SC2Mapster.com Wiki

  • void DebugString(string value);
  • void DebugUnit(unit value);
  • void DebugInt(int value);
  • void DebugFixed(fixed value);
  • void DebugPoint(point value);
  • void DebugDump(int value);
  • void AISetDifficulty(int player, int index, bool state);
  • bool AIGetDifficulty(int player, int index);
  • void AIStart(int player, bool isCampaign, int apm);
  • bool AIGivingUp(int player);
  • void AIGoodGame(int player);
  • bool AIIsCampaign(int player);
  • void AISetAPM(int player, int apm);
  • unit AIGrabUnit(int player, string aliasUnitType, int prio, point location);
  • int AIState(int player, int index);
  • void AISetSpecificState(int player, int index, int state);
  • void AISetAllStates(int player, int state);
  • void AISetFlag(int player, int index, bool state);
  • bool AIGetFlag(int player, int index);
  • void AITechFlag(int player, int index, int count, string what, int state);
  • void AIResetUserData(int player);
  • void AISetUserString(int player, int index, string data);
  • string AIGetUserString(int player, int index);
  • void AISetUserInt(int player, int index, int data);
  • int AIGetUserInt(int player, int index);
  • void AIAddStringInt(int player, string data, int change);
  • fixed AIGetTime(void);
  • int AIGetTotalStartLocs(void);
  • int AIGetGroundStartLocs(point loc);
  • int AIGetAirStartLocs(point loc);
  • int AIGetTotalTownLocs(void);
  • int AIGetGroundTownLocs(point loc);
  • int AIGetAirTownLocs(point loc);
  • int AIRandomVal(int player, int which);
  • void AINewChooseSubState(int player, int which, int min, int max, int defaultSubState);
  • void AISetSubStateChance(int subState, int chance);
  • int AIChooseSubState(void);
  • bool AIWantsMultipleTransport(int player);
  • void AISetWantsMultipleTransport(int player, bool enable);
  • int AIGetNumMobileTransports(int player);
  • point AIGetBestCreepSpot(int player, unit creator, fixed createRadius);
  • void AIAddDetectionDanger(int player, string unitType);
  • bool AIDefaultSuspectDetectionDanger(int player);
  • bool AIAnyWorkersFleeingNearby(int player, point loc, fixed radius);
  • int AIGetNumEnemies(int player);
  • int AIGetNumAllies(int player);
  • point AIPlacementNearbyFindTest(int player, point loc, fixed range, string unitType);
  • void AIAddToExtraScoutGroup(int player, unit u);
  • bool AIOfferNewScout(int player, unit u);
  • bool AIAnyAllyAttacking(int player);
  • point AIBestAllyAttackPoint(int player, wave w);
  • bool AIAnyAllyNeedsDefending(int player);
  • point AIBestAllyDefendPoint(int player, wave w);
  • void AIGlobalSuicide(int player);
  • wave AIUnitGetWave(unit u);
  • unitgroup AIWaveGetUnits(wave w);
  • unitgroup AIGetAllEscorts(unit u);
  • unitgroup AIGetAllEscortsGroup(unitgroup ug);
  • void AIRemoveUnitFromAnyWaves(unit u);
  • void AIRemoveGroupFromAnyWaves(unitgroup ug);
  • unitgroup AIGetUnitsInWavesWithTarget(int player, wavetarget target);
  • bool AIIsScriptControlled(unit u);
  • void AISetUnitScriptControlled(unit u, bool enable);
  • void AISetGroupScriptControlled(unitgroup ug, bool enable);
  • bool AIIsSuicideUnit(unit u);
  • void AISetUnitSuicide(unit u, bool enable);
  • void AISetGroupSuicide(unitgroup ug, bool enable);
  • bool AIIsNotUsableInWaves(unit u);
  • void AISetUnitNotUsableInWaves(unit u, bool enable);
  • void AISetGroupNotUsableInWaves(unitgroup ug, bool enable);
  • void AISetWantsToUpgrade(unit u);
  • void AIInitCampaignTowns(int player);
