Triggers/Category AI Advanced

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Contents

Construction[edit | edit source]

Build[edit | edit source]

  • Action. Instructs the AI to build some buildings of the specified type.

Clear Build Queue[edit | edit source]

  • Action. Clears all build requests currently planned (but not yet started) for a player.

Clear Research Queue[edit | edit source]

  • Action. Clears all research requests currently planned (but not yet started) for a player.

ClearStock[edit | edit source]

  • Action. Clears the stock lists of units and buildings to make for a player.

Clear Train Queue[edit | edit source]

  • Action. Clears all train requests currently planned (but not yet started) for a player.

Default Economy[edit | edit source]

  • Action. Sets stock for a player's economic buildings and units based on the specified parameters.

Default Expansion[edit | edit source]

  • Action. Attempts to make the specified player expand. There are certain conditions under which the AI will not expand, such as if the player does not have enough workers. The Minerals and Gas parameters are thresholds that the player must be under in order to expand (unless the player has too many extra workers).

Enable Stock[edit | edit source]

  • Action. Instructs the AI to make all the units and buildings specified by previously executed Set Stock commands for a player.

Make Always[edit | edit source]

  • Action. Instructs the AI to make the specified unit or building.

Make Once[edit | edit source]

  • Action. Instructs the AI to make the specified unit or building only if the AI has 0 of them built or in queue.

Research[edit | edit source]

  • Action. Instructs the AI to research the specified upgrade.

Set Stock[edit | edit source]

  • Action. Set stock for a player to make units of the specified unit type.

Set StockAlias[edit | edit source]

  • Action. Adds a unit into the stock with consideration for the Alias Type parameter. This alias is used for some internal functions. Note: This is an advanced AI concept. In most cases Set Stock is a more efficient choice.

Set StockEx[edit | edit source]

  • Action. Set stock for a player to make units of the specified unit type. (More advanced than Set Stock)

Set StockExpand[edit | edit source]

  • Action. Adds an expansion into the stock for an AI player. When the AI reaches this point in the stock list, it will build the specified TownHall type at an expansion point rather than spending money on units or other buildings.

Set StockFree[edit | edit source]

  • Action. Adds a unit to the AI player's stock if the Prereq parameter is met. An example of this would be telling the AI player to add Stalkers to their stock, but only if they have Blink researched.

Set StockOpt[edit | edit source]

  • Action. Set stock for a player to make units of the specified unit type using the 'optional' Stock Flag.

Set StockTown[edit | edit source]

  • Action. Adds Town into the stock for an AI player. When the AI reaches this point in the stock list, it will ensure that every Town it owns has two refineries and a town hall of the specified types. This ensures that AI towns are never without these buildings.

Set StockUnitNext[edit | edit source]

  • Action. Increments the stock count for the specified unit type by one if the Count parameter is set to 0, or the number of those units that are in progress or better is less than the specified Count. Does nothing if the Ignore If Queued parameter is set to true and the number of queued and in progress units of the specified type is greater than 0.

Train[edit | edit source]

  • Action. Instructs the AI to train some units of the specified type.

Get Default Build Flags[edit | edit source]

  • Function. Returns the default build flags for a type of building made by a player.

Player Has Resources[edit | edit source]

  • Function. Returns whether a player has at least the specified amounts of Minerals and Gas.

Known Unit Count[edit | edit source]

  • Function. Returns the number of units of of the specified unit type owned by another player that have been seen by the specified player.

Tech Count[edit | edit source]

  • Function. Returns the number of units of the specified unit type that are in progress/made by a player. Includes units in AI queues.

Difficulty[edit | edit source]

Set Difficulty Parameter[edit | edit source]

  • Action. Enables or disables a particular difficulty parameter for a player.

Get Difficulty Parameter[edit | edit source]

  • Function. Returns the state of a particular difficulty parameter for a player.

Filters[edit | edit source]

Tactical AI Filter Alliance[edit | edit source]

  • Action. Sets the specified AI Filter to only include either enemy or allied units. Use this and the other "Tactical AI Filter" actions to set up an AI Filter, which can then be used in a "Tactical AI Filter - Run" function to filter a unit group.

