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.
Re-exports: Vectors
public enum RallyType
Values: POINT, UNIT, DESTRUCTABLE
public tuple rallyResult(RallyType rtype, unit u, destructable d, vec2 pos)
public function getUnitIcon(int unitId) returns string
public function createUnit(int unitId) returns unit
public function createUnit(player p, int unitId) returns unit
public function createUnit(int unitId, vec2 pos) returns unit
public function createUnit(player p, int unitId, vec2 pos) returns unit
public function createUnit(player p, int unitId, vec2 pos, angle facing) returns unit
public function createUnit(player p, int unitId, vec3 pos, angle facing) returns unit
public function createUnitZ(player p, int unitId, vec3 pos, angle facing) returns unit
public function unit.getIcon() returns string
public function unit.getGoldCost() returns int
public function unit.getWoodCost() returns int
public function unit.isType(unittype utype) returns boolean
public function unit.addType(unittype utype) returns boolean
public function unit.removeType(unittype utype) returns boolean
public function unit.setType(unittype utype, boolean flag) returns boolean
public function unit.toggleType(unittype utype) returns boolean
public function unit.addAbility(int abil) returns boolean
public function unit.addAbility(int abilId, int level)
public function unit.addPermanentAbility(int abilId)
public function unit.addPermanentAbility(int abilId, int level)
public function unit.addHP(real val)
public function unit.addItemHandle(item whichItem) returns boolean
public function unit.addItemById(int itemId) returns item
public function unit.addItemToSlot(int id, int slot) returns bool
public function unit.addMana(real val)
public function unit.addState(unitstate state, real value)
public function unit.addXp(int toAdd, boolean showEyeCandy)
public function unit.getXp() returns int
public function unit.shareVision(player whichPlayer)
Share vision of that unit with a player *
public function unit.shareVision(player whichPlayer, bool share)
Set sharing of vision with a player *
public function unit.setXp(int newXpVal, bool showEyeCandy)
public function unit.suspendXp(boolean suspend)
public function unit.isSuspendedXp() returns boolean
public function unit.getLevel() returns int
public function unit.setLevel(int level, boolean showEyeCandy)
public function unit.addLevels(int toAdd, boolean showEyeCandy)
public function unit.removeLevels(int toRemove) returns bool
public function unit.getStr(bool includeBonuses) returns int
public function unit.getAgi(bool includeBonuses) returns int
public function unit.getInt(bool includeBonuses) returns int
public function unit.setStr(int value)
public function unit.setAgi(int value)
public function unit.setInt(int value)
public function unit.addStr(int value)
public function unit.addAgi(int value)
public function unit.addInt(int value)
public function unit.addSkillPoints(int value) returns bool
public function unit.setSkillPoints(int value) returns bool
public function unit.getSkillPoints() returns int
public function unit.selectSkill(int abilcode)
public function unit.damageTarget(widget target, real amount, bool attack, bool ranged, attacktype attackType, damagetype damageType, weapontype weaponType)
public function unit.damageTarget(widget target, real amount, bool attack, bool ranged, attacktype attackType)
public function unit.damageTarget(widget target, real amount)
public function unit.damageTarget(widget target, real amount, attacktype attacktyp)
public function unit.explode()
Kills a unit by blowing it up
public function unit.getAbilityLevel(int id) returns int
public function unit.getUnitAcquireRange() returns real
public function unit.getCurrentOrder() returns int
Returns the current order of the unit
public function unit.getFacingAngle() returns angle
Returns the facing of the unit as an angle. Use this to avoid confusion between radians and degrees
public function unit.getFlyHeight() returns real
public function unit.getFoodUsed() returns int
public function unit.getHP() returns real
public function unit.getHPRatio() returns real
public function handle.getHandleId() returns int
public function unit.getMana() returns real
public function unit.getMaxHP() returns real
public function unit.getMaxMana() returns real
public function unit.getMissingHP() returns real
Get units current missing health.
public function unit.getMissingMana() returns real
Get units current missing mana.
public function unit.getMoveSpeed() returns real
public function unit.getName() returns string
public function unit.getProperName() returns string
public function unit.getOwner() returns player
public function unit.getPos() returns vec2
public function unit.getPos3Real() returns vec3
public function unit.getPos3Fly() returns vec3
public function unit.getPos3Zero() returns vec3
public function unit.getPos3with(real z) returns vec3
public function unit.getPropWindow() returns angle
Returns the prop window of the unit as angle.
