# Rescue Unit Group
Grammar — Rescue unit|Unit for player player and changeColor|Change/Retain Color
Flags —Action
Causes the units in a unit group to be rescued, changing ownership and changing or retaining color.
# Arguments
unitgroup
— Unitsint
— Playerbool
[ preset::Unit_Color_Change_Option ] — Change Color
Returns — void
void libNtve_gf_RescueUnit2(
unitgroup lp_unit,
int lp_player,
bool lp_changeColor,
);
# Related
Category: Unit / Basic
- [F] —
void
— Unit Show Kill Display — ( UnitShowKillDisplay ) - [F] —
bool
— Unit Can Path To Point — ( UnitPathableToPoint ) - [F] —
bool
— Unit Can Path To Unit — ( UnitPathableToUnit ) - [F] —
void
— Create Units With Default Facing — ( libNtve_gf_CreateUnitsWithDefaultFacing ) - [F] —
void
— Create Units With Point Facing — ( libNtve_gf_CreateUnitsAtPoint2 ) - [F] —
unitgroup
— Create Units Facing Angle — ( UnitCreate ) - [F] —
unitgroup
— Create Units Facing Point — ( libNtve_gf_UnitCreateFacingPoint ) - [F] —
unit
— Last Created Unit — ( UnitLastCreated ) - [F] —
unitgroup
— Last Created Units — ( UnitLastCreatedGroup ) - [F] —
unit
— Original Caster Of Unit — ( UnitGetOriginalCaster ) - [F] —
string
[ gamelink::Effect ] — Effect That Created Unit — ( UnitGetOriginalEffect ) - [F] —
void
— Replace Unit — ( libNtve_gf_ReplaceUnit ) - [F] —
unit
— Last Replaced Unit — ( libNtve_gf_LastReplacedUnit ) - [F] —
void
— Change Owner — ( UnitSetOwner ) - [F] —
void
— Unit Owner Changes — ( TriggerAddEventUnitChangeOwner ) - [F] —
int
— Old Unit Owner — ( EventUnitOwnerOld ) - [F] —
int
— New Unit Owner — ( EventUnitOwnerNew ) - [F] —
void
— Rescue Unit — ( libNtve_gf_RescueUnit ) - [F] —
void
— Rescue Unit Group — ( libNtve_gf_RescueUnit2 ) - [F] —
void
— Kill Unit — ( UnitKill ) - [F] —
void
— Revive Unit — ( UnitRevive ) - [F] —
void
— Remove Unit — ( UnitRemove ) - [F] —
int
— Owner Of Unit — ( UnitGetOwner ) - [F] —
bool
— Unit Is Alive — ( UnitIsAlive ) - [F] —
bool
— Unit Is Valid — ( UnitIsValid ) - [F] —
bool
— Unit Group Is Dead — ( libNtve_gf_UnitGroupIsDead ) - [F] —
void
— Move Unit Instantly — ( UnitSetPosition ) - [F] —
void
— Make Unit Face Angle — ( UnitSetFacing ) - [F] —
void
— Make Unit Face Point — ( libNtve_gf_MakeUnitFacePoint ) - [F] —
point
— Position Of Unit — ( UnitGetPosition ) - [F] —
point
— Goal Position Of Unit — ( UnitGetGoalPosition ) - [F] —
fixed
— Facing Angle Of Unit — ( UnitGetFacing ) - [F] —
void
— Pause/Unpause Unit — ( libNtve_gf_PauseUnit ) - [F] —
void
— Pause/Unpause All Units — ( UnitPauseAll ) - [F] —
void
— Sleep/WakeUp Unit — ( libNtve_gf_SleepUnit ) - [F] —
void
— Show/Hide Unit — ( libNtve_gf_ShowHideUnit ) - [F] —
void
— Share Vision of Unit — ( libNtve_gf_ShareVisionofUnit ) - [F] —
bool
— Unit Is Paused — ( libNtve_gf_UnitIsPaused ) - [F] —
bool
— Unit Is Sleepiing — ( libNtve_gf_UnitIsSleepiing ) - [F] —
bool
— Unit Is Hidden — ( libNtve_gf_UnitIsHidden ) - [F] —
bool
