Class RetoldFunctions
java.lang.Object
RetoldFunctions
AoM Retold Code Reference.
- Version:
- 30/12/2024 (Update in progress)
- Author:
- JeHathor
-
Constructor Summary
Constructors -
Method Summary
Modifier and TypeMethodDescriptionvoid
ability
(int abilityID, int unitID) Abilities use.void
Abort the current cinematic.void
Abort the current cinematic.float
abs
(float x) Returns the absolute value of x as a float.float
acos
(float x) Returns the arccosine of x.void
Set the photo screen window as current active window.int
aiAddEchoCategory
(String text) Adds a category with the provided categoryName to the AI Debug Output window, must be a unique name.void
aiAddToResourceBreakdown
(int resourceID, int resourceSubTypeID, int numberPlans, int planPriority, float percentage, int baseID, int[] numNeeded, int[] numWanted, int[] numMax, int[] kbResourceIDs) Increments an existing breakdown.void
aiAttemptResign
(int promptType) Asks the player if its ok to resign.void
aiBreakpointGo
(int playerID) Restart XS execution after the current breakpoint.void
aiBreakpointSet
(int playerID, String filename, int lineNumber, boolean on) Sets a breakpoint.void
aiBuyResourceOnMarket
(int resourceID) Buys 100 of the given resource.boolean
aiCanUseAbility
(int unitID, int protoPowerID) Checks whether an unit can use the ability associated with the proto power.boolean
aiCastGodPowerAtDualPosition
(int protoPowerID, Vector position1, Vector position2) Casts the given God power at the specified 2 positions.boolean
aiCastGodPowerAtPosition
(int protoPowerID, Vector position, boolean setAsQueued) Casts the given God power at the specified position.boolean
aiCastGodPowerAtUnit
(int protoPowerID, int unitID, boolean setAsQueued) Casts the given God power at the specified unit.void
CP AI chat to playerID.void
aiCommsAllowChat
(boolean enable) Enables or disables the chats from this ai player.int
aiCommsGetSendingPlayer
(int tauntID) Get sending player for specified taunt.int
aiCommsGetStatementPlayerID
(int recordID) Get the player ID of a given statement.aiCommsGetStatementPosition
(int id) Get the position of a given statement.int
aiCommsGetStatementPromptType
(int recordID) Get the prompt type of a given statement.int
aiCommsGetTauntCode
(int tauntID) Get code for specified taunt.void
aiCommsSendStatement
(int targetPlayerID, int promptType) Sends a statement to the designated player.void
aiCommsSendStatementWithVector
(int targetPlayerID, int promptType, Vector position) Sends a statement to the designated player; Adds a location flare.void
aiCommsSetEventHandler
(String handlerFunctionName) Sets the handler for the communications system (invalid name unsets the handler).void
Toggles whether the ai gatherer distribution window is up, refreshing if first showing.void
Shows the ai debug menu with new data.void
Toggles whether the ai debug menu is up, refreshing if first showing.void
Toggles whether the ai output window is up, refreshing if first showing.void
Toggles whether the ai pop distribution window is up, refreshing if first showing.void
Toggles the showing of area danger ratings.void
Toggles the display of bases.void
Toggles the display of extra area debug information.void
Toggles the display of selected plans.void
Toggles the display of all plans.void
Toggles whether the kb timed stats window is up, refreshing if first showing.void
Toggles the showing of Building placement value text.void
Toggles the showing of engine info echoes.void
Toggles the showing of warning echoes.void
Adds this text to the AI Debug Output window in the "All" category.void
aiEchoCategory
(String text) Adds this text to the AI Debug Output window in the "All" category and in the provided categoryIndex.void
aiEchoWarning
(String text) Adds this text to the AI Debug Output window in the "All" and "Warnings" categories; Additionally prefixes the message with "WARNING:".void
aiErrorMessage
(String text) Opens up an error window with the text.void
aiErrorMessageID
(String StringID) Opens up an error window with the text belonging to the stringID.int
aiGetAgeUpListByIndex
(int age, int index) Gets the index-th Minor God avaiable for Age X.int
aiGetAgeUpListCount
(int age) Gets the number of Minor Gods avaiable for Age X.boolean
Returns allow buildings on/off.float
Returns the attack response distance.int
Returns the available economy pop.int
Returns the scriptdefined military pop.int
Returns the available naval economy pop.int
Returns the scriptdefined naval military pop.int
Returns the current economy pop.int
Returns the current military pop.int
Returns the current naval economy pop.int
Returns the current naval military pop.int
Returns the scriptdefined economy pop.float
Gets the ais Explore Danger Threshold value.int
Gets the next time when the unit distribution will be updated.int
aiGetMaxAge
(int playerID) Returns the maximum age for the given player.int
Gets micro management flags.int
Returns the scriptdefined military pop.float[]
aiGetMinimumFutureNeedsCost
(int escrowID, int planPriority) Returns the minimum future costs of all plans with higher priority than planPriority.float
aiGetMinimumFutureNeedsCostPerResource
(int escrowID, int planPriority, int resourceID) Returns the minimum future cost of all plans with higher priority than planPriority on the given resource; Difference with aiPlanGetFutureNeedsCostPerResource is that the train plans only return the cost of 1 unit.int
Returns the scriptdefined most hated naval player ID.int
Returns the scriptdefined most hated player ID.int
Returns the scriptdefined naval economy pop.int
Returns the scriptdefined naval military pop.int
Returns the next time when the gatherer distribution will be updated.int
aiGetNumberGatherers
(int gathererPUID, int resourceID, int resourceSubType, int resourcePUID) Iterates through all gather plans; Optionally filters out plans based on the given resourceID and resourceSubType (must provide resourceID in order to use resourceSubType); If not provided just takes all gather plans; Optionally filters on the resourcePUID to look for specific resources; Likecutting from a specific Tree PU if desired; Returnshow many of gathererPUID the plans combined have.int
Gets the limit for how many Outposts the AI can build.int
aiGetResourceBreakdownID
(int resourceID, int resourceSubTypeID, int baseID) Gets breakdown id.int
aiGetResourceBreakdownNumberPlans
(int resourceID, int resourceSubTypeID, int baseID) Gets the number of plans for the given breakdown.float
aiGetResourceBreakdownPercentage
(int resourceID, int resourceSubTypeID, int baseID) Gets the percentage for the given breakdown.int
aiGetResourceBreakdownPlanPriority
(int resourceID, int resourceSubTypeID, int baseID) Gets the priority of the plans for the given breakdown.float
aiGetResourcePercentage
(int resourceID) Returns the resource percentage for the given resource.int
Gets the next time when the unassigned units assigment gets updated.aiGetWorldDifficultyName
(int difficulty) Returns the name of the difficulty.void
Normalizes all of the resource percentages to 1.0.int
aiNumberUnassignedUnits
(int unitTypeID) Returns the number of unassigned units of the given type, must provide a unitTypeID or it wont work.boolean
aiPlanAddUnit
(int planID, int unitID, boolean loan) Adds the unit to the plan; If the unit is currently in a plan that the provided planID is a child of then the unit will automatically be loaned; If loan is true then this will attempt to loan the unit to the new plan; If we end up loaning via either of the 2 ways described earlier, then you dont need to manually call aiPlanAddUnitType, it's automatically done for the unit; If this unit is currently part of a child plan it will be removed from the child + parent automatically.void
aiPlanAddUnitType
(int planID, int unitTypeID, int numberNeed, int numberWant, int numberMax, boolean relative, boolean popImmediately) Adds a unit type to the plan, you MUST do this before assigning any unit or the plan wont allow them to be assigned; If relative is set to false these new numbers wont be added onto the previous numbers, but will overwrite the previous numbers instead; If popImmediately is set it will instantly remove any units from the plan that may now be excessive; (if you lowered the numbers).void
aiPlanAddUserVariableBool
(int planID, int variableIndex, String name, int numberValues) Adds a bool variable to the plan.void
aiPlanAddUserVariableFloat
(int planID, int variableIndex, String name, int numberValues) Adds a float variable to the plan.void
aiPlanAddUserVariableInt
(int planID, int variableIndex, String name, int numberValues) Adds an int variable to the plan.void
aiPlanAddUserVariableString
(int planID, int variableIndex, String name, int numberValues) Adds a string variable to the plan.void
aiPlanAddUserVariableVector
(int planID, int variableIndex, String name, int numberValues) Adds a vector variable to the plan.void
aiPlanAddWaypoint
(int planID, Vector waypoint) Adds the waypoint to the given plan.int
aiPlanCreate
(String planName, int type, int parentPlanID, int outputCategoryID) Creates a plan with the name and type, assigns it as a child of parentPlanID if provided; outputCategoryID sets the channel it outputs to.void
aiPlanDestroy
(int planID) Sets the destroy flag on the plan assigned to the planID; This wont notify any potential parent plans.void
aiPlanDestroyByName
(String name) Sets the destroy flag on the plan assigned to the planID; This wont notify any potential parent plans.int
aiPlanGetActiveCount
(boolean ignoreChildPlans) Returns the number of active plans.int
aiPlanGetBaseID
(int planID) Return the baseID of the given plan.int
aiPlanGetChildIDByIndex
(int planID, int index) Returns the planID of the child plan at the given index, use in combination with aiPlanGetNumberChildren to know how many indexes there are.int
aiPlanGetCurrentPopulation
(int planID, int unitTypeID, boolean countLoans) Returns how much population the units in the plan are currently taking up; If unitTypeID is set to -1 it will count all units; If countLoans is set to true it will also return loaned out units.float[]
aiPlanGetFutureNeedsCost
(int planID) Returns the future costs of the plan.float
aiPlanGetFutureNeedsCostPerResource
(int planID, int resourceID) Returns the future cost of the plan on the given resource; Build plans return the cost for their buildings; Research plans return the cost of their upgrades, but only if they have a valid research building alive; Train plans return the cost for the units it can train within the next 30 seconds.int
aiPlanGetIDByActiveIndex
(int activeIndex, boolean ignoreChildPlans) Iterates over all the active plans and returns the planID at the given index; Use in combination with aiPlanGetActiveCount to know how many indexes there are.int
aiPlanGetIDByName
(String searchStr, boolean subString) Returns the ID of the plan with the exact searchStr name; If subString is true it will return the first plan that has the searchStr in its name.int
aiPlanGetIDByTypeAndState
(int planType, int planState, int index) Iterates over all the plans matching the parameters and returns the planID at the given index; Use in combination with aiPlanGetNumberByTypeAndState to know how many indexes there are.int
aiPlanGetIDByTypeAndVariableIntValue
(int planType, int varIndex, int variableValue, int index) Iterates over all the plans matching the parameters and returns the planID at the given index.int
aiPlanGetIDByTypeIndex
(int planType, int index) Iterates over all the plans matching the parameters and returns the planID at the given index; Use in combination with aiPlanGetNumberByType to know how many indexes there are.int[]
aiPlanGetIDsByType
(int planType) Returns plan IDs with the given parameters.int[]
aiPlanGetIDsByTypeAndState
(int planType, int planState) Returns plan IDs with the given parameters.int[]
aiPlanGetIDsByTypeAndVariableBoolValue
(int planType, int varType, boolean variableValue) Returns plan IDs with the given parameters; It searches through all the variableValue indexes to find the value.int[]
aiPlanGetIDsByTypeAndVariableFloatValue
(int planType, int varType, float variableValue) Returns plan IDs with the given parameters; It searches through all the variableValue indexes to find the value.int[]
aiPlanGetIDsByTypeAndVariableIntValue
(int planType, int varType, int variableValue) Returns plan IDs with the given parameters; It searches through all the variableValue indexes to find the value.int[]
aiPlanGetIDsByTypeAndVariableStringValue
(int planType, int varType, String variableValue) Returns plan IDs with the given parameters; It searches through all the variableValue indexes to find the value.int[]
aiPlanGetIDsByTypeAndVariableVectorValue
(int planType, int varType, Vector variableValue) Returns plan IDs with the given parameters; It searches through all the variableValue indexes to find the value.aiPlanGetInitialPosition
(int planID) Returns the initial positon that was set for this plan.boolean
aiPlanGetIsIDValid
(int planID) Returns if the planID is valid.aiPlanGetLocation
(int planID, boolean firstUnit) Returns the location for this plan, which is the average position of all units; If firstUnit is true it will return the position of the unit at index 0 instead.aiPlanGetName
(int planID) Returns the name of the given plan.int
aiPlanGetNumberByType
(int planType) Returns the number of matching plans.int
aiPlanGetNumberByTypeAndState
(int planType, int planState) Returns the number of matching plans.int
aiPlanGetNumberByTypeAndVariableIntValue
(int planType, int varIndex, int variableValue) Returns the number of matching plans.int
aiPlanGetNumberChildren
(int planID) Gets the number of child plans the planID has.int
aiPlanGetNumberMaxUnits
(int planID, int unitTypeID) Returns the number of max units for the given plan.int
aiPlanGetNumberNeededUnits
(int planID, int unitTypeID) Returns the number of needed units for the given plan.int
aiPlanGetNumberUnits
(int planID, int unitTypeID, boolean countLoans) Returns the number of unitTypeID units currently assigned to the given plan; If unitTypeID is set to -1 it will instead just return an unfiltered total; If countLoans is set to true it will count loaned out units.int
aiPlanGetNumberUserVariableValues
(int planID, int variableIndex) Returns the number of values that can be set for the variableIndex.int
aiPlanGetNumberVariableValues
(int planID, int variableIndex) Returns the number of values that can be set for the variableIndex.int
aiPlanGetNumberWantedUnits
(int planID, int unitTypeID) Returns the number of wanted units for the given plan.int
aiPlanGetParentID
(int planID) Returns the parentID of the given plan.int
aiPlanGetPriority
(int planID) Returns the priority of the given plan.int
aiPlanGetState
(int planID) Returns the state of the given plan.int
aiPlanGetType
(int planID) Returns the type of the given plan.float
aiPlanGetUnitCost
(int planID, boolean considerHitPoints) Returns the total aiCost of the given plans units, weighted for HP if requested; This cost is calculated using values set via kbSetAICostWeight.int
aiPlanGetUnitIDByIndex
(int planID, int index) Iterates over all the units in the plan and returns the unitID at the given index; Use in combination with an unfiltered aiPlanGetNumberUnits to know how many indexes there are.int[]
aiPlanGetUnits
(int planID, int unitTypeID, boolean countLoans) Returns the units of unitTypeID currently assigned to the given plan; If unitTypeID is set to -1 it will instead just return all units; If countLoans is set to true it will also return loaned out units.int
aiPlanGetUnitStance
(int planID) Return the unit stance of the given plan.int[]
aiPlanGetUnitTypes
(int planID) Returns the unit types assigned to the given plan.boolean
aiPlanGetUserVariableBool
(int planID, int variableIndex, int valueIndex) Returns the bool that is associated with the given valueIndex of the variableIndex.float
aiPlanGetUserVariableFloat
(int planID, int variableIndex, int valueIndex) Returns the float that is associated with the valueIndex of the variableIndex.int
aiPlanGetUserVariableInt
(int planID, int variableIndex, int valueIndex) Returns the int that is associated with the valueIndex of the variableIndex.aiPlanGetUserVariableString
(int planID, int variableIndex, int valueIndex) Returns the string that is associated with the given valueIndex of the variableIndex.aiPlanGetUserVariableVector
(int planID, int variableIndex, int valueIndex) Returns the vector that is associated with the valueIndex of the variableIndex.boolean
aiPlanGetVariableBool
(int planID, int variableIndex, int valueIndex) Returns the bool that is associated with the valueIndex of the variableIndex.float
aiPlanGetVariableFloat
(int planID, int variableIndex, int valueIndex) Returns the float that is associated with the valueIndex of the variableIndex.int
aiPlanGetVariableInt
(int planID, int variableIndex, int valueIndex) Returns the int that is associated with the valueIndex of the variableIndex.aiPlanGetVariableString
(int planID, int variableIndex, int valueIndex) Returns the string that is associated with the valueIndex of the variableIndex.aiPlanGetVariableVector
(int planID, int variableIndex, int valueIndex) Returns the vector that is associated with the valueIndex of the variableIndex.boolean
aiPlanIsFlagSet
(int planID, int flag) Gets if the flag for the plan is set to true.void
aiPlanRemoveParent
(int planID) Removes the parent plan of the given plan.void
aiPlanRemoveUnit
(int planID, int unitID) Removes the unit from the plan.void
aiPlanRemoveUserVariable
(int planID, int variableIndex) Removes the user variable at the variableIndex.void
aiPlanRemoveUserVariables
(int planID) Removes all of the user variables from the plan.void
aiPlanRemoveUserVariableValue
(int planID, int variableIndex, int valueIndex) Removas the valueIndex for the variableIndex; Note here that this is a completely removal and the number of values will decrease too.void
aiPlanRemoveVariableValue
(int planID, int variableIndex, int valueIndex) Removes the valueIndex for the variableIndex; Note here that this is a completely removal and the number of values will decrease too.void
aiPlanSetBaseID
(int planID, int baseID) Sets the baseID for the given plan.void
aiPlanSetEventHandler
(int planID, int eventType, String handlerName) Connect an XS function (handlerName) to a plan + eventType; All plan events can be found in the constants, cPlanEventStateChange is the best way to keep track of the entire lifecycle of a plan.void
aiPlanSetFlag
(int planID, int flag, boolean state) Sets the flag for the plan to the state.void
aiPlanSetInitialPosition
(int planID, Vector position) Sets the initial positon for this plan.void
aiPlanSetName
(int planID, String name) Sets the name of the plan.void
aiPlanSetNumberUserVariableValues
(int planID, int variableIndex, int numberValues, boolean clearCurrentValues) Sets the number of possible values for the variableIndex.void
aiPlanSetNumberVariableValues
(int planID, int variableIndex, int numberValues, boolean clearCurrentValues) Sets the number of possible values for the variableIndex.void
aiPlanSetParentID
(int planID, int parentPlanID, boolean persistentChild) Sets the parent plan of the given plan; If persistentChild is true the child plan will not be destroyed upon parent plan state change, unless that parent disallows persistent children too.void
aiPlanSetPriority
(int planID, int priority) Sets the priority of the plan.void
aiPlanSetState
(int planID, int planState) Sets the plan state, cPlanState constants.void
aiPlanSetUnitStance
(int planID, int stance) Sets unit stance for the given plan.void
aiPlanSetUserVariableBool
(int planID, int variableIndex, int valueIndex, boolean value) Sets the contents of the valueIndex of the variableIndex to the value.void
aiPlanSetUserVariableFloat
(int planID, int variableIndex, int valueIndex, float value) Sets the contents of the valueIndex of the variableIndex to the value.void
aiPlanSetUserVariableInt
(int planID, int variableIndex, int valueIndex, int value) Sets the contents of the valueIndex of the variableIndex to the value.void
aiPlanSetUserVariableString
(int planID, int variableIndex, int valueIndex, String value) Sets the contents of the valueIndex of the variableIndex to the value.void
aiPlanSetUserVariableVector
(int planID, int variableIndex, int valueIndex, Vector value) Sets the contents of the valueIndex of the variableIndex to the value.void
aiPlanSetVariableBool
(int planID, int variableIndex, int valueIndex, boolean value) Sets the contents of the valueIndex of the variableIndex to the value.void
aiPlanSetVariableFloat
(int planID, int variableIndex, int valueIndex, float value) Sets the contents of the valueIndex of the variableIndex to the value.void
aiPlanSetVariableInt
(int planID, int variableIndex, int valueIndex, int value) Sets the contents of the valueIndex of the variableIndex to the value.void
aiPlanSetVariableString
(int planID, int variableIndex, int valueIndex, String value) Sets the contents of the valueIndex of the variableIndex to the value.void
aiPlanSetVariableVector
(int planID, int variableIndex, int valueIndex, Vector value) Sets the contents of the valueIndex of the variableIndex to the value.void
aiPlanSetWaypoints
(int planID, int pathID) Sets the waypoints of the given plan to the waypoints of the given path.void
Call this to make the AI fill out what Minor Gods are available.boolean
aiPrePurchaseGodPower
(int protoPowerID, int numUses) Prepurchases the specified number of uses of the given God Power.Returns a random location guaranteed to be on the map.void
aiRemoveResourceBreakdown
(int resourceID, int resourceSubTypeID, int baseID) Removes the given breakdown.void
aiResign()
Resigns this player.boolean
aiResourceIsLocked
(int resourceID) Returns if the resource is locked.void
aiResourceLock
(int resourceID) Prevent a resource from being spent by the AI.void
aiResourceUnlock
(int resourceID) Allow a resource to be spent by the AI.void
aiSellResourceOnMarket
(int resourceID) Sells 100 of the given resource.void
No description.void
No description.void
No description.void
aiSetAllowBuildings
(boolean v) Sets allow buildings on/off.void
aiSetAttackResponseDistance
(float v) Set the attack response distance.void
aiSetAutomaticallyUngarrisonUnits
(boolean v) The AI automatically ungarrisons units from buildings if theyre not in a garrison plan; Setting this to false turns off that behavior.void
aiSetDefaultStance
(int defaultStance) Sets your default stance for all of your units.void
aiSetEconomyPop
(int v) Set the scriptdefined economy pop.void
aiSetEscrowsEnabled
(boolean v) Turns escrow system on/off, Chairon has this off.void
aiSetExploreDangerThreshold
(float value) Sets the ais Explore Danger Threshold value.void
aiSetFullUnitAssignmentTime
(int time) Sets the next time that the unit distribution is updated.void
aiSetHandler
(String handlerName, int type) Connect an XS function (handlerName) to a handler; All handlers can be found in the constants under "XS AI handler type constants".void
aiSetMicroFlags
(int flags) Sets micro management flags.void
aiSetMilitaryGatherPointBlocksBP
(boolean enabled) If this is set to true then all the military gather points (all bases with a Town Center create one) will block all building placement checks; These points will be shown as if another BP already claimed the spot; This defaults to true; If this is false then aiSetMilitaryGatherPointBlocksDropsites/Walls dont do anything anymore.void
aiSetMilitaryGatherPointBlocksDropsites
(boolean enabled) If this is set to true then all the military gather points (all bases with a Town Center create one) will not block dropsite building placements; This can be false and aiSetMilitaryGatherPointBlocksBP true, causing dropsites to still be eligible to be built on military gather points, this is also the default setup.void
aiSetMilitaryGatherPointBlocksWalls
(boolean enabled) If this is set to true then all the military gather points (all bases with a Town Center create one) will not block wall building placements; This can be false and aiSetMilitaryGatherPointBlocksBP true, causing walls to still be eligible to be built on military gather points, this is also the default setup.void
aiSetMilitaryPop
(int v) Set the scriptdefined military pop.void
aiSetMostHatedNavalPlayerID
(int v) Sets the scriptdefined most hated naval player ID.void
aiSetMostHatedPlayerID
(int v) Sets the scriptdefined most hated player ID.void
aiSetNavalEconomyPop
(int v) Set the scriptdefined naval economy pop.void
aiSetNavalMilitaryPop
(int v) Set the scriptdefined naval military pop.void
aiSetNextGathererDistributionTime
(int time) Sets the next time that the gatherer distribution is updated.void
aiSetOutpostLimit
(int limit) Sets the limit for how many Outposts the AI can build.void
aiSetResourceBreakdown
(int resourceID, int resourceSubTypeID, int numberPlans, int planPriority, float percentage, int baseID, int[] numNeeded, int[] numWanted, int[] numMax, int[] kbResourceIDs) Sets a subtype breakdown for a resource.void
aiSetResourcePercentage
(int resourceID, boolean normalize, float percentage) Sets the resource percentage for the given resource (if normalized is true, the percentages will be normalized to 1.0).void
aiSetUnassignedUnitAssignmentTime
(int time) Sets the next time that the unassigned unit assigment is updated.void
aiSwitchMainBase
(int newBaseID) Switch the newBaseID to be the main base.boolean
aiTaskBuildUnit
(int unitID, int buildingTypeID, Vector position, boolean queue, int heading) Does a lightweight (no plan) build tasking of the given unit to build the given building.boolean
aiTaskBuildUnits
(int[] unitIDs, int buildingTypeID, Vector position, boolean queue, int heading) Does a lightweight (no plan) build tasking of given units to build the given building.boolean
aiTaskCancelUnit
(int unitID, int actionID) Does a lightweight (no plan) cancel tasking of the given unit for the given action.boolean
aiTaskDeleteUnit
(int unitID) Deletes the given unit.boolean
aiTaskDeleteUnits
(int[] unitIDs) Deletes given units.boolean
aiTaskGarrisonUnit
(int unitID, int targetID) Does a lightweight (no plan) garrison tasking of the given unit for the given target ID.boolean
aiTaskGarrisonUnits
(int[] unitIDs, int targetID) Does a lightweight (no plan) garrison tasking of given units for the given target ID.boolean
aiTaskMoveUnit
(int unitID, Vector position, boolean queue) Does a lightweight (no plan) move tasking of the given unit to the given location.boolean
aiTaskMoveUnits
(int[] unitIDs, Vector position, boolean queue) Does a lightweight (no plan) move tasking of given units to the given location.boolean
aiTaskResearchUnit
(int unitID, int techID) Does a lightweight (no plan) research tasking of the given unit for the given tech ID.boolean
aiTaskSpecialPowerUnit
(int unitID, int powerID, int targetID, Vector position, boolean setAsQueued) Does a lightweight (no plan) research tasking of the given unit for the given special power.boolean
aiTaskStopUnit
(int unitID) Does a lightweight (no plan) stopping of the unit.boolean
aiTaskStopUnits
(int[] unitIDs) Does a lightweight (no plan) stopping of the units.boolean
aiTaskTrainUnit
(int unitID, int unitTypeID) Does a lightweight (no plan) train tasking of the given unit for the given target unit type.boolean
aiTaskUngarrisonUnit
(int unitID, Vector position) Does a lightweight (no plan) ungarrison tasking of the given unit for the given position.boolean
aiTaskUngarrisonUnits
(int[] unitIDs, Vector position) Does a lightweight (no plan) ungarrison tasking of given units for the given position.boolean
aiTaskWorkUnit
(int unitID, int targetUnitID, boolean queue) Does a lightweight (no plan) work tasking of the given unit on the given target unit.boolean
aiTaskWorkUnits
(int[] unitIDs, int targetUnitID, boolean queue) Does a lightweight (no plan) work tasking of given units on the given target unit.void
aiTransformWallIntoGate
(int wallLongID) Transforms the given wallLongID into a gate.void
aiTribute
(int playerID, int resourceID, float amount) Tributes the given player.void
aiUnitAddForbiddenPlanID
(int unitID, int planID) Adds the provided planID to the unitIDs forbidden plan list.void
aiUnitGetForbiddenPlanIDs
(int unitID) Returns an array of planIDs that the provided unitID is currently banned from.void
aiUnitSetRallyPointToPosition
(int sourceUnitID, Vector position) Sets the economic rally point of the given unit to the given position.void
aiUnitSetRallyPointToUnit
(int sourceUnitID, int targetUnitID) Sets the military rally point of the given sourceUnitID to the given targetUnitID.void
aiUnitSetStance
(int unitID, int stance) Sets the stance for the given unit.void
aiUpdateFullUnitAssignment
(boolean allowPlanTransfer) Reassigns units to plans and removes them if needed.void
Realigns all resources in the world to tile boundaries.void
Realigns all selected units to tile boundaries.void
applyLightingSet
(String set) Applies a Lighting set.float
asin
(float x) Returns the arcsine of x.float
atan
(float x) Returns the arctangent of x.float
atan2
(float y, float x) Returns the 2-argument arctangent.void
autoAbility
(int abilityID, boolean isAutoCasted) Abilities use.void
Saves out autosave file - specifies that file write step should be done async.void
autoTrainInSelected
(String protoName) Tries to auto train the selected unit type in any valid selected unit.void
autoTrainInSelectedByID
(int protoType) Just like autoTrainInSelected, but faster because it takes a.void
Enters the benchmark.void
brushCircularSize
(float newSize) Sets the circular brush size.void
brushSize
(int size) Sets brush size.void
cameraBackward
(int keyState) Intended for ui use only; Indicates that camera backward key has gone up or down.void
cameraDown
(int keyState) Intended for ui use only; Indicates that camera down key has gone up or down.void
Debug command to spew info about the current state of the game camera.void
cameraForward
(int keyState) Intended for ui use only; Indicates that camera forward key has gone up or down.void
Returns the camera to the home position.void
cameraLeft
(int keyState) Intended for ui use only; Indicates that camera left key has gone up or down.void
cameraLimit
(int arg) Sets whether camera limiting is on.void
cameraLocalYawLeft
(int keyState) Intended for ui use only; Indicates that camera Local Yaw left key has gone up or down.void
cameraLocalYawRight
(int keyState) Intended for ui use only; Indicates that camera Local Yaw right key has gone up or down.void
cameraMaxZoomSet
(float zoom) Sets the current world camera Zoom to the given value.void
cameraMinZoomSet
(float zoom) Sets the current world camera minimum Zoom to the given value.void
cameraMove
(int keyState) Intended for ui use only; Indicates that camera move key has gone up or down.void
Puts the camera in a reasonable orientation.void
cameraPitchAngle
(float angle) Resets world camera orientation and sets pitch to the given angle.void
cameraPitchBackward
(int keyState) Intended for ui use only; Indicates that camera pitch backward key has gone up or down.void
cameraPitchForward
(int keyState) Intended for ui use only; Indicates that camera pitch forward key has gone up or down.void
Resets current world camera pitch to defaults, without affecting zoom or rotation.void
cameraRight
(int keyState) Intended for ui use only; Indicates that camera right key has gone up or down.void
cameraRollLeft
(int keyState) Intended for ui use only; Indicates that camera roll left key has gone up or down.void
cameraRollRight
(int keyState) Intended for ui use only; Indicates that camera roll right key has gone up or down.void
cameraRotate
(int arg) Sets whether camera limiting is on.void
Resets current world camera rotation to defaults, without affecting zoom or pitch.void
cameraSetRotationAngle
(float degrees) Rotates the current world camera, without affecting zoom or pitch.void
cameraStart
(int playerID) If applicable, sets the camera to the starting view of the given player, or the active player, in case no player ID is given.void
cameraUp
(int keyState) Intended for ui use only; Indicates that camera up key has gone up or down.void
cameraWorldBackward
(int keyState) Intended for ui use only; Indicates that camera world backward key has gone up or down.void
cameraWorldBackwardLeft
(int keyState) Intended for ui use only; Indicates that camera world backward left key has gone up or down.void
cameraWorldBackwardRight
(int keyState) Intended for ui use only; Indicates that camera world backward right key has gone up or down.void
cameraWorldForward
(int keyState) Intended for ui use only; Indicates that camera world forward key has gone up or down.void
cameraWorldForwardLeft
(int keyState) Intended for ui use only; Indicates that camera world forward left key has gone up or down.void
cameraWorldForwardRight
(int keyState) Intended for ui use only; Indicates that camera world forward right key has gone up or down.void
cameraXAxis
(float axisValue) Intended for ui use only; Indicates the X position of the axis that controls the camera.void
cameraYawLeft
(int keyState) Intended for ui use only; Indicates that camera yaw left key has gone up or down.void
cameraYawRight
(int keyState) Intended for ui use only; Indicates that camera yaw right key has gone up or down.void
cameraYAxis
(float axisValue) Intended for ui use only; Indicates the Y position of the axis that controls the camera.void
cameraZoomAxis
(float axisValue) Intended for ui use only; Indicates the position of the axis that controls zoom level.void
Resets current world camera Zoom to defaults.void
Cancel all queued units and researches in all valid selected units.void
cancelAutoTrainInAllOfType
(String unitType, boolean checkOnScreen) Switches off all autotrain entries in all valid buildings of the given.void
Switches off all autotrain entries in all valid selected units.void
cancelRepairUnit
(int unitID) Cancels the auto repair on the specified unit.void
cancelResearchInSelected
(int techID) Cancel researching of a tech in any valid selected unit.void
cancelTrainInSelected
(int protoID, boolean all) Cancel training of a unit type in any valid selected unit.void
cancelTrainReinforcement
(int armyID) Cancel training of a reinforcement.void
castGodPower
(String godPower) Casts a power.void
castGodPowerAtSlot
(int slotID) Casts the god power at the given UI slot.float
ceil
(float x) Rounds x up to the next higher integer and returns it as a float.void
Adds a line of chat text from the given player (current if not provided).float
clamp
(float val, float minVal, float maxVal) Clamps a value to the provided interval.void
click()
Plays the default UI click sound.void
closeFlareType
(int keystate) Close menu to change Flare Type.void
commandResearch
(int commandID, int unitID) Researches the given command from the given unit.void
commandResearchInSelected
(String cmdName) Researches a protounit command associated with a tech in current unit selection.void
Researches the transform command set in protoUnit data for each unit in current unit selection.void
Researches the transform command set in protoUnit data for each civilian in current unit selection, when applicable.void
commandTransformVillagerLimited
(int numberToTransform) Researches the transform command set in protoUnit data for a number of civilians set by the integer parameter, or all of them if the parameter is -1.void
Changes config state just like a .cfg line.void
Defines a config variable.void
Sets a particular config var to a string value.void
configSetFloat
(String name, float value) Sets a config var to a floating point value.void
configSetInt
(String name, int value) Sets a config var to an integer value.void
configToggle
(String name) Defined var becomes undefined, and vice versa.void
configUndef
(String name) Undefines a config variable.void
console()
Toggles the state of the console dialog.void
Cheap hack to allow loading of a file one frame after logic.float
cos
(float x) Returns the cosine of .float
degToRad
(float degrees) Converts an angle from degrees to radians.void
deleteUnit
(int unitID) Deletes the given unit.void
displayType
(int val) With no arg, cycles through the various status display modes; Otherwise sets display type.void
doAbilityInSelected
(String protoPowerName) Use ability in current unit selection.void
doAbilityInType
(String protoPowerName, String protoUnitName) Use ability in proto unit type if the player has one.void
doCommandInSelected
(String commandName, int unitID) Use command in current unit selection.void
doCommandInSelected2
(String commandName, int unitID) Use command in current unit selection.boolean
doMPSetup
(boolean useESO, boolean useRelicLink) Enter BMultiplayer setup.void
Enter Single player setup for deathmatch.void
Enter Single player setup for skirmish.void
doTriggerImport
(String filename) Load some triggers.void
Drop back to the main menu.void
Sends a message to the console output echoLocalized Syscall config error.void
echoLocalized
(int StringID) Sets the game status text from a string in the string resource.void
echoNum
(int num) Sends a number to the console output.void
Starts the Economy victory if valid.void
Changes the edit mode.void
editorSetTechStatus
(String techName, boolean active) Editor only function that activates/deactivates a given tech.void
Editor only functions; goes thru all the units and updates thier visuals.void
ejectAll
(int unitID) Ejectsall units from the given unit.void
TODO.void
enterRecordGameMode
(String ansiName) Loads a recorded game.void
executeCommandOnButtonPos
(int row, int column, boolean isSecondaryCommand) Use command in current unit selection.void
executeCommandOnButtonPosAlt
(int row, int column, boolean isSecondaryCommand) Use command in current unit selection.void
exit
(boolean confirmation) Exits the game screenshot.void
Leave the current MP screen and return to the MP setup menu.void
fadeToColor
(int r, int g, int b, int duration, int delay, boolean inOut) Fade in/out using color specified.float
floor
(float x) Rounds x down to the next lower integer and returns it as a float.void
fov
(float newFov) Sets camera and renderer field of view.void
gadgetFlash
(String name, boolean flash) Turns gadget flashing on/off.void
gadgetReal
(String name) Makes real the named gadget.void
gadgetRealIfNotMP
(String name) Makes real the named gadget.void
gadgetRefresh
(String name) Refresh the contents of the named gadget.boolean
gadgetScrollDown
(String gadget) Scrolls the gadget up one unit.boolean
gadgetScrollLeft
(String gadget) Scrolls the gadget to the left one unit.boolean
gadgetScrollRight
(String gadget) Scrolls the gadget to the Right one unit.boolean
gadgetScrollUp
(String gadget) Scrolls the gadget up one unit.void
gadgetToggle
(String name) Toggles the reality of the named gadget.void
gadgetToggleIfNotMP
(String name) Toggles the reality of the named gadget.void
gadgetUnreal
(String name) Makes unreal the named gadget.void
gamepadCameraRotate
(float axisValue) Intended for ui use only; Indicates the position of the axis that controls camera rotation.void
handleCameraBackward
(int keyState) Handle the Editor and Game UI; Indicates that camera forward key has gone up or down.void
handleCameraForward
(int keyState) Handles the Editor and Game UI; Indicates that camera forward key has gone up or down.void
hideGameMenu
(boolean playSound) Hide the ingame menu.void
hideUI()
Hides the UI and closes the console; Press enter to reveal UI again.void
holdToAbortCinematic
(int keystate) Increment the timer that the main game screen maintains to skip the current cinematic.float
hypot
(float x, float y) Returns the hypothenuse between x and y (ie, sqrt(x^2 + y^2)).void
IMEEnable
(boolean enable) Enables or disables IME.void
Toggles the ImGui version of the console.float
kbAICostGetProtoUnitCost
(int protoUnitTypeID) Returns the AI cost for the given protoUnit type ID.float
kbAICostGetTechCost
(int techID) Returns the AI cost for the given tech ID.float
kbAICostGetWeight
(int resourceID) Returns the AI cost weight for the given resource.boolean
kbAICostSetWeight
(int resourceID, float weight) Sets the weight this resource type is given during AI cost calculuations.boolean
kbAreaBordersAreaID
(int areaID, int borderAreaID) Returns true of the provided areaID borders the provided borderAreaID.int
kbAreaGetBorderAreaID
(int areaID, int index) Returns the areaID of the index-th border area in the given areaID.kbAreaGetCenter
(int areaID) Returns the center of the given areaID.int
kbAreaGetClosestAreaID
(Vector position, int areaType, float minDistance) Scans from the given position for areas of the given type; Returnsthe areaID of the closest matching area; minDistance can be left undefined to set no distance at all, if defined the found areas must be within that distance; areaType MUST be defined.float
kbAreaGetDangerLevel
(int areaID, boolean averageInBorderAreas) Returns the danger rating of the given areaID; If averageInBorderAreas is defined you will get the average rating of the provided area plus its border areas.int
kbAreaGetGroupID
(int areaID) Returns the areaGroupID of the given areaID.int
kbAreaGetIDByPosition
(Vector position) Returns the areaID that is located at the given position.boolean
kbAreaGetIsIDValid
(int areaID) Returns if the areaID is valid.int
Returns the number of areas the KB has generated.int
kbAreaGetNumberBlackTiles
(int areaID) Returns the number of black tiles in the given areaID.int
kbAreaGetNumberBorderAreas
(int areaID) Returns the number of border areas for the given areaID.int
kbAreaGetNumberFogTiles
(int areaID) Returns the number of fog tiles in the given areaID.int
kbAreaGetNumberTiles
(int areaID) Returns the number of tiles in the given areaID.int
kbAreaGetNumberUnits
(int areaID) Returns the number of units in the given areaID.int
kbAreaGetNumberVisibleTiles
(int areaID) Returns the number of visible tiles in the given areaID.float
kbAreaGetPercentExplored
(int areaID) Returns what percentage of tiles are either in fog or visible.int
kbAreaGetType
(int areaID) Returns the type of the given areaID, cAreaType constants.int
kbAreaGetUnitID
(int areaID, int index) Returns the unitID of the index-th unit in the given areaID.int
kbAreaGetVisibilityChangeTime
(int areaID) Returns the gametime in milliseconds of the last visibility change for the given areaID; If any of the tiles change their visibility status this timer is updated.int
kbAreaGroupGetAreaID
(int areaGroupID, int index) Returns the areaID at the given index of the given areaGroupID.int
kbAreaGroupGetBorderAreaGroupID
(int areaGroupID, int index) Returns the areaGroupID of the index-th border area group in the given areaGroupID.kbAreaGroupGetCenter
(int areaGroupID) Returns the center of the given areaGroupID.int
kbAreaGroupGetIDByPosition
(Vector position) Returns the areaGroupID that is located at the given position.boolean
kbAreaGroupGetIsIDValid
(int areaGroupID) Returns if the areaGroupID is valid.int
Returns the number of area groups the KB has generated.int
kbAreaGroupGetNumberAreas
(int areaGroupID) Returns the number of areas of the given areaGroupID.int
kbAreaGroupGetNumberBorderAreaGroups
(int areaGroupID) Returns the amount of border area groups this areaGroupID has.float
kbAreaGroupGetSurfaceArea
(int areaGroupID) Returns the surface area of the given areaGroupID.int
kbAreaGroupGetType
(int areaGroupID) Returns the type of the given areaGroupID, cAreaGroupType constants.int
kbAreaGroupsBordersAreaGroupID
(int areaGroupID, int borderAreaGroupID) Returns true of the provided areaGroupID borders the provided borderAreaGroupID.void
Force updates all the areas, use with caution due to performance concerns.void
kbArmyAddUnit
(int armyID, int unitID) Adds the unitID to the given army.int
kbArmyCreate
(String name, boolean exclusiveUnits) Creates an army with the given name.void
kbArmyDestroy
(int armyID) Destroys the given army.int
kbArmyGetCreationTime
(int armyID) Returns the creation time for the given army.float
kbArmyGetCurrentAICost
(int armyID) Returns the current AI cost (worth) for the given army.float
kbArmyGetCurrentHitpoints
(int armyID) Returns the current total hitpoints for the given army.float
kbArmyGetHealth
(int armyID) Returns the health for the given army.int
kbArmyGetID
(String name) Returns the ID of the given army.int
kbArmyGetIDByIndex
(int index) Returns the index-th army ID.boolean
kbArmyGetIsIDValid
(int armyID) Return whether the armyID is valid.kbArmyGetLocation
(int armyID) Returns the vector location for the given army.float
kbArmyGetMaximumAICost
(int armyID) Returns the maximum AI cost (worth) for the given army.float
kbArmyGetMaximumHitpoints
(int armyID) Returns the maximum total hitpoints for the given army.int
kbArmyGetMembershipTime
(int armyID) Returns the creation time for the given army.kbArmyGetName
(int armyID) Returns the name of the given army.int
Returns the number of armies.int
kbArmyGetNumberUnits
(int armyID) Returns the number of units in the given army.int
kbArmyGetNumberWithHealth
(int armyID, float minimumHealth) Returns the number of units with at least the minimum amount of health specified for the given army.int
kbArmyGetNumberWithinLocation
(int armyID, Vector location, float range) Returns the number of units within range of the given point in the given army (minimum 1.0).int
kbArmyGetUnitID
(int armyID, int unitNumber) Returns the appropriate unitID from the given army.void
kbArmyRemoveUnit
(int armyID, int unitID) Removes the unitID from the given army.void
kbArmyRemoveUnitByIndex
(int armyID, int unitIndex) Removes the unitIndex-th unit from the given army.void
kbArmyRemoveUnits
(int armyID) Removes all units from the given army.void
kbAttackRouteAddPath
(int routeID, int pathID, boolean addRouteStartAndTargetPoints) Adds the given pathID to the given routeID; If addRouteStartAndTargetPoints is true the path will be adjusted so its first waypoint is the startPoint of the route and the last waypoint is the targetPoint of the route (if they arent already); Existing waypoints wont be altered, just new ones insterted potentially.boolean
kbAttackRouteCreatePaths
(int routeID) TODO DOESNT WORK ATM; Creates all the paths following the provided parameters; The number of sectors equals the amount of paths generated.void
kbAttackRouteDestroy
(int routeID) Destroys the given routeID.int
kbAttackRouteGetByName
(String name) Returns the attack route ID with the matching name.int
kbAttackRouteGetIDByIndex
(int index) Returns the index-th attack route ID; Use in combination with kbAttackRouteGetNumber to know how many indexes there are; ATTENTION: this can often return -1 since destroyed attack routes are also fetched by this.boolean
kbAttackRouteGetIsIDValid
(int routeID) Returns if the provided routeID is valid.int
Returns the number of attack routes the KB has saved; ATTENTION: this includes deleted attack routes.int
kbAttackRouteGetNumberPaths
(int routeID) Returns how many paths the given routeID has.int
kbAttackRouteGetPathIDByIndex
(int routeID, int index) Returns the index-th path ID of the routeID; Use in combination with kbAttackRouteGetNumberPaths to know how many indexes there are.void
kbAttackRouteRemovePathByID
(int routeID, int pathID) Removes the given pathID from the given routeID; ATTENTION: this does not delete the path, use kbPathDestroy for that.void
kbBaseAddUnit
(int playerID, int baseID, int unitID) Adds the given unit to the base.int
kbBaseCreate
(int playerID, String name, Vector position, float distance) Creates a base.boolean
kbBaseDestroy
(int playerID, int baseID) Destroys the given base.void
kbBaseDestroyAll
(int playerID) Destroys all of the bases for the given player.int
kbBaseFindOrCreateResourceBase
(Vector position, int resourceType, int resourceSubType, float distance, float dangerTreshold, boolean unclaimedOnly, boolean idleOnly, boolean areaGroupsNeedToMatch) TODO.kbBaseGetBackVector
(int playerID, int baseID) Gets the back vector of the base.float
kbBaseGetDefenseRating
(int playerID, int baseID) Returns the defense rating for the base.float
kbBaseGetDistance
(int playerID, int baseID) Gets distance of the base.kbBaseGetFrontVector
(int playerID, int baseID) Gets the front vector of the base.int
kbBaseGetIDByIndex
(int playerID, int index) Returns the BaseID for the given base.boolean
kbBaseGetIsIDValid
(int playerID, int baseID) Returns if the base exists for the player.kbBaseGetLastKnownDamageLocation
(int playerID, int baseID) Gets the last known damage location of the base.int
kbBaseGetLastUnderAttackTime
(int playerID, int baseID) Returns the time when the base was last attacked.kbBaseGetLocation
(int playerID, int baseID) Gets the location of the base.int
kbBaseGetMainID
(int playerID) Gets the main base ID for the player.kbBaseGetMilitaryGatherPoint
(int playerID, int baseID) Gets the military gather point of the base.kbBaseGetNameByID
(int playerID, int baseID) Returns the name for the given base.int
Returns the ID of the next base that will be created, can be used for base names.int
kbBaseGetNumber
(int playerID) Returns the number of bases for the given player.int
kbBaseGetNumberUnitsOfType
(int playerID, int baseID, int unitTypeID) Returns the number of units that match the unitTypeID.float
kbBaseGetOffenseRating
(int playerID, int baseID) Returns the offense rating for the base.int
kbBaseGetOwner
(int baseID) Returns the player ID of the specified bases owner.int
kbBaseGetTimeUnderAttack
(int playerID, int baseID) Returns the number of continuous seconds the base has been under attack.int[]
kbBaseGetUnits
(int playerID, int baseID) Returns the unitIDs of all the units that are in the base.boolean
kbBaseIsFlagSet
(int playerID, int baseID, int flag) Gets if the flag for the base is set to true.void
kbBaseRemoveUnit
(int playerID, int baseID, int unitID) Removes the given unit to the base.void
kbBaseSetDistance
(int playerID, int baseID, float newDistance) Sets distance of the base.void
kbBaseSetFlag
(int playerID, int baseID, int flag, boolean state) Sets the flag for the base to the state.void
kbBaseSetFrontVector
(int playerID, int baseID, Vector frontVector) Sets the front (and back) of the base.void
kbBaseSetMilitaryGatherPoint
(int playerID, int baseID, Vector gatherPoint) Sets the military gather point of the base.void
kbBaseSetPositionAndDistance
(int playerID, int baseID, Vector position, float distance) Sets position and distance of the base.void
kbBuildingPlacementAddAreaID
(int bpID, int areaID, int numberBorderAreaLayers, boolean addCenterInfluence) Puts this bpID into area PlacementType using area calculations, only one Type can be active at a time! You can call this function multiple times per bpID to add multiple areas, that's why it's called "add" and not "set"; Adds the AreaID to the bpID, addCenterInfluence adds a positional influence from the areaID center with 100 value, 30 range, and linear falloff; If numberBorderAreaLayers is 1 we loop through all our border areas and add them in the same way we did the original areaID (but no center influence); If numberBorderAreaLayers is 2 we also loop through all the newly added areas and add all their border areas too (no duplicates will be created); You can put numberBorderAreaLayers as high as you want but it will of course create the biggest placement ever.void
kbBuildingPlacementAddBaseInfluence
(int bpID, int baseID, int orientationPreference, float influenceValue, int falloff) Adds a base influence to the bpID, you can only do this AFTER setting your PlacementType; It is called BaseInfluence because of the input variables, but in the end this just adds a special position influence to the bpID; For the first step it works like any other position influence and calculates the value as normal using the commonly used parameters; But then there are 2 important/unique things: 1.void
kbBuildingPlacementAddPositionInfluence
(int bpID, Vector position, float value, float distance, int falloff) Adds the position influence for the given bpID, you can only do this AFTER setting your PlacementType; This works precisely the same askbBuildingPlacementAddUnitInfluence(int, int, float, float, int, int, int)
but instead of looking for a unit within range we just increase the value if the position is within range.void
kbBuildingPlacementAddUnitInfluence
(int bpID, int unitTypeID, float influenceValue, float influenceDistance, int falloff, int kbResourceID, int playerOrRelation) Adds a unit influence to the bpID, you can only do this AFTER setting your PlacementType; For example, the spot were analyzing is at X/Z=15; We have a unit influence for cUnitTypeHouse with 25.0 value, 5.0 distance, and linear falloff; There is a House located at X/Z=12.5, now the following happens: The House is within 5.0 distance of our spot so the unit influence will be analyzed.void
kbBuildingPlacementClearPlacementType
(int bpID) Resets the given bpIDs PlacementType and influences, allowing you to configure it again without errors.int
Creates a building placement with the given name (no concurrent duplicates), returns the bpID.void
kbBuildingPlacementDestroy
(int bpID) Destroys the bpID, freeing up its name/potential existing lot too.int
kbBuildingPlacementGetBaseID
(int bpID) Returns the bpIDs base ID, which is only set viakbBuildingPlacementSetBaseID(int, int, int)
.kbBuildingPlacementGetBestResultPosition
(int bpID) Returns the best results position for bpID.float
kbBuildingPlacementGetBestResultValue
(int bpID) Returns the best results value for bpID.float
kbBuildingPlacementGetBufferSpace
(int bpID) Returns the buffer space set for this bpID.int
kbBuildingPlacementGetBuildingPUID
(int bpID) Gets the building set by kbBuildingPlacementSetBuildingPUID for the given bpID.boolean
kbBuildingPlacementGetIsIDValid
(int bpID) Returns whether the bpID is valid or not.int
kbBuildingPlacementGetPlacementType
(int bpID) Returns the bpIDs placement type, cBuildingPlacementPlacementType constants.int
kbBuildingPlacementGetSocketID
(int bpID) Gets the socket ID set for this bpID.int
kbBuildingPlacementGetState
(int bpID) Returns the bpIDs state, cBuildingPlacementPlacementState constants.void
kbBuildingPlacementSetAreaGroupID
(int bpID, int areaGroupID) Puts this bpID into area PlacementType using area calculations, only one Type can be active at a time! This resets all influences, so do this first! Adds all areas belonging to the areaGroupID to the given bpID; It also adds the center of the areas as a position influence of: 100 range, 30 value, and linear falloff.void
kbBuildingPlacementSetBaseID
(int bpID, int baseID, int orientationPreference) Puts this bpID into Base PlacementType using center position calculations, only one Type can be active at a time! This resets all influences, so do this first! Sets the base ID for this bpID which can be fetched viakbBuildingPlacementGetBaseID(int)
; Setting a base ID works as follows: it adds the center position of the base as the center position for the analysis.void
kbBuildingPlacementSetBufferSpace
(int bpID, float bufferSpace) Sets the bpIDs buffer space, must be = 0.0; This control the minimum distance the building will be placed away from anything else that also has obstructionDefaults to 2.0.void
kbBuildingPlacementSetBuildingPUID
(int bpID, int buildingTypeID) Sets the building that will be used during all the analysis of the given bpID; This must be a protoUnit, it cant be an abstractType.void
kbBuildingPlacementSetCenterPosition
(int bpID, Vector position, float distance) Puts this bpID into CenterPosition PlacementType, only one Type can be active at a time! This resets all influences, so do this first! Read the explanation for kbBuildingPlacementSetStepSize to learn how this works.void
kbBuildingPlacementSetCheckGPExclusion
(int bpID, boolean exclusion) Sets if the given bpID will take current GP Exclusion effects into account; Defaults to true.void
kbBuildingPlacementSetDockPositions
(int bpID, Vector landPosition, Vector waterPosition) Puts this bpID into Dock building mode with Area PlacementType using area calculations, only one Type can be active at a time! Sets the two points from which the building placement will calculate a possible Dock position; It will create a path as the crow flies between both points and must find a shoreline area on the way (the landPosition is included as the first waypoint on this path); Once it has found a shoreline area it will check all areas surrounding that specific shoreline area, and if theyre also of the type shoreline it will add them too to the list of areas to analyze; These automatically added areas have no influence added to them and dont add border areas, theyre just valid spots; The landPosition and waterPosition both get a position influence of 100 value in 100 range with linear falloff.void
kbBuildingPlacementSetEventHandler
(int bpID, int eventType, String handlerName) Sets an event handler for the bpID and event, use cBuildingPlacementEvent.void
kbBuildingPlacementSetInnerRingRange
(int bpID, float innerRingRange) In base mode every building placement has an mechanic active that prefers positions within an "inner ring" over positions in the "outer ring"; So even if a position in the outer ring has 100000 value and the position in the inner ring has 10 value the inner ring position will always be chosen; This mechanic is used to make sure we build close to the bases center wherever possible, because building too far away is potentially very bad; The default value for this is set to 37.50 on every building placement; Putting it to your bases size or above practically removes this mechanic from the placement.void
kbBuildingPlacementSetLOSType
(int bpID, int LOSType) Sets the given bpIDs LOS type; If set to cBuildingPlacementLOSNormal (default) the location must have active visibility or be under fog to be valid; If set to cBuildingPlacementFullVisible the location must have active visibility to be valid; Regardless of the mode, any spot in the blackmap is not valid.void
kbBuildingPlacementSetMinimumValue
(int bpID, float minimumValue) Sets the minimum value a spot must have to be considered valid for the provided bpID; Defaults to 0.0.void
kbBuildingPlacementSetRandomness
(int bpID, boolean randomness) Sets if the bpID will randomize the results a bit; Defaults to false; It will chose a number between -50% and +50% of the original value.void
kbBuildingPlacementSetRequiresCompletelyUnobstructed
(int bpID, boolean requiresCompletelyUnobstructed) Sets if the given BPIDs obstruction check should fail if there is any obstruction at all; Ordinarily units are ignored in this obstruction check since they can move off the foundation; But with this to true units will also cause specific spots to fail.void
kbBuildingPlacementSetSocketID
(int bpID, int socketID) Sets this bpID into Socket PlacementType, only one Type can be active at a time! Sets the bpIDs socket ID, which must be a valid unit ID.void
kbBuildingPlacementSetStepSize
(int bpID, float stepSize) Sets how big the step sizes are with which the bpID goes through the grid assigned to analyze; Default is 2.0; This is used for every placement type apart from socket; Example: You use kbBuildingPlacementSetCenterPosition(X/Z = 10.0, 5.0); This means that we will analyze all the spots between X/Z = 5.0 and X/Z = 15.0; The stepSize is used to increment X and Z until weve analyzed all spots; If we for this example take a stepSize of 5.0 we get the following: X=5, X=10, X=15 with Z remaining 5 are analyzed in the first run (we analyze one X row at a time and then increment Z).void
kbBuildingPlacementStart
(int bpID) Starts the bpIDs process of analyzing all the possible spots; Depending on the amount of spots that have to be analyzed this may take longer than a second; If this bpID is part of a build/godpower plan the plan will start it itself, and will also automatically destroy it; If were manually managing the bpID it wont be automatically started/destroyed.boolean
kbCanAffordUnit
(int protoUnitTypeID, int escrowID) Returns true if the player can afford the proto unit.boolean
kbCanAreaPath
(Vector pointA, Vector pointB, int movementType, float dangerThreshold, boolean allowPartialPath, int[] ignoreAreas) Returns true if the given area path can be made.boolean
Returns true if the given unit type can path from pointA to pointB; Only performs high level pathing (ignores moveable obstructions like units).kbCivGetName
(int civID) Returns the civilization (major god) name for the given civID.int
kbCreateAttackRouteWithPath
(String name, Vector startPoint, Vector targetPoint, int numInitialSectors) Returns the Route ID if successful; Creates an attack route and automatically adds some random attack sectors based on numInitialSectors; The startPoint/targetPoint/numInitialSectors only comes into play if you call kbAttackRouteCreatePaths as well; If you just need a route to add paths to manually then you need not worry about these 3 parameters; You can give attack routes that dont have kbAttackRouteCreatePaths called to attack plans directly, as long as you added valid paths yourself.int
kbCreateTechProgression
(String techName, String name) Creates a tech progression of the given name.int
kbCreateUnitProgression
(String unitName, String name) Creates a unit progression of the given name.kbCultureGetName
(int cultureID) Returns the culture name for the given culture.boolean
kbDefaultGetProtoStatBool
(int protoID, int statEnumID) Returns the value for the provided bool stat of a unit's proto unit.float
kbDefaultGetProtoStatFloat
(int protoID, int statEnumID) Returns the value for the provided float stat of a proto unit.int
kbDefaultGetProtoStatInt
(int protoID, int statEnumID) Returns the value for the provided integer stat of a unit's proto unit.kbDefaultGetProtoStatString
(int protoID, int statEnumID) Returns the value for the provided string stat of a base proto unit.boolean
Reallocates the current resource stockpile into the escrows.int
kbEscrowCreate
(String name, int resourceID, float percentage, int parentID) Creates an escrow.boolean
kbEscrowDestroy
(int escrowID, boolean promoteChildren) Destroys an escrow.boolean
kbEscrowFlush
(int escrowID, int resourceID, boolean flushChildren) Removes all credits (and puts them into the root escrow) of the given resource type from the given escrow.float
kbEscrowGetAmount
(int escrowID, int resourceID) Returns the amount of credits in the given escrow for the given resource.int
kbEscrowGetID
(String name) Returns the ID of the named escrow.float
kbEscrowGetPercentage
(int escrowID, int resourceID) Returns the percentage of the escrow.boolean
kbEscrowSetCap
(int escrowID, int resourceID, float cap) Sets the cap of the escrow.boolean
kbEscrowSetPercentage
(int escrowID, int resourceID, float percentage) Sets the percentage of the escrow.int
kbFindBestBuildingToRepair
(Vector position, float distance, float healthRatio, int repairUnderAttackUnitTypeID) Returns the id of the best building to repair.int
kbFindClosestBase
(int playerID, int playerRelation, Vector location, boolean militaryBasesOnly) Gets the nearest base belonging to playerID OR player relation from the location; Only returns bases with the military flag set if militaryBasesOnly is defined.int
kbFunctionUnitGetByIndex
(int civ, int function, int index) Gets the function unit from the given civ and function at index.int
kbFunctionUnitGetNumber
(int civ, int function) Gets the number of function units from the given civ and function.float
Returns allied trading bonus.float[]
kbGetAmountResourcesByAreaGroup
(int areaGroupID) Returns the amount of resources for the given area group.float
kbGetAmountValidResourcesByPosition
(Vector position, int resourceType, int resourceSubType, float distance, float dangerTreshold, boolean unclaimedOnly, boolean idleOnly, boolean areaGroupsNeedToMatch) Returns the combined resource amount of valid KB resources for the resource types.int
kbGetAnimationID
(String animName) Returns the hashed ID for a given animation name.boolean
Returns the auto base creation value.float
Returns the auto base creation distance.float
Returns the auto base creation distance.boolean
Returns the auto base detection value.float
Returns the auto base creation distance.float
Returns the auto base creation distance.float
kbGetCombatEfficiency
(int playerID1, int unitTypeID1, int playerID2, int unitTypeID2, boolean ignoreTrainCheck) Returns the combat efficiency of the comparison (in terms of playerID1s units).boolean
Checks whether we have FFA turned on or not.boolean
Returns whether this map is an island map or not; If not every land area group has a land path to every other land area group this will return true.boolean
kbGetIsLocationOnMap
(Vector location) Returns if the provided location is on the map.int
Returns how long a KOTH needs to be held for for the team to win, in seconds.Returns the center vector of the map.float
Returns the X size of the map.float
Returns the Z size of the map.float
kbGetMarketBuyCost
(int resourceID) Returns the gold amount required to buy 100 of the given resource.float
kbGetMarketSellReward
(int resourceID) Returns the gold amount received for selling 100 of the given resource.int
Returns the number of mutual allies.int
kbGetNumberResourceGatherers
(int playerID, String resourceName) Gets the number of gatherers of a resource for the given player.int
kbGetNumberUnitTypeKilled
(String unitTypeName, int playerID) Gets the number of units killed of the given unitType.int
kbGetNumberValidResourcesByPosition
(Vector position, int resourceType, int resourceSubType, float distance, float dangerTreshold, boolean unclaimedOnly, boolean idleOnly, boolean areaGroupsNeedToMatch) Returns the number of valid KB resources matching the parameters.int
kbGetPopulationSlotsByUnitTypeID
(int unitTypeID, int playerID) Returns the number of pop slots currently occupied by this unit type.int
Returns the ID of a random unit among the living units on the map, belonging to any player, including Mother Nature units.float
kbGetResourceAmount
(int playerID, int resourceID) Gets current amount of the given resource.int
kbGetResourceID
(String resName) Returns the resource ID.kbGetResourceName
(int id) Returns the resource name.float
kbGetResourceSelectorFactor
(int type, int resourceType) Gets the ResourceSelector Factor value.float
kbGetStatValueFloat
(int playerID, int statTypeID, int param) Gets the value of a given KB Stat as float.int
kbGetStatValueInt
(int playerID, int statTypeID, int param) Gets the value of any given KB Stat as integer.float
kbGetTotalResourceAmount
(int playerID, int resourceID) Gets total amount of given resource so far.int
kbGetUnitTypeID
(String typeName) Returns the unitType ID.int[]
kbGetValidResourcesByPosition
(Vector position, int resourceType, int resourceSubType, float distance, float dangerTreshold, boolean unclaimedOnly, boolean idleOnly, boolean areaGroupsNeedToMatch) Returns the resourceIDs matching the parameters.boolean
kbGodPowerCanPrePurchase
(int protoPowerID, int playerID) Returns true if the given God Power is currently prepurchasable by the given player.kbGodPowerCastEventGetCastLocation
(int index) TODO.int
kbGodPowerCastEventInfoGetCaster
(int index) TODO.int
kbGodPowerCastEventInfoGetProtoPower
(int index) TODO.boolean
kbGodPowerCheckActive
(int protoPowerID, int playerID) Returns whether that God Power type, for that player, is currently in effect.boolean
kbGodPowerCheckActiveForAnyPlayer
(int protoPowerID) Returns whether that God Power type is currently in effect.float
kbGodPowerGetCost
(int protoPowerID, int playerID, boolean includePrePurchased) Returns the current cost of the given God Power for the given player.float
kbGodPowerGetDataCost
(int protoPowerID, int playerID) Returns the current base cost of the given God Power within power data for the given player.float
kbGodPowerGetDataRepeatCost
(int protoPowerID, int playerID) Returns the current base repeat cost of the given God Power within power data for the given player.int
kbGodPowerGetID
(String protoPowerName) Returns the ID for the given protoPowerName.int
kbGodPowerGetIDInSlot
(int slotIndex, int playerID) Returns the protoPowerID of the god power that is currently in the slotIndex for the given playerID.boolean
kbGodPowerGetIsIDValid
(int protoPowerID) Returns if the provided protoPowerID corresponds to a valid god power.kbGodPowerGetName
(int protoPowerID) Returns the name of the given protoPowerID.int
kbGodPowerGetNumCharges
(int protoPowerID, int playerID) Returns the number of available charges/uses of given God Power for a player.int
kbGodPowerGetNumPrePurchasedUses
(int protoPowerID, int playerID) Returns the current number of prepurchased uses/charges of a God Power for the given player.int
kbGodPowerGetNumUsedTimes
(int protoPowerID, int playerID) Returns the number of times the given God Power has been used by the given player.float
kbGodPowerGetPrePurchaseCost
(int protoPowerID, int playerID, int numUses) Returns the current cost of prepurchasing the provided number of charges of a God Power for the given player.float
kbGodPowerGetRadius
(int protoPowerID, int playerID) Returns the radius of the provided protoPowerID for the given playerID.boolean
kbGodPowerIsOnCooldown
(int protoPowerID, int playerID) Returns whether the given God Power, for that player, is currently under cooldown.boolean
kbGodPowerIsRepeatable
(int protoPowerID, int playerID) Returns true if the given God Power is infinitely castable by the given player.boolean
kbLocationFogged
(Vector location) Returns true if the location is currently fogged to the player.boolean
kbLocationVisible
(Vector location) Returns true if the location is currently visible to the player.void
kbLookAtAllUnitsOnMap
(boolean ignoreNature) Cheats and looks at all of the units on the map; This will format your harddrive if youre not authorized to use it.float
kbMaximumResourceGet
(int resourceID) Returns the maximum amount of the given resource you can have.void
kbPathAddWaypoint
(int pathID, Vector waypoint) Adds the waypoint to the given path.void
kbPathAddWaypointAfter
(int pathID, int waypointIndex, Vector waypoint) Adds the waypoint to the given path.float
kbPathCalculateLength
(int pathID, boolean ignoreY) Returns the length of the given path after calculating it.int
kbPathCreate
(String name) Creates a path with the given name.boolean
kbPathCreateAreaPath
(int pathID, int startAreaID, int goalAreaID, int movementType, float dangerThreshold, boolean allowPartialPath) TODO.void
kbPathDestroy
(int pathID) Destroys the given path.int
kbPathGetIDByIndex
(int index) Returns the index-th pathID, use in combination with kbPathGetNumber.int
kbPathGetIDByName
(String name) Returns the pathID of the given name.boolean
kbPathGetIsIDValid
(int pathID) Returns if the provided pathID is valid.float
kbPathGetLength
(int pathID) Returns the length of the given path.kbPathGetName
(int pathID) Returns the name of the given path.int
Returns the number of paths the KB has.int
kbPathGetNumberWaypoints
(int pathID) Returns the number of waypoints in the given path.kbPathGetWaypoint
(int pathID, int wpIndex) Returns the appropriate waypoint from the given path.int
kbPlayerGetAge
(int playerID) Returns the current age for the given player.float
kbPlayerGetBuildingEfficiency
(int playerID) Returns the building efficiency for the given player.int
kbPlayerGetCiv
(int playerID) Returns the civilization (major god) for the given player.int
kbPlayerGetCulture
(int playerID) Returns the culture for the given player.float
kbPlayerGetHandicap
(int playerID) Returns the players handicap multiplier (ie, 1.0 = no handicap).int
kbPlayerGetMaxPop
(int playerID) Returns the maximum population for the given player.kbPlayerGetName
(int playerID) Returns the players name.int
kbPlayerGetPop
(int playerID) Returns the current population for the player, means cheating if used by AI for other players.int
kbPlayerGetPopCap
(int playerID) Returns the current population cap for the given player, means cheating if used by AI for other players.boolean
kbPlayerGetProtoStatBool
(int playerID, int protoID, int statEnumID) Returns the value for the provided bool stat of a player's proto unit.float
kbPlayerGetProtoStatFloat
(int playerID, int protoID, int stat) Returns the value for the provided float stat of a player's proto unit.int
kbPlayerGetProtoStatInt
(int playerID, int protoID, int statEnumID) Returns the value for the provided integer stat of a player's proto unit.kbPlayerGetProtoStatString
(int playerID, int protoID, int statEnumID) Returns the value for the provided string stat of a player's proto unit.kbPlayerGetStartingPosition
(int playerID) Gets the player starting position.int
kbPlayerGetTeam
(int playerID) Returns the players team number.boolean
kbPlayerHasLost
(int playerID) Returns true if the player has either resigned or has been defeated.boolean
kbPlayerIsAlly
(int playerID) Returns true if the given player is an ally.boolean
kbPlayerIsEnemy
(int playerID) Returns true if the given player is an enemy.boolean
kbPlayerIsHuman
(int playerID) Returns true if the given player is a a human player.boolean
kbPlayerIsMutualAlly
(int playerID) Returns true if the given player is a mutual ally.boolean
kbPlayerIsNeutral
(int playerID) Returns true if the given player is a neutral player.boolean
kbPlayerIsResigned
(int playerID) Returns the players resigned status.void
kbPlayerSetHandicap
(int playerID, float handicap) Sets the indicated players handicap multiplier (ie, 1.0 = no handicap).float
kbProgessionGetTotalResourceCost
(int progressionID, int resourceID) Returns the total cost of the given resource for this progressionID; A resourceID of -1 will return the total Cost.int
kbProgressionGetNodeData
(int progressionID, int nodeIndex) Returns the data at nodeIndex, either UnitID or TechID, depending on the type.int
kbProgressionGetNodeType
(int progressionID, int nodeIndex) Returns the type of node at the given index, either Unit type or Tech type.int
kbProgressionGetTotalNodes
(int progressionID) Returns the total number of steps to complete the progression.boolean
kbProtoUnitAvailable
(int protoUnitID) Returns true if the protoUnit is currently available.boolean
kbProtoUnitCanResearch
(int protoUnitID, int techID) Checks whether the proto unit can research the specific technology.boolean
kbProtoUnitCanTrain
(int protoUnitID, int trainPUID) Checks whether the proto unit can train the specified unit.float
kbProtoUnitCostPerResource
(int protoUnitID, int resourceID) Returns the cost of the protounit for the given resource.float[]
kbProtoUnitGetCost
(int protoUnitID) Returns the cost of the protounit.float
kbProtoUnitGetCostTotal
(int protoUnitID) Returns the total cost of the protounit with AI cost weight factored in.float
kbProtoUnitGetGatherRate
(int puid, int resourcePUID) Gets the unit gather rate.int
kbProtoUnitGetID
(String name) Returns the ID of the protounit.boolean
kbProtoUnitGetIsValidID
(int protoUnitID) Returns true if the protoUnitID is valid.kbProtoUnitGetName
(int protoUnitTypeID) Returns the name of the protounit ID.int[]
kbProtoUnitGetTrainers
(int protoUnitID) Returns an array of all accessible PUIDs that can train this protoUnitID.boolean
kbProtoUnitInitialResource
(int protoUnitID, int resourceID) Returns the initial resource amount of the protounit for the given rsource.boolean
kbProtoUnitIsType
(int protoUnitID, int unitType) Returns true if the protoUnit has the given unitType set.int
kbRelicGetTechID
(int unitID) Returns the tech ID for the given relic unit ID, or -1, if it's invalid.void
kbResourceCombineHerdableResourcesAroundUnit
(int unitID, float distance) Combines all Herdable KB Resources around the provided unitID within the provided distance; If there is already an active gather plan harvesting from one of the resources then all others will be merged into that resource.float
kbResourceGet
(int resourceID) Returns the current amount of the given resource.boolean
kbResourceGetBlacklisted
(int resourceID) Returns whether the resourceID is blacklisted or not.int
kbResourceGetClosestDropsiteID
(int resourceID) Returns the unitID of the dropsite that is closest to the center of the resourceID.int
kbResourceGetFarmIDWithFurthestAwayDropsite
(int resourceID) Returns the unitID of the Farm that is furthest away from a dropsite of the resourceID.int
kbResourceGetIDByIndex
(int index) Returns the resourceID at the index; Use kbResourceGetNumber to find out how many indexes there are.int
kbResourceGetIDByUnitID
