate the unit group
- UnitGroupTestPlane(unitgroup g, int plane) - Does the group contain a unit in the plane
- UnitGroupNearestUnit(unitgroup g, point p) - Nearest unit of the group from the point
Unit Group Filter
- UnitGroupFilter(string type, int player, unitgroup g, unitfilter f, int max) - Filter a unit group
- UnitGroupFilterAlliance(unitgroup g, int player, int alliance, int max) - Filter a unit group by alliance
- UnitGroupFilterPlane(unitgroup g, int plane, int max) - Filter a unit group by plane (ground, air)
- UnitGroupFilterRegion(unitgroup g, region r, int max) - Filter a unit group by region
- UnitGroupFilterThreat(unitgroup, unit, string, int)
Ability
- AbilityCommand(string, int)
- AbilityCommandGetAbility(ability)
Tech Tree
Marker
- MarkerCastingUnit(string, unit)
- MarkerSetMatchFlag(marker, int, bool)
- MarkerSetMismatchFlag(marker, int, bool)
Order
- Order(ability)
- OrderGetAbilityCommand(order)
- OrderSetPlayer(order, int)
- OrderGetPlayer(order)
- OrderGetTargetType(order)
- OrderSetTargetPlacement(order, point, unit, string)
- OrderSetTargetPoint(order, point)
- OrderGetTargetPoint(order)
- OrderGetTargetPosition(order)
- OrderSetTargetUnit(order, unit)
- OrderGetTargetUnit(order)
- OrderSetTargetPassenger(order, unit)
Debug
These functions are supposed to write data somewhere but I can't find where ...
- DebugString(string value)
- DebugUnit(unit value)
- DebugInt(int value)
- DebugFixed(fixed value)
- DebugPoint(point value)
- DebugDump(int value)
AI
Difficulty
- DifficultyAPM(int player)
- AISetAPM(int player, int apm)
- AISetDifficulty(int player, int index, bool state)
- AIGetDifficulty(int player, int index)
- AIStart(int player, bool isCampaign, int apm)
- AIGivingUp(int player)
- AIGoodGame(int player)
- AIIsCampaign(int player)
- AIGrabUnit(int player, string aliasUnitType, int prio, point location)
- AIState(int player, int index)
- AISetSpecificState(int player, int index, int state)
- AISetAllStates(int player, int state)
- AISetFlag(int player, int index, bool state)
- AIGetFlag(int player, int index)
- AITechFlag(int player, int index, int count, string what, int state)
User Data
- AIResetUserData(int player)
- AISetUserString(int player, int index, string data)
- AIGetUserString(int player, int index)
- AISetUserInt(int player, int index, int data)
- AIGetUserInt(int player, int index)
- AIAddStringInt(int player, string data, int change)
Time
- AIGetTime() - Elapsed AI time
Locations
- AIGetTotalStartLocs()
- AIGetGroundStartLocs(point loc)
- AIGetAirStartLocs(point loc)
- AIGetTotalTownLocs()
- AIGetGroundTownLocs(point loc)
- AIGetAirTownLocs(point loc)
- AIGetBestCreepSpot(int player, unit creator, fixed createRadius)
- AIRandomVal(int player, int which)
Sub State
- AINewChooseSubState(int player, int which, int min, int max, int defaultSubState)
- AISetSubStateChance(int subState, int chance)
- AIChooseSubState()
Transports
- AIWantsMultipleTransport(int player)
- AISetWantsMultipleTransport(int player, bool enable)
- AIGetNumMobileTransports(int player)
Danger
- AIAddDetectionDanger(int player, string unitType)
- AIDefaultSuspectDetectionDanger(int player)
- AIAnyWorkersFleeingNearby(int player, point loc, fixed radius)
- AIGetNumEnemies(int player)
- AIGetNumAllies(int player)
- AIPlacementNearbyFindTest(int player, point loc, fixed range, string unitType)
- AIAnyAllyAttacking(int player)
- AIBestAllyAttackPoint(int player, wave w)
- AIAnyAllyNeedsDefending(int player)
- AIBestAllyDefendPoint(int player, wave w)
Suicide
- AIGlobalSuicide(int player)
- AIIsSuicideUnit(unit u)
- AISetUnitSuicide(unit u, bool enable)
- AISetGroupSuicide(unitgroup ug, bool enable)
Wave
- AIUnitGetWave(unit u)
- AIWaveGetUnits(wave w)
- AIGetAllEscorts(unit u)
- AIGetAllEscortsGroup(unitgroup ug)
- AIRemoveUnitFromAnyWaves(unit u)
- AIRemoveGroupFromAnyWaves(unitgroup ug)
