Unit

Handle Wrappers View source
Unit

Sets the unit’s position using the SetUnitPosition native. This native comes with some side effects like additional position verification and stopping the target unit.

Source on GitHub

Re-exports: Vectors

Enums

RallyType

public enum RallyType

Values: POINT, UNIT, DESTRUCTABLE

Tuples

rallyResult

public tuple rallyResult(RallyType rtype, unit u, destructable d, vec2 pos)

Functions

getUnitIcon

public function getUnitIcon(int unitId) returns string

createUnit

public function createUnit(int unitId) returns unit

createUnit

public function createUnit(player p, int unitId) returns unit

createUnit

public function createUnit(int unitId, vec2 pos) returns unit

createUnit

public function createUnit(player p, int unitId, vec2 pos) returns unit

createUnit

public function createUnit(player p, int unitId, vec2 pos, angle facing) returns unit

createUnit

public function createUnit(player p, int unitId, vec3 pos, angle facing) returns unit

createUnitZ

public function createUnitZ(player p, int unitId, vec3 pos, angle facing) returns unit

Extension Functions

unit.getIcon

public function unit.getIcon() returns string

unit.getGoldCost

public function unit.getGoldCost() returns int

unit.getWoodCost

public function unit.getWoodCost() returns int

unit.isType

public function unit.isType(unittype utype) returns boolean

unit.addType

public function unit.addType(unittype utype) returns boolean

unit.removeType

public function unit.removeType(unittype utype) returns boolean

unit.setType

public function unit.setType(unittype utype, boolean flag) returns boolean

unit.toggleType

public function unit.toggleType(unittype utype) returns boolean

unit.addAbility

public function unit.addAbility(int abil) returns boolean

unit.addAbility

public function unit.addAbility(int abilId, int level)

unit.addPermanentAbility

public function unit.addPermanentAbility(int abilId)

unit.addPermanentAbility

public function unit.addPermanentAbility(int abilId, int level)

unit.addHP

public function unit.addHP(real val)

unit.addItemHandle

public function unit.addItemHandle(item whichItem) returns boolean

unit.addItemById

public function unit.addItemById(int itemId) returns item

unit.addItemToSlot

public function unit.addItemToSlot(int id, int slot) returns bool

unit.addMana

public function unit.addMana(real val)

unit.addState

public function unit.addState(unitstate state, real value)

unit.addXp

public function unit.addXp(int toAdd, boolean showEyeCandy)

unit.getXp

public function unit.getXp() returns int

unit.shareVision

public function unit.shareVision(player whichPlayer)

Share vision of that unit with a player *

unit.shareVision

public function unit.shareVision(player whichPlayer, bool share)

Set sharing of vision with a player *

unit.setXp

public function unit.setXp(int newXpVal, bool showEyeCandy)

unit.suspendXp

public function unit.suspendXp(boolean suspend)

unit.isSuspendedXp

public function unit.isSuspendedXp() returns boolean

unit.getLevel

public function unit.getLevel() returns int

unit.setLevel

public function unit.setLevel(int level, boolean showEyeCandy)

unit.addLevels

public function unit.addLevels(int toAdd, boolean showEyeCandy)

unit.removeLevels

public function unit.removeLevels(int toRemove) returns bool

unit.getStr

public function unit.getStr(bool includeBonuses) returns int

unit.getAgi

public function unit.getAgi(bool includeBonuses) returns int

unit.getInt

public function unit.getInt(bool includeBonuses) returns int

unit.setStr

public function unit.setStr(int value)

unit.setAgi

public function unit.setAgi(int value)

unit.setInt

public function unit.setInt(int value)

unit.addStr

public function unit.addStr(int value)

unit.addAgi

public function unit.addAgi(int value)

unit.addInt

public function unit.addInt(int value)

