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Here you can find (all of?) the commands used in Age of Empires III. I've taken them out of the exe and reorganized them because it was a complete mess (still is). I'd suggest you to search (ctrl+f) instead of browse through them. Anyway, they might be usefull when editing UIs, triggers etc. But most of them are useless for that I think, I don't…
- by Argalius; ordered alphabetically by daoo,
Created: 5th June 2006
Last Edited: 3rd July 2006
Here you can find (all of?) the commands used in Age of Empires III. I've taken them out of the exe and reorganized them because it was a complete mess (still is). I'd suggest you to search (ctrl+f) instead of browse through them. Anyway, they might be usefull when editing UIs, triggers etc. But most of them are useless for that I think, I don't really know exactly to be honest with you, do with it what you want.
ability( int abilityId, int unitID ) : Explorer Abilities use
addAttachment(fromBoneName, toBoneName, protoUnitName)
addImperialArmyUnit( int playerID, long puid ) : Adds an IA Unit
blackmap([integerState]) : toggles or sets unexplored black map rendering
breakTreaty() : break your treaties
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
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
cancelNativeTrain( int playerID, int civID, int type, int id, int index) : cancels the training native entity
cancelRepairUnit(int unitID): Cancels the auto repair on the specified unit
cancelTrainReinforcement( int armyID ) : Cancel training of a reinforcement
categoryFlash(<ID> <flash>) : turns gadget flashing on/off
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
console : toggles the state of the console dialog
convertCoveredWagon() : Convert a covered wagon into a Town Center
createColonyWall() : build a town wall
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
drawWorldTooltipClipRect() : Toggles whether or not to draw the world tooltip restricted screen rectangle
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 enterAttackMoveMode
exit: exits the game
fadeToColor(<r> <g> <b> <duration> <delay> <inout>): fade in/out using color specified
fog([integerState]) : toggles or sets LOS
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
gadgetUnreal(<stringName>) : makes un-real the named gadget
gadgetWheelScroll: ui use. Scrolling function for hooking wheel to gadget scrolling
grantPower(string powerName, int uses, int playerID): Grants a power
grantVP(int playerID): Grants a special victory point to the player. Look in defaultvp.xml for VP info
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
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
loadCampaignScenario(<stringFilename>) : loads in a campaign scenario file
loadGrouping( string groupingName ) : Loads a grouping. No parameter pops up dialog
loadGroupingUnicode : For UI use only
loadGroupingUnicodeLUA : For UI use only
loadSavedHomeCity( string filename ) : TEST
loadScenario(<stringFilename>) : loads in a scenario file
loadTutorial(<stringFilename>, <loadMode>, <loadImage>, <textID>) : 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
modeEnter(<stringMode>) : enters the named mode
modeToggleBetween(<stringMode1> <stringMode2>) : toggles between the two modes
modeToggleBetweenIfNotMP(<stringMode1> <stringMode2>) : toggles between the two modes only if we're not in a BMultiplayer game
musicPlaySong (songname, fadetime) : play a sound as if it were a music track
musicSetVolume (0.0f-1.0f) : set the current music volume
musicToggleBattleMode : toggles between battle mode and normal mode
nativeResearch( int playerID, int civID, int techID, int unitID) : Researches the given tech from the given native civ
nativeTrain( int playerID, int civID, int puid, long count, long unitID ) : Trains the given PUID from the given native civ
obscuredUnitToggle: Toggles between different ways obscured units are shown
outputBlankLine : Dumps a blank line to the output
pause([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
playMovie() : Plays movies from a playlist in the AVI directory.playlist.aom
ransomExplorer() : ransoms your explorer
reduceImperialArmyYear( int playerID ) : Reduces IA Year
removeAttachments()
renderAnisotropic([integerState]) : sets desired anisotropy
renderDecreaseGamma(int amount): Decreases gamma value by amount (default:1) in the range [1,254]. Lower numbers are darker, higher numbers are brighter. This maps into a log scale of values
