rmAddAreaCliffEdgeAvoidClass(int areaID, int avoidID, float minDist) : Adds a class for an area's cliff edge to avoid.
rmAddAreaCliffEdgeAvoidClass(int areaID, int avoidID, float minDist) :为指定区域添加需要避开的悬崖边缘类别,最小距离为 minDist。
rmAddAreaCliffRandomWaypoints(int areaID, float endXFraction, float endZFraction, int count, float maxVariation): Adds random waypoints to the specified cliff valley area.
rmAddAreaCliffRandomWaypoints(int areaID, float endXFraction, float endZFraction, int count, float maxVariation):为指定的悬崖谷区域添加随机路径点。
rmAddAreaCliffWaypoint(int areaID, float xFraction, float zFraction): Adds the given waypoint to the specified cliff area (for valleys).
rmAddAreaCliffWaypoint(int areaID, float xFraction, float zFraction):将指定的路径点添加到指定的悬崖区域(用于山谷)。
bool rmAddAreaConstraint(int areaID, int constraintID): Add specified constraint to an area.
bool rmAddAreaConstraint(int areaID, int constraintID):向区域添加指定的约束条件。
rmAddAreaInfluencePoint(int areaID, float xFraction, float zFraction): Adds an area influence point.
rmAddAreaInfluencePoint(int areaID, float xFraction, float zFraction):在区域内添加一个影响点。
rmAddAreaInfluenceSegment(int areaID, float xFraction1, float zFraction1, float xFraction2, float zFraction2): Adds an area influence segment.
rmAddAreaInfluenceSegment(int areaID, float xFraction1, float zFraction1, float xFraction2, float zFraction2):在区域内添加一个影响段。
rmAddAreaRemoveType(int areaID, string typeName): Add an unit type that the specified area removes.
rmAddAreaRemoveType(int areaID, string typeName):在指定区域内移除指定的单位类型。
rmAddAreaTerrainLayer(int areaID, string terrain, float minDist, float maxDist): Adds a terrain layer to an area.
rmAddAreaTerrainLayer(int areaID, string terrain, float minDist, float maxDist):为区域添加一层地形,参数指定最小与最大距离。
rmAddAreaTerrainReplacement(int areaID, string terrainTypeName, string newTypeName): Adds a terrain replacement rule to the area.
rmAddAreaTerrainReplacement(int areaID, string terrainTypeName, string newTypeName):为区域添加地形替换规则,将 terrainTypeName 替换为 newTypeName。
bool rmAddAreaToClass(int areaID, int classID): Add given area to specified class.
bool rmAddAreaToClass(int areaID, int classID):将指定区域添加到指定类别中。
rmAddClosestPointConstraint( int constraintID ): Adds constraint to closest point finder.
rmAddClosestPointConstraint( int constraintID ):向最近点查找器添加约束条件。
rmAddConnectionArea(int connectionID, int areaID): Adds an area to the connection.
rmAddConnectionArea(int connectionID, int areaID):将区域添加到连接中。
bool rmAddConnectionConstraint(int connectionID, int constraintID): Add specified constraint to a connection.
bool rmAddConnectionConstraint(int connectionID, int constraintID):向连接添加指定的约束条件。
bool rmAddConnectionEndConstraint(int connectionID, int constraintID): Add specified constraint for a connection end point.
bool rmAddConnectionEndConstraint(int connectionID, int constraintID):为连接的终点添加指定的约束条件。
bool rmAddConnectionStartConstraint(int connectionID, int constraintID): Add specified constraint for a connection start point.
bool rmAddConnectionStartConstraint(int connectionID, int constraintID):为连接的起点添加指定的约束条件。
rmAddConnectionTerrainReplacement(int connectionID, string terrainTypeName, string newTypeName): Adds a terrain replacement rule to the connection.
rmAddConnectionTerrainReplacement(int connectionID, string terrainTypeName, string newTypeName):为连接添加地形替换规则,将 terrainTypeName 替换为 newTypeName。
rmAddConnectionToClass(int connectionID, int classID): Adds the connection to specified class.
rmAddConnectionToClass(int connectionID, int classID):将连接添加到指定类别中。
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.
int rmAddFairLoc(string unitName, bool forward, bool inside, float minPlayerDist, float maxPlayerDist, float locDist, float edgeDist, bool playerArea, bool teamArea):添加公平位置放置信息,参数详见说明。
bool rmAddFairLocConstraint(int fairLocID, int constraintID): Add specified constraint to a fairLoc placement.
bool rmAddFairLocConstraint(int fairLocID, int constraintID):为公平位置放置添加指定的约束条件。
bool rmAddGroupingConstraint(int GroupingID, int constraintID): Add specified constraint to a grouping.
bool rmAddGroupingConstraint(int GroupingID, int constraintID):为分组添加指定的约束条件。
bool rmAddGroupingToClass(int GroupingID, int classID): Add given grouping to specified class.
bool rmAddGroupingToClass(int GroupingID, int classID):将指定分组添加到指定类别中。
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.
rmAddMapTerrainByAngleInfo(string terrain, float minSlope, float maxSlope, float outerRange):为坡度在指定角度之间(0度为平坦,90度为陡峭)的瓷砖添加一种地形,随机数在0.0至 outerRange 之间用于调整。
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.
rmAddMapTerrainByHeightInfo(string terrain, float minHeight, float maxHeight, float outerRange):在指定高度范围内添加一种地形,随机数在0.0至 outerRange 之间用于调整。
rmAddMerc(string unitName, float count, float minCount, float maxCount, float countIncrement, bool multipleUses) : Adds mercs to the merc manager for this game.
rmAddMerc(string unitName, float count, float minCount, float maxCount, float countIncrement, bool multipleUses):向本局游戏的雇佣兵管理器中添加指定数量的雇佣兵。
bool rmAddObjectDefConstraint(int defID, int constraintID): Add specified constraint to given object def.
bool rmAddObjectDefConstraint(int defID, int constraintID):向指定的对象定义中添加约束条件。
rmAddObjectDefItem(int defID, string unitName, int count, float clusterDistance): Add item to object definition.
rmAddObjectDefItem(int defID, string unitName, int count, float clusterDistance):向对象定义中添加物品。
rmAddObjectDefItemByTypeID(int defID, int unitTypeID, int count, float clusterDistance): Add item to object definition.
rmAddObjectDefItemByTypeID(int defID, int unitTypeID, int count, float clusterDistance):通过单位类型向对象定义中添加物品。
bool rmAddObjectDefToClass(int objectDefID, int classID): Add given object def to specified class.
bool rmAddObjectDefToClass(int objectDefID, int classID):将指定的对象定义添加到指定类别中。
rmAddPlayerResource(int playerID, string resourceName, float amount): Adds to a player's resource amount.
rmAddPlayerResource(int playerID, string resourceName, float amount):增加指定玩家的资源数量。
rmAddRandomTradeRouteWaypoints(int tradeRouteID, float endXFraction, float endZFraction, int count, float maxVariation): Adds random waypoints to the specified trade route.
rmAddRandomTradeRouteWaypoints(int tradeRouteID, float endXFraction, float endZFraction, int count, float maxVariation):为指定的贸易路线添加随机路径点。
rmAddRandomTradeRouteWaypointsVector(int tradeRouteID, vector v, int count, float maxVariation): Adds random waypoints to the specified trade route.
