Script Unit
Scriptunits (or sunits for short) are an encapsulation of the tendency of battle scripts to want to set up handles to units, along with a single unitcontroller that controls that unit. It provides a shorthand method of setting those handles up, along with a raft of additional functionality that can only be provided when a unit and unitcontroller are grouped together (e.g. "walk forward x metres").
Scriptunits provide much unique functionality (documented below) but also access to the unit
object and unitcontroller
object they contain. These can be accessed at the unit
(<sunit_obj>.unit
) and uc
(<sunit_obj>.uc
) elements.
Scriptunits are best grouped together in a specialised container, the script_units
object. This provides yet further functionality that can be offered when a collection of script units are assembled together.
Loaded in Battle |
-
script_unit:new(army
army, object
reference)
-
Creates a new script unit.
Parameters:
1
army
Army the target unit is a member of.
2
object
Reference for the unit. Can be an integer number representing the unit's index within the army ('1' is generally the general, for example) or a string name. If a string name, this must match the script name given to the unit in either the battle xml or in the battle_set_piece_armies_units_junctions table.
Returns:
script_unit
defined in ../working_data/script/_lib/lib_battle_script_unit.lua, line 48
Variables in this section:
unit | unit | unit Unit object representing the subject unit. |
uc | unitcontroller | Unitcontroller object that controls the unit. |
These variables are also listed in the global variables list for this class or module.
-
script_unit:goto_start_location([boolean
should run])
-
Instructs the scriptunit to move to its start location.
Parameters:
1
boolean
optional, default value=false
should run
Returns:
nil
defined in ../working_data/script/_lib/lib_battle_script_unit.lua, line 190
-
script_unit:teleport_to_start_location()
-
Teleports the scriptunit to the position/bearing/width it started the battle at.
Returns:
nil
defined in ../working_data/script/_lib/lib_battle_script_unit.lua, line 198
-
script_unit:teleport_to_start_location_offset(
x offset
number,
z offset
number,
bearing override
[number],
release control
[boolean]
) -
Teleports the scriptunit to an offset from the position/bearing/width it started the battle at. This offset will be calculated from the scriptunit's start bearing, so an offset of [0, -10] will teleport it 10m behind its starting position. The function also optionally takes an override bearing to alter the position calculation, as well as a flag to release the unit to script control afterwards.
Parameters:
1
number
x offset in m
2
number
z offset in m
3
number
optional, default value=nil
Bearing override in degrees. Supply a value here to override the bearing used to make the offset calculation.
4
boolean
optional, default value=false
Release control after teleporting. Set this to true if you want the player (or AI, if it's not player-controlled) to be able to control this unit immediately after teleporting.
Returns:
nil
defined in ../working_data/script/_lib/lib_battle_script_unit.lua, line 205
-
script_unit:goto_start_location_offset(
x offset
number,
z offset
number,
should run
[boolean],
bearing override
[number],
release control
[boolean]
) -
Instructs the scriptunit to move to an offset from the position/bearing/width it started the battle at. This offset will be calculated from the scriptunit's start bearing, so an offset of [0, -10] will send it 10m behind its starting position. The function also optionally takes a flag to instruct the unit to run, an override bearing to alter the position calculation, as well as a flag to release the unit to script control afterwards.
Parameters:
1
number
x offset in m
2
number
z offset in m
3
boolean
optional, default value=false
Set to true to instruct the unit to move quickly to its destination.
4
number
optional, default value=nil
Bearing override in degrees. Supply a value here to override the bearing used to make the offset calculation.
5
boolean
optional, default value=false
Release control after the movement order is issued. Set this to true if you want the player (or AI, if it's not player-controlled) to be able to control this unit immediately after moving.
Returns:
nil
defined in ../working_data/script/_lib/lib_battle_script_unit.lua, line 237
Variables in this section:
start_position | vector | Vector position the unit started the battle at. |
start_bearing | number | Bearing in degrees the unit started the battle at. |
start_width | number | Width in m of the unit at the start of the battle. |
These variables are also listed in the global variables list for this class or module.
-
script_unit:position_offset(number
x offset, number
y offset, number
z offset, [number
bearing override])
-
Returns the position of the scriptunit, offset from its current position. This offset will be calculated from the scriptunit's current bearing, so an offset of [0, 0, -10] will report a position 10m behind its current position. An override bearing to alter the position calculation may optionally be supplied.
Parameters:
1
number
x offset in m
2
number
y offset (height) in m
3
number
z offset in m
4
number
optional, default value=nil
Bearing override in degrees. Supply a value here to override the bearing used to make the offset calculation.
Returns:
offset positionbattle_vector
defined in ../working_data/script/_lib/lib_battle_script_unit.lua, line 282
-
script_unit:goto_location_offset(
x offset
number,
z offset
number,
should run
[boolean],
bearing override
[number],
release control
[boolean]
) -
Instructs the scriptunit to move to an offset from its current position. This offset will be calculated from the scriptunit's current bearing, so an offset of [0, -10] will send it 10m behind its current position. The function also optionally takes a flag to instruct the unit to run, an override bearing to alter the position calculation, as well as a flag to release the unit to script control afterwards.
Parameters:
1
number
x offset in m
2
number
z offset in m
3
boolean
optional, default value=false
Set to true to instruct the unit to move quickly to its destination.
4
number
optional, default value=nil
Bearing override in degrees. Supply a value here to override the bearing used to make the offset calculation.
5
boolean
optional, default value=false
Release control after the movement order is issued. Set this to true if you want the player (or AI, if it's not player-controlled) to be able to control this unit immediately after moving.
Returns:
nil
defined in ../working_data/script/_lib/lib_battle_script_unit.lua, line 319
-
script_unit:teleport_to_location_offset(
x offset
number,
z offset
number,
bearing override
[number],
release control
[boolean]
) -
Instructs the scriptunit to teleport to an offset from its current position. This offset will be calculated from the scriptunit's current bearing, so an offset of [0, -10] will teleport it 10m behind its current position. The function also optionally takes an override bearing to alter the position calculation, as well as a flag to release the unit to script control afterwards.