  • void AIInitCampaignHarvest(int player);
  • void AIDeclareTown(int player, int town, point center);
  • int AIGetMainTown(int player);
  • void AISetMainTown(int player, int maintown);
  • void AIUpdateMainTown(int player);
  • int AIGetTownState(int player, int town);
  • fixed AIGetTownEstablishedTime(int player, int town);
  • point AIGetTownLocation(int player, int town);
  • int AIGetClosestTown(int player, point location);
  • int AIGetNextUnusedTownSlot(int player);
  • int AIGetBuildingCountInTown(int player, int town, string aliasUnitType, int countMask);
  • bool AIIsTownHarvestRunning(int player, int town);
  • void AIHarvest(int player, int town);
  • void AIHarvestRate(int player, int rate);
  • void AIHarvestBonus(int player, fixed bonus);
  • void AISetGasPeonCountOverride(int player, int town, int desiredGasCount);
  • int AIGetCurPeonCount(int player, int town);
  • int AIGetMinPeonCount(int player, int town);
  • int AIGetMaxPeonCount(int player, int town);
  • int AIGetMineralAmountLeft(int player, int town);
  • int AIGetGasAmountLeft(int player, int town);
  • int AIGetMineralNumSpots(int player, int town);
  • int AIGetRawGasNumSpots(int player, int town);
  • point AIGetGatherLocation(int player, int town);
  • point AIGetGatherDefLocation(int player, int town);
  • int AIExpand(int player, point searchStart, string firstBuilding);
  • unitgroup AIGetTownThreats(int player, int town);
  • unit AIGetObstruction(int player);
  • bool AIHasNearbyOpenExpansion(int player);
  • void AIScout(int player);
  • void AISetNumScouts(int player, int num);
  • void AISetScoutTimes(int player, int starts, int obstructed, int resources, int other);
  • point AIGetNextScoutLoc(int player);
  • void AIClearCampaignScout(int player);
  • void AIBuild(int player, int priority, int town, string aliasUnitType, int count, int flags);
  • void AITrain(int player, int priority, int town, string aliasUnitType, int count);
  • void AIResearch(int player, int priority, int town, string aliasUpgradeType);
  • void AIMakeAlways(int player, int priority, int town, string aliasType, int count);
  • void AIMakeOnce(int player, int priority, int town, string aliasType, int count);
  • void AIClearBuildQueue(int player);
  • void AIClearTrainQueue(int player);
  • void AIClearResearchQueue(int player);
  • bool AIHasRes(int player, int minerals, int gas);
  • int AITechCount(int player, string aliasType, int countMask);
  • void AITechCountFixupSingle(int player, string baseUnit, string upgradeOne);
  • void AITechCountFixupEither(int player, string baseUnit, string upgradeOne, string upgradeTwo);
  • void AITechCountFixupInOrder(int player, string baseUnit, string upgradeOne, string upgradeTwo);
  • int AIKnownUnitCount(int player, int testPlayerId, string aliasUnitType);
  • void AIResetCounterUnits(int player);
  • void AICounterUnit(int player, string seeWhat, fixed factor, string makeWhat);
  • int AICounterUnits(int player, int testPlayerId, string makeWhat);
  • point AIGetRallyPoint(unit u);
  • void AISetPowerBuilding(int player, string building);
  • void AISetCreepBuilding(int player, string building, string noCreepBehaviour);
  • void AIClearStock(int player);
  • void AIEnableStock(int player);
  • void AISetStockEx(int player, int town, int count, string aliasType, int buildFlags, int stockFlags);
  • void AISetStock(int player, int count, string aliasType);
  • void AISetStockOpt(int player, int count, string aliasType);
  • void AISetStockUnitNext(int player, int count, string aliasUnitType, bool when);