Tactical AI Filter Unit Filter[edit | edit source]

  • Action. Sets the specified AI Filter to only include units that match the criteria of the specified target filter. Use this and the other "Tactical AI Filter" actions to set up an AI Filter, which can then be used in a "Tactical AI Filter - Run" function to filter a unit group.

Tactical AI Filter Life[edit | edit source]

  • Action. Sets the specified AI Filter to only include units whose life is within the specified range. Use this and the other "Tactical AI Filter" actions to set up an AI Filter, which can then be used in a "Tactical AI Filter - Run" function to filter a unit group.

Tactical AI Filter Life Modifier[edit | edit source]

  • Action. Sets the specified AI Filter to modify the way it calculates life values for units with the specified attribute. For example, if the attribute was set to Armored, and the Amount set to 100, then the filter would consider Armored units to have 100 more life than they actually have. This can only be set once per AI Filter, so calling this action multiple times with the same AI Filter will simply override previous calls. Use this and the other "Tactical AI Filter" actions to set up an AI Filter, which can then be used in a "Tactical AI Filter - Run" function to filter a unit group.

Tactical AI Filter Life Per Marker[edit | edit source]

  • Action. Sets the specified AI Filter to only include units whose current life is greater than the number of specified markers currently on them times the value specified in the Each parameter. In this context, markers are an AI system construct used to mark targets of abilities before the ability's effects execute. Use this and the other "Tactical AI Filter" actions to set up an AI Filter, which can then be used in a "Tactical AI Filter - Run" function to filter a unit group.

Tactical AI Filter Markers[edit | edit source]

  • Action. If a "marker per life" has not been set then a counting marker may be used. A counting marker ensures the indicated range of tactical AI markers exist on a candidate or else the unit will be filtered out. A range of 0 to 1 will prevent more than one unit from casting on the same target at the same time.

Tactical AI Filter Movement Plane[edit | edit source]

  • Action. Sets the specified AI Filter to only include either air or ground units. Use this and the other "Tactical AI Filter" actions to set up an AI Filter, which can then be used in a "Tactical AI Filter - Run" function to filter a unit group.

Tactical AI Filter Range[edit | edit source]

  • Action. Sets the specified AI Filter to only include units within the specified range of the specified unit. Use this and the other "Tactical AI Filter" actions to set up an AI Filter, which can then be used in a "Tactical AI Filter - Run" function to filter a unit group.

Tactical AI Filter Remove Self[edit | edit source]

  • Action. Sets the specified AI Filter to exclude the specified unit. Use this and the other "Tactical AI Filter" actions to set up an AI Filter, which can then be used in a "Tactical AI Filter - Run" function to filter a unit group.

Tactical AI Filter Shields[edit | edit source]

  • Action. Sets the specified AI Filter to only include units whose shields is within the specified range. Use this and the other "Tactical AI Filter" actions to set up an AI Filter, which can then be used in a "Tactical AI Filter - Run" function to filter a unit group.

Tactical AI Filter - Create Filter[edit | edit source]

  • Action. Create an AI filter for use with tactical AI routines. Check Link

Tactical AI Filter - Run[edit | edit source]

  • Function. Use a tactical AI filter to trim a unit group and return a new one.

Tactical AI Filter - Create Marker[edit | edit source]

  • Action. Create a marker for use with the tactical AI functions. Check Link

Requirements[edit | edit source]

Count Object As Already Made[edit | edit source]

  • Action. Instructs the AI requirements code to treat the specified Unit for a player as already made for the purpose of meeting prerequistes,

Default/Code Get First Missing Req[edit | edit source]

  • Function. Returns the first completely missing requirment to make an object for a player. Same as the script version, except this version cannot be modified to handle custom requirements.

Default/Code Get First Unfinished Req[edit | edit source]

  • Function. Returns the first unfinished requirment to make an object for a player. Same as the script version, except this version cannot be modified to handle custom requirements.

Default/Code Get Full Make Time[edit | edit source]

  • Function. Returns the total amount of time required to make the specified object (including the time it would take to tech up to that object's requirements). Returned value is in sixteenths of a second. Same as the script version, except this version cannot be modified to handle custom requirements.

Default/Code Get Maker[edit | edit source]

  • Function. Returns the ID of the unit type that directly makes the specified object for a player. Same as the script version, except this version cannot be modified to handle custom requirements.