Parameters:
1
number
x offset in m
2
number
z offset in m
3
number
optional, default value=nil
Bearing override in degrees. Supply a value here to override the bearing used to make the offset calculation.
4
boolean
optional, default value=false
Release control after the teleport order is issued. Set this to true if you want the player (or AI, if it's not player-controlled) to be able to control this unit immediately after teleporting.
Returns:
nil
defined in ../working_data/script/_lib/lib_battle_script_unit.lua, line 354
-
script_unit:goto_location_offset_when_deployed(
x offset
number,
z offset
number,
should run
[boolean],
bearing override
[number],
release control
[boolean]
) -
Instructs the scriptunit to goto an offset from its location when it deploys. This offset will be calculated from the scriptunit's bearing at the time it finds itself on the battlefield, so an offset of [0, -5] will move it 50m forward. The function also optionally takes a flag instructing it to run, an override bearing to alter the position calculation, as well as a flag to release the unit to script control afterwards.
Parameters:
1
number
x offset in m
2
number
z offset in m
3
boolean
optional, default value=false
Set to true to instruct the unit to move quickly to its destination.
4
number
optional, default value=nil
Bearing override in degrees. Supply a value here to override the bearing used to make the offset calculation.
5
boolean
optional, default value=false
Release control after the movement order is issued. Set this to true if you want the player (or AI, if it's not player-controlled) to be able to control this unit immediately after moving.
Returns:
nil
defined in ../working_data/script/_lib/lib_battle_script_unit.lua, line 392
-
script_unit:stop_goto_location_offset_when_deployed()
-
Stops a running
script_unit:goto_location_offset_when_deployed
listener on the current unit. Call this after callingscript_unit:goto_location_offset_when_deployed
to stop the listener for any reason.Returns:
nil
defined in ../working_data/script/_lib/lib_battle_script_unit.lua, line 413
-
script_unit:turn_to_face(vector
position)
-
Instructs the scriptunit to turn to face a position vector.
Parameters:
1
vector
position
Returns:
nil
defined in ../working_data/script/_lib/lib_battle_script_unit.lua, line 420
-
script_unit:teleport_to_location(vector
position, number
bearing, number
width)
-
Instructs the scriptunit to teleport to a location.
Parameters:
1
vector
Position to teleport to.
2
number
Bearing to face at the target position in degrees.
3
number
Width in m of formation at target position.
Returns:
nil
defined in ../working_data/script/_lib/lib_battle_script_unit.lua, line 456
-
script_unit:cache_location()
-
Caches the units current position, bearing and width.
Returns:
nil
defined in ../working_data/script/_lib/lib_battle_script_unit.lua, line 496
-
script_unit:get_cached_position()
-
Returns the vector position of the unit last time it was cached with
script_unit:cache_location
.Returns:
vector
position (or nil, if never cached).
defined in ../working_data/script/_lib/lib_battle_script_unit.lua, line 505
-
script_unit:get_cached_bearing()
-
Returns the bearing of the unit in degrees last time it was cached with
script_unit:cache_location
.Returns:
number
bearing (or nil, if never cached).
defined in ../working_data/script/_lib/lib_battle_script_unit.lua, line 513
-
script_unit:get_cached_width()
-
Returns the width of the unit in m last time it was cached with
script_unit:cache_location
.Returns:
number
width (or nil, if never cached).
defined in ../working_data/script/_lib/lib_battle_script_unit.lua, line 521
-
script_unit:goto_cached_location([boolean
should run])
-
Instructs the scriptunit to move to the location the unit occupied the last time it was cached with
script_unit:cache_location
.Parameters:
1
boolean
optional, default value=false
Instructs the unit to move fast.
Returns:
nil
defined in ../working_data/script/_lib/lib_battle_script_unit.lua, line 529
-
script_unit:teleport_to_cached_location()
-
Teleports the scriptunit to the location the unit occupied the last time it was cached with
script_unit:cache_location
.Returns:
nil
defined in ../working_data/script/_lib/lib_battle_script_unit.lua, line 540
-
script_unit:has_moved([vector
position override], [number
threshold distance])
-
Returns true if the scriptunit has moved from the last cached position, or an optional supplied position. The movement threshold can also be overriden (by default it's 1m).
Parameters:
1
vector
optional, default value=nil
position override
2
number
optional, default value=1
threshold distance
Returns:
boolean
has moved
defined in ../working_data/script/_lib/lib_battle_script_unit.lua, line 549
-
script_unit:cache_destination()
-
Caches the current destination position of the scriptunit. Note that the if the subject unit is attacking rather than moving to a position it will have no valid destination. The function also caches whether the unit is running.
Returns:
nil
defined in ../working_data/script/_lib/lib_battle_script_unit.lua, line 585
-
script_unit:cache_destination_and_halt()
-
Caches the current destination position of the scriptunit with
script_unit:cache_destination
, and then orders the unit to halt.Returns:
nil
defined in ../working_data/script/_lib/lib_battle_script_unit.lua, line 599
-
script_unit:get_cached_destination_position()
-
Returns the vector destination last cached by
script_unit:cache_destination
.Returns:
vector
destination position (or nil if destination never cached).
defined in ../working_data/script/_lib/lib_battle_script_unit.lua, line 607
-
script_unit:get_cached_destination_bearing()
-
Returns the ordered bearing in degrees that was last cached by
script_unit:cache_destination
.Returns:
number
bearing in degrees (or nil if destination never cached).
defined in ../working_data/script/_lib/lib_battle_script_unit.lua, line 615
-
script_unit:get_cached_destination_width()
-
Returns the ordered width in m that was last cached by
script_unit:cache_destination
.Returns:
number
width in m (or nil if destination never cached).
defined in ../working_data/script/_lib/lib_battle_script_unit.lua, line 623
-
script_unit:goto_cached_destination([boolean
should release])
-
Instructs the unit to move to the location last cached by
script_unit:cache_destination
. If the unit was moving quickly when its destination was last cached, than it will resume moving quickly when this function is called.Parameters:
1
boolean
optional, default value=false
Set to true to release script control of the unit after calling this function. Set this if it's desirable for the player (or AI, if it's not a player-controlled unit) to be able to control this unit after the order has been issued.
