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Commands Module

Functions and values

Function or value Description

AttackCommand unitId targetUnitId

Full Usage: AttackCommand unitId targetUnitId

Parameters:
    unitId : int
    targetUnitId : int

Returns: AICommand

Create an attack command for a unit to attack a target unit

unitId : int
targetUnitId : int
Returns: AICommand

BuildCommand unitId toBuildUnitDefId x y z facing

Full Usage: BuildCommand unitId toBuildUnitDefId x y z facing

Parameters:
    unitId : int
    toBuildUnitDefId : int
    x : float32
    y : float32
    z : float32
    facing : int

Returns: AICommand

Create a build command for a unit to construct a building

unitId : int
toBuildUnitDefId : int
x : float32
y : float32
z : float32
facing : int
Returns: AICommand

CallLuaRulesCommand data

Full Usage: CallLuaRulesCommand data

Parameters:
    data : string

Returns: AICommand

Create a call Lua rules command

data : string
Returns: AICommand

CallLuaUICommand data

Full Usage: CallLuaUICommand data

Parameters:
    data : string

Returns: AICommand

Create a call Lua UI command

data : string
Returns: AICommand

CustomCommand unitId commandId params

Full Usage: CustomCommand unitId commandId params

Parameters:
    unitId : int
    commandId : int
    params : float32 list

Returns: AICommand

Create a custom command for a unit

unitId : int
commandId : int
params : float32 list
Returns: AICommand

FightCommand unitId x y z

Full Usage: FightCommand unitId x y z

Parameters:
    unitId : int
    x : float32
    y : float32
    z : float32

Returns: AICommand

Create a fight command for a unit to fight-move to a position

unitId : int
x : float32
y : float32
z : float32
Returns: AICommand

GiveMeNewUnitCommand unitDefId x y z

Full Usage: GiveMeNewUnitCommand unitDefId x y z

Parameters:
    unitDefId : int
    x : float32
    y : float32
    z : float32

Returns: AICommand

Create a give me new unit command (cheat)

unitDefId : int
x : float32
y : float32
z : float32
Returns: AICommand

GiveMeResourceCommand resourceId amount

Full Usage: GiveMeResourceCommand resourceId amount

Parameters:
    resourceId : int
    amount : float32

Returns: AICommand

Create a give me resource command (cheat)

resourceId : int
amount : float32
Returns: AICommand

GuardCommand unitId guardUnitId

Full Usage: GuardCommand unitId guardUnitId

Parameters:
    unitId : int
    guardUnitId : int

Returns: AICommand

Create a guard command for a unit to guard another unit

unitId : int
guardUnitId : int
Returns: AICommand

INTERNAL_ORDER

Full Usage: INTERNAL_ORDER

Returns: uint32

INTERNAL_ORDER flag (bit 3) used for AI-issued commands

Returns: uint32

MoveCommand unitId x y z

Full Usage: MoveCommand unitId x y z

Parameters:
    unitId : int
    x : float32
    y : float32
    z : float32

Returns: AICommand

Create a move command for a unit to a position

unitId : int
x : float32
y : float32
z : float32
Returns: AICommand

MoveCommandQueued unitId x y z

Full Usage: MoveCommandQueued unitId x y z

Parameters:
    unitId : int
    x : float32
    y : float32
    z : float32

Returns: AICommand

Create a queued move command for a unit to a position. The command is appended to the unit's existing order queue rather than replacing the current order. Use this for waypoint traversal when you need the unit to execute a sequence of moves in order (e.g., routing through a Pathing findPath result's waypoints). Wire-level effect: sets both INTERNAL_ORDER (8u) and SHIFT_KEY (32u) on the command's Options bitfield, producing Options = 40u. The first waypoint of a sequence should use the unqueued MoveCommand so it replaces any existing order; subsequent waypoints use MoveCommandQueued.

unitId : int
x : float32
y : float32
z : float32
Returns: AICommand

PatrolCommand unitId x y z

Full Usage: PatrolCommand unitId x y z

Parameters:
    unitId : int
    x : float32
    y : float32
    z : float32

Returns: AICommand

Create a patrol command for a unit to a position

unitId : int
x : float32
y : float32
z : float32
Returns: AICommand

ReclaimUnitCommand unitId reclaimUnitId

Full Usage: ReclaimUnitCommand unitId reclaimUnitId

Parameters:
    unitId : int
    reclaimUnitId : int

Returns: AICommand

Create a reclaim command for a unit to reclaim another unit

unitId : int
reclaimUnitId : int
Returns: AICommand

RepairCommand unitId repairUnitId

Full Usage: RepairCommand unitId repairUnitId

Parameters:
    unitId : int
    repairUnitId : int

Returns: AICommand

Create a repair command for a unit to repair another unit

unitId : int
repairUnitId : int
Returns: AICommand

SHIFT_KEY

Full Usage: SHIFT_KEY

Returns: uint32

SHIFT_KEY flag (bit 5) — queues the command behind the unit's existing orders

Returns: uint32

SelfDestructCommand unitId

Full Usage: SelfDestructCommand unitId

Parameters:
    unitId : int

Returns: AICommand

Create a self-destruct command for a unit

unitId : int
Returns: AICommand

SendTextMessageCommand text zone

Full Usage: SendTextMessageCommand text zone

Parameters:
    text : string
    zone : int

Returns: AICommand

Create a send text message command

text : string
zone : int
Returns: AICommand

SetWantedMaxSpeedCommand unitId wantedMaxSpeed

Full Usage: SetWantedMaxSpeedCommand unitId wantedMaxSpeed

Parameters:
    unitId : int
    wantedMaxSpeed : float32

Returns: AICommand

Create a set wanted max speed command for a unit

unitId : int
wantedMaxSpeed : float32
Returns: AICommand

StopCommand unitId

Full Usage: StopCommand unitId

Parameters:
    unitId : int

Returns: AICommand

Create a stop command for a unit

unitId : int
Returns: AICommand

Type something to start searching.