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Mjjstral

ULTIMATE SAGE LUA REFERENCE (RAW VERSION)

Nov 7th, 2017
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  1. ----------------------------------------------------------------------------------
  2. ----------------------------------------------------------------------------------
  3. --ULTIMATE SAGE LUA REFERENCE 1.03 by Mjjstral (Contact: Discord @Mjjstral#1157)--
  4. -----------------------------RAW VERSION------------------------------------------
  5. ---GAMES:LOTR-BFME1,LOTR-BFME2,LOTR-BFME2ROTWK,CNC3,CNC3KW,CNCRA3,CNCRA3U,CNC4----
  6. ----------------------------------------------------------------------------------
  7. ----------------------------------------------------------------------------------
  8.  
  9. --SEE EXTENDED VERSION WITH DESCRIPTIONS AND PARAMETER LISTS HERE: https://pastebin.com/xHHGCVZ1
  10.  
  11. GetFrame()
  12. GetRandomNumber()
  13. HordeBroadcastEventToMembers(object?, eventname?)
  14. ObjectBroadcastEventToAllies(object, eventname, radius)
  15. ObjectBroadcastEventToCivilians(object, eventname, radius)
  16. ObjectBroadcastEventToEnemies(object, eventname, radius)
  17. ObjectBroadcastEventToUnits(object, eventname, radius)
  18. ObjectCapturingObjectPlayerSide(object)
  19. ObjectChangeAllegianceFromNonPlayablePlayer(object1, object2)
  20. ObjectCountNearbyEnemies(object, radius)
  21. ObjectCreateAndFireTempWeapon(object, weapon)
  22. ObjectDescription(object)
  23. ObjectDispatchEvent(object, eventname, radius)
  24. ObjectDoSpecialPower(object, specialpower)
  25. ObjectEnterAlertState(object)
  26. ObjectEnterCowerState(object1, object2)
  27. ObjectEnterFearState(object1, object2, true/false)
  28. ObjectEnterRampageState(object)
  29. ObjectEnterRunAwayPanicState(object1, object2)
  30. ObjectEnterUncontrollableCowerState(object1, object2)
  31. ObjectForbidPlayerCommands(object, true/false)
  32. ObjectGrantUpgrade(object, upgrade)
  33. ObjectHasUpgrade(object, upgrade)
  34. ObjectHideSubObject(object,subobjectname, true/false)
  35. ObjectHideSubObjectPermanently(object, subobjectname, true/false)
  36. ObjectPlayerSide(object)
  37. ObjectPlaySound(object, sound)
  38. ObjectRemoveUpgrade(object, upgrade)
  39. ObjectSetChanting(object, true/false)
  40. ObjectSetDelayedDeath(object?, delay?)
  41. ObjectSetFearFactor(object?, fearfactor?)
  42. ObjectSetGeometryActive(object, geometryname, true/false)
  43. ObjectSetObjectStatus(object, status)
  44. ObjectSpy()
  45. ObjectTeamName(object)
  46. ObjectTemplateName(object)
  47. ObjectTestCanSufferFear(object)
  48. ObjectTestModelCondition(object, modelcondition)
  49.  
