RM Command


[(      )] rmAddAreaCliffEdgeAvoidClass(int areaID, int avoidID, float minDist): Adds a class for an area's cliff edge to avoid. 

[(      )] rmAddAreaCliffRandomWaypoints(int areaID, float endXFraction, float endZFraction, int count, float maxVariation): Adds random waypoints to the specified cliff valley area. 

[(      )] rmAddAreaCliffWaypoint(int areaID, float xFraction, float zFraction): Adds the given waypoint to the specified cliff area (for valleys). 

[(bool  )] rmAddAreaConstraint(int areaID, int constraintID): Add specified constraint to an area. 

[(      )] rmAddAreaInfluencePoint(int areaID, float xFraction, float zFraction): Adds an area influence point. 

[(      )] rmAddAreaInfluenceSegment(int areaID, float xFraction1, float zFraction1, float xFraction2, float zFraction2): Adds an area influence segment. 

[(      )] rmAddAreaRemoveType(int areaID, string typeName): Add an unit type that the specified area removes. 

[(      )] rmAddAreaTerrainLayer(int areaID, string terrain, float minDist, float maxDist): Adds a terrain layer to an area. 

[(      )] rmAddAreaTerrainReplacement(int areaID, string terrainTypeName, string newTypeName): Adds a terrain replacement rule to the area. 

[(bool  )] rmAddAreaToClass(int areaID, int classID): Add given area to specified class. 

[(      )] rmAddClosestPointConstraint( int constraintID ): Adds constraint to closest point finder. 

[(      )] rmAddConnectionArea(int connectionID, int areaID): Adds an area to the connection. 

[(bool  )] rmAddConnectionConstraint(int connectionID, int constraintID): Add specified constraint to a connection. 

[(bool  )] rmAddConnectionEndConstraint(int connectionID, int constraintID): Add specified constraint for a connection end point. 

[(bool  )] rmAddConnectionStartConstraint(int connectionID, int constraintID): Add specified constraint for a connection start point. 

[(      )] rmAddConnectionTerrainReplacement(int connectionID, string terrainTypeName, string newTypeName): Adds a terrain replacement rule to the connection. 

[(      )] rmAddConnectionToClass(int connectionID, int classID): Adds the connection to specified class. 

[(int   )] rmAddFairLoc(string unitName, bool forward, bool inside, float minPlayerDist, float maxPlayerDist, float locDist, float edgeDist, bool playerArea, bool teamArea): Adds some fairLoc placement info. 

[(bool  )] rmAddFairLocConstraint(int fairLocID, int constraintID): Add specified constraint to a fairLoc placement. 

[(bool  )] rmAddGroupingConstraint(int GroupingID, int constraintID): Add specified constraint to a grouping. 

[(bool  )] rmAddGroupingToClass(int GroupingID, int classID): Add given grouping to specified class. 

[(      )] rmAddMapTerrainByAngleInfo(string terrain, float minSlope, float maxSlope, float outerRange): Adds a terrain to paint on tiles that are sloped between the specified angles (0 degrees is flat terrain, 90 degrees is sheer terrain), modified by a random number between 0.0 and outerRange. 

[(      )] rmAddMapTerrainByHeightInfo(string terrain, float minHeight, float maxHeight, float outerRange): Adds a terrain to paint between the specified heights, modified by a random number between 0.0 and outerRange. 

[(      )] rmAddMerc(string unitName, float count, float minCount, float maxCount, float countIncrement, bool multipleUses ) : Adds mercs of to the merc manager for this game. 

[(bool  )] rmAddObjectDefConstraint(int defID, int constraintID): Add specified constraint to given object def. 

[(      )] rmAddObjectDefItem(int defID, string unitName, int count, float clusterDistance): Add item to object definition. 

[(      )] rmAddObjectDefItemByTypeID(int defID, int unitTypeID, int count, float clusterDistance): Add item to object definition. 

[(bool  )] rmAddObjectDefToClass(int objectDefID, int classID): Add given object def to specified class. 

