All Command-帝国时代3修改圣典

All Command



[(      )] ability( int abilityId, int unitID, doWhenNotSelected ) : Explorer Abilities use. 

[(      )] abortCinematic: abort the current cinematic. 

[(long  )] aiActivateOpportunity( int opportunityID, bool flag ): activates or deactivates an opportunity on the player's opp list. 

[(void  )] aiAttemptResign(): asks the player if its ok to resign 

[(void  )] aiAutoSavegame( string filename ): Saves the auto, debugging savegames (THIS DOESN'T REALLY DO ANYTHING). 

[(void  )] aiBreakpointGo( int playerID ): Restart XS execution after the current breakpoint. 

[(void  )] aiBreakpointSet( int playerID, string filename, int lineNumber, bool on ): Sets a breakpoint. 

[(bool  )] aiBreakTreaty(int escrowID): breaks the treaty using funds from the given escrow. 

[(bool  )] aiBuildWall(int buildingID, int escrowID): builds walls around the specified building's colony using the specified escrow. 

[(bool  )] aiBuyResourceOnMarket( int resourceID): buys (+100) the given resource. 

[(int   )] aiCalculateMostHatedPlayerID( int comparePlayerID ): Returns the playerID for the player the AI thinks it should be attacking. 

[(bool  )] aiCanBuildWall(int buildingID, int escrowID): returns whether it is allowed to build a wall around the specified building's colony, and whether the player can afford it from the specified escrow. 

[(bool  )] aiCastGodPowerAtPosition( int godPowerTechID, vector pos): Casts the given God power tech, at the specified position. 

[(bool  )] aiCastGodPowerAtUnit( int godPowerTechID, int unitID): Casts the given God power tech, at the specified unit. 

[(void  )] aiChat( int playerID, string chatString ): CP AI chat to playerID. 

[(      )] aiCommsAllowChat( bool flag ): enables or disables the chats from this ai player. 

[(long  )] aiCommsGetChatTargetType(int sentenceID): get target type for specified sentence. 

[(long  )] aiCommsGetChatVerb(int sentenceID): get chat verb for specified sentence. 

[(long  )] aiCommsGetSendingPlayer(int sentenceID): get sending player for specified sentence. 

[(long  )] aiCommsGetTargetListCount(int sentenceID): get number of items in target list for specified sentence. 

[(long  )] aiCommsGetTargetListItem(int sentenceID, int index): get index item from specified sentence. 

[(vector)] aiCommsGetTargetLocation(int sentenceID): get target location from specified sentence. 

[(void  )] aiCommsSendReply(int sentenceID, int responseID): send a reply to a sentence. 

[(int   )] aiCommsSendStatement(targetPlayerID, int promptType): Sends a statement to the designated player. 

[(int   )] aiCommsSendStatementWithVector(targetPlayerID, int promptType, vector v): Sends a statement to the designated player. Adds a location flare. 

[(bool  )] aiCommsSetEventHandler(string handlerFunctionName ): Sets the handler for the communications system (invalid name unsets the handler). 

[(long  )] aiCreateOpportunity(int type, int targettype, int targetID, int targetPlayerID, int source ): adds an opportunity to the list and returns the id. 

[(      )] AIDebugGathererToggle: toggles whether the ai gatherer distribution window is up, refreshing if first showing. 

[(      )] AIDebugInfoRefresh : shows the ai debug menu with new data. 

[(      )] AIDebugInfoToggle: toggles whether the ai debug menu is up, refreshing if first showing. 

[(      )] AIDebugOutputToggle: toggles whether the ai output window is up, refreshing if first showing. 

[(      )] AIDebugPastResourceNeedToggle: toggles whether the ai past resource needs window is up, refreshing if first showing. 

[(      )] AIDebugPopToggle: toggles whether the ai pop distribution window is up, refreshing if first showing. 

[(      )] AIDebugShowBasesToggle: toggles the display of bases 

[(      )] AIDebugShowBattlesToggle: toggles the display of AI Battles. 

[(      )] AIDebugShowChatHistoryToggle: toggles the display of chat history. 

[(      )] AIDebugShowOpportunitiesToggle: toggles the display of opps. 

[(      )] AIDebugShowPlansToggle: toggles the display of plans. 

[(      )] AIDebugTimedStatsToggle: toggles whether the kb timed stats window is up, refreshing if first showing. 

[(      )] AIDebugToggleBPText: toggles the showing of Building placement value text. 

[(long  )] aiDestroyOpportunity( int opportunityID): remove an opportunity on the player's opp list. 

[(bool  )] aiDoesWallExist(int buildingID): returns whether a wall exists around the specified building's colony. 

[(bool  )] aiDoTradeMonopoly(): Executes a trade monopoly command, returns false if it fails. 

[(void  )] aiEcho( string echoString ): CP AI echo. 

[(void  )] aiErrorMessage( string errorString ): CP AI error. 

[(int   )] aiFindBestAttackGodPowerPlan(void): find a valid god power plan to attach to an attack plan 

[(void  )] aiFindBestOpportunity(): finds the best currently scored opp. 

[(int   )] aiFindBestTownDefenseGodPowerPlan(void): find a valid god power plan to use for town defense 

[(bool  )] aiGetAllowBuildings( void ): Returns allow buildings on/off. 

[(float )] aiGetAttackResponseDistance( void ): Returns the attack response distance. 

[(int   )] aiGetAutoFarmEscrowID( void ): Returns the auto Farm escrow ID. 

[(int   )] aiGetAutoGatherEscrowID( void ): Returns the auto gather escrow ID. 

[(bool  )] aiGetAutosaveOn(): returns whether or not its cool to turn ai autosaves on. 

[(int   )] aiGetAvailableEconomyPop( void ): Returns the available economy pop for this player. 

[(int   )] aiGetAvailableMilitaryPop( void ): Returns the script-defined military pop for this player. 

[(int   )] aiGetCaptainPlayerID( int playerID ): Returns the captain for the given player's team. 

[(int   )] aiGetCurrentEconomyPop( void ): Returns the current economy pop for this player. 

[(void  )] aiGetCurrentResourceNeed( int resourceID ): returns the current resource need for the given resource. 

[(float )] aiGetEconomyPercentage( void ): Returns the economy priority percentage. 

[(int   )] aiGetEconomyPop( void ): Returns the script-defined economy pop for this player. 

[(float )] aiGetExploreDangerThreshold(): gets the ai's Explore Danger Threshold value. 

[(int   )] aiGetFallenExplorerID(): returns the ID of the fallen explorer; if there isn't one, returns -1 

[(int   )] aiGetFarmLimit( void ): Returns the per plan farm build limit. 

[(int   )] aiGetGameMode( void ): Returns the game's mode. 

[(int   )] aiGetGameType(): returns the current game type (e.g., cGameTypeScenario, cGameTypeRandom, etc). 

[(int   )] aiGetGodPowerProtoIDForTechID( int techID): translate a granted tech id into a protopower id 

[(int   )] aiGetGodPowerTechIDForSlot( int slotID): Get the god power tech id from the given slot. 

[(int   )] aiGetGodPowerType( int protoPowerID): get the type for a ProtoPower 

[(vector)] aiGetHCGatherPoint( void ): Returns the HCGP. 

[(int   )] aiGetKOTHController(): Gets the team that is king of the hill. 

[(int   )] aiGetLastCollectedNuggetEffect(int playerID): Gets the last collected nugget's effect 

[(int   )] aiGetLastCollectedNuggetType(int playerID): Gets the last collected nugget's type 

[(float )] aiGetMarketBuyCost( int resourceID ): Returns the amount required to buy 100 units of the given resource. 

[(float )] aiGetMarketSellCost( int resourceID ): Returns the amount received for selling 100 units of the given resource. 

[(int   )] aiGetMaxLOSProtoUnitLimit(): gets the limit for how many LOS Protounits the AI can build 

[(float )] aiGetMilitaryPercentage( void ): Returns the militarypriority percentage. 

[(int   )] aiGetMilitaryPop( void ): Returns the script-defined military pop for this player. 

[(int   )] aiGetMinNumberNeedForGatheringAggressives(): gets the min number of needed units to gather aggressive animals. 

[(int   )] aiGetMinNumberWantForGatheringAggressives(): gets the min number of wanted units to gather aggressive animals. 

[(int   )] aiGetMostHatedPlayerID( void ): Returns the script-defined most hated player ID for this player. 

[(int   )] aiGetNumberIdlePlans( int planType ): Gets the of idle plans of the given type. 

[(int   )] aiGetNumberRelicsControlled(int teamID): Gets the number of relics controlled by this team (for relic victory). 

[(int   )] aiGetNumberRelicsNeededForVictory(): Gets the number of relics needed to make a relic win possible. 

[(long  )] aiGetNumberTeams(): returns the number of teams in the game. 

[(int   )] aiGetNumberTradePostsControlled(int teamID): Gets the number of tradeposts controlled by this team (for monopoly victory). 

[(int   )] aiGetNumberTradePostsNeededForMonopoly(): Gets the number of tradeposts needed to make a monopoly win possible. 

[(vector)] aiGetOpportunityLocation(  int opportunityID ): gets the location from this opportunity 

[(float )] aiGetOpportunityRadius(  int opportunityID ): gets the radius from this opportunity 

[(long  )] aiGetOpportunitySourceID(  int opportunityID ): gets the source id from this opportunity 

[(long  )] aiGetOpportunitySourceType(  int opportunityID ): gets the source type from this opportunity 

[(long  )] aiGetOpportunityTargetID(  int opportunityID ): gets the target id from this opportunity 

[(long  )] aiGetOpportunityTargetPlayerID(  int opportunityID ): gets the target playerID from this opportunity 

[(long  )] aiGetOpportunityTargetType(  int opportunityID ): gets the target type from this opportunity 

[(long  )] aiGetOpportunityType(  int opportunityID ): gets the type from this opportunity 

[(bool  )] aiGetPauseAllAgeUpgrades(): gets the pause all age upgrades flag from the AI. 

[(string)] aiGetPersonality( void ): Gets the player's personality. 

[(int   )] aiGetPoliticianChoice(int age): Gets the scripts choice for the AgeX Politician. 

[(int   )] aiGetPoliticianListByIndex(int age, int index): Gets the index'th Politicans avaiable for AgeX. 

[(int   )] aiGetPoliticianListCount(int age): Gets the number of Politicans avaiable for AgeX. 

[(int   )] aiGetPopNeeds(): gets the current Pop needs of all the plans. 

[(int   )] aiGetResourceBreakdownNumberPlans( int resourceTypeID, int resourceSubTypeID, int baseID ): Gets the number of plans for the given breakdown. 

[(float )] aiGetResourceBreakdownPercentage( int resourceTypeID, int resourceSubTypeID, int baseID ): Gets the percentage for the given breakdown. 

[(int   )] aiGetResourceBreakdownPlanPriority( int resourceTypeID, int resourceSubTypeID, int baseID ): Gets the priority of the plans for the given breakdown. 

[(float )] aiGetResourceGathererPercentage( int resourceID, int rgpIndex ): Returns the resource gatherer percentage for the given resource. 

[(float )] aiGetResourceGathererPercentageWeight( int rgpIndex ): Returns the RGP weight. 

[(long  )] aiGetScore(int playerID): returns the score for the given player. 

[(bool  )] aiGetWallRadius(int buildingID): returns the wall radius for the specified building's colony. 

[(bool  )] aiGetWaterMap(): Tells us if the AI thinks this is a water map or not. 

[(int   )] aiGetWorldDifficulty( void ): Returns the world difficulty level. 

[(string)] aiGetWorldDifficultyName( int level ): Returns the name of the level. 

[(int   )] aiGoalGetIDByIndex( int goalType, int goalState, bool active, int index ): Returns the ID of matching goal. 

[(int   )] aiGoalGetNumber( int goalType, int goalState, bool active ): Returns the number of matching goals. 

[(bool  )] aiHCCardsBuyCard(int cardIndex): Buy this card now 

[(bool  )] aiHCCardsCanIBuyThisCard(int deckIndex, int cardIndex): Can I buy this card now? 

[(long  )] aiHCCardsFindBestCard(int cardType, int levelPref, int resourcePref): Get the best card using the optional cardtype and optional resourcePreference 

[(long  )] aiHCCardsGetCardAgePrereq(int cardIndex): For this cardIndex, get the age prereq. 

[(long  )] aiHCCardsGetCardCount(): For this cardIndex, get the CardCount, -1 is Infinite. 

[(long  )] aiHCCardsGetCardLevel(int cardIndex): For this cardIndex, get the age prereq. 

[(long  )] aiHCCardsGetCardTechID(): For this cardIndex, get the TechID. 

[(long  )] aiHCCardsGetCardUnitCount(): For this cardIndex, get the UnitCount. 

[(long  )] aiHCCardsGetCardUnitType(): For this cardIndex, get the UnitType. 

[(long  )] aiHCCardsGetTotal(): Returns the number of cards in the Current HC. 

[(bool  )] aiHCCardsIsCardBought(int cardIndex): Has the cardindex been bought yet? 

[(bool  )] aiHCDeckActivate( long deckIndex ): Makes the deckIndex the current active HC deck. 

[(long  )] aiHCDeckAddCardToDeck( long deckIndex, long cardIndex): Adds the card given to the givenHC Deck. 

[(bool  )] aiHCDeckCanPlayCard( long cardIndex ): Can we play this card from the given deck? 

[(bool  )] aiHCDeckCardGetCardCount( long deskIndex, long cardIndex ): Gets how many cards of this type we can send. -1 mean infinite. 

[(bool  )] aiHCDeckCreate( string ): Create a new HC Deck with the given name. 

[(long  )] aiHCDeckGetCardAgePrereq( long deckIndex, long cardIndex ): For this card, get the age prereq 

[(long  )] aiHCDeckGetCardLevel( long deckIndex, long cardIndex ): For this card, get the level 

[(long  )] aiHCDeckGetCardTechID( long deckIndex, long cardIndex ): For this card, get the techID 

[(long  )] aiHCDeckGetCardUnitCount( long deckIndex, long cardIndex ): For this card, get the unit Count 

[(long  )] aiHCDeckGetCardUnitType( long deckIndex, long cardIndex ): For this card, get the unitType 

[(long  )] aiHCDeckGetNumberCards( long deckIndex): Returns the number of cards in the Current HC Deck. 

[(bool  )] aiHCDeckPlayCard( long cardIndex ): play this card. 

[(long  )] aiHCGetNumberDecks(): Returns the number of decks in the Current HC. 

[(bool  )] aiIsKOTHAllowed(): Returns true if a King of the Hill victory is possible in this game type. 

[(bool  )] aiIsMapType(string -see 3 constants at right-):Is this a certain maptype or not. (AIFishingUseful, AITransportRequired, AITransportUseful) 

[(bool  )] aiIsMonopolyAllowed(): Returns true if a trade monopoly is possible in this game type. 

[(bool  )] aiIsMultiplayer(): returns true, if this is a multiplayer game. 

[(bool  )] aiIsRelicCaptureAllowed(): Returns true if a relic capture victory is possible in this game type. 

[(int   )] aiIsTeamKOTH(int teamID): Returns true if this team is king of the hill. 

[(void  )] aiNormalizeResourceGathererPercentages( int rgpIndex ): Normalizes all of the resource gatherer percentages to 1.0. 

[(void  )] aiNormalizeResourceGathererPercentageWeights( void ): Normalizes all of the resource gatherer percentages weights to 1.0. 

[(int   )] aiNumberUnassignedUnits( int typeID ): Returns the number of unassigned units of the given type. 

[(int   )] aiNumberUnassignedUnitsByGoal( int goalID ): Returns the number of unassigned units based on the goal's unit type(s). 

[(int   )] aiPersonalityCreatePlayerHistory( void ): Creates are player history for the given playername. 

[(bool  )] aiPersonalityGetDidIWinLastGameVS(int playerHistoryIndex) 

[(int   )] aiPersonalityGetGameFirstAttackTime(int playerHistoryIndex, int gameIndex): Returns the 1st attacktime from the gameIndex game. 

[(float )] aiPersonalityGetGameResource(int playerHistoryIndex, int gameIndex, int resourceID): Returns the given resource from the gameIndex game. If gameIndex is -1, this will return the avg of all games played. 

[(int   )] aiPersonalityGetGameUnitCount(int playerHistoryIndex, int gameIndex, int unitType): Returns the unit count from the gameIndex game. If gameIndex is -1, this will return the avg of all games played. 

[(int   )] aiPersonalityGetNumberPlayerHistories( void ): Returns the number of player's in the Personality's history. 

[(int   )] aiPersonalityGetPlayerGamesPlayed(int playerHistoryIndex, int playerRelation): Returns the number of games played against/with the given the playerHistoryIndex. 

[(int   )] aiPersonalityGetPlayerHistoryIndex( string searchPlayerName ): Returns a playerHistoryIndex if this personality has played searchPlayerName before. 

[(string)] aiPersonalityGetPlayerHistoryName( int index ): Returns the name of the index'th player in the Personality's history. 

[(float )] aiPersonalityGetPlayerUserVar( int playerHistoryIndex, string userVarName ): Returns the user value, given the playerHistoryIndex and the userVarName. 

[(float )] aiPersonalityGetRushBoom( void ): Returns the rush boom scale for this ai. 

[(int   )] aiPersonalityGetTotalGameWins(int playerHistoryIndex, int playerRelation): Returns the total games the given player has won against this AI 

[(bool  )] aiPersonalityResetPlayerHistory( int playerHistoryIndex ): Resets the given player history. 

[(bool  )] aiPersonalitySetPlayerUserVar( int playerHistoryIndex, string userVarName, float val ): sets the value, given the playerHistoryIndex, userVarName (max 255 chars), and value. 

[(bool  )] aiPlanAddUnit( int planID, int unitID ): Adds a unit to the plan. 

[(bool  )] aiPlanAddUnitType( int planID, int unitTypeID, int numberNeed, int numberWant, int numberMax ): Adds a unit type to the plan. 

[(bool  )] aiPlanAddUserVariableBool( int planID, int planVariableIndex, string name, int numberValues ): Adds the variable to the given plan. 

[(bool  )] aiPlanAddUserVariableFloat( int planID, int planVariableIndex, string name, int numberValues ): Adds the variable to the given plan. 

[(bool  )] aiPlanAddUserVariableInt( int planID, int planVariableIndex, string name, int numberValues ): Adds the variable to the given plan. 

[(bool  )] aiPlanAddUserVariableString( int planID, int planVariableIndex, string name, int numberValues ): Adds the variable to the given plan. 

[(bool  )] aiPlanAddUserVariableVector( int planID, int planVariableIndex, string name, int numberValues ): Adds the variable to the given plan. 

[(bool  )] aiPlanAddWaypoint( int planID, vector waypoint ): Adds the waypoint to the given plan. 

[(int   )] aiPlanCreate( string planName, int typeName ): Creates a plan of the given name and type. 

[(bool  )] aiPlanDestroy( int planID ): Destroys the given plan. 

[(bool  )] aiPlanDestroyByName( string name ): Destroys the plan of the given name. 

[(bool  )] aiPlanGetActive( int planID ): Gets the active-ness of the given plan. 

[(int   )] aiPlanGetActualPriority( int planID ): Returns the priority of the given plan. 

[(bool  )] aiPlanGetAllowUnderAttackResponse( int planID ): Gets the UA response-ness of the given plan. 

[(bool  )] aiPlanGetAttack( int planID ): Gets the attack flag of the given plan. 

[(int   )] aiPlanGetBaseID( int planID): gets the plan's base id. 

[(int   )] aiPlanGetDesiredPriority( int planID ): Returns the priority of the given plan. 

[(bool  )] aiPlanGetEconomy( int planID ): Gets the economy flag of the given plan. 

[(int   )] aiPlanGetEscrowID( int planID ): Gets the escrow for the plan. 

[(int   )] aiPlanGetID( string name ): Returns the ID of the plan with the given name. 

[(int   )] aiPlanGetIDByActiveIndex( int activeIndex ): Returns the ID of the plan with the given active index. 

[(int   )] aiPlanGetIDByIndex( int planType, int planState, bool active, int index ): Returns the ID of matching plan. 

[(int   )] aiPlanGetIDByTypeAndVariableType( int planType, int varType, int varID, bool active ): Returns the ID of the plan with the given parms. 

[(int   )] aiPlanGetIDSubStr( string searchStr ): Returns the ID of the first plan containing the given string in its name. 

[(vector)] aiPlanGetInitialPosition( int planID ): Returns the initial positon that was set for this plan. 

[(vector)] aiPlanGetLocation( int planID ): Returns the location for this plan. 

[(bool  )] aiPlanGetMilitary( int planID ): Gets the military flag of the given plan. 

[(string)] aiPlanGetName( int planID ): Returns the name of the given plan. 

[(bool  )] aiPlanGetNoMoreUnits( int planID ): Gets the noMoreUnits-ness of the given plan. 

[(int   )] aiPlanGetNumber( int planType, int planState, bool active ): Returns the number of matching plans. 

[(int   )] aiPlanGetNumberUnits( int planID, int unitTypeID ): Returns the number of units currently assigned in the given plan. 

[(int   )] aiPlanGetNumberUserVariableValues( int planID, int planVariableIndex ): Returns the number of values for this variable index. 

[(int   )] aiPlanGetNumberVariableValues( int planID, int planVariableIndex ): Returns the number of values for this variable index. 

[(bool  )] aiPlanGetOrphan( int planID ): Gets the orphan-ness of the given plan. 

