# Set Unit Progress
Grammar — Set progress of unit slot slot to percent%
Flags —Native
|Action
Sets a unit’s build/train/etc. progress to a percentage of total completion. This works for training, research, magazine ammo, building construction, add-on construction, and warp-in. This does not work for morphs or specializations.
# Arguments
unit
— Unitint
— Slotint
— Percent
Returns — void
native void UnitSetProgressComplete(
unit inUnit,
int inSlot,
int inPercent,
);
# Related
Category: Unit / Progress And Queues
- [F] —
void
— Set Unit Progress — ( UnitSetProgressComplete ) - [F] —
fixed
— Unit Progress (Percent) — ( UnitGetProgressComplete ) - [F] —
void
— Pause/Resume/Cancel Unit Progress Bar — ( UnitSetProgressStage ) - [F] —
bool
— Unit Progress Bar Check — ( UnitCheckProgressState ) - [F] —
bool
— Unit Is Under Construction — ( libNtve_gf_UnitIsUnderConstruction ) - [F] —
void
— Unit Arming Progress — ( TriggerAddEventUnitArmMagazineProgress ) - [F] —
void
— Unit Construction Progress — ( TriggerAddEventUnitConstructProgress ) - [F] —
void
— Unit Learn Progress — ( TriggerAddEventUnitLearnProgress ) - [F] —
void
— Unit Research Progress — ( TriggerAddEventUnitResearchProgress ) - [F] —
void
— Unit Revive Progress — ( TriggerAddEventUnitReviveProgress ) - [F] —
void
— Unit Specialization Progress — ( TriggerAddEventUnitSpecializeProgress ) - [F] —
void
— Unit Training Progress — ( TriggerAddEventUnitTrainProgress ) - [F] —
string
[ gamelink ] — Triggering Progress Object — ( EventUnitProgressObjectType ) - [F] —
string
[ gamelink::Abil ] — Triggering Progress Ability — ( libNtve_gf_TriggeringProgressAbility ) - [F] —
string
[ gamelink::Effect ] — Triggering Progress Effect — ( libNtve_gf_TriggeringProgressEffect ) - [F] —
unit
— Triggering Progress Unit — ( EventUnitProgressUnit ) - [F] —
string
[ gamelink::Unit ] — Triggering Progress Unit Type — ( libNtve_gf_TriggeringProgressUnitType ) - [F] —
string
[ gamelink::Upgrade ] — Triggering Progress Upgrade — ( libNtve_gf_TriggeringProgressUpgrade ) - [F] —
int
— Number Of Items In Training Queue Slot — ( UnitQueueItemCount ) - [F] —
string
[ gamelink ] — Queued Object In Training Queue Slot — ( UnitQueueItemGet ) - [F] —
string
[ gamelink::Behavior ] — Queued Behavior Type In Training Queue Slot — ( libNtve_gf_QueuedBehaviorTypeInTrainingQueueSlot ) - [F] —
string
[ gamelink::Unit ] — Queued Unit Type In Training Queue Slot — ( libNtve_gf_QueuedUnitTypeInTrainingQueueSlot ) - [F] —
string
[ gamelink::Upgrade ] — Queued Upgrade Type In Training Queue Slot — ( libNtve_gf_QueuedUpgradeTypeInTrainingQueueSlot ) - [F] —
int
— Training Queue Property Of Unit — ( UnitQueueGetProperty ) - [F] —
bool
— Training Queue Slot Type Check — ( UnitQueueItemTypeCheck ) - [F] —
fixed
— Training Queue Time — ( UnitQueueItemTime )
# Examples
# campaigns/liberty.sc2campaign
// L750