[(      )] rmAddPlayerResource(int playerID, string resourceName, float amount): Adds to a player's resource amount. 

[(      )] rmAddRandomTradeRouteWaypoints(int tradeRouteID, float endXFraction, float endZFraction, int count, float maxVariation): Adds random waypoints to the specified trade route. 

[(      )] rmAddRandomTradeRouteWaypointsVector(int tradeRouteID, vector v, int count, float maxVariation): Adds random waypoints to the specified trade route. 

[(      )] rmAddTradeRouteWaypoint(int tradeRouteID, float xFraction, float zFraction): Adds the given waypoint to the specified trade route. 

[(      )] rmAddTradeRouteWaypointVector(int tradeRouteID, vector v): Adds the given waypoint to the specified trade route. 

[(      )] rmAddTriggerCondition(string conditionType) 

[(      )] rmAddTriggerEffect(string effectType) 

[(      )] rmAddUnitsToArmy(int playerID, int armyID, int objectDefID) 

[(      )] rmAllocateSubCivs(int number) : Allocates the number of sub civs in the world. 

[(      )] rmAreaFractionToTiles(float fraction): Converts an area from fraction of the map to tile count. 

[(      )] rmAreaID(string name): Gets area ID for given area name. 

[(      )] rmAreaTilesToFraction(int tiles): Converts area tile count to fraction of map. 

[(      )] rmBuildAllAreas(): Simulatenously builds all unbuilt areas. 

[(      )] rmBuildArea(int areaID): Builds the specified area. 

[(      )] rmBuildConnection(int connectionID): Builds the given connection. 

[(      )] rmBuildTradeRoute(int tradeRouteID, string terrainTypeName): Builds the trade route with the given terrain type. 

[(      )] rmClassID(string name): Gets class ID for given class name. 

[(      )] rmClearClosestPointConstraints(): Clears constraints for closest point finder. 

[(      )] rmConstraintID(string name): Gets constraint ID for given constraint name. 

[(      )] rmCreateArea(string name, int parentAreaID): Creates an area. 

[(int   )] rmCreateAreaConstraint(string name, int areaID): Make a constraint that forces something to remain within an area. 

[(int   )] rmCreateAreaDistanceConstraint(string name, int areaID, float distance): Make an area distance constraint. 

[(int   )] rmCreateAreaMaxDistanceConstraint(string name, int areaID, float distance): Make an area max distance constraint. 

[(int   )] rmCreateAreaOverlapConstraint(string name, int areaID): Make an area overlap constraint. 

[(      )] rmCreateArmy(int playerID, string armyName) 

[(int   )] rmCreateBoxConstraint(string name, float startX, float startZ, float endX, float endZ, float bufferFraction): Make a box constraint. 

[(int   )] rmCreateClassDistanceConstraint(string name, int classID, float distance): Make a class distance constraint. 

[(int   )] rmCreateCliffEdgeConstraint(string name, int areaID): Make a constraint that forces something to remain within an area's cliff edge. 

[(int   )] rmCreateCliffEdgeDistanceConstraint(string name, int areaID, float distance): Make an area cliff edge distance constraint. 

[(int   )] rmCreateCliffEdgeMaxDistanceConstraint(string name, int areaID, float distance): Make an area cliff edge max distance constraint. 

[(int   )] rmCreateCliffRampConstraint(string name, int areaID): Make a constraint that forces something to remain within an area's cliff ramp edge. 

[(int   )] rmCreateCliffRampDistanceConstraint(string name, int areaID, float distance): Make an area cliff ramp edge distance constraint. 

[(int   )] rmCreateCliffRampMaxDistanceConstraint(string name, int areaID, float distance): Make an area cliff ramp edge max distance constraint. 

[(      )] rmCreateConnection(string name): Creates an connection. 

[(int   )] rmCreateCornerConstraint(string name, int corner, bool outside): Make a constraint to pass if in or out of a corner. 

[(int   )] rmCreateEdgeConstraint(string name, int areaID): Make a constraint that forces something to remain within an area's edge. 

[(int   )] rmCreateEdgeDistanceConstraint(string name, int areaID, float distance): Make an area edge distance constraint. 