  50. ExecuteAction("ADD_AREA_AS_SPAWN_ZONE_TO_PLAYER", AREA, PLAYER, BOOL)
  51. ExecuteAction("ADD_FX_ON_OBJECT", FXParticle_Type, UNIT)
  52. ExecuteAction("ADD_TO_INTELL_DATABASE", INTELLIGENCE_DATABASE_CATEGORY)
  53. ExecuteAction("ADD_TO_MSEC_TIMER", REAL, COUNTER)
  54. ExecuteAction("AI_PLAYER_BUILD_SUPPLY_CENTER", PLAYER, OBJECT_TYPE, INT)
  55. ExecuteAction("AI_PLAYER_BUILD_TYPE_NEAREST_TEAM", PLAYER, OBJECT_TYPE, TEAM)
  56. ExecuteAction("AI_PLAYER_BUILD_UPGRADE", PLAYER, UPGRADE)
  57. ExecuteAction("ALLOW_DISALLOW_ALL_BUILDINGS", PLAYER, BOOLEAN)
  58. ExecuteAction("ALLOW_DISALLOW_BUILDING_OBJECT_LIST", PLAYER, OBJECT_LIST, BOOL)
  59. ExecuteAction("ALLOW_DISALLOW_ONE_BUILDING", PLAYER, OBJECT_TYPE, BOOLEAN)
  60. ExecuteAction("ALLOW_DISALLOW_ONE_UPGRADE", PLAYER, UPGRADE, BOOL)
  61. ExecuteAction("ATTACK_MOVE_NAMED_UNIT_TO", UNIT, WAYPOINT)
  62. ExecuteAction("ATTACK_MOVE_TEAM_TO", TEAM, WAYPOINT)
  63. ExecuteAction("ATTACK_MOVE_TEAM_TO_NAMED_OBJECT", TEAM, UNIT)
  64. ExecuteAction("ATTACK_MOVE_TEAM_TO_NEAREST_OBJECT_OF_TYPE_OF_PLAYER", TEAM, OBJECT_TYPE_LIST, PLAYER)
  65. ExecuteAction("AUDIOMIXER_DISABLE_DYNAMIC_SYSTEM")
  66. ExecuteAction("AUDIOMIXER_ENABLE_DYNAMIC_SYSTEM")
  67. ExecuteAction("AUDIOMIXER_ENABLE_SPECIFIC_DYNAMIC_SYSTEM", AUDIOMIXER_DYNAMIC_STATE_SET)
  68. ExecuteAction("AUDIOMIXER_LOAD_SNAPSHOT", AUDIOMIXER_SNAPSHOT_SET)
  69. ExecuteAction("AUDIOMIXER_RESUME_DYNAMIC_SYSTEM")
  70. ExecuteAction("AUDIO_FADE_VOLUME", REAL, REAL, REAL, REAL, REAL)
  71. ExecuteAction("AUDIO_MAKE_ALL_SOUNDS_SUBJECT_TO_FADE")
  72. ExecuteAction("AUDIO_MAKE_SOUND_IMMUNE_TO_FADE", AUDIO)
  73. ExecuteAction("AUDIO_MAKE_SOUND_SUBJECT_TO_FADE", AUDIO)
  74. ExecuteAction("AUDIO_OVERRIDE_VOLUME_TYPE", AUDIO, REAL)
  75. ExecuteAction("AUDIO_POP_MUSIC", BOOLEAN, BOOLEAN)
  76. ExecuteAction("AUDIO_PUSH_MUSIC", MUSIC, BOOLEAN, BOOLEAN)
  77. ExecuteAction("AUDIO_REMOVE_ALL_REVERB_SUPPRESSION_POLYGONS")
  78. ExecuteAction("AUDIO_REMOVE_REVERB")
  79. ExecuteAction("AUDIO_REMOVE_REVERB_SUPPRESSION_POLYGON", TRIGGER_AREA)
  80. ExecuteAction("AUDIO_RESTORE_VOLUME_ALL_TYPE")
  81. ExecuteAction("AUDIO_RESTORE_VOLUME_TYPE", AUDIO)
  82. ExecuteAction("AUDIO_SET_AMBIENT_SLIDER_FADEABLE", BOOL)
  83. ExecuteAction("AUDIO_SET_MOVIE_SLIDER_FADEABLE", BOOL)
  84. ExecuteAction("AUDIO_SET_MUSIC_SLIDER_FADEABLE", BOOL)
  85. ExecuteAction("AUDIO_SET_REVERB_ROOM_TYPE", REVERB_ROOM_TYPE)
