Player
197 functions
- Player_AddAbility
- Player_AddAbilityLockoutZone
- Player_AddResourceAdd resource to player, as opposed to just setting it.
- Player_AddResourcesAdd resources to player, as opposed to just setting it.
- Player_AddSquadsToSGroupFor the given player, get all of the squads gathered into a squadgroup of your naming.
- Player_AddUnspentCommandPoints
- Player_AreSquadsNearMarkerReturns true if ANY of a players squads are in proximity of a marker
- Player_CanCastAbilityOnEntity
- Player_CanCastAbilityOnPlayer
- Player_CanCastAbilityOnPosition
- Player_CanCastAbilityOnSquad
- Player_CanConstruct
- Player_CanConstructOnPositionReturns TRUE if player can construct the specified entity at specified position and facing. Otherwise, returns FALSE.
- Player_CanPlaceStructureOnPosition
- Player_CanSeeEGroupReturns true if a player can see ALL or ANY items in an egroup
- Player_CanSeeEntity
- Player_CanSeePosition
- Player_CanSeeSGroupReturns true if a player can see ALL or ANY items in an sgroup
- Player_CanSeeSquad
- Player_ClearAreaAny of the player's units in the marker area move out of the area, and can be made invulnerable for a bit whilst they do it
- Player_ClearAvailabilities
- Player_ClearPopCapOverride
- Player_ClearStateModelEnumTableTarget
- Player_ClearStateModelPBG
- Player_ClearStateModelTarget
- Player_CompleteUpgrade
- Player_DrawInfoText
- Player_FindFirstEnemyPlayer
- Player_FindFirstNeutralPlayer
- Player_FromId
- Player_GetAbilityBPCost
- Player_GetActiveUpgrades
- Player_GetAIType
- Player_GetAllCreates/Clears groups that contain all of a player's units and buildings. Defaults - sg_allsquads and eg_allentities
- Player_GetAllEntities
- Player_GetAllEntitiesNearMarkerGather together all of a player's entities that are in proximity to a marker, a position, or within a territory sector into an EGroup. The EGroup is cleared beforehand.
- Player_GetAllSquadsNearMarkerGather together all of a player's squads that are in proximity to a marker, a position, or within a territory sector into an SGroup. The SGroup is cleared beforehand.
- Player_GetAvailableAbilities
- Player_GetBuildingIDReturns the entityID of the first player owned building listed in the table.
- Player_GetBuildingsCountReturns the total number of buildings owned by this player.
- Player_GetBuildingsCountExceptReturns the total number of buildings owned by this player (with exclusions).
- Player_GetBuildingsCountOnlyReturns the number of buildings owned by this player (inclusive).
- Player_GetBuildingUnderConstructionIDReturns the entityID of the first player owned building listed in the table.
- Player_GetControlledTerritories
- Player_GetCurrentPopulation
- Player_GetDebugPlayer
- Player_GetDisplayName
- Player_GetEntities
- Player_GetEntitiesEGroup
- Player_GetEntitiesFromTypeReturns an EGroup containing all of the players entities of a specific unit_type (as defined by the type_ext on the entity)
- Player_GetEntityBPCost
- Player_GetEntityConcentrationFinds the greatest (or least) concentration of entities owned by a player.
- Player_GetEntityCount
- Player_GetEntityName
- Player_GetID
- Player_GetMapEntryPosition
- Player_GetMaxPopulation
- Player_GetNumGatheringSquads
- Player_GetNumStrategicPoints
- Player_GetNumVictoryPoints
- Player_GetPopCapOverride
- Player_GetPopulationPercentageGets the current personnel or vehicle population as a percetange of the current max-cap. The captype is either CT_Personnel or CT_Vehicle.
- Player_GetRace
- Player_GetRaceName
- Player_GetRelationship
- Player_GetResource
- Player_GetResourceRate
- Player_GetResources
- Player_GetSlotIndex
- Player_GetSquadBPCost
- Player_GetSquadConcentrationFinds the greatest (or least) concentration of squads owned by a player.
- Player_GetSquadCount
- Player_GetSquads
- Player_GetStartingPosition
- Player_GetState
- Player_GetStateModelBool
- Player_GetStateModelEntityTarget
- Player_GetStateModelEnumTableBool
- Player_GetStateModelEnumTableEntityTarget
- Player_GetStateModelEnumTableFloat
- Player_GetStateModelEnumTableInt
- Player_GetStateModelEnumTablePlayerTarget
- Player_GetStateModelEnumTableSquadTarget
- Player_GetStateModelEnumTableVector3f
- Player_GetStateModelFloat
- Player_GetStateModelInt
- Player_GetStateModelListBool
- Player_GetStateModelListEntityTarget
- Player_GetStateModelListFloat
- Player_GetStateModelListInt
- Player_GetStateModelListPlayerTarget
- Player_GetStateModelListSquadTarget
- Player_GetStateModelListTarget
- Player_GetStateModelListVector3f
- Player_GetStateModelPBG
- Player_GetStateModelPlayerTarget
- Player_GetStateModelSquadTarget
- Player_GetStateModelTarget
- Player_GetStateModelVector3f
- Player_GetStrategicPointCaptureProgress
- Player_GetTeam
- Player_GetTotalPopulation
- Player_GetUIColour
- Player_GetUnitCount
- Player_GetUpgradeBPCost
- Player_GetUpgradeBPCostByResource
- Player_HasAbility
- Player_HasBuildingReturns true if this player owns any buildings listed in the table.
