# Set Mercenary State
Grammar — Set the state of mercenaryId to state
Flags —Native
|Action
Sets the visibility state for the specified mercenary.
# Arguments
int
<preset::Mercenary> — MercenaryIdint
<preset::PlanetState22> — State
Returns — void
native void MercenarySetState(
int inMercenaryId,
int inState,
);
# Related
Category: Story / Mercenary Panel
- Mercenary Panel Exited —
void
— TriggerAddEventMercenaryPanelExit - Mercenary Panel Purchase —
void
— TriggerAddEventMercenaryPanelPurchase - Mercenary Panel Selection Changed —
void
— TriggerAddEventMercenaryPanelSelectionChanged - Create Mercenary —
void
— MercenaryCreate - Last Created Mercenary —
int
<preset::Mercenary> — MercenaryLastCreated - Destroy Mercenary —
void
— MercenaryDestroy - Set Mercenary Title Text —
void
— MercenarySetTitleText - Set Mercenary Unit Text —
void
— MercenarySetUnitText - Set Mercenary CostText —
void
— MercenarySetCostText - Set Mercenary Description Text —
void
— MercenarySetDescriptionText - Set Mercenary Special Text —
void
— MercenarySetSpecialText - Set Mercenary Availability Text —
void
— MercenarySetAvailabilityText - Set Mercenary Cost —
void
— MercenarySetCost - Set Mercenary State —
void
— MercenarySetState - Set Mercenary Portrait Image —
void
— MercenarySetImageFilePath - Set Mercenary Portrait Model —
void
— MercenarySetModelLink - Set Mercenary Scene —
void
— MercenarySetScenePath - Set Mercenary Player Group —
void
— MercenarySetPlayerGroup - Set Mercenary Recently Purchased —
void
— MercenarySetRecentlyPurchased - Mercenary Is Recently Purchased —
bool
— MercenaryIsRecentlyPurchased - Purchase Mercenary —
void
— MercenaryPurchase - Set Selected Mercenary —
void
— MercenarySetSelected - Enable/Disable Mercenary Panel Close Button —
void
— MercenaryPanelSetCloseButtonEnabled - Enable/Disable Mercenary Panel Dismiss Button —
void
— MercenaryPanelSetDismissButtonEnabled - Selected Mercenary —
int
<preset::Mercenary> — MercenaryGetSelected
# Examples
campaigns/libertystory.sc2campaign — base.sc2data/TriggerLibs/CampaignLib.galaxy:3771
MercenarySetModelLink(libCamp_gv_tS_MercUIMercenaries[(lv_indexMerc)], libCamp_gf_MercPortraitModel(lv_indexMerc));
if ((libCamp_gf_MercStatusCheck(lv_indexMerc, libCamp_ge_StoryMercStatus_Available) == true)) {
MercenarySetState(libCamp_gv_tS_MercUIMercenaries[(lv_indexMerc)], c_mercenaryStateEnabled);
if ((libCamp_gf_MercCost(lv_indexMerc) > libCamp_gf_StoryCredits())) {
MercenarySetImageFilePath(libCamp_gv_tS_MercUIMercenaries[(lv_indexMerc)], libCamp_gv_tS_MercNoCreditImage[(lv_indexMerc)]);
campaigns/libertystory.sc2campaign — base.sc2data/TriggerLibs/CampaignLib.galaxy:3779
}
else if ((libCamp_gf_MercStatusCheck(lv_indexMerc, libCamp_ge_StoryMercStatus_New) == true)) {
MercenarySetState(libCamp_gv_tS_MercUIMercenaries[(lv_indexMerc)], c_mercenaryStateNew);
if ((libCamp_gf_MercCost(lv_indexMerc) > libCamp_gf_StoryCredits())) {
MercenarySetImageFilePath(libCamp_gv_tS_MercUIMercenaries[(lv_indexMerc)], libCamp_gv_tS_MercNoCreditImage[(lv_indexMerc)]);
campaigns/libertystory.sc2campaign — base.sc2data/TriggerLibs/CampaignLib.galaxy:3787
}
else if ((libCamp_gf_MercStatusCheck(lv_indexMerc, libCamp_ge_StoryMercStatus_Locked) == true)) {
MercenarySetState(libCamp_gv_tS_MercUIMercenaries[(lv_indexMerc)], c_mercenaryStateDisabled);
}
else if ((libCamp_gf_MercStatusCheck(lv_indexMerc, libCamp_ge_StoryMercStatus_Purchased) == true)) {
campaigns/libertystory.sc2campaign — base.sc2data/TriggerLibs/CampaignLib.galaxy:3790
}
else if ((libCamp_gf_MercStatusCheck(lv_indexMerc, libCamp_ge_StoryMercStatus_Purchased) == true)) {
MercenarySetState(libCamp_gv_tS_MercUIMercenaries[(lv_indexMerc)], c_mercenaryStatePurchased);
MercenarySetImageFilePath(libCamp_gv_tS_MercUIMercenaries[(lv_indexMerc)], libCamp_gv_tS_MercHiredImage[(lv_indexMerc)]);
MercenarySetModelLink(libCamp_gv_tS_MercUIMercenaries[(lv_indexMerc)], "Invisible");
campaigns/libertystory.sc2campaign — base.sc2data/TriggerLibs/CampaignLib.galaxy:12162
libCamp_gf_SetMercStatus(libCamp_gv_tS_MercID[(MercenaryGetSelected(1))], libCamp_ge_StoryMercStatus_Available);
MercenarySetState(MercenaryGetSelected(1), c_mercenaryStateEnabled);
return true;
}