Squad
302 functions
- Squad_AddAbility
- Squad_AddAllResources
- Squad_AddOfficer
- Squad_AdjustAbilityCooldown
- Squad_AliveCount
- Squad_AttachEntity
- Squad_CanAttackEntity
- Squad_CanCaptureStrategicPoint
- Squad_CanCaptureTeamWeapon
- Squad_CanCastAbilityOnEGroupTest whether a squad can be ordered to do this ability on any member of the target EGroup
- Squad_CanCastAbilityOnEntity
- Squad_CanCastAbilityOnPosition
- Squad_CanCastAbilityOnSGroupTest whether a squad can be ordered to do this ability on any member of the target SGroup
- Squad_CanCastAbilityOnSquad
- Squad_CancelProductionQueueItem
- Squad_CanCounterAttack
- Squad_CanHold
- Squad_CanInstantReinforceNow
- Squad_CanLoadSquad
- Squad_CanNodePathToDestination
- Squad_CanPickupItem
- Squad_CanProceedToSkirmish
- Squad_CanRecrew
- Squad_CanSeeEntity
- Squad_CanSeeSquad
- Squad_CanTargetEntity
- Squad_CanTargetSquad
- Squad_ClearIdleFormationOverride
- Squad_ClearMovingFormationOverride
- Squad_ClearPostureSuggestion
- Squad_ClearStateModelEnumTableTarget
- Squad_ClearStateModelPBG
- Squad_ClearStateModelTarget
- Squad_CompleteUpgrade
- Squad_ConvertBlueprint
- Squad_Count
- Squad_CreateAndSpawnToward
- Squad_CreateAndSpawnTowardCheat
- Squad_CreateAndSpawnTowardENV
- Squad_CreateAndSpawnTowardENVCheat
- Squad_CreateToward
- Squad_CreateTowardCheat
- Squad_CreateTowardENV
- Squad_CreateTowardENVCheat
- Squad_DeSpawn
- Squad_Destroy
- Squad_EnableProductionQueue
- Squad_EnableSurprise
- Squad_EntityAt
- Squad_ExtensionCount
- Squad_ExtensionEnabled
- Squad_ExtensionID
- Squad_ExtensionName
- Squad_FacePosition
- Squad_FaceSquad
- Squad_FindCover
- Squad_FindCoverCompareCurrent
- Squad_ForceFormationUpdate
- Squad_ForceIdleFormationFacing
- Squad_ForgeSetIdleFormation
- Squad_ForgeSetIdleFormationAtMarker
- Squad_FromID
- Squad_GetActiveUpgrades
- Squad_GetAttachedWeapons
- Squad_GetAttackRating
- Squad_GetAttackTargets
- Squad_GetAttritionData
- Squad_GetBlueprint
- Squad_GetCompletedUpgradeCost
- Squad_GetCoverLevel
- Squad_GetCurrentMovementNodeID
- Squad_GetDefenseRating
- Squad_GetDestination
- Squad_GetEffectiveMaxWeaponRange
- Squad_GetGarrisonAttachmentReinforcementAbility
- Squad_GetHeading
- Squad_GetHealth
- Squad_GetHealthMax
- Squad_GetHealthPercentage
- Squad_GetHealthPercentageWithShields
- Squad_GetHoldEntity
- Squad_GetHoldSquad
- Squad_GetID
- Squad_GetInitiative
- Squad_GetInternalAIEncounterPtr
- Squad_GetInvulnerableCheck if the squad is invulnerable or not
- Squad_GetInvulnerableEntityCount
- Squad_GetInvulnerableMinCap
- Squad_GetLastAttacker
- Squad_GetLastAttackers
- Squad_GetLastEntityAttacker
- Squad_GetMax
- Squad_GetMaxEntityDropOffDistance
- Squad_GetMaxMovementPoints
- Squad_GetMaxVeterancyRank
- Squad_GetMeleeWeaponDPSAgainstEntity_CS
- Squad_GetMinArmor
- Squad_GetMissionEntryPointEntity
- Squad_GetMovementDistancePerPoint
- Squad_GetMovementDistanceRemaining
- Squad_GetMovementDistanceRemainingTotal
- Squad_GetMovementLeader
- Squad_GetMovementNodeAbilityModifiers
- Squad_GetMovementNodeUpgradeModifiers
- Squad_GetMovementPoints
- Squad_GetOfficerCandidates
- Squad_GetOffsetPositionReturns a position relative to a squad's current position and orientation. see ScarUtil.scar for explanation of 'offset' parameter.