- Player_HasBuildingsExceptReturns true if this player owns any buildings. (with exclusions).
- Player_HasBuildingUnderConstructionReturns true if this player owns any buildings listed in the table currently under construction.
- Player_HasCapturingSquadNearStrategicPoint
- Player_HasEntity
- Player_HasMapEntryPosition
- Player_HasStateModelBool
- Player_HasStateModelFloat
- Player_HasStateModelInt
- Player_HasStateModelList
- Player_HasStateModelTarget
- Player_HasStateModelVector3f
- Player_HasUpgrade
- Player_IsAbilityActive
- Player_IsAlive
- Player_IsAlliedReturns true if the players are allied and false if they are not.
- Player_IsHuman
- Player_IsPopCapOverrideSet
- Player_IsSurrendered
- Player_IsValid
- Player_NumUpgradeComplete
- Player_ObserveRelationship
- Player_ObserveReputation
- Player_OwnsEGroupReturns true if a given player owns ALL or ANY items in a group
- Player_OwnsEntityReturns true if a given player owns an entity
- Player_OwnsSGroupReturns true if a given player owns ALL or ANY items in a group
- Player_OwnsSquadReturns true if a given player owns a squad
- Player_RemoveAbilityLockoutZone
- Player_RemoveAllUpgrades
- Player_RemoveStateModelListBool
- Player_RemoveStateModelListEntityTarget
- Player_RemoveStateModelListFloat
- Player_RemoveStateModelListInt
- Player_RemoveStateModelListPlayerTarget
- Player_RemoveStateModelListSquadTarget
- Player_RemoveStateModelListVector3f
- Player_RemoveUpgrade
- Player_ResetAbilityCooldowns
- Player_ResetResource
- Player_RestrictAddOnListRestrict a list of addons.
- Player_RestrictBuildingListRestrict a list of buildings.
- Player_RestrictResearchListRestrict a list of research items.
- Player_SetAbilityAvailabilitySets the availability of an ability. Availability can be either ITEM_LOCKED, ITEM_UNLOCKED, ITEM_REMOVED or ITEM_DEFAULT
- Player_SetAbilityAvailabilityInternal
- Player_SetAllCommandAvailability
- Player_SetAllCommandAvailabilityInternal
- Player_SetCommandAvailabilitySets the availability of entity, squad and player commands. Availability can be either ITEM_LOCKED, ITEM_UNLOCKED, ITEM_REMOVED or ITEM_DEFAULT
- Player_SetCommandAvailabilityInternal
- Player_SetConstructionMenuAvailabilitySets the availability of a construction menu. Availability can be either ITEM_LOCKED, ITEM_UNLOCKED, ITEM_REMOVED or ITEM_DEFAULT
- Player_SetConstructionMenuAvailabilityInternal
- Player_SetDefaultSquadMoodMode
- Player_SetEntityProductionAvailabilitySets the availability of an entity production item. Availability can be either ITEM_LOCKED, ITEM_UNLOCKED, ITEM_REMOVED or ITEM_DEFAULT
- Player_SetEntityProductionAvailabilityInternal
- Player_SetMaxCapPopulationSets the current personnel or vehicle max-cap for a player. The captype is either CT_Personnel or CT_Vehicle (you can't adjust Medic caps just yet).
- Player_SetMaxPopulationSets the current personnel or vehicle cap for a player. The captype is either CT_Personnel or CT_Vehicle (you can't adjust Medic caps just yet).
- Player_SetPopCapOverride
- Player_SetRelationship
- Player_SetReputation
- Player_SetResource
- Player_SetResources
- Player_SetSquadProductionAvailabilitySets the availability of a squad production item. Availability can be either ITEM_LOCKED, ITEM_UNLOCKED, ITEM_REMOVED or ITEM_DEFAULT
- Player_SetSquadProductionAvailabilityInternal
- Player_SetStateModelBool
- Player_SetStateModelEntityTarget
- Player_SetStateModelEnumTableBool
- Player_SetStateModelEnumTableEntityTarget
- Player_SetStateModelEnumTableFloat
- Player_SetStateModelEnumTableInt
- Player_SetStateModelEnumTablePlayerTarget
- Player_SetStateModelEnumTableSquadTarget
- Player_SetStateModelEnumTableVector3f
- Player_SetStateModelFloat
- Player_SetStateModelInt
- Player_SetStateModelListBool
- Player_SetStateModelListEntityTarget
- Player_SetStateModelListFloat
- Player_SetStateModelListInt
- Player_SetStateModelListPlayerTarget
- Player_SetStateModelListSquadTarget
- Player_SetStateModelListTarget
- Player_SetStateModelListVector3f
- Player_SetStateModelPBG
- Player_SetStateModelPlayerTarget
- Player_SetStateModelSquadTarget
- Player_SetStateModelTarget
- Player_SetStateModelVector3f
- Player_SetUpgradeAvailabilitySets the availability of an upgrade. Availability can be either ITEM_LOCKED, ITEM_UNLOCKED, ITEM_REMOVED or ITEM_DEFAULT
- Player_SetUpgradeAvailabilityInternal
- Player_StopAbility
- Player_StopEarningActionPointsPrevents a player from earning any action points (and by extention, command points)