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Here you can find (all of?) the commands used in Age of Empires III. I've taken them out of the exe and reorganized them because it was a complete mess (still is). I'd suggest you to search (ctrl+f) instead of browse through them. Anyway, they might be usefull when editing UIs, triggers etc. But most of them are useless for that I think, I don't…
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- by Argalius; ordered alphabetically by daoo, | |
Created: 5th June 2006 | |
Last Edited: 3rd July 2006 | |
Here you can find (all of?) the commands used in Age of Empires III. I've taken them out of the exe and reorganized them because it was a complete mess (still is). I'd suggest you to search (ctrl+f) instead of browse through them. Anyway, they might be usefull when editing UIs, triggers etc. But most of them are useless for that I think, I don't really know exactly to be honest with you, do with it what you want. | |
ability( int abilityId, int unitID ) : Explorer Abilities use | |
addAttachment(fromBoneName, toBoneName, protoUnitName) | |
addImperialArmyUnit( int playerID, long puid ) : Adds an IA Unit | |
blackmap([integerState]) : toggles or sets unexplored black map rendering | |
breakTreaty() : break your treaties | |
cameraBackward([integerKeyState]) : intended for ui use only. Indicates that camera backward key has gone up or down | |
cameraDown([integerKeyState]) : intended for ui use only. Indicates that camera down key has gone up or down | |
cameraForward([integerKeyState]) : intended for ui use only. Indicates that camera forward key has gone up or down | |
cameraLeft([integerKeyState]) : intended for ui use only. Indicates that camera left key has gone up or down | |
cameraLocalYawLeft([integerKeyState]) : intended for ui use only. Indicates that camera 'Local Yaw left' key has gone up or down | |
cameraLocalYawRight([integerKeyState]) : intended for ui use only. Indicates that camera 'Local Yaw right' key has gone up or down | |
cameraNice : puts the camera in a reasonable orientation | |
cameraPitchBackward([integerKeyState]) : intended for ui use only. Indicates that camera pitch backward key has gone up or down | |
cameraPitchForward([integerKeyState]) : intended for ui use only. Indicates that camera pitch forward key has gone up or down | |
cameraRight([integerKeyState]) : intended for ui use only. Indicates that camera right key has gone up or down | |
cameraRollLeft([integerKeyState]) : intended for ui use only. Indicates that camera roll left key has gone up or down | |
cameraRollRight([integerKeyState]) : intended for ui use only. Indicates that camera roll right key has gone up or down | |
cameraRotate(<integerState>) : sets whether camera limiting is on | |
cameraUp([integerKeyState]) : intended for ui use only. Indicates that camera up key has gone up or down | |
cameraWorldBackward([integerKeyState]) : intended for ui use only. Indicates that camera world backward key has gone up or down | |
cameraWorldBackwardLeft([integerKeyState]) : intended for ui use only. Indicates that camera world backward & left key has gone up or down | |
cameraWorldBackwardRight([integerKeyState]) : intended for ui use only. Indicates that camera world backward & right key has gone up or down | |
cameraWorldForward([integerKeyState]) : intended for ui use only. Indicates that camera world forward key has gone up or down | |
cameraWorldForwardLeft([integerKeyState]) : intended for ui use only. Indicates that camera world forward & left key has gone up or down | |
cameraWorldForwardRight([integerKeyState]) : intended for ui use only. Indicates that camera world forward & right key has gone up or down | |
cameraYawLeft([integerKeyState]) : intended for ui use only. Indicates that camera yaw left key has gone up or down | |
cameraYawRight([integerKeyState]) : intended for ui use only. Indicates that camera yaw right key has gone up or down | |