[(int   )] rmCreateEdgeMaxDistanceConstraint(string name, int areaID, float distance): Make an area edge max distance constraint. 

[(      )] rmCreateGrouping(int defID, string filename): Creates a grouping. 

[(bool  )] rmCreateHCGPAllyConstraint(string name, long playerID, float minDistance): Create home city gather point constraint to avoid given player's ally's HCGPs. 

[(bool  )] rmCreateHCGPConstraint(string name, float minDistance): Create home city gather point constraint to avoid all HCGPs. 

[(bool  )] rmCreateHCGPEnemyConstraint(string name, long playerID, float minDistance): Create home city gather point constraint to avoid given player's enemy's HCGPs. 

[(bool  )] rmCreateHCGPSelfConstraint(string name, long playerID, float minDistance): Create home city gather point constraint to avoid given player's HCGP. 

[(int   )] rmCreateMaxHeightConstraint(string name, float height): Make an max height constraint (terrain must be less than given height). 

[(      )] rmCreateObjectDef(string name): Creates an object definition. 

[(int   )] rmCreatePieConstraint(string name, float xFraction, float zFraction, float insideRadius, float outsideRadius, float minAngle, float maxAngle, float bufferFraction): Makes a 'pie' constraint. 

[(      )] rmCreateStartingUnitsObjectDef(float clusterDistance): Creates special object definition for starting units with the given cluster distance. 

[(int   )] rmCreateTerrainDistanceConstraint(string name, string type, bool passable, float distance): Make a constraint to avoid terrain with certain a passability. 

[(int   )] rmCreateTerrainMaxDistanceConstraint(string name, string type, bool passable, float distance): Make a constraint to be close to terrain with certain a passability. 

[(      )] rmCreateTradeRoute(): Creates a trade route. 

[(int   )] rmCreateTradeRouteDistanceConstraint(string name, float minDistance): Make a constraint to avoid trade routes. 

[(      )] rmCreateTradeRouteWaypointsInArea(int tradeRouteID, int areaID, float length): Creates a trade route in the specified area. 

[(      )] rmCreateTrigger(string triggerName) 

[(int   )] rmCreateTypeDistanceConstraint(string name, string Unittype, float distance): Make a type distance constraint. 

[(int   )] rmDefineClass(string className): Define a class with the given name. 

[(      )] rmDefineConstant(string name, int value) 

[(      )] rmDegreesToRadians(float degrees): Converts an angle in degrees to radians. 

[(      )] rmDoLightingEffect("lightSetName", blendInTime, effectTime, blendOutTime):  applies a lighting set effect. 

[(      )] rmDoLightingFade("lightSetName", fadeTime):  applies a lighting set fade. 

[(      )] rmEchoError( string echoString, int level ): Random map echo. 

[(      )] rmEchoInfo( string echoString, int level ): Random map echo. 

[(      )] rmEchoWarning( string echoString, int level ): Random map echo. 

[(      )] rmEnableLocalWater( bool enable ): Enables / disables local water disturbances. 

[(float )] rmFairLocXFraction(int playerID, int index): Gets a player's fairLoc x fraction. 

[(float )] rmFairLocZFraction(int playerID, int index): Gets a player's fairLoc z fraction. 

[(      )] rmFillMapCorners(): Fill map corners with blackmap. 

[(      )] rmFindCloserArea(float xFraction, float zFraction, int area1, int area2): Returns which area is closer. 

[(      )] rmFindClosestPoint(float xFraction, float zFraction, float maxDistance): Finds closest point satisfying the preset constraints. 

[(      )] rmFindClosestPointVector(float xFraction, float zFraction, float maxDistance): Finds closest point satisfying the preset constraints. 

[(vector)] rmGetAreaClosestPoint( int areaID, vector point, float pullback, int constraintID ): Returns the point in areaID that's closest to the given point, optionally requiring that it pass the given constraint. 

[(int   )] rmGetAverageHomeCityLevel( void ): Returns the average (rounded down) HC Level of the players in the game. 