- AIGetUnitsInWavesWithTarget(int player, wavetarget target)
- AIIsScriptControlled(unit u)
- AISetUnitScriptControlled(unit u, bool enable)
- AISetGroupScriptControlled(unitgroup ug, bool enable)
- AIIsNotUsableInWaves(unit u)
- AISetUnitNotUsableInWaves(unit u, bool enable)
- AISetGroupNotUsableInWaves(unitgroup ug, bool enable)
Towns
- AISetWantsToUpgrade(unit u)
- AIInitCampaignTowns(int player)
- AIInitCampaignHarvest(int player)
- AIDeclareTown(int player, int town, point center)
- AIGetMainTown(int player)
- AISetMainTown(int player, int maintown)
- AIUpdateMainTown(int player)
- AIGetTownState(int player, int town)
- AIGetTownEstablishedTime(int player, int town)
- AIGetTownLocation(int player, int town)
- AIGetClosestTown(int player, point location)
- AIGetNextUnusedTownSlot(int player)
- AIGetBuildingCountInTown(int player, int town, string aliasUnitType, int countMask)
- AIIsTownHarvestRunning(int player, int town)
- AIHarvest(int player, int town)
- AIHarvestRate(int player, int rate)
- AIHarvestBonus(int player, fixed bonus)
- AISetGasPeonCountOverride(int player, int town, int desiredGasCount)
- AIGetCurPeonCount(int player, int town)
- AIGetMinPeonCount(int player, int town)
- AIGetMaxPeonCount(int player, int town)
- AIGetMineralAmountLeft(int player, int town)
- AIGetGasAmountLeft(int player, int town)
- AIGetMineralNumSpots(int player, int town)
- AIGetRawGasNumSpots(int player, int town)
- AIGetGatherLocation(int player, int town)
- AIGetGatherDefLocation(int player, int town)
- AIExpand(int player, point searchStart, string firstBuilding) - Search and create an expand
- AIGetTownThreats(int player, int town)
- AIGetObstruction(int player)
- AIHasNearbyOpenExpansion(int player)
Scout
- AIScout(int player)
- AIClearCampaignScout(int player)
- AISetNumScouts(int player, int num)
- AISetScoutTimes(int player, int starts, int obstructed, int resources, int other)
- AIGetNextScoutLoc(int player)
- AIAddToExtraScoutGroup(int player, unit u)
- AIOfferNewScout(int player, unit u)
Research
- AIBuild(int player, int priority, int town, string aliasUnitType, int count, int flags)
- AITrain(int player, int priority, int town, string aliasUnitType, int count)
- AIResearch(int player, int priority, int town, string aliasUpgradeType)
- AIMakeAlways(int player, int priority, int town, string aliasType, int count)
- AIMakeOnce(int player, int priority, int town, string aliasType, int count)
- AIClearBuildQueue(int play(int player)er)
- AIClearTrainQueue
- AIClearResearchQueue(int player)
- AIHasRes(int player, int minerals, int gas)
- AITechCount(int player, string aliasType, int countMask)
- AITechCountFixupSingle(int player, string baseUnit, string upgradeOne)
- AITechCountFixupEither(int player, string baseUnit, string upgradeOne, string upgradeTwo)
- AITechCountFixupInOrder(int player, string baseUnit, string upgradeOne, string upgradeTwo)
- AIKnownUnitCount(int player, int testPlayerId, string aliasUnitType)
- AIResetCounterUnits(int player)
- AICounterUnit(int player, string seeWhat, fixed factor, string makeWhat)
- AICounterUnits(int player, int testPlayerId, string makeWhat)
- AIGetRallyPoint(unit u)
- AISetPowerBuilding(int player, string building)
- AISetCreepBuilding(int player, string building, string noCreepBehaviour)
Stock
A stock is a list of units, buildings, ... you want the AI to create
- AIClearStock(int player) - Remove everything from the stock
- AIEnableStock(int player) - Start the stock production
- AISetStock(int player, int count, string aliasType) - Add an element to the production queue
- AISetStockEx(int player, int town, int count, string aliasType, int buildFlags, int stockFlags) - AI Advanced - Set stock for "player" at "town" to make "count" units of type "aliasType" using build flags "buildFlags" and stock flags "stockFlags".