  • bool AISetStockTown(int player, string aliasUnitTypeTH, string aliasUnitTypeGas);
  • bool AISetStockExpand(int player, string aliasUnitTypeTH, int count);
  • void AISetStockExtra(int player, int count, string aliasUnitType, int minerals);
  • void AISetStockFarms(int player, string aliasUnitType, bool onlyNeeded);
  • void AISetStockPeons(int player, int max, string aliasUnitType, bool onlyMinPeons, bool peonMode);
  • void AINewTechStock(int player);
  • void AITechStockAdd(string upgradeType);
  • void AISetStockTechNext(int player);
  • void AIDefaultEconomy(int player, string hall, string gas, string food, string peon, int cap, bool peonMode);
  • void AIDefaultExpansion(int player, string hall, int minerals, int gas, int expandFlags);
  • void AIClearLimitTech(int player);
  • void AILimitTech(int player, int totalMin, int totalGas, int buildingMin, int buildingGas, int upgradeMin, int upgradeGas);
  • void AIImportantTech(int player, string aliasType);
  • void AILimitStockLarva(int player, string aliasType);
  • bool AIHasStock(int player);
  • bool AIHasStockFromTown(int player, int town);
  • void AIRemoveStockFromTown(int player, int town);
  • int AIDefaultGetObjectType(int player, string aliasType);
  • string AIDefaultGetMaker(int player, string aliasType);
  • string AIDefaultGetFirstMissingReq(int player, string aliasType);
  • string AIDefaultGetFirstUnfinishedReq(int player, string aliasType);
  • int AIDefaultGetFullMakeTime(int player, string aliasType);
  • string AIGetBaseName(string aliasType);
  • string AIGetBuildAtName(string aliasType);
  • void AIReqCountAsBuiltObject(int player, string aliasType);
  • void AIReqAddSpecialMaker(string objType, string makerType, string abilName, int abilIndex);
  • void AISetNukeNukeCastTime(int player, fixed);
  • void AISetNukeCloakCost(int player, fixed);
  • void AISetNukeCloakRegenRate(int player, fixed);
  • void AISetNukeGhost(int player, string);
  • void AISetNukeNukeEffect(int player, string);
  • void AISetNukeCloak(int player, string);
  • void AISetNukeNukeAbilLink(int player, string);
  • void AISetNukeCloakAbilLink(int player, string);
  • void AISetNukeDamage(int player, fixed, fixed);
  • void AISetNukeRadiusClose(int player, fixed, fixed);
  • void AISetNukeRadiusMedium(int player, fixed, fixed);
  • void AISetNukeRadiusFar(int player, fixed, fixed);
  • void AIBaseThink(unit who, unitgroup candidates);
  • bool AIEvalTacticalData(unit u, string);
  • int AICast(unit u, order, marker, bool);
  • int AICastFlee(unit, unit, int, marker);
  • bool AINearbyUnits(int player, string, point, fixed, int);
  • unitgroup AIFindUnits(int player, string, point, fixed, int);
  • bool AISameCommand(unit, unit);
  • unit AILastAttacker(unit u);
  • int AILastAttack(unit u);
  • bool AIControlWantsToMove(unit u);
  • bool AIControlForceToMove(unit u);
  • bool AIControlWantsToUnburrow(unit u);
  • bool AIControlWantsToBurrow(unit u);
  • bool AIControlForceUnburrow(unit u);
  • bool AIUnitIsInCombat(unit u);
  • bool AIIsIgnoredByWave(unit u);
  • void AISetIgnoredByWave(unit u, bool enable);
  • point AIGetHomePosition(unit u);
  • point AIGetCloakedAttacker(int p);
  • void AIClearCloakedAttacker(int p, point pt);
  • bool AISawCloakedUnit(int p);
  • point AIRandomSpawnPoint(int player, region r, fixed minDistFromEnemy, fixed maxDistFromEnemy, fixed maxDistFromBuilding);
  • point AIBestTargetPoint(unitgroup group, int minHits, int damageBase, fixed minScore, fixed radius, point from, fixed range, int bonusAttri);