rmAddRandomTradeRouteWaypointsVector(int tradeRouteID, vector v, int count, float maxVariation):为指定的贸易路线添加随机路径点(使用向量指定位置)。
rmAddTradeRouteWaypoint(int tradeRouteID, float xFraction, float zFraction): Adds the given waypoint to the specified trade route.
rmAddTradeRouteWaypoint(int tradeRouteID, float xFraction, float zFraction):将指定的路径点添加到指定的贸易路线中(使用比例表示位置)。
rmAddTradeRouteWaypointVector(int tradeRouteID, vector v): Adds the given waypoint to the specified trade route.
rmAddTradeRouteWaypointVector(int tradeRouteID, vector v):将指定的路径点添加到指定的贸易路线中(使用向量表示位置)。
rmAddTriggerCondition(string conditionType):
rmAddTriggerCondition(string conditionType):添加触发条件,类型为 conditionType。
rmAddTriggerEffect(string effectType):
rmAddTriggerEffect(string effectType):添加触发效果,类型为 effectType。
rmAddUnitsToArmy(int playerID, int armyID, int objectDefID):
rmAddUnitsToArmy(int playerID, int armyID, int objectDefID):向指定军队中添加单位(通过对象定义 ID)。
rmAllocateSubCivs(int number) : Allocates the number of sub civs in the world.
rmAllocateSubCivs(int number) :分配世界中子文明的数量。
rmAreaFractionToTiles(float fraction): Converts an area from fraction of the map to tile count.
rmAreaFractionToTiles(float fraction):将地图面积的比例转换为瓦片数量。
rmAreaID(string name): Gets area ID for given area name.
rmAreaID(string name):获取指定名称区域的 ID。
rmAreaTilesToFraction(int tiles): Converts area tile count to fraction of map.
rmAreaTilesToFraction(int tiles):将区域的瓦片数量转换为地图的面积比例。
rmBuildAllAreas() : Simultaneously builds all unbuilt areas.
rmBuildAllAreas():同时构建所有未构建的区域。
rmBuildArea(int areaID): Builds the specified area.
rmBuildArea(int areaID):构建指定的区域。
rmBuildConnection(int connectionID): Builds the given connection.
rmBuildConnection(int connectionID):构建指定的连接。
rmBuildTradeRoute(int tradeRouteID, string terrainTypeName): Builds the trade route with the given terrain type.
rmBuildTradeRoute(int tradeRouteID, string terrainTypeName):构建指定地形类型的贸易路线。
rmClassID(string name): Gets class ID for given class name.
rmClassID(string name):获取指定类别名称的类别 ID。
rmClearClosestPointConstraints() : Clears constraints for closest point finder.
rmClearClosestPointConstraints():清除最近点查找器的所有约束条件。
rmConstraintID(string name): Gets constraint ID for given constraint name.
rmConstraintID(string name):获取指定约束名称的约束 ID。
rmCreateArea(string name, int parentAreaID): Creates an area.
rmCreateArea(string name, int parentAreaID):创建一个区域,父区域 ID 为 parentAreaID。
int rmCreateAreaConstraint(string name, int areaID): Make a constraint that forces something to remain within an area.
int rmCreateAreaConstraint(string name, int areaID):创建一个区域约束,强制某物保持在指定区域内。
int rmCreateAreaDistanceConstraint(string name, int areaID, float distance): Make an area distance constraint.
int rmCreateAreaDistanceConstraint(string name, int areaID, float distance):创建一个区域距离约束,要求在指定距离内。
int rmCreateAreaMaxDistanceConstraint(string name, int areaID, float distance): Make an area max distance constraint.
int rmCreateAreaMaxDistanceConstraint(string name, int areaID, float distance):创建一个区域最大距离约束,要求不超过指定距离。
int rmCreateAreaOverlapConstraint(string name, int areaID): Make an area overlap constraint.
int rmCreateAreaOverlapConstraint(string name, int areaID):创建一个区域重叠约束。
rmCreateArmy(int playerID, string armyName):
rmCreateArmy(int playerID, string armyName):为指定玩家创建一个军队,名称为 armyName。
int rmCreateBoxConstraint(string name, float startX, float startZ, float endX, float endZ, float bufferFraction): Make a box constraint.
int rmCreateBoxConstraint(string name, float startX, float startZ, float endX, float endZ, float bufferFraction):创建一个盒状约束,参数指定起始与结束坐标以及缓冲比例。
int rmCreateClassDistanceConstraint(string name, int classID, float distance): Make a class distance constraint.
int rmCreateClassDistanceConstraint(string name, int classID, float distance):创建一个类别距离约束,要求距离不超过指定值。
int rmCreateCliffEdgeConstraint(string name, int areaID): Make a constraint that forces something to remain within an area's cliff edge.
int rmCreateCliffEdgeConstraint(string name, int areaID):创建一个悬崖边缘约束,要求某物保持在区域的悬崖边缘内。
int rmCreateCliffEdgeDistanceConstraint(string name, int areaID, float distance): Make an area cliff edge distance constraint.
int rmCreateCliffEdgeDistanceConstraint(string name, int areaID, float distance):创建一个悬崖边缘距离约束,要求距离不超过指定值。
int rmCreateCliffEdgeMaxDistanceConstraint(string name, int areaID, float distance): Make an area cliff edge max distance constraint.
int rmCreateCliffEdgeMaxDistanceConstraint(string name, int areaID, float distance):创建一个悬崖边缘最大距离约束。
int rmCreateCliffRampConstraint(string name, int areaID): Make a constraint that forces something to remain within an area's cliff ramp edge.
int rmCreateCliffRampConstraint(string name, int areaID):创建一个悬崖坡道约束,要求某物保持在区域的悬崖坡道边缘内。
int rmCreateCliffRampDistanceConstraint(string name, int areaID, float distance): Make an area cliff ramp edge distance constraint.
int rmCreateCliffRampDistanceConstraint(string name, int areaID, float distance):创建一个悬崖坡道距离约束,要求距离不超过指定值。
int rmCreateCliffRampMaxDistanceConstraint(string name, int areaID, float distance): Make an area cliff ramp edge max distance constraint.
int rmCreateCliffRampMaxDistanceConstraint(string name, int areaID, float distance):创建一个悬崖坡道最大距离约束。
rmCreateConnection(string name): Creates an connection.
rmCreateConnection(string name):创建一个连接。
int rmCreateCornerConstraint(string name, int corner, bool outside): Make a constraint to pass if in or out of a corner.
int rmCreateCornerConstraint(string name, int corner, bool outside):创建一个角落约束,根据参数决定是否要求在角落内或外。
int rmCreateEdgeConstraint(string name, int areaID): Make a constraint that forces something to remain within an area's edge.
int rmCreateEdgeConstraint(string name, int areaID):创建一个边缘约束,要求某物保持在区域边缘内。
int rmCreateEdgeDistanceConstraint(string name, int areaID, float distance): Make an area edge distance constraint.
int rmCreateEdgeDistanceConstraint(string name, int areaID, float distance):创建一个区域边缘距离约束,要求距离不超过指定值。
int rmCreateEdgeMaxDistanceConstraint(string name, int areaID, float distance): Make an area edge max distance constraint.