— Unit Is Visible To Player — ( libNtve_gf_UnitIsVisibleToPlayer ) - [F] —
void
— Set Unit Custom Value — ( UnitSetCustomValue ) - [F] —
fixed
— Custom Value Of Unit — ( UnitGetCustomValue ) - [F] —
void
— Unit Enters/Leaves Region — ( TriggerAddEventUnitRegion ) - [F] —
region
— Triggering Region — ( EventUnitRegion ) - [F] —
void
— Unit Enters/Leaves Point — ( TriggerAddEventUnitRangePoint ) - [F] —
void
— Unit Enters/Leaves Range Of Unit — ( TriggerAddEventUnitRange ) - [F] —
unit
— Triggering Range Unit — ( EventUnitRangeUnit ) - [F] —
bool
— Unit In Region — ( libNtve_gf_UnitInRegion ) - [F] —
unit
— Triggering Unit — ( EventUnit ) - [F] —
void
— Load Unit Model — ( UnitLoadModel ) - [F] —
void
— Unload Unit Model — ( UnitUnloadModel ) - [F] —
unit
— Agent Of Player For Unit — ( UnitAgent ) - [F] —
void
— Change Empty Unit Variables In Events — ( UnitEventSetNullVariableInvalid ) - [F] —
text
— Name of Unit — ( UnitGetName ) - [F] —
int
— Ideal Harvester Count — ( UnitIdealWorkerCount ) - [F] —
int
— Current Harvester Count — ( UnitCurrentWorkerCount )
# Examples
# campaigns/liberty.sc2campaign
// L2615
libNtve_gf_RescueUnit2(lv_introHellionGroup, gv_pLAYER_01_USER, true)
// L2615
libNtve_gf_RescueUnit2(lv_introHellionGroup, gv_pLAYER_01_USER, true)
// L7854
libNtve_gf_RescueUnit2(lv_rESCUE_GROUP, gv_pLAYER_01_USER, true)
// L7868
libNtve_gf_RescueUnit2(lv_rESCUE_GROUP, gv_pLAYER_01_USER, true)
// L7882
libNtve_gf_RescueUnit2(lv_rESCUE_GROUP, gv_pLAYER_01_USER, true)
// L7896
libNtve_gf_RescueUnit2(lv_rESCUE_GROUP, gv_pLAYER_01_USER, true)
// L472
libNtve_gf_RescueUnit2(lv_group, gv_pLAYER_01_USER, true)
// L3126
libNtve_gf_RescueUnit2(lv_larvaGroup1, gv_pLAYER_01_USER, true)
// L3130
libNtve_gf_RescueUnit2(lv_larvaGroup2, gv_pLAYER_01_USER, true)
// L472
libNtve_gf_RescueUnit2(lv_group, gv_pLAYER_01_USER, true)
// L3126
libNtve_gf_RescueUnit2(lv_larvaGroup1, gv_pLAYER_01_USER, true)
// L3130
libNtve_gf_RescueUnit2(lv_larvaGroup2, gv_pLAYER_01_USER, true)
// L7854
libNtve_gf_RescueUnit2(lv_rESCUE_GROUP, gv_pLAYER_01_USER, true)
// L7868
libNtve_gf_RescueUnit2(lv_rESCUE_GROUP, gv_pLAYER_01_USER, true)
// L7882
libNtve_gf_RescueUnit2(lv_rESCUE_GROUP, gv_pLAYER_01_USER, true)
// L7896
libNtve_gf_RescueUnit2(lv_rESCUE_GROUP, gv_pLAYER_01_USER, true)
// L16328
libNtve_gf_RescueUnit2(gv_protossRescuedUnits, gv_p01_USER, true)
// L19239
libNtve_gf_RescueUnit2(gv_protossStartingStalkers, gv_p01_USER, true)
// L7320
libNtve_gf_RescueUnit2(gv_purifierReinforcements, gv_pLAYER_01_USER, true)
// L7701
libNtve_gf_RescueUnit2(gv_darkTemplarReinforcements, gv_pLAYER_01_USER, true)
// L16328
libNtve_gf_RescueUnit2(gv_protossRescuedUnits, gv_p01_USER, true)
// L19239
libNtve_gf_RescueUnit2(gv_protossStartingStalkers, gv_p01_USER, true)
// L7320
libNtve_gf_RescueUnit2(gv_purifierReinforcements, gv_pLAYER_01_USER, true)
// L7701
libNtve_gf_RescueUnit2(gv_darkTemplarReinforcements, gv_pLAYER_01_USER, true)