  • unit AIDefaultCombatPriority(unit target, unitgroup attackers, unitgroup enemies);
  • aifilter AIFilter(int player);
  • void AISetFilterAlliance(aifilter filter, int want);
  • void AISetFilterMarker(aifilter filter, int min, int max, marker m);
  • void AISetFilterSelf(aifilter filter, unit exclude);
  • void AISetFilterBits(aifilter filter, unitfilter uf);
  • void AISetFilterRange(aifilter filter, unit center, fixed radius);
  • void AISetFilterLife(aifilter filter, fixed min, fixed max);
  • void AISetFilterLifeLost(aifilter filter, fixed min, fixed max);
  • void AISetFilterLifePercent(aifilter filter, fixed min, fixed max);
  • void AISetFilterLifeSortReference(aifilter filter, fixed value, fixed distance);
  • void AISetFilterLifeMod(aifilter filter, int type, fixed mod);
  • void AISetFilterLifePerMarker(aifilter filter, fixed each, marker m);
  • void AISetFilterShields(aifilter filter, fixed min, fixed max);
  • void AISetFilterEnergy(aifilter filter, fixed min, fixed max);
  • void AISetFilterPlane(aifilter filter, int plane);
  • void AISetFilterCanAttackEnemy(aifilter filter, int enemyGroundCount, int enemyAirCount);
  • void AISetFilterCanAttackAlly(aifilter filter, bool groundAllies, bool airAllies);
  • void AISetFilterBehaviorCount(aifilter filter, int minBehavior, int maxBehavior, string behaviorType);
  • unitgroup AIGetFilterGroup(aifilter filter, unitgroup group);
  • unitgroup AIFilterGathering(unitgroup group, int inResource, fixed distance);
  • unitgroup AIFilterPathable(unitgroup group, point inStart);
  • unitgroup AIFilterCasters(unitgroup group);
  • bool AICloakEvaluate(unit u, fixed minEnergy, fixed maxLife, fixed range);
  • void AISetTacticalAttackTargetPoint(unit u, point t);
  • void AISetTacticalAttackTargetUnit(unit u, unit t);
  • order AIUnitGroupGetValidOrder(unitgroup inGroup, order inOrder, unit caster, bool forwards);
  • bool AIIsFollowingUnit(unit aiUnit, string unitType);
  • int AIGetPlayerGroup(unitgroup inGroup);
  • bool AINearbyPlaneTest(point p, int player, fixed range, int inPlane, int inAlliance);
  • fixed AIUnitGroupStrength(unitgroup inGroup);
  • fixed AIAllyEnemyRatio(int player, point p, unitfilter filter, fixed range, fixed minThreshold);
  • bool AICombatTargetProduction(int player, int action);
  • bool AICombatTargetDropOffs(int player, int action);
  • bool AICombatTargetFood(int player, int action);
  • bool AICombatTargetActiveProduction(int player, int action);
  • bool AICombatTargetWorkers(int player, int action);
  • bool AICombatTargetAllyThreats(int player, int action);
  • bool AICombatTargetSelfThreats(int player, int action);
  • bool AICombatTargetCurrent(int player, int action);
  • bool AICombatTargetAir(int player, int action);
  • bool AICombatTargetMovers(int player, int action);
  • bool AICombatTargetInjuries(int player, int action);
  • bool AICombatTargetInAttackRange(int player, int action);
  • bool AICombatTargetThreats(int player, int action);
  • bool AICombatTargetHealers(int player, int action);
  • bool AICombatTargetSiege(int player, int action);
  • bool AICombatTargetAttackers(int player, int action);
  • bool AICombatTargetSpecial(int player, int action);
  • bool AICombatAvoidTimedUnits(int player, int action);
  • bool AICombatAvoidNonThreats(int player, int action);
  • bool AICombatAvoidWeakUnits(int player, int action);
  • bool AICombatAvoidDisabledUnits(int player, int action);
