I've found several of these things already. Do you know a file with all of them, or at least files containing each of the last three?
d:\titan\randommapfuncscpp Cannot start victory timer for unknown player %d trModeEnter(<bool
kbProgressionIsNodeMinorGod( int progressionID, int nodeIndex )
kbProgressionIsNodeMinorGodint
kbProgressionGetNodeData( int progressionID, int nodeIndex ): Returns the data at nodeIndex, either UnitID or TechID, depending on the type
kbProgressionGetNodeDataint
kbProgressionGetNodeType( int progressionID, int nodeIndex ): Returns the type of node at the given index, either Unit type or Tech type
kbProgressionGetNodeTypefloat
kbProgessionGetTotalWorkCost( int progressionID ): Returns the total work cost this progressionID
kbProgessionGetTotalWorkCostfloat
kbProgessionGetTotalResourceCost( int progressionID, int resourceID ): Returns the total cost of the given resource for this progressionID
kbProgessionGetTotalResourceCostint
kbProgressionGetTotalNodes( int progressionID ): Returns the total number of steps to complete the progression
kbProgressionGetTotalNodes !"#$%&'Invalid%d: UpgradeTech %sTech %s is invalid!int
kbTechTreeGetMinorGodChoices( int index, int age ) : returns the minorGodTechID of the given index, given the age, -1 means the next age
kbTechTreeGetMinorGodChoicesint
kbTechTreeGetMinorGodMythUnitByIndex( int minorGodTechID, int index ) : returns the protoID of a myth unit
kbTechTreeGetMinorGodMythUnitByIndexint
kbTechTreeGetMinorGodMythUnitTotal( int minorGodTechID) : returns the total number of myths units enabled by this minor god
kbTechTreeGetMinorGodMythUnitTotalbool
kbTechTreeRemoveMinorGodPref( int techID ) : removes this minor god as perference in Progressions
kbTechTreeRemoveMinorGodPrefbool
kbTechTreeAddMinorGodPref( int techID ) : have progressions preference this minor god selection
kbTechTreeAddMinorGodPrefint
kbTechTreeGetGPTechID( int minorGodTechID ) : returns the GP techID that is enabled by minorGodTechID
kbTechTreeGetGPTechIDbool
kbTechTreeIsMinorGod( int techID ) : returns true if techID is a minor god tech
kbTechTreeIsMinorGodint
kbTechTreeGetCheapestUnitUpgrade( int protoUnitID, int upgradeQueryType, int resourceFilterID, bool echoResults )
kbTechTreeGetCheapestUnitUpgradeint
kbTechTreeGetUnitUpgradeTech( int unitTypeID, int index ): Returns the index'th upgrade techs of the unit type
kbTechTreeGetUnitUpgradeTechint
kbTechTreeGetUnitUpgradeTechTotal( int unitTypeID ): Returns the total number of upgrade techs of the unit type
kbTechTreeGetUnitUpgradeTechTotalstring
kbGetUnitTypeName( int unitTypeID ): Returns the name of the unit type
kbGetUnitTypeNamestring
kbGetProtoUnitName( int protoUnitTypeID ): Returns the name of the protounit ID
kbGetProtoUnitNameint
kbTechTreeGetUnitIDByTrain( int unitTypeID ): Returns the unitTypeID of the unit that can train the given unitTypeID
kbTechTreeGetUnitIDByTrainint
kbTechTreeGetDropsiteUnitIDByResource( int resourceID ): Returns the unitID of the dropsite that takes the given resource
kbTechTreeGetDropsiteUnitIDByResourceint
kbTechTreeGetUnitIDTypeByFunctionIndex( int functionID, int index ): Returns the index'th unitID of the unit that performs the given function
kbTechTreeGetUnitIDTypeByFunctionIndexint
kbTechTreeGetTotalUnitIDsByFunction( int functionID ): Returns the total number of unitIDs that performs the given function
kbTechTreeGetTotalUnitIDsByFunctionint
kbTechTreeGetUnitIDByMatrixIndex(long mainUnitTypeID, int counterUnitTypeID, int index): Returns the index'th unitID matching the main type that has the given counter type
kbTechTreeGetUnitIDByMatrixIndexint
kbTechTreeGetTotalUnitIDsByMatrix(long mainUnitTypeID, int counterUnitTypeID): Returns the total number of unitIDs matching the main type that has the given counter type
kbTechTreeGetTotalUnitIDsByMatrixint
kbTechTreeGetMatrixUnitTypeIDByIndex( int index ): Returns the matrix unit typeID at the given index
kbTechTreeGetMatrixUnitTypeIDByIndexint
kbTechTreeGetNumberMatrixUnitTypeIDs( void ): Returns the number of matrix unit type IDs
kbTechTreeGetNumberMatrixUnitTypeIDsvoid
kbForceContextPlayerID: use for debugging or manual scenario repair ONLY!!!
