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PGSpawnUnits.lua

Direct Imports

Indirect Dependencies

Functions


function Process_Reinforcements()

Processes all reinforcements received. Do not call by hand.


function Add_Reinforcement(object_type, player)

Adds a given object to the player's reinforcement pool.

Params
  • GameObjectType object_type: The object type to reinforce.
  • PlayerObject player: The player to reinforce.

function ReinforceList(type_list, entry_marker, player, allow_ai_usage, delete_after_scenario, ignore_reinforcement_rules, callback)

Adds a list of reinforcements to a given player's reinforcement pool.

Params
  • table<GameObjectType> type_list: The list of reinforcement unit types to provide.
  • LocationObject entry_marker: The position to spawn the reinforcements at.
  • PlayerObject player: The player to reinforce.
  • bool allow_ai_usage: Is the AI allowed to use the reinforcements?
  • bool delete_after_scenario: If true the player may keep the reinforcements, else they will only available during the scenario.
  • bool ignore_reinforcement_rules: Should the reinforcements adhere to the reinforcement rules, or should they be spawned no matter what?
  • [optional] function callback: A function to call once the ReinforceList(...) has finished.

function SpawnList(type_list, entry_marker, player, allow_ai_usage, delete_after_scenario)

Spawns a given list of units simultaneously.

Params
  • table<GameObjectType> type_list: The list of reinforcement unit types to provide.
  • LocationObject entry_marker: The position to spawn the reinforcements at.
  • PlayerObject player: The player to reinforce.
  • bool allow_ai_usage: Is the AI allowed to use the reinforcements?
  • bool delete_after_scenario: If true the player may keep the reinforcements, else they will only available during the scenario.