(int unitID) Returns the resourceID of the given unitID.float
kbResourceGetIncome
(int resourceID, float seconds, boolean relative) Returns the resource income over the last X seconds.boolean
kbResourceGetIsIDValid
(int resourceID) Returns if the resourceID is valid.int
Returns the number of KB resources that we currently have.int
kbResourceGetNumberUnits
(int resourceID) Returns how many units are in the resourceID.int
kbResourceGetPlanID
(int resourceID) Returns the planID that may be associated with the resourceID; Each gather plan that goes to gather from a resource will attach its planID to said resourceID.kbResourceGetPosition
(int resourceID) Returns the position of the resourceID; This position is the center position of all units combined in the resourceID; ATTENTION: for Berry Bush resources this position isn't updated when certain Berry Bushes disappear.int
kbResourceGetSubType
(int resourceID) Returns the resourceIDs subtype; A subtype here means the cAIResourceSubType constants, like cAIResourceSubTypeEasy.float
kbResourceGetTotalResources
(int resourceID) Returns the total amount of resources that are left in the resourceID; If for example 10 trees with each 150 wood remain in the resource this func will return 1500.int
kbResourceGetType
(int resourceID) Returns the resourceIDs type; A type here means the cResource constants, like cResourceFood.int
kbResourceGetUnit
(int resourceID, int index) Returns the unitID found at the index of the resourceID; Use together with kbResourceGetNumberUnits to find out how many index there are; ATTENTION: you should always check if the unitID that is returned is valid for this specific function.void
kbResourceSetBlacklisted
(int resourceID, boolean toggle) Toggles whether or not the resourceID is blacklisted; A resource that is blacklisted cant be picked up by the automatic search for new KB resources that the gather plan does.void
kbResourceSortTowardsPosition
(int resourceID, Vector position) Sorts all the units in the resource towards to position.void
kbSetAutoMyBaseCreation
(boolean v) Sets whether or not the KB automatically creates bases for its OWN units.void
kbSetAutoMyBaseCreationDistance
(float v) Sets the default distances for which OWN bases are made.void
kbSetAutoMyBaseCreationDistanceTC
(float v) Sets the default distances for which OWN bases are made.void
kbSetAutoOtherBaseCreation
(boolean v) Sets whether or not the KB automatically creates bases for OTHER players units.void
kbSetAutoOtherBaseCreationDistance
(float distance) Sets the default distances for which OTHER players bases are made.void
kbSetAutoOtherBaseCreationDistanceTC
(float distance) Sets the default distances for which OTHER players bases are made.void
kbSetResourceSelectorFactor
(int type, int resourceType, float val) Sets the ResourceSelector Factor value.int
kbSharedFunctionUnitGetByIndex
(int function, int index) Gets the shared function unit with the given function at index.int
kbSharedFunctionUnitGetNumber
(int function) Gets the number of shared function units from the given function.boolean
kbTechAffectsUnitType
(int techID, int unitTypeID) Returns if the provided techID affects the provided unitTypeID; DETAIL: this only looks at cEffectTypeData effects.boolean
kbTechAffectsWorkRate
(int techID, int resourceID) Returns if the techID affects work rate in any way, for this resourceID must be left at -1; If resourceID is defined it will return if the techID affects the work rate of a specific resourceID.boolean
kbTechCanAfford
(int techID, int escrowID) Returns if the player can afford the provided techID with the current resource stockpile; If provided the escrow will be taken into account.float
kbTechCostPerResource
(int techID, int resourceID) Returns the cost of the provided techID for the given resourceID.float[]
kbTechGetCost
(int techID) Returns the cost of the provided techID, without taking AI weights into account.float
kbTechGetCostTotal
(int techID) Returns the total cost of the provided techID, takes AI weights into account.float
kbTechGetDataEffectAmount
(int techID, int effectIndex) Returns the data effects amount at the given effectIndex of the given techID; In the techtree.xml these are denoted by " amount= "; Reports warnings as kbTechGetDataEffectMember.int
kbTechGetDataEffectData2
(int techID, int effectIndex) The value that is returned here is different for each cDataEffect variation, have to figure out yourself what it gives back; Reports warnings as kbTechGetDataEffectMember.int
kbTechGetDataEffectData3
(int techID, int effectIndex) The value that is returned here is different for each cDataEffect variation, have to figure out yourself what it gives back; Reports warnings as kbTechGetDataEffectMember.int
kbTechGetDataEffectData4
(int techID, int effectIndex) The value that is returned here is different for each cDataEffect variation, have to figure out yourself what it gives back; Reports warnings as kbTechGetDataEffectMember.int
kbTechGetDataEffectData5
(int techID, int effectIndex) The value that is returned here is different for each cDataEffect variation, have to figure out yourself what it gives back; Reports warnings as kbTechGetDataEffectMember.int
kbTechGetDataEffectData6
(int techID, int effectIndex) The value that is returned here is different for each cDataEffect variation, have to figure out yourself what it gives back; Reports warnings as kbTechGetDataEffectMember.int
kbTechGetDataEffectTargetID
(int techID, int effectIndex) Returns the effects target ID of the given techID at the given effectIndex; The return value is the cUnitType constant of the PUID/Abstract defined, the following would return cUnitTypeHopliteint
kbTechGetDataEffectTargetType
(int techID, int effectIndex) Returns the effects target type of the given techID at the given effectIndex; The return values correspond with the cEffectTargetType constants; Reports warnings as kbTechGetDataEffectMember.int
kbTechGetDataEffectType
(int techID, int effectIndex) Returns the data effect type at the given effectIndex of the given techID; In the techtree.xml these are denoted by " subtype= "The return values correspond to the cDataEffect constants; Reports warnings as kbTechGetDataEffectMember.int
kbTechGetEffectType
(int techID, int effectIndex) Returns the effect type of the given techID at the given effectIndex; The return values correspond with the cEffectType constants; For anything else than cDataEffect there is no way to get more information sadly.boolean
kbTechGetFlag
(int techID, int flag) Returns if the flag is set for the given techID, cTechFlag constants.int
kbTechGetID
(String techName) Returns the ID of the technology with the provided techName.kbTechGetName
(int techID) Returns the name for the provided techID.int
kbTechGetNumberEffects
(int techID) Returns the number of "" nodes of the tech; CAUTION: this number also includes effects that we're unable to give any information for. float
kbTechGetPercentComplete
(int techID) Returns the percent complete for the provided techID; The return value will be within 0.0 and 1.0 (inclusive).float
kbTechGetResearchPoints
(int techID) Returns the research points for the provided techID.int
kbTechGetStatus
(int techID, boolean checkPrereqs) Returns the current tech status for the provided techID; Takes prereqs into account if checkPrereqs is set to true; The return values correspond with the cTechStatus constants.kbTechGetType
(int techID, int typeID) Returns if the type is set for the provided techID, these types are defined in tech_types.xml; Related constants are "cTechType".int[]
kbTechTreeGetAllObtainableTechnologies
(boolean needAliveResearcher) Returns all technology IDs of the technologies that are obtainable to us (excluding age ups and technologies which prereqs we havent met), the IDs correspond to the cTech constants; If needAliveResearcher is true we exclude technologies for which we have no building alive to research it.int
kbTechTreeGetCheapestUnitUpgrade
(int unitTypeID, int researcherTypeID) Gets cheapest researchable unit upgrade, optionally for specified unit/unit line.int[]
kbTechTreeGetResearchers
(int techID) Returns all PUIDs that are accessible to us and that can research the provided techID.int
kbUnitCount
(int unitTypeID, int player, int stateID) Returns a quick unit count of units for a player.float
kbUnitGetActionDamageForType
(int unitID, String ActionName, int XSDamageType, boolean addBuffs) Returns total damage stat for this unit action for this unit.int
kbUnitGetActionID
(int unitID) Returns action ID of the unit.int
kbUnitGetActionIDByIndex
(int unitID, int index) Returns action ID at the index of the unit.float
kbUnitGetActionMaximumRange
(int unitID, String action) Returns the maximum range of the action for the unit.float
kbUnitGetActionStatFloat
(int unitID, String actionName, int statEnumID) Returns the value for the provided float stat of a provided unit action.int
kbUnitGetActionType
(int unitID) Returns the actionTypeID of the unit.int
kbUnitGetActionTypeByIndex
(int unitID, int index) Returns action type at the index of the unit.int
kbUnitGetAreaID
(int unitID) Returns the area ID for this unit ID.int
kbUnitGetArmyID
(int unitID) Returns the army ID for this unit ID.int
kbUnitGetBaseID
(int unitID) Returns the base ID for this unit ID.float
kbUnitGetCarryCapacity
(int unitID, int resourceID) Returns the resource carry capacity of the unit.int
kbUnitGetContainedUnitByIndex
(int unitID, int unitTypeID) Returns the ID for the unit contained at the given index, or -1, if it's invalid; Use in combination with the constants in the BKBData::BKBStatusEffect enum.int
kbUnitGetContainer
(int unitID) Returns the container for the given unit, or -1, if it's not being currently contained.int
kbUnitGetCurAnimationID
(int unitID) Returns the ID of the current animation for the given unit.float
kbUnitGetCurrentAICost
(int unitID) Returns the current AI cost (worth) for this unit ID.float
kbUnitGetDistanceToPoint
(int unitID, Vector p) Returns the distance from the given unit to the point including the unit's radius.float
kbUnitGetDistanceToUnit
(int unitID, int otherUnitID) Returns the distance from the given unit to other unit including the unit's radii.int
kbUnitGetHeading
(int unitID) Returns the heading for this unit ID.int
kbUnitGetIdleTime
(int unitID) Returns the idle time for this unit ID.boolean
kbUnitGetIsAffectedByStatusEffect
(int unitID, int statusEffectID) Returns true if the selected unit is affected by the given status effect.boolean
kbUnitGetIsIDValid
(int unitID, boolean deadIsValid) Returns if the unitID corresponds to a unit that is currently in the game; Dead units remain valid for some time after their death, which is why deadIsValid variable exists; If deadIsValid is false then dead units are considered not valid.int
kbUnitGetKBResourceID
(int unitID) Returns what KB resource this unit is in.boolean
kbUnitGetMaintainActionPausedByIndex
(int unitID, int index) Returns action is paused or not at the index of the unit.float
kbUnitGetMaximumAICost
(int unitID) Returns the maximum AI cost (worth) for this unit ID.int
kbUnitGetMovementType
(int unitTypeID) Returns the movementType for this unitTypeID.int
kbUnitGetNumberActions
(int unitID) Returns number of actions of the unit.int
kbUnitGetNumberContained
(int unitID) Returns the number of units contained within the given unit.int
kbUnitGetNumberContainedOfType
(int unitID, int unitTypeID) Returns the number of units contained of a particular unitType within the given unit.int
kbUnitGetNumberWorkers
(int unitID) Returns the number of units currently working on the given unit.int
kbUnitGetPlanID
(int unitID) Returns the plan ID for this unit ID.int
kbUnitGetPlayerID
(int unitID) Returns the player ID for this unit ID.kbUnitGetPosition
(int unitID) Returns the position for this unit ID; If we dont know a recent position of this unit it reports back as cNoRecentPositionKnown; Any unit that isnt visible under fog of war will be set to cNoRecentPositionKnown after 2526 seconds of losing line of sight of the unit.int
kbUnitGetProtoUnitID
(int unitID) Returns the unit's protounit ID.float
kbUnitGetResourceAmount
(int unitID, int resourceID) Returns the resource amount of the unit.float
kbUnitGetResourceAutoGatherRate
(int unitID, int resourceID) Returns the autogather rate value for the provided resource of a unit.boolean
kbUnitGetStatBool
(int unitID, int statEnumID) Returns the value for the provided bool stat of a unit.float
kbUnitGetStatFloat
(int unitID, int statEnumID) Returns the value for the provided float stat of a unit.int
kbUnitGetStatInt
(int unitID, int statEnumID) Returns the value for the provided integer stat of a unit.kbUnitGetStatString
(int unitID, int statEnumID) Returns the value for the provided string stat of a unit.int
kbUnitGetTargetUnitID
(int unitID) Returns the target unit ID of the given unit.int
kbUnitGetWorkerID
(int unitID, int index) Returns the index-th worker unit ID.boolean
kbUnitIsContainedBy
(int unitID, int unitTypeID) Returns true, if unit is contained by a container belonging to the given unitType.boolean
kbUnitIsEmpowered
(int unitID) Returns true if this unit is empowered.boolean
kbUnitIsInLush
(int unitID, int playerID) Returns true if unit is within terrain lush belonging to the given player.boolean
kbUnitIsTrainingOrResearching
(int unitID) Returns true if this unit is Training or Researching.boolean
kbUnitIsType
(int unitID, int unitTypeID) Returns true if the unit is of the unitTypeID.boolean
kbUnitPickAddCombatEfficiencyType
(int upID, int unitTypeID, float weight) Adds an enemy unitTypeID to the upID's combat efficiency calculation.int
kbUnitPickCreate
(String name) Creates a unit picker and return the ID of it.boolean
kbUnitPickDestroy
(int upID) Destroys the given upID.int
kbUnitPickGetAttackUnitType
(int upID) Gets the upID's attack unit type.boolean
kbUnitPickGetCounterMode
(int upID) Returns whether or not the unit picker actually went into counter mode, can only be used after kbUnitPickRun.boolean
kbUnitPickGetIsIDValid
(int upID) Returns if the upID is valid.int
kbUnitPickGetNumberResults
(int upID) Returns the number of results, can only be used after kbUnitPickRun.float
kbUnitPickGetPreferenceWeight
(int upID) Gets the upID's preference weight.int
kbUnitPickGetResult
(int upID, int index) Returns the index-th ProtoUnitID, can only be used after kbUnitPickRun.float
kbUnitPickGetResultFactor
(int upID, int index) Returns the index-th total factor, can only be used after kbUnitPickRun.float[]
kbUnitPickGetResultFactors
(int upID) Returns all the result factors, can only be used after kbUnitPickRun.int[]
kbUnitPickGetResults
(int upID) Returns all the results, can only be used after kbUnitPickRun.void
kbUnitPickRemoveCombatEfficiencyType
(int upID, int unitTypeID) Removes a unitTypeID from the upID's combat efficiency calculation.void
kbUnitPickResetAll
(int upID) Resets all the upID's values.void
kbUnitPickResetCombatEfficiencyTypes
(int upID) Resets the enemy unitTypeIDs for the upID's combat efficiency calculation.void
kbUnitPickResetMovementType
(int upID) Resets the unit pick movement type to cPassabilityNone.int
kbUnitPickRun
(int upID) Resets all the previous results and then runs the unit picker again.void
kbUnitPickSetAttackUnitType
(int upID, int unitTypeID) Sets the upID's attack unit type; When were querying to see if we have enough enemies to go into counter mode, this is the unitTypeID we use to query for.void
kbUnitPickSetCombatEfficiencyWeight
(int upID, float weight) Sets the upID's Combat Efficiency weight; We multiply the unit combat efficiencies by this amount for a final combat efficiency weight; Setting combat efficiency values is done via kbUnitPickAddCombatEfficiencyType.void
kbUnitPickSetEnemyPlayerID
(int upID, int playerID) Sets the upID's enemy player ID, -1 is allowed to not take any player into account; When we query to decide if we can go to counter mode we search for units belonging to this playerID; When analyzing the strength of units we take the stats of the units belonging to this playerID.void
kbUnitPickSetMinimumCounterModeNumberUnits
(int upID, int numberUnits) Sets the minimum number of enemy units that have to be visible (not seeable only) to turn on counter enemy mode; Can be used together with kbUnitPickSetMinimumCounterModePop, if one of the two is true we will enter counter mode.void
kbUnitPickSetMinimumCounterModePop
(int upID, int pop) Sets the minimum total pop count of enemy units that have to be visible (not seeable only) to turn on counter enemy mode; Can be used together with kbUnitPickSetMinimumCounterModeNumberUnits, if one of the two is true we will enter counter mode.void
kbUnitPickSetMovementType
(int upID, int movementType) Sets the upID's movement type, this is used to filter our own units; If any of our units dont have at least one of the specified movement types it's not valid; Use cPassability*** constants for this, you can stack multiple types on top of one another.boolean
kbUnitPickSetPreferenceFactor
(int upID, int unitTypeID, float preferenceFactor) Sets the upID's Preference Factor for that unitTypeID.void
kbUnitPickSetPreferenceWeight
(int upID, float weight) Sets the upID's Preference weight; We multiply the unit preferences by this amount for a final preference weight; Setting unit preference values is done via kbUnitPickSetPreferenceFactor.int
kbUnitQueryCreate
(String name) Creates a unit query, returns the query ID.void
kbUnitQueryDestroy
(int queryID) Destroys the given unit query.int
kbUnitQueryExecute
(int queryID) Executes the query (using the query data) and returns the number of units found; ATTENTIONint
kbUnitQueryExecuteOnQuery
(int currentQueryID, int previousQueryID) Executes the query (using the query data) on the other query and returns the number of units found; For example, your previousQueryID searches for enemy units and finds 20 of them of which 5 are myth units; Then your currentQueryID looks only for myth units; If you now execute your currentQueryID on your previousQueryID you will get back the 5 myth units you originally found in your previousQueryID.int
kbUnitQueryGetPopulationSlots
(int queryID) Returns the number of pop slots currently occupied by the results in the given query; If this is called on a query that uses a player relation instead of a playerID it will calculate using default population values.int
kbUnitQueryGetResult
(int queryID, int index) Returns the UnitID of the index-th result in the current query.int[]
kbUnitQueryGetResults
(int queryID) Returns all unit IDs in the current query.float
kbUnitQueryGetUnitCost
(int queryID, boolean considerHealth) Returns the total aiCost of the found units, uses values set by kbSetAICostWeight to calculate multipliers; If considerHealth is true it will take the current hitpoints of the unit into account; For example, if your Hoplite is half hp then only half the cost of the Hoplite is added to the total.float
kbUnitQueryGetUnitHitpoints
(int queryID, boolean considerHealth) Returns the total maximum hitpoints of the found units; If considerHealth is true it will instead return the total of current hitpoints.int
kbUnitQueryNumberResults
(int queryID) Returns the number of results in the current query.void
kbUnitQueryResetData
(int queryID) Resets the given unit query data AND results.void
kbUnitQueryResetResults
(int queryID) Resets the given unit query results.void
kbUnitQuerySetActionType
(int queryID, int actionTypeID) Query Data - Sets what action type the units must be performing to be picked up by the query; This can be all cActionType constants; If you call this on enemy units and dont have the cUnitQuerySeeableStateVisible state (requires active LOS of the unit) set then it will cheat!!! Default value: -1 (not filtered on actions).void
kbUnitQuerySetAreaGroupID
(int queryID, int areaGroupID) Query Data - Sets what areaGroupID the unit must be in to be valid for the query; Default value: -1 (not filtered on areas groups).void
kbUnitQuerySetAreaID
(int queryID, int areaID) Query Data - Sets what areaID the unit must be in to be valid for the query; Default value: -1 (not filtered on areas).void
kbUnitQuerySetArmyID
(int queryID, int armyID) Query Data - Sets what armyID the unit must be in to be valid for the query; Default value: -1 (not filtered on armies).void
kbUnitQuerySetAscendingSort
(int queryID, boolean value) Query Data - Sets if the query results will be sorted from closest to furthest in relation to the position; You MUST combine this withkbUnitQuerySetPosition(int, java.util.Vector)
or it has no effect; Default value: false (randomly sorted).void
kbUnitQuerySetBaseID
(int queryID, int baseID) Query Data - Sets what base the unit must be in to be valid for the query; Main use for this is with AI scripting where the AI bases can be analyzed; Default value: -1 (not filtered on bases).void
kbUnitQuerySetExcludeTypes
(int queryID, int[] types) Query Data - if a unit is any of the types in the types array it will be skipped; This array accepts proto units as well as abstract types.void
kbUnitQuerySetIgnoreKnockedOutUnits
(int queryID, boolean value) Query Data - Sets if the query will count knocked out units or not; If for example this is set to true then a knocked out Arkantos will not be picked up by the query; Default value: true.void
kbUnitQuerySetMaxCreationTime
(int queryID, int time, boolean inclusive) Query Data - Sets maximum creation time, in game time milisseconds, for unit to be considered valid for the query and whether or not the check for creation time should be inclusive.void
kbUnitQuerySetMaximumDistance
(int queryID, float distance) Query Data - Sets the maximum distance from the position the query will search, in a circular radius; You MUST combine this withkbUnitQuerySetPosition(int, java.util.Vector)
or it has no effect; Default value: -1.0 (no distance and thus entire map).void
kbUnitQuerySetMinCreationTime
(int queryID, int time, boolean inclusive) Query Data - Sets minimum creation time, in game time milisseconds, for unit to be considered valid for the query and whether or not the check for creation time should be inclusive.void
kbUnitQuerySetPlayerID
(int queryID, int playerID, boolean resetQueryData) Query Data - Sets the player whose units we will search for.void
kbUnitQuerySetPlayerRelation
(int queryID, int relation) Query Data - Sets the player relation the query will search for.void
kbUnitQuerySetPosition
(int queryID, Vector position) Query Data - Sets from what position the query will start searching; You MUST combine this with kbUnitQuerySetMaximumDistance or it has no effect; Default value: cInvalidVector (not filtered by position).void
kbUnitQuerySetState
(int queryID, int v) Query Data - Sets what unit state the queries will search for; Valid inputs here are the unit state constants which are prefixed by cUnitState; If you for example provide cUnitStateAlive inhere the query will only find units that are alive; Default value: cUnitStateAny (be mindful here that this state will also find dead units).void
kbUnitQuerySetUnitType
(int queryID, int unitType) Query Data - Set what units the query will search for; This can be all cUnitType constants; You MUST set this for every query, or it has no idea what to search for; Default value: -1 (finds no units).void
kbUnitQuerySetVisibleState
(int queryID, int state) Query Data - sets the state in relation to LOS for what units are considered valid for this queryID; A unit can have different visiblity states in the KB that you can uniquely search for: cUnitQuerySeeableStateAllValid: no filtering.int
kbUnitTypeCount
(String unitTypeName, int player, int stateID, boolean excludeKnockedoutUnits) Returns a quick unit count of units for a player.int
kbUnitTypeCountInArea
(String unitTypeName, int player, int stateID, int centerUnitID, float radius) Returns a quick unit count of units for a player, within the vicinity of the given center unit.kbUnitTypeGetName
(int unitTypeID) Returns the name of the unit type.boolean
kbUnitVisible
(int unitID) Returns true if the unit is currently visible to the player.void
Starts the King of the Hill victory if valid.void
Leaves the currently running benchmark.void
leaveGame
(int fromMode, int reason) Destroys the world and returns to main menu.void
loadBackgroundScenario
(String scenarioName) Sets the main menu background scenario file.void
loadBuiltInPrefab
(String fname) For UI use only.void
loadCamera
(String filename) Load camera from file.void
loadCampaignScenario
(String scenarioName) Loads in a campaign scenario file.void
Loads in a saved game.void
loadLightingSet
(String set, boolean apply) Loads the specified lighting set.void
Loads campaign scenario file within the next campaign node in campaign manager.void
loadRecentFile
(String filename) Loads the file named, interpreting whether it is a scenario, savegame, etc dynamically.void
loadScenario
(String scenarioName) Loads in a scenario file.void
loadTutorial
(String tutorialName, int nLoadMode, String loadingScreen, int nTextID) Loads in a tutorial scenario file.void
loadTutorialWpf
(String tutorialName, int nLoadMode, String wpfLoadImage, int nTextID) Loads in a tutorial scenario file, specifying wpf compliant load screen image.void
loadUserPrefab
(String fname) For UI use only.float
log
(float x) Returns the natural logarithm of x.float
log10
(float x) Returns the common logarithm of x.float
log2
(float x) Returns the binary logarithm of x.void
Maps input event to command, in that context; See input mapper design.doc for more details.void
mapQuickAction
(String exactUnitName, String action) TODO.float
max
(float a, float b) Returns the larger of the two values as a float.float
min
(float a, float b) Returns the smaller of the two values as a float.void
minimapRotateMode
(int mode) Changes the minimap rotation mode; No arg means toggle.void
minimapZoom
(float delta) Sets the zoom factor of the minimap.void
minimapZoomDelta
(float delta) Changes the zoom factor of the minimap up or down by that amount (remaining centered on the current view).void
Enters the named mode.void
modeToggleBetweenIfNotMP
(String modeName1, String modeName2) Toggles between the two modes only if were not in a BMultiplayer game.void
musicPlaySong
(String szName, float fFade) Play a sound as if it were a music track.void
musicSetVolume
(float fv) Set the current music volume.void
Stop playing music.void
Toggles between battle mode and normal mode.void
Toggles between different ways obscured units are shown.void
Increments the current player.void
Togglee Fog of War without effecting simulation.void
Opens The Cinematic View Debugger.void
Opens The Config Editor.void
Open menu to change Flare Type.void
Opens The Grass Type Editor Gui.void
Opens The Lighting Editor Gui.void
Opens The Model System Diagnostics window.void
Open screen shot screen.void
Opens load dialog for prefabs/groupings.void
Opens The File Browser Gui.void
Opens The minimap color guide Gui.void
Opens The terrain texture browser.void
Opens The terrain texture Editor.void
Opens The Water Browser Gui.void
Opens The Water Editor Gui.void
Opens The Weathering Type Editor Gui.void
pause
(int val, boolean checkForAllowPause) With no arg, toggles pause state on/off; Otherwise, sets pause state.void
pause2
(int val, boolean checkForAllowPause) With no arg, toggles pause state on/off - otherwise, sets pause state.void
Resigns the currently controlled player.void
Plays movies from a playlist in the AVI directory.void
postGame()
Procedes to the post game report.void
Does what needs to be done.float
pow
(float x, float y) Returns the yth power of x (x^y).void
preQueueInSelected
(String Name, boolean Tech) Tries to preQueue the selected unit type or tech in any valid selected unit.void
preQueueInSelectedByID
(int Id, boolean Tech) Just like preQueueInSelected, but faster because it takes an ID.void
Create a save file named QuickSaveGame and close the pause pop up if its opened.float
radToDeg
(float radians) Converts an angle from radians to degrees.void
redo()
Redoes the last undone operation.void
Starts the Relic Capture victory if valid.void
renderBaseID
(int playerID, int basePlayerID, int areaID, int state) Sets the render state of the given base.void
Forces the renderer to reset.void
renderFriendOrFoe
(int val) With no arg, toggles friend or foe colors; Otherwise, sets it.void
renderPlanID
(int playerID, int planID, int state) Sets the render state of the given plan.void
renderWindow
(int val) With no arg, toggles window/fullscreen; Otherwise, sets mode to window(1)/fullscreen(0).void
repairUnit
(int unitID) Starts the auto repair on the specified unit.void
res
(int xRes, int yRes) Changes screen resolution.void
researchByID
(int techID, int unitID, int playerID, boolean playClick) Start the research of TechID from ResearchingUnitID for the current player (if no player is specified).void
researchTechInSelected
(String techName) Research a tech in current unit selection.void
Reset camera in the photo mode.void
Reloads the player colors from the XML file.void
Reset the sun color to full.void
resourceMarket
(int playerID, String toResourceName, float resourceAmount, String fromResourceName, boolean shiftGivesMultiple) Sends out a market use command for the given player, resource and amount; Negative means selling.void
resourceUnitConstructBuilding
(int unitID, String unitName) Find a nearby villager and construct a specified unit.void
restart()
Relaunch current scenario.void
Restarts the current game with the same seed.void
restartCurrentGameWithSeed
(int seed) Restarts the current game with the specified seed (1 to randomize).void
Restarts the playback of the current recorded game playback.void
Retell the current game with the same seed.boolean
rmAddClosestLocConstraint
(int constraintID, float bufferDist) Adds a constraint to the closest point finder, optionally extending (or shrinking) it by the given buffer.boolean
rmAddGlobalHeightNoise
(int noiseType, float amplitude, float baseFrequency, int numOctaves, float persistence) Adds height noise to the entire map (much faster than a global area would); Noise types can be cNoiseFractalSum or cNoiseTurbulence, the latter generating more random Perlin noise.boolean
rmAddPlayerResource
(int playerID, int resourceID, float amount) Adds to the specified resource of one player.boolean
Adds a point to the line to place players on.boolean
rmAreaAddCliffEdgeConstraint
(int areaID, int typeID, int constraintID, float bufferDist) Converts a cliff edge tile to the provided type if all constraints for that type pass (otherwise the default type is used); Priority is none, ramp, side.boolean
rmAreaAddCliffOuterLayerConstraint
(int areaID, int constraintID, float bufferDist) Adds a constraint that the outer cliff layers have to satisfy to get painted; Useful when building cliffs into other cliffs.boolean
rmAreaAddCliffRampAtAngle
(int areaID, float fraction, float angle) Adds a ramp to the cliff centered at the given angle with the given fraction of the cliff area circumference.boolean
rmAreaAddConstraint
(int areaID, int constraintID, float minBufferDist, float maxBufferDist) Adds the specified constraint to the area.boolean
rmAreaAddForestConstraint
(int areaID, int constraintID, float bufferDist) Adds a constraint that a tile must pass for forest to be painted in this area.int
rmAreaAddHeightBlend
(int areaID, int blendType, int filterID, int expansionTiles, int numPasses, boolean incrementalExpansion, boolean blendAfterPaint) Adds blending parameters that define how smoothly area height blends into its surroundings; Multipleblending instances can be applied to an area.boolean
rmAreaAddHeightBlendConstraint
(int areaID, int blendIdx, int constraintID, float bufferDist) Adds a constraint to the height blend with the given index to an area.boolean
rmAreaAddHeightBlendExpansionConstraint
(int areaID, int blendIdx, int constraintID, float bufferDist) Adds a constraint to the height blend with the given index to an area that will be used when blending with tiles reached by expanding.boolean
rmAreaAddHeightConstraint
(int areaDefID, int constraintID, float minBufferDist, float maxBufferDist) Adds the specified constraint to the areas height constraints, ignoring tiles that do not pass all constraints when setting the height.boolean
rmAreaAddInfluencePoint
(int areaID, Vector loc) Adds an influence point for an area to grow towards.boolean
rmAreaAddInfluenceSegment
(int areaID, Vector startLoc, Vector endLoc) Adds an influence segment for an area to expand within/towards.boolean
rmAreaAddOriginConstraint
(int areaID, int constraintID, float minBufferDist, float maxBufferDist) Adds the specified constraint to the areas origin (the first tile the area grows from).boolean
rmAreaAddRemoveType
(int areaID, int typeID) Adds a unit type to remove from tiles that lie inside the area.boolean
rmAreaAddTerrainConstraint
(int areaID, int constraintID, float bufferDist) Adds a constraint that a tile must pass for forest to be painted in this area.boolean
rmAreaAddTerrainLayer
(int areaID, int terrainID, int minTileDistance, int maxTileDistance) Adds a terrain layer to an area.boolean
rmAreaAddTerrainMixLayer
(int areaID, int mixID, int minTileDistance, int maxTileDistance) Adds a terrain layer to an area.boolean
rmAreaAddTerrainReplacement
(int areaID, int terrainID, int newTerrainID) Adds a terrain replacement rule to the area.boolean
rmAreaAddToClass
(int areaID, int classID) Adds an area to the given class.boolean
rmAreaBuild
(int areaID, boolean doPaint) Builds the specified area, returning true if the minimum number of tiles has been reached.int[]
rmAreaBuildAll
(boolean doPaint, boolean buildConcurrently) Builds all unbuilt areas, returning an array of the IDs of all areas processed.void
rmAreaBuildMany
(int[] areaIDs, boolean doPaint, boolean buildConcurrently) Builds the given areas.int
rmAreaCreate
(String name) Creates a new area.boolean
rmAreaDefAddCliffEdgeConstraint
(int areaDefID, int typeID, int constraintID, float bufferDist) Converts a cliff edge tile to the provided type if all constraints for that type pass (otherwise the default type is used); Priority is none, ramp, side.boolean
rmAreaDefAddCliffOuterLayerConstraint
(int areaDefID, int constraintID, float bufferDist) Adds a constraint that the outer cliff layers have to satisfy to get painted; Useful when building cliffs into other cliffs.boolean
rmAreaDefAddCliffRampAtAngle
(int areaDefID, float fraction, float angle) Adds a ramp to the cliff centered at the given angle with the given fraction of the cliff area circumference.boolean
rmAreaDefAddConstraint
(int areaDefID, int constraintID, float minBufferDist, float maxBufferDist) Adds the specified constraint to the area definition.boolean
rmAreaDefAddForestConstraint
(int areaDefID, int constraintID, float bufferDist) Adds a constraint that a tile must pass for terrain to be painted in this area.int
rmAreaDefAddHeightBlend
(int areaID, int blendType, int filterID, int expansionTiles, int numPasses, boolean incrementalExpansion, boolean blendBeforePaint) Adds blending parameters that define how smoothly area height blends into its surroundings; Multipleblending instances can be applied to an area.boolean
rmAreaDefAddHeightBlendConstraint
(int areaID, int blendIdx, int constraintID, float bufferDist) Adds a constraint to the height blend with the given index to an area def.boolean
rmAreaDefAddHeightBlendExpansionConstraint
(int areaID, int blendIdx, int constraintID, float bufferDist) Adds a constraint to the height blend with the given index to an area that will be used when blending with tiles reached by expanding.boolean
rmAreaDefAddHeightConstraint
(int areaDefID, int constraintID, float minBufferDist, float maxBufferDist) Adds the specified constraint to the areas height constraints, ignoring tiles that do not pass all constraints when setting the height.boolean
rmAreaDefAddInfluencePoint
(int areaDefID, Vector loc) Adds an influence point for an area definition to grow towards.boolean
rmAreaDefAddInfluenceSegment
(int areaDefID, Vector startLoc, Vector endLoc) Adds an influence segment for an area definition to expand within/towards.boolean
rmAreaDefAddOriginConstraint
(int areaDefID, int constraintID, float minBufferDist, float maxBufferDist) Adds the specified constraint to the areas origin (the first tile the area grows from) for the given area definition.boolean
rmAreaDefAddRemoveType
(int areaDefID, int typeID) Adds a unit type to remove from tiles that lie inside areas of the given definition.boolean
rmAreaDefAddTerrainConstraint
(int areaDefID, int constraintID, float bufferDist) Adds a constraint that a tile must pass for terrain to be painted in this area.boolean
rmAreaDefAddTerrainLayer
(int areaDefID, int terrainID, int minTileDistance, int maxTileDistance) Adds a terrain layer to an area definition.boolean
rmAreaDefAddTerrainMixLayer
(int areaDefID, int mixID, int minTileDistance, int maxTileDistance) Adds a terrain layer to an area definition.boolean
rmAreaDefAddTerrainReplacement
(int areaDefID, int terrainID, int newTerrainID) Adds a terrain replacement rule to the area definition.boolean
rmAreaDefAddToClass
(int areaDefID, int classID) Adds areas created from an area definition to the given class.int
rmAreaDefCreate
(String name) Creates a new area definition.int[]
rmAreaDefCreateAndBuildAreas
(int areaDefID, int numAreas, boolean doPaint, boolean buildConcurrently) Creates multiple areas from an area definiton and builds them; If a name override is provided that name is used incrementally, otherwise the name of the area definition followed by the number of areas created with the definition so far is used.int
rmAreaDefCreateArea
(int areaDefID, String nameOverride) Creates an area from an area definiton; If a name override is provided that name is used, otherwise the name of the area definition followed by the number of areas created with the definition so far is used.int[]
rmAreaDefCreateAreas
(int areaDefID, int numAreas, String nameOverride) Creates multiple areas from an area definiton; If a name override is provided that name is used incrementally, otherwise the name of the area definition followed by the number of areas created with the definition so far is used.int
rmAreaDefGetCreatedArea
(int areaDefID, int index) Gets the ID of the ith area created by this area definition.int[]
rmAreaDefGetCreatedAreas
(int areaDefID) Gets all area IDs created by this area definition.int
rmAreaDefGetID
(String name) Gets the area definition ID for a given area definiton name.rmAreaDefGetName
(int areaDefID) Gets the name for a given area definition ID.int
rmAreaDefGetNumberCreatedAreas
(int areaDefID) Gets the number of areas created by this area definition.boolean
rmAreaDefSetAvoidSelfDistance
(int areaDefID, float distance, float bufferDistance) Sets the distance that all areas created by this definition should avoid each other by.boolean
rmAreaDefSetBlobDistance
(int areaDefID, float minDist, float maxDist) Sets the minimum and maximum distance blobs can be from the center of areas from a definition.boolean
rmAreaDefSetBlobs
(int areaDefID, int minBlobs, int maxBlobs) Sets the minimum and maximum number of blobs for an area definition.boolean
rmAreaDefSetCliffEmbellishmentDensity
(int areaDefID, float density) Sets the embellishment density for all cliff layers.boolean
rmAreaDefSetCliffLayerEmbellishmentDensity
(int areaDefID, int layer, float density) Sets the embellishment density for the specified cliff layer.boolean
rmAreaDefSetCliffLayerPaint
(int areaDefID, int layer, boolean doPaint) Sets whether or not to paint the given cliff layer.boolean
rmAreaDefSetCliffPaintInsideAsSide
(int areaDefID, boolean paintTopAsSide) If set, the inside of a cliff will be painted with side terrain instead.boolean
rmAreaDefSetCliffRamps
(int areaDefID, int count, float size, float variance, float spacing, float angle) Adds ramps with the given size, variance, and spacing centering around the given angle to the cliff.boolean
rmAreaDefSetCliffRampSteepness
(int areaDefID, float rampSteepness) Sets an area definitions cliff ramp steepness.boolean
rmAreaDefSetCliffSideRadius
(int areaDefID, int innerRadius, int outerRadius) Sets the inner and outer radius in tiles to consider as cliff edge for an area definition (extending the area outwards if necessary, ignoring any constraints).boolean
rmAreaDefSetCliffSideSheernessThreshold
(int areaDefID, float sheernessAngleThresh) Sets the minimum slope (angle in radians) a cliff side tile must have to be considered as a sheer tile instead (radians within [0, PI/2]).boolean
rmAreaDefSetCliffType
(int areaDefID, int cliffID) Sets the cliff type for an area definition.boolean
rmAreaDefSetCoherence
(int areaDefID, float coherence, float minDistThresh) Sets the area definition coherence between 0.0 (randomly) and 1.0 (circular); If minDistThresh is set, coherence is only applied to tiles further away than the threshold (with 1.0 being used otherwise).boolean
rmAreaDefSetCoherenceSquare
(int areaDefID, boolean useSquareCoherence) Uses square instead of circular coherence, making areas grow as a square instead of a circle.boolean
rmAreaDefSetConstraintBuffer
(int areaDefID, float minBufferDist, float maxBufferDist) Sets an override for the min/max constraint buffers in meters for the given area definition.boolean
rmAreaDefSetEdgeSmoothDistance
(int areaDefID, int smoothDistance, boolean smoothOnMapEdge) Sets an area definitions edge smoothing distance.boolean
rmAreaDefSetForestTreeDensity
(int areaDefID, float density) Sets the probability to place a tree on forest tree tiles in an area definition.boolean
rmAreaDefSetForestType
(int areaDefID, int forestID) Sets the forest type for an area definition.boolean
rmAreaDefSetForestUnderbrushDensity
(int areaDefID, float frequency) Sets the probability to place underbrush on forest underbrush tiles in an area definition.boolean
rmAreaDefSetHeight
(int areaDefID, float height) Sets the height for an area definition.boolean
rmAreaDefSetHeightFactors
(int areaDefID, float oneTileFactor, float twoTilesFactor, float threeTilesFactor, float fourTilesFactor) Defines the factor to apply to the height of each cliff tile vertex depending on how many cliff tiles the vertex is part of.boolean
rmAreaDefSetHeightNoise
(int areaID, int type, float amplitude, float baseFrequency, int octaves, float persistence) Adds height noise to the area; Noise types can be cNoiseFractalSum or cNoiseTurbulence, the latter generating more random Perlin noise.boolean
rmAreaDefSetHeightNoiseBias
(int areaDefID, float bias) Sets the area definitions elevation variation noise bias (-1 means down only, 0 means down and up equally, 1 means up only).boolean
rmAreaDefSetHeightNoiseEdgeFalloffDist
(int areaDefID, float dist) Sets the area definitions elevation noise to falloff as it gets closer to the areas edge.boolean
rmAreaDefSetHeightRelative
(int areaDefID, float height) Sets the relative height for an area definition.boolean
rmAreaDefSetLoc
(int areaDefID, Vector loc) Sets the area location for an area definition.boolean
rmAreaDefSetLocPlayer
(int areaDefID, int playerID) Sets the area location to a player's location for an area definition.boolean
rmAreaDefSetLocTeam
(int areaDefID, int teamID) Sets the area location to a teams location for an area definition.boolean
rmAreaDefSetMix
(int areaDefID, int mixID) Sets the mix for an area definition, overriding the terrain type if set.boolean
rmAreaDefSetOriginConstraintBuffer
(int areaDefID, float minBufferDist, float maxBufferDist) Sets an override for the min/max origin constraint buffers in meters for the given area.boolean
rmAreaDefSetParent
(int areaDefID, int parentAreaID) Sets an areas parent area to which the areas from this def are restricted to; If you can, use this instead of an area constraint for performance.boolean
rmAreaDefSetPath
(int areaDefID, int pathID, float minWidthMeters, float extraWidthMeters) Sets an area derived from an area def to follow a previously built path.boolean
rmAreaDefSetPathSegment
(int areaDefID, int pathID, int segmentIdx, float minWidthMeters, float extraWidthMeters) Sets an area derived from an area def to follow a segment (between two waypoints) of a previously built path.boolean
rmAreaDefSetReveal
(int areaDefID, int tiles) Sets areas created from the given area definition to be revealed (1 means dont reveal, 0 means reveal, 0 means reveal plus that number of extra tiles.boolean
rmAreaDefSetSize
(int areaDefID, float fraction, float minSuccessFraction) Sets the size of an area derived from an area definition as a fraction of the total map and allows to specify a minimum fraction that is required for the area to be reached to be marked as built successfully when building it.boolean
rmAreaDefSetSizeRange
(int areaDefID, float minFraction, float maxFraction, float minSuccessFraction) Sets the size of areas derived from an area def, randomizing between the provided fraction.boolean
rmAreaDefSetTerrainType
(int areaDefID, int terrainID) Sets the terrain type for an area definition.boolean
rmAreaDefSetWarnOnBuildFailure
(int areaDefID, int minAcceptedState) Makes the debugger break with a warning if an area derived from this area def does not reach at least the specified build state (failed -> incomplete -> complete).boolean
rmAreaDefSetWaterDepth
(int areaDefID, float depth) Sets the water depth to be used (0.0f) for the water painted by this area def.boolean
rmAreaDefSetWaterEdgeHeight
(int areaDefID, float height, float bufferDistance) Sets the height of the land around the water painted by this area def (applied before the height blend); The buffer distance determines the width of the land around the water.boolean
rmAreaDefSetWaterHeight
(int areaDefID, float height, int heightType) Sets the level up to which water will be painted for the area def; The type defines whether the provided value is absolute, or whether the minimum, average, or maximum height of the area should be used as an offset instead.boolean
rmAreaDefSetWaterHeightBlend
(int areaDefID, int filterID, float smoothDistance, int numPasses) Sets the height blend to be applied at the edge of the water painted by this area def up to a given distance away from the edge.boolean
rmAreaDefSetWaterPaintTerrain
(int areaDefID, boolean paintEdges) If set to true, the water edge terrain (beaches/shores) will be painted for water painted by this area def.boolean
rmAreaDefSetWaterType
(int areaDefID, int waterID) Sets the water type for an area definition.boolean
rmAreaFindOriginLoc
(int areaID) (Re)randomizes the areas origin tile, returning true if one has been found successfully and false otherwise; If not called previously, building the area will also call this.boolean
rmAreaFindOriginLocClosestToLoc
(int areaID, Vector loc, float maxDistMeters) (Re)randomizes the areas origin tile, trying to find the tile that is closest to the provided location while still satisfying the (origin) constraints; Returnstrue if one has been found successfully and false otherwise.boolean
rmAreaFindOriginLocFurthestFromLoc
(int areaID, Vector loc, float maxDistMeters) (Re)randomizes the areas origin tile, trying to find the tile that is furthest from the provided location while still satisfying the (origin) constraints; Returnstrue if one has been found successfully and false otherwise; Keep maxDist small or this may be very slow.int
rmAreaGetBuildState
(int areaID) Gets the build state of an area (not started, failed, incomplete, success).rmAreaGetClosestLoc
(int areaID, Vector loc, int[] constraintIDs) Returns the loc fraction of the tile of an area that's closest to the given loc, optionally requiring that it passes the given constraints.int
rmAreaGetID
(String name) Gets the area ID for a given area name.rmAreaGetLoc
(int areaID) Gets the fractions of a an areas (origin) location.rmAreaGetName
(int areaID) Gets the name for a given area ID.int
rmAreaGetTileCount
(int areaID) Gets the number of tiles of a built area.Vector[]
rmAreaGetTiles
(int areaID) Returns the tiles of an area as an array of vectors of tile coordinates (not meters).boolean
rmAreaPaint
(int areaID) Paints the specified area (must be built first).int[]
Paints all unpainted (but built) areas.void
rmAreaPaintMany
(int[] areaIDs) Paints the given areas (must be built first).boolean
rmAreaSetBlobDistance
(int areaID, float minDist, float maxDist) Sets the minimum and maximum distance blobs can be from the center of an area.boolean
rmAreaSetBlobs
(int areaID, int minBlobs, int maxBlobs) Sets the minimum and maximum number of blobs for an area.boolean
rmAreaSetCliffEmbellishmentDensity
(int areaID, float density) Sets the embellishment density for all cliff layers.boolean
rmAreaSetCliffLayerEmbellishmentDensity
(int areaID, int layer, float density) Sets the embellishment density for the specified cliff layer.boolean
rmAreaSetCliffLayerPaint
(int areaID, int layer, boolean doPaint) Sets whether or not to paint the given cliff layer.boolean
rmAreaSetCliffPaintInsideAsSide
(int areaID, boolean paintTopAsSide) If set, the inside of a cliff will be painted with side terrain instead.boolean
rmAreaSetCliffRamps
(int areaID, int count, float size, float variance, float spacing, float angle) Adds ramps with the given size, variance, and spacing centering around the given angle to the cliff.boolean
rmAreaSetCliffRampSteepness
(int areaID, float rampSteepness) Sets an areas cliff ramp steepness.boolean
rmAreaSetCliffSideRadius
(int areaID, int innerRadius, int outerRadius) Sets the inner and outer radius in tiles to consider as cliff edge for an area (extending the area outwards if necessary, ignoring any constraints).boolean
rmAreaSetCliffSideSheernessThreshold
(int areaID, float sheernessAngleThresh) Sets the minimum slope (angle in radians) a cliff side tile must have to be considered as a sheer tile instead (radians within [0, PI/2]).boolean
rmAreaSetCliffType
(int areaID, int cliffID) Sets the cliff type for an area.boolean
rmAreaSetCoherence
(int areaID, float coherence, float minDistThresh) Sets the area coherence between 0.0 (randomly) and 1.0 (circular); If minDistThresh is set, coherence is only applied to tiles further away than the threshold (with 1.0 being used otherwise).boolean
rmAreaSetCoherenceSquare
(int areaID, boolean useSquareCoherence) Uses square instead of circular coherence, making areas grow as a square instead of a circle.boolean
rmAreaSetConstraintBuffer
(int areaID, float minBufferDist, float maxBufferDist) Sets an override for the min/max constraint buffers in meters for the given area.boolean
rmAreaSetEdgeSmoothDistance
(int areaID, int smoothDistance, boolean smoothOnMapEdge) Sets an areas edge smoothing distance.boolean
rmAreaSetFailed
(int areaID) Marks an area as failed if building has not started yet, meaning it cannot be built anymore and will not be considered by rmAreaBuildAll().boolean
rmAreaSetForestTreeDensity
(int areaID, float density) Sets the probability to place a tree on forest tree tiles in an area.boolean
rmAreaSetForestType
(int areaID, int forestID) Sets the forest type for an area.boolean
rmAreaSetForestUnderbrushDensity
(int areaID, float frequency) Sets the probability to place underbrush on forest underbrush tiles in an area.boolean
rmAreaSetHeight
(int areaID, float height) Sets the height for an area.boolean
rmAreaSetHeightFactors
(int areaID, float oneTileFactor, float twoTilesFactor, float threeTilesFactor, float fourTilesFactor) Defines the factor to apply to the height of each tile vertex depending on how many tiles the vertex is part of.boolean
rmAreaSetHeightNoise
(int areaID, int type, float amplitude, float baseFrequency, int octaves, float persistence) Adds height noise to the area; Noise types can be cNoiseFractalSum or cNoiseTurbulence, the latter generating more random Perlin noise.boolean
rmAreaSetHeightNoiseBias
(int areaID, float bias) Sets the areas elevation variation noise bias (-1 means down only, 0 means down and up equally, 1 means up only).boolean
rmAreaSetHeightNoiseEdgeFalloffDist
(int areaID, float dist) Sets the areas elevation noise to falloff as it gets closer to the areas edge.boolean
rmAreaSetHeightRelative
(int areaID, float height) Sets the relative height for an area.boolean
rmAreaSetLoc
(int areaID, Vector loc) Sets the area location.boolean
rmAreaSetLocPlayer
(int areaID, int playerID) Sets the area location to a player's location.boolean
rmAreaSetLocTeam
(int areaID, int teamID) Sets the area location to a teams location.boolean
rmAreaSetMix
(int areaID, int mixID) Sets the mix for an area, overriding the terrain type if set.boolean
rmAreaSetOriginConstraintBuffer
(int areaID, float minBufferDist, float maxBufferDist) Sets an override for the min/max origin constraint buffers in meters for the given area.boolean
rmAreaSetPainted
(int areaID) Marks an area as painted, meaning it cannot be painted and will not be considered by rmAreaBuildAll() or rmAreaPaintAll().boolean
rmAreaSetParent
(int areaID, int parentAreaID) Sets an areas parent area to which the area is restricted to; If you can, use this instead of an area constraint for performance.boolean
rmAreaSetPath
(int areaID, int pathID, float minWidthMeters, float extraWidthMeters) Sets an area to follow a previously built path.boolean
rmAreaSetPathSegment
(int areaID, int pathID, int segmentIdx, float minWidthMeters, float extraWidthMeters) Sets an area to follow a segment (between two waypoints) of a previously built path.boolean
rmAreaSetReveal
(int areaID, int tiles) Sets the area to be revealed (1 means dont reveal, 0 means reveal, 0 means reveal plus that number of extra tiles.boolean
rmAreaSetSize
(int areaID, float minFraction, float minSuccessFraction) Sets the size of an area as a fraction of the total map and allows to specify a minimum fraction that is required for the area to be reached to be marked as built successfully when building it.boolean
rmAreaSetSizeRange
(int areaID, float minFraction, float maxFraction, float minSuccessFraction) Sets the size of an area as a fraction, randomizing between the provided fraction.boolean
rmAreaSetTerrainType
(int areaID, int terrainID) Sets the terrain type for an area.boolean
rmAreaSetWarnOnBuildFailure
(int areaID, int minAcceptedState) Makes the debugger break with a warning if the area does not reach at least the specified build state (failed -> incomplete -> complete).boolean
rmAreaSetWaterDepth
(int areaID, float depth) Sets the water depth to be used (0.0f) for the water painted by this area.boolean
rmAreaSetWaterEdgeHeight
(int areaID, float height, float bufferDistance) Sets the height of the land around the water painted by this area (applied before the height blend); The buffer distance determines the width of the land around the water.boolean
rmAreaSetWaterHeight
(int areaID, float height, int heightType) Sets the level up to which water will be painted for the area; The type defines whether the provided value is absolute, or whether the minimum, average, or maximum height of the area should be used as an offset instead.boolean
rmAreaSetWaterHeightBlend
(int areaID, int filterID, float smoothDistance, int numPasses) Sets the height blend to be applied at the edge of the water painted by this area up to a given distance away from the edge.boolean
rmAreaSetWaterPaintTerrain
(int areaID, boolean paintEdges) If set to true, the water edge terrain (beaches/shores) will be painted for water painted by this area.boolean
rmAreaSetWaterType
(int areaID, int waterID) Sets the water type for an area.int
rmClassCreate
(String name) Defines a new class with the given name.int
rmClassDefine
(String name) Defines a new class with the given name; Deprecated, please usermClassCreate(java.lang.String)
instead!int[]
rmClassGetAreas
(int classID) Returns the area IDs that have been added to this class.int
rmClassGetID
(String name) Gets the class ID for a given class name.int
rmClassGetNumberAreas
(int classID) Returns the number of areas (no defs) that have been added to this class.int
rmClassGetNumberAreaTiles
(int classID) Returns the number of tiles all areas in this class span across the entire map.int
rmClassGetNumberObjects
(int classID) Returns the number of objects (no defs) that have been added to this class.int
rmClassGetNumberPaths
(int classID) Returns the number of paths (no defs) that have been added to this class.int[]
rmClassGetObjects
(int classID) Returns the object IDs that have been added to this class.int[]
rmClassGetPaths
(int classID) Returns the path IDs that have been added to this class.void
Clears the constraints for the closest loc finder.int
rmCreateAreaConstraint
(int areaID, String name) Creates a constraint to force something to remain within an area.int
rmCreateAreaDistanceConstraint
(int areaID, float distance, String name) Creates a constraint to avoid an area at least by the given distance.int
rmCreateAreaEdgeConstraint
(int areaID, String name) Creates a constraint to make something remain within an areas edge.int
rmCreateAreaEdgeDistanceConstraint
(int areaID, float distance, String name) Creates a constraint to avoid an areas edge by at least the given distance.int
rmCreateAreaEdgeMaxDistanceConstraint
(int areaID, float distance, String name) Creates a constraint to avoid an areas edge by no more than the given distance.int
rmCreateAreaMaxDistanceConstraint
(int areaID, float distance, String name) Creates a constraint to avoid an area by no more than the given distance.int
rmCreateBoxConstraint
(Vector startLoc, Vector endLoc, String name) Creates a constraint to remain within the specified box.int
rmCreateBoxDistanceConstraint
(Vector startLoc, Vector endLoc, float minDist, String name) Creates a constraint to avoid the specified box.int
rmCreateBoxMaxDistanceConstraint
(Vector startLoc, Vector endLoc, float maxDist, String name) Creates a constraint to remain within the specified distance to a square or rectangle.int
rmCreateCircularConstraint
(Vector loc, float radiusMeters, float minAngle, float maxAngle, boolean inverted, String name) Creates a circular area to avoid.int
rmCreateClassDistanceConstraint
(int classID, float distance, int areaDistFunType, String name) Creates a constraint to avoid elements of a given class by a distance.int
rmCreateClassMaxDistanceConstraint
(int classID, float distance, int areaDistFunType, String name) Creates a constraint to remain within the specified distance to elements of a given class.int
rmCreateCliffRampConstraint
(int areaID, String name) Creates a constraint to make something remain within an areas cliff ramp edge.int
rmCreateCliffRampDistanceConstraint
(int areaID, float distance, String name) Creates a constraint to avoid an areas cliff edge by at least the given distance.int
rmCreateCliffRampMaxDistanceConstraint
(int areaID, float distance, String name) Creates a constraint to avoid an areas cliff edge by no more than the given distance.int
rmCreateCliffSideConstraint
(int areaID, String name) Creates a constraint to make something remain within an areas cliff edge.int
rmCreateCliffSideDistanceConstraint
(int areaID, float distance, String name) Creates a constraint to avoid an areas cliff edge by at least the given distance.int
rmCreateCliffSideMaxDistanceConstraint
(int areaID, float distance, String name) Creates a constraint to avoid an areas cliff edge by no more than the given distance.int
rmCreateFlagDistanceConstraint
(int flagID, float distance, boolean state, String name) Creates a constraint to avoid units with a certain flag by a distance.int
rmCreateFlagMaxDistanceConstraint
(int flagID, float distance, boolean state, String name) Creates a constraint to remain within the specified distance to units with certain flag.int
rmCreateLocDistanceConstraint
(Vector loc, float minDist, String name) Creates a constraint that requires valid tiles to avoid a location by at least the given distance.int
rmCreateLocMaxDistanceConstraint
(Vector loc, float maxDist, String name) Creates a constraint that requires valid tiles to be within a given disance to the specified location.int
rmCreateMaxHeightConstraint
(float height, String name) Creates a constraint to avoid terrain with height higher than the provided height.int
rmCreateMaxWaterDepthConstraint
(float depth, String name) Creates a constraint to avoid terrain with water deeper than the provided depth.int
rmCreateMinHeightConstraint
(float height, String name) Creates a constraint to avoid terrain with height lower than the provided height.int
rmCreateMinWaterDepthConstraint
(float depth, String name) Creates a constraint to avoid terrain with water less deep than the provided depth.int
rmCreatePassabilityDistanceConstraint
(int passabilityType, boolean passable, float distance, String name) Creates a constraint to avoid terrain with the given passability by more than the specified distance.int
rmCreatePassabilityMaxDistanceConstraint
(int passabilityType, boolean passable, float distance, String name) Creates a constraint to remain within the specified distance to terrain with the given passability.int
rmCreatePathDistanceConstraint
(int pathID, float minDist, String name) Creates a constraint to avoid a path by at least a given a distance (in meters).int
rmCreatePathMaxDistanceConstraint
(int pathID, float maxDist, String name) Creates a constraint to make something remain within a distance (in meters) of a path.int
rmCreateTerrainTypeDistanceConstraint
(int terrainID, float minDist, String name) Creates a constraint to avoid terrain of the specified type.int
rmCreateTerrainTypeMaxDistanceConstraint
(int terrainID, float maxDist, String name) Creates a constraint to make something remain within a distance (in meters) of a terrain type.int
rmCreateTileDistanceConstraint
(Vector tileLoc, float minDist, String name) Creates a constraint to avoid a tile by a distance.int
rmCreateTileMaxDistanceConstraint
(Vector tileLoc, float maxDist, String name) Creates a constraint to remain within the specified distance of a tile.int
rmCreateTypeDistanceConstraint
(int typeID, float distance, boolean state, String name) Creates a constraint to avoid units of a certain type by a distance.int
rmCreateTypeMaxDistanceConstraint
(int typeID, float distance, boolean state, String name) Creates a constraint to remain within the specified distance to units a certain type.int
rmCreateWaterDistanceConstraint
(boolean hasWater, float minDist, String name) Creates a constraint to avoid terrain that does (not) have water (shallow and impassable).int
rmCreateWaterMaxDistanceConstraint
(boolean hasWater, float maxDist, String name) Creates a constraint to make something remain within a distance (in meters) of terrain that does (not) have water (shallow and impassable).boolean
rmCustomCliffAddObject
(int cliffID, int layerID, int protoID, float weight) Adds a proto and assigns a weight when placing it for one layer of a custom cliff.boolean
rmCustomCliffAddObjectToAllLayers
(int cliffID, int protoID, float weight) Adds a proto and assigns a weight when placing it for a custom cliff.int
rmCustomCliffCreate
(String name) Creates a new custom cliff.boolean
rmCustomCliffSetMix
(int cliffID, int layerID, int mixID, float objectDensity) Sets the cliff mix and object density for one layer of a custom cliff.boolean
rmCustomCliffSetTerrain
(int cliffID, int layerID, int terrainID, float objectDensity) Sets the cliff terrain and object density for one layer of a custom cliff.boolean
rmCustomForestAddTreeType
(int forestID, int protoID, float weight) Adds a tree type to randomize from with the given weight to a custom forest.boolean
rmCustomForestAddUnderbrushType
(int forestID, int protoID, float weight) Adds an underbrush type to randomize from with the given weight to a custom forest.int
rmCustomForestCreate
(String name) Creates a new custom forest.boolean
rmCustomForestSetMix
(int forestID, int mixID) Sets the floor mix for a custom forest.boolean
rmCustomForestSetParams
(int forestID, float treeDensity, float underbrushDensity) Sets the tree and underbrush density parameters for a custom forest.boolean
rmCustomForestSetTerrain
(int forestID, int terrainTypeID) Sets the terrain type for a custom forest.boolean
rmCustomMixAddObjectEntry
(int mixID, int protoID, float weight, float scaleMin, float scaleMax) Adds a proto object entry for the custom mix with the given ID.boolean
rmCustomMixAddPaintEntry
(int mixID, int terrainID, float weight) Adds a terrain paint entry for the custom mix with the given ID.int
rmCustomMixCreate
(String name) Creates a new custom mix.boolean
rmCustomMixSetObjectParams
(int mixID, float baseWeight) Sets the base weight (weight to not place anything) for a custom mix.boolean
rmCustomMixSetPaintParams
(int mixID, int mode, float freq, int octaves, float persistence) Sets the terrain paint parameters for the custom mix with the given ID.void
rmEchoError
(String errorString) Prints an error message to the debugger.void
rmEchoInfo
(String echoString) Prints an info message to the debugger.void
rmEchoWarning
(String warningString) Prints a warning message to the debugger.float
rmFractionToAreaRadius
(float fraction, boolean clamp, boolean warn) Calculates the radius of the area that covers the given fraction of the entire map.float
rmFractionToAreaSquareMeters
(float fraction, boolean clamp, boolean warn) Converts a fraction of the entire map to an area in square meters.int
rmFractionToAreaTiles
(float fraction, boolean clamp, boolean warn) Converts a fraction of the entire map to a number of tiles.rmFractionToMeters
(Vector meters, boolean clamp, boolean warn) Converts a vector of fractions to a vector in meters.rmFractionToTileIndex
(Vector fraction, boolean warn) Converts a vector of fractions to the vector of the closest the closest tile.void
rmGenerationAddLogLine
(String line) Adds a line to the generation log printed to the debugger once generation finishes.boolean
Gets the internal generation result previously set by rmGenerationSetSuccess().void
rmGenerationSetSuccess
(boolean success) Sets the internal generation result to true (success) or false (failure).rmGetClosestLoc
(Vector loc, float maxDistance, boolean additiveConstraints) Finds the closest loc to another loc, satisfying the previously added constraints; If additiveConstraints is set to false, only one constraint has to evaluate to true for a tile to be accepted.int
rmGetConstraintID
(String name) Gets the constraint ID for a given constraint name.rmGetConstraintName
(int constraintID) Gets the constraint name for a given constraint ID.float
Returns the area of the map in square meters.int
Returns the total number of tiles.float
Returns the X size of the map in meters.int
Returns the X size of the map in tiles.float
Returns the Z size of the map in meters.int
Returns the Z size of the map in tiles.int
Returns the number of players that have already been placed.int
rmGetNumberPlacedPlayersOnTeam
(int teamID) Gets the number of players that have already placed for the team with the specified ID.int
rmGetNumberPlayersOnTeam
(int teamID) Gets the number of players on the specified team.int
rmGetPlacedPlayer
(int index) Gets the ID of the player in the specified index based on the placement order.int
rmGetPlacedPlayerOnTeam
(int teamID, int index) Gets the player in the specified position on the team (in the order of placement).int
rmGetPlacedTeam
(int index) Gets the team ID in the specified position based on placement order (ie, the first team that had all of its players placed is at position 0, etc).int
rmGetPlayerCiv
(int playerID) Gets the civilization ID of the specified player.int
rmGetPlayerColorIndex
(int playerID) Gets the color index of the specified player.int
rmGetPlayerCulture
(int playerID) Gets the culture ID of the specified player.rmGetPlayerLoc
(int playerID) Gets a player's starting location.rmGetPlayerName
(int playerID) Gets a player's name.int
rmGetPlayerOnTeam
(int teamID, int index) Gets the player in the specified position on the team (as loaded into the game).int
rmGetPlayerTeam
(int playerID) Gets the team the specified player is on.boolean
rmInitializeLand
(int terrainID, float height) Initializes the terrain to the specified type and height.boolean
rmInitializeMix
(int mixID, float height) Initializes the terrain to the specified mix type and height.boolean
rmInitializeWater
(int waterID, float waterLevel, float waterDepth) Initializes the terrain to the specified water type, level, and depth (defaults to the depth value from the waterbody file).boolean
rmIsTileAcceptableForConstraint
(int constraintID, int tileX, int tileZ, float bufferDist) Checks whether a tile is acceptable under a given constraint.boolean
rmLocGenAddAngleRandomizerSectorPriority
(int angleRandomizerID, int startIdx, int endIdx, int priority, int incrementType, boolean isAdditive) Simon TODO.boolean
rmLocGenAddLocBinding
(int locID, int otherLocID, float minDist, float maxDist, boolean mutual) Simon TODO.boolean
rmLocGenAddLocConstraint
(int locID, int constraintID, float bufferDist) Simon TODO.boolean
rmLocGenApply
(boolean buildAreas, boolean paintAreas) Simon TODO.int
Simon TODO.int
Simon TODO.int
Creates a new radius randomizer.boolean
Simon TODO.float
Simon TODO.rmLocGenGetLoc
(int locID) Simon TODO.int
rmLocGenGetLocIDByOwner
(int ownerID, int idx) Simon TODO.int
rmLocGenGetLocOwner
(int locID) Simon TODO.int
Simon TODO.int
rmLocGenGetNumberLocsByOwner
(int ownerID) Simon TODO.float
Simon TODO.boolean
Simon TODO.boolean
rmLocGenSetArea
(int locID, int areaID) Simon TODO.boolean
rmLocGenSetDistStrictness
(float strictnessThresh) Sets a threshold (0-1) for a fraction of iterations after which the location generator will start to loosen the set distance for locs to avoid themselves (e.g., 0.1 -> after 10% of the iterations, the generator will start to linearly reduce the avoidance distances).boolean
rmLocGenSetInAreaID
(int locID, int areaID) Simon TODO.boolean
rmLocGenSetLocAngleParams
(int locID, boolean randomizeSide, boolean rotateClockwise) Simon TODO.boolean
rmLocGenSetLocAngleRandomizer
(int locID, int radiusRandomizerID) Simon TODO.boolean
rmLocGenSetLocAngleVariance
(int locID, float angleVar, boolean isAbsolute) Simon TODO.boolean
rmLocGenSetLocAvoidDistance
(int locID, float avoidDist) Simon TODO.boolean
rmLocGenSetLocForwardAngle
(int locID, float forwardAngle) Simon TODO.boolean
rmLocGenSetLocOrigin
(int locID, Vector loc) Simon TODO.boolean
rmLocGenSetLocOwner
(int locID, int ownerID) Simon TODO.boolean
rmLocGenSetLocRadiusRandomizer
(int locID, int radiusRandomizerID) Simon TODO.boolean
rmLocGenSetLocRadiusVariance
(int locID, float radiusVar, boolean isAbsolute) Simon TODO.boolean
rmLocGenSetLocSquarePlacement
(int locID, boolean squarePlacement) Simon TODO.boolean
rmLocGenSetMaxIterations
(int maxIterations) Sets the maximum number of iterations the location generator will run for before giving up.boolean
rmLocGenSetObject
(int locID, int objectID, boolean placeAsNature) Simon TODO.boolean
rmLocGenSetRadiusRandomizerRadius
(int radiusRandomizerID, float minRadius, float maxRadius) Sets the min/max radius in meters for a radius randomizer.rmMetersToFraction
(Vector meters, boolean clamp, boolean warn) Converts vector of in meters to a vector in fractions.rmMetersToTileIndex
(Vector meters, boolean warn) Converts a vector of meters to a vector of a tile position (rounded to the closest tile).int
rmMetersToTiles
(float meters) Converts a length in meters to a number of tiles.boolean
rmMultiplyPlayerResource
(int playerID, int resourceID, float factor) Multiplys a player's amount of the specified resource by the given factor.boolean
rmObjectAddConstraint
(int objectID, int constraintID, float bufferDist) Adds the specified constraint to the given object.int
rmObjectAddItem
(int objectID, int protoID, int count, float minClusterDist, float maxClusterDist) Adds an item by proto ID to the object.boolean
rmObjectAddToClass
(int objectID, int classID) Adds an object to the given class.int
rmObjectCreate
(String name) Creates a new object.boolean
rmObjectDefAddConstraint
(int objectDefID, int constraintID, float bufferDist) Adds the specified constraint to the given object definition.int
rmObjectDefAddItem
(int objectDefID, int protoID, int count, float minClusterDist, float maxClusterDist) Adds an item by proto ID to the object definition.int
rmObjectDefAddItemRange
(int objectDefID, int protoID, int minCount, int maxCount, float minClusterDist, float maxClusterDist) Adds an item by proto ID to the object definition, randomizing between min/max when deriving an object from this definition.boolean
rmObjectDefAddToClass
(int objectDefID, int classID) Add objects created from an object definition to the given class.int
rmObjectDefCreate
(String name) Creates a new object definition.int
rmObjectDefCreateObject
(int objectDef, String name) Creates a new object from an object definition.int[]
rmObjectDefCreateObjects
(int objectDefID, int numObjects, String nameOverride) Creates multiple objects from an object definiton; If a name override is provided that name is used incrementally, otherwise the name of the object definition followed by the number of objects created with the definition so far is used.int
rmObjectDefGetConstraint
(int objectDefID, int idx) Get the constraint ID at a given index for an object def.int
rmObjectDefGetCreatedObject
(int objectDefID, int index) Gets the ID of the ith object created by this object definition.int[]
rmObjectDefGetCreatedObjects
(int objectDefID) Gets all object IDs created by this object definition.int
rmObjectDefGetID
(String name) Gets the object definition ID for a given object definition name.rmObjectDefGetName
(int defID) Gets the name for a given object definition ID.int
rmObjectDefGetNumberConstraints
(int objectDefID) Get the number of constraints that have been added to an object def.int
rmObjectDefGetNumberCreatedObjects
(int objectDefID) Returns the number of objects created (not necessarily placed successfully) by this object definition.int[]
rmObjectDefPlaceAnywhere
(int objectID, int playerID, int count, boolean ignoreConstraints) Place object def anywhere on the map for given player.int[]
rmObjectDefPlaceAtArea
(int objectDefID, int playerID, int areaID, float minDist, float maxDist, int count, boolean squareRadius, boolean ignoreConstraints) Place object def for the player at the given areas location.int[]
rmObjectDefPlaceAtLoc
(int objectDefID, int playerID, Vector loc, float minDist, float maxDist, int count, boolean squareRadius, boolean ignoreConstraints) Place object def at specific location for given player.int[]
rmObjectDefPlaceInArea
(int objectDefID, int playerID, int areaID, int count, boolean ignoreConstraints) Place object def for the player in the given area.int[]
rmObjectDefPlaceNearLoc
(int objectDefID, int playerID, Vector loc, float maxDistMeters, int count) Place object def at specific location for given player, flooding outwards until the given distance (or all objects have been placed).boolean
rmObjectDefSetItemPlaceAnywhere
(int objectID, int itemIdx, boolean placeAnywhere) Ignores placement restrictions when placing the item at the given index for an object def.boolean
rmObjectDefSetItemRotation
(int objectDefID, int itemIdex, int rotationType, float rotationAngle) Sets the rotation type and angle (only for the custom angle rotation type) for the item at the given index for an object def.boolean
rmObjectDefSetItemVariation
(int objectDefID, int itemIdex, int variation) Sets variation type (0 being the first variation) for the item at the given index for an object def.rmObjectGetCentroidLoc
(int objectID) Gets the centroid of all units placed for an object and its items.int
rmObjectGetConstraint
(int objectID, int idx) Get the constraint ID at a given index for an object.int
rmObjectGetID
(String name) Gets the object ID for a given object name.rmObjectGetLoc
(int objectID) Gets the location of an object (after it has been placed).rmObjectGetName
(int defID) Gets the name for a given object ID.int
rmObjectGetNumberConstraints
(int objectID) Get the number of constraints that have been added to an object.int
rmObjectiveAdd
(String nameStr, String textStr, String hintStr, boolean isPrimary, boolean isVisible) Adds a map objective.void
rmObjectiveSetPlayer
(int objID, int playerID) Restricts the objective to the given player.void
rmObjectiveSetTeam
(int objID, int teamID) Restricts the objective to the given team.boolean
rmObjectPlaceAnywhere
(int objectID, int playerID, boolean ignoreConstraints) Place object anywhere on the map for given player.boolean