renderDisplayBackBufferCount: Displays the current number of back buffers
renderDisplayMultisampleMode: Displays current multisample mode
renderFriendOrFoe([integerState]) : with no arg, toggles friend or foe colors. otherwise, sets it
renderGetGamma: Displays the current gamma value
renderIncreaseGamma(int amount): Increases gamma value by amount (default:1) in the range [1,254]. Lower numbers are darker, higher numbers are brighter. This maps into a log scale of values
renderRefresh([integerState]) : with no arg, changes refresh rate to 75hz in fullscreen. otherwise, sets fullscreen refresh to value
renderSetBackBufferCount(int count): (Attempts to) Set the back buffer count to the indicated number. Valid range is: 1 - 3
renderSetGamma(int val): Sets gamma to the specified value in the range [1,254]. Lower numbers are darker, higher numbers are brighter. This maps into a log scale of values
renderSetMultisampleMode(int mode): (Attempts to) Set multisampling to the indicated mode
renderTrilinear([integerState]) : sets trilinear filtering on/off
renderWindow([integerState]) : with no arg, toggles window/fullscreen. otherwise, sets mode to window(1)/fullscreen(0)
repairColonyWall() : repair a town wall
repairUnit(int unitID): Starts the auto repair on the specified unit
res(<integerXRes>) : changes screen resolution
resbpp(<integerXRes>, <integerBPP>) : changes screen resolution and bit depth
resetDefaultPlayerColors() : reloads the player colors from the XML file
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
saveHomeCity( string filename ) : TEST..
screenshot: take a screen shot
setAVIRecordFilterName(name) : Sets the AVI record filter name (examples: box, tent, mitchell, lanczos3, blackman, kaiser, gaussian)
setAVIRecordFilterScales(xscale, yscale) : Sets the sharpness of the resampled output (less than 1.0 is sharper, higher blurrier)
setAVIRecordResolution(width, height) : Sets the AVI's resolution
setDropDefaultMips( int num ) : Set mip levels to skip for default category textures
setDropTerrainMips( int num ) : Set mip levels to skip for terrain category textures
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
setHomeCityGatherUnit(int unitID): Sets the home city gather point to the specified unit
setMinimapUnitFilter() : sets the minimap filter for units
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
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)
setWorldTooltipRectDims1024(minX, minY, maxX, maxY) : Sets the world tooltip restricted screen rectangle to the given dimensions relative to 1024x768 resolution
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
startAVIRecord(string filename, int fps, bool showCursor) : Start AVI recording
startCampaign( string campaignName ) : starts the given campaign
startMoviePlayback(string filename, long sizing, float fadeIn, float fadeOut) : Start fullscreen playback of a movie
stopAVIRecord() : Sop AVI recording
supaScreenshot(<xRes> <singleImage>): take a supa screen shot (HACK!!!)
techFlash(<techID> <flash>) : turns gadget flashing on/off
toggleAVIRecord(int fps, bool showCursor) : Toggle AVI recording on/off
toggleHomeCityView( ) : Toggles home city view for the current player
toggleHomeCityViewTech( ) : Toggles tech home city view for the current player
toggleShadows(void) : toggle shadows on/off
toggleWorldTooltipClipRect() : Toggles whether or not world tooltips are using the restricted screen rectangle
tradeRouteCommand( int playerID, int tradeRoutUnit, int commandID ) : Adds the given command to the trade post bucket
tradeRouteTrain( int playerID, int tradeRoutUnit, int puid ) : Trains the given PUID from the given trade post on the trade route
trainFlash(<protoID> <flash>) : turns gadget flashing on/off
trainReinforcement( int armyID ) : Trains a reinforcement
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
uiAddSelectNumberGroup([integerGroup]) : adds the units in the given number group to current selection
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
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
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
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
uiCommsFlareAtPointer : Used when flaring a position for player comms dialog
uiCreateNumberGroup([integerGroup]) : creates a number group with the currently selected units
uiCreateRandomRiver
