UI Command-帝国时代3修改圣典

UI Command






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

[(      )] abortCinematic: abort the current cinematic. 

[(      )] 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. 

[(      )] 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. 

[(      )] 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 

[(      )] 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. 

[(      )] 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. 

[(      )] 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. 


[(      )] 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. 

[(      )] 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.