Default/Code Get Object Type[edit | edit source]

  • Function. Takes an Object ID and returns 0 if it is a unit, 1 if it is a building, 2 if it is an upgrade, and -1 if it does not fall into any of those categories. Same as the script version, except this version cannot be modified to handle custom requirements.

Get Base Name[edit | edit source]

  • Function. Returns the internal string ID of the object specified by the String parameter.

Get BuildAt Name[edit | edit source]

  • Function. Returns the build at name contained in the specified string.

Script Get First Missing Req[edit | edit source]

  • Function. Returns the first completely missing requirment to make an object for a player. Same as the default/code version, except this version could potentially be modified to handle custom requirements.

Script Get First Unfinished Req[edit | edit source]

  • Function. Returns the first unfinished requirment to make an object for a player. Same as the default/code version, except this version could potentially be modified to handle custom requirements.

Script Get Full Make Time[edit | edit source]

  • Function. Returns the total amount of time required to make the specified object (including the time it would take to tech up to that object's requirements). Returned value is in sixteenths of a second. Same as the default/code version, except this version could potentially be modified to handle custom requirements.

Script Get Maker[edit | edit source]

  • Function. Returns the ID of the unit type that directly makes the specified object for a player. Same as the default/code version, except this version could potentially be modified to handle custom requirements.

Script Get Object Type[edit | edit source]

  • Function. Takes an Object ID and returns 0 if it is a unit, 1 if it is a building, 2 if it is an upgrade, and -1 if it does not fall into any of those categories. Same as the default/code version, except this version could potentially be modified to handle custom requirements.

Scouting[edit | edit source]

Scout[edit | edit source]

  • Action. Enables scouting for a player.

Set Num Scouts[edit | edit source]

  • Action. Sets the number of scouts to use for a player.

Set Scout Times[edit | edit source]

  • Action. Sets how frequently a player sends a scout to each type of map objective. The time specified will get set for each objective of that type. The AI will scout objectives with a smaller time set more often than those with a larger time set.

Get Next Scout Location[edit | edit source]

  • Function. Returns the next location needing to be scouted for a player.

Get Scout[edit | edit source]

  • Function. Returns a unit that will be the next scout for a player. The Previous Unit parameter is optional (pass null to it if it is undesired). If no Previous Unit is specified, then this will always return a new scout. If Previous Unit is specified, then this will return that unit, unless there is a better unit type available for scouting, in which case it will return a new unit of that type.

Tactical[edit | edit source]

Call Original Tactical AI Think[edit | edit source]

  • Action. SetThink can change a unit type's AI think routine to a trigger action. This action calls the original routine from before it was changed. This lets you override some behavior but still keep most AI intact. Nothing happens if the think data has not been changed.

Tactical AI - Cast[edit | edit source]

  • Action. Suggests an order to a unit. Works the same as Issue AI Order, but with additional parameters. If the computer that controls the unit has the ability to execute the order (with respect to its current APM constraint), then it will do so. The order will eventually be dropped if the computer is unable to execute it for a few seconds after it was issued. If you need a unit to do something immediately, use Issue Order instead. The Marker parameter is optional, pass in null if you don't want to use it.

Tactical AI - Flee[edit | edit source]

  • Action. Tells a unit to flee from another unit at least the specified distance. The Marker parameter is optional, pass in null if you don't want to use it.

Clear Cloaked Attacker[edit | edit source]

  • Action. Clears the cloaked attack for a player near a point.

Set Ignored By Wave[edit | edit source]

  • Action. Sets the specified unit to be ignored or unignored by its wave. An ignored unit does not receive any of the orders issued to a wave it belongs to.

Set Tactical AI Range[edit | edit source]

  • Action. Overwrites the Tactical AI Range field for the specified unit's data for the specified player.

Set Tactical AI Think[edit | edit source]

  • Action. Sets a tactical AI think function for the specified unit for the specified player.

Get Best Target Point On Group[edit | edit source]

  • Function. Returns the best location to place an AOE attack on a group of units with the specified parameters.

Combat Diff Flag Sort Buildings Priority[edit | edit source]

  • Action. When enabled, allows the combat AI to prioritize the order it will attack buildings in. (Check Link)

Combat Diff Flag Special High Priority[edit | edit source]

  • Action. When enabled, allows the combat AI to target squishy high damage casters before certain other targets.