- Squad_GetPlayerOwner
- Squad_GetPosition
- Squad_GetPositionDeSpawned
- Squad_GetPrimaryEntity
- Squad_GetProductionQueueItem
- Squad_GetProductionQueueItemType
- Squad_GetProductionQueueSize
- Squad_GetRace
- Squad_GetRemainingInventoryCapacity
- Squad_GetResource
- Squad_GetShieldPercentage
- Squad_GetSkirmishLayerSetTagsByHealthThreshold
- Squad_GetSpawnerItemBlueprints
- Squad_GetSquadDoingDisableOnSquad
- Squad_GetSquadsHeld
- Squad_GetStateModelBool
- Squad_GetStateModelEntityTarget
- Squad_GetStateModelEnumTableBool
- Squad_GetStateModelEnumTableEntityTarget
- Squad_GetStateModelEnumTableFloat
- Squad_GetStateModelEnumTableInt
- Squad_GetStateModelEnumTablePlayerTarget
- Squad_GetStateModelEnumTableSquadTarget
- Squad_GetStateModelEnumTableVector3f
- Squad_GetStateModelFloat
- Squad_GetStateModelInt
- Squad_GetStateModelListTarget
- Squad_GetStateModelPBG
- Squad_GetStateModelPlayerTarget
- Squad_GetStateModelSquadTarget
- Squad_GetStateModelSquadTargetList
- Squad_GetStateModelSquadTargetSGroup
- Squad_GetStateModelTarget
- Squad_GetStateModelVector3f
- Squad_GetSuppression
- Squad_GetTotalRangedWeaponDPSAgainstEntity_CS
- Squad_GetVehicleMobileDriverSquad
- Squad_GetVeterancy
- Squad_GetVeterancyRank
- Squad_GetVeterancyTable
- Squad_HasAbility
- Squad_HasActiveCommand
- Squad_HasBlueprintChecks whether a squad is of any of the Blueprints or SquadTypes specified.
- Squad_HasBuilding
- Squad_HasDestination
- Squad_HasEntityWithNInteractors
- Squad_HasHeavyWeapon
- Squad_HasInfantry
- Squad_HasProductionQueue
- Squad_HasSetupTeamWeapon
- Squad_HasStateModelBool
- Squad_HasStateModelFloat
- Squad_HasStateModelInt
- Squad_HasStateModelList
- Squad_HasStateModelTarget
- Squad_HasStateModelVector3f
- Squad_HasTeamWeapon
- Squad_HasUpgrade
- Squad_HasVehicle
- Squad_HasWeaponHardpoint
- Squad_IncreaseVeterancy
- Squad_IncreaseVeterancyRank
- Squad_InstantSetupTeamWeapon
- Squad_IsAbilityActive_CS
- Squad_IsAlive
- Squad_IsAttacking
- Squad_IsAttackMoving
- Squad_IsCamouflagedReturns whether ANY entity in the squad is camouflaged
- Squad_IsCapturing
- Squad_IsCasualty
- Squad_IsConstructing
- Squad_IsDoingAbility
- Squad_IsFemale
- Squad_IsGatheringResourceType
- Squad_IsHoldingAny
- Squad_IsHoldingPosition
- Squad_IsIdle
- Squad_IsInAIEncounter
- Squad_IsInBackground
- Squad_IsInCoverReturns true if ALL or ANY troopers in a squad are in cover.