int rmCreateEdgeMaxDistanceConstraint(string name, int areaID, float distance):创建一个区域边缘最大距离约束。
rmCreateGrouping(int defID, string filename): Creates a grouping.
rmCreateGrouping(int defID, string filename):创建一个分组,参数为对象定义 ID 和文件名。
bool rmCreateHCGPAllyConstraint(string name, long playerID, float minDistance): Create home city gather point constraint to avoid given player's ally's HCGPs.
bool rmCreateHCGPAllyConstraint(string name, long playerID, float minDistance):创建主城聚集点约束,用于避开指定玩家盟友的主城聚集点,最小距离为 minDistance。
bool rmCreateHCGPConstraint(string name, float minDistance): Create home city gather point constraint to avoid all HCGPs.
bool rmCreateHCGPConstraint(string name, float minDistance):创建主城聚集点约束,用于避开所有主城聚集点,最小距离为 minDistance。
bool rmCreateHCGPEnemyConstraint(string name, long playerID, float minDistance): Create home city gather point constraint to avoid given player's enemy's HCGPs.
bool rmCreateHCGPEnemyConstraint(string name, long playerID, float minDistance):创建主城聚集点约束,用于避开指定玩家敌人的主城聚集点,最小距离为 minDistance。
bool rmCreateHCGPSelfConstraint(string name, long playerID, float minDistance): Create home city gather point constraint to avoid given player's HCGP.
bool rmCreateHCGPSelfConstraint(string name, long playerID, float minDistance):创建主城聚集点约束,用于避开指定玩家的主城聚集点,最小距离为 minDistance。
int rmCreateMaxHeightConstraint(string name, float height): Make an max height constraint (terrain must be less than given height).
int rmCreateMaxHeightConstraint(string name, float height):创建一个最大高度约束,要求地形高度必须低于指定值。
rmCreateObjectDef(string name): Creates an object definition.
rmCreateObjectDef(string name):创建一个对象定义。
int rmCreatePieConstraint(string name, float xFraction, float zFraction, float insideRadius, float outsideRadius, float minAngle, float maxAngle, float bufferFraction): Makes a 'pie' constraint.
int rmCreatePieConstraint(string name, float xFraction, float zFraction, float insideRadius, float outsideRadius, float minAngle, float maxAngle, float bufferFraction):创建一个“饼形”约束,参数指定位置比例、内外半径、最小和最大角度及缓冲比例。
rmCreateStartingUnitsObjectDef(float clusterDistance): Creates special object definition for starting units with the given cluster distance.
rmCreateStartingUnitsObjectDef(float clusterDistance):创建用于初始单位的特殊对象定义,聚集距离为 clusterDistance。
int rmCreateTerrainDistanceConstraint(string name, string type, bool passable, float distance): Make a constraint to avoid terrain with certain passability.
int rmCreateTerrainDistanceConstraint(string name, string type, bool passable, float distance):创建一个地形距离约束,用于避开具有特定通行性的地形。
int rmCreateTerrainMaxDistanceConstraint(string name, string type, bool passable, float distance): Make a constraint to be close to terrain with certain passability.
int rmCreateTerrainMaxDistanceConstraint(string name, string type, bool passable, float distance):创建一个地形最大距离约束,用于接近具有特定通行性的地形。
rmCreateTradeRoute() : Creates a trade route.
rmCreateTradeRoute():创建一条贸易路线。
int rmCreateTradeRouteDistanceConstraint(string name, float minDistance): Make a constraint to avoid trade routes.
int rmCreateTradeRouteDistanceConstraint(string name, float minDistance):创建一个贸易路线距离约束,要求距离不低于 minDistance。
rmCreateTradeRouteWaypointsInArea(int tradeRouteID, int areaID, float length): Creates a trade route in the specified area.
rmCreateTradeRouteWaypointsInArea(int tradeRouteID, int areaID, float length):在指定区域内创建一条贸易路线,路径长度为 length。
rmCreateTrigger(string triggerName):
rmCreateTrigger(string triggerName):创建一个触发器,名称为 triggerName。
int rmCreateTypeDistanceConstraint(string name, string Unittype, float distance): Make a type distance constraint.
int rmCreateTypeDistanceConstraint(string name, string Unittype, float distance):创建一个类型距离约束,要求与指定单位类型的距离为 distance。
int rmDefineClass(string className): Define a class with the given name.
int rmDefineClass(string className):定义一个类别,名称为 className。
rmDefineConstant(string name, int value):
rmDefineConstant(string name, int value):定义常量,名称为 name,值为 value。
rmDegreesToRadians(float degrees): Converts an angle in degrees to radians.
rmDegreesToRadians(float degrees):将角度转换为弧度。
rmDoLightingEffect("lightSetName", blendInTime, effectTime, blendOutTime): applies a lighting set effect.
rmDoLightingEffect("lightSetName", blendInTime, effectTime, blendOutTime):应用指定灯光集效果。
rmDoLightingFade("lightSetName", fadeTime): applies a lighting set fade.
rmDoLightingFade("lightSetName", fadeTime):应用指定灯光集的渐隐效果。
rmEchoError(string echoString, int level): Random map echo.
rmEchoError(string echoString, int level):输出错误信息,用于随机地图提示。
rmEchoInfo(string echoString, int level): Random map echo.
rmEchoInfo(string echoString, int level):输出信息,用于随机地图提示。
rmEchoWarning(string echoString, int level): Random map echo.
rmEchoWarning(string echoString, int level):输出警告信息,用于随机地图提示。
rmEnableLocalWater(bool enable): Enables / disables local water disturbances.
rmEnableLocalWater(bool enable):启用或禁用局部水域扰动效果。
float rmFairLocXFraction(int playerID, int index): Gets a player's fairLoc x fraction.
float rmFairLocXFraction(int playerID, int index):获取指定玩家的公平位置 x 比例。
float rmFairLocZFraction(int playerID, int index): Gets a player's fairLoc z fraction.
float rmFairLocZFraction(int playerID, int index):获取指定玩家的公平位置 z 比例。
rmFillMapCorners(): Fill map corners with blackmap.
rmFillMapCorners():将地图角落填充为未探索状态(黑图)。
rmFindCloserArea(float xFraction, float zFraction, int area1, int area2): Returns which area is closer.
rmFindCloserArea(float xFraction, float zFraction, int area1, int area2):返回哪个区域更接近指定的比例位置。
rmFindClosestPoint(float xFraction, float zFraction, float maxDistance): Finds closest point satisfying the preset constraints.
rmFindClosestPoint(float xFraction, float zFraction, float maxDistance):寻找满足预设约束条件的最近点。
rmFindClosestPointVector(float xFraction, float zFraction, float maxDistance): Finds closest point satisfying the preset constraints.
rmFindClosestPointVector(float xFraction, float zFraction, float maxDistance):寻找满足预设约束条件的最近点(返回向量)。
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.
vector rmGetAreaClosestPoint(int areaID, vector point, float pullback, int constraintID):返回区域 areaID 内离指定点最近的点,可选要求该点满足特定约束。
int rmGetAverageHomeCityLevel(): Returns the average (rounded down) HC Level of the players in the game.
int rmGetAverageHomeCityLevel():返回游戏中玩家的平均主城等级(向下取整)。
rmGetCivID(string civName) : Returns the civ ID.