unit.addSkillPoints

public function unit.addSkillPoints(int value) returns bool

unit.setSkillPoints

public function unit.setSkillPoints(int value) returns bool

unit.getSkillPoints

public function unit.getSkillPoints() returns int

unit.selectSkill

public function unit.selectSkill(int abilcode)

unit.damageTarget

public function unit.damageTarget(widget target, real amount, bool attack, bool ranged, attacktype attackType, damagetype damageType, weapontype weaponType)

unit.damageTarget

public function unit.damageTarget(widget target, real amount, bool attack, bool ranged, attacktype attackType)

unit.damageTarget

public function unit.damageTarget(widget target, real amount)

unit.damageTarget

public function unit.damageTarget(widget target, real amount, attacktype attacktyp)

unit.explode

public function unit.explode()

Kills a unit by blowing it up

unit.getAbilityLevel

public function unit.getAbilityLevel(int id) returns int

unit.getUnitAcquireRange

public function unit.getUnitAcquireRange() returns real

unit.getCurrentOrder

public function unit.getCurrentOrder() returns int

Returns the current order of the unit

unit.getFacingAngle

public function unit.getFacingAngle() returns angle

Returns the facing of the unit as an angle. Use this to avoid confusion between radians and degrees

unit.getFlyHeight

public function unit.getFlyHeight() returns real

unit.getFoodUsed

public function unit.getFoodUsed() returns int

unit.getHP

public function unit.getHP() returns real

unit.getHPRatio

public function unit.getHPRatio() returns real

handle.getHandleId

public function handle.getHandleId() returns int

unit.getMana

public function unit.getMana() returns real

unit.getMaxHP

public function unit.getMaxHP() returns real

unit.getMaxMana

public function unit.getMaxMana() returns real

unit.getMissingHP

public function unit.getMissingHP() returns real

Get units current missing health.

unit.getMissingMana

public function unit.getMissingMana() returns real

Get units current missing mana.

unit.getMoveSpeed

public function unit.getMoveSpeed() returns real

unit.getName

public function unit.getName() returns string

unit.getProperName

public function unit.getProperName() returns string

unit.getOwner

public function unit.getOwner() returns player

unit.getPos

public function unit.getPos() returns vec2

unit.getPos3Real

public function unit.getPos3Real() returns vec3

unit.getPos3Fly

public function unit.getPos3Fly() returns vec3

unit.getPos3Zero

public function unit.getPos3Zero() returns vec3

unit.getPos3with

public function unit.getPos3with(real z) returns vec3

unit.getPropWindow

public function unit.getPropWindow() returns angle

Returns the prop window of the unit as angle.

unit.getState

public function unit.getState(unitstate state) returns real

unit.getTurnSpeed

public function unit.getTurnSpeed() returns real

unit.getTypeId

public function unit.getTypeId() returns int

unit.getUserData

public function unit.getUserData() returns int

unit.getPointValue

public function unit.getPointValue() returns int

unit.getX

public function unit.getX() returns real

unit.getY

public function unit.getY() returns real

unit.hasAbility

public function unit.hasAbility(int id) returns boolean

unit.hasItem

public function unit.hasItem(item whichItem) returns boolean

unit.hasItemById

public function unit.hasItemById(int itemId) returns boolean

unit.getItemById

public function unit.getItemById(int itemId) returns item

Returns the first item of the specific type from the unit’s inventory, or null if none is present

unit.hide

public function unit.hide()

unit.isHidden

public function unit.isHidden() returns bool

unit.inventorySize

public function unit.inventorySize() returns int

unit.itemCount

public function unit.itemCount() returns int

Returns the number of items equipped.

unit.isInventoryFull

public function unit.isInventoryFull() returns boolean

Checks if unit inventory is full.