  • void AITransportIgnore(int player, string unitType);
  • void AITransportSetPanic(int player, fixed value);
  • void AITransportSetReturn(int player, point center);
  • waveinfo AIWaveInfoCreate(void);
  • waveinfo AIWaveInfo(wave w);
  • void AIWaveInfoAdd(waveinfo info, string unitType, int count);
  • int AIWaveInfoAttack(waveinfo info, int player, point from, wavetarget target, int time);
  • int AIWaveInfoSuicide(waveinfo info, int player, point from, wavetarget target, int time);
  • int AIWaveInfoScout(waveinfo info, int player, point from, int time);
  • string AIWaveToString(wave w);
  • text AIWaveToText(wave w);
  • wave AIWaveCreate(waveinfo info, int player, point from);
  • void AIWaveAddUnit(wave w, unit u);
  • void AIWaveAddUnitPriority(wave w, unit u, int prio);
  • void AIWaveRemoveUnit(wave w, unit u);
  • int AIWaveUnitCount(wave w);
  • int AIWaveDetectorCount(wave w);
  • void AIWaveSetType(wave w, int type, wavetarget target);
  • int AIWaveState(wave w);
  • void AIWaveDelete(wave w);
  • wavetarget AIWaveTargetUnit(unit u);
  • wavetarget AIWaveTargetUnitGroup(unitgroup g);
  • wavetarget AIWaveTargetUnitPoint(unit u);
  • wavetarget AIWaveTargetPoint(point p);
  • wavetarget AIWaveTargetPlayer(playergroup players);
  • wavetarget AIWaveTargetMelee(int player);
  • wavetarget AIWaveTargetMeleeHarass(int player);
  • wavetarget AIWaveTargetMeleeDrop(int player, point dropLoc, point goalLoc);
  • wavetarget AIWaveTargetMeleeDefend(int player);
  • wavetarget AIWaveTargetMerge(wave w);
  • wavetarget AIWaveTargetPatrol(int replaceType);
  • wavetarget AIWaveTargetEscort(unitgroup g, int replaceType);
  • wavetarget AIWaveTargetEscortNL(unitgroup g, int replaceType);
  • wavetarget AIWaveTargetGatherO(int player, int town);
  • wavetarget AIWaveTargetGatherD(int player, int town);
  • wavetarget AIWaveTargetRegion(region r, int replaceType);
  • point AIWaveTargetGatherOPoint(int player, int town);
  • point AIWaveTargetGatherDPoint(int player, int town);
  • unit AIWaveTargetGetUnit(wavetarget wt);
  • unitgroup AIWaveTargetGetUnitGroup(wavetarget wt);
  • wavetarget AIWaveHarassRetreat(int player, wave w, fixed range);
  • wavetarget AIWaveGetTarget(wave w);
  • bool AIWaveIsInCombat(wave w);
  • int AIWaveGetTimeInCombat(wave w);
  • int AIWaveGetTimeSinceCombat(wave w);
  • int AIWaveGetTimeSinceOrdered(wave w);
  • int AIWaveGetTimeSinceRetreat(wave w);
  • bool AIDefenseThreat(int type, int player, wave w);
  • int AIDefenseThreatEval(int type, int player);
  • int AIWaveEval(wave w);
  • int AIWaveEvalRatio(wave w, fixed range);
  • int AIUnitAreaEvalRatio(unit u, fixed range);
  • int AIEvalRatio(int player);
  • void AIEvalSetCustomIndex(int index);
  • int AIEvalAllAllied(int);
  • int AIEvalLargestEnemy(int);
  • int AILastWaveEvalStaticRatio(void);
  • void AIWaveTargetAddWaypoint(wavetarget wt, point waypoint, bool useTransport, int index);
  • void AIWaveTargetClearWaypoints(wavetarget wt);
  • wave AIWaveGet(int player, int waveName);
  • void AIWaveSet(int player, int waveName, wave waveRef);
  • int AIWaveType(wave waveRef);
  • void AIWaveSetUserData(wave waveRef, int index, int data);
  • int AIWaveGetUserData(wave waveRef, int index);
  • void AIWaveMerge(int player, int waveFrom, int waveInto);
  • void AIWaveMergeMelee(int player);
  • wave WaveLastCreated(void);
  • point AIGetBestTarget(int player, playergroup enemies, point gatherPoint, int flags);
  • bool AIFindDropAttackTarget(int player, point gatherPoint);