Returns:
nil
defined in ../working_data/script/_lib/lib_battle_script_unit.lua, line 631
-
script_unit:is_under_attack()
-
Returns true if the unit is under missile attack, in melee, or has casualties since the last time
is_under_attack
was called. Designed to be called repeatedly.Returns:
boolean
is under attack
defined in ../working_data/script/_lib/lib_battle_script_unit.lua, line 663
-
script_unit:is_in_melee()
-
Returns true if the unit is in melee. This is an unembellished wrapper for an underlying code function.
Returns:
boolean
is in melee
defined in ../working_data/script/_lib/lib_battle_script_unit.lua, line 673
Many of the functions in this section just wrap the function provided by code on the unitcontroller interface with no embellishments - by wrapping it here, however, access to it can be provided at the script_units
level, so a scriptunits collection can be told to stop with one call to script_unit:halt
, for example.
-
script_unit:halt()
-
Instructs the scriptunit to halt. This is an unembellished wrapper for an underlying code function.
Returns:
nil
defined in ../working_data/script/_lib/lib_battle_script_unit.lua, line 721
-
script_unit:celebrate()
-
Instructs the scriptunit to celebrate. This is an unembellished wrapper for an underlying code function.
Returns:
nil
defined in ../working_data/script/_lib/lib_battle_script_unit.lua, line 728
-
script_unit:taunt()
-
Instructs the scriptunit to taunt. This is an unembellished wrapper for an underlying code function.
Returns:
nil
defined in ../working_data/script/_lib/lib_battle_script_unit.lua, line 734
-
script_unit:play_sound_charge()
-
Instructs the scriptunit to play a charge sound. This is an unembellished wrapper for an underlying code function.
Returns:
nil
defined in ../working_data/script/_lib/lib_battle_script_unit.lua, line 741
-
script_unit:play_sound_taunt()
-
Instructs the scriptunit to play a taunt sound. This is an unembellished wrapper for an underlying code function.
Returns:
nil
defined in ../working_data/script/_lib/lib_battle_script_unit.lua, line 748
-
script_unit:deploy_reinforcement([boolean
should deploy])
-
Instructs the scriptunit to deploy or not. If supplied with
false
as a single argument, the instruction prevents the unit from deploying until the function is called again withtrue
.Parameters:
1
boolean
optional, default value=true
should deploy
Returns:
nil
defined in ../working_data/script/_lib/lib_battle_script_unit.lua, line 765
-
script_unit:change_behaviour_active(string
behaviour name, boolean
activate)
-
Sets a supplied behaviour active on the unit or not. This is an unembellished wrapper for an underlying code function. This is the main mechanism for turning on/turning off certain unit behaviours such as fire at will, skirmish etc. Current list of behaviours includes, but may not be limited to the following:
"defend", "dismount", "fire_at_will", "skirmish", "change_formation_spacing", "drop_siege_equipment", "release_animals", "disembark_from_ship", "board_ship"Parameters:
1
string
behaviour name
2
boolean
activate
Returns:
nil
defined in ../working_data/script/_lib/lib_battle_script_unit.lua, line 777
-
script_unit:withdraw(boolean
should run)
-
Instructs the specified unit to withdraw. This is an unembellished wrapper for an underlying code function.
Parameters:
1
boolean
should run
Returns:
nil
defined in ../working_data/script/_lib/lib_battle_script_unit.lua, line 790
-
script_unit:set_melee_mode([boolean
activate], [boolean
release control])
-
Activates or deactivates melee mode.
Parameters:
1
boolean
optional, default value=true
Should activate melee mode.
2
boolean
optional, default value=false
Release script control after setting melee mode. Set this to true if the unit is under player control.
Returns:
nil
defined in ../working_data/script/_lib/lib_battle_script_unit.lua, line 798
-
script_unit:set_enabled([boolean
enabled])
-
Sets the unit to be enabled and visible if
true
is supplied as an argument, or disabled and invisible iffalse
is supplied.Parameters:
1
boolean
optional, default value=true
enabled
Returns:
nil
defined in ../working_data/script/_lib/lib_battle_script_unit.lua, line 820
-
script_unit:set_always_visible([boolean
always visible])
-
Sets the unit to be always visible, according to the rules of the terrain visibility system.
Parameters:
1
boolean
optional, default value=true
always visible
Returns:
nil
defined in ../working_data/script/_lib/lib_battle_script_unit.lua, line 834
-
script_unit:mark_as_ally(boolean
mark as ally)
-
Makes player unit look like ally (for script where gradually give units in tutorials). This is an unembellished wrapper for an underlying code function.
Parameters:
1
boolean
mark as ally
Returns:
nil
defined in ../working_data/script/_lib/lib_battle_script_unit.lua, line 846
-
script_unit:is_hidden()
-
Returns true if the unit is hidden in grass/forests etc. This is an unembellished wrapper for an underlying code function. Returned result is not related to the terrain visibility system, which came later than this code function, so a unit may not be hidden (according to this result returned by this function) but may still not be visible to its enemy - check also
script_unit:is_visible_to_enemy
.Returns:
boolean
is hidden
defined in ../working_data/script/_lib/lib_battle_script_unit.lua, line 854
-
script_unit:set_invisible_to_all(boolean
is hidden)
-
Makes the unit invisible. This is an unembellished wrapper for an underlying code function.
Parameters:
1
boolean
is hidden
Returns:
nil
defined in ../working_data/script/_lib/lib_battle_script_unit.lua, line 862
-
script_unit:is_visible_to_enemy()
-
Returns true if this unit is visible to its enemy, by the rules of the visibility system. Note that the unit may be visible according to the visibility system, but may still be hidden in forests or tall grass - check
script_unit:is_hidden
.Returns:
nil
defined in ../working_data/script/_lib/lib_battle_script_unit.lua, line 870
These functions explicitly instruct script to take or release control of the subject unit. A unit under script control is removed from the player's control or from general AI control, but may still be controlled by an ai_planner (or script_ai_planner
). Note also that giving orders to a unit with a unitcontroller will usually also take control of that unit.
-
script_unit:take_control()
-
Takes script control of this unit.