rmObjectPlaceAtArea
(int objectID, int playerID, int areaID, float minDist, float maxDist, boolean squareRadius, boolean ignoreConstraints) Place object for the player at the given areas location.boolean
rmObjectPlaceAtLoc
(int objectID, int playerID, Vector loc, float minDist, float maxDist, boolean squareRadius, boolean ignoreConstraints) Place object at specific location for given player.boolean
rmObjectPlaceInArea
(int objectID, int playerID, int areaID, boolean ignoreConstraints) Place object for the player in the given area.boolean
rmObjectPlaceNearLoc
(int objectID, int playerID, Vector loc, float maxDistMeters) Place object at specific location for given player, flooding outwards until a valid tile has been found.boolean
rmObjectSetItemPlaceAnywhere
(int objectID, int itemIdx, boolean placeAnywhere) Ignores placement restrictions when placing the item at the given index for an object.boolean
rmObjectSetItemRotation
(int objectID, int itemIdex, int rotationType, float rotationAngle) Sets the rotation type and angle (only for the custom angle rotation type) for the item at the given index for an object.boolean
rmObjectSetItemVariation
(int objectID, int itemIdex, int variation) Sets variation type (0 being the first variation) for the item at the given index for an object.boolean
rmPathAddConstraint
(int pathID, int constraintID, float cost, float bufferDist) Adds a constraint which all tiles of this path have to respect.int
rmPathAddRandomWaypoint
(int pathID, float minDistFromPreviousMeters, float maxDistFromPreviousMeters) Adds a waypoint to a path, optionally randomizing from within the provided range in meters relative to the last waypoint.boolean
rmPathAddToClass
(int pathID, int classID) Adds a path to the given class.int
rmPathAddWaypoint
(int pathID, Vector loc, float minDistMeters, float maxDistMeters) Adds a waypoint (as a vector of fractions) to a path, optionally serving as origin to randomize a waypoint from within the provided range in meters.boolean
rmPathAddWaypointConstraint
(int pathID, int waypointID, int constraintID, float bufferDist) Adds a waypoint constraint to a path which a waypoint has to respect (useful if the waypoint is randomized one way or another).int
rmPathAddWaypointInArea
(int pathID, int areaID, float minOriginDistMeters, float maxOriginDistMeters) Adds a waypoint to a path, using the origin tile of an area, optionally randomizing from within the provided range in meters relative to the origin of the area (and still inside of the area).boolean
rmPathBuild
(int pathID) Builds a path.int
rmPathCreate
(String name) Creates a new path.boolean
rmPathDefAddConstraint
(int pathDefID, int constraintID, float cost, float bufferDist) Adds a constraint which all tiles of a path derived from this path def have to respect.int
rmPathDefAddRandomWaypoint
(int pathDefID, float minDistFromPreviousMeters, float maxDistFromPreviousMeters) Adds a waypoint to a path def, optionally randomizing from within the provided range in meters relative to the last waypoint.boolean
rmPathDefAddToClass
(int pathDefID, int classID) Add paths created from a path definition to the given class.int
rmPathDefAddWaypoint
(int pathDefID, Vector loc, float minDistMeters, float maxDistMeters) Adds a waypoint (as a vector of fractions) to a path def, optionally serving as origin to randomize a waypoint from within the provided range in meters.boolean
rmPathDefAddWaypointConstraint
(int pathDefID, int waypointID, int constraintID, float bufferDist) Adds a waypoint constraint to a path def which a waypoint has to respect (useful if the waypoint is randomized one way or another).int
rmPathDefAddWaypointInArea
(int pathDefID, int areaID, float minOriginDistMeters, float maxOriginDistMeters) Adds a waypoint to a path, using the origin tile of an area def, optionally randomizing from within the provided range in meters relative to the origin of the area (and still inside of the area).int
rmPathDefCreate
(String name) Creates a new path definition.int
rmPathDefCreatePath
(int pathDefID, String nameOverride) Creates an path from an path definiton; If a name override is provided that name is used, otherwise the name of the path definition followed by the number of paths created with the definition so far is used.int[]
rmPathDefCreatePaths
(int pathDefID, int numPaths, String nameOverride) Creates multiple paths from an path definiton; If a name override is provided that name is used incrementally, otherwise the name of the path definition followed by the number of paths created with the definition so far is used.int
rmPathDefGetCreatedPath
(int pathDefID, int index) Gets the ID of the ith path created by this path definition.int[]
rmPathDefGetCreatedPaths
(int pathDefID) Gets all path IDs created by this path definition.int
rmPathDefGetID
(String name) Gets the path definition ID for a given path definiton name.rmPathDefGetName
(int pathDefID) Gets the name for a given path definition ID.boolean
rmPathDefSetAllowDiagonals
(int pathDefID, boolean allowDiagonals) Specifies whether paths derived from a path def are allowed to go diagonally.boolean
rmPathDefSetAllTerrainCosts
(int pathDefID, float cost) Sets the cost for all terrains for a path def.boolean
rmPathDefSetCostNoise
(int pathDefID, float minNoise, float maxNoise) Adds a random value in the specified range for each tile for a path def, used in addition to terrain costs, distance costs, and constraint costs.boolean
rmPathDefSetIgnoreStartEndConstraints
(int pathDefID, boolean ignoreStartEndConstraints) Specifies whether the start and end tile of a path derived from a path def should ignore constraints or not.boolean
rmPathDefSetTerrainCost
(int pathDefID, int terrainID, float cost) Sets the cost for a terrain for a path def, used in addition to distance costs, constraint costs, and noise when building the path.int
rmPathGetID
(String name) Gets the path ID for a given path name.rmPathGetName
(int defID) Gets the name for a given path ID.int
rmPathGetNumberSegments
(int pathID) Returns the number of segments a path has.Vector[]
rmPathGetTiles
(int pathID) Returns all tiles of a path as fractions.boolean
rmPathSetAllowDiagonals
(int pathID, boolean allowDiagonals) Specifies whether a path is allowed to go diagonally.boolean
rmPathSetAllTerrainCosts
(int pathID, float cost) Sets the cost for all terrains for a path.boolean
rmPathSetCostNoise
(int pathID, float minNoise, float maxNoise) Adds a random value in the specified range for each tile for a path, used in addition to terrain costs, distance costs, and constraint costs.boolean
rmPathSetIgnoreStartEndConstraints
(int pathID, boolean ignoreStartEndConstraints) Specifies whether the start and end tile of a path should ignore constraints or not.boolean
rmPathSetTerrainCost
(int pathID, int terrainID, float cost) Sets the cost for a terrain for a path, used in addition to distance costs, constraint costs, and noise when building the path.boolean
rmPlacePlayer
(int playerID, Vector loc) Sets the location for the provided player.boolean
rmPlacePlayersOnCircle
(float radius, float radiusMetersVar, float angleVar, float angle, float range, Vector originLoc) Places players in a circle; The location of the circle defaults to the map center if not provided.boolean
rmPlacePlayersOnEllipse
(float xRadius, float zRadius, float radiusMetersVar, float angleVar, float ellipseAngle, float angle, float range, Vector loc) Places players in an ellipse; The location of the ellipse defaults to the map center if not provided.boolean
rmPlacePlayersOnSquare
(float xRadiusFraction, float zRadiusFraction, float lineVarMeters, float distVarMeters, Vector loc) Places players in a square (or rectangle); The location of the square defaults to the map center if not provided.boolean
rmPlacePlayersOnWaypointLine
(boolean wrap, float lineVarMeters, float distVarMeters, boolean randomStart) Places players along a line defined by previously added points with rmAddWaypointLinePlacementPoints().float
rmRadiusToAreaFraction
(float meters, boolean clamp, boolean warn) Calculates the fraction an area with the given radius in meters covers of the entire map.int
rmRemoveUnitType
(int unitType) Removes all units with the given type from the map, returning the total number of removed units.void
Restarts script execution; cNumberRestarts tracks the number of times the script has been restarted so far.boolean
rmRevealLocToPlayer
(int playerID, Vector loc, float revealRadiusMeters, boolean square) Reveals tiles around a location (square or circular).void
rmSetLighting
(String lightingSetName) Sets a lighting set.void
rmSetMapRevealed
(boolean reveal) Sets whether or not to reveal the entirety of the map.boolean
rmSetMapSize
(int xTiles, int zTiles) Sets the number of tiles for the x and z axis to use.void
rmSetNatureCiv
(int civID) Sets Mother Natures civilization, or randomizes from all civs if the civID is -1.void
rmSetNatureCivFromCulture
(int cultureID) Randomizes Mother Natures civilization from the given culture, or from all civs if cultureID is -1.boolean
rmSetPlacementTeam
(int teamID) Sets the team to place.boolean
rmSetPlayerArea
(int playerID, int areaID) Sets a player's official area.boolean
rmSetPlayerResource
(int playerID, int resouceID, float amount) Sets one players amount of the specified resource.boolean
rmSetPlayerResourcesInfinite
(int playerID, boolean infinite) Grants a player infinite resources if set to true.void
rmSetPostGenWaterBeautification
(boolean beautifyWater, boolean beautifyWaterTerrain) Determines whether waterbodies will be expanded based on their height to fill gaps, and whether water body terrain will be repainted.void
rmSetProgress
(float progress) Sets the progress bar to the specified percentage in [0.0, 1.0].void
rmSetShuffleTeams
(boolean shuffle) Sets whether team placement order will be shuffled (ie, the order in which teams are placed) before placement with one of the placement functions.boolean
rmSetTeamPlayerOrderType
(int type) Sets the ordering of players within teams for placement (sorted by ascending color index, random, or lobby order).void
rmSetTeamSpacingModifier
(float modifier) Sets the team spacing modifier, with values; Overrides team ally distance if set.void
rmSetTOBConversion
(boolean convert) Sets whether or not objects with the ConvertToTOB flag get automatically converted.boolean
rmSplineAddLoc
(int splineID, Vector loc) Adds a loc to the spline.int
rmSplineCreate
(String name) Creates a new spline with the given name, returning the ID of the created spline.Vector[]
rmSplineEvaluate
(int splineID, int numPoints) Evaluates an initialzed spline in (numPoints - 1) equal intervals, resulting in numPoints interpolated points.rmSplineEvaluateAt
(int splineID, float t) Evaluates an initialzed spline at time t in [0.0, 1.0].int
rmSplineGetID
(String name) Gets the spline ID for a given spline name.rmSplineGetName
(int defID) Gets the name for a given spline ID.boolean
rmSplineInitialize
(int splineID) Initializes a spline with the points added so that it can be evaluated subsequently.int[]
rmSplineToPaths
(int splineID, int numPointsPerSplineSegment, boolean allowDiagonals) Creates paths from splines, one between each pair of waypoints, and returns the IDs of the created paths.float
rmSquareMetersToAreaFraction
(float squareMeters, boolean clamp, boolean warn) Converts an area of square meters to a fraction of the map.void
rmSummarySetGoal
(String goalText) Sets the goal text to be used in the objectives screen.void
rmSummarySetSpotlightHeader
(String titleText) Sets the spotlight title to be used in the objectives/summary screen.void
Sets the path for the spotlight image to be used in the objectives/summary screen.void
rmSummarySetSpotlightText
(String titleText) Sets the spotlight text to be used in the objectives/summary screen.void
rmSummarySetTitle
(String titleText) Sets the title text to be used in the objectives screen.rmTileIndexToFraction
(Vector tile, boolean warn) Converts a vector of a tile position to a vector infractions.rmTileIndexToMeters
(Vector tile, boolean warn) Converts a vector of a tile position to a vector of meters.float
rmTilesToAreaFraction
(int tiles, boolean clamp, boolean warn) Converts an area tile count to a fraction of the entire map.float
rmTilesToMeters
(int tiles) Converts a number of tiles to a length in meters.boolean
Adds an XS trigger script to include to the trigtemp.xs trigger script; The path is relative to the trigger folder (and NOT the RM folder).void
rmTriggerAddScriptLine
(String line) Adds a single line of XS code to the trigtemp.xs trigger script.boolean
rmTriggerAddUnitsToArmy
(int playerID, int armyID, int objectDefID) Simon TODO.int
rmTriggerCreateArmy
(int playerID, String armyName) Simon TODO.boolean
rmWallsPlace
(int playerID, Vector[] waypoints) Simon TODO.boolean
rmWallsPlaceAroundArea
(int playerID, int areaID) Simon TODO.boolean
rmWallsPlaceLine
(int playerID, Vector startLoc, Vector endLoc) Simon TODO.boolean
rmWallsPlaceSquare
(int playerID, Vector loc, float radiusMeters) Simon TODO.boolean
rmWaterTypeAddBeachLayer
(int waterID, int terrainID, float distance, float variance) Adds a beach layer (towards land) when painting water edges for the provided water type; Distance should increase from layer to layer.boolean
rmWaterTypeAddShoreLayer
(int waterID, int terrainID, float distance, float variance) Adds a shore layer (towards water) when painting water edges for the provided water type; Distance should increase from layer to layer.boolean
rmWaterTypeSetFloorTerrain
(int waterID, int terrainID) Sets the floor terrain type to use for the water type with the given ID.float
rmXFractionToMeters
(float meters, boolean clamp, boolean warn) Converts a fraction of the x axis to a length in meters.int
rmXFractionToTileIndex
(float fraction, boolean warn) Converts a fraction of the x axis to the index of the closest tile on the x axis.int
rmXFractionToTiles
(float fraction, boolean clamp, boolean warn) Converts a fraction of the x axis to a length in tiles (rounded to the closest tile).float
rmXMetersToFraction
(float meters, boolean clamp, boolean warn) Converts a length in meters to a fraction of the x axis.int
rmXMetersToTileIndex
(float meters, boolean warn) Converts a length in meters to a tile index on the x axis (rounded to the closest tile).float
rmXTileIndexToFraction
(int tile, boolean warn) Converts a tile position on the x axis to a fraction of the x axis.float
rmXTileIndexToMeters
(int tile, boolean warn) Converts the index of a tile on the x axis to meters.float
rmXTilesToFraction
(int tiles, boolean clamp, boolean warn) Converts a length in tiles to a fraction of the x axis.float
rmZFractionToMeters
(float meters, boolean clamp, boolean warn) Converts a fraction of the z axis to a length in meters.int
rmZFractionToTileIndex
(float fraction, boolean warn) Converts a fraction of the z axis to the index of the closest tile on the z axis.int
rmZFractionToTiles
(float fraction, boolean clamp, boolean warn) Converts a fraction of the z axis to a length in tiles (rounded to the closest tile).float
rmZMetersToFraction
(float meters, boolean clamp, boolean warn) Converts a length in meters to a fraction of the z axis.int
rmZMetersToTileIndex
(float meters, boolean warn) Converts a length in meters to a tile index on the x axis (rounded to the closest tile).float
rmZTileIndexToFraction
(int tile, boolean warn) Converts a tile position on the z axis to a fraction of the z axis.float
rmZTileIndexToMeters
(int tile, boolean warn) Converts the index of a tile on the z axis to meters.float
rmZTilesToFraction
(int tiles, boolean clamp, boolean warn) Converts a length in tiles to a fraction of the z axis.float
round
(float x) Rounds x to the nearest integer and returns it as a float.void
saveCamera
(String filename) Save camera to file.void
saveEditorScenario
(String fname, boolean inGameAsset) Saves out a scenario file.void
saveEditorScenarioCampaign
(String fname) Saves out a scenario file to campaign/ingame asset folder.void
saveEditorScenarioLocal
(String fname) Saves out a scenario file to local player folder.void
Saves out a game in progress.void
saveLightingSet
(String set) Saves the current status of lighting values as a set.void
saveScenario
(String fname) Saves out a scenario file.void
Causes score to update even if it isnt supposed to yet, time wise.void
screenshot
(int unused) Take a screen shot.void
sendPromptType
(int sendingPlayer, int promptType) Send AIChat to current player from sendingPlayer; specify desired.void
setCurrentPlayerInReplay
(int playerIndex) Sets the currently viewed player in playback.void
setDropDefaultMips
(int num) Set mip levels to skip for default category textures.void
setDropTerrainMips
(int num) Set mip levels to skip for terrain category textures.void
Set Flare type.void
setGameFadeIn
(int r, int g, int b, int duration, int delay, boolean inOut) Turn fade in on/off, set color duration.void
setGraphicDetail
(int detailLevel) Sets the graphic detail; (0 = HIGH, 1 = MEDIUM, 2 = LOW).void
setIgnoreAsserts
(boolean ignore) Sets the system to ignore asserts, useful for automated scripts.void
setMapVisibility
(int indexChange) Change the current Map Visibility.void
setMinimapUnitFilter
(int id) Sets the minimap filter for units.void
setReplaySpeed
(float val) Sets the replay playback rate, valid between [0.5f, 2.0f].void
setReplaySpeedAlt
(int val) Sets the replay playback rate, valid between [0.5f, 2.0f] (Alternative version for hotkeys).void
setRlinkMpMode
(int rlinkMpMode) Set MP to online (0) or LAN (1).void
setSceneLightParams
(float sunIntensity, float fogColorR, float fogColorG, float fogColorB, float fogDensity) Sets scene light params.void
setShadowBiasMul
(float mul) Set the shadow buffer bias multipler (supaScreenshot only).void
setShadowQuality
(int level) Set the quality level of shadows.void
setShadowRotationOp
(int rotationOpFlag) Controls shadow projection rotation optimization.void
setShadowSnapping
(int snapFlag) Controls shadow matrix snapping.void
setSquadMode
(String squadModeName) Sets the mode for a squad.void
Sets the stance for the selected units.void
Enables Story Mode and adjusts world difficulty level accordingly.void
setSunPosition
(float inclination, float rotation, boolean relative) Sets the sun height above the horizon and position in the world; The bool tells if the changes are relative.void
setTechStatus
(String techName, boolean active) Debug only function that activates/deactivates a given tech.void
setToneMapParams
(float exposure, float displayGamma, float ditherNoiseIntensity) Sets tonemap params.void
setUnitToRepair
(int unitID) Find a nearby unit and set it to repair building.void
Sets the currently viewed player in playback via the currently selected unit.void
Sets the currently viewed player in playback via the currently selected unit; (alternative version for second hotkey).void
SetVillagerToGather
(int unitID, boolean isFish) Find a nearby villager and set it to gather resource.void
setWorldDifficulty
(int v) Sets the world difficulty level.int
sgn
(float x) Returns the signum of x as an integer (1 if x > 0, -1 if x < 0, or 0 if x == 0).void
showCampaignDialog
(String nextCampaign, String String) UI used only.void
Does what needs to be done.void
Show the ingame menu.void
Show/hide the mods screen.void
showSPCNote
(String title, String text) Displays the SPC Note Dialog with the specified title and text.float
sin
(float x) Returns the sine of x.void
Skips the immediately subsequent scenario within the current campaign.void
spawnUnitsSafe
(int cmdID, int puID, int count, int playerID, int unitID) Spawn Units from building.void
spectateRate
(float rate) 0 = stopped, 1 = realtime, other = realtime multiplier (if not CPU / GPU limited).void
Flip player sides in spectator UI.float
sqrt
(float x) Returns the square root of x.void
squadMode
(int squadModeID) Sets the mode for a squad.void
squadWheel
(float angle, int squadID) Wheels the squad.void
startBlankGame
(int numberPlayers) Initializes a blank map with the given parms.void
startCampaign
(String filename) Starts the given campaign.void
startMoviePlayback
(String filename, int sizing, float fadeIn, float fadeOut) Start fullscreen playback of a movie.void
startRandomGame
(boolean editorMode) Begins a new random game.void
startRandomGame2
(String filename, int numberPlayers, int teamCount, int seed, int size) Begins a new random game with the given parms.void
startRandomGameAgeAndMapCode
(int startAge, boolean nomad, String mapcode) Generates a random map game with the given starting age, nomad start(true/false), and map code.void
startRandomGameMapCode
(String mapcode) Generates a random map game with the given map code.void
startRandomGameMapCodeAI
(String mapcode, boolean enableAI) Generates a random map game with the given map code; Specify true/false if you want.void
stopTrackingAllOfDebugUIState
(int debugUIType) Stops updating all channels of debug data for the specified simulation output.void
stopTrackingDebugUIState
(int debugUIType, int playerID, int referenceID) Stops updating debug data for the specified simulation output.void
sunColor
(int r, int g, int b) Set sun color to given RGB (0-255).void
sunDecreaseInclination
(int keyState) Intended for ui use only; Indicates that the decrease sun inclination key has gone up/down.void
sunDecreaseRotation
(int keyState) Intended for ui use only; Indicates that the decrease sun rotation key has gone up/down.void
Get sun color.void
sunIncreaseInclination
(int keyState) Intended for ui use only; Indicates that the increase sun inclination key has gone up/down.void
sunIncreaseRotation
(int keyState) Intended for ui use only; Indicates that the increase sun rotation key has gone up/down.void
supaScreenshot
(int xRes, boolean singleImage) Take a supascreen of the entire map.float
tan
(float x) Returns the tangent of x.void
terrainAdjustGlobalHeight
(float meters) Adjusts (raise/lower) the terrain height by the specified meters.void
Brings up the terrain edge density dialog.void
terrainEdgeRepeatFrequency
(float freq) Sets the texture repeat frequency on the terrain edge.void
Filters the entire terrain.void
terrainFilterArea
(int c1, int c2, int c3, int c4) Filters a subarea of the terrain.void
terrainFlatten
(float height) Flattens the entire terrain.void
terrainFlattenArea
(int c1, int c2, int c3, int c4) Flattens a subarea of the terrain.void
terrainPaint
(String name) Paint whole terrain with given texture.void
terrainPaintMix
(String name) Paint whole terrain with given mix.void
terrainSetMix
(int mixID) Sets the terrain mix to paint.void
terrainSetSubtype
(int subtype) Sets the terrain subtype to paint.void
terrainSetType
(int type) Sets the terrain type to paint.void
Updates the system grass length, preventing grass from growing in gameplay critical areas (ie, traderoutes).void
Just like train in selected, but more abbreviated.void
Toggle The Boids Tweaker Gui redo.void
Handles the time display toggling.void
toggleEasyDragMilitary
(int val) With no argument, toggles state of Easy Drag Military setting; Otherwise, sets it.void
Toggle the extended minimap.void
Enable the free camera mode, W A S D Q E For movement + Right click drag to rotate.void
Toggle the ingame menu.void
togglePushToTalk
(int keyState) Push to talk for multiplayer voice chat.void
Show/hide the RM visualizer.void
Handles the score toggling.void
Toggle shadows on/off.void
Toggles The Target Selector Tweaker Gui.void
Handles the time display toggling.void
Toggle the replay timeline.void
Show/hide the TR echo log.void
Toggle UI show state in the photo mode.void
Show/hide the XS Debugger screen.void
Adds the cameras current position and orientation to the current camera track.void
trackAdvance
(float lPosition) Advances the camera track to a specific location.void
Clears all tracks.void
Copies selected track.void
Edits the currently selected camera track.void
trackGotoSelectedEvent
(int index) Moves the camera to the current event.void
trackGotoSelectedWaypoint
(int index) Moves the camera to the current waypoint.void
Adds a new camera track.void
Pauses the current camera track.void
trackPlay
(float lDuration, int eventID) Plays a track file (otherwise if "none" than plays the current track) with no arg uses current duration, otherwise sets duration.void
Removes selected track.void
Removes the most recently added track waypoint from the current camera track.void
trackSetSelectedWaypoint
(int index) Sets the current waypoint to the button with the same index.void
Steps the current camera track 1 step backward.void
Steps the current camera track 1 step forward.void
Stops the current camera track.void
Toggles rendering of the camera track on and off.boolean
trActivateCheat
(int playerID, String command) Executes a cheat for the provided player.void
trAddArmyToPlan
(String armyName, String planName) Adds the units in the specified army to the specified plan.void
trainByID
(int protoUnitID, int number, int unitID, int playerID, float trainPoints) Start the training of a unit of ProtoUnitID from TrainingUnitID for the current player (if no player is specified).void
trainInSelected
(String protoName, int count, boolean each) Tries to train the selected unit type in any valid selected unit.void
trainInSelectedByID
(int protoType, int count, boolean each) Just like train in selected, but fastAr because it takes a protoID click.void
trainReinforcement
(int armyID) Trains a reinforcement.void
trAISetAttackResponseDistance
(int playerID, float attackResponseDistance) Sets the attack response distance for the provided playerIDs AI if it has one; This distance controls from what within distance the AI will call other units to help if one of its units gets attacked.boolean
Returns true if any unit is selected.void
trArmyClear
(String army) Clears the given army, removing all unit IDs from army data.boolean
trArmyDispatch
(String army, String protoname, int count, float x, float y, float z, int heading, boolean clearExisting, boolean skipBirth) Creates the units in the army specified.boolean
trArmyDispatchAtUnit
(String army, String protoname, int count, int trgUnitID, int heading, boolean clearExisting, boolean skipBirth) Creates the units in the army specified at the location of the target unit.boolean
trArmyDoWorkOnArmy
(String srcArmy, String trgArmy, int eventID) Tasks the selected army to perform work on the first valid unit within the given arny.void
trArmySelect
(String parameters) Selects the units in the army specified.void
trArmySelectInt
(int playerID, int armyID) Selects the units in the army specified.void
trArmyUnitChangeName
(String newName, String protoUnitName) Set an override name for a specific unit in an army.void
Blocks all ambient sounds from this point forward.void
trBlockAllSounds
(boolean dialog) Blocks all sounds from playing from this point forward.boolean
trBuildingIsOnCursor
(String proto) Returns true if the proto unit specified is on the cursor and is a building.boolean
trBuildingTimeShiftAtPos
(int unitID, float x, float y, float z) Cast timeshift on this unit at this position.void
trCameraCut
(Vector pos, Vector dir, Vector up, Vector right) Puts the camera in the specified location.void
trCameraCutPlayer
(int playerID, Vector pos, Vector dir, Vector up, Vector right) Puts the camera in the specified location for the given player.void
trCameraLock
(boolean lock) Toggles camera movement locking over the current position.void
trCameraLockOnUnit
(boolean bEnable, int timer, int eventID) Orients the camera to the selected unit, and keeps it locked on that unit.void
trCameraPanWithUnit
(boolean bEnable, int eventID) Moves the camera in the same direction that a particular unit moves.void
trCameraShake
(float shakeDuration, float shakeStrength) Makes the camera shake.void
trCameraStateView
(int id, int playerID) Puts the camera in the location of a saved camera state, for the given player, or for all players, if no player is set.int
trCameraTrackAddWaypoint
(int trackIdx, Vector position, Vector dir, Vector up, Vector right, float fov) Adds the provided camera position as a waypoint to the given track index.int
trCameraTrackCreate
(String trackName, float durationMs) Adds a camera track.void
trCameraTrackLoad
(String szName) Loads a camera track.void
trCameraTrackPlay
(float fDuration, int eventID, boolean blendWithGameCamera, float blendDurationMS) Plays the current camera track, if blend with game camera is true, it will best fit the strategy camera location at the last waypoint and smooth transition to it.void
trCameraTrackPlayPlayer
(String camTrackName, int playerID, boolean blendWithGameCamera, float blendDurationMS) Loads and plays a camera track for a given player, if blend with game camera is true, it will best fit the strategy camera location at the last waypoint and smooth transition to it.(package private) void
trCameraTrackWaypointSetBias
(int trackIdx, int waypointIdx, float bias) Sets the bias for a provided waypoint index in the given track index.(package private) void
trCameraTrackWaypointSetContinuity
(int trackIdx, int waypointIdx, float continuity) Sets the continuity for a provided waypoint index in the given track index.(package private) void
trCameraTrackWaypointSetTension
(int trackIdx, int waypointIdx, float tension) Sets the tension for a provided waypoint index in the given track index.(package private) void
trCameraTrackWaypointSetTime
(int trackIdx, int waypointIdx, float timeMs) Sets the time for a provided waypoint index in the given track index.void
trCampaignBranchChoice
(String message, boolean displayPrompt) Pop up a dialog allowing choice to load a scenario.void
Sets player as defeated within a campaign mission and displays defeat dialog.void
Completes current scenario within campaign, and advances to next scenario or cinematic.void
Completes current scenario within campaign, and displays prompt to progress to next scenario or return to campaign menu.void
trCampaignStartNew
(String message, String campaignPath) Shows dialog for advancing to the given campaign.void
trChangeProtoUnitInArea
(int playerID, String unitTypeName, float range, String dstProtoName, boolean skipBirth) All units within dist of the selected ref object are changed into the given protoUnit.void
trChangeTerrainHeight
(float x0, float z0, float x1, float z1, float height, boolean removeWater) Sets the terrain elevation for the provided rectangular region.void
trChangeTerrainHeightCircular
(Vector center, float radius, float height, boolean removeWater) Sets the terrain elevation for the provided circular region.void
Clears the messages visible on screen.void
Forces the chat history to reset.boolean
trChatHistoryContains
(String text, int playerID) Checks whether or not any of the last sent chat messages by a player contain the given text.void
trChatKeepLastMessagesOnScreen
(boolean status) Sets whether the last messages should always remain visible.void
trChatSend
(int playerID, String message) Changes the chat status.void
trChatSendSpoofed
(int playerID, String message) Changes the chat status, but does not append player.void
trChatSendSpoofedToPlayer
(int playerID, int toPlayer, String message) Changes the chat status, but does not append player; Goes to specific player.void
trChatSendToPlayer
(int playerID, int toPlayer, String message) Changes the chat status for one specific player.void
trChatSetStatus
(boolean status) Changes the chat status.void
Aborts the cinematic.boolean
Returns the abort cinematic status.void
TODO.void
trConvertUnitsInArea
(int srcPlayer, int trgPlayer, String unitTypeName, float range) All units within dist of the selected ref object that match type are converted to the target player.void
trCounterAbort
(String name) Abort a counter.void
trCounterAddGenericXS
(String name, String msg, String appendMsg, String xsCall, int eventID, int intialVal, int finalVal, boolean finalAsMin, boolean showFinal, boolean reverseCount, boolean startAtZero) Start an XSbased counter, that may or may not fire an event; The name of this counter is also a QV under the hood that can be adjusted at will; If you attached an xsCall to this counter the QV variable will be updated each frame so doing custom things to it wont have an effect.boolean
trCounterAddPlayerName
(String name, String message, int playerID) Displays a player name as a counter.boolean
trCounterAddString
(String name, String message) Displays a string as a counter.void
trCounterAddTime
(String name, int start, int stop, String message, int eventID) Start a counter that may or may not fire an event.void
trCounterAddTimeMs
(String name, int start, int stop, String message, int eventID) Start a counter that may or may not fire an event.boolean
trCounterDecrementManual
(String name, int amount) Decrement the current value of the counter.int
trCounterGetValue
(String name) Returns the current value of the given counter.boolean
trCounterIncrementManual
(String name, int amount) Increment the current value of the counter.void
trCounterPause
(String name, boolean pause) Pause a counter.void
trCounterPersistent
(String name, boolean persistent) Enables or disables persistency for a counter; Persistent counters arent deleted even after reaching their maximum value.void
trCounterPlayerSpecific
(String name, boolean playerSpecific, int playerID) Sets whether or not a given counter should be restricted to specific players, and, if so, assigns the given player to the counter.boolean
trCounterSetManual
(String name, int val) Sets the current value of the given manual counter.boolean
trCounterSetManualString
(String name, String message) Changes the string to be displayed on a given string pseudocounter.boolean
trCounterSetPlayerName
(String name, int playerID) Changes the player name to be displayed on a given player name pseudocounter.void
trCounterSetVisibility
(String name, boolean visible) Hides or displays a counter.void
trCounterTimeDecrement
(String name, int value) Decrements the current value of a given time counter by the provided value.void
trCounterTimeIncrement
(String name, int value) Increments the current value of a given time counter by the provided value.void
trCounterTimeSetValue
(String name, int value) Forcibly sets the current value of a given counter.void
trCreateRevealer
(int playerID, String revealerName, Vector position, float revealerLOS, boolean blackmapOnly) Creates a revealer with the given attributes.int
Returns the current player.void
trDamageUnit
(float damageAmt) Does a specific amount of damage to HP in instant typeless damage.void
trDamageUnitPercent
(float damagePercent) Does percent of a unit's total HP in instant typeless damage.void
trDamageUnitsInArea
(int playerID, String unitTypeName, float range, float dmg) All units within dist of the selected ref object that match type take dmg.void
trDamageUnitsPercentInArea
(int playerID, String unitTypeName, float range, float healPercent) All units within dist of the selected ref object are damaged by the given factor.void
trDefakifyArmy
(String armyName) Defakifies the army.void
Sets the selected unit as not having a fake player trDefakifySelection.void
Resets all submodels back to using the player colour of the parent model.void
trDelayedRuleActivation
(String name, boolean checkForTrigger) Adds a rule to the runtime to be activated on the next update.void
trDisableConquestCheck
(boolean disable) Temporarily disables or reenables conquest victory check in a scenario that supports it.void
trDisableNotificationSounds
(boolean disable) Sets whether or not notification sounds should be disabled for this scenario.void
trDisablePopCapNotifications
(boolean disable) Sets whether or not persistent popcap notifications should be disabled for this scenario.void
trDisablePowerNotifications
(boolean disable) Sets whether or not power casting notifications should be disabled for this scenario.void
trDisablePowerTimers
(boolean disable) Sets whether or not displaying timers for active powers should be disabled for this scenario.void
trDisableRule
(String ruleName) Tells the challenge system this rule was activated.void
trDisableTrigger
(int eventID) Disables (sets active = false) the trigger specified by the given eventID.void
trDisableUnitDeletion
(boolean disable) Sets whether or not unit and building deletion should be disabled for this scenario.void
Trigger echo.void
trEchoStatValue
(int playerID, int statIndex) Fetch a stat value from the KB and echo to chat trEchoStatValue maintext.void
trEndChallenge
(boolean bAchievedVictory) Player completed the challenge; If achieved victory is true, player completed all objectives before the timer elapsed.void
Signal that the game has ended.void
trEnforceAIAssist
(boolean enable) Sets whether or not AI assist support should be enforced for this scenario.void
trEventFire
(int eventID) Cause an event to occur.boolean
trEventSetHandler
(int eventID, String functionName) Sets a handler function for an event id.(package private) void
trExecuteConsoleCommand
(String command) Executes the given console command.boolean
trExecuteOnAI
(int playerID, String command) Executes a command on the AI player.void
trFadeOutAllSounds
(float duration) Fades out all sounds over a given duration.void
trFadeOutMusic
(float duration) Fades out current music over a given duration.void
trFakifyArmy
(String armyName, int fakePlayerIndex) Fakifies the army to the specified fake player index.void
trFakifySelection
(int fakePlayerIndex) Sets the selected unit as having the fake player with the specified index (07).void
trFakifySelectionSubModelByOverrideName
(String overrideName, int fakePlayerIndex) Sets named submodels of the selection to fake player with the specified index (07).boolean
trForbidProtounit
(int player, String protoname) Adds protounit to the forbidden list.void
trForceShowObjectivePanel
(boolean value) Forces the objective panel to always display.void
trFormationScale
(float scale) Scales the formation size of formations in the game.trFormatString
(String format, String[] inserts) Inserts (loc)strings into (loc)strings.void
trGameLoadScenario
(String scenario) Start a game using scenario.void
trGamePause
(boolean pause) Pause or unpause the game.void
Generates lush for all selected buildings, if owning player supports lush generation.int
Returns the unit ID for the current skybox, if applicable.int
Returns the ID for the next unit to be allocated.int[]
Returns an array containing recently created units; If autoresetting is set, returns units created on the last frame.int
trGetScenarioUserData
(int index, int fallback, String scenarioName) *** NOTE: This function is DEPRECATED *** Gets the scenario user data and returns the default value when it is not present yet.int
trGetSkyboxVariationID
(String skyboxName) Returns the variation ID for the given skybox.float
trGetTerrainHeight
(Vector position) Returns the terrain height at the given map position.int
trGetTerrainSubtype
(Vector position) Fetches the terrain subtype ID for the given map position.int
trGetTerrainType
(Vector position) Fetches the terrain type ID for the given map position.int
trGetWaterType
(Vector position) Fetches the water type ID for the given map position.int
Returns the world difficulty.void
Cancels all active god powers; You have to be in an active game to use this.void
trGodPowerEnableBlocking
(boolean bEnable) Sets whether or not God Power blocking is enabled; Default=ON.void
trGodPowerGrant
(int playerID, String protoPowerName, int numUses, int cooldown, boolean useCost, boolean repeatAtEnd) Grants X uses of the specified God Power to the player.void
trGodPowerGrantAtSlot
(int playerID, String protoPowerName, int numUses, int position, int cooldown, boolean useCost, boolean repeatAtEnd) Grants X uses of the specified god power in a specific God Power UI slot.void
trGodPowerInvoke
(int playerID, String protoPowerName, Vector pos1, Vector pos2, boolean ignoreCooldown, boolean setAsQueued) Invokes the specified God Power.boolean
trGodPowerInvokeAtArmy
(int powerPlayerID, String army, String protoPowerName, boolean ignoreCooldown, boolean setAsQueued) Invokes the specified God Power at the specified army.boolean
trGodPowerPrePurchase
(int playerID, String protoPowerName, int numUses) Prepurchases X uses of the specified God Power to the player, if applicable.void
trGodPowerRedefine
(int playerID, String protoPowerName, String iconPath, String displayName, String rollover) Replaces the icon, and display name and rollover strings of a power for the given player.void
trGodPowerSetCooldown
(int playerID, String protoPowerName, int cooldown) Sets the cooldown of the specified God Power for the given player.void
trGodPowerSetCost
(int playerID, String protoPowerName, float initialCost, float repeatCost) Sets the cost of the specified God Power for the given player.void
trGodPowerSetUseCount
(int playerID, String protoPowerName, int numUses) Sets the number of charges of the specified God Power for the given player.void
trGodPowerSetUsedTimes
(int playerID, String protoPowerName, int numUses) Overrides the number of timesthe specified God Power has been used.void
trHealUnit
(float healAmt) Adjust the units hitpoints by the given value.void
trHealUnitPercent
(float healPercent) Heals the selected units by a percentage of their total HP.void
trHealUnitsInArea
(int playerID, String unitTypeName, float range, float healAmt) All units within dist of the selected ref object have their HPs adjusted by the given value.void
trHealUnitsPercentInArea
(int playerID, String unitTypeName, float range, float healPercent) All units within dist of the selected ref object have their HPs adjusted by the given factor.void
Hides the users Scoreboard.boolean
trImmediateUnitGarrison
(int unitID) Instantly garrisons units inside another unit without considering distance.boolean
Returns true if were currently in gamepad mode.boolean
trInInputContext
(String inputContext) Returns true if were in the given input context.boolean
trInRadialMenuPage
(int radialMenuPageID) Returns true if the given radial menu page is open.boolean
Returns false if dialogue is currently playing.boolean
Returns true if the minimap is expanded.void
trKillAIPlan
(int playerID, String planName) No help.void
trKillUnitsInArea
(int playerID, String unitTypeName, float range) All units within dist of the selected ref object that match type are killed.void
Leaves the current game; Most often that means going to the main menu but while in editor playtest it means you go back to the editor.void
trLetterBox
(boolean on, boolean letterbox) Turns letter box mode on or off; Letterbox toggles the black border around the screen while in cinematic mode.(package private) void
trLightingSetParamBool
(int paramID, boolean value) TODO(package private) void
trLightingSetParamColor
(int paramID, int r, int g, int b) TODO(package private) void
trLightingSetParamColorAttr
(int paramID, float attrRed, float attrGreen, float attrBlue) TODO(package private) void
trLightingSetParamFloat
(int paramID, float value) Sets the given floating point lighting set parameter to the provided value for this scenario only.(package private) void
trLightingSetParamInt
(int paramID, int value) Sets the given integer lighting set parameter to the provided value for this scenario only.void
trMapMutateUnits
(String srcUnitType, String trgProtoName, boolean fullHitpoints) Transforms all units on the map belonging to the given unit type into the set protoUnit through PU mutation, maintaining original BUnit pointer.void
Resets Market buy and sell prices to default values.void
trMessageSetText
(String text, int timeout) Displays the message text.void
trMinimapFlare
(int playerID, float duration, Vector pPosition, boolean unused) Sends a Minimap flare to a certain player.void
trModifyProtounitAction
(String unitTypeName, String protoUnitActionName, int playerID, int puField, float delta, int relativity) Modifies proto unit action data for this scenario only.void
trModifyProtounitActionUnitType
(String unitTypeName, String actionName, String unitType, int playerID, int puField, float delta, int relativity) Modifies proto unit action data taking a unittype parameter for this scenario only.void
trModifyProtounitData
(String unitTypeName, int playerID, int puField, float delta, int relativity) Modifies proto unit data for this scenario only.void
trModifyProtounitResource
(String unitTypeName, String resource, int playerID, int puField, float delta, int relativity) Modifies proto unit data taking a resource parameter for this scenario only.(package private) void
trModifyProtounitUnitType
(String unitTypeName, String trgUnitType, int playerID, int puField, float delta, int puRelativity) Modifies proto unit data taking a unit type parameter for this scenario only.void
trMusicPlay
(String filename, float duration) Plays the music file.void
Plays the current music.void
trMusicSetCurrentMusicSet
(int setID) Sets the current music set.void
trMusicSetMood
(int moodID, float fadeTimeSeconds) Changes the music to mood associated with mood id.void
Stops the current music.boolean
trObjectGettingWorked
(int unitID) Returns true if the object is currently being worked.void
trObjectiveComplete
(int objectiveID, boolean forceComplete, boolean playSound) Completes the specified objective; Forces a reoccurring objective complete if forceComplete is true.void
trObjectiveCreateMarker
(int objectiveID, String name, Vector markerPos) Instantiates an objective marker and binds it to the given objective.void
trObjectiveFailed
(int objectiveID, boolean playSound) Sets the specified objective as failed.void
trObjectiveHide
(int objectiveID) Hides the specified objective on the UI.void
trObjectiveIncomplete
(int objectiveID, boolean playSound) Marks a specified objective as incomplete.void
trObjectiveRemoveMarker
(int objectiveID, String name) Removes the specified objective marker from the given objective.void
trObjectiveShow
(int objectiveID, boolean playSound) Shows the specified objective on the UI.void
trObjectivesTracker
(String title, String text, String soundfile, int timeout) Displays the objectives tracker text.void
trOverlayText
(String rawText, float time, float textSize, int colorR, int colorG, int colorB) Puts up a big moviecredits style text overlay.void
trPaintTerrain
(int terrainType, int terrainSubtype, float minX, float minZ, float maxX, float maxZ, boolean updateObstructions) Paints a rectangular area by the given terrain type and subtype.void
trPaintTerrainBySubtypeName
(String subtypeName, float x0, float z0, float x1, float z1, boolean updateObstructions) Paints a rectangular area by the terrain identified by the given terrain subtype UI name.void
trPaintTerrainCircular
(int terrainType, int terrainSubtype, Vector center, float radius, boolean updateObstructions) Paints a circular area by the given terrain type and subtype.void
trPaintTerrainCircularBySubtypeName
(String subtypeName, Vector center, float radius, boolean updateObstructions) Paints a circular area by the terrain identified by the given terrain subtype UI name.void
trPaintWater
(int waterID, float minX, float minZ, float maxX, float maxZ, boolean circular, boolean updateObstructions) Paints an area by the water entry identified by the given ID.void
trPaintWaterCircular
(String waterName, Vector center, float radius, boolean updateObstructions) Paints a circular area by the water entry identified by the given name.void
trPaintWaterRectangular
(String waterName, float x0, float z0, float x1, float z1, boolean updateObstructions) Paints a rectangular area by the water entry identified by the given name.int
trPlaceFoundation
(String protoName, float x, float y, float z, int heading, int playerID, float pctComplete) Places a foundation for the given building and returns the ID of the foundation.void
trPlayerAdjustScore
(int playerID, int delta) Adjust the overridden score value for a player by the given delta.void
trPlayerAllowAgeUpSpawning
(int playerID, boolean allowSpawning) Sets whether or not units will be spawned through ageup techs.void
trPlayerAllowShades
(int playerID, boolean allow) Sets whether or not the given player will be allowed to spawn shades.void
trPlayerAllowStartingUnitsSpawning
(int playerID, boolean allowSpawning) Sets whether or not starting units will be spawned for the given player.boolean
trPlayerAtPopCap
(int playerID) Returns true if player is at pop cap.void
trPlayerChangeProtoUnit
(int playerID, String srcUnitType, String trgProtoName, boolean skipBirth, boolean forceFoundation) Transforms all units for a player belonging to the given unit type into the set protoUnit; Does not use PU mutation, and does not maintain original BUnit data.boolean
trPlayerControlsSocket
(int playerID, int unitID) Returns true if the specified player is built on the specified socket.void
trPlayerEnablePartisans
(int playerID, boolean allow) Sets whether or not partisan spawning will be enabled for the given player.void
trPlayerEnableTimeshift
(int playerID, boolean allow) Sets whether or not timeshifting will be enabled for the given player.boolean
trPlayerGetCivilization
(int playerID, String civilization) Returns true/false if the player civilization matches the given parameter.trPlayerGetDiplomacy
(int player1, int player2) Gets the diplomacy status between players.int
trPlayerGetType
(int playerID) Returns whether the given player is a human or a computer/AI player.int
trPlayerGetVillagerPriority
(int playerID) Gets the villager priority preset for player.void
trPlayerGrantResources
(int playerID, String resource, int amount) Advances the campaign.boolean
trPlayerIsActive
(int playerID) Returns true/false if the player is active.boolean
trPlayerIsDefeated
(int playerID) Returns true/false if the player has been defeated.boolean
trPlayerIsDefeatedOrResigned
(int playerID) Returns true/false if the player has resigned or has been defeated.void
trPlayerKillAllBuildings
(int playerID) Kills all of the buildings of a given player.void
trPlayerKillAllGodPowers
(int playerID) Kills all of the current God Powers of a player.void
trPlayerModifyData
(int playerID, int dataField, int attribute, float delta, int relativity) Modifies player data for this scenario only.void
trPlayerModifyLOS
(int destPlayer, boolean canSee, int srcPlayer) Adds/removes LOS between players.void
trPlayerModifyResourceData
(int playerID, int dataField, int resourceID, float delta, int relativity) Modifies player data for this scenario only.void
trPlayerMutateUnits
(int playerID, String srcUnitType, String trgProtoName, boolean fullHitpoints) Transforms all units for a player belonging to the given unit type into the set protoUnit through PU mutation, maintaining original BUnit pointer.void
trPlayerOverrideArtCulture
(int playerID, String culture) Overrides the culture used for choosing the players art.void
trPlayerOverrideCivName
(int playerID, String StringID) Overrides the string used for the displayed civilization name.void
trPlayerRemoveAllUnits
(int playerID) Removes all of the units of a given player without affecting Player Stats.void
trPlayerResetBlackMap
(int playerID) Resets the black map for a given HUMAN player.void
TrPlayerResetBlackMapForAllPlayers(Resets the black map for all HUMAN players.void
trPlayerSetActive
(int playerID) Sets the active player.void
trPlayerSetCiv
(int playerID, String civName) Replaces the civilization for the given player.void
trPlayerSetColor
(int playerID, int playerColorID, int r, int g, int b) Sets the player color for the given player.void
trPlayerSetDefeated
(int i) Call this when a player is defeated on the local machine (meaning that this func must be called synchronously on all machines, it will not pass around a command).void
trPlayerSetDiplomacy
(int player1, int player2, String status, boolean mutual) Sets the diplomacy status between players.void
trPlayerSetName
(int playerID, String name) Sets the displayed name for the given player.void
trPlayerSetScore
(int playerID, int score) Overrides the score for a player by the given value.void
trPlayerSetVictorious
(int playerID) Sets the given player as victorious for the current game.void
trPlayerSetWon
(int i, boolean endGame) Call this when a player has won on the local machine (meaning that this func must be called synchronously on all machines, it will not pass around a command).void
trPlayerTechTreeEnabledGodPowers
(int playerID, boolean bEnable) Enables/Disables the Tech Tree from granting God Powers to a player; Default=ON.void
trPlayerTimeshiftAddEntry
(int playerID, String protoName, float costRatio, float timeRatio) Adds a timeshifting entry towards the given protoUnit to a player for this scenario only.void
trPlayerTimeshiftModifyCost
(int playerID, String protoName, float delta, int relativity) Modifies timeshifting cost ratio for a given protoUnit for this scenario only.void
trPlayerTribute
(int playerID, String resource, int amount, int toPlayerID) Tributes resources to a player.void
Plays the next song in the music play list.void
trProtoUnitActionSetEnabled
(String protoUnitName, int playerID, String actionName, boolean enable) Enables or disables an action for a proto unit.void
trProtounitActionSpecialEffect
(String unitTypeName, String actionName, int playerID, int effectField, String targetType, int dmgType, float duration, float value) Modifies proto unit action data by adding a new or adjusting an existing onHitEffect for this scenario only.void
trProtounitActionSpecialEffectActive
(String unitTypeName, String actionName, int playerID, int effectField, String targetType, int dmgType, boolean active) Modifies proto unit action data by setting a specified existing onHitEffect as active or inactive.void
trProtounitActionSpecialEffectDuration
(String unitTypeName, String protoUnitActionName, int playerID, int efectType, String targetType, int damageType, float delta, int relativity) Modifies the duration of an existing onHitEffect within the given protoAction for this scenario only.void
trProtounitActionSpecialEffectModifier
(String unitTypeName, String actionName, int playerID, int effectField, String targetType, float value, int modifyType, int dmgType) Modifies proto unit action data by adding a new or adjusting an existing onHitEffect and assigning a new stat modifier to it for this scenario only.void
trProtounitActionSpecialEffectProtoUnit
(String unitTypeName, String actionName, int playerID, int effectField, String targetType, String protoUnit, float duration, float value) Modifies proto unit action data by adding a new or adjusting an existing onHitEffect taking a protoUnit parameter for this scenario only.void
trProtounitAddCommand
(String protoUnitName, int playerID, String puCmdName, int row, int column) Assigns a protoUnitCommand entry towards the given protoUnit for this scenario only.void
trProtounitAddTech
(String protoUnitName, int playerID, int techID, int row, int column) Assigns a tech entry towards the given protoUnit for this scenario only.void
trProtounitAddTrain
(String protoUnitName, int playerID, String trainPUName, int row, int column) Assigns a train entry towards the given protoUnit for this scenario only.(package private) void
trProtounitAssignAction
(String unitTypeName, String protoUnitName, String protoUnitActionName, int playerID) Assigns an action from the provided proto unit to all units belonging to the given unittype for this scenario only.void
trProtoUnitChangeName
(String protoUnitName, int playerID, String nameStrId, String rolloverStrId, String shortRolloverStrId) Modify the name and rollover text of a proto unit.void
trProtoUnitHighlight
(int playerID, String protoName, float duration, boolean flash) Highlights all units belonging to the given protounit for a player.void
trProtoUnitMovementType
(String unitTypeName, int playerID, String movementType) Modifies proto unit movement type for this scenario only.void
trProtounitRemoveCommand
(String protoUnitName, int playerID, String puCmdName) Removes a protoUnitCommand entry from the given protoUnit for this scenario only.void
trProtounitRemoveTech
(String protoUnitName, int playerID, int techID) Removes a tech entry from the given protoUnit for this scenario only.void
trProtounitRemoveTrain
(String protoUnitName, int playerID, String trainPUName) Removes a train entry from the given protoUnit for this scenario only.void
trProtoUnitSetFlag
(int playerID, String srcUnitTypeName, String unitTypeName, boolean set) Sets or unsets the given flag within the given protounit.void
trProtoUnitSetIcon
(String protoUnitName, int playerID, String iconPath, String minimapIconPath) Modify the icon of a proto unit.void
trProtoUnitSetUnitType
(int playerID, String protoUnit, String unitTypeName, boolean set) Sets or unsets the given unit type within the given protounit.void
trQuestVarCopy
(String destName, String fromName) Copies value of one of the trigger scratch variables.void
trQuestVarEcho
(String varName) Chats out the value of one of the trigger scratch variables.float
trQuestVarGet
(String varName) Retrieve value of a trigger scratch variable, returns zero if unset.void
trQuestVarSet
(String varName, float val) Sets one of the trigger scratch variables.void
trQuestVarSetFromRand
(String varName, float minVal, float maxVal, boolean round) Sets one of the trigger scratch variables within a random range.void
trQuestVarSetFromRandUnique
(String varName, float minVal, float maxVal, boolean round) Sets one of the trigger scratch variables within a random range, while avoiding repeating consecutive values.void
trQueueStartingUnits
(int playerID) Queues starting units for player if they have a starting TC.void
trRateConstruction
(float rate) Modify construction rate.void
trRateResearch
(float rate) Modify research rate.void
Resets all the rates to normal (1.0f).void
trRateTrain
(float rate) Modify training rate.boolean
trRelicCreate
(float x, float y, float z, int heading, String relicname) Creates a new relic from defined relic name.boolean
trRelicForce
(int unitID, String relicname) Changes type of selected relic to the given relic name.void
trRemoveUnitsInArea
(int playerID, String unitTypeName, float range, boolean ejectContained) All units within dist of the selected ref object that match type are killed.void
trRenderRain
(float percent) Controls rain rendering.void
trRenderSky
(boolean val, String skyName, int orientation, float height, boolean terrainHeight) Turn sky rendering on/off and set which sky to use.void
trRenderSnow
(float percent) Controls snow rendering.void
Resets list of recentlycreated units.void
Restarts the scenario.void
Shows whole map, similar to how revealed mode works (SP modes only).int
Returns how many units you currently have selected.int
trSelectionGetUnitID
(int index) Returns the ID of the selected unit.void
trSetAutoResetRecentUnits
(boolean enable) Sets whether or not the list of recentlycreated units should be reset at each frame; Set to true by default.void
trSetCounterDisplay
(String message) TODO.void
trSetCurrentPlayerStatus
(boolean active) Sets the current player as active or inactive.void
trSetCurrentScenarioUserData
(int index, int value) *** NOTE: This function is DEPRECATED *** Sets the current scenario user data.void
trSetFogAndBlackmap
(boolean fog, boolean black) Turn fog and black map on/off; (SP modes only).void
trSetFogAndBlackmapMultiplayer
(boolean fog, boolean black) Turn fog and black map on/off, affecting all players; (no SP check).void
trSetLighting
(String setName, float fadeTime) Fades to the specified lighting set over fadetime.void
trSetObscuredUnits
(boolean v) Sets whether or not units can be drawn obscured or not.void
trSetPauseInObjectiveWindow
(boolean val) TODO.void
trSetPauseOnAgeUpgrade
(boolean val) TODO.void
trSetRevealerActiveState
(String revealerName, boolean active) Finds the specified revealer and sets it to active or inactive.void
trSetShadowFarClip
(boolean enabled, float distance) Enable or disables the shadow far clippping plane.void
trSetShowCursor
(boolean show) Forces the cursor (mouse pointer) to be shown/hidden.void
trSetUnitIdleProcessing
(boolean v) Sets whether or not units can do their idle processing.void
trSetUserControls
(boolean active) Sets the player controls on or off.void
trShowChoiceDialog
(String maintext, String text1, int event1, String text2, int event2) Displays dialog with 2 choices, and activates a trigger in response.void
trShowChoiceDialogForPlayer
(int playerID, String maintext, String text1, int event1, String text2, int event2) Displays dialog with 2 choices for a given player, and activates a trigger in response.void
trShowHidePopup
(int type, boolean display) Toggles a popup.void
trShowImageDialog
(String imagePath, String subtitle) Displays a custom image in a dialog, with a subtitle text2 text1.void
trShowLosePopup
(String text, String soundfile, boolean ignoreUserControlsState) Message and sound.void
trShowTextMessage
(String noteTitle, String noteText) Displays a text box with the specified title and text.void
trShowWinLose
(String text, String soundfile, boolean ignoreUserControlsState) Message and sound.void
trShowWinPopup
(String text, String soundfile, boolean ignoreUserControlsState) Message and sound.void
trSocketBuild
(int playerID, int socketID, String protoName) Autoconstructs a building over a given socket unit.boolean
trSocketIsEmpty
(int unitID) Returns true if there isnt a fullybuilt building occupying the specified socket.int
trSocketPlaceFoundation
(int playerID, int socketID, String protoName) Places a foundation into this socket unit.void
trSoundPlayDialogue
(int playerID, String msgStrID, String speakerStrID, String portraitStrID, String sound, int eventID, boolean ignoreOnAbort, int timeoutMs, boolean overrideSoundLength) Plays the sound associated with the dialogue.void
trSoundPlayDialogueTalkingHeads
(int playerID, String msgStrID, String speakerStrID, String portraitLeftSideStrID, String portraitRightSideStrID, boolean speakerIsLeftSide, String sound, int eventID, boolean ignoreEventOnAbort, int eventDelaySeconds) Plays the sound associated with the dialogue, using the talking heads version of the UI.void
trSoundPlayFN
(String filename, int eventID, String subtitle, String portrait) Plays the sound associated with the filename.void
trSoundPlayPaused
(String filename, String seconds, int eventID, String subtitle, String portrait) Plays the sound associated with the filename.void
trSoundsetPlay
(String soundsetName) Plays the sound associated with the given soundset.void
trSoundsetPlayPlayer
(int playerID, String soundsetName) Plays the sound associated with the given soundset for the given player.void
trSoundTimer
(int ms, int eventID) TrSoundTimer(int32 milliseconds, int32 eventID) creates a high performance sound timer and passes the eventID as data.void
trTechHideEffects
(int techID, int playerID, boolean display) Sets whether or not effects should be hidden in the rollover for the given technology for this scenario only.void
trTechModifyCost
(int techID, int playerID, int resourceID, float delta, int techRelativity) Modifies the cost of the given technology for this scenario only.void
trTechModifyResearchPoints
(int techID, int playerID, float delta, int techRelativity) Modifies the reseach points of the given technology for this scenario only.void
trTechRemove
(int playerID, String protoUnitName, int techID) Disables the given tech for the player, and removes it from the UI of the given protoUnit.void
trTechReplaceIconByTech
(int techID, int playerID, int iconTechID) Replaces the icon of a technology for this scenario only.void
trTechSetIconPath
(int techID, int playerID, String iconPath) Replaces the icon of a technology for this scenario only.void
trTechSetStatus
(int playerID, int techID, int status) Sets the tech status for the player.void
trTechSetStringID
(int techID, int playerID, String StringID, int techStringFieldIdx) Sets a given string field of a technology to the given string ID for this scenario only.boolean
trTechStatusActive
(int playerID, int techID) Returns true if tech is active for player.boolean
trTechStatusCheck
(int playerID, int techID, int status) Returns true if techs status is techStatus.boolean
trTechStatusResearching
(int playerID, int techID) Returns true if tech is being researched for player.boolean
trTerrainAtPosition
(String subTypeName, Vector position) Checks if the terrain at the given map position matches the expected terrain subtype.boolean
trTownBellRung
(int unitID) Returns true if town bell has been recently rung on the given unit.boolean
trTownBellUnrung
(int unitID) Returns true if town bell has been recently unrung on the given unit.void
Completes tutorial, and displays prompt to progress to next campaign or return to main menu.void
trUIBlockRadialMenu
(int menuIndex, boolean display) Blocks a given radial menu.void
trUIFadeToColor
(int r, int g, int b, int duration, int delay, boolean inout, int eventID) Fade in/out using color specified.void
trUIFlashAbility
(String puCmdName, boolean flash) Flashes the button of a given unit ability in command panel UI.void
trUIFlashAgeUp
(boolean flash) Flashes the ageup button in command panel UI, if applicable.void
trUIFlashCommand
(String puCmdName, boolean flash) Flashes the button of a given protoUnitCommand in command panel UI.void
trUIFlashGodPowerAtSlot
(int slotIdx, boolean flash) Flashes the god power at a given gp slot.void
trUIFlashTech
(int techID, boolean flash) Flashes the button of a given technology in command panel UI.void
trUIFlashTrain
(String protoName, boolean flash) Flashes the button of a given protoUnit in command panel UI.void
trUIGamepadPromptFlash
(int promptIndex, boolean flash) Toggles flashing state for a given gamepad prompt.void
trUIGamepadPromptVisibility
(int promptIndex, boolean display) Toggles visibility for a given gamepad prompt.void
trUIHideRadialMenuPromptPanel
(boolean hidden) Hides the radial menu prompt panel.void
trUIIdleBannerFlash
(int bannerIndex, boolean flash) Toggles flashing state on Minimap gadget.void
trUIMinimapFlash
(boolean flash) Toggles flashing state on Minimap gadget.void
trUIPanelFlash
(int panelIndex, boolean flash) Toggles flashing state for a given HUD panel.void
trUIPanelVisibility
(int panelIndex, boolean display) Toggles visibility for a given HUD panel.void
trUIResourceEntryFlash
(int entryIndex, boolean flash) Toggles flashing state for a given resource entry in the HUD resoruces panel.void
trUIVillagerPriorityButtonFlash
(int buttonIndex, boolean flash) Toggles flashing state on a given Villager Priority Dialog button.void
trUIVillagerPriorityButtonHUDFlash
(boolean flash) Toggles flashing state on HUD Villager Priority Dialog button.void
Unblocks all ambient sounds that were previously blocked from playing.void
Unblocks all sounds that were previously blocked from playing.boolean
trUnforbidProtounit
(int player, String protoname) Removes protounit from the forbidden list.void
trUnitAddModifier
(int modifyType, int dmgType, float amount, float duration) Adds modifier for given modify type and parameter, when applicable, to selected units.void
trUnitAdjustModifier
(int modifyType, int dmgType, float delta, int relativity) Adjust existing modifier for given modify type and parameter, when applicable, to selected units.boolean
Returns true if all selected units are alive.void
trUnitApplyEffect
(int effectID, float duration) Applys a given effect towards the selected units.void
trUnitApplyEffectDamage
(int effectID, float duration, float damage, int dmgType) Applys a given effect with a damage value towards the selected units.void
trUnitApplyEffectProtoUnit
(int effectID, float duration, int playerID, String protoName) Applys a given effect towards the selected units.boolean
trUnitBuildUnit
(String protoName, Vector position, Vector forward) Selects units and makes the build a unit at specified location.void
trUnitCancelAllQueued
(int unitID) Cancels all queued items for the unit.void
trUnitChangeName
(String newName) Set an override name for a specific unit.void
trUnitChangeProtoUnit
(String protoName, boolean skipBirth, boolean forceFoundation) Changes the proto unit for a given set of units.void
trUnitConvert
(int playerID) Converts the selected units to player.int
trUnitCreate
(String protoName, float x, float y, float z, int heading, int playerID, boolean skipBirth) Creates a new unit.int
trUnitCreateForced
(String protoName, float x, float y, float z, int heading, int playerID, boolean skipBirth) Creates a new unit, ignoring placement rules.boolean
trUnitCreateFromSource
(String protoName, int srcUnitID, int trgUnitID, int playerID) Creates a new unit.boolean
trUnitCreateFromSourceMulti
(String protoName, int srcUnitID, int trgUnitID, int playerID, int count) Creates multiple units from a source object.boolean
Returns true if all selected units are dead.void
Activates delayed transform (eg as used for Roc state change) action within selected units, whenever applicable.boolean
trUnitDelete
(boolean remove) Removes or kills the selected unit(s).boolean
trUnitDestroy
(boolean ejectContained) Destroys the selected unit(s).float
trUnitDistanceToPoint
(float x, float y, float z) Returns the shortest distance between the trRT units and the point.float
trUnitDistanceToUnitID
(int blockID) Returns the shortest distance between the trRT units and the given unit.boolean
trUnitDoWorkOnUnit
(int unitID, int eventID) Tasks the selected unit(s) to perform work on the given unit.boolean
trUnitFaceUnit
(int unitID, int eventID) Moves the selected unit(s) to face the given unit.boolean
Returns true if all selected units are fully built.void
trUnitGameSelect
(boolean clear) Selects the given units for the current player.boolean
trUnitGarrison
(int unitID, int eventID) Tasks the selected unit(s) to garrision into another unit.int
trUnitGetHeading
(int unitID) Returns the unit's heading.int
Fetches number of selected units.trUnitGetPosition
(int unitID) Returns the unit's position.int
trUnitGetTargetID
(int srcUnit, boolean actionOnly) Returns the attack target for the given unit.boolean
trUnitHasLOS
(int playerID) Returns true if the player can see the selected unit, otherwise returns false.boolean
trUnitHasTarget
(boolean actionOnly) Returns true if all selected units have an attack target or are attacking.void
trUnitHighlight
(float duration, boolean flash) Does something to highlight the units selected.boolean
Returns true if all selected units are immobilized by a Freeze Action.boolean
trUnitInLush
(int playerID) Returns true if all selected units are within terrain lush belonging to the given player.boolean
Returns true if all selected units are attacking.boolean
trUnitIsNotOwnedBy
(int playerID) Determines if the selected units are not owned by the player specified.boolean
trUnitIsOwnedBy
(int playerID) Determines if the selected units are owned by the player specified.boolean
Returns if the specified unit is selected.void
trUnitMakeInvulnerable
(boolean bEnable) Makes a unit invulnerable to damage; Turn it off to return the unit to normal.void
trUnitModifyResourceInventory
(int resourceID, float delta, int relativity) Modifies resource inventory for the selected units.boolean
trUnitMoveFromArea
(float x, float y, float z, int eventID, boolean bAttackMove, int playerID, String unitType, float radius) Moves all matching units near the selected unit(s) to the given position.boolean
trUnitMoveFromAreaToUnit
(int unitID, boolean bAttackMove, int playerID, String unitType, float radius) Moves all matching units near the selected unit(s) to the given target unit.boolean
trUnitMoveToPoint
(float x, float y, float z, int eventID, boolean bAttackMove, boolean bUnitRun, float runSpeedMultiplier) Moves the selected unit(s) to the given position.boolean
trUnitMoveToUnit
(int unitID, int eventID, boolean bAttackMove, boolean bUnitRun, float runSpeedMultiplier) Moves the selected unit(s) to the spot occupied by the given unit.void
trUnitMutate
(String protoName, boolean fullHitpoints) Transforms selected units into the given protoUnit through PU mutation, maintaining original BUnit pointer.boolean
trUnitPatrolToPoint
(float x, float y, float z, boolean bUnitRun, float runSpeedMultiplier) Moves the selected unit(s) to the given position.int
Returns the percent complete as 0 to 100.float
Returns the percent damaged as 0 to 100.void
trUnitPerformAction
(String actionName, int targetID, Vector targetPos, boolean bypassCharge) Performs a given protoAction through the selected units.void
trUnitPlayerFakifyInArea
(int fakePlayerIndex, int srcPlayerID, String unitTypeName, float range) Sets all units within dist of the selected ref object as having the fake player with the specified index (07).void
Removes the current control action so the next thing can take effect immediately.boolean
trUnitReposition
(float x, float y, float z, boolean disableTying, boolean immediate) Sets the position for the selected units to the given absolute coordinates.boolean
trUnitRepositionToUnit
(int unitID, boolean disableTying, boolean immediate) Sets the position for the selected units to the coordinates of the given unit.void
trUnitReveal
(int playerID, boolean reveal) Reveals the currently selected units to the given player.boolean
trUnitRotateX
(int degrees, boolean disableTying) Rotates the selected units around the X axis by the given amount of degrees.boolean
trUnitRotateY
(int degrees, boolean disableTying) Rotates the selected units around the Y axis by the given amount of degrees.boolean
trUnitRotateZ
(int degrees, boolean disableTying) Rotates the selected units around the Z axis by the given amount of degrees.void
trUnitSelectByID
(int unitID) Selects the unit in the trigger selection system.void
Clears the units in the trigger selection system.boolean
trUnitSetAnimation
(String animName, int versionIndex, boolean loop, int eventID, boolean destroyOnNextControlAction) Sets the cinematic animation version for the selected unit(s).boolean
trUnitSetAnimationPath
(String animName, String animPath, boolean loop, int eventID, boolean destroyOnNextControlAction) Sets the cinematic animation version for the selected unit(s).void
trUnitSetConvertible
(int playerID, boolean forbid) Sets forbid conversion accordingly for the selected units towards the given player.void
trUnitSetGatherPointPosForPlayer
(int playerID, int sourceID, float x, float y, float z) Sets the gather point of the unit on this position.void
trUnitSetGatherPointUnitForPlayer
(int playerID, int sourceID, int targetID) Sets the gather point of the unit on this unit.boolean
trUnitSetHeading
(int degrees) Sets the units heading.void
trUnitSetHitpoints
(float value) Set the units hitpoints to the given value, respecting maximum hitpoints.boolean
trUnitSetOrientationForward
(int degrees, boolean disableTying) Rotates the selected units around the Y axis by the given amount of degrees.boolean
trUnitSetOrientationRight
(int degrees, boolean disableTying) Rotates the selected units around the Z axis by the given amount of degrees.boolean
trUnitSetOrientationUp
(int degrees, boolean disableTying) Rotates the selected units around the X axis by the given amount of degrees.boolean
trUnitSetPassiveMode
(boolean enable) Enables or disables Passive Mode for selected Units.void
trUnitSetScale
(float x, float y, float z) Sets the scale for the given set of units.void
trUnitSetShading
(int shadingType, float opacity) Assign the given shading type with the set opacity to the selected units.void
trUnitSetStance
(String stance) Set the stance for the given set of units.boolean
trUnitSetVariation
(int variation) Sets the variation for the selected units to the given value.void
trUnitSetVeterancyRank
(int rank) Sets the veterancy level for the selected units to the given rank, whenever applicable.boolean
trUnitTeleport
(float x, float y, float z) Moves units from current position to position specified.boolean
trUnitTeleportToUnit
(int unitID) Teleport the selected unit(s) to the spot occupied by the given unit.void
trUnitThrow
(int direction, float distance, int numBounces, float maxHeight, float maxVelocity, float spinPeriod) Throws the selected units with the provided parameters.void
Performs the transformation defined by the units transform command (eg heroization, etc) immediately, whenever applicable.boolean
trUnitTypeIsHovered
(String proto) Returns if the cursor is hovering over the given unit type.boolean
trUnitTypeIsSelected
(String proto, boolean checkIdle) Returns if at least one unit of the specified unit type is selected.void
