Create a manipulator which copies the motion of src_bone onto dst_bone.Priority matters! Only manipulators which come before the slave manipulator will be copied.
INFO: Set the current enemy for this brain to attack
SetCurrentPlan
INFO: Set the current plan for this brain to run
SetGreaterOf
INFO: SetGreaterOf(statname,val)
SetResourceSharing
INFO: SetResourceSharing(bool)
SetUpAttackVectorsToArmy
INFO: CAiBrain:SetUpAttackVectorsToArmy()
TakeResource
INFO: taken = TakeResource(type,amount)
moho.aibrain_methods
INFO:
<Sim.CAiNavigatorImpl>[]
AtGoal
INFO:
BroadcastResumeTaskEvent
INFO: Broadcast event to resume any listening task that is currently suspended
CanPathToGoal
INFO:
FollowingLeader
INFO:
GetCurrentTargetPos
INFO: This returns the current navigator target position for the unit
GetGoalPos
INFO: This returns the current goal position of our navigator
GetStatus
INFO:
HasGoodPath
INFO:
IgnoreFormation
INFO:
IsIgnorningFormation
INFO:
SetDestUnit
INFO: Set the navigator's destination as another unit (chase/follow)
SetGoal
INFO: Set the navigator's destination as a particular position
SetSpeedThroughGoal
INFO: Set flag in navigator so the unit will know whether to stop at final goal or speed through it. This would be set to True during a patrol or a series of waypoints in a complex path.
INFO: CollisionBeamEntity:SetBeamFx(beamEmitter, checkCollision) -- set an emitter to be controlled by this beam. Its length parameter will be set from the beam entity's collision distance.
__init
INFO: beam = CreateCollisionBeam(spec)
spec is a table with the following fields defined:
spec.Weapon = <weapon to attach to>
spec.OtherBone = <bone of weapon's unit to attach to>
Shake the camera. This is a method of entities rather than a global function
because it takes the position of the entity as the epicenter where it shakes more.
radius - distance from epicenter at which shaking falls off to 'min'
max - size of shaking in world units, when looking at epicenter
min - size of shaking in world units, when at 'radius' distance or farther
duration - length of time to shake for, in seconds
SinkAway
INFO: Entity:SinkAway(vy) -- sink into the ground
moho.entity_methods
INFO:
<Sim.IAniManipulator>[]
Disable
INFO: Manipulator:Disable() -- disable a manipulator. This immediately removes it from the bone computation, which may result in the bone's position snapping.
Enable
INFO: Manipulator:Enable() -- enable a manipulator. Manipulators start out enabled so you only need this after calling Disable().
SetPrecedence
INFO: Manipulator:SetPrecedence(integer) -- change the precedence of this manipulator. Manipulators with higher precedence run first.
moho.manipulator_methods
INFO:
<Sim.IEffect>[]
OffsetEmitter
INFO: Effect:OffsetEmitter(x,y,z)
ResizeEmitterCurve
INFO: Effect:ResizeEmitterCurve(parameter, time_in_ticks)Resize the emitter curve to the number of ticks passed in.
This is so if we change the lifetime of the emitter we can rescale some of the curves to match if needed.
Arguably this should happen automatically to all curves but the original design was screwed up.
INFO: effect:SetEmitterParam('name', value)returns the effect so you can chain calls like:
effect:SetEmitterParam('x',1):ScaleEmitter(3.7)
moho.IEffect
INFO:
<Sim.MotorFallDown>[]
moho.MotorFallDown
INFO:
<Sim.Projectile>[]
ChangeDetonateBelowHeight
INFO: Change the detonate below height for the projectile
ChangeMaxZigZag
INFO: Change the amount of zig zag
ChangeZigZagFrequency
INFO: Change the frequency of the zig zag
CreateChildProjectile
INFO: Projectile:CreateChildProjectile(blueprint)
GetCurrentSpeed
INFO: Projectile:GetCurrentSpeed() -> val
GetCurrentTargetPosition
INFO: Projectile:GetCurrentTargetPosition()
GetLauncher
INFO: Get who launched this projectile
GetTrackingTarget
INFO: Projectile:GetTrackingTarget()
GetVelocity
INFO: Projectile:GetVelocity() -> x,y,z
SetAcceleration
INFO: Projectile:SetAcceleration(accel)
SetBallisticAcceleration
INFO: Wrong number of arguments to Projectile:SetAccelerationVector(), expected 1, 2, or 4 but got %d
SetCollideEntity
INFO: Projectile:SetCollideEntity(onoff)
SetCollideSurface
INFO: Projectile:SetCollideSurface(onoff)
SetCollision
INFO: Projectile:SetCollision(onoff)
SetDamage
INFO: Projectile:SetDamage(amount, radius) -- change how much damage this projectile will do. Either amount or radius can be nil to leave unchanged.