  86. ExecuteAction("AUDIO_SET_REVERB_SUPPRESSION_POLYGON", TRIGGER_AREA, PERCENT)
  87. ExecuteAction("AUDIO_SET_SOUNDEFFECTS_SLIDER_FADEABLE", BOOL)
  88. ExecuteAction("AUDIO_SET_VOICE_SLIDER_FADEABLE", BOOL)
  89. ExecuteAction("BORDER_SHROUD_SET_OPACITY", REAL)
  90. ExecuteAction("BUILD_BASE_BUILDING", OBJECT_TYPE, UNIT, UNIT_REF)
  91. ExecuteAction("BUILD_BASE_BUILDING_IN_SLOT", OBJECT_TYPE, INT, UNIT, UNIT_REF)
  92. ExecuteAction("BUILD_BASE_BUILDING_PER_TACTIC", OBJECT_TYPE, NEAR_OR_FAR, OBJECT_TYPE, UNIT, UNIT_REF)
  93. ExecuteAction("BUILD_BASE_BUILDING_PER_TACTICAL_MARKER", OBJECT_TYPE, NEAR_OR_FAR, OBJECT_TYPE, UNIT, UNIT_REF)
  94. ExecuteAction("BUILD_BASE_BUILDING_WITH_TACTIC", OBJECT_TYPE, INT, UNIT, UNIT_REF)
  95. ExecuteAction("BUILD_BUILDING_ON_FOUNDATION", OBJECT_TYPE, UNIT)
  96. ExecuteAction("BUILD_LIST_ELIMINATE_FOOTPRINT", PLAYER)
  97. ExecuteAction("BUILD_LIST_ELIMINATE_FOOTPRINT_ALL", UNIT)
  98. ExecuteAction("BUILD_LIST_MOVE_TO_TOP", UNIT)
  99. ExecuteAction("BUILD_TEAM", TEAM)
  100. ExecuteAction("CALL_IN_REINFORCEMENTS_WITHOUT_MOVIE", TEXT_STRING)
  101. ExecuteAction("CALL_SUBROUTINE", SCRIPT_SUBROUTINE)
  102. ExecuteAction("CAMEO_FLASH", COMMAND_BUTTON, INT)
  103. ExecuteAction("CAMERA_ADD_SHAKER_AT", WAYPOINT, REAL, REAL, REAL)
  104. ExecuteAction("CAMERA_BLOOM_EFFECT_BEGIN")
  105. ExecuteAction("CAMERA_BLOOM_EFFECT_END")
  106. ExecuteAction("CAMERA_BW_MODE_BEGIN", INT)
  107. ExecuteAction("CAMERA_BW_MODE_END")
  108. ExecuteAction("CAMERA_DISABLE_SLAVE_MODE")
  109. ExecuteAction("CAMERA_ENABLE_SLAVE_MODE")
  110. ExecuteAction("CAMERA_FADE_ADD", REAL, REAL, INT, INT, INT)
  111. ExecuteAction("CAMERA_FADE_MULTIPLY", REAL, REAL, INT, INT, INT)
  112. ExecuteAction("CAMERA_FADE_SATURATE", REAL, REAL, INT, INT, INT)
  113. ExecuteAction("CAMERA_FADE_SUBTRACT", REAL, REAL, INT, INT, INT)
  114. ExecuteAction("CAMERA_FOLLOW_NAMED", UNIT, BOOLEAN, REAL)
  115. ExecuteAction("CAMERA_LETTERBOX_BEGIN")
  116. ExecuteAction("CAMERA_LETTERBOX_BEGIN_WITH_RADAR")
  117. ExecuteAction("CAMERA_LETTERBOX_END")
  118. ExecuteAction("CAMERA_LETTERBOX_SHOW_LOCATION_TEXT", STRING, REAL)
  119. ExecuteAction("CAMERA_LETTERBOX_SHOW_TITLE_TEXT", STRING, REAL)
  120. ExecuteAction("CAMERA_LOOK_TOWARD_OBJECT", UNIT, REAL, REAL, REAL, REAL, REAL)
  121. ExecuteAction("CAMERA_LOOK_TOWARD_WAYPOINT", WAYPOINT, REAL, REAL, REAL, BOOLEAN)
  122. ExecuteAction("CAMERA_MOD_FINAL_LOOK_TOWARD", WAYPOINT)
  123. ExecuteAction("CAMERA_MOD