unit.isAlive

public function unit.isAlive() returns boolean

Checks if the unit is alive using the UnitAlive native

unit.isInRange

public function unit.isInRange(vec2 pos, real distance) returns bool

Checks whether a unit is within range of a point. Takes into account the units collision size *

unit.isEnemyOf

public function unit.isEnemyOf(player whichPlayer) returns bool

Checks whether a unit is an enemy of the given player *

unit.isEnemyOf

public function unit.isEnemyOf(unit u) returns bool

Checks whether two units are enemies

unit.isAllyOf

public function unit.isAllyOf(player whichPlayer) returns bool

Checks whether a unit is an ally of the given player

unit.isAllyOf

public function unit.isAllyOf(unit u) returns bool

Checks whether two units are allies

unit.issueImmediateOrder

public function unit.issueImmediateOrder(string order) returns boolean

unit.issueImmediateOrderById

public function unit.issueImmediateOrderById(int id) returns boolean

unit.issuePointOrder

public function unit.issuePointOrder(string order, vec2 target) returns boolean

unit.issuePointOrderById

public function unit.issuePointOrderById(int id, vec2 target) returns boolean

unit.issueRallyPoint

public function unit.issueRallyPoint(vec2 pos)

unit.issueTargetOrder

public function unit.issueTargetOrder(string order, widget targetWidget) returns boolean

unit.issueTargetOrderById

public function unit.issueTargetOrderById(int id, widget target) returns boolean

unit.itemInSlot

public function unit.itemInSlot(int inventoryIndex) returns item

unit.getItemSlot

public function unit.getItemSlot(item whichItem) returns int

Retrieves slot number for speficied item or -1 if not found.

unit.kill

public function unit.kill()

unit.makeAbilityPermanent

public function unit.makeAbilityPermanent(int abil, boolean flag) returns boolean

unit.isPaused

public function unit.isPaused() returns boolean

unit.pause

public function unit.pause()

unit.pauseEx

public function unit.pauseEx()

unit.unpause

public function unit.unpause()

unit.unpauseEx

public function unit.unpauseEx()

unit.queueAnimation

public function unit.queueAnimation(string animation)

unit.remove

public function unit.remove()

unit.removeAbility

public function unit.removeAbility(int abil) returns boolean

unit.removeItem

public function unit.removeItem(item itm)

unit.removeItemById

public function unit.removeItemById(int itemId) returns boolean

Removes the first item of type itemId carried by the unit returns true if an item was found and removed

unit.itemCount

public function unit.itemCount(int itemTypeId) returns int

Returns the number of slots containing the given item type

unit.removeItemFromSlot

public function unit.removeItemFromSlot(int slot) returns item

unit.dropItemPoint

public function unit.dropItemPoint(item itm, vec2 pos) returns boolean

unit.dropItemSlot

public function unit.dropItemSlot(item itm, int slot) returns boolean

unit.dropItemTarget

public function unit.dropItemTarget(item itm, widget target) returns boolean

unit.useItem

public function unit.useItem(item itm) returns boolean

unit.useItemPoint

public function unit.useItemPoint(item itm, vec2 pos) returns boolean

unit.addItemToStock

public function unit.addItemToStock(int itmId, int currentStock, int stockMax)

unit.removeItemFromStock

public function unit.removeItemFromStock(int itmId)

unit.addUnitToStock

public function unit.addUnitToStock(int unitId, int currentStock, int stockMax)

unit.removeUnitFromStock

public function unit.removeUnitFromStock(int unitId)

unit.useItemTarget

public function unit.useItemTarget(item itm, widget target) returns boolean

unit.revive

public function unit.revive(vec2 pos, boolean doEyecandy)

unit.getAbility

public function unit.getAbility(int abilId) returns ability

unit.getAbilityByIndex

public function unit.getAbilityByIndex(int index) returns ability

unit.setAbilityLevel

public function unit.setAbilityLevel(int abilId, int lvl)

unit.setAnimation

public function unit.setAnimation(string name)

unit.setAnimation

public function unit.setAnimation(int index)

unit.addAnimationProperties

public function unit.addAnimationProperties(string properties, bool add)

unit.addAnimationProperties

public function unit.addAnimationProperties(string properties)

unit.removeAnimationProperties

public function unit.removeAnimationProperties(string properties)

unit.lookAt

public function unit.lookAt(string bone, unit target, vec3 offset)

unit.lookAt

public function unit.lookAt(string bone, unit target)

unit.resetLookAt

public function unit.resetLookAt()

unit.setColor

public function unit.setColor(playercolor c)

unit.setExploded

public function unit.setExploded(boolean exploded)

