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H7CombatArmy

Class in MMH7Game · MMH7Game.H7CombatArmy · native, config

Object › Actor › SkeletalMeshActor › SkeletalMeshCinematicActor › SkeletalMeshActorMAT › H7EditorMapObject › H7EditorArmy › H7CombatArmy

Using it from Lua
h7.find_all("H7CombatArmy")            -- live instances
h7.find_class("MMH7Game.H7CombatArmy")   -- the class
h7.hook("MMH7Game.H7CombatArmy.AddCreatureStackOnMap", fn)

Structs

SAmbushDeploymentCircle

FieldType
Pointsarray<IntPoint>
Defaults
Points=none

SClockwiseCircleDetectionPoint

FieldType
coordIntPoint
distanceSqfloat
relativeCoordToCenterVector2D
Defaults
coord=(X=0,Y=0)
distanceSq=0.0000000
relativeCoordToCenter=(X=0.0000000,Y=0.0000000)

Properties

NameTypeNotes
AmbushDeployRelativeCellOffset_1x1array<IntPoint>const
mAdvHeroH7AdventureHeroprotected
mCreatureStacksarray<H7CreatureStack>protected
mFactionsInArmyarray<H7Faction>protected
mHeroH7CombatHeroprotected
mInitialTotalLifeintprotected
mIsAttackerboolprotected
mIsForQuickCombatboolprotected
mRuneUnitsarray<H7RuneUnit>protected
mTotalSelectionCountintprotected
mTowersarray<H7TowerUnit>protected
mWarUnitsarray<H7WarUnit>protected
mWonBattleboolprotected