rmGetCivID(string civName):返回指定文明名称对应的文明 ID。
int rmGetHighHomeCityLevel(): Returns the highest HC Level of the players in the game.
int rmGetHighHomeCityLevel():返回游戏中最高的主城等级。
int rmGetHomeCityLevel(int playerID): Returns the HC Level of the given player.
int rmGetHomeCityLevel(int playerID):返回指定玩家的主城等级。
rmGetIsFFA(): Returns true if this map is set to be a FFA game which means each player on their own team.
rmGetIsFFA():如果该地图为自由对战(每个玩家单独一队)则返回 true。
rmGetIsKOTH(): Returns true if this map is set to be a King of the Hill game.
rmGetIsKOTH():如果该地图为王者之丘游戏,则返回 true。
rmGetIsRelicCapture(): Returns true if this map is set to be a relic game.
rmGetIsRelicCapture():如果该地图为圣物夺取游戏,则返回 true。
int rmGetLowHomeCityLevel(): Returns the lowest HC Level of the players in the game.
int rmGetLowHomeCityLevel():返回游戏中最低的主城等级。
int rmGetMapXSize(): Returns the X size of the map.
int rmGetMapXSize():返回地图的 X 轴尺寸。
int rmGetMapZSize(): Returns the Z size of the map.
int rmGetMapZSize():返回地图的 Z 轴尺寸。
rmGetNomadStart(): Returns true if this map is to place a covered wagon instead of a town center.
rmGetNomadStart():如果此地图用于放置有遮篷的马车而非城镇中心,则返回 true。
int rmGetNumberFairLocs(int playerID): Gets a player's number of fairLocs.
int rmGetNumberFairLocs(int playerID):获取指定玩家的公平位置数量。
rmGetNumberPlayersOnTeam(int teamID): Gets the number of players on the given team.
rmGetNumberPlayersOnTeam(int teamID):获取指定队伍中的玩家数量。
rmGetNumberUnitsPlaced(int objectDefID):
rmGetNumberUnitsPlaced(int objectDefID):返回指定对象定义已放置的单位数量。
rmGetPlayerCiv(int playerID): Gets the civilization the specified player is on.
rmGetPlayerCiv(int playerID):获取指定玩家所属的文明。
rmGetPlayerCulture(int playerID): Gets the culture the specified player is on.
rmGetPlayerCulture(int playerID):获取指定玩家所属的文化。
rmGetPlayerName(int playerID): Gets a player's name.
rmGetPlayerName(int playerID):获取指定玩家的名称。
rmGetPlayerTeam(int playerID): Gets the team the specified player is on.
rmGetPlayerTeam(int playerID):获取指定玩家所在的队伍编号。
rmGetSeaLevel(): Gets the sea level for the map.
rmGetSeaLevel():获取地图的海平面高度。
rmGetTradeRouteWayPoint(int tradeRouteID, float fraction): Retrieves a waypoint along the trade route based on the fraction.
rmGetTradeRouteWayPoint(int tradeRouteID, float fraction):根据比例获取指定贸易路线上的路径点。
rmGetUnitPlaced(int objectDefID, int index):
rmGetUnitPlaced(int objectDefID, int index):获取指定对象定义中放置的第 index 个单位的ID(若有返回)。
rmGetUnitPlacedOfPlayer(int objectDefID, int playerID):
rmGetUnitPlacedOfPlayer(int objectDefID, int playerID):获取指定玩家在指定对象定义中放置的单位ID。
vector rmGetUnitPosition( int unitID ): Returns the position of the unit.
vector rmGetUnitPosition( int unitID ):返回单位的位置向量。
rmIsMapType( string type ): Returns true if the map belongs to the given type.
rmIsMapType( string type ):如果地图属于指定类型,则返回 true。
rmMetersToTiles(float meters): Converts a distance in meters to a number of tiles.
rmMetersToTiles(float meters):将以米为单位的距离转换为瓦片数量。
rmMultiplyPlayerResource(int playerID, string resourceName, float factor): Multiplys a player's resource amount by the given factor.
rmMultiplyPlayerResource(int playerID, string resourceName, float factor):将指定玩家的资源数量乘以给定系数。
rmPaintAreaTerrain(int areaID): Paints the terrain for a specified area.
rmPaintAreaTerrain(int areaID):为指定区域涂抹地形。
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).
rmPaintAreaTerrainByAngle(long areaID, string terrain, float minAngle, float maxAngle, float outerRange):在指定区域内,将瓦片在指定角度范围内以指定地形进行涂抹(可选缓冲 outerRange 以实现羽化效果)。
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).
rmPaintAreaTerrainByHeight(long areaID, string terrain, float minHeight, float maxHeight, float outerRange):在指定区域内,将瓦片在指定高度范围内以指定地形进行涂抹(可选缓冲 outerRange 以实现羽化效果)。
bool rmPlaceFairLocs(): Sets fairLoc placement locations.
bool rmPlaceFairLocs(): 设置公平位置的放置点。
bool rmPlaceGroupingAtLoc(int groupingID, int playerID, float xFraction, float zFraction, int placeCount): Place grouping at specified location.
bool rmPlaceGroupingAtLoc(int groupingID, int playerID, float xFraction, float zFraction, int placeCount):在指定位置放置分组。
bool rmPlaceGroupingAtPoint(int groupingID, int playerID, vector point, int placeCount): Place grouping at specified point.
bool rmPlaceGroupingAtPoint(int groupingID, int playerID, vector point, int placeCount):在指定点放置分组。
rmPlaceGroupingInArea(int groupingID, int playerID, int areaID, int placeCount): Place grouping for the player in the given area.
rmPlaceGroupingInArea(int groupingID, int playerID, int areaID, int placeCount):在指定区域内为玩家放置分组。
rmPlaceMapClusters(string terrain, string protounit): place object clusters (of the specified protounit) around the map, and also optionally paint with the specified terrain.
rmPlaceMapClusters(string terrain, string protounit):在地图周围放置指定单位类型的物体簇,并可选地以指定地形进行涂抹。
rmPlaceObjectDefAtAreaLoc(int defID, int playerID, int areaID, int placeCount): Place object definition for the player at the given area's location.
rmPlaceObjectDefAtAreaLoc(int defID, int playerID, int areaID, int placeCount):在指定区域的位置为玩家放置对象定义。
rmPlaceObjectDefAtLoc(int defID, int playerID, float xFraction, float zFraction, int placeCount): Place object definition at specific location for given player.
rmPlaceObjectDefAtLoc(int defID, int playerID, float xFraction, float zFraction, int placeCount):在指定位置为玩家放置对象定义。
rmPlaceObjectDefAtPoint(int defID, int playerID, vector point, int placeCount): Place object definition at specific point for given player.
rmPlaceObjectDefAtPoint(int defID, int playerID, vector point, int placeCount):在指定点为玩家放置对象定义。
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.
rmPlaceObjectDefAtRandomAreaOfClass(int defID, int playerID, int classID, int placeCount):在指定类别中随机区域的位置为玩家放置对象定义。
rmPlaceObjectDefInArea(int defID, int playerID, int areaID, int placeCount): Place object definition for the player in the given area.
