SC2Mapster.com
Maps
Assets
Teams
Authors
Forums
Wiki
Paste
Sign in
Register new account
SC2Mapster.com Wiki
SC2 API
/
Functions
/
List
r1
Source
Markup:
*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);
Markup Type:
The type of markup for this entry.
Click here for details
.
BBCode
Markdown
Plain Text
WikiCreole