Returns:
nil
defined in ../working_data/script/_lib/lib_battle_script_unit.lua, line 889
-
script_unit:release_control()
-
Releases script control of the subject unit.
Returns:
nil
defined in ../working_data/script/_lib/lib_battle_script_unit.lua, line 897
-
script_unit:modify_ammo(number
proportion)
-
Modifies this unit's ammo to a specified unary proportion of its starting value.
Parameters:
1
number
Desired proportion of starting ammo. Supply 1 to set the ammo back to its starting value, 0.5 to half etc. Values of greater than one are semi-supported - the command will work, but any ammo bars on the UI will show as full until the unit's ammo value drops below its starting value.
Returns:
nil
defined in ../working_data/script/_lib/lib_battle_script_unit.lua, line 917
-
script_unit:refill_ammo(number
proportion)
-
Modifies this unit's ammo to a specified unary proportion of its starting value, but only if it has less than the specified amount.
Parameters:
1
number
Desired proportion of starting ammo. Supply 1 to set the ammo back to its starting value, 0.5 to half etc. Values of greater than one are semi-supported - the command will work, but any ammo bars on the UI will show as full until the unit's ammo value drops below its starting value.
Returns:
nil
defined in ../working_data/script/_lib/lib_battle_script_unit.lua, line 930
-
script_unit:grant_infinite_ammo()
-
Grants this unit infinite ammo by refilling ammo every 5 seconds.
Returns:
nil
defined in ../working_data/script/_lib/lib_battle_script_unit.lua, line 947
-
script_unit:refresh([boolean
should release])
-
Sets this unit to 1/10th its current fatigue level, and tops its ammo back to full.
Parameters:
1
boolean
optional, default value=false
Release script control of the unit after refreshing. Set this to
true
if the unit is under player control.Returns:
nil
defined in ../working_data/script/_lib/lib_battle_script_unit.lua, line 964
-
script_unit:cache_ammo()
-
Caches this unit's current ammunition level.
Returns:
nil
defined in ../working_data/script/_lib/lib_battle_script_unit.lua, line 977
-
script_unit:restore_cached_ammo()
-
Restores this unit's ammunition level to the value previously cached with
script_unit:cache_ammo
.Returns:
nil
defined in ../working_data/script/_lib/lib_battle_script_unit.lua, line 984
-
script_unit:cache_health()
-
Caches the proportion of the scriptunit still alive, so that it can be queried later with
script_unit:has_taken_casualties
.Returns:
nil
defined in ../working_data/script/_lib/lib_battle_script_unit.lua, line 1014
-
script_unit:has_taken_casualties([number
tolerance])
-
Compares the scriptunits current casualties with that when it was previously cached with
script_unit:cache_health
, and returns true if they're different.Parameters:
1
number
optional, default value=0
Tolerance value. The casualties values is expressed internally as a unary value (between 0 and 1), so this should be expressed in a similar manner. Therefore a tolerance of 0.1 would allow for 10% casualties (of the original number of soldiers in the unit) more than when previously cached before returning true.
Returns:
boolean
has taken casualties
defined in ../working_data/script/_lib/lib_battle_script_unit.lua, line 1025
-
script_unit:unary_hitpoints()
-
Returns this unit's hitpoints as a unary of its initial value. This is an unembellished wrapper for an underlying code function.
Returns:
number
unary hitpoints
defined in ../working_data/script/_lib/lib_battle_script_unit.lua, line 1055
-
script_unit:max_casualties(
unary proportion
number,
should release
[boolean],
exception sunit(s)
[script_units
],
silent mode
[boolean]
) -
Sets the maximum number of casualties that this unit can take. If the unit's hitpoints drop below the specified unary value, the unit is made invincible so that it can no longer take casualties (note that it may still rout). Exception scriptunits can be set, so that proximity to those
script_unit
orscript_units
disables this invincibility (allow certain units to be perceived to charge in and 'save the day').Parameters:
1
number
Unary proportion. A value of 0.5 would allow the unit to take 50% casualties before becoming invincible (note that in extreme scenarios the unit may still die, if one-shotted by something for example).
Call
max_casualties
with a proportion value of 0 to disables any previousmax_casualties
monitor on this unit.2
boolean
optional, default value=false
Set to true to release script control of this unit after
max_casualties
makes a change. Set this primarily if the unit is under player control.3
optional, default value=nil
Exception
script_unit
orscript_units
collection. If this unit comes within 30m of any unit specified here, themax_casualties
monitor will temporarily cease and they will become vulnerable to casualties.The monitor will resume and this unit will (potentially) regain invincibility when this unit moves more than 40m away from any unit specified as an exception.
4
boolean
optional, default value=false
Activate silent mode.
max_casualties
writes output to the console by default, supplytrue
here to suppress this.Returns:
nil
defined in ../working_data/script/_lib/lib_battle_script_unit.lua, line 1063
-
script_unit:set_invincible(boolean
set invincible)
-
Makes the subject unit invincible. This wraps an underlying code function, and also cancels any running process started for this unit with
script_unit:max_casualties
orscript_unit:set_invincible_for_time_proportion
.Parameters:
1
boolean
set invincible
Returns:
nil
defined in ../working_data/script/_lib/lib_battle_script_unit.lua, line 1158
-
script_unit:set_invincible_for_time_proportion(
time proportionnumber
)
-
Makes the subject unit invincible a proportion of the time. The intended effect is to slow the rate at which the unit receives casualties. Invincibility is toggled on and off over a five second interval, with the unit being invincible the specified proportion of time. The proportion is set as a unary
number
, so supplying a value of0.8
would make the unit invincible for four seconds out of every five.
Set a value of 0 to turn off any previous invincibility set with this function.Parameters:
1
Unary (0-1) time proportion over which this unit should be invincible.
Returns:
nil
defined in ../working_data/script/_lib/lib_battle_script_unit.lua, line 1168
-
script_unit:fearless_until_casualties(unary
proportion, [boolean
should release])
-
Prevents this unit from routing until it takes a certain proportion of casualties. If a proportion of 0 is supplied then any previous monitor set up with
fearless_until_casualties
is cancelled and the unit is allowed to rout.Parameters:
1
unary
Proportion of unit at which it may rout. Value should be expressed as a unary e.g. 0.5 = 50% casualties.