rmPlaceObjectDefInArea(int defID, int playerID, int areaID, int placeCount):在指定区域内为玩家放置对象定义。
rmPlaceObjectDefInRandomAreaOfClass(int defID, int playerID, int classID, int placeCount): Place object definition for the player in a random area in the given class.
rmPlaceObjectDefInRandomAreaOfClass(int defID, int playerID, int classID, int placeCount):在指定类别中随机区域内为玩家放置对象定义。
rmPlaceObjectDefPerPlayer(int defID, bool playerOwned, int placeCount): Place object definition per player.
rmPlaceObjectDefPerPlayer(int defID, bool playerOwned, int placeCount):为每个玩家放置对象定义(根据是否玩家所有决定)。
rmPlacePlayer(int playerID, float xFraction, float zFraction): Sets one player location.
rmPlacePlayer(int playerID, float xFraction, float zFraction):设置指定玩家的起始位置。
rmPlacePlayersCircular(float minFraction, float maxFraction, float angleVariation): Makes a circle of player locations.
rmPlacePlayersCircular(float minFraction, float maxFraction, float angleVariation):生成一圈玩家位置,参数控制最小与最大比例及角度变化。
rmPlacePlayersLine(float x1, float z1, float x2, float z2, float distVariation, float spacingVariation): Makes a line of player locations.
rmPlacePlayersLine(float x1, float z1, float x2, float z2, float distVariation, float spacingVariation):生成一条玩家位置直线,参数控制距离和间距的变化。
rmPlacePlayersRiver(int riverID, float distVariation, float spacingVariation, float edgeDistance): Makes a line of player locations along the specified river.
rmPlacePlayersRiver(int riverID, float distVariation, float spacingVariation, float edgeDistance):在指定河流旁生成一条玩家位置直线,参数控制距离变化、间距变化和边缘距离。
rmPlacePlayersSquare(float dist, float distVariation, float spacingVariationfloat): Makes a square of player locations.
rmPlacePlayersSquare(float dist, float distVariation, float spacingVariationfloat):生成一个玩家位置的正方形,参数控制距离、距离变化和间距变化。
rmPlayerLocXFraction(int playerID): Gets a player's start location x fraction.
rmPlayerLocXFraction(int playerID):获取指定玩家起始位置的 x 比例。
rmPlayerLocZFraction(int playerID): Gets a player's start location z fraction.
rmPlayerLocZFraction(int playerID):获取指定玩家起始位置的 z 比例。
rmRandFloat(float min, float max): Returns a random float between min and max.
rmRandFloat(float min, float max):返回介于 min 和 max 之间的随机浮点数。
rmRandInt(int min, int max): Returns a random integer between min and max.
rmRandInt(int min, int max):返回介于 min 和 max 之间的随机整数。
rmResetFairLocs(): Resets fairLoc placment info.
rmResetFairLocs(): 重置公平位置的放置信息。
rmRiverAddShallow(riverID, distancePct);:
rmRiverAddShallow(riverID, distancePct);:为指定河流添加浅水区,参数 distancePct 表示距离比例。
rmRiverAddShallows(riverID, count, radius):
rmRiverAddShallows(riverID, count, radius):为指定河流添加多个浅水区,参数 count 和 radius 分别表示数量和半径。
rmRiverAddWaypoint(riverID, xFraction, zFraction): Add waypoint to a river. Don't mix with rmRiverSetConnections or rmRiverConnectRiver
rmRiverAddWaypoint(riverID, xFraction, zFraction):向指定河流添加路径点(请勿与 rmRiverSetConnections 或 rmRiverConnectRiver 混用)。
rmRiverAvoid(riverID, riverID2, minDist):
rmRiverAvoid(riverID, riverID2, minDist):设置河流间的避让,确保两河之间至少有 minDist 的距离。
rmRiverBuild:
rmRiverBuild:构建河流(具体参数和行为根据内部定义)。
rmRiverConnectRiver(riverID, riverID, pct, end):
rmRiverConnectRiver(riverID, riverID, pct, end):连接两条河流,参数 pct 表示连接比例,end 表示结束标记。
rmRiverCreate(int areaID, string waterType, int breaks, int offset, int minR, int maxR): make a river dude.
rmRiverCreate(int areaID, string waterType, int breaks, int offset, int minR, int maxR):在指定区域内创建河流,参数指定水类型、断裂数、偏移量以及最小、最大半径。
rmRiverReveal(int riverID, int extraTiles): -- reveals a river plus the specified number of extra tiles around it.
rmRiverReveal(int riverID, int extraTiles):揭示指定河流,并在周围额外显示 extraTiles 数量的瓦片。
rmRiverSetBankNoiseParams(riverID, frequency, octaves, persistence, sineLength, sineAmt, variation):
rmRiverSetBankNoiseParams(riverID, frequency, octaves, persistence, sineLength, sineAmt, variation):设置指定河流岸边噪声参数。
rmRiverSetConnections(riverID, start, end):
rmRiverSetConnections(riverID, start, end):设置指定河流的起始与结束连接点。
rmRiverSetShallowRadius(riverID, radius):
rmRiverSetShallowRadius(riverID, radius):设置指定河流的浅水区半径。
rmSetAreaBaseHeight(int areaID, float height): Sets the base height for an area.
rmSetAreaBaseHeight(int areaID, float height):为指定区域设置基础高度。
rmSetAreaCliffEdge(int areaID, int count, float size, float variance, float spacing, int mapEdge): Set cliff edge parameters for an area.
rmSetAreaCliffEdge(int areaID, int count, float size, float variance, float spacing, int mapEdge):为指定区域设置悬崖边缘参数,包含数量、尺寸、变化、间距及地图边缘标记。
rmSetAreaCliffHeight(int areaID, float val, float variance, float ramp): Set an area's cliff height.
rmSetAreaCliffHeight(int areaID, float val, float variance, float ramp):为指定区域设置悬崖高度,参数包括高度值、变化和坡度。
rmSetAreaCliffPainting(int areaID, bool paintGround, bool paintOutsideEdge, bool paintSide, float minSideHeight, bool paintInsideEdge): Set cliff painting options for an area.
rmSetAreaCliffPainting(int areaID, bool paintGround, bool paintOutsideEdge, bool paintSide, float minSideHeight, bool paintInsideEdge):为指定区域设置悬崖涂装选项,包括地面、外边缘、侧面、最小侧面高度和内边缘的涂装选项。
rmSetAreaCliffType(int areaID, string cliffName): Sets the cliff type for an area.
rmSetAreaCliffType(int areaID, string cliffName):为指定区域设置悬崖类型。
rmSetAreaCoherence(int areaID, float coherence): Sets area coherence (0-1).
rmSetAreaCoherence(int areaID, float coherence):设置区域的连贯性(范围 0 至 1)。
rmSetAreaEdgeFilling(int areaID, int borderSize): Enable edge filling and set a border search size (for Carolina and similar maps with a big continent).
rmSetAreaEdgeFilling(int areaID, int borderSize):启用边缘填充并设置边界搜索尺寸(适用于有大大陆的地图,如 Carolina 地图)。
rmSetAreaElevationEdgeFalloffDist(int areaID, float dist): Sets the area elevation noise to falloff as it gets closer to the area edge.