[(int   )] aiPlanGetState( int planID ): Returns the state of the given plan. 

[(int   )] aiPlanGetType( int planID ): Returns the type of the given plan. 

[(float )] aiPlanGetUnitCost(int planID, bool considerHitPoints): gets total aiCost of plan's units, weighted for HP if requested. 

[(int   )] aiPlanGetUnitStance( int planID ): Gets the unit stance of the given plan. 

[(bool  )] aiPlanGetUserVariableBool( int planID, int planVariableIndex, int valueIndex ): Gets the given variable of the given plan. 

[(float )] aiPlanGetUserVariableFloat( int planID, int planVariableIndex, int valueIndex ): Gets the given variable of the given plan. 

[(int   )] aiPlanGetUserVariableInt( int planID, int planVariableIndex, int valueIndex ): Gets the given variable of the given plan. 

[(string)] aiPlanGetUserVariableString( int planID, int planVariableIndex, int valueIndex ): Gets the given variable of the given plan. 

[(vector)] aiPlanGetUserVariableVector( int planID, int planVariableIndex, int valueIndex ): Gets the given variable of the given plan. 

[(bool  )] aiPlanGetVariableBool( int planID, int planVariableIndex, int valueIndex ): Gets the given variable of the given plan. 

[(float )] aiPlanGetVariableFloat( int planID, int planVariableIndex, int valueIndex ): Gets the given variable of the given plan. 

[(int   )] aiPlanGetVariableInt( int planID, int planVariableIndex, int valueIndex ): Gets the given variable of the given plan. 

[(string)] aiPlanGetVariableString( int planID, int planVariableIndex ): Gets the given variable of the given plan. 

[(vector)] aiPlanGetVariableVector( int planID, int planVariableIndex, int valueIndex ): Gets the given variable of the given plan. 

[(bool  )] aiPlanRemoveUserVariable( int planID, int planVariableIndex ): Removes the user variable. 

[(bool  )] aiPlanRemoveUserVariables( int planID ): Removes all of the user variables from the given plan. 

[(bool  )] aiPlanRemoveUserVariableValue( int planID, int planVariableIndex, int variableIndex ): Removes the index-th value of the user variable. 

[(bool  )] aiPlanRemoveVariableValue( int planID, int planVariableIndex, int variableIndex ): Removes the index-th value of the variable. 

[(bool  )] aiPlanSetActive( int planID, bool active ): Sets active on/off for the given plan. 

[(bool  )] aiPlanSetAllowUnderAttackResponse( int planID, bool uAR ): Sets under attack response on/off for the given plan. 

[(bool  )] aiPlanSetAttack( int planID, bool v ): Sets attack flag on/off for the given plan. 

[(bool  )] aiPlanSetBaseID( int planID, int baseID ): sets the plan's base id. 

[(bool  )] aiPlanSetDesiredPriority( int planID, int priority ): Sets the priority of the given plan. 

[(bool  )] aiPlanSetEconomy( int planID, bool v ): Sets economy on/off for the given plan. 

[(bool  )] aiPlanSetEscrowID( int planID, int escrowID ): Sets the escrow for the plan. 

[(bool  )] aiPlanSetEventHandler( int planID, int eventType, string handlerName ): Sets event handler function for the given plan and event. 

[(void  )] aiPlanSetInitialPosition( int planID, vector initialPosition ): Sets the initial positon for this plan. 

[(bool  )] aiPlanSetMilitary( int planID, bool v ): Sets military on/off for the given plan. 

[(bool  )] aiPlanSetNoMoreUnits( int planID, bool v ): Sets noMoreUnits on/off for the given plan. 

[(bool  )] aiPlanSetNumberUserVariableValues( int planID, int planVariableIndex, int numberValues, bool clearCurrentValues ): Sets the number of values for this variable. 

[(bool  )] aiPlanSetNumberVariableValues( int planID, int planVariableIndex, int numberValues, bool clearCurrentValues ): Sets the number of values for this variable. 

[(bool  )] aiPlanSetOrphan( int planID, bool orphan ): Sets orphan on/off for the given plan. 

[(bool  )] aiPlanSetRequiresAllNeedUnits( int planID, bool rANU ): Sets 'requiresAllNeedUnits' on/off for the given plan. 

[(bool  )] aiPlanSetUnitStance( int planID, int stance ): Sets unit stance for the given plan. 

[(bool  )] aiPlanSetUserVariableBool( int planID, int planVariableIndex, int valueIndex, bool value ): Sets the given variable of the given plan. 

[(bool  )] aiPlanSetUserVariableFloat( int planID, int planVariableIndex, int valueIndex, float value ): Sets the given variable of the given plan. 

[(bool  )] aiPlanSetUserVariableInt( int planID, int planVariableIndex, int valueIndex, int value ): Sets the given variable of the given plan. 

[(bool  )] aiPlanSetUserVariableString( int planID, int planVariableIndex, int valueIndex, string value ): Sets the given variable of the given plan. 

[(bool  )] aiPlanSetUserVariableVector( int planID, int planVariableIndex, int valueIndex, vector value ): Sets the given variable of the given plan. 

[(bool  )] aiPlanSetVariableBool( int planID, int planVariableIndex, int valueIndex, bool value ): Sets the given variable of the given plan. 

[(bool  )] aiPlanSetVariableFloat( int planID, int planVariableIndex, int valueIndex, float value ): Sets the given variable of the given plan. 

[(bool  )] aiPlanSetVariableInt( int planID, int planVariableIndex, int valueIndex, int value ): Sets the given variable of the given plan. 

[(bool  )] aiPlanSetVariableString( int planID, int planVariableIndex, int valueIndex, string value ): Sets the given variable of the given plan. 

[(bool  )] aiPlanSetVariableVector( int planID, int planVariableIndex, int valueIndex, vector value ): Sets the given variable of the given plan. 

[(bool  )] aiPlanSetWaypoints( int planID, int pathID ): Sets the waypoints of the given plan to the waypoints of the given path. 

[(bool  )] aiPopulatePoliticianList(): Call this to make the AI fill out what Politicians are available. 

[(void  )] aiQueueAutoSavegame( int saveNumber ): Queues the auto savegame. 

[(int   )] aiRandInt( int max ): Returns a random number (mod'ed by max if provided). 

[(vector)] aiRandLocation( void ): Returns a random location guaranteed to be on the map. 

[(void  )] aiRandSetSeed( int seed ): Sets the seed of the random number generator. 

[(bool  )] aiRansomExplorer(int explorerID, int escrowID, int sourceBuildingID): ransoms the specified explorer using funds from the specified escrow account and spawns it from the specified building. 

[(bool  )] aiReadyForTradeMonopoly(): Returns true if the monopoly command can be given now.  Does not check cost. 

[(bool  )] aiRemoveResourceBreakdown( int resourceTypeID, int resourceSubTypeID, int baseID ): Removes the given breakdown. 

[(void  )] aiResign(): reigns the current player.. 

[(bool  )] aiResourceIsLocked(int resourceID): Is this Escrow resource locked. 

[(void  )] aiResourceLock(int resourceID): Prevent a resource from being spent by the AI. 

[(void  )] aiResourceUnlock(int resourceID): Allow a resource to be spent by the AI. 

[(bool  )] aiSellResourceOnMarket( int resourceID): sells (+100) the given resource. 

[(void  )] aiSendChatToAllies( string chatString ): CP AI chat to allies. 

[(void  )] aiSendChatToEnemies( string chatString ): CP AI chat to enemies. 

[(void  )] aiSendChatToEveryone( string chatString ): CP AI chat to everyone. 

[(void  )] aiSet( string filename, int playerID ): Sets playerID's AI to the given filename. 

[(void  )] aiSetAllowBuildings( bool v ): Sets allow buildings on/off. 

[(void  )] aiSetAttackResponseDistance( float v ): Set the attack response distance. 

[(void  )] aiSetAutoFarmEscrowID( int escrowID ): Sets the auto Farm escrow ID. 

[(void  )] aiSetAutoGatherEscrowID( int escrowID ): Sets the auto gather escrow ID. 

[(bool  )] aiSetAutoGatherMilitaryUnits( bool v ): Turns auto gathering of military units at bases on/off. 

[(void  )] aiSetDefaultStance( int defaultStance ): Sets your default stance for all of your units. 

[(void  )] aiSetEconomyPercentage( float v ): Set the economy priority percentage. 

[(void  )] aiSetEconomyPop( int v ): Set the script-defined economy pop for this player. 

[(bool  )] aiSetExploreDangerThreshold( float value): sets the ai's Explore Danger Threshold value. 

[(void  )] aiSetFarmLimit( int limit ): Sets the per plan farm build limit. 

[(bool  )] aiSetHandler( string handlerFunctionName, int type ): Sets the handler for given type of event. 

[(bool  )] aiSetHCGatherPoint( vector point ): Sets the HCGP. 

[(void  )] aiSetMaxLOSProtoUnitLimit(int limit): sets the limit for how many LOS Protounits the AI can build 

[(void  )] aiSetMilitaryPercentage( float v ): Set the military priority percentage. 

[(void  )] aiSetMilitaryPop( int v ): Set the script-defined military pop for this player. 

[(void  )] aiSetMinArmySize(long v): sets the min number of units in an attack army. 

[(void  )] aiSetMinNumberNeedForGatheringAggressvies(long v): sets the min number of needed units to gather aggressive animals. 

[(void  )] aiSetMinNumberWantForGatheringAggressives(long v): sets the min number of wanted units to gather aggressive animals. 

[(void  )] aiSetMostHatedPlayerID( int v ): Sets the script-defined most hated player ID for this player. 

[(void  )] aiSetOpportunityLocation(  int opportunityID, vector location ): sets the location for this opp. 

[(void  )] aiSetOpportunityRadius(  int opportunityID, float radius ): sets the radius for this opp. 

[(bool  )] aiSetOpportunityScore(  long oppID, long permission, float affordable, float classscore, float instance, float total ): sets the score for this opp. 

[(void  )] aiSetOpportunityTargetID(  int opportunityID, int targetType ): sets the target id for this opp. 

[(void  )] aiSetOpportunityTargetType(  int opportunityID, int targetType ): sets the target type for this opp. 

[(void  )] aiSetPauseAllAgeUpgrades(bool v): sets the pause all age upgrades flag in the AI. 

[(void  )] aiSetPoliticianChoice(int age, int puid): Sets the scripts choice for the AgeX Politician. 

[(void  )] aiSetRandomMap(bool v): Sets the RM bool in the AI. 

[(bool  )] aiSetResourceBreakdown( int resourceTypeID, int resourceSubTypeID, int numberPlans, int planPriority, float percentage, int baseID ): Sets a subtype breakdown for a resource. 

[(void  )] aiSetResourceGathererPercentage( int resourceID, float value, bool normalize, int rgpIndex ): Sets the resource gatherer percentage for the given resource (if normalized is true, the percentages will be normalized to 1.0). 

[(void  )] aiSetResourceGathererPercentageWeight( int rgpIndex, float weight ): Sets the RGP weight. 

[(void  )] aiSetWaterMap( bool v): Tells the AI if this is a water map or not. 

[(void  )] aiSetWorldDifficulty( int v ): Sets the world difficulty level. 

[(void  )] aiSwitchMainBase(int newBaseID, bool force): switch the newBaseID to be the main base. 

[(bool  )] aiTaskUnitBuild( int unitID, int buildingTypeID, vector position ): Does a lightweight (no plan) build tasking of the given unit to build the given building. 

[(bool  )] aiTaskUnitDelete( int unitID ): Deletes the given unit. 

[(bool  )] aiTaskUnitMove( int unitID, vector position ): Does a lightweight (no plan) move tasking of the given unit to the given location. 

[(bool  )] aiTaskUnitResearch( int unitID, int techID ): Does a lightweight (no plan) research tasking of the given unit for the given tech ID. 

[(bool  )] aiTaskUnitSpecialPower( int unitID, int powerID, vector position ): Does a lightweight (no plan) research tasking of the given unit for the given special power. 

[(bool  )] aiTaskUnitTrain( int unitID, int unitTypeID ): Does a lightweight (no plan) train tasking of the given unit for the given target unit type. 

[(bool  )] aiTaskUnitWork( int unitID, int targetUnitID ): Does a lightweight (no plan) work tasking of the given unit on the given target unit. 

[(bool  )] aiTreatyActive(): checks whether the given player has a treaty. 

[(bool  )] aiTribute( int playerID, int resourceID, float amount ): Tributes the given player. 

[(int   )] aiUnitGetTactic(int unitID): gets the specified unit's current tactic. 

[(bool  )] aiUnitSetTactic(int unitID, int tacticID): sets the specified tactic on the specified unit. 

[(      )] alignResources() : realigns all resources in the world to tile boundaries 

[(      )] alignSelectedUnits() : realigns all selected units to tile boundaries 

[(      )] ambientColor([integerR] [integerG] [integerB]) : Set ambient color to given RGB (0-255) 

[(      )] ambientColor2([integerR] [integerG] [integerB]) : Set ambient color 2 to given RGB (0-255) 

[(      )] ambientGetColor : Get ambient color 

[(      )] applyLightingSet([name]) : Applies a Lighting set 

[(      )] areaIncrementAreaToRender( int playerID ): increments the area to render. 

[(      )] blackmap([integerState]) : toggles or sets unexplored black map rendering. 

[(      )] breakTreaty() : break your treaties 

[(      )] brushCircularSize([<floatValue>]) : sets the circular brush size 

[(      )] brushSize([integerSize]) : sets brush size. 

[(      )] 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. 

[(      )] cameraDump() : debug command to spew info about the current state of the game camera 

[(      )] 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. 

[(      )] campaignAdvance: add help string. 

[(      )] campaignPlayCurrent: add help string. 

[(      )] campaignQuit: add help string. 

[(      )] campaignResetCurScenario: add help string. 

[(      )] campaignResume: add help string. 

[(      )] campaignStart: add help string. 

[(      )] cancelAutoPatcher() : Cancel the auto patcher. 

[(      )] cancelRepairUnit(int unitID): Cancels the auto repair on the specified 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 

[(      )] cancelTrainReinforcement( int armyID ) : Cancel training of a reinforcement. 

[(      )] categoryFlash(<ID> <flash>) : turns gadget flashing on/off. 

[(      )] changeCliffType(string cliffName): change the cliff type for all cliffs on the map 

[(      )] chat([stringText] integerPlayer) : adds a line of chat text from the given player (current if not provided. 

[(void  )] click() : plays the default UI click sound. 

[(      )] 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 

[(      )] confirmAutoPatcher() : Used to tell autpatcher user pressed OK on exit or error dialog. 

[(      )] console : toggles the state of the console dialog 

[(      )] convertCoveredWagon() : Convert a covered wagon into a Town Center 

[(      )] 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 

[(      )] doAbilityInSelected( protoPowerName) : use ability in current unit selection. 

[(      )] doAbilityInType( protoPowerName) : use ability in proto unit type if the player has one 

[(      )] doCommandInSelected( commandName) : use command in current unit selection. 

[(      )] doMPSetup(bool useESO) : Enter BMultiplayer setup. 

[(      )] doSPSetup() : Enter Single player setup. 

[(      )] doTriggerImport: load some triggers. 

[(      )] drawWorldTooltipClipRect() : Toggles whether or not to draw the world tooltip restricted screen rectangle. 

[(      )] dropToMainMenu: drop back to the main menu 

[(      )] 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 

[(      )] editorSetAllTradeRoutesToDef(string newDefName) : Editor use - sets all trade route definitons to the spedified definition. 

[(      )] editorSetTechStatus(string techToActivate, bool active) : Editor only function that activates/deactivates a given tech 

[(      )] editorUpdateUnitVisuals: Editor only functions. goes thru all the units and updates thier visuals. 

[(      )] enterAttackMoveMode 

[(      )] enterCampaignMode(<name>):  

[(      )] enterGCGameMode(<name>):  

[(      )] enterRecordGameMode(<name>):  

[(      )] exit: exits the game 

[(      )] exitMPSetupSubScreen : Leave the current MP screen and return to the MP setup menu. 

[(      )] fadeToColor(<r> <g> <b> <duration> <delay> <inout>): fade in/out using color specified. 

[(      )] fakeSunParams([intensity] [specIntensity] [specPower] [inclination] [rotation]) : Set fake sun params for water 

[(      )] fog([integerState]) : toggles or sets LOS fog. 

[(      )] 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(<stringName>) : toggles the reality of the named gadget. 

[(      )] gadgetUnreal(<stringName>) : makes un-real the named gadget. 

[(      )] gadgetWheelScroll: ui use.  Scrolling function for hooking wheel to gadget scrolling 

[(      )] hackscreenshot: take a screen shot 

[(      )] handlePostGame : does what needs to be done. 

[(void  )] hcAddUnitToPerformerGroup( int groupID, int unitID ): Adds a unit to a group of performers. 

[(long  )] hcCreatePerformerGroup( int numPerformers, float attentionRadius ): Creates a performer group. 

[(void  )] hcEcho( string echoString ): HC echo. 

[(void  )] hcErrorMessage( string errorString ): HC error. 

[(int   )] hcGetBuildingIDByName( string buildingName ): Returns the ID for a building with the specified name. 

[(int   )] hcGetMyUnitID( void ): Returns the HomeCity Unit ID for this unit. 

[(int   )] hcGetNearestWPID( vector position ): Returns the WPID closest to the position. 

[(int   )] hcGetNumberUnitsWithAI( string aiFilename ): Returns the number of units with a given AI filename. 

[(long  )] hcGetNumberWaypoints( void ): Returns the number of waypoints. 

[(long  )] hcGetNumPerformerGroups(): Returns how many performer groups are currently playing. 

[(int   )] hcGetNumUnlockedUnits( bool regularUnits, bool performerUnits ): Returns the number of unlocked units available. 

[(int   )] hcGetPerformerInProximity( long unitID ): Returns the index-th performer unit in the proximity. 

[(long  )] hcGetRandomFreeWPID(long waypointMask): Returns the WPID of a random waypoint. 

[(long  )] hcGetRandomWPID(long waypointMask): Returns the WPID of a random waypoint. 

[(int   )] hcGetUnitWithAI( string aiFilename, int index ): Returns the index-th unit with the given AI filename. 

[(int   )] hcGetUnlockedUnitProtoUnitID( int unitIndex, bool regularUnits, bool performerUnits ): Returns the proto unit ID for an unlocked unit. 

[(string)] hcGetUnlockedUnitScriptFilename( int unitIndex, bool regularUnits, bool performerUnits ): Returns the script file name for an unlocked unit. 

[(string)] hcGetUnlockedUnitVisualFilename( int unitIndex, bool regularUnits, bool performerUnits ): Returns the visual file name for an unlocked unit. 

[(vector)] hcGetWaypointDir( int waypoint ): Returns the direction for a waypoint. 

[(vector)] hcGetWaypointPos( int waypoint ): Returns the position for a waypoint. 

[(void  )] hcOccupyWPID(long wpid): Occupies the given waypoint. 

[(void  )] hcPopulateHomeCity(): Populates the home city with all units needed. 

[(int   )] hcRandInt( int max ): Returns a random number (mod'ed by max if provided). 

[(vector)] hcRandPosition( void ): Returns a random position guaranteed to be on the map. 

[(bool  )] hcReservePerformerArea( long groupID ): Reserves a performer area. 

[(bool  )] hcSetUnitXSHandler( int unitID, string handlerFunctionName, int type ): Sets the handler for a unit for a given type of event. 

[(bool  )] hcSetXSHandler( string handlerFunctionName, int type ): Sets the handler for given type of event. 

[(int   )] hcUnitCreate( int protoUnitID, string visualFilename, string aiFilename, int waypoint ): Creates a unit; specify either protoUnitID or visualFilename; returns the new unit's ID. 

[(int   )] hcUnitCreateAtBone( int protoUnitID, string visualFilename, string aiFilename, string boneName ): Creates a unit at the bone position; specify either protoUnitID or visualFilename; returns the new unit's ID. 

[(int   )] hcUnitCreateUsingPos( int protoUnitID, string visualFilename, string aiFilename, vector position, vector forward, bool visible ): Creates a unit; specify either protoUnitID or visualFilename; returns the new unit's ID. 

[(void  )] hcUnitDestroyAll( void ): Nukes all HC units. 

[(bool  )] hcUnitEnterBuilding(long unitID, long buildingID, float speed, bool queue) : Unit enters a building. 

[(bool  )] hcUnitExit( int unitID, bool queue ): Exits the unit (this will kill the unit). 

[(bool  )] hcUnitExitBuilding(long unitID, long buildingID, float pauseTime, float speed, bool queue) : Unit exits a building. 

[(bool  )] hcUnitFollow(long unitID, long unitToFollowID, float speed, bool queue) : Unit follows another unit. 

[(void  )] hcUnitFreeWPID(long unitID, long wpid, bool queue): Frees the given waypoint. 

[(int   )] hcUnitGetActionType( int unitID ): Returns the action type of the unit. 

[(long  )] hcUnitGetGroupID( int unitID ): Returns the HomeCity group ID for this unit. 

[(float )] hcUnitGetInitialPauseTime( int unitID ): Gets the initial time a unit should pause before spawning. 

[(vector)] hcUnitGetPerformForwardFromGroup( int groupID, int unitID ): Returns the performance forward vector for a unit. 

[(vector)] hcUnitGetPerformPosFromGroup( int groupID, int unitID ): Returns the performance position for a unit. 

