Index    Objects hierarchy


unit object

object
 +-- commandobject
      +-- unit

Description

Object unit is base object for units of different types (like tanks, builders, harvesters etc.). This object implements functions common for all types of units.
Usually functions which are returning pointer to objects are returning unit type (at least in objects derived from unit).
Unit is not base type for user unit scripts. You should use particular objects like civil, tank, repairer etc.

Functions

int  GetIFF()
int  GetIFFNumber()
int  IsBuilding()
int  IsLandTarget()
int  IsLandUnit()
int  IsHelicopter()
int  IsBuilder()
int  IsCarrier()
int  IsHarvester()
int  IsRepairer()
int  IsSapper()
int  IsSupplier()
int  IsTransporter()
int  IsPassive()
int  GetBuildingType()
void CallFreeze(int nFreezeTicks)
int  IsFroozen()
void NextCommand(int nPrevCommandStatus)
int  HaveEmptyCall()
int  GetSideColor()
int  GetPlayerSideColor()
int  IsBlackFog(int nX, int nY, int nZ)
int  IsResourceInPoint(int nX, int nY, int nZ)
int  GetResourcesCount(int nX, int nY, int nZ)
int  IsContainerInPoint(int nX, int nY, int nZ)
int  IsEnemy(unit uTarget)
int  IsNeutral(unit uTarget)
int  IsAlliance(unit uTarget)
int  IsVisible(unit uTarget)
int  GetWorldLeft()
int  GetWorldTop()
int  GetWorldRight()
int  GetWorldBottom()
int  DistanceTo(int nX, int nY)
void CallMoveToPoint(int nX, int nY, int nZ)
void CallMoveToPointForce(int nX, int nY, int nZ)
void CallMoveAndLandToPointForce(int nX, int nY, int nZ)
void CallMoveLowToPoint(int nX, int nY, int nZ)
void CallMoveLowToPointForce(int nX, int nY, int nZ)
void CallMoveOneField(int nX, int nY, int nZ)
void CallMoveCountFields(int nX, int nY, int nZ, int nCount)
void CallMoveInsideObject(unit uTarget)
void CallStopMoving()
void CallLand()
void CallTurnToAngle(int nAlphaAngle)
void CallGetFlyingSupply()
int  IsMoving()
int  IsGettingSupply()
int  IsLive()
int  IsDisabled()
int  GetHP()
int  GetMaxHP()
int  GetLocationX()
int  GetLocationY()
int  GetLocationZ()
int  GetAlphaAngle()
int  GetMoveLocationX()
int  GetMoveLocationY()
int  GetMoveLocationZ()
int  GetMoveLocationAngle()
void SetLightsMode(int nMode)
int  IsFreePoint(int nX, int nY, int nZ)
int  IsOnGround()
void SendSupplyRequest()
unit GetAttacker()
void ClearAttacker()
void SetTargetObject(unit uTarget)
int  GetAngleToTarget(unit uTarget)
int  GetAngleToPoint(int nX, int nY, int nZ)
unit FindTarget(int nTargetType, int nSideSelection, int nKindSelection, int nDestinationSelection)
void BuildTargetsArray(int nTargetType, int nSideSelection, int nDestinationSelection)
void BuildTargetsArray(int nTargetType, int nSideSelection, int nDestinationSelection, int nXFrom, int nYFrom, int nZFrom, int nRange)
void SortFoundTargetsArray()
int  GetTargetsCount()
int  StartEnumTargetsArray()
unit GetNextTarget()
void EndEnumTargetsArray()
unit FindClosestEnemy()
unit FindClosestEnemyEx(int nTargetType)
unit FindClosestEnemyUnitOrBuilding(int nTargetType)
int  FindArtefact(int nArtefactMask)
int  FindArtefact(int nArtefactMask, int nFindRange)
int  GetFoundArtefactX()
int  GetFoundArtefactY()
int  GetFoundArtefactZ()
void AllowScriptWithdraw(int nAllow)
int  IsAllowingWithdraw()
int  FindSupplyCenterPlace()
int  GetFoundSupplyCenterPlaceX()
int  GetFoundSupplyCenterPlaceY()
int  GetFoundSupplyCenterPlaceZ()
int  GetCurrSupplyCenterAssemblyPositionX()
int  GetCurrSupplyCenterAssemblyPositionY()
int  GetCurrSupplyCenterAssemblyPositionZ()
int  IsOnWorkingSupplyCenter()
int  IsWorkingSupplyCenterInPoint(int nX, int nY, int nZ)
int  HaveBanner()
int  HaveRadar()
int  HaveScreamer()
int  HaveShadow()
void MessageTalk(int nMessageNum)
int  InPlatoon()
int  IsPlayer(int nIFFNum)
int  CanBeTransported()
int  IsTransported()
int  SetUnitName(string sName)
string GetUnitName()

Events

int  OnHit()
int  OnCannonLowAmmo(int nCannonNum)
int  OnCannonNoAmmo(int nCannonNum)
int  OnCannonFoundTarget(int nCannonNum, unit uTarget)
int  OnCannonEndFire(int nCannonNum, int nEndStatus)
int  OnFreezeForSupplyOrRepair(int nFreezeTicks)
int  OnTransportedToNewWorld()
int  OnConvertedToNewPlayer()
int  OnKilledSupplyCenterBuilding()

Enums

Building types:

buildingNormal
buildingPowerPlant
buildingSolarPower
buildingEnergyTransmitter
buildingEnergyBattery
buildingBase
buildingFactory
buildingWaterBase
buildingSupplyCenter
buildingMine
buildingRefinery
buildingResourceTransportBase
buildingResearchCenter
buildingHeadquater
buildingBBC
buildingPlasmaControl
buildingTeleport
buildingSDIDefence
buildingShadowTower
buildingRadar
buildingSilos
buildingPlasmaCannon
buildingGenerator
buildingSolarBattery
buildingWeatherControl
buildingTunnelEntrance
buildingCopula
buildingLaserWall
buildingSpaceStation
buildingTransportCenter
buildingRecycleCenter [MP]
buildingMinningRefinery
buildingMinningResourceTransportBase
buildingBaseFactory (LC)
buildingBadRaceBuilding
buildingWaitingForCopulaOpen
buildingTransportedDown

Artefact masks [MP]:

artefactRegenerateHP
artefactRegenerateTemperature
artefactRegenerateElectronics
artefactRegenerateShield
artefactRegenerateExternalAmmo
artefactRegenerateEnergyAmmo
artefactGiveShieldGenerator
artefactGiveMoney
artefactShowMap
artefactSpecialAI