public function unit.getState(unitstate state) returns real
public function unit.getTurnSpeed() returns real
public function unit.getTypeId() returns int
public function unit.getUserData() returns int
public function unit.getPointValue() returns int
public function unit.getX() returns real
public function unit.getY() returns real
public function unit.hasAbility(int id) returns boolean
public function unit.hasItem(item whichItem) returns boolean
public function unit.hasItemById(int itemId) returns boolean
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
public function unit.hide()
public function unit.isHidden() returns bool
public function unit.inventorySize() returns int
public function unit.itemCount() returns int
Returns the number of items equipped.
public function unit.isInventoryFull() returns boolean
Checks if unit inventory is full.
public function unit.isAlive() returns boolean
Checks if the unit is alive using the UnitAlive native
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 *
public function unit.isEnemyOf(player whichPlayer) returns bool
Checks whether a unit is an enemy of the given player *
public function unit.isEnemyOf(unit u) returns bool
Checks whether two units are enemies
public function unit.isAllyOf(player whichPlayer) returns bool
Checks whether a unit is an ally of the given player
public function unit.isAllyOf(unit u) returns bool
Checks whether two units are allies
public function unit.issueImmediateOrder(string order) returns boolean
public function unit.issueImmediateOrderById(int id) returns boolean
public function unit.issuePointOrder(string order, vec2 target) returns boolean
public function unit.issuePointOrderById(int id, vec2 target) returns boolean
public function unit.issueRallyPoint(vec2 pos)
public function unit.issueTargetOrder(string order, widget targetWidget) returns boolean
public function unit.issueTargetOrderById(int id, widget target) returns boolean
public function unit.itemInSlot(int inventoryIndex) returns item
public function unit.getItemSlot(item whichItem) returns int
Retrieves slot number for speficied item or -1 if not found.
public function unit.kill()
public function unit.makeAbilityPermanent(int abil, boolean flag) returns boolean
public function unit.isPaused() returns boolean
public function unit.pause()
public function unit.pauseEx()
public function unit.unpause()
public function unit.unpauseEx()
public function unit.queueAnimation(string animation)
public function unit.remove()
public function unit.removeAbility(int abil) returns boolean
public function unit.removeItem(item itm)
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
public function unit.itemCount(int itemTypeId) returns int
Returns the number of slots containing the given item type
public function unit.removeItemFromSlot(int slot) returns item
public function unit.dropItemPoint(item itm, vec2 pos) returns boolean
public function unit.dropItemSlot(item itm, int slot) returns boolean
public function unit.dropItemTarget(item itm, widget target) returns boolean
public function unit.useItem(item itm) returns boolean
public function unit.useItemPoint(item itm, vec2 pos) returns boolean
public function unit.addItemToStock(int itmId, int currentStock, int stockMax)
public function unit.removeItemFromStock(int itmId)
public function unit.addUnitToStock(int unitId, int currentStock, int stockMax)
public function unit.removeUnitFromStock(int unitId)
public function unit.useItemTarget(item itm, widget target) returns boolean
public function unit.revive(vec2 pos, boolean doEyecandy)
public function unit.getAbility(int abilId) returns ability
public function unit.getAbilityByIndex(int index) returns ability
public function unit.setAbilityLevel(int abilId, int lvl)
public function unit.setAnimation(string name)
public function unit.setAnimation(int index)
public function unit.addAnimationProperties(string properties, bool add)
public function unit.addAnimationProperties(string properties)
public function unit.removeAnimationProperties(string properties)
public function unit.lookAt(string bone, unit target, vec3 offset)
public function unit.lookAt(string bone, unit target)
public function unit.resetLookAt()
public function unit.setColor(playercolor c)
public function unit.setExploded(boolean exploded)
Sets whether a unit explodes on death
public function unit.setFacing(angle a)
public function unit.setFlyHeight(real height, real rate)
public function unit.setHP(real hp)
public function unit.setInvulnerable(boolean flag)
public function unit.setMana(real val)
public function unit.setMoveSpeed(real speed)
public function unit.setOwner(player p, boolean changeColor)
public function unit.setPathing(boolean value)
public function unit.setPos(vec2 pos)
public function unit.setPosFly(vec3 pos)
public function unit.setPosReal(vec3 pos)
public function unit.setPos(real x, real y)
public function unit.setPropWindow(angle value)
A prop window of 0 prevents the unit from moving, but it can still turn around.