[(vector)] hcUnitGetPosition( int unitID ): Returns the position of the unit. 

[(string)] hcUnitGetScript( int unitID ): Returns the script for the unit. 

[(bool  )] hcUnitGoIdle(long unitID, bool queue): Makes the unit go into idle mode forever. 

[(bool  )] hcUnitMoveToPos( int unitID, int startWPID, BVector goalPos, float speed, float goalTolerance, bool queue ): Walks the unit to the position. 

[(bool  )] hcUnitMoveToWPID( int unitID, int startWPID, int goalWPID, float speed, float goalTolerance, bool queue ): Walks the unit to the WPID. 

[(bool  )] hcUnitPlayAnim( int unitID, string animation, float seconds, long loop, bool queue ): Plays the anim for the unit. 

[(void  )] hcUnitSetFlag( int unitID, int unitFlag, bool enable, bool queue ): Enables / disables a unit's flag. 

[(void  )] hcUnitSetInitialPauseTime( int unitID, float pauseTime ): Sets the initial time a unit should pause before spawning. 

[(bool  )] hcUnitSetVisible(long unitID, bool state, bool queue) : Makes unit visible/invisible. 

[(bool  )] hcUnitTeleportToWPID(long unitID, long WPID): Moves the unit to the given waypoint immediately. 

[(bool  )] hcUnitTurn( int unitID, BVector forward, float turnRateInDegreesPerSec, bool queue ): Turns the unit towards the forward vector. 

[(bool  )] hcUnitWait(long unitID, float pauseTime, bool queue) : Makes script wait a number of seconds 

[(      )] 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. 

[(      )] hideGameMenu: hide the in-game menu. 

[(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. 

[(      )] 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 

[(      )] incrementUSP2SelectedUnitStack 

[(bool  )] kbAddAttackRouteIgnoreID( int ignoreAreaID ): ignore this area when finding the route. 

[(bool  )] kbAddAttackRouteIgnoreType( int ignoreAreaTypeID ): ignore this areatype when finding the route. 

[(bool  )] kbAddAttackRouteSector( int sector ): add a new sector to path to. 

[(void  )] kbAreaCalculate(): Creates areas and area groups. DO THIS BEFORE ANYTHING ELSE IN YOUR SCRIPT. 

[(int   )] kbAreaFindBestGatherAreaID( int unitTypeID ): Returns the Area ID of the best area to gather the given unit type. 

[(int   )] kbAreaGetBorderAreaID( int areaID, long index ): Returns the Area ID of the index-th border area in the given area. 

[(vector)] kbAreaGetCenter( int areaID ): Returns the center of the given area. 

[(int   )] kbAreaGetClosetArea( vector position, int areaType, int areaType1, float minDistance ): Returns the Area ID of the closest area, of the given types, to given postion. 

[(int   )] kbAreaGetIDByPosition( vector position ): Returns the ID of the given area. 

[(int   )] kbAreaGetNumber( void ): Returns the number of areas. 

[(int   )] kbAreaGetNumberBlackTiles( int areaID ): Returns the number of black tiles in the given area. 

[(int   )] kbAreaGetNumberBorderAreas( int areaID ): Returns the number of border areas for the given area. 

[(int   )] kbAreaGetNumberFogTiles( int areaID ): Returns the number of fog tiles in the given area. 

[(int   )] kbAreaGetNumberTiles( int areaID ): Returns the number of tiles in the given area. 

[(int   )] kbAreaGetNumberUnits( int areaID ): Returns the number of units in the given area. 

[(int   )] kbAreaGetNumberVisibleTiles( int areaID ): Returns the number of visible tiles in the given area. 

[(int   )] kbAreaGetType( int areaID ): Returns the Type of area. 

[(int   )] kbAreaGetUnitID( int areaID, long index ): Returns the Unit ID of the index-th unit in the given area. 

[(int   )] kbAreaGetVisibilityChangeTime( int areaID ): Returns the gametime of the last visibility change for the given area. 

[(int   )] kbAreaGetVPSiteID(int areaID): returns an area's VP site ID (-1 if an area doesn't have a VP site). 

[(vector)] kbAreaGroupGetCenter( int groupID ): Returns the center of the given areaGroup. 

[(int   )] kbAreaGroupGetIDByPosition( vector position ): Returns the ID of the given area group. 

[(bool  )] kbAttackRouteAddPath( int attackRouteID, int pathID): Rreturns true if path was added to attack route. 

[(bool  )] kbBaseAddUnit( int playerID, int baseID, int unitID ): Adds the given unit to the base. 

[(int   )] kbBaseCreate( int playerID, string name, vector position, float distance ): Creates a base. 

[(bool  )] kbBaseDestroy( int playerID, int baseID ): Destroys the given base. 

[(void  )] kbBaseDestroyAll( int playerID ): Destroys all of the bases for the given player. 

[(int   )] kbBaseFindCreateResourceBase( int resourceType, int resourceSubType, int parentBaseID ): Finds/Creates a resource base. 

[(int   )] kbBaseFindForwardMilitaryBase( int enemyPlayerID, int enemyBaseID ): Finds/Creates a 'forward' military base against the given enemy base. 

[(bool  )] kbBaseGetActive( int playerID, int baseID ): Gets the active flag of the base. 

[(vector)] kbBaseGetBackVector( int playerID, int baseID ): Gets the back vector of the base. 

[(bool  )] kbBaseGetEconomy( int playerID, int baseID ): Gets the economy flag of the base. 

[(bool  )] kbBaseGetForward( int playerID, int baseID ): Gets the forward flag of the base. 

[(vector)] kbBaseGetFrontVector( int playerID, int baseID ): Gets the front vector of the base. 

[(int   )] kbBaseGetIDByIndex( int playerID, int index ): Returns the BaseID for the given base. 

[(vector)] kbBaseGetLastKnownDamageLocation( int playerID, int baseID ): Gets the last known damage location of the base. 

[(vector)] kbBaseGetLocation( int playerID, int baseID ): Gets the location of the base. 

[(bool  )] kbBaseGetMain( int playerID, int baseID ): Gets the main flag of the base. 

[(int   )] kbBaseGetMainID( int playerID ): Gets the main base ID for the player. 

[(float )] kbBaseGetMaximumResourceDistance( int playerID, int baseID ): Gets the maximum resource distance of the base. 

[(bool  )] kbBaseGetMilitary( int playerID, int baseID ): Gets the military flag of the base. 

[(vector)] kbBaseGetMilitaryGatherPoint( int playerID, int baseID ): Gets the military gather point of the base. 

[(int   )] kbBaseGetNextID( void ): Returns the ID of the next base that will be created. 

[(int   )] kbBaseGetNumber( int playerID ): Returns the number of bases for the given player. 

[(int   )] kbBaseGetNumberUnits( int playerID, int baseID, int relation, int unitTypeID ): Returns the number of units that match the criteria. 

[(int   )] kbBaseGetOwner( int baseID ): Returns the player ID of the specified base's owner. 

[(bool  )] kbBaseGetSettlement( int playerID, int baseID ): Gets the settlement flag of the base. 

[(int   )] kbBaseGetTimeUnderAttack( int playerID, int baseID ): Returns the number of continuous seconds the base has been under attack. 

[(bool  )] kbBaseGetUnderAttack( int playerID, int baseID ): Gets the under attack flag of the base. 

[(bool  )] kbBaseRemoveUnit( int playerID, int baseID, int unitID ): Removes the given unit to the base. 

[(bool  )] kbBaseSetActive( int playerID, int baseID, bool active ): Sets the active flag of the base. 

[(bool  )] kbBaseSetEconomy( int playerID, int baseID, bool Economy ): Sets the economy flag of the base. 

[(bool  )] kbBaseSetForward( int playerID, int baseID, bool forward ): Sets the forward flag of the base. 

[(bool  )] kbBaseSetFrontVector( int playerID, int baseID, vector frontVector ): Sets the front (and back) of the base. 

[(bool  )] kbBaseSetMain( int playerID, int baseID, bool main ): Sets the main flag of the base. 

[(void  )] kbBaseSetMaximumResourceDistance( int playerID, int baseID, float distance ): Sets the maximum resource distance of the base. 

[(bool  )] kbBaseSetMilitary( int playerID, int baseID, bool military ): Sets the military flag of the base. 

[(bool  )] kbBaseSetMilitaryGatherPoint( int playerID, int baseID, vector gatherPoint ): Sets the military gather point of the base. 

[(bool  )] kbBaseSetSettlement( int playerID, int baseID, bool settlement ): Sets the settlement flag of the base. 

[(bool  )] kbBuildingPlacementAddAreaGroupID( int areaGroupID ): Adds the AreaGroup ID to the current BP. 

[(bool  )] kbBuildingPlacementAddAreaID( int areaID, int numberBorderAreaLayers, bool addCenterInfluence ): Adds the Area ID to the current BP (with the given number of border area layers), addCenterInfluence - adds a positional influence from the area center. 

[(bool  )] kbBuildingPlacementAddPositionInfluence( vector position, float value, float distance ): Adds the position influence for the current building placement. 

[(bool  )] kbBuildingPlacementAddUnitInfluence( int typeID, float value, float distance, long kbResourceID ): Adds the unit influence for the current building placement. 

[(int   )] kbBuildingPlacementCreate( string name ): Creates a building placement; returns the ID. 

[(bool  )] kbBuildingPlacementDestroy( int id ): Destroys the given building placement. 

[(vector)] kbBuildingPlacementGetResultPosition( int bpID ): Returns the vector result position for given BP ID. 

[(float )] kbBuildingPlacementGetResultValue( int bpID ): Returns the result value for given BP ID. 

[(bool  )] kbBuildingPlacementResetResults( void ): Resets the current building placement. 

[(bool  )] kbBuildingPlacementSelect( int id ): Selects the given building placement. 

[(bool  )] kbBuildingPlacementSetBaseID( int baseID, int locationPref ): Sets the base ID and location preference for the current building placement. 

[(bool  )] kbBuildingPlacementSetBuildingType( int buildingTypeID ): Sets the building type for the current building placement. 

[(bool  )] kbBuildingPlacementSetCenterPosition( vector position, float distance, float obstructionRadius ): Sets up center position-based BP. 

[(bool  )] kbBuildingPlacementSetEventHandler( int eventType, string handlerName ): Sets event handler function for the current BP and event. 

[(bool  )] kbBuildingPlacementSetMinimumValue( float minimumValue ): Sets the minimum acceptable value for evaluated spots in the BP. 

[(bool  )] kbBuildingPlacementStart( void ): Starts the placement of current building. 

[(bool  )] kbCanAffordTech( int techID, int escrowID ): Returns true if the player can afford the tech. 

[(bool  )] kbCanAffordUnit( int protoUnitTypeID, int escrowID ): Returns true if the player can afford the proto unit. 

[(bool  )] kbCanPath2( vector pointA, vector pointB, long protoUnitTypeID, float range ): Returns true if the given unit type can path from pointA to pointB. 

[(bool  )] kbCanSimPath( vector pointA, vector pointB, long protoUnitTypeID, float range ): Returns true if the given unit type can path from pointA to pointB. 

[(int   )] kbCreateAttackRoute( string name, int startAreaID, int goalAreaID, int numInitialRoutes): Returns the Route ID if successful. 

[(int   )] kbCreateAttackRouteWithPath( string name, vector startPt, vector endPt): Returns the Route ID if successful. 

[(int   )] kbCreateTechProgression( string techName, string name ): Creates a tech progression of the given name. 

[(int   )] kbCreateUnitProgression( string unitName, string name ): Creates a unit progression of the given name. 

[(bool  )] kbDestroyAttackRoute( int routeID ): Returns true if the route was deleted. 

[(void  )] kbDump( int player1, int player2 ): KB dump for player2's units from player1's perspective. 

[(void  )] kbDumpType( int player1, int player2, string typeName ): KB dump for player2's units of the given type from player1's perspective. 

[(void  )] kbDumpVPSiteInfo(): blogs out info about all VP sites. 

[(bool  )] kbEscrowAllocateCurrentResources( void ): Reallocates the current resource stockpile into the escrows. 

[(int   )] kbEscrowCreate( string name, int resourceID, float percentage, int parentID ): Creates an escrow. 

[(bool  )] kbEscrowDestroy( int escrowID, bool promoteChildren ): Destroys an escrow. 

[(bool  )] kbEscrowFlush( int escrowID, int resourceID, bool flushChildren ): Removes all credits (and puts them into the root escrow) of the given resource type from the given escrow. 

[(float )] kbEscrowGetAmount( int escrowID, int resourceID ): Returns the amount of credits in the given escrow for the given resource. 

[(int   )] kbEscrowGetID( string name ): Returns the ID of the named escrow. 

[(float )] kbEscrowGetPercentage( int escrowID, int resourceID ): Returns the percentage of the escrow. 

[(bool  )] kbEscrowSetCap( int escrowID, int resourceID, float cap ): Sets the cap of the escrow. 

[(bool  )] kbEscrowSetPercentage( int escrowID, int resourceID, float percentage ): Sets the percentage of the escrow. 

[(int   )] kbFindAreaGroup( int groupType, float surfaceAreaRatio, int compareAreaID) : returns the visible area group that matches the given criteria. 

[(int   )] kbFindAreaGroupByLocation( int groupType, float relativeX, float relativeZ ) : returns the visible area group that matches the given criteria. 

[(int   )] kbFindBestBuildingToRepair(vector position, float distance, float healthRatio, int repairUnderAttackUnitTypeID) : returns the id of the best building to repair. 

[(long  )] kbFindClosestBase( long playerRelation, vector location ): gets the nearest base of player relation from the location. 

[(int   )] kbGetAge( void ): Returns the current age for the current player. 

[(int   )] kbGetAgeForPlayer( int id ): Returns the current age for the player specified. 

[(float )] kbGetAICostWeight( int resourceID ): Returns the AI cost weight for the given resource. 

[(float )] kbGetAmountValidResources( int baseID, int resourceTypeID, int resourceSubTypeID, float distance  ): Returns the resource amount of valid KB resources for the resource types. 

[(int   )] kbGetAttackRouteID( long startAreaID, long goalAreaID): Returns the id of the routes from area1 to area2. 

[(bool  )] kbGetAutoBaseCreate( void ): Returns the auto base creation value. 

[(float )] kbGetAutoBaseCreateDistance( void ): Returns the auto base creation distance. 

[(bool  )] kbGetAutoBaseDetect( void ): Returns the auto base detection value. 

[(float )] kbGetAutoBaseDetectDistance( void ): Returns the auto base creation distance. 

[(int   )] kbGetBlockID( string blockName ): Returns the UnitID of the cinematic block. 

[(vector)] kbGetBlockPosition( string blockName ): Returns the position of the cinematic block. 

[(int   )] kbGetBuildLimit(int player, int unitTypeID ): Returns the number of the unit type you are allowed to have (ONLY WORKS ON BASE UNIT TYPES); returns -1 if there is no limit. 

[(int   )] kbGetCiv( void ): Returns the civilization for the player. 

[(int   )] kbGetCivForPlayer( int playerID ): Returns the civ for the given player. 

[(string)] kbGetCivName( int civID ): Returns the civ name for the given civ. 

[(float )] kbGetCombatEfficiency( int playerID1, int unitTypeID1, int playerID2, int unitTypeID2 ): Returns the combat efficiency of the comparison (in terms of playerID1's units). 

[(int   )] kbGetCulture( void ): Returns the culture for the player. 

[(int   )] kbGetCultureForPlayer( int playerID ): Returns the culture for the given player. 

[(string)] kbGetCultureName( int cultureID ): Returns the culture name for the given culture. 

[(long  )] kbGetHCLevel( int playerID ): Returns the current HomeCity Level of the given player. 

[(vector)] kbGetMapCenter( void ): Returns the center vector of the map. 

[(float )] kbGetMapXSize( void ): Returns the X size of the map. 

[(float )] kbGetMapZSize( void ): Returns the Z size of the map. 

[(int   )] kbGetNumAttackRoutes( long startAreaID, long goalAreaID): Returns num paths from start to goal area. 

[(int   )] kbGetNumberMutualAllies( void ): Returns the number of mutual allies. 

[(int   )] kbGetNumberValidResources( int baseID, int resourceTypeID, int resourceSubTypeID, float distance ): Returns the number of valid KB resources for the resource types. 

[(int   )] kbGetNumberValidResourcesByPlan( int planID, int baseID ): Returns the number of valid KB resources for the given plan/base. 

[(float )] kbGetPlayerHandicap( int playerID ): Returns the player's handicap multiplier (ie., 1.0 = no handicap). 

[(string)] kbGetPlayerName( <playerID> ): Returns the player's name. 

[(int   )] kbGetPlayerTeam( <playerID> ): Returns the player's team number. 

[(int   )] kbGetPop( void ): Returns the current population for the player. 

[(int   )] kbGetPopCap( void ): Returns the current population cap for the player. 

[(int   )] kbGetPopCapAddition(int player, int unitTypeID ): Returns amount of pop cap addition provided by the given unit type (ONLY WORKS ON BASE UNIT TYPES). 

[(int   )] kbGetPopSlots(int player, int unitTypeID ): Returns the number of pop slots this unit takes (ONLY WORKS ON BASE UNIT TYPES). 

[(int   )] kbGetPopulationSlotsByQueryID( int queryID ): Returns the number of pop slots currently occupied by the results in the given query. 

[(int   )] kbGetPopulationSlotsByUnitTypeID( int playerID, int unitTypeID ): Returns the number of pop slots currently occupied by this unit type. 

[(float )] kbGetProtoUnitAICost( int protoUnitTypeID ): Returns the AI cost for the given protoUnit type ID. 

[(int   )] kbGetProtoUnitID( string name ): Returns the ID of the protounit. 

[(string)] kbGetProtoUnitName( int protoUnitTypeID ): Returns the name of the protounit ID. 

[(int   )] kbGetRandomEnabledPUID( int unitTypeID, int escrowID ): Returns a random, valid PUID that's of the given type. 

[(float )] kbGetResourceIncome( int resourceID, float seconds, bool relative ): Returns the resource income over the last X seconds. 

[(float )] kbGetTargetSelectorFactor(int type) : gets the TargetSelector Factor value. 

[(float )] kbGetTechAICost( int techID ): Returns the AI cost for the given tech ID. 

[(string)] kbGetTechName( int techID ): Returns the name of the tech ID. 

[(float )] kbGetTechPercentComplete( int techID ): Returns the percent complete for the the requested tech of the current player. 

[(int   )] kbGetTownAreaID( void ): Returns the area ID of the main town. 

[(vector)] kbGetTownLocation( void ): Returns the location of the main town. 

[(int   )] kbGetUnitBaseTypeID( int unitID ): Returns the base type ID of the unit. 

[(string)] kbGetUnitTypeName( int unitTypeID ): Returns the name of the unit type. 

[(int   )] kbGetVPGeneratorByScoreType(int siteType): returns the protounit ID for the VP generator that corresponds to this type of VP site. 

[(bool  )] kbHasPlayerLost( <playerID> ): Returns the player's lost status. 

[(bool  )] kbIsGameOver(): Returns whether the game is over or not. 

[(bool  )] kbIsPlayerAlly( int playerID ): Returns true if the given player is an ally. 

[(bool  )] kbIsPlayerEnemy( int playerID ): Returns true if the given player is an enemy. 

[(bool  )] kbIsPlayerHuman( int playerID ): Returns true if the given player is a a human player. 

[(bool  )] kbIsPlayerMutualAlly( int playerID ): Returns true if the given player is a mutual ally. 

[(bool  )] kbIsPlayerNeutral( int playerID ): Returns true if the given player is a neutral player. 

[(bool  )] kbIsPlayerResigned( <playerID> ): Returns the player's resigned status. 

[(bool  )] kbIsPlayerValid( int playerID ): Returns true if the given player is a valid player (i.e. it exists in the game). 

[(bool  )] kbLocationVisible( vector location ): Returns true if the location is currently visible to the player. 

[(void  )] kbLookAtAllUnitsOnMap( void ): Cheats and looks at all of the units on the map.  This will format your harddrive if you're not authorized to use it. 

[(bool  )] kbMakeAttackRoutes(): find all the paths to the sector specified. 

[(float )] kbMaximumResourceGet( int resourceID ): Returns the maximum amount of the given resource you can have. 

[(bool  )] kbPathAddWaypoint( int pathID, vector waypoint ): Adds the waypoint to the given path. 

[(int   )] kbPathCreate( string name ): Creates a path with the given name. 

[(bool  )] kbPathDestroy( int pathID ): Destroys the given path. 

[(int   )] kbPathGetIDByIndex( long index ): Returns the index-th path ID. 

[(float )] kbPathGetLength( int pathID ): Returns the length of the given path. 

[(string)] kbPathGetName( int pathID ): Returns the name of the given path. 

[(int   )] kbPathGetNumber( void ): Returns the number of paths. 

[(int   )] kbPathGetNumberWaypoints( int pathID ): Returns the number of waypoints in the given path. 

[(vector)] kbPathGetWaypoint( int pathID, long waypointNumber ): Returns the appropriate waypoint from the given path. 

[(float )] kbProgessionGetTotalResourceCost( int progressionID, int resourceID ): Returns the total cost of the given resource for this progressionID. A resourceID of -1 will return the total Cost. 

[(int   )] kbProgressionGetNodeData( int progressionID, int nodeIndex ): Returns the data at nodeIndex, either UnitID or TechID, depending on the type. 