cancelNativeTrain( int playerID, int civID, int type, int id, int index) : cancels the training native entity | |
cancelRepairUnit(int unitID): Cancels the auto repair on the specified unit | |
cancelTrainReinforcement( int armyID ) : Cancel training of a reinforcement | |
categoryFlash(<ID> <flash>) : turns gadget flashing on/off | |
commandResearch( int commandID, int unitID) : Researches the given command from the given unit | |
config(<stringToken>) : changes config state just like a .cfg line | |
configDef(<stringName>) : defines a config variable | |
configDump : sends to output a list of all current config vars | |
configGetByID(<intValue>) : look up config by enum ID | |
configHelp([symbolFilter]) : show all formally defined config variables that contain the filter string, or use no parameters for a full list | |
configHelpPrefix([symbolFilter]) : show all formally defined config variables that start with the filter string, or use no parameters for a full list | |
configSet(<stringName> <stringValue>) : sets a particular config var to a string value | |
configSetFloat(<stringName> <floatValue>) : sets a config var to a floating point value | |
configSetInt(<stringName> <integerValue>) : sets a config var to an integer value | |
configToggle(<stringName>) : defined var becomes undefined, and vice versa | |
configUndef(stringName) : un-defines a config variable | |
console : toggles the state of the console dialog | |
convertCoveredWagon() : Convert a covered wagon into a Town Center | |
createColonyWall() : build a town wall | |
decrementUSP2SelectedUnitStack | |
display([integerState]) : with no arg, toggles display on/off. otherwise, sets display | |
displayType([integerState]) : with no arg, cycles through the various status display modes. otherwise sets display type | |
drawWorldTooltipClipRect() : Toggles whether or not to draw the world tooltip restricted screen rectangle | |
echo(<stringMessage>) : sends a message to the console output | |
echoLocalized(<stringID>) : sets the game status text from a string in the string resource | |
echoNum(<stringMessage>) : sends a number to the console output | |
editMode(<symbolModeName>) : changes the edit mode enterAttackMoveMode | |
exit: exits the game | |
fadeToColor(<r> <g> <b> <duration> <delay> <inout>): fade in/out using color specified | |
fog([integerState]) : toggles or sets LOS | |
fourOfAKind() : starts the four of a kind victory if valid | |
gadgetFlash(<stringName> <flash>) : turns gadget flashing on/off | |
gadgetReal(<stringName>) : makes real the named gadget | |
gadgetRealIfNotMP(<stringName>) : makes real the named gadget | |
gadgetRefresh(<stringName>) : refresh the contents of the named gadget | |
gadgetScrollDown : scrolls the gadget up one unit | |
gadgetScrollLeft : scrolls the gadget to the left one unit | |
gadgetScrollRight : scrolls the gadget to the Right one unit | |
gadgetScrollUp : scrolls the gadget up one unit | |
gadgetToggle(<stringName>) : toggles the reality of the named gadget | |
gadgetToggleIfNotMP | |
gadgetUnreal(<stringName>) : makes un-real the named gadget | |
gadgetWheelScroll: ui use. Scrolling function for hooking wheel to gadget scrolling | |
grantPower(string powerName, int uses, int playerID): Grants a power | |
grantVP(int playerID): Grants a special victory point to the player. Look in defaultvp.xml for VP info | |
help( string commandSubstring ) - Lists all of the commands that contain the given substring | |
helpPrefix( string commandPrefix ) - Lists all of the commands that start with the given prefix | |
helpText( string helptextSubstring ) - Lists all of the commands that contain the given substring in their help text | |
homeCityShipEject( int playerID, int buildingID, int puid, int index ) : Cancels the given unit out of the ship | |
homeCityTrain( int playerID, int buildingID, int puid ) : Trains the given PUID from the given home city building | |
homeCityTrain2( int playerID, int cardIndex ) : Sends the given HC card in the home city | |
