Team
46 functions
- Team_AddResourceAdd resource to each member of a team, as opposed to just setting it. Possible resource types are RT_Requisition, RT_Power, and RT_Action
- Team_AddSquadsToSGroupFor the given team, get all of the squads gathered into a squadgroup of your naming.
- Team_AreSquadsNearMarkerReturns true if ANY of a teams squads are in proximity of a marker
- Team_CanSeeReturns true if a team can see ALL or ANY items
- Team_ClearAreaAny of the team's units in the marker area move out of the area, and can be made invulnerable for a bit whilst they do it
- Team_ConvertTableToTeamIDConverts from the table given in Core_GetTeamsEntryFromIndex to a TeamID
- Team_CountPlayersReturns total number of players on a team
- Team_DefineAlliesReturns 4 playerIDs (player1, player2, player3, player4) for Humans/Allies
- Team_DefineEnemiesReturns 4 playerIDs (player5, player6, player7, player8) for Enemy Players
- Team_FindByRaceReturns the TeamID for a given race. See ScarUtil.scar for constants to use.
- Team_ForEachAllOrAnyTests a condition on teams. Calls your function for each player. Parameters of your function: (TeamID, player index, PlayerID). Your function must return true or false to indicate whether the player meets the condition.
- Team_GetAllCreates/Clears groups that contain all of a team's units and buildings. Defaults - sg_allsquads and eg_allentities
- Team_GetAllEntitiesNearMarkerGather together all of a teams's entities that are in proximity to a marker, a position, or within a territory sector into an EGroup. The EGroup is cleared beforehand.
- Team_GetAllSquadsNearMarkerGather together all of a teams's squads that are in proximity to a marker, a position, or within a territory sector into an SGroup. The SGroup is cleared beforehand.
- Team_GetBuildingIDReturns the entityID of the first team owned building listed in the table.
- Team_GetBuildingsCountReturns the total number of buildings owned by this team.
- Team_GetBuildingsCountExceptReturns the total number of buildings owned by this team (with exclusions).
- Team_GetBuildingsCountOnlyReturns the number of buildings owned by this team (inclusive).
- Team_GetEnemyTeamReturns a team's enemy
- Team_GetEntitiesFromTypeReturns an EGroup containing all of the teams entities of a specific unit_type (as defined by the type_ext on the entity)
- Team_GetEntityConcentrationFinds the greatest (or least) concentration of entities owned by a team.
- Team_GetRelationship
- Team_GetSquadConcentrationFinds the greatest (or least) concentration of squads owned by a team.
- Team_HasBuildingReturns true if this team owns any buildings listed in the table.
- Team_HasBuildingsExceptReturns true if this team owns any buildings. (with exclusions).
- Team_HasBuildingUnderConstructionReturns true if this team owns any buildings listed in the table currently under construction.
- Team_HasHumanReturns true if this team has any players that are human.
- Team_IsAliveReturns whether a team is still alive or not (all member players must be 'alive')
- Team_IsSurrenderedReturns whether a team has surrendered
- Team_OwnsEGroupReturns true if a given team owns ALL or ANY items in a group
- Team_OwnsEntityReturns true if a given team owns an entity
- Team_OwnsSGroupReturns true if a given team owns ALL or ANY items in a group
- Team_OwnsSquadReturns true if a given team owns a squad
- Team_RestrictAddOnListRestrict a list of addons.
- Team_RestrictBuildingListRestrict a list of buildings.
- Team_RestrictResearchListRestrict a list of research items.
- Team_SetAbilityAvailabilitySets the availability of an ability. Availability can be either ITEM_LOCKED, ITEM_UNLOCKED, ITEM_REMOVED or ITEM_DEFAULT
- Team_SetCommandAvailabilitySets the availability of entity, squad and player commands. Availability can be either ITEM_LOCKED, ITEM_UNLOCKED, ITEM_REMOVED or ITEM_DEFAULT
- Team_SetConstructionMenuAvailabilitySets the availability of a construction menu. Availability can be either ITEM_LOCKED, ITEM_UNLOCKED, ITEM_REMOVED or ITEM_DEFAULT
- Team_SetEntityProductionAvailabilitySets the availability of an entity production item. Availability can be either ITEM_LOCKED, ITEM_UNLOCKED, ITEM_REMOVED or ITEM_DEFAULT
- Team_SetMaxCapPopulationSets the current personnel or vehicle max-cap for each player on a team. The captype is either CT_Personnel or CT_Vehicle (you can't adjust Medic caps just yet).
- Team_SetMaxPopulationSets the current personnel or vehicle cap for each player on a team. The captype is either CT_Personnel or CT_Vehicle (you can't adjust Medic caps just yet).
- Team_SetSquadProductionAvailabilitySets the availability of a squad production item. Availability can be either ITEM_LOCKED, ITEM_UNLOCKED, ITEM_REMOVED or ITEM_DEFAULT
- Team_SetTechTreeByYearSets up the tech tree for a whole team based off the year
- Team_SetUpgradeAvailabilitySets the availability of an upgrade. Availability can be either ITEM_LOCKED, ITEM_UNLOCKED, ITEM_REMOVED or ITEM_DEFAULT
- Team_SetUpgradeCostSets the cost of an upgrade.