kbForceContextPlayerIDfloat
kbArmyGetAPSResourcesGathered( integer armyID, float timeSpan, integer resourceID ): Returns the APS resources gathered by the given army
kbArmyGetAPSResourcesGatheredfloat
kbArmyGetAPSDamageGiven( integer armyID, float timeSpan ): Returns the APS damage given by the given army
kbArmyGetAPSDamageGivenfloat
kbArmyGetAPSDamageTaken( integer armyID, float timeSpan ): Returns the APS damage taken by the given army
kbArmyGetAPSDamageTakenfloat
kbArmyGetMaximumAICost( integer armyID ): Returns the maximum AI cost (worth) for the given army
kbArmyGetMaximumAICostfloat
kbArmyGetCurrentAICost( integer armyID ): Returns the current AI cost (worth) for the given army
kbArmyGetCurrentAICostint
kbArmyGetNumberWithHealth( integer armyID, float minimumHealth ): Returns the number of units with at least the minimum amount of health specified for the given army
kbArmyGetNumberWithHealthfloat
kbArmyGetHealth( integer armyID ): Returns the health for the given army
kbArmyGetHealthfloat
kbArmyGetMaximumHitpoints( integer armyID ): Returns the maximum total hitpoints for the given army
kbArmyGetMaximumHitpointsfloat
kbArmyGetCurrentHitpoints( integer armyID ): Returns the current total hitpoints for the given army
kbArmyGetCurrentHitpointsint
kbArmyGetNumberWithinLocation( integer armyID, vector point, float range ): Returns the number of units within range of the given point in the given army
kbArmyGetNumberWithinLocationvector
kbArmyGetLocation( integer armyID ): Returns the vector location for the given army
kbArmyGetLocationint
kbArmyGetMembershipTime( integer armyID ): Returns the creation time for the given army
kbArmyGetMembershipTimeint
kbArmyGetCreationTime( integer armyID ): Returns the creation time for the given army
kbArmyGetCreationTimeint
kbArmyGetPlanID( integer armyID ): Returns the planID for the given army
kbArmyGetPlanIDbool
kbArmyRemoveUnits( integer armyID ): Removes all units from the given army
kbArmyRemoveUnitsbool
kbArmyRemoveUnitByIndex( integer armyID, integer unitIndex ): Removes the unitIndex-th unit from the given army
kbArmyRemoveUnitByIndexbool
kbArmyRemoveUnit( integer armyID, integer unitID ): Removes the unitID from the given army
kbArmyRemoveUnitbool
kbArmyAddUnitQueryUnits( integer armyID ): Adds the current query's units to the given army
kbArmyAddUnitQueryUnitsbool
kbArmyAddUnit( integer armyID, integer unitID ): Adds the unitID to the given army
kbArmyAddUnitint
kbArmyGetUnitID( integer armyID, long unitNumber ): Returns the appropriate unitID from the given army
kbArmyGetUnitIDint
kbArmyGetNumberUnits( integer armyID ): Returns the number of units in the given army
kbArmyGetNumberUnitsstring
kbArmyGetName( integer id ): Returns the name of the given army
kbArmyGetNameint
kbArmyGetIDByIndex( long index ): Returns the index-th army ID
kbArmyGetIDByIndexint
kbArmyGetID( string name ): Returns the ID of the given army
kbArmyGetIDint
kbArmyGetNumber( void ): Returns the number of armies
kbArmyGetNumberbool
kbArmyDestroy( integer id ): Destroys the given army
kbArmyDestroyint
kbArmyCreate( string name, bool exclusiveUnits ): Creates a army with the given name
kbArmyCreate !"#$%&'%d is an invalid playerIDInvalid parms to
kbUnitCountConsole(Player %d perspective): Player=%d has %d units of type '%s' and state '%s';anydeadalivebool
kbLocationVisible( vector location ): Returns true if the location is currently visible to the player
kbLocationVisiblebool
kbUnitVisible( int unitID ): Returns true if the unit is currently visible to the player
kbUnitVisiblebool
kbSetTownLocation( vector location ): Sets the location of the main town
kbSetTownLocationint
kbGetTownAreaID( void ): Returns the area ID of the main town
kbGetTownAreaIDvector
kbGetTownLocation( void ): Returns the location of the main town
kbGetTownLocationbool k
bIsGameOver(): Returns whether the game is over or not
kbIsGameOverint
kbGetPlayerTeam( <
kbGetPlayerTeambool
kbHasPlayerLost( <
kbHasPlayerLostbool
kbIsPlayerResigned( <
kbIsPlayerResignedfloat
kbGetTechAICost( int techID ): Returns the AI cost for the given tech ID
kbGetTechAICostfloat
kbGetProtoUnitAICost( int protoUnitTypeID ): Returns the AI cost for the given protoUnit type ID
kbGetProtoUnitAICostbool
kbSetAICostWeight( int resourceID, float weight ): Sets the weight this resource type is given during AI cost calculuations
kbSetAICostWeightfloat
kbGetAICostWeight( int resourceID ): Returns the AI cost weight for the given resource
kbGetAICostWeightfloat
kbGetTechPercentComplete( int techID ): Returns the percent complete for the the requested tech of the current player