SetDestroyOnWater
INFO: Projectile:SetDestroyOnWater(flag)
SetLifetime
INFO: Projectile:SetLifetime(seconds)
SetLocalAngularVelocity
INFO: Projectile:SetLocalAngularVelocity(x,y,z)
SetMaxSpeed
INFO: Projectile:SetMaxSpeed(speed)
SetNewTarget
INFO: Projectile:SetNewTarget( entity )
SetNewTargetGround
INFO: Projectile:SetNewTargetGround( location )
SetScaleVelocity
INFO: Projectile:SetScaleVelocity(vs) or Projectile:SetScaleVelocity(vsx, vsy, vsz)
SetStayUpright
INFO: Projectile:SetStayUpright(truefalse)
SetTurnRate
INFO: Projectile:SetTurnRate(radians_per_second)
SetVelocity
INFO: Projectile:SetVelocity(speed) or Projectile:SetVelocity(vx,vy,vz)
SetVelocityAlign
INFO: Projectile:SetVelocityAlign(truefalse)
SetVelocityRandomUpVector
INFO: SetVelocityRandomUpVector(self)
StayUnderwater
INFO: Projectile:StayUnderwater(onoff)
TrackTarget
INFO: Projectile:TrackTarget(onoff)
base
INFO: derived from Entity
moho.projectile_methods
INFO:
<Sim.Prop>[]
base
INFO: derived from Entity
moho.prop_methods
INFO:
<Sim.ReconBlip>[]
GetSource
INFO: unit = ReconBlip:GetSource()
IsKnownFake
INFO: bool = ReconBlip:IsKnownFake()
IsMaybeDead
INFO: bool = ReconBlip:IsMaybeDead()
IsOnOmni
INFO: bool = ReconBlip:IsOnOmni()
IsOnRadar
INFO: bool = ReconBlip:IsOnRadar()
IsOnSonar
INFO: bool = ReconBlip:IsOnSonar()
IsSeenEver
INFO: bool = ReconBlip:IsSeenEver()
IsSeenNow
INFO: bool = ReconBlip:IsSeenNow()
base
INFO: derived from Entity
moho.blip_methods
INFO:
<Sim.Shield>[]
moho.shield_methods
INFO:
<Sim.Unit>[]
AddCommandCap
INFO: unit:AddCommandCap(capName) -- Add a command cap to a unit.
AddToggleCap
INFO: unit:AddToggleCap(capName) -- Add a toggle cap to a unit.
AddUnitToStorage
INFO: Unit:AddUnitToStorage( storedUnit )
AlterArmor
INFO: Unit:AlterArmor(damageTypeName, multiplier)
CalculateWorldPositionFromRelative
INFO: Calculate the desired world position from the supplied relative vector from the center of the unit
CanBuild
INFO: CanBuild(self, blueprint
CanPathTo
INFO: See if the unit can path to the goal
CanPathToRect
INFO: See if the unit can path to the goal rectangle
ClearFocusEntity
INFO: ClearFocusEntity(self)
EnableManipulators
INFO: Unit:EnableManipulators([string boneName | int boneIndex], bool Enable)
GetArmorMult
INFO: mult = Unit:GetArmorMult(damageTypeName)
GetAttacker
INFO: GetAttacker() - get the tactical attack manager object of this unit
GetBlip
INFO: blip = GetBlip(armyIndex) - returns a blip (if any) that the given army has for the unit
GetBuildRate
INFO: unit:GetBuildRate() -- returns the build rate of a unit: what fraction of target unit it builds per second.