homeCityTransport( int playerID ) : Transports units from the home city | |
IMEEnable(<true/false>) : enables or disables IME | |
loadCampaignScenario(<stringFilename>) : loads in a campaign scenario file | |
loadGrouping( string groupingName ) : Loads a grouping. No parameter pops up dialog | |
loadGroupingUnicode : For UI use only | |
loadGroupingUnicodeLUA : For UI use only | |
loadSavedHomeCity( string filename ) : TEST | |
loadScenario(<stringFilename>) : loads in a scenario file | |
loadTutorial(<stringFilename>, <loadMode>, <loadImage>, <textID>) : loads in a tutorial scenario file | |
loadUserDefinedGrouping(string groupingName) : Loads a grouping from the user writable grouping directory | |
lookAt(float x, float z) : looks at given x,z location on terrain | |
lookAtArmy(int playerID, string armyName) : looks at given kb army | |
lookAtHomeCityBuilding( int building ) : View the specific home city building | |
map(<eventString> <contextString> <commandString> : maps input event to command, in that context. See input mapper design.doc for more details | |
mercTrain( int playerID, int buildingID, int puid ) : Trains the given merc from the given home city building | |
modeEnter(<stringMode>) : enters the named mode | |
modeToggleBetween(<stringMode1> <stringMode2>) : toggles between the two modes | |
modeToggleBetweenIfNotMP(<stringMode1> <stringMode2>) : toggles between the two modes only if we're not in a BMultiplayer game | |
musicPlaySong (songname, fadetime) : play a sound as if it were a music track | |
musicSetVolume (0.0f-1.0f) : set the current music volume | |
musicToggleBattleMode : toggles between battle mode and normal mode | |
nativeResearch( int playerID, int civID, int techID, int unitID) : Researches the given tech from the given native civ | |
nativeTrain( int playerID, int civID, int puid, long count, long unitID ) : Trains the given PUID from the given native civ | |
obscuredUnitToggle: Toggles between different ways obscured units are shown | |
outputBlankLine : Dumps a blank line to the output | |
pause([integerState]) : with no arg, toggles pause state on/off. otherwise, sets pause state | |
player([integerPlayer]) : with no arg, outputs current player. otherwise, sets current player to given argument | |
playMovie() : Plays movies from a playlist in the AVI directory.playlist.aom | |
ransomExplorer() : ransoms your explorer | |
reduceImperialArmyYear( int playerID ) : Reduces IA Year | |
removeAttachments() | |
renderAnisotropic([integerState]) : sets desired anisotropy | |
renderDecreaseGamma(int amount): Decreases gamma value by amount (default:1) in the range [1,254]. Lower numbers are darker, higher numbers are brighter. This maps into a log scale of values | |
renderDisplayBackBufferCount: Displays the current number of back buffers | |
renderDisplayMultisampleMode: Displays current multisample mode | |
renderFriendOrFoe([integerState]) : with no arg, toggles friend or foe colors. otherwise, sets it | |
renderGetGamma: Displays the current gamma value | |
renderIncreaseGamma(int amount): Increases gamma value by amount (default:1) in the range [1,254]. Lower numbers are darker, higher numbers are brighter. This maps into a log scale of values | |
renderRefresh([integerState]) : with no arg, changes refresh rate to 75hz in fullscreen. otherwise, sets fullscreen refresh to value | |
renderSetBackBufferCount(int count): (Attempts to) Set the back buffer count to the indicated number. Valid range is: 1 - 3 | |
renderSetGamma(int val): Sets gamma to the specified value in the range [1,254]. Lower numbers are darker, higher numbers are brighter. This maps into a log scale of values | |
renderSetMultisampleMode(int mode): (Attempts to) Set multisampling to the indicated mode | |
renderTrilinear([integerState]) : sets trilinear filtering on/off | |
renderWindow([integerState]) : with no arg, toggles window/fullscreen. otherwise, sets mode to window(1)/fullscreen(0) | |