2
boolean
optional, default value=false
Set to true to release script control of this unit after
fearless_until_casualties
makes a change. Set this primarily if the unit is under player control.Returns:
nil
defined in ../working_data/script/_lib/lib_battle_script_unit.lua, line 1242
-
script_unit:rout_on_casualties(unary
proportion)
-
Forces this unit to rout when it reaches a certain proportion of casualties. If a proportion of 0 is supplied then any previous monitor set up with
rout_on_casualties
is cancelled.Parameters:
1
unary
Proportion of unit at which it routs. Value should be expressed as a unary e.g. 0.5 = 50% casualties.
Returns:
nil
defined in ../working_data/script/_lib/lib_battle_script_unit.lua, line 1285
-
script_unit:invincible_if_standing([boolean
should release], [boolean
invincibility])
-
Makes the subject unit invincible/fearless if it's not already routing, or reverses the effect
Parameters:
1
boolean
optional, default value=false
Set to true to release script control of this unit after
invincible_if_standing
makes a change. Set this primarily if the unit is under player control.2
boolean
optional, default value=true
Set to true to turn the unit invincible, false to reverse the invincibility
Returns:
nil
defined in ../working_data/script/_lib/lib_battle_script_unit.lua, line 1322
-
script_unit:prevent_rallying_if_routing([boolean
check perpetually])
-
Prevents the subject unit from rallying if it's already routing. Supply
true
as a single argument to start a monitor that will continually poll whether this unit is routing, and prevent itParameters:
1
boolean
optional, default value=false
Check perpetually. If false or no value is supplied here, the function will only check the unit's routing state once, at the time the function is called. If the unit is not routing at this time, it may later rout and subsequently rally.
If true is supplied instead, the function sets up a monitor that will continually poll the unit's routing status and, when found to be routing, prevents it from rallying at that time.
Returns:
nil
defined in ../working_data/script/_lib/lib_battle_script_unit.lua, line 1347
-
script_unit:stop_prevent_rallying_if_routing()
-
Stops any running monitor started by
script_unit:prevent_rallying_if_routing
.Returns:
nil
defined in ../working_data/script/_lib/lib_battle_script_unit.lua, line 1377
-
script_unit:morale_behavior_fearless()
-
Sets this unit to be fearless/unroutable. This is an unembellished wrapper for an underlying code function.
Returns:
nil
defined in ../working_data/script/_lib/lib_battle_script_unit.lua, line 1384
-
script_unit:morale_behavior_rout()
-
Causes this unit to instantly rout. This is an unembellished wrapper for an underlying code function.
Returns:
nil
defined in ../working_data/script/_lib/lib_battle_script_unit.lua, line 1391
-
script_unit:morale_behavior_default()
-
Causes this unit to be subject to normal morale. This is an unembellished wrapper for an underlying code function.
Returns:
nil
defined in ../working_data/script/_lib/lib_battle_script_unit.lua, line 1398
-
script_unit:morale_behavior_fearless_if_standing([boolean
should release])
-
Makes the subject unit fearless if it's not already routing.
Parameters:
1
boolean
optional, default value=false
Set to true to release script control of this unit after
morale_behavior_fearless_if_standing
makes a change. Set this primarily if the unit is under player control.Returns:
nil
defined in ../working_data/script/_lib/lib_battle_script_unit.lua, line 1405
-
script_unit:morale_behavior_default_if_standing([boolean
should release])
-
Makes the subject unit fearless if it's not already routing.
Parameters:
1
boolean
optional, default value=false
Set to true to release script control of this unit after
morale_behavior_default_if_standing
makes a change. Set this primarily if the unit is under player control.Returns:
nil
defined in ../working_data/script/_lib/lib_battle_script_unit.lua, line 1419
-
script_unit:kill([boolean
should disappear])
-
Instantly kills this unit.
Parameters:
1
boolean
optional, default value=false
Set to true to make the unit instantly disappear, instead of appearing to drop dead on the spot.
Returns:
nil
defined in ../working_data/script/_lib/lib_battle_script_unit.lua, line 1447
-
script_unit:kill_proportion(
proportion
number,
preserve proportion
[number],
hide bodies
[boolean],
ignore_pause
[boolean]
) -
Instantly kills a unary proportion of this unit.
Parameters:
1
number
Proportion to kill, expressed as a unary value (e.g. 0.5 = 50% of the unit's starting number of soldiers die).
2
number
optional, default value=0
Prevents kill_proportion from reducing the strength of the unit below a specified unary proportion.
3
boolean
optional, default value=false
Hides the bodies.
4
boolean
optional, default value=true
Ignore action when game is paused.
Returns:
nil
defined in ../working_data/script/_lib/lib_battle_script_unit.lua, line 1458
-
script_unit:kill_proportion_over_time(number
proportion, number
duration, [boolean
stop on rout])
-
Kills a unary proportion of this unit over a specified time period in ms.
Parameters:
1
number
Proportion to kill, expressed as a unary value (e.g. 0.5 = 50% of the unit's starting number of soldiers die).
2
number
Duration in ms over which to kill soldiers.
3
boolean
optional, default value=false
Stops the function from killing any more soldiers if the unit routs during the process.
Returns:
nil
defined in ../working_data/script/_lib/lib_battle_script_unit.lua, line 1487
-
script_unit:stop_kill_proportion_over_time()
-
Stops a running process started by
script_unit:kill_proportion_over_time
.Returns:
nil
defined in ../working_data/script/_lib/lib_battle_script_unit.lua, line 1540
-
script_unit:get_enemy_alliance_num()
-
Gets the enemy alliance number.
Returns:
integer
enemy alliance number
defined in ../working_data/script/_lib/lib_battle_script_unit.lua, line 1559
-
script_unit:highlight_unit_card(boolean
should highlight, [number
pulse strength], [boolean
force highlight])
-
Pulses a highlight effect on the unit card associated with this scriptunit.
Parameters:
1
boolean
Set to
true
to turn the highlight effect on,false
to turn it off.2
number
optional, default value=5
Sets the strength of the pulse effect. A higher supplied value leads to a more pronounced pulse effect. The default value is 5.