[(int   )] kbProgressionGetNodeType( int progressionID, int nodeIndex ): Returns the type of node at the given index, either Unit type or Tech type. 

[(int   )] kbProgressionGetTotalNodes( int progressionID ): Returns the total number of steps to complete the progression. 

[(bool  )] kbProtoUnitAvailable( int protoUnitID ): Returns true if the protoUnit is currently available. 

[(bool  )] kbProtoUnitIsType( int playerID, int protoUnitID, int unitTypeID ): Returns true if the protounit is of the unitTypeID. 

[(float )] kbResourceGet( int resourceID ): Returns the current amount of the given resource. 

[(long  )] kbResourceGetXP( int playerID ): Returns the current amount XP the given player has. 

[(bool  )] kbSetAICostWeight( int resourceID, float weight ): Sets the weight this resource type is given during AI cost calculuations. 

[(void  )] kbSetAutoBaseCreate( bool v ): Sets the auto base creation value. 

[(void  )] kbSetAutoBaseCreateDistance( float v ): Sets the auto base creation distance. 

[(void  )] kbSetAutoBaseDetect( bool v ): Sets the auto base detection value. 

[(void  )] kbSetAutoBaseDetectDistance( float v ): Sets the auto base creation distance. 

[(void  )] kbSetForwardBasePosition(vector position) set the explicit position that every forward base will use. 

[(void  )] kbSetPlayerHandicap( int playerID, float handicap ): Sets the indicated player's handicap multiplier (ie., 1.0 = no handicap). 

[(int   )] kbSetTargetSelectorFactor(int type, float val) : sets the TargetSelector Factor value. 

[(bool  )] kbSetTownLocation( vector location ): Sets the location of the main town. 

[(bool  )] kbSetupForResource( int baseID, int resourceID, float distance, float amount ): Returns true if amount of resource is within distance of a dropsite. 

[(bool  )] kbTargetSelectorAddQueryResults( int queryID ): Sets the list of potential targets to the results in the given query. 

[(bool  )] kbTargetSelectorAddUnitType( int protoUnitTypeID ): Add the UAIT for the given BASE unit type as a filter. 

[(int   )] kbTargetSelectorCreate( string name ): Creates a target selector; returns the ID. 

[(bool  )] kbTargetSelectorDestroy( int id ): Destroys the given target selector. 

[(int   )] kbTargetSelectorGetNumberResults( void ): Returns the number of results in the given target selector. 

[(int   )] kbTargetSelectorGetResultValue( int index ): Returns the result value for given index of the current target selector. 

[(bool  )] kbTargetSelectorResetResults( void ): Resets the current target selector. 

[(bool  )] kbTargetSelectorSelect( int id ): Selects the given target selector. 

[(bool  )] kbTargetSelectorStart( void ): Starts the current target selector. 

[(float )] kbTechCostPerResource( int techID, int resourceID): returns the cost of the tech for the given resource. 

[(int   )] kbTechGetStatus( int techID ): Returns the current tech status for the current player of the requested tech. 

[(void  )] kbTechTreeDump( void ): Dumps the current state of the KBTT. 

[(int   )] kbTechTreeGetCheapestEconUpgrade( int resourceUnitTypeID ): gets cheapest researchable econ upgrade, optionally for specified resource unit type. 

[(int   )] kbTechTreeGetCheapestUnitUpgrade( int unitTypeID ): gets cheapest researchable unit upgrade, optionally for specified unit/unit line. 

[(float )] kbTotalResourceGet( int resourceID ): Returns the total amount of the given resource gathered to this point in the game. 

[(float )] kbUnitCostPerResource( int protoUnitID, int resourceID): returns the cost of the protounit for the given resource. 

[(int   )] kbUnitCount(int player, int unitTypeID, int stateID ): Returns a quick unit count of units for a player. 

[(void  )] kbUnitCountConsole(int playerID1, int playerID2, string unitType, string state(s) ): Returns a quick unit count of player2's units from player1's perspective. 

[(int   )] kbUnitGetActionType( int unitID ): Returns the actionTypeID of the unit. 

[(int   )] kbUnitGetAreaID( int unitID ): Returns the area ID for this unit ID. 

[(int   )] kbUnitGetArmyID( int unitID ): Returns the army ID for this unit ID. 

[(int   )] kbUnitGetBaseID( int unitID ): Returns the base ID for this unit ID. 

[(float )] kbUnitGetCurrentAICost( int unitID ): Returns the current AI cost (worth) for this unit ID. 

[(float )] kbUnitGetCurrentHitpoints( int unitID ): Returns the current hitpoints for this unit ID. 

[(float )] kbUnitGetHealth( int unitID ): Returns the health for this unit ID. 

[(float )] kbUnitGetMaximumAICost( int unitID ): Returns the maximum AI cost (worth) for this unit ID. 

[(float )] kbUnitGetMaximumHitpoints( int unitID ): Returns the maximum hitpoints for this unit ID. 

[(int   )] kbUnitGetMovementType( int unitTypeID ): Returns the movementType for this unitTypeID. 

[(int   )] kbUnitGetNumberWorkers( int unitID ): Returns the number of units currently working on the given unit. 

[(int   )] kbUnitGetPlanID( int unitID ): Returns the plan ID for this unit ID. 

[(int   )] kbUnitGetPlayerID(int unitID ): Returns the player ID for this unit ID. 

[(vector)] kbUnitGetPosition( int unitID ): Returns the position for this unit ID. 

[(int   )] kbUnitGetProtoUnitID( int unitID ): Returns the unit's protounit ID. 

[(int   )] kbUnitGetTargetUnitID( int unitID ): Returns the target unit ID of the given unit. 

[(int   )] kbUnitGetWorkerID( int unitID, int index ): Returns the index-th worker unit ID. 

[(bool  )] kbUnitIsType( int unitID, long unitTypeID ): Returns true if the unit is of the unitTypeID. 

[(bool  )] kbUnitPickAddCombatEfficiencyType( int upID, int typeID, float weight ) : Adds an enemy unit typeID to the unit pick combat efficiency calculation. 

[(bool  )] kbUnitPickAdjustPreferenceFactor( int upID, int unitTypeID, float baseFactorAdjustment ) : Adjusts the preferenceFactor for that unit type (uses 50.0 as the base if the UP doesn't exist yet). 

[(int   )] kbUnitPickCreate( string name ): Creates a unit pick. 

[(bool  )] kbUnitPickDestroy( int upID ): Destroys the given unit pick. 

[(int   )] kbUnitPickGetAttackUnitType( int upID ) : Gets the unit pick attack unit type. 

[(int   )] kbUnitPickGetDesiredNumberBuildings( int upID, int index ) : gets the unit pick desired number buildings for the index-th unit type. 

[(int   )] kbUnitPickGetDesiredNumberUnitTypes( int upID ) : Gets the unit pick desired number unit types. 

[(int   )] kbUnitPickGetGoalCombatEfficiencyType( int upID ) : Gets the unit pick attack unit type. 

[(int   )] kbUnitPickGetMaximumNumberUnits( int upID ) : Gets the unit pick maximum number units. 

[(int   )] kbUnitPickGetMaximumPop( int upID ) : Gets the unit pick maximum pop. 

[(int   )] kbUnitPickGetMinimumNumberUnits( int upID ) : Gets the unit pick minimum number units. 

[(int   )] kbUnitPickGetMinimumPop( int upID ) : Gets the unit pick minimum pop. 

[(int   )] kbUnitPickGetNumberResults( int upID ) : Returns the number of unit pick results. 

[(float )] kbUnitPickGetPreferenceWeight( int upID ) : Gets the unit pick preference weight. 

[(int   )] kbUnitPickGetResult( int upID, int index ) : Returns the index-th ProtoUnitID. 

[(bool  )] kbUnitPickResetAll( int upID ) : Resets all of the unit pick data. 

[(bool  )] kbUnitPickResetCombatEfficiencyTypes( int upID ) : Resets the enemy unit typeIDs for the unit pick combat efficiency calculation. 

[(bool  )] kbUnitPickResetResults( int upID ) : Resets the unit pick results. 

[(int   )] kbUnitPickRun( int upID ) : Runs the unit pick. 

[(bool  )] kbUnitPickSetAttackUnitType( int upID, int type ) : Sets the unit pick attack unit type. 

[(bool  )] kbUnitPickSetCombatEfficiencyWeight( int upID ) : Sets the unit pick combat efficiency weight. 

[(bool  )] kbUnitPickSetCostWeight( int upID ) : Sets the unit pick cost weight. 

[(bool  )] kbUnitPickSetDesiredNumberBuildings( int upID, int index, int numberBuildings ) : Sets the unit pick desired number buildings for the index-th unit type. 

[(bool  )] kbUnitPickSetDesiredNumberUnitTypes( int upID, int number, int numberBuildings, bool degradeNumberBuildings ) : Sets the unit pick desired number unit types. 

[(bool  )] kbUnitPickSetEnemyPlayerID( int upID, int playerID ) : Sets the unit pick enemy player ID. 

[(bool  )] kbUnitPickSetGoalCombatEfficiencyType( int upID, int type ) : Sets the unit pick attack unit type. 

[(bool  )] kbUnitPickSetMaximumNumberUnits( int upID, int number ) : Sets the unit pick desired number unit types. 

[(bool  )] kbUnitPickSetMaximumPop( int upID, int number ) : Sets the unit pick desired max pop. 

[(bool  )] kbUnitPickSetMinimumNumberUnits( int upID, int number ) : Sets the unit pick desired number unit types. 

[(bool  )] kbUnitPickSetMinimumPop( int upID, int number ) : Sets the unit pick desired min pop. 

[(bool  )] kbUnitPickSetMovementType( int upID, int movementType ) : Sets the unit pick movement type. 

[(bool  )] kbUnitPickSetPreferenceFactor( int upID, int unitTypeID, float preferenceFactor ) : Sets the preferenceFactor for that unit type. 

[(bool  )] kbUnitPickSetPreferenceWeight( int upID, float v ) : Sets the unit pick preference weight. 

[(int   )] kbUnitQueryCreate( string name ): Creates a unit query, returns the query ID. 

[(bool  )] kbUnitQueryDestroy( long queryID ): Destroys the given unit query. 

[(int   )] kbUnitQueryExecute( long queryID ): Executes the current query; returns number of results. 

[(int   )] kbUnitQueryExecuteOnQuery( long currentQueryID, int previousQueryID ): Executes the current query on the previous query's results; returns the new number of results. 

[(int   )] kbUnitQueryExecuteOnQueryByName( long currentQueryID, string previousQueryName ): Executes the current query on the previous query's results; returns the new number of results. 

[(int   )] kbUnitQueryGetResult( long queryID, int index ): Returns the UnitID of the index-th result in the current query. 

[(float )] kbUnitQueryGetUnitCost(int queryID, bool considerHealth): gets total aiCost of query's units, weighted for HP if requested. 

[(float )] kbUnitQueryGetUnitHitpoints(int queryID, bool considerHealth): gets HP of query's units, using current HP if requested. 

[(int   )] kbUnitQueryNumberResults( long queryID ): Returns the number of results in the current query. 

[(bool  )] kbUnitQueryResetData( long queryID ): Resets the given unit query data AND results. 

[(bool  )] kbUnitQueryResetResults( long queryID ): Resets the given unit query results. 

[(bool  )] kbUnitQuerySetActionType( long queryID, int actionTypeID ): Sets query data. 

[(bool  )] kbUnitQuerySetAreaGroupID( long queryID, int areaGroupID ): Sets query data. 

[(bool  )] kbUnitQuerySetAreaID( long queryID, int areaID ): Sets query data. 

[(bool  )] kbUnitQuerySetArmyID( long queryID, int armyID ): Sets query data. 

[(bool  )] kbUnitQuerySetAscendingSort( long queryID, bool v ): If parm is true, results are sorted in ascending distance order from the query position. 

[(bool  )] kbUnitQuerySetBaseID( long queryID, int baseID ): Sets query data. 

[(bool  )] kbUnitQuerySetIgnoreKnockedOutUnits( long queryID, bool v ): Sets query data. 

[(bool  )] kbUnitQuerySetMaximumDistance( long queryID, float distance ): Sets query data. 

[(bool  )] kbUnitQuerySetPlayerID( long queryID, int playerID, bool resetQueryData ): Sets query data. 

[(bool  )] kbUnitQuerySetPlayerRelation( long queryID, int playerRelation ): Sets query data. 

[(bool  )] kbUnitQuerySetPosition( long queryID, vector v ): Sets query data. 

[(bool  )] kbUnitQuerySetSeeableOnly( long queryID, bool seeableOnly ): Sets query data. 

[(bool  )] kbUnitQuerySetState( long queryID, int state ): Sets query data. 

[(bool  )] kbUnitQuerySetUnitType( long queryID, int unitTypeID ): Sets query data. 

[(bool  )] kbUnitVisible( int unitID ): Returns true if the unit is currently visible to the player. 

[(int   )] kbVPSiteGetLocation(int siteID): returns the specified VP site's world location. 

[(int   )] kbVPSiteGetOwnerPlayerID(int siteID): returns the specified VP site's owning player. 

[(int   )] kbVPSiteGetState(int siteID): returns the specified VP site's state. 

[(int   )] kbVPSiteGetType(int siteID): returns the specified VP site's type (e.g., native, trade, etc). 

[(int   )] kbVPSiteQuery(int scoreType, int playerRelationOrID, int siteState): returns ID for an array containing VP site IDs that match the specified parameters. 

[(      )] kothVictory() : starts the King of the Hill victory if valid. 

[(      )] leaveGame : destroys the world and returns to main menu. 

[(      )] loadCamera(<stringFilename>) : load camera from file. 

[(      )] loadCampaignScenario(<stringFilename>) : loads in a campaign scenario file. 

[(      )] loadGame(<stringFilename>) : loads in a saved game. 

[(      )] loadGrouping( string groupingName ) : Loads a grouping.  No parameter pops up dialog. 

[(      )] loadGroupingUnicode : For UI use only. 

[(      )] loadGroupingUnicodeLUA : For UI use only. 

[(      )] loadLightingSet([name] [apply]) : loads the specified lighting set 

[(      )] loadRecentFile(<stringFilename>) : loads the file named, interpreting whether it is a scenario, savegame, etc. dynamically 

[(      )] loadScenario(<stringFilename>) : loads in a scenario file. 

[(      )] loadTutorial(<stringFilename>, <loadMode>, <loadImage>, <textID>, <isAge3Scenario>) : 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. 

[(      )] minimapRotateMode(integerMode) : changes the minimap rotation mode.  No arg means toggle. 

[(      )] minimapZoom([floatZoom]) : sets the zoom factor of the minimap. 

[(      )] minimapZoomDelta([floatZoomDelta]) : changes the zoom factor of the minimap up or down by that amount (remaining centered on the current view) 

[(      )] modeEnter(<stringMode>) : enters the named mode. 

[(      )] modelDestroyAll() 

[(      )] modelLoad(model XML file name) 

[(      )] modelSetAnim(anim Index) 

[(      )] modeToggleBetweenIfNotMP(<stringMode1> <stringMode2>) : toggles between the two modes only if we're not in a BMultiplayer game. 

[(      )] mpCustomScreenSetSavegame(<name>): UI used only 

[(      )] musicPlaySong (songname, fadetime) : play a sound as if it were a music track 

[(      )] musicSetVolume (0.0f-1.0f) : set the current music volume 

[(      )] musicStop(): stop playing music 

[(      )] musicToggleBattleMode : toggles between battle mode and normal mode 

[(      )] obscuredUnitToggle: Toggles between different ways obscured units are shown. 

[(      )] outputBlankLine : Dumps a blank line to the output. 

[(      )] pause([integerState][checkForAllowPause]) : with no arg, toggles pause state on/off.  otherwise, sets pause state 

[(      )] pause2([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 

[(      )] playerResign: resigns the currently controlled player. 

[(      )] playMovie() : Plays movies from a playlist in the AVI directory 

[(      )] postGamePlayAgain : does what needs to be done. 

[(      )] ransomExplorer() : ransoms your explorer 

[(      )] redo : Re-does the last undone operation. 

[(      )] relicCapture() : starts the Relic Capture victory if valid. 

[(      )] renderAnisotropic([integerState]) : sets desired anisotropy 

[(      )] renderAreaDangerLevels(int playerID, int state): draws areas and color-codes them by danger level. 

[(      )] renderAreaGroupID([playerID], <areaGroupID> [integerState]) : sets the render state of the given area (no integerState toggles). 

[(      )] renderAreaID([playerID], <areaID> [integerState]) : sets the render state of the given area (no integerState toggles). 

[(      )] renderAreas([playerID], [integerState]) : sets the render state for all areas (no arg toggles). 

[(      )] renderBaseID([playerID], <areaID> [integerState]) : sets the render state of the given base (no integerState toggles). 

[(      )] renderForceReset: forces the renderer to reset. 

[(      )] renderFriendOrFoe([integerState]) : with no arg, toggles friend or foe colors.  otherwise, sets it 

[(      )] renderRefresh([integerState]) : with no arg, changes refresh rate to 75hz in fullscreen.  otherwise, sets fullscreen refresh to value 

[(      )] renderTrilinear([integerState]) : sets trilinear filtering on/off 

[(      )] renderWindow([integerState]) : with no arg, toggles window/fullscreen.  otherwise, sets mode to window(1)/fullscreen(0) 

[(      )] repairUnit(int unitID): Starts the auto repair on the specified unit. 

[(      )] res(<integerXRes>, <integerYRes>) : changes screen resolution. 

[(      )] resbpp(<integerXRes>, <integerYRes>, <integerBPP>) : changes screen resolution and bit depth. 

[(void  )] researchByID (<TechID> <ResearchingUnitID> [Player#]) : Start the research of TechID from ResearchingUnitID for the current player (if no player is specified) 

[(      )] researchTechInSelected( techName) : research a tech in current unit selection. 

[(      )] resetAmbientColor(): reset the ambient color to full 

[(      )] resetDefaultPlayerColors() : reloads the player colors from the XML file 

[(      )] resetSunColor(): reset the sun color to full 

[(      )] 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. 

[(      )] restart() : re-launch current scenario. 

[(      )] restartCurrentGame : restarts current game. 

[(      )] rmAddAreaCliffEdgeAvoidClass(int areaID, int avoidID, float minDist): Adds a class for an area's cliff edge to avoid. 

[(      )] rmAddAreaCliffRandomWaypoints(int areaID, float endXFraction, float endZFraction, int count, float maxVariation): Adds random waypoints to the specified cliff valley area. 

[(      )] rmAddAreaCliffWaypoint(int areaID, float xFraction, float zFraction): Adds the given waypoint to the specified cliff area (for valleys). 

[(bool  )] rmAddAreaConstraint(int areaID, int constraintID): Add specified constraint to an area. 

[(      )] rmAddAreaInfluencePoint(int areaID, float xFraction, float zFraction): Adds an area influence point. 

[(      )] rmAddAreaInfluenceSegment(int areaID, float xFraction1, float zFraction1, float xFraction2, float zFraction2): Adds an area influence segment. 

[(      )] rmAddAreaRemoveType(int areaID, string typeName): Add an unit type that the specified area removes. 

[(      )] rmAddAreaTerrainLayer(int areaID, string terrain, float minDist, float maxDist): Adds a terrain layer to an area. 

[(      )] rmAddAreaTerrainReplacement(int areaID, string terrainTypeName, string newTypeName): Adds a terrain replacement rule to the area. 

[(bool  )] rmAddAreaToClass(int areaID, int classID): Add given area to specified class. 

[(      )] rmAddClosestPointConstraint( int constraintID ): Adds constraint to closest point finder. 

[(      )] rmAddConnectionArea(int connectionID, int areaID): Adds an area to the connection. 

[(bool  )] rmAddConnectionConstraint(int connectionID, int constraintID): Add specified constraint to a connection. 

[(bool  )] rmAddConnectionEndConstraint(int connectionID, int constraintID): Add specified constraint for a connection end point. 

[(bool  )] rmAddConnectionStartConstraint(int connectionID, int constraintID): Add specified constraint for a connection start point. 

[(      )] rmAddConnectionTerrainReplacement(int connectionID, string terrainTypeName, string newTypeName): Adds a terrain replacement rule to the connection. 

[(      )] rmAddConnectionToClass(int connectionID, int classID): Adds the connection to specified class. 

[(int   )] rmAddFairLoc(string unitName, bool forward, bool inside, float minPlayerDist, float maxPlayerDist, float locDist, float edgeDist, bool playerArea, bool teamArea): Adds some fairLoc placement info. 

[(bool  )] rmAddFairLocConstraint(int fairLocID, int constraintID): Add specified constraint to a fairLoc placement. 

[(bool  )] rmAddGroupingConstraint(int GroupingID, int constraintID): Add specified constraint to a grouping. 

[(bool  )] rmAddGroupingToClass(int GroupingID, int classID): Add given grouping to specified class. 

[(      )] rmAddMapTerrainByAngleInfo(string terrain, float minSlope, float maxSlope, float outerRange): Adds a terrain to paint on tiles that are sloped between the specified angles (0 degrees is flat terrain, 90 degrees is sheer terrain), modified by a random number between 0.0 and outerRange. 

[(      )] rmAddMapTerrainByHeightInfo(string terrain, float minHeight, float maxHeight, float outerRange): Adds a terrain to paint between the specified heights, modified by a random number between 0.0 and outerRange. 

[(      )] rmAddMerc(string unitName, float count, float minCount, float maxCount, float countIncrement, bool multipleUses ) : Adds mercs of to the merc manager for this game. 