Combat Diff Flag Splash High Priority[edit | edit source]

  • Action. When enabled, allows the combat AI to target AoE/Splash damage enemies before certain other targets.

Combat Diff Flag Timed Low Priority[edit | edit source]

  • Action. When enabled, allows the combat AI to target limited time units below certain other targets.

Combat Diff Flag Workers Normal Priority[edit | edit source]

  • Action. When enabled, allows the combat AI to target workers normally, instead of below most other targets.

Combat Diff Flag Bonus Damage[edit | edit source]

  • Action. When enabled, allows the combat AI to target unit types it would do bonus damage to before certain other targets.

Combat Diff Flag Detector[edit | edit source]

  • Action. When enabled, allows the combat AI to target detectors before certain other targets.

Combat Diff Flag Healers[edit | edit source]

  • Action. When enabled, allows the combat AI to target healers before certain other targets.

Combat Diff Flag Injured[edit | edit source]

  • Action. When enabled, allows the combat AI to target injured units before certain other targets.

Combat Diff Flag Low Health[edit | edit source]

  • Action. When enabled, allows the combat AI to target low health units before certain other targets.

Combat Diff Flag Siege Range[edit | edit source]

  • Action. When enabled, allows the combat AI to target siege range units before certain other targets.

Get Wants To Move Status[edit | edit source]

  • Function. Returns true if the AI logic wants to move the specified unit.

Get Default Combat Priority[edit | edit source]

  • Function. Returns a unit that is the best target for the specified attackers from the list of possible units in the specified enemy unit group. It then also changes the attackers group to only include the limited number of attackers wanting to switch to that target.

Find Units[edit | edit source]

  • Function. Returns a group of all of the units of the specified type owned by a player within the specified range of a point up to max count units.

Get Cloaked Attacker[edit | edit source]

  • Function. Returns the position of the last attack from a cloaked unit against a player specified by the Player parameter.

Is Ignored By Wave[edit | edit source]

  • Function. Returns true if the specified unit is ignored by the wave it is in (for purposes of regrouping, etc.).

Last Attack[edit | edit source]

  • Function. Returns the time the specified unit was last attacked.

Last Attacker[edit | edit source]

  • Function. Returns the unit who last attacked the specified unit.

Same Command[edit | edit source]

  • Function. Tells a unit to do the same action that another is currently doing. Returns true if the action succeeded.

Towns[edit | edit source]

Declare Town Specific Slot[edit | edit source]

  • Action. Sets the center of a player's town to be at the specified point.

Enable Harvesting[edit | edit source]

  • Action. Start a new harvest job at a town for a player.

Set Harvest Rate[edit | edit source]

  • Action. Set the harvest rate for a player.

Set Main Town[edit | edit source]

  • Action. Sets the specified town to be the main town for a player.

Declare Next Town[edit | edit source]

  • Action. Create a new town for player at the specified point.

Expand[edit | edit source]

  • Action. Instructs the AI for a player to expand starting the search at the specified point, and builds the specified building at the new expansion. Returns the town index for the new town.

Get Building Count In Town[edit | edit source]

  • Function. Returns the number of buildings of the specified type in the specified town for a player.

Get Closest Town[edit | edit source]

  • Function. Returns the index of the town closest to the specified point.

Get Current Harvest Peon Count[edit | edit source]

  • Function. Returns the number of peons currently harvesting in a town for a player.

Get Gas Amount Left[edit | edit source]

  • Function. Returns the total gas left to be harvested in a town for a player.

Get Defense Gather Location[edit | edit source]

  • Function. Returns the default defensive gather location for a town of a player.

Get Offense Gather Location[edit | edit source]

  • Function. Returns the default offensive gather location for a town of a player.

Get Max Desired Harvest Peon Count[edit | edit source]

  • Function. Returns the maximum number of peons the AI wants to have harvesting in a town for a player.

Get Min Desired Harvest Peon Count[edit | edit source]

  • Function. Returns the minimum number of peons the AI wants to have harvesting in a town for a player.

Get Mineral Amount Left[edit | edit source]

  • Function. Returns the total minerals left to be harvested in a town for a player.

Get Num Mineral Spots[edit | edit source]

  • Function. Returns number of mineral locations in a town for a player.

Get Next Unused Town Slot[edit | edit source]

  • Function. Returns the index of the next unused town slot for a player.

