# Queued Unit Type In Training Queue Slot
Grammar — Unit type of unit training queue slot slot item item
Flags —Function
Returns the unit type of a unit in a specific training slot.
# Arguments
unit
— Unitint
— Slotint
— Item
Returns — string
<gamelink::Unit>
string libNtve_gf_QueuedUnitTypeInTrainingQueueSlot(
unit lp_unit,
int lp_slot,
int lp_item,
);
# Related
Category: Unit / Progress And Queues
- Set Unit Progress —
void
— UnitSetProgressComplete - Unit Progress (Percent) —
fixed
— UnitGetProgressComplete - Pause/Resume/Cancel Unit Progress Bar —
void
— UnitSetProgressStage - Unit Progress Bar Check —
bool
— UnitCheckProgressState - Unit Is Under Construction —
bool
— libNtve_gf_UnitIsUnderConstruction - Unit Arming Progress —
void
— TriggerAddEventUnitArmMagazineProgress - Unit Construction Progress —
void
— TriggerAddEventUnitConstructProgress - Unit Learn Progress —
void
— TriggerAddEventUnitLearnProgress - Unit Research Progress —
void
— TriggerAddEventUnitResearchProgress - Unit Revive Progress —
void
— TriggerAddEventUnitReviveProgress - Unit Specialization Progress —
void
— TriggerAddEventUnitSpecializeProgress - Unit Training Progress —
void
— TriggerAddEventUnitTrainProgress - Triggering Progress Object —
string
<gamelink> — EventUnitProgressObjectType - Triggering Progress Ability —
string
<gamelink::Abil> — libNtve_gf_TriggeringProgressAbility - Triggering Progress Effect —
string
<gamelink::Effect> — libNtve_gf_TriggeringProgressEffect - Triggering Progress Unit —
unit
— EventUnitProgressUnit - Triggering Progress Unit Type —
string
<gamelink::Unit> — libNtve_gf_TriggeringProgressUnitType - Triggering Progress Upgrade —
string
<gamelink::Upgrade> — libNtve_gf_TriggeringProgressUpgrade - Number Of Items In Training Queue Slot —
int
— UnitQueueItemCount - Queued Object In Training Queue Slot —
string
<gamelink> — UnitQueueItemGet - Queued Behavior Type In Training Queue Slot —
string
<gamelink::Behavior> — libNtve_gf_QueuedBehaviorTypeInTrainingQueueSlot - Queued Unit Type In Training Queue Slot —
string
<gamelink::Unit> — libNtve_gf_QueuedUnitTypeInTrainingQueueSlot - Queued Upgrade Type In Training Queue Slot —
string
<gamelink::Upgrade> — libNtve_gf_QueuedUpgradeTypeInTrainingQueueSlot - Training Queue Property Of Unit —
int
— UnitQueueGetProperty - Training Queue Slot Type Check —
bool
— UnitQueueItemTypeCheck - Training Queue Time —
fixed
— UnitQueueItemTime
# Examples
campaigns/void.sc2campaign — base.sc2maps/maps/campaign/sc2tutorial.sc2map/MapScript.galaxy:3360
UnitGroupLoopBegin(UnitGroup("Egg", gv_p01_USER, RegionEntireMap(), UnitFilter(0, 0, (1 << c_targetFilterMissile), (1 << (c_targetFilterDead - 32))), 0));
for ( ; !UnitGroupLoopDone() ; UnitGroupLoopStep() ) {
if ((libNtve_gf_QueuedUnitTypeInTrainingQueueSlot(UnitGroupLoopCurrent(), 1, 1) == "Overlord")) {
lv_validBuildOrder = true;
}
campaigns/void.sc2campaign — base.sc2maps/maps/campaign/sc2tutorial.sc2map/MapScript.galaxy:10231
UnitGroupLoopBegin(UnitGroup("Egg", gv_p01_USER, RegionEntireMap(), UnitFilter(0, 0, (1 << c_targetFilterMissile), (1 << (c_targetFilterDead - 32)) | (1 << (c_targetFilterHidden - 32))), 0));
for ( ; !UnitGroupLoopDone() ; UnitGroupLoopStep() ) {
if ((libNtve_gf_QueuedUnitTypeInTrainingQueueSlot(UnitGroupLoopCurrent(), 1, 1) == "Overlord")) {
lv_morphInProgress = true;
}
campaigns/void.sc2campaign — base.sc2maps/maps/campaign/sc2tutorial.sc2map/MapScript.galaxy:10593
UnitGroupLoopBegin(UnitGroup("Egg", gv_p01_USER, RegionEntireMap(), UnitFilter(0, 0, (1 << c_targetFilterMissile), (1 << (c_targetFilterDead - 32)) | (1 << (c_targetFilterHidden - 32))), 0));
for ( ; !UnitGroupLoopDone() ; UnitGroupLoopStep() ) {
if ((libNtve_gf_QueuedUnitTypeInTrainingQueueSlot(UnitGroupLoopCurrent(), 1, 1) == "Drone")) {
lv_morphedCount += 1;
}
campaigns/void.sc2campaign — base.sc2maps/maps/campaign/sc2tutorial.sc2map/MapScript.galaxy:10708