[(      )] rmGetCivID(string civName) : Returns the civ ID. 

[(int   )] rmGetHighHomeCityLevel( void ): Returns the highest HC Level of the players in the game. 

[(int   )] rmGetHomeCityLevel( int playerID ): Returns the HC Level of the given player. 

[(      )] rmGetIsFFA(): Returns true if this map is set to be a FFA game which means each player on their own team. 

[(      )] rmGetIsKOTH(): Returns true if this map is set to be a King of the Hill game. 

[(      )] rmGetIsRelicCapture(): Returns true if this map is set to be a relic game.. 

[(int   )] rmGetLowHomeCityLevel( void ): Returns the lowest HC Level of the players in the game. 

[(int   )] rmGetMapXSize( void ): Returns the X size of the map. 

[(int   )] rmGetMapZSize( void ): Returns the Z size of the map. 

[(      )] rmGetNomadStart(): Returns true if this map is to place a covered wagon instead of a town center. 

[(int   )] rmGetNumberFairLocs(int playerID): Gets a player's number of fairLocs. 

[(      )] rmGetNumberPlayersOnTeam(int teamID): Gets the number of players on the given team. 

[(      )] rmGetNumberUnitsPlaced(int objectDefID) 

[(      )] rmGetPlayerCiv(int playerID): Gets the civilization the specified player is on. 

[(      )] rmGetPlayerCulture(int playerID): Gets the culture the specified player is on. 

[(      )] rmGetPlayerName(int playerID): Gets a player's name. 

[(      )] rmGetPlayerTeam(int playerID): Gets the team the specified player is on. 

[(      )] rmGetSeaLevel(): Gets the sea level for the map. 

[(      )] rmGetTradeRouteWayPoint(int tradeRouteID, float fraction): Retrieves a waypoint along the trade route based on the fraction. 

[(      )] rmGetUnitPlaced(int objectDefID, int index) 

[(      )] rmGetUnitPlacedOfPlayer(int objectDefID, int playerID) 

[(vector)] rmGetUnitPosition( int unitID ): Returns the position of the unit. 

[(      )] rmIsMapType( string type ): Returns true if the map belongs to the given type. 

[(      )] rmMetersToTiles(float meters): Converts a distance in meters to a number of tiles. 

[(      )] rmMultiplyPlayerResource(int playerID, string resourceName, float factor): Multiplys a player's resource amount by the given factor. 

[(      )] rmPaintAreaTerrain(int areaID): Paints the terrain for a specified area. 

[(      )] rmPaintAreaTerrainByAngle(long areaID, string terrain, float minAngle, float maxAngle, float outerRange): Paints the area's tiles in the specified angle range with specified terrain (with outerRange buffer if feathering is desired). 

[(      )] rmPaintAreaTerrainByHeight(long areaID, string terrain, float minHeight, float maxHeight, float outerRange): Paints the area's tiles in the specified height range with specified terrain (with outerRange buffer if feathering is desired). 

[(bool  )] rmPlaceFairLocs(): Sets fairLoc placement locations. 

[(bool  )] rmPlaceGroupingAtLoc(int groupingID, int playerID, float xFraction, float zFraction, int placeCount): Place grouping at specified location. 

[(bool  )] rmPlaceGroupingAtPoint(int groupingID, int playerID, vector point, int placeCount): Place grouping at specified point. 

[(      )] rmPlaceGroupingInArea(int groupingID, int playerID, int areaID, int placeCount): Place grouping for the player in the given area. 

[(      )] rmPlaceMapClusters(string terrain, string protounit): place object clusters (of the specified protounit) around the map, and also optionally paint with the specified terrain. 

[(      )] rmPlaceObjectDefAtAreaLoc(int defID, int playerID, int areaID, int placeCount): Place object definition for the player at the given area's location. 

[(      )] rmPlaceObjectDefAtLoc(int defID, int playerID, float xFraction, float zFraction, int placeCount): Place object definition at specific location for given player. 

[(      )] rmPlaceObjectDefAtPoint(int defID, int playerID, vector point, int placeCount): Place object definition at specific point for given player. 