repairColonyWall() : repair a town wall | |
repairUnit(int unitID): Starts the auto repair on the specified unit | |
res(<integerXRes>) : changes screen resolution | |
resbpp(<integerXRes>, <integerBPP>) : changes screen resolution and bit depth | |
resetDefaultPlayerColors() : reloads the player colors from the XML file | |
resourceMarket(<intPlayerID> <stringResourceTo> <floatAmount> <stringResourceFrom>) : Sends out a market use command for the given player, resource and amount. Negative means selling | |
resourceTrade(<intPlayerID> <stringResourceTo> <floatAmountTo> <stringResourceFrom> <resourceAmountFrom>) : Sends out a trade resource command for the given player, resource and amount | |
saveHomeCity( string filename ) : TEST.. | |
screenshot: take a screen shot | |
setAVIRecordFilterName(name) : Sets the AVI record filter name (examples: box, tent, mitchell, lanczos3, blackman, kaiser, gaussian) | |
setAVIRecordFilterScales(xscale, yscale) : Sets the sharpness of the resampled output (less than 1.0 is sharper, higher blurrier) | |
setAVIRecordResolution(width, height) : Sets the AVI's resolution | |
setDropDefaultMips( int num ) : Set mip levels to skip for default category textures | |
setDropTerrainMips( int num ) : Set mip levels to skip for terrain category textures | |
setGameFadeIn(<r> <g> <b> <duration> <delay> <inout>): turn fade in on/off, set color duration | |
setGraphicDetail(<detailLevel>) : Sets the graphic detail. (0 = HIGH, 1 = MEDIUM, 2 = LOW) | |
setHDRMultisampleFactor([int]) : sets HDR multisample factor [1,8] - 1 is disabled | |
setHomeCityGatherUnit(int unitID): Sets the home city gather point to the specified unit | |
setMinimapUnitFilter() : sets the minimap filter for units | |
setShadowBiasMul( [biasMultiplier] ): set the shadow buffer bias multipler (supaScreenshot only) | |
setShadowQuality( [qualityLevel] ): set the quality level of shadows | |
setShadowRotationOp( [bool] ): controls shadow projection rotation optimization | |
setShadowSnapping( [bool] ): controls shadow matrix snapping | |
setSuperSampleFactors([floatX], [floatY]) : sets HDR supersampling factors (1.0 to 2.0, both 1.0 is off) | |
setSuperSampleFilterIndex([int]) : sets supersample filter kernel | |
setSuperSampleFilterScales([floatX], [floatY]) : sets supersample kernel scales(1.0 = normal, less = blurrier, higher = sharper) | |
setWorldTooltipRectDims1024(minX, minY, maxX, maxY) : Sets the world tooltip restricted screen rectangle to the given dimensions relative to 1024x768 resolution | |
showSPCNote(title, text) : Display's the SPC Note Dialog with the specified title and text | |
spawnUnits(protoname, count, unitID) : Spawn Units from the UnitID building | |
specialPower( int playerID, int powerEntryIndex, int powerID ) : Special power use | |
squadMode: Sets the mode for a squad | |
squadWheel( float angle, int squadID ) : Wheels the squad | |
startAVIRecord(string filename, int fps, bool showCursor) : Start AVI recording | |
startCampaign( string campaignName ) : starts the given campaign | |
startMoviePlayback(string filename, long sizing, float fadeIn, float fadeOut) : Start fullscreen playback of a movie | |
stopAVIRecord() : Sop AVI recording | |
supaScreenshot(<xRes> <singleImage>): take a supa screen shot (HACK!!!) | |
techFlash(<techID> <flash>) : turns gadget flashing on/off | |
toggleAVIRecord(int fps, bool showCursor) : Toggle AVI recording on/off | |
toggleHomeCityView( ) : Toggles home city view for the current player | |
toggleHomeCityViewTech( ) : Toggles tech home city view for the current player | |
toggleShadows(void) : toggle shadows on/off | |
toggleWorldTooltipClipRect() : Toggles whether or not world tooltips are using the restricted screen rectangle | |
tradeRouteCommand( int playerID, int tradeRoutUnit, int commandID ) : Adds the given command to the trade post bucket | |
tradeRouteTrain( int playerID, int tradeRoutUnit, int puid ) : Trains the given PUID from the given trade post on the trade route | |