Sets whether a unit explodes on death

unit.setFacing

public function unit.setFacing(angle a)

unit.setFlyHeight

public function unit.setFlyHeight(real height, real rate)

unit.setHP

public function unit.setHP(real hp)

unit.setInvulnerable

public function unit.setInvulnerable(boolean flag)

unit.setMana

public function unit.setMana(real val)

unit.setMoveSpeed

public function unit.setMoveSpeed(real speed)

unit.setOwner

public function unit.setOwner(player p, boolean changeColor)

unit.setPathing

public function unit.setPathing(boolean value)

unit.setPos

public function unit.setPos(vec2 pos)

unit.setPosFly

public function unit.setPosFly(vec3 pos)

unit.setPosReal

public function unit.setPosReal(vec3 pos)

unit.setPos

public function unit.setPos(real x, real y)

unit.setPropWindow

public function unit.setPropWindow(angle value)

A prop window of 0 prevents the unit from moving, but it can still turn around.

unit.setAcquireRange

public function unit.setAcquireRange(real value)

unit.setCreepGuard

public function unit.setCreepGuard(boolean value)

unit.setScale

public function unit.setScale(real scale)

unit.setState

public function unit.setState(unitstate state, real value)

unit.setTimeScale

public function unit.setTimeScale(real scale)

unit.setTimedLife

public function unit.setTimedLife(real time)

unit.setTurnSpeed

public function unit.setTurnSpeed(real speed)

unit.setUseFood

public function unit.setUseFood(boolean flag)

unit.setUserData

public function unit.setUserData(int data)

unit.setVertexColor

public function unit.setVertexColor(int r, int g, int b, int a)

unit.setX

public function unit.setX(real x)

unit.setXY

public function unit.setXY(vec2 pos)

Sets the coordinmates of the unit to the given position. Uses the SetUnitX/Y natives

unit.setXY

public function unit.setXY(vec3 pos)

Sets the coordinmates of the unit to the given position. Uses the SetUnitX/Y natives

unit.setXYZ

public function unit.setXYZ(vec3 pos)

Sets the coordinmates of the unit to the given position. Z is being set as flyheight. Uses the SetUnitX/Y natives

unit.setXYZReal

public function unit.setXYZReal(vec3 pos)

unit.setY

public function unit.setY(real y)

unit.show

public function unit.show()

unit.subHP

public function unit.subHP(real val)

unit.subMana

public function unit.subMana(real val)

unit.subState

public function unit.subState(unitstate state, real value)

vec2.withRealZ

public function vec2.withRealZ(unit u) returns vec3

unit.abortOrder

public function unit.abortOrder() returns boolean

Cancels the current order

unit.resetAbilityCooldown

public function unit.resetAbilityCooldown(int abilId)

unit.resetCooldown

public function unit.resetCooldown()

Reset all cooldowns of the unit *

unit.getDefaultMovespeed

public function unit.getDefaultMovespeed() returns real

unit.getDefaultPropWindow

public function unit.getDefaultPropWindow() returns angle

Returns the default prop window of the unit as angle.

unit.getDefaultTurnSpeed

public function unit.getDefaultTurnSpeed() returns real

unit.getDefaultAcquireRange

public function unit.getDefaultAcquireRange() returns real

unit.getDefaultFlyHeight

public function unit.getDefaultFlyHeight() returns real

unit.getIntMaxHP

public function unit.getIntMaxHP() returns int

unit.setMaxHP

public function unit.setMaxHP(int hp)

unit.setMaxHP

public function unit.setMaxHP(int hp, boolean keepRatio)