kbGetTechPercentCompleteint
kbGetTechStatus( int techID ): Returns the current tech status for the current player of the requested tech
kbGetTechStatusbool
kbCanAffordTech( int techID, int escrowID ): Returns true if the player can afford the tech
kbCanAffordTechbool
kbCanAffordUnit( int protoUnitTypeID, int escrowID ): Returns true if the player can afford the proto unit
kbCanAffordUnitint kbGetProtoUnitID( string name ): Returns the ID of the protounit
kbGetProtoUnitIDfloat
kbTotalResourceGet( int resourceID ): Returns the total amount of the given resource gathered to this point in the game
kbTotalResourceGetfloat
kbResourceGet( int resourceID ): Returns the current amount of the given resource
kbResourceGetbool
kbTargetSelectorStart( void ): Starts the current target selector
kbTargetSelectorStartint
kbTargetSelectorGetResultValue( int index ): Returns the result value for given index of the current target selector
kbTargetSelectorGetResultValueint
kbTargetSelectorGetNumberResults( void ): Returns the number of results in the given target selector
kbTargetSelectorGetNumberResultsbool
kbTargetSelectorAddQueryResults( int queryID ): Sets the list of potential targets to the results in the given query
kbTargetSelectorAddQueryResultsbool
kbTargetSelectorSetArmyID( int armyID ): Sets the filtering army ID
kbTargetSelectorSetArmyIDbool
kbTargetSelectorAddUnitType( int protoUnitTypeID ): Add the UAIT for the given BASE unit type as a filter
kbTargetSelectorAddUnitTypebool
kbTargetSelectorSelect( int id ): Selects the given target selector
kbTargetSelectorSelectbool
kbTargetSelectorResetResults( void ): Resets the current target selector
kbTargetSelectorResetResultsbool
kbTargetSelectorDestroy( int id ): Destroys the given target selector
kbTargetSelectorDestroyint
kbTargetSelectorCreate( string name ): Creates a target selector; returns the ID
kbTargetSelectorCreatefloat
kbBuildingPlacementGetResultValue( int bpID ): Returns the result value for given BP ID
kbBuildingPlacementGetResultValuevector
kbBuildingPlacementGetResultPosition( int bpID ): Returns the vector result position for given BP ID
kbBuildingPlacementGetResultPositionbool
kbBuildingPlacementStart( void ): Starts the placement of current building
kbBuildingPlacementStartbool
kbBuildingPlacementSetMinimumValue( float minimumValue ): Sets the minimum acceptable value for evaluated spots in the BP
kbBuildingPlacementSetMinimumValuebool
kbBuildingPlacementAddPositionInfluence( vector position, float value, float distance ): Adds the position influence for the current building placement
kbBuildingPlacementAddPositionInfluencebool
kbBuildingPlacementAddUnitInfluence( int typeID, float value, float distance ): Adds the unit influence for the current building placement
kbBuildingPlacementAddUnitInfluencebool
kbBuildingPlacementSetCenterPosition( vector position, float distance ): Sets up center position-based BP
kbBuildingPlacementSetCenterPositionbool
kbBuildingPlacementAddAreaID( int areaID, int numberBorderAreaLayers ): Adds the Area ID to the current BP (with the given number of border area layers)
kbBuildingPlacementAddAreaIDbool
kbBuildingPlacementSetBuildingType( int buildingTypeID ): Sets the building type for the current building placement
kbBuildingPlacementSetBuildingTypebool
kbBuildingPlacementSetEventHandler( int eventType, string handlerName ): Sets event handler function for the current BP and event
kbBuildingPlacementSetEventHandlerbool
kbBuildingPlacementSelect( int id ): Selects the given building placement
kbBuildingPlacementSelectbool
kbBuildingPlacementResetResults( void ): Resets the current building placement
kbBuildingPlacementResetResultsbool
kbBuildingPlacementDestroy( int id ): Destroys the given building placement
kbBuildingPlacementDestroyint
kbBuildingPlacementCreate( string name ): Creates a building placement; returns the ID
kbBuildingPlacementCreatebool
kbCanPlaceBuilding( int buildingType, vector position ): Returns true if the building can be placed at the given position
kbCanPlaceBuildingbool
kbEscrowAllocateCurrentResources( void ): Reallocates the current resource stockpile into the escrows
kbEscrowAllocateCurrentResourcesbool
kbEscrowFlush( int escrowID, int resourceID, bool flushChildren ): Removes all credits (and puts them into the root escrow) of the given resource type from the given escrow
kbEscrowFlushfloat
kbEscrowGetAmount( int escrowID, int resourceID ): Returns the amount of credits in the given escrow for the given resource