Ungarrisons all contained units.boolean
Returns true if the player can see the selected unit, and it is on screen; Desync sensitive.boolean
trWaterAtPosition
(String waterTypeName, Vector position) Checks if the water at the given map position matches the expected water type.void
Adds the waypoint into the trigger selection system.void
trWaypointAddUnitPosition
(int unitID) Adds the units position as a waypoint in the trigger selection system.void
Clears the waypoints in the trigger selection system.void
trWorldSpacePrompt
(String id, int unitID, boolean showColor, String StringID, Vector offset, String attachPoint) Show a world space prompt over a selected unit.void
trWorldSpacePromptArea
(String id, Vector location, String StringID, Vector offset) Show a world space prompt in selected location.void
trWorldSpacePromptArmy
(String id, String armyName, boolean showColor, String StringID, Vector offset) Show a world space prompt over a selected army.void
Hide a world space prompt.boolean
trWPFDialogOpen
(int wpdDialogID) Returns true if the given WPF dialog is currently open.void
Intended for ui use only; Hotkey for 3rd choice in the 3 choice popup.void
Intended for ui use only; Close and accept the currently set options.void
uiAddChatNotification
(int fromPlayerID, int toPlayerID, String StringID, int soundSetID) Adds a notification to the games chat output, can play a sound too.void
Intended for ui use only; Hotkey for executing search in add friend popup.void
uiAddSelectionButtonDown
(boolean allowToggle) Intended for ui use only; Indicates that the add selection button has been pressed.void
Intended for ui use only; Indicates that the add selection button has been released.void
uiAddSelectNumberGroup
(int group) Adds the units in the given number group to current selection.void
Open age up popup from anywhere.void
uiApplyLightingSet
(int n) Intended for UI use only; Applies a Lighting Set.void
uiAutoScoutSelectedUnit
(int unitID, boolean enable) Enables/disables auto scout on selected unit.void
Intended for ui use only; Indicates that clickdrag button has been pressed.void
Intended for ui use only; Indicates that clickrotate button has been pressed.void
Instructs the currently selected unit(s) to build the current proto unit cursor building type at the pointer location.void
Intended for UI use only; Selects nearest worker and opens the gamepad build menu.void
uiBuildMode
(int protoID) Does and editMode and setProtoID, after verifying sufficient resources for the current player.void
uiBuildWallAtPointer
(boolean addWaypoint) Instructs the currently selected unit(s) to build the current proto unit cursor building type at the pointer location, with walllike endpoint behavior.void
uiCameraControl
(float x, float y) Controls camera with gamepad stick.void
Intended for ui use only; Cancels radial menu selected entry.void
Intended for ui use only; Cancels radial menu selected entry.void
Intended for ui use only; Cancels radial menu selected entry.void
Cancels currently built unit.void
Centers mouse pointer.void
uiChangeBrushSize
(float p1, float p2, float p3, float p4) Changes the size of the current brush.void
uiChangeBrushType
(String brushType) Changes the brush to the named type.void
uiChangeElevationToSample
(int keyState) Intended for ui use only; Indicates that the change elevation to sample button has gone up/down.void
uiChangeGizmoType
(int keyState) Changes the guizmo to the parameter type.void
Toggles the chat display mode.void
Toggles the chat display mode to history mode.void
Toggles the chat display mode to recent mode.void
uiChatScrollBack
(int keyState) Scrolls chat back one.void
uiChatScrollForward
(int keyState) Scrolls chat forward one.void
uiClearChat
(boolean clearOnly) Clears the chat and resets to recent mode; clearOnly == true if you dont want it to populate the chat, but only clear it.void
Resets the cursor to the basic pointer.void
Clears the gather point for the selected unit(s), returning it to a default state.void
uiClearMenu
(String name) Removes any dangling child menus off of the given gadget.void
uiClearNumberGroup
(int group) Erases the given number group.void
Deselects all selected units.void
Clears tribute in the diplomacy menu.void
Closes the controls popup.void
Closes (as if clicked on the close button) any active dialog.void
Closes (as if clicked on the close button) any active field set.void
Intended for ui use only; Conducts the cancel command on the radial menu (whatever that does for the specific context).void
Opens a yes no popup to and loads save game if player confirms.void
Intended for ui use only; Opens the control group gamepad menu menu.void
Intended for ui use only; Opens the control group gamepad menu menu.void
Intended for ui use only; Handles control+selection button pressing.void
Intended for ui use only; Indicates control+selection button has been released.void
uiConvertUnits
(int keyState) Intended for ui use only; Indicates that the convert units button has gone up/down.void
Copies the brush selection to the clipboard.void
uiCoverTerrainWithWater
(float waterHeight, float depth, String name) Flattens terrain and paints water over the entire map.void
uiCreateNumberGroup
(int group) Creates a number group with the currently selected units.void
Acts like the current cycle gadget has been pressed.void
uiCycleGadget
(int delta) Cycles through the active child gadget of a deluxe gadget.void
Decrements the variation to place.void
Deletes all selected unit.void
TODO.void
uiDeleteSelectedUnit
(boolean ignoreConfirmation) Deletes selected unit.void
uiDeleteUnits
(int keyState) Intended for ui use only; Indicates that the delete units button has gone up/down.void
Used to deselect all units that match the type of the unit under the cursor.void
Used to deselect the unit under the cursor.void
Intended for ui use only; Double click deselect at pointer location.void
uiDoubleClickSelect
(int add, boolean checkAction) Intended for ui use only; Double click select at pointer location.void
Spews all hot key mappings that create units to the console.void
uiDumpKeyMappings
(String context) Spews all key mappings out to the console.void
uiDumpUnmappedKeys
(String context) Spews all empty keys out to the console.void
Intended for UI use only; Sends an ejection command with waypoint for the selected unit.void
Intended for UI use only; Sends an ejection command for the selected unit, tasking ungarrisoned units back to work.void
Intended for UI use only; Ejects all units from all Map Control Buildings.void
Intended for UI use only; Sends an ejection command for the selected unit.void
Commands the selected unit(s) to Empower the target building at the pointer position.void
uiEnterContext
(String context) Enters the specified UI context.void
Wrapper that enters GameMenu mode if the player isnt resigned.void
uiErase
(boolean keyState) Intended for ui use only; Indicates that the erase button has gone up/down.void
Save a group.void
Save some triggers.void
Filter the current terrain selection.void
Finds all units of the same type as the selected unit.void
uiFindAllOfTwoTypes
(String name1, String name2) Finds all units belonging to any of the two provided types.void
uiFindAllOfTwoTypesAnd
(String name1, String name2) Finds all units belonging to both of the two provided types.void
uiFindAllOfTwoTypesOnScreen
(String name, String secondName, boolean isBuilding) Finds all units of either of the two types currently on screen.void
uiFindAllOfTwoTypesOnScreenAnd
(String name, String secondName, boolean isBuilding) Finds all units of both of the two types currently on screen.void
uiFindAllOfType
(String name) Finds all units of the same type.void
uiFindAllOfTypeIdle
(String name) Finds all idle units of the same type.void
uiFindAllOfTypeIdle2
(String name) Finds all idle units of the same type.void
uiFindAllOfTypeOnScreen
(String name, boolean isBuilding) Finds all units of the same type currently on screen.void
uiFindAllOfTypeOnScreenIdle
(String name, boolean isBuilding) Finds all units of the same type currently on screen.void
uiFindAllOfTypes
(String name) Finds all units of the same types.void
uiFindAnyOfTypes
(String nameListString) Finds the next unit of any of the given types (separated by commas or spaces) in the arbitrary order of unit ID, so that it can be called repeatedly to cycle.void
Finds the gatherer unit that's not gathering in the arbitrary order of unit ID, so that it can be called repeatedly to cycle.void
uiFindIdleOrAnyType
(String name, boolean shiftSelectsAll, boolean controlModifier) Finds the next idle unit of the given type in the arbitrary order of unit ID, so that it can be called repeatedly to cycle; If none are found, finds the next unit even if it's not idle.void
uiFindIdleType
(String name, boolean shiftSelectsAll, boolean controlModifier, boolean groupByType) Finds the next idle unit of the given type in the arbitrary order of unit ID, so that it can be called repeatedly to cycle.void
uiFindIdleType2
(String name, boolean shiftSelectsAll, boolean controlModifier, boolean groupByType) Finds the next idle unit of the given type in the arbitrary order of unit ID, so that it can be called repeatedly to cycle.void
uiFindKeyMapping
(String keyname) Finds all key mappings for a given key.void
Intended for ui use only; Opens the find buildings/units menu.void
Intended for ui use only; Opens the find buildings/units menu.void
uiFindNextIdleGroupOfType
(String name, boolean groupByPUID) Finds the next contiguous group of idle units of the given type in the arbitrary order of unit ID, so that it can be called repeatedly to cycle.void
uiFindNextIdleGroupOfType2
(String name, boolean groupByPUID) Finds the next contiguous group of idle units of the given type in the arbitrary order of unit ID, so that it can be called repeatedly to cycle.void
uiFindResourceGatherers
(String resourceName) Finds the next resource gatherer unit of the given resource type in the arbitrary order of unit ID, so that it can be called repeatedly to cycle.void
Finds the next town center that has the town bell active, so that it can be called repeatedly to cycle.void
uiFindTwoTypes
(String name1, String name2) Finds the next unit of the given two types in the arbitrary order of unit ID, so that it can be called repeatedly to cycle.void
uiFindTwoTypesAnd
(String name1, String name2) Finds the next unit of both of the given two types in the arbitrary order of unit ID, so that it can be called repeatedly to cycle.void
uiFindType
(String name) Finds the next unit (idle or not) of the given type in the arbitrary order of unit ID, so that it can be called repeatedly to cycle.void
Sends out a flare at the pointer position.void
uiFlareAtUnit
(int unitID) Sends out a flare at the unit's position.void
Flatten the current terrain selection.void
Intended for ui use only; Hotkey for focusing the difficulty selector for AotG.void
Intended for ui use only; Toggle visibility of rewards details in AotG.void
Intended for ui use only; Hotkey for confirming blessings selection in the blessings picker UI.void
Intended for ui use only; Closes frontend chat browser.void
Intended for ui use only; Sends message in the frontend chat browser.void
Intended for ui use only; Toggle room options dropdown in the frontend chat browser.void
Intended for ui use only; Hotkey for confirming creation of a clan in the clan create popup.void
uiFrontendClanJoinChangePage
(boolean pageForward, boolean goToEnd) Intended for ui use only; Hotkey for switching clan join pages.void
uiFrontendGenericCycleFocusBackward
(boolean allowLooping) Intended for ui use only; Hotkey for cycling focus between page subsections.void
uiFrontendGenericCycleFocusForward
(boolean allowLooping) Intended for ui use only; Hotkey for cycling focus between page subsections.void
uiFrontendGenericHorizontalScroll
(float axisValue) Intended for ui use only; Hotkey for sending generic horizontal scrolling command to WPFG.void
uiFrontendGenericHorizontalScrollLeft
(int keyState) Intended for ui use only; Held hotkey for sending generic horizontal scrolling command to WPFG.void
uiFrontendGenericHorizontalScrollRight
(int keyState) Intended for ui use only; Held hotkey for sending generic horizontal scrolling command to WPFG.void
uiFrontendGenericVerticalScroll
(float axisValue) Intended for ui use only; Hotkey for sending generic vertical scrolling command to WPFG.void
uiFrontendGenericVerticalScrollDown
(int keyState) Intended for ui use only; Held hotkey for sending generic vertical scrolling command to WPFG.void
uiFrontendGenericVerticalScrollUp
(int keyState) Intended for ui use only; Held hotkey for sending generic vertical scrolling command to WPFG.void
Intended for ui use only; Hotkey for confirming god selection in the god picker UI.void
uiFrontendGodPickerCycleGod
(boolean nextGod) Intended for ui use only; Hotkey for cycling between selected gods in the god picker UI.void
Intended for ui use only; Hotkey for toggling the legend open/closed in the god picker.void
Intended for ui use only; Hotkey for confirming mission selection in the labyrinth UI.void
Intended for ui use only; Hotkey for navigating between main menu tabs.void
Intended for ui use only; Hotkey for navigating between main menu tabs.void
uiFrontEndMainMenuTab
(int tab) Intended for ui use only; Hotkey for navigating to a specific main menu tab.void
uiFrontendMatchHistoryChangePage
(boolean pageForward) Intended for ui use only; Hotkey for switching match history pages.void
uiFrontendModBrowserChangePage
(boolean pageForward) Intended for ui use only; Hotkey for swapping pages in the mod browser.void
Intended for ui use only; Hotkey for toggling selected mod in the mod manager.void
Intended for ui use only; Hotkey for repairing/updating all mods in the mod manager.void
Intended for ui use only; Hotkey for opening the filters popup in the MP browse screen.void
Intended for ui use only; Hotkey for refreshing game list in the MP browse screen.void
Intended for ui use only; Hotkey for cancelling search (if searching), otherwise navigating back.void
uiFrontendMPRankedSetupBeginSearch
(boolean allowToggle) Intended for ui use only; Hotkey for starting search in Ranked setup screen.void
Intended for ui use only; Hotkey for cancelling ranked search.void
Intended for ui use only; Hotkey for navigating to previous main menu page.void
Intended for ui use only; Dismiss all notifications in the notifications sidebar.void
uiFrontendOpenNotificationPanel
(boolean allowToggle) Intended for ui use only; Toggle notifications panel open/closed.void
Intended for ui use only; Hotkey for publishing a mod in the publish popup.void
Intended for ui use only; Hotkey for attaching thumbnail to a mod in the mod popup.void
Intended for ui use only; Hotkey for reporting selected clan.void
Intended for ui use only; Hotkey for refreshing game list in the MP browse screen.void
Intended for ui use only; Hotkey for submitting a report.void
Intended for ui use only; Hotkey for navigating back to a multiplayer lobby.void
Intended for ui use only; Hotkey for cancelling skirmish lobby countdown.void
Intended for ui use only; Hotkey for leaving a skirmish lobby.void
Intended for ui use only; Hotkey for readying up in a skirmish lobby.void
uiFrontendToggleChatBrowser
(boolean allowToggle) Intended for ui use only; Hotkey for toggling chat browser.void
uiFrontendToggleHamburgerDropdown
(boolean allowToggle) Intended for ui use only; Hotkey for toggling hamburger dropdown menu.void
uiFrontendToggleMinimisedMPLobby
(boolean allowToggle) Intended for ui use only; Hotkey for toggling display of the minimised MP lobby.void
uiFrontendToggleSocialDropdown
(boolean allowToggle) Intended for ui use only; Hotkey for toggling social dropdown menu.void
uiFrontendToggleSocialSidebar
(boolean allowToggle) Intended for ui use only; Hotkey for toggling social sidebar.void
Intended for ui use only; Go back to the previous FTUE page.void
uiFtueContinue
(boolean onlyOnFirstScreen) Intended for ui use only; Continue to next FTUE page.void
Cycle scoreboard view.void
Used to indicate the LB was pressed, since it's contextual it needs to feed into the gamepad input state manager.void
Used to indicate the LB was released, since it's contextual it needs to feed into the gamepad input state manager.void
Used to indicate the RB was pressed, since it's contextual it needs to feed into the gamepad input state manager.void
Used to indicate the RB was released, since it's contextual it needs to feed into the gamepad input state manager.void
Replay functions Cycle Map Visibility.void
Replay functions Pause.void
Replay function Slowed Playback.void
Replay function Fast Playback.void
Replay functions Play.void
Opens replay player view ring menu.void
Closes replay player view ring menu.void
Replay function Restart.void
Swap between power bar and resource view in replay mode.void
Commands the selected unit(s) to garrison in a building at the pointer position.void
Intended for ui use only; Activates the alternative press functionality for the highlighted button.void
Intended for ui use only; Hotkey for confirming input in the generic input popup.void
Intended for ui use only; Opens the god powers menu.void
Intended for ui use only; Opens the god powers menu.void
Intended for UI use only; Sends an guard order.void
uiHandleIdleBanner
(String name, boolean groupByType) Does the right thing.void
uiHandleTrainingPanelAction
(int unitID, int actionType, int actionID, int actionIdx) Handles clicking over an item in the global queue/training panel.void
uiHandleUserTab
(int parent) Handles toggle of user textures.void
uiHideCursor
(boolean hide) Testing only.void
TODO.void
Used when activating a text box with a key to avoid having that key go into the text box too.void
Load some triggers.void
Increments the variation to place.void
uiLeaveContext
(String context) Leaves the specified UI context.void
Causes game to return to editMode none when shift hotkey is released.void
Intended for ui use only; Hotkey for deleting the selected save file.void
Intended for ui use only; Hotkey for opening the save/load directory (PC Only).void
Intended for ui use only; Hotkey for creating a new save file.void
uiLoadTriggers
(String filename) Load some triggers.void
uiLookAtAndSelectUnit
(int lID) Moves the camera to see the specified unit and selects it.void
uiLookAtBattle
(int bID) Moves the camera to see the specified battle.void
uiLookAtNumberGroup
(int number) Moves the camera to see the given number group.void
uiLookAtProto
(String protoname) Moves the camera to see the first instance of proto unit X owned by the current player.void
Moves the camera to see the first selected unit.void
uiLookAtUnit
(int lID) Moves the camera to see the specified Unit.void
uiLowerElevation
(int keyState) Intended for ui use only; Indicates that the lower elevation button has gone up/down.void
uiLowerTerrainSelection
(int keyState) Intended for ui use only; Indicates that the lower terrain selection button has gone up/down.void
Intended for ui use only; Select the currently highlighted option in the radial menu.void
uiMessageBox
(String text, String command) Pops up a message box with text that activated the cmd when the ok button is hit.void
Intended for ui use only; DPad Down function while minimap is enlarged.void
Intended for ui use only; DPad Left function while minimap is enlarged.void
Intended for ui use only; DPad Right function while minimap is enlarged.void
Intended for ui use only; DPad Up function while minimap is enlarged.void
Intended for ui use only; Enlarges the minimap for minimap navigation.void
uiMinorGodUI
(int techID, int tcID, int playerID, boolean PreQueue) Used to activate the minor god UI.void
uiMinorGodUIInSelected
(boolean PreQueue) Used to activate the minor god UI in current selection.void
Moves all military units to the pointer position.void
uiMoveAllUnitOfTypeToUnitLocation
(int targetUnitID, String typeNames) Find units of a certain type, and tell them to walk over.void
Intended for ui use only; Indicates that selection button has been pressed.void
Intended for ui use only; Indicates that selection button has been released.void
Intended for ui use only; Indicates that selection button has been pressed.void
Intended for ui use only; Indicates that selection button has been released.void
uiMoveUnitBackward
(int keyState) Intended for ui use only; Indicates that the move unit backward key has gone up/down.void
uiMoveUnitDown
(int keyState) Intended for ui use only; Indicates that the move unit down key has gone up/down.void
uiMoveUnitForward
(int keyState) Intended for ui use only; Indicates that the move unit forward key has gone up/down.void
uiMoveUnitLeft
(int keyState) Intended for ui use only; Indicates that the move unit left key has gone up/down.void
uiMoveUnitOfNameToUnitLocation
(int targetUnitID, String unitNames, float minDist) Find the unit of a certain protounit name nearest to the target unit, and tell them to walk over.void
uiMoveUnitOfTypeToUnitLocation
(int targetUnitID, String typeNames, float minDist, boolean doWorkOnUnit) Find the unit of a certain type nearest to the target unit, and tell them to walk over.void
uiMoveUnitRight
(int keyState) Intended for ui use only; Indicates that the move unit right key has gone up/down.void
uiMoveUnitsToPointer
(int number, String type) Intended for UI use only; Moves a number of units of the type given to the location of the pointer.void
uiMoveUnitUp
(int keyState) Intended for ui use only; Indicates that the move unit up key has gone up/down.void
Inteneded for ui use only; Hotkey for applying filters in the MP filters popup.void
Intended for ui use only; Hotkey for resetting filters in the MP filters popup.void
Intended for ui use only; Hotkey for opening a lobby in the MP Host popup.void
Intended for ui use only; Hotkey for searching for a user in the MP Host popup.void
Intended for ui use only; Hotkey for Viewing Xbl profile in the MP Host popup.void
Creates a new blank scenario.void
Intended for UI use only; Selects nearest infantry and opens the gamepad build menu.void
uiObjectivesPopupChangeTab
(boolean nextTab) Intended for ui use only; Hotkey for changing tabs in the objectives popup.void
Intended for ui use only; Hotkey for toggling hints in the objectives popup.void
Intended for ui use only; Hotkey for toggling objectives panel display in the objectives popup.void
Opens the chat menu.void
Intended for ui use only; Opens the code of conduct.void
Opens the diplomacy menu.void
Opens the game settings dialog.void
Open a record game from the replays directory.void
uiOpenScenarioBrowser
(String fileName) Open a scenario from the scenario directory.void
uiPaint
(boolean keyState, boolean offset) Intended for ui use only; Indicates that the paint button has gone up/down.void
uiPaintCliff
(int keyState) Intended for ui use only; Indicates that the paint cliff button has gone up/down.void
uiPaintForest
(boolean keyState, boolean offset) Intended for ui use only; Indicates that the paint button has gone up/down.void
uiPaintTerrainOverlay
(int keyState) Intended for ui use only; Indicates that the paint terrain overlay button has gone up/down.void
uiPaintTerrainToSample
(int keyState) Intended for ui use only; Indicates that the sample terrain button has gone up/down.void
uiPaintWater
(int keyState) Intended for ui use only; Indicates that the paint water button has gone up/down.void
uiPaintWaterArea
(int keyState) Intended for ui use only; Painting water area.void
Paint objects on the currently selected water.void
Pastes the contents of the clipboard to the brush selection.void
Intended for UI use only; Sends an patrol order.void
uiPayFoundation
(int unitID) Pays for the given foundation.void
uiPitchUnitDown
(int keyState) Intended for ui use only; Indicates that the pitch unit down key has gone up/down.void
uiPitchUnitUp
(int keyState) Intended for ui use only; Indicates that the pitch unit up key has gone up/down.void
uiPlaceAtPointer
(boolean changeVariation) Intended for ui use only; Places unit at pointer location.void
Intended for ui use only; Generic Accept hotkey for currently displaying popups.void
Intended for ui use only; Generic Cancel hotkey for currently displaying popup.void
Intended for ui use only; Hotkey for sending a GG from the postgame highlights screen.void
Intended for ui use only; Hotkey for skipping postgame highlights.void
uiPostgameChangeTab
(boolean tabRight) Intended for ui use only; Hotkey for changing top level tabs in the postgame screen.void
Intended for use only; Catchall Hotkey for closing popups throughout the postgame screen.void
Intended for ui use only; Hotkey for returning to main menu from the postgame screen.void
uiPostgameStatisticsChangeTab
(boolean tabRight) Intended for ui use only; Hotkey for changing tabs in the postgame stats screen.void
Intended for ui use only; Hotkey for returning to map view from the postgame screen.void
uiPrimaryContextualButtonDoublePress
(boolean add) Used to call the primary gamepad contextual button double press.void
Used to call the primary gamepad contextual button down.void
Used to call the primary gamepad contextual button up.void
Used to change the quick action to the default.void
Used to cycle the quick action to the left.void
Used to cycle the quick action to the right.void
Used to prevent calls to uiReleaseQuickSelectLeftUp causing a change in input context and breaking quick actions.void
Used to toggle auto building.void
uiQuickSelectDown
(boolean leftTrigger, boolean rightTrigger, boolean leftBumper, boolean rightBumper) Intended for ui use only; Quick selects certain units.void
uiQuickSelectLeft
(boolean leftTrigger, boolean rightTrigger, boolean leftBumper, boolean rightBumper) Intended for ui use only; quick selects certain units.void
uiQuickSelectRight
(boolean leftTrigger, boolean rightTrigger, boolean leftBumper, boolean rightBumper) Intended for ui use only; quick selects certain units.void
uiQuickSelectUp
(boolean leftTrigger, boolean rightTrigger, boolean leftBumper, boolean rightBumper) Intended for ui use only; Quick selects certain units.void
Used to enter the gamepad quick action mode.void
uiQuickTopButtonActionUp
(boolean allowQuickActionAction) Used to exit the gamepad quick action mode, or execute the command; Using this with a false parameter will allow you to disable trying a quick action if it was closed fast.void
Intended for ui use only; Activates the page specific action.void
Intended for ui use only; Changes radial menu page.void
Intended for ui use only; Activates the page specific thumb action.void
Intended for ui use only; Activates the page specific view action.void
uiRadialMenuXAxis
(float axisValue) Intended for ui use only; Indicates the X position of the radial menu selector.void
uiRadialMenuYAxis
(float axisValue) Intended for ui use only; Indicates the Y position of the radial menu selector.void
uiRaiseElevation
(int keyState) Intended for ui use only; Indicates that the raise elevation button has gone up/down.void
uiRaiseTerrainSelection
(int keyState) Intended for ui use only; Indicates that the raise terrain selection button has gone up/down.void
uiRecalcVariation
(int keyState) Intended for ui use only; Indicates that the recalc variation button has gone up/down.void
Forces a refresh on the command panel.void
Reconstitutes the entire editor menu.void
Pops up all downed keys.void
Intended for ui use only; Releases down in the quick select manager.void
Intended for ui use only; Releases left in the quick select manager.void
Intended for ui use only; Releases right in the quick select manager.void
Intended for ui use only; Releases up in the quick select manager.void
Intended for ui use only; Releases the page specific action (mainly for hold triggers).void
Intended for ui use only; Release the currently highlighted option in the radial menu.void
Removes current selection from any army.void
uiRemoveSelectedUnit
(int id) Removes specified unit, or selected unit if not ID is specified.void
uiRemoveSelectionButtonDown
(boolean isModified) Intended for ui use only; Indicates that the remove selection button has been pressed.void
Intended for ui use only; Indicates that the remove selection button has been released.void
Commands the selected unit(s) to repair the target building at the pointer position.void
Intended for ui use only; Hotkey for resetting all hotkeys in the settings screen.void
Intended for ui use only; Reset the rotation and zoom of the camera to default.void
Intended for ui use only; Hotkey for resetting the currently selected hotkey in the settings screen.void
Intended for ui use only; Reset the Rotation of the ingame (strategy) camera to default.void
Intended for ui use only; Reset the Zoom of the ingame (strategy) camera to default.void
Intended for ui use only; Hotkey for resetting current options page.void
uiRollUnitLeft
(int keyState) Intended for ui use only; Indicates that the roll unit left key has gone up/down.void
uiRollUnitRight
(int keyState) Intended for ui use only; Indicates that the roll unit right key has gone up/down.void
uiRotateClipboard
(int amount) Rotate the clipboard by amount.void
uiRotateSelection
(int amount) Intended for ui use only; rotates the selected UNIT.void
uiRotateWaterLeft
(int keyState) Intended for ui use only; Indicates that the rotate water left button has gone up/down.void
uiRotateWaterRight
(int keyState) Intended for ui use only; Indicates that the rotate water right button has gone up/down.void
uiRoughen
(int keyState) Intended for ui use only; Indicates that the roughen button has gone up/down.void
Intended for ui use only; Samples Cliff elevation height at pointer.void
Intended for ui use only; Samples elevation height at pointer.void
Intended for ui use only; Samples terrain type at pointer.void
Save a scenario to the scenario directory.void
uiSaveBuiltInPrefab
(String filename) Save some groups.void
Save a scenario to the scenario directory.void
uiSaveScenarioPrompt
(boolean saveAs) Checks for currentlyset active player and triggers prompt to user, if it's not set to player 1, before opening save dialog.void
uiSaveTriggers
(String filename) Save some triggers.void
uiSaveUserPrefab
(String filename) Save some groups.void
Load a scenario, checking dirty bit on world.void
Test a scenario into main menu screen.void
uiScrollBrushSize
(int amount) Intended for ui use only; Increament the size of the current brush up/down.void
uiScrollChatPanelAxis
(float axisValue) Intended for ui use only; Scroll the chat panel.void
uiScrollCliffHeight
(int amount) Intended for ui use only; Increment the height of the cliff brush up/down.void
Used to call the secondary gamepad contextual button down.void
Used to call the secondary gamepad contextual button up.void
Intended for UI use only; Tasks all valid Town Bell targets to garrison within the nearest building.void
uiSelectAgeUpGod
(boolean left) Select the left god when input; bool is true, the right god when it is false.void
Intended for ui use only; Indicates that selection button has been pressed.void
Intended for ui use only; Indicates that selection button has been released.void
Pans the camera to the location.void
uiSelectNextUnitStack
(boolean reverse) Selects the next unit stack.void
uiSelectNumberGroup
(int group) Selects the units in the given number group.void
Intended for ui use only; Select the currently highlighted option in the radial menu.void
TODO.void
uiSelectType
(String nameListString, boolean selectAll, boolean snapTo, boolean forbidSnap) Selects units of the same type.void
Intended for ui use only; Selects water at pointer location.void
uiSendInGameChatMessage
(boolean closeChat) Intended for ui only; Hotkey for sending chat message ingame.void
Send tribute in the diplomacy menu.void
uiSetBrushType
(String brushType, float p1, float p2, float p3, float p4) Makes the current brush based on the name and parameters.void
uiSetBuildingPlacementRender
(int placeID, boolean set) Controls rendering of the building placement info for the given ID.void
TODO.void
uiSetClickDragParams
(float deadZoneSize, float maxZoneSize, float exponent, float maxSpeed) Set the parameters for clickdrag movement.void
uiSetCliffType
(String name) Sets the cliff type by name.void
uiSetCliffTypeNum
(int num) Sets the cliff type by index.void
uiSetClipboardRotation
(float degrees) Sets the clipboard rotation amount.void
uiSetForestType
(String name) Sets the forest type by name.void
uiSetForestTypeNum
(int num) Sets the forest type by index.void
Sets the gather points for the selected unit(s) to the pointer position.void
uiSetGatherPointAtGamepadPointerOfNearbyUnitTypes
(String targetTypes, float distance, boolean waterSpawnPoint, boolean isEconomicGatherPoint) Updates the gather point of all nearby units of specified type(s) closest to the currently selected unit.void
uiSetGatherPointAtPointer
(boolean waterSpawnPoint) Sets the gather points for the selected unit(s) to the pointer position.void
uiSetGatherPointAtPointerOfNearbyUnitTypes
(String targetTypes, float distance, boolean waterSpawnPoint, boolean isEconomicGatherPoint) Updates the gather point of all nearby units of specified type(s) closest to the currently selected unit.void
uiSetGatherPointAtPointerOfNearbyUnitTypesToUnit
(int targetUnitID, String targetTypes, float distance, boolean waterSpawnPoint, boolean isEconomicGatherPoint) Updates the gather point of all nearby units of specified type(s) closest to the currently selected unit, to the position of the selected unit.void
uiSetKBArmyRender
(int id, boolean set) Render the kbArmy info for the given ID; If not set given, will not render the army.void
uiSetKBAttackRouteRender
(int routeID, boolean set) Render the attackRoute info for the given ID.void
uiSetKBResourceRender
(int resID, boolean set) Render the kbResource info for the given ID; If not set given, will not render the resource.void
uiSetNearestUnitNamedToBuild
(int unitID, String unitNames) Find the nearest unit to the specified target unit with one of the specified names, and have it start building.void
uiSetPlacementPlayer
(int playerID) Sets current placement player to the given player ID.void
uiSetProtoCursor
(String proto, boolean setPlacement) Sets the cursor to a protounit.void
uiSetProtoCursorID
(int protoID) Sets the cursor to a protounit.void
uiSetProtoID
(int id) Sets the proto ID to place.void
uiSetTerrainDetailPaintMode
(int mode) Sets the terrain detail paint mode (0) paint overlay (1) paint wetness (2) smooth.void
uiSetWaterType
(String name) Sets the water type by name.void
uiSetWaterTypeNum
(int num) Sets the water type by index.void
uiShowAIDebugInfoArea
(int areaID, int renderOn) Brings up the area info for the given ID.void
uiShowAIDebugInfoAreaGroup
(int areaGroupID, int renderOn) Brings up the area info for the given ID.void
uiShowAIDebugInfoAttackRoute
(int routeID) Brings up the attackRoute info for the given ID.void
uiShowAIDebugInfoBase
(int playerID, int baseID) Brings up the base info for the given ID.void
uiShowAIDebugInfoEscrow
(int id) Brings up the escrow info for the given ID.void
uiShowAIDebugInfoKBArmy
(int id) Brings up the kbArmy info for the given ID.void
uiShowAIDebugInfoKBResource
(int resID) Brings up the kbResource info for the given ID.void
uiShowAIDebugInfoKBUnit
(int state) Brings up the kbunit info for the given ID.void
uiShowAIDebugInfoKBUnitPick
(int id) Brings up the kbUnitPick info for the given ID.void
uiShowAIDebugInfoPlacement
(int placeID) Brings up the building placement info for the given ID.void
uiShowAIDebugInfoPlan
(int planID) Brings up the plan debug text for the given plan ID.void
TODO.void
TODO.void
Displays Economic UI on command panel, if applicable.void
uiShowHelpPopupHistoryTopic
(String topicName) Opens the help popup with selected history topic.void
Displays Military UI on command panel, if applicable.void
uiSmooth
(int keyState) Intended for ui use only; Indicates that the smooth button has gone up/down.void
Intended for gamepad ui use only, snaps the camera to a currently selected unit.void
uiSocketBuild
(int unitID) Performs autobuilding for the given socket, if it has valid socket building data.void
Intended for ui use only; Use a special power at targeted location.void
Spews all down keys.void
Intended for ui use only; Progress from splash screen.void
Test a scenario.void
uiStickRotatePlacedUnit
(float amount) Intended for ui use only; Rotate placed unit with gamepad stick, ie, intended to be mapped to gamepad stick.void
Test a scenario.void
Stop selected units.void
uiSwitchControlsPopup
(boolean moveNext) Switches pages in the controls popup.void
Closes the chat menu and opens the diplomacy menu.void
Closes the diplomacy menu and opens the chat menu.void
Switch the user input into gamepad mode.void
uiSwitchToMouseMode
(boolean useKeyboard) Switch the user input into mouse mode; Param sets last input type to either keyboard or mouse.void
uiTerrainSelection
(int keyState) Intended for ui use only; Indicates that the terrain selection button has gone up/down.void
uiToggleBrushMask
(int classID) This is not what you are looking for.void
Toggles the diplomacy dialog.void
Turns off and on the game UI.void
Intended for UI use only; Sends a toggle garrison mode command for the selected unit.void
Toggles guizmo snapping.void
Intended for ui use only.void
uiToggleTerrainPasteMode
(int mode) This is not what you are looking for.void
Toggles visibility of main game UI.void
uiTransformSelectedUnit
(String protoName, boolean forceFullyBuilt, int unitID, boolean placementPlayer) Transforms the selected unit into the specified proto unit.void
TODO.void
TODO.void
Pans the camera to the location.void
Intended for ui use only; Hotkey for unbinding the currently selected hotkey in the settings screen.void
Enter unbuild mode with selected building.void
Actually unbuild selected building.void
uiUniformLowerElevation
(int delta) UiUniformLowerElevation lowers the terrain height uniformly in the brush region.void
uiUniformRaiseElevation
(int delta) UiUniformRaiseElevation raises the terrain height uniformly in the brush region.void
Intended for ui use only; Opens the unit commands gamepad menu menu.void
Intended for ui use only; Opens the unit commands gamepad menu menu.void
Intended for ui use only; Unselects currently selected water.void
Intended for ui use only; Opens the villager priorities gamepad menu menu.void
Intended for ui use only; Opens the villager priorities gamepad menu menu.void
uiVillagerReturnResources
(int targetUnitID, float range) Tell villagers in a defined area to return currently held resources.void
uiWheelRotate
(int amount) Intended for ui use only; Rotate with wheel, ie, intended to be mapped to wheel.void
uiWheelRotateCamera
(int amount) Intended for ui use only; Rotate with wheel, ie, intended to be mapped to wheel.void
uiWheelRotatePlacedUnit
(int amount) Intended for ui use only; Rotate placed unit with wheel, ie, intended to be mapped to.void
uiWorkAtPointer
(int mode) Intended for ui use only; Issues "work" at pointer location; mode 1 - ignore when clickdrag is enabled, mode 2 - ignore when clickdrag is disabled.void
uiYawUnitLeft
(int keyState) Intended for ui use only; Indicates that the yaw unit left key has gone up/down.void
uiYawUnitRight
(int keyState) Intended for ui use only; Indicates that the yaw unit right key has gone up/down.void
Zooms to the most recent minimap event.void
Zooms to the most recent minimap event.void
uiZoomToProto
(String protoname) Zooms to the first instance of proto unit X owned by the current player.void
undo()
Undoes the last editing operation.void
unitData
(int unitID) Spews database values on the specified unit or the selected unit (if no argument).void
unitDecVariation
(int unitID) Decrements the current variation of the given UnitID (current selected unit(s) if UnitID is -1).void
unitIncVariation
(int unitID) Increments the current variation of the given UnitID (current selected unit(s) if UnitID is -1).void
Sets the selected units to stop using a fake player.void
unitPlayerFakify
(int fakePlayerIndex) Sets the selected units to use the fake player indicated.void
Issues a return to work for the selected unit(s).void
unitSetStance
(int stanceID) Sets the unit stance for all selected units to the given AI stance ID.void
unitSetStanceVillager
(String name) Sets internal unit AI stance for all selected villagers to the given AI stance.void
unitSetTactic
(String name) Sets the tactic for this unit.void
unitSetVariation
(int variation, int unitID) Sets the current variation of the given UnitID (current selected unit(s) if UnitID is -1).void
Issues a town bell for the selected unit(s).void
Forces the game to unpause.void
Sets the camera to cover the entire terrain; Only in the editor.void
vsync
(int state) Set vertical syncing (-1 toggles, 0 is off, 1 is on).void
Block user prompt for app rating.void
Hide user prompt for app rating.void
Show user prompt for app rating.void
Prompt user for app rating if they pass prerequisites.void
Open the windows store to rate this game.void
wpfNavigateFrame
(String pageUri, String frameName) In the current WPF UI screen, change the page of the named Frame to the given URI.void
Triggers the XBL sign in out dialog.float
xsBoolToFloat
(boolean b) Casts a bool to a float (1.0 if true, 0.0 if false).int
xsBoolToInt
(boolean b) Casts a bool to an int (1 if true, 0 if false).xsBoolToString
(boolean b) Casts a bool to a string.void
xsDisableRule
(String ruleName) Disables the given rule.void
xsDisableRuleGroup
(String ruleGroupName) Disables all rules in the given rule group.void
Disables the current rule.void
Prints the time in milliseconds that elapsed since the timer was last started.void
xsEnableRule
(String ruleName) Enables the given rule.void
xsEnableRuleGroup
(String ruleGroupName) Enables all rule in the given rule group.boolean
xsFloatToBool
(float f) Casts a float to a bool (false if == 0.0, true otherwise).int
xsFloatToInt
(float f) Casts a float to an int, truncating the fractional part.xsFloatToString
(float f) Casts a float to a string.int
Returns the current context player ID.int
Returns the current gametime (in seconds).int
Returns the current gametime (in milliseconds).boolean
xsIntToBool
(int i) Casts an int to a bool (false if == 0, true otherwise).float
xsIntToFloat
(int i) Casts an int to a float.xsIntToString
(int i) Casts an int to a string.boolean
xsIsRuleEnabled
(String ruleName) Returns true if the rule is enabled.boolean
xsIsRuleGroupEnabled
(String ruleGroupName) Returns true if any rule in the group is enabled.boolean
xsRandBool
(float chanceTrue) Returns true with a probability of trueChance in [0.0, 1.0], and false otherwise.float
xsRandFloat
(float min, float max) Returns a random floating point number in the range (inclusive).int
Gets the current seed of the random number generator.int
xsRandInt
(int min, int max) Returns a random integer number in the range (inclusive).void
xsRandSetSeed
(int seed) Sets the seed of the random number generator.void
xsRuleGroupIgnoreIntervalOnce
(String ruleGroupName) Ignores the next interval and updates as soon as possible.void
xsRuleIgnoreIntervalOnce
(String ruleName) Ignores the next interval and updates as soon as possible.void
xsSetContextPlayer
(int playerID) Sets the current context player ID (DO NOT DO THIS IF YOU DO NOT KNOW WHAT YOU ARE DOING).void
xsSetRuleMaxInterval
(String ruleName, int interval) Sets the max interval of the given rule.void
xsSetRuleMaxIntervalSelf
(int interval) Sets the max interval of the current rule.void
xsSetRuleMinInterval
(String ruleName, int interval) Sets the min interval of the given rule.void
xsSetRuleMinIntervalSelf
(int interval) Sets the min interval of the current rule.void
xsSetRulePriority
(String ruleName, int priority) Sets the priority of the given rule.void
xsSetRulePrioritySelf
(int priority) Sets the priority of the current rule.void
Starts the timer.xsStringCharAt
(String s, int index) Returns the character at the given index of a string as a string(or an empty string on invalid index).boolean
xsStringContains
(String s, String sub, boolean caseSensitive) Returns true if the given substring is present in the string, and false otherwise.boolean
xsStringEndsWith
(String s, String sub, boolean caseSensitive) Returns true if the string ends with the given substring, and false otherwise.int
xsStringFindFirst
(String s, String sub, int startIdx, boolean caseSensitive) Returns the index of the first occurrence of a string in another string, searching from the given index; Returns1 if the substring is not found.int
xsStringFindLast
(String s, String sub, int startIdx, boolean caseSensitive) Returns the index of the last occurrence of a string in another string, searching backwards from the given index; Returns1 if the substring is not found.int
Returns the length of a string.boolean
xsStringStartsWith
(String s, String sub, boolean caseSensitive) Returns true if the string starts with the given substring, and false otherwise.xsStringSubString
(String s, int startIdx, int endIdx) Returns a substring in the range of the given indices (inclusive) for a string.boolean
Parses a bool from a string(returning false on invalid input).float
Parses a float from a string(returning 0.0 on invalid input).int
Parses an integer from a string(returning 0 on invalid input).Returns a string in lower case.Returns a string in upper case.float
xsVectorAngleAroundY
(Vector v, Vector offset) Returns the angle of a vector around the Y axis in radians; If provided, the offset is used as the center (instead of 0.0/0.0).float
xsVectorAngleBetweenVector
(Vector v, Vector other) Returns the (smaller) angle between two vectors in radians.xsVectorCreate
(float x, float y, float z) Set the 3 components into a vector, returns the new vector.xsVectorCross
(Vector v, Vector other) Returns the cross product of two vectors.float
xsVectorDistance
(Vector v, Vector other) Returns the distance between two vectors.float
xsVectorDistanceSqr
(Vector v, Vector other) Returns the squared distance between two vectors.float
xsVectorDistanceToLine
(Vector v, Vector pointOnLine, Vector dir) Returns the distance between a point and a line defined by a point on the line and a direction.float
xsVectorDistanceToLineSegment
(Vector v, Vector p1, Vector p2) Returns the distance between a point and a line defined by two points.float
xsVectorDistanceXZ
(Vector v, Vector other) Returns the distance between two vectors without considering the Y dimension.float
xsVectorDistanceXZSqr
(Vector v, Vector other) Returns the squared distance between two vectors without considering the Y dimension.float
xsVectorDot
(Vector v, Vector other) Returns the dot product of two vectors.float
Returns the length of the given vector.Returns a normalized copy of the given vector.xsVectorRotateXZ
(Vector v, float theta, Vector offset) Returns a rotated copy of the vector on the XZ plane by a given angle; If provided, the offset is used as the center (instead of 0.0/0.0).xsVectorTranslateXZ
(Vector v, float radius, float theta) Returns a translated copy of the vector on the XZ plane by the given radius and angle.
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Constructor Details
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RetoldFunctions
public RetoldFunctions()
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-
Method Details
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echoNum
public void echoNum(int num) Sends a number to the console output. -
IMEEnable
public void IMEEnable(boolean enable) Enables or disables IME. -
echo
Sends a message to the console output echoLocalized Syscall config error. -
echoLocalized
public void echoLocalized(int StringID) Sets the game status text from a string in the string resource. -
imguiconsole
public void imguiconsole()Toggles the ImGui version of the console. -
pause
public void pause(int val, boolean checkForAllowPause) With no arg, toggles pause state on/off; Otherwise, sets pause state. -
hideUI
public void hideUI()Hides the UI and closes the console; Press enter to reveal UI again. -
console
public void console()Toggles the state of the console dialog. -
map
Maps input event to command, in that context; See input mapper design.doc for more details. -
benchmark
public void benchmark()Enters the benchmark. -
leaveBenchmark
public void leaveBenchmark()Leaves the currently running benchmark. -
unitData
public void unitData(int unitID) Spews database values on the specified unit or the selected unit (if no argument). -
unitSetVariation
public void unitSetVariation(int variation, int unitID) Sets the current variation of the given UnitID (current selected unit(s) if UnitID is -1). -
alignSelectedUnits
public void alignSelectedUnits()Realigns all selected units to tile boundaries. -
resourceMarket
public void resourceMarket(int playerID, String toResourceName, float resourceAmount, String fromResourceName, boolean shiftGivesMultiple) Sends out a market use command for the given player, resource and amount; Negative means selling. -
unitSetStance
public void unitSetStance(int stanceID) Sets the unit stance for all selected units to the given AI stance ID. -
unitSetStanceVillager
Sets internal unit AI stance for all selected villagers to the given AI stance. -
unitIncVariation
public void unitIncVariation(int unitID) Increments the current variation of the given UnitID (current selected unit(s) if UnitID is -1). -
unitDecVariation
public void unitDecVariation(int unitID) Decrements the current variation of the given UnitID (current selected unit(s) if UnitID is -1). -
supaScreenshot
public void supaScreenshot(int xRes, boolean singleImage) Take a supascreen of the entire map. -
viewEntireWorld
public void viewEntireWorld()Sets the camera to cover the entire terrain; Only in the editor. -
pause2
public void pause2(int val, boolean checkForAllowPause) With no arg, toggles pause state on/off - otherwise, sets pause state. -
unpauseNoChecks
public void unpauseNoChecks()Forces the game to unpause. -
res
public void res(int xRes, int yRes) Changes screen resolution. -
alignResources
public void alignResources()Realigns all resources in the world to tile boundaries. -
exit
public void exit(boolean confirmation) Exits the game screenshot. -
screenshot
public void screenshot(int unused) Take a screen shot. -
configSetFloat
Sets a config var to a floating point value. -
configDef
Defines a config variable. -
configSet
Sets a particular config var to a string value. -
configSetInt
Sets a config var to an integer value. -
config
Changes config state just like a .cfg line. -
saveGame
Saves out a game in progress. -
configUndef
Undefines a config variable. -
configToggle
Defined var becomes undefined, and vice versa. -
setSquadMode
Sets the mode for a squad. -
squadWheel
public void squadWheel(float angle, int squadID) Wheels the squad. -
unitSetTactic
Sets the tactic for this unit. -
squadMode
public void squadMode(int squadModeID) Sets the mode for a squad. -
unitReturnToWork
public void unitReturnToWork()Issues a return to work for the selected unit(s). -
obscuredUnitToggle
public void obscuredUnitToggle()Toggles between different ways obscured units are shown. -
setStance
Sets the stance for the selected units. -
unitTownBell
public void unitTownBell()Issues a town bell for the selected unit(s). -
skipNextCampaignScenario
public void skipNextCampaignScenario()Skips the immediately subsequent scenario within the current campaign. -
loadRecentFile
Loads the file named, interpreting whether it is a scenario, savegame, etc dynamically. -
loadCampaignScenario
Loads in a campaign scenario file. -
loadNextCampaignScenario
public void loadNextCampaignScenario()Loads campaign scenario file within the next campaign node in campaign manager. -
restart
public void restart()Relaunch current scenario. -
cameraHome
public void cameraHome()Returns the camera to the home position. -
saveCamera
Save camera to file. -
loadCamera
Load camera from file. -
saveScenario
Saves out a scenario file. -
loadGame
Loads in a saved game. -
autoSave
Saves out autosave file - specifies that file write step should be done async. -
quickSave
public void quickSave()Create a save file named QuickSaveGame and close the pause pop up if its opened. -
loadTutorial
Loads in a tutorial scenario file. -
loadTutorialWpf
Loads in a tutorial scenario file, specifying wpf compliant load screen image. -
loadScenario
Loads in a scenario file. -
loadBackgroundScenario
Sets the main menu background scenario file. -
cameraSetRotationAngle
public void cameraSetRotationAngle(float degrees) Rotates the current world camera, without affecting zoom or pitch. -
fov
public void fov(float newFov) Sets camera and renderer field of view. -
cameraRotationReset
public void cameraRotationReset()Resets current world camera rotation to defaults, without affecting zoom or pitch. -
cameraPitchReset
public void cameraPitchReset()Resets current world camera pitch to defaults, without affecting zoom or rotation. -
handleCameraBackward
public void handleCameraBackward(int keyState) Handle the Editor and Game UI; Indicates that camera forward key has gone up or down. -
cameraWorldForward
public void cameraWorldForward(int keyState) Intended for ui use only; Indicates that camera world forward key has gone up or down. -
cameraForward
public void cameraForward(int keyState) Intended for ui use only; Indicates that camera forward key has gone up or down. -
handleCameraForward
public void handleCameraForward(int keyState) Handles the Editor and Game UI; Indicates that camera forward key has gone up or down. -
cameraNice
public void cameraNice()Puts the camera in a reasonable orientation. -
cameraStart
public void cameraStart(int playerID) If applicable, sets the camera to the starting view of the given player, or the active player, in case no player ID is given. -
cameraLimit
public void cameraLimit(int arg) Sets whether camera limiting is on. -
cameraRotate
public void cameraRotate(int arg) Sets whether camera limiting is on. -
cameraMinZoomSet
public void cameraMinZoomSet(float zoom) Sets the current world camera minimum Zoom to the given value. -
cameraPitchAngle
public void cameraPitchAngle(float angle) Resets world camera orientation and sets pitch to the given angle. -
cameraZoomReset
public void cameraZoomReset()Resets current world camera Zoom to defaults. -
cameraMaxZoomSet
public void cameraMaxZoomSet(float zoom) Sets the current world camera Zoom to the given value. -
cameraXAxis
public void cameraXAxis(float axisValue) Intended for ui use only; Indicates the X position of the axis that controls the camera. -
cameraYAxis
public void cameraYAxis(float axisValue) Intended for ui use only; Indicates the Y position of the axis that controls the camera. -
gamepadCameraRotate
public void gamepadCameraRotate(float axisValue) Intended for ui use only; Indicates the position of the axis that controls camera rotation. -
cameraUp
public void cameraUp(int keyState) Intended for ui use only; Indicates that camera up key has gone up or down. -
cameraDown
public void cameraDown(int keyState) Intended for ui use only; Indicates that camera down key has gone up or down. -
cameraPitchBackward
public void cameraPitchBackward(int keyState) Intended for ui use only; Indicates that camera pitch backward key has gone up or down. -
cameraRollLeft
public void cameraRollLeft(int keyState) Intended for ui use only; Indicates that camera roll left key has gone up or down. -
cameraZoomAxis
public void cameraZoomAxis(float axisValue) Intended for ui use only; Indicates the position of the axis that controls zoom level. -
cameraPitchForward
public void cameraPitchForward(int keyState) Intended for ui use only; Indicates that camera pitch forward key has gone up or down. -
cameraBackward
public void cameraBackward(int keyState) Intended for ui use only; Indicates that camera backward key has gone up or down. -
cameraWorldBackward
public void cameraWorldBackward(int keyState) Intended for ui use only; Indicates that camera world backward key has gone up or down. -
cameraWorldForwardLeft
public void cameraWorldForwardLeft(int keyState) Intended for ui use only; Indicates that camera world forward left key has gone up or down. -
cameraWorldForwardRight
public void cameraWorldForwardRight(int keyState) Intended for ui use only; Indicates that camera world forward right key has gone up or down. -
cameraRight
public void cameraRight(int keyState) Intended for ui use only; Indicates that camera right key has gone up or down. -
cameraLeft
public void cameraLeft(int keyState) Intended for ui use only; Indicates that camera left key has gone up or down. -
cameraWorldBackwardLeft
public void cameraWorldBackwardLeft(int keyState) Intended for ui use only; Indicates that camera world backward left key has gone up or down. -
cameraWorldBackwardRight
public void cameraWorldBackwardRight(int keyState) Intended for ui use only; Indicates that camera world backward right key has gone up or down. -
trackToggleShow
public void trackToggleShow()Toggles rendering of the camera track on and off. -
trackAddWaypoint
public void trackAddWaypoint()Adds the cameras current position and orientation to the current camera track. -
trackStepForward
public void trackStepForward()Steps the current camera track 1 step forward. -
trackStepBackward
public void trackStepBackward()Steps the current camera track 1 step backward. -
trackGotoSelectedWaypoint
public void trackGotoSelectedWaypoint(int index) Moves the camera to the current waypoint. -
trackRemoveWaypoint
public void trackRemoveWaypoint()Removes the most recently added track waypoint from the current camera track. -
trackEditWaypoint
public void trackEditWaypoint()Edits the currently selected camera track. -
trackSetSelectedWaypoint
public void trackSetSelectedWaypoint(int index) Sets the current waypoint to the button with the same index. -
cameraYawLeft
public void cameraYawLeft(int keyState) Intended for ui use only; Indicates that camera yaw left key has gone up or down. -
cameraLocalYawRight
public void cameraLocalYawRight(int keyState) Intended for ui use only; Indicates that camera Local Yaw right key has gone up or down. -
cameraRollRight
public void cameraRollRight(int keyState) Intended for ui use only; Indicates that camera roll right key has gone up or down. -
cameraYawRight
public void cameraYawRight(int keyState) Intended for ui use only; Indicates that camera yaw right key has gone up or down. -
cameraMove
public void cameraMove(int keyState) Intended for ui use only; Indicates that camera move key has gone up or down. -
trackClear
public void trackClear()Clears all tracks. -
cameraLocalYawLeft
public void cameraLocalYawLeft(int keyState) Intended for ui use only; Indicates that camera Local Yaw left key has gone up or down. -
cameraDump
public void cameraDump()Debug command to spew info about the current state of the game camera. -
setShadowBiasMul
public void setShadowBiasMul(float mul) Set the shadow buffer bias multipler (supaScreenshot only). -
setShadowSnapping
public void setShadowSnapping(int snapFlag) Controls shadow matrix snapping. -
toggleShadows
public void toggleShadows()Toggle shadows on/off. -
setShadowQuality
public void setShadowQuality(int level) Set the quality level of shadows. -
renderBaseID
public void renderBaseID(int playerID, int basePlayerID, int areaID, int state) Sets the render state of the given base. -
renderPlanID
public void renderPlanID(int playerID, int planID, int state) Sets the render state of the given plan. -
setShadowRotationOp
public void setShadowRotationOp(int rotationOpFlag) Controls shadow projection rotation optimization. -
renderWindow
public void renderWindow(int val) With no arg, toggles window/fullscreen; Otherwise, sets mode to window(1)/fullscreen(0). -
trackCopy
public void trackCopy()Copies selected track. -
trackPlay
public void trackPlay(float lDuration, int eventID) Plays a track file (otherwise if "none" than plays the current track) with no arg uses current duration, otherwise sets duration. -
trackInsert
public void trackInsert()Adds a new camera track. -
trackRemove
public void trackRemove()Removes selected track. -
trackAdvance
public void trackAdvance(float lPosition) Advances the camera track to a specific location. -
trackGotoSelectedEvent
public void trackGotoSelectedEvent(int index) Moves the camera to the current event. -
trackPause
public void trackPause()Pauses the current camera track. -
trackStop
public void trackStop()Stops the current camera track. -
startCampaign
Starts the given campaign. -
uiEnterGameMenuModeIfNotResigned
public void uiEnterGameMenuModeIfNotResigned()Wrapper that enters GameMenu mode if the player isnt resigned. -
observingCycleCurrentPlayer
public void observingCycleCurrentPlayer()Increments the current player. -
modeEnter
Enters the named mode. -
setMinimapUnitFilter
public void setMinimapUnitFilter(int id) Sets the minimap filter for units. -
setGraphicDetail
public void setGraphicDetail(int detailLevel) Sets the graphic detail; (0 = HIGH, 1 = MEDIUM, 2 = LOW). -
modeToggleBetweenIfNotMP
Toggles between the two modes only if were not in a BMultiplayer game. -
resetDefaultPlayerColors
public void resetDefaultPlayerColors()Reloads the player colors from the XML file. -
stopTrackingAllOfDebugUIState
public void stopTrackingAllOfDebugUIState(int debugUIType) Stops updating all channels of debug data for the specified simulation output. -
musicStop
public void musicStop()Stop playing music. -
renderFriendOrFoe
public void renderFriendOrFoe(int val) With no arg, toggles friend or foe colors; Otherwise, sets it. -
stopTrackingDebugUIState
public void stopTrackingDebugUIState(int debugUIType, int playerID, int referenceID) Stops updating debug data for the specified simulation output. -
musicToggleBattleMode
public void musicToggleBattleMode()Toggles between battle mode and normal mode. -
displayType
public void displayType(int val) With no arg, cycles through the various status display modes; Otherwise sets display type. -
musicSetVolume
public void musicSetVolume(float fv) Set the current music volume. -
musicPlaySong
Play a sound as if it were a music track. -
castGodPowerAtSlot
public void castGodPowerAtSlot(int slotID) Casts the god power at the given UI slot. -
repairUnit
public void repairUnit(int unitID) Starts the auto repair on the specified unit. -
openPrefabsDialog
public void openPrefabsDialog()Opens load dialog for prefabs/groupings. -
castGodPower
Casts a power. -
ability
public void ability(int abilityID, int unitID) Abilities use. -
autoAbility
public void autoAbility(int abilityID, boolean isAutoCasted) Abilities use. -
cancelRepairUnit
public void cancelRepairUnit(int unitID) Cancels the auto repair on the specified unit. -
spawnUnitsSafe
public void spawnUnitsSafe(int cmdID, int puID, int count, int playerID, int unitID) Spawn Units from building. -
playMovie
Plays movies from a playlist in the AVI directory. -
setWorldDifficulty
public void setWorldDifficulty(int v) Sets the world difficulty level. -
setStoryMode
public void setStoryMode()Enables Story Mode and adjusts world difficulty level accordingly. -
EconomyVictory
public void EconomyVictory()Starts the Economy victory if valid. -
commandResearch
public void commandResearch(int commandID, int unitID) Researches the given command from the given unit. -
relicCapture
public void relicCapture()Starts the Relic Capture victory if valid. -
kothVictory
public void kothVictory()Starts the King of the Hill victory if valid. -
setDropDefaultMips
public void setDropDefaultMips(int num) Set mip levels to skip for default category textures. -
setDropTerrainMips
public void setDropTerrainMips(int num) Set mip levels to skip for terrain category textures. -
trainReinforcement
public void trainReinforcement(int armyID) Trains a reinforcement. -
cancelTrainReinforcement
public void cancelTrainReinforcement(int armyID) Cancel training of a reinforcement. -
observingToggleFogOfWar
public void observingToggleFogOfWar()Togglee Fog of War without effecting simulation. -
spectateRate
public void spectateRate(float rate) 0 = stopped, 1 = realtime, other = realtime multiplier (if not CPU / GPU limited). -
showSPCNote
Displays the SPC Note Dialog with the specified title and text. -
renderForceReset
public void renderForceReset()Forces the renderer to reset. -
doCommandInSelected
Use command in current unit selection. -
doCommandInSelected2
Use command in current unit selection. -
doAbilityInType
Use ability in proto unit type if the player has one. -
doAbilityInSelected
Use ability in current unit selection. -
vsync
public void vsync(int state) Set vertical syncing (-1 toggles, 0 is off, 1 is on). -
startMoviePlayback
Start fullscreen playback of a movie. -
executeCommandOnButtonPos
public void executeCommandOnButtonPos(int row, int column, boolean isSecondaryCommand) Use command in current unit selection. -
executeCommandOnButtonPosAlt
public void executeCommandOnButtonPosAlt(int row, int column, boolean isSecondaryCommand) Use command in current unit selection. -
togglePushToTalk
public void togglePushToTalk(int keyState) Push to talk for multiplayer voice chat. -
toggleEasyDragMilitary
public void toggleEasyDragMilitary(int val) With no argument, toggles state of Easy Drag Military setting; Otherwise, sets it. -
deleteUnit
public void deleteUnit(int unitID) Deletes the given unit. -
ejectAll
public void ejectAll(int unitID) Ejectsall units from the given unit. -
continueToScenario
public void continueToScenario()Cheap hack to allow loading of a file one frame after logic. -
researchByID
public void researchByID(int techID, int unitID, int playerID, boolean playClick) Start the research of TechID from ResearchingUnitID for the current player (if no player is specified). -
researchTechInSelected
Research a tech in current unit selection. -
click
public void click()Plays the default UI click sound. -
cancelAllQueuedInSelected
public void cancelAllQueuedInSelected()Cancel all queued units and researches in all valid selected units. -
tis
Just like train in selected, but more abbreviated. -
trainInSelectedByID
public void trainInSelectedByID(int protoType, int count, boolean each) Just like train in selected, but fastAr because it takes a protoID click. -
cancelAutoTrainInSelected
public void cancelAutoTrainInSelected()Switches off all autotrain entries in all valid selected units. -
cancelAutoTrainInAllOfType
Switches off all autotrain entries in all valid buildings of the given. -
autoTrainInSelected
Tries to auto train the selected unit type in any valid selected unit. -
autoTrainInSelectedByID
public void autoTrainInSelectedByID(int protoType) Just like autoTrainInSelected, but faster because it takes a. -
commandTransformVillager
public void commandTransformVillager()Researches the transform command set in protoUnit data for each civilian in current unit selection, when applicable. -
commandTransformVillagerLimited
public void commandTransformVillagerLimited(int numberToTransform) Researches the transform command set in protoUnit data for a number of civilians set by the integer parameter, or all of them if the parameter is -1. -
commandResearchInSelected
Researches a protounit command associated with a tech in current unit selection. -
commandTransformInSelected
public void commandTransformInSelected()Researches the transform command set in protoUnit data for each unit in current unit selection. -
cancelTrainInSelected
public void cancelTrainInSelected(int protoID, boolean all) Cancel training of a unit type in any valid selected unit. -
cancelResearchInSelected
public void cancelResearchInSelected(int techID) Cancel researching of a tech in any valid selected unit. -
trainByID
public void trainByID(int protoUnitID, int number, int unitID, int playerID, float trainPoints) Start the training of a unit of ProtoUnitID from TrainingUnitID for the current player (if no player is specified). -
trainInSelected
Tries to train the selected unit type in any valid selected unit. -
preQueueInSelected
Tries to preQueue the selected unit type or tech in any valid selected unit. -
preQueueInSelectedByID
public void preQueueInSelectedByID(int Id, boolean Tech) Just like preQueueInSelected, but faster because it takes an ID. -
uiSetGatherPointAtGamepadPointerOfNearbyUnitTypes
public void uiSetGatherPointAtGamepadPointerOfNearbyUnitTypes(String targetTypes, float distance, boolean waterSpawnPoint, boolean isEconomicGatherPoint) Updates the gather point of all nearby units of specified type(s) closest to the currently selected unit. -
uiSetGatherPointAtPointerOfNearbyUnitTypesToUnit
public void uiSetGatherPointAtPointerOfNearbyUnitTypesToUnit(int targetUnitID, String targetTypes, float distance, boolean waterSpawnPoint, boolean isEconomicGatherPoint) Updates the gather point of all nearby units of specified type(s) closest to the currently selected unit, to the position of the selected unit. -
uiSetGatherPointAtGamepadPointer
public void uiSetGatherPointAtGamepadPointer()Sets the gather points for the selected unit(s) to the pointer position. -
uiSetGatherPointAtPointerOfNearbyUnitTypes
public void uiSetGatherPointAtPointerOfNearbyUnitTypes(String targetTypes, float distance, boolean waterSpawnPoint, boolean isEconomicGatherPoint) Updates the gather point of all nearby units of specified type(s) closest to the currently selected unit. -
uiFlareAtPointer
public void uiFlareAtPointer()Sends out a flare at the pointer position. -
uiFlareAtUnit
public void uiFlareAtUnit(int unitID) Sends out a flare at the unit's position. -
uiClearGatherPoint
public void uiClearGatherPoint()Clears the gather point for the selected unit(s), returning it to a default state. -
uiTransformSelectedUnit
public void uiTransformSelectedUnit(String protoName, boolean forceFullyBuilt, int unitID, boolean placementPlayer) Transforms the selected unit into the specified proto unit. -
uiBuildWallAtPointer
public void uiBuildWallAtPointer(boolean addWaypoint) Instructs the currently selected unit(s) to build the current proto unit cursor building type at the pointer location, with walllike endpoint behavior. -
uiSetGatherPointAtPointer
public void uiSetGatherPointAtPointer(boolean waterSpawnPoint) Sets the gather points for the selected unit(s) to the pointer position. -
editMode
Changes the edit mode. -
uiBuildAtPointer
public void uiBuildAtPointer()Instructs the currently selected unit(s) to build the current proto unit cursor building type at the pointer location. -
uiClearCursor
public void uiClearCursor()Resets the cursor to the basic pointer. -
uiWheelRotatePlacedUnit
public void uiWheelRotatePlacedUnit(int amount) Intended for ui use only; Rotate placed unit with wheel, ie, intended to be mapped to. -
uiStickRotatePlacedUnit
public void uiStickRotatePlacedUnit(float amount) Intended for ui use only; Rotate placed unit with gamepad stick, ie, intended to be mapped to gamepad stick. -
uiEnterContext
Enters the specified UI context. -
uiLeaveContext
Leaves the specified UI context. -
uiCreateNumberGroup
public void uiCreateNumberGroup(int group) Creates a number group with the currently selected units. -
uiClearNumberGroup
public void uiClearNumberGroup(int group) Erases the given number group. -
uiSelectionButtonDown
public void uiSelectionButtonDown()Intended for ui use only; Indicates that selection button has been pressed. -
uiSelectionButtonUp
public void uiSelectionButtonUp()Intended for ui use only; Indicates that selection button has been released. -
setFlareType
public void setFlareType()Set Flare type. -
uiGarrisonToPointer
public void uiGarrisonToPointer()Commands the selected unit(s) to garrison in a building at the pointer position. -
openFlareType
public void openFlareType()Open menu to change Flare Type. -
closeFlareType
public void closeFlareType(int keystate) Close menu to change Flare Type. -
uiSetProtoCursor
Sets the cursor to a protounit. -
uiSetProtoCursorID
public void uiSetProtoCursorID(int protoID) Sets the cursor to a protounit. -
uiRepairAtPointer
public void uiRepairAtPointer()Commands the selected unit(s) to repair the target building at the pointer position. -
uiEmpowerAtPointer
public void uiEmpowerAtPointer()Commands the selected unit(s) to Empower the target building at the pointer position. -
uiControlSelectionButtonUp
public void uiControlSelectionButtonUp()Intended for ui use only; Indicates control+selection button has been released. -
uiToggleSelectionButton
public void uiToggleSelectionButton()Intended for ui use only. -
uiRemoveSelectionButtonUp
public void uiRemoveSelectionButtonUp()Intended for ui use only; Indicates that the remove selection button has been released. -
uiControlSelectionButtonDown
public void uiControlSelectionButtonDown()Intended for ui use only; Handles control+selection button pressing. -
uiBeginClickRotate
public void uiBeginClickRotate()Intended for ui use only; Indicates that clickrotate button has been pressed. -
toggleFreeCamera
public void toggleFreeCamera()Enable the free camera mode, W A S D Q E For movement + Right click drag to rotate. -
uiWorkAtPointer
public void uiWorkAtPointer(int mode) Intended for ui use only; Issues "work" at pointer location; mode 1 - ignore when clickdrag is enabled, mode 2 - ignore when clickdrag is disabled. -
uiBeginClickDrag
public void uiBeginClickDrag()Intended for ui use only; Indicates that clickdrag button has been pressed. -
uiRemoveFromAnyNumberGroup
public void uiRemoveFromAnyNumberGroup()Removes current selection from any army. -
uiDoubleClickSelect
public void uiDoubleClickSelect(int add, boolean checkAction) Intended for ui use only; Double click select at pointer location. -
uiSelectNumberGroup
public void uiSelectNumberGroup(int group) Selects the units in the given number group. -
uiAddSelectNumberGroup
public void uiAddSelectNumberGroup(int group) Adds the units in the given number group to current selection. -
uiAddSelectionButtonUp
public void uiAddSelectionButtonUp()Intended for ui use only; Indicates that the add selection button has been released. -
uiRemoveSelectionButtonDown
public void uiRemoveSelectionButtonDown(boolean isModified) Intended for ui use only; Indicates that the remove selection button has been pressed. -
uiDoubleClickDeselect
public void uiDoubleClickDeselect()Intended for ui use only; Double click deselect at pointer location. -
uiAddSelectionButtonDown
public void uiAddSelectionButtonDown(boolean allowToggle) Intended for ui use only; Indicates that the add selection button has been pressed. -
uiOpenScenarioBrowser
Open a scenario from the scenario directory. -
uiSaveScenarioBrowser
public void uiSaveScenarioBrowser()Save a scenario to the scenario directory. -
uiSaveAsScenarioBrowser
public void uiSaveAsScenarioBrowser()Save a scenario to the scenario directory. -
uiCancelSelectedBuilding
public void uiCancelSelectedBuilding()Cancels currently built unit. -
uiStopSelectedUnits
public void uiStopSelectedUnits()Stop selected units. -
uiStartScenarioTest
public void uiStartScenarioTest()Test a scenario. -
uiStopScenarioTest
public void uiStopScenarioTest()Test a scenario. -
uiSaveScenarioPrompt
public void uiSaveScenarioPrompt(boolean saveAs) Checks for currentlyset active player and triggers prompt to user, if it's not set to player 1, before opening save dialog. -
uiScenarioLoad
public void uiScenarioLoad()Load a scenario, checking dirty bit on world. -
uiWheelRotateCamera
public void uiWheelRotateCamera(int amount) Intended for ui use only; Rotate with wheel, ie, intended to be mapped to wheel. -
uiResetCameraOrientation
public void uiResetCameraOrientation()Intended for ui use only; Reset the rotation and zoom of the camera to default. -
uiSetClickDragParams
public void uiSetClickDragParams(float deadZoneSize, float maxZoneSize, float exponent, float maxSpeed) Set the parameters for clickdrag movement. -
uiWheelRotate
public void uiWheelRotate(int amount) Intended for ui use only; Rotate with wheel, ie, intended to be mapped to wheel. -
uiDeleteSelectedUnit
public void uiDeleteSelectedUnit(boolean ignoreConfirmation) Deletes selected unit. -
uiDeleteAllSelectedUnits
public void uiDeleteAllSelectedUnits()Deletes all selected unit. -
uiResetInGameCameraZoom
public void uiResetInGameCameraZoom()Intended for ui use only; Reset the Zoom of the ingame (strategy) camera to default. -
uiResetInGameCameraRotation
public void uiResetInGameCameraRotation()Intended for ui use only; Reset the Rotation of the ingame (strategy) camera to default. -
uiSetProtoID
