EGroup
113 functions
- EGroup_Add
- EGroup_AddAbilityAdds an ability to all entities in an egroup.
- EGroup_AddEGroup
- EGroup_CallEntityFunctionCalls an Entity_ function on every entity in an egroup
- EGroup_CallEntityFunctionAllOrAnyReturns whether ALL or ANY entities in an egroup satisfy a condition, using an Entity_ function to perform the query on each entity
- EGroup_CanSeeEGroupReturns true if ALL or ANY entities in a group can see ALL or ANY entities in a given egroup.
- EGroup_CanSeeSGroupReturns true if ALL or ANY entities in a group can see ALL or ANY squads in a given sgroup.
- EGroup_Clear
- EGroup_Compare
- EGroup_CompleteUpgradeInstantly adds an upgrade to all entities in a given EGroup.
- EGroup_ContainsBlueprintsCheck if a group contains ALL or ANY of the blueprints.
- EGroup_ContainsEGroupReturns true if EGroup1 contains ANY or ALL of EGroup2
- EGroup_ContainsEntityReturns true if EGroup contains a particular EntityID
- EGroup_Count
- EGroup_CountAliveGet the number of alive entities (both spawned and despawned)
- EGroup_CountBlueprintsReturns the total count of all entities in a given EGroup with the provided blueprint
- EGroup_CountDeSpawned
- EGroup_CountSpawned
- EGroup_Create
- EGroup_CreateIfNotFoundFind a entity group from name. Creates a new one with given name if it doesnt exist.
- EGroup_CreateKickerMessageCreate and display kicker message on the each entity in the egroup to the player
- EGroup_CreateTableReturns a table of egroups NOT in the world builder
- EGroup_CreateUniqueReturns an EGroup with a unique name, prefixed by the 'prefix' parameter.
- EGroup_CreateUniqueWithPrefix
- EGroup_DeSpawnDespawn all spawned entities in a group.
- EGroup_Destroy
- EGroup_DestroyAllEntitiesDestroys all spawned and despawned entities in a group.
- EGroup_DuplicateDuplicates an EGroup. Creates a copy of egroup1 in egroup2. The function will clear egroup2 beforehand if necessary.
- EGroup_EnableMinimapIndicatorEnables or disables the minimap indicator for all entities in a group
- EGroup_EnableUIDecoratorEnable or disable decorators on all entities in the egroup. Sets selection visuals as well unless enableSelection is specified.
- EGroup_Exists
- EGroup_FilterFilters an EGroup by blueprint or type.
- EGroup_FilterCamouflagedFilters an EGroup to either FILTER_REMOVE or FILTER_KEEP entities that are currently camouflaged (stealthed included)
- EGroup_FilterOnScreenFilters an EGroup by whether units are on screen or not. Percent refers to the screen area you are considering (0.8 is a good value to use - it won't include things that are right at the screen edge).
- EGroup_FilterUnderConstructionFilters an EGroup by construction status. Set the filtertype to FILTER_REMOVE to remove buildings under construction.
- EGroup_ForEach
- EGroup_ForEachAllOrAny
- EGroup_ForEachAllOrAnyEx
- EGroup_ForEachEx
- EGroup_FromName
- EGroup_GetAvgHealthReturns the average health ratio of all units in a entity group.
- EGroup_GetClosestEntity
- EGroup_GetDeSpawnedEntityAt
- EGroup_GetEntityAt
- EGroup_GetInvulnerableCheck invulnerablity state for ALL or ANY entity in an entity group.
- EGroup_GetLastAttackerGets the last attacker(s) for all the entities in an EGroup
- EGroup_GetName
- EGroup_GetOffsetPositionReturns a position (a certain distance away) relative to an entity's current position/orientation. see ScarUtil.scar for explanation of 'offset' parameter
- EGroup_GetPosition
- EGroup_GetRandomSpawnedEntityGet a random spawned entity from egroup
- EGroup_GetSequenceBuilds a table of EGroupIDs that are named in a sequence. i.e. a name of \"eg_building\" will find groups \"eg_building1\", \"eg_building2\" and so on, up until it looks for a group that isn't there.
- EGroup_GetSpawnedEntityAt
- EGroup_GetSpawnedEntityFilterGet the first spawned entity from egroup that meets the condition (a function that takes an entity)
- EGroup_GetSpreadReturns the distance from the centre of the group of the entity that furthest out.
- EGroup_GetSquadsHeldReturns an sgroup containing all squads held by any entities in an egroup
- EGroup_GetTotalHealthReturns the total health of all units in a entity group.
- EGroup_GetWBTableReturns a table of egroups from the world builder
- EGroup_HasAbilityTest whether ANY or ALL buildings in a group have a specified ability
- EGroup_HasBlueprintCheck if ANY or ALL of the entities in a group match the blueprint specified.