kbEscrowGetAmountbool
kbEscrowSetCap( int escrowID, int resourceID, float cap ): Sets the cap of the escrow
kbEscrowSetCapbool kbEscrowSetPercentage( int escrowID, int resourceID, float percentage ): Sets the percentage of the escrow
kbEscrowSetPercentageint
kbEscrowGetID( string name ): Returns the ID of the named escrow
kbEscrowGetIDbool
kbEscrowDestroy( int escrowID, bool promoteChildren ): Destroys an escrow
kbEscrowDestroyint
kbEscrowCreate( string name, int resourceID, float percentage, int parentID ): Creates an escrow
kbEscrowCreateint kbGetAttackRouteID( long startAreaID, long goalAreaID): Returns the id of the routes from area1 to area2
kbGetAttackRouteIDint
kbGetNumAttackRoutes( long startAreaID, long goalAreaID): Returns num paths from start to goal area
kbGetNumAttackRoutesbool
kbMakeAttackRoutes(): find all the paths to the sector specified
kbMakeAttackRoutesbool
kbAddAttackRouteIgnoreType( long ignoreAreaTypeID ): ignore this areatype when finding the route
kbAddAttackRouteIgnoreTypebool
kbAddAttackRouteIgnoreID( long ignoreAreaID ): ignore this area when finding the route
kbAddAttackRouteIgnoreIDbool
kbAddAttackRouteSector( long sector ): add a new sector to path to
kbAddAttackRouteSectorbool
kbCreateAttackRoute( string name, int startAreaID, int goalAreaID, int numInitialRoutes): Returns true if successfulBAD
kbCreateAttackRoutebool kbCanPath( vector pointA, vector pointB, long protoUnitTypeID, float range ): Returns true if the given unit type can path from pointA to pointB
kbCanPathvector kbPathGetWaypoint( int pathID, long waypointNumber ): Returns the appropriate waypoint from the given path
kbPathGetWaypointbool
kbPathAddWaypoint( int pathID, vector waypoint ): Adds the waypoint to the given path
kbPathAddWaypointint
kbPathGetNumberWaypoints( int pathID ): Returns the number of waypoints in the given path
kbPathGetNumberWaypointsfloat
kbPathGetLength( int pathID ): Returns the length of the given path
kbPathGetLengthstring kbPathGetName( int pathID ): Returns the name of the given path
kbPathGetNameint
kbPathGetIDByIndex( long index ): Returns the index-th path ID
kbPathGetIDByIndexint
kbPathGetNumber( void ): Returns the number of paths
kbPathGetNumberbool
kbPathDestroy( int pathID ): Destroys the given path
kbPathDestroyint
kbPathCreate( string name ): Creates a path with the given name
kbPathCreateint
kbAreaFindBestGatherAreaID( int unitTypeID ): Returns the Area ID of the best area to gather the given unit type
kbAreaFindBestGatherAreaIDint
kbAreaGetType( int areaID ): Returns the Type of area
kbAreaGetTypeint
kbAreaGetBorderAreaID( int areaID, long index ): Returns the Area ID of the index-th border area in the given area
kbAreaGetBorderAreaIDint
kbAreaGetNumberBorderAreas( int areaID ): Returns the number of border areas for the given area
kbAreaGetNumberBorderAreasint
kbAreaGetUnitID( int areaID, long index ): Returns the Unit ID of the index-th unit in the given area
kbAreaGetUnitIDint
kbAreaGetNumberUnits( int areaID ): Returns the number of units in the given area
kbAreaGetNumberUnitsint
kbAreaGetVisibilityChangeTime( int areaID ): Returns the gametime of the last visibility change for the given area
kbAreaGetVisibilityChangeTimeint
kbAreaGetNumberFogTiles( int areaID ): Returns the number of fog tiles in the given area
kbAreaGetNumberFogTilesint
kbAreaGetNumberVisibleTiles( int areaID ): Returns the number of visible tiles in the given area
kbAreaGetNumberVisibleTilesint
kbAreaGetNumberBlackTiles( int areaID ): Returns the number of black tiles in the given area
kbAreaGetNumberBlackTilesint
kbAreaGetNumberTiles( int areaID ): Returns the number of tiles in the given area
kbAreaGetNumberTilesvector
kbAreaGetCenter( int areaID ): Returns the center of the given area
kbAreaGetCenterint
kbAreaGetIDByPosition( vector position ): Returns the ID of the given areakbAreaGetIDByPositionbool
kbAreaSetName( int areaID, string areaName ): Sets the name of the given area
kbAreaSetNamestring
kbAreaGetName( int areaID ): Returns the name of the given area
kbAreaGetNameint kbAreaGetNumber( void ): Returns the number of areas
kbAreaGetNumbervoid kbAreaCalculate( float areaSize, bool reset ): Creates areas of the given size Reset the area Manager if specified
kbAreaCalculatefloat
kbGetMapZSize( void ): Returns the Z size of the map
kbGetMapZSizefloat
kbGetMapXSize( void ): Returns the X size of the map
kbGetMapXSizevoid
kbUnitCountConsole(int playerID1, int playerID2, string unitType, string state(s) ): Returns a quick unit count of player2's units from player1's perspective