public void uiSetProtoID(int id) Sets the proto ID to place. -
uiBuildMode
public void uiBuildMode(int protoID) Does and editMode and setProtoID, after verifying sufficient resources for the current player. -
uiLookAtProto
Moves the camera to see the first instance of proto unit X owned by the current player. -
uiLookAtNumberGroup
public void uiLookAtNumberGroup(int number) Moves the camera to see the given number group. -
uiFindIdleOrAnyType
Finds the next idle unit of the given type in the arbitrary order of unit ID, so that it can be called repeatedly to cycle; If none are found, finds the next unit even if it's not idle. -
uiFindNextIdleGroupOfType
Finds the next contiguous group of idle units of the given type in the arbitrary order of unit ID, so that it can be called repeatedly to cycle. -
uiFindIdleType
public void uiFindIdleType(String name, boolean shiftSelectsAll, boolean controlModifier, boolean groupByType) Finds the next idle unit of the given type in the arbitrary order of unit ID, so that it can be called repeatedly to cycle. -
uiFindIdleType2
public void uiFindIdleType2(String name, boolean shiftSelectsAll, boolean controlModifier, boolean groupByType) Finds the next idle unit of the given type in the arbitrary order of unit ID, so that it can be called repeatedly to cycle. -
uiZoomToProto
Zooms to the first instance of proto unit X owned by the current player. -
uiOpenRecordGameBrowser
public void uiOpenRecordGameBrowser()Open a record game from the replays directory. -
uiScenarioTestMainMenu
public void uiScenarioTestMainMenu()Test a scenario into main menu screen. -
uiOpenGameSettings
public void uiOpenGameSettings()Opens the game settings dialog. -
uiLookAtBattle
public void uiLookAtBattle(int bID) Moves the camera to see the specified battle. -
uiLookAtAndSelectUnit
public void uiLookAtAndSelectUnit(int lID) Moves the camera to see the specified unit and selects it. -
uiLookAtSelection
public void uiLookAtSelection()Moves the camera to see the first selected unit. -
uiLookAtUnit
public void uiLookAtUnit(int lID) Moves the camera to see the specified Unit. -
uiFindAllOfTwoTypesOnScreen
Finds all units of either of the two types currently on screen. -
uiFindAllOfTwoTypesOnScreenAnd
Finds all units of both of the two types currently on screen. -
uiFindAllOfTypeOnScreen
Finds all units of the same type currently on screen. -
uiFindAllOfTypeOnScreenIdle
Finds all units of the same type currently on screen. -
uiFindType
Finds the next unit (idle or not) of the given type in the arbitrary order of unit ID, so that it can be called repeatedly to cycle. -
uiFindTwoTypes
Finds the next unit of the given two types in the arbitrary order of unit ID, so that it can be called repeatedly to cycle. -
uiHandleIdleBanner
Does the right thing. -
uiFindTownBellTC
public void uiFindTownBellTC()Finds the next town center that has the town bell active, so that it can be called repeatedly to cycle. -
uiFindAllOfType
Finds all units of the same type. -
uiFindAllOfTwoTypes
Finds all units belonging to any of the two provided types. -
uiFindNextIdleGroupOfType2
Finds the next contiguous group of idle units of the given type in the arbitrary order of unit ID, so that it can be called repeatedly to cycle. -
uiFindAllOfSelectedType
public void uiFindAllOfSelectedType()Finds all units of the same type as the selected unit. -
uiFindAllOfTypeIdle
Finds all idle units of the same type. -
uiFindAllOfTypeIdle2
Finds all idle units of the same type. -
uiFindAllOfTwoTypesAnd
Finds all units belonging to both of the two provided types. -
uiFindAllOfTypes
Finds all units of the same types. -
uiEjectBackToWork
public void uiEjectBackToWork()Intended for UI use only; Sends an ejection command for the selected unit, tasking ungarrisoned units back to work. -
uiSeekShelter
public void uiSeekShelter()Intended for UI use only; Tasks all valid Town Bell targets to garrison within the nearest building. -
uiEjectGarrisonedUnits
public void uiEjectGarrisonedUnits()Intended for UI use only; Sends an ejection command for the selected unit. -
uiEjectAtPointer
public void uiEjectAtPointer()Intended for UI use only; Sends an ejection command with waypoint for the selected unit. -
uiMoveUnitsToPointer
Intended for UI use only; Moves a number of units of the type given to the location of the pointer. -
uiPatrolAtPointer
public void uiPatrolAtPointer()Intended for UI use only; Sends an patrol order. -
uiBuildAtSite
public void uiBuildAtSite()Intended for UI use only; Selects nearest worker and opens the gamepad build menu. -
uiNorseBuildAtSite
public void uiNorseBuildAtSite()Intended for UI use only; Selects nearest infantry and opens the gamepad build menu. -
uiSelectType
public void uiSelectType(String nameListString, boolean selectAll, boolean snapTo, boolean forbidSnap) Selects units of the same type. -
uiCycleGadget
public void uiCycleGadget(int delta) Cycles through the active child gadget of a deluxe gadget. -
uiFindTwoTypesAnd
Finds the next unit of both of the given two types in the arbitrary order of unit ID, so that it can be called repeatedly to cycle. -
uiFindAnyOfTypes
Finds the next unit of any of the given types (separated by commas or spaces) in the arbitrary order of unit ID, so that it can be called repeatedly to cycle. -
uiMessageBox
Pops up a message box with text that activated the cmd when the ok button is hit. -
uiSetTerrainDetailPaintMode
public void uiSetTerrainDetailPaintMode(int mode) Sets the terrain detail paint mode (0) paint overlay (1) paint wetness (2) smooth. -
uiCloseFieldSet
public void uiCloseFieldSet()Closes (as if clicked on the close button) any active field set. -
uiCloseDialog
public void uiCloseDialog()Closes (as if clicked on the close button) any active dialog. -
uiDumpKeyMappings
Spews all key mappings out to the console. -
uiDumpAllUnitHotKeyMappings
public void uiDumpAllUnitHotKeyMappings()Spews all hot key mappings that create units to the console. -
uiClearMenu
Removes any dangling child menus off of the given gadget. -
uiClearSelection
public void uiClearSelection()Deselects all selected units. -
uiHandleUserTab
public void uiHandleUserTab(int parent) Handles toggle of user textures. -
uiHandleTrainingPanelAction
public void uiHandleTrainingPanelAction(int unitID, int actionType, int actionID, int actionIdx) Handles clicking over an item in the global queue/training panel. -
uiDumpUnmappedKeys
Spews all empty keys out to the console. -
uiFindKeyMapping
Finds all key mappings for a given key. -
uiMoveUnitOfNameToUnitLocation
Find the unit of a certain protounit name nearest to the target unit, and tell them to walk over. -
uiMoveAllUnitOfTypeToUnitLocation
Find units of a certain type, and tell them to walk over. -
uiGuardAtPointer
public void uiGuardAtPointer()Intended for UI use only; Sends an guard order. -
uiMoveUnitOfTypeToUnitLocation
public void uiMoveUnitOfTypeToUnitLocation(int targetUnitID, String typeNames, float minDist, boolean doWorkOnUnit) Find the unit of a certain type nearest to the target unit, and tell them to walk over. -
uiIgnoreNextKey
public void uiIgnoreNextKey()Used when activating a text box with a key to avoid having that key go into the text box too. -
uiCycleCurrentActivate
public void uiCycleCurrentActivate()Acts like the current cycle gadget has been pressed. -
uiVillagerReturnResources
public void uiVillagerReturnResources(int targetUnitID, float range) Tell villagers in a defined area to return currently held resources. -
uiApplyLightingSet
public void uiApplyLightingSet(int n) Intended for UI use only; Applies a Lighting Set. -
gadgetRealIfNotMP
Makes real the named gadget. -
gadgetToggle
Toggles the reality of the named gadget. -
gadgetReal
Makes real the named gadget. -
gadgetUnreal
Makes unreal the named gadget. -
gadgetFlash
Turns gadget flashing on/off. -
fadeToColor
public void fadeToColor(int r, int g, int b, int duration, int delay, boolean inOut) Fade in/out using color specified. -
gadgetToggleIfNotMP
Toggles the reality of the named gadget. -
gadgetRefresh
Refresh the contents of the named gadget. -
uiPayFoundation
public void uiPayFoundation(int unitID) Pays for the given foundation. -
uiSocketBuild
public void uiSocketBuild(int unitID) Performs autobuilding for the given socket, if it has valid socket building data. -
uiToggleGarrisonMode
public void uiToggleGarrisonMode()Intended for UI use only; Sends a toggle garrison mode command for the selected unit. -
uiEjectFromAllMapControlBuildings
public void uiEjectFromAllMapControlBuildings()Intended for UI use only; Ejects all units from all Map Control Buildings. -
gadgetScrollLeft
Scrolls the gadget to the left one unit. -
gadgetScrollRight
Scrolls the gadget to the Right one unit. -
gadgetScrollUp
Scrolls the gadget up one unit. -
gadgetScrollDown
Scrolls the gadget up one unit. -
uiHideCursor
public void uiHideCursor(boolean hide) Testing only. -
uiLeaveModeOnUnshift
public void uiLeaveModeOnUnshift()Causes game to return to editMode none when shift hotkey is released. -
uiTriggerResetSounds
public void uiTriggerResetSounds()TODO. -
uiExportGrouping
public void uiExportGrouping()Save a group. -
AIDebugOutputToggle
public void AIDebugOutputToggle()Toggles whether the ai output window is up, refreshing if first showing. -
AIDebugGathererToggle
public void AIDebugGathererToggle()Toggles whether the ai gatherer distribution window is up, refreshing if first showing. -
AIDebugInfoRefresh
public void AIDebugInfoRefresh()Shows the ai debug menu with new data. -
AIDebugInfoToggle
public void AIDebugInfoToggle()Toggles whether the ai debug menu is up, refreshing if first showing. -
uiSaveTriggers
Save some triggers. -
uiImportTriggers
public void uiImportTriggers()Load some triggers. -
setGameFadeIn
public void setGameFadeIn(int r, int g, int b, int duration, int delay, boolean inOut) Turn fade in on/off, set color duration. -
uiLoadTriggers
Load some triggers. -
uiTriggerSelectLocation
public void uiTriggerSelectLocation()Pans the camera to the location. -
uiTriggerResetParameters
public void uiTriggerResetParameters()TODO. -
doTriggerImport
Load some triggers. -
uiExportTriggers
public void uiExportTriggers()Save some triggers. -
uiShowAIDebugInfoPlan
public void uiShowAIDebugInfoPlan(int planID) Brings up the plan debug text for the given plan ID. -
uiShowAIDebugInfoPlacement
public void uiShowAIDebugInfoPlacement(int placeID) Brings up the building placement info for the given ID. -
AIDebugToggleWarningEchoes
public void AIDebugToggleWarningEchoes()Toggles the showing of warning echoes. -
AIDebugToggleEngineInfoEchoes
public void AIDebugToggleEngineInfoEchoes()Toggles the showing of engine info echoes. -
uiShowAIDebugInfoArea
public void uiShowAIDebugInfoArea(int areaID, int renderOn) Brings up the area info for the given ID. -
uiShowAIDebugInfoAreaGroup
public void uiShowAIDebugInfoAreaGroup(int areaGroupID, int renderOn) Brings up the area info for the given ID. -
uiShowAIDebugInfoKBUnit
public void uiShowAIDebugInfoKBUnit(int state) Brings up the kbunit info for the given ID. -
uiShowAIDebugInfoBase
public void uiShowAIDebugInfoBase(int playerID, int baseID) Brings up the base info for the given ID. -
AIDebugShowBasesToggle
public void AIDebugShowBasesToggle()Toggles the display of bases. -
AIDebugShowPlansToggleAll
public void AIDebugShowPlansToggleAll()Toggles the display of all plans. -
AIDebugPopToggle
public void AIDebugPopToggle()Toggles whether the ai pop distribution window is up, refreshing if first showing. -
AIDebugTimedStatsToggle
public void AIDebugTimedStatsToggle()Toggles whether the kb timed stats window is up, refreshing if first showing. -
AIDebugShowAreaDangerRatingsToggle
public void AIDebugShowAreaDangerRatingsToggle()Toggles the showing of area danger ratings. -
AIDebugToggleBPText
public void AIDebugToggleBPText()Toggles the showing of Building placement value text. -
AIDebugShowPlansToggle
public void AIDebugShowPlansToggle()Toggles the display of selected plans. -
AIDebugShowExtendedAreaInformationToggle
public void AIDebugShowExtendedAreaInformationToggle()Toggles the display of extra area debug information. -
uiChatScrollForward
public void uiChatScrollForward(int keyState) Scrolls chat forward one. -
uiChatDisplayModeToggle
public void uiChatDisplayModeToggle()Toggles the chat display mode. -
uiSetBuildingPlacementRender
public void uiSetBuildingPlacementRender(int placeID, boolean set) Controls rendering of the building placement info for the given ID. -
uiChatScrollBack
public void uiChatScrollBack(int keyState) Scrolls chat back one. -
uiClearChat
public void uiClearChat(boolean clearOnly) Clears the chat and resets to recent mode; clearOnly == true if you dont want it to populate the chat, but only clear it. -
uiCloseControlsPopup
public void uiCloseControlsPopup()Closes the controls popup. -
uiChatDisplayModeToRecent
public void uiChatDisplayModeToRecent()Toggles the chat display mode to recent mode. -
uiChatDisplayModeToHistory
public void uiChatDisplayModeToHistory()Toggles the chat display mode to history mode. -
uiSetKBResourceRender
public void uiSetKBResourceRender(int resID, boolean set) Render the kbResource info for the given ID; If not set given, will not render the resource. -
uiShowAIDebugInfoKBResource
public void uiShowAIDebugInfoKBResource(int resID) Brings up the kbResource info for the given ID. -
uiSetKBAttackRouteRender
public void uiSetKBAttackRouteRender(int routeID, boolean set) Render the attackRoute info for the given ID. -
uiShowAIDebugInfoAttackRoute
public void uiShowAIDebugInfoAttackRoute(int routeID) Brings up the attackRoute info for the given ID. -
uiShowAIDebugInfoKBUnitPick
public void uiShowAIDebugInfoKBUnitPick(int id) Brings up the kbUnitPick info for the given ID. -
uiShowAIDebugInfoEscrow
public void uiShowAIDebugInfoEscrow(int id) Brings up the escrow info for the given ID. -
uiSetKBArmyRender
public void uiSetKBArmyRender(int id, boolean set) Render the kbArmy info for the given ID; If not set given, will not render the army. -
uiShowAIDebugInfoKBArmy
public void uiShowAIDebugInfoKBArmy(int id) Brings up the kbArmy info for the given ID. -
uiReleaseDownKeys
public void uiReleaseDownKeys()Pops up all downed keys. -
uiSpewDownKeys
public void uiSpewDownKeys()Spews all down keys. -
uiAddChatNotification
public void uiAddChatNotification(int fromPlayerID, int toPlayerID, String StringID, int soundSetID) Adds a notification to the games chat output, can play a sound too. -
uiShowChatWindow
public void uiShowChatWindow()TODO. -
enterAttackMoveMode
public void enterAttackMoveMode()TODO. -
uiHotkeyToggleObjectivesDialog
public void uiHotkeyToggleObjectivesDialog()TODO. -
uiMinorGodUI
public void uiMinorGodUI(int techID, int tcID, int playerID, boolean PreQueue) Used to activate the minor god UI. -
uiMinorGodUIInSelected
public void uiMinorGodUIInSelected(boolean PreQueue) Used to activate the minor god UI in current selection. -
uiAgeUpFromAnywhere
public void uiAgeUpFromAnywhere()Open age up popup from anywhere. -
uiOpenChatMenu
public void uiOpenChatMenu()Opens the chat menu. -
uiSwitchFromDiplomacyToChat
public void uiSwitchFromDiplomacyToChat()Closes the diplomacy menu and opens the chat menu. -
uiSwitchControlsPopup
public void uiSwitchControlsPopup(boolean moveNext) Switches pages in the controls popup. -
uiOpenDiplomacyMenu
public void uiOpenDiplomacyMenu()Opens the diplomacy menu. -
uiSendTribute
public void uiSendTribute()Send tribute in the diplomacy menu. -
uiConfirmAndLoadQuickSave
public void uiConfirmAndLoadQuickSave()Opens a yes no popup to and loads save game if player confirms. -
uiSwitchFromChatToDiplomacy
public void uiSwitchFromChatToDiplomacy()Closes the chat menu and opens the diplomacy menu. -
uiClearTribute
public void uiClearTribute()Clears tribute in the diplomacy menu. -
showModsScreen
public void showModsScreen()Show/hide the mods screen. -
toggleXSDebugger
public void toggleXSDebugger()Show/hide the XS Debugger screen. -
uiMoveAllMilitaryAtPointer
public void uiMoveAllMilitaryAtPointer()Moves all military units to the pointer position. -
toggleExtendedMinimap
public void toggleExtendedMinimap()Toggle the extended minimap. -
uiShowMilitaryUI
public void uiShowMilitaryUI()Displays Military UI on command panel, if applicable. -
toggleRMVisualizer
public void toggleRMVisualizer()Show/hide the RM visualizer. -
toggleTREchoLog
public void toggleTREchoLog()Show/hide the TR echo log. -
uiFindGatherersNotGathering
public void uiFindGatherersNotGathering()Finds the gatherer unit that's not gathering in the arbitrary order of unit ID, so that it can be called repeatedly to cycle. -
uiSetCameraStartLoc
public void uiSetCameraStartLoc()TODO. -
uiSelectTransportUnit
public void uiSelectTransportUnit()TODO. -
uiFindResourceGatherers
Finds the next resource gatherer unit of the given resource type in the arbitrary order of unit ID, so that it can be called repeatedly to cycle. -
uiCameraControl
public void uiCameraControl(float x, float y) Controls camera with gamepad stick. -
uiCenterPointer
public void uiCenterPointer()Centers mouse pointer. -
uiShowCameraStartLoc
public void uiShowCameraStartLoc()TODO. -
uiDeleteCameraStartLoc
public void uiDeleteCameraStartLoc()TODO. -
uiShowHelpPopupHistoryTopic
Opens the help popup with selected history topic. -
uiRefreshCommandPanel
public void uiRefreshCommandPanel()Forces a refresh on the command panel. -
uiUnbuildSelectedUnit
public void uiUnbuildSelectedUnit()Enter unbuild mode with selected building. -
uiUnbuildSelectedUnitAtPointer
public void uiUnbuildSelectedUnitAtPointer()Actually unbuild selected building. -
uiQuickSelectDown
public void uiQuickSelectDown(boolean leftTrigger, boolean rightTrigger, boolean leftBumper, boolean rightBumper) Intended for ui use only; Quick selects certain units. -
uiReleaseQuickSelectDown
public void uiReleaseQuickSelectDown()Intended for ui use only; Releases down in the quick select manager. -
uiQuickSelectUp
public void uiQuickSelectUp(boolean leftTrigger, boolean rightTrigger, boolean leftBumper, boolean rightBumper) Intended for ui use only; Quick selects certain units. -
uiReleaseQuickSelectUp
public void uiReleaseQuickSelectUp()Intended for ui use only; Releases up in the quick select manager. -
uiSelectNextUnitStack
public void uiSelectNextUnitStack(boolean reverse) Selects the next unit stack. -
uiAutoScoutSelectedUnit
public void uiAutoScoutSelectedUnit(int unitID, boolean enable) Enables/disables auto scout on selected unit. -
uiShowEconomicUI
public void uiShowEconomicUI()Displays Economic UI on command panel, if applicable. -
uiToggleUI
public void uiToggleUI()Toggles visibility of main game UI. -
setUnitToRepair
public void setUnitToRepair(int unitID) Find a nearby unit and set it to repair building. -
resourceUnitConstructBuilding
Find a nearby villager and construct a specified unit. -
uiSetNearestUnitNamedToBuild
Find the nearest unit to the specified target unit with one of the specified names, and have it start building. -
SetVillagerToGather
public void SetVillagerToGather(int unitID, boolean isFish) Find a nearby villager and set it to gather resource. -
uiGamepadReplayPlayerViewMenuPress
public void uiGamepadReplayPlayerViewMenuPress()Opens replay player view ring menu. -
uiGamepadReplayPlayerViewMenuRelease
public void uiGamepadReplayPlayerViewMenuRelease()Closes replay player view ring menu. -
uiGamepadReplayRestart
public void uiGamepadReplayRestart()Replay function Restart. -
uiGamepadReplayCycleMapVis
public void uiGamepadReplayCycleMapVis()Replay functions Cycle Map Visibility. -
uiMinimapEnlarge
public void uiMinimapEnlarge()Intended for ui use only; Enlarges the minimap for minimap navigation. -
uiMinimapDPadUp
public void uiMinimapDPadUp()Intended for ui use only; DPad Up function while minimap is enlarged. -
uiGamepadReplaySwitchResourceView
public void uiGamepadReplaySwitchResourceView()Swap between power bar and resource view in replay mode. -
uiGamepadCycleScoreboardView
public void uiGamepadCycleScoreboardView()Cycle scoreboard view. -
uiQuickSelectRight
public void uiQuickSelectRight(boolean leftTrigger, boolean rightTrigger, boolean leftBumper, boolean rightBumper) Intended for ui use only; quick selects certain units. -
uiReleaseQuickSelectRight
public void uiReleaseQuickSelectRight()Intended for ui use only; Releases right in the quick select manager. -
uiQuickSelectLeft
public void uiQuickSelectLeft(boolean leftTrigger, boolean rightTrigger, boolean leftBumper, boolean rightBumper) Intended for ui use only; quick selects certain units. -
uiReleaseQuickSelectLeft
public void uiReleaseQuickSelectLeft()Intended for ui use only; Releases left in the quick select manager. -
uiGamepadReplayDPadLeft
public void uiGamepadReplayDPadLeft()Replay function Slowed Playback. -
uiGamepadReplayDPadRight
public void uiGamepadReplayDPadRight()Replay function Fast Playback. -
uiGamepadReplayDPadUp
public void uiGamepadReplayDPadUp()Replay functions Play. -
uiGamepadReplayDPadDown
public void uiGamepadReplayDPadDown()Replay functions Pause. -
uiFindMenuPress
public void uiFindMenuPress()Intended for ui use only; Opens the find buildings/units menu. -
uiFindMenuRelease
public void uiFindMenuRelease()Intended for ui use only; Opens the find buildings/units menu. -
uiUnitCommandsMenuPress
public void uiUnitCommandsMenuPress()Intended for ui use only; Opens the unit commands gamepad menu menu. -
uiUnitCommandsMenuRelease
public void uiUnitCommandsMenuRelease()Intended for ui use only; Opens the unit commands gamepad menu menu. -
uiControlGroupsPress
public void uiControlGroupsPress()Intended for ui use only; Opens the control group gamepad menu menu. -
uiControlGroupsRelease
public void uiControlGroupsRelease()Intended for ui use only; Opens the control group gamepad menu menu. -
uiGodPowersPress
public void uiGodPowersPress()Intended for ui use only; Opens the god powers menu. -
uiGodPowersRelease
public void uiGodPowersRelease()Intended for ui use only; Opens the god powers menu. -
uiMinimapDPadRight
public void uiMinimapDPadRight()Intended for ui use only; DPad Right function while minimap is enlarged. -
uiSwitchToGamepadMode
public void uiSwitchToGamepadMode()Switch the user input into gamepad mode. -
uiMinimapDPadDown
public void uiMinimapDPadDown()Intended for ui use only; DPad Down function while minimap is enlarged. -
uiMinimapDPadLeft
public void uiMinimapDPadLeft()Intended for ui use only; DPad Left function while minimap is enlarged. -
uiVillagerPrioritiesPress
public void uiVillagerPrioritiesPress()Intended for ui use only; Opens the villager priorities gamepad menu menu. -
uiVillagerPrioritiesRelease
public void uiVillagerPrioritiesRelease()Intended for ui use only; Opens the villager priorities gamepad menu menu. -
uiSwitchToMouseMode
public void uiSwitchToMouseMode(boolean useKeyboard) Switch the user input into mouse mode; Param sets last input type to either keyboard or mouse. -
uiSelectAgeUpGod
public void uiSelectAgeUpGod(boolean left) Select the left god when input; bool is true, the right god when it is false. -
uiRadialMenuXAxis
public void uiRadialMenuXAxis(float axisValue) Intended for ui use only; Indicates the X position of the radial menu selector. -
uiRadialMenuYAxis
public void uiRadialMenuYAxis(float axisValue) Intended for ui use only; Indicates the Y position of the radial menu selector. -
uiRadialMenuThumbAction
public void uiRadialMenuThumbAction()Intended for ui use only; Activates the page specific thumb action. -
uiRadialMenuViewAction
public void uiRadialMenuViewAction()Intended for ui use only; Activates the page specific view action. -
mapQuickAction
TODO. -
uiQuickActionCycleRight
public void uiQuickActionCycleRight()Used to cycle the quick action to the right. -
uiQuickTopButtonActionDown
public void uiQuickTopButtonActionDown()Used to enter the gamepad quick action mode. -
uiQuickTopButtonActionUp
public void uiQuickTopButtonActionUp(boolean allowQuickActionAction) Used to exit the gamepad quick action mode, or execute the command; Using this with a false parameter will allow you to disable trying a quick action if it was closed fast. -
uiReleaseRadialMenuEntry
public void uiReleaseRadialMenuEntry()Intended for ui use only; Release the currently highlighted option in the radial menu. -
uiCloseRadialMenu
public void uiCloseRadialMenu()Intended for ui use only; Conducts the cancel command on the radial menu (whatever that does for the specific context). -
uiRadialMenuChangePage
public void uiRadialMenuChangePage()Intended for ui use only; Changes radial menu page. -
uiSelectRadialMenuEntry
public void uiSelectRadialMenuEntry()Intended for ui use only; Select the currently highlighted option in the radial menu. -
uiLTSelectRadialMenuEntry
public void uiLTSelectRadialMenuEntry()Intended for ui use only; Select the currently highlighted option in the radial menu. -
uiCancelRadialMenuReleased
public void uiCancelRadialMenuReleased()Intended for ui use only; Cancels radial menu selected entry. -
uiRadialMenuAltAction
public void uiRadialMenuAltAction()Intended for ui use only; Activates the page specific action. -
uiReleaseRadialMenuAltAction
public void uiReleaseRadialMenuAltAction()Intended for ui use only; Releases the page specific action (mainly for hold triggers). -
uiCancelRadialMenu
public void uiCancelRadialMenu()Intended for ui use only; Cancels radial menu selected entry. -
uiCancelRadialMenuLT
public void uiCancelRadialMenuLT()Intended for ui use only; Cancels radial menu selected entry. -
uiSecondaryContextualButtonUp
public void uiSecondaryContextualButtonUp()Used to call the secondary gamepad contextual button up. -
uiScrollChatPanelAxis
public void uiScrollChatPanelAxis(float axisValue) Intended for ui use only; Scroll the chat panel. -
uiPrimaryContextualButtonUp
public void uiPrimaryContextualButtonUp()Used to call the primary gamepad contextual button up. -
uiSecondaryContextualButtonDown
public void uiSecondaryContextualButtonDown()Used to call the secondary gamepad contextual button down. -
uiGamepadLBDown
public void uiGamepadLBDown()Used to indicate the LB was pressed, since it's contextual it needs to feed into the gamepad input state manager. -
uiGamepadLBUp
public void uiGamepadLBUp()Used to indicate the LB was released, since it's contextual it needs to feed into the gamepad input state manager. -
uiSendInGameChatMessage
public void uiSendInGameChatMessage(boolean closeChat) Intended for ui only; Hotkey for sending chat message ingame. -
uiFrontendToggleSocialSidebar
public void uiFrontendToggleSocialSidebar(boolean allowToggle) Intended for ui use only; Hotkey for toggling social sidebar. -
uiQuickActionChangeToDefault
public void uiQuickActionChangeToDefault()Used to change the quick action to the default. -
uiQuickActionNullOp
public void uiQuickActionNullOp()Used to prevent calls to uiReleaseQuickSelectLeftUp causing a change in input context and breaking quick actions. -
uiQuickActionCycleLeft
public void uiQuickActionCycleLeft()Used to cycle the quick action to the left. -
uiQuickActionToggleAutoBuild
public void uiQuickActionToggleAutoBuild()Used to toggle auto building. -
uiPrimaryContextualButtonDown
public void uiPrimaryContextualButtonDown()Used to call the primary gamepad contextual button down. -
uiPrimaryContextualButtonDoublePress
public void uiPrimaryContextualButtonDoublePress(boolean add) Used to call the primary gamepad contextual button double press. -
uiDeselectTarget
public void uiDeselectTarget()Used to deselect the unit under the cursor. -
uiDeselectAllOfTarget
public void uiDeselectAllOfTarget()Used to deselect all units that match the type of the unit under the cursor. -
uiSnapCameraToSelected
public void uiSnapCameraToSelected()Intended for gamepad ui use only, snaps the camera to a currently selected unit. -
uiFrontendReturnToMPLobby
public void uiFrontendReturnToMPLobby()Intended for ui use only; Hotkey for navigating back to a multiplayer lobby. -
uiFrontendToggleMinimisedMPLobby
public void uiFrontendToggleMinimisedMPLobby(boolean allowToggle) Intended for ui use only; Hotkey for toggling display of the minimised MP lobby. -
uiFrontendGenericHorizontalScrollLeft
public void uiFrontendGenericHorizontalScrollLeft(int keyState) Intended for ui use only; Held hotkey for sending generic horizontal scrolling command to WPFG. -
uiFrontendGenericVerticalScroll
public void uiFrontendGenericVerticalScroll(float axisValue) Intended for ui use only; Hotkey for sending generic vertical scrolling command to WPFG. -
uiFrontendGenericHorizontalScroll
public void uiFrontendGenericHorizontalScroll(float axisValue) Intended for ui use only; Hotkey for sending generic horizontal scrolling command to WPFG. -
uiFrontendGenericHorizontalScrollRight
public void uiFrontendGenericHorizontalScrollRight(int keyState) Intended for ui use only; Held hotkey for sending generic horizontal scrolling command to WPFG. -
uiFrontendToggleChatBrowser
public void uiFrontendToggleChatBrowser(boolean allowToggle) Intended for ui use only; Hotkey for toggling chat browser. -
uiFrontendToggleSocialDropdown
public void uiFrontendToggleSocialDropdown(boolean allowToggle) Intended for ui use only; Hotkey for toggling social dropdown menu. -
uiGamepadRBDown
public void uiGamepadRBDown()Used to indicate the RB was pressed, since it's contextual it needs to feed into the gamepad input state manager. -
uiGamepadRBUp
public void uiGamepadRBUp()Used to indicate the RB was released, since it's contextual it needs to feed into the gamepad input state manager. -
uiFrontendMainMenuNextTab
public void uiFrontendMainMenuNextTab()Intended for ui use only; Hotkey for navigating between main menu tabs. -
uiFrontEndMainMenuTab
public void uiFrontEndMainMenuTab(int tab) Intended for ui use only; Hotkey for navigating to a specific main menu tab. -
uiFrontendToggleHamburgerDropdown
public void uiFrontendToggleHamburgerDropdown(boolean allowToggle) Intended for ui use only; Hotkey for toggling hamburger dropdown menu. -
uiFrontendMainMenuPreviousTab
public void uiFrontendMainMenuPreviousTab()Intended for ui use only; Hotkey for navigating between main menu tabs. -
uiFrontendNotificationsDismissAll
public void uiFrontendNotificationsDismissAll()Intended for ui use only; Dismiss all notifications in the notifications sidebar. -
uiAcceptOptions
public void uiAcceptOptions()Intended for ui use only; Close and accept the currently set options. -
uiFrontendChatBrowserClose
public void uiFrontendChatBrowserClose()Intended for ui use only; Closes frontend chat browser. -
uiFrontendOpenNotificationPanel
public void uiFrontendOpenNotificationPanel(boolean allowToggle) Intended for ui use only; Toggle notifications panel open/closed. -
uiResetAllBindings
public void uiResetAllBindings()Intended for ui use only; Hotkey for resetting all hotkeys in the settings screen. -
uiUnbindCurrentBinding
public void uiUnbindCurrentBinding()Intended for ui use only; Hotkey for unbinding the currently selected hotkey in the settings screen. -
uiResetPageOptions
public void uiResetPageOptions()Intended for ui use only; Hotkey for resetting current options page. -
uiResetCurrentBinding
public void uiResetCurrentBinding()Intended for ui use only; Hotkey for resetting the currently selected hotkey in the settings screen. -
uiFrontendGenericCycleFocusForward
public void uiFrontendGenericCycleFocusForward(boolean allowLooping) Intended for ui use only; Hotkey for cycling focus between page subsections. -
uiFrontendGenericCycleFocusBackward
public void uiFrontendGenericCycleFocusBackward(boolean allowLooping) Intended for ui use only; Hotkey for cycling focus between page subsections. -
uiFrontendGenericVerticalScrollUp
public void uiFrontendGenericVerticalScrollUp(int keyState) Intended for ui use only; Held hotkey for sending generic vertical scrolling command to WPFG. -
uiFrontendGenericVerticalScrollDown
public void uiFrontendGenericVerticalScrollDown(int keyState) Intended for ui use only; Held hotkey for sending generic vertical scrolling command to WPFG. -
uiFrontendChatBrowserSendMessage
public void uiFrontendChatBrowserSendMessage()Intended for ui use only; Sends message in the frontend chat browser. -
uiFrontendChatBrowserToggleRoomOptions
public void uiFrontendChatBrowserToggleRoomOptions()Intended for ui use only; Toggle room options dropdown in the frontend chat browser. -
uiGenericAltPress
public void uiGenericAltPress()Intended for ui use only; Activates the alternative press functionality for the highlighted button. -
uiOpenCodeOfConduct
public void uiOpenCodeOfConduct()Intended for ui use only; Opens the code of conduct. -
uiFrontEndReportSelectedGame
public void uiFrontEndReportSelectedGame()Intended for ui use only; Hotkey for refreshing game list in the MP browse screen. -
uiFrontendMPRankedSetupBeginSearch
public void uiFrontendMPRankedSetupBeginSearch(boolean allowToggle) Intended for ui use only; Hotkey for starting search in Ranked setup screen. -
uiFrontendMPBrowseOpenFilters
public void uiFrontendMPBrowseOpenFilters()Intended for ui use only; Hotkey for opening the filters popup in the MP browse screen. -
uiFrontendMPBrowseRefreshGames
public void uiFrontendMPBrowseRefreshGames()Intended for ui use only; Hotkey for refreshing game list in the MP browse screen. -
uiFrontendModBrowserChangePage
public void uiFrontendModBrowserChangePage(boolean pageForward) Intended for ui use only; Hotkey for swapping pages in the mod browser. -
uiFrontendModManagerToggleSelectedMod
public void uiFrontendModManagerToggleSelectedMod()Intended for ui use only; Hotkey for toggling selected mod in the mod manager. -
uiFrontendMPRankedSetupCancel
public void uiFrontendMPRankedSetupCancel()Intended for ui use only; Hotkey for cancelling ranked search. -
uiFrontendMPRankedSetupBack
public void uiFrontendMPRankedSetupBack()Intended for ui use only; Hotkey for cancelling search (if searching), otherwise navigating back. -
uiFrontendGodPickerConfirmSelection
public void uiFrontendGodPickerConfirmSelection()Intended for ui use only; Hotkey for confirming god selection in the god picker UI. -
uiFrontendGodPickerCycleGod
public void uiFrontendGodPickerCycleGod(boolean nextGod) Intended for ui use only; Hotkey for cycling between selected gods in the god picker UI. -
uiFtueContinue
public void uiFtueContinue(boolean onlyOnFirstScreen) Intended for ui use only; Continue to next FTUE page. -
uiFtueBack
public void uiFtueBack()Intended for ui use only; Go back to the previous FTUE page. -
uiFrontendSkirmishLeaveLobby
public void uiFrontendSkirmishLeaveLobby()Intended for ui use only; Hotkey for leaving a skirmish lobby. -
uiFrontendSkirmishCancelCountdown
public void uiFrontendSkirmishCancelCountdown()Intended for ui use only; Hotkey for cancelling skirmish lobby countdown. -
uiFrontendGodsPageToggleLegend
public void uiFrontendGodsPageToggleLegend()Intended for ui use only; Hotkey for toggling the legend open/closed in the god picker. -
uiFrontendSkirmishReadyToggle
public void uiFrontendSkirmishReadyToggle()Intended for ui use only; Hotkey for readying up in a skirmish lobby. -
uiFrontendLabyrinthConfirmSelection
public void uiFrontendLabyrinthConfirmSelection()Intended for ui use only; Hotkey for confirming mission selection in the labyrinth UI. -
uiFrontendAotgFocusDifficulty
public void uiFrontendAotgFocusDifficulty()Intended for ui use only; Hotkey for focusing the difficulty selector for AotG. -
uiSplashScreenPressAnyKey
public void uiSplashScreenPressAnyKey()Intended for ui use only; Progress from splash screen. -
uiFrontendBlessingsPickerConfirmSelection
public void uiFrontendBlessingsPickerConfirmSelection()Intended for ui use only; Hotkey for confirming blessings selection in the blessings picker UI. -
uiPopupCancel
public void uiPopupCancel()Intended for ui use only; Generic Cancel hotkey for currently displaying popup. -
ui3ChoicePopupReject
public void ui3ChoicePopupReject()Intended for ui use only; Hotkey for 3rd choice in the 3 choice popup. -
uiFrontendAotgLabyrinthToggleRewardsDetailsVisibility
public void uiFrontendAotgLabyrinthToggleRewardsDetailsVisibility()Intended for ui use only; Toggle visibility of rewards details in AotG. -
uiPopupAccept
public void uiPopupAccept()Intended for ui use only; Generic Accept hotkey for currently displaying popups. -
uiPostgameViewMap
public void uiPostgameViewMap()Intended for ui use only; Hotkey for returning to map view from the postgame screen. -
uiPostgameLeave
public void uiPostgameLeave()Intended for ui use only; Hotkey for returning to main menu from the postgame screen. -
uiFrontendModManagerUpdateAll
public void uiFrontendModManagerUpdateAll()Intended for ui use only; Hotkey for repairing/updating all mods in the mod manager. -
uiPostgameChangeTab
public void uiPostgameChangeTab(boolean tabRight) Intended for ui use only; Hotkey for changing top level tabs in the postgame screen. -
uiPostgameStatisticsChangeTab
public void uiPostgameStatisticsChangeTab(boolean tabRight) Intended for ui use only; Hotkey for changing tabs in the postgame stats screen. -
uiPostgameClosePopups
public void uiPostgameClosePopups()Intended for use only; Catchall Hotkey for closing popups throughout the postgame screen. -
uiPostgameAchievementsGoodGame
public void uiPostgameAchievementsGoodGame()Intended for ui use only; Hotkey for sending a GG from the postgame highlights screen. -
uiPostgameAchievementsSkipToOverview
public void uiPostgameAchievementsSkipToOverview()Intended for ui use only; Hotkey for skipping postgame highlights. -
uiFrontendClanCreate
public void uiFrontendClanCreate()Intended for ui use only; Hotkey for confirming creation of a clan in the clan create popup. -
uiFrontendClanJoinChangePage
public void uiFrontendClanJoinChangePage(boolean pageForward, boolean goToEnd) Intended for ui use only; Hotkey for switching clan join pages. -
uiLoadSavePopupDelete
public void uiLoadSavePopupDelete()Intended for ui use only; Hotkey for deleting the selected save file. -
uiLoadSavePopupOpenDirectory
public void uiLoadSavePopupOpenDirectory()Intended for ui use only; Hotkey for opening the save/load directory (PC Only). -
uiFrontendPublishModChangeThumbnail
public void uiFrontendPublishModChangeThumbnail()Intended for ui use only; Hotkey for attaching thumbnail to a mod in the mod popup. -
uiFrontendMatchHistoryChangePage
public void uiFrontendMatchHistoryChangePage(boolean pageForward) Intended for ui use only; Hotkey for switching match history pages. -
uiFrontEndReportClan
public void uiFrontEndReportClan()Intended for ui use only; Hotkey for reporting selected clan. -
uiFrontendPublishMod
public void uiFrontendPublishMod()Intended for ui use only; Hotkey for publishing a mod in the publish popup. -
uiMPFilterPopupApply
public void uiMPFilterPopupApply()Inteneded for ui use only; Hotkey for applying filters in the MP filters popup. -
uiMPHostPopupHostGame
public void uiMPHostPopupHostGame()Intended for ui use only; Hotkey for opening a lobby in the MP Host popup. -
uiGenericInputPopupConfirm
public void uiGenericInputPopupConfirm()Intended for ui use only; Hotkey for confirming input in the generic input popup. -
uiMPFilterPopupReset
public void uiMPFilterPopupReset()Intended for ui use only; Hotkey for resetting filters in the MP filters popup. -
uiAddFriendPopupSearch
public void uiAddFriendPopupSearch()Intended for ui use only; Hotkey for executing search in add friend popup. -
uiLoadSavePopupSave
public void uiLoadSavePopupSave()Intended for ui use only; Hotkey for creating a new save file. -
uiMPPartyViewXBLProfile
public void uiMPPartyViewXBLProfile()Intended for ui use only; Hotkey for Viewing Xbl profile in the MP Host popup. -
uiMPPartySearch
public void uiMPPartySearch()Intended for ui use only; Hotkey for searching for a user in the MP Host popup. -
uiObjectivesPopupToggleHints
public void uiObjectivesPopupToggleHints()Intended for ui use only; Hotkey for toggling hints in the objectives popup. -
uiObjectivesPopupToggleObjectivesDisplay
public void uiObjectivesPopupToggleObjectivesDisplay()Intended for ui use only; Hotkey for toggling objectives panel display in the objectives popup. -
uiFrontendReportSend
public void uiFrontendReportSend()Intended for ui use only; Hotkey for submitting a report. -
uiObjectivesPopupChangeTab
public void uiObjectivesPopupChangeTab(boolean nextTab) Intended for ui use only; Hotkey for changing tabs in the objectives popup. -
spectatorFlipPlayers
public void spectatorFlipPlayers()Flip player sides in spectator UI. -
startRandomGame2
Begins a new random game with the given parms. -
startRandomGameMapCode
Generates a random map game with the given map code. -
sendPromptType
public void sendPromptType(int sendingPlayer, int promptType) Send AIChat to current player from sendingPlayer; specify desired. -
startRandomGame
public void startRandomGame(boolean editorMode) Begins a new random game. -
startBlankGame
public void startBlankGame(int numberPlayers) Initializes a blank map with the given parms. -
restartCurrentGame
public void restartCurrentGame()Restarts the current game with the same seed. -
startRandomGameMapCodeAI
Generates a random map game with the given map code; Specify true/false if you want. -
startRandomGameAgeAndMapCode
Generates a random map game with the given starting age, nomad start(true/false), and map code. -
uiSpecialPowerAtPointer
public void uiSpecialPowerAtPointer()Intended for ui use only; Use a special power at targeted location. -
uiToggleGame
public void uiToggleGame()Turns off and on the game UI. -
minimapRotateMode
public void minimapRotateMode(int mode) Changes the minimap rotation mode; No arg means toggle. -
chat
Adds a line of chat text from the given player (current if not provided). -
uiToggleDiplomacyDialog
public void uiToggleDiplomacyDialog()Toggles the diplomacy dialog. -
uiNewScenario
public void uiNewScenario()Creates a new blank scenario. -
uiZoomToMinimapEvent
public void uiZoomToMinimapEvent()Zooms to the most recent minimap event. -
uiRefreshEditorMenu
public void uiRefreshEditorMenu()Reconstitutes the entire editor menu. -
uiZoomToMinimapEvent2
public void uiZoomToMinimapEvent2()Zooms to the most recent minimap event. -
leaveGame
public void leaveGame(int fromMode, int reason) Destroys the world and returns to main menu. -
postGame
public void postGame()Procedes to the post game report. -
retellCurrentGame
public void retellCurrentGame()Retell the current game with the same seed. -
restartCurrentGameWithSeed
public void restartCurrentGameWithSeed(int seed) Restarts the current game with the specified seed (1 to randomize). -
minimapZoomDelta
public void minimapZoomDelta(float delta) Changes the zoom factor of the minimap up or down by that amount (remaining centered on the current view). -
minimapZoom
public void minimapZoom(float delta) Sets the zoom factor of the minimap. -
showGameFromPostGame
public void showGameFromPostGame()Does what needs to be done. -
postGamePlayAgain
public void postGamePlayAgain()Does what needs to be done. -
toggleScore
public void toggleScore()Handles the score toggling. -
toggleTime
public void toggleTime()Handles the time display toggling. -
holdToAbortCinematic
public void holdToAbortCinematic(int keystate) Increment the timer that the main game screen maintains to skip the current cinematic. -
scoreUpdate
public void scoreUpdate()Causes score to update even if it isnt supposed to yet, time wise. -
doSPDeathMatchSetup
public void doSPDeathMatchSetup()Enter Single player setup for deathmatch. -
doMPSetup
public boolean doMPSetup(boolean useESO, boolean useRelicLink) Enter BMultiplayer setup. -
toggleDebugTime
public void toggleDebugTime()Handles the time display toggling. -
doSPSupremacySetup
public void doSPSupremacySetup()Enter Single player setup for skirmish. -
sunIncreaseRotation
public void sunIncreaseRotation(int keyState) Intended for ui use only; Indicates that the increase sun rotation key has gone up/down. -
sunDecreaseRotation
public void sunDecreaseRotation(int keyState) Intended for ui use only; Indicates that the decrease sun rotation key has gone up/down. -
sunIncreaseInclination
public void sunIncreaseInclination(int keyState) Intended for ui use only; Indicates that the increase sun inclination key has gone up/down. -
sunDecreaseInclination
public void sunDecreaseInclination(int keyState) Intended for ui use only; Indicates that the decrease sun inclination key has gone up/down. -
abortCinematic
public void abortCinematic()Abort the current cinematic. -
abortCinematicFade
public void abortCinematicFade()Abort the current cinematic. -
setSunPosition
public void setSunPosition(float inclination, float rotation, boolean relative) Sets the sun height above the horizon and position in the world; The bool tells if the changes are relative. -
setIgnoreAsserts
public void setIgnoreAsserts(boolean ignore) Sets the system to ignore asserts, useful for automated scripts. -
hideGameMenu
public void hideGameMenu(boolean playSound) Hide the ingame menu. -
dropToMainMenu
public void dropToMainMenu()Drop back to the main menu. -
toggleUIPhotoScreen
public void toggleUIPhotoScreen()Toggle UI show state in the photo mode. -
activatePhotoScreen
public void activatePhotoScreen()Set the photo screen window as current active window. -
windowsStore_TryShowRatingPrompt
public void windowsStore_TryShowRatingPrompt()Prompt user for app rating if they pass prerequisites. -
windowsStore_HideRatingPrompt
public void windowsStore_HideRatingPrompt()Hide user prompt for app rating. -
windowsStore_ShowRatingPrompt
public void windowsStore_ShowRatingPrompt()Show user prompt for app rating. -
setRlinkMpMode
public void setRlinkMpMode(int rlinkMpMode) Set MP to online (0) or LAN (1). -
XBLSignInOut
public void XBLSignInOut()Triggers the XBL sign in out dialog. -
showCampaignDialog
UI used only. -
playerResign
public void playerResign()Resigns the currently controlled player. -
exitMPSetupSubScreen
public void exitMPSetupSubScreen()Leave the current MP screen and return to the MP setup menu. -
enterRecordGameMode
Loads a recorded game. -
openPhotoScreen
public void openPhotoScreen()Open screen shot screen. -
resetCameraPhotoScreen
public void resetCameraPhotoScreen()Reset camera in the photo mode. -
showGameMenu
public void showGameMenu()Show the ingame menu. -
toggleGameMenu
public void toggleGameMenu()Toggle the ingame menu. -
setMapVisibility
public void setMapVisibility(int indexChange) Change the current Map Visibility. -
setReplaySpeedAlt
public void setReplaySpeedAlt(int val) Sets the replay playback rate, valid between [0.5f, 2.0f] (Alternative version for hotkeys). -
restartReplay
public void restartReplay()Restarts the playback of the current recorded game playback. -
windowStore_LaunchRatingURI
public void windowStore_LaunchRatingURI()Open the windows store to rate this game. -
windowsStore_BlockRatingPrompt
public void windowsStore_BlockRatingPrompt()Block user prompt for app rating. -
setReplaySpeed
public void setReplaySpeed(float val) Sets the replay playback rate, valid between [0.5f, 2.0f]. -
setViewToSelectedUnitPlayerAlt
public void setViewToSelectedUnitPlayerAlt()Sets the currently viewed player in playback via the currently selected unit; (alternative version for second hotkey). -
toggleTimeline
public void toggleTimeline()Toggle the replay timeline. -
setCurrentPlayerInReplay
public void setCurrentPlayerInReplay(int playerIndex) Sets the currently viewed player in playback. -
setViewToSelectedUnitPlayer
public void setViewToSelectedUnitPlayer()Sets the currently viewed player in playback via the currently selected unit. -
loadBuiltInPrefab
For UI use only. -
loadUserPrefab
For UI use only. -
uiRotateSelection
public void uiRotateSelection(int amount) Intended for ui use only; rotates the selected UNIT. -
uiMoveSelectionButtonDown
public void uiMoveSelectionButtonDown()Intended for ui use only; Indicates that selection button has been pressed. -
uiRotateWaterLeft
public void uiRotateWaterLeft(int keyState) Intended for ui use only; Indicates that the rotate water left button has gone up/down. -
uiRotateWaterRight
public void uiRotateWaterRight(int keyState) Intended for ui use only; Indicates that the rotate water right button has gone up/down. -
uiMoveSelectionAddButtonUp
public void uiMoveSelectionAddButtonUp()Intended for ui use only; Indicates that selection button has been released. -
uiChangeElevationToSample
public void uiChangeElevationToSample(int keyState) Intended for ui use only; Indicates that the change elevation to sample button has gone up/down. -
uiMoveSelectionButtonUp
public void uiMoveSelectionButtonUp()Intended for ui use only; Indicates that selection button has been released. -
uiMoveSelectionAddButtonDown
public void uiMoveSelectionAddButtonDown()Intended for ui use only; Indicates that selection button has been pressed. -
saveEditorScenarioCampaign
Saves out a scenario file to campaign/ingame asset folder. -
saveEditorScenario
Saves out a scenario file. -
saveEditorScenarioLocal
Saves out a scenario file to local player folder. -
uiUnSelectWater
public void uiUnSelectWater()Intended for ui use only; Unselects currently selected water. -
uiPaintWaterObjects
public void uiPaintWaterObjects()Paint objects on the currently selected water. -
uiCoverTerrainWithWater
Flattens terrain and paints water over the entire map. -
uiSelectWaterAtPointer
public void uiSelectWaterAtPointer()Intended for ui use only; Selects water at pointer location. -
uiPaintWater
public void uiPaintWater(int keyState) Intended for ui use only; Indicates that the paint water button has gone up/down. -
uiPaintWaterArea
public void uiPaintWaterArea(int keyState) Intended for ui use only; Painting water area. -
uiUniformLowerElevation
public void uiUniformLowerElevation(int delta) UiUniformLowerElevation lowers the terrain height uniformly in the brush region. -
uiSmooth
public void uiSmooth(int keyState) Intended for ui use only; Indicates that the smooth button has gone up/down. -
uiToggleGizmoSnapping
public void uiToggleGizmoSnapping()Toggles guizmo snapping. -
uiTerrainSelection
public void uiTerrainSelection(int keyState) Intended for ui use only; Indicates that the terrain selection button has gone up/down. -
uiPaintCliff
public void uiPaintCliff(int keyState) Intended for ui use only; Indicates that the paint cliff button has gone up/down. -
uiChangeGizmoType
public void uiChangeGizmoType(int keyState) Changes the guizmo to the parameter type. -
uiPaintTerrainToSample
public void uiPaintTerrainToSample(int keyState) Intended for ui use only; Indicates that the sample terrain button has gone up/down. -
uiSampleTerrainAtPointer
public void uiSampleTerrainAtPointer()Intended for ui use only; Samples terrain type at pointer. -
uiSampleElevationAtPointer
public void uiSampleElevationAtPointer()Intended for ui use only; Samples elevation height at pointer. -
uiSampleCliffElevationAtPointer
public void uiSampleCliffElevationAtPointer()Intended for ui use only; Samples Cliff elevation height at pointer. -
uiLowerElevation
public void uiLowerElevation(int keyState) Intended for ui use only; Indicates that the lower elevation button has gone up/down. -
uiUniformRaiseElevation
public void uiUniformRaiseElevation(int delta) UiUniformRaiseElevation raises the terrain height uniformly in the brush region. -
uiRemoveSelectedUnit
public void uiRemoveSelectedUnit(int id) Removes specified unit, or selected unit if not ID is specified. -
uiRaiseElevation
public void uiRaiseElevation(int keyState) Intended for ui use only; Indicates that the raise elevation button has gone up/down. -
uiPaintForest
public void uiPaintForest(boolean keyState, boolean offset) Intended for ui use only; Indicates that the paint button has gone up/down. -
uiPaintTerrainOverlay
public void uiPaintTerrainOverlay(int keyState) Intended for ui use only; Indicates that the paint terrain overlay button has gone up/down. -
uiPaint
public void uiPaint(boolean keyState, boolean offset) Intended for ui use only; Indicates that the paint button has gone up/down. -
uiErase
public void uiErase(boolean keyState) Intended for ui use only; Indicates that the erase button has gone up/down. -
openCinematicViewDebugger
public void openCinematicViewDebugger()Opens The Cinematic View Debugger. -
openConfigEditor
public void openConfigEditor()Opens The Config Editor. -
uiScrollCliffHeight
public void uiScrollCliffHeight(int amount) Intended for ui use only; Increment the height of the cliff brush up/down. -
openLightingEditorGui
public void openLightingEditorGui()Opens The Lighting Editor Gui. -
uiFlattenTerrainSelection
public void uiFlattenTerrainSelection()Flatten the current terrain selection. -
uiFilterTerrainSelection
public void uiFilterTerrainSelection()Filter the current terrain selection. -
uiRaiseTerrainSelection
public void uiRaiseTerrainSelection(int keyState) Intended for ui use only; Indicates that the raise terrain selection button has gone up/down. -
uiLowerTerrainSelection
public void uiLowerTerrainSelection(int keyState) Intended for ui use only; Indicates that the lower terrain selection button has gone up/down. -
uiConvertUnits
public void uiConvertUnits(int keyState) Intended for ui use only; Indicates that the convert units button has gone up/down. -
uiRecalcVariation
public void uiRecalcVariation(int keyState) Intended for ui use only; Indicates that the recalc variation button has gone up/down. -
uiRoughen
public void uiRoughen(int keyState) Intended for ui use only; Indicates that the roughen button has gone up/down. -
uiDeleteUnits
public void uiDeleteUnits(int keyState) Intended for ui use only; Indicates that the delete units button has gone up/down. -
toggleBoidsTweakerGui
public void toggleBoidsTweakerGui()Toggle The Boids Tweaker Gui redo. -
undo
public void undo()Undoes the last editing operation. -
openSaveLoadFileBrowserGui
public void openSaveLoadFileBrowserGui()Opens The File Browser Gui. -
toggleTargetSelectorEditorGui
public void toggleTargetSelectorEditorGui()Toggles The Target Selector Tweaker Gui. -
terrainEdgeDensity
public void terrainEdgeDensity()Brings up the terrain edge density dialog. -
terrainFilter
public void terrainFilter()Filters the entire terrain. -
redo
public void redo()Redoes the last undone operation. -
terrainEdgeRepeatFrequency
public void terrainEdgeRepeatFrequency(float freq) Sets the texture repeat frequency on the terrain edge. -
openTerrainTextureEditor
public void openTerrainTextureEditor()Opens The terrain texture Editor. -
openTerrainMiniMapColorGui
public void openTerrainMiniMapColorGui()Opens The minimap color guide Gui. -
openTerrainTextureBrowserGui
public void openTerrainTextureBrowserGui()Opens The terrain texture browser. -
openModelSystemDiagnosticsGui
public void openModelSystemDiagnosticsGui()Opens The Model System Diagnostics window. -
openGrassTypeEditorGui
public void openGrassTypeEditorGui()Opens The Grass Type Editor Gui. -
openWeatheringTypeEditorGui
public void openWeatheringTypeEditorGui()Opens The Weathering Type Editor Gui. -
openWaterEditorGui
public void openWaterEditorGui()Opens The Water Editor Gui. -
openWaterBrowserGui
public void openWaterBrowserGui()Opens The Water Browser Gui. -
sunColor
public void sunColor(int r, int g, int b) Set sun color to given RGB (0-255). -
sunGetColor
public void sunGetColor()Get sun color. -
terrainAdjustGlobalHeight
public void terrainAdjustGlobalHeight(float meters) Adjusts (raise/lower) the terrain height by the specified meters. -
terrainUpdateSystemGrassMask
public void terrainUpdateSystemGrassMask()Updates the system grass length, preventing grass from growing in gameplay critical areas (ie, traderoutes). -
unitPlayerFakify
public void unitPlayerFakify(int fakePlayerIndex) Sets the selected units to use the fake player indicated. -
unitPlayerDefakify
public void unitPlayerDefakify()Sets the selected units to stop using a fake player. -
resetSunColor
public void resetSunColor()Reset the sun color to full. -
setSceneLightParams
public void setSceneLightParams(float sunIntensity, float fogColorR, float fogColorG, float fogColorB, float fogDensity) Sets scene light params. -
terrainFlattenArea
public void terrainFlattenArea(int c1, int c2, int c3, int c4) Flattens a subarea of the terrain. -
terrainSetType
public void terrainSetType(int type) Sets the terrain type to paint. -
terrainFilterArea
public void terrainFilterArea(int c1, int c2, int c3, int c4) Filters a subarea of the terrain. -
terrainFlatten
public void terrainFlatten(float height) Flattens the entire terrain. -
terrainPaint
Paint whole terrain with given texture. -
terrainPaintMix
Paint whole terrain with given mix. -
terrainSetSubtype
public void terrainSetSubtype(int subtype) Sets the terrain subtype to paint. -
terrainSetMix
public void terrainSetMix(int mixID) Sets the terrain mix to paint. -
uiYawUnitLeft
public void uiYawUnitLeft(int keyState) Intended for ui use only; Indicates that the yaw unit left key has gone up/down. -
uiPitchUnitUp
public void uiPitchUnitUp(int keyState) Intended for ui use only; Indicates that the pitch unit up key has gone up/down. -
setTechStatus
Debug only function that activates/deactivates a given tech. -
uiYawUnitRight
public void uiYawUnitRight(int keyState) Intended for ui use only; Indicates that the yaw unit right key has gone up/down. -
uiRollUnitLeft
public void uiRollUnitLeft(int keyState) Intended for ui use only; Indicates that the roll unit left key has gone up/down. -
uiMoveUnitForward
public void uiMoveUnitForward(int keyState) Intended for ui use only; Indicates that the move unit forward key has gone up/down. -
uiPitchUnitDown
public void uiPitchUnitDown(int keyState) Intended for ui use only; Indicates that the pitch unit down key has gone up/down. -
uiRollUnitRight
public void uiRollUnitRight(int keyState) Intended for ui use only; Indicates that the roll unit right key has gone up/down. -
saveLightingSet
Saves the current status of lighting values as a set. -
loadLightingSet
Loads the specified lighting set. -
setToneMapParams
public void setToneMapParams(float exposure, float displayGamma, float ditherNoiseIntensity) Sets tonemap params. -
applyLightingSet
Applies a Lighting set. -
editorSetTechStatus
Editor only function that activates/deactivates a given tech. -
editorUpdateUnitVisuals
public void editorUpdateUnitVisuals()Editor only functions; goes thru all the units and updates thier visuals. -
brushSize
public void brushSize(int size) Sets brush size. -
brushCircularSize
public void brushCircularSize(float newSize) Sets the circular brush size. -
uiPasteFromClipboard
public void uiPasteFromClipboard()Pastes the contents of the clipboard to the brush selection. -
uiSetClipboardRotation
public void uiSetClipboardRotation(float degrees) Sets the clipboard rotation amount. -
uiSetPlacementPlayer
public void uiSetPlacementPlayer(int playerID) Sets current placement player to the given player ID. -
uiCopyToClipboard
public void uiCopyToClipboard()Copies the brush selection to the clipboard. -
uiChangeBrushType
Changes the brush to the named type. -
uiChangeBrushSize
public void uiChangeBrushSize(float p1, float p2, float p3, float p4) Changes the size of the current brush. -
uiRotateClipboard
public void uiRotateClipboard(int amount) Rotate the clipboard by amount. -
uiSetBrushType
Makes the current brush based on the name and parameters. -
uiMoveUnitLeft
public void uiMoveUnitLeft(int keyState) Intended for ui use only; Indicates that the move unit left key has gone up/down. -
uiMoveUnitUp
public void uiMoveUnitUp(int keyState) Intended for ui use only; Indicates that the move unit up key has gone up/down. -
uiMoveUnitBackward
public void uiMoveUnitBackward(int keyState) Intended for ui use only; Indicates that the move unit backward key has gone up/down. -
uiMoveUnitRight
public void uiMoveUnitRight(int keyState) Intended for ui use only; Indicates that the move unit right key has gone up/down. -
uiIncPlaceVariation
public void uiIncPlaceVariation()Increments the variation to place. -
uiDecPlaceVariation
public void uiDecPlaceVariation()Decrements the variation to place. -
uiMoveUnitDown
public void uiMoveUnitDown(int keyState) Intended for ui use only; Indicates that the move unit down key has gone up/down. -
uiPlaceAtPointer
public void uiPlaceAtPointer(boolean changeVariation) Intended for ui use only; Places unit at pointer location. -
uiToggleBrushMask
public void uiToggleBrushMask(int classID) This is not what you are looking for. -
uiToggleTerrainPasteMode
public void uiToggleTerrainPasteMode(int mode) This is not what you are looking for. -
uiSaveUserPrefab
Save some groups. -
uiSaveBuiltInPrefab
Save some groups. -
uiSetCliffTypeNum
public void uiSetCliffTypeNum(int num) Sets the cliff type by index. -
uiSetWaterType
Sets the water type by name. -
uiScrollBrushSize
public void uiScrollBrushSize(int amount) Intended for ui use only; Increament the size of the current brush up/down. -
uiSetCliffType
Sets the cliff type by name. -
uiSetForestTypeNum
public void uiSetForestTypeNum(int num) Sets the forest type by index. -
uiSelectLocation
public void uiSelectLocation()Pans the camera to the location. -
uiSetWaterTypeNum
public void uiSetWaterTypeNum(int num) Sets the water type by index. -
uiSetForestType
Sets the forest type by name. -
kbPlayerGetName
Returns the players name. -
kbPlayerGetTeam
public int kbPlayerGetTeam(int playerID) Returns the players team number. -
kbPlayerIsNeutral
public boolean kbPlayerIsNeutral(int playerID) Returns true if the given player is a neutral player. -
kbPlayerIsEnemy
public boolean kbPlayerIsEnemy(int playerID) Returns true if the given player is an enemy. -
kbPlayerGetBuildingEfficiency
public float kbPlayerGetBuildingEfficiency(int playerID) Returns the building efficiency for the given player. -
kbCivGetName
Returns the civilization (major god) name for the given civID. -
kbPlayerHasLost
public boolean kbPlayerHasLost(int playerID) Returns true if the player has either resigned or has been defeated. -
kbPlayerIsResigned
public boolean kbPlayerIsResigned(int playerID) Returns the players resigned status. -
kbPlayerGetCulture
public int kbPlayerGetCulture(int playerID) Returns the culture for the given player. -
kbPlayerGetAge
public int kbPlayerGetAge(int playerID) Returns the current age for the given player. -
kbPlayerGetCiv
public int kbPlayerGetCiv(int playerID) Returns the civilization (major god) for the given player. -
kbCultureGetName
Returns the culture name for the given culture. -
kbPlayerGetPop
public int kbPlayerGetPop(int playerID) Returns the current population for the player, means cheating if used by AI for other players. -
kbPlayerGetMaxPop
public int kbPlayerGetMaxPop(int playerID) Returns the maximum population for the given player. -
kbPlayerGetPopCap
public int kbPlayerGetPopCap(int playerID) Returns the current population cap for the given player, means cheating if used by AI for other players. -
kbUnitQuerySetMaxCreationTime
public void kbUnitQuerySetMaxCreationTime(int queryID, int time, boolean inclusive) Query Data - Sets maximum creation time, in game time milisseconds, for unit to be considered valid for the query and whether or not the check for creation time should be inclusive. Default value: -1 (not filtered by maximum creation time), true (check is inclusive). -
kbUnitQuerySetMinCreationTime
public void kbUnitQuerySetMinCreationTime(int queryID, int time, boolean inclusive) Query Data - Sets minimum creation time, in game time milisseconds, for unit to be considered valid for the query and whether or not the check for creation time should be inclusive. Default value: -1 (not filtered by minimum creation time), true (check is inclusive). -
kbUnitQuerySetVisibleState
public void kbUnitQuerySetVisibleState(int queryID, int state) Query Data - sets the state in relation to LOS for what units are considered valid for this queryID; A unit can have different visiblity states in the KB that you can uniquely search for: cUnitQuerySeeableStateAllValid: no filtering. cUnitQuerySeeableStateVisible: requires active LOS of the unit. cUnitQuerySeeableStateUnderFog: doppled units, like gold mines and buildings. cUnitQuerySeeableStateNotVisible: units that we once saw but are not visible to us anymore. cUnitQuerySeeableStateSeeable: combination of Visible and UnderFog, so both are valid. cUnitQueryVisibleStateRecentPositionKnown: excludes all units that we know no valid position off. cUnitQueryVisibleStateNoRecentPositionKnown: excludes all units that we have a valid position off. -
kbUnitQuerySetAreaID
public void kbUnitQuerySetAreaID(int queryID, int areaID) Query Data - Sets what areaID the unit must be in to be valid for the query; Default value: -1 (not filtered on areas). -
kbUnitQuerySetBaseID
public void kbUnitQuerySetBaseID(int queryID, int baseID) Query Data - Sets what base the unit must be in to be valid for the query; Main use for this is with AI scripting where the AI bases can be analyzed; Default value: -1 (not filtered on bases). -
kbUnitQuerySetArmyID
public void kbUnitQuerySetArmyID(int queryID, int armyID) Query Data - Sets what armyID the unit must be in to be valid for the query; Default value: -1 (not filtered on armies). -
kbUnitQuerySetAreaGroupID
public void kbUnitQuerySetAreaGroupID(int queryID, int areaGroupID) Query Data - Sets what areaGroupID the unit must be in to be valid for the query; Default value: -1 (not filtered on areas groups). -
kbUnitQuerySetMaximumDistance
public void kbUnitQuerySetMaximumDistance(int queryID, float distance) Query Data - Sets the maximum distance from the position the query will search, in a circular radius; You MUST combine this withkbUnitQuerySetPosition(int, java.util.Vector)
or it has no effect; Default value: -1.0 (no distance and thus entire map). -
kbUnitQuerySetPosition
Query Data - Sets from what position the query will start searching; You MUST combine this with kbUnitQuerySetMaximumDistance or it has no effect; Default value: cInvalidVector (not filtered by position). -
kbUnitQuerySetAscendingSort
public void kbUnitQuerySetAscendingSort(int queryID, boolean value) Query Data - Sets if the query results will be sorted from closest to furthest in relation to the position; You MUST combine this withkbUnitQuerySetPosition(int, java.util.Vector)
or it has no effect; Default value: false (randomly sorted). -
kbUnitQuerySetIgnoreKnockedOutUnits
public void kbUnitQuerySetIgnoreKnockedOutUnits(int queryID, boolean value) Query Data - Sets if the query will count knocked out units or not; If for example this is set to true then a knocked out Arkantos will not be picked up by the query; Default value: true. -
kbUnitQuerySetUnitType
public void kbUnitQuerySetUnitType(int queryID, int unitType) Query Data - Set what units the query will search for; This can be all cUnitType constants; You MUST set this for every query, or it has no idea what to search for; Default value: -1 (finds no units). -
kbUnitQuerySetPlayerRelation
public void kbUnitQuerySetPlayerRelation(int queryID, int relation) Query Data - Sets the player relation the query will search for. Valid inputs here are the relation constants which are prefixed by cPlayerRelation. If you for example provide cPlayerRelationEnemy in here the query will only find units that are your enemy. Use either this function orkbUnitQuerySetPlayerID(int, int, boolean)
, you must have either one of these two. Default value: invalid (finds no units). -
kbUnitQuerySetState
public void kbUnitQuerySetState(int queryID, int v) Query Data - Sets what unit state the queries will search for; Valid inputs here are the unit state constants which are prefixed by cUnitState; If you for example provide cUnitStateAlive inhere the query will only find units that are alive; Default value: cUnitStateAny (be mindful here that this state will also find dead units). -
kbUnitQuerySetActionType
public void kbUnitQuerySetActionType(int queryID, int actionTypeID) Query Data - Sets what action type the units must be performing to be picked up by the query; This can be all cActionType constants; If you call this on enemy units and dont have the cUnitQuerySeeableStateVisible state (requires active LOS of the unit) set then it will cheat!!! Default value: -1 (not filtered on actions). -
kbUnitQueryGetResult
public int kbUnitQueryGetResult(int queryID, int index) Returns the UnitID of the index-th result in the current query. -
kbUnitQueryNumberResults
public int kbUnitQueryNumberResults(int queryID) Returns the number of results in the current query. -
kbUnitQuerySetPlayerID
public void kbUnitQuerySetPlayerID(int queryID, int playerID, boolean resetQueryData) Query Data - Sets the player whose units we will search for. If you for example provide 3 in here, the query will only return units belonging to player 3; resetQueryData can be used to instantly completely reset a query when using this syscall, so use it BEFORE you set any other data; Use either this function orkbUnitQuerySetPlayerRelation(int, int)
, you must have either one of these two; Default value: -1 (finds no units). -
kbUnitQueryGetResults
public int[] kbUnitQueryGetResults(int queryID) Returns all unit IDs in the current query. -
kbUnitQueryResetData
public void kbUnitQueryResetData(int queryID) Resets the given unit query data AND results. -
kbUnitQueryCreate
Creates a unit query, returns the query ID. -
kbUnitQueryDestroy
public void kbUnitQueryDestroy(int queryID) Destroys the given unit query. -
kbUnitQueryResetResults
public void kbUnitQueryResetResults(int queryID) Resets the given unit query results. -
kbPlayerSetHandicap
public void kbPlayerSetHandicap(int playerID, float handicap) Sets the indicated players handicap multiplier (ie, 1.0 = no handicap). -
kbPlayerGetHandicap
public float kbPlayerGetHandicap(int playerID) Returns the players handicap multiplier (ie, 1.0 = no handicap). -
kbPlayerGetStartingPosition
Gets the player starting position. -
kbPlayerIsMutualAlly
public boolean kbPlayerIsMutualAlly(int playerID) Returns true if the given player is a mutual ally. -
kbPlayerIsAlly
public boolean kbPlayerIsAlly(int playerID) Returns true if the given player is an ally. -
kbPlayerIsHuman
public boolean kbPlayerIsHuman(int playerID) Returns true if the given player is a a human player. -
kbGetNumberMutualAllies
public int kbGetNumberMutualAllies()Returns the number of mutual allies. -
kbUnitIsInLush
public boolean kbUnitIsInLush(int unitID, int playerID) Returns true if unit is within terrain lush belonging to the given player. -
kbUnitGetCarryCapacity
public float kbUnitGetCarryCapacity(int unitID, int resourceID) Returns the resource carry capacity of the unit. -
kbUnitIsContainedBy
public boolean kbUnitIsContainedBy(int unitID, int unitTypeID) Returns true, if unit is contained by a container belonging to the given unitType. -
kbUnitGetContainer
public int kbUnitGetContainer(int unitID) Returns the container for the given unit, or -1, if it's not being currently contained. -
kbUnitGetWorkerID
public int kbUnitGetWorkerID(int unitID, int index) Returns the index-th worker unit ID. -
kbUnitGetNumberWorkers
public int kbUnitGetNumberWorkers(int unitID) Returns the number of units currently working on the given unit. -
kbUnitGetResourceAmount
public float kbUnitGetResourceAmount(int unitID, int resourceID) Returns the resource amount of the unit. -
kbUnitGetProtoUnitID
public int kbUnitGetProtoUnitID(int unitID) Returns the unit's protounit ID. -
kbUnitIsEmpowered
public boolean kbUnitIsEmpowered(int unitID) Returns true if this unit is empowered. -
kbUnitIsTrainingOrResearching
public boolean kbUnitIsTrainingOrResearching(int unitID) Returns true if this unit is Training or Researching. -
kbUnitGetTargetUnitID
public int kbUnitGetTargetUnitID(int unitID) Returns the target unit ID of the given unit. -
kbUnitGetActionType
public int kbUnitGetActionType(int unitID) Returns the actionTypeID of the unit. -
kbUnitGetHeading
public int kbUnitGetHeading(int unitID) Returns the heading for this unit ID. -
kbUnitGetPosition
Returns the position for this unit ID; If we dont know a recent position of this unit it reports back as cNoRecentPositionKnown; Any unit that isnt visible under fog of war will be set to cNoRecentPositionKnown after 2526 seconds of losing line of sight of the unit. -
kbUnitIsType
public boolean kbUnitIsType(int unitID, int unitTypeID) Returns true if the unit is of the unitTypeID. -
kbUnitGetIdleTime
public int kbUnitGetIdleTime(int unitID) Returns the idle time for this unit ID. -
kbUnitGetMovementType
public int kbUnitGetMovementType(int unitTypeID) Returns the movementType for this unitTypeID. -
kbUnitGetArmyID
public int kbUnitGetArmyID(int unitID) Returns the army ID for this unit ID. -
kbUnitGetMaximumAICost
public float kbUnitGetMaximumAICost(int unitID) Returns the maximum AI cost (worth) for this unit ID. -
kbUnitGetCurrentAICost
public float kbUnitGetCurrentAICost(int unitID) Returns the current AI cost (worth) for this unit ID. -
kbUnitGetPlanID
public int kbUnitGetPlanID(int unitID) Returns the plan ID for this unit ID. -
kbUnitGetPlayerID
public int kbUnitGetPlayerID(int unitID) Returns the player ID for this unit ID. -
kbUnitGetAreaID
public int kbUnitGetAreaID(int unitID) Returns the area ID for this unit ID. -
kbUnitGetBaseID
public int kbUnitGetBaseID(int unitID) Returns the base ID for this unit ID. -
kbUnitQueryGetPopulationSlots
public int kbUnitQueryGetPopulationSlots(int queryID) Returns the number of pop slots currently occupied by the results in the given query; If this is called on a query that uses a player relation instead of a playerID it will calculate using default population values. -
kbUnitQueryGetUnitHitpoints
public float kbUnitQueryGetUnitHitpoints(int queryID, boolean considerHealth) Returns the total maximum hitpoints of the found units; If considerHealth is true it will instead return the total of current hitpoints. -
kbUnitGetActionDamageForType
public float kbUnitGetActionDamageForType(int unitID, String ActionName, int XSDamageType, boolean addBuffs) Returns total damage stat for this unit action for this unit. -
kbUnitGetIsIDValid
public boolean kbUnitGetIsIDValid(int unitID, boolean deadIsValid) Returns if the unitID corresponds to a unit that is currently in the game; Dead units remain valid for some time after their death, which is why deadIsValid variable exists; If deadIsValid is false then dead units are considered not valid. -
kbUnitQueryExecute
public int kbUnitQueryExecute(int queryID) Executes the query (using the query data) and returns the number of units found; ATTENTION -
kbUnitQuerySetExcludeTypes
public void kbUnitQuerySetExcludeTypes(int queryID, int[] types) Query Data - if a unit is any of the types in the types array it will be skipped; This array accepts proto units as well as abstract types. -
kbUnitQueryGetUnitCost
public float kbUnitQueryGetUnitCost(int queryID, boolean considerHealth) Returns the total aiCost of the found units, uses values set by kbSetAICostWeight to calculate multipliers; If considerHealth is true it will take the current hitpoints of the unit into account; For example, if your Hoplite is half hp then only half the cost of the Hoplite is added to the total. -
kbUnitQueryExecuteOnQuery
public int kbUnitQueryExecuteOnQuery(int currentQueryID, int previousQueryID) Executes the query (using the query data) on the other query and returns the number of units found; For example, your previousQueryID searches for enemy units and finds 20 of them of which 5 are myth units; Then your currentQueryID looks only for myth units; If you now execute your currentQueryID on your previousQueryID you will get back the 5 myth units you originally found in your previousQueryID. -
kbUnitGetStatFloat
public float kbUnitGetStatFloat(int unitID, int statEnumID) Returns the value for the provided float stat of a unit. -
kbUnitTypeGetName
Returns the name of the unit type. -
kbPlayerGetProtoStatFloat
public float kbPlayerGetProtoStatFloat(int playerID, int protoID, int stat) Returns the value for the provided float stat of a player's proto unit. -
kbUnitGetActionStatFloat
Returns the value for the provided float stat of a provided unit action. -
kbProtoUnitCanResearch
public boolean kbProtoUnitCanResearch(int protoUnitID, int techID) Checks whether the proto unit can research the specific technology. -
kbProtoUnitCanTrain
public boolean kbProtoUnitCanTrain(int protoUnitID, int trainPUID) Checks whether the proto unit can train the specified unit. -
kbProtoUnitGetName
Returns the name of the protounit ID. -