rmSetAreaElevationEdgeFalloffDist(int areaID, float dist):设置区域海拔噪声在接近边缘时的衰减距离。
rmSetAreaElevationMinFrequency(int areaID, float freq): Sets the area elevation variation noise frequency (best >0 and <1).
rmSetAreaElevationMinFrequency(int areaID, float freq):设置区域海拔变化噪声的最小频率(推荐范围大于 0 且小于 1)。
rmSetAreaElevationNoiseBias(int areaID, float bias): Sets the area elevation variation noise bias (-1 means down only, 0 means +- equally, 1 means up only.).
rmSetAreaElevationNoiseBias(int areaID, float bias):设置区域海拔变化噪声的偏差(-1 仅向下,0 正负均衡,1 仅向上)。
rmSetAreaElevationOctaves(int areaID, int octaves): Sets the area elevation variation noise octaves.
rmSetAreaElevationOctaves(int areaID, int octaves):设置区域海拔变化噪声的倍频数。
rmSetAreaElevationPersistence(int areaID, float persistence): Sets the area elevation variation noise persistence (best >0 and <1).
rmSetAreaElevationPersistence(int areaID, float persistence):设置区域海拔变化噪声的持续性(推荐范围大于 0 且小于 1)。
rmSetAreaElevationType(int areaID, int type): Sets the area elevation variation type (cElevNormal, cElevFractalSum, cElevTurbulence).
rmSetAreaElevationType(int areaID, int type):设置区域海拔变化的类型(例如 cElevNormal, cElevFractalSum, cElevTurbulence)。
rmSetAreaElevationVariation(int areaID, float variation): Sets the area elevation variation height (amount to vary +- from area base height).
rmSetAreaElevationVariation(int areaID, float variation):设置区域海拔变化高度,即相对于基础高度的最大变动量。
rmSetAreaForestClumpiness(int areaID, float density): Sets the forest density for an area.
rmSetAreaForestClumpiness(int areaID, float density):为指定区域设置森林簇聚度。
rmSetAreaForestDensity(int areaID, float density): Sets the forest density for an area.
rmSetAreaForestDensity(int areaID, float density):为指定区域设置森林密度。
rmSetAreaForestType(int areaID, string forestName): Sets the forest type for an area.
rmSetAreaForestType(int areaID, string forestName):为指定区域设置森林类型。
rmSetAreaForestUnderbrush(int areaID, float density): Sets the forest density for an area.
rmSetAreaForestUnderbrush(int areaID, float density):为指定区域设置森林下层灌木密度。
rmSetAreaHeightBlend(int areaID, int heightBlend): Sets how smoothly area height blends into surroundings.
rmSetAreaHeightBlend(int areaID, int heightBlend):设置区域高度与周围环境融合的平滑度。
rmSetAreaLocation(int areaID, float xFraction, float zFraction): Set the area location.
rmSetAreaLocation(int areaID, float xFraction, float zFraction):设置区域的位置(以比例表示)。
rmSetAreaLocPlayer(int areaID, int playerID): Set the area location to player's location.
rmSetAreaLocPlayer(int areaID, int playerID):将区域位置设置为指定玩家的位置。
rmSetAreaLocTeam(int areaID, int teamID): Set the area location to team's location.
rmSetAreaLocTeam(int areaID, int teamID):将区域位置设置为指定队伍的位置。
rmSetAreaMaxBlobDistance(int areaID, float dist): Sets maximum blob distance.
rmSetAreaMaxBlobDistance(int areaID, float dist):设置区域内斑块的最大距离。
rmSetAreaMaxBlobs(int areaID, int blobs): Sets maximum number of area blobs.
rmSetAreaMaxBlobs(int areaID, int blobs):设置区域内斑块的最大数量。
rmSetAreaMinBlobDistance(int areaID, float dist): Sets minimum blob distance.
rmSetAreaMinBlobDistance(int areaID, float dist):设置区域内斑块的最小距离。
rmSetAreaMinBlobs(int areaID, int blobs): Sets minimum number of area blobs.
rmSetAreaMinBlobs(int areaID, int blobs):设置区域内斑块的最小数量。
rmSetAreaMix(int areaID, string mixName): Sets the mix for an area. Overrides terrain type if it is also set.
rmSetAreaMix(int areaID, string mixName):为指定区域设置混合效果;若同时设置了地形类型,则该混合效果将覆盖地形设置。
rmSetAreaObeyWorldCircleConstraint(int areaID, bool constrain): Determines whether an area obeys world circle constraint.
rmSetAreaObeyWorldCircleConstraint(int areaID, bool constrain):确定指定区域是否遵守全球圆形约束。
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.
rmSetAreaReveal(int areaID, int tiles):设置区域揭示状态(-1 表示不揭示,0 表示正常揭示,>0 表示揭示并额外显示指定数量的瓦片)。
rmSetAreaSize(float minFraction, float maxFraction): Set the area size to a min/max fraction of the map.
rmSetAreaSize(float minFraction, float maxFraction):将区域大小设置为地图的最小/最大比例。
rmSetAreaSmoothDistance(int areaID, int smoothDistance): Sets area edge smoothing distance (distance is number of neighboring points to consider in each direction).
rmSetAreaSmoothDistance(int areaID, int smoothDistance):设置区域边缘平滑距离(考虑每个方向上的相邻点数)。
rmSetAreaTerrainLayerVariance(int areaID, bool variance): Specifies if the area should vary the terrain layer edges.
rmSetAreaTerrainLayerVariance(int areaID, bool variance):指定是否对区域内的地形层边缘进行变化处理。
rmSetAreaTerrainType(int areaID, string terrainTypeName): Sets the terrain type for an area.
rmSetAreaTerrainType(int areaID, string terrainTypeName):为指定区域设置地形类型。
rmSetAreaWarnFailure(int areaID, bool warn): Sets whether the area build process will warn if it fails.
rmSetAreaWarnFailure(int areaID, bool warn):设置区域构建失败时是否发出警告。
rmSetAreaWaterType(int areaID, string waterName): Sets the water type for an area.
rmSetAreaWaterType(int areaID, string waterName):为指定区域设置水域类型。
rmSetBaseTerrainMix(string mixName): Initializes the base terrain with the requested mix. Call before rmTerrainInitialize.
rmSetBaseTerrainMix(string mixName):使用指定混合效果初始化基础地形,调用前请先执行 rmTerrainInitialize。
rmSetConnectionBaseHeight(int connectionID, float width): Sets the base height of a connection.
rmSetConnectionBaseHeight(int connectionID, float width):设置连接的基础高度。
rmSetConnectionBaseTerrainCost(int connectionID, float cost): Sets the base terrain cost for a connection.
rmSetConnectionBaseTerrainCost(int connectionID, float cost):设置连接的基础地形成本。
rmSetConnectionCoherence(int connectionID, float width): Sets area coherence (0-1).
rmSetConnectionCoherence(int connectionID, float width):设置连接的连贯性(范围 0 至 1)。
rmSetConnectionHeightBlend(int connectionID, float width): Sets how smoothly connection height blends into surroundings.
rmSetConnectionHeightBlend(int connectionID, float width):设置连接高度与周围环境融合的平滑度。
rmSetConnectionPositionVariance(int connectionID, float variance): Sets the position variance of a connection.