3
boolean
optional, default value=false
Overrides the disabling of help page highlighting with
battle_ui_manager:set_help_page_link_highlighting_permitted
. Set this to true if the script explicitly wants to highlight the UI cards when help page link highlighting is disabled (useful in tutorials).Returns:
nil
defined in ../working_data/script/_lib/lib_battle_script_unit.lua, line 1579
-
script_unit:add_ping_icon(
icon_type Type of icon to add. This is a numeric index.
[number],
duration
[number]
) -
Adds a ping icon above the unit, optionally for a duration.
Parameters:
1
number
optional, default value=8
icon_type Type of icon to add. This is a numeric index.
2
number
optional, default value=nil
Duration in ms.
Returns:
nil
defined in ../working_data/script/_lib/lib_battle_script_unit.lua, line 1644
-
script_unit:remove_ping_icon()
-
Removes a ping icon from above the unit added with
script_unit:add_ping_icon
.Returns:
nil
defined in ../working_data/script/_lib/lib_battle_script_unit.lua, line 1684
All variables provided by script_unit
unit | unit | unit Unit object representing the subject unit. |
uc | unitcontroller | Unitcontroller object that controls the unit. |
start_position | vector | Vector position the unit started the battle at. |
start_bearing | number | Bearing in degrees the unit started the battle at. |
start_width | number | Width in m of the unit at the start of the battle. |
Scriptunits
A Scriptunits collection is a container for script_unit
objects. There are a couple of advantages to assembling a script_units collection object instead of just a throwing them into a single table:
- The collection object provides additional functionality that can only be provided on a number of scriptunits (e.g.
script_units:rout_over_time
). - Calls made to the scriptunits collection that are not recognised as function calls on the collection object are instead passed through and that same call is made on each script unit the collection contains. For example, setting a behaviour active on a scriptunits collection sets it active on all the scriptunits within that collection.
-
script_units:new(string
name, ...
scriptunits)
-
Creates a new script units collection.
Parameters:
1
string
Name for this script_units collection. Will be used for debug output.
2
...
One or more
script_unit
objects to add to the collection. Note that a scriptunit can be a member of multiple script_units collections at the same time.Returns:
script_units
defined in ../working_data/script/_lib/lib_battle_script_unit.lua, line 1830
-
script_units:set_debug([boolean
debug mode])
-
Sets the scriptunits collection into debug mode, for more output.
Parameters:
1
boolean
optional, default value=true
debug mode
Returns:
nil
defined in ../working_data/script/_lib/lib_battle_script_unit.lua, line 1871
-
script_units:add_sunits(...
additional script units)
-
Adds one or more supplied
script_unit
objects to this scriptunits collection.Parameters:
1
...
additional script units
Returns:
nil
defined in ../working_data/script/_lib/lib_battle_script_unit.lua, line 1894
-
script_units:remove_sunit(script_unit
scriptunit to remove)
-
Removes a supplied
script_unit
object from this scriptunits collection.Parameters:
1
script_unit
scriptunit to remove
Returns:
nil
defined in ../working_data/script/_lib/lib_battle_script_unit.lua, line 1938
-
script_units:remove_sunits(...
script_unit list)
-
Removes one or more supplied
script_unit
objects from this scriptunits collection.Parameters:
1
...
scriptunits to remove
Returns:
nil
defined in ../working_data/script/_lib/lib_battle_script_unit.lua, line 1958
-
script_units:contains_sunit(script_unit
to test)
-
Returns true if this script_units collection contains the supplied
script_unit
, false otherwise.Parameters:
1
script_unit
to test
Returns:
boolean
collection contains sunit
defined in ../working_data/script/_lib/lib_battle_script_unit.lua, line 2007
-
script_units:contains_type(string
unit type)
-
Returns true if this script_units collection contains a
script_unit
of the supplied type, false otherwise.Parameters:
1
string
unit type
Returns:
boolean
collection contains type
defined in ../working_data/script/_lib/lib_battle_script_unit.lua, line 2022
-
script_units:count()
-
Returns the number of
script_unit
objects in this script_units collection.Returns:
number
number of units
defined in ../working_data/script/_lib/lib_battle_script_unit.lua, line 2037
-
script_units:item(integer
index value)
-
Returns the
script_unit
in this collection at the supplied index.Parameters:
1
integer
index value
Returns:
script_unit
defined in ../working_data/script/_lib/lib_battle_script_unit.lua, line 2045
-
script_units:get_sunit_table()
-
Returns the internal table containing all the
script_unit
objects in thisscript_units
collection. Be aware that modifications to this table will also modify this script_units object.Returns:
table
of script_unit objects
defined in ../working_data/script/_lib/lib_battle_script_unit.lua, line 2061
-
script_units:filter(string
name, function
test, [boolean
assert if empty])
-
Returns another scriptunits collection containing all
script_unit
objects from the subject collection that pass the supplied test. The test should be supplied as a function that takes a scriptunit parameter and returns a boolean value. Should a call to the function with a specific scriptunit return true, that scriptunit will be added to the returned collection.Parameters:
1
string
Name for the returned scriptunits collection
2
function
Function that takes a scriptunit parameter and returns a boolean value.
3
boolean
optional, default value=false
If set to true,
filter
triggers a script assert if the returned collection is empty.Returns:
script_units
defined in ../working_data/script/_lib/lib_battle_script_unit.lua, line 2069
-
script_units:out()
-
Debug prints the list of
script_unit
objects this collection contains to the console.Returns:
nil
defined in ../working_data/script/_lib/lib_battle_script_unit.lua, line 2106
-
script_units:duplicate(string
name)
-
Returns a duplicate
script_units
collection with the supplied name.Parameters:
1
string
name
Returns:
script_units
duplicate collection
defined in ../working_data/script/_lib/lib_battle_script_unit.lua, line 2120
-
script_units:get_unitcontroller([army,
If an army is supplied here])
-
Returns a unitcontroller with control over all the units this
script_units
collection contains.Parameters:
1
army,
optional, default value=nil
the function will only add units that belong to that army and ignore any that don't.
If no army is supplied, the function assumes that all units in the scriptunits collection are in the same army, and will assert if any aren't.