  • point AILastDropLocation(void);
  • point AILastDropGoal(void);
  • fixed AIGetNextDropTimeCheck(int player);
  • void AISetNextDropTimeCheck(int player, fixed time);
  • int AILastAttackRatio(wave w);
  • int AILastAttackStartEval(wave w);
  • void AIAttackWaveAddUnits(int difficulty, int count, string unitType);
  • int AIAttackWaveSend(int player, int time, bool wait);
  • void AIAttackWaveCancel(wave waveRef);
  • void AIAttackWaveSetGatherPoint(int player, point gather);
  • void AIAttackWaveUseUnit(int player, unit u);
  • void AIAttackWaveUseGroup(int player, unitgroup ug);
  • void AIAttackWaveAddEscortUnit(int player, unit u, unit escort, fixed offset, fixed angle);
  • void AIAttackWaveAddEscortType(int player, string unitType, unit escort, fixed offset, fixed angle);
  • void AIAttackWaveSetTargetUnit(int player, unit u);
  • void AIAttackWaveSetTargetUnitGroup(int player, unitgroup ug);
  • void AIAttackWaveSetTargetUnitPoint(int player, unit u);
  • void AIAttackWaveSetTargetPoint(int player, point p);
  • void AIAttackWaveSetTargetPlayer(int player, playergroup players);
  • void AIAttackWaveSetTargetMelee(int player);
  • void AIAttackWaveSetTargetMeleeHarass(int player);
  • void AIAttackWaveSetTargetMeleeDrop(int player, point dropLoc, point goalLoc);
  • void AIAttackWaveSetTargetMeleeDefend(int player);
  • void AIAttackWaveSetTargetMerge(int player, wave w);
  • void AIAttackWaveSetTargetPatrol(int player, int replaceType);
  • void AIAttackWaveSetTargetEscort(int player, unitgroup g, int replaceType);
  • void AIAttackWaveSetTargetEscortNL(int player, unitgroup g, int replaceType);
  • void AIAttackWaveSetTargetGatherO(int player, int town);
  • void AIAttackWaveSetTargetGatherD(int player, int town);
  • void AIAttackWaveSetTargetRegion(int player, region r, int replaceType);
  • void AIAttackWaveSetGatherEarlyNoReplace(int player);
  • void AIAttackWaveSetKeepAlive(int player);
  • void AIAttackWaveAddWaypoint(int player, point waypoint, bool useTransport);
  • void AIAttackWaveClearWaypoints(int player);
  • void AISetMinimumBullyCount(int count, string unitType, int player);
  • void AISetGeneralRebuildCount(int count, bool building, int player);
  • void AISetSpecificRebuildCount(int count, string unitType, int player);
  • void AISetBullyAttackWavePercent(int percent, int player);
  • void AINearestTownLimitWaveGather(int player, bool enable);
  • void AINearestTownBullyRebuild(int player, bool enable);
  • void AIToggleBulliesInRegion(int player, region reg, bool activate);
  • void AIResetBullyRebuildCountsInRegion(int player, region reg);
  • void AIClearAllBullies(int player);
  • void AIAddBully(int player, string unitType, point loc, int rebuildCount);
  • string AIGetBullyType(unit u);
  • point CameraGetTarget(int);
  • string CatalogFieldValueGet(int, string, string, int);
  • fixed IntToFixed(int);
  • string IntToString(int);
  • int FixedToInt(fixed);
  • int StringToInt(string);
  • fixed StringToFixed(string);
  • string StringWord(string, int);
  • int CliffLevel(point);
  • void TriggerAddEventMapInit(trigger t);
  • void TriggerAddEventChatMessage(trigger t, int player, string message, bool strict);
  • string EventChatMessage(bool strict);
  • fixed MaxF(fixed, fixed);
  • int AbsI(int);
  • int RandomInt(int, int);
  • marker MarkerCastingUnit(string, unit);
  • void MarkerSetMatchFlag(marker, int, bool);
  • void MarkerSetMismatchFlag(marker, int, bool);
  • void MeleeInitResources(void);