[(      )] rmPlaceObjectDefAtRandomAreaOfClass(int defID, int playerID, int classID, int placeCount): Place object definition for the player at the location of a random area in the given class. 

[(      )] rmPlaceObjectDefInArea(int defID, int playerID, int areaID, int placeCount): Place object definition for the player in the given area. 

[(      )] rmPlaceObjectDefInRandomAreaOfClass(int defID, int playerID, int classID, int placeCount): Place object definition for the player in a random area in the given class. 

[(      )] rmPlaceObjectDefPerPlayer(int defID, bool playerOwned, int placeCount): Place object definition per player. 

[(      )] rmPlacePlayer(int playerID, float xFraction, float zFraction): Sets one player location. 

[(      )] rmPlacePlayersCircular(float minFraction, float maxFraction, float angleVariation): Makes a circle of player locations. 

[(      )] rmPlacePlayersLine(float x1, float z1, float x2, float z2, float distVariation, float spacingVariation): Makes a line of player locations. 

[(      )] rmPlacePlayersRiver(int riverID, float distVariation, float spacingVariation, float edgeDistance): Makes a line of player locations along the specified river. 

[(      )] rmPlacePlayersSquare(float dist, float distVariation, float spacingVariationfloat): Makes a square of player locations. 

[(      )] rmPlayerLocXFraction(int playerID): Gets a player's start location x fraction. 

[(      )] rmPlayerLocZFraction(int playerID): Gets a player's start location z fraction. 

[(      )] rmRandFloat(float min, float max): Returns a random float between min and max. 

[(      )] rmRandInt(int min, int max): Returns a random integer between min and max. 

[(      )] rmResetFairLocs(): Resets fairLoc placment info. 

[(      )] rmRiverAddShallow(riverID, distancePct); 

[(      )] rmRiverAddShallows(riverID, count, radius); 

[(      )] rmRiverAddWaypoint(riverID, xFraction, zFraction): Add waypoint to a river.  Don't mix with rmRiverSetConnections or rmRiverConnectRiver 

[(      )] rmRiverAvoid(riverID, riverID2, minDist) 

[(      )] rmRiverBuild 

[(      )] rmRiverConnectRiver(riverID, riverID, pct, end); 

[(      )] rmRiverCreate(int areaID, string waterType, int breaks, int offset, int minR, int maxR): make a river dude. 

[(      )] rmRiverReveal(int riverID, int extraTiles) -- reveals a river plus the specified number of extra tiles around it. 

[(      )] rmRiverSetBankNoiseParams(riverID, frequency, octaves, persistence, sineLength, sineAmt, variation); 

[(      )] rmRiverSetConnections(riverID, start, end); 

[(      )] rmRiverSetShallowRadius(riverID, radius); 

[(      )] rmSetAreaBaseHeight(int areaID, float height): Sets the base height for an area. 

[(      )] rmSetAreaCliffEdge(int areaID, int count, float size, float variance, float spacing, int mapEdge): Set cliff edge parameters for an area. 

[(      )] rmSetAreaCliffHeight(int areaID, float val, float variance, float ramp): Set an area's cliff height. 

[(      )] rmSetAreaCliffPainting(int areaID, bool paintGround, bool paintOutsideEdge, bool paintSide, float minSideHeight, bool paintInsideEdge): Set cliff painting options for an area. 

[(      )] rmSetAreaCliffType(int areaID, string cliffName): Sets the cliff type for an area. 

[(      )] rmSetAreaCoherence(int areaID, float coherence): Sets area coherence (0-1). 

[(      )] rmSetAreaEdgeFilling(int areaID, int borderSize): Enable edge filling and set a border search size (for Carolina and similar maps with a big continent). 

[(      )] rmSetAreaElevationEdgeFalloffDist(int areaID, float dist): Sets the area elevation noise to falloff as it gets closer to the area edge. 

[(      )] rmSetAreaElevationMinFrequency(int areaID, float freq): Sets the area elevation variation noise frequency (best >0 and <1). 

