# Training Queue Property Of Unit
Grammar — Training queue property of unit
Flags —Native
|Function
Returns the training queue property of a unit.
# Arguments
unit
— Unitint
<preset::Unit_Color_Change_Option23> — Property
Returns — int
native int UnitQueueGetProperty(unit inUnit, int inProp);
# 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/void.sc2campaign — base.sc2maps/maps/campaign/sc2tutorial.sc2map/MapScript.galaxy:6512
}
if (((UnitQueueItemCount(gv_terranCommandCenter, 1) >= 1) || (PlayerGetPropertyInt(gv_p01_USER, c_playerPropMinerals) < 50) || ((UnitGroupCount(UnitGroup("SCV", gv_p01_USER, RegionEntireMap(), UnitFilter(0, 0, (1 << c_targetFilterMissile), (1 << (c_targetFilterDead - 32))), 0), c_unitCountAlive) + UnitQueueGetProperty(gv_terranCommandCenter, c_unitQueuePropertyUsed)) >= 12))) {
gf_StopReminderTimer();
gf_SetOffscreenUnit(null);
campaigns/void.sc2campaign — base.sc2maps/maps/campaign/sc2tutorial.sc2map/MapScript.galaxy:7502
TriggerQueueEnter();
if (((UnitGroupCount(UnitGroup("SCV", gv_p01_USER, RegionEntireMap(), UnitFilter(0, 0, (1 << c_targetFilterMissile), (1 << (c_targetFilterDead - 32)) | (1 << (c_targetFilterHidden - 32))), 0), c_unitCountAlive) + UnitQueueGetProperty(gv_terranCommandCenter, c_unitQueuePropertyUsed)) >= 12)) {
TriggerExecute(gt_TerranFinishSCVsComplete, true, false);
}
campaigns/void.sc2campaign — base.sc2maps/maps/campaign/sc2tutorial.sc2map/MapScript.galaxy:7628
}
if (((UnitIsSelected(gv_terranCommandCenter, gv_p01_USER) == true) || ((UnitGroupCount(UnitGroup("SCV", gv_p01_USER, RegionEntireMap(), UnitFilter(0, 0, (1 << c_targetFilterMissile), (1 << (c_targetFilterDead - 32))), 0), c_unitCountAlive) + UnitQueueGetProperty(gv_terranCommandCenter, c_unitQueuePropertyUsed)) >= 12))) {
gf_ClearAllTutorialReticles();
gf_DestroyTutorialTextTag();
campaigns/void.sc2campaign — base.sc2maps/maps/campaign/sc2tutorial.sc2map/MapScript.galaxy:8401
TriggerEnable(gt_TerranMakeMarinesBarracksSelection, true);
TriggerExecute(gt_TerranMakeMarinesBarracksSelection, true, false);
if ((UnitQueueGetProperty(gv_terran03Barracks, c_unitQueuePropertyUsed) == 0)) {
UISetButtonFaceHighlighted(PlayerGroupAll(), "Marine", true);
}
campaigns/void.sc2campaign — base.sc2maps/maps/campaign/sc2tutorial.sc2map/MapScript.galaxy:17427
UnitGroupLoopBegin(gv_protossGateways);
for ( ; !UnitGroupLoopDone() ; UnitGroupLoopStep() ) {
lv_trainingSlotsUsed += UnitQueueGetProperty(UnitGroupLoopCurrent(), c_unitQueuePropertyUsed);
}
UnitGroupLoopEnd();
campaigns/void.sc2campaign — base.sc2maps/maps/campaign/sc2tutorial.sc2map/MapScript.galaxy:17626
UnitGroupLoopBegin(gv_protossGateways);
for ( ; !UnitGroupLoopDone() ; UnitGroupLoopStep() ) {
if ((UnitQueueGetProperty(UnitGroupLoopCurrent(), c_unitQueuePropertyUsed) > 0)) {
lv_gatewaysBusy += 1;
lv_trainingSlotsUsed += UnitQueueGetProperty(UnitGroupLoopCurrent(), c_unitQueuePropertyUsed);
campaigns/void.sc2campaign — base.sc2maps/maps/campaign/sc2tutorial.sc2map/MapScript.galaxy:17628
if ((UnitQueueGetProperty(UnitGroupLoopCurrent(), c_unitQueuePropertyUsed) > 0)) {
lv_gatewaysBusy += 1;
lv_trainingSlotsUsed += UnitQueueGetProperty(UnitGroupLoopCurrent(), c_unitQueuePropertyUsed);
}
else {
campaigns/void.sc2campaign — base.sc2maps/maps/campaign/sc2tutorial.sc2map/MapScript.galaxy:18675
UnitGroupLoopBegin(gv_protossGateways);