kbProtoUnitGetTrainers
public int[] kbProtoUnitGetTrainers(int protoUnitID) Returns an array of all accessible PUIDs that can train this protoUnitID. -
kbProtoUnitGetCost
public float[] kbProtoUnitGetCost(int protoUnitID) Returns the cost of the protounit. -
kbProtoUnitCostPerResource
public float kbProtoUnitCostPerResource(int protoUnitID, int resourceID) Returns the cost of the protounit for the given resource. -
kbProtoUnitGetGatherRate
public float kbProtoUnitGetGatherRate(int puid, int resourcePUID) Gets the unit gather rate. -
kbProtoUnitGetCostTotal
public float kbProtoUnitGetCostTotal(int protoUnitID) Returns the total cost of the protounit with AI cost weight factored in. -
kbProtoUnitIsType
public boolean kbProtoUnitIsType(int protoUnitID, int unitType) Returns true if the protoUnit has the given unitType set. -
kbProtoUnitGetIsValidID
public boolean kbProtoUnitGetIsValidID(int protoUnitID) Returns true if the protoUnitID is valid. -
kbProtoUnitInitialResource
public boolean kbProtoUnitInitialResource(int protoUnitID, int resourceID) Returns the initial resource amount of the protounit for the given rsource. -
kbProtoUnitAvailable
public boolean kbProtoUnitAvailable(int protoUnitID) Returns true if the protoUnit is currently available. -
kbUnitGetDistanceToPoint
Returns the distance from the given unit to the point including the unit's radius. -
kbUnitGetCurAnimationID
public int kbUnitGetCurAnimationID(int unitID) Returns the ID of the current animation for the given unit. -
kbUnitGetResourceAutoGatherRate
public float kbUnitGetResourceAutoGatherRate(int unitID, int resourceID) Returns the autogather rate value for the provided resource of a unit. -
kbUnitGetDistanceToUnit
public float kbUnitGetDistanceToUnit(int unitID, int otherUnitID) Returns the distance from the given unit to other unit including the unit's radii. -
kbUnitGetMaintainActionPausedByIndex
public boolean kbUnitGetMaintainActionPausedByIndex(int unitID, int index) Returns action is paused or not at the index of the unit. -
kbUnitGetActionTypeByIndex
public int kbUnitGetActionTypeByIndex(int unitID, int index) Returns action type at the index of the unit. -
kbUnitGetKBResourceID
public int kbUnitGetKBResourceID(int unitID) Returns what KB resource this unit is in. -
kbUnitGetActionMaximumRange
Returns the maximum range of the action for the unit. -
kbUnitGetNumberActions
public int kbUnitGetNumberActions(int unitID) Returns number of actions of the unit. -
kbRelicGetTechID
public int kbRelicGetTechID(int unitID) Returns the tech ID for the given relic unit ID, or -1, if it's invalid. -
kbUnitGetActionIDByIndex
public int kbUnitGetActionIDByIndex(int unitID, int index) Returns action ID at the index of the unit. -
kbUnitGetActionID
public int kbUnitGetActionID(int unitID) Returns action ID of the unit. -
kbUnitGetNumberContainedOfType
public int kbUnitGetNumberContainedOfType(int unitID, int unitTypeID) Returns the number of units contained of a particular unitType within the given unit. -
kbUnitGetNumberContained
public int kbUnitGetNumberContained(int unitID) Returns the number of units contained within the given unit. -
kbUnitGetIsAffectedByStatusEffect
public boolean kbUnitGetIsAffectedByStatusEffect(int unitID, int statusEffectID) Returns true if the selected unit is affected by the given status effect. -
kbUnitGetContainedUnitByIndex
public int kbUnitGetContainedUnitByIndex(int unitID, int unitTypeID) Returns the ID for the unit contained at the given index, or -1, if it's invalid; Use in combination with the constants in the BKBData::BKBStatusEffect enum. -
kbAreaBordersAreaID
public boolean kbAreaBordersAreaID(int areaID, int borderAreaID) Returns true of the provided areaID borders the provided borderAreaID. -
kbAreaGetBorderAreaID
public int kbAreaGetBorderAreaID(int areaID, int index) Returns the areaID of the index-th border area in the given areaID. -
kbAreaGetType
public int kbAreaGetType(int areaID) Returns the type of the given areaID, cAreaType constants. -
kbAreaGetClosestAreaID
Scans from the given position for areas of the given type; Returnsthe areaID of the closest matching area; minDistance can be left undefined to set no distance at all, if defined the found areas must be within that distance; areaType MUST be defined. -
kbAreaGetNumberUnits
public int kbAreaGetNumberUnits(int areaID) Returns the number of units in the given areaID. -
kbAreaGetPercentExplored
public float kbAreaGetPercentExplored(int areaID) Returns what percentage of tiles are either in fog or visible. -
kbAreaGetNumberBorderAreas
public int kbAreaGetNumberBorderAreas(int areaID) Returns the number of border areas for the given areaID. -
kbAreaGetUnitID
public int kbAreaGetUnitID(int areaID, int index) Returns the unitID of the index-th unit in the given areaID. -
kbAreaGetNumberVisibleTiles
public int kbAreaGetNumberVisibleTiles(int areaID) Returns the number of visible tiles in the given areaID. -
kbAreaGetNumberBlackTiles
public int kbAreaGetNumberBlackTiles(int areaID) Returns the number of black tiles in the given areaID. -
kbAreaGetVisibilityChangeTime
public int kbAreaGetVisibilityChangeTime(int areaID) Returns the gametime in milliseconds of the last visibility change for the given areaID; If any of the tiles change their visibility status this timer is updated. -
kbAreaGetNumberFogTiles
public int kbAreaGetNumberFogTiles(int areaID) Returns the number of fog tiles in the given areaID. -
kbAreaGetGroupID
public int kbAreaGetGroupID(int areaID) Returns the areaGroupID of the given areaID. -
kbAreaGetIDByPosition
Returns the areaID that is located at the given position. -
kbAreaGetNumberTiles
public int kbAreaGetNumberTiles(int areaID) Returns the number of tiles in the given areaID. -
kbAreaGetCenter
Returns the center of the given areaID. -
kbGetIsLocationOnMap
Returns if the provided location is on the map. -
kbGetMapZSize
public float kbGetMapZSize()Returns the Z size of the map. -
kbAreaGetNumber
public int kbAreaGetNumber()Returns the number of areas the KB has generated. -
kbAreaGetIsIDValid
public boolean kbAreaGetIsIDValid(int areaID) Returns if the areaID is valid. -
kbDefaultGetProtoStatString
Returns the value for the provided string stat of a base proto unit. -
kbPlayerGetProtoStatString
Returns the value for the provided string stat of a player's proto unit. -
kbGetMapXSize
public float kbGetMapXSize()Returns the X size of the map. -
kbGetMapCenter
Returns the center vector of the map. -
kbPlayerGetProtoStatBool
public boolean kbPlayerGetProtoStatBool(int playerID, int protoID, int statEnumID) Returns the value for the provided bool stat of a player's proto unit. -
kbUnitGetStatBool
public boolean kbUnitGetStatBool(int unitID, int statEnumID) Returns the value for the provided bool stat of a unit. -
kbUnitGetStatString
Returns the value for the provided string stat of a unit. -
kbDefaultGetProtoStatBool
public boolean kbDefaultGetProtoStatBool(int protoID, int statEnumID) Returns the value for the provided bool stat of a unit's proto unit. -
kbUnitGetStatInt
public int kbUnitGetStatInt(int unitID, int statEnumID) Returns the value for the provided integer stat of a unit. -
kbDefaultGetProtoStatFloat
public float kbDefaultGetProtoStatFloat(int protoID, int statEnumID) Returns the value for the provided float stat of a proto unit. -
kbDefaultGetProtoStatInt
public int kbDefaultGetProtoStatInt(int protoID, int statEnumID) Returns the value for the provided integer stat of a unit's proto unit. -
kbPlayerGetProtoStatInt
public int kbPlayerGetProtoStatInt(int playerID, int protoID, int statEnumID) Returns the value for the provided integer stat of a player's proto unit. -
kbAttackRouteGetIsIDValid
public boolean kbAttackRouteGetIsIDValid(int routeID) Returns if the provided routeID is valid. -
kbCanAreaPath
public boolean kbCanAreaPath(Vector pointA, Vector pointB, int movementType, float dangerThreshold, boolean allowPartialPath, int[] ignoreAreas) Returns true if the given area path can be made. -
kbCreateAttackRouteWithPath
public int kbCreateAttackRouteWithPath(String name, Vector startPoint, Vector targetPoint, int numInitialSectors) Returns the Route ID if successful; Creates an attack route and automatically adds some random attack sectors based on numInitialSectors; The startPoint/targetPoint/numInitialSectors only comes into play if you call kbAttackRouteCreatePaths as well; If you just need a route to add paths to manually then you need not worry about these 3 parameters; You can give attack routes that dont have kbAttackRouteCreatePaths called to attack plans directly, as long as you added valid paths yourself. -
kbPathGetWaypoint
Returns the appropriate waypoint from the given path. -
kbPathAddWaypointAfter
Adds the waypoint to the given path. -
kbCanPath
Returns true if the given unit type can path from pointA to pointB; Only performs high level pathing (ignores moveable obstructions like units). -
kbPathCreateAreaPath
public boolean kbPathCreateAreaPath(int pathID, int startAreaID, int goalAreaID, int movementType, float dangerThreshold, boolean allowPartialPath) TODO. -
kbPathCalculateLength
public float kbPathCalculateLength(int pathID, boolean ignoreY) Returns the length of the given path after calculating it. -
kbPathGetLength
public float kbPathGetLength(int pathID) Returns the length of the given path. -
kbPathAddWaypoint
Adds the waypoint to the given path. -
kbPathGetNumberWaypoints
public int kbPathGetNumberWaypoints(int pathID) Returns the number of waypoints in the given path. -
kbPathGetIDByIndex
public int kbPathGetIDByIndex(int index) Returns the index-th pathID, use in combination with kbPathGetNumber. -
kbPathGetNumber
public int kbPathGetNumber()Returns the number of paths the KB has. -
kbPathGetName
Returns the name of the given path. -
kbPathGetIDByName
Returns the pathID of the given name. -
kbPathGetIsIDValid
public boolean kbPathGetIsIDValid(int pathID) Returns if the provided pathID is valid. -
kbAreaGroupGetSurfaceArea
public float kbAreaGroupGetSurfaceArea(int areaGroupID) Returns the surface area of the given areaGroupID. -
kbPathDestroy
public void kbPathDestroy(int pathID) Destroys the given path. -
kbPathCreate
Creates a path with the given name. -
kbAreaGroupGetNumberBorderAreaGroups
public int kbAreaGroupGetNumberBorderAreaGroups(int areaGroupID) Returns the amount of border area groups this areaGroupID has. -
kbAreaGroupGetCenter
Returns the center of the given areaGroupID. -
kbAreaGroupsBordersAreaGroupID
public int kbAreaGroupsBordersAreaGroupID(int areaGroupID, int borderAreaGroupID) Returns true of the provided areaGroupID borders the provided borderAreaGroupID. -
kbAreaGroupGetBorderAreaGroupID
public int kbAreaGroupGetBorderAreaGroupID(int areaGroupID, int index) Returns the areaGroupID of the index-th border area group in the given areaGroupID. -
kbAreaGroupGetType
public int kbAreaGroupGetType(int areaGroupID) Returns the type of the given areaGroupID, cAreaGroupType constants. -
kbAreaGroupGetAreaID
public int kbAreaGroupGetAreaID(int areaGroupID, int index) Returns the areaID at the given index of the given areaGroupID. -
kbAreaGroupGetIDByPosition
Returns the areaGroupID that is located at the given position. -
kbAreaGroupGetNumberAreas
public int kbAreaGroupGetNumberAreas(int areaGroupID) Returns the number of areas of the given areaGroupID. -
kbAreaUpdateAllAreas
public void kbAreaUpdateAllAreas()Force updates all the areas, use with caution due to performance concerns. -
kbAreaGetDangerLevel
public float kbAreaGetDangerLevel(int areaID, boolean averageInBorderAreas) Returns the danger rating of the given areaID; If averageInBorderAreas is defined you will get the average rating of the provided area plus its border areas. -
kbAreaGroupGetNumber
public int kbAreaGroupGetNumber()Returns the number of area groups the KB has generated. -
kbAreaGroupGetIsIDValid
public boolean kbAreaGroupGetIsIDValid(int areaGroupID) Returns if the areaGroupID is valid. -
kbGetAutoMyBaseCreationDistance
public float kbGetAutoMyBaseCreationDistance()Returns the auto base creation distance. -
kbSetAutoMyBaseCreation
public void kbSetAutoMyBaseCreation(boolean v) Sets whether or not the KB automatically creates bases for its OWN units. -
kbGetAutoMyBaseCreationDistanceTC
public float kbGetAutoMyBaseCreationDistanceTC()Returns the auto base creation distance. -
kbSetAutoMyBaseCreationDistance
public void kbSetAutoMyBaseCreationDistance(float v) Sets the default distances for which OWN bases are made. -
kbBaseGetIsIDValid
public boolean kbBaseGetIsIDValid(int playerID, int baseID) Returns if the base exists for the player. -
kbBaseSetFlag
public void kbBaseSetFlag(int playerID, int baseID, int flag, boolean state) Sets the flag for the base to the state. -
kbAICostGetTechCost
public float kbAICostGetTechCost(int techID) Returns the AI cost for the given tech ID. -
kbGetAutoMyBaseCreation
public boolean kbGetAutoMyBaseCreation()Returns the auto base creation value. -
kbBaseIsFlagSet
public boolean kbBaseIsFlagSet(int playerID, int baseID, int flag) Gets if the flag for the base is set to true. -
kbAICostGetWeight
public float kbAICostGetWeight(int resourceID) Returns the AI cost weight for the given resource. -
kbGetResourceSelectorFactor
public float kbGetResourceSelectorFactor(int type, int resourceType) Gets the ResourceSelector Factor value. -
kbAICostGetProtoUnitCost
public float kbAICostGetProtoUnitCost(int protoUnitTypeID) Returns the AI cost for the given protoUnit type ID. -
kbAICostSetWeight
public boolean kbAICostSetWeight(int resourceID, float weight) Sets the weight this resource type is given during AI cost calculuations. -
kbEscrowAllocateCurrentResources
public boolean kbEscrowAllocateCurrentResources()Reallocates the current resource stockpile into the escrows. -
kbEscrowFlush
public boolean kbEscrowFlush(int escrowID, int resourceID, boolean flushChildren) Removes all credits (and puts them into the root escrow) of the given resource type from the given escrow. -
kbSetResourceSelectorFactor
public void kbSetResourceSelectorFactor(int type, int resourceType, float val) Sets the ResourceSelector Factor value. -
kbCanAffordUnit
public boolean kbCanAffordUnit(int protoUnitTypeID, int escrowID) Returns true if the player can afford the proto unit. -
kbEscrowSetPercentage
public boolean kbEscrowSetPercentage(int escrowID, int resourceID, float percentage) Sets the percentage of the escrow. -
kbEscrowGetPercentage
public float kbEscrowGetPercentage(int escrowID, int resourceID) Returns the percentage of the escrow. -
kbEscrowGetAmount
public float kbEscrowGetAmount(int escrowID, int resourceID) Returns the amount of credits in the given escrow for the given resource. -
kbEscrowSetCap
public boolean kbEscrowSetCap(int escrowID, int resourceID, float cap) Sets the cap of the escrow. -
kbEscrowCreate
Creates an escrow. -
kbAttackRouteRemovePathByID
public void kbAttackRouteRemovePathByID(int routeID, int pathID) Removes the given pathID from the given routeID; ATTENTION: this does not delete the path, use kbPathDestroy for that. -
kbEscrowGetID
Returns the ID of the named escrow. -
kbEscrowDestroy
public boolean kbEscrowDestroy(int escrowID, boolean promoteChildren) Destroys an escrow. -
kbAttackRouteAddPath
public void kbAttackRouteAddPath(int routeID, int pathID, boolean addRouteStartAndTargetPoints) Adds the given pathID to the given routeID; If addRouteStartAndTargetPoints is true the path will be adjusted so its first waypoint is the startPoint of the route and the last waypoint is the targetPoint of the route (if they arent already); Existing waypoints wont be altered, just new ones insterted potentially. -
kbAttackRouteCreatePaths
public boolean kbAttackRouteCreatePaths(int routeID) TODO DOESNT WORK ATM; Creates all the paths following the provided parameters; The number of sectors equals the amount of paths generated. -
kbAttackRouteGetPathIDByIndex
public int kbAttackRouteGetPathIDByIndex(int routeID, int index) Returns the index-th path ID of the routeID; Use in combination with kbAttackRouteGetNumberPaths to know how many indexes there are. -
kbAttackRouteGetNumberPaths
public int kbAttackRouteGetNumberPaths(int routeID) Returns how many paths the given routeID has. -
kbAttackRouteDestroy
public void kbAttackRouteDestroy(int routeID) Destroys the given routeID. -
kbAttackRouteGetByName
Returns the attack route ID with the matching name. -
kbAttackRouteGetIDByIndex
public int kbAttackRouteGetIDByIndex(int index) Returns the index-th attack route ID; Use in combination with kbAttackRouteGetNumber to know how many indexes there are; ATTENTION: this can often return -1 since destroyed attack routes are also fetched by this. -
kbAttackRouteGetNumber
public int kbAttackRouteGetNumber()Returns the number of attack routes the KB has saved; ATTENTION: this includes deleted attack routes. -
kbUnitPickDestroy
public boolean kbUnitPickDestroy(int upID) Destroys the given upID. -
kbUnitPickCreate
Creates a unit picker and return the ID of it. -
kbUnitPickGetPreferenceWeight
public float kbUnitPickGetPreferenceWeight(int upID) Gets the upID's preference weight. -
kbUnitPickResetAll
public void kbUnitPickResetAll(int upID) Resets all the upID's values. -
kbBaseSetPositionAndDistance
Sets position and distance of the base. -
kbBaseGetDistance
public float kbBaseGetDistance(int playerID, int baseID) Gets distance of the base. -
kbBaseGetNumberUnitsOfType
public int kbBaseGetNumberUnitsOfType(int playerID, int baseID, int unitTypeID) Returns the number of units that match the unitTypeID. -
kbBaseGetUnits
public int[] kbBaseGetUnits(int playerID, int baseID) Returns the unitIDs of all the units that are in the base. -
kbUnitPickGetIsIDValid
public boolean kbUnitPickGetIsIDValid(int upID) Returns if the upID is valid. -
kbBaseSetDistance
public void kbBaseSetDistance(int playerID, int baseID, float newDistance) Sets distance of the base. -
kbBaseGetMainID
public int kbBaseGetMainID(int playerID) Gets the main base ID for the player. -
kbBaseGetDefenseRating
public float kbBaseGetDefenseRating(int playerID, int baseID) Returns the defense rating for the base. -
kbBaseGetOffenseRating
public float kbBaseGetOffenseRating(int playerID, int baseID) Returns the offense rating for the base. -
kbBaseAddUnit
public void kbBaseAddUnit(int playerID, int baseID, int unitID) Adds the given unit to the base. -
kbBaseRemoveUnit
public void kbBaseRemoveUnit(int playerID, int baseID, int unitID) Removes the given unit to the base. -
kbBaseGetMilitaryGatherPoint
Gets the military gather point of the base. -
kbBaseSetMilitaryGatherPoint
Sets the military gather point of the base. -
kbBaseGetOwner
public int kbBaseGetOwner(int baseID) Returns the player ID of the specified bases owner. -
kbBaseSetFrontVector
Sets the front (and back) of the base. -
kbBaseGetLastKnownDamageLocation
Gets the last known damage location of the base. -
kbBaseGetTimeUnderAttack
public int kbBaseGetTimeUnderAttack(int playerID, int baseID) Returns the number of continuous seconds the base has been under attack. -
kbBaseGetLastUnderAttackTime
public int kbBaseGetLastUnderAttackTime(int playerID, int baseID) Returns the time when the base was last attacked. -
kbBaseGetFrontVector
Gets the front vector of the base. -
kbBaseGetBackVector
Gets the back vector of the base. -
kbBaseFindOrCreateResourceBase
public int kbBaseFindOrCreateResourceBase(Vector position, int resourceType, int resourceSubType, float distance, float dangerTreshold, boolean unclaimedOnly, boolean idleOnly, boolean areaGroupsNeedToMatch) TODO. -
kbBaseDestroy
public boolean kbBaseDestroy(int playerID, int baseID) Destroys the given base. -
kbBaseCreate
Creates a base. -
kbBaseGetLocation
Gets the location of the base. -
kbBaseDestroyAll
public void kbBaseDestroyAll(int playerID) Destroys all of the bases for the given player. -
kbBaseGetNumber
public int kbBaseGetNumber(int playerID) Returns the number of bases for the given player. -
kbBaseGetNextID
public int kbBaseGetNextID()Returns the ID of the next base that will be created, can be used for base names. -
kbBaseGetIDByIndex
public int kbBaseGetIDByIndex(int playerID, int index) Returns the BaseID for the given base. -
kbBaseGetNameByID
Returns the name for the given base. -
kbGetAutoOtherBaseCreationDistanceTC
public float kbGetAutoOtherBaseCreationDistanceTC()Returns the auto base creation distance. -
kbSetAutoOtherBaseCreationDistance
public void kbSetAutoOtherBaseCreationDistance(float distance) Sets the default distances for which OTHER players bases are made. -
kbFindClosestBase
public int kbFindClosestBase(int playerID, int playerRelation, Vector location, boolean militaryBasesOnly) Gets the nearest base belonging to playerID OR player relation from the location; Only returns bases with the military flag set if militaryBasesOnly is defined. -
kbSetAutoOtherBaseCreationDistanceTC
public void kbSetAutoOtherBaseCreationDistanceTC(float distance) Sets the default distances for which OTHER players bases are made. -
kbGetAutoOtherBaseCreation
public boolean kbGetAutoOtherBaseCreation()Returns the auto base detection value. -
kbSetAutoMyBaseCreationDistanceTC
public void kbSetAutoMyBaseCreationDistanceTC(float v) Sets the default distances for which OWN bases are made. -
kbGetAutoOtherBaseCreationDistance
public float kbGetAutoOtherBaseCreationDistance()Returns the auto base creation distance. -
kbSetAutoOtherBaseCreation
public void kbSetAutoOtherBaseCreation(boolean v) Sets whether or not the KB automatically creates bases for OTHER players units. -
kbResourceGetSubType
public int kbResourceGetSubType(int resourceID) Returns the resourceIDs subtype; A subtype here means the cAIResourceSubType constants, like cAIResourceSubTypeEasy. -
kbResourceGetType
public int kbResourceGetType(int resourceID) Returns the resourceIDs type; A type here means the cResource constants, like cResourceFood. -
kbResourceGetUnit
public int kbResourceGetUnit(int resourceID, int index) Returns the unitID found at the index of the resourceID; Use together with kbResourceGetNumberUnits to find out how many index there are; ATTENTION: you should always check if the unitID that is returned is valid for this specific function. -
kbResourceGetNumberUnits
public int kbResourceGetNumberUnits(int resourceID) Returns how many units are in the resourceID. -
kbResourceGetNumber
public int kbResourceGetNumber()Returns the number of KB resources that we currently have. -
kbResourceGetIsIDValid
public boolean kbResourceGetIsIDValid(int resourceID) Returns if the resourceID is valid. -
kbResourceGetIDByUnitID
public int kbResourceGetIDByUnitID(int unitID) Returns the resourceID of the given unitID. -
kbResourceGetIDByIndex
public int kbResourceGetIDByIndex(int index) Returns the resourceID at the index; Use kbResourceGetNumber to find out how many indexes there are. -
kbGetNumberValidResourcesByPosition
public int kbGetNumberValidResourcesByPosition(Vector position, int resourceType, int resourceSubType, float distance, float dangerTreshold, boolean unclaimedOnly, boolean idleOnly, boolean areaGroupsNeedToMatch) Returns the number of valid KB resources matching the parameters. -
kbGetAmountResourcesByAreaGroup
public float[] kbGetAmountResourcesByAreaGroup(int areaGroupID) Returns the amount of resources for the given area group. -
kbGetValidResourcesByPosition
public int[] kbGetValidResourcesByPosition(Vector position, int resourceType, int resourceSubType, float distance, float dangerTreshold, boolean unclaimedOnly, boolean idleOnly, boolean areaGroupsNeedToMatch) Returns the resourceIDs matching the parameters. -
kbGetAmountValidResourcesByPosition
public float kbGetAmountValidResourcesByPosition(Vector position, int resourceType, int resourceSubType, float distance, float dangerTreshold, boolean unclaimedOnly, boolean idleOnly, boolean areaGroupsNeedToMatch) Returns the combined resource amount of valid KB resources for the resource types. -
kbUnitPickGetResultFactor
public float kbUnitPickGetResultFactor(int upID, int index) Returns the index-th total factor, can only be used after kbUnitPickRun. -
kbUnitPickGetResults
public int[] kbUnitPickGetResults(int upID) Returns all the results, can only be used after kbUnitPickRun. -
kbUnitPickGetCounterMode
public boolean kbUnitPickGetCounterMode(int upID) Returns whether or not the unit picker actually went into counter mode, can only be used after kbUnitPickRun. -
kbUnitPickGetResultFactors
public float[] kbUnitPickGetResultFactors(int upID) Returns all the result factors, can only be used after kbUnitPickRun. -
kbUnitPickRun
public int kbUnitPickRun(int upID) Resets all the previous results and then runs the unit picker again. Returns how many results there are. Final results are calculated like this: Preference Factor * Preference Weight + Combat Efficiency value (determined via analysis) * Combat Efficiency Weight. Before you run a unit picker you should always do the entire setup of all the data again. This is because when you add preferences or combat efficiencies weights the code will look at the current state of the game to fill up its lists. So if you wanted to include AbstractInfantry in your own list of units and were Classical Zeus you only added Hoplites, Jason, and Heracles. But if in the meantime you're now Heroic the system won't have added Hypaspists to that list by itself. You need to set a preference weight for AbstractInfantry again to have Hypaspists added. -
kbUnitPickSetMinimumCounterModePop
public void kbUnitPickSetMinimumCounterModePop(int upID, int pop) Sets the minimum total pop count of enemy units that have to be visible (not seeable only) to turn on counter enemy mode; Can be used together with kbUnitPickSetMinimumCounterModeNumberUnits, if one of the two is true we will enter counter mode. -
kbUnitPickGetResult
public int kbUnitPickGetResult(int upID, int index) Returns the index-th ProtoUnitID, can only be used after kbUnitPickRun. -
kbUnitPickGetNumberResults
public int kbUnitPickGetNumberResults(int upID) Returns the number of results, can only be used after kbUnitPickRun. -
kbUnitPickGetAttackUnitType
public int kbUnitPickGetAttackUnitType(int upID) Gets the upID's attack unit type. -
kbUnitPickSetAttackUnitType
public void kbUnitPickSetAttackUnitType(int upID, int unitTypeID) Sets the upID's attack unit type; When were querying to see if we have enough enemies to go into counter mode, this is the unitTypeID we use to query for. -
kbUnitPickSetMinimumCounterModeNumberUnits
public void kbUnitPickSetMinimumCounterModeNumberUnits(int upID, int numberUnits) Sets the minimum number of enemy units that have to be visible (not seeable only) to turn on counter enemy mode; Can be used together with kbUnitPickSetMinimumCounterModePop, if one of the two is true we will enter counter mode. -
kbUnitPickSetPreferenceFactor
public boolean kbUnitPickSetPreferenceFactor(int upID, int unitTypeID, float preferenceFactor) Sets the upID's Preference Factor for that unitTypeID. A preference is a flat value that has two purposes: 1. Adding a unit to the list of our own valid units. If a unit has no preference set it won't be analyzed. 2. Artificially increasing the likelihood a unit does well in our analyzis (the preference is added to the total factor). If you add a preference for AbstractInfantry then all the units that are currently enabled for us with the AbstractInfantry tag will be added to our valid unit list. Setting a preference for a unit multiple times is supported, you just overwrite the previously set preference. Setting a preference of <= 0.0 will completely exclude those units from our valid list. -
kbUnitPickRemoveCombatEfficiencyType
public void kbUnitPickRemoveCombatEfficiencyType(int upID, int unitTypeID) Removes a unitTypeID from the upID's combat efficiency calculation. -
kbUnitPickAddCombatEfficiencyType
public boolean kbUnitPickAddCombatEfficiencyType(int upID, int unitTypeID, float weight) Adds an enemy unitTypeID to the upID's combat efficiency calculation. This ONLY works after having used kbUnitPickSetEnemyPlayerID! This is ONLY used when were NOT in counter mode and have to base our picks off default stats + weights; For example: We are NOT in counter mode and have only 1 combat efficiency set, against AbstractInfantry; We will now analyze all our valid units and test them against all enemy units that are AbstractInfantry; Which will results in our highest picks being units that do well against AbstractInfantry. -
kbUnitPickResetMovementType
public void kbUnitPickResetMovementType(int upID) Resets the unit pick movement type to cPassabilityNone. -
kbUnitPickSetMovementType
public void kbUnitPickSetMovementType(int upID, int movementType) Sets the upID's movement type, this is used to filter our own units; If any of our units dont have at least one of the specified movement types it's not valid; Use cPassability*** constants for this, you can stack multiple types on top of one another. -
kbUnitPickSetEnemyPlayerID
public void kbUnitPickSetEnemyPlayerID(int upID, int playerID) Sets the upID's enemy player ID, -1 is allowed to not take any player into account; When we query to decide if we can go to counter mode we search for units belonging to this playerID; When analyzing the strength of units we take the stats of the units belonging to this playerID. -
kbUnitPickSetPreferenceWeight
public void kbUnitPickSetPreferenceWeight(int upID, float weight) Sets the upID's Preference weight; We multiply the unit preferences by this amount for a final preference weight; Setting unit preference values is done via kbUnitPickSetPreferenceFactor. -
kbUnitPickResetCombatEfficiencyTypes
public void kbUnitPickResetCombatEfficiencyTypes(int upID) Resets the enemy unitTypeIDs for the upID's combat efficiency calculation. -
kbUnitPickSetCombatEfficiencyWeight
public void kbUnitPickSetCombatEfficiencyWeight(int upID, float weight) Sets the upID's Combat Efficiency weight; We multiply the unit combat efficiencies by this amount for a final combat efficiency weight; Setting combat efficiency values is done via kbUnitPickAddCombatEfficiencyType. -
kbBuildingPlacementSetStepSize
public void kbBuildingPlacementSetStepSize(int bpID, float stepSize) Sets how big the step sizes are with which the bpID goes through the grid assigned to analyze; Default is 2.0; This is used for every placement type apart from socket; Example: You use kbBuildingPlacementSetCenterPosition(X/Z = 10.0, 5.0); This means that we will analyze all the spots between X/Z = 5.0 and X/Z = 15.0; The stepSize is used to increment X and Z until weve analyzed all spots; If we for this example take a stepSize of 5.0 we get the following: X=5, X=10, X=15 with Z remaining 5 are analyzed in the first run (we analyze one X row at a time and then increment Z). After this first run we increment Z with 5.0 (stepSize) and go again like follows: X=5, X=10, X=15 with Z being 10. And then we do our last run and we get 9 total spots that we've analyzed. Big stepSizes means that we analyze fewer spots/less precise but the building placement goes faster. Because if you usekbBuildingPlacementSetBaseID(int, int, int)
we need to analyze all the spots in a base, with a low stepSize that can take a while. -
kbBuildingPlacementGetBufferSpace
public float kbBuildingPlacementGetBufferSpace(int bpID) Returns the buffer space set for this bpID. -
kbBuildingPlacementGetBuildingPUID
public int kbBuildingPlacementGetBuildingPUID(int bpID) Gets the building set by kbBuildingPlacementSetBuildingPUID for the given bpID. -
kbBuildingPlacementSetBuildingPUID
public void kbBuildingPlacementSetBuildingPUID(int bpID, int buildingTypeID) Sets the building that will be used during all the analysis of the given bpID; This must be a protoUnit, it cant be an abstractType. -
kbBuildingPlacementGetPlacementType
public int kbBuildingPlacementGetPlacementType(int bpID) Returns the bpIDs placement type, cBuildingPlacementPlacementType constants. -
kbBuildingPlacementGetState
public int kbBuildingPlacementGetState(int bpID) Returns the bpIDs state, cBuildingPlacementPlacementState constants. -
kbBuildingPlacementSetBufferSpace
public void kbBuildingPlacementSetBufferSpace(int bpID, float bufferSpace) Sets the bpIDs buffer space, must be = 0.0; This control the minimum distance the building will be placed away from anything else that also has obstructionDefaults to 2.0. -
kbBuildingPlacementGetBaseID
public int kbBuildingPlacementGetBaseID(int bpID) Returns the bpIDs base ID, which is only set viakbBuildingPlacementSetBaseID(int, int, int)
. -
kbBuildingPlacementCreate
Creates a building placement with the given name (no concurrent duplicates), returns the bpID. -
kbBuildingPlacementGetIsIDValid
public boolean kbBuildingPlacementGetIsIDValid(int bpID) Returns whether the bpID is valid or not. -
kbBuildingPlacementDestroy
public void kbBuildingPlacementDestroy(int bpID) Destroys the bpID, freeing up its name/potential existing lot too. -
kbFunctionUnitGetNumber
public int kbFunctionUnitGetNumber(int civ, int function) Gets the number of function units from the given civ and function. -
kbLocationFogged
Returns true if the location is currently fogged to the player. -
kbFunctionUnitGetByIndex
public int kbFunctionUnitGetByIndex(int civ, int function, int index) Gets the function unit from the given civ and function at index. -
kbResourceGetIncome
public float kbResourceGetIncome(int resourceID, float seconds, boolean relative) Returns the resource income over the last X seconds. -
kbGetNumberResourceGatherers
Gets the number of gatherers of a resource for the given player. -
kbLocationVisible
Returns true if the location is currently visible to the player. -
kbUnitVisible
public boolean kbUnitVisible(int unitID) Returns true if the unit is currently visible to the player. -
kbGetResourceName
Returns the resource name. -
kbResourceSortTowardsPosition
Sorts all the units in the resource towards to position. -
kbMaximumResourceGet
public float kbMaximumResourceGet(int resourceID) Returns the maximum amount of the given resource you can have. -
kbResourceGet
public float kbResourceGet(int resourceID) Returns the current amount of the given resource. -
kbResourceGetClosestDropsiteID
public int kbResourceGetClosestDropsiteID(int resourceID) Returns the unitID of the dropsite that is closest to the center of the resourceID. -
kbResourceGetPlanID
public int kbResourceGetPlanID(int resourceID) Returns the planID that may be associated with the resourceID; Each gather plan that goes to gather from a resource will attach its planID to said resourceID. -
kbResourceCombineHerdableResourcesAroundUnit
public void kbResourceCombineHerdableResourcesAroundUnit(int unitID, float distance) Combines all Herdable KB Resources around the provided unitID within the provided distance; If there is already an active gather plan harvesting from one of the resources then all others will be merged into that resource. -
kbResourceGetFarmIDWithFurthestAwayDropsite
public int kbResourceGetFarmIDWithFurthestAwayDropsite(int resourceID) Returns the unitID of the Farm that is furthest away from a dropsite of the resourceID. -
kbResourceSetBlacklisted
public void kbResourceSetBlacklisted(int resourceID, boolean toggle) Toggles whether or not the resourceID is blacklisted; A resource that is blacklisted cant be picked up by the automatic search for new KB resources that the gather plan does. -
kbResourceGetPosition
Returns the position of the resourceID; This position is the center position of all units combined in the resourceID; ATTENTION: for Berry Bush resources this position isn't updated when certain Berry Bushes disappear. For forests it is updated when trees disappear. -
kbResourceGetTotalResources
public float kbResourceGetTotalResources(int resourceID) Returns the total amount of resources that are left in the resourceID; If for example 10 trees with each 150 wood remain in the resource this func will return 1500. -
kbResourceGetBlacklisted
public boolean kbResourceGetBlacklisted(int resourceID) Returns whether the resourceID is blacklisted or not. -
kbGodPowerIsRepeatable
public boolean kbGodPowerIsRepeatable(int protoPowerID, int playerID) Returns true if the given God Power is infinitely castable by the given player. -
kbGodPowerGetNumUsedTimes
public int kbGodPowerGetNumUsedTimes(int protoPowerID, int playerID) Returns the number of times the given God Power has been used by the given player. -
kbGodPowerGetDataCost
public float kbGodPowerGetDataCost(int protoPowerID, int playerID) Returns the current base cost of the given God Power within power data for the given player. -
kbGodPowerGetCost
public float kbGodPowerGetCost(int protoPowerID, int playerID, boolean includePrePurchased) Returns the current cost of the given God Power for the given player. -
kbGodPowerCheckActiveForAnyPlayer
public boolean kbGodPowerCheckActiveForAnyPlayer(int protoPowerID) Returns whether that God Power type is currently in effect. -
kbGodPowerCheckActive
public boolean kbGodPowerCheckActive(int protoPowerID, int playerID) Returns whether that God Power type, for that player, is currently in effect. -
kbGodPowerIsOnCooldown
public boolean kbGodPowerIsOnCooldown(int protoPowerID, int playerID) Returns whether the given God Power, for that player, is currently under cooldown. -
kbGodPowerGetNumCharges
public int kbGodPowerGetNumCharges(int protoPowerID, int playerID) Returns the number of available charges/uses of given God Power for a player. -
kbGodPowerGetIsIDValid
public boolean kbGodPowerGetIsIDValid(int protoPowerID) Returns if the provided protoPowerID corresponds to a valid god power. -
kbBuildingPlacementSetEventHandler
Sets an event handler for the bpID and event, use cBuildingPlacementEvent. -
kbGodPowerGetID
Returns the ID for the given protoPowerName. -
kbGodPowerGetName
Returns the name of the given protoPowerID. -
kbBuildingPlacementGetBestResultPosition
Returns the best results position for bpID. -
kbBuildingPlacementStart
public void kbBuildingPlacementStart(int bpID) Starts the bpIDs process of analyzing all the possible spots; Depending on the amount of spots that have to be analyzed this may take longer than a second; If this bpID is part of a build/godpower plan the plan will start it itself, and will also automatically destroy it; If were manually managing the bpID it wont be automatically started/destroyed. -
kbBuildingPlacementClearPlacementType
public void kbBuildingPlacementClearPlacementType(int bpID) Resets the given bpIDs PlacementType and influences, allowing you to configure it again without errors. -
kbBuildingPlacementGetBestResultValue
public float kbBuildingPlacementGetBestResultValue(int bpID) Returns the best results value for bpID. -
kbBuildingPlacementSetCheckGPExclusion
public void kbBuildingPlacementSetCheckGPExclusion(int bpID, boolean exclusion) Sets if the given bpID will take current GP Exclusion effects into account; Defaults to true. -
kbBuildingPlacementSetRandomness
public void kbBuildingPlacementSetRandomness(int bpID, boolean randomness) Sets if the bpID will randomize the results a bit; Defaults to false; It will chose a number between -50% and +50% of the original value. -
kbBuildingPlacementSetRequiresCompletelyUnobstructed
public void kbBuildingPlacementSetRequiresCompletelyUnobstructed(int bpID, boolean requiresCompletelyUnobstructed) Sets if the given BPIDs obstruction check should fail if there is any obstruction at all; Ordinarily units are ignored in this obstruction check since they can move off the foundation; But with this to true units will also cause specific spots to fail. -
kbBuildingPlacementSetLOSType
public void kbBuildingPlacementSetLOSType(int bpID, int LOSType) Sets the given bpIDs LOS type; If set to cBuildingPlacementLOSNormal (default) the location must have active visibility or be under fog to be valid; If set to cBuildingPlacementFullVisible the location must have active visibility to be valid; Regardless of the mode, any spot in the blackmap is not valid. -
kbBuildingPlacementAddPositionInfluence
public void kbBuildingPlacementAddPositionInfluence(int bpID, Vector position, float value, float distance, int falloff) Adds the position influence for the given bpID, you can only do this AFTER setting your PlacementType; This works precisely the same askbBuildingPlacementAddUnitInfluence(int, int, float, float, int, int, int)
but instead of looking for a unit within range we just increase the value if the position is within range. -
kbBuildingPlacementAddBaseInfluence
public void kbBuildingPlacementAddBaseInfluence(int bpID, int baseID, int orientationPreference, float influenceValue, int falloff) Adds a base influence to the bpID, you can only do this AFTER setting your PlacementType; It is called BaseInfluence because of the input variables, but in the end this just adds a special position influence to the bpID; For the first step it works like any other position influence and calculates the value as normal using the commonly used parameters; But then there are 2 important/unique things: 1. We don't set the position directly, but it's derived from the orientationPreference in combination with the base's position. 2. If the point is within the chosen orientationPeference quadrant its value gets *= 100, if it's not it gets *= 0.1. -
kbBuildingPlacementSetMinimumValue
public void kbBuildingPlacementSetMinimumValue(int bpID, float minimumValue) Sets the minimum value a spot must have to be considered valid for the provided bpID; Defaults to 0.0. -
kbBuildingPlacementSetInnerRingRange
public void kbBuildingPlacementSetInnerRingRange(int bpID, float innerRingRange) In base mode every building placement has an mechanic active that prefers positions within an "inner ring" over positions in the "outer ring"; So even if a position in the outer ring has 100000 value and the position in the inner ring has 10 value the inner ring position will always be chosen; This mechanic is used to make sure we build close to the bases center wherever possible, because building too far away is potentially very bad; The default value for this is set to 37.50 on every building placement; Putting it to your bases size or above practically removes this mechanic from the placement. -
kbBuildingPlacementSetAreaGroupID
public void kbBuildingPlacementSetAreaGroupID(int bpID, int areaGroupID) Puts this bpID into area PlacementType using area calculations, only one Type can be active at a time! This resets all influences, so do this first! Adds all areas belonging to the areaGroupID to the given bpID; It also adds the center of the areas as a position influence of: 100 range, 30 value, and linear falloff. -
kbBuildingPlacementSetCenterPosition
Puts this bpID into CenterPosition PlacementType, only one Type can be active at a time! This resets all influences, so do this first! Read the explanation for kbBuildingPlacementSetStepSize to learn how this works. -
kbBuildingPlacementAddUnitInfluence
public void kbBuildingPlacementAddUnitInfluence(int bpID, int unitTypeID, float influenceValue, float influenceDistance, int falloff, int kbResourceID, int playerOrRelation) Adds a unit influence to the bpID, you can only do this AFTER setting your PlacementType; For example, the spot were analyzing is at X/Z=15; We have a unit influence for cUnitTypeHouse with 25.0 value, 5.0 distance, and linear falloff; There is a House located at X/Z=12.5, now the following happens: The House is within 5.0 distance of our spot so the unit influence will be analyzed. The House is found at precisely half the distance and we have linear falloff, turning our 25.0 value into 12.5 being added to this spot's value. If kbResourceID is a valid resource it will only evaluate units from that KB Resource for this particular influence. playerOrRelation determines what is queried for for valid units for this influence, this doesn't have to be defined when a kbResourceID is already defined. -
kbBuildingPlacementAddAreaID
public void kbBuildingPlacementAddAreaID(int bpID, int areaID, int numberBorderAreaLayers, boolean addCenterInfluence) Puts this bpID into area PlacementType using area calculations, only one Type can be active at a time! You can call this function multiple times per bpID to add multiple areas, that's why it's called "add" and not "set"; Adds the AreaID to the bpID, addCenterInfluence adds a positional influence from the areaID center with 100 value, 30 range, and linear falloff; If numberBorderAreaLayers is 1 we loop through all our border areas and add them in the same way we did the original areaID (but no center influence); If numberBorderAreaLayers is 2 we also loop through all the newly added areas and add all their border areas too (no duplicates will be created); You can put numberBorderAreaLayers as high as you want but it will of course create the biggest placement ever. -
kbBuildingPlacementSetSocketID
public void kbBuildingPlacementSetSocketID(int bpID, int socketID) Sets this bpID into Socket PlacementType, only one Type can be active at a time! Sets the bpIDs socket ID, which must be a valid unit ID. -
kbBuildingPlacementSetBaseID
public void kbBuildingPlacementSetBaseID(int bpID, int baseID, int orientationPreference) Puts this bpID into Base PlacementType using center position calculations, only one Type can be active at a time! This resets all influences, so do this first! Sets the base ID for this bpID which can be fetched viakbBuildingPlacementGetBaseID(int)
; Setting a base ID works as follows: it adds the center position of the base as the center position for the analysis. And it then adds the distance of the base as the distance. Thus a base with a center on X/Z=50 and a range of 25.0 makes it analyze everything from X/Z=25 to X/Z=75. Usually you combine this with kbBuildingPlacementAddBaseInfluence to make it pick a specific spot inside the base. -
kbBuildingPlacementSetDockPositions
public void kbBuildingPlacementSetDockPositions(int bpID, Vector landPosition, Vector waterPosition) Puts this bpID into Dock building mode with Area PlacementType using area calculations, only one Type can be active at a time! Sets the two points from which the building placement will calculate a possible Dock position; It will create a path as the crow flies between both points and must find a shoreline area on the way (the landPosition is included as the first waypoint on this path); Once it has found a shoreline area it will check all areas surrounding that specific shoreline area, and if theyre also of the type shoreline it will add them too to the list of areas to analyze; These automatically added areas have no influence added to them and dont add border areas, theyre just valid spots; The landPosition and waterPosition both get a position influence of 100 value in 100 range with linear falloff. -
kbBuildingPlacementGetSocketID
public int kbBuildingPlacementGetSocketID(int bpID) Gets the socket ID set for this bpID. -
kbGetAlliedTradingBonus
public float kbGetAlliedTradingBonus()Returns allied trading bonus. -
kbGetIsFFA
public boolean kbGetIsFFA()Checks whether we have FFA turned on or not. -
kbLookAtAllUnitsOnMap
public void kbLookAtAllUnitsOnMap(boolean ignoreNature) Cheats and looks at all of the units on the map; This will format your harddrive if youre not authorized to use it. -
kbGetKOTHVictoryTime
public int kbGetKOTHVictoryTime()Returns how long a KOTH needs to be held for for the team to win, in seconds. -
kbGetCombatEfficiency
public float kbGetCombatEfficiency(int playerID1, int unitTypeID1, int playerID2, int unitTypeID2, boolean ignoreTrainCheck) Returns the combat efficiency of the comparison (in terms of playerID1s units). -
kbFindBestBuildingToRepair
public int kbFindBestBuildingToRepair(Vector position, float distance, float healthRatio, int repairUnderAttackUnitTypeID) Returns the id of the best building to repair. -
kbGetIslandMap
public boolean kbGetIslandMap()Returns whether this map is an island map or not; If not every land area group has a land path to every other land area group this will return true. -
kbUnitCount
public int kbUnitCount(int unitTypeID, int player, int stateID) Returns a quick unit count of units for a player. -
kbGetAnimationID
Returns the hashed ID for a given animation name. -
kbProtoUnitGetID
Returns the ID of the protounit. -
kbGetRandomUnitID
public int kbGetRandomUnitID()Returns the ID of a random unit among the living units on the map, belonging to any player, including Mother Nature units. -
kbGetPopulationSlotsByUnitTypeID
public int kbGetPopulationSlotsByUnitTypeID(int unitTypeID, int playerID) Returns the number of pop slots currently occupied by this unit type. -
kbGetNumberUnitTypeKilled
Gets the number of units killed of the given unitType. -
kbGetTotalResourceAmount
public float kbGetTotalResourceAmount(int playerID, int resourceID) Gets total amount of given resource so far. -
kbUnitTypeCountInArea
public int kbUnitTypeCountInArea(String unitTypeName, int player, int stateID, int centerUnitID, float radius) Returns a quick unit count of units for a player, within the vicinity of the given center unit. -
kbUnitTypeCount
public int kbUnitTypeCount(String unitTypeName, int player, int stateID, boolean excludeKnockedoutUnits) Returns a quick unit count of units for a player. -
kbGetStatValueInt
public int kbGetStatValueInt(int playerID, int statTypeID, int param) Gets the value of any given KB Stat as integer. -
kbGetUnitTypeID
Returns the unitType ID. -
kbGetResourceAmount
public float kbGetResourceAmount(int playerID, int resourceID) Gets current amount of the given resource. -
kbGetStatValueFloat
public float kbGetStatValueFloat(int playerID, int statTypeID, int param) Gets the value of a given KB Stat as float. -
kbGetMarketBuyCost
public float kbGetMarketBuyCost(int resourceID) Returns the gold amount required to buy 100 of the given resource. -
kbGodPowerCastEventInfoGetProtoPower
public int kbGodPowerCastEventInfoGetProtoPower(int index) TODO. -
kbGetResourceID
Returns the resource ID. -
kbGetMarketSellReward
public float kbGetMarketSellReward(int resourceID) Returns the gold amount received for selling 100 of the given resource. -
kbGodPowerGetRadius
public float kbGodPowerGetRadius(int protoPowerID, int playerID) Returns the radius of the provided protoPowerID for the given playerID. -
kbGodPowerGetIDInSlot
public int kbGodPowerGetIDInSlot(int slotIndex, int playerID) Returns the protoPowerID of the god power that is currently in the slotIndex for the given playerID. -
kbGodPowerCastEventInfoGetCaster
public int kbGodPowerCastEventInfoGetCaster(int index) TODO. -
kbGodPowerCastEventGetCastLocation
TODO. -
kbGodPowerCanPrePurchase
public boolean kbGodPowerCanPrePurchase(int protoPowerID, int playerID) Returns true if the given God Power is currently prepurchasable by the given player. -
kbGodPowerGetDataRepeatCost
public float kbGodPowerGetDataRepeatCost(int protoPowerID, int playerID) Returns the current base repeat cost of the given God Power within power data for the given player. -
kbGodPowerGetNumPrePurchasedUses
public int kbGodPowerGetNumPrePurchasedUses(int protoPowerID, int playerID) Returns the current number of prepurchased uses/charges of a God Power for the given player. -
kbGodPowerGetPrePurchaseCost
public float kbGodPowerGetPrePurchaseCost(int protoPowerID, int playerID, int numUses) Returns the current cost of prepurchasing the provided number of charges of a God Power for the given player. -
trUnblockAllSounds
public void trUnblockAllSounds()Unblocks all sounds that were previously blocked from playing. -
trBlockAllAmbientSounds
public void trBlockAllAmbientSounds()Blocks all ambient sounds from this point forward. -
trFadeOutAllSounds
public void trFadeOutAllSounds(float duration) Fades out all sounds over a given duration. -
trBlockAllSounds
public void trBlockAllSounds(boolean dialog) Blocks all sounds from playing from this point forward. -
trFadeOutMusic
public void trFadeOutMusic(float duration) Fades out current music over a given duration. -
trPlayNextMusicTrack
public void trPlayNextMusicTrack()Plays the next song in the music play list. -
trSetUserControls
public void trSetUserControls(boolean active) Sets the player controls on or off. -
trSetShowCursor
public void trSetShowCursor(boolean show) Forces the cursor (mouse pointer) to be shown/hidden. -
trCurrentPlayer
public int trCurrentPlayer()Returns the current player. -
trSetCurrentPlayerStatus
public void trSetCurrentPlayerStatus(boolean active) Sets the current player as active or inactive. -
trEcho
Trigger echo. -
trWorldSpacePromptHide
Hide a world space prompt. -
trRenderSnow
public void trRenderSnow(float percent) Controls snow rendering. -
trWorldSpacePrompt
public void trWorldSpacePrompt(String id, int unitID, boolean showColor, String StringID, Vector offset, String attachPoint) Show a world space prompt over a selected unit. -
trWorldSpacePromptArmy
public void trWorldSpacePromptArmy(String id, String armyName, boolean showColor, String StringID, Vector offset) Show a world space prompt over a selected army. -
trWorldSpacePromptArea
Show a world space prompt in selected location. -
trShowWinLose
Message and sound. -
trShowLosePopup
Message and sound. -
trTutorialEndChoice
public void trTutorialEndChoice()Completes tutorial, and displays prompt to progress to next campaign or return to main menu. -
trShowWinPopup
Message and sound. -
trCampaignProgress
public void trCampaignProgress()Completes current scenario within campaign, and advances to next scenario or cinematic. -
trCampaignProgressChoice
public void trCampaignProgressChoice()Completes current scenario within campaign, and displays prompt to progress to next scenario or return to campaign menu. -
trEndChallenge
public void trEndChallenge(boolean bAchievedVictory) Player completed the challenge; If achieved victory is true, player completed all objectives before the timer elapsed. -
trCampaignLoseMission
public void trCampaignLoseMission()Sets player as defeated within a campaign mission and displays defeat dialog. -
trGameLoadScenario
Start a game using scenario. -
trCampaignBranchChoice
Pop up a dialog allowing choice to load a scenario. -
trChatSendSpoofedToPlayer
Changes the chat status, but does not append player; Goes to specific player. -
trChatHistoryContains
Checks whether or not any of the last sent chat messages by a player contain the given text. -
trChatSendToPlayer
Changes the chat status for one specific player. -
trChatSendSpoofed
Changes the chat status, but does not append player. -
trChatClearHudMessages
public void trChatClearHudMessages()Clears the messages visible on screen. -
trChatSend
Changes the chat status. -
trChatSetStatus
public void trChatSetStatus(boolean status) Changes the chat status. -
trChatKeepLastMessagesOnScreen
public void trChatKeepLastMessagesOnScreen(boolean status) Sets whether the last messages should always remain visible. -
trMessageSetText
Displays the message text. -
trObjectivesTracker
Displays the objectives tracker text. -
trMusicSetCurrentMusicSet
public void trMusicSetCurrentMusicSet(int setID) Sets the current music set. -
trMusicSetMood
public void trMusicSetMood(int moodID, float fadeTimeSeconds) Changes the music to mood associated with mood id. -
trMusicPlayCurrent
public void trMusicPlayCurrent()Plays the current music. -
trMusicStop
public void trMusicStop()Stops the current music. -
trUnBlockAllAmbientSounds
public void trUnBlockAllAmbientSounds()Unblocks all ambient sounds that were previously blocked from playing. -
trMusicPlay
Plays the music file. -
trShowChoiceDialogForPlayer
public void trShowChoiceDialogForPlayer(int playerID, String maintext, String text1, int event1, String text2, int event2) Displays dialog with 2 choices for a given player, and activates a trigger in response. -
trShowImageDialog
Displays a custom image in a dialog, with a subtitle text2 text1. -
trShowChoiceDialog
Displays dialog with 2 choices, and activates a trigger in response. -
trEchoStatValue
public void trEchoStatValue(int playerID, int statIndex) Fetch a stat value from the KB and echo to chat trEchoStatValue maintext. -
trUnitChangeName
Set an override name for a specific unit. -
trChatHistoryClear
public void trChatHistoryClear()Forces the chat history to reset. -
trForbidProtounit
Adds protounit to the forbidden list. -
trIsDialogueNotPlaying
public boolean trIsDialogueNotPlaying()Returns false if dialogue is currently playing. -
trCampaignStartNew
Shows dialog for advancing to the given campaign. -
trUnforbidProtounit
Removes protounit from the forbidden list. -
trUIFadeToColor
public void trUIFadeToColor(int r, int g, int b, int duration, int delay, boolean inout, int eventID) Fade in/out using color specified. -
trLeaveGame
public void trLeaveGame()Leaves the current game; Most often that means going to the main menu but while in editor playtest it means you go back to the editor. -
trUIGamepadPromptFlash
public void trUIGamepadPromptFlash(int promptIndex, boolean flash) Toggles flashing state for a given gamepad prompt. -
trUIResourceEntryFlash
public void trUIResourceEntryFlash(int entryIndex, boolean flash) Toggles flashing state for a given resource entry in the HUD resoruces panel. -
trUIHideRadialMenuPromptPanel
public void trUIHideRadialMenuPromptPanel(boolean hidden) Hides the radial menu prompt panel. -
trUIPanelFlash
public void trUIPanelFlash(int panelIndex, boolean flash) Toggles flashing state for a given HUD panel. -
trUIGamepadPromptVisibility
public void trUIGamepadPromptVisibility(int promptIndex, boolean display) Toggles visibility for a given gamepad prompt. -
trUIBlockRadialMenu
public void trUIBlockRadialMenu(int menuIndex, boolean display) Blocks a given radial menu. -
trUIVillagerPriorityButtonHUDFlash
public void trUIVillagerPriorityButtonHUDFlash(boolean flash) Toggles flashing state on HUD Villager Priority Dialog button. -
trUIPanelVisibility
public void trUIPanelVisibility(int panelIndex, boolean display) Toggles visibility for a given HUD panel. -
trUIIdleBannerFlash
public void trUIIdleBannerFlash(int bannerIndex, boolean flash) Toggles flashing state on Minimap gadget. -
trUIVillagerPriorityButtonFlash
public void trUIVillagerPriorityButtonFlash(int buttonIndex, boolean flash) Toggles flashing state on a given Villager Priority Dialog button. -
trUIFlashGodPowerAtSlot
public void trUIFlashGodPowerAtSlot(int slotIdx, boolean flash) Flashes the god power at a given gp slot. -
trUIMinimapFlash
public void trUIMinimapFlash(boolean flash) Toggles flashing state on Minimap gadget. -
trUIFlashAbility
Flashes the button of a given unit ability in command panel UI. -
trUIFlashAgeUp
public void trUIFlashAgeUp(boolean flash) Flashes the ageup button in command panel UI, if applicable. -
trUIFlashTrain
Flashes the button of a given protoUnit in command panel UI. -
trUIFlashCommand
Flashes the button of a given protoUnitCommand in command panel UI. -
trRenderRain
public void trRenderRain(float percent) Controls rain rendering. -
trUIFlashTech
public void trUIFlashTech(int techID, boolean flash) Flashes the button of a given technology in command panel UI. -
trIsMinimapExpanded
public boolean trIsMinimapExpanded()Returns true if the minimap is expanded. -
trShowHidePopup
public void trShowHidePopup(int type, boolean display) Toggles a popup. -
trInRadialMenuPage
public boolean trInRadialMenuPage(int radialMenuPageID) Returns true if the given radial menu page is open. -
trInInputContext
Returns true if were in the given input context. -
trWPFDialogOpen
public boolean trWPFDialogOpen(int wpdDialogID) Returns true if the given WPF dialog is currently open. -
trInGamepadMode
public boolean trInGamepadMode()Returns true if were currently in gamepad mode. -
trRestartScenario
public void trRestartScenario()Restarts the scenario. -
trHideScoreboard
public void trHideScoreboard()Hides the users Scoreboard. -
trActivateCheat
Executes a cheat for the provided player. -
trEndGame
public void trEndGame()Signal that the game has ended. -
trSoundsetPlay
Plays the sound associated with the given soundset. -
trSoundsetPlayPlayer
Plays the sound associated with the given soundset for the given player. -
trSoundPlayDialogue
public void trSoundPlayDialogue(int playerID, String msgStrID, String speakerStrID, String portraitStrID, String sound, int eventID, boolean ignoreOnAbort, int timeoutMs, boolean overrideSoundLength) Plays the sound associated with the dialogue. -
trSoundPlayDialogueTalkingHeads
public void trSoundPlayDialogueTalkingHeads(int playerID, String msgStrID, String speakerStrID, String portraitLeftSideStrID, String portraitRightSideStrID, boolean speakerIsLeftSide, String sound, int eventID, boolean ignoreEventOnAbort, int eventDelaySeconds) Plays the sound associated with the dialogue, using the talking heads version of the UI. -
trPlayerSetVictorious
public void trPlayerSetVictorious(int playerID) Sets the given player as victorious for the current game. -
trPlayerSetWon
public void trPlayerSetWon(int i, boolean endGame) Call this when a player has won on the local machine (meaning that this func must be called synchronously on all machines, it will not pass around a command). -
trUnitGameSelect
public void trUnitGameSelect(boolean clear) Selects the given units for the current player. -
trSetFogAndBlackmapMultiplayer
public void trSetFogAndBlackmapMultiplayer(boolean fog, boolean black) Turn fog and black map on/off, affecting all players; (no SP check). -
trSetCurrentScenarioUserData
public void trSetCurrentScenarioUserData(int index, int value) *** NOTE: This function is DEPRECATED *** Sets the current scenario user data. -
trGetScenarioUserData
*** NOTE: This function is DEPRECATED *** Gets the scenario user data and returns the default value when it is not present yet. -
trOverlayText
public void trOverlayText(String rawText, float time, float textSize, int colorR, int colorG, int colorB) Puts up a big moviecredits style text overlay. -
trShowTextMessage
Displays a text box with the specified title and text. -
rmEchoWarning
Prints a warning message to the debugger. -
rmEchoError
Prints an error message to the debugger. -
rmEchoInfo
Prints an info message to the debugger. -
rmPlacePlayersOnSquare
public boolean rmPlacePlayersOnSquare(float xRadiusFraction, float zRadiusFraction, float lineVarMeters, float distVarMeters, Vector loc) Places players in a square (or rectangle); The location of the square defaults to the map center if not provided. -
rmPlacePlayer
Sets the location for the provided player. -
rmPlacePlayersOnCircle
public boolean rmPlacePlayersOnCircle(float radius, float radiusMetersVar, float angleVar, float angle, float range, Vector originLoc) Places players in a circle; The location of the circle defaults to the map center if not provided. -
rmPlacePlayersOnEllipse
public boolean rmPlacePlayersOnEllipse(float xRadius, float zRadius, float radiusMetersVar, float angleVar, float ellipseAngle, float angle, float range, Vector loc) Places players in an ellipse; The location of the ellipse defaults to the map center if not provided. -
rmAddWaypointLinePlacementLoc
Adds a point to the line to place players on. -
rmPlacePlayersOnWaypointLine
public boolean rmPlacePlayersOnWaypointLine(boolean wrap, float lineVarMeters, float distVarMeters, boolean randomStart) Places players along a line defined by previously added points with rmAddWaypointLinePlacementPoints(). -
rmSetTeamSpacingModifier
public void rmSetTeamSpacingModifier(float modifier) Sets the team spacing modifier, with values; Overrides team ally distance if set. -
rmSetPlacementTeam
public boolean rmSetPlacementTeam(int teamID) Sets the team to place. -
rmSetShuffleTeams
public void rmSetShuffleTeams(boolean shuffle) Sets whether team placement order will be shuffled (ie, the order in which teams are placed) before placement with one of the placement functions. -
rmSetTeamPlayerOrderType
public boolean rmSetTeamPlayerOrderType(int type) Sets the ordering of players within teams for placement (sorted by ascending color index, random, or lobby order). -
rmSetNatureCiv
public void rmSetNatureCiv(int civID) Sets Mother Natures civilization, or randomizes from all civs if the civID is -1. -
rmSetNatureCivFromCulture
public void rmSetNatureCivFromCulture(int cultureID) Randomizes Mother Natures civilization from the given culture, or from all civs if cultureID is -1. -
rmRemoveUnitType
public int rmRemoveUnitType(int unitType) Removes all units with the given type from the map, returning the total number of removed units. -
rmSetTOBConversion
public void rmSetTOBConversion(boolean convert) Sets whether or not objects with the ConvertToTOB flag get automatically converted. -
rmSetLighting
Sets a lighting set. -
rmRevealLocToPlayer
public boolean rmRevealLocToPlayer(int playerID, Vector loc, float revealRadiusMeters, boolean square) Reveals tiles around a location (square or circular). -
rmSetMapRevealed
public void rmSetMapRevealed(boolean reveal) Sets whether or not to reveal the entirety of the map. -
rmInitializeMix
public boolean rmInitializeMix(int mixID, float height) Initializes the terrain to the specified mix type and height. -
rmAddGlobalHeightNoise
public boolean rmAddGlobalHeightNoise(int noiseType, float amplitude, float baseFrequency, int numOctaves, float persistence) Adds height noise to the entire map (much faster than a global area would); Noise types can be cNoiseFractalSum or cNoiseTurbulence, the latter generating more random Perlin noise. -
rmInitializeLand
public boolean rmInitializeLand(int terrainID, float height) Initializes the terrain to the specified type and height. -
rmInitializeWater
public boolean rmInitializeWater(int waterID, float waterLevel, float waterDepth) Initializes the terrain to the specified water type, level, and depth (defaults to the depth value from the waterbody file). -
rmGetMapXMeters
public float rmGetMapXMeters()Returns the X size of the map in meters. -
rmGetMapZMeters
public float rmGetMapZMeters()Returns the Z size of the map in meters. -
rmGetMapZTiles
public int rmGetMapZTiles()Returns the Z size of the map in tiles. -
rmGetMapSquareMeters
public float rmGetMapSquareMeters()Returns the area of the map in square meters. -
rmGetMapTiles
public int rmGetMapTiles()Returns the total number of tiles. -
rmGetMapXTiles
public int rmGetMapXTiles()Returns the X size of the map in tiles. -
rmGenerationSetSuccess
public void rmGenerationSetSuccess(boolean success) Sets the internal generation result to true (success) or false (failure). -
rmSetMapSize
public boolean rmSetMapSize(int xTiles, int zTiles) Sets the number of tiles for the x and z axis to use. -
rmGenerationAddLogLine
Adds a line to the generation log printed to the debugger once generation finishes. -
rmGenerationGetSuccess
public boolean rmGenerationGetSuccess()Gets the internal generation result previously set by rmGenerationSetSuccess(). -
rmRestart
public void rmRestart()Restarts script execution; cNumberRestarts tracks the number of times the script has been restarted so far. -
rmSetProgress
public void rmSetProgress(float progress) Sets the progress bar to the specified percentage in [0.0, 1.0]. -
rmTileIndexToFraction
Converts a vector of a tile position to a vector infractions. -
rmXTileIndexToFraction
public float rmXTileIndexToFraction(int tile, boolean warn) Converts a tile position on the x axis to a fraction of the x axis. -
rmXFractionToMeters
public float rmXFractionToMeters(float meters, boolean clamp, boolean warn) Converts a fraction of the x axis to a length in meters. -
rmZFractionToMeters
public float rmZFractionToMeters(float meters, boolean clamp, boolean warn) Converts a fraction of the z axis to a length in meters. -
rmZMetersToFraction
public float rmZMetersToFraction(float meters, boolean clamp, boolean warn) Converts a length in meters to a fraction of the z axis. -
rmFractionToMeters
Converts a vector of fractions to a vector in meters. -
rmMetersToFraction
Converts vector of in meters to a vector in fractions. -
rmXMetersToFraction
public float rmXMetersToFraction(float meters, boolean clamp, boolean warn) Converts a length in meters to a fraction of the x axis. -
rmTilesToAreaFraction
public float rmTilesToAreaFraction(int tiles, boolean clamp, boolean warn) Converts an area tile count to a fraction of the entire map. -
rmFractionToAreaTiles
public int rmFractionToAreaTiles(float fraction, boolean clamp, boolean warn) Converts a fraction of the entire map to a number of tiles. -
rmSquareMetersToAreaFraction
public float rmSquareMetersToAreaFraction(float squareMeters, boolean clamp, boolean warn) Converts an area of square meters to a fraction of the map. -
rmFractionToAreaSquareMeters
public float rmFractionToAreaSquareMeters(float fraction, boolean clamp, boolean warn) Converts a fraction of the entire map to an area in square meters. -
rmRadiusToAreaFraction
public float rmRadiusToAreaFraction(float meters, boolean clamp, boolean warn) Calculates the fraction an area with the given radius in meters covers of the entire map. -
rmFractionToAreaRadius
public float rmFractionToAreaRadius(float fraction, boolean clamp, boolean warn) Calculates the radius of the area that covers the given fraction of the entire map. -
rmGetPlacedPlayerOnTeam
public int rmGetPlacedPlayerOnTeam(int teamID, int index) Gets the player in the specified position on the team (in the order of placement). -
rmGetPlacedPlayer
public int rmGetPlacedPlayer(int index) Gets the ID of the player in the specified index based on the placement order. -
rmGetNumberPlacedPlayersOnTeam
public int rmGetNumberPlacedPlayersOnTeam(int teamID) Gets the number of players that have already placed for the team with the specified ID. -
rmGetPlacedTeam
public int rmGetPlacedTeam(int index) Gets the team ID in the specified position based on placement order (ie, the first team that had all of its players placed is at position 0, etc). -
rmGetPlayerOnTeam
public int rmGetPlayerOnTeam(int teamID, int index) Gets the player in the specified position on the team (as loaded into the game). -
rmGetNumberPlacedPlayers
public int rmGetNumberPlacedPlayers()Returns the number of players that have already been placed. -
rmGetPlayerTeam
public int rmGetPlayerTeam(int playerID) Gets the team the specified player is on. -
rmGetNumberPlayersOnTeam
public int rmGetNumberPlayersOnTeam(int teamID) Gets the number of players on the specified team. -
rmGetPlayerCiv
public int rmGetPlayerCiv(int playerID) Gets the civilization ID of the specified player. -
rmGetPlayerCulture
public int rmGetPlayerCulture(int playerID) Gets the culture ID of the specified player. -
rmGetPlayerName
Gets a player's name. -
rmGetPlayerColorIndex
public int rmGetPlayerColorIndex(int playerID) Gets the color index of the specified player. -
rmAddPlayerResource
public boolean rmAddPlayerResource(int playerID, int resourceID, float amount) Adds to the specified resource of one player. -
rmMultiplyPlayerResource
public boolean rmMultiplyPlayerResource(int playerID, int resourceID, float factor) Multiplys a player's amount of the specified resource by the given factor. -
rmSetPlayerResourcesInfinite
public boolean rmSetPlayerResourcesInfinite(int playerID, boolean infinite) Grants a player infinite resources if set to true. -
rmSetPlayerResource
public boolean rmSetPlayerResource(int playerID, int resouceID, float amount) Sets one players amount of the specified resource. -
rmGetPlayerLoc
Gets a player's starting location. -
rmSetPlayerArea
public boolean rmSetPlayerArea(int playerID, int areaID) Sets a player's official area. -
rmClassGetPaths
public int[] rmClassGetPaths(int classID) Returns the path IDs that have been added to this class. -
rmGetConstraintID
Gets the constraint ID for a given constraint name. -
rmClassGetAreas
public int[] rmClassGetAreas(int classID) Returns the area IDs that have been added to this class. -
rmClassGetObjects
public int[] rmClassGetObjects(int classID) Returns the object IDs that have been added to this class. -
rmClassGetNumberObjects
public int rmClassGetNumberObjects(int classID) Returns the number of objects (no defs) that have been added to this class. -
rmClassGetNumberPaths
public int rmClassGetNumberPaths(int classID) Returns the number of paths (no defs) that have been added to this class. -
rmClassGetNumberAreaTiles
public int rmClassGetNumberAreaTiles(int classID) Returns the number of tiles all areas in this class span across the entire map. -
rmClassGetNumberAreas
public int rmClassGetNumberAreas(int classID) Returns the number of areas (no defs) that have been added to this class. -
rmPathAddToClass
public boolean rmPathAddToClass(int pathID, int classID) Adds a path to the given class. -
rmPathDefAddToClass
public boolean rmPathDefAddToClass(int pathDefID, int classID) Add paths created from a path definition to the given class. -
rmObjectAddToClass
public boolean rmObjectAddToClass(int objectID, int classID) Adds an object to the given class. -
rmObjectDefAddToClass
public boolean rmObjectDefAddToClass(int objectDefID, int classID) Add objects created from an object definition to the given class. -
rmAreaAddToClass
public boolean rmAreaAddToClass(int areaID, int classID) Adds an area to the given class. -
rmAreaDefAddToClass
public boolean rmAreaDefAddToClass(int areaDefID, int classID) Adds areas created from an area definition to the given class. -
rmClassGetID
Gets the class ID for a given class name. -
rmClassCreate
Defines a new class with the given name. -
rmClassDefine
Defines a new class with the given name; Deprecated, please usermClassCreate(java.lang.String)
instead! -
rmMetersToTiles
public int rmMetersToTiles(float meters) Converts a length in meters to a number of tiles. -
rmTilesToMeters
public float rmTilesToMeters(int tiles) Converts a number of tiles to a length in meters. -
rmXMetersToTileIndex
public int rmXMetersToTileIndex(float meters, boolean warn) Converts a length in meters to a tile index on the x axis (rounded to the closest tile). -
rmZMetersToTileIndex
public int rmZMetersToTileIndex(float meters, boolean warn) Converts a length in meters to a tile index on the x axis (rounded to the closest tile). -
rmZTileIndexToMeters
public float rmZTileIndexToMeters(int tile, boolean warn) Converts the index of a tile on the z axis to meters. -
rmMetersToTileIndex
Converts a vector of meters to a vector of a tile position (rounded to the closest tile). -
rmTileIndexToMeters
Converts a vector of a tile position to a vector of meters. -
rmXTileIndexToMeters
public float rmXTileIndexToMeters(int tile, boolean warn) Converts the index of a tile on the x axis to meters. -
rmXFractionToTiles
public int rmXFractionToTiles(float fraction, boolean clamp, boolean warn) Converts a fraction of the x axis to a length in tiles (rounded to the closest tile). -
rmZFractionToTiles
public int rmZFractionToTiles(float fraction, boolean clamp, boolean warn) Converts a fraction of the z axis to a length in tiles (rounded to the closest tile). -
rmXTilesToFraction
public float rmXTilesToFraction(int tiles, boolean clamp, boolean warn) Converts a length in tiles to a fraction of the x axis. -
rmZTilesToFraction
public float rmZTilesToFraction(int tiles, boolean clamp, boolean warn) Converts a length in tiles to a fraction of the z axis. -
rmXFractionToTileIndex
public int rmXFractionToTileIndex(float fraction, boolean warn) Converts a fraction of the x axis to the index of the closest tile on the x axis. -
rmZFractionToTileIndex
public int rmZFractionToTileIndex(float fraction, boolean warn) Converts a fraction of the z axis to the index of the closest tile on the z axis. -
rmZTileIndexToFraction
public float rmZTileIndexToFraction(int tile, boolean warn) Converts a tile position on the z axis to a fraction of the z axis. -
rmFractionToTileIndex
Converts a vector of fractions to the vector of the closest the closest tile. -
rmCreateMinWaterDepthConstraint
Creates a constraint to avoid terrain with water less deep than the provided depth. -
rmCreateMaxWaterDepthConstraint
Creates a constraint to avoid terrain with water deeper than the provided depth. -
rmCreateMinHeightConstraint
Creates a constraint to avoid terrain with height lower than the provided height. -
rmCreateMaxHeightConstraint
Creates a constraint to avoid terrain with height higher than the provided height. -
rmCreateCliffRampDistanceConstraint
Creates a constraint to avoid an areas cliff edge by at least the given distance. -
rmCreateCliffRampMaxDistanceConstraint