kbUnitCountConsoleint
kbUnitCount(int player, int unitTypeID, int stateID ): Returns a quick unit count of units for a player
kbUnitCountint kbUnitGetWorkerID( int unitID, int index ): Returns the index-th worker unit ID
kbUnitGetWorkerIDint kbUnitGetNumberWorkers( int unitID ): Returns the number of units currently working on the given unit
kbUnitGetNumberWorkersint
kbUnitGetTargetUnitID( int unitID ): Returns the target unit ID of the given unit
kbUnitGetTargetUnitIDint
kbUnitGetActionType( int unitID ): Returns the actionTypeID of the unit
kbUnitGetActionTypebool
kbUnitIsType( int unitID, long unitTypeID ): Returns true if the unit is of the unitTypeID
kbUnitIsTypevector
kbUnitGetPosition( int unitID ): Returns the position for this unit ID
kbUnitGetPositionfloat
kbUnitGetMaximumAICost( int unitID ): Returns the maximum AI cost (worth) for this unit ID
kbUnitGetMaximumAICostfloat
kbUnitGetCurrentAICost( int unitID ): Returns the current AI cost (worth) for this unit ID
kbUnitGetCurrentAICostfloat kbUnitGetHealth( int unitID ): Returns the health for this unit ID
kbUnitGetHealthfloat
kbUnitGetMaximumHitpoints( int unitID ): Returns the maximum hitpoints for this unit ID
kbUnitGetMaximumHitpointsfloat kbUnitGetCurrentHitpoints( int unitID ): Returns the current hitpoints for this unit ID
kbUnitGetCurrentHitpointsint
kbUnitGetArmyID( int unitID ): Returns the army ID for this unit ID
kbUnitGetArmyIDint
kbUnitGetAreaID( int unitID ): Returns the area ID for this unit ID
kbUnitGetAreaIDint
kbUnitQueryExecuteOnQueryByName( string previousQueryName ): Executes the current query on the previous query's results; returns the new number of results
kbUnitQueryExecuteOnQueryByNameint
kbUnitQueryExecuteOnQuery( int previousQueryID ): Executes the current query on the previous query's results; returns the new number of results
kbUnitQueryExecuteOnQueryint
kbUnitQueryExecute( void ): Executes the current query; returns number of results
kbUnitQueryExecutebool
kbUnitQuerySetArmyID( int armyID ): Sets query data
kbUnitQuerySetArmyIDbool
kbUnitQuerySetAreaID( int areaID ): Sets query data
kbUnitQuerySetAreaIDbool
kbUnitQuerySetAscendingSort( bool v ): If parm is true, results are sorted in ascending distance order from the query position
kbUnitQuerySetAscendingSortbool
kbUnitQuerySetMaximumDistance( float distance ): Sets query data
kbUnitQuerySetMaximumDistancebool
kbUnitQuerySetPosition( vector v ): Sets query data
kbUnitQuerySetPositionbool kbUnitQuerySetState( int state ): Sets query datakbUnitQuerySetStatebool
kbUnitQuerySetActionType( int actionTypeID ): Sets query data
kbUnitQuerySetActionTypebool
kbUnitQuerySetUnitType( int unitTypeID ): Sets query data
kbUnitQuerySetUnitTypebool
kbUnitQuerySetPlayerRelation( int playerRelation ): Sets query data
kbUnitQuerySetPlayerRelationbool
kbUnitQuerySetPlayerID( int playerID ): Sets query data
kbUnitQuerySetPlayerIDint
kbUnitQueryGetResult( int index ): Returns the UnitID of the index-th result in the current query
kbUnitQueryGetResultint
kbUnitQueryNumberResults( void ): Returns the number of results in the current query
kbUnitQueryNumberResultsbool
kbUnitQueryDestroy( void ): Destroys the given unit query
kbUnitQueryDestroybool
kbUnitQueryResetResults( void ): Resets the given unit query results
kbUnitQueryResetResultsbool
kbUnitQueryResetData( void ): Resets the given unit query data AND results
kbUnitQueryResetDataint
kbUnitQueryCreate( string name ): Creates a unit query, returns the query ID
kbUnitQueryCreatebool
kbUnitQuerySelect( long queryID ): Select a previously created unit query
kbUnitQuerySelectint
kbGetCivilization( void ): Returns the civilization for the player
kbGetCivilizationint
kbGetCulture( void ): Returns the culture for the player
kbGetCultureint
kbGetAge( void ): Returns the current age for the player
kbGetAgeint
kbGetPopulationCap( void ): Returns the current population cap for the player
kbGetPopulationCapint
kbGetPopulation( void ): Returns the current population for the player
kbGetPopulationvoid
kbLookAtAllUnitsOnMap( void ): Cheats and looks at all of the units on the map This will format your harddrive if you're not authorized to use it
kbLookAtAllUnitsOnMapvoid
kbDumpType( int player1, int player2, string typeName ): KB dump for player2's units of the given type from player1's perspective
kbDumpTypevoid
kbDump( int player1, int player2 ): KB dump for player2's units from player1's perspective
kbDumpvoid kbEcho( string echoString ): Knowledge Base echo
kbEcho
No random map generator allocated!
