# Add Circle To Region

Grammar — Add a state|Positive/Negative circle centered at c with radius rad to r
FlagsNative | Action

Adds a circle to a region.

# Arguments

  • region — Region
  • bool<preset::Region_State> — State
  • point — Center
  • fixed — Radius

Returns — void

native void RegionAddCircle(
	region r,
	bool positive,
	point center,
	fixed radius,
);

Category: Region / Creation

# Examples

campaigns/liberty.sc2campaignbase.sc2maps/maps/campaign/ttychus02.sc2map/MapScript.galaxy:2368

        lv_x = (PointGetX(lv_a) + (Cos(lv_facing) * (IntToFixed(lv_i) * 5.0)));
        lv_y = (PointGetY(lv_a) + (Sin(lv_facing) * (IntToFixed(lv_i) * 5.0)));
        RegionAddCircle(gv_soundRegion, true, Point(lv_x, lv_y), 3.0);
    }
    ActorRegionCreate(null, "LaserRegion", gv_soundRegion);

campaigns/liberty.sc2campaign/base.sc2maps/maps/campaign/ttychus02.sc2mapMapScript.galaxy:2368

        lv_x = (PointGetX(lv_a) + (Cos(lv_facing) * (IntToFixed(lv_i) * 5.0)));
        lv_y = (PointGetY(lv_a) + (Sin(lv_facing) * (IntToFixed(lv_i) * 5.0)));
        RegionAddCircle(gv_soundRegion, true, Point(lv_x, lv_y), 3.0);
    }
    ActorRegionCreate(null, "LaserRegion", gv_soundRegion);

campaigns/swarm.sc2campaignbase.sc2maps/maps/campaign/swarm/zhybrid03.sc2map/MapScript.galaxy:1864

        lv_x = (PointGetX(lv_a) + (Cos(lv_facing) * (IntToFixed(lv_i) * 5.0)));
        lv_y = (PointGetY(lv_a) + (Sin(lv_facing) * (IntToFixed(lv_i) * 5.0)));
        RegionAddCircle(gv_kerriganSoundRegion, true, Point(lv_x, lv_y), 3.0);
    }
    ActorRegionCreate(null, "KerriganBeamRegion", gv_kerriganSoundRegion);

campaigns/swarm.sc2campaignbase.sc2maps/maps/campaign/swarm/zhybrid03.sc2map/MapScript.galaxy:1930

        lv_x = (PointGetX(lv_a) + (Cos(lv_facing) * (IntToFixed(lv_i) * 5.0)));
        lv_y = (PointGetY(lv_a) + (Sin(lv_facing) * (IntToFixed(lv_i) * 5.0)));
        RegionAddCircle(gv_narudSoundRegion, true, Point(lv_x, lv_y), 3.0);
    }
    ActorRegionCreate(null, "NarudBeamRegion", gv_narudSoundRegion);

campaigns/swarm.sc2campaign/base.sc2maps/maps/campaign/swarm/zhybrid03.sc2mapMapScript.galaxy:1864

        lv_x = (PointGetX(lv_a) + (Cos(lv_facing) * (IntToFixed(lv_i) * 5.0)));
        lv_y = (PointGetY(lv_a) + (Sin(lv_facing) * (IntToFixed(lv_i) * 5.0)));
        RegionAddCircle(gv_kerriganSoundRegion, true, Point(lv_x, lv_y), 3.0);
    }
    ActorRegionCreate(null, "KerriganBeamRegion", gv_kerriganSoundRegion);

campaigns/swarm.sc2campaign/base.sc2maps/maps/campaign/swarm/zhybrid03.sc2mapMapScript.galaxy:1930

        lv_x = (PointGetX(lv_a) + (Cos(lv_facing) * (IntToFixed(lv_i) * 5.0)));
        lv_y = (PointGetY(lv_a) + (Sin(lv_facing) * (IntToFixed(lv_i) * 5.0)));
        RegionAddCircle(gv_narudSoundRegion, true, Point(lv_x, lv_y), 3.0);
    }
    ActorRegionCreate(null, "NarudBeamRegion", gv_narudSoundRegion);

