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]