[(bool  )] rmAddObjectDefConstraint(int defID, int constraintID): Add specified constraint to given object def. 

[(      )] rmAddObjectDefItem(int defID, string unitName, int count, float clusterDistance): Add item to object definition. 

[(      )] rmAddObjectDefItemByTypeID(int defID, int unitTypeID, int count, float clusterDistance): Add item to object definition. 

[(bool  )] rmAddObjectDefToClass(int objectDefID, int classID): Add given object def to specified class. 

[(      )] rmAddPlayerResource(int playerID, string resourceName, float amount): Adds to a player's resource amount. 

[(      )] rmAddRandomTradeRouteWaypoints(int tradeRouteID, float endXFraction, float endZFraction, int count, float maxVariation): Adds random waypoints to the specified trade route. 

[(      )] rmAddRandomTradeRouteWaypointsVector(int tradeRouteID, vector v, int count, float maxVariation): Adds random waypoints to the specified trade route. 

[(      )] rmAddTradeRouteWaypoint(int tradeRouteID, float xFraction, float zFraction): Adds the given waypoint to the specified trade route. 

[(      )] rmAddTradeRouteWaypointVector(int tradeRouteID, vector v): Adds the given waypoint to the specified trade route. 

[(      )] rmAddTriggerCondition(string conditionType) 

[(      )] rmAddTriggerEffect(string effectType) 

[(      )] rmAddUnitsToArmy(int playerID, int armyID, int objectDefID) 

[(      )] rmAllocateSubCivs(int number) : Allocates the number of sub civs in the world. 

[(      )] rmAreaFractionToTiles(float fraction): Converts an area from fraction of the map to tile count. 

[(      )] rmAreaID(string name): Gets area ID for given area name. 

[(      )] rmAreaTilesToFraction(int tiles): Converts area tile count to fraction of map. 

[(      )] rmBuildAllAreas(): Simulatenously builds all unbuilt areas. 

[(      )] rmBuildArea(int areaID): Builds the specified area. 

[(      )] rmBuildConnection(int connectionID): Builds the given connection. 

[(      )] rmBuildTradeRoute(int tradeRouteID, string terrainTypeName): Builds the trade route with the given terrain type. 

[(      )] rmClassID(string name): Gets class ID for given class name. 

[(      )] rmClearClosestPointConstraints(): Clears constraints for closest point finder. 

[(      )] rmConstraintID(string name): Gets constraint ID for given constraint name. 

[(      )] rmCreateArea(string name, int parentAreaID): Creates an area. 

[(int   )] rmCreateAreaConstraint(string name, int areaID): Make a constraint that forces something to remain within an area. 

[(int   )] rmCreateAreaDistanceConstraint(string name, int areaID, float distance): Make an area distance constraint. 

[(int   )] rmCreateAreaMaxDistanceConstraint(string name, int areaID, float distance): Make an area max distance constraint. 

[(int   )] rmCreateAreaOverlapConstraint(string name, int areaID): Make an area overlap constraint. 

[(      )] rmCreateArmy(int playerID, string armyName) 

[(int   )] rmCreateBoxConstraint(string name, float startX, float startZ, float endX, float endZ, float bufferFraction): Make a box constraint. 

[(int   )] rmCreateClassDistanceConstraint(string name, int classID, float distance): Make a class distance constraint. 

[(int   )] rmCreateCliffEdgeConstraint(string name, int areaID): Make a constraint that forces something to remain within an area's cliff edge. 

[(int   )] rmCreateCliffEdgeDistanceConstraint(string name, int areaID, float distance): Make an area cliff edge distance constraint. 

[(int   )] rmCreateCliffEdgeMaxDistanceConstraint(string name, int areaID, float distance): Make an area cliff edge max distance constraint. 

[(int   )] rmCreateCliffRampConstraint(string name, int areaID): Make a constraint that forces something to remain within an area's cliff ramp edge. 

[(int   )] rmCreateCliffRampDistanceConstraint(string name, int areaID, float distance): Make an area cliff ramp edge distance constraint. 

[(int   )] rmCreateCliffRampMaxDistanceConstraint(string name, int areaID, float distance): Make an area cliff ramp edge max distance constraint. 

[(      )] rmCreateConnection(string name): Creates an connection. 

[(int   )] rmCreateCornerConstraint(string name, int corner, bool outside): Make a constraint to pass if in or out of a corner. 

[(int   )] rmCreateEdgeConstraint(string name, int areaID): Make a constraint that forces something to remain within an area's edge. 

[(int   )] rmCreateEdgeDistanceConstraint(string name, int areaID, float distance): Make an area edge distance constraint. 

[(int   )] rmCreateEdgeMaxDistanceConstraint(string name, int areaID, float distance): Make an area edge max distance constraint. 

[(      )] rmCreateGrouping(int defID, string filename): Creates a grouping. 

[(bool  )] rmCreateHCGPAllyConstraint(string name, long playerID, float minDistance): Create home city gather point constraint to avoid given player's ally's HCGPs. 

[(bool  )] rmCreateHCGPConstraint(string name, float minDistance): Create home city gather point constraint to avoid all HCGPs. 

[(bool  )] rmCreateHCGPEnemyConstraint(string name, long playerID, float minDistance): Create home city gather point constraint to avoid given player's enemy's HCGPs. 

[(bool  )] rmCreateHCGPSelfConstraint(string name, long playerID, float minDistance): Create home city gather point constraint to avoid given player's HCGP. 

[(int   )] rmCreateMaxHeightConstraint(string name, float height): Make an max height constraint (terrain must be less than given height). 

[(      )] rmCreateObjectDef(string name): Creates an object definition. 

[(int   )] rmCreatePieConstraint(string name, float xFraction, float zFraction, float insideRadius, float outsideRadius, float minAngle, float maxAngle, float bufferFraction): Makes a 'pie' constraint. 

[(      )] rmCreateStartingUnitsObjectDef(float clusterDistance): Creates special object definition for starting units with the given cluster distance. 

[(int   )] rmCreateTerrainDistanceConstraint(string name, string type, bool passable, float distance): Make a constraint to avoid terrain with certain a passability. 

[(int   )] rmCreateTerrainMaxDistanceConstraint(string name, string type, bool passable, float distance): Make a constraint to be close to terrain with certain a passability. 

[(      )] rmCreateTradeRoute(): Creates a trade route. 

[(int   )] rmCreateTradeRouteDistanceConstraint(string name, float minDistance): Make a constraint to avoid trade routes. 

[(      )] rmCreateTradeRouteWaypointsInArea(int tradeRouteID, int areaID, float length): Creates a trade route in the specified area. 

[(      )] rmCreateTrigger(string triggerName) 

[(int   )] rmCreateTypeDistanceConstraint(string name, string Unittype, float distance): Make a type distance constraint. 

[(int   )] rmDefineClass(string className): Define a class with the given name. 

[(      )] rmDefineConstant(string name, int value) 

[(      )] rmDegreesToRadians(float degrees): Converts an angle in degrees to radians. 

[(      )] rmDoLightingEffect("lightSetName", blendInTime, effectTime, blendOutTime):  applies a lighting set effect. 

[(      )] rmDoLightingFade("lightSetName", fadeTime):  applies a lighting set fade. 

[(      )] rmEchoError( string echoString, int level ): Random map echo. 

[(      )] rmEchoInfo( string echoString, int level ): Random map echo. 

[(      )] rmEchoWarning( string echoString, int level ): Random map echo. 

[(      )] rmEnableLocalWater( bool enable ): Enables / disables local water disturbances. 

[(float )] rmFairLocXFraction(int playerID, int index): Gets a player's fairLoc x fraction. 

[(float )] rmFairLocZFraction(int playerID, int index): Gets a player's fairLoc z fraction. 

[(      )] rmFillMapCorners(): Fill map corners with blackmap. 

[(      )] rmFindCloserArea(float xFraction, float zFraction, int area1, int area2): Returns which area is closer. 

[(      )] rmFindClosestPoint(float xFraction, float zFraction, float maxDistance): Finds closest point satisfying the preset constraints. 

[(      )] rmFindClosestPointVector(float xFraction, float zFraction, float maxDistance): Finds closest point satisfying the preset constraints. 

[(vector)] rmGetAreaClosestPoint( int areaID, vector point, float pullback, int constraintID ): Returns the point in areaID that's closest to the given point, optionally requiring that it pass the given constraint. 

[(int   )] rmGetAverageHomeCityLevel( void ): Returns the average (rounded down) HC Level of the players in the game. 

[(      )] rmGetCivID(string civName) : Returns the civ ID. 

[(int   )] rmGetHighHomeCityLevel( void ): Returns the highest HC Level of the players in the game. 

[(int   )] rmGetHomeCityLevel( int playerID ): Returns the HC Level of the given player. 

[(      )] rmGetIsFFA(): Returns true if this map is set to be a FFA game which means each player on their own team. 

[(      )] rmGetIsKOTH(): Returns true if this map is set to be a King of the Hill game. 

[(      )] rmGetIsRelicCapture(): Returns true if this map is set to be a relic game.. 

[(int   )] rmGetLowHomeCityLevel( void ): Returns the lowest HC Level of the players in the game. 

[(int   )] rmGetMapXSize( void ): Returns the X size of the map. 

[(int   )] rmGetMapZSize( void ): Returns the Z size of the map. 

[(      )] rmGetNomadStart(): Returns true if this map is to place a covered wagon instead of a town center. 

[(int   )] rmGetNumberFairLocs(int playerID): Gets a player's number of fairLocs. 

[(      )] rmGetNumberPlayersOnTeam(int teamID): Gets the number of players on the given team. 

[(      )] rmGetNumberUnitsPlaced(int objectDefID) 

[(      )] rmGetPlayerCiv(int playerID): Gets the civilization the specified player is on. 

[(      )] rmGetPlayerCulture(int playerID): Gets the culture the specified player is on. 

[(      )] rmGetPlayerName(int playerID): Gets a player's name. 

[(      )] rmGetPlayerTeam(int playerID): Gets the team the specified player is on. 

[(      )] rmGetSeaLevel(): Gets the sea level for the map. 

[(      )] rmGetTradeRouteWayPoint(int tradeRouteID, float fraction): Retrieves a waypoint along the trade route based on the fraction. 

[(      )] rmGetUnitPlaced(int objectDefID, int index) 

[(      )] rmGetUnitPlacedOfPlayer(int objectDefID, int playerID) 

[(vector)] rmGetUnitPosition( int unitID ): Returns the position of the unit. 

[(      )] rmIsMapType( string type ): Returns true if the map belongs to the given type. 

[(      )] rmMetersToTiles(float meters): Converts a distance in meters to a number of tiles. 

[(      )] rmMultiplyPlayerResource(int playerID, string resourceName, float factor): Multiplys a player's resource amount by the given factor. 

[(      )] rmPaintAreaTerrain(int areaID): Paints the terrain for a specified area. 

[(      )] rmPaintAreaTerrainByAngle(long areaID, string terrain, float minAngle, float maxAngle, float outerRange): Paints the area's tiles in the specified angle range with specified terrain (with outerRange buffer if feathering is desired). 

[(      )] rmPaintAreaTerrainByHeight(long areaID, string terrain, float minHeight, float maxHeight, float outerRange): Paints the area's tiles in the specified height range with specified terrain (with outerRange buffer if feathering is desired). 

[(bool  )] rmPlaceFairLocs(): Sets fairLoc placement locations. 

[(bool  )] rmPlaceGroupingAtLoc(int groupingID, int playerID, float xFraction, float zFraction, int placeCount): Place grouping at specified location. 

[(bool  )] rmPlaceGroupingAtPoint(int groupingID, int playerID, vector point, int placeCount): Place grouping at specified point. 

[(      )] rmPlaceGroupingInArea(int groupingID, int playerID, int areaID, int placeCount): Place grouping for the player in the given area. 

[(      )] rmPlaceMapClusters(string terrain, string protounit): place object clusters (of the specified protounit) around the map, and also optionally paint with the specified terrain. 

[(      )] rmPlaceObjectDefAtAreaLoc(int defID, int playerID, int areaID, int placeCount): Place object definition for the player at the given area's location. 

[(      )] rmPlaceObjectDefAtLoc(int defID, int playerID, float xFraction, float zFraction, int placeCount): Place object definition at specific location for given player. 

[(      )] rmPlaceObjectDefAtPoint(int defID, int playerID, vector point, int placeCount): Place object definition at specific point for given player. 

[(      )] rmPlaceObjectDefAtRandomAreaOfClass(int defID, int playerID, int classID, int placeCount): Place object definition for the player at the location of a random area in the given class. 

[(      )] rmPlaceObjectDefInArea(int defID, int playerID, int areaID, int placeCount): Place object definition for the player in the given area. 

[(      )] rmPlaceObjectDefInRandomAreaOfClass(int defID, int playerID, int classID, int placeCount): Place object definition for the player in a random area in the given class. 

[(      )] rmPlaceObjectDefPerPlayer(int defID, bool playerOwned, int placeCount): Place object definition per player. 

[(      )] rmPlacePlayer(int playerID, float xFraction, float zFraction): Sets one player location. 

[(      )] rmPlacePlayersCircular(float minFraction, float maxFraction, float angleVariation): Makes a circle of player locations. 

[(      )] rmPlacePlayersLine(float x1, float z1, float x2, float z2, float distVariation, float spacingVariation): Makes a line of player locations. 

[(      )] rmPlacePlayersRiver(int riverID, float distVariation, float spacingVariation, float edgeDistance): Makes a line of player locations along the specified river. 

[(      )] rmPlacePlayersSquare(float dist, float distVariation, float spacingVariationfloat): Makes a square of player locations. 

[(      )] rmPlayerLocXFraction(int playerID): Gets a player's start location x fraction. 

[(      )] rmPlayerLocZFraction(int playerID): Gets a player's start location z fraction. 

[(      )] rmRandFloat(float min, float max): Returns a random float between min and max. 

[(      )] rmRandInt(int min, int max): Returns a random integer between min and max. 

[(      )] rmResetFairLocs(): Resets fairLoc placment info. 

[(      )] rmRiverAddShallow(riverID, distancePct); 

[(      )] rmRiverAddShallows(riverID, count, radius); 

[(      )] rmRiverAddWaypoint(riverID, xFraction, zFraction): Add waypoint to a river.  Don't mix with rmRiverSetConnections or rmRiverConnectRiver 

[(      )] rmRiverAvoid(riverID, riverID2, minDist) 

[(      )] rmRiverBuild 

[(      )] rmRiverConnectRiver(riverID, riverID, pct, end); 

[(      )] rmRiverCreate(int areaID, string waterType, int breaks, int offset, int minR, int maxR): make a river dude. 

[(      )] rmRiverReveal(int riverID, int extraTiles) -- reveals a river plus the specified number of extra tiles around it. 

[(      )] rmRiverSetBankNoiseParams(riverID, frequency, octaves, persistence, sineLength, sineAmt, variation); 

[(      )] rmRiverSetConnections(riverID, start, end); 

[(      )] rmRiverSetShallowRadius(riverID, radius); 

[(      )] rmSetAreaBaseHeight(int areaID, float height): Sets the base height for an area. 

[(      )] rmSetAreaCliffEdge(int areaID, int count, float size, float variance, float spacing, int mapEdge): Set cliff edge parameters for an area. 

[(      )] rmSetAreaCliffHeight(int areaID, float val, float variance, float ramp): Set an area's cliff height. 

[(      )] rmSetAreaCliffPainting(int areaID, bool paintGround, bool paintOutsideEdge, bool paintSide, float minSideHeight, bool paintInsideEdge): Set cliff painting options for an area. 

[(      )] rmSetAreaCliffType(int areaID, string cliffName): Sets the cliff type for an area. 

[(      )] rmSetAreaCoherence(int areaID, float coherence): Sets area coherence (0-1). 

[(      )] rmSetAreaEdgeFilling(int areaID, int borderSize): Enable edge filling and set a border search size (for Carolina and similar maps with a big continent). 

[(      )] rmSetAreaElevationEdgeFalloffDist(int areaID, float dist): Sets the area elevation noise to falloff as it gets closer to the area edge. 

[(      )] rmSetAreaElevationMinFrequency(int areaID, float freq): Sets the area elevation variation noise frequency (best >0 and <1). 

[(      )] rmSetAreaElevationNoiseBias(int areaID, float bias): Sets the area elevation variation noise bias (-1 means down only, 0 means +- equally, 1 means up only.) 

[(      )] rmSetAreaElevationOctaves(int areaID, int octaves): Sets the area elevation variation noise octaves. 

[(      )] rmSetAreaElevationPersistence(int areaID, float persistence): Sets the area elevation variation noise persistence (best >0 and <1). 

[(      )] rmSetAreaElevationType(int areaID, int type): Sets the area elevation variation type (cElevNormal, cElevFractalSum, cElevTurbulence). 

[(      )] rmSetAreaElevationVariation(int areaID, float variation): Sets the area elevation variation height (amount to vary +- from area base height). 

[(      )] rmSetAreaForestClumpiness(int areaID, float density): Sets the forest density for an area. 

[(      )] rmSetAreaForestDensity(int areaID, float density): Sets the forest density for an area. 

[(      )] rmSetAreaForestType(int areaID, string forestName): Sets the forest type for an area. 

[(      )] rmSetAreaForestUnderbrush(int areaID, float density): Sets the forest density for an area. 

[(      )] rmSetAreaHeightBlend(int areaID, int heightBlend): Sets how smoothly area height blends into surroundings. 

[(      )] rmSetAreaLocation(int areaID, float xFraction, float zFraction): Set the area location. 

[(      )] rmSetAreaLocPlayer(int areaID, int playerID): Set the area location to player's location. 

[(      )] rmSetAreaLocTeam(int areaID, int teamID): Set the area location to team's location. 

[(      )] rmSetAreaMaxBlobDistance(int areaID, float dist): Sets maximum blob distance. 

[(      )] rmSetAreaMaxBlobs(int areaID, int blobs): Sets maximum number of area blobs. 

[(      )] rmSetAreaMinBlobDistance(int areaID, float dist): Sets minimum blob distance. 

[(      )] rmSetAreaMinBlobs(int areaID, int blobs): Sets minimum number of area blobs. 

[(      )] rmSetAreaMix(int areaID, string mixName): Sets the mix for an area.  Overrides terrain type if it is also set. 

[(      )] rmSetAreaObeyWorldCircleConstraint(int areaID, bool constrain): Determines whether an area obeys world circle constraint. 

[(      )] rmSetAreaReveal(int areaID, int tiles): Sets the area to be revealed (-1 means don't reveal, 0 means reveal, >0 means reveal plus that number of extra tiles. 

[(      )] rmSetAreaSize(float minFraction, float maxFraction): Set the area size to a min/max fraction of the map. 

[(      )] rmSetAreaSmoothDistance(int areaID, int smoothDistance): Sets area edge smoothing distance (distance is number of neighboring points to consider in each direction). 

[(      )] rmSetAreaTerrainLayerVariance(int areaID, bool variance): Specifies if the area should vary the terrain layer edges. 

[(      )] rmSetAreaTerrainType(int areaID, string terrainTypeName): Sets the terrain type for an area. 

[(      )] rmSetAreaWarnFailure(int areaID, bool warn): Sets whether the area build process will warn if it fails. 

[(      )] rmSetAreaWaterType(int areaID, string waterName): Sets the water type for an area. 

[(      )] rmSetBaseTerrainMix(string mixName): Initializes the base terrain with the requested mix.  Call before rmTerrainInitialize. 

[(      )] rmSetConnectionBaseHeight(int connectionID, float width): Sets the base height of a connection. 

[(      )] rmSetConnectionBaseTerrainCost(int connectionID, float cost): Sets the base terrain cost for a connection. 

[(      )] rmSetConnectionCoherence(int connectionID, float width): Sets area coherence (0-1). 

[(      )] rmSetConnectionHeightBlend(int connectionID, float width): Sets how smoothly connection height blends into surroundings. 

[(      )] rmSetConnectionPositionVariance(int connectionID, float variance): Sets the position variance of a connection. 

[(      )] rmSetConnectionSmoothDistance(int connectionID, float width): Sets connection edge smoothing distance (distance is number of neighboring points to consider in each direction). 

[(      )] rmSetConnectionTerrainCost(int connectionID, string terrainTypeName, float cost): Sets the terrain cost for a connection. 

[(      )] rmSetConnectionType(int connectionID, int connectionType, bool connectAll, float connectPercentage): Sets the connection type. 

[(      )] rmSetConnectionWarnFailure(int connectionID, bool warn): Sets whether a connection warns on failure. 

[(      )] rmSetConnectionWidth(int connectionID, float width, float variance): Sets the width of a connection. 

[(      )] rmSetGaiaCiv(int civ) : Sets Gaia's civilization 

[(      )] rmSetGlobalRain(percent): sets the global rain percent. 

[(      )] rmSetGlobalSnow(percent): sets the global snow percent. 

[(      )] rmSetGlobalStormLength(length, timeBetweenStorms): sets storm length and time between storm in seconds. 

[(      )] rmSetGroupingMaxDistance(int defID, float dist): Set the maximum distance for the grouping (in meters). 

[(      )] rmSetGroupingMinDistance(int defID, float dist): Set the minimum distance for the grouping (in meters). 

[(bool  )] rmSetHomeCityGatherPoint( int playerID, vector point ): Sets the HCGP for the given player. 