trainFlash(<protoID> <flash>) : turns gadget flashing on/off | |
trainReinforcement( int armyID ) : Trains a reinforcement | |
uiAddChatNotification : Adds a notification to the game's chat output, can play a sound too | |
uiAddSelectionButtonDown : intended for ui use only. Indicates that the add selection button has been pressed | |
uiAddSelectNumberGroup([integerGroup]) : adds the units in the given number group to current selection | |
uiBuildAtPointer( ) : instructs the currently selected unit(s) to build the current proto unit cursor building type at the pointer location | |
uiBuildMode([integerType]) : does and editMode and setProtoID, after verifying sufficient resources for the current player | |
uiBuildWallAtPointer : instructs the currently selected unit(s) to build the current proto unit cursor building type at the pointer location, with wall-like endpoint behavior | |
uiCameraControl([x],[y]) : Controls camera with gamepad stick | |
uiCameraScroll([fast],[x],[y]) : Scrolls the game view | |
uiCenterPointer : Centers mouse pointer | |
uiChatDisplayModeToggle : Toggles the chat display mode | |
uiChatDisplayModeToHistory : Toggles the chat display mode to history mode | |
uiChatDisplayModeToRecent : Toggles the chat display mode to recent mode | |
uiChatScrollBack([integerKeyState]) : Scrolls chat back one | |
uiChatScrollForward([integerKeyState]) : Scrolls chat forward one | |
uiCircleSelect([on],[doubleClick],[leaveSelected]) : Start/stop circle selection | |
uiCircleSelectResize([x],[y]) : Circle selection resizing | |
uiClearChat(clearOnly) : Clears the chat and resets to recent mode. clearOnly == true if you don't want it to populate the chat, but only clear it | |
uiClearCursor : resets the cursor to the basic pointer | |
uiClearGatherPoint: Clears the gather point for the selected unit(s), returning it to a default state | |
uiClearMenu : removes any dangling child menus off of the given gadget | |
uiClearNumberGroup([integerGroup]) : erases the given number group | |
uiClearSelection : deselects all selected units | |
uiCloseDialog: closes (as if clicked on the close button) any active dialog | |
uiCloseFieldSet : closes (as if clicked on the close button) any active field set | |
uiCommsFlareAtPointer : Used when flaring a position for player comms dialog | |
uiCreateNumberGroup([integerGroup]) : creates a number group with the currently selected units | |
uiCreateRandomRiver | |
uiCreateRiver | |
uiCreateRiverToggleWaypointMode | |
uiCWAtPointer( ) : Builds a covered wagon at the current position | |
uiCycleCurrentActivate : acts like the current cycle gadget has been pressed | |
uiCycleGadget([integerDelta]) : cycles through the 'active' child gadget of a deluxe gadget | |
uiDeleteAllSelectedUnits : deletes all selected unit | |
uiDeleteSelectedUnit() : deletes selected unit | |
uiDoubleClickSelect([integerAdd], [checkAction]) : intended for ui use only. Double click select at pointer location | |
uiDumpAllUnitHotKeyMappings(): spews all hot key mappings that create units to the console | |
uiDumpKeyMappings ( stringContext ): spews all key mappings out to the console | |
uiDumpUnmappedKeys ( stringContext ) : spews all empty keys out to the console | |
uiEjectAtPointer: intended for UI use only. Sends an ejection command with waypoint for the selected unit | |
uiEjectGarrisonedUnits: intended for UI use only. Sends an ejection command for the selected unit | |
uiEmpowerAtPointer: Commands the selected unit(s) to Empower the target building at the pointer position | |
uiEnterContext(<stringContext>) : enters the specified UI context | |
uiEnterGameMenuModeIfNotResigned : Wrapper that enters GameMenu mode if the player isn't resigned | |
uiExpireCurrentObjectiveNotification: Causes the currently displaying objective notification to fade out (or disappear), depending on the param passed in | |