rmSetConnectionPositionVariance(int connectionID, float variance):设置连接位置的变化量。
rmSetConnectionSmoothDistance(int connectionID, float width): Sets connection edge smoothing distance (distance is number of neighboring points to consider in each direction).
rmSetConnectionSmoothDistance(int connectionID, float width):设置连接边缘平滑距离(每个方向上考虑的邻近点数)。
rmSetConnectionTerrainCost(int connectionID, string terrainTypeName, float cost): Sets the terrain cost for a connection.
rmSetConnectionTerrainCost(int connectionID, string terrainTypeName, float cost):为连接设置指定地形类型的成本。
rmSetConnectionType(int connectionID, int connectionType, bool connectAll, float connectPercentage): Sets the connection type.
rmSetConnectionType(int connectionID, int connectionType, bool connectAll, float connectPercentage):设置连接类型,参数决定是否连接全部及连接百分比。
rmSetConnectionWarnFailure(int connectionID, bool warn): Sets whether a connection warns on failure.
rmSetConnectionWarnFailure(int connectionID, bool warn):设置连接失败时是否发出警告。
rmSetConnectionWidth(int connectionID, float width, float variance): Sets the width of a connection.
rmSetConnectionWidth(int connectionID, float width, float variance):设置连接的宽度及其变化量。
rmSetGaiaCiv(int civ) : Sets Gaia's civilization.
rmSetGaiaCiv(int civ):设置 Gaia 所属的文明。
rmSetGlobalRain(percent): sets the global rain percent.
rmSetGlobalRain(percent):设置全球降雨百分比。
rmSetGlobalSnow(percent): sets the global snow percent.
rmSetGlobalSnow(percent):设置全球降雪百分比。
rmSetGlobalStormLength(length, timeBetweenStorms): sets storm length and time between storm in seconds.
rmSetGlobalStormLength(length, timeBetweenStorms):设置暴风雨持续时间及暴风雨之间的间隔(单位:秒)。
rmSetGroupingMaxDistance(int defID, float dist): Set the maximum distance for the grouping (in meters).
rmSetGroupingMaxDistance(int defID, float dist):为指定分组设置最大距离(单位:米)。
rmSetGroupingMinDistance(int defID, float dist): Set the minimum distance for the grouping (in meters).
rmSetGroupingMinDistance(int defID, float dist):为指定分组设置最小距离(单位:米)。
bool rmSetHomeCityGatherPoint(int playerID, vector point): Sets the HCGP for the given player.
bool rmSetHomeCityGatherPoint(int playerID, vector point):为指定玩家设置主城集结点(HCGP)。
bool rmSetHomeCityWaterSpawnPoint(int playerID, vector point): Sets the HCWSP for the given player.
bool rmSetHomeCityWaterSpawnPoint(int playerID, vector point):为指定玩家设置主城水域生成点(HCWSP)。
rmSetIgnoreForceToGaia(bool val):
rmSetIgnoreForceToGaia(bool val):设置是否忽略将单位强制转换为 Gaia 的操作。
rmSetLightingSet(string name) : Sets a lighting set
rmSetLightingSet(string name):设置指定的照明组。
rmSetMapClusteringNoiseParams(float minFrequency, int octaves, float persistence): sets up cluster system; standard inputs to noise generator used to determine cluster placement.
rmSetMapClusteringNoiseParams(float minFrequency, int octaves, float persistence):设置地图聚类噪声参数(最小频率、八度数、持续性);这些为噪声生成器提供标准参数以确定聚类位置。
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).
rmSetMapClusteringObjectParams(int minObjectCount, int maxObjectCount, float maxPosOffset):设置地图聚类对象参数;定义每个瓦片上最小/最大对象数(默认0-3)以及放置时的最大随机偏移(默认0.5瓦片)。
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.
rmSetMapClusteringPlacementParams(float paintThreshold, float placeMinVal, float placeMaxVal, int type):设置地图聚类放置参数;有效范围为 -1.0 到 1.0,将与内部噪声场比较以决定何处绘制地形和放置聚类。类型可为 cClusterLand、cClusterWater、cClusterShallowWater 或 cClusterEverywhere。
rmSetMapElevationHeightBlend(int blend): Sets how much to smooth the overall terrain after initializing with noise.
rmSetMapElevationHeightBlend(int blend):设置使用噪声初始化后整体地形平滑的程度。
rmSetMapElevationParameters(int type, float freq, int octaves, float persistence, float variation): Sets up terrain for initializing with a noise layer.
rmSetMapElevationParameters(int type, float freq, int octaves, float persistence, float variation):设置地形海拔参数,用于使用噪声层初始化地形。
rmSetMapSize( int x, int z ): Sets the size of the map.
rmSetMapSize( int x, int z ):设置地图尺寸(x、z方向)。
rmSetMapType( string type ): Indicates that this map is of a certain type (it can be multiple types simultaneously.
rmSetMapType( string type ):指定地图类型(可同时属于多种类型)。
rmSetNuggetDifficulty(int minLevel, int maxLevel): Sets the min/max difficulty levels for placing nuggets.
rmSetNuggetDifficulty(int minLevel, int maxLevel):设置放置金块的最小和最大难度等级。
rmSetObjectDefAllowOverlap(int defID, bool on): Lets objects overlap within this object def.
rmSetObjectDefAllowOverlap(int defID, bool on):允许在该对象定义中对象彼此重叠。
rmSetObjectDefCreateHerd(int defID, bool on): Creates a herd out of all units placed in this object def.
rmSetObjectDefCreateHerd(int defID, bool on):将此对象定义中的所有单位聚集成群。
rmSetObjectDefForceFullRotation(int defID, bool on): Forces things in this object def to get full arbitrary rotation.
rmSetObjectDefForceFullRotation(int defID, bool on):强制使该对象定义中的物体能够进行任意角度的旋转。
rmSetObjectDefGarrisonSecondaryUnits(int defID, bool on): Turn on the garrison secondary units flag.
rmSetObjectDefGarrisonSecondaryUnits(int defID, bool on):开启对象定义中驻军辅助单位的标志。
rmSetObjectDefGarrisonStartingUnits(int defID, bool on): Turn on the garrison starting units flag.
rmSetObjectDefGarrisonStartingUnits(int defID, bool on):开启对象定义中初始驻军单位的标志。
rmSetObjectDefHerdAngle(int defID, float angle): Set a herd angle(clockwise from +z) in the object def.
rmSetObjectDefHerdAngle(int defID, float angle):在对象定义中设置群体角度(以+z方向为起点,顺时针计算)。
rmSetObjectDefMaxDistance(int defID, float dist): Set the maximum distance for the object definition (in meters).
rmSetObjectDefMaxDistance(int defID, float dist):为对象定义设置最大距离(单位:米)。
rmSetObjectDefMinDistance(int defID, float dist): Set the minimum distance for the object definition (in meters).
rmSetObjectDefMinDistance(int defID, float dist):为对象定义设置最小距离(单位:米)。
rmSetObjectDefTradeRouteID(int defID, int tradeRouteID): Set the trade route for all objects in this object definition.
rmSetObjectDefTradeRouteID(int defID, int tradeRouteID):为该对象定义中的所有对象设置贸易路线 ID。
rmSetOceanReveal(bool reveal): Sets whether or not to reveal oceans.
rmSetOceanReveal(bool reveal):设置是否显示海洋区域。
rmSetPlacementSection(float fromPercent, float toPercent): Sets the section of the placement line to use.