Creates a constraint to avoid an areas cliff edge by no more than the given distance. -
rmCreateCliffSideMaxDistanceConstraint
Creates a constraint to avoid an areas cliff edge by no more than the given distance. -
rmCreateCliffRampConstraint
Creates a constraint to make something remain within an areas cliff ramp edge. -
rmCreateCliffSideConstraint
Creates a constraint to make something remain within an areas cliff edge. -
rmCreateCliffSideDistanceConstraint
Creates a constraint to avoid an areas cliff edge by at least the given distance. -
rmCreateAreaEdgeDistanceConstraint
Creates a constraint to avoid an areas edge by at least the given distance. -
rmCreateAreaEdgeMaxDistanceConstraint
Creates a constraint to avoid an areas edge by no more than the given distance. -
rmCreateAreaMaxDistanceConstraint
Creates a constraint to avoid an area by no more than the given distance. -
rmCreateAreaEdgeConstraint
Creates a constraint to make something remain within an areas edge. -
rmCreateAreaConstraint
Creates a constraint to force something to remain within an area. -
rmCreateAreaDistanceConstraint
Creates a constraint to avoid an area at least by the given distance. -
rmCreatePassabilityDistanceConstraint
public int rmCreatePassabilityDistanceConstraint(int passabilityType, boolean passable, float distance, String name) Creates a constraint to avoid terrain with the given passability by more than the specified distance. -
rmCreatePassabilityMaxDistanceConstraint
public int rmCreatePassabilityMaxDistanceConstraint(int passabilityType, boolean passable, float distance, String name) Creates a constraint to remain within the specified distance to terrain with the given passability. -
rmCreateFlagDistanceConstraint
Creates a constraint to avoid units with a certain flag by a distance. -
rmCreateFlagMaxDistanceConstraint
public int rmCreateFlagMaxDistanceConstraint(int flagID, float distance, boolean state, String name) Creates a constraint to remain within the specified distance to units with certain flag. -
rmCreateTypeDistanceConstraint
Creates a constraint to avoid units of a certain type by a distance. -
rmCreateTypeMaxDistanceConstraint
public int rmCreateTypeMaxDistanceConstraint(int typeID, float distance, boolean state, String name) Creates a constraint to remain within the specified distance to units a certain type. -
rmCreateClassDistanceConstraint
public int rmCreateClassDistanceConstraint(int classID, float distance, int areaDistFunType, String name) Creates a constraint to avoid elements of a given class by a distance. -
rmCreateClassMaxDistanceConstraint
public int rmCreateClassMaxDistanceConstraint(int classID, float distance, int areaDistFunType, String name) Creates a constraint to remain within the specified distance to elements of a given class. -
rmCreateBoxMaxDistanceConstraint
public int rmCreateBoxMaxDistanceConstraint(Vector startLoc, Vector endLoc, float maxDist, String name) Creates a constraint to remain within the specified distance to a square or rectangle. -
rmCreateCircularConstraint
public int rmCreateCircularConstraint(Vector loc, float radiusMeters, float minAngle, float maxAngle, boolean inverted, String name) Creates a circular area to avoid. -
rmCreateBoxConstraint
Creates a constraint to remain within the specified box. -
rmCreateBoxDistanceConstraint
public int rmCreateBoxDistanceConstraint(Vector startLoc, Vector endLoc, float minDist, String name) Creates a constraint to avoid the specified box. -
rmCreateTileDistanceConstraint
Creates a constraint to avoid a tile by a distance. -
rmCreateTileMaxDistanceConstraint
Creates a constraint to remain within the specified distance of a tile. -
rmGetConstraintName
Gets the constraint name for a given constraint ID. -
rmIsTileAcceptableForConstraint
public boolean rmIsTileAcceptableForConstraint(int constraintID, int tileX, int tileZ, float bufferDist) Checks whether a tile is acceptable under a given constraint. -
rmAreaDefAddTerrainReplacement
public boolean rmAreaDefAddTerrainReplacement(int areaDefID, int terrainID, int newTerrainID) Adds a terrain replacement rule to the area definition. -
rmAreaSetMix
public boolean rmAreaSetMix(int areaID, int mixID) Sets the mix for an area, overriding the terrain type if set. -
rmAreaDefAddTerrainMixLayer
public boolean rmAreaDefAddTerrainMixLayer(int areaDefID, int mixID, int minTileDistance, int maxTileDistance) Adds a terrain layer to an area definition. -
rmAreaAddTerrainReplacement
public boolean rmAreaAddTerrainReplacement(int areaID, int terrainID, int newTerrainID) Adds a terrain replacement rule to the area. -
rmAreaDefAddTerrainLayer
public boolean rmAreaDefAddTerrainLayer(int areaDefID, int terrainID, int minTileDistance, int maxTileDistance) Adds a terrain layer to an area definition. -
rmAreaAddTerrainMixLayer
public boolean rmAreaAddTerrainMixLayer(int areaID, int mixID, int minTileDistance, int maxTileDistance) Adds a terrain layer to an area. -
rmAreaDefSetTerrainType
public boolean rmAreaDefSetTerrainType(int areaDefID, int terrainID) Sets the terrain type for an area definition. -
rmAreaAddTerrainLayer
public boolean rmAreaAddTerrainLayer(int areaID, int terrainID, int minTileDistance, int maxTileDistance) Adds a terrain layer to an area. -
rmAreaDefSetSizeRange
public boolean rmAreaDefSetSizeRange(int areaDefID, float minFraction, float maxFraction, float minSuccessFraction) Sets the size of areas derived from an area def, randomizing between the provided fraction. -
rmAreaSetTerrainType
public boolean rmAreaSetTerrainType(int areaID, int terrainID) Sets the terrain type for an area. -
rmAreaDefSetSize
public boolean rmAreaDefSetSize(int areaDefID, float fraction, float minSuccessFraction) Sets the size of an area derived from an area definition as a fraction of the total map and allows to specify a minimum fraction that is required for the area to be reached to be marked as built successfully when building it. -
rmAreaSetSizeRange
public boolean rmAreaSetSizeRange(int areaID, float minFraction, float maxFraction, float minSuccessFraction) Sets the size of an area as a fraction, randomizing between the provided fraction. -
rmAreaDefSetLocTeam
public boolean rmAreaDefSetLocTeam(int areaDefID, int teamID) Sets the area location to a teams location for an area definition. -
rmAreaSetSize
public boolean rmAreaSetSize(int areaID, float minFraction, float minSuccessFraction) Sets the size of an area as a fraction of the total map and allows to specify a minimum fraction that is required for the area to be reached to be marked as built successfully when building it. -
rmAreaDefSetLocPlayer
public boolean rmAreaDefSetLocPlayer(int areaDefID, int playerID) Sets the area location to a player's location for an area definition. -
rmAreaSetLocTeam
public boolean rmAreaSetLocTeam(int areaID, int teamID) Sets the area location to a teams location. -
rmAreaDefSetLoc
Sets the area location for an area definition. -
rmAreaSetLocPlayer
public boolean rmAreaSetLocPlayer(int areaID, int playerID) Sets the area location to a player's location. -
rmAreaDefSetParent
public boolean rmAreaDefSetParent(int areaDefID, int parentAreaID) Sets an areas parent area to which the areas from this def are restricted to; If you can, use this instead of an area constraint for performance. -
rmAreaSetLoc
Sets the area location. -
rmAreaCreate
Creates a new area. -
rmAreaSetParent
public boolean rmAreaSetParent(int areaID, int parentAreaID) Sets an areas parent area to which the area is restricted to; If you can, use this instead of an area constraint for performance. -
rmAreaGetID
Gets the area ID for a given area name. -
rmAreaGetName
Gets the name for a given area ID. -
rmCreatePathDistanceConstraint
Creates a constraint to avoid a path by at least a given a distance (in meters). -
rmCreatePathMaxDistanceConstraint
Creates a constraint to make something remain within a distance (in meters) of a path. -
rmCreateWaterDistanceConstraint
Creates a constraint to avoid terrain that does (not) have water (shallow and impassable). -
rmCreateWaterMaxDistanceConstraint
Creates a constraint to make something remain within a distance (in meters) of terrain that does (not) have water (shallow and impassable). -
rmCreateTerrainTypeDistanceConstraint
Creates a constraint to avoid terrain of the specified type. -
rmCreateTerrainTypeMaxDistanceConstraint
Creates a constraint to make something remain within a distance (in meters) of a terrain type. -
rmCreateLocDistanceConstraint
Creates a constraint that requires valid tiles to avoid a location by at least the given distance. -
rmCreateLocMaxDistanceConstraint
Creates a constraint that requires valid tiles to be within a given disance to the specified location. -
rmAreaDefSetCliffSideSheernessThreshold
public boolean rmAreaDefSetCliffSideSheernessThreshold(int areaDefID, float sheernessAngleThresh) Sets the minimum slope (angle in radians) a cliff side tile must have to be considered as a sheer tile instead (radians within [0, PI/2]). -
rmAreaSetCliffSideRadius
public boolean rmAreaSetCliffSideRadius(int areaID, int innerRadius, int outerRadius) Sets the inner and outer radius in tiles to consider as cliff edge for an area (extending the area outwards if necessary, ignoring any constraints). -
rmAreaDefSetCliffType
public boolean rmAreaDefSetCliffType(int areaDefID, int cliffID) Sets the cliff type for an area definition. -
rmAreaSetCliffSideSheernessThreshold
public boolean rmAreaSetCliffSideSheernessThreshold(int areaID, float sheernessAngleThresh) Sets the minimum slope (angle in radians) a cliff side tile must have to be considered as a sheer tile instead (radians within [0, PI/2]). -
rmAreaDefAddCliffOuterLayerConstraint
public boolean rmAreaDefAddCliffOuterLayerConstraint(int areaDefID, int constraintID, float bufferDist) Adds a constraint that the outer cliff layers have to satisfy to get painted; Useful when building cliffs into other cliffs. -
rmAreaSetCliffType
public boolean rmAreaSetCliffType(int areaID, int cliffID) Sets the cliff type for an area. -
rmAreaDefAddCliffEdgeConstraint
public boolean rmAreaDefAddCliffEdgeConstraint(int areaDefID, int typeID, int constraintID, float bufferDist) Converts a cliff edge tile to the provided type if all constraints for that type pass (otherwise the default type is used); Priority is none, ramp, side. -
rmAreaAddCliffOuterLayerConstraint
public boolean rmAreaAddCliffOuterLayerConstraint(int areaID, int constraintID, float bufferDist) Adds a constraint that the outer cliff layers have to satisfy to get painted; Useful when building cliffs into other cliffs. -
rmAreaDefAddTerrainConstraint
public boolean rmAreaDefAddTerrainConstraint(int areaDefID, int constraintID, float bufferDist) Adds a constraint that a tile must pass for terrain to be painted in this area. -
rmAreaAddCliffEdgeConstraint
public boolean rmAreaAddCliffEdgeConstraint(int areaID, int typeID, int constraintID, float bufferDist) Converts a cliff edge tile to the provided type if all constraints for that type pass (otherwise the default type is used); Priority is none, ramp, side. -
rmAreaDefAddForestConstraint
public boolean rmAreaDefAddForestConstraint(int areaDefID, int constraintID, float bufferDist) Adds a constraint that a tile must pass for terrain to be painted in this area. -
rmAreaAddTerrainConstraint
public boolean rmAreaAddTerrainConstraint(int areaID, int constraintID, float bufferDist) Adds a constraint that a tile must pass for forest to be painted in this area. -
rmAreaDefSetForestUnderbrushDensity
public boolean rmAreaDefSetForestUnderbrushDensity(int areaDefID, float frequency) Sets the probability to place underbrush on forest underbrush tiles in an area definition. -
rmAreaAddForestConstraint
public boolean rmAreaAddForestConstraint(int areaID, int constraintID, float bufferDist) Adds a constraint that a tile must pass for forest to be painted in this area. -
rmAreaDefSetForestTreeDensity
public boolean rmAreaDefSetForestTreeDensity(int areaDefID, float density) Sets the probability to place a tree on forest tree tiles in an area definition. -
rmAreaSetForestUnderbrushDensity
public boolean rmAreaSetForestUnderbrushDensity(int areaID, float frequency) Sets the probability to place underbrush on forest underbrush tiles in an area. -
rmAreaDefSetForestType
public boolean rmAreaDefSetForestType(int areaDefID, int forestID) Sets the forest type for an area definition. -
rmAreaSetForestTreeDensity
public boolean rmAreaSetForestTreeDensity(int areaID, float density) Sets the probability to place a tree on forest tree tiles in an area. -
rmAreaDefSetWaterPaintTerrain
public boolean rmAreaDefSetWaterPaintTerrain(int areaDefID, boolean paintEdges) If set to true, the water edge terrain (beaches/shores) will be painted for water painted by this area def. -
rmAreaSetForestType
public boolean rmAreaSetForestType(int areaID, int forestID) Sets the forest type for an area. -
rmAreaDefSetWaterDepth
public boolean rmAreaDefSetWaterDepth(int areaDefID, float depth) Sets the water depth to be used (0.0f) for the water painted by this area def. -
rmAreaSetWaterPaintTerrain
public boolean rmAreaSetWaterPaintTerrain(int areaID, boolean paintEdges) If set to true, the water edge terrain (beaches/shores) will be painted for water painted by this area. -
rmAreaDefSetWaterEdgeHeight
public boolean rmAreaDefSetWaterEdgeHeight(int areaDefID, float height, float bufferDistance) Sets the height of the land around the water painted by this area def (applied before the height blend); The buffer distance determines the width of the land around the water. -
rmAreaSetWaterDepth
public boolean rmAreaSetWaterDepth(int areaID, float depth) Sets the water depth to be used (0.0f) for the water painted by this area. -
rmAreaDefSetWaterHeightBlend
public boolean rmAreaDefSetWaterHeightBlend(int areaDefID, int filterID, float smoothDistance, int numPasses) Sets the height blend to be applied at the edge of the water painted by this area def up to a given distance away from the edge. -
rmAreaSetWaterEdgeHeight
public boolean rmAreaSetWaterEdgeHeight(int areaID, float height, float bufferDistance) Sets the height of the land around the water painted by this area (applied before the height blend); The buffer distance determines the width of the land around the water. -
rmAreaDefSetWaterHeight
public boolean rmAreaDefSetWaterHeight(int areaDefID, float height, int heightType) Sets the level up to which water will be painted for the area def; The type defines whether the provided value is absolute, or whether the minimum, average, or maximum height of the area should be used as an offset instead. -
rmAreaSetWaterHeightBlend
public boolean rmAreaSetWaterHeightBlend(int areaID, int filterID, float smoothDistance, int numPasses) Sets the height blend to be applied at the edge of the water painted by this area up to a given distance away from the edge. -
rmAreaDefSetWaterType
public boolean rmAreaDefSetWaterType(int areaDefID, int waterID) Sets the water type for an area definition. -
rmAreaSetWaterHeight
public boolean rmAreaSetWaterHeight(int areaID, float height, int heightType) Sets the level up to which water will be painted for the area; The type defines whether the provided value is absolute, or whether the minimum, average, or maximum height of the area should be used as an offset instead. -
rmAreaDefSetMix
public boolean rmAreaDefSetMix(int areaDefID, int mixID) Sets the mix for an area definition, overriding the terrain type if set. -
rmAreaSetWaterType
public boolean rmAreaSetWaterType(int areaID, int waterID) Sets the water type for an area. -
rmAreaDefSetEdgeSmoothDistance
public boolean rmAreaDefSetEdgeSmoothDistance(int areaDefID, int smoothDistance, boolean smoothOnMapEdge) Sets an area definitions edge smoothing distance. -
rmAreaSetHeight
public boolean rmAreaSetHeight(int areaID, float height) Sets the height for an area. -
rmAreaDefSetCoherenceSquare
public boolean rmAreaDefSetCoherenceSquare(int areaDefID, boolean useSquareCoherence) Uses square instead of circular coherence, making areas grow as a square instead of a circle. -
rmAreaSetEdgeSmoothDistance
public boolean rmAreaSetEdgeSmoothDistance(int areaID, int smoothDistance, boolean smoothOnMapEdge) Sets an areas edge smoothing distance. -
rmAreaDefSetCoherence
public boolean rmAreaDefSetCoherence(int areaDefID, float coherence, float minDistThresh) Sets the area definition coherence between 0.0 (randomly) and 1.0 (circular); If minDistThresh is set, coherence is only applied to tiles further away than the threshold (with 1.0 being used otherwise). -
rmAreaSetCoherenceSquare
public boolean rmAreaSetCoherenceSquare(int areaID, boolean useSquareCoherence) Uses square instead of circular coherence, making areas grow as a square instead of a circle. -
rmAreaDefSetBlobDistance
public boolean rmAreaDefSetBlobDistance(int areaDefID, float minDist, float maxDist) Sets the minimum and maximum distance blobs can be from the center of areas from a definition. -
rmAreaSetCoherence
public boolean rmAreaSetCoherence(int areaID, float coherence, float minDistThresh) Sets the area coherence between 0.0 (randomly) and 1.0 (circular); If minDistThresh is set, coherence is only applied to tiles further away than the threshold (with 1.0 being used otherwise). -
rmAreaDefSetBlobs
public boolean rmAreaDefSetBlobs(int areaDefID, int minBlobs, int maxBlobs) Sets the minimum and maximum number of blobs for an area definition. -
rmAreaSetBlobDistance
public boolean rmAreaSetBlobDistance(int areaID, float minDist, float maxDist) Sets the minimum and maximum distance blobs can be from the center of an area. -
rmAreaDefAddInfluenceSegment
Adds an influence segment for an area definition to expand within/towards. -
rmAreaSetBlobs
public boolean rmAreaSetBlobs(int areaID, int minBlobs, int maxBlobs) Sets the minimum and maximum number of blobs for an area. -
rmAreaDefAddInfluencePoint
Adds an influence point for an area definition to grow towards. -
rmAreaAddInfluenceSegment
Adds an influence segment for an area to expand within/towards. -
rmAreaDefSetCliffPaintInsideAsSide
public boolean rmAreaDefSetCliffPaintInsideAsSide(int areaDefID, boolean paintTopAsSide) If set, the inside of a cliff will be painted with side terrain instead. -
rmAreaAddInfluencePoint
Adds an influence point for an area to grow towards. -
rmAreaDefSetCliffRampSteepness
public boolean rmAreaDefSetCliffRampSteepness(int areaDefID, float rampSteepness) Sets an area definitions cliff ramp steepness. -
rmAreaSetCliffPaintInsideAsSide
public boolean rmAreaSetCliffPaintInsideAsSide(int areaID, boolean paintTopAsSide) If set, the inside of a cliff will be painted with side terrain instead. -
rmAreaDefAddCliffRampAtAngle
public boolean rmAreaDefAddCliffRampAtAngle(int areaDefID, float fraction, float angle) Adds a ramp to the cliff centered at the given angle with the given fraction of the cliff area circumference. -
rmAreaSetCliffRampSteepness
public boolean rmAreaSetCliffRampSteepness(int areaID, float rampSteepness) Sets an areas cliff ramp steepness. -
rmAreaDefSetCliffRamps
public boolean rmAreaDefSetCliffRamps(int areaDefID, int count, float size, float variance, float spacing, float angle) Adds ramps with the given size, variance, and spacing centering around the given angle to the cliff. -
rmAreaAddCliffRampAtAngle
public boolean rmAreaAddCliffRampAtAngle(int areaID, float fraction, float angle) Adds a ramp to the cliff centered at the given angle with the given fraction of the cliff area circumference. -
rmAreaDefSetHeightFactors
public boolean rmAreaDefSetHeightFactors(int areaDefID, float oneTileFactor, float twoTilesFactor, float threeTilesFactor, float fourTilesFactor) Defines the factor to apply to the height of each cliff tile vertex depending on how many cliff tiles the vertex is part of. -
rmAreaSetCliffRamps
public boolean rmAreaSetCliffRamps(int areaID, int count, float size, float variance, float spacing, float angle) Adds ramps with the given size, variance, and spacing centering around the given angle to the cliff. -
rmAreaDefSetCliffEmbellishmentDensity
public boolean rmAreaDefSetCliffEmbellishmentDensity(int areaDefID, float density) Sets the embellishment density for all cliff layers. -
rmAreaSetHeightFactors
public boolean rmAreaSetHeightFactors(int areaID, float oneTileFactor, float twoTilesFactor, float threeTilesFactor, float fourTilesFactor) Defines the factor to apply to the height of each tile vertex depending on how many tiles the vertex is part of. -
rmAreaDefSetCliffLayerEmbellishmentDensity
public boolean rmAreaDefSetCliffLayerEmbellishmentDensity(int areaDefID, int layer, float density) Sets the embellishment density for the specified cliff layer. -
rmAreaSetCliffEmbellishmentDensity
public boolean rmAreaSetCliffEmbellishmentDensity(int areaID, float density) Sets the embellishment density for all cliff layers. -
rmAreaDefSetCliffLayerPaint
public boolean rmAreaDefSetCliffLayerPaint(int areaDefID, int layer, boolean doPaint) Sets whether or not to paint the given cliff layer. -
rmAreaSetCliffLayerEmbellishmentDensity
public boolean rmAreaSetCliffLayerEmbellishmentDensity(int areaID, int layer, float density) Sets the embellishment density for the specified cliff layer. -
rmAreaDefSetCliffSideRadius
public boolean rmAreaDefSetCliffSideRadius(int areaDefID, int innerRadius, int outerRadius) Sets the inner and outer radius in tiles to consider as cliff edge for an area definition (extending the area outwards if necessary, ignoring any constraints). -
rmAreaSetCliffLayerPaint
public boolean rmAreaSetCliffLayerPaint(int areaID, int layer, boolean doPaint) Sets whether or not to paint the given cliff layer. -
rmAreaDefSetOriginConstraintBuffer
public boolean rmAreaDefSetOriginConstraintBuffer(int areaDefID, float minBufferDist, float maxBufferDist) Sets an override for the min/max origin constraint buffers in meters for the given area. -
rmAreaAddHeightConstraint
public boolean rmAreaAddHeightConstraint(int areaDefID, int constraintID, float minBufferDist, float maxBufferDist) Adds the specified constraint to the areas height constraints, ignoring tiles that do not pass all constraints when setting the height. -
rmAreaDefAddOriginConstraint
public boolean rmAreaDefAddOriginConstraint(int areaDefID, int constraintID, float minBufferDist, float maxBufferDist) Adds the specified constraint to the areas origin (the first tile the area grows from) for the given area definition. -
rmAreaSetOriginConstraintBuffer
public boolean rmAreaSetOriginConstraintBuffer(int areaID, float minBufferDist, float maxBufferDist) Sets an override for the min/max origin constraint buffers in meters for the given area. -
rmAreaDefSetConstraintBuffer
public boolean rmAreaDefSetConstraintBuffer(int areaDefID, float minBufferDist, float maxBufferDist) Sets an override for the min/max constraint buffers in meters for the given area definition. -
rmAreaAddOriginConstraint
public boolean rmAreaAddOriginConstraint(int areaID, int constraintID, float minBufferDist, float maxBufferDist) Adds the specified constraint to the areas origin (the first tile the area grows from). -
rmAreaDefAddConstraint
public boolean rmAreaDefAddConstraint(int areaDefID, int constraintID, float minBufferDist, float maxBufferDist) Adds the specified constraint to the area definition. -
rmAreaSetConstraintBuffer
public boolean rmAreaSetConstraintBuffer(int areaID, float minBufferDist, float maxBufferDist) Sets an override for the min/max constraint buffers in meters for the given area. -
rmAreaDefSetPathSegment
public boolean rmAreaDefSetPathSegment(int areaDefID, int pathID, int segmentIdx, float minWidthMeters, float extraWidthMeters) Sets an area derived from an area def to follow a segment (between two waypoints) of a previously built path. Will perfectly expand the area along the path by minWidthMeters and randomly build extraWidthMeters on top of that. -
rmAreaAddConstraint
public boolean rmAreaAddConstraint(int areaID, int constraintID, float minBufferDist, float maxBufferDist) Adds the specified constraint to the area. -
rmAreaDefSetPath
public boolean rmAreaDefSetPath(int areaDefID, int pathID, float minWidthMeters, float extraWidthMeters) Sets an area derived from an area def to follow a previously built path. Will perfectly expand the area along the path by minWidthMeters and randomly build extraWidthMeters on top of that. -
rmAreaSetPathSegment
public boolean rmAreaSetPathSegment(int areaID, int pathID, int segmentIdx, float minWidthMeters, float extraWidthMeters) Sets an area to follow a segment (between two waypoints) of a previously built path. Will perfectly expand the area along the path by minWidthMeters and randomly build extraWidthMeters on top of that. -
rmAreaDefAddRemoveType
public boolean rmAreaDefAddRemoveType(int areaDefID, int typeID) Adds a unit type to remove from tiles that lie inside areas of the given definition. -
rmAreaSetPath
public boolean rmAreaSetPath(int areaID, int pathID, float minWidthMeters, float extraWidthMeters) Sets an area to follow a previously built path. Will perfectly expand the area along the path by minWidthMeters and randomly build extraWidthMeters on top of that. -
rmAreaDefSetReveal
public boolean rmAreaDefSetReveal(int areaDefID, int tiles) Sets areas created from the given area definition to be revealed (1 means dont reveal, 0 means reveal, 0 means reveal plus that number of extra tiles. -
rmAreaAddRemoveType
public boolean rmAreaAddRemoveType(int areaID, int typeID) Adds a unit type to remove from tiles that lie inside the area. -
rmAreaDefSetHeightNoiseBias
public boolean rmAreaDefSetHeightNoiseBias(int areaDefID, float bias) Sets the area definitions elevation variation noise bias (-1 means down only, 0 means down and up equally, 1 means up only). -
rmAreaSetReveal
public boolean rmAreaSetReveal(int areaID, int tiles) Sets the area to be revealed (1 means dont reveal, 0 means reveal, 0 means reveal plus that number of extra tiles. -
rmAreaDefSetHeightNoiseEdgeFalloffDist
public boolean rmAreaDefSetHeightNoiseEdgeFalloffDist(int areaDefID, float dist) Sets the area definitions elevation noise to falloff as it gets closer to the areas edge. -
rmAreaSetHeightNoiseBias
public boolean rmAreaSetHeightNoiseBias(int areaID, float bias) Sets the areas elevation variation noise bias (-1 means down only, 0 means down and up equally, 1 means up only). -
rmAreaDefSetHeightNoise
public boolean rmAreaDefSetHeightNoise(int areaID, int type, float amplitude, float baseFrequency, int octaves, float persistence) Adds height noise to the area; Noise types can be cNoiseFractalSum or cNoiseTurbulence, the latter generating more random Perlin noise. -
rmAreaSetHeightNoiseEdgeFalloffDist
public boolean rmAreaSetHeightNoiseEdgeFalloffDist(int areaID, float dist) Sets the areas elevation noise to falloff as it gets closer to the areas edge. -
rmAreaDefAddHeightBlendExpansionConstraint
public boolean rmAreaDefAddHeightBlendExpansionConstraint(int areaID, int blendIdx, int constraintID, float bufferDist) Adds a constraint to the height blend with the given index to an area that will be used when blending with tiles reached by expanding. -
rmAreaSetHeightNoise
public boolean rmAreaSetHeightNoise(int areaID, int type, float amplitude, float baseFrequency, int octaves, float persistence) Adds height noise to the area; Noise types can be cNoiseFractalSum or cNoiseTurbulence, the latter generating more random Perlin noise. -
rmAreaDefAddHeightBlendConstraint
public boolean rmAreaDefAddHeightBlendConstraint(int areaID, int blendIdx, int constraintID, float bufferDist) Adds a constraint to the height blend with the given index to an area def. -
rmAreaAddHeightBlendExpansionConstraint
public boolean rmAreaAddHeightBlendExpansionConstraint(int areaID, int blendIdx, int constraintID, float bufferDist) Adds a constraint to the height blend with the given index to an area that will be used when blending with tiles reached by expanding. -
rmAreaDefAddHeightBlend
public int rmAreaDefAddHeightBlend(int areaID, int blendType, int filterID, int expansionTiles, int numPasses, boolean incrementalExpansion, boolean blendBeforePaint) Adds blending parameters that define how smoothly area height blends into its surroundings; Multipleblending instances can be applied to an area. -
rmAreaAddHeightBlendConstraint
public boolean rmAreaAddHeightBlendConstraint(int areaID, int blendIdx, int constraintID, float bufferDist) Adds a constraint to the height blend with the given index to an area. -
rmAreaDefSetHeightRelative
public boolean rmAreaDefSetHeightRelative(int areaDefID, float height) Sets the relative height for an area definition. -
rmAreaAddHeightBlend
public int rmAreaAddHeightBlend(int areaID, int blendType, int filterID, int expansionTiles, int numPasses, boolean incrementalExpansion, boolean blendAfterPaint) Adds blending parameters that define how smoothly area height blends into its surroundings; Multipleblending instances can be applied to an area. -
rmAreaDefSetHeight
public boolean rmAreaDefSetHeight(int areaDefID, float height) Sets the height for an area definition. -
rmAreaSetHeightRelative
public boolean rmAreaSetHeightRelative(int areaID, float height) Sets the relative height for an area. -
rmGetClosestLoc
Finds the closest loc to another loc, satisfying the previously added constraints; If additiveConstraints is set to false, only one constraint has to evaluate to true for a tile to be accepted. -
rmClearClosestLocConstraints
public void rmClearClosestLocConstraints()Clears the constraints for the closest loc finder. -
rmAreaDefSetAvoidSelfDistance
public boolean rmAreaDefSetAvoidSelfDistance(int areaDefID, float distance, float bufferDistance) Sets the distance that all areas created by this definition should avoid each other by. -
rmAddClosestLocConstraint
public boolean rmAddClosestLocConstraint(int constraintID, float bufferDist) Adds a constraint to the closest point finder, optionally extending (or shrinking) it by the given buffer. -
rmAreaDefGetCreatedAreas
public int[] rmAreaDefGetCreatedAreas(int areaDefID) Gets all area IDs created by this area definition. -
rmAreaDefGetNumberCreatedAreas
public int rmAreaDefGetNumberCreatedAreas(int areaDefID) Gets the number of areas created by this area definition. -
rmAreaDefCreateAndBuildAreas
public int[] rmAreaDefCreateAndBuildAreas(int areaDefID, int numAreas, boolean doPaint, boolean buildConcurrently) Creates multiple areas from an area definiton and builds them; If a name override is provided that name is used incrementally, otherwise the name of the area definition followed by the number of areas created with the definition so far is used. -
rmAreaDefGetCreatedArea
public int rmAreaDefGetCreatedArea(int areaDefID, int index) Gets the ID of the ith area created by this area definition. -
rmAreaDefCreateArea
Creates an area from an area definiton; If a name override is provided that name is used, otherwise the name of the area definition followed by the number of areas created with the definition so far is used. -
rmAreaDefCreateAreas
Creates multiple areas from an area definiton; If a name override is provided that name is used incrementally, otherwise the name of the area definition followed by the number of areas created with the definition so far is used. -
rmAreaDefGetID
Gets the area definition ID for a given area definiton name. -
rmAreaDefGetName
Gets the name for a given area definition ID. -
rmAreaGetClosestLoc
Returns the loc fraction of the tile of an area that's closest to the given loc, optionally requiring that it passes the given constraints. -
rmAreaDefCreate
Creates a new area definition. -
rmAreaGetTiles
Returns the tiles of an area as an array of vectors of tile coordinates (not meters). -
rmAreaGetBuildState
public int rmAreaGetBuildState(int areaID) Gets the build state of an area (not started, failed, incomplete, success). -
rmAreaGetLoc
Gets the fractions of a an areas (origin) location. -
rmAreaGetTileCount
public int rmAreaGetTileCount(int areaID) Gets the number of tiles of a built area. -
rmAreaPaintMany
public void rmAreaPaintMany(int[] areaIDs) Paints the given areas (must be built first). -
rmAreaPaintAll
public int[] rmAreaPaintAll()Paints all unpainted (but built) areas. -
rmAreaBuildAll
public int[] rmAreaBuildAll(boolean doPaint, boolean buildConcurrently) Builds all unbuilt areas, returning an array of the IDs of all areas processed. -
rmAreaPaint
public boolean rmAreaPaint(int areaID) Paints the specified area (must be built first). -
rmAreaBuild
public boolean rmAreaBuild(int areaID, boolean doPaint) Builds the specified area, returning true if the minimum number of tiles has been reached. -
rmAreaBuildMany
public void rmAreaBuildMany(int[] areaIDs, boolean doPaint, boolean buildConcurrently) Builds the given areas. -
rmAreaSetFailed
public boolean rmAreaSetFailed(int areaID) Marks an area as failed if building has not started yet, meaning it cannot be built anymore and will not be considered by rmAreaBuildAll(). -
rmAreaSetPainted
public boolean rmAreaSetPainted(int areaID) Marks an area as painted, meaning it cannot be painted and will not be considered by rmAreaBuildAll() or rmAreaPaintAll(). -
rmAreaFindOriginLocClosestToLoc
(Re)randomizes the areas origin tile, trying to find the tile that is closest to the provided location while still satisfying the (origin) constraints; Returnstrue if one has been found successfully and false otherwise. -
rmAreaFindOriginLocFurthestFromLoc
(Re)randomizes the areas origin tile, trying to find the tile that is furthest from the provided location while still satisfying the (origin) constraints; Returnstrue if one has been found successfully and false otherwise; Keep maxDist small or this may be very slow. -
rmAreaDefSetWarnOnBuildFailure
public boolean rmAreaDefSetWarnOnBuildFailure(int areaDefID, int minAcceptedState) Makes the debugger break with a warning if an area derived from this area def does not reach at least the specified build state (failed -> incomplete -> complete). -
rmAreaFindOriginLoc
public boolean rmAreaFindOriginLoc(int areaID) (Re)randomizes the areas origin tile, returning true if one has been found successfully and false otherwise; If not called previously, building the area will also call this. -
rmAreaDefAddHeightConstraint
public boolean rmAreaDefAddHeightConstraint(int areaDefID, int constraintID, float minBufferDist, float maxBufferDist) Adds the specified constraint to the areas height constraints, ignoring tiles that do not pass all constraints when setting the height. -
rmAreaSetWarnOnBuildFailure
public boolean rmAreaSetWarnOnBuildFailure(int areaID, int minAcceptedState) Makes the debugger break with a warning if the area does not reach at least the specified build state (failed -> incomplete -> complete). -
rmObjectPlaceInArea
public boolean rmObjectPlaceInArea(int objectID, int playerID, int areaID, boolean ignoreConstraints) Place object for the player in the given area. -
rmObjectDefPlaceInArea
public int[] rmObjectDefPlaceInArea(int objectDefID, int playerID, int areaID, int count, boolean ignoreConstraints) Place object def for the player in the given area. -
rmObjectPlaceAtArea
public boolean rmObjectPlaceAtArea(int objectID, int playerID, int areaID, float minDist, float maxDist, boolean squareRadius, boolean ignoreConstraints) Place object for the player at the given areas location. -
rmObjectDefPlaceAtArea
public int[] rmObjectDefPlaceAtArea(int objectDefID, int playerID, int areaID, float minDist, float maxDist, int count, boolean squareRadius, boolean ignoreConstraints) Place object def for the player at the given areas location. -
rmObjectPlaceAtLoc
public boolean rmObjectPlaceAtLoc(int objectID, int playerID, Vector loc, float minDist, float maxDist, boolean squareRadius, boolean ignoreConstraints) Place object at specific location for given player. -
rmObjectDefPlaceAtLoc
public int[] rmObjectDefPlaceAtLoc(int objectDefID, int playerID, Vector loc, float minDist, float maxDist, int count, boolean squareRadius, boolean ignoreConstraints) Place object def at specific location for given player. -
rmObjectPlaceAnywhere
public boolean rmObjectPlaceAnywhere(int objectID, int playerID, boolean ignoreConstraints) Place object anywhere on the map for given player. -
rmObjectDefPlaceAnywhere
public int[] rmObjectDefPlaceAnywhere(int objectID, int playerID, int count, boolean ignoreConstraints) Place object def anywhere on the map for given player. -
rmObjectSetItemPlaceAnywhere
public boolean rmObjectSetItemPlaceAnywhere(int objectID, int itemIdx, boolean placeAnywhere) Ignores placement restrictions when placing the item at the given index for an object. -
rmObjectDefSetItemPlaceAnywhere
public boolean rmObjectDefSetItemPlaceAnywhere(int objectID, int itemIdx, boolean placeAnywhere) Ignores placement restrictions when placing the item at the given index for an object def. -
rmObjectPlaceNearLoc
Place object at specific location for given player, flooding outwards until a valid tile has been found. -
rmObjectDefPlaceNearLoc
public int[] rmObjectDefPlaceNearLoc(int objectDefID, int playerID, Vector loc, float maxDistMeters, int count) Place object def at specific location for given player, flooding outwards until the given distance (or all objects have been placed). -
rmObjectGetConstraint
public int rmObjectGetConstraint(int objectID, int idx) Get the constraint ID at a given index for an object. -
rmObjectDefGetConstraint
public int rmObjectDefGetConstraint(int objectDefID, int idx) Get the constraint ID at a given index for an object def. -
rmObjectGetNumberConstraints
public int rmObjectGetNumberConstraints(int objectID) Get the number of constraints that have been added to an object. -
rmObjectDefGetNumberConstraints
public int rmObjectDefGetNumberConstraints(int objectDefID) Get the number of constraints that have been added to an object def. -
rmObjectAddConstraint
public boolean rmObjectAddConstraint(int objectID, int constraintID, float bufferDist) Adds the specified constraint to the given object. -
rmObjectDefAddConstraint
public boolean rmObjectDefAddConstraint(int objectDefID, int constraintID, float bufferDist) Adds the specified constraint to the given object definition. -
rmObjectSetItemVariation
public boolean rmObjectSetItemVariation(int objectID, int itemIdex, int variation) Sets variation type (0 being the first variation) for the item at the given index for an object. -
rmObjectDefSetItemVariation
public boolean rmObjectDefSetItemVariation(int objectDefID, int itemIdex, int variation) Sets variation type (0 being the first variation) for the item at the given index for an object def. -
rmObjectSetItemRotation
public boolean rmObjectSetItemRotation(int objectID, int itemIdex, int rotationType, float rotationAngle) Sets the rotation type and angle (only for the custom angle rotation type) for the item at the given index for an object. -
rmObjectDefSetItemRotation
public boolean rmObjectDefSetItemRotation(int objectDefID, int itemIdex, int rotationType, float rotationAngle) Sets the rotation type and angle (only for the custom angle rotation type) for the item at the given index for an object def. -
rmObjectDefAddItem
public int rmObjectDefAddItem(int objectDefID, int protoID, int count, float minClusterDist, float maxClusterDist) Adds an item by proto ID to the object definition. -
rmObjectDefAddItemRange
public int rmObjectDefAddItemRange(int objectDefID, int protoID, int minCount, int maxCount, float minClusterDist, float maxClusterDist) Adds an item by proto ID to the object definition, randomizing between min/max when deriving an object from this definition. -
rmObjectDefGetNumberCreatedObjects
public int rmObjectDefGetNumberCreatedObjects(int objectDefID) Returns the number of objects created (not necessarily placed successfully) by this object definition. -
rmObjectAddItem
public int rmObjectAddItem(int objectID, int protoID, int count, float minClusterDist, float maxClusterDist) Adds an item by proto ID to the object. -
rmObjectDefGetCreatedObject
public int rmObjectDefGetCreatedObject(int objectDefID, int index) Gets the ID of the ith object created by this object definition. -
rmObjectDefGetCreatedObjects
public int[] rmObjectDefGetCreatedObjects(int objectDefID) Gets all object IDs created by this object definition. -
rmObjectDefCreateObject
Creates a new object from an object definition. -
rmObjectDefCreateObjects
Creates multiple objects from an object definiton; If a name override is provided that name is used incrementally, otherwise the name of the object definition followed by the number of objects created with the definition so far is used. -
rmObjectDefGetName
Gets the name for a given object definition ID. -
rmObjectDefCreate
Creates a new object definition. -
rmObjectCreate
Creates a new object. -
rmObjectDefGetID
Gets the object definition ID for a given object definition name. -
rmObjectGetID
Gets the object ID for a given object name. -
rmObjectGetName
Gets the name for a given object ID. -
rmPathDefGetCreatedPath
public int rmPathDefGetCreatedPath(int pathDefID, int index) Gets the ID of the ith path created by this path definition. -
rmPathDefGetCreatedPaths
public int[] rmPathDefGetCreatedPaths(int pathDefID) Gets all path IDs created by this path definition. -
rmPathDefCreatePath
Creates an path from an path definiton; If a name override is provided that name is used, otherwise the name of the path definition followed by the number of paths created with the definition so far is used. -
rmPathDefCreatePaths
Creates multiple paths from an path definiton; If a name override is provided that name is used incrementally, otherwise the name of the path definition followed by the number of paths created with the definition so far is used. -
rmPathDefGetID
Gets the path definition ID for a given path definiton name. -
rmPathDefGetName
Gets the name for a given path definition ID. -
rmPathGetNumberSegments
public int rmPathGetNumberSegments(int pathID) Returns the number of segments a path has. -
rmPathDefCreate
Creates a new path definition. -
rmPathBuild
public boolean rmPathBuild(int pathID) Builds a path. -
rmPathGetTiles
Returns all tiles of a path as fractions. -
rmPathAddConstraint
public boolean rmPathAddConstraint(int pathID, int constraintID, float cost, float bufferDist) Adds a constraint which all tiles of this path have to respect. If the cost is > 0, the constraint becomes soft and the cost is added to the path cost when crossing that tile instead of marking it as impassable if the constraint fails. -
rmPathDefAddConstraint
public boolean rmPathDefAddConstraint(int pathDefID, int constraintID, float cost, float bufferDist) Adds a constraint which all tiles of a path derived from this path def have to respect. If the cost is > 0, the constraint becomes soft and the cost is added to the path cost when crossing that tile instead of marking it as impassable if the constraint fails. -
rmPathAddWaypointConstraint
public boolean rmPathAddWaypointConstraint(int pathID, int waypointID, int constraintID, float bufferDist) Adds a waypoint constraint to a path which a waypoint has to respect (useful if the waypoint is randomized one way or another). -
rmPathDefAddWaypointConstraint
public boolean rmPathDefAddWaypointConstraint(int pathDefID, int waypointID, int constraintID, float bufferDist) Adds a waypoint constraint to a path def which a waypoint has to respect (useful if the waypoint is randomized one way or another). -
rmPathSetIgnoreStartEndConstraints
public boolean rmPathSetIgnoreStartEndConstraints(int pathID, boolean ignoreStartEndConstraints) Specifies whether the start and end tile of a path should ignore constraints or not. -
rmPathDefSetIgnoreStartEndConstraints
public boolean rmPathDefSetIgnoreStartEndConstraints(int pathDefID, boolean ignoreStartEndConstraints) Specifies whether the start and end tile of a path derived from a path def should ignore constraints or not. -
rmPathSetAllowDiagonals
public boolean rmPathSetAllowDiagonals(int pathID, boolean allowDiagonals) Specifies whether a path is allowed to go diagonally. Note that areas will still always fill the diagonals (L-shape), regardless of this setting. -
rmPathDefSetAllowDiagonals
public boolean rmPathDefSetAllowDiagonals(int pathDefID, boolean allowDiagonals) Specifies whether paths derived from a path def are allowed to go diagonally. Note that areas will still always fill the diagonals (L-shape), regardless of this setting. -
rmPathSetCostNoise
public boolean rmPathSetCostNoise(int pathID, float minNoise, float maxNoise) Adds a random value in the specified range for each tile for a path, used in addition to terrain costs, distance costs, and constraint costs. -
rmPathDefSetCostNoise
public boolean rmPathDefSetCostNoise(int pathDefID, float minNoise, float maxNoise) Adds a random value in the specified range for each tile for a path def, used in addition to terrain costs, distance costs, and constraint costs. -
rmPathSetAllTerrainCosts
public boolean rmPathSetAllTerrainCosts(int pathID, float cost) Sets the cost for all terrains for a path. Note that this overwrites the cost of other terrains and should thus be used before rmPathSetTerrainCost() if you need it. -
rmPathDefSetAllTerrainCosts
public boolean rmPathDefSetAllTerrainCosts(int pathDefID, float cost) Sets the cost for all terrains for a path def. Note that this overwrites the cost of other terrains and should thus be used before rmPathSetTerrainCost() if you need it. -
rmPathSetTerrainCost
public boolean rmPathSetTerrainCost(int pathID, int terrainID, float cost) Sets the cost for a terrain for a path, used in addition to distance costs, constraint costs, and noise when building the path. -
rmPathDefSetTerrainCost
public boolean rmPathDefSetTerrainCost(int pathDefID, int terrainID, float cost) Sets the cost for a terrain for a path def, used in addition to distance costs, constraint costs, and noise when building the path. -
rmPathAddWaypointInArea
public int rmPathAddWaypointInArea(int pathID, int areaID, float minOriginDistMeters, float maxOriginDistMeters) Adds a waypoint to a path, using the origin tile of an area, optionally randomizing from within the provided range in meters relative to the origin of the area (and still inside of the area). -
rmPathDefAddWaypointInArea
public int rmPathDefAddWaypointInArea(int pathDefID, int areaID, float minOriginDistMeters, float maxOriginDistMeters) Adds a waypoint to a path, using the origin tile of an area def, optionally randomizing from within the provided range in meters relative to the origin of the area (and still inside of the area). -
rmPathAddWaypoint
Adds a waypoint (as a vector of fractions) to a path, optionally serving as origin to randomize a waypoint from within the provided range in meters. -
rmPathDefAddWaypoint
public int rmPathDefAddWaypoint(int pathDefID, Vector loc, float minDistMeters, float maxDistMeters) Adds a waypoint (as a vector of fractions) to a path def, optionally serving as origin to randomize a waypoint from within the provided range in meters. -
rmPathAddRandomWaypoint
public int rmPathAddRandomWaypoint(int pathID, float minDistFromPreviousMeters, float maxDistFromPreviousMeters) Adds a waypoint to a path, optionally randomizing from within the provided range in meters relative to the last waypoint. -
rmPathDefAddRandomWaypoint
public int rmPathDefAddRandomWaypoint(int pathDefID, float minDistFromPreviousMeters, float maxDistFromPreviousMeters) Adds a waypoint to a path def, optionally randomizing from within the provided range in meters relative to the last waypoint. -
rmPathGetName
Gets the name for a given path ID. -
rmPathCreate
Creates a new path. -
rmObjectGetLoc
Gets the location of an object (after it has been placed). -
rmObjectGetCentroidLoc
Gets the centroid of all units placed for an object and its items. -
rmPathGetID
Gets the path ID for a given path name. -
rmLocGenCreateRadiusRandomizer
public int rmLocGenCreateRadiusRandomizer()Creates a new radius randomizer. -
rmLocGenSetRadiusRandomizerRadius
public boolean rmLocGenSetRadiusRandomizerRadius(int radiusRandomizerID, float minRadius, float maxRadius) Sets the min/max radius in meters for a radius randomizer. -
rmLocGenSetMaxIterations
public boolean rmLocGenSetMaxIterations(int maxIterations) Sets the maximum number of iterations the location generator will run for before giving up. -
rmLocGenSetDistStrictness
public boolean rmLocGenSetDistStrictness(float strictnessThresh) Sets a threshold (0-1) for a fraction of iterations after which the location generator will start to loosen the set distance for locs to avoid themselves (e.g., 0.1 -> after 10% of the iterations, the generator will start to linearly reduce the avoidance distances). Does NOT affect constraints. -
rmCustomCliffAddObject
public boolean rmCustomCliffAddObject(int cliffID, int layerID, int protoID, float weight) Adds a proto and assigns a weight when placing it for one layer of a custom cliff. -
rmCustomCliffAddObjectToAllLayers
public boolean rmCustomCliffAddObjectToAllLayers(int cliffID, int protoID, float weight) Adds a proto and assigns a weight when placing it for a custom cliff. -
rmCustomCliffSetMix
public boolean rmCustomCliffSetMix(int cliffID, int layerID, int mixID, float objectDensity) Sets the cliff mix and object density for one layer of a custom cliff. -
rmCustomCliffSetTerrain
public boolean rmCustomCliffSetTerrain(int cliffID, int layerID, int terrainID, float objectDensity) Sets the cliff terrain and object density for one layer of a custom cliff. -
rmCustomForestAddUnderbrushType
public boolean rmCustomForestAddUnderbrushType(int forestID, int protoID, float weight) Adds an underbrush type to randomize from with the given weight to a custom forest. -
rmCustomCliffCreate
Creates a new custom cliff. -
rmCustomForestSetParams
public boolean rmCustomForestSetParams(int forestID, float treeDensity, float underbrushDensity) Sets the tree and underbrush density parameters for a custom forest. -
rmCustomForestAddTreeType
public boolean rmCustomForestAddTreeType(int forestID, int protoID, float weight) Adds a tree type to randomize from with the given weight to a custom forest. -
rmCustomForestSetMix
public boolean rmCustomForestSetMix(int forestID, int mixID) Sets the floor mix for a custom forest. -
rmCustomForestSetTerrain
public boolean rmCustomForestSetTerrain(int forestID, int terrainTypeID) Sets the terrain type for a custom forest. -
rmCustomMixAddObjectEntry
public boolean rmCustomMixAddObjectEntry(int mixID, int protoID, float weight, float scaleMin, float scaleMax) Adds a proto object entry for the custom mix with the given ID. -
rmCustomForestCreate
Creates a new custom forest. -
rmCustomMixAddPaintEntry
public boolean rmCustomMixAddPaintEntry(int mixID, int terrainID, float weight) Adds a terrain paint entry for the custom mix with the given ID. -
rmCustomMixSetObjectParams
public boolean rmCustomMixSetObjectParams(int mixID, float baseWeight) Sets the base weight (weight to not place anything) for a custom mix. -
rmCustomMixCreate
Creates a new custom mix. -
rmCustomMixSetPaintParams
public boolean rmCustomMixSetPaintParams(int mixID, int mode, float freq, int octaves, float persistence) Sets the terrain paint parameters for the custom mix with the given ID. -
rmWaterTypeAddBeachLayer
public boolean rmWaterTypeAddBeachLayer(int waterID, int terrainID, float distance, float variance) Adds a beach layer (towards land) when painting water edges for the provided water type; Distance should increase from layer to layer. -
rmWaterTypeAddShoreLayer
public boolean rmWaterTypeAddShoreLayer(int waterID, int terrainID, float distance, float variance) Adds a shore layer (towards water) when painting water edges for the provided water type; Distance should increase from layer to layer. -
rmSetPostGenWaterBeautification
public void rmSetPostGenWaterBeautification(boolean beautifyWater, boolean beautifyWaterTerrain) Determines whether waterbodies will be expanded based on their height to fill gaps, and whether water body terrain will be repainted. -
rmWaterTypeSetFloorTerrain
public boolean rmWaterTypeSetFloorTerrain(int waterID, int terrainID) Sets the floor terrain type to use for the water type with the given ID. -
rmSplineEvaluate
Evaluates an initialzed spline in (numPoints - 1) equal intervals, resulting in numPoints interpolated points. -
rmSplineToPaths
public int[] rmSplineToPaths(int splineID, int numPointsPerSplineSegment, boolean allowDiagonals) Creates paths from splines, one between each pair of waypoints, and returns the IDs of the created paths. -
rmSplineInitialize
public boolean rmSplineInitialize(int splineID) Initializes a spline with the points added so that it can be evaluated subsequently. -
rmSplineEvaluateAt
Evaluates an initialzed spline at time t in [0.0, 1.0]. -
rmSplineCreate
Creates a new spline with the given name, returning the ID of the created spline. -
rmSplineAddLoc
Adds a loc to the spline. -
rmSplineGetID
Gets the spline ID for a given spline name. -
rmSplineGetName
Gets the name for a given spline ID. -
rmWallsPlaceLine
Simon TODO. -
rmWallsPlaceSquare
Simon TODO. -
rmWallsPlace
Simon TODO. -
rmLocGenGetLoc
Simon TODO. -
rmLocGenGetExhaustion
public float rmLocGenGetExhaustion()Simon TODO. -
rmLocGenGetLocIDByOwner
public int rmLocGenGetLocIDByOwner(int ownerID, int idx) Simon TODO. -
rmLocGenGetLocOwner
public int rmLocGenGetLocOwner(int locID) Simon TODO. -
rmLocGenGetNumberLocs
public int rmLocGenGetNumberLocs()Simon TODO. -
rmLocGenGetNumberLocsByOwner
public int rmLocGenGetNumberLocsByOwner(int ownerID) Simon TODO. -
rmLocGenReset
public boolean rmLocGenReset()Simon TODO. -
rmLocGenGetTime
public float rmLocGenGetTime()Simon TODO. -
rmLocGenGenerate
public boolean rmLocGenGenerate()Simon TODO. -
rmLocGenApply
public boolean rmLocGenApply(boolean buildAreas, boolean paintAreas) Simon TODO. -
rmLocGenSetArea
public boolean rmLocGenSetArea(int locID, int areaID) Simon TODO. -
rmLocGenSetInAreaID
public boolean rmLocGenSetInAreaID(int locID, int areaID) Simon TODO. -
rmLocGenAddLocBinding
public boolean rmLocGenAddLocBinding(int locID, int otherLocID, float minDist, float maxDist, boolean mutual) Simon TODO. -
rmLocGenSetObject
public boolean rmLocGenSetObject(int locID, int objectID, boolean placeAsNature) Simon TODO. -
rmLocGenSetLocAngleRandomizer
public boolean rmLocGenSetLocAngleRandomizer(int locID, int radiusRandomizerID) Simon TODO. -
rmLocGenAddLocConstraint
public boolean rmLocGenAddLocConstraint(int locID, int constraintID, float bufferDist) Simon TODO. -
rmLocGenSetLocSquarePlacement
public boolean rmLocGenSetLocSquarePlacement(int locID, boolean squarePlacement) Simon TODO. -
rmLocGenSetLocRadiusRandomizer
public boolean rmLocGenSetLocRadiusRandomizer(int locID, int radiusRandomizerID) Simon TODO. -
rmLocGenSetLocRadiusVariance
public boolean rmLocGenSetLocRadiusVariance(int locID, float radiusVar, boolean isAbsolute) Simon TODO. -
rmLocGenSetLocAngleVariance
public boolean rmLocGenSetLocAngleVariance(int locID, float angleVar, boolean isAbsolute) Simon TODO. -
rmLocGenSetLocAngleParams
public boolean rmLocGenSetLocAngleParams(int locID, boolean randomizeSide, boolean rotateClockwise) Simon TODO. -
rmLocGenSetLocAvoidDistance
public boolean rmLocGenSetLocAvoidDistance(int locID, float avoidDist) Simon TODO. -
rmLocGenSetLocOrigin
Simon TODO. -
rmLocGenSetLocForwardAngle
public boolean rmLocGenSetLocForwardAngle(int locID, float forwardAngle) Simon TODO. -
rmLocGenCreateLoc
public int rmLocGenCreateLoc()Simon TODO. -
rmLocGenSetLocOwner
public boolean rmLocGenSetLocOwner(int locID, int ownerID) Simon TODO. -
rmLocGenCreateAngleRandomizer
public int rmLocGenCreateAngleRandomizer()Simon TODO. -
rmLocGenAddAngleRandomizerSectorPriority
public boolean rmLocGenAddAngleRandomizerSectorPriority(int angleRandomizerID, int startIdx, int endIdx, int priority, int incrementType, boolean isAdditive) Simon TODO. -
rmSummarySetSpotlightText
Sets the spotlight text to be used in the objectives/summary screen. -
rmSummarySetSpotlightImage
Sets the path for the spotlight image to be used in the objectives/summary screen. -
rmSummarySetGoal
Sets the goal text to be used in the objectives screen. -
rmSummarySetSpotlightHeader
Sets the spotlight title to be used in the objectives/summary screen. -
rmObjectiveSetPlayer
public void rmObjectiveSetPlayer(int objID, int playerID) Restricts the objective to the given player. -
rmSummarySetTitle
Sets the title text to be used in the objectives screen. -
rmObjectiveAdd
public int rmObjectiveAdd(String nameStr, String textStr, String hintStr, boolean isPrimary, boolean isVisible) Adds a map objective. -
rmObjectiveSetTeam
public void rmObjectiveSetTeam(int objID, int teamID) Restricts the objective to the given team. -
rmTriggerCreateArmy
Simon TODO. -
rmTriggerAddUnitsToArmy
public boolean rmTriggerAddUnitsToArmy(int playerID, int armyID, int objectDefID) Simon TODO. -
rmWallsPlaceAroundArea
public boolean rmWallsPlaceAroundArea(int playerID, int areaID) Simon TODO. -
rmTriggerAddScriptInclude
Adds an XS trigger script to include to the trigtemp.xs trigger script; The path is relative to the trigger folder (and NOT the RM folder). -
rmTriggerAddScriptLine
Adds a single line of XS code to the trigtemp.xs trigger script. -
aiPlanSetState
public void aiPlanSetState(int planID, int planState) Sets the plan state, cPlanState constants. -
aiPlanGetIDByName
Returns the ID of the plan with the exact searchStr name; If subString is true it will return the first plan that has the searchStr in its name. -
aiPlanDestroy
public void aiPlanDestroy(int planID) Sets the destroy flag on the plan assigned to the planID; This wont notify any potential parent plans. -
aiPlanDestroyByName
Sets the destroy flag on the plan assigned to the planID; This wont notify any potential parent plans. -
aiErrorMessageID
Opens up an error window with the text belonging to the stringID. -
aiPlanCreate
Creates a plan with the name and type, assigns it as a child of parentPlanID if provided; outputCategoryID sets the channel it outputs to. -
aiEchoWarning
Adds this text to the AI Debug Output window in the "All" and "Warnings" categories; Additionally prefixes the message with "WARNING:". Makes the XSDebugger break if DebugAIScript config is set. -
aiErrorMessage
Opens up an error window with the text. -
aiEcho
Adds this text to the AI Debug Output window in the "All" category. -
aiEchoCategory
Adds this text to the AI Debug Output window in the "All" category and in the provided categoryIndex. -
aiAddEchoCategory
Adds a category with the provided categoryName to the AI Debug Output window, must be a unique name. The int it returns is the ID of the new category that can be used for category output + plan creates. -
aiPlanGetInitialPosition
Returns the initial positon that was set for this plan. -
aiPlanGetUnitStance
public int aiPlanGetUnitStance(int planID) Return the unit stance of the given plan. -
aiPlanGetCurrentPopulation
public int aiPlanGetCurrentPopulation(int planID, int unitTypeID, boolean countLoans) Returns how much population the units in the plan are currently taking up; If unitTypeID is set to -1 it will count all units; If countLoans is set to true it will also return loaned out units. -
aiPlanGetLocation
Returns the location for this plan, which is the average position of all units; If firstUnit is true it will return the position of the unit at index 0 instead. -
aiPlanGetUnitIDByIndex
public int aiPlanGetUnitIDByIndex(int planID, int index) Iterates over all the units in the plan and returns the unitID at the given index; Use in combination with an unfiltered aiPlanGetNumberUnits to know how many indexes there are. -
aiPlanGetUnits
public int[] aiPlanGetUnits(int planID, int unitTypeID, boolean countLoans) Returns the units of unitTypeID currently assigned to the given plan; If unitTypeID is set to -1 it will instead just return all units; If countLoans is set to true it will also return loaned out units. -
aiPlanGetNumberMaxUnits
public int aiPlanGetNumberMaxUnits(int planID, int unitTypeID) Returns the number of max units for the given plan. -
aiPlanGetNumberUnits
public int aiPlanGetNumberUnits(int planID, int unitTypeID, boolean countLoans) Returns the number of unitTypeID units currently assigned to the given plan; If unitTypeID is set to -1 it will instead just return an unfiltered total; If countLoans is set to true it will count loaned out units. -
aiPlanGetNumberNeededUnits
public int aiPlanGetNumberNeededUnits(int planID, int unitTypeID) Returns the number of needed units for the given plan. -
aiPlanGetNumberWantedUnits
public int aiPlanGetNumberWantedUnits(int planID, int unitTypeID) Returns the number of wanted units for the given plan. -
aiPlanGetPriority
public int aiPlanGetPriority(int planID) Returns the priority of the given plan. -
aiPlanGetUnitTypes
public int[] aiPlanGetUnitTypes(int planID) Returns the unit types assigned to the given plan. -
aiPlanGetParentID
public int aiPlanGetParentID(int planID) Returns the parentID of the given plan. -
aiPlanGetState
public int aiPlanGetState(int planID) Returns the state of the given plan. -
aiPlanGetName
Returns the name of the given plan. -
aiPlanGetType
public int aiPlanGetType(int planID) Returns the type of the given plan. -
aiPlanGetIDByActiveIndex
public int aiPlanGetIDByActiveIndex(int activeIndex, boolean ignoreChildPlans) Iterates over all the active plans and returns the planID at the given index; Use in combination with aiPlanGetActiveCount to know how many indexes there are. -
aiPlanGetIsIDValid
public boolean aiPlanGetIsIDValid(int planID) Returns if the planID is valid. -
aiPlanGetIDsByTypeAndVariableVectorValue
public int[] aiPlanGetIDsByTypeAndVariableVectorValue(int planType, int varType, Vector variableValue) Returns plan IDs with the given parameters; It searches through all the variableValue indexes to find the value. -
aiPlanGetActiveCount
public int aiPlanGetActiveCount(boolean ignoreChildPlans) Returns the number of active plans. -
aiPlanGetIDsByTypeAndVariableBoolValue
public int[] aiPlanGetIDsByTypeAndVariableBoolValue(int planType, int varType, boolean variableValue) Returns plan IDs with the given parameters; It searches through all the variableValue indexes to find the value. -
aiPlanGetIDsByTypeAndVariableStringValue
public int[] aiPlanGetIDsByTypeAndVariableStringValue(int planType, int varType, String variableValue) Returns plan IDs with the given parameters; It searches through all the variableValue indexes to find the value. -
aiPlanGetIDsByTypeAndVariableIntValue
public int[] aiPlanGetIDsByTypeAndVariableIntValue(int planType, int varType, int variableValue) Returns plan IDs with the given parameters; It searches through all the variableValue indexes to find the value. -
aiPlanGetIDsByTypeAndVariableFloatValue
public int[] aiPlanGetIDsByTypeAndVariableFloatValue(int planType, int varType, float variableValue) Returns plan IDs with the given parameters; It searches through all the variableValue indexes to find the value. -
aiPlanGetIDsByType
public int[] aiPlanGetIDsByType(int planType) Returns plan IDs with the given parameters. -
aiPlanGetIDsByTypeAndState
public int[] aiPlanGetIDsByTypeAndState(int planType, int planState) Returns plan IDs with the given parameters. -
aiPlanGetNumberByTypeAndVariableIntValue
public int aiPlanGetNumberByTypeAndVariableIntValue(int planType, int varIndex, int variableValue) Returns the number of matching plans. Attention: this can only be used for varIndexes that hold integer type variableValues! -
aiPlanGetIDByTypeAndVariableIntValue
public int aiPlanGetIDByTypeAndVariableIntValue(int planType, int varIndex, int variableValue, int index) Iterates over all the plans matching the parameters and returns the planID at the given index. Use in combination with aiPlanGetNumberByTypeAndVariableIntValue to know how many indexes there are. ATTENTION: this can only be used for varIndexes that hold integer type variableValues! -
aiPlanGetNumberByTypeAndState
public int aiPlanGetNumberByTypeAndState(int planType, int planState) Returns the number of matching plans. -
aiPlanGetIDByTypeAndState
public int aiPlanGetIDByTypeAndState(int planType, int planState, int index) Iterates over all the plans matching the parameters and returns the planID at the given index; Use in combination with aiPlanGetNumberByTypeAndState to know how many indexes there are. -
aiPlanGetNumberByType
public int aiPlanGetNumberByType(int planType) Returns the number of matching plans. -
aiPlanGetIDByTypeIndex
public int aiPlanGetIDByTypeIndex(int planType, int index) Iterates over all the plans matching the parameters and returns the planID at the given index; Use in combination with aiPlanGetNumberByType to know how many indexes there are. -
aiPlanSetNumberUserVariableValues
public void aiPlanSetNumberUserVariableValues(int planID, int variableIndex, int numberValues, boolean clearCurrentValues) Sets the number of possible values for the variableIndex. -
aiPlanRemoveUserVariables
public void aiPlanRemoveUserVariables(int planID) Removes all of the user variables from the plan. -
aiPlanGetVariableString
Returns the string that is associated with the valueIndex of the variableIndex. -
aiPlanGetNumberUserVariableValues
public int aiPlanGetNumberUserVariableValues(int planID, int variableIndex) Returns the number of values that can be set for the variableIndex. -
aiPlanGetVariableBool
public boolean aiPlanGetVariableBool(int planID, int variableIndex, int valueIndex) Returns the bool that is associated with the valueIndex of the variableIndex. -
aiPlanSetVariableString
Sets the contents of the valueIndex of the variableIndex to the value. -
aiPlanGetVariableVector
Returns the vector that is associated with the valueIndex of the variableIndex. -
aiPlanSetVariableBool
public void aiPlanSetVariableBool(int planID, int variableIndex, int valueIndex, boolean value) Sets the contents of the valueIndex of the variableIndex to the value. -
aiPlanGetVariableFloat
public float aiPlanGetVariableFloat(int planID, int variableIndex, int valueIndex) Returns the float that is associated with the valueIndex of the variableIndex. -
aiPlanSetVariableVector
Sets the contents of the valueIndex of the variableIndex to the value. -
aiPlanGetVariableInt
public int aiPlanGetVariableInt(int planID, int variableIndex, int valueIndex) Returns the int that is associated with the valueIndex of the variableIndex. -
aiPlanSetVariableFloat
public void aiPlanSetVariableFloat(int planID, int variableIndex, int valueIndex, float value) Sets the contents of the valueIndex of the variableIndex to the value. -
aiPlanRemoveVariableValue
public void aiPlanRemoveVariableValue(int planID, int variableIndex, int valueIndex) Removes the valueIndex for the variableIndex; Note here that this is a completely removal and the number of values will decrease too. -
aiPlanSetVariableInt
public void aiPlanSetVariableInt(int planID, int variableIndex, int valueIndex, int value) Sets the contents of the valueIndex of the variableIndex to the value. -
aiPlanGetNumberVariableValues
public int aiPlanGetNumberVariableValues(int planID, int variableIndex) Returns the number of values that can be set for the variableIndex. -
aiPlanSetNumberVariableValues
public void aiPlanSetNumberVariableValues(int planID, int variableIndex, int numberValues, boolean clearCurrentValues) Sets the number of possible values for the variableIndex. -
aiPlanSetUnitStance
public void aiPlanSetUnitStance(int planID, int stance) Sets unit stance for the given plan. -
aiPlanSetBaseID
public void aiPlanSetBaseID(int planID, int baseID) Sets the baseID for the given plan. -
aiPlanSetWaypoints
public void aiPlanSetWaypoints(int planID, int pathID) Sets the waypoints of the given plan to the waypoints of the given path. -
aiPlanAddWaypoint
Adds the waypoint to the given plan. -
aiPlanRemoveUnit
public void aiPlanRemoveUnit(int planID, int unitID) Removes the unit from the plan. -
aiPlanSetInitialPosition
Sets the initial positon for this plan. -
aiPlanAddUnitType
public void aiPlanAddUnitType(int planID, int unitTypeID, int numberNeed, int numberWant, int numberMax, boolean relative, boolean popImmediately) Adds a unit type to the plan, you MUST do this before assigning any unit or the plan wont allow them to be assigned; If relative is set to false these new numbers wont be added onto the previous numbers, but will overwrite the previous numbers instead; If popImmediately is set it will instantly remove any units from the plan that may now be excessive; (if you lowered the numbers). -
aiPlanAddUnit
public boolean aiPlanAddUnit(int planID, int unitID, boolean loan) Adds the unit to the plan; If the unit is currently in a plan that the provided planID is a child of then the unit will automatically be loaned; If loan is true then this will attempt to loan the unit to the new plan; If we end up loaning via either of the 2 ways described earlier, then you dont need to manually call aiPlanAddUnitType, it's automatically done for the unit; If this unit is currently part of a child plan it will be removed from the child + parent automatically. -
aiPlanGetNumberChildren
public int aiPlanGetNumberChildren(int planID) Gets the number of child plans the planID has. -
aiPlanGetChildIDByIndex
public int aiPlanGetChildIDByIndex(int planID, int index) Returns the planID of the child plan at the given index, use in combination with aiPlanGetNumberChildren to know how many indexes there are. -
aiPlanSetParentID
public void aiPlanSetParentID(int planID, int parentPlanID, boolean persistentChild) Sets the parent plan of the given plan; If persistentChild is true the child plan will not be destroyed upon parent plan state change, unless that parent disallows persistent children too. -
aiPlanRemoveParent
public void aiPlanRemoveParent(int planID) Removes the parent plan of the given plan. -
aiPlanSetName
Sets the name of the plan. -
aiPlanSetPriority
public void aiPlanSetPriority(int planID, int priority) Sets the priority of the plan. -
aiPlanGetBaseID
public int aiPlanGetBaseID(int planID) Return the baseID of the given plan. -
aiPlanGetUnitCost
public float aiPlanGetUnitCost(int planID, boolean considerHitPoints) Returns the total aiCost of the given plans units, weighted for HP if requested; This cost is calculated using values set via kbSetAICostWeight. -
aiGetResourceBreakdownPlanPriority
public int aiGetResourceBreakdownPlanPriority(int resourceID, int resourceSubTypeID, int baseID) Gets the priority of the plans for the given breakdown. -
aiGetResourceBreakdownPercentage
public float aiGetResourceBreakdownPercentage(int resourceID, int resourceSubTypeID, int baseID) Gets the percentage for the given breakdown. -
aiGetNumberGatherers
public int aiGetNumberGatherers(int gathererPUID, int resourceID, int resourceSubType, int resourcePUID) Iterates through all gather plans; Optionally filters out plans based on the given resourceID and resourceSubType (must provide resourceID in order to use resourceSubType); If not provided just takes all gather plans; Optionally filters on the resourcePUID to look for specific resources; Likecutting from a specific Tree PU if desired; Returnshow many of gathererPUID the plans combined have. -
aiGetResourceBreakdownNumberPlans
public int aiGetResourceBreakdownNumberPlans(int resourceID, int resourceSubTypeID, int baseID) Gets the number of plans for the given breakdown. -
aiSetResourcePercentage
public void aiSetResourcePercentage(int resourceID, boolean normalize, float percentage) Sets the resource percentage for the given resource (if normalized is true, the percentages will be normalized to 1.0). -
aiNormalizeResourcePercentages
public void aiNormalizeResourcePercentages()Normalizes all of the resource percentages to 1.0. -
aiGetMinimumFutureNeedsCost
public float[] aiGetMinimumFutureNeedsCost(int escrowID, int planPriority) Returns the minimum future costs of all plans with higher priority than planPriority. -
aiGetResourcePercentage
public float aiGetResourcePercentage(int resourceID) Returns the resource percentage for the given resource. -
aiPlanGetFutureNeedsCost
public float[] aiPlanGetFutureNeedsCost(int planID) Returns the future costs of the plan. -
aiGetMinimumFutureNeedsCostPerResource
public float aiGetMinimumFutureNeedsCostPerResource(int escrowID, int planPriority, int resourceID) Returns the minimum future cost of all plans with higher priority than planPriority on the given resource; Difference with aiPlanGetFutureNeedsCostPerResource is that the train plans only return the cost of 1 unit. -
aiSetHandler
Connect an XS function (handlerName) to a handler; All handlers can be found in the constants under "XS AI handler type constants". -
aiPlanGetFutureNeedsCostPerResource
public float aiPlanGetFutureNeedsCostPerResource(int planID, int resourceID) Returns the future cost of the plan on the given resource; Build plans return the cost for their buildings; Research plans return the cost of their upgrades, but only if they have a valid research building alive; Train plans return the cost for the units it can train within the next 30 seconds. -
aiPlanIsFlagSet
public boolean aiPlanIsFlagSet(int planID, int flag) Gets if the flag for the plan is set to true. -
aiPlanSetEventHandler
Connect an XS function (handlerName) to a plan + eventType; All plan events can be found in the constants, cPlanEventStateChange is the best way to keep track of the entire lifecycle of a plan. -
aiPlanGetUserVariableString
Returns the string that is associated with the given valueIndex of the variableIndex. -
aiPlanSetFlag
public void aiPlanSetFlag(int planID, int flag, boolean state) Sets the flag for the plan to the state. -
aiPlanAddUserVariableString
public void aiPlanAddUserVariableString(int planID, int variableIndex, String name, int numberValues) Adds a string variable to the plan. -
aiPlanSetUserVariableString
public void aiPlanSetUserVariableString(int planID, int variableIndex, int valueIndex, String value) Sets the contents of the valueIndex of the variableIndex to the value. -
aiPlanSetUserVariableBool
public void aiPlanSetUserVariableBool(int planID, int variableIndex, int valueIndex, boolean value) Sets the contents of the valueIndex of the variableIndex to the value. -
aiPlanGetUserVariableBool
public boolean aiPlanGetUserVariableBool(int planID, int variableIndex, int valueIndex) Returns the bool that is associated with the given valueIndex of the variableIndex. -
aiPlanGetUserVariableVector
Returns the vector that is associated with the valueIndex of the variableIndex. -
aiPlanAddUserVariableBool
Adds a bool variable to the plan. -
aiPlanAddUserVariableVector
public void aiPlanAddUserVariableVector(int planID, int variableIndex, String name, int numberValues) Adds a vector variable to the plan. -
aiPlanSetUserVariableVector
public void aiPlanSetUserVariableVector(int planID, int variableIndex, int valueIndex, Vector value) Sets the contents of the valueIndex of the variableIndex to the value. -
aiPlanSetUserVariableFloat
public void aiPlanSetUserVariableFloat(int planID, int variableIndex, int valueIndex, float value) Sets the contents of the valueIndex of the variableIndex to the value. -
aiPlanGetUserVariableFloat
public float aiPlanGetUserVariableFloat(int planID, int variableIndex, int valueIndex) Returns the float that is associated with the valueIndex of the variableIndex. -
aiPlanGetUserVariableInt
public int aiPlanGetUserVariableInt(int planID, int variableIndex, int valueIndex) Returns the int that is associated with the valueIndex of the variableIndex. -
aiPlanAddUserVariableFloat
public void aiPlanAddUserVariableFloat(int planID, int variableIndex, String name, int numberValues) Adds a float variable to the plan. -
aiPlanAddUserVariableInt
Adds an int variable to the plan. -
aiPlanSetUserVariableInt
public void aiPlanSetUserVariableInt(int planID, int variableIndex, int valueIndex, int value) Sets the contents of the valueIndex of the variableIndex to the value. -
aiPlanRemoveUserVariable
public void aiPlanRemoveUserVariable(int planID, int variableIndex) Removes the user variable at the variableIndex. -
aiPlanRemoveUserVariableValue
public void aiPlanRemoveUserVariableValue(int planID, int variableIndex, int valueIndex) Removas the valueIndex for the variableIndex; Note here that this is a completely removal and the number of values will decrease too. -
aiGetAgeUpListCount
public int aiGetAgeUpListCount(int age) Gets the number of Minor Gods avaiable for Age X. -