Get Num RawGas Spots[edit | edit source]

  • Function. Returns number of raw gas locations in a town for a player. To get harvestable gas, query for the gas harvesting building in the town.

Get Town Location[edit | edit source]

  • Function. Returns the location of a town for a player.

Get Town State[edit | edit source]

  • Function. Returns the current state of a town for a player.

Get Town Threats[edit | edit source]

  • Function. Returns a unit group of all the threats near the given town of a player.

Is Town Harvesting[edit | edit source]

  • Function. Returns whether the given town for a player is harvesting.

Transports[edit | edit source]

Transport Set Panic[edit | edit source]

  • Action. Sets the percentage health at which a player's transports should flee. (Value range from 0 to 1).

Transport Set Return[edit | edit source]

  • Function. Set the return location for a player's transports when they are done unloading / idle.

Utility[edit | edit source]

Set Unit Evaluation Custom Index[edit | edit source]

  • Action. Any values set using "Set Unit Custom Value" with the given index will override the standard unit strength evaluation performed by the AI for that unit.

Accept Surrender[edit | edit source]

  • Action. If the computer already wants to surrender then it will quit the game. If it does not then this does nothing.

Init Melee AI[edit | edit source]

  • Action. Initializes the melee AI for a specific player. Calling Start Melee AI For All Players will call this action for each computer player.

Release Unit[edit | edit source]

  • Action. Releases a unit by setting it back to idle.

Set APM[edit | edit source]

  • Action. Limits the actions per minute of a computer player.

Set All States[edit | edit source]

  • Action. Sets the value of the state indexes for a player. The state is a per player integer array that can be useful to AI scripting.

Set Flag[edit | edit source]

  • Action. Sets the value of the specified flag index for a player. The flag is a per player boolean array that can be useful to AI scripting.

Set State[edit | edit source]

  • Action. Sets the value of the specified state index for a player. The state is a per player integer array that can be useful to AI scripting.

Start AI[edit | edit source]

  • Action. Starts the AI for a player in either campaign or melee mode, limiting the computer's actions per minute to the specified number.

Set Tech Flag State[edit | edit source]

  • Action. Sets the state of a flag for a player at the specified index based on whether the number of units of the type specified in the What parameter with the Tech Tree Count Type specified in the State parameter, is greater than or equal to the Count parameter.

Enable/Disable AI Option For Unit[edit | edit source]

  • Action. Enables or disables an AI option for a unit.

Get Flag[edit | edit source]

  • Action. Gets the current value of the specified flag index for a player. The flag is a per player boolean array that can be useful to AI scripting.

Wants To Surrender[edit | edit source]

  • Action. Check if this player wants to concede a skirmish game.

Grab Unit[edit | edit source]

  • Action. Finds a player's lowest priority unit of the specified unit type, closest to the specified location, and claims it for a task, setting the priority of the new task.

Is Campaign AI[edit | edit source]

  • Function. Returns whether a player is running campaign AI (as opposed to melee AI).

AI Pathing Cost Map[edit | edit source]

  • Function. Returns the map pathing cost between two points, ignores all units.<n/>

AI Pathing Cost Unit[edit | edit source]

  • Function. Returns the pathing cost from a unit.

Get State[edit | edit source]

  • Function. Gets the current value of the specified state index for a player. The state is a per player integer array that can be useful to AI scripting.

Unit Has AI Option[edit | edit source]

  • Function. Returns true if the unit has the specified AI option enabled.

Waves[edit | edit source]

Wave Add Unit[edit | edit source]

  • Action. Adds a unit to a wave.

Wave Add Unit Priority[edit | edit source]

  • Action. Adds a unit to a wave with a priority.

Wave Delete[edit | edit source]

  • Action. Deletes a wave.

Wave Add Info[edit | edit source]

  • Action. Add units of the specified type to the specified wave info.

Wave Info Attack[edit | edit source]

  • Action. Instructs a wave to attack with the specified parameters.

Wave Info Suicide[edit | edit source]

  • Action. Instructs a wave to suicide attack with the specified parameters.

Wave Merge[edit | edit source]

  • Action. Merges two waves together. Waves are specified using a player's wave indexes.

Wave Remove Unit[edit | edit source]

  • Action. Removes a unit from a wave.