Changes a unit’s maximum hp, adjusting the current hp to keep the same ratio.

unit.getIntMaxMana

public function unit.getIntMaxMana() returns int

unit.setMaxMana

public function unit.setMaxMana(int mana)

unit.setMaxMana

public function unit.setMaxMana(int mana, boolean keepRatio)

Changes a unit’s maximum mana, adjusting the current mana to keep the same ratio. If the current unit’s maximum mana is zero, the ratio will be considered zero.

unit.setName

public function unit.setName(string name)

unit.setProperName

public function unit.setProperName(string name)

unit.getBaseDamage

public function unit.getBaseDamage(int weaponIndex) returns int

unit.setBaseDamage

public function unit.setBaseDamage(int baseDamage, int weaponIndex)

unit.getDiceNumber

public function unit.getDiceNumber(int weaponIndex) returns int

unit.setDiceNumber

public function unit.setDiceNumber(int diceNumber, int weaponIndex)

unit.getDiceSides

public function unit.getDiceSides(int weaponIndex) returns int

unit.setDiceSides

public function unit.setDiceSides(int diceSides, int weaponIndex)

unit.getAttackCooldown

public function unit.getAttackCooldown(int weaponIndex) returns real

unit.setAttackCooldown

public function unit.setAttackCooldown(real cooldown, int weaponIndex)

unit.getArmor

public function unit.getArmor() returns real

unit.setArmor

public function unit.setArmor(real armorAmount)

unit.hideAbility

public function unit.hideAbility(int abilId, boolean flag)

unit.disableAbility

public function unit.disableAbility(int abilId, boolean flag, boolean hideUI)

unit.disableAttack

public function unit.disableAttack(boolean flag, boolean hideUI)

unit.disableWorkQueue

public function unit.disableWorkQueue(boolean flag, boolean hideUI)

unit.cancelTimedLife

public function unit.cancelTimedLife()

unit.isSelectable

public function unit.isSelectable() returns boolean

unit.isInvulnerable

public function unit.isInvulnerable() returns boolean

unit.interruptAttack

public function unit.interruptAttack()

unit.getCollisionSize

public function unit.getCollisionSize() returns real

unit.showTeamGlow

public function unit.showTeamGlow(boolean show)

unit.setAbilityCooldown

public function unit.setAbilityCooldown(int abilId, int levelIndex, real cooldown)

Level is indexed. Level 1 = 0, Level 2 = 1, e.t.c.

unit.getAbilityCooldown

public function unit.getAbilityCooldown(int abilId, int levelIndex) returns real

Level is indexed. Level 1 = 0, Level 2 = 1, e.t.c.

unit.getAbilityCooldownRemaining

public function unit.getAbilityCooldownRemaining(int abilId) returns real

unit.startAbilityCooldown

public function unit.startAbilityCooldown(int abilCode)

unit.startAbilityCooldown

public function unit.startAbilityCooldown(int abilCode, real cooldown)

unit.endAbilityCooldown

public function unit.endAbilityCooldown(int abilCode)

unit.getAbilityManaCost

public function unit.getAbilityManaCost(int abilId, int level) returns int

unit.setAbilityManaCost

public function unit.setAbilityManaCost(int abilId, int level, int manaCost)

unit.getLocalZ

public function unit.getLocalZ() returns real

unit.isIllusion

public function unit.isIllusion() returns bool

unit.isBuildInProgress

public function unit.isBuildInProgress() returns bool

unit.isUpgradeInProgress

public function unit.isUpgradeInProgress() returns bool

unit.incAbilityLevel

public function unit.incAbilityLevel(int abilityId)

unit.decAbilityLevel

public function unit.decAbilityLevel(int abilityId)