- EGroup_HasUpgradeReturns whether ANY or ALL entities in an EGroup have the specified upgrade
- EGroup_HideHide or show all entities in an EGroup
- EGroup_InstantCaptureStrategicPointChange the ownership of a Strategic Point
- EGroup_InstantRevertOccupiedBuildingReverts an occupied building
- EGroup_Intersection
- EGroup_IsBurningChecks if ANY or ALL entities in an egroup are on fire (ignition threshold exceeded)
- EGroup_IsCapturedByPlayerReturns true if all or any strategic points in a group have been captured. Use ANY or ALL.
- EGroup_IsCapturedByTeamReturns true if all or any strategic points in a group have been captured. Use ANY or ALL.
- EGroup_IsDoingAttackReturns true if ALL or ANY entities are attacking within the time
- EGroup_IsEmptyReturns true if a named entity group contains no spawned or despawned entities
- EGroup_IsHoldingAnyReturns whether any entity in an EGroup has a hold on anything
- EGroup_IsInCoverReturns true if ALL or ANY entities are in cover.
- EGroup_IsMovingReturns true if ANY or ALL entities in an EGroup are moving.
- EGroup_IsOnScreenReturns true if ANY or ALL (use those keywords) of the entities in the group are present onscreen. You can pass in a percentage of the screen to check, so 0.8 would be a centered rectangle occupying 80% of the screen.
- EGroup_IsProducingSquadsReturns true if ALL or ANY entities in a group are currently producing squads
- EGroup_IsSpawnedChecks if ANY or ALL entities in an group are currently spawned or not.
- EGroup_IsUnderAttackReturns true if ALL or ANY entities are under attack within the time
- EGroup_IsUnderAttackByPlayerCheck if the entities are attacked by the player
- EGroup_IsUnderAttackFromDirectionReturns true if ALL or ANY entities are under attack from a direction within the time. see ScarUtil.scar for types of directions. you can pass in a table of offsets
- EGroup_IsUsingAbilityChecks if ANY or ALL squads within an EGroup are using an ability
- EGroup_IsValid
- EGroup_KillKill all entities in an EGroup
- EGroup_NotifyOnPlayerDemolitionCalls a function when any entity in an EGroup gets destroyed by the player clicking the \"Detonate me\" button
- EGroup_Remove
- EGroup_RemoveDemolitionsRemoves all demolition charges on an egroup
- EGroup_RemoveGroupRemove from the first SGroup all squads contained in the second SGroup. SGroup2 remains untouched.
- EGroup_RemoveNonHoldEntities
- EGroup_RemoveUpgradeRemoves upgrade(s) from an egroup
- EGroup_ReSpawnRespawn all despawned entities in a group.
- EGroup_RestoreTargetingTypeRestore the targeting type of the entities in this EGroup to their respective defaults (as found in their EBPs)
- EGroup_SetAnimatorActionTrigger animation action for an EGroup. Please only use this for simple animations
- EGroup_SetAnimatorEventSet animation event for an EGroup. Please only use this for simple animations
- EGroup_SetAnimatorStateSet animation state of a state machine for an EGroup. Please only use this for simple animations
- EGroup_SetAnimatorVariableSet animation variable value for an EGroup. Please only use this for simple animations
- EGroup_SetAutoTargettingSets whether a weapon to auto-target things or not
- EGroup_SetAvgHealthSets the health of each unit in an entity group to a given percent [0.0, 1.0].
- EGroup_SetBurnExtEnabledEnables or disables the burn extenstion
- EGroup_SetCrushableOverrides crushable behavior for an egroup
- EGroup_SetDemolitionsInstantly wires a building for demolitions
- EGroup_SetHealthMinCapSet the minimum health for this entity
- EGroup_SetInvulnerableEnable/Disable invulnerablity for an entire entity group. Use true and false for simple on/off, or use a number between 0.0 and 1.0 for more precise control on how much damage an entity can take before it takes no more.
- EGroup_SetPlayerOwnerChanges the player owner for all spawned and despawned entities of an EGroup.
- EGroup_SetRallyPointSet the rally point for this entity
- EGroup_SetRecrewableSets all entities in an egroup to be recrewable or not when abandoned
- EGroup_SetSelectableSet player selectable state of entities in the egroup
- EGroup_SetSharedProductionQueueEnables shared team production on a building (teammates can build using THEIR resources)
- EGroup_SetStrategicPointNeutralSets a strategic point to neutral (not owned by any team)
- EGroup_SetTargetingTypeSet the allowable methods of targeting the entities in this EGroup.
- EGroup_SetTeamWeaponDestroyOnAbandonChanceSet chance that team weapons in egroup will self destruct on abandon
- EGroup_SetWorldOwnedMakes an egroup neutral
- EGroup_SingleCreates an entity group containing a single entity
- EGroup_SortBasedOnHealth
- EGroup_WarpToMarkerWarps all members of an EGroup immediately to a marker
- EGroup_WarpToPosWarps all members of an EGroup immediately to a new position