global Script


methods


Script.IsEngineMinVersion


function Script.IsEngineMinVersion(
  minMajorVer: integer,
  minMinorVer: integer?,
  minCommits: integer?
) -> satisfiesMin boolean

@param minMinorVer - (Default: 0)

@param minCommits - (Default: 0)

@return satisfiesMin - true if the engine version is greater or equal to the specified version, otherwise false.

[source]

Script.GetWatchUnit


function Script.GetWatchUnit(unitDefID: integer) -> watched boolean

@return watched - Watch status.

Query whether any callins are registered for a unitDefID.

[source]

@see Script.SetWatchUnit

Script.GetWatchFeature


function Script.GetWatchFeature(featureDefID: integer) -> watched boolean

@return watched - true if callins are registered, otherwise false.

Query whether any callins are registered for a featureDefID.

[source]

@see Script.SetWatchFeature

Script.GetWatchWeapon


function Script.GetWatchWeapon(weaponDefID: integer) -> watched boolean

@return watched - True if watch is enabled for any weaponDefID callins.

Query whether any callins are registered for a weaponDefID.

[source]

Same as calling:

Script.GetWatchExplosion(weaponDefID) or Script.GetWatchProjectile(weaponDefID) or Script.GetWatchAllowTarget(weaponDefID)

@see Script.SetWatchWeapon

Script.GetWatchExplosion


function Script.GetWatchExplosion(weaponDefID: integer) -> watched boolean

@return watched - true if callins are registered, otherwise false.

Query whether explosion callins are registered for a weaponDefID.

[source]

@see Script.SetWatchExplosion

Script.GetWatchProjectile


function Script.GetWatchProjectile(weaponDefID: integer) -> watched boolean

@return watched - true if callins are registered, otherwise false.

Query whether projectile callins are registered for a weaponDefID.

[source]

@see Script.SetWatchProjectile

Script.GetWatchAllowTarget


function Script.GetWatchAllowTarget(weaponDefID: integer) -> watched boolean

@return watched - true if callins are registered, otherwise false.

Query whether weapon targeting callins are registered for a weaponDefID.

[source]

@see Script.SetWatchAllowTarget

Script.SetWatchUnit


function Script.SetWatchUnit(
  unitDefID: integer,
  watch: boolean
)

@param watch - Whether to register or deregister.

Register or deregister unitDefID for expensive callins.

[source]

@see Callins:UnitMoveFailed

Script.SetWatchFeature


function Script.SetWatchFeature(
  featureDefID: integer,
  watch: boolean
)

@param watch - Whether to register or deregister.

Register or deregister featureDefID for expensive callins.

[source]

@see Callins:UnitFeatureCollision

Script.SetWatchWeapon


function Script.SetWatchWeapon(
  weaponDefID: integer,
  watch: boolean
)

@param watch - Whether to register or deregister.

Register or deregister weaponDefID for all expensive callins.

[source]

Equivalent to calling:

Script.SetWatchExplosion(weaponDefID)
Script.SetWatchProjectile(weaponDefID)
Script.SetWatchAllowTarget(weaponDefID)

Generally it’s better to use those methods to avoid registering uneeded callins.

@see Script.SetWatchAllowTarget

Script.SetWatchExplosion


function Script.SetWatchExplosion(
  weaponDefID: integer,
  watch: boolean
)

@param watch - Whether to register or deregister.

Register or deregister weaponDefID for explosion callins.

[source]

@see Callins:Explosion

Script.SetWatchProjectile


function Script.SetWatchProjectile(
  weaponDefID: integer,
  watch: boolean
)

@param weaponDefID - weaponDefID for weapons or -1 to watch for debris.

@param watch - Whether to register or deregister.

Register or deregister weaponDefID for expensive projectile callins.

[source]

@see Callins:ProjectileDestroyed

Script.SetWatchAllowTarget


function Script.SetWatchAllowTarget(
  weaponDefID: integer,
  watch: boolean
)

@param watch - Whether to register or deregister.

Register or deregister weaponDefID for weapon targeting callins.

[source]

@see SyncedCallins:AllowWeaponInterceptTarget

Script.Kill


function Script.Kill(killMessage: string?)

@param killMessage - Kill message.

[source]

Script.UpdateCallin


function Script.UpdateCallin(name: string)

[source]

Script.GetName


function Script.GetName() -> name string

[source]

Script.GetSynced


function Script.GetSynced() -> synced boolean

[source]

Script.GetFullCtrl


function Script.GetFullCtrl() -> fullCtrl boolean

[source]

Script.GetFullRead


function Script.GetFullRead() -> fullRead boolean

[source]

Script.GetCtrlTeam


function Script.GetCtrlTeam() -> teamID integer

[source]

Script.GetReadTeam


function Script.GetReadTeam() -> teamID integer

[source]

Script.GetReadAllyTeam


function Script.GetReadAllyTeam() -> allyTeamID integer

[source]

Script.GetSelectTeam


function Script.GetSelectTeam() -> teamID integer

[source]

Script.GetGlobal


function Script.GetGlobal() -> global integer?

[source]

Script.GetRegistry


function Script.GetRegistry() -> registry integer?

[source]

Script.DelayByFrames


function Script.DelayByFrames(
  frameDelay: integer,
  fun: unknown
)

[source]

fields


Script.NO_ACCESS_TEAM


Script.NO_ACCESS_TEAM: integer = -1

[source]

Script.ALL_ACCESS_TEAM


Script.ALL_ACCESS_TEAM: integer = -2

[source]