- Squad_IsInHoldEntity
- Squad_IsInHoldSquad
- Squad_IsInMeleeCombat
- Squad_IsInsidePie
- Squad_IsInState
- Squad_IsInStateByIndex
- Squad_IsInSuppliedTerritory
- Squad_IsKnockedBack
- Squad_IsMoving
- Squad_IsOfType
- Squad_IsOnWalkableWall
- Squad_IsPinned
- Squad_IsPinnedOrSuppressed
- Squad_IsReinforcing
- Squad_IsRetreating
- Squad_IsSBPOfType
- Squad_IsSettingDemolitions
- Squad_IsSiege
- Squad_IsSpawner
- Squad_IsStunned
- Squad_IsSuppressed
- Squad_IsUnderAttack
- Squad_IsUnderAttackByPlayer
- Squad_IsUnderAttackFromDirection
- Squad_IsUnderRepair
- Squad_IsUpgrading
- Squad_IsUpgradingAny
- Squad_IsValid
- Squad_IsVisibleInFOW
- Squad_IsWithdrawTowardsEdge
- Squad_Kill
- Squad_NumUpgradeComplete
- Squad_OverrideItemDropChance
- Squad_PlayOnAssaultStatetree
- Squad_Population
- Squad_Precache
- Squad_RecreateAll
- Squad_RemoveAbility
- Squad_RemoveOfficer
- Squad_RemoveStateModelListBool
- Squad_RemoveStateModelListEntityTarget
- Squad_RemoveStateModelListFloat
- Squad_RemoveStateModelListInt
- Squad_RemoveStateModelListPlayerTarget
- Squad_RemoveStateModelListSquadTarget
- Squad_RemoveStateModelListVector3f
- Squad_RemoveUpgrade
- Squad_ResetActionPoints
- Squad_ResetMovementPoints
- Squad_RewardActionPoints
- Squad_SBPEntityAt
- Squad_SBPGetMax
- Squad_SetActionPoint
- Squad_SetAnimatorActionTrigger animation action for a squad. Please only use this for simple animations
- Squad_SetAnimatorEventTrigger animation event for a squad. Please only use this for simple animations
- Squad_SetAnimatorStateSet animation state of a state machine for a squad. Please only use this for simple animations
- Squad_SetBackground
- Squad_SetCommandAvailability
- Squad_SetExtEnabled
- Squad_SetForcedSlotFacing
- Squad_SetHealth
- Squad_SetIdleFormationOverride
- Squad_SetInvulnerableSet invulnerability on the squad. Reset time is in seconds. If it is non-negative, the invulnerability will expire after this time.
- Squad_SetInvulnerableEntityCount
- Squad_SetInvulnerableMinCap
- Squad_SetMoodMode
- Squad_SetMovementDistanceRemaining
- Squad_SetMoveType
- Squad_SetMovingFormationOverride
- Squad_SetPlayerOwner
- Squad_SetPosition
- Squad_SetPosition3D
- Squad_SetRecrewable
- Squad_SetResource
- Squad_SetSharedProductionQueue
- Squad_SetStateModelBool
- Squad_SetStateModelEntityTarget
- Squad_SetStateModelEnumTableBool
- Squad_SetStateModelEnumTableEntityTarget
- Squad_SetStateModelEnumTableFloat
- Squad_SetStateModelEnumTableInt
- Squad_SetStateModelEnumTablePlayerTarget
- Squad_SetStateModelEnumTableSquadTarget
- Squad_SetStateModelEnumTableVector3f
- Squad_SetStateModelFloat
- Squad_SetStateModelInt
- Squad_SetStateModelListBool
- Squad_SetStateModelListEntityTarget
- Squad_SetStateModelListFloat
- Squad_SetStateModelListInt
- Squad_SetStateModelListPlayerTarget
- Squad_SetStateModelListSquadTarget
- Squad_SetStateModelListTarget
- Squad_SetStateModelListVector3f
- Squad_SetStateModelPBG
- Squad_SetStateModelPlayerTarget
- Squad_SetStateModelPositionTarget
- Squad_SetStateModelSquadTarget
- Squad_SetStateModelTarget
- Squad_SetStateModelVector3f
- Squad_SetSuppression
- Squad_SetTeamWeaponDestroyOnAbandonChance
- Squad_SetVeterancyDisplayVisibility
- Squad_SetWorldOwned
- Squad_ShowcaseSetActorsRotation
- Squad_Spawn
- Squad_SpawnFormationToward
- Squad_SpawnToward
- Squad_Split
- Squad_StopAbility
- Squad_SuggestPosture
- Squad_TeleportToNearbyStandableNode
- Squad_TryFindClosestFreePosition
- Squad_UsesBoardTurn
- Squad_WarpToPosWarps a squad immediately to a new position