public function unit.setAcquireRange(real value)
public function unit.setCreepGuard(boolean value)
public function unit.setScale(real scale)
public function unit.setState(unitstate state, real value)
public function unit.setTimeScale(real scale)
public function unit.setTimedLife(real time)
public function unit.setTurnSpeed(real speed)
public function unit.setUseFood(boolean flag)
public function unit.setUserData(int data)
public function unit.setVertexColor(int r, int g, int b, int a)
public function unit.setX(real x)
public function unit.setXY(vec2 pos)
Sets the coordinmates of the unit to the given position. Uses the SetUnitX/Y natives
public function unit.setXY(vec3 pos)
Sets the coordinmates of the unit to the given position. Uses the SetUnitX/Y natives
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
public function unit.setXYZReal(vec3 pos)
public function unit.setY(real y)
public function unit.show()
public function unit.subHP(real val)
public function unit.subMana(real val)
public function unit.subState(unitstate state, real value)
public function vec2.withRealZ(unit u) returns vec3
public function unit.abortOrder() returns boolean
Cancels the current order
public function unit.resetAbilityCooldown(int abilId)
public function unit.resetCooldown()
Reset all cooldowns of the unit *
public function unit.getDefaultMovespeed() returns real
public function unit.getDefaultPropWindow() returns angle
Returns the default prop window of the unit as angle.
public function unit.getDefaultTurnSpeed() returns real
public function unit.getDefaultAcquireRange() returns real
public function unit.getDefaultFlyHeight() returns real
public function unit.getIntMaxHP() returns int
public function unit.setMaxHP(int hp)
public function unit.setMaxHP(int hp, boolean keepRatio)
Changes a unit’s maximum hp, adjusting the current hp to keep the same ratio.
public function unit.getIntMaxMana() returns int
public function unit.setMaxMana(int mana)
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.
public function unit.setName(string name)
public function unit.setProperName(string name)
public function unit.getBaseDamage(int weaponIndex) returns int
public function unit.setBaseDamage(int baseDamage, int weaponIndex)
public function unit.getDiceNumber(int weaponIndex) returns int
public function unit.setDiceNumber(int diceNumber, int weaponIndex)
public function unit.getDiceSides(int weaponIndex) returns int
public function unit.setDiceSides(int diceSides, int weaponIndex)
public function unit.getAttackCooldown(int weaponIndex) returns real
public function unit.setAttackCooldown(real cooldown, int weaponIndex)
public function unit.getArmor() returns real
public function unit.setArmor(real armorAmount)
public function unit.hideAbility(int abilId, boolean flag)
public function unit.disableAbility(int abilId, boolean flag, boolean hideUI)
public function unit.disableAttack(boolean flag, boolean hideUI)
public function unit.disableWorkQueue(boolean flag, boolean hideUI)
public function unit.cancelTimedLife()
public function unit.isSelectable() returns boolean
public function unit.isInvulnerable() returns boolean
public function unit.interruptAttack()
public function unit.getCollisionSize() returns real
public function unit.showTeamGlow(boolean show)
public function unit.setAbilityCooldown(int abilId, int levelIndex, real cooldown)
Level is indexed. Level 1 = 0, Level 2 = 1, e.t.c.
public function unit.getAbilityCooldown(int abilId, int levelIndex) returns real
Level is indexed. Level 1 = 0, Level 2 = 1, e.t.c.
public function unit.getAbilityCooldownRemaining(int abilId) returns real
public function unit.startAbilityCooldown(int abilCode)
public function unit.startAbilityCooldown(int abilCode, real cooldown)
public function unit.endAbilityCooldown(int abilCode)
public function unit.getAbilityManaCost(int abilId, int level) returns int
public function unit.setAbilityManaCost(int abilId, int level, int manaCost)
public function unit.getLocalZ() returns real
public function unit.isIllusion() returns bool
public function unit.isBuildInProgress() returns bool
public function unit.isUpgradeInProgress() returns bool
public function unit.incAbilityLevel(int abilityId)
public function unit.decAbilityLevel(int abilityId)
public function unit.removeGuardPosition()
public function unit.recycleGuardPosition()
public function unit.getRallyPoint() returns vec2
public function unit.getRallyUnit() returns unit
public function unit.getRallyDestructable() returns destructable
public function unit.getRallyTarget() returns rallyResult
Returns the rally point of this unit as a rallyResult
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()’.
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.
