# Unit Revive Progress
Grammar — u reviving progress is stage
Flags —Native
|Event
This event fires when a unit’s revive progress reaches a certain stage. Use “Triggering Player” to get the player that started the revive. Use “Triggering Unit” to get the unit doing the reviving. Use “Triggering Progress Unit Type” to get the unit type of the unit being revived. Use “Triggering Progress Unit” to get the unit being revived.
# Arguments
unitref
<unit> — Unitint
<preset::Unit_Progress> — Stage
Returns — void
native void TriggerAddEventUnitReviveProgress(
trigger t,
unitref u,
int stage,
);
# Event parameters
- Triggering Progress Unit — EventUnitProgressUnit
- Triggering Progress Unit Type — libNtve_gf_TriggeringProgressUnitType
# 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
mods/starcoop/starcoop.sc2mod — base.sc2data/LibCOUI.galaxy:8950
libCOUI_gt_CU_TychusSquadMemberReviveQueued = TriggerCreate("libCOUI_gt_CU_TychusSquadMemberReviveQueued_Func");
TriggerEnable(libCOUI_gt_CU_TychusSquadMemberReviveQueued, false);
TriggerAddEventUnitReviveProgress(libCOUI_gt_CU_TychusSquadMemberReviveQueued, null, c_unitProgressStageStart);
}
mods/starcoop/starcoop.sc2mod — base.sc2data/LibCOUI.galaxy:8997
libCOUI_gt_CU_TychusSquadMemberReviveCancelled = TriggerCreate("libCOUI_gt_CU_TychusSquadMemberReviveCancelled_Func");
TriggerEnable(libCOUI_gt_CU_TychusSquadMemberReviveCancelled, false);
TriggerAddEventUnitReviveProgress(libCOUI_gt_CU_TychusSquadMemberReviveCancelled, null, c_unitProgressStageCancel);
}