GetCargo
INFO: GetCargo(self) - only works on transport units
GetCommandQueue
INFO: Unit:GetCommandQueue()
GetConsumptionPerSecondEnergy
INFO: Get the consumption of energy of the unit
GetConsumptionPerSecondMass
INFO: Get the consumption of mass of the unit
GetCurrentLayer
INFO: GetUnitId(self)
GetCurrentMoveLocation
INFO: Unit:GetCurrentMoveLocation()
GetFireState
INFO: Get the fire state for the unit
GetFocusUnit
INFO: GetFocusUnit(self)
GetFuelRatio
INFO: Get the fuel ratio
GetFuelUseTime
INFO: Get the fuel use time
GetGuardedUnit
INFO: Unit:GetGuardedUnit()
GetGuards
INFO: Unit:GetGuards()
GetHealth
INFO: GetHealth(self)
GetNavigator
INFO: GetNavigator() - get the navigator object of this unit
GetNukeSiloAmmoCount
INFO: Unit:GetNukeSiloAmmoCount()
GetNumBuildOrders
INFO: Get number of factory/engineer build orders that fit in the specified category
GetProductionPerSecondEnergy
INFO: Get the production of energy of the unit
GetProductionPerSecondMass
INFO: Get the production of mass of the unit
GetRallyPoint
INFO: Get the rally point for the factory
GetResourceConsumed
INFO: Return the fraction of requested resources this unit consumed last tick. Normally 1, but can be fractional if economy is struggling.
GetScriptBit
INFO: Get the current toggle state of the script bit that matches the string
GetShieldRatio
INFO: Get the shield ratio
GetStat
INFO: GetStat(Name[,defaultVal])
GetTacticalSiloAmmoCount
INFO: Unit:GetTacticalSiloAmmoCount()
GetTargetEntity
INFO: Return our target unit if we have one
GetTransportFerryBeacon
INFO: Unit:GetTransportFerryBeacon()
GetUnitId
INFO: GetUnitId(self)
GetVelocity
INFO: GetVelocity() -> x,y,z
GetWeapon
INFO: GetWeapon(self,index) -- return the index'th weapon of this unit. Index must be between 1 and self:GetWeaponCount(), inclusive.
GetWeaponCount
INFO: GetWeaponCount(self) -- return the number of weapons on this unit. Note that dummy weapons are not included in the count, so this may differ from the number of weapons defined in the unit's blueprint.
GetWorkProgress
INFO: GetWorkProgress()
GiveNukeSiloAmmo
INFO: Unit:GiveNukeSiloAmmo(num)
GiveTacticalSiloAmmo
INFO: Unit:GiveTacticalSiloAmmo(num)
HasMeleeSpaceAroundTarget
INFO: Unit:HasMeleeSpaceAroundTarget(target)
HasValidTeleportDest
INFO: Unit:HasValidTeleportDest()
HideBone
INFO: HideBone(self,bone,affectChildren)
IsBeingBuilt
INFO: Unit:IsBeingBuilt()
IsCapturable
INFO: Returns if this unit can be captured or not
IsIdleState
INFO: IsIdleState(unit)
IsMobile
INFO: bool IsMobile() - Is this a mobile unit?
IsMoving
INFO: bool IsMoving() - Is this unit moving?
IsOverchargePaused
INFO: Returns if this unit has its overcharge paused
IsPaused
INFO: Unit:IsPaused()
IsStunned
INFO: IsStunned(unit)
IsUnitState
INFO: IsUnitState(unit, stateName)
IsValidTarget
INFO: bool = IsValidTarget(self)
KillManipulator
INFO: Kill a specific manipulator held by a script object
KillManipulators
INFO: Unit:KillManipulators([boneName|boneIndex])
MeleeWarpAdjacentToTarget
INFO: Unit:MeleeWarpAdjacentToTarget(target)
PrintCommandQueue
INFO: Unit:PrintCommandQueue()
RecoilImpulse
INFO: RecoilImpulse(self, x, y, z)
RemoveBuildRestriction
INFO: Allow building of categories for this unit
RemoveCommandCap
INFO: unit:RemoveCommandCap(capName) -- Remove a command cap to a unit.
RemoveNukeSiloAmmo
INFO: Unit:RemoveNukeSiloAmmo(num)
RemoveTacticalSiloAmmo
INFO: Unit:RemoveTacticalSiloAmmo(num)
RemoveToggleCap
INFO: unit:RemoveToggleCap(capName) -- Remove a toggle cap to a unit.