UnitGroupLoopBegin(UnitGroup("Egg", gv_p01_USER, RegionEntireMap(), UnitFilter(0, 0, (1 << c_targetFilterMissile), (1 << (c_targetFilterDead - 32)) | (1 << (c_targetFilterHidden - 32))), 0));
for ( ; !UnitGroupLoopDone() ; UnitGroupLoopStep() ) {
if ((libNtve_gf_QueuedUnitTypeInTrainingQueueSlot(UnitGroupLoopCurrent(), 1, 1) == "Drone")) {
lv_morphedCount += 1;
}
campaigns/void.sc2campaign — base.sc2maps/maps/campaign/sc2tutorial.sc2map/MapScript.galaxy:11882
UnitGroupLoopBegin(UnitGroup("Egg", gv_p01_USER, RegionEntireMap(), UnitFilter(0, 0, (1 << c_targetFilterMissile), (1 << (c_targetFilterDead - 32)) | (1 << (c_targetFilterHidden - 32))), 0));
for ( ; !UnitGroupLoopDone() ; UnitGroupLoopStep() ) {
if ((libNtve_gf_QueuedUnitTypeInTrainingQueueSlot(UnitGroupLoopCurrent(), 1, 1) == "Zergling")) {
lv_morphedCount += 2;
}
campaigns/void.sc2campaign — base.sc2maps/maps/campaign/sc2tutorial.sc2map/MapScript.galaxy:14076
UnitGroupLoopBegin(UnitGroup("Egg", gv_p01_USER, RegionEntireMap(), UnitFilter(0, 0, (1 << c_targetFilterMissile), (1 << (c_targetFilterDead - 32)) | (1 << (c_targetFilterHidden - 32))), 0));
for ( ; !UnitGroupLoopDone() ; UnitGroupLoopStep() ) {
if ((libNtve_gf_QueuedUnitTypeInTrainingQueueSlot(UnitGroupLoopCurrent(), 1, 1) == "Roach")) {
lv_morphedCount += 1;
}
campaigns/void.sc2campaign/base.sc2maps/maps/campaign/sc2tutorial.sc2map — MapScript.galaxy:3360
UnitGroupLoopBegin(UnitGroup("Egg", gv_p01_USER, RegionEntireMap(), UnitFilter(0, 0, (1 << c_targetFilterMissile), (1 << (c_targetFilterDead - 32))), 0));
for ( ; !UnitGroupLoopDone() ; UnitGroupLoopStep() ) {
if ((libNtve_gf_QueuedUnitTypeInTrainingQueueSlot(UnitGroupLoopCurrent(), 1, 1) == "Overlord")) {
lv_validBuildOrder = true;
}
campaigns/void.sc2campaign/base.sc2maps/maps/campaign/sc2tutorial.sc2map — MapScript.galaxy:10231
UnitGroupLoopBegin(UnitGroup("Egg", gv_p01_USER, RegionEntireMap(), UnitFilter(0, 0, (1 << c_targetFilterMissile), (1 << (c_targetFilterDead - 32)) | (1 << (c_targetFilterHidden - 32))), 0));
for ( ; !UnitGroupLoopDone() ; UnitGroupLoopStep() ) {
if ((libNtve_gf_QueuedUnitTypeInTrainingQueueSlot(UnitGroupLoopCurrent(), 1, 1) == "Overlord")) {
lv_morphInProgress = true;
}
campaigns/void.sc2campaign/base.sc2maps/maps/campaign/sc2tutorial.sc2map — MapScript.galaxy:10593
UnitGroupLoopBegin(UnitGroup("Egg", gv_p01_USER, RegionEntireMap(), UnitFilter(0, 0, (1 << c_targetFilterMissile), (1 << (c_targetFilterDead - 32)) | (1 << (c_targetFilterHidden - 32))), 0));
for ( ; !UnitGroupLoopDone() ; UnitGroupLoopStep() ) {
if ((libNtve_gf_QueuedUnitTypeInTrainingQueueSlot(UnitGroupLoopCurrent(), 1, 1) == "Drone")) {
lv_morphedCount += 1;
}
campaigns/void.sc2campaign/base.sc2maps/maps/campaign/sc2tutorial.sc2map — MapScript.galaxy:10708
UnitGroupLoopBegin(UnitGroup("Egg", gv_p01_USER, RegionEntireMap(), UnitFilter(0, 0, (1 << c_targetFilterMissile), (1 << (c_targetFilterDead - 32)) | (1 << (c_targetFilterHidden - 32))), 0));
for ( ; !UnitGroupLoopDone() ; UnitGroupLoopStep() ) {
if ((libNtve_gf_QueuedUnitTypeInTrainingQueueSlot(UnitGroupLoopCurrent(), 1, 1) == "Drone")) {
lv_morphedCount += 1;
}
campaigns/void.sc2campaign/base.sc2maps/maps/campaign/sc2tutorial.sc2map — MapScript.galaxy:11882
UnitGroupLoopBegin(UnitGroup("Egg", gv_p01_USER, RegionEntireMap(), UnitFilter(0, 0, (1 << c_targetFilterMissile), (1 << (c_targetFilterDead - 32)) | (1 << (c_targetFilterHidden - 32))), 0));
for ( ; !UnitGroupLoopDone() ; UnitGroupLoopStep() ) {
if ((libNtve_gf_QueuedUnitTypeInTrainingQueueSlot(UnitGroupLoopCurrent(), 1, 1) == "Zergling")) {
lv_morphedCount += 2;
}
campaigns/void.sc2campaign/base.sc2maps/maps/campaign/sc2tutorial.sc2map — MapScript.galaxy:14076
UnitGroupLoopBegin(UnitGroup("Egg", gv_p01_USER, RegionEntireMap(), UnitFilter(0, 0, (1 << c_targetFilterMissile), (1 << (c_targetFilterDead - 32)) | (1 << (c_targetFilterHidden - 32))), 0));
for ( ; !UnitGroupLoopDone() ; UnitGroupLoopStep() ) {
if ((libNtve_gf_QueuedUnitTypeInTrainingQueueSlot(UnitGroupLoopCurrent(), 1, 1) == "Roach")) {
lv_morphedCount += 1;
}