Lua SyncedCtrl
SendMessage
SendMessage
( string "message" ) -> nil
SendMessageToPlayer
( number playerID, string "message" ) -> nil
SendMessageToTeam
( number teamID, string "message" ) -> nil
SendMessageToAllyTeam
( number allyID, string "message" ) -> nil
SendMessageToSpectators
( string "message" ) -> nil
Ressources
AddTeamResource
( number teamID, string "m" | "e", number amount ) -> nil
UseTeamResource
( number teamID,
string "m" | "e", number amount |
{ m = number amount, e = number amount}
) -> nil | boolean hadEnough
SetTeamResource
( number teamID, string res, number amount ) -> nil
possible values for res are: "m" = metal "e" = energy "ms" = metal storage "es" = energy storage
SetTeamShareLevel
( number teamID, string "m" | "e", number amount ) -> nil
Unit Handling
CreateUnit
( string "defName", number x, number y, number z, (number facing | string "facing"), number teamID ) -> number unitID
possible string values for facing are: "s" = south "e" = east "n" = north "w" = west
DestroyUnit
( number unitID, [boolean selfd,] [boolean reclaimWreckage,] [number attackerID] ) -> nil
TransferUnit
( number unitID, numer newTeamID, boolean given ) -> nil
Unit Control
SetUnitCosts
( number unitID, {
[ buildTime = number amount ],
[ metalCost = number amount ],
[ energyCost = number amount ]
} ) -> nil
SetUnitResourcing
( number unitID,
string res, number amount |
{ res = number amount, ... }
) -> nil
possible values for res are: "[u|c][u|m][m|e]"
unconditional | conditional
use | make
metal | energy
SetUnitTooltip
( number unitID, string "tooltip" ) -> nil
SetUnitHealth
( number unitID,
number health |
{ [ health = number health ],
[ capture = number capture ],
[ paralyze = number paralyze ],
[ build = number build ] }
) -> nil
SetUnitMaxHealth
( number unitID, number maxHealth ) -> nil
SetUnitStockpile
( number unitID, number stockpile) -> nil
SetUnitExperience
( number unitID, number experience ) -> nil
SetUnitCloak
( number unitID, boolean cloaked ) -> nil
SetUnitStealth
( number unitID, boolean stealth ) -> nil
SetUnitNoDraw
( number unitID, boolean noDraw ) -> nil
SetUnitNoSelect
( number unitID, boolean noSelect ) -> nil
SetUnitNoMinimap
( number unitID, boolean noMinimap ) -> nil
SetUnitAlwaysVisible
( number unitID, boolean alwaysVisible ) -> nil
SetUnitBlocking
( number unitID, boolean noBlock) -> nil
SetUnitMetalExtraction
( number unitID, number depth [,number range] ) -> nil
SetUnitBuildSpeed
( number builderID, number buildSpeed, [ number repairSpeed [, number reclaimSpeed [,number resurrectSpeed [, number captureSpeed [, number terraformSpeed ]] ]]] ) -> nil
SetUnitShieldState
( number unitID, boolean enabled [, number power] ) -> nil
SetUnitTravel
( number unitID, number travel [, number travelPeriod] ) -> nil
SetUnitPhysics
( number unitID, number posx, number posy, number posz, number velx, number vely, number velz, number rotx, number roty, number rotz, ) -> nil
SetUnitPosition
( number unitID, number x, number z [, boolean alwaysAboveSea] ) -> nil
SetUnitVelocity
( number unitID, number velx, number vely, number velz ) -> nil
SetUnitRotation
( number unitID, number rotx, number roty, number rotz ) -> nil
AddUnitImpulse
( number unitID, number x, number y, number z ) -> nil
Unit Ressourcing
AddUnitResource
( number unitID, string "m" | "e", number amount ) -> nil
UseUnitResource
( number unitID, string "m" | "e", number amount ) -> nil
Feature Creation
CreateFeature
( string "defName", number x, number y, number z [,number heading [, number AllyTeamID ]] ) -> number featureID
DestroyFeature
( number featureID ) -> nil
TransferFeature
( number featureID, number AllyTeamID ) -> nil
Feature Handling
SetFeatureHealth
( number featureID, number health) -> nil
SetFeatureReclaim
( number featureID, number reclaimLeft) -> nil
SetFeatureResurrect
( number featureID, string "UnitDefName?" [, number facing | string "facing" ] ) -> nil
possible string values for facing are: "s" = south "e" = east "n" = north "w" = west
SetFeaturePosition
( number featureID, number x, number y, number z ) -> nil
SetFeatureDirection
( number featureID, number x, number y, number z ) -> nil
SetFeatureNoSelect
( number featureID, boolean noSelect ) -> nil
RemoveBuildingDecal
( number unitID ) -> nil
Lua to COB
CallCOBScript
( number unitID, number funcID | string funcName, number retArgs, COBArg1, COBArg2, ... ) -> nil | number returnValue, number retArg1, number retArg2, ...
CallCOBScriptCB
( number unitID, number funcID | string funcName, number retArgs, COBArg1, COBArg2, ... ) -> nil | number returnValue, number CallbackData, number retArg1, number retArg2, ...
GetCOBScriptID
( number unitID, string funcName ) -> nil | number funcID
GetUnitCOBValue
SetUnitCOBValue
Give Order
GiveOrderToUnit
( number unitID,
number cmdID,
params = {number, etc...},
options = {"alt", "ctrl", "shift", "right"} ) -> nil
GiveOrderToUnitMap
( unitMap = { [unitID] = dontCare, etc... },
number cmdID,
params = {number, etc...},
options = {"alt", "ctrl", "shift", "right"} ) -> nil
GiveOrderToUnitArray
( unitArray = { [1] = unitID, etc... },
number cmdID,
params = {number, etc...},
options = {"alt", "ctrl", "shift", "right"} ) -> nil
GiveOrderArrayToUnitMap
( unitMap = { [number unitID] = dontCare, etc... },
orderArray = {
{ number cmdID,
params = {number, etc...},
options = {"alt", "ctrl", "shift", "right"}
},
etc...
}) -> nil
GiveOrderArrayToUnitArray
( unitArray = { [1] = number unitID, etc... },
orderArray = {
{ number cmdID,
params = {number, etc...},
options = {"alt", "ctrl", "shift", "right"}
},
etc...
}) -> nil
Heightmap
LevelHeightMap
( number x1, number z1 [, number x2, number z2], number height ) -> nil
AdjustHeightMap
( number x1, number z1 [, number x2, number z2], number height ) -> nil
RevertHeightMap
( number x1, number z1 [, number x2, number z2], number origFactor ) -> nil
Command Descriptions
EditUnitCmdDesc
( number unitID, number cmdDescID, table cmdArray ) -> nil
structure of cmdArray:
{
[ id = int ],
[ type = int ],
[ name = string ],
[ action = string ],
[ tooltip = string ],
[ texture = string ],
[ cursor = string ],
[ hidden = boolean ],
[ disabled = boolean ],
[ showUnique = boolean ],
[ onlyTexture = boolean ],
[ params = { string = string, ... } ]
}
InsertUnitCmdDesc
( number unitID [, number cmdDescID ] , table cmdArray ) -> nil
RemoveUnitCmdDesc
( number unitID [, number cmdDescID ] ) -> nil
Other
SetNoPause
( boolean noPause ) -> nil
SetUnitToFeature
( boolean noPause ) -> nil