for ( ; !UnitGroupLoopDone() ; UnitGroupLoopStep() ) {
if ((UnitQueueGetProperty(UnitGroupLoopCurrent(), c_unitQueuePropertyUsed) > 0)) {
lv_gatewaysBusy += 1;
}
campaigns/void.sc2campaign/base.sc2maps/maps/campaign/sc2tutorial.sc2map — MapScript.galaxy:6512
}
if (((UnitQueueItemCount(gv_terranCommandCenter, 1) >= 1) || (PlayerGetPropertyInt(gv_p01_USER, c_playerPropMinerals) < 50) || ((UnitGroupCount(UnitGroup("SCV", gv_p01_USER, RegionEntireMap(), UnitFilter(0, 0, (1 << c_targetFilterMissile), (1 << (c_targetFilterDead - 32))), 0), c_unitCountAlive) + UnitQueueGetProperty(gv_terranCommandCenter, c_unitQueuePropertyUsed)) >= 12))) {
gf_StopReminderTimer();
gf_SetOffscreenUnit(null);
campaigns/void.sc2campaign/base.sc2maps/maps/campaign/sc2tutorial.sc2map — MapScript.galaxy:7502
TriggerQueueEnter();
if (((UnitGroupCount(UnitGroup("SCV", gv_p01_USER, RegionEntireMap(), UnitFilter(0, 0, (1 << c_targetFilterMissile), (1 << (c_targetFilterDead - 32)) | (1 << (c_targetFilterHidden - 32))), 0), c_unitCountAlive) + UnitQueueGetProperty(gv_terranCommandCenter, c_unitQueuePropertyUsed)) >= 12)) {
TriggerExecute(gt_TerranFinishSCVsComplete, true, false);
}
campaigns/void.sc2campaign/base.sc2maps/maps/campaign/sc2tutorial.sc2map — MapScript.galaxy:7628
}
if (((UnitIsSelected(gv_terranCommandCenter, gv_p01_USER) == true) || ((UnitGroupCount(UnitGroup("SCV", gv_p01_USER, RegionEntireMap(), UnitFilter(0, 0, (1 << c_targetFilterMissile), (1 << (c_targetFilterDead - 32))), 0), c_unitCountAlive) + UnitQueueGetProperty(gv_terranCommandCenter, c_unitQueuePropertyUsed)) >= 12))) {
gf_ClearAllTutorialReticles();
gf_DestroyTutorialTextTag();
campaigns/void.sc2campaign/base.sc2maps/maps/campaign/sc2tutorial.sc2map — MapScript.galaxy:8401
TriggerEnable(gt_TerranMakeMarinesBarracksSelection, true);
TriggerExecute(gt_TerranMakeMarinesBarracksSelection, true, false);
if ((UnitQueueGetProperty(gv_terran03Barracks, c_unitQueuePropertyUsed) == 0)) {
UISetButtonFaceHighlighted(PlayerGroupAll(), "Marine", true);
}
campaigns/void.sc2campaign/base.sc2maps/maps/campaign/sc2tutorial.sc2map — MapScript.galaxy:17427
UnitGroupLoopBegin(gv_protossGateways);
for ( ; !UnitGroupLoopDone() ; UnitGroupLoopStep() ) {
lv_trainingSlotsUsed += UnitQueueGetProperty(UnitGroupLoopCurrent(), c_unitQueuePropertyUsed);
}
UnitGroupLoopEnd();
campaigns/void.sc2campaign/base.sc2maps/maps/campaign/sc2tutorial.sc2map — MapScript.galaxy:17626
UnitGroupLoopBegin(gv_protossGateways);
for ( ; !UnitGroupLoopDone() ; UnitGroupLoopStep() ) {
if ((UnitQueueGetProperty(UnitGroupLoopCurrent(), c_unitQueuePropertyUsed) > 0)) {
lv_gatewaysBusy += 1;
lv_trainingSlotsUsed += UnitQueueGetProperty(UnitGroupLoopCurrent(), c_unitQueuePropertyUsed);
campaigns/void.sc2campaign/base.sc2maps/maps/campaign/sc2tutorial.sc2map — MapScript.galaxy:17628
if ((UnitQueueGetProperty(UnitGroupLoopCurrent(), c_unitQueuePropertyUsed) > 0)) {
lv_gatewaysBusy += 1;
lv_trainingSlotsUsed += UnitQueueGetProperty(UnitGroupLoopCurrent(), c_unitQueuePropertyUsed);
}
else {
campaigns/void.sc2campaign/base.sc2maps/maps/campaign/sc2tutorial.sc2map — MapScript.galaxy:18675
UnitGroupLoopBegin(gv_protossGateways);
for ( ; !UnitGroupLoopDone() ; UnitGroupLoopStep() ) {
if ((UnitQueueGetProperty(UnitGroupLoopCurrent(), c_unitQueuePropertyUsed) > 0)) {
lv_gatewaysBusy += 1;
}