[(      )] rmSetAreaElevationNoiseBias(int areaID, float bias): Sets the area elevation variation noise bias (-1 means down only, 0 means +- equally, 1 means up only.) 

[(      )] rmSetAreaElevationOctaves(int areaID, int octaves): Sets the area elevation variation noise octaves. 

[(      )] rmSetAreaElevationPersistence(int areaID, float persistence): Sets the area elevation variation noise persistence (best >0 and <1). 

[(      )] rmSetAreaElevationType(int areaID, int type): Sets the area elevation variation type (cElevNormal, cElevFractalSum, cElevTurbulence). 

[(      )] rmSetAreaElevationVariation(int areaID, float variation): Sets the area elevation variation height (amount to vary +- from area base height). 

[(      )] rmSetAreaForestClumpiness(int areaID, float density): Sets the forest density for an area. 

[(      )] rmSetAreaForestDensity(int areaID, float density): Sets the forest density for an area. 

[(      )] rmSetAreaForestType(int areaID, string forestName): Sets the forest type for an area. 

[(      )] rmSetAreaForestUnderbrush(int areaID, float density): Sets the forest density for an area. 

[(      )] rmSetAreaHeightBlend(int areaID, int heightBlend): Sets how smoothly area height blends into surroundings. 

[(      )] rmSetAreaLocation(int areaID, float xFraction, float zFraction): Set the area location. 

[(      )] rmSetAreaLocPlayer(int areaID, int playerID): Set the area location to player's location. 

[(      )] rmSetAreaLocTeam(int areaID, int teamID): Set the area location to team's location. 

[(      )] rmSetAreaMaxBlobDistance(int areaID, float dist): Sets maximum blob distance. 

[(      )] rmSetAreaMaxBlobs(int areaID, int blobs): Sets maximum number of area blobs. 

[(      )] rmSetAreaMinBlobDistance(int areaID, float dist): Sets minimum blob distance. 

[(      )] rmSetAreaMinBlobs(int areaID, int blobs): Sets minimum number of area blobs. 

[(      )] rmSetAreaMix(int areaID, string mixName): Sets the mix for an area.  Overrides terrain type if it is also set. 

[(      )] rmSetAreaObeyWorldCircleConstraint(int areaID, bool constrain): Determines whether an area obeys world circle constraint. 

[(      )] rmSetAreaReveal(int areaID, int tiles): Sets the area to be revealed (-1 means don't reveal, 0 means reveal, >0 means reveal plus that number of extra tiles. 

[(      )] rmSetAreaSize(float minFraction, float maxFraction): Set the area size to a min/max fraction of the map. 

[(      )] rmSetAreaSmoothDistance(int areaID, int smoothDistance): Sets area edge smoothing distance (distance is number of neighboring points to consider in each direction). 

[(      )] rmSetAreaTerrainLayerVariance(int areaID, bool variance): Specifies if the area should vary the terrain layer edges. 

[(      )] rmSetAreaTerrainType(int areaID, string terrainTypeName): Sets the terrain type for an area. 

[(      )] rmSetAreaWarnFailure(int areaID, bool warn): Sets whether the area build process will warn if it fails. 

[(      )] rmSetAreaWaterType(int areaID, string waterName): Sets the water type for an area. 

[(      )] rmSetBaseTerrainMix(string mixName): Initializes the base terrain with the requested mix.  Call before rmTerrainInitialize. 

[(      )] rmSetConnectionBaseHeight(int connectionID, float width): Sets the base height of a connection. 

[(      )] rmSetConnectionBaseTerrainCost(int connectionID, float cost): Sets the base terrain cost for a connection. 

[(      )] rmSetConnectionCoherence(int connectionID, float width): Sets area coherence (0-1). 

[(      )] rmSetConnectionHeightBlend(int connectionID, float width): Sets how smoothly connection height blends into surroundings. 

[(      )] rmSetConnectionPositionVariance(int connectionID, float variance): Sets the position variance of a connection. 

[(      )] rmSetConnectionSmoothDistance(int connectionID, float width): Sets connection edge smoothing distance (distance is number of neighboring points to consider in each direction). 