[(bool  )] rmSetHomeCityWaterSpawnPoint( int playerID, vector point ): Sets the HCWSP for the given player. 

[(      )] rmSetIgnoreForceToGaia(bool val) 

[(      )] rmSetLightingSet(string name) : Sets a lighting set 

[(      )] rmSetMapClusteringNoiseParams(float minFrequency, int octaves, float persistence): sets up cluster system; standard inputs to noise generator used to determine cluster placement. 

[(      )] rmSetMapClusteringObjectParams(int minObjectCount, int maxObjectCount, float maxPosOffset): sets up cluster system; min/max objects per tile (default: 0-3), and max random offset when placing (default: 0.5 tiles). 

[(      )] rmSetMapClusteringPlacementParams(float paintThreshold, float placeMinVal, float placeMaxVal, int type): sets up cluster system; valid ranges are from -1.0 to 1.0 and are compared to the internal noise field for deciding where to paint terrain and place clusters. Type is cClusterLand, or cClusterWater, or cClusterShallowWater, or cClusterEverywhere. 

[(      )] rmSetMapElevationHeightBlend(int blend): Sets how much to smooth the overall terrain after initializing with noise. 

[(      )] rmSetMapElevationParameters(int type, float freq, int octaves, float persistence, float variation): Sets up terrain for initializing with a noise layer. 

[(      )] rmSetMapSize( int x, int z ): Sets the size of the map. 

[(      )] rmSetMapType( string type ): Indicates that this map is of a certain type (it can be multiple types simultaneously. 

[(      )] rmSetNuggetDifficulty(int minLevel, int maxLevel): Sets the min/max difficulty levels for placing nuggets. 

[(      )] rmSetObjectDefAllowOverlap(int defID, bool on): Lets objects overlap within this object def. 

[(      )] rmSetObjectDefCreateHerd(int defID, bool on): Creates a herd out of all units placed in this object def. 

[(      )] rmSetObjectDefForceFullRotation(int defID, bool on): Forces things in this object def to get full arbitrary rotation. 

[(      )] rmSetObjectDefGarrisonSecondaryUnits(int defID, bool on): Turn on the garrison secondary units flag. 

[(      )] rmSetObjectDefGarrisonStartingUnits(int defID, bool on): Turn on the garrison starting units flag. 

[(      )] rmSetObjectDefHerdAngle(int defID, float angle): Set a herd angle(clockwise from +z) in the object def. 

[(      )] rmSetObjectDefMaxDistance(int defID, float dist): Set the maximum distance for the object definition (in meters). 

[(      )] rmSetObjectDefMinDistance(int defID, float dist): Set the minimum distance for the object definition (in meters). 

[(      )] rmSetObjectDefTradeRouteID(int defID, int tradeRouteID): Set the trade route for all objects in this object definition. 

[(      )] rmSetOceanReveal(bool reveal): Sets whether or not to reveal oceans. 

[(      )] rmSetPlacementSection(float fromPercent, float toPercent): Sets the section of the placement line to use. 

[(      )] rmSetPlacementTeam(int teamID): Sets the team to place. 

[(      )] rmSetPlayerArea(int playerID, int areaID): Sets a player's 'official' area. 

[(      )] rmSetPlayerLocation (int playerID, float xFraction, float zFraction): Manually sets a player's starting location. 

[(      )] rmSetPlayerPlacementArea(float minX, float minZ, float maxX, float maxZ): Sets the area of the map to use for player placement. 

[(      )] rmSetPlayerResource(int playerID, string resourceName, float amount): Sets a player's resource amount. 

[(      )] rmSetRiverFoundationParams(int tileBuffer, float heightOffset) -- sets up river foundation parameters: the terrain buffer around the river, and the height of the banks above water level 

[(      )] rmSetSeaLevel(): Sets the sea level for the map. 

[(      )] rmSetSeaType(string name): Sets the sea type for the map.  This is used if terrain is initialized to water. 

[(      )] rmSetStatusText(status, progress) : Sets the friendly cool loading screen text. 

[(      )] rmSetSubCiv(int index, string civName, bool big) : Sets a given sub civ in the world. 

[(      )] rmSetTeamArea(int teamID, int areaID): Sets a team's 'official' area. 

[(      )] rmSetTeamSpacingModifier(float modifier): Sets the team spacing modifier. 

[(      )] rmSetTriggerActive(bool active) 

[(      )] rmSetTriggerConditionParam(string paramName, string value, bool add) 

[(      )] rmSetTriggerConditionParamArmy(string paramName, int playerID, int armyID, bool add) 

[(      )] rmSetTriggerConditionParamFloat(string paramName, float value, bool add) 

[(      )] rmSetTriggerConditionParamInt(string paramName, int value, bool add) 

[(      )] rmSetTriggerEffectParam(string paramName, string value, bool add) 

[(      )] rmSetTriggerEffectParamArmy(string paramName, int playerID, int armyID, bool add) 

[(      )] rmSetTriggerEffectParamFloat(string paramName, float value, bool add) 

[(      )] rmSetTriggerEffectParamInt(string paramName, int value, bool add) 

[(      )] rmSetTriggerLoop(bool loop) 

[(      )] rmSetTriggerPriority(int priority) 

[(      )] rmSetTriggerRunImmediately(bool runImmediately) 

[(      )] rmSetVPFile(string filename) 

[(      )] rmSetWindMagnitude(float magnitude): sets the global wind magnitude (1.0f is default). 

[(      )] rmSetWorldCircleConstraint(bool constrain): sets whether RM activities should be constrained to the main world circle. 

[(      )] rmSwitchToTrigger(int triggerID) 

[(      )] rmTerrainInitialize( string baseTerrain, float height ): Initializes the terrain to the base type and height. 

[(      )] rmTilesToMeters(int tiles): Converts a number of tiles to a distance in meters. 

[(      )] rmTriggerID(string triggerName) 

[(      )] rmXFractionToMeters(float meters): Converts a fraction of the map in the x direction to meters. 

[(      )] rmXFractionToTiles(float fraction): Converts an fraction of the map in the x direction to tile count. 

[(      )] rmXMetersToFraction(float meters): Converts meters into a fraction of the map in the x direction. 

[(      )] rmXTilesToFraction(int tiles): Converts tile count in the x direction to fraction of map. 

[(      )] rmZFractionToMeters(float meters): Converts meters a fraction of the map in the z direction to meters. 

[(      )] rmZFractionToTiles(float fraction): Converts an fraction of the map in the z direction to tile count. 

[(      )] rmZMetersToFraction(float meters): Converts meters into a fraction of the map in the z direction. 

[(      )] rmZTilesToFraction(int tiles): Converts tile count in the z direction to fraction of map. 

[(      )] saveCamera(<stringFilename>) : save camera to file. 

[(      )] saveCurrentHomeCityCamera() : save camera to file. 

[(      )] saveCurrentHomeCityWidescreenCamera() : save widescreen camera to file. 

[(      )] saveGame(<stringFilename>) : saves out a game in progress. 

[(      )] saveLightingSet([name]) : Saves the current status of lighting values as a set 

[(      )] saveScenario(<stringFilename>) : saves out a scenario file. 

[(      )] scoreUpdate : causes score to update even if it isn't supposed to yet, time wise 

[(      )] screenshot: take a screen shot 

[(      )] sendAttackSentence(int sendingPlayer, int receivingPlayer, int targetPlayer, int targetUnit, float xPos, float zPos): send attack sentence from one player to another; specify targetPlayer, or targetUnit, or xPos and zPos. 

[(      )] sendDefendSentence(int sendingPlayer, int receivingPlayer, float xPos, float zPos): send defend sentence from one player to another; specify target xPos and zPos. 

[(      )] sendPromptType(int sendingPlayer, int promptType): send AIChat to current player from sendingPlayer; specify desired AIChatPromptType. 

[(      )] sendTributeSentence(int sendingPlayer, int receivingPlayer, int resourceID): send tribute sentence from one player to another; specify desired resource. 

[(      )] setBloomFeedbackParams([currentFrameContribution] [lastFrameContribution]):sets bloom feedback params 

[(      )] setBloomParams([bloomThreshold] [bloomColorR] [bloomColorG] [bloomColorB] [bloomIntensity] [bloomPass] [bloomSigma]):sets tonemap params 

[(      )] setBloomStreakParams([streakCount] [Passes] [ElementOffset] [Exposure] [Intensity] [Falloff] [streakRed] [streakGreen] [streakBlue] [threshold]):sets bloom streak params 

[(      )] setBumpScale([scale]) : sets scene bump scale 

[(      )] setDropDefaultMips( int num ) : Set mip levels to skip for default category textures. 

[(      )] setDropTerrainMips( int num ) : Set mip levels to skip for terrain category textures. 

[(      )] setFogParams([planarfogColorR] [planarfogColorG] [planarfogColorB] [planarfogDensity] [planarfogHeight]) : set Planar Height Params 

[(      )] 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 

[(      )] setHemiLight([topColorR] [topColorG] [topColorB] [bottomColorR] [bottomColorG] [bottomColorB] [axisYaw] [axisPitch] [intensity] [unitIntensity] [terrainIntensity]) : sets a hemilight 

[(      )] setHomeCityGatherUnit(int unitID): Sets the home city gather point to the specified unit. 

[(      )] setLDRBloomParams([bloomColorR] [bloomColorG] [bloomColorB] [bloomIntensity] [bloomSigma]):sets LDR Bloom params 

[(      )] setMinimapUnitFilter() : sets the minimap filter for units 

[(      )] setSceneLightParams([sunIntensity] [power] [specIntensity] [metalness] [fogColorR] [fogColorG] [fogColorB] [fogDensity] [fogStart]) : sets scene light params 

[(      )] 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 

[(      )] setSquadMode: Sets the mode for a squad. 

[(      )] setSunPosition( [integerSunInclination] [integerSunRotation] [boolRelative] ) sets the sun height above the horizon and position in the world, The bool tells if the changes are relative 

[(      )] 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) 

[(      )] setTerrainLightingParams([bumpScale] [specularPower] [specularIntensity] [terrainMetalness]):sets Terrain Lighting Params 

[(      )] setToneMapParams([exposure] [dispGamma] [greyFStops] [kneeLow] [kneeHigh] [ditherNoiseInten]):sets tonemap params 

[(void  )] setWorldDifficulty( int v ): Sets the world difficulty level. 

[(      )] setWorldTooltipRectDims1024(minX, minY, maxX, maxY) : Sets the world tooltip restricted screen rectangle to the given dimensions relative to 1024x768 resolution. 

[(      )] shadowDarkness([integerDarkness] [pcfFilterScalar] [biasNV] [biasATI] [slope]) : Set shadow darkness (0-255) - (PCF Filter Sclar 0-16) 

[(      )] showCampaignDialog(<name><msg>): UI used only 

[(      )] showGameFromPostGame : does what needs to be done. 

[(      )] showGameMenu: show the in-game menu. 

[(      )] 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. 

[(      )] sqrt(float x): Returns the square root of x. 

[(      )] squadMode: Sets the mode for a squad. 

[(      )] squadWheel( float angle, int squadID ) : Wheels the squad. 

[(      )] startAutoPatcher(bool manualMode) : Start the auto patcher. 

[(      )] startCampaign( string campaignName ) : starts the given campaign. 

[(      )] startMoviePlayback(string filename, long sizing, float fadeIn, float fadeOut) : Start fullscreen playback of a movie. 

[(      )] startRandomGame : begins a new random game. 

[(      )] startRandomGame2(<filename> <#players> <random seed> <scenarioFilename> <debug> <teamCount> <mapsize> <resources> <random_civs>) : begins a new random game with the given parms. 

[(      )] startRandomGameAgeAndMapCode(<startingage> <nomad> <mapcode> : Generates a random map game with the given starting age, nomad start(true/false), and map code. 

[(      )] startRandomGameMapCode(<mapcode> : Generates a random map game with the given map code. 

[(      )] sunColor([integerR] [integerG] [integerB]) : Set sun color to given RGB (0-255) 

[(      )] sunDecreaseInclination([integerKeyState]) : intended for ui use only.  Indicates that the decrease sun inclination key has gone up/down. 

[(      )] sunDecreaseRotation([integerKeyState]) : intended for ui use only.  Indicates that the decrease sun rotation key has gone up/down. 

[(      )] sunGetColor: Get sun color 

[(      )] sunIncreaseInclination([integerKeyState]) : intended for ui use only.  Indicates that the increase sun inclination key has gone up/down. 

[(      )] sunIncreaseRotation([integerKeyState]) : intended for ui use only.  Indicates that the increase sun rotation key has gone up/down. 

[(      )] techFlash(<techID> <flash>) : turns gadget flashing on/off. 

[(      )] terrainAdjustGlobalHeight(float meters) : adjusts (raise/lower) the terrain height by the specified meters. 

[(      )] terrainAmbient([integerR] [integerG] [integerB]) : Set terrain ambient reflectivity to the given RGB (0-255) 

[(      )] terrainFilter: filters the entire terrain. 

[(      )] terrainFilterArea(<integerX1> <integerY1> <integerX2> <integerY2> : filters a sub-area of the terrain. 

[(      )] terrainFlatten: flattens the entire terrain. 

[(      )] terrainFlattenArea(<integerX1> <integerY1> <integerX2> <integerY2> : flattens a sub-area of the terrain. 

[(      )] terrainGetAmbient: Get terrain ambient reflectivity 

[(      )] terrainPaint: paint whole terrain with given texture. 

[(      )] terrainPaintMix: paint whole terrain with given mix. 

[(      )] terrainSetMix([integerType]) : sets the terrain mix to paint. 

[(      )] terrainSetSubtype([integerType]) : sets the terrain subtype to paint. 

[(      )] terrainSetType([integerType]) : sets the terrain type to paint. 

[(void  )] tis(<stringProtoName>,<traincount>) : just like train in selected, but more abbreviated 

[(      )] toggleDebugTime : handles the time display toggling 

[(      )] toggleHomeCityView( ) : Toggles home city view for the current player. 

[(      )] toggleHomeCityViewTech( ) : Toggles tech home city view for the current player. 

[(      )] toggleScore : handles the score toggling 

[(      )] toggleShadows(void) : toggle shadows on/off 

[(      )] toggleTime : handles the time display toggling 

[(      )] toggleWorldTooltipClipRect() : Toggles whether or not world tooltips are using the restricted screen rectangle. 

[(      )] trackAddWaypoint: adds the camera's current position and orientation to the current camera track. 

[(      )] trackAdvance(): advances the camera track to a specific location. 

[(      )] trackClear: clears all tracks. 

[(      )] trackEditWaypoint: edits the currently selected camera track. 

[(      )] trackGotoSelectedEvent(<index>): moves the camera to the current event. 

[(      )] trackGotoSelectedWaypoint(<index>): moves the camera to the current waypoint. 

[(      )] trackInsert(): adds a new camera track. 

[(      )] trackLoad(<stringFilename>) : loads a camera track and makes it current 

[(      )] trackPause(): pauses the current camera track. 

[(      )] trackPlay([duration], eventID): plays a track file (otherwise if "none" than plays the current track.) with no arg uses current duration, otherwise sets duration 

[(      )] trackRemove(): removes selected track. 

[(      )] trackRemoveWaypoint: removes the most recently added track waypoint from the current camera track. 

[(      )] trackSave(<stringFilename>) : saves the current camera track 

[(      )] trackSetSelectedWaypoint(<index>): sets the current waypoint to the button with the same index. 

[(      )] trackStepBackward: steps the current camera track 1 step backward. 

[(      )] trackStepForward: steps the current camera track 1 step forward. 

[(      )] trackStop(): stops the current camera track. 

[(      )] trackToggleShow: toggles rendering of the camera track on and off. 

[(      )] trActivateTrigger(<eventID>) : Activates (sets active = true) the trigger specified by the given eventID. 

[(      )] trAddArmyToPlan(armyname, planname): Adds the units in the specified army to the specified plan. 

[(      )] 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. 

[(      )] trAICommsAttackUnits(playerID, armyToAttack): playerID will attack armyToAttack, sent via player Comms. 

[(      )] trAICommsCancelOrder(sendToPlayerID): tell player sendToPlayerID to cancel order, sent via player Comms. 

[(      )] trAICommsClaim(sendToPlayerID): tell player sendToPlayerID to claim TradePost at (locX, locY, locZ), sent via player Comms. 

[(      )] trAICommsDefendPoint(playerID, defendX, defendY, defendZ): playerID will defend point(defendX, defendY, defendZ), sent via player Comms. 

[(      )] trAICommsRequestTribute(fromPlayerID, resource, amount): fromPlayerID will send resource of x amount, sent via player Comms. 

[(      )] trAICommsTrain(sendToPlayerID, unitTypeName): tell player sendToPlayerID to train Units of type unitTypeName, sent via player Comms. 

[(      )] trAIFunc(<playerID> <functionName> <param>: Makes the camera shake. 

[(void  )] trainByID (<ProtoUnitID> <TrainingUnitID> [Player#]) : Start the training of a unit of ProtoUnitID from TrainingUnitID for the current player (if no player is specified) 

[(      )] trainFlash(<protoID> <flash>) : turns gadget flashing on/off. 

[(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 

[(      )] trainReinforcement( int armyID ) : Trains a reinforcement. 

[(      )] trArmyDispatch(<parameters>): creates the units in the army specified. 

[(      )] trArmyPlayerDefakify(armyname) : Defakifies the army. 

[(      )] trArmyPlayerFakify(armyname, fakeplayerindex) : Fakifies the army to the specified fake player index. 

[(      )] trArmySelect(army info string): selects the units in the army specified. 

[(      )] trArmySelectInt(int playerID, int armyID): selects the units in the army specified. 

[(      )] trAttackUnits(srcArmyname, armyToAttack, planname): srcArmy units will attack armyToAttack in the given planname. 

[(      )] trBlockAllAmbientSounds(): blocks all ambient sounds from this point forward 

[(      )] trBlockAllSounds(excludeDialog): Blocks all sounds from playing from this point forward 

[(      )] trBranchScenario(<dialog message>): pop up a dialog allowing choice to load a scenario. 

[(      )] trBuildingIsOnCursor(protoname) : Returns true if the proto unit specified is on the cursor and is a building. 

[(      )] trCameraCut( pos, dir, up, right ): puts the camera in the specified location. 

[(      )] trCameraLockOnUnit( <enable> <time to orient> <trigger ID>) : Orients the camera to the selected unit, and keeps it locked on that unit. ): puts the camera in the specified location. 

[(      )] trCameraPanWithUnit( <enable> <trigger ID>) : Moves the camera in the same direction that a particular unit moves. 

[(      )] trCameraShake(<duration> <strength>: Makes the camera shake. 

[(      )] trCampaignAdvance(): advances the campaign (advance user profile, AND plays the next scenario). 

[(      )] trCampaignAdvanceProgress(): advances the user progress through the campaign.(updates user profile only) 

[(      )] trCampaignPlayCurrent(): plays the current scenario in the campaign 

[(      )] trCamTrackLoad(<filename>): Loads a camera track. 

[(      )] trCamTrackPlay(<duration> <eventID>): plays the current camera track. 

[(      )] trChatHistoryClear: forces the chat history to reset 

[(      )] trChatHistoryContains(text): returns whether or not the current chat history has any instance (substring) of this text 

[(      )] trChatSend(fromID message): Changes the chat status. 

[(      )] trChatSendSpoofed(fromID message): Changes the chat status, but does not append player. 

[(      )] trChatSendSpoofedToPlayer(fromID toID message): Changes the chat status, but does not append player.  Goes to specific player. 

[(      )] trChatSendToPlayer(fromID toID message): Changes the chat status for one specific player. 

[(      )] trChatSetStatus(<onOff>): Changes the chat status. 

[(      )] trCinematicAbort(): returns the abort cinematic status. 

[(      )] trCinematicDoAbort(): aborts the cinematic. 

[(      )] trClearCounterDisplay() 

[(      )] trCounterAbort(name): abort a counter. 

[(      )] trCounterAddTime(name, start, stop, message, event): start a counter that may or may not fire an event. 

[(      )] trCounterAddTimeMs(name, start, stop, message, event): start a counter that may or may not fire an event. 

[(      )] trCounterAddUnit(name, playerid, count, protounit, message, event): start a counter that may or may not fire an event. 

[(      )] trCounterAddXP(name, playerid, count, message, event): start a counter that may or may not fire an event. 

[(      )] trCountUnitsInArea(centerUnit, matchPlayer, matchType, range) 

[(      )] trCreateAttackPlan(armyName, PlanName, attackPlayerID, attackX, attackY, attackZ, engageRange, evaluationFrequency) : No help  

[(      )] trCreateDefendPlan(armyName, defendPlanName, defendX, defendY, defendZ, engageRange, evaluationFrequency, gatherdistance) : No help  

[(      )] trCreateRevealer(playerID, revealerName, position, revealerLOS, blackmapOnly) : Creates a revealer with the given attributes. 

[(      )] trCreateTreaty 

[(      )] trCurrentPlayer(): returns the current player. 

[(      )] trDamageUnit(amt): does a specific amount of damage to HP in instant typeless damage. 

[(      )] trDamageUnitPercent(percent): does % percent of a unit's total HP in instant typeless damage. 

[(      )] trDamageUnitsInArea(player, unitType, dist, damage): All units within dist of the selected ref object that match type take dmg 

[(      )] trDefendUnits(srcArmyname, defendedArmyname, planname, evaluationFrequency, gatherdistance): srcArmy units will defend defendedArmyUnits in the given planname. 

