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Functions[]

Function Glest MegaGlest GAE
addActor 3 No 3 No 1 Yes
addConsoleText 3 No 1 Yes 2 consoleMsg()
addConsoleLangText 3 No 1 Yes 3 No
addDialog 3 No 3 No 1 Yes
clearDisplayText 1 Yes 1 Yes 1 Yes
clearHighlights 3 No 3 No 1 Yes
consoleMsg 3 No 2 addConsoleText() 1 Yes
createUnit 1 Yes 1 Yes 1 Yes
damageUnit 3 No 3 No 1 Yes
debugLog 3 No 3 No 1 Yes
destroyUnit[1] 3 No 1 Yes 1 Yes
disableAi 1 Yes 1 Yes 1 Yes
disableConsume 3 No 1 Yes 3 No
displayFormattedText 3 No 1 Yes 3 No
displayFormattedLangText 3 No 1 Yes 3 No
enableAi 3 No 1 Yes 3 No
enableConsume 3 No 1 Yes 3 No
endGame 1 Yes 1 Yes 1 Yes
factionTypeName 3 No 3 No 1 Yes
gameWon 3 No 1 Yes 3 No
getAiEnabled 3 No 1 Yes 3 No
getCellTriggerEventCount 3 No 1 Yes 3 No
getConsumeEnabled 3 No 1 Yes 3 No
getPlayerName[2] 3 No 1 Yes 2 playerName()
getSystemMacroValue 3 No 1 Yes 3 No
giveAttackCommand 1 Yes 1 Yes 1 Yes
giveAttackStoppedCommand 3 No 1 Yes 2 giveStopCommand()
giveKills 3 No 1 Yes 3 No
giveResource 1 Yes 1 Yes 1 Yes
givePositionCommand 1 Yes 1 Yes 1 Yes
giveProductionCommand 1 Yes 1 Yes 1 Yes
giveStopCommand[3] 3 No 2 giveAttackStoppedCommand() 1 Yes
giveTargetCommand 3 No 3 No 1 Yes
giveUpgradeCommand 1 Yes 1 Yes 1 Yes
highlightCell 3 No 3 No 1 Yes
highlightRegion 3 No 3 No 1 Yes
lastAttackedUnit 3 No 1 Yes 3 No
lastAttackedUnitName 3 No 1 Yes 3 No
lastAttackingUnit 3 No 1 Yes 3 No
lastAttackingUnitName 3 No 1 Yes 3 No
lastCreatedUnit 1 Yes 1 Yes 1 Yes
lastCreatedUnitName 1 Yes 1 Yes 1 Yes
lastDeadUnit 1 Yes 1 Yes 1 Yes
lastDeadUnitKiller 3 No 1 Yes 3 No
lastDeadUnitKillerName 3 No 1 Yes 3 No
lastDeadUnitName 1 Yes 1 Yes 1 Yes
lockInput 3 No 3 No 1 Yes
morphToUnit 3 No 1 Yes 3 No
moveToUnit[4] 3 No 1 Yes 3 No
playerName 3 No 1 Yes 1 Yes
playStaticSound 3 No 1 Yes 3 No
playStreamingSound 3 No 1 Yes 3 No
registerCellTriggerEventForFactionToLocation 3 No 1 Yes 3 No
registerCellTriggerEventForFactionToUnit 3 No 1 Yes 3 No
registerCellTriggerEventForUnitToLocation 3 No 1 Yes 3 No
registerCellTriggerEventForUnitToUnit 3 No 1 Yes 3 No
registerEvent 3 No 3 No 1 Yes
registerRegion 3 No 3 No 1 Yes
resetTimerEvent 3 No 1 Yes 3 No
resourceAmount 1 Yes 1 Yes 1 Yes
scenarioDir 3 No 1 Yes 1 Yes
setCameraMotion 3 No 3 No 1 Yes
setCameraPosition 1 Yes 1 Yes 1 Yes
setDisplayText 1 Yes 1 Yes 1 Yes
setFactionTrigger 3 No 3 No 1 Yes
setPlayerAsWinner 1 Yes 1 Yes 1 Yes
setTimer 3 No 3 No 1 Yes
setUnitTrigger 3 No 3 No 1 Yes
setUnitTriggerX 3 No 3 No 1 Yes
showMessage 1 Yes 1 Yes 1 Yes
startLocation 1 Yes 1 Yes 1 Yes
startTimerEvent 3 No 1 Yes 3 No
stopAllSound 3 No 1 Yes 3 No
stopStreamingSound 3 No 1 Yes 3 No
stopTimer 3 No 3 No 1 Yes
stopTimerEvent 3 No 1 Yes 3 No
timerEventSecondsElapsed 3 No 1 Yes 3 No
togglePauseGame 3 No 1 Yes 3 No
triggeredCellEventId 3 No 1 Yes 3 No
triggeredTimerEventId 3 No 1 Yes 3 No
unfogMap 3 No 3 No 1 Yes
unitCount 1 Yes 1 Yes 1 Yes
unitCountOfType 1 Yes 1 Yes 1 Yes
unitFaction 1 Yes 1 Yes 1 Yes
unitPosition 1 Yes 1 Yes 1 Yes
unlockInput 3 No 3 No 1 Yes
unregisterCellTriggerEvent 3 No 1 Yes 3 No
  1. MegaGlest's implementation only allows for the unit ID to be passed, GAE's allows unit ID and whether or not to make it clean (display the dead body).
  2. MegaGlest support both: getPlayerName() and playerName(), GAE supports only playerName().
  3. While MegaGlest's giveAttackStoppedCommand() function is able to issue attack stopped commands like giveStopCommand() can, only giveStopCommand() is able to give a regular stop command, as well.
  4. Other engines can specify to move to a unit by using unitPosition(), but they'll move directly to the location, whereas moveToUnit() moves to current location of the unit until it is reached.

XML events[]

Event Glest MegaGlest GAE
cellTriggerEvent 3 No 1 Yes 3 No
gameOver 3 No 1 Yes 3 No
resourceHarvested 1 Yes 1 Yes 1 Yes
startup 1 Yes 1 Yes 1 Yes
timer 3 No 3 No 1 Yes
timerTriggerEvent 3 No 1 Yes 3 No
unitAttacked 3 No 1 Yes 3 No
unitAttacking 3 No 1 Yes 3 No
unitCreatedOfType 1 Yes 1 Yes 1 Yes
unitDied 1 Yes 1 Yes 1 Yes
unitEvent 3 No 3 No 1 Yes
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