UnitSetProgressComplete(UnitLastCreated(), 1, 15)
// L5594
UnitSetProgressComplete(gv_victoryLarvaS2, 1, 99)
// L999
UnitSetProgressComplete(UnitLastCreated(), 1, 95)
// L1001
UnitSetProgressComplete(UnitLastCreated(), 1, 95)
// L5594
UnitSetProgressComplete(gv_victoryLarvaS2, 1, 99)
// L999
UnitSetProgressComplete(UnitLastCreated(), 1, 95)
// L1001
UnitSetProgressComplete(UnitLastCreated(), 1, 95)
// L750
UnitSetProgressComplete(UnitLastCreated(), 1, 15)
// L3194
UnitSetProgressComplete(EventUnitProgressUnit(), 1, 80)
// L4116
UnitSetProgressComplete(UnitGroupLoopCurrent(), 1, 100)
// L4116
UnitSetProgressComplete(UnitGroupLoopCurrent(), 1, 100)
// L3194
UnitSetProgressComplete(EventUnitProgressUnit(), 1, 80)
// L15357
UnitSetProgressComplete(gv_zergHatchery, 1, 85)
// L4879
UnitSetProgressComplete(UnitLastCreated(), 1, 5)
// L5124
UnitSetProgressComplete(UnitLastCreated(), 1, 50)
// L5132
UnitSetProgressComplete(UnitLastCreated(), 1, 50)
// L5140
UnitSetProgressComplete(UnitLastCreated(), 1, 50)
// L5148
UnitSetProgressComplete(UnitLastCreated(), 1, 50)
// L3814
UnitSetProgressComplete(UnitLastCreated(), 1, 90)
// L3832
UnitSetProgressComplete(UnitLastCreated(), 1, 90)
// L5145
UnitSetProgressComplete(UnitLastCreated(), 1, 50)
// L5152
UnitSetProgressComplete(UnitLastCreated(), 1, 50)
// L5168
UnitSetProgressComplete(autoDC6CACC2_var, 1, 80)
// L5171
UnitSetProgressComplete(autoDC6CACC2_var, 1, 97)
// L9190
UnitSetProgressComplete(UnitLastCreated(), 1, 90)
// L9193
UnitSetProgressComplete(UnitLastCreated(), 1, 85)
// L15357
UnitSetProgressComplete(gv_zergHatchery, 1, 85)
// L4879
UnitSetProgressComplete(UnitLastCreated(), 1, 5)
// L5124
UnitSetProgressComplete(UnitLastCreated(), 1, 50)
// L5132
UnitSetProgressComplete(UnitLastCreated(), 1, 50)
// L5140
UnitSetProgressComplete(UnitLastCreated(), 1, 50)
// L5148
UnitSetProgressComplete(UnitLastCreated(), 1, 50)
// L3814
UnitSetProgressComplete(UnitLastCreated(), 1, 90)
// L3832
UnitSetProgressComplete(UnitLastCreated(), 1, 90)
// L5145
UnitSetProgressComplete(UnitLastCreated(), 1, 50)
// L5152
UnitSetProgressComplete(UnitLastCreated(), 1, 50)
// L5168
UnitSetProgressComplete(autoDC6CACC2_var, 1, 80)
// L5171
UnitSetProgressComplete(autoDC6CACC2_var, 1, 97)
// L9190
UnitSetProgressComplete(UnitLastCreated(), 1, 90)
// L9193
UnitSetProgressComplete(UnitLastCreated(), 1, 85)
// L1772
UnitSetProgressComplete(EventUnitProgressUnit(), 1, 60)
// L2275
UnitSetProgressComplete(EventUnitProgressUnit(), 1, 60)
// L5592
UnitSetProgressComplete(gv_introSupplyDepot, 1, 55)
// L1772
UnitSetProgressComplete(EventUnitProgressUnit(), 1, 60)
// L2275
UnitSetProgressComplete(EventUnitProgressUnit(), 1, 60)
// L5592
UnitSetProgressComplete(gv_introSupplyDepot, 1, 55)
# mods/starcoop/starcoop.sc2mod
// L17370
UnitSetProgressComplete(EventUnit(), 1, FixedToInt(((lv_researchElapsed / lv_researchTotal) * 100)))