Functions

NameDeclaration
AddCreatureStackOnMapfunction AddCreatureStackOnMap(H7CreatureStack Stack)
AddTowerfunction AddTower(H7TowerUnit tower)
AreAllCreaturesDeadfunction bool AreAllCreaturesDead()
AutodeployCreaturesfunction AutodeployCreatures()
AutoplaceUnitsfunction bool AutoplaceUnits()
AutoplaceUnitsAmbushfunction bool AutoplaceUnitsAmbush()
CalculateInitialTotalLifefunction CalculateInitialTotalLife()
Check2x2CellIdxValidfunction bool Check2x2CellIdxValid(int x_topleft, int y_topleft, int W, int H)
CheckOccupationFree2x2function bool CheckOccupationFree2x2(out array<H7CreatureStack> occupation, int X, int Y, int W)
CleanAllUnitsAbilitiesAfterCombatfunction CleanAllUnitsAbilitiesAfterCombat()
CreateStacksprotected function CreateStacks(array<H7BaseCreatureStack> baseStacks)
CreatureRangedFirstSortdelegate int CreatureRangedFirstSort(H7CreatureStack A, H7CreatureStack B)
CreatureVerticalPositionSortdelegate int CreatureVerticalPositionSort(H7CreatureStack A, H7CreatureStack B)
DeployCreaturesfunction DeployCreatures()
Destroyedsimulated event Destroyed()
DestroyStackGhostsfunction DestroyStackGhosts()
DoVictoryfunction DoVictory()
FlushAllAbilityFXfunction FlushAllAbilityFX()
GenerateAmbushDeployCellOffset2x2function array<IntPoint> GenerateAmbushDeployCellOffset2x2(int W, int H)
GenerateClockwiseCirclesFromAreafunction array<SAmbushDeploymentCircle> GenerateClockwiseCirclesFromArea(out int Size)
GetAdventureHerofunction H7AdventureHero GetAdventureHero()
GetArmyDamagePoolnative function int GetArmyDamagePool()
GetArmyGoldValuefunction int GetArmyGoldValue()
GetArmyMeleeDamagenative function int GetArmyMeleeDamage()
GetArmyRangedDamagenative function int GetArmyRangedDamage()
GetBaseStackBySpawnedStackfunction H7BaseCreatureStack GetBaseStackBySpawnedStack(H7CreatureStack spawnedStack)
GetCombatHerofunction H7CombatHero GetCombatHero()
GetCreatureStackFromDeploymentfunction H7CreatureStack GetCreatureStackFromDeployment(H7StackDeployment deploymentStack)
GetCreatureStackIndexfunction int GetCreatureStackIndex(H7CreatureStack Stack)
GetCreatureStacksfunction array<H7CreatureStack> GetCreatureStacks()
GetDeployedCreatureStacksfunction array<H7CreatureStack> GetDeployedCreatureStacks()
GetEditorHerofunction H7EditorHero GetEditorHero()
GetFactionsInArmyCountfunction int GetFactionsInArmyCount(optional bool checkForDeployed = false)
GetHerofunction H7CombatHero GetHero()
GetHeroTagprotected function name GetHeroTag()
GetInitialTotalLifefunction int GetInitialTotalLife()
GetKilledCreatureStacksfunction GetKilledCreatureStacks(out array<H7CreatureStack> killedStacks)
GetKilledCreaturesXPfunction int GetKilledCreaturesXP()
GetOffGridDeployablesfunction array<H7IOffGridDeployable> GetOffGridDeployables()
GetPercentTotalLifefunction int GetPercentTotalLife(bool inverted)
GetRuneUnitsfunction array<H7RuneUnit> GetRuneUnits()
GetRuneUnitTagprotected function name GetRuneUnitTag()
GetStackBySourceSlotIdfunction H7CreatureStack GetStackBySourceSlotId(int baseStackindex)
GetStackOrientationfunction Rotator GetStackOrientation()
GetStackPowerfunction float GetStackPower(H7CreatureStack Stack)
GetSurrenderPricefunction int GetSurrenderPrice()
GetSurvivingCreatureStacksfunction GetSurvivingCreatureStacks(out array<H7CreatureStack> livingStacks)
GetTotalHealthfunction int GetTotalHealth()
GetTotalSelectionCountfunction int GetTotalSelectionCount()
GetTowersfunction array<H7TowerUnit> GetTowers()
GetWarUnitsfunction array<H7WarUnit> GetWarUnits()
GetWarUnitTagprotected function name GetWarUnitTag()
HideStacksfunction HideStacks()
InitStacksHeroEffectsprotected function InitStacksHeroEffects()
IsAttackernative function bool IsAttacker()
isForQuickCombatfunction bool isForQuickCombat()
IsOwnedByPlayerMPfunction bool IsOwnedByPlayerMP()
KillRemainingStacksfunction KillRemainingStacks()
LoadAllAbilityFXfunction LoadAllAbilityFX()
PlaceCreaturesAmbushfunction PlaceCreaturesAmbush()
PlaceCreaturesBeingAmbushedfunction PlaceCreaturesBeingAmbushed()
PlaceHeroprotected function PlaceHero()
PlaceRuneUnitsprotected function PlaceRuneUnits()
PlaceStackOnGridfunction bool PlaceStackOnGrid(int slotID)
PlaceWarUnitsprotected function PlaceWarUnits()
RefreshAllUnitsfunction bool RefreshAllUnits()
RememberDeployStateOffGridUnitfunction RememberDeployStateOffGridUnit(H7IOffGridDeployable Unit, bool deployed)
RemoveDeadCreatureStackDeploymentSlotIDfunction RemoveDeadCreatureStackDeploymentSlotID()
RemoveStackFromGridfunction RemoveStackFromGrid(int slotID)
RemoveStacksprotected function RemoveStacks(array<H7BaseCreatureStack> baseStacks)
RemoveTowerfunction RemoveTower(H7TowerUnit tower)
ResetCreatureDeployPosfunction ResetCreatureDeployPos(H7BaseCreatureStack Stack)
SaveTacticsDeploymentfunction SaveTacticsDeployment()
SetAdventureHerofunction SetAdventureHero(H7AdventureHero Value)
SetCreatureStackCellfunction SetCreatureStackCell(H7CreatureStack Stack, int cellX, int cellY)
SetCreatureStacksfunction SetCreatureStacks(array<H7CreatureStack> stacks)
SetHerofunction SetHero(H7CombatHero Value)
SetIsAttackerfunction SetIsAttacker(bool IsAttacker)
SetIsForQuickCombatfunction SetIsForQuickCombat(bool val)
SetOccupation2x2function SetOccupation2x2(out array<H7CreatureStack> occupation, int X, int Y, int W, H7CreatureStack Stack)
SetWonBattlefunction SetWonBattle(bool Value)
ShowStacksfunction ShowStacks(optional bool updateHealthAfterCombatStart = false)
SortPointsByAngle12OClockdelegate int SortPointsByAngle12OClock(SClockwiseCircleDetectionPoint P1, SClockwiseCircleDetectionPoint P2)
SortPointsByDistancedelegate int SortPointsByDistance(SClockwiseCircleDetectionPoint P1, SClockwiseCircleDetectionPoint P2)
SpawnRuneUnitprotected function SpawnRuneUnit(H7CombatMapGridController Grid, H7EditorRuneUnit Template)
SpawnStackfunction H7CreatureStack SpawnStack(H7BaseCreatureStack templateStack)
SpawnWarfareUnitprotected function SpawnWarfareUnit(H7CombatMapGridController Grid, H7EditorWarUnit Template)
TeleportSpellWasCanceledfunction TeleportSpellWasCanceled()
TriggerOnArmyfunction TriggerOnArmy(H7StructsAndEnumsNative.ETrigger eventTrigger, bool simulate)
TurnChangedfunction TurnChanged()
UndeployOffGridUnitsfunction UndeployOffGridUnits()
UpdateCreaturesDeployedStatefunction UpdateCreaturesDeployedState(optional bool removeUndeployed = true)
UpdateCreatureStacksGUIfunction UpdateCreatureStacksGUI()
UpdatedAlliesAndEnemiesfunction UpdatedAlliesAndEnemies()
UpdateHealthpointsprotected function UpdateHealthpoints()
UpdateOffGridUnitDeployedStatefunction UpdateOffGridUnitDeployedState()
WonBattlefunction bool WonBattle()