unit.removeGuardPosition

public function unit.removeGuardPosition()

unit.recycleGuardPosition

public function unit.recycleGuardPosition()

unit.getRallyPoint

public function unit.getRallyPoint() returns vec2

unit.getRallyUnit

public function unit.getRallyUnit() returns unit

unit.getRallyDestructable

public function unit.getRallyDestructable() returns destructable

unit.getRallyTarget

public function unit.getRallyTarget() returns rallyResult

Returns the rally point of this unit as a rallyResult

unit.inventory

public function unit.inventory() returns InventoryIterator

Creates an inventory iterator that allows you to access each existing item in the unit’s inventory via for-loop. An example ‘for i in u.inventory()’.

unit.setAttackCooldownPercChange

public function unit.setAttackCooldownPercChange(real attackCooldownPercChange, int weaponIndex) returns real

🔧 Configurable. Override it in your map’s config package.

Change unit attack cooldown by given percentage. Negative values are possible as well. Returns the new attack cooldown time of the unit.

unit.setMoveSpeedPercChange

public function unit.setMoveSpeedPercChange(real movespeedPercChange) returns real

🔧 Configurable. Override it in your map’s config package.

Change unit movement speed by given percentage. Negative values are possible as well. Returns the new speed of the unit. ex.: using 0.25 on unit with speed 400 will make the new speed 500.

unit.getField

public function unit.getField(unitbooleanfield field) returns bool

unit.getField

public function unit.getField(unitintegerfield field) returns int

unit.getField

public function unit.getField(unitrealfield field) returns real

unit.getField

public function unit.getField(unitstringfield field) returns string

unit.setField

public function unit.setField(unitbooleanfield field, bool value) returns bool

unit.setField

public function unit.setField(unitintegerfield field, int value) returns bool

unit.setField

public function unit.setField(unitrealfield field, real value) returns bool

unit.setField

public function unit.setField(unitstringfield field, string value) returns bool

unit.getFieldWeapon

public function unit.getFieldWeapon(unitweaponbooleanfield field, int weaponIndex) returns bool

unit.getFieldWeapon

public function unit.getFieldWeapon(unitweaponintegerfield field, int weaponIndex) returns int

unit.getFieldWeapon

public function unit.getFieldWeapon(unitweaponrealfield field, int weaponIndex) returns real

unit.getFieldWeapon

public function unit.getFieldWeapon(unitweaponstringfield field, int weaponIndex) returns string

unit.setFieldWeapon

public function unit.setFieldWeapon(unitweaponbooleanfield field, int weaponIndex, bool value) returns bool

unit.setFieldWeapon

public function unit.setFieldWeapon(unitweaponintegerfield field, int weaponIndex, int value) returns bool

unit.setFieldWeapon

public function unit.setFieldWeapon(unitweaponrealfield field, int weaponIndex, real value) returns bool

unit.setFieldWeapon

public function unit.setFieldWeapon(unitweaponstringfield field, int weaponIndex, string value) returns bool

unit.reviveHeroLoc

public function unit.reviveHeroLoc(location loc, boolean doEyecandy) returns boolean

unit.selectUnit

public function unit.selectUnit(boolean flag)

unit.suspendDecay

public function unit.suspendDecay(boolean suspend)

unit.removeBuffs

public function unit.removeBuffs(boolean removePositive, boolean removeNegative)

unit.removeBuffsEx

public function unit.removeBuffsEx(boolean removePositive, boolean removeNegative, boolean magic, boolean physical, boolean timedLife, boolean aura, boolean autoDispel)

unit.hasBuffsEx

public function unit.hasBuffsEx(boolean removePositive, boolean removeNegative, boolean magic, boolean physical, boolean timedLife, boolean aura, boolean autoDispel) returns boolean

unit.countBuffsEx

public function unit.countBuffsEx(boolean removePositive, boolean removeNegative, boolean magic, boolean physical, boolean timedLife, boolean aura, boolean autoDispel) returns integer