- AISetStockOpt(int player, int count, string aliasType)
- AISetStockUnitNext(int player, int count, string aliasUnitType, bool Ignore If Queued) - Increments the stock count for the specified unit type by one if the Count parameter is set to 0, or the number of those units that are in progress or better is less than the specified Count. Does nothing if the Ignore If Queued parameter is set to true and the number of queued and in progress units of the specified type is greater than 0.
- AISetStockTown(int player, string aliasUnitTypeTH, string aliasUnitTypeGas)
- AISetStockExpand(int player, string aliasUnitTypeTH, int count)
- AISetStockExtra(int player, int count, string aliasUnitType, int minerals)
- AISetStockFarms(int player, string aliasUnitType, bool onlyNeeded)
- AISetStockPeons(int player, int max, string aliasUnitType, bool onlyMinPeons, bool peonMode)
- AINewTechStock(int player)
- AITechStockAdd(string upgradeType)
- AISetStockTechNext(int player)
- AILimitStockLarva(int player, string aliasType)
- AIHasStock(int player)
- AIHasStockFromTown(int player, int town)
- AIRemoveStockFromTown(int player, int town)
- AIDefaultEconomy(int player, string hall, string gas, string food, string peon, int cap, bool peonMode) - Control the basic production system
- AIDefaultExpansion(int player, string hall, int minerals, int gas, int expandFlags)
- AIClearLimitTech(int player)
- AILimitTech(int player, int totalMin, int totalGas, int buildingMin, int buildingGas, int upgradeMin, int upgradeGas)
- AIImportantTech(int player, string aliasType)
- AIDefaultGetObjectType(int player, string aliasType)
- AIDefaultGetMaker(int player, string aliasType)
- AIDefaultGetFirstMissingReq(int player, string aliasType)
- AIDefaultGetFirstUnfinishedReq(int player, string aliasType)
- AIDefaultGetFullMakeTime(int player, string aliasType)
- AIGetBaseName(string aliasType)
- AIGetBuildAtName(string aliasType)
- AIReqCountAsBuiltObject(int player, string aliasType)
- AIReqAddSpecialMaker(string objType, string makerType, string abilName, int abilIndex)
Nuke
- AISetNukeDamage(int player, fixed, fixed)
- AISetNukeRadiusClose(int player, fixed, fixed)
- AISetNukeRadiusMedium(int player, fixed, fixed)
- AISetNukeRadiusFar(int player, fixed, fixed)
- AISetNukeNukeAbilLink(int player, string)
- AISetNukeNukeCastTime(int player, fixed)
- AISetNukeNukeEffect(int player, string)
- AISetNukeGhost(int player, string)
- AISetNukeCloak(int player, string)
- AISetNukeCloakAbilLink(int player, string)
- AISetNukeCloakCost(int player, fixed)
- AISetNukeCloakRegenRate(int player, fixed)
- AIBaseThink(unit who, unitgroup candidates)
- AIEvalTacticalData(unit u, string)
- AICast(unit u, order, marker, bool)
- AICastFlee(unit, unit, int, marker)
- AINearbyUnits(int player, string, point, fixed, int)
- AIFindUnits(int player, string, point, fixed, int)
- AISameCommand(unit, unit)
- AILastAttacker(unit u)
- AILastAttack(unit u)
- AIControlWantsToMove(unit u)
- AIControlForceToMove(unit u)
- AIControlWantsToUnburrow(unit u)
- AIControlWantsToBurrow(unit u)