%s (%%)
sqrt(float x): Returns the square root of x
rmSetStatusText(status, progress) : Sets the friendly cool loading screen text
rmAddConnectionToClass(int connectionID, int classID): Adds the connection to specified class
rmSetConnectionBaseHeight(int connectionID, float width): Sets the base height of a connection
rmSetConnectionWidth(int connectionID, float width): Sets the width of a connection
rmBuildConnection(int connectionID): Builds the given connection
rmAddConnectionTerrainReplacement(int connectionID, string terrainTypeName, string newTypeName): Adds a terrain replacement rule to the connection
rmAddConnectionArea(int connectionID, int areaID): Adds an area to the connection
rmCreateConnection(string name): Creates an connection
rmPlaceObjectDefInRandomAreaOfClass(int defID, int playerID, int classID): Place object definition for the player in a random area in the given class
rmPlaceObjectDefAtRandomAreaOfClass(int defID, int playerID, int classID): Place object definition for the player at the location of a random area in the given class
rmPlaceObjectDefInArea(int defID, int playerID, int areaID): Place object definition for the player in the given area
rmPlaceObjectDefAtAreaLoc(int defID, int playerID, int areaID): Place object definition for the player at the given area's location
rmPlaceObjectDefPerPlayer(int defID, bool playerOwned): Place object definition per player
rmPlaceObjectDefAtLoc(int defID, int playerID, float xFraction, float zFraction): Place object definition at specific location for given player
rmAddObjectDefItem(int defID, string unitName, int count, float clusterDistance): Add item to object definition
rmSetObjectDefMaxDistance(int defID, float dist): Set the maximum distance for the object definition (in meters)
rmSetObjectDefMinDistance(int defID, float dist): Set the minimum distance for the object definition (in meters)
rmCreateObjectDef(string name): Creates an object definition
rmClassID(string name): Gets class ID for given class name
bool rmAddObjectDefToClass(int objectDefID, int classID): Add given object def to specified class
bool rmAddAreaToClass(int areaID, int classID): Add given area to specified class
int rmDefineClass(string className): Define a class with the given name
bool rmAddObjectDefConstraint(long defID, long constraintID): Add specified constraint to given object def
bool rmAddAreaConstraint(long areaID, long constraintID): Add specified constraint to an area
int rmCreateTerrainMaxDistanceConstraint(string name, string type, bool passable, float distance): Make a constraint to be close to terrain with certain a passability
int rmCreateTerrainDistanceConstraint(string name, string type, bool passable, float distance): Make a constraint to avoid terrain with certain a passability
int rmCreateTypeDistanceConstraint(string name, int classID, float distance): Make a type distance constraint
int rmCreateClassDistanceConstraint(string name, int classID, float distance): Make a class distance constraint
int rmCreateAreaMaxDistanceConstraint(string name, int areaID, float distance): Make an area max distance constraint
int rmCreateAreaDistanceConstraint(string name, int areaID, float distance): Make an area distance constraint
int rmCreateAreaConstraint(string name, int areaID): Make an constraint that forces something to remain within an area
int rmCreateAreaOverlapConstraint(string name, int areaID): Make an area overlap constraint
int rmCreateBoxConstraint(string name, float startX, float startZ, float endX, float endZ, float bufferFraction): Make a box constraint
rmGetNumberPlayersOnTeam(int teamID): Gets the number of players on the given team
rmGetPlayerTeam(int playerID): Gets the team the specified player is on
rmSetPlayerResource(int playerID, string resourceName, float amount): Sets a player's resource amount
rmPlayerLocZFraction(int playerID): Gets a player's start location z fraction
rmPlayerLocXFraction(int playerID): Gets a player's start location x fraction
rmPlayerGetCiv(int playerID, int areaID): Sets a player's 'official' area
rmPlacePlayersSquare(float dist, float distVariation, float spacingVariation): Makes a square of player locations
rmPlacePlayersCircular(float minFraction, float maxFraction, float angleVariation): Makes a circle of player locations
rmSetPlayerLocation (int playerID, float xFraction, float zFraction): Manually sets a player's starting location
rmTerrainInitialize( string baseTerrain, float height ): Initializes the terrain to the base type and height
rmAddAreaTerrainReplacement(int areaID, string terrainTypeName, string newTypeName): Adds a terrain replacement rule to the area
rmAddAreaRemoveType(int areaID, string typeName): Add an unit type that the specified area removes
rmAddAreaInfluenceSegment(int areaID, float xFraction1, float zFraction1, float xFraction2, float zFraction2): Adds an area influence segment
rmAddAreaInfluencePoint(int areaID, float xFraction, float zFraction): Adds an area influence point
rmAreaID(string name): Gets area ID for given area name
rmSetAreaHeightBlend(int areaID, int heightBlend): Sets how smoothly area height blends into surroundings
rmSetAreaSmoothDistance(int areaID, int smoothDistance): Sets area edge smoothing distance (distance is number of neighboring points to consider in each direction)