campaigns/void.sc2campaignbase.sc2maps/maps/campaign/void/pcampaigntest.sc2map/MapScript.galaxy:1239


    lv_spawnRegion = RegionFromId(1);
    RegionAddCircle(lv_spawnRegion, false, PointFromId(310), 20.0);
    RegionAddCircle(lv_spawnRegion, false, PointFromId(311), 20.0);
    UnitCreate(1, "ArtifactVault", 0, gv_pLAYER_02_DOMINION, RegionRandomPoint(lv_spawnRegion), 270.0);

campaigns/void.sc2campaignbase.sc2maps/maps/campaign/void/pcampaigntest.sc2map/MapScript.galaxy:1240

    lv_spawnRegion = RegionFromId(1);
    RegionAddCircle(lv_spawnRegion, false, PointFromId(310), 20.0);
    RegionAddCircle(lv_spawnRegion, false, PointFromId(311), 20.0);
    UnitCreate(1, "ArtifactVault", 0, gv_pLAYER_02_DOMINION, RegionRandomPoint(lv_spawnRegion), 270.0);
    libNtve_gf_CreatePingFacingAngle(PlayerGroupAll(), "PingBoss", UnitGetPosition(UnitLastCreated()), ColorWithAlpha(100.00, 0.00, 0.00, 0.00), 0.0, 270.0);

campaigns/void.sc2campaignbase.sc2maps/maps/campaign/void/sc2epilogue02.sc2map/MapScript.galaxy:3850

        lv_x = (PointGetX(lv_a) + (Cos(lv_facing) * (IntToFixed(lv_i) * 5.0)));
        lv_y = (PointGetY(lv_a) + (Sin(lv_facing) * (IntToFixed(lv_i) * 5.0)));
        RegionAddCircle(gv_soundRegion, true, Point(lv_x, lv_y), 3.0);
    }
    ActorRegionCreate(null, "CelestialBeamRegion", gv_soundRegion);

campaigns/void.sc2campaign/base.sc2maps/maps/campaign/void/pcampaigntest.sc2mapMapScript.galaxy:1239


    lv_spawnRegion = RegionFromId(1);
    RegionAddCircle(lv_spawnRegion, false, PointFromId(310), 20.0);
    RegionAddCircle(lv_spawnRegion, false, PointFromId(311), 20.0);
    UnitCreate(1, "ArtifactVault", 0, gv_pLAYER_02_DOMINION, RegionRandomPoint(lv_spawnRegion), 270.0);

campaigns/void.sc2campaign/base.sc2maps/maps/campaign/void/pcampaigntest.sc2mapMapScript.galaxy:1240

    lv_spawnRegion = RegionFromId(1);
    RegionAddCircle(lv_spawnRegion, false, PointFromId(310), 20.0);
    RegionAddCircle(lv_spawnRegion, false, PointFromId(311), 20.0);
    UnitCreate(1, "ArtifactVault", 0, gv_pLAYER_02_DOMINION, RegionRandomPoint(lv_spawnRegion), 270.0);
    libNtve_gf_CreatePingFacingAngle(PlayerGroupAll(), "PingBoss", UnitGetPosition(UnitLastCreated()), ColorWithAlpha(100.00, 0.00, 0.00, 0.00), 0.0, 270.0);

campaigns/void.sc2campaign/base.sc2maps/maps/campaign/void/sc2epilogue02.sc2mapMapScript.galaxy:3850

        lv_x = (PointGetX(lv_a) + (Cos(lv_facing) * (IntToFixed(lv_i) * 5.0)));
        lv_y = (PointGetY(lv_a) + (Sin(lv_facing) * (IntToFixed(lv_i) * 5.0)));
        RegionAddCircle(gv_soundRegion, true, Point(lv_x, lv_y), 3.0);
    }
    ActorRegionCreate(null, "CelestialBeamRegion", gv_soundRegion);