RestoreBuildRestrictions
INFO: Restore buildable categories to that as defined in the blueprint
RestoreCommandCaps
INFO: Restore the command caps of the unit back to blueprint spec.
RestoreToggleCaps
INFO: Restore the toggle caps of the unit back to blueprint spec.
RevertCollisionShape
INFO: Revert the collision shape to the blueprint spec
RevertElevation
INFO: Revert the elevation of the unit back to the blueperint spec
RevertRegenRate
INFO: Restore regen rate of the unit back to blueprint spec.
ScaleGetBuiltEmitter
INFO: ScaleGetBuiltEmitter(self, emitter)
SetAccMult
INFO: Set the acceleration multiplier of the unit
SetAutoMode
INFO: Set auto silo build mode to on/off
SetBlockCommandQueue
INFO: SetBlockCommandQueue(unit, flag)
SetBreakOffDistanceMult
INFO: Set the break off distance multiplier of the unit
SetBreakOffTriggerMult
INFO: Set the break off trigger multiplier of the unit
SetBuildRate
INFO: unit:SetBuildRate(frac) -- Set the build rate of a unit: what fraction of target unit it builds per second.
SetBusy
INFO: SetBusy(unit, flag)
SetCapturable
INFO: Set if this unit can be captured or not.
SetConsumptionActive
INFO: Unit:SetConsumptionActive(flag)
SetConsumptionPerSecondEnergy
INFO: unit:SetConsumptionPerSecondEnergy(value) -- Set the consumption of energy of a unit
SetConsumptionPerSecondMass
INFO: Set the consumption of mass of the unit
SetCreator
INFO: Set the creator for this unit
SetCustomName
INFO: Unit:SetCustomName(name)
SetDoNotTarget
INFO: SetDoNotTarget(unit, flag)
SetElevation
INFO: Set the elevation of the unit
SetFireState
INFO: Set a specific fire state for the retaliation state of the unit
SetFocusEntity
INFO: SetFocusUnit(self, focus)
SetFuelRatio
INFO: Set the fuel ratio
SetFuelUseTime
INFO: Set the fuel use time
SetImmobile
INFO: SetImmobile(unit, flag)
SetIsValidTarget
INFO: SetIsValidTarget(self,bool)
SetOverchargePaused
INFO: Set if this unit has an overcharge pasued.
SetPaused
INFO: Unit:SetPaused()
SetProductionActive
INFO: Unit:SetProductionActive(flag)
SetProductionPerSecondEnergy
INFO: Set the production of energy of the unit
SetProductionPerSecondMass
INFO: Set the production of mass of the unit
SetReclaimable
INFO: Set if this unit can be reclaimed or not.
SetRegenRate
INFO: unit:SetRegenRate(rate) -- Set the regen rate of a unit.
SetScriptBit
INFO: Set the script bit that matches the string to the desired state
SetShieldRatio
INFO: Set the shield ratio
SetSpeedMult
INFO: Set the speed multiplier of the unit
SetStat
INFO: SetStat(Name, Value)
SetStrategicUnderlay
INFO: SetStrategicUnderlay(icon)
SetStunned
INFO: SetStunned(unit, time)
SetTurnMult
INFO: Set the turn multiplier of the unit
SetUnSelectable
INFO: SetUnSelectable(unit, flag)
SetUnitState
INFO: SetUnitState(name, bool)
SetWorkProgress
INFO: SetWorkProgress(float)
ShowBone
INFO: ShowBone(self,bone,affectChildren)
StopSiloBuild
INFO: StopSiloBuild(unit)
TestCommandCaps
INFO: Test if a unit has this specified set to true in the blueprint spec.
TestToggleCaps
INFO: Test if a unit has this specified set to true in the blueprint spec.
ToggleFireState
INFO: Toggle the fire state for the retaliation state of the unit
ToggleScriptBit
INFO: Toggle the script bit that matches the string
INFO: float GetUIControlsAlpha() -- get the alpha multiplier for 2d UI controls
GetUnitById
INFO: GetUnitById(id)
GetUnitCommandData
INFO: orders, buildableCategories, GetUnitCommandData(unitSet) -- given a set of units, gets the union of orders and unit categories (for determining builds)
GetUnitCommandFromCommandCap
INFO: string GetUnitCommandFromCommandCap(string) - given a RULEUCC type command, return the equivalent UNITCOMMAND command
GetValidAttackingUnits
INFO: table GetValidAttackingUnits() - return a table of the currently selected units
GetVolume
INFO: float GetVolume(category)
GpgNetActive
INFO: bool GpgNetActive()
GpgNetSend
INFO: GpgNetSend(cmd,args...)