rmSetAreaCoherence(int areaID, float coherence): Sets area coherence (0-1)
rmSetAreaMaxBlobDistance(int areaID, float dist): Sets maximum blob distance
rmSetAreaMinBlobDistance(int areaID, float dist): Sets minimum blob distance
rmSetAreaMaxBlobs(int areaID, int blobs): Sets maximum number of area blobs
rmSetAreaMinBlobs(int areaID, int blobs): Sets minimum number of area blobs
rmSetAreaCliffType(int areaID, string cliffName): Sets the cliff type for an area
rmSetAreaWaterType(int areaID, string waterName): Sets the water type for an area
rmSetAreaForestType(int areaID, string forestName): Sets the forest type for an area
rmSetAreaWarnFailure(int areaID, bool warn): Sets whether the area build process will warn if it fails
rmSetAreaBaseHeight(int areaID, float height): Sets the base height for an area
rmPaintAreaTerrain(int areaID): Paints the terrain for a specified area
rmSetAreaTerrainType(int areaID, string terrainTypeName): Sets the terrain type for an area
rmBuildAllAreas(): Simulatenously builds all unbuilt areas
rmBuildArea(int areaID): Builds the specified area
rmSetAreaLocTeam(int areaID, long teamID): Set the area location to team's location
rmSetAreaLocPlayer(int areaID, long playerID): Set the area location to player's location
rmSetAreaLocation(int areaID, float xFraction, float zFraction): Set the area location
rmSetAreaSize(float minFraction, float maxFraction): Set the area size to a min/max fraction of the map
rmCreateArea(string name, int parentAreaID): Creates an area
rmZFractionToMeters(float meters): Converts meters a fraction of the map in the z direction to meters
rmXFractionToMeters(float meters): Converts a fraction of the map in the x direction to meters
rmZMetersToFraction(float meters): Converts meters into a fraction of the map in the z direction
rmXMetersToFraction(float meters): Converts meters into a fraction of the map in the x direction
rmTilesToMeters(int tiles): Converts a number of tiles to a distance in meters
rmMetersToTiles(float meters): Converts a distance in meters to a number of tiles
rmDegreesToRadians(float degrees): Converts an angle in degrees to radians
rmZTilesToFraction(int tiles): Converts tile count in the z direction to fraction of map
rmZFractionToTiles(float fraction): Converts an fraction of the map in the z direction to tile count
rmXTilesToFraction(int tiles): Converts tile count in the x direction to fraction of map
rmXFractionToTiles(float fraction): Converts an fraction of the map in the x direction to tile count
rmAreaTilesToFraction(int tiles): Converts area tile count to fraction of map
rmAreaFractionToTiles(float fraction): Converts an area from fraction of the map to tile count
rmSetSeaType(string name): Sets the sea type for the map This is used if terrain is initialized to water
rmGetSeaLevel(): Gets the sea level for the map
rmSetSeaLevel(): Sets the sea level for the map
rmSetMapSize( int x, int z ): Sets the size of the map
rmRandInt(int min, int max): Returns a random integer between min and max
rmRandFloat(float min, float max): Returns a random float between min and max
rmEchoInfo( string echoString, int level ): Random map echo
rmEchoError( string echoString, int level ): Random map echo
rmEchoWarning( string echoString, int level ): Random map echo
Cannot start victory timer for unknown proto unit %s
vcStartOrUpdateVictoryTimer(player, protounit, time): kicks off a victory timer (and does nothing if already started)
vcStartOrUpdateVictoryTimer
trIsGadgetVisible(<
trRateResearch(void): restore all rates to normal
trRateResearch(<
trRateTrain(<
trRateConstruction(<
trUIFadeToColor(<
trUIFlashCategory(<
trUIFlash(<
trUIFlash(<
trUIFlash(<
trCinematicDoAbort(): aborts the cinematic
trCinematicAbort(): returns the abort cinematic status
trCounterAbort(name): abort a counter
trCounterAddUnit(name, playerid, count, protounit, message, event): start a counter that may or may not fire an eventvillager
trCounterAddTime(name, start, stop, message, event): start a counter that may or may not fire an event
trSetLighting(setname, fadetime): fades to the specified lighting set over fadetime
trArmyDispatch(<
trArmySelect(army info string): selects the units in the army specified
trStopGameRecord: add help string
trStartGameRecord: add help string
trSetFogAndBlackmap(<
trRenderSky(<
trShowWinLose(text, soundfile): message and sound
trYouLose(text): player loses, specifies message
trYouWin(nextscenario, text): player wins, specifies next scenario to go to and message
trTechInvokeGodPower(playerID techName pos1 pos2): invokes the specified god power
trTechGodPower(playerID techName numUses): adds X uses to the specified god power
trTechSetStatus(playerID techID status): sets the tech status for the player
trTechStatusResearching(playerID techID): returns true if tech is being researched for player
trTechStatusActive(playerID techID): returns true if tech is active for player
trGameLoadScenario(<
trGamePause(<
trChatSend(fromID message): Changes the chat status
trChatSetStatus(<
trMessageSetText(<
trObjectiveSetID(<
trCamTrackPlay(<
trCamTrackLoad(<
trMusicSetMood(<
trMusicPlay(<
trSoundPlayDialog(<
trSoundPlayFN(<
trLetterBox(<
trLetterBoxtrSetObscuredUnits( <
trSetUnitIdleProcessing( <
trEventFire(<
trEventSetHandler(<
trPlayerCountBuildingInProgress(playerID protoname): returns true if building is being built