Wave Set[edit | edit source]

  • Action. Associate a wave with an index for a player.

Wave Set Type[edit | edit source]

  • Action. Sets the wave type and wave target for a wave.

Wave Target Add Waypoint[edit | edit source]

  • Action. Adds a waypoint to the specified wave target. In Force Transport Mode, the wave units will attempt to load up in transports before approaching this waypoint. If there are not enough transports available for all of the units, the stranded units will be dropped from the wave.

Wave Target Clear Waypoints[edit | edit source]

  • Action. Clears all waypoints for a wave target.

Eval Ratio[edit | edit source]

  • Function. Returns the global eval ratio for a player.

Get Best Attack Target Point[edit | edit source]

  • Action. Get the best target point to attack for a player, optionally considering only the specified enemies.

Create Wave[edit | edit source]

  • Action. Create a wave from the specified wave info for a player. Returns the wave.

Wave Eval[edit | edit source]

  • Function. Returns the eval of the specified wave.

Wave Eval Ratio[edit | edit source]

  • Function. Returns the eval ratio of the specified wave against enemies within the specified range.

Wave Get[edit | edit source]

  • Function. Returns the wave at the specified index for a player.

Wave Get Target[edit | edit source]

  • Function. Returns the wave target for the specified wave.

Wave Target Harass Retreat[edit | edit source]

  • Action. Creates a new wave target set to harass and retreat. Returns the wave target.

Create Wave Info From Wave[edit | edit source]

  • Function. Returns a new wave info from the specified wave.

Create Wave Info[edit | edit source]

  • Function. Returns a newly initialized Wave Info object.

Is Wave In Combat[edit | edit source]

  • Function. Returns true if the specified wave is in combat.

Wave State[edit | edit source]

  • Function. Returns the state of a wave.

Wave Target Escort[edit | edit source]

  • Function. Creates a new wave target set to escort the specified unit group. Returns the wave target.

Wave Target Region[edit | edit source]

  • Function. Creates a new wave target set to defend the specified region. Returns the wave target.

Wave Target Escort No Leash[edit | edit source]

  • Function. Creates a new wave target set to escort the specified unit group. Returns the wave target.

Wave Target Gather Defense[edit | edit source]

  • Function. Creates a new wave target set to gather at the defensive gather point of the specified town. Returns the wave target.

Wave Target Gather Offense[edit | edit source]

  • Function. Creates a new wave target set to gather at the offensive gather point of the specified town. Returns the wave target.

Wave Target Melee[edit | edit source]

  • Function. Creates a new wave target set to attack enemies of the specified player. Returns the wave target.

Wave Target Melee Harass[edit | edit source]

  • Function. Creates a new wave target set to harass enemies of the specified player. Returns the wave target.

Wave Target Merge[edit | edit source]

  • Function. Creates a new wave target set to merge with the specified wave. Returns the wave target.

Wave Target Patrol[edit | edit source]

  • Function. Creates a new wave target set to repeatedly patrol through its waypoint list. Returns the wave target.

Wave Target Player[edit | edit source]

  • Function. Creates a new wave target set to attack a player group. Returns the wave target.

Wave Target Point[edit | edit source]

  • Function. Creates a new wave target set to attack a point. Returns the wave target.

Wave Target Unit[edit | edit source]

  • Function. Creates a new wave target set to attack a unit. Returns the wave target.

Wave Target UnitGroup[edit | edit source]

  • Function. Creates a new wave target set to attack a unit group. Returns the wave target.

Wave Target Unit Point[edit | edit source]

  • Function. Creates a new wave target set to attack the location where a unit currently resides. Returns the wave target.

Wave Time In Combat[edit | edit source]

  • Function. Returns how long the specified wave has been in combat.

Wave Time Since Combat[edit | edit source]

  • Function. Returns how long since the specified wave has been in combat.

Wave Time Since Ordered[edit | edit source]

  • Function. Returns how long since the specified wave has been ordered.

Wave To String[edit | edit source]

  • Action. Converts a wave tag to a string.

Wave To Text[edit | edit source]

  • Action. Converts a wave tag to text.<n/>

Wave Type[edit | edit source]

  • Function. Returns the wave type of a wave.

Wave Unit Count[edit | edit source]

  • Function. Returns the number of units in a wave.