HasCommandLineArg
INFO: HasCommandLineArg(option)
HasLocalizedVO
INFO: HasLocalizedVO(languageCode)
IN_AddKeyMapTable
INFO: IN_AddKeyMapTable(keyMapTable) - add a set of key mappings
IN_ClearKeyMap
INFO: IN_ClearKeyMap() - clears all key mappings
IN_RemoveKeyMapTable
INFO: IN_RemoveKeyMapTable(keyMapTable) - removes the keys from the key map
INFO: int KeycodeMSWToMaui(int) - given a MS Windows char code, returns the Maui char code
KeycodeMauiToMSW
INFO: int KeycodeMauiToMSW(int) - given a char code from a key event, returns the MS Windows char code
LaunchGPGNet
INFO: LaunchGPGNet()
LaunchReplaySession
INFO: bool LaunchReplaySession(filename) - starts a replay of a given file, returns false if unable to launch
LaunchSinglePlayerSession
INFO: LaunchSinglePlayerSession(sessionInfo) -- launch a new single player session.
LoadSavedGame
INFO: bool LoadSavedGame(filename)
MapBorderAdd
INFO: MapBorderAdd(blueprintid)
MapBorderClear
INFO: MapBorderClear()
OpenURL
INFO: OpenURL(string) - open the default browser window to the specified URL
ParseEntityCategory
INFO: parse a string to generate a new entity category
PauseSound
INFO: PauseSound(categoryString,bPause)
PauseVoice
INFO: PauseVoice(categoryString,bPause)
PlaySound
INFO: handle = PlaySound(sndParams,prepareOnly)
PlayTutorialVO
INFO: PlayTutorialVO(params)
PlayVoice
INFO: PlayVoice(params,duck)
PostDragger
INFO: PostDragger(originFrame, keycode, dragger)
Make 'dragger' the active dragger from a particular frame. You can pass nil to cancel the current dragger.
PrefetchSession
INFO: PrefetchSession(mapname, mods, hipri) -- start a background load with the given map and mods. If hipri is true, this will interrupt any previous loads in progress.
Random
INFO: Random([[min,] max])
RemoveConsoleOutputReciever
INFO: RemoveConsoleOutputReciever(handler)
RemoveFromSessionExtraSelectList
INFO: Remove unit from the session extra select list
RemoveInputCapture
INFO: RemoveInputCapture(control) - remove the control from the capture array (always first from back)
RemoveProfileDirectories
INFO: RemoveProfileDirectories(string profile) - Removes the profile directory and all special files
RemoveSpecialFile
INFO: RemoveSpecialFile(string profilename, string basename, string type) - remove a profile based file from the disc
RenderOverlayEconomy
INFO: RenderOverlayEconomy(bool)
RenderOverlayIntel
INFO: RenderOverlayIntel(bool)
RenderOverlayMilitary
INFO: RenderOverlayMilitary(bool)
RestartSession
INFO: RestartSession() - Restart the current mission/skirmish/etc
SavePreferences
INFO: SavePreferences()
SelectUnits
INFO: Select the specified units
SessionCanRestart
INFO: Return true iff the active session can be restarted.
SessionEndGame
INFO: End the current game session. The session says active, we just disconnect from everyone else and freeze play.
SessionGetCommandSourceNames
INFO: Return a table of command sources.
SessionGetLocalCommandSource
INFO: Return the local command source. Returns 0 if the local client can't issue commands.
SessionGetScenarioInfo
INFO: Return the table of scenario info that was originally passed to the sim on launch.
SessionIsActive
INFO: Return true iff there is a session currently running
SessionIsBeingRecorded
INFO: Return true iff the active session is a being recorded.
SessionIsGameOver
INFO: Return true iff the session has been won or lost yet.
SessionIsMultiplayer
INFO: Return true iff the active session is a multiplayer session.
SessionIsObservingAllowed
INFO: Return true iff observing is allowed in the active session.
SessionIsPaused
INFO: Return true iff the session is paused.
SessionIsReplay
INFO: Return true iff the active session is a replay session.