  • void MeleeInitUnits(void);
  • void MeleeInitAI(void);
  • void MeleeInitOptions(void);
  • ability AbilityCommand(string, int);
  • string AbilityCommandGetAbility(ability);
  • order Order(ability);
  • ability OrderGetAbilityCommand(order);
  • void OrderSetPlayer(order, int);
  • int OrderGetPlayer(order);
  • int OrderGetTargetType(order);
  • bool OrderSetTargetPlacement(order, point, unit, string);
  • void OrderSetTargetPoint(order, point);
  • point OrderGetTargetPoint(order);
  • point OrderGetTargetPosition(order);
  • void OrderSetTargetUnit(order, unit);
  • unit OrderGetTargetUnit(order);
  • void OrderSetTargetPassenger(order, unit);
  • int PlayerGetPropertyInt(int player, int);
  • string PlayerRace(int player);
  • int PlayerDifficulty(int player);
  • point PlayerStartLocation(int player);
  • int PlayerGetColorIndex(int player, bool unknown);
  • text PlayerColorName(int player);
  • bool PlayerGetAlliance(int, int, int);
  • int DifficultyAPM(int);
  • playergroup PlayerGroupAll(void);
  • point Point(fixed, fixed);
  • point PointWithOffset(point, fixed, fixed);
  • point PointWithOffsetPolar(point, fixed, fixed);
  • bool PointsInRange(point, point, fixed);
  • fixed AngleBetweenPoints(point, point);
  • fixed DistanceBetweenPoints(point, point);
  • region RegionCircle(point, fixed);
  • point RegionRandomPoint(region);
  • bool StringEqual(string, string, bool);
  • text StringToText(string);
  • int TechTreeBehaviorCount(int, string, int);
  • int TechTreeUnitCount(int, string, int);
  • trigger TriggerCreate(string s);
  • void TriggerDebugOutput(int, text, bool);
  • bool UnitIsAlive(unit);
  • string UnitGetType(unit);
  • int UnitGetOwner(unit);
  • point UnitGetPosition(unit);
  • fixed UnitGetFacing(unit);
  • bool UnitTestState(unit, int);
  • int UnitGetPropertyInt(unit, int, bool);
  • fixed UnitGetPropertyFixed(unit, int, bool);
  • unitgroup UnitCargoGroup(unit);
  • int UnitCargoValue(unit, int);
  • bool UnitTestPlane(unit, int);
  • int UnitBehaviorCount(unit, string);
  • int UnitMarkerCount(unit, marker);
  • order UnitOrder(unit, int);
  • int UnitOrderCount(unit);
  • bool UnitOrderHasAbil(unit, string);
  • bool UnitOrderIsValid(unit, order);
  • bool UnitIsHarvesting(unit, int);
  • int UnitRallyPointTargetCount(unit, int);
  • point UnitRallyPointTargetPoint(unit, int, int);
  • bool UnitWeaponsPlaneTest(unit, int);
  • bool UnitTypeTestFlag(string, int);
  • bool UnitTypeTestAttribute(string, int);
  • unitfilter UnitFilter(int, int, int, int);
  • unitfilter UnitFilterStr(string);
  • void UnitFilterSetState(unitfilter, int, int);
  • unitgroup UnitGroupCopy(unitgroup);
  • unitgroup UnitGroupAlliance(int, int, region, unitfilter, int);
  • unitgroup UnitGroup(string, int, region, unitfilter, int);
  • unitgroup UnitGroupFilter(string, int, unitgroup, unitfilter, int);
  • unitgroup UnitGroupFilterAlliance(unitgroup, int, int, int);
  • unitgroup UnitGroupFilterPlane(unitgroup, int, int);
  • unitgroup UnitGroupFilterRegion(unitgroup, region, int);
  • unitgroup UnitGroupFilterThreat(unitgroup, unit, string, int);
  • void UnitGroupAdd(unitgroup, unit);
  • int UnitGroupCount(unitgroup, int);
  • unit UnitGroupUnit(unitgroup, int);
  • bool UnitGroupTestPlane(unitgroup, int);
  • unit UnitGroupNearestUnit(unitgroup, point);
  • void UIDisplayMessage(playergroup, int, text);
  • void Wait(fixed, int);

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Facts

Date created
Mar 28, 2010
Last updated
Mar 28, 2010

Author