uiCreateRiver
uiCreateRiverToggleWaypointMode
uiCWAtPointer( ) : Builds a covered wagon at the current position
uiCycleCurrentActivate : acts like the current cycle gadget has been pressed
uiCycleGadget([integerDelta]) : cycles through the 'active' child gadget of a deluxe gadget
uiDeleteAllSelectedUnits : deletes all selected unit
uiDeleteSelectedUnit() : deletes selected unit
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
uiFindAlliedNatives() : finds allied natives of the current player in order, so that it can be called repeatedly to cycle
uiFindCrowd([findType],[noLookAt])
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
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
uiHelpAtPointer : Sends out a Help at the pointer position
uiHideCursor: testing only
uiIgnoreNextKey : used when activating a text box with a key to avoid having that key go into the text box too
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
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
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()
uiPatrolAtPointer: intended for UI use only. Sends an patrol order
uiPlaceRiverShallow
uiPlaceRiverWaypoint
uiPlaceTradeRouteWaypoint
uiPoliticianUI: Used to activate the politician UI
uiReleaseDownKeys: pops up all downed keys
uiRemoveFromAnyNumberGroup: removes current selection from any army
uiRemoveRiverShallow
uiRemoveRiverWaypoint
uiRemoveTradeRouteWaypoint
uiRepairAtPointer: Commands the selected unit(s) to repair the target building at the pointer position
uiResetFindCrowd
uiResetScreenSelect : resets screen selection
uiScreenSelect([modifier]) : screen selection
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
uiSendIngameChat: used direcly by UI
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
uiSetProtoCursor(<stringProtoName>, <setPlacement>) : sets the cursor to a proto-unit
uiSetProtoCursorID(<integerProtoID>) : sets the cursor to a proto-unit
uiShowChatWindow()
uiShowCommandPanel()
uiShowDetailedHelp()
uiShowObjectivesDialog
uiShowStatPanel()
uiShowVoteDialog
uiSpewDownKeys: spews all down keys
uiStopSelectedUnits : stop selected units
uiTechDetailHelp(techID) : brings up the detail help UI for the given tech node ID
uiTechDetailHelp(techID, civ) : brings up the detail help UI for the given tech node ID
uiToggleAdvancedHUD()
uiToggleSelectionButton : intended for ui use only. uiAddSelectionButtonUp : intended for ui use only. Indicates that the add selection button has been released
uiTopicDetailHelp(topicName) : brings up the detail help UI for the given help topic
uiTransformSelectedUnit: transforms the selected unit into the specified proto unit
uiUnitDetailHelp(protoID, civID) : brings up the detail help UI for the given proto ID, or -1 for current unit selection proto
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
uiWheelRotateRiverShallow: intended for ui use only. Rotate river shallow with wheel -- i.e. intended to be mapped towheel
uiWorkAtPointer: intended for ui use only. Issues "work" at pointer location
uiVPAccelClick([unitID]) : Shows the VP accel building from the unitID
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
unitTownBell: Issues a town bell for the selected unit(s)
unlockImperialArmy( int playerID ) : Unlocks IA
upgradeTradeRoute(int unitID) : UI use - upgrade the trade route associated with this 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
void click() : plays the default UI click sound
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
void researchByID (<TechID> <ResearchingUnitID> [Player#]) : Start the research of TechID from ResearchingUnitID for the current player (if no player is pecified)
void setWorldDifficulty( int v ): Sets the world difficulty level
void tis(<stringProtoName>,<traincount>) : just like train in selected, but more abbreviated
void trainByID (<ProtoUnitID> <TrainingUnitID> [Player#]) : Start the training of a unit of ProtoUnitID from TrainingUnitID for the current player (if no player is specified)
void trainInSelected(<stringProtoName>,<traincount>) : tries to train the selected unit type in any valid selected unit
void trainInSelectedByID(<protoID>, <traincount>) : just like train in selected, but fastAr because it takes a protoID
vsync(int state) : Set vertical syncing (-1 toggles, 0 is off, 1 is on)
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how to use commands?

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