[(      )] rmSetConnectionTerrainCost(int connectionID, string terrainTypeName, float cost): Sets the terrain cost for a connection. 

[(      )] rmSetConnectionType(int connectionID, int connectionType, bool connectAll, float connectPercentage): Sets the connection type. 

[(      )] rmSetConnectionWarnFailure(int connectionID, bool warn): Sets whether a connection warns on failure. 

[(      )] rmSetConnectionWidth(int connectionID, float width, float variance): Sets the width of a connection. 

[(      )] rmSetGaiaCiv(int civ) : Sets Gaia's civilization 

[(      )] rmSetGlobalRain(percent): sets the global rain percent. 

[(      )] rmSetGlobalSnow(percent): sets the global snow percent. 

[(      )] rmSetGlobalStormLength(length, timeBetweenStorms): sets storm length and time between storm in seconds. 

[(      )] rmSetGroupingMaxDistance(int defID, float dist): Set the maximum distance for the grouping (in meters). 

[(      )] rmSetGroupingMinDistance(int defID, float dist): Set the minimum distance for the grouping (in meters). 

[(bool  )] rmSetHomeCityGatherPoint( int playerID, vector point ): Sets the HCGP for the given player. 

[(bool  )] rmSetHomeCityWaterSpawnPoint( int playerID, vector point ): Sets the HCWSP for the given player. 

[(      )] rmSetIgnoreForceToGaia(bool val) 

[(      )] rmSetLightingSet(string name) : Sets a lighting set 

[(      )] rmSetMapClusteringNoiseParams(float minFrequency, int octaves, float persistence): sets up cluster system; standard inputs to noise generator used to determine cluster placement. 

[(      )] rmSetMapClusteringObjectParams(int minObjectCount, int maxObjectCount, float maxPosOffset): sets up cluster system; min/max objects per tile (default: 0-3), and max random offset when placing (default: 0.5 tiles). 

[(      )] rmSetMapClusteringPlacementParams(float paintThreshold, float placeMinVal, float placeMaxVal, int type): sets up cluster system; valid ranges are from -1.0 to 1.0 and are compared to the internal noise field for deciding where to paint terrain and place clusters. Type is cClusterLand, or cClusterWater, or cClusterShallowWater, or cClusterEverywhere. 

[(      )] rmSetMapElevationHeightBlend(int blend): Sets how much to smooth the overall terrain after initializing with noise. 

[(      )] rmSetMapElevationParameters(int type, float freq, int octaves, float persistence, float variation): Sets up terrain for initializing with a noise layer. 

[(      )] rmSetMapSize( int x, int z ): Sets the size of the map. 

[(      )] rmSetMapType( string type ): Indicates that this map is of a certain type (it can be multiple types simultaneously. 

[(      )] rmSetNuggetDifficulty(int minLevel, int maxLevel): Sets the min/max difficulty levels for placing nuggets. 

[(      )] rmSetObjectDefAllowOverlap(int defID, bool on): Lets objects overlap within this object def. 

[(      )] rmSetObjectDefCreateHerd(int defID, bool on): Creates a herd out of all units placed in this object def. 

[(      )] rmSetObjectDefForceFullRotation(int defID, bool on): Forces things in this object def to get full arbitrary rotation. 

[(      )] rmSetObjectDefGarrisonSecondaryUnits(int defID, bool on): Turn on the garrison secondary units flag. 

[(      )] rmSetObjectDefGarrisonStartingUnits(int defID, bool on): Turn on the garrison starting units flag. 

[(      )] rmSetObjectDefHerdAngle(int defID, float angle): Set a herd angle(clockwise from +z) in the object def. 

[(      )] rmSetObjectDefMaxDistance(int defID, float dist): Set the maximum distance for the object definition (in meters). 

[(      )] rmSetObjectDefMinDistance(int defID, float dist): Set the minimum distance for the object definition (in meters). 

[(      )] rmSetObjectDefTradeRouteID(int defID, int tradeRouteID): Set the trade route for all objects in this object definition. 

