# Unit Progress (Percent)
Grammar — Progress of unit slot slot
Flags —Native
|Function
Returns the unit progress in a training slot.
# Arguments
unit
— Unitint
— Slot
Returns — fixed
native fixed UnitGetProgressComplete(
unit inUnit,
int inSlot,
);
# 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/swarm.sc2campaign — base.sc2maps/maps/campaign/voidprologue/voidprologue02.sc2map/MapScript.galaxy:1302
UnitGroupAdd(gv_unitWarpingIn, EventUnitProgressUnit());
while (!((UnitGetProgressComplete(EventUnitProgressUnit(), 1) == 100.0))) {
Wait(0.5, c_timeAI);
}
campaigns/swarm.sc2campaign — base.sc2maps/maps/campaign/voidprologue/voidprologue02.sc2map/MapScript.galaxy:3196
UnitSetProgressComplete(EventUnitProgressUnit(), 1, 80);
UnitGroupAdd(gv_cinematicTempUnits, EventUnitProgressUnit());
while (!((UnitGetProgressComplete(EventUnitProgressUnit(), 1) == 100.0) && (libNtve_gf_UnitInRegion(EventUnitProgressUnit(), RegionFromId(10)) == true))) {
Wait(1.0, c_timeGame);
}
campaigns/swarm.sc2campaign/base.sc2maps/maps/campaign/voidprologue/voidprologue02.sc2map — MapScript.galaxy:1302
UnitGroupAdd(gv_unitWarpingIn, EventUnitProgressUnit());
while (!((UnitGetProgressComplete(EventUnitProgressUnit(), 1) == 100.0))) {
Wait(0.5, c_timeAI);
}
campaigns/swarm.sc2campaign/base.sc2maps/maps/campaign/voidprologue/voidprologue02.sc2map — MapScript.galaxy:3196
UnitSetProgressComplete(EventUnitProgressUnit(), 1, 80);
UnitGroupAdd(gv_cinematicTempUnits, EventUnitProgressUnit());
while (!((UnitGetProgressComplete(EventUnitProgressUnit(), 1) == 100.0) && (libNtve_gf_UnitInRegion(EventUnitProgressUnit(), RegionFromId(10)) == true))) {
Wait(1.0, c_timeGame);
}
campaigns/void.sc2campaign — base.sc2maps/maps/campaign/void/pmoebius01.sc2map/MapScript.galaxy:706
// Implementation
while (!(((libVCMI_gf_PlayerInCinematicModeCampaign() == false) || (UnitGetProgressComplete(lp_neuxs, 1) == 100.0)))) {
Wait(0.2, c_timeGame);
}
campaigns/void.sc2campaign/base.sc2maps/maps/campaign/void/pmoebius01.sc2map — MapScript.galaxy:706
// Implementation
while (!(((libVCMI_gf_PlayerInCinematicModeCampaign() == false) || (UnitGetProgressComplete(lp_neuxs, 1) == 100.0)))) {
Wait(0.2, c_timeGame);
}
mods/starcoop/starcoop.sc2mod — base.sc2data/LibCOUI.galaxy:9189
}
libNtve_gf_SetDialogItemCurrentValue(libCOUI_gv_cU_TychusSquadTrainingProgressBar, (100.0 - UnitGetProgressComplete(libCOUI_gv_cU_TychusSquadBar, 1)), PlayerGroupAll());
return true;
}