[(      )] trDelayedRuleActivation( <rulename> ): adds a rule to the runtime to be activated on the next update. 

[(      )] trDisableTrigger(<eventID>) : Disables (sets active = false) the trigger specified by the given eventID. 

[(      )] trEcho( <echoString> ): Trigger echo. 

[(      )] trEchoStatValue(player, stat) : fetch a stat value from the KB and echo to chat 

[(      )] trEndGame: Signal that the game has ended. 

[(      )] trEventFire(<eventID>): cause an event to occur. 

[(      )] trEventSetHandler(<eventID> <handler>): sets a handler function for an event id. 

[(      )] trFadeOutAllSounds(<duration>): Fades out all sounds over a given duration 

[(      )] trFadeOutMusic(<duration>): Fades out current music over a given duration. 

[(      )] trForbidProtounit(player, protoname): adds protounit to the forbidden list 

[(      )] trForceNonCinematicModels(): forces models to be in non cinematic mode 

[(      )] trFormationScale(scale): scales the formation size of formations in the game. 

[(      )] trGameLoadScenario(<scenario name>): start a game using scenario. 

[(      )] trGamePause(<true/false>): pause or unpause the game. 

[(      )] trGetNumberNuggetsGathered : Returns the number of nuggets gathered by the specified player. 

[(      )] trGetNumberSelectedUnitIDs() 

[(      )] trGetSelectedUnitID(int index) 

[(      )] trGetStatValue(player, stat) : fetch a stat value from the KB 

[(      )] trGetWorldDifficulty() 

[(      )] trGrantVP(player, number): Grants a number of Scenario VP to a player 

[(      )] trHasNuggetBeenCollected : Returns true if the nugget has been collected, the playerID is an optional parameter for querying if the specific player has collected it. 

[(      )] trHasPlayerSentHCShipment(<targetHCPlayerID>) : Returns true when the player has sent a shipment from the home city. 

[(      )] trImmediateUnitGarrison( <unitScenarioName> ): Instantly garrisons units inside another unit without considering distance. 

[(      )] trIsGadgetVisible(<name>): returns true if gadget is real. 

[(      )] trIsMovieNotPlaying() -- returns false if a movie is currently playing 

[(      )] trIsPlayerSelectingHCBuilding(<hcBuildingName>) : Returns true if the current player is selecting the building in their HC which has the specified name. 

[(      )] trIsPlayerSendingHCShipment(<targetHCPlayerID>) : Returns true when the player sends a shipment from home city. 

[(      )] trIsPlayerVisitingHC(<targetHCPlayerID>) : Returns true if the current player is looking at (visiting) the home city of the player specified by the player ID passed in. 

[(      )] trKillAIPlan(playerID, planName) : No help  

[(      )] trLetterBox(<onOff>): Turns letter box mode on or off. 

[(      )] trMessageSetText(<text><timeout>): displays the message text. 

[(      )] trMinimapFlare(<playerID> <duration> <position> <flash>): Sends a Minimap flare to a certain player. 

[(      )] trModeEnter(<name>): enters the mode specified. 

[(      )] trModifyProtounit(unit, player, field, delta): modifies proto unit data for this scenario only. 

[(      )] trMusicPlay(<filename> <duration>): Plays the music file. 

[(      )] trMusicPlayCurrent(): Plays the current music. 

[(      )] trMusicSetCurrentMusicSet(): sets the current music set. 

[(      )] trMusicSetMood(<moodID>): Changes the music to mood associated with mood id. 

[(      )] trMusicStop(): Stops the current music. 

[(      )] trObjectGettingWorked(objectScenarioName): Returns true if the object is currently being worked. 

[(      )] trObjectiveComplete(objectiveID, forceComplete, playSound): Completes the specified objective.  Forces a reoccurring objective complete if forceComplete is true. 

[(      )] trObjectiveDiscover(objectiveID, playSound): 'Discovers' a previously unknown (to the player) objective. 

[(      )] trObjectiveHide(objectiveID): Hides the specified objective on the UI. 

[(      )] trObjectiveShow(objectiveID): Shows the specified objective on the UI. 

[(      )] trOverlayText(message, time, x, y, width, background) : puts up a big movie-credits style text overlay, optionally in a strange location, and now with a background 

[(      )] trPlayerActive(playerID): returns true/false if the player is active. 

[(      )] trPlayerAtPopCap(playerID): returns true if player is at pop cap. 

[(      )] trPlayerBuildingCount(playerID): returns the number of buildings for the player. 

[(      )] trPlayerControlsSocket(playerID, objectScenarioName): Returns true if the specified player is built on the specified socket. 

[(      )] trPlayerCountBuildingInProgress(playerID protoname): returns true if building is being built. 

[(      )] trPlayerCurrentXPCount(playerID): Returns the current (not total) XP for the player. 

[(      )] trPlayerDefeated(playerID): returns true/false if the player has been defeated. 

[(      )] trPlayerGetDiplomacy(playerID playerID): gets the diplomacy status between players. 

[(      )] trPlayerGetPopulation(playerID): returns the player population. 

[(      )] trPlayerGrantResources(player, resource, amount): advances the campaign. 

[(      )] trPlayerKillAllBuildings(<playerID> Kills all of the buildings of a given player. 

[(      )] trPlayerKillAllUnits(<playerID> Kills all of the units of a given player. 

[(      )] trPlayerModifyLOS(playerID cansee playerID): Adds/removes LOS between players. 

[(      )] trPlayerOverrideArtCulture(playerID, culture) : Overrides the culture used for choosing the player's art. 

[(      )] trPlayerOverrideSoundCiv(playerID, civilization) : Overrides the civilization used for choosing the player's vocal sound effects. 

[(      )] trPlayerResetBlackMap(<playerID>: Resets the black map for a given HUMAN player. 

[(      )] trPlayerResetBlackMapForAllPlayers(Resets the black map for all HUMAN players. 

[(      )] trPlayerResourceCount(playerID, resource): returns the number of resources for the player. 

[(      )] trPlayerSetActive(playerID): sets the active player. 

[(      )] trPlayerSetAge(playerID, age, displayEffect): Sets the age of the specified player. 

[(      )] trPlayerSetDiplomacy(playerID playerID status): sets the diplomacy status between players. 

[(      )] trPlayerSetHCAccess(playerID, hcAccess): Sets whether the player has access to the HC. 

[(      )] trPlayerToggleAllowNewCWSpawning(playerID, allowSpawning) : Toggles whether the player can spawn new covered wagons. 

[(      )] trPlayerToggleAllowTCSpawning(playerID, allowSpawning) : Toggles whether the player's TC can spawn units. 

[(      )] trPlayerTribute(from, resource, amount to): tributes resources to a player. 

[(      )] trPlayerUnitAndBuildingCount(playerID): returns the number of units and buildings for the player. 

[(      )] trPlayerUnitCount(playerID): returns the number of units for the player. 

[(      )] trPlayerUnitCountSpecific(playerID, protoName): returns the number of units for the player. 

[(      )] trPlayerVPCount(playerID): returns the number of victory points for the player. 

[(      )] trPlayMovie(<FileName>) -- plays movies from the AVI directory 

[(      )] trPlayNextMusicTrack(): Plays the next song in the music play list. 

[(      )] trQuestVarCopy(var1, var2) : copies value of one of the trigger scratch variables 

[(      )] trQuestVarEcho(varname, value) : chats out the value of one of the trigger scratch variables 

[(      )] trQuestVarGet(varname) : retrieve value of a trigger scratch variable, returns zero if unset 

[(      )] trQuestVarSet(varname, value) : sets one of the trigger scratch variables 

[(      )] trQuestVarSetFromRand(varname, minval, maxval, round) : sets one of the trigger scratch variables within a random range 

[(      )] trRateConstruction(<rate>): modify construction rate. 

[(      )] trRateResearch(<rate>): modify research rate. 

[(      )] trRatesNormal(void): restore all rates to normal. 

[(      )] trRateTrain(<rate>): modify training rate. 

[(      )] trRenderRain(<float percent>): controls rain rendering. 

[(      )] trRenderSky(<true/false> <skyName>): turn sky rendering on/off and set which sky to use. 

[(      )] trRenderSnow(<float percent>): controls snow rendering. 

[(      )] trRevealEntireMap(): shows whole map, similar to how revealed mode works 

[(      )] trSetCinematicUnitSpeaking(objectScenarioName, speaking, duration): Sets the unit as speaking or not. 

[(      )] trSetCounterDisplay(text) 

[(      )] trSetCurrentPlayerStatus(<active>): sets the current player as active or inactive. 

[(      )] trSetFogAndBlackmap(<true/false> <true/false>): turn fog and black map on/off. 

[(      )] trSetLighting(setname, fadetime): fades to the specified lighting set over fadetime. 

[(      )] trSetObscuredUnits( <bool> ): Sets whether or not units can be drawn obscured or not. 

[(      )] trSetPauseInObjectiveWindow() 

[(      )] trSetPauseOnAgeUpgrade() 

[(      )] trSetPlayerDefeated: call this when a player is defeated on the local machine (meaning that this func must be called synchronously on all machines, it will not pass around a command.) 

[(      )] trSetPlayerWon: call this when a player has won on the local machine (meaning that this func must be called synchronously on all machines, it will not pass around a command.) 

[(      )] trSetRevealerActiveState(revealerName, active) : Finds the specified revealer and sets it to active or inactive. 

[(      )] trSetShadowFarClip( <enable>, <distance> ): Enable or disables the shadow far clippping plane. 

[(      )] trSetUnitIdleProcessing( <bool> ): Sets whether or not units can do their idle processing. 

[(      )] trSetUserControls(<active>): sets the player controls on or off. 

[(      )] trShowCampaignDlg(NextCampaign): . 

[(      )] trShowChoiceDialog(maintext, choice1, event1, choice2, event2) : displays dialog with 2 choices, and activates a trigger in response 

[(      )] trShowDamage 

[(      )] trShowHCView(playerID): Sets the view to the HC if the player specified is the current player. 

[(      )] trShowImageDialog(texture, subtitle) : displays a custom image in a dialog, with a subtitle 

[(      )] trShowSPCNote(<Title> <Text>): Displays the SPC Note Dlg with the specified title and text. 

[(      )] trShowWinLose(text, soundfile): message and sound. 

[(      )] trShowWorldView(playerID): Sets the view to the world if the player specified is the current player. 

[(      )] trSoundPlayDialog(<filename>, <event>, <ignoreOnAbort>, <subtitle>, <portrait>): Plays the sound associated with the filename. 

[(      )] trSoundPlayDialogue(<stringID>, <eventID>, <ignoreOnAbort>, <seconds>): Plays the sound associated with the dialogue. 

[(      )] trSoundPlayFN(<filename>): Plays the sound associated with the filename. 

[(      )] trSoundPlayPaused(<filename>): Plays the sound associated with the filename. 

[(      )] trSoundTimer(long milliseconds, long eventID) creates a high performance sound timer and passes the eventID as data. 

[(      )] trStartGameRecord: add help string. 

[(      )] trStopGameRecord: add help string. 

[(      )] trTechSetStatus(playerID techID status): sets the tech status for the player. 

[(      )] trTechStatusActive(playerID techID): returns true if tech is active for player. 

[(      )] trTechStatusCheck(playerID, techID, techStatus): returns true if tech's status is techStatus. 

[(      )] trTechStatusResearching(playerID techID): returns true if tech is being researched for player. 

[(      )] trTime( void ): Returns the current gametime in Seconds. 

[(      )] trTimeMS( void ): Returns the current gametime in Milliseconds. 

[(      )] trTradeRouteSetLevel(traderouteindex, level) : Sets the specified trade route to the specified level from a trigger. 

[(      )] trTradeRouteSetPosition(position): Places train on a specified position on the route. 

[(      )] trTradeRouteToggleState(position): Enable or disables the unit from showing. 

[(      )] trUIFadeToColor(<r> <g> <b> <duration> <delay> <inout>): fade in/out using color specified. 

[(      )] trUIFlash(<gadget name> <flashLimit> <colorR> <colorG> <colorB>): flashes a UI element. 

[(      )] trUIFlashCategory(<category> <flash>): flashes a UI element (maybe). 

[(      )] trUIFlashTech(<tech id> <flash>): flashes a UI element (maybe). 

[(      )] trUIFlashTrain(<proto name> <flash>): flashes a UI element (maybe). 

[(      )] trUIStopFlash(<gadget name>): stops the flashing of a UI element. 

[(      )] trUnBlockAllAmbientSounds(): Unblocks all ambient sounds that were previously blocked from playing 

[(      )] trUnblockAllSounds(): Unblocks all sounds that were previously blocked from playing 

[(      )] trUnforbidProtounit(player, protoname): removes protounit from the forbidden list 

[(      )] trUnitAlive( void ): Returns true if all selected units are alive. 

[(      )] trUnitBuildUnit( <protoUnitName> <BVector position (x,y,z): Selects units and makes the build a unit at specified location 

[(      )] trUnitChangeName(name): set an override name for a specific unit 

[(      )] trUnitChangeProtoUnit : changes the proto unit for a given set of units. 

[(      )] trUnitCinematicRemoveControlAction() - Removes the current control action so the next thing can take effect immediately.  (For IGC) 

[(      )] trUnitConvert(playerID): converts the selected units to player. 

[(      )] trUnitCreate( <protoName> <scenarioName> <x> <y> <z> <heading> <playerID> ): creates a new unit. 

[(      )] trUnitDead( void ): Returns true if all selected units are dead. 

[(      )] trUnitDelete( remove ): removes or kills the selected unit(s). 

[(      )] trUnitDestroy(void): destroys the selected unit(s). 

[(      )] trUnitDistanceToPoint( <x> <y> <z> ): Returns the shortest distance between the trRT units and the point. 

[(      )] trUnitDistanceToUnit( <unitScenarioName> ): Returns the shortest distance between the trRT units and the given unit. 

[(      )] trUnitDistanceToUnitID( <unitID> ): Returns the shortest distance between the trRT units and the given unit. 

[(      )] trUnitDoWorkOnUnit( <unitScenarioName> <eventID> ): Tasks the selected unit(s) to perform work on the given unit. 

[(      )] trUnitEjectContained : ejects all contained units. 

[(      )] trUnitFaceUnit( <unitScenarioName> <eventID> : Moves the selected unit(s) to face the given unit. 

[(      )] trUnitGarrison( <unitScenarioName> <eventID> ): Tasks the selected unit(s) to garrision into another unit. 

[(      )] trUnitGetContained : returns the number of units contained. 

[(      )] trUnitGetHeading( <scenarioName> ): returns the units heading. 

[(      )] trUnitGetIsContained(protounit) : returns true if this unit is contained by the specified protounit. 

[(      )] trUnitHasLOS(playerID): returns true if the player can see the selected unit, otherwise returns false. 

[(      )] trUnitHighlight(seconds) : does something to highlight the units selected. 

[(      )] trUnitIsOwnedBy(playerID): determines if the selected units are owned by the player specified. 

[(      )] trUnitIsSelected : returns if the specified unit is selected. 

[(      )] trUnitMakeInvulnerable( <enable> ) : Makes a unit invulnerable to damage.  Turn it off to return the unit to normal. 

[(      )] trUnitMoveFromArea( <x> <y> <z> <eventID> <bAttackMove> <player> <unitType> <radius>): Moves all matching units near the selected unit(s) to the given position. 

[(      )] trUnitMoveToPoint( <x> <y> <z> <eventID> <bAttackMove> <bUnitRun> <runSpeedMultiplier>): Moves the selected unit(s) to the given position. 

[(      )] trUnitMoveToUnit( <unitScenarioName> <eventID> <bAttackMove> <bUnitRun> <runSpeedMultiplier>): Moves the selected unit(s) to the spot occupied by the given unit. 

[(      )] trUnitPercentComplete : returns the percent complete as 0 to 100 

[(      )] trUnitPercentDamaged : returns the percent damaged as 0 to 100 

[(      )] trUnitPlayerDefakify() : Sets the selected unit as not having a fake player 

[(      )] trUnitPlayerFakify(fakePlayerIndex) : Sets the selected unit as having the fake player with the specified index (0-7) 

[(      )] trUnitSelect( <unitScenarioName> ): 'Selects' the unit in the trigger selection system. 

[(      )] trUnitSelectByID( <unitID> ): 'Selects' the unit in the trigger selection system. 

[(      )] trUnitSelectClear( void ): Clears the units in the trigger selection system. 

[(      )] trUnitSetAnimation( <AnimName> <versionIndex> <loop> <eventID> <destroyOnNextControlAction> ): Sets the cinematic animation version for the selected unit(s). 

[(      )] trUnitSetHeading( <degrees> ): sets the units heading. 

[(      )] trUnitSetHP( <hitpoints> ): set the hitpoints for all selected units. 

[(      )] trUnitSetStance : set the stance for the given set of units. 

[(      )] trUnitSuspendAction( actionName, <suspend> ) : Makes an action on a unit suspened or not. 

[(      )] trUnitTeleport : moves units from current position to position specified 

[(      )] trUnitTypeIsSelected : returns if the specified unit is selected. 

[(      )] trUnitVisToPlayer(playerID): returns true if the player can see the selected unit, and it is on screen. 

[(      )] trVPAnnualAwards(enable): enables/disables the award of VP's each year. 

[(      )] trWaypointAddPoint( <vector> ): Adds the waypoint into the trigger selection system. 

[(      )] trWaypointAddUnit( <unitScenarioName> ): Adds the unit's position as a waypoint in the trigger selection system. 

[(      )] trWaypointClear( void ): Clears the waypoints in the trigger selection system. 

[(      )] trWriteToLog(message): Writes text to the Age3Log 

[(      )] trYouLose(text): player loses, specifies message. 

[(      )] trYouWin(directToMenu): player wins.  If you set directToMenu to true, you go directly to Campaign Menu. 

[(      )] 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. 

[(      )] uiAddSelectionButtonUp : intended for ui use only.  Indicates that the add selection button has been released. 

[(      )] uiAddSelectNumberGroup([integerGroup]) : adds the units in the given number group to current selection. 

[(      )] uiApplyLightingSet([integerIndex]) : intended for UI use only.  Applies a Lighting Set 

[(      )] uiBMultiplayerSave: stop playing stupid music at 11pm. 

[(      )] 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. 

[(      )] uiChangeBrushCornerMode: changes the ability to modify corner tiles: 0-All, 1-Corners only, 2-No corners 

[(      )] uiChangeBrushSize(p1 p2 p3 p4) : changes the size of the current brush 

[(      )] uiChangeBrushType( "name") : changes the brush to the named type 

[(      )] uiChangeCliffModMode: changes the ability to modify vertices on cliff edges: 0-No clamping, 1-Clamp Low Edge, 2-Clamp High Edge, 3 - Clamp All Edges 

[(      )] uiChangeElevationToSample([integerKeyState]) : intended for ui use only.  Indicates that the change elevation to sample button has gone up/down. 

[(      )] 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. 

[(      )] uiClearAllCinematicInfo: clears all cinematic info including model/texture precache info. 

[(      )] 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. 

[(      )] uiClearCinematicInfo: clears cinematic trigger info. 

[(      )] 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 

[(      )] uiCommandCircleMenu([on]) : turn on/off gamepad command panel circle menu. 

[(      )] uiCommandPanelControl([on]) : turn on/off gamepad command panel control. 

[(      )] uiCommandPanelExecute : gamepad command panel execute. 

[(      )] uiCommandPanelMove([x], [y]) : move between selections in the command panel. 

[(      )] uiCommsFlareAtPointer : Used when flaring a position for player comms dialog. 

[(      )] uiConsulateUI: Used to activate the consulate UI 

[(      )] uiConsulateUIInSelected(): uiConsulateUI: Used to activate the consulate UI from hotkeys 

[(      )] uiCopyToClipboard() : copies the brush selection to the clipboard. 

[(      )] uiCoverTerrainWithWater(floatWaterHeight, floatDepth, waterName) : flattens terrain and paints water over the entire map. 

[(      )] uiCreateNumberGroup([integerGroup]) : creates a number group with the currently selected units. 

[(      )] uiCreateRandomRiver : . 

[(      )] uiCreateRiver : . 

[(      )] uiCreateRiverToggleWaypointMode : . 

[(      )] uiCycleCurrentActivate : acts like the current cycle gadget has been pressed 

[(      )] uiCycleGadget([integerDelta]) : cycles through the 'active' child gadget of a deluxe gadget. 

[(      )] uiDecPlaceVariation : decrements the variation to place. 

[(      )] uiDeleteAllSelectedUnits : deletes all selected unit. 

[(      )] uiDeleteCameraStartLoc 

[(      )] uiDeleteSelectedUnit() : deletes selected unit. 

[(      )] uiDeleteSelectedUnit2() : deletes selected unit. 

[(      )] uiDeleteUnits([integerKeyState]) : intended for ui use only.  Indicates that the delete units button has gone up/down. 

[(      )] 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. 

[(      )] uiExportGrouping: save a group. 

[(      )] uiExportTriggers: save some triggers. 

[(      )] uiFilterTerrainSelection : filter the current terrain selection. 

[(      )] uiFindAlliedNatives() : finds allied natives of the current player in order, so that it can be called repeatedly to cycle. 

[(      )] uiFindAllOfSelectedType () : finds all units of the same type as the selected unit 

[(      )] uiFindAllOfType () : finds all units of the same type 

[(      )] uiFindAllOfTypeIdle () : finds all idle units of the same type 

[(      )] uiFindCrowd([findType],[noLookAt]) 

[(      )] uiFindDancers () : finds the next native settler dancing at the firepit in the arbitrary order of unit ID, so that it can be called repeatedly to cycle. 