- AIControlForceUnburrow(unit u)
- AIUnitIsInCombat(unit u)
- AIIsIgnoredByWave(unit u)
- AISetIgnoredByWave(unit u, bool enable)
- AIGetHomePosition(unit u)
- AIGetCloakedAttacker(int p)
- AIClearCloakedAttacker(int p, point pt)
- AISawCloakedUnit(int p)
- AIRandomSpawnPoint(int player, region r, fixed minDistFromEnemy, fixed maxDistFromEnemy, fixed maxDistFromBuilding)
- AIBestTargetPoint(unitgroup group, int minHits, int damageBase, fixed minScore, fixed radius, point from, fixed range, int bonusAttri)
- AIDefaultCombatPriority(unit target, unitgroup attackers, unitgroup enemies)
Filter
- AIFilter(int player)
- AISetFilterAlliance(aifilter filter, int want)
- AISetFilterMarker(aifilter filter, int min, int max, marker m)
- AISetFilterSelf(aifilter filter, unit exclude)
- AISetFilterBits(aifilter filter, unitfilter uf)
- AISetFilterRange(aifilter filter, unit center, fixed radius)
- AISetFilterLife(aifilter filter, fixed min, fixed max)
- AISetFilterLifeLost(aifilter filter, fixed min, fixed max)
- AISetFilterLifePercent(aifilter filter, fixed min, fixed max)
- AISetFilterLifeSortReference(aifilter filter, fixed value, fixed distance)
- AISetFilterLifeMod(aifilter filter, int type, fixed mod)
- AISetFilterLifePerMarker(aifilter filter, fixed each, marker m)
- AISetFilterShields(aifilter filter, fixed min, fixed max)
- AISetFilterEnergy(aifilter filter, fixed min, fixed max)
- AISetFilterPlane(aifilter filter, int plane)
- AISetFilterCanAttackEnemy(aifilter filter, int enemyGroundCount, int enemyAirCount)
- AISetFilterCanAttackAlly(aifilter filter, bool groundAllies, bool airAllies)
- AISetFilterBehaviorCount(aifilter filter, int minBehavior, int maxBehavior, string behaviorType)
- AIGetFilterGroup(aifilter filter, unitgroup group)
- AIFilterGathering(unitgroup group, int inResource, fixed distance)
- AIFilterPathable(unitgroup group, point dest) - Filter the units that can reach the destination
- AIFilterCasters(unitgroup group)
- AICloakEvaluate(unit u, fixed minEnergy, fixed maxLife, fixed range)
- AISetTacticalAttackTargetPoint(unit u, point t)
- AISetTacticalAttackTargetUnit(unit u, unit t)
- AIUnitGroupGetValidOrder(unitgroup inGroup, order inOrder, unit caster, bool forwards)
- AIIsFollowingUnit(unit aiUnit, string unitType)
- AIGetPlayerGroup(unitgroup inGroup)
- AINearbyPlaneTest(point p, int player, fixed range, int inPlane, int inAlliance)
- AIUnitGroupStrength(unitgroup inGroup)
- AIAllyEnemyRatio(int player, point p, unitfilter filter, fixed range, fixed minThreshold)
Combat
- AICombatTargetProduction(int player, int action)
- AICombatTargetDropOffs(int player, int action)
- AICombatTargetFood(int player, int action)
- AICombatTargetActiveProduction(int player, int action)
- AICombatTargetWorkers(int player, int action)
- AICombatTargetAllyThreats(int player, int action)
- AICombatTargetSelfThreats(int player, int action)
- AICombatTargetCurrent(int player, int action)
- AICombatTargetAir(int player, int action)
- AICombatTargetMovers(int player, int action)
- AICombatTargetInjuries(int player, int action)