Default values

AmbushDeployRelativeCellOffset_1x1(0)=none
AmbushDeployRelativeCellOffset_1x1(1)=none
AmbushDeployRelativeCellOffset_1x1(2)=none
AmbushDeployRelativeCellOffset_1x1(3)=none
AmbushDeployRelativeCellOffset_1x1(4)=none
AmbushDeployRelativeCellOffset_1x1(5)=(mHorseMesh=begin object name=Mesh_2 class=SkeletalMeshComponent
ReplacementPrimitive=none
LightEnvironment=DynamicLightEnvironmentComponent'Default__H7CombatArmy.LightEnvironment0'
mHorseMesh=Mesh_2,mWeaponMesh=begin object name=Mesh_3 class=StaticMeshComponent
ReplacementPrimitive=none
LightEnvironment=DynamicLightEnvironmentComponent'Default__H7CombatArmy.LightEnvironment0'
mWeaponMesh=Mesh_3,mWeaponSkMesh=begin object name=Mesh_4 class=SkeletalMeshComponent
ReplacementPrimitive=none
LightEnvironment=DynamicLightEnvironmentComponent'Default__H7CombatArmy.LightEnvironment0'
mWeaponSkMesh=Mesh_4,AnimNodeSeqComp=AnimNodeSequence'Default__H7CombatArmy.AnimNode',mMesh=begin object name=Mesh class=StaticMeshComponent
ReplacementPrimitive=none
mMesh=Mesh,mFX=begin object name=ParticleSystem class=ParticleSystemComponent
ReplacementPrimitive=none
mFX=ParticleSystem,mDynamicLightEnv=DynamicLightEnvironmentComponent'Default__H7CombatArmy.LightEnvironment0',SkeletalMeshComponent=begin object name=SkeletalMeshComponent0 class=SkeletalMeshComponent
ReplacementPrimitive=none
LightEnvironment=DynamicLightEnvironmentComponent'Default__H7CombatArmy.LightEnvironment0'
HiddenGame=true
HiddenEditor=true
SkeletalMeshComponent=SkeletalMeshComponent0,LightEnvironment=DynamicLightEnvironmentComponent'Default__H7CombatArmy.LightEnvironment0',FacialAudioComp=AudioComponent'Default__H7CombatArmy.FaceAudioComponent',Components=Components(0)=AudioComponent'Default__H7CombatArmy.FaceAudioComponent'
Components(1)=DynamicLightEnvironmentComponent'Default__H7CombatArmy.LightEnvironment0'