[(      )] 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. 

[(      )] uiFlattenTerrainSelection : flatten the current terrain selection. 

[(      )] 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. 

[(      )] uiHandleUserTab ( listSel, parent ) : handles toggle of user textures 

[(      )] uiHelpAtPointer : Sends out a Help at the pointer position. 

[(      )] uiHideCursor: testing only 

[(      )] uiHidePlayerSummaryDialog : Hides the player summary dialog. 

[(      )] uiHideTributeDialog : maximizes main UI 

[(      )] uiIgnoreNextKey : used when activating a text box with a key to avoid having that key go into the text box too. 

[(      )] uiImportTriggers: load some triggers. 

[(      )] uiIncPlaceVariation : increments the variation to place. 

[(      )] uiInitOptionsScreenProfileEditDialog: initializes the Profile Edit Dialog inside the OptionsScreen 

[(      )] 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 

[(      )] uiLoadTriggers: load some triggers. 

[(      )] 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. 

[(      )] uiLowerElevation([integerKeyState]) : intended for ui use only.  Indicates that the lower elevation button has gone up/down. 

[(      )] uiLowerTerrainSelection([integerKeyState]) : intended for ui use only.  Indicates that the lower terrain selection button has gone up/down. 

[(      )] uiLowerWater([integerKeyState]) : intended for ui use only.  Indicates that the lower water button has gone up/down. 

[(      )] 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() 

[(      )] uiMoveAllMilitaryAtPointer(): Moves all military units to the pointer position. 

[(      )] uiMoveSelectionAddButtonDown : intended for ui use only.  Indicates that selection button has been pressed. 

[(      )] uiMoveSelectionAddButtonUp : intended for ui use only.  Indicates that selection button has been released. 

[(      )] uiMoveSelectionButtonDown : intended for ui use only.  Indicates that selection button has been pressed. 

[(      )] uiMoveSelectionButtonUp : intended for ui use only.  Indicates that selection button has been released. 

[(      )] uiMoveUnitBackward([integerKeyState]) : intended for ui use only.  Indicates that the move unit backward key has gone up/down. 

[(      )] uiMoveUnitDown([integerKeyState]) : intended for ui use only.  Indicates that the move unit down key has gone up/down. 

[(      )] uiMoveUnitForward([integerKeyState]) : intended for ui use only.  Indicates that the move unit forward key has gone up/down. 

[(      )] uiMoveUnitLeft([integerKeyState]) : intended for ui use only.  Indicates that the move unit left key has gone up/down. 

[(      )] uiMoveUnitRight([integerKeyState]) : intended for ui use only.  Indicates that the move unit right key has gone up/down. 

[(      )] uiMoveUnitUp([integerKeyState]) : intended for ui use only.  Indicates that the move unit up key has gone up/down. 

[(      )] uiNewScenario : creates a new blank scenario 

[(      )] uiOpenCameraTrackBrowser: open a camera track from the data directory 

[(      )] uiOpenGrandConquestBrowser: opens a Grand Conquest saved game 

[(      )] uiOpenRecordGameBrowser: open a record game from the saved game directory 

[(      )] uiOpenSavedGameBrowser: open a game from the saved game directory 

[(      )] uiOpenScenarioBrowser: open a scenario from the scenario directory 

[(      )] uiPaint([integerKeyState]) : intended for ui use only.  Indicates that the paint button has gone up/down. 

[(      )] uiPaintCliff([integerKeyState]) : intended for ui use only.  Indicates that the paint cliff button has gone up/down. 

[(      )] uiPaintForest(paint, offset) : intended for ui use only.  Indicates that the paint button has gone up/down. 

[(      )] uiPaintTerrainOverlay([integerKeyState]) : intended for ui use only.  Indicates that the paint terrain overlay button has gone up/down. 

[(      )] uiPaintTerrainToSample([integerKeyState]) : intended for ui use only.  Indicates that the sample terrain button has gone up/down. 

[(      )] uiPaintWater([integerKeyState]) : intended for ui use only.  Indicates that the paint water button has gone up/down. 

[(      )] uiPaintWaterArea([integerKeyState]) : intended for ui use only. Painting water area. 

[(      )] uiPaintWaterObjects: Paint objects on the currently selected water. 

[(      )] uiPasteFromClipboard() : pastes the contents of the clipboard to the brush selection. 

[(      )] uiPatrolAtPointer: intended for UI use only.  Sends an patrol order. 

[(      )] uiPitchUnitDown([integerKeyState]) : intended for ui use only.  Indicates that the pitch unit down key has gone up/down. 

[(      )] uiPitchUnitUp([integerKeyState]) : intended for ui use only.  Indicates that the pitch unit up key has gone up/down. 

[(      )] uiPlaceAtPointer([boolChangeVariation]): intended for ui use only.  Places unit at pointer location. 

[(      )] uiPlaceRiverShallow : . 

[(      )] uiPlaceRiverWaypoint : . 

[(      )] uiPlaceTradeRouteWaypoint 

[(      )] uiPoliticianUI: Used to activate the politician UI 

[(      )] uiPoliticianUIInSelected(): uiPoliticianUI: Used to activate the politician UI in current selection 

[(      )] uiPowerCircleMenu([on]) : turn on/off gamepad power panel circle menu. 

[(      )] uiRaiseElevation([integerKeyState]) : intended for ui use only.  Indicates that the raise elevation button has gone up/down. 

[(      )] uiRaiseTerrainSelection([integerKeyState]) : intended for ui use only.  Indicates that the raise terrain selection button has gone up/down. 

[(      )] uiRaiseWater([integerKeyState]) : intended for ui use only.  Indicates that the raise water button has gone up/down. 

[(      )] uiRefreshEditorMenu: reconstitutes the entire editor menu 

[(      )] uiReleaseDownKeys: pops up all downed keys. 

[(      )] uiRemoveFromAnyNumberGroup: removes current selection from any army. 

[(      )] uiRemoveRiverShallow : . 

[(      )] uiRemoveRiverWaypoint : . 

[(      )] uiRemoveSelectedUnit([unitID]) : Removes specified unit, or selected unit if not ID is specified. 

[(      )] uiRemoveTerrainOverlay : intended for ui use only.  Removes the painted terrain overlay at the given mouse position. 

[(      )] uiRemoveTradeRouteWaypoint 

[(      )] uiRepairAtPointer: Commands the selected unit(s) to repair the target building at the pointer position. 

[(      )] uiResetFindCrowd 

[(      )] uiResetScreenSelect : resets screen selection. 

[(      )] uiRollUnitLeft([integerKeyState]) : intended for ui use only.  Indicates that the roll unit left key has gone up/down. 

[(      )] uiRollUnitRight([integerKeyState]) : intended for ui use only.  Indicates that the roll unit right key has gone up/down. 

[(      )] uiRotateClipboard(degrees) : rotate the clipboard by amount. 

[(      )] uiRotateSelection : intended for ui use only.  rotates the selected UNIT. 

[(      )] uiRotateWaterLeft([integerKeyState]) : intended for ui use only.  Indicates that the rotate water left button has gone up/down. 

[(      )] uiRotateWaterRight([integerKeyState]) : intended for ui use only.  Indicates that the rotate water right button has gone up/down. 

[(      )] uiRoughen([integerKeyState]) : intended for ui use only.  Indicates that the roughen button has gone up/down. 

[(      )] uiSampleCliffElevationAtPointer : intended for ui use only.  Samples Cliff elevation height at pointer. 

[(      )] uiSampleElevationAtPointer : intended for ui use only.  Samples elevation height at pointer. 

[(      )] uiSampleTerrainAtPointer : intended for ui use only.  Samples terrain type at pointer. 

[(      )] uiSaveAsScenarioBrowser(): uiAsSaveScenarioBrowser: save a scenario to the scenario directory 

[(      )] uiSaveCameraTrackBrowser: save a camera track to the data directory 

[(      )] uiSaveCampaignGameBrowser: show the in-game menu. 

[(      )] uiSaveGrouping: save some groups. 

[(      )] uiSaveGroupingLUA: save some groups. 

[(      )] uiSaveSavedGameBrowser: save a game to the saved game directory 

[(      )] uiSaveScenarioBrowser: save a scenario to the scenario directory 

[(      )] uiSaveTriggers: save some triggers. 

[(      )] uiScenarioLoad: load a scenario, checking dirty bit on world. 

[(      )] uiScreenSelect([modifier]) : screen selection. 

[(      )] uiScrollBrushSize: intended for ui use only. Increament the size of the current brush up/down 

[(      )] uiScrollCliffHeight: intended for ui use only. Increment the height of the cliff brush up/down 

[(      )] uiSelectCliffAtPointer() : selects the cliff under the pointer. 

[(      )] uiSelectFirepit () : selects the users firepit if it exists 

[(      )] uiSelectForestAtPointer() : selects the forest under the pointer. 

[(      )] 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 

[(      )] uiSelectWaterAtPointer: intended for ui use only.  Selects water at pointer location. 

[(      )] uiSendIngameChat: used direcly by UI 

[(      )] uiSetBrushType( "name" p1 p2 p3 p4 ) : makes the current brush based on the name and parameters. 

[(      )] uiSetBuildingPlacementRender(id, on) : controls rendering of the building placement info for the given ID 

[(      )] uiSetCameraStartLoc 

[(      )] uiSetCliffType(stringCliffName) : sets the cliff type by name. 

[(      )] uiSetCliffTypeNum(longCliffType) : sets the cliff type by index. 

[(      )] uiSetClipboardRotation(degrees) : sets the clipboard rotation amount. 

[(      )] uiSetForestType(stringForestName) : sets the forest type by name. 

[(      )] uiSetForestTypeNum(longForestType) : sets the forest type by index. 

[(      )] 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. 

[(      )] uiSetKBArmyRender( int id, bool [set]: render the kbArmy info for the given ID. If not set given, will not render the army. 

[(      )] uiSetKBAttackRouteRender: render the attackRoute info for the given ID 

[(      )] uiSetKBResourceRender( resID, [set]: render the kbResource info for the given ID. If not set given, will not render the resource. 

[(      )] uiSetProtoCursor(<stringProtoName>, <setPlacement>) : sets the cursor to a proto-unit. 

[(      )] uiSetProtoCursorID(<integerProtoID>) : sets the cursor to a proto-unit. 

[(      )] uiSetProtoID([integerType]) : sets the proto ID to place. 

[(      )] uiSetTerrainOverlayColor([float] [float] [float]: intended for ui use only.  Sets the terrain overlay color to the given (R,G,B) color. 

[(      )] uiSetWaterType(stringWaterName) : sets the water type by name. 

[(      )] uiSetWaterTypeNum(longWaterType) : sets the water type by index. 

[(      )] uiShowAIDebugInfoArea : brings up the area info for the given ID 

[(      )] uiShowAIDebugInfoAreaGroup : brings up the area info for the given ID 

[(      )] uiShowAIDebugInfoAttackRoute : brings up the attackRoute info for the given ID 

[(      )] uiShowAIDebugInfoBase : brings up the base info for the given ID 

[(      )] uiShowAIDebugInfoEscrow : brings up the escrow info for the given ID 

[(      )] uiShowAIDebugInfoKBArmy : brings up the kbArmy info for the given ID 

[(      )] uiShowAIDebugInfoKBResource : brings up the kbResource info for the given ID 

[(      )] uiShowAIDebugInfoKBUnit : brings up the kbunit info for the given ID 

[(      )] uiShowAIDebugInfoKBUnitPick : brings up the kbUnitPick info for the given ID 

[(      )] uiShowAIDebugInfoPlacement : brings up the building placement info for the given ID 

[(      )] uiShowAIDebugInfoPlan : brings up the plan debug text for the given plan ID 

[(      )] uiShowAIDebugInfoProgression : brings up the progression info for the given ID 

[(      )] uiShowCameraStartLoc 

[(      )] uiShowChatWindow() 

[(      )] uiShowCommandPanel() 

[(      )] uiShowDetailedHelp() 

[(      )] uiShowObjectivesDialog 

[(      )] uiShowPlayerSummaryDialog : Shows the player summary dialog. 

[(      )] uiShowStatPanel() 

[(      )] uiShowTributeDialog : minimizes main UI and brings up the minimized UI 

[(      )] uiShowVoteDialog 

[(      )] uiSmooth([integerKeyState]) : intended for ui use only.  Indicates that the smooth button has gone up/down. 

[(      )] uiSpecialPowerAtPointer: intended for ui use only.  Use a special power at targeted location. 

[(      )] uiSpewDownKeys: spews all down keys. 

[(      )] uiStartBuildCinematic: test a scenario. 

[(      )] uiStartScenarioTest: test a scenario. 

[(      )] uiStopBuildCinematic: test a scenario. 

[(      )] uiStopScenarioTest: test a scenario. 

[(      )] uiStopSelectedUnits : stop selected units. 

[(      )] uiTechCivDetailHelp(techID, civ) : brings up the detail help UI for the given tech node ID 

[(      )] uiTechDetailHelp(techID) : brings up the detail help UI for the given tech node ID 

[(      )] uiTerrainSelection([integerKeyState]) : intended for ui use only.  Indicates that the terrain selection button has gone up/down. 

[(      )] uiToggleAdvancedHUD() 

[(      )] uiToggleBrushMask: This is not what you are looking for. 

[(      )] uiToggleCliff() : toggles cliff pieces on or off under the pointer. 

[(      )] uiToggleEditor : turns off and on the scenario editor UI. 

[(      )] uiToggleGame : turns off and on the game UI. 

[(      )] uiToggleSelectionButton : intended for ui use only.   

[(      )] uiToggleTerrainPasteMode: This is not what you are looking for. 

[(      )] uiTopicDetailHelp(topicName) : brings up the detail help UI for the given help topic 

[(      )] uiTransformSelectedUnit: transforms the selected unit into the specified proto unit. 

[(      )] uiTriggerResetParameters 

[(      )] uiTriggerResetSounds 

[(      )] uiTriggerSelectLocation 

[(      )] uiUniformLowerElevation - lowers the terrain height uniformly in the brush region 

[(      )] uiUniformRaiseElevation - raises the terrain height uniformly in the brush region 

[(      )] uiUnitDetailHelp(protoID, civID) : brings up the detail help UI for the given proto ID, or -1 for current unit selection proto. 

[(      )] uiUnselectCliff() : de-selects the forest under the pointer. 

[(      )] uiUnselectForest() : de-selects the forest under the pointer. 

[(      )] uiUnSelectWater: intended for ui use only.  Unselects currently selected water. 

[(      )] uiVPAccelClick([unitID]) : Shows the VP accel building from the unitID. 

[(      )] 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 

[(      )] uiWheelRotatePlacedUnit: intended for ui use only.  Rotate placed unit 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 to wheel 

[(      )] uiWorkAtPointer: intended for ui use only.  Issues "work" at pointer location. 

[(      )] uiYawUnitLeft([integerKeyState]) : intended for ui use only.  Indicates that the yaw unit left key has gone up/down. 

[(      )] uiYawUnitRight([integerKeyState]) : intended for ui use only.  Indicates that the yaw unit right key has gone up/down. 

[(      )] uiZoomToMinimapEvent : zooms to the most recent minimap event 

[(      )] uiZoomToMinimapEvent2 : zooms to the most recent minimap event 

[(      )] uiZoomToProto([stringProto]) : zooms to the first instance of proto unit X owned by the current player. 

[(      )] undo : undoes the last editing operation. 

[(      )] unitData(intUnitID) : spews database values on the specified unit or the selected unit (if no argument). 

[(      )] unitDecVariation([UnitID]) : Decrements the current variation of the given UnitID (current selected unit(s) if UnitID is -1). 

[(      )] unitIncVariation([UnitID]) : Increments the current variation of the given UnitID (current selected unit(s) if UnitID is -1). 

[(      )] unitPlayerDefakify() sets the selected units to stop using a fake player. 

[(      )] unitPlayerFakify(fakePlayerIndex) sets the selected units to use the fake player indicated. 

[(      )] 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. 

[(      )] unitSetVariation(<Variation> [UnitID]) : Sets the current variation of the given UnitID (current selected unit(s) if UnitID is -1). 

[(      )] unitToggleStealth: Toggles stealth mode for this unit. 

[(      )] unitTownBell: Issues a town bell for the selected unit(s). 

[(      )] unpauseNoChecks : forces the game to unpause 

[(      )] upgradeTradeRoute(int unitID) : UI use - upgrade the trade route associated with this unit. 

[(      )] vcCheckConquestVictory(): checks for victory by being the last allied-unit alive 

[(      )] vcGetGameplayMode(): returns the current gameplay mode index 

[(      )] vsync(int state) : Set vertical syncing (-1 toggles, 0 is off, 1 is on). 

[(      )] winScenario : executes the trYouWin trigger func, allowing you to win the scenario. 

[(bool  )] xsAddRuntimeEvent( string foo, string bar, int something ): Setups a runtime event.  Don't use this. 

[(int   )] xsArrayCreateBool(int size, bool defaultValue, string name): creates a sized and named boolean array, returning an arrayID. 

[(int   )] xsArrayCreateFloat(int size, float defaultValue, string name): creates a sized and named float array, returning an arrayID. 

[(int   )] xsArrayCreateInt(int size, int defaultValue, string name): creates a sized and named integer array, returning an arrayID. 

[(int   )] xsArrayCreateString(int size, string defaultValue, string name): creates a sized and named string array, returning an arrayID. 

[(int   )] xsArrayCreateVector(int size, vector defaultValue, string name): creates a sized and named vector array, returning an arrayID. 

[(bool  )] xsArrayGetBool(int arrayID, int index): Gets the value at the specified index in the requested array. 

[(float )] xsArrayGetFloat(int arrayID, int index): Gets the value at the specified index in the requested array. 

[(int   )] xsArrayGetInt(int arrayID, int index): Gets the value at the specified index in the requested array. 

[(int   )] xsArrayGetSize(int arrayID): Gets the specified array's size. 

[(string)] xsArrayGetString(int arrayID, int index): Gets the value at the specified index in the requested array. 

[(vector)] xsArrayGetVector(int arrayID, int index): Gets the value at the specified index in the requested array. 

[(int   )] xsArraySetBool(int arrayID, int index, bool value): Sets a value at the specified index in the requested array. 

[(int   )] xsArraySetFloat(int arrayID, int index, float value): Sets a value at the specified index in the requested array. 

[(int   )] xsArraySetInt(int arrayID, int index, int value): Sets a value at the specified index in the requested array. 

[(int   )] xsArraySetString(int arrayID, int index, string value): Sets a value at the specified index in the requested array. 

[(int   )] xsArraySetVector(int arrayID, int index, vector value): Sets a value at the specified index in the requested array. 

[(void  )] xsDisableRule( string ruleName ): Disables the given rule. 

[(void  )] xsDisableRuleGroup( string ruleGroupName ): Disables all rules in the given rule group. 

[(void  )] xsDisableSelf( void ): Disables the current rule. 

[(int   )] xsDumpArrays(): blogs out all XS arrays. 

[(void  )] xsEnableRule( string ruleName ): Enables the given rule. 

[(void  )] xsEnableRuleGroup( string ruleGroupName ): Enables all rule in the given rule group. 

[(int   )] xsGetContextPlayer( void ): Returns the current context player ID. 

[(int   )] xsGetFunctionID( string functionName ): Runs the secret XSFID for the function. USE WITH CAUTION. 

[(int   )] xsGetTime( void ): Returns the current gametime (in milliseconds). 

[(bool  )] xsIsRuleEnabled( string ruleName ): Returns true if the rule is enabled. 

[(void  )] xsIsRuleGroupEnabled( string ruleGroupName ): Returns true if the rule group is enabled. 

[(void  )] xsSetContextPlayer( int playerID ): Sets the current context player ID (DO NOT DO THIS IF YOU DO NOT KNOW WHAT YOU ARE DOING). 

[(void  )] xsSetRuleMaxInterval( string ruleName, int interval ): Sets the max interval of the given rule. 

[(void  )] xsSetRuleMaxIntervalSelf( int interval ): Sets the max interval of the current rule. 

[(void  )] xsSetRuleMinInterval( string ruleName, int interval ): Sets the min interval of the given rule. 

[(void  )] xsSetRuleMinIntervalSelf( int interval ): Sets the min interval of the current rule. 

[(void  )] xsSetRulePriority( string ruleName, int priority ): Sets the priority of the given rule. 

[(void  )] xsSetRulePrioritySelf( int priority ): Sets the priority of the current rule. 

[(float )] xsVectorGetX( vector v ): Returns the x component of the given vector. 

[(float )] xsVectorGetY( vector v ): Returns the y component of the given vector. 

[(float )] xsVectorGetZ( vector v ): Returns the z component of the given vector. 

[(float )] xsVectorLength( vector v ): Returns the length of the given vector. 

[(float )] xsVectorNormalize( vector v): Returns the normalized version of the given vector. 

[(float )] xsVectorSet( float x, float y, float z ): Set the 3 components into a vector, returns the new vector. 

[(float )] xsVectorSetX( vector v, float x ): Set the x component of the given vector, returns the new vector. 

[(float )] xsVectorSetY( vector v, float y ): Set the y component of the given vector, returns the new vector. 

[(float )] xsVectorSetZ( vector v, float z ): Set the z component of the given vector, returns the new vector.