Returns:
unitcontroller
defined in ../working_data/script/_lib/lib_battle_script_unit.lua, line 2144
-
script_units:centre_point()
-
Returns a vector corresponding to the mean centre position of all the
script_unit
objects in the collection.Returns:
vector
centre position
defined in ../working_data/script/_lib/lib_battle_script_unit.lua, line 2192
-
script_units:radius()
-
Returns the distance from the furthest unit from the centre, to the centre, which is an indication of how spread out the units in this collection are.
Returns:
number
radius
defined in ../working_data/script/_lib/lib_battle_script_unit.lua, line 2200
-
script_units:get_northernmost()
-
Returns the northern-most
script_unit
.Returns:
script_unit
defined in ../working_data/script/_lib/lib_battle_script_unit.lua, line 2220
-
script_units:get_southernmost()
-
Returns the southern-most
script_unit
.Returns:
script_unit
defined in ../working_data/script/_lib/lib_battle_script_unit.lua, line 2239
-
script_units:get_westernmost()
-
Returns the western-most
script_unit
.Returns:
script_unit
defined in ../working_data/script/_lib/lib_battle_script_unit.lua, line 2258
-
script_units:get_easternmost()
-
Returns the eastern-most
script_unit
.Returns:
script_unit
defined in ../working_data/script/_lib/lib_battle_script_unit.lua, line 2277
-
script_units:get_closest(object
position collection, [2d
only])
-
Returns the closest
script_unit
in this collection to the supplied collection of units/positions, as well as the distance in m.Parameters:
1
object
Position object or collection. Supported object types are vector, unit,
script_unit
, units,script_units
, army, armies, alliance or table.2
2d
optional, default value=false
consider 2D distance only (disregarding altitude)
Returns:
script_unit
closest scriptunitdistance
distance of closest scriptunit in m
defined in ../working_data/script/_lib/lib_battle_script_unit.lua, line 2296
-
script_units:get_centremost()
-
Returns the
script_unit
in the collection that is closest to the calculated centre.Returns:
defined in ../working_data/script/_lib/lib_battle_script_unit.lua, line 2382
-
script_units:get_outlying()
-
Returns the furthest
script_unit
in this collection from the mean centre.Returns:
script_unit
defined in ../working_data/script/_lib/lib_battle_script_unit.lua, line 2390
-
script_units:are_any_routing_or_dead([boolean
shattered only], [boolean
permit rampaging])
-
Returns
true
if any unit in this scriptunits collection is routing or dead, orfalse
otherwise.Parameters:
1
boolean
optional, default value=false
Only count shattered units.
2
boolean
optional, default value=false
Don't automatically count rampaging units, check if they are actually routing too.
Returns:
nil
defined in ../working_data/script/_lib/lib_battle_script_unit.lua, line 2444
-
script_units:are_all_routing_or_dead([boolean
shattered only], [boolean
permit rampaging])
-
Returns
true
if all units in this scriptunits collection are routing or dead, orfalse
otherwise.Parameters:
1
boolean
optional, default value=false
Only count shattered units.
2
boolean
optional, default value=false
Don't automatically count rampaging units, check if they are actually routing too.
Returns:
nil
defined in ../working_data/script/_lib/lib_battle_script_unit.lua, line 2459
-
script_units:rout_over_time(number
period in ms)
-
Prevents routing units within the collection from rallying, and routs all non-routing units over the specified period in ms so that all units are eventually routing.
Parameters:
1
number
Time in ms over which the units are routed. Must be positive.
Returns:
nil
defined in ../working_data/script/_lib/lib_battle_script_unit.lua, line 2468
-
script_units:have_any_deployed()
-
Have any of the
script_unit
objects in the collection deployed onto the battlefield.Returns:
boolean
any deployed
defined in ../working_data/script/_lib/lib_battle_script_unit.lua, line 2521
-
script_units:is_any_firing_missiles()
-
Is any of the
script_unit
objects in the collection firing missiles.Returns:
boolean
is_any_firing_missiles
defined in ../working_data/script/_lib/lib_battle_script_unit.lua, line 2536
-
script_units:are_all_firing_missiles()
-
Are all of the
script_unit
objects in the collection firing missiles.Returns:
boolean
is_any_firing_missiles
defined in ../working_data/script/_lib/lib_battle_script_unit.lua, line 2551
-
script_units:have_all_deployed()
-
Have all of the
script_unit
objects in the collection deployed onto the battlefield.Returns:
boolean
all deployed
defined in ../working_data/script/_lib/lib_battle_script_unit.lua, line 2566
-
script_units:are_any_active_on_battlefield()
-
Returns true if any
script_unit
in this collection is deployed on the battlefield and not routing or dead.Returns:
boolean
any active
defined in ../working_data/script/_lib/lib_battle_script_unit.lua, line 2582
-
script_units:have_any_moved([vector
position], [distance
threshold distance])
-
Returns true if
script_unit:has_moved
returns true for any unit in this collection. Call<script_units_obj>:
script_unit:cache_location
() first.Parameters:
1
vector
optional, default value=nil
Position to test against. May be of limited usefulness when testing multiple units like this.
2
distance
optional, default value=0
Threshold distance in m.
Returns:
boolean
have any moved
defined in ../working_data/script/_lib/lib_battle_script_unit.lua, line 2612
-
script_units:have_all_moved([vector
position], [distance
threshold distance])
-
Returns true if
script_unit:has_moved
returns true for all units in this collection. Call<script_units_obj>:
script_unit:cache_location
() first.Parameters:
1
vector
optional, default value=nil
Position to test against. May be of limited usefulness when testing multiple units like this.
2
distance
optional, default value=0
Threshold distance in m.