Inherited

FromMembers
H7EditorArmyProperties: cMaxArmySize, mAiIsBorderControl, mBaseCreatureStacks, mCreatureStackProperties, mCustomizeHeroArchetype, mDeployment, mDisableFleeSurrender, mEmitterPoolParticleComps, mForceManualCombat, mHeroArchetype, mHorseMesh, mIsAmbush, mIsNPC, mIsStarterHero, mIsTalking, mLlamaAnims, mLlamaMesh, mOnlyDynamicLights, mPlayer, mPlayerNumber, mSiegeUnit, mUseXPStrength, mWarUnitTemplates, mWeaponMesh, mWeaponSkMesh, mXPStrength
Functions: AddCreatureStack, AddWarUnit, AddWarUnitTemplate, AllocatePooledEmitter, CacheAnimNodes, CanFleeOrSurrender, CheckFreeArmySlot, CleanComponents, CleanupEmitterPools, ClearCreatureStackProperties, ClearMeshData, CreateBaseCreatureStack, CreateCombatArmy, CreateCombatArmyUsingAdventureArmy, CreateCreatureStackProperies, CreateHero, CreateStackPropertyFromBase, EnsureBaseStackSlotExistence, GetAiIsBorderControl, GetBaseCreatureStackIndex, GetBaseCreatureStackLength, GetBaseCreatureStacks, GetBaseCreatureStacksDereferenced, GetBaseStackBySourceSlotId, GetCreatureAmount, GetCreatureAmountOfTier, GetCreatureAmountTotal, GetCreaturePropertyStrength, GetCreatureStackProperties, GetDeployment, GetEditorHero, GetExperienceForDefeating, GetHeroPower, GetHeroStrengthValue, GetHeroTemplate, GetHeroTemplateSource, GetIndexOfStack, GetMaxArmySize, GetNumberOfFilledSlots, GetNumberOfMeleeStacks, GetPlayer, GetPlayerNumber, GetRandomCreatureStackSize, GetStackByIDString, GetStackByName, GetStrengthValue, GetStrongestCreature, GetStrongestPropertyCreature, GetWarUnitByType, GetWarUnitTemplates, HasHybridWarUnit, HasWarUnitType, Init, InitRandomValues, InsertCreatureStack, IsForcingManualCombat, IsNPC, IsStarterHero, IsTalking, LoadMeshes, OnPooledAttachedParticleSystemFinished, OverrideDeploymentFromBaseStacks, PlayParticleEffect, PostBeginPlay, PostCreateHero, PrintStateToLog, PruneStackProperties, PutCreatureStackToEmptySlot, RecyclePooledEmitter, RemoveWarUnit, SetAiIsBorderControl, SetArmyIsAmbush, SetBaseCreatureStacks, SetBaseCreatureStacksToCopy, SetCell, SetCreatureStackProperties, SetDeployment, SetForcingManualCombat, SetHeroTemplate, SetNPC, SetPlayer, SetStarterHero, SetTalking, SetWarUnitTemplates, SplitCreatureStackToEmptySlot, SplitCreatureStackToEmptySlotComplete, SyncBaseStackStartingSizeToCurrentSize, TransferCreatureStacksByArmy, TransferCreatureStacksByArmyComplete, UpdateMeshes, UpdateWeaponAttachments, UseLlamaMesh
H7EditorMapObjectProperties: AnimNodeSeqComp, mDynamicLightEnv, mFX, mHideMeshAndFX, mMesh, mShouldOutlineSkelMesh, mSnapToGroundType, mSnapType, mTerrainOffset
Functions: GetFX, GetMesh, GetMeshComp, SetMesh, SetShouldHideMeshAndFX, SetVisibility, ToggleVisibility
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