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.
public function unit.getField(unitbooleanfield field) returns bool
public function unit.getField(unitintegerfield field) returns int
public function unit.getField(unitrealfield field) returns real
public function unit.getField(unitstringfield field) returns string
public function unit.setField(unitbooleanfield field, bool value) returns bool
public function unit.setField(unitintegerfield field, int value) returns bool
public function unit.setField(unitrealfield field, real value) returns bool
public function unit.setField(unitstringfield field, string value) returns bool
public function unit.getFieldWeapon(unitweaponbooleanfield field, int weaponIndex) returns bool
public function unit.getFieldWeapon(unitweaponintegerfield field, int weaponIndex) returns int
public function unit.getFieldWeapon(unitweaponrealfield field, int weaponIndex) returns real
public function unit.getFieldWeapon(unitweaponstringfield field, int weaponIndex) returns string
public function unit.setFieldWeapon(unitweaponbooleanfield field, int weaponIndex, bool value) returns bool
public function unit.setFieldWeapon(unitweaponintegerfield field, int weaponIndex, int value) returns bool
public function unit.setFieldWeapon(unitweaponrealfield field, int weaponIndex, real value) returns bool
public function unit.setFieldWeapon(unitweaponstringfield field, int weaponIndex, string value) returns bool
public function unit.reviveHeroLoc(location loc, boolean doEyecandy) returns boolean
public function unit.selectUnit(boolean flag)
public function unit.suspendDecay(boolean suspend)
public function unit.removeBuffs(boolean removePositive, boolean removeNegative)
public function unit.removeBuffsEx(boolean removePositive, boolean removeNegative, boolean magic, boolean physical, boolean timedLife, boolean aura, boolean autoDispel)
public function unit.hasBuffsEx(boolean removePositive, boolean removeNegative, boolean magic, boolean physical, boolean timedLife, boolean aura, boolean autoDispel) returns boolean
public function unit.countBuffsEx(boolean removePositive, boolean removeNegative, boolean magic, boolean physical, boolean timedLife, boolean aura, boolean autoDispel) returns integer
public function unit.addSleep(boolean add)
public function unit.addSleepPerm(boolean add)
public function unit.ignoreAlarm(boolean flag) returns boolean
public function unit.setConstructionProgress(integer constructionPercentage)
public function unit.setUpgradeProgress(integer upgradePercentage)
public function unit.pauseTimedLife(boolean flag)
public function unit.setUsesAltIcon(boolean flag)
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
public function unit.issuePointOrderLoc(string order, location whichLocation) returns boolean
public function unit.issuePointOrderByIdLoc(integer order, location whichLocation) returns boolean
public function unit.issueInstantPointOrder(string order, real x, real y, widget instantTargetWidget) returns boolean
public function unit.issueInstantPointOrderById(integer order, real x, real y, widget instantTargetWidget) returns boolean
public function unit.issueInstantTargetOrder(string order, widget targetWidget, widget instantTargetWidget) returns boolean
public function unit.issueInstantTargetOrderById(integer order, widget targetWidget, widget instantTargetWidget) returns boolean
public function unit.issueBuildOrder(string unitToBuild, real x, real y) returns boolean
public function unit.issueBuildOrderById(integer unitId, real x, real y) returns boolean
public function unit.setResourceAmount(integer amount)
public function unit.addResourceAmount(integer amount)
public function unit.waygateSetDestination(real x, real y)
public function unit.waygateActivate(boolean activate)
public function unit.setItemTypeSlots(integer slots)
public function unit.addIndicator(integer red, integer green, integer blue, integer alpha)
public function unit.createMinimapIconOnUnit(integer red, integer green, integer blue, string pingPath, fogstate fogVisibility) returns minimapicon
public function unit.setCameraTargetController(real xoffset, real yoffset, boolean inheritOrientation)
public function unit.setCameraOrientController(real xoffset, real yoffset)
public function unit.setFacingEx(real facingAngle)
public function unit.setSkin(integer skinId)
public function unit.queueImmediateOrderById(integer order) returns boolean
public function unit.queuePointOrderById(integer order, real x, real y) returns boolean
public function unit.queueTargetOrderById(integer order, widget targetWidget) returns boolean
public function unit.queueInstantPointOrderById(integer order, real x, real y, widget instantTargetWidget) returns boolean
public function unit.queueInstantTargetOrderById(integer order, widget targetWidget, widget instantTargetWidget) returns boolean
public function unit.queueBuildOrderById(integer unitId, real x, real y) returns boolean
public function unit.clearOrders(boolean onlyQueued)
public function unit.forceStopOrder(boolean clearQueue)