trPlayerModifiedLOS(playerID cansee playerID): Adds/removes LOS between players
trPlayerGetDiplomacy(playerID playerID): gets the diplomacy status between players
trPlayerSetDiplomacy(playerID playerID status): sets the diplomacy status between players
trEndGame: Signal that the game has ended
trSetPlayerWon: call this when a player has won on the local machine (meaning that this func must be called synchronously on all machines, it will not pass around a command)
trSetPlayerDefeated: call this when a player is defeated on the local machine (meaning that this func must be called synchronously on all machines, it will not pass around a command)
trPlayerDefeated(playerID): returns true/false if the player has been defeated
trPlayerResourceCount(playerID, resource): returns the number of resources for the player
trPlayerTribute(from, resource, amount to): tributes resources to a playerfood
trPlayerUnitCountSpecific(playerID, protoName): returns the number of units for the playerVillage Idiot
trPlayerUnitCount(playerID): returns the number of units for the player
trSetCurrentPlayerStatus(<
trCurrentPlayer(): returns the current player
trWaypointAddUnit( <
trWaypointAddPoint( <
trWaypointClear( void ): Clears the waypoints in the trigger selection system
trCameraCut( pos, dir, up, right ): puts the camera in the specified location
trUnitSetStance : set the stance for the given set of units
trUnitIsOwnedBy(playerID): determines if the selected units are owned by the player specified
trUnitTypeIsSelected : returns if the specified unit is selected
trUnitIsSelected : returns if the specified unit is selected
trUnitEjectContained : ejects all contained units
trUnitGetContained : returns the number of units contained
trUnitChangeProtoUnit : changes the proto unit for a given set of units
trUnitHighlight(seconds) : does something to highlight the units selected
trUnitTeleport : moves units from current position to position specified
trUnitPercentDamaged : returns the percent damaged as 0 to 100
trUnitPercentComplete : returns the percent complete as 0 to 100
trUnitConvert(playerID): converts the selected units to player
trUnitHasLOS(playerID): returns true if the player can see the selected unit, otherwise returns false
trUnitVisToPlayer(playerID): returns true if the player can see the selected unit, and it is on screen
trUnitSetHP( <
trUnitSetHPtrUnitSetHeading( <
trUnitGetHeading( <
trUnitCreate( <
trUnitDelete( remove ): removes or kills the selected unit(s)
trUnitDead( void ): Returns true if all selected units are dead
trUnitAlive( void ): Returns true if all selected units are alive
trUnitSetAnimation( <
trUnitDistanceToUnit( <
trUnitDistanceToPoint( <
trUnitDoWorkOnUnit( <
trUnitMoveToUnit( <
trUnitMoveToPoint( <
trUnitSelectByID( <
trUnitSelect( <
trUnitSelectClear( void ): Clears the units in the trigger selection system
trTime( void ): Returns the current gametime
trDelayedRuleActivation( <
trEcho( <
xsAddRuntimeEvent( string foo, string bar, int something ): Setups a runtime event Don't use this
xsAddRuntimeEventint
xsGetTime( void ): Returns the current gametime (in milliseconds)
xsGetTimevoid
xsSetContextPlayer( int playerID ): Sets the current context player ID (DO NOT DO THIS IF YOU DO NOT KNOW WHAT YOU ARE DOING)
xsSetContextPlayerint
xsGetContextPlayer( void ): Returns the current context player ID
xsGetContextPlayerfloat
xsVectorNormalize( vector v): Returns the normalized version of the given vector
xsVectorNormalizefloat
xsVectorLength( vector v ): Returns the length of the given vector
xsVectorLengthfloat
xsVectorSet( float x, float y, float z ): Set the 3 components into a vector, returns the new vector
xsVectorSetfloat
xsVectorSetZ( vector v, float z ): Set the z component of the given vector, returns the new vector
xsVectorSetZfloat
xsVectorSetY( vector v, float y ): Set the y component of the given vector, returns the new vector
xsVectorSetYfloat
xsVectorSetX( vector v, float x ): Set the x component of the given vector, returns the new vector
xsVectorSetXfloat
xsVectorGetZ( vector v ): Returns the z component of the given vector
xsVectorGetZfloat
xsVectorGetY( vector v ): Returns the y component of the given vector
xsVectorGetYfloat
xsVectorGetX( vector v ): Returns the x component of the given vector
xsVectorGetXvoid
xsDisableRuleGroup( string ruleGroupName ): Disables all rules in the given rule group
xsDisableRuleGroupvoid
xsEnableRuleGroup( string ruleGroupName ): Enables all rule in the given rule group
xsEnableRuleGroupvoid
xsSetRuleMaxInterval( string ruleName, int interval ): Sets the max interval of the given rule
xsSetRuleMaxIntervalvoid
xsSetRuleMinInterval( string ruleName, int interval ): Sets the min interval of the given rule
xsSetRuleMinIntervalvoid
xsSetRulePriority( string ruleName, int priority ): Sets the priority of the given rule
xsSetRulePriorityvoid
xsEnableRule( string ruleName ): Enables the given rule
xsEnableRulevoid
xsDisableSelf( void ): Disables the current rule
xsDisableSelfvoid
xsDisableRule( string ruleName ): Disables the given rule
xsDisableRule
EE Studio | AoM ZooM Editor
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Quand un athlète fait cent fois l'salaire d'un médecin Moi j'dis qu'c'est ça l'déclin d'l'empire américain - Cowboys Fringants
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