- AICombatTargetInAttackRange(int player, int action)
- AICombatTargetThreats(int player, int action)
- AICombatTargetHealers(int player, int action)
- AICombatTargetSiege(int player, int action)
- AICombatTargetAttackers(int player, int action)
- AICombatTargetSpecial(int player, int action)
- AICombatAvoidTimedUnits(int player, int action)
- AICombatAvoidNonThreats(int player, int action)
- AICombatAvoidWeakUnits(int player, int action)
- AICombatAvoidDisabledUnits(int player, int action)
- AITransportIgnore(int player, string unitType)
- AITransportSetPanic(int player, fixed value)
- AITransportSetReturn(int player, point center)
Evaluation
- AIDefenseThreat(int type, int player, wave w)
- AIDefenseThreatEval(int type, int player)
- AIWaveEval(wave w)
- AIWaveEvalRatio(wave w, fixed range)
- AIUnitAreaEvalRatio(unit u, fixed range)
- AIEvalRatio(int player)
- AIEvalSetCustomIndex(int index)
- AIEvalAllAllied(int)
- AIEvalLargestEnemy(int)
- AILastWaveEvalStaticRatio()
- AIGetBestTarget(int player, playergroup enemies, point gatherPoint, int flags)
- AIFindDropAttackTarget(int player, point gatherPoint)
- AILastDropLocation()
- AILastDropGoal()
- AIGetNextDropTimeCheck(int player)
- AISetNextDropTimeCheck(int player, fixed time)
- AILastAttackRatio(wave w)
- AILastAttackStartEval(wave w)
Wave
- AIWaveCreate(waveinfo info, int player, point from)
- AIWaveToText(wave w)
- AIWaveToString(wave w)
- AIWaveGet(int player, int waveName)
- AIWaveSet(int player, int waveName, wave waveRef)
- AIWaveType(wave waveRef)
- AIWaveSetUserData(wave waveRef, int index, int data)
- AIWaveGetUserData(wave waveRef, int index)
- AIWaveMerge(int player, int waveFrom, int waveInto)
- AIWaveMergeMelee(int player)
- WaveLastCreated()
- AIWaveAddUnit(wave w, unit u)
- AIWaveAddUnitPriority(wave w, unit u, int prio)
- AIWaveRemoveUnit(wave w, unit u)
- AIWaveUnitCount(wave w)
- AIWaveDetectorCount(wave w)
- AIWaveSetType(wave w, int type, wavetarget target)
- AIWaveState(wave w)
- AIWaveDelete(wave w)
- AIWaveHarassRetreat(int player, wave w, fixed range)
- AIWaveIsInCombat(wave w)
- AIWaveGetTimeInCombat(wave w)
- AIWaveGetTimeSinceCombat(wave w)
- AIWaveGetTimeSinceOrdered(wave w)
- AIWaveGetTimeSinceRetreat(wave w)
- AISetGeneralRebuildCount(int count, bool building, int player)
- AISetSpecificRebuildCount(int count, string unitType, int player)
- AINearestTownLimitWaveGather(int player, bool enable)
- AINearestTownBullyRebuild(int player, bool enable)
Infos
- AIWaveInfoCreate()
- AIWaveInfo(wave w)
- AIWaveInfoAdd(waveinfo info, string unitType, int count)
- AIWaveInfoAttack(waveinfo info, int player, point from, wavetarget target, int time)
- AIWaveInfoSuicide(waveinfo info, int player, point from, wavetarget target, int time)
- AIWaveInfoScout(waveinfo info, int player, point from, int time)
Target
- AIWaveTargetAddWaypoint(wavetarget wt, point waypoint, bool useTransport, int index)
- AIWaveTargetClearWaypoints(wavetarget wt)
- AIWaveTargetUnit(unit u)
- AIWaveTargetUnitGroup(unitgroup g)
- AIWaveTargetUnitPoint(unit u)
- AIWaveTargetPoint(point p)