uiFindAlliedNatives() : finds allied natives of the current player in order, so that it can be called repeatedly to cycle | |
uiFindCrowd([findType],[noLookAt]) | |
uiFindGatherersNotGathering () : finds the gatherer unit that's not gathering in the arbitrary order of unit ID, so that it can be called repeatedly to cycle | |
uiFindIdleType ([typeName]) : finds the next idle unit of the given type in the arbitrary order of unit ID, so that it can be called repeatedly to cycle | |
uiFindKeyMapping ( stringKeyname ) : finds all key mappings for a given key | |
uiFindResourceGatherers ([typeName]) : finds the next resource gatherer unit of the given resource type in the arbitrary order of unit ID, so that it can be called repeatedly to cycle | |
uiFindTownBellTC () : finds the next town center that has the town bell active, so that it can be called repeatedly to cycle | |
uiFindType ([typeName]) : finds the next unit (idle or not) of the given type in the arbitrary order of unit ID, so that it can be called repeatedly to cycle | |
uiFlareAtPointer : Sends out a flare at the pointer position | |
uiForceShift([on]) : Force shift key on or off | |
uiFormationOrientation( ) : Sets the orientation of a formation | |
uiGarrisonToPointer: Commands the selected unit(s) to garrison in a building at the pointer position | |
uiGuardAtPointer: intended for UI use only. Sends an guard order | |
uiHandleIdleBanner ([typeName]) : does the right thing | |
uiHelpAtPointer : Sends out a Help at the pointer position | |
uiHideCursor: testing only | |
uiIgnoreNextKey : used when activating a text box with a key to avoid having that key go into the text box too | |
uiLastDetailHelp : goes back to the most recent help entry | |
uiLeaveContext(<stringContext>) : leaves the specified UI context | |
uiLeaveModeOnUnshift : causes game to return to editMode none when shift hotkey is released | |
uiLookAtAndSelectUnit : moves the camera to see the specified unit and selects it | |
uiLookAtBattle: moves the camera to see the specified battle | |
uiLookAtNumberGroup([integerGroup]): moves the camera to see the given number group | |
uiLookAtProto : moves the camera to see the first instance of proto unit X owned by the current player | |
uiLookAtSelection : moves the camera to see the first selected unit | |
uiLookAtUnit : moves the camera to see the specified Unit | |
uiLookAtUnitByName(scenarioName): moves the camera to see the specified Unit | |
uiMapPointerControl([x],[y],[doGoto]) : Moves the map pointer | |
uiMapPointerGoto([activeCheck]) : Jump to map pointer location | |
uiMessageBox([stringText] [stringCommand]) : pops up a message box with text that activated the cmd when the ok button is hit | |
uiMessageBox2([stringID] [stringCommand]) : pops up a message box with text that activated the cmd when the ok button is hit | |
uiMinimizeStats() | |
uiPatrolAtPointer: intended for UI use only. Sends an patrol order | |
uiPlaceRiverShallow | |
uiPlaceRiverWaypoint | |
uiPlaceTradeRouteWaypoint | |
uiPoliticianUI: Used to activate the politician UI | |
uiReleaseDownKeys: pops up all downed keys | |
uiRemoveFromAnyNumberGroup: removes current selection from any army | |
uiRemoveRiverShallow | |
uiRemoveRiverWaypoint | |
uiRemoveTradeRouteWaypoint | |
uiRepairAtPointer: Commands the selected unit(s) to repair the target building at the pointer position | |
uiResetFindCrowd | |
uiResetScreenSelect : resets screen selection | |
uiScreenSelect([modifier]) : screen selection | |
uiSelectionButtonDown : intended for ui use only. Indicates that selection button has been pressed | |
uiSelectionButtonUp : intended for ui use only. Indicates that selection button has been released | |
uiSelectNumberGroup([integerGroup]) : selects the units in the given number group | |
uiSelectTransportUnit | |
uiSendIngameChat: used direcly by UI | |
uiSetGatherPointAtPointer ( bool homeCity, bool water ): Sets the gather points for the selected unit(s) to the pointer position | |