aiGetAgeUpListByIndex
public int aiGetAgeUpListByIndex(int age, int index) Gets the index-th Minor God avaiable for Age X. -
aiUnitAddForbiddenPlanID
public void aiUnitAddForbiddenPlanID(int unitID, int planID) Adds the provided planID to the unitIDs forbidden plan list. -
aiPopulateAgeUpList
public void aiPopulateAgeUpList()Call this to make the AI fill out what Minor Gods are available. -
aiUnitSetStance
public void aiUnitSetStance(int unitID, int stance) Sets the stance for the given unit. -
aiUnitGetForbiddenPlanIDs
public void aiUnitGetForbiddenPlanIDs(int unitID) Returns an array of planIDs that the provided unitID is currently banned from. -
aiUnitSetRallyPointToPosition
Sets the economic rally point of the given unit to the given position. -
aiUnitSetRallyPointToUnit
public void aiUnitSetRallyPointToUnit(int sourceUnitID, int targetUnitID) Sets the military rally point of the given sourceUnitID to the given targetUnitID. -
aiCommsGetStatementPlayerID
public int aiCommsGetStatementPlayerID(int recordID) Get the player ID of a given statement. -
aiCommsGetStatementPosition
Get the position of a given statement. -
aiCommsGetTauntCode
public int aiCommsGetTauntCode(int tauntID) Get code for specified taunt. -
aiCommsGetStatementPromptType
public int aiCommsGetStatementPromptType(int recordID) Get the prompt type of a given statement. -
aiCommsSetEventHandler
Sets the handler for the communications system (invalid name unsets the handler). -
aiCommsGetSendingPlayer
public int aiCommsGetSendingPlayer(int tauntID) Get sending player for specified taunt. -
aiCommsSendStatement
public void aiCommsSendStatement(int targetPlayerID, int promptType) Sends a statement to the designated player. -
aiCommsSendStatementWithVector
Sends a statement to the designated player; Adds a location flare. -
aiChat
CP AI chat to playerID. -
aiCommsAllowChat
public void aiCommsAllowChat(boolean enable) Enables or disables the chats from this ai player. -
aiSetFullUnitAssignmentTime
public void aiSetFullUnitAssignmentTime(int time) Sets the next time that the unit distribution is updated. -
aiUpdateFullUnitAssignment
public void aiUpdateFullUnitAssignment(boolean allowPlanTransfer) Reassigns units to plans and removes them if needed. -
aiSetUnassignedUnitAssignmentTime
public void aiSetUnassignedUnitAssignmentTime(int time) Sets the next time that the unassigned unit assigment is updated. -
aiGetFullUnitAssignmentTime
public int aiGetFullUnitAssignmentTime()Gets the next time when the unit distribution will be updated. -
aiSetNextGathererDistributionTime
public void aiSetNextGathererDistributionTime(int time) Sets the next time that the gatherer distribution is updated. -
aiGetUnassignedUnitAssignmentTime
public int aiGetUnassignedUnitAssignmentTime()Gets the next time when the unassigned units assigment gets updated. -
aiResourceIsLocked
public boolean aiResourceIsLocked(int resourceID) Returns if the resource is locked. -
aiGetNextGathererDistributionTime
public int aiGetNextGathererDistributionTime()Returns the next time when the gatherer distribution will be updated. -
aiResourceLock
public void aiResourceLock(int resourceID) Prevent a resource from being spent by the AI. -
aiResourceUnlock
public void aiResourceUnlock(int resourceID) Allow a resource to be spent by the AI. -
aiRemoveResourceBreakdown
public void aiRemoveResourceBreakdown(int resourceID, int resourceSubTypeID, int baseID) Removes the given breakdown. -
aiGetResourceBreakdownID
public int aiGetResourceBreakdownID(int resourceID, int resourceSubTypeID, int baseID) Gets breakdown id. -
aiSetResourceBreakdown
public void aiSetResourceBreakdown(int resourceID, int resourceSubTypeID, int numberPlans, int planPriority, float percentage, int baseID, int[] numNeeded, int[] numWanted, int[] numMax, int[] kbResourceIDs) Sets a subtype breakdown for a resource. -
aiAddToResourceBreakdown
public void aiAddToResourceBreakdown(int resourceID, int resourceSubTypeID, int numberPlans, int planPriority, float percentage, int baseID, int[] numNeeded, int[] numWanted, int[] numMax, int[] kbResourceIDs) Increments an existing breakdown. -
aiGetMicroFlags
public int aiGetMicroFlags()Gets micro management flags. -
aiCanUseAbility
public boolean aiCanUseAbility(int unitID, int protoPowerID) Checks whether an unit can use the ability associated with the proto power. -
aiGetExploreDangerThreshold
public float aiGetExploreDangerThreshold()Gets the ais Explore Danger Threshold value. -
aiSetMicroFlags
public void aiSetMicroFlags(int flags) Sets micro management flags. -
aiSetAttackResponseDistance
public void aiSetAttackResponseDistance(float v) Set the attack response distance. -
aiSetExploreDangerThreshold
public void aiSetExploreDangerThreshold(float value) Sets the ais Explore Danger Threshold value. -
aiRandLocation
Returns a random location guaranteed to be on the map. -
aiGetAttackResponseDistance
public float aiGetAttackResponseDistance()Returns the attack response distance. -
aiBreakpointSet
Sets a breakpoint. -
aiBreakpointGo
public void aiBreakpointGo(int playerID) Restart XS execution after the current breakpoint. -
aiGetMostHatedPlayerID
public int aiGetMostHatedPlayerID()Returns the scriptdefined most hated player ID. -
aiSetMostHatedPlayerID
public void aiSetMostHatedPlayerID(int v) Sets the scriptdefined most hated player ID. -
aiGetCurrentMilitaryPop
public int aiGetCurrentMilitaryPop()Returns the current military pop. -
aiGetAvailableMilitaryPop
public int aiGetAvailableMilitaryPop()Returns the scriptdefined military pop. -
aiSetMilitaryPop
public void aiSetMilitaryPop(int v) Set the scriptdefined military pop. -
aiGetMilitaryPop
public int aiGetMilitaryPop()Returns the scriptdefined military pop. -
aiGetCurrentEconomyPop
public int aiGetCurrentEconomyPop()Returns the current economy pop. -
aiGetAvailableEconomyPop
public int aiGetAvailableEconomyPop()Returns the available economy pop. -
aiSetEconomyPop
public void aiSetEconomyPop(int v) Set the scriptdefined economy pop. -
aiGetEconomyPop
public int aiGetEconomyPop()Returns the scriptdefined economy pop. -
aiSellResourceOnMarket
public void aiSellResourceOnMarket(int resourceID) Sells 100 of the given resource. -
aiBuyResourceOnMarket
public void aiBuyResourceOnMarket(int resourceID) Buys 100 of the given resource. -
aiTaskDeleteUnits
public boolean aiTaskDeleteUnits(int[] unitIDs) Deletes given units. -
aiTaskGarrisonUnit
public boolean aiTaskGarrisonUnit(int unitID, int targetID) Does a lightweight (no plan) garrison tasking of the given unit for the given target ID. -
aiTaskSpecialPowerUnit
public boolean aiTaskSpecialPowerUnit(int unitID, int powerID, int targetID, Vector position, boolean setAsQueued) Does a lightweight (no plan) research tasking of the given unit for the given special power. -
aiTaskDeleteUnit
public boolean aiTaskDeleteUnit(int unitID) Deletes the given unit. -
aiTaskTrainUnit
public boolean aiTaskTrainUnit(int unitID, int unitTypeID) Does a lightweight (no plan) train tasking of the given unit for the given target unit type. -
aiTaskResearchUnit
public boolean aiTaskResearchUnit(int unitID, int techID) Does a lightweight (no plan) research tasking of the given unit for the given tech ID. -
aiTaskBuildUnit
public boolean aiTaskBuildUnit(int unitID, int buildingTypeID, Vector position, boolean queue, int heading) Does a lightweight (no plan) build tasking of the given unit to build the given building. -
aiTaskBuildUnits
public boolean aiTaskBuildUnits(int[] unitIDs, int buildingTypeID, Vector position, boolean queue, int heading) Does a lightweight (no plan) build tasking of given units to build the given building. -
aiTaskWorkUnit
public boolean aiTaskWorkUnit(int unitID, int targetUnitID, boolean queue) Does a lightweight (no plan) work tasking of the given unit on the given target unit. -
aiTaskWorkUnits
public boolean aiTaskWorkUnits(int[] unitIDs, int targetUnitID, boolean queue) Does a lightweight (no plan) work tasking of given units on the given target unit. -
aiTaskMoveUnit
Does a lightweight (no plan) move tasking of the given unit to the given location. -
aiTaskMoveUnits
Does a lightweight (no plan) move tasking of given units to the given location. -
aiSendNotificationFoundNotEnoughWoodGatheringSpots
public void aiSendNotificationFoundNotEnoughWoodGatheringSpots()No description. -
aiSendNotificationFoundNotEnoughGoldGatheringSpots
public void aiSendNotificationFoundNotEnoughGoldGatheringSpots()No description. -
aiSetAutomaticallyUngarrisonUnits
public void aiSetAutomaticallyUngarrisonUnits(boolean v) The AI automatically ungarrisons units from buildings if theyre not in a garrison plan; Setting this to false turns off that behavior. -
aiSendNotificationFoundNotEnoughFoodGatheringSpots
public void aiSendNotificationFoundNotEnoughFoodGatheringSpots()No description. -
aiSetOutpostLimit
public void aiSetOutpostLimit(int limit) Sets the limit for how many Outposts the AI can build. -
aiGetOutpostLimit
public int aiGetOutpostLimit()Gets the limit for how many Outposts the AI can build. -
aiSetDefaultStance
public void aiSetDefaultStance(int defaultStance) Sets your default stance for all of your units. -
aiSetEscrowsEnabled
public void aiSetEscrowsEnabled(boolean v) Turns escrow system on/off, Chairon has this off. -
aiNumberUnassignedUnits
public int aiNumberUnassignedUnits(int unitTypeID) Returns the number of unassigned units of the given type, must provide a unitTypeID or it wont work. -
aiSwitchMainBase
public void aiSwitchMainBase(int newBaseID) Switch the newBaseID to be the main base. -
aiResign
public void aiResign()Resigns this player. -
aiAttemptResign
public void aiAttemptResign(int promptType) Asks the player if its ok to resign. -
aiGetAllowBuildings
public boolean aiGetAllowBuildings()Returns allow buildings on/off. -
aiSetAllowBuildings
public void aiSetAllowBuildings(boolean v) Sets allow buildings on/off. -
aiGetWorldDifficultyName
Returns the name of the difficulty. -
aiGetMaxAge
public int aiGetMaxAge(int playerID) Returns the maximum age for the given player. -
aiSetMilitaryGatherPointBlocksWalls
public void aiSetMilitaryGatherPointBlocksWalls(boolean enabled) If this is set to true then all the military gather points (all bases with a Town Center create one) will not block wall building placements; This can be false and aiSetMilitaryGatherPointBlocksBP true, causing walls to still be eligible to be built on military gather points, this is also the default setup. -
aiTribute
public void aiTribute(int playerID, int resourceID, float amount) Tributes the given player. -
aiSetMilitaryGatherPointBlocksBP
public void aiSetMilitaryGatherPointBlocksBP(boolean enabled) If this is set to true then all the military gather points (all bases with a Town Center create one) will block all building placement checks; These points will be shown as if another BP already claimed the spot; This defaults to true; If this is false then aiSetMilitaryGatherPointBlocksDropsites/Walls dont do anything anymore. -
aiSetMilitaryGatherPointBlocksDropsites
public void aiSetMilitaryGatherPointBlocksDropsites(boolean enabled) If this is set to true then all the military gather points (all bases with a Town Center create one) will not block dropsite building placements; This can be false and aiSetMilitaryGatherPointBlocksBP true, causing dropsites to still be eligible to be built on military gather points, this is also the default setup. -
aiTransformWallIntoGate
public void aiTransformWallIntoGate(int wallLongID) Transforms the given wallLongID into a gate. -
aiCastGodPowerAtUnit
public boolean aiCastGodPowerAtUnit(int protoPowerID, int unitID, boolean setAsQueued) Casts the given God power at the specified unit. -
aiPrePurchaseGodPower
public boolean aiPrePurchaseGodPower(int protoPowerID, int numUses) Prepurchases the specified number of uses of the given God Power. -
aiCastGodPowerAtPosition
Casts the given God power at the specified position. -
aiCastGodPowerAtDualPosition
Casts the given God power at the specified 2 positions. -
aiTaskStopUnit
public boolean aiTaskStopUnit(int unitID) Does a lightweight (no plan) stopping of the unit. -
aiTaskStopUnits
public boolean aiTaskStopUnits(int[] unitIDs) Does a lightweight (no plan) stopping of the units. -
aiTaskUngarrisonUnits
Does a lightweight (no plan) ungarrison tasking of given units for the given position. -
aiTaskCancelUnit
public boolean aiTaskCancelUnit(int unitID, int actionID) Does a lightweight (no plan) cancel tasking of the given unit for the given action. -
aiTaskGarrisonUnits
public boolean aiTaskGarrisonUnits(int[] unitIDs, int targetID) Does a lightweight (no plan) garrison tasking of given units for the given target ID. -
aiTaskUngarrisonUnit
Does a lightweight (no plan) ungarrison tasking of the given unit for the given position. -
trWaypointAddPoint
Adds the waypoint into the trigger selection system. -
trWaypointAddUnitPosition
public void trWaypointAddUnitPosition(int unitID) Adds the units position as a waypoint in the trigger selection system. -
trDelayedRuleActivation
Adds a rule to the runtime to be activated on the next update. -
trWaypointClear
public void trWaypointClear()Clears the waypoints in the trigger selection system. -
trCounterAddGenericXS
public void trCounterAddGenericXS(String name, String msg, String appendMsg, String xsCall, int eventID, int intialVal, int finalVal, boolean finalAsMin, boolean showFinal, boolean reverseCount, boolean startAtZero) Start an XSbased counter, that may or may not fire an event; The name of this counter is also a QV under the hood that can be adjusted at will; If you attached an xsCall to this counter the QV variable will be updated each frame so doing custom things to it wont have an effect. -
trGamePause
public void trGamePause(boolean pause) Pause or unpause the game. -
trCounterPlayerSpecific
Sets whether or not a given counter should be restricted to specific players, and, if so, assigns the given player to the counter. -
trClearCounterDisplay
public void trClearCounterDisplay()TODO. -
trCounterPersistent
Enables or disables persistency for a counter; Persistent counters arent deleted even after reaching their maximum value. -
trCounterAbort
Abort a counter. -
trSetCounterDisplay
TODO. -
trCounterSetVisibility
Hides or displays a counter. -
trCounterGetValue
Returns the current value of the given counter. -
trCounterAddTimeMs
Start a counter that may or may not fire an event. -
trCounterPause
Pause a counter. -
trCounterAddTime
Start a counter that may or may not fire an event. -
trCounterTimeDecrement
Decrements the current value of a given time counter by the provided value. -
trCounterTimeIncrement
Increments the current value of a given time counter by the provided value. -
trCounterTimeSetValue
Forcibly sets the current value of a given counter. -
trCounterAddString
Displays a string as a counter. -
trCounterSetPlayerName
Changes the player name to be displayed on a given player name pseudocounter. -
trCounterSetManualString
Changes the string to be displayed on a given string pseudocounter. -
trCounterAddPlayerName
Displays a player name as a counter. -
trCounterDecrementManual
Decrement the current value of the counter. -
trCounterSetManual
Sets the current value of the given manual counter. -
trFormatString
Inserts (loc)strings into (loc)strings. -
trCounterIncrementManual
Increment the current value of the counter. -
trUnitVisibleToPlayer
public boolean trUnitVisibleToPlayer()Returns true if the player can see the selected unit, and it is on screen; Desync sensitive. -
trUnitHasLOS
public boolean trUnitHasLOS(int playerID) Returns true if the player can see the selected unit, otherwise returns false. -
trUnitSetHeading
public boolean trUnitSetHeading(int degrees) Sets the units heading. -
trUnitGetPosition
Returns the unit's position. -
trRelicForce
Changes type of selected relic to the given relic name. -
trUnitGetHeading
public int trUnitGetHeading(int unitID) Returns the unit's heading. -
trUnitCreateForced
public int trUnitCreateForced(String protoName, float x, float y, float z, int heading, int playerID, boolean skipBirth) Creates a new unit, ignoring placement rules. -
trRelicCreate
Creates a new relic from defined relic name. -
trUnitDestroy
public boolean trUnitDestroy(boolean ejectContained) Destroys the selected unit(s). -
trUnitCreate
public int trUnitCreate(String protoName, float x, float y, float z, int heading, int playerID, boolean skipBirth) Creates a new unit. -
trUnitFullyBuilt
public boolean trUnitFullyBuilt()Returns true if all selected units are fully built. -
trUnitDelete
public boolean trUnitDelete(boolean remove) Removes or kills the selected unit(s). -
trUnitAlive
public boolean trUnitAlive()Returns true if all selected units are alive. -
trUnitDead
public boolean trUnitDead()Returns true if all selected units are dead. -
trUnitSetAnimation
public boolean trUnitSetAnimation(String animName, int versionIndex, boolean loop, int eventID, boolean destroyOnNextControlAction) Sets the cinematic animation version for the selected unit(s). -
trUnitSetAnimationPath
public boolean trUnitSetAnimationPath(String animName, String animPath, boolean loop, int eventID, boolean destroyOnNextControlAction) Sets the cinematic animation version for the selected unit(s). -
trUnitDistanceToUnitID
public float trUnitDistanceToUnitID(int blockID) Returns the shortest distance between the trRT units and the given unit. -
trUnitRemoveControlAction
public void trUnitRemoveControlAction()Removes the current control action so the next thing can take effect immediately. -
trImmediateUnitGarrison
public boolean trImmediateUnitGarrison(int unitID) Instantly garrisons units inside another unit without considering distance. -
trUnitDistanceToPoint
public float trUnitDistanceToPoint(float x, float y, float z) Returns the shortest distance between the trRT units and the point. -
trUnitDoWorkOnUnit
public boolean trUnitDoWorkOnUnit(int unitID, int eventID) Tasks the selected unit(s) to perform work on the given unit. -
trUnitGarrison
public boolean trUnitGarrison(int unitID, int eventID) Tasks the selected unit(s) to garrision into another unit. -
trUnitMoveFromArea
public boolean trUnitMoveFromArea(float x, float y, float z, int eventID, boolean bAttackMove, int playerID, String unitType, float radius) Moves all matching units near the selected unit(s) to the given position. -
trUnitBuildUnit
Selects units and makes the build a unit at specified location. -
trSetRevealerActiveState
Finds the specified revealer and sets it to active or inactive. -
trCreateRevealer
public void trCreateRevealer(int playerID, String revealerName, Vector position, float revealerLOS, boolean blackmapOnly) Creates a revealer with the given attributes. -
trUnitMoveToPoint
public boolean trUnitMoveToPoint(float x, float y, float z, int eventID, boolean bAttackMove, boolean bUnitRun, float runSpeedMultiplier) Moves the selected unit(s) to the given position. -
trUnitMoveToUnit
public boolean trUnitMoveToUnit(int unitID, int eventID, boolean bAttackMove, boolean bUnitRun, float runSpeedMultiplier) Moves the selected unit(s) to the spot occupied by the given unit. -
trPlayerControlsSocket
public boolean trPlayerControlsSocket(int playerID, int unitID) Returns true if the specified player is built on the specified socket. -
trObjectGettingWorked
public boolean trObjectGettingWorked(int unitID) Returns true if the object is currently being worked. -
trUnitSelectClear
public void trUnitSelectClear()Clears the units in the trigger selection system. -
trUnitSelectByID
public void trUnitSelectByID(int unitID) Selects the unit in the trigger selection system. -
trPlayerModifyLOS
public void trPlayerModifyLOS(int destPlayer, boolean canSee, int srcPlayer) Adds/removes LOS between players. -
trPlayerSetActive
public void trPlayerSetActive(int playerID) Sets the active player. -
trPlayerSetDiplomacy
Sets the diplomacy status between players. -
trPlayerGetDiplomacy
Gets the diplomacy status between players. -
trPlayerIsActive
public boolean trPlayerIsActive(int playerID) Returns true/false if the player is active. -
trPlayerSetDefeated
public void trPlayerSetDefeated(int i) Call this when a player is defeated on the local machine (meaning that this func must be called synchronously on all machines, it will not pass around a command). -
trPlayerTribute
Tributes resources to a player. -
trPlayerIsDefeated
public boolean trPlayerIsDefeated(int playerID) Returns true/false if the player has been defeated. -
trProtoUnitHighlight
Highlights all units belonging to the given protounit for a player. -
trBuildingIsOnCursor
Returns true if the proto unit specified is on the cursor and is a building. -
trUnitSetScale
public void trUnitSetScale(float x, float y, float z) Sets the scale for the given set of units. -
trUnitHighlight
public void trUnitHighlight(float duration, boolean flash) Does something to highlight the units selected. -
trUnitIsNotOwnedBy
public boolean trUnitIsNotOwnedBy(int playerID) Determines if the selected units are not owned by the player specified. -
trUnitSetStance
Set the stance for the given set of units. -
trUnitTypeIsHovered
Returns if the cursor is hovering over the given unit type. -
trUnitIsOwnedBy
public boolean trUnitIsOwnedBy(int playerID) Determines if the selected units are owned by the player specified. -
trUnitIsSelected
public boolean trUnitIsSelected()Returns if the specified unit is selected. -
trUnitTypeIsSelected
Returns if at least one unit of the specified unit type is selected. -
trUnitGetNumberManuallySelected
public int trUnitGetNumberManuallySelected()Fetches number of selected units. -
trAnythingIsSelected
public boolean trAnythingIsSelected()Returns true if any unit is selected. -
trUnitSetGatherPointUnitForPlayer
public void trUnitSetGatherPointUnitForPlayer(int playerID, int sourceID, int targetID) Sets the gather point of the unit on this unit. -
trUnitUngarrisonContained
public void trUnitUngarrisonContained()Ungarrisons all contained units. -
trUnitSetGatherPointPosForPlayer
public void trUnitSetGatherPointPosForPlayer(int playerID, int sourceID, float x, float y, float z) Sets the gather point of the unit on this position. -
trBuildingTimeShiftAtPos
public boolean trBuildingTimeShiftAtPos(int unitID, float x, float y, float z) Cast timeshift on this unit at this position. -
trUnitTransformCommand
public void trUnitTransformCommand()Performs the transformation defined by the units transform command (eg heroization, etc) immediately, whenever applicable. -
trMarketReset
public void trMarketReset()Resets Market buy and sell prices to default values. -
trUnitChangeProtoUnit
Changes the proto unit for a given set of units. -
trUnitDelayedTransform
public void trUnitDelayedTransform()Activates delayed transform (eg as used for Roc state change) action within selected units, whenever applicable. -
trUnitPercentDamaged
public float trUnitPercentDamaged()Returns the percent damaged as 0 to 100. -
trUnitTeleport
public boolean trUnitTeleport(float x, float y, float z) Moves units from current position to position specified. -
trUnitConvert
public void trUnitConvert(int playerID) Converts the selected units to player. -
trUnitPercentComplete
public int trUnitPercentComplete()Returns the percent complete as 0 to 100. -
trPlayerGrantResources
Advances the campaign. -
trFakifySelection
public void trFakifySelection(int fakePlayerIndex) Sets the selected unit as having the fake player with the specified index (07). -
trPlayerResetBlackMapForAllPlayers
public void trPlayerResetBlackMapForAllPlayers()TrPlayerResetBlackMapForAllPlayers(Resets the black map for all HUMAN players. -
trPlayerKillAllBuildings
public void trPlayerKillAllBuildings(int playerID) Kills all of the buildings of a given player. -
trCameraShake
public void trCameraShake(float shakeDuration, float shakeStrength) Makes the camera shake. -
trPlayerResetBlackMap
public void trPlayerResetBlackMap(int playerID) Resets the black map for a given HUMAN player. -
trRatesReset
public void trRatesReset()Resets all the rates to normal (1.0f). -
trMinimapFlare
Sends a Minimap flare to a certain player. -
trRateTrain
public void trRateTrain(float rate) Modify training rate. -
trRateResearch
public void trRateResearch(float rate) Modify research rate. -
trFormationScale
public void trFormationScale(float scale) Scales the formation size of formations in the game. -
trRateConstruction
public void trRateConstruction(float rate) Modify construction rate. -
trArmySelectInt
public void trArmySelectInt(int playerID, int armyID) Selects the units in the army specified. -
trArmyDispatch
public boolean trArmyDispatch(String army, String protoname, int count, float x, float y, float z, int heading, boolean clearExisting, boolean skipBirth) Creates the units in the army specified. -
trSetFogAndBlackmap
public void trSetFogAndBlackmap(boolean fog, boolean black) Turn fog and black map on/off; (SP modes only). -
trArmySelect
Selects the units in the army specified. -
trPlayerGetVillagerPriority
public int trPlayerGetVillagerPriority(int playerID) Gets the villager priority preset for player. -
trTechSetStatus
public void trTechSetStatus(int playerID, int techID, int status) Sets the tech status for the player. -
trTechStatusResearching
public boolean trTechStatusResearching(int playerID, int techID) Returns true if tech is being researched for player. -
trTechStatusCheck
public boolean trTechStatusCheck(int playerID, int techID, int status) Returns true if techs status is techStatus. -
trSoundTimer
public void trSoundTimer(int ms, int eventID) TrSoundTimer(int32 milliseconds, int32 eventID) creates a high performance sound timer and passes the eventID as data. -
trTechStatusActive
public boolean trTechStatusActive(int playerID, int techID) Returns true if tech is active for player. -
trSoundPlayFN
Plays the sound associated with the filename. -
trSoundPlayPaused
public void trSoundPlayPaused(String filename, String seconds, int eventID, String subtitle, String portrait) Plays the sound associated with the filename. -
trSetUnitIdleProcessing
public void trSetUnitIdleProcessing(boolean v) Sets whether or not units can do their idle processing. -
trSetObscuredUnits
public void trSetObscuredUnits(boolean v) Sets whether or not units can be drawn obscured or not. -
trEventSetHandler
Sets a handler function for an event id. -
trEventFire
public void trEventFire(int eventID) Cause an event to occur. -
trObjectiveShow
public void trObjectiveShow(int objectiveID, boolean playSound) Shows the specified objective on the UI. -
trPlayerAtPopCap
public boolean trPlayerAtPopCap(int playerID) Returns true if player is at pop cap. -
trObjectiveComplete
public void trObjectiveComplete(int objectiveID, boolean forceComplete, boolean playSound) Completes the specified objective; Forces a reoccurring objective complete if forceComplete is true. -
trObjectiveHide
public void trObjectiveHide(int objectiveID) Hides the specified objective on the UI. -
trCameraPanWithUnit
public void trCameraPanWithUnit(boolean bEnable, int eventID) Moves the camera in the same direction that a particular unit moves. -
trCameraLock
public void trCameraLock(boolean lock) Toggles camera movement locking over the current position. -
trCameraCut
Puts the camera in the specified location. -
trCameraLockOnUnit
public void trCameraLockOnUnit(boolean bEnable, int timer, int eventID) Orients the camera to the selected unit, and keeps it locked on that unit. -
trCameraTrackPlayPlayer
public void trCameraTrackPlayPlayer(String camTrackName, int playerID, boolean blendWithGameCamera, float blendDurationMS) Loads and plays a camera track for a given player, if blend with game camera is true, it will best fit the strategy camera location at the last waypoint and smooth transition to it. -
trCameraCutPlayer
Puts the camera in the specified location for the given player. -
trCameraTrackCreate
Adds a camera track. (Nottud loves this) -
trCameraTrackAddWaypoint
public int trCameraTrackAddWaypoint(int trackIdx, Vector position, Vector dir, Vector up, Vector right, float fov) Adds the provided camera position as a waypoint to the given track index. -
trCameraTrackWaypointSetTime
void trCameraTrackWaypointSetTime(int trackIdx, int waypointIdx, float timeMs) Sets the time for a provided waypoint index in the given track index. -
trCameraTrackWaypointSetTension
void trCameraTrackWaypointSetTension(int trackIdx, int waypointIdx, float tension) Sets the tension for a provided waypoint index in the given track index. -
trCameraTrackWaypointSetContinuity
void trCameraTrackWaypointSetContinuity(int trackIdx, int waypointIdx, float continuity) Sets the continuity for a provided waypoint index in the given track index. -
trCameraTrackWaypointSetBias
void trCameraTrackWaypointSetBias(int trackIdx, int waypointIdx, float bias) Sets the bias for a provided waypoint index in the given track index. -
trCinematicIsAborted
public boolean trCinematicIsAborted()Returns the abort cinematic status. -
trCinematicDoAbort
public void trCinematicDoAbort()Aborts the cinematic. -
trCameraTrackLoad
Loads a camera track. -
trCameraTrackPlay
public void trCameraTrackPlay(float fDuration, int eventID, boolean blendWithGameCamera, float blendDurationMS) Plays the current camera track, if blend with game camera is true, it will best fit the strategy camera location at the last waypoint and smooth transition to it. -
trUnitFaceUnit
public boolean trUnitFaceUnit(int unitID, int eventID) Moves the selected unit(s) to face the given unit. -
trLetterBox
public void trLetterBox(boolean on, boolean letterbox) Turns letter box mode on or off; Letterbox toggles the black border around the screen while in cinematic mode. -
trQuestVarGet
Retrieve value of a trigger scratch variable, returns zero if unset. -
trQuestVarEcho
Chats out the value of one of the trigger scratch variables. -
trQuestVarSetFromRand
Sets one of the trigger scratch variables within a random range. -
trQuestVarSetFromRandUnique
Sets one of the trigger scratch variables within a random range, while avoiding repeating consecutive values. -
trQuestVarSet
Sets one of the trigger scratch variables. -
trQuestVarCopy
Copies value of one of the trigger scratch variables. -
trDamageUnitsInArea
All units within dist of the selected ref object that match type take dmg. -
trDamageUnitPercent
public void trDamageUnitPercent(float damagePercent) Does percent of a unit's total HP in instant typeless damage. -
trDamageUnit
public void trDamageUnit(float damageAmt) Does a specific amount of damage to HP in instant typeless damage. -
trSetPauseInObjectiveWindow
public void trSetPauseInObjectiveWindow(boolean val) TODO. -
trRevealEntireMap
public void trRevealEntireMap()Shows whole map, similar to how revealed mode works (SP modes only). -
trSelectionGetUnitID
public int trSelectionGetUnitID(int index) Returns the ID of the selected unit. -
trSetPauseOnAgeUpgrade
public void trSetPauseOnAgeUpgrade(boolean val) TODO. -
trDefakifySelectionSubModels
public void trDefakifySelectionSubModels()Resets all submodels back to using the player colour of the parent model. -
trSelectionGetNumber
public int trSelectionGetNumber()Returns how many units you currently have selected. -
trDefakifyArmy
Defakifies the army. -
trFakifySelectionSubModelByOverrideName
Sets named submodels of the selection to fake player with the specified index (07). -
trFakifyArmy
Fakifies the army to the specified fake player index. -
trDefakifySelection
public void trDefakifySelection()Sets the selected unit as not having a fake player trDefakifySelection. -
trUnitSetPassiveMode
public boolean trUnitSetPassiveMode(boolean enable) Enables or disables Passive Mode for selected Units. -
trUnitTeleportToUnit
public boolean trUnitTeleportToUnit(int unitID) Teleport the selected unit(s) to the spot occupied by the given unit. -
trUnitGetTargetID
public int trUnitGetTargetID(int srcUnit, boolean actionOnly) Returns the attack target for the given unit. -
trUnitIsAttacking
public boolean trUnitIsAttacking()Returns true if all selected units are attacking. -
trPlayerGetType
public int trPlayerGetType(int playerID) Returns whether the given player is a human or a computer/AI player. -
trUnitHasTarget
public boolean trUnitHasTarget(boolean actionOnly) Returns true if all selected units have an attack target or are attacking. -
trProtoUnitSetIcon
public void trProtoUnitSetIcon(String protoUnitName, int playerID, String iconPath, String minimapIconPath) Modify the icon of a proto unit. -
trArmyUnitChangeName
Set an override name for a specific unit in an army. -
trProtoUnitActionSetEnabled
public void trProtoUnitActionSetEnabled(String protoUnitName, int playerID, String actionName, boolean enable) Enables or disables an action for a proto unit. -
trProtoUnitChangeName
public void trProtoUnitChangeName(String protoUnitName, int playerID, String nameStrId, String rolloverStrId, String shortRolloverStrId) Modify the name and rollover text of a proto unit. -
trRemoveUnitsInArea
public void trRemoveUnitsInArea(int playerID, String unitTypeName, float range, boolean ejectContained) All units within dist of the selected ref object that match type are killed. -
trPlayerOverrideCivName
Overrides the string used for the displayed civilization name. -
trConvertUnitsInArea
All units within dist of the selected ref object that match type are converted to the target player. -
trKillUnitsInArea
All units within dist of the selected ref object that match type are killed. -
trEnforceAIAssist
public void trEnforceAIAssist(boolean enable) Sets whether or not AI assist support should be enforced for this scenario. -
trDisableConquestCheck
public void trDisableConquestCheck(boolean disable) Temporarily disables or reenables conquest victory check in a scenario that supports it. -
trExecuteConsoleCommand
Executes the given console command. -
trDisablePowerNotifications
public void trDisablePowerNotifications(boolean disable) Sets whether or not power casting notifications should be disabled for this scenario. -
trDisablePowerTimers
public void trDisablePowerTimers(boolean disable) Sets whether or not displaying timers for active powers should be disabled for this scenario. -
trDisablePopCapNotifications
public void trDisablePopCapNotifications(boolean disable) Sets whether or not persistent popcap notifications should be disabled for this scenario. -
trDisableNotificationSounds
public void trDisableNotificationSounds(boolean disable) Sets whether or not notification sounds should be disabled for this scenario. -
trObjectiveIncomplete
public void trObjectiveIncomplete(int objectiveID, boolean playSound) Marks a specified objective as incomplete. -
trDisableUnitDeletion
public void trDisableUnitDeletion(boolean disable) Sets whether or not unit and building deletion should be disabled for this scenario. -
trPlayerOverrideArtCulture
Overrides the culture used for choosing the players art. -
trPlayerRemoveAllUnits
public void trPlayerRemoveAllUnits(int playerID) Removes all of the units of a given player without affecting Player Stats. -
trSetShadowFarClip
public void trSetShadowFarClip(boolean enabled, float distance) Enable or disables the shadow far clippping plane. -
trAISetAttackResponseDistance
public void trAISetAttackResponseDistance(int playerID, float attackResponseDistance) Sets the attack response distance for the provided playerIDs AI if it has one; This distance controls from what within distance the AI will call other units to help if one of its units gets attacked. -
trAddArmyToPlan
Adds the units in the specified army to the specified plan. -
trUnitMakeInvulnerable
public void trUnitMakeInvulnerable(boolean bEnable) Makes a unit invulnerable to damage; Turn it off to return the unit to normal. -
trKillAIPlan
No help. -
trSetLighting
Fades to the specified lighting set over fadetime. -
trDisableTrigger
public void trDisableTrigger(int eventID) Disables (sets active = false) the trigger specified by the given eventID. -
trUnitCreateFromSource
Creates a new unit. -
trUnitSetConvertible
public void trUnitSetConvertible(int playerID, boolean forbid) Sets forbid conversion accordingly for the selected units towards the given player. -
trDamageUnitsPercentInArea
public void trDamageUnitsPercentInArea(int playerID, String unitTypeName, float range, float healPercent) All units within dist of the selected ref object are damaged by the given factor. -
trSocketIsEmpty
public boolean trSocketIsEmpty(int unitID) Returns true if there isnt a fullybuilt building occupying the specified socket. -
trPlayerGetCivilization
Returns true/false if the player civilization matches the given parameter. -
trHealUnitsPercentInArea
public void trHealUnitsPercentInArea(int playerID, String unitTypeName, float range, float healPercent) All units within dist of the selected ref object have their HPs adjusted by the given factor. -
trTechHideEffects
public void trTechHideEffects(int techID, int playerID, boolean display) Sets whether or not effects should be hidden in the rollover for the given technology for this scenario only. -
trLightingSetParamFloat
void trLightingSetParamFloat(int paramID, float value) Sets the given floating point lighting set parameter to the provided value for this scenario only. -
trLightingSetParamInt
void trLightingSetParamInt(int paramID, int value) Sets the given integer lighting set parameter to the provided value for this scenario only. -
trLightingSetParamBool
void trLightingSetParamBool(int paramID, boolean value) TODO -
trLightingSetParamColor
void trLightingSetParamColor(int paramID, int r, int g, int b) TODO -
trLightingSetParamColorAttr
void trLightingSetParamColorAttr(int paramID, float attrRed, float attrGreen, float attrBlue) TODO -
trPlayerIsDefeatedOrResigned
public boolean trPlayerIsDefeatedOrResigned(int playerID) Returns true/false if the player has resigned or has been defeated. -
trTechReplaceIconByTech
public void trTechReplaceIconByTech(int techID, int playerID, int iconTechID) Replaces the icon of a technology for this scenario only. -
trTechSetIconPath
Replaces the icon of a technology for this scenario only. -
trTechModifyCost
public void trTechModifyCost(int techID, int playerID, int resourceID, float delta, int techRelativity) Modifies the cost of the given technology for this scenario only. -
trTechSetStringID
Sets a given string field of a technology to the given string ID for this scenario only. -
trProtounitRemoveCommand
Removes a protoUnitCommand entry from the given protoUnit for this scenario only. -
trTechModifyResearchPoints
public void trTechModifyResearchPoints(int techID, int playerID, float delta, int techRelativity) Modifies the reseach points of the given technology for this scenario only. -
trProtounitRemoveTrain
Removes a train entry from the given protoUnit for this scenario only. -
trProtounitRemoveTech
Removes a tech entry from the given protoUnit for this scenario only. -
trProtounitAddTech
Assigns a tech entry towards the given protoUnit for this scenario only. -
trProtounitAddCommand
public void trProtounitAddCommand(String protoUnitName, int playerID, String puCmdName, int row, int column) Assigns a protoUnitCommand entry towards the given protoUnit for this scenario only. -
trProtoUnitMovementType
Modifies proto unit movement type for this scenario only. -
trProtounitAddTrain
public void trProtounitAddTrain(String protoUnitName, int playerID, String trainPUName, int row, int column) Assigns a train entry towards the given protoUnit for this scenario only. -
trProtounitActionSpecialEffectModifier
public void trProtounitActionSpecialEffectModifier(String unitTypeName, String actionName, int playerID, int effectField, String targetType, float value, int modifyType, int dmgType) Modifies proto unit action data by adding a new or adjusting an existing onHitEffect and assigning a new stat modifier to it for this scenario only. -
trProtounitActionSpecialEffectActive
public void trProtounitActionSpecialEffectActive(String unitTypeName, String actionName, int playerID, int effectField, String targetType, int dmgType, boolean active) Modifies proto unit action data by setting a specified existing onHitEffect as active or inactive. -
trProtounitActionSpecialEffectProtoUnit
public void trProtounitActionSpecialEffectProtoUnit(String unitTypeName, String actionName, int playerID, int effectField, String targetType, String protoUnit, float duration, float value) Modifies proto unit action data by adding a new or adjusting an existing onHitEffect taking a protoUnit parameter for this scenario only. -
trProtounitActionSpecialEffectDuration
public void trProtounitActionSpecialEffectDuration(String unitTypeName, String protoUnitActionName, int playerID, int efectType, String targetType, int damageType, float delta, int relativity) Modifies the duration of an existing onHitEffect within the given protoAction for this scenario only. -
trModifyProtounitActionUnitType
public void trModifyProtounitActionUnitType(String unitTypeName, String actionName, String unitType, int playerID, int puField, float delta, int relativity) Modifies proto unit action data taking a unittype parameter for this scenario only. -
trProtounitActionSpecialEffect
public void trProtounitActionSpecialEffect(String unitTypeName, String actionName, int playerID, int effectField, String targetType, int dmgType, float duration, float value) Modifies proto unit action data by adding a new or adjusting an existing onHitEffect for this scenario only. -
trModifyProtounitData
public void trModifyProtounitData(String unitTypeName, int playerID, int puField, float delta, int relativity) Modifies proto unit data for this scenario only. -
trModifyProtounitResource
public void trModifyProtounitResource(String unitTypeName, String resource, int playerID, int puField, float delta, int relativity) Modifies proto unit data taking a resource parameter for this scenario only. -
trModifyProtounitUnitType
void trModifyProtounitUnitType(String unitTypeName, String trgUnitType, int playerID, int puField, float delta, int puRelativity) Modifies proto unit data taking a unit type parameter for this scenario only. -
trProtounitAssignAction
void trProtounitAssignAction(String unitTypeName, String protoUnitName, String protoUnitActionName, int playerID) Assigns an action from the provided proto unit to all units belonging to the given unittype for this scenario only. -
trHealUnitsInArea
All units within dist of the selected ref object have their HPs adjusted by the given value. -
trModifyProtounitAction
public void trModifyProtounitAction(String unitTypeName, String protoUnitActionName, int playerID, int puField, float delta, int relativity) Modifies proto unit action data for this scenario only. -
trHealUnit
public void trHealUnit(float healAmt) Adjust the units hitpoints by the given value. -
trHealUnitPercent
public void trHealUnitPercent(float healPercent) Heals the selected units by a percentage of their total HP. -
trSocketPlaceFoundation
Places a foundation into this socket unit. -
trUnitPatrolToPoint
public boolean trUnitPatrolToPoint(float x, float y, float z, boolean bUnitRun, float runSpeedMultiplier) Moves the selected unit(s) to the given position. -
trPlayerSetColor
public void trPlayerSetColor(int playerID, int playerColorID, int r, int g, int b) Sets the player color for the given player. -
trPlaceFoundation
public int trPlaceFoundation(String protoName, float x, float y, float z, int heading, int playerID, float pctComplete) Places a foundation for the given building and returns the ID of the foundation. -
trUnitMoveFromAreaToUnit
public boolean trUnitMoveFromAreaToUnit(int unitID, boolean bAttackMove, int playerID, String unitType, float radius) Moves all matching units near the selected unit(s) to the given target unit. -
trPlayerSetName
Sets the displayed name for the given player. -
trGodPowerRedefine
public void trGodPowerRedefine(int playerID, String protoPowerName, String iconPath, String displayName, String rollover) Replaces the icon, and display name and rollover strings of a power for the given player. -
trUnitPlayerFakifyInArea
public void trUnitPlayerFakifyInArea(int fakePlayerIndex, int srcPlayerID, String unitTypeName, float range) Sets all units within dist of the selected ref object as having the fake player with the specified index (07). -
trGodPowerSetUsedTimes
Overrides the number of timesthe specified God Power has been used. -
trGodPowerSetCooldown
Sets the cooldown of the specified God Power for the given player. -
trGodPowerSetCost
public void trGodPowerSetCost(int playerID, String protoPowerName, float initialCost, float repeatCost) Sets the cost of the specified God Power for the given player. -
trGodPowerSetUseCount
Sets the number of charges of the specified God Power for the given player. -
trPlayerTechTreeEnabledGodPowers
public void trPlayerTechTreeEnabledGodPowers(int playerID, boolean bEnable) Enables/Disables the Tech Tree from granting God Powers to a player; Default=ON. -
trGodPowerEnableBlocking
public void trGodPowerEnableBlocking(boolean bEnable) Sets whether or not God Power blocking is enabled; Default=ON. -
trGodPowerInvoke
public void trGodPowerInvoke(int playerID, String protoPowerName, Vector pos1, Vector pos2, boolean ignoreCooldown, boolean setAsQueued) Invokes the specified God Power. -
trPlayerKillAllGodPowers
public void trPlayerKillAllGodPowers(int playerID) Kills all of the current God Powers of a player. -
trGodPowerGrantAtSlot
public void trGodPowerGrantAtSlot(int playerID, String protoPowerName, int numUses, int position, int cooldown, boolean useCost, boolean repeatAtEnd) Grants X uses of the specified god power in a specific God Power UI slot. -
trGodPowerPrePurchase
Prepurchases X uses of the specified God Power to the player, if applicable. -
trTechRemove
Disables the given tech for the player, and removes it from the UI of the given protoUnit. -
trGodPowerGrant
public void trGodPowerGrant(int playerID, String protoPowerName, int numUses, int cooldown, boolean useCost, boolean repeatAtEnd) Grants X uses of the specified God Power to the player. -
trCameraStateView
public void trCameraStateView(int id, int playerID) Puts the camera in the location of a saved camera state, for the given player, or for all players, if no player is set. -
trExecuteOnAI
Executes a command on the AI player. -
trObjectiveRemoveMarker
Removes the specified objective marker from the given objective. -
trForceShowObjectivePanel
public void trForceShowObjectivePanel(boolean value) Forces the objective panel to always display. -
trObjectiveFailed
public void trObjectiveFailed(int objectiveID, boolean playSound) Sets the specified objective as failed. -
trObjectiveCreateMarker
Instantiates an objective marker and binds it to the given objective. -
trPlayerModifyResourceData
public void trPlayerModifyResourceData(int playerID, int dataField, int resourceID, float delta, int relativity) Modifies player data for this scenario only. -
trUnitCreateFromSourceMulti
public boolean trUnitCreateFromSourceMulti(String protoName, int srcUnitID, int trgUnitID, int playerID, int count) Creates multiple units from a source object. -
trPlayerTimeshiftModifyCost
public void trPlayerTimeshiftModifyCost(int playerID, String protoName, float delta, int relativity) Modifies timeshifting cost ratio for a given protoUnit for this scenario only. -
trPlayerTimeshiftAddEntry
public void trPlayerTimeshiftAddEntry(int playerID, String protoName, float costRatio, float timeRatio) Adds a timeshifting entry towards the given protoUnit to a player for this scenario only. -
trSocketBuild
Autoconstructs a building over a given socket unit. -
trPlayerModifyData
public void trPlayerModifyData(int playerID, int dataField, int attribute, float delta, int relativity) Modifies player data for this scenario only. -
trUnitRotateZ
public boolean trUnitRotateZ(int degrees, boolean disableTying) Rotates the selected units around the Z axis by the given amount of degrees. -
trUnitSetOrientationForward
public boolean trUnitSetOrientationForward(int degrees, boolean disableTying) Rotates the selected units around the Y axis by the given amount of degrees. -
trUnitRotateY
public boolean trUnitRotateY(int degrees, boolean disableTying) Rotates the selected units around the Y axis by the given amount of degrees. -
trUnitRotateX
public boolean trUnitRotateX(int degrees, boolean disableTying) Rotates the selected units around the X axis by the given amount of degrees. -
trUnitAdjustModifier
public void trUnitAdjustModifier(int modifyType, int dmgType, float delta, int relativity) Adjust existing modifier for given modify type and parameter, when applicable, to selected units. -
trUnitSetShading
public void trUnitSetShading(int shadingType, float opacity) Assign the given shading type with the set opacity to the selected units. -
trUnitModifyResourceInventory
public void trUnitModifyResourceInventory(int resourceID, float delta, int relativity) Modifies resource inventory for the selected units. -
trUnitAddModifier
public void trUnitAddModifier(int modifyType, int dmgType, float amount, float duration) Adds modifier for given modify type and parameter, when applicable, to selected units. -
trUnitImmobilized
public boolean trUnitImmobilized()Returns true if all selected units are immobilized by a Freeze Action. -
trGetWorldDifficulty
public int trGetWorldDifficulty()Returns the world difficulty. -
trUnitReveal
public void trUnitReveal(int playerID, boolean reveal) Reveals the currently selected units to the given player. -
trUnitSetVeterancyRank
public void trUnitSetVeterancyRank(int rank) Sets the veterancy level for the selected units to the given rank, whenever applicable. -
trChangeProtoUnitInArea
public void trChangeProtoUnitInArea(int playerID, String unitTypeName, float range, String dstProtoName, boolean skipBirth) All units within dist of the selected ref object are changed into the given protoUnit. -
trUnitCancelAllQueued
public void trUnitCancelAllQueued(int unitID) Cancels all queued items for the unit. -
trGenerateLush
public void trGenerateLush()Generates lush for all selected buildings, if owning player supports lush generation. -
trQueueStartingUnits
public void trQueueStartingUnits(int playerID) Queues starting units for player if they have a starting TC. -
trArmyClear
Clears the given army, removing all unit IDs from army data. -
trUnitInLush
public boolean trUnitInLush(int playerID) Returns true if all selected units are within terrain lush belonging to the given player. -
trTownBellUnrung
public boolean trTownBellUnrung(int unitID) Returns true if town bell has been recently unrung on the given unit. -
trTownBellRung
public boolean trTownBellRung(int unitID) Returns true if town bell has been recently rung on the given unit. -
trProtoUnitSetUnitType
public void trProtoUnitSetUnitType(int playerID, String protoUnit, String unitTypeName, boolean set) Sets or unsets the given unit type within the given protounit. -
trProtoUnitSetFlag
public void trProtoUnitSetFlag(int playerID, String srcUnitTypeName, String unitTypeName, boolean set) Sets or unsets the given flag within the given protounit. -
trPlayerEnablePartisans
public void trPlayerEnablePartisans(int playerID, boolean allow) Sets whether or not partisan spawning will be enabled for the given player. -
trPlayerEnableTimeshift
public void trPlayerEnableTimeshift(int playerID, boolean allow) Sets whether or not timeshifting will be enabled for the given player. -
trPlayerAllowAgeUpSpawning
public void trPlayerAllowAgeUpSpawning(int playerID, boolean allowSpawning) Sets whether or not units will be spawned through ageup techs. -
trPlayerAllowShades
public void trPlayerAllowShades(int playerID, boolean allow) Sets whether or not the given player will be allowed to spawn shades. -
trArmyDoWorkOnArmy
Tasks the selected army to perform work on the first valid unit within the given arny. -
trPlayerAllowStartingUnitsSpawning
public void trPlayerAllowStartingUnitsSpawning(int playerID, boolean allowSpawning) Sets whether or not starting units will be spawned for the given player. -
trUnitSetHitpoints
public void trUnitSetHitpoints(float value) Set the units hitpoints to the given value, respecting maximum hitpoints. -
trArmyDispatchAtUnit
public boolean trArmyDispatchAtUnit(String army, String protoname, int count, int trgUnitID, int heading, boolean clearExisting, boolean skipBirth) Creates the units in the army specified at the location of the target unit. -
trGodPowerInvokeAtArmy
public boolean trGodPowerInvokeAtArmy(int powerPlayerID, String army, String protoPowerName, boolean ignoreCooldown, boolean setAsQueued) Invokes the specified God Power at the specified army. -
trGodPowerCancelAll
public void trGodPowerCancelAll()Cancels all active god powers; You have to be in an active game to use this. -
trGetNextUnitID
public int trGetNextUnitID()Returns the ID for the next unit to be allocated. -
trGetRecentUnits
public int[] trGetRecentUnits()Returns an array containing recently created units; If autoresetting is set, returns units created on the last frame. -
trGetTerrainHeight
Returns the terrain height at the given map position. -
trPlayerSetCiv
Replaces the civilization for the given player. -
trGetWaterType
Fetches the water type ID for the given map position. -
trWaterAtPosition
Checks if the water at the given map position matches the expected water type. -
trGetTerrainSubtype
Fetches the terrain subtype ID for the given map position. -
trTerrainAtPosition
Checks if the terrain at the given map position matches the expected terrain subtype. -
trChangeTerrainHeightCircular
public void trChangeTerrainHeightCircular(Vector center, float radius, float height, boolean removeWater) Sets the terrain elevation for the provided circular region. -
trGetTerrainType
Fetches the terrain type ID for the given map position. -
trPaintWaterCircular
public void trPaintWaterCircular(String waterName, Vector center, float radius, boolean updateObstructions) Paints a circular area by the water entry identified by the given name. -
trChangeTerrainHeight
public void trChangeTerrainHeight(float x0, float z0, float x1, float z1, float height, boolean removeWater) Sets the terrain elevation for the provided rectangular region. -
trPaintWater
public void trPaintWater(int waterID, float minX, float minZ, float maxX, float maxZ, boolean circular, boolean updateObstructions) Paints an area by the water entry identified by the given ID. -
trPaintWaterRectangular
public void trPaintWaterRectangular(String waterName, float x0, float z0, float x1, float z1, boolean updateObstructions) Paints a rectangular area by the water entry identified by the given name. -
trPaintTerrainCircular
public void trPaintTerrainCircular(int terrainType, int terrainSubtype, Vector center, float radius, boolean updateObstructions) Paints a circular area by the given terrain type and subtype. -
trPaintTerrainCircularBySubtypeName
public void trPaintTerrainCircularBySubtypeName(String subtypeName, Vector center, float radius, boolean updateObstructions) Paints a circular area by the terrain identified by the given terrain subtype UI name. -
trPaintTerrain
public void trPaintTerrain(int terrainType, int terrainSubtype, float minX, float minZ, float maxX, float maxZ, boolean updateObstructions) Paints a rectangular area by the given terrain type and subtype. -
trPaintTerrainBySubtypeName
public void trPaintTerrainBySubtypeName(String subtypeName, float x0, float z0, float x1, float z1, boolean updateObstructions) Paints a rectangular area by the terrain identified by the given terrain subtype UI name. -
trPlayerMutateUnits
public void trPlayerMutateUnits(int playerID, String srcUnitType, String trgProtoName, boolean fullHitpoints) Transforms all units for a player belonging to the given unit type into the set protoUnit through PU mutation, maintaining original BUnit pointer. -
trPlayerChangeProtoUnit
public void trPlayerChangeProtoUnit(int playerID, String srcUnitType, String trgProtoName, boolean skipBirth, boolean forceFoundation) Transforms all units for a player belonging to the given unit type into the set protoUnit; Does not use PU mutation, and does not maintain original BUnit data. -
trUnitThrow
public void trUnitThrow(int direction, float distance, int numBounces, float maxHeight, float maxVelocity, float spinPeriod) Throws the selected units with the provided parameters. -
trMapMutateUnits
Transforms all units on the map belonging to the given unit type into the set protoUnit through PU mutation, maintaining original BUnit pointer. -
trUnitApplyEffectDamage
public void trUnitApplyEffectDamage(int effectID, float duration, float damage, int dmgType) Applys a given effect with a damage value towards the selected units. -
trUnitApplyEffectProtoUnit
public void trUnitApplyEffectProtoUnit(int effectID, float duration, int playerID, String protoName) Applys a given effect towards the selected units. -
trUnitPerformAction
public void trUnitPerformAction(String actionName, int targetID, Vector targetPos, boolean bypassCharge) Performs a given protoAction through the selected units. -
trUnitApplyEffect
public void trUnitApplyEffect(int effectID, float duration) Applys a given effect towards the selected units. -
trUnitSetVariation
public boolean trUnitSetVariation(int variation) Sets the variation for the selected units to the given value. -
trUnitMutate
Transforms selected units into the given protoUnit through PU mutation, maintaining original BUnit pointer. -
trUnitReposition
public boolean trUnitReposition(float x, float y, float z, boolean disableTying, boolean immediate) Sets the position for the selected units to the given absolute coordinates. -
trUnitRepositionToUnit
public boolean trUnitRepositionToUnit(int unitID, boolean disableTying, boolean immediate) Sets the position for the selected units to the coordinates of the given unit. -
trUnitSetOrientationUp
public boolean trUnitSetOrientationUp(int degrees, boolean disableTying) Rotates the selected units around the X axis by the given amount of degrees. -
trUnitSetOrientationRight
public boolean trUnitSetOrientationRight(int degrees, boolean disableTying) Rotates the selected units around the Z axis by the given amount of degrees. -
trGetCurrentSkyboxUnitID
public int trGetCurrentSkyboxUnitID()Returns the unit ID for the current skybox, if applicable. -
trRenderSky
public void trRenderSky(boolean val, String skyName, int orientation, float height, boolean terrainHeight) Turn sky rendering on/off and set which sky to use. -
trDisableRule
Tells the challenge system this rule was activated. -
trGetSkyboxVariationID
Returns the variation ID for the given skybox. -
trPlayerSetScore
public void trPlayerSetScore(int playerID, int score) Overrides the score for a player by the given value. -
trPlayerAdjustScore
public void trPlayerAdjustScore(int playerID, int delta) Adjust the overridden score value for a player by the given delta. -
trResetRecentUnits
public void trResetRecentUnits()Resets list of recentlycreated units. -
trSetAutoResetRecentUnits
public void trSetAutoResetRecentUnits(boolean enable) Sets whether or not the list of recentlycreated units should be reset at each frame; Set to true by default. -
kbArmyGetUnitID
public int kbArmyGetUnitID(int armyID, int unitNumber) Returns the appropriate unitID from the given army. -
kbArmyGetNumberUnits
public int kbArmyGetNumberUnits(int armyID) Returns the number of units in the given army. -
kbArmyGetName
Returns the name of the given army. -
kbArmyGetID
Returns the ID of the given army. -
kbArmyGetIDByIndex
public int kbArmyGetIDByIndex(int index) Returns the index-th army ID. -
kbArmyGetNumber
public int kbArmyGetNumber()Returns the number of armies. -
kbArmyDestroy
public void kbArmyDestroy(int armyID) Destroys the given army. -
kbArmyCreate
Creates an army with the given name. -
kbArmyGetIsIDValid
public boolean kbArmyGetIsIDValid(int armyID) Return whether the armyID is valid. -
kbArmyGetMaximumAICost
public float kbArmyGetMaximumAICost(int armyID) Returns the maximum AI cost (worth) for the given army. -
kbArmyGetCurrentAICost
public float kbArmyGetCurrentAICost(int armyID) Returns the current AI cost (worth) for the given army. -
kbArmyGetNumberWithHealth
public int kbArmyGetNumberWithHealth(int armyID, float minimumHealth) Returns the number of units with at least the minimum amount of health specified for the given army. -
kbArmyGetHealth
public float kbArmyGetHealth(int armyID) Returns the health for the given army. -
kbArmyGetMaximumHitpoints
public float kbArmyGetMaximumHitpoints(int armyID) Returns the maximum total hitpoints for the given army. -
kbArmyGetCurrentHitpoints
public float kbArmyGetCurrentHitpoints(int armyID) Returns the current total hitpoints for the given army. -
kbArmyGetNumberWithinLocation
Returns the number of units within range of the given point in the given army (minimum 1.0). -
kbArmyGetLocation
Returns the vector location for the given army. -
kbArmyGetMembershipTime
public int kbArmyGetMembershipTime(int armyID) Returns the creation time for the given army. -
kbArmyGetCreationTime
public int kbArmyGetCreationTime(int armyID) Returns the creation time for the given army. -
kbArmyRemoveUnits
public void kbArmyRemoveUnits(int armyID) Removes all units from the given army. -
kbArmyRemoveUnitByIndex
public void kbArmyRemoveUnitByIndex(int armyID, int unitIndex) Removes the unitIndex-th unit from the given army. -
kbArmyRemoveUnit
public void kbArmyRemoveUnit(int armyID, int unitID) Removes the unitID from the given army. -
kbArmyAddUnit
public void kbArmyAddUnit(int armyID, int unitID) Adds the unitID to the given army. -
kbTechGetDataEffectData6
public int kbTechGetDataEffectData6(int techID, int effectIndex) The value that is returned here is different for each cDataEffect variation, have to figure out yourself what it gives back; Reports warnings as kbTechGetDataEffectMember. -
kbTechGetDataEffectData5
public int kbTechGetDataEffectData5(int techID, int effectIndex) The value that is returned here is different for each cDataEffect variation, have to figure out yourself what it gives back; Reports warnings as kbTechGetDataEffectMember. -
kbTechGetDataEffectData4
public int kbTechGetDataEffectData4(int techID, int effectIndex) The value that is returned here is different for each cDataEffect variation, have to figure out yourself what it gives back; Reports warnings as kbTechGetDataEffectMember. -
kbTechGetDataEffectData3
public int kbTechGetDataEffectData3(int techID, int effectIndex) The value that is returned here is different for each cDataEffect variation, have to figure out yourself what it gives back; Reports warnings as kbTechGetDataEffectMember. -
kbTechGetDataEffectData2
public int kbTechGetDataEffectData2(int techID, int effectIndex) The value that is returned here is different for each cDataEffect variation, have to figure out yourself what it gives back; Reports warnings as kbTechGetDataEffectMember. -
kbTechGetDataEffectAmount
public float kbTechGetDataEffectAmount(int techID, int effectIndex) Returns the data effects amount at the given effectIndex of the given techID; In the techtree.xml these are denoted by " amount= "; Reports warnings as kbTechGetDataEffectMember. -
kbTechGetDataEffectTargetID
public int kbTechGetDataEffectTargetID(int techID, int effectIndex) Returns the effects target ID of the given techID at the given effectIndex; The return value is the cUnitType constant of the PUID/Abstract defined, the following would return cUnitTypeHoplite -
kbTechGetDataEffectTargetType
public int kbTechGetDataEffectTargetType(int techID, int effectIndex) Returns the effects target type of the given techID at the given effectIndex; The return values correspond with the cEffectTargetType constants; Reports warnings as kbTechGetDataEffectMember. -
kbTechGetDataEffectType
public int kbTechGetDataEffectType(int techID, int effectIndex) Returns the data effect type at the given effectIndex of the given techID; In the techtree.xml these are denoted by " subtype= "The return values correspond to the cDataEffect constants; Reports warnings as kbTechGetDataEffectMember. -
kbTechGetNumberEffects
public int kbTechGetNumberEffects(int techID) Returns the number of "" nodes of the tech; CAUTION: this number also includes effects that we're unable to give any information for. Only the " type='Data' " is supported with all other syscalls. For example: a technology could have 4 effects, 3 are data changing effects and one effect sets another tech to active ("type='TechStatus'"). Using this syscall will give you back the number 4. But if you now loop over these 4 effects you only have syscalls to access information from the Data effect one. So the index at which the TechStatus effect lives will return -1 for all syscalls and should be immediately skipped in the script. -
kbTechGetEffectType
public int kbTechGetEffectType(int techID, int effectIndex) Returns the effect type of the given techID at the given effectIndex; The return values correspond with the cEffectType constants; For anything else than cDataEffect there is no way to get more information sadly. -
kbTechGetCost
public float[] kbTechGetCost(int techID) Returns the cost of the provided techID, without taking AI weights into account. -
kbTechGetCostTotal
public float kbTechGetCostTotal(int techID) Returns the total cost of the provided techID, takes AI weights into account. -
kbTechCanAfford
public boolean kbTechCanAfford(int techID, int escrowID) Returns if the player can afford the provided techID with the current resource stockpile; If provided the escrow will be taken into account. -
kbTechCostPerResource
public float kbTechCostPerResource(int techID, int resourceID) Returns the cost of the provided techID for the given resourceID. -
kbTechAffectsUnitType
public boolean kbTechAffectsUnitType(int techID, int unitTypeID) Returns if the provided techID affects the provided unitTypeID; DETAIL: this only looks at cEffectTypeData effects. -
kbTechAffectsWorkRate
public boolean kbTechAffectsWorkRate(int techID, int resourceID) Returns if the techID affects work rate in any way, for this resourceID must be left at -1; If resourceID is defined it will return if the techID affects the work rate of a specific resourceID. -
kbTechTreeGetAllObtainableTechnologies
public int[] kbTechTreeGetAllObtainableTechnologies(boolean needAliveResearcher) Returns all technology IDs of the technologies that are obtainable to us (excluding age ups and technologies which prereqs we havent met), the IDs correspond to the cTech constants; If needAliveResearcher is true we exclude technologies for which we have no building alive to research it. -
kbTechTreeGetResearchers
public int[] kbTechTreeGetResearchers(int techID) Returns all PUIDs that are accessible to us and that can research the provided techID. This will also return PUIDs that are currently not available to us, like locked in a later age. -
kbTechTreeGetCheapestUnitUpgrade
public int kbTechTreeGetCheapestUnitUpgrade(int unitTypeID, int researcherTypeID) Gets cheapest researchable unit upgrade, optionally for specified unit/unit line. -
kbTechGetFlag
public boolean kbTechGetFlag(int techID, int flag) Returns if the flag is set for the given techID, cTechFlag constants. -
kbTechGetType
Returns if the type is set for the provided techID, these types are defined in tech_types.xml; Related constants are "cTechType". -
kbTechGetName
Returns the name for the provided techID. -
kbTechGetPercentComplete
public float kbTechGetPercentComplete(int techID) Returns the percent complete for the provided techID; The return value will be within 0.0 and 1.0 (inclusive). -
kbTechGetResearchPoints
public float kbTechGetResearchPoints(int techID) Returns the research points for the provided techID. -
kbTechGetID
Returns the ID of the technology with the provided techName. -
kbTechGetStatus
public int kbTechGetStatus(int techID, boolean checkPrereqs) Returns the current tech status for the provided techID; Takes prereqs into account if checkPrereqs is set to true; The return values correspond with the cTechStatus constants. -
kbCreateTechProgression
Creates a tech progression of the given name. -
kbCreateUnitProgression
Creates a unit progression of the given name. -
kbProgressionGetNodeData
public int kbProgressionGetNodeData(int progressionID, int nodeIndex) Returns the data at nodeIndex, either UnitID or TechID, depending on the type. -
kbProgressionGetNodeType
public int kbProgressionGetNodeType(int progressionID, int nodeIndex) Returns the type of node at the given index, either Unit type or Tech type. -
kbProgessionGetTotalResourceCost
public float kbProgessionGetTotalResourceCost(int progressionID, int resourceID) Returns the total cost of the given resource for this progressionID; A resourceID of -1 will return the total Cost. -
kbProgressionGetTotalNodes
public int kbProgressionGetTotalNodes(int progressionID) Returns the total number of steps to complete the progression. -
xsEnableRule
Enables the given rule. -
xsIsRuleEnabled
Returns true if the rule is enabled. -
xsDisableRule
Disables the given rule. -
xsDisableSelf
public void xsDisableSelf()Disables the current rule. -
log10
public float log10(float x) Returns the common logarithm of x. -
sin
public float sin(float x) Returns the sine of x. -
log
public float log(float x) Returns the natural logarithm of x. -
log2
public float log2(float x) Returns the binary logarithm of x. -
sqrt
public float sqrt(float x) Returns the square root of x. -
ceil
public float ceil(float x) Rounds x up to the next higher integer and returns it as a float. -
pow
public float pow(float x, float y) Returns the yth power of x (x^y). -
min
public float min(float a, float b) Returns the smaller of the two values as a float. -
clamp
public float clamp(float val, float minVal, float maxVal) Clamps a value to the provided interval. -
floor
public float floor(float x) Rounds x down to the next lower integer and returns it as a float. -
max
public float max(float a, float b) Returns the larger of the two values as a float. -
hypot
public float hypot(float x, float y) Returns the hypothenuse between x and y (ie, sqrt(x^2 + y^2)). -
sgn
public int sgn(float x) Returns the signum of x as an integer (1 if x > 0, -1 if x < 0, or 0 if x == 0). -
atan
public float atan(float x) Returns the arctangent of x. -
atan2
public float atan2(float y, float x) Returns the 2-argument arctangent. -
asin
public float asin(float x) Returns the arcsine of x. -
acos
public float acos(float x) Returns the arccosine of x. -
cos
public float cos(float x) Returns the cosine of . -
tan
public float tan(float x) Returns the tangent of x. -
xsRandBool
public boolean xsRandBool(float chanceTrue) Returns true with a probability of trueChance in [0.0, 1.0], and false otherwise. -
xsIntToFloat
public float xsIntToFloat(int i) Casts an int to a float. -
xsRandInt
public int xsRandInt(int min, int max) Returns a random integer number in the range (inclusive). -
xsRandFloat
public float xsRandFloat(float min, float max) Returns a random floating point number in the range (inclusive). -
xsRandSetSeed
public void xsRandSetSeed(int seed) Sets the seed of the random number generator. -
xsRandGetSeed
public int xsRandGetSeed()Gets the current seed of the random number generator. -
degToRad
public float degToRad(float degrees) Converts an angle from degrees to radians. -
radToDeg
public float radToDeg(float radians) Converts an angle from radians to degrees. -
xsBoolToFloat
public float xsBoolToFloat(boolean b) Casts a bool to a float (1.0 if true, 0.0 if false). -
xsBoolToString
Casts a bool to a string. -
xsFloatToString
Casts a float to a string. -
xsBoolToInt
public int xsBoolToInt(boolean b) Casts a bool to an int (1 if true, 0 if false). -
xsFloatToInt
public int xsFloatToInt(float f) Casts a float to an int, truncating the fractional part. -
xsFloatToBool
public boolean xsFloatToBool(float f) Casts a float to a bool (false if == 0.0, true otherwise). -
xsIntToBool
public boolean xsIntToBool(int i) Casts an int to a bool (false if == 0, true otherwise). -
xsIntToString
Casts an int to a string. -
xsRuleIgnoreIntervalOnce
Ignores the next interval and updates as soon as possible. -
xsEnableRuleGroup
Enables all rule in the given rule group. -
xsSetRuleMaxInterval
Sets the max interval of the given rule. -
xsSetRuleMaxIntervalSelf
public void xsSetRuleMaxIntervalSelf(int interval) Sets the max interval of the current rule. -
xsSetRuleMinInterval
Sets the min interval of the given rule. -
xsSetRuleMinIntervalSelf
public void xsSetRuleMinIntervalSelf(int interval) Sets the min interval of the current rule. -
xsSetRulePriority
Sets the priority of the given rule. -
xsSetRulePrioritySelf
public void xsSetRulePrioritySelf(int priority) Sets the priority of the current rule. -
xsVectorDistance
Returns the distance between two vectors. -
xsVectorDistanceSqr
Returns the squared distance between two vectors. -
xsVectorDot
Returns the dot product of two vectors. -
xsVectorCross
Returns the cross product of two vectors. -
xsVectorCreate
Set the 3 components into a vector, returns the new vector. -
xsRuleGroupIgnoreIntervalOnce
Ignores the next interval and updates as soon as possible. -
xsVectorNormalize
Returns a normalized copy of the given vector. -
xsVectorLength
Returns the length of the given vector. -
xsDisableRuleGroup
Disables all rules in the given rule group. -
xsIsRuleGroupEnabled
Returns true if any rule in the group is enabled. -
xsVectorRotateXZ
Returns a rotated copy of the vector on the XZ plane by a given angle; If provided, the offset is used as the center (instead of 0.0/0.0). -
xsVectorTranslateXZ
Returns a translated copy of the vector on the XZ plane by the given radius and angle. -
xsVectorAngleBetweenVector
Returns the (smaller) angle between two vectors in radians. -
xsVectorAngleAroundY
Returns the angle of a vector around the Y axis in radians; If provided, the offset is used as the center (instead of 0.0/0.0). -
xsVectorDistanceToLine
Returns the distance between a point and a line defined by a point on the line and a direction. -
xsVectorDistanceToLineSegment
Returns the distance between a point and a line defined by two points. -
xsVectorDistanceXZ
Returns the distance between two vectors without considering the Y dimension. -
xsVectorDistanceXZSqr
Returns the squared distance between two vectors without considering the Y dimension. -
abs
public float abs(float x) Returns the absolute value of x as a float. -
round
public float round(float x) Rounds x to the nearest integer and returns it as a float. -
xsStartTimer
public void xsStartTimer()Starts the timer. -
xsEchoTimerMS
public void xsEchoTimerMS()Prints the time in milliseconds that elapsed since the timer was last started. -
xsGetTime
public int xsGetTime()Returns the current gametime (in seconds). -
xsGetTimeMS
public int xsGetTimeMS()Returns the current gametime (in milliseconds). -
xsGetContextPlayer
public int xsGetContextPlayer()Returns the current context player ID. -
xsSetContextPlayer
public void xsSetContextPlayer(int playerID) Sets the current context player ID (DO NOT DO THIS IF YOU DO NOT KNOW WHAT YOU ARE DOING). -
xsStringFindLast
Returns the index of the last occurrence of a string in another string, searching backwards from the given index; Returns1 if the substring is not found. -
xsStringContains
Returns true if the given substring is present in the string, and false otherwise. -
xsStringCharAt
Returns the character at the given index of a string as a string(or an empty string on invalid index). -
xsStringFindFirst
Returns the index of the first occurrence of a string in another string, searching from the given index; Returns1 if the substring is not found. -
xsStringToBool
Parses a bool from a string(returning false on invalid input). -
xsStringLength
Returns the length of a string. -
xsStringToInt
Parses an integer from a string(returning 0 on invalid input). -
xsStringToFloat
Parses a float from a string(returning 0.0 on invalid input). -
xsStringToUpper
Returns a string in upper case. -
xsStringSubString
Returns a substring in the range of the given indices (inclusive) for a string. -
xsStringToLower
Returns a string in lower case. -
xsStringStartsWith
Returns true if the string starts with the given substring, and false otherwise. -
xsStringEndsWith
Returns true if the string ends with the given substring, and false otherwise.
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