# Training Queue Time
Grammar — timeType|Training Queue Time for unit training queue slot slot
Flags —Native
|Function
Returns the training queue time for the unit in the specified training slot.
# Arguments
unit
— Unitint
<preset::Unit_Color_Change_Option22> — Time Typeint
— Slot
Returns — fixed
native fixed UnitQueueItemTime(
unit inUnit,
int inTimeType,
int inItem,
);
# 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:18416
UnitGroupLoopBegin(gv_protossGateways);
for ( ; !UnitGroupLoopDone() ; UnitGroupLoopStep() ) {
if ((UnitQueueItemTypeCheck(UnitGroupLoopCurrent(), 1, c_unitProgressTypeTrain) == true) && (UnitQueueItemTime(UnitGroupLoopCurrent(), c_unitQueueTimeElapsed, 1) == 0.0)) {
auto74612559_n = 5;
for (auto74612559_i = 1; auto74612559_i <= auto74612559_n; auto74612559_i += 1) {
campaigns/void.sc2campaign/base.sc2maps/maps/campaign/sc2tutorial.sc2map — MapScript.galaxy:18416
UnitGroupLoopBegin(gv_protossGateways);
for ( ; !UnitGroupLoopDone() ; UnitGroupLoopStep() ) {
if ((UnitQueueItemTypeCheck(UnitGroupLoopCurrent(), 1, c_unitProgressTypeTrain) == true) && (UnitQueueItemTime(UnitGroupLoopCurrent(), c_unitQueueTimeElapsed, 1) == 0.0)) {
auto74612559_n = 5;
for (auto74612559_i = 1; auto74612559_i <= auto74612559_n; auto74612559_i += 1) {
mods/missionpacks/novacampaign.sc2mod — base.sc2data/LibNCMI.galaxy:1929
UnitGroupLoopBegin(libNCMI_gv_nM_NovaNukesUnitGroup);
for ( ; !UnitGroupLoopDone() ; UnitGroupLoopStep() ) {
if ((UnitQueueItemTime(UnitGroupLoopCurrent(), c_unitQueueTimeRemaining, 1) < lv_lowestResearchTime)) {
lv_lowestResearchTime = UnitQueueItemTime(UnitGroupLoopCurrent(), c_unitQueueTimeRemaining, 1);
lv_trainingNukeFound = true;
mods/missionpacks/novacampaign.sc2mod — base.sc2data/LibNCMI.galaxy:1930
for ( ; !UnitGroupLoopDone() ; UnitGroupLoopStep() ) {
if ((UnitQueueItemTime(UnitGroupLoopCurrent(), c_unitQueueTimeRemaining, 1) < lv_lowestResearchTime)) {
lv_lowestResearchTime = UnitQueueItemTime(UnitGroupLoopCurrent(), c_unitQueueTimeRemaining, 1);
lv_trainingNukeFound = true;
}
mods/starcoop/starcoop.sc2mod — base.sc2data/LibCOMI.galaxy:17369
}
lv_researchElapsed = UnitQueueItemTime(EventUnit(), c_unitQueueTimeElapsed, 1);
lv_researchElapsed += lv_researchTimerAdjustment;
lv_researchTotal = UnitQueueItemTime(EventUnit(), c_unitQueueTimeTotal, 1);
mods/starcoop/starcoop.sc2mod — base.sc2data/LibCOMI.galaxy:17371
lv_researchElapsed = UnitQueueItemTime(EventUnit(), c_unitQueueTimeElapsed, 1);
lv_researchElapsed += lv_researchTimerAdjustment;
lv_researchTotal = UnitQueueItemTime(EventUnit(), c_unitQueueTimeTotal, 1);
if ((lv_researchTotal != 0.0)) {
UnitSetProgressComplete(EventUnit(), 1, FixedToInt(((lv_researchElapsed / lv_researchTotal) * 100)));