mods/heroesdata.stormmodbase.stormdata/TriggerLibs/MapMechanicsLib.galaxy:3562

        while ((lv_beam_count < lv_beam_fulldistance)) {
            lv_beam_count += 1.0;
            RegionAddCircle(libMapM_gv_mMGardensDragonSoundRegion, true, libNtve_gf_PointOffsetTowardsPoint(UnitGetPosition(lv_u), lv_beam_count, UnitGetPosition(libMapM_gv_mMGardensDragonDragonTowers[libMapM_gv_mMGardensDragonDragonTowerCount].lv_shrineBeamTargetUnit)), 1.0);
        }
    }

mods/heroesdata.stormmodbase.stormdata/TriggerLibs/MapMechanicsLib.galaxy:3594

        while ((lv_beam_count < lv_beam_fulldistance)) {
            lv_beam_count += 1.0;
            RegionAddCircle(libMapM_gv_mMGardensDragonSoundRegion, true, libNtve_gf_PointOffsetTowardsPoint(UnitGetPosition(lv_u), lv_beam_count, UnitGetPosition(libMapM_gv_mMGardensDragonDragonTowers[libMapM_gv_mMGardensDragonDragonTowerCount].lv_shrineBeamTargetUnit)), 1.0);
        }
    }

mods/starcoop/starcoop.sc2modbase.sc2data/LibCOMI.galaxy:21303

        lv_x = (PointGetX(lv_a) + (Cos(lv_facing) * (IntToFixed(lv_i) * 5.0)));
        lv_y = (PointGetY(lv_a) + (Sin(lv_facing) * (IntToFixed(lv_i) * 5.0)));
        RegionAddCircle(libCOMI_gv_laserDrillSoundRegion[lv_player], true, Point(lv_x, lv_y), 3.0);
    }
    ActorRegionCreate(null, "LaserDrillCoopBeamRegion", libCOMI_gv_laserDrillSoundRegion[lv_player]);

mods/starcoop/starcoop.sc2modbase.sc2data/LibCOMI.galaxy:21364

        lv_x = (PointGetX(lv_a) + (Cos(lv_facing) * (IntToFixed(lv_i) * 5.0)));
        lv_y = (PointGetY(lv_a) + (Sin(lv_facing) * (IntToFixed(lv_i) * 5.0)));
        RegionAddCircle(libCOMI_gv_laserDrillBFGSoundRegion[lv_player], true, Point(lv_x, lv_y), 3.0);
    }
    ActorRegionCreate(null, "LaserDrillCoopConcentratedBeamRegion", libCOMI_gv_laserDrillBFGSoundRegion[lv_player]);

mods/starcoop/starcoop.sc2modbase.sc2data/LibCOMI.galaxy:21425

        lv_x = (PointGetX(lv_a) + (Cos(lv_facing) * (IntToFixed(lv_i) * 5.0)));
        lv_y = (PointGetY(lv_a) + (Sin(lv_facing) * (IntToFixed(lv_i) * 5.0)));
        RegionAddCircle(libCOMI_gv_laserDrillNukeSoundRegion[lv_player], true, Point(lv_x, lv_y), 3.0);
    }
    ActorRegionCreate(null, "PulseCannonBeamRegion", libCOMI_gv_laserDrillNukeSoundRegion[lv_player]);

mods/starcoop/starcoop.sc2modbase.sc2data/LibCOMU.galaxy:10473

        lv_x = (PointGetX(lv_a) + (Cos(lv_facing) * (IntToFixed(lv_i) * 5.0)));
        lv_y = (PointGetY(lv_a) + (Sin(lv_facing) * (IntToFixed(lv_i) * 5.0)));
        RegionAddCircle(libCOMU_gv_mutatorLaserDrillSoundRegion, true, Point(lv_x, lv_y), 3.0);
    }
    ActorRegionCreate(null, "MutatorLaserDrillBeamRegion", libCOMU_gv_mutatorLaserDrillSoundRegion);