- AIWaveTargetPlayer(playergroup players)
- AIWaveTargetMelee(int player)
- AIWaveTargetMeleeHarass(int player)
- AIWaveTargetMeleeDrop(int player, point dropLoc, point goalLoc)
- AIWaveTargetMeleeDefend(int player)
- AIWaveTargetMerge(wave w)
- AIWaveTargetPatrol(int replaceType)
- AIWaveTargetEscort(unitgroup g, int replaceType)
- AIWaveTargetEscortNL(unitgroup g, int replaceType)
- AIWaveTargetGatherO(int player, int town)
- AIWaveTargetGatherD(int player, int town)
- AIWaveTargetRegion(region r, int replaceType)
- AIWaveTargetGatherOPoint(int player, int town)
- AIWaveTargetGatherDPoint(int player, int town)
- AIWaveTargetGetUnit(wavetarget wt)
- AIWaveTargetGetUnitGroup(wavetarget wt)
- AIWaveGetTarget(wave w)
Attack
- AIAttackWaveAddUnits(int difficulty, int count, string unitType)
- AIAttackWaveSend(int player, int time, bool wait)
- AIAttackWaveCancel(wave waveRef)
- AIAttackWaveSetGatherPoint(int player, point gather)
- AIAttackWaveUseUnit(int player, unit u)
- AIAttackWaveUseGroup(int player, unitgroup ug)
- AIAttackWaveAddEscortUnit(int player, unit u, unit escort, fixed offset, fixed angle)
- AIAttackWaveAddEscortType(int player, string unitType, unit escort, fixed offset, fixed angle)
- AIAttackWaveSetTargetUnit(int player, unit u)
- AIAttackWaveSetTargetUnitGroup(int player, unitgroup ug)
- AIAttackWaveSetTargetUnitPoint(int player, unit u)
- AIAttackWaveSetTargetPoint(int player, point p)
- AIAttackWaveSetTargetPlayer(int player, playergroup players)
- AIAttackWaveSetTargetMelee(int player)
- AIAttackWaveSetTargetMeleeHarass(int player)
- AIAttackWaveSetTargetMeleeDrop(int player, point dropLoc, point goalLoc)
- AIAttackWaveSetTargetMeleeDefend(int player)
- AIAttackWaveSetTargetMerge(int player, wave w)
- AIAttackWaveSetTargetPatrol(int player, int replaceType)
- AIAttackWaveSetTargetEscort(int player, unitgroup g, int replaceType)
- AIAttackWaveSetTargetEscortNL(int player, unitgroup g, int replaceType)
- AIAttackWaveSetTargetGatherO(int player, int town)
- AIAttackWaveSetTargetGatherD(int player, int town)
- AIAttackWaveSetTargetRegion(int player, region r, int replaceType)
- AIAttackWaveSetGatherEarlyNoReplace(int player)
- AIAttackWaveSetKeepAlive(int player)
- AIAttackWaveAddWaypoint(int player, point waypoint, bool useTransport)
- AIAttackWaveClearWaypoints(int player)
Bully
- AIToggleBulliesInRegion(int player, region reg, bool activate)
- AIResetBullyRebuildCountsInRegion(int player, region reg)
- AIClearAllBullies(int player)
- AISetMinimumBullyCount(int count, string unitType, int player)
- AIAddBully(int player, string unitType, point loc, int rebuildCount)
- AIGetBullyType(unit u)
- AISetBullyAttackWavePercent(int percent, int player)
- 2 comments
- 2 comments
Facts
- Date created
- Mar 03, 2010
- Last updated
- Aug 11, 2010
- Reply
- #2
vjeux Mar 28, 2010 at 11:29 UTC - 0 likesThese are not valid functions. When you try to use them it will make a syntax error.
- Reply
- #1
veselu Mar 27, 2010 at 22:47 UTC - 0 likesMaybe these could be added too.
http://paste.sc2mapster.com/1894/