rmSetPlacementSection(float fromPercent, float toPercent):设置用于放置的区域区段(以百分比表示)。
rmSetPlacementTeam(int teamID): Sets the team to place.
rmSetPlacementTeam(int teamID):设置用于放置单位的队伍。
rmSetPlayerArea(int playerID, int areaID): Sets a player's 'official' area.
rmSetPlayerArea(int playerID, int areaID):设置玩家的“官方”区域。
rmSetPlayerLocation(int playerID, float xFraction, float zFraction): Manually sets a player's starting location.
rmSetPlayerLocation(int playerID, float xFraction, float zFraction):手动设置玩家的起始位置(以比例表示)。
rmSetPlayerPlacementArea(float minX, float minZ, float maxX, float maxZ): Sets the area of the map to use for player placement.
rmSetPlayerPlacementArea(float minX, float minZ, float maxX, float maxZ):设置用于玩家放置的地图区域(指定最小和最大 X、Z 值)。
rmSetPlayerResource(int playerID, string resourceName, float amount): Sets a player's resource amount.
rmSetPlayerResource(int playerID, string resourceName, float amount):设置玩家的资源数量。
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
rmSetRiverFoundationParams(int tileBuffer, float heightOffset):设置河流基础参数,包括河流周围的地形缓冲以及河岸高于水面的高度(单位:米)。
rmSetSeaLevel(): Sets the sea level for the map.
rmSetSeaLevel():设置地图的海平面高度。
rmSetSeaType(string name): Sets the sea type for the map. This is used if terrain is initialized to water.
rmSetSeaType(string name):设置地图的海域类型(用于当地形初始化为水时)。
rmSetStatusText(status, progress) : Sets the friendly cool loading screen text.
rmSetStatusText(status, progress):设置加载界面上显示的状态文本。
rmSetSubCiv(int index, string civName, bool big) : Sets a given sub civ in the world.
rmSetSubCiv(int index, string civName, bool big):在游戏中设置指定的子文明(包括索引、文明名称和是否采用大图标)。
rmSetTeamArea(int teamID, int areaID): Sets a team's 'official' area.
rmSetTeamArea(int teamID, int areaID):设置队伍的“官方”区域。
rmSetTeamSpacingModifier(float modifier): Sets the team spacing modifier.
rmSetTeamSpacingModifier(float modifier):设置队伍间距的修正值。
rmSetTriggerActive(bool active):
rmSetTriggerActive(bool active):设置触发器的激活状态。
rmSetTriggerConditionParam(string paramName, string value, bool add):
rmSetTriggerConditionParam(string paramName, string value, bool add):设置触发条件参数(参数名称、值及是否累加)。
rmSetTriggerConditionParamArmy(string paramName, int playerID, int armyID, bool add):
rmSetTriggerConditionParamArmy(string paramName, int playerID, int armyID, bool add):设置针对军队的触发条件参数(参数名称、玩家ID、军队ID及是否累加)。
rmSetTriggerConditionParamFloat(string paramName, float value, bool add):
rmSetTriggerConditionParamFloat(string paramName, float value, bool add):设置触发条件浮点参数(参数名称、值及是否累加)。
rmSetTriggerConditionParamInt(string paramName, int value, bool add):
rmSetTriggerConditionParamInt(string paramName, int value, bool add):设置触发条件整数参数(参数名称、值及是否累加)。
rmSetTriggerEffectParam(string paramName, string value, bool add):
rmSetTriggerEffectParam(string paramName, string value, bool add):设置触发效果参数(参数名称、值及是否累加)。
rmSetTriggerEffectParamArmy(string paramName, int playerID, int armyID, bool add):
rmSetTriggerEffectParamArmy(string paramName, int playerID, int armyID, bool add):设置针对军队的触发效果参数(参数名称、玩家ID、军队ID及是否累加)。
rmSetTriggerEffectParamFloat(string paramName, float value, bool add):
rmSetTriggerEffectParamFloat(string paramName, float value, bool add):设置触发效果浮点参数(参数名称、值及是否累加)。
rmSetTriggerEffectParamInt(string paramName, int value, bool add):
rmSetTriggerEffectParamInt(string paramName, int value, bool add):设置触发效果整数参数(参数名称、值及是否累加)。
rmSetTriggerLoop(bool loop):
rmSetTriggerLoop(bool loop):设置触发器是否循环。
rmSetTriggerPriority(int priority):
rmSetTriggerPriority(int priority):设置触发器的优先级。
rmSetTriggerRunImmediately(bool runImmediately):
rmSetTriggerRunImmediately(bool runImmediately):设置是否让触发器立即运行。
rmSetVPFile(string filename):
rmSetVPFile(string filename):设置 VP 文件(文件名)。
rmSetWindMagnitude(float magnitude): sets the global wind magnitude (1.0f is default).
rmSetWindMagnitude(float magnitude):设置全局风力大小(默认值为 1.0)。
rmSetWorldCircleConstraint(bool constrain): sets whether RM activities should be constrained to the main world circle.
rmSetWorldCircleConstraint(bool constrain):设置 RM 活动是否应被限制在主世界圆内。
rmSwitchToTrigger(int triggerID):
rmSwitchToTrigger(int triggerID):切换到指定的触发器(触发器 ID)。
rmTerrainInitialize( string baseTerrain, float height ): Initializes the terrain to the base type and height.
rmTerrainInitialize( string baseTerrain, float height):将地形初始化为指定的基本类型和高度。
rmTilesToMeters(int tiles): Converts a number of tiles to a distance in meters.
rmTilesToMeters(int tiles):将瓦片数量转换为米数。
rmTriggerID(string triggerName):
rmTriggerID(string triggerName):获取指定触发器名称对应的触发器 ID。
rmXFractionToMeters(float meters): Converts a fraction of the map in the x direction to meters.
rmXFractionToMeters(float meters):将地图 x 方向的比例转换为米数。
rmXFractionToTiles(float fraction): Converts an fraction of the map in the x direction to tile count.
rmXFractionToTiles(float fraction):将地图 x 方向的比例转换为瓦片数。
rmXMetersToFraction(float meters): Converts meters into a fraction of the map in the x direction.
rmXMetersToFraction(float meters):将米数转换为地图 x 方向的比例。
rmXTilesToFraction(int tiles): Converts tile count in the x direction to fraction of map.
rmXTilesToFraction(int tiles):将 x 方向的瓦片数转换为地图比例。
rmZFractionToMeters(float meters): Converts a fraction of the map in the z direction to meters.
rmZFractionToMeters(float meters):将地图 z 方向的比例转换为米数。
rmZFractionToTiles(float fraction): Converts an fraction of the map in the z direction to tile count.
rmZFractionToTiles(float fraction):将地图 z 方向的比例转换为瓦片数。
rmZMetersToFraction(float meters): Converts meters into a fraction of the map in the z direction.
rmZMetersToFraction(float meters):将米数转换为地图 z 方向的比例。
rmZTilesToFraction(int tiles): Converts tile count in the z direction to fraction of map.
rmZTilesToFraction(int tiles):将 z 方向的瓦片数转换为地图比例。
sqrt(float x): Returns the square root of x.
sqrt(float x):返回 x 的平方根。