[(      )] rmSetOceanReveal(bool reveal): Sets whether or not to reveal oceans. 

[(      )] rmSetPlacementSection(float fromPercent, float toPercent): Sets the section of the placement line to use. 

[(      )] rmSetPlacementTeam(int teamID): Sets the team to place. 

[(      )] rmSetPlayerArea(int playerID, int areaID): Sets a player's 'official' area. 

[(      )] rmSetPlayerLocation (int playerID, float xFraction, float zFraction): Manually sets a player's starting location. 

[(      )] rmSetPlayerPlacementArea(float minX, float minZ, float maxX, float maxZ): Sets the area of the map to use for player placement. 

[(      )] rmSetPlayerResource(int playerID, string resourceName, float amount): Sets a player's resource amount. 

[(      )] rmSetRiverFoundationParams(int tileBuffer, float heightOffset) -- sets up river foundation parameters: the terrain buffer around the river, and the height of the banks above water level 

[(      )] rmSetSeaLevel(): Sets the sea level for the map. 

[(      )] rmSetSeaType(string name): Sets the sea type for the map.  This is used if terrain is initialized to water. 

[(      )] rmSetStatusText(status, progress) : Sets the friendly cool loading screen text. 

[(      )] rmSetSubCiv(int index, string civName, bool big) : Sets a given sub civ in the world. 

[(      )] rmSetTeamArea(int teamID, int areaID): Sets a team's 'official' area. 

[(      )] rmSetTeamSpacingModifier(float modifier): Sets the team spacing modifier. 

[(      )] rmSetTriggerActive(bool active) 

[(      )] rmSetTriggerConditionParam(string paramName, string value, bool add) 

[(      )] rmSetTriggerConditionParamArmy(string paramName, int playerID, int armyID, bool add) 

[(      )] rmSetTriggerConditionParamFloat(string paramName, float value, bool add) 

[(      )] rmSetTriggerConditionParamInt(string paramName, int value, bool add) 

[(      )] rmSetTriggerEffectParam(string paramName, string value, bool add) 

[(      )] rmSetTriggerEffectParamArmy(string paramName, int playerID, int armyID, bool add) 

[(      )] rmSetTriggerEffectParamFloat(string paramName, float value, bool add) 

[(      )] rmSetTriggerEffectParamInt(string paramName, int value, bool add) 

[(      )] rmSetTriggerLoop(bool loop) 

[(      )] rmSetTriggerPriority(int priority) 

[(      )] rmSetTriggerRunImmediately(bool runImmediately) 

[(      )] rmSetVPFile(string filename) 

[(      )] rmSetWindMagnitude(float magnitude): sets the global wind magnitude (1.0f is default). 

[(      )] rmSetWorldCircleConstraint(bool constrain): sets whether RM activities should be constrained to the main world circle. 

[(      )] rmSwitchToTrigger(int triggerID) 

[(      )] rmTerrainInitialize( string baseTerrain, float height ): Initializes the terrain to the base type and height. 

[(      )] rmTilesToMeters(int tiles): Converts a number of tiles to a distance in meters. 

[(      )] rmTriggerID(string triggerName) 

[(      )] rmXFractionToMeters(float meters): Converts a fraction of the map in the x direction to meters. 

[(      )] rmXFractionToTiles(float fraction): Converts an fraction of the map in the x direction to tile count. 

[(      )] rmXMetersToFraction(float meters): Converts meters into a fraction of the map in the x direction. 

[(      )] rmXTilesToFraction(int tiles): Converts tile count in the x direction to fraction of map. 

[(      )] rmZFractionToMeters(float meters): Converts meters a fraction of the map in the z direction to meters. 

[(      )] rmZFractionToTiles(float fraction): Converts an fraction of the map in the z direction to tile count. 

[(      )] rmZMetersToFraction(float meters): Converts meters into a fraction of the map in the z direction. 

[(      )] rmZTilesToFraction(int tiles): Converts tile count in the z direction to fraction of map. 

[(      )] sqrt(float x): Returns the square root of x.