uiSetHCNotifyText : Adds notify text, can play a sound too | |
uiSetHomeCityWaterSpawnPointAtPointer( void ): Sets the HC spawn point | |
uiSetProtoCursor(<stringProtoName>, <setPlacement>) : sets the cursor to a proto-unit | |
uiSetProtoCursorID(<integerProtoID>) : sets the cursor to a proto-unit | |
uiShowChatWindow() | |
uiShowCommandPanel() | |
uiShowDetailedHelp() | |
uiShowObjectivesDialog | |
uiShowStatPanel() | |
uiShowVoteDialog | |
uiSpewDownKeys: spews all down keys | |
uiStopSelectedUnits : stop selected units | |
uiTechDetailHelp(techID) : brings up the detail help UI for the given tech node ID | |
uiTechDetailHelp(techID, civ) : brings up the detail help UI for the given tech node ID | |
uiToggleAdvancedHUD() | |
uiToggleSelectionButton : intended for ui use only. uiAddSelectionButtonUp : intended for ui use only. Indicates that the add selection button has been released | |
uiTopicDetailHelp(topicName) : brings up the detail help UI for the given help topic | |
uiTransformSelectedUnit: transforms the selected unit into the specified proto unit | |
uiUnitDetailHelp(protoID, civID) : brings up the detail help UI for the given proto ID, or -1 for current unit selection proto | |
uiWheelRotate: intended for ui use only. Rotate with wheel -- i.e. intended to be mapped to wheel | |
uiWheelRotateCamera: intended for ui use only. Rotate with wheel -- i.e. intended to be mapped to wheel | |
uiWheelRotateRiverShallow: intended for ui use only. Rotate river shallow with wheel -- i.e. intended to be mapped towheel | |
uiWorkAtPointer: intended for ui use only. Issues "work" at pointer location | |
uiVPAccelClick([unitID]) : Shows the VP accel building from the unitID | |
unitReturnToWork: Issues a return to work for the selected unit(s) | |
unitSetStanceAggressive: Sets the unit stance for all selected units to aggressive | |
unitSetStanceDefensive: Sets the unit stance for all selected units to defensive | |
unitSetStancePassive: Sets the unit stance for all selected units to passive | |
unitSetTactic: Sets the tactic for this unit | |
unitTownBell: Issues a town bell for the selected unit(s) | |
unlockImperialArmy( int playerID ) : Unlocks IA | |
upgradeTradeRoute(int unitID) : UI use - upgrade the trade route associated with this unit | |
void cancelResearchInSelected(<TechID>) : cancel researching of a tech in any valid selected unit | |
void cancelTrainInSelected(<ProtoUnitID>,<All>) : cancel training of a unit type in any valid selected unit | |
void click() : plays the default UI click sound | |
void homeCityMakeActiveByID(<playerID> <techName>) : Activates the given home city tech | |
void homeCityResearch(<playerID> <techName>) : Researches the given home city tech | |
void homeCityResearchByID(<playerID> <techName>) : Researches the given home city tech | |
void homeCityResearchByIDOutsideGame(<playerID> <techName>) : Researches the given home city tech when a game is not active | |
void homeCityResearchByIDPregame(<techID>) : Researches the given home city tech when you are *really* completely out side of the game | |
void researchByID (<TechID> <ResearchingUnitID> [Player#]) : Start the research of TechID from ResearchingUnitID for the current player (if no player is pecified) | |
void setWorldDifficulty( int v ): Sets the world difficulty level | |
void tis(<stringProtoName>,<traincount>) : just like train in selected, but more abbreviated | |
void trainByID (<ProtoUnitID> <TrainingUnitID> [Player#]) : Start the training of a unit of ProtoUnitID from TrainingUnitID for the current player (if no player is specified) | |
void trainInSelected(<stringProtoName>,<traincount>) : tries to train the selected unit type in any valid selected unit | |
void trainInSelectedByID(<protoID>, <traincount>) : just like train in selected, but fastAr because it takes a protoID | |
vsync(int state) : Set vertical syncing (-1 toggles, 0 is off, 1 is on) |
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how to use commands?