Returns:
boolean
have all moved
defined in ../working_data/script/_lib/lib_battle_script_unit.lua, line 2630
-
script_units:are_any_running()
-
Returns true if any
script_unit
in this collection is moving fast.Returns:
boolean
any running
defined in ../working_data/script/_lib/lib_battle_script_unit.lua, line 2648
-
script_units:are_all_running()
-
Returns true if all
script_unit
objects in this collection are moving fast.Returns:
boolean
any running
defined in ../working_data/script/_lib/lib_battle_script_unit.lua, line 2664
-
script_units:is_under_attack()
-
Returns true if any
script_unit
in this collection is under attack (usesscript_unit:is_under_attack
)Returns:
boolean
any under attack
defined in ../working_data/script/_lib/lib_battle_script_unit.lua, line 2680
-
script_units:is_in_melee()
-
Returns true if any
script_unit
in this collection is in melee combat (usesscript_unit:is_in_melee
).Returns:
boolean
any in melee
defined in ../working_data/script/_lib/lib_battle_script_unit.lua, line 2696
-
script_units:unary_hitpoints()
-
Returns the average unary hitpoints of all
script_unit
objects in this collection.Returns:
number
average hitpoints
defined in ../working_data/script/_lib/lib_battle_script_unit.lua, line 2712
Changing formation won't work unless all script_unit
objects in the collection are in the same army (which is recommended anyway).
-
script_units:change_formation(string
group formation name)
-
Sets all
script_unit
objects in the collection into a group formation.
A list of formations can be found in raw data. Valid entries at time of writing are:
- flanking
- generic_directfire_defence
- generic_directfire_attack
- generic
- generic_ranged_protected
- generic_melee_heavy
- generic_melee_super_heavy
- assault_gates_formation
- assault_reserves_formation
- Multiple Selection Drag Out Land
- Multiple Selection Deployable Drag Out Land
- single_line
- Multiple Selection Naval
- Ambush Defence Block
- test_melee_forward_simple
- test_missile_forward_simple
- river_ai_attack
- river_ai_attack_narrow
- river_ai_stop_and_shoot
- river_ai_defend
- stop_and_shoot_artillery
- stop_and_shoot_ranged_direct
Parameters:
1
string
group formation name
Returns:
nil
defined in ../working_data/script/_lib/lib_battle_script_unit.lua, line 2745
-
script_units:is_hidden([boolean
all units])
-
Returns true if any
script_unit
in this collection is hidden in long grass or trees. Iftrue
is supplied as a single argument, then all units in the collection must be hidden for the function to return true.Parameters:
1
boolean
optional, default value=false
all units
Returns:
boolean
is hidden
defined in ../working_data/script/_lib/lib_battle_script_unit.lua, line 2793
-
script_units:is_visible_to_enemy()
-
Returns true if any
script_unit
in this collection is visible to the enemy, by the rules of the terrain visibility system. Note that a unit can be considered visible by this system but still be hidden in forests.Returns:
boolean
is visible
defined in ../working_data/script/_lib/lib_battle_script_unit.lua, line 2822
-
script_units:deploy_at_random_intervals(
min units
number,
max units
number,
min period
number,
max period
number,
debug out
[boolean],
spawn immediately
[boolean]
) -
Deploys the units in this collection onto the battlefield in randomly-sized, randomly-timed batches. Units must have been scripted to not deploy automatically before this is called. Arguments can be used to influence the size and timing of the batches of units.
Parameters:
1
number
Minimum size of random unit batch. Must be postive.
2
number
Maximum size of random unit batch. Must be positive, and not less than the supplied min units value.
3
number
Minimum time period between the arrival of batches in ms. Must be positive.
4
number
Maximum time period between the arrival of batches in ms. Must be positive, and not less than the supplied minimum period.
5
boolean
optional, default value=false
Supply true to turn on debug output.
6
boolean
optional, default value=false
Spawns the first wave immediately.
Returns:
nil
defined in ../working_data/script/_lib/lib_battle_script_unit.lua, line 2846
-
script_units:cancel_deploy_at_random_intervals()
-
Cancels/stops a running process started with
script_units:deploy_at_random_intervals
.Returns:
nil
defined in ../working_data/script/_lib/lib_battle_script_unit.lua, line 2981
-
script_units:start_kill_aura(script_units
target sunits, number
range, [number
casualties proportion])
-
Activates a kill aura around these units that cause a specified enemy/other
script_units
to take casualties when they come within a specified range. Only one kill aura process may be active on a scriptunit at a time.Parameters:
1
script_units
Target
script_units
collection.2
number
Range in m at which the enemy
script_units
begin to take casualties.3
number
optional, default value=0.02
Proportion of casualties taken per second. This should be specified as a unary proportion of the unit's initial strength, so the default value of 0.02 represents 2% of the initial strength per second.
Returns:
nil
defined in ../working_data/script/_lib/lib_battle_script_unit.lua, line 3000
-
script_units:stop_kill_aura()
-
Stops the kill aura started on this collection with
script_units:start_kill_aura
.Returns:
nil
defined in ../working_data/script/_lib/lib_battle_script_unit.lua, line 3047
-
script_units:attack_enemy_scriptunits(script_units
enemy script_units, [boolean
should run])
-
Instructs this scriptunits collection to attack another, acting entirely under script control. This is best used for a close-quarters scripted engagement where no AI randomness or maneouvring is desired.
Parameters:
1
script_units
enemy script_units
2
boolean
optional, default value=false
should run
Returns:
nil
defined in ../working_data/script/_lib/lib_battle_script_unit.lua, line 3066
-
script_units:stop_attack_enemy_scriptunits()
-
Stops an attack process started with
script_units:attack_enemy_scriptunits
.Returns:
nil
defined in ../working_data/script/_lib/lib_battle_script_unit.lua, line 3218
-
script_units:highlight_unit_cards(
should highlight
boolean,
pulse strength
[number],
force highlight
[boolean]
) -
Pulses a highlight effect on all the unit cards associated with this scriptunits collection, using
script_unit:highlight_unit_card
.Parameters:
1
boolean
Set to
true
to turn the highlight effect on,false
to turn it off.2
number
optional, default value=5
Sets the strength of the pulse effect. A higher supplied value leads to a more pronounced pulse effect. The default value is 5.
3
boolean
optional, default value=false
Overrides the disabling of help page highlighting with
battle_ui_manager:set_help_page_link_highlighting_permitted
. Set this to true if the script explicitly wants to highlight the UI cards when help page link highlighting is disabled (useful in tutorials).Returns:
nil
defined in ../working_data/script/_lib/lib_battle_script_unit.lua, line 3240