unit.addSleep

public function unit.addSleep(boolean add)

unit.addSleepPerm

public function unit.addSleepPerm(boolean add)

unit.ignoreAlarm

public function unit.ignoreAlarm(boolean flag) returns boolean

unit.setConstructionProgress

public function unit.setConstructionProgress(integer constructionPercentage)

unit.setUpgradeProgress

public function unit.setUpgradeProgress(integer upgradePercentage)

unit.pauseTimedLife

public function unit.pauseTimedLife(boolean flag)

unit.setUsesAltIcon

public function unit.setUsesAltIcon(boolean flag)

unit.damagePoint

public function unit.damagePoint(real delay, real radius, real x, real y, real amount, boolean attack, boolean ranged, attacktype attackType, damagetype damageType, weapontype weaponType) returns boolean

unit.issuePointOrderLoc

public function unit.issuePointOrderLoc(string order, location whichLocation) returns boolean

unit.issuePointOrderByIdLoc

public function unit.issuePointOrderByIdLoc(integer order, location whichLocation) returns boolean

unit.issueInstantPointOrder

public function unit.issueInstantPointOrder(string order, real x, real y, widget instantTargetWidget) returns boolean

unit.issueInstantPointOrderById

public function unit.issueInstantPointOrderById(integer order, real x, real y, widget instantTargetWidget) returns boolean

unit.issueInstantTargetOrder

public function unit.issueInstantTargetOrder(string order, widget targetWidget, widget instantTargetWidget) returns boolean

unit.issueInstantTargetOrderById

public function unit.issueInstantTargetOrderById(integer order, widget targetWidget, widget instantTargetWidget) returns boolean

unit.issueBuildOrder

public function unit.issueBuildOrder(string unitToBuild, real x, real y) returns boolean

unit.issueBuildOrderById

public function unit.issueBuildOrderById(integer unitId, real x, real y) returns boolean

unit.setResourceAmount

public function unit.setResourceAmount(integer amount)

unit.addResourceAmount

public function unit.addResourceAmount(integer amount)

unit.waygateSetDestination

public function unit.waygateSetDestination(real x, real y)

unit.waygateActivate

public function unit.waygateActivate(boolean activate)

unit.setItemTypeSlots

public function unit.setItemTypeSlots(integer slots)

unit.addIndicator

public function unit.addIndicator(integer red, integer green, integer blue, integer alpha)

unit.createMinimapIconOnUnit

public function unit.createMinimapIconOnUnit(integer red, integer green, integer blue, string pingPath, fogstate fogVisibility) returns minimapicon

unit.setCameraTargetController

public function unit.setCameraTargetController(real xoffset, real yoffset, boolean inheritOrientation)

unit.setCameraOrientController

public function unit.setCameraOrientController(real xoffset, real yoffset)

unit.setFacingEx

public function unit.setFacingEx(real facingAngle)

unit.setSkin

public function unit.setSkin(integer skinId)

unit.queueImmediateOrderById

public function unit.queueImmediateOrderById(integer order) returns boolean

unit.queuePointOrderById

public function unit.queuePointOrderById(integer order, real x, real y) returns boolean

unit.queueTargetOrderById

public function unit.queueTargetOrderById(integer order, widget targetWidget) returns boolean

unit.queueInstantPointOrderById

public function unit.queueInstantPointOrderById(integer order, real x, real y, widget instantTargetWidget) returns boolean

unit.queueInstantTargetOrderById

public function unit.queueInstantTargetOrderById(integer order, widget targetWidget, widget instantTargetWidget) returns boolean

unit.queueBuildOrderById

public function unit.queueBuildOrderById(integer unitId, real x, real y) returns boolean

unit.clearOrders

public function unit.clearOrders(boolean onlyQueued)

unit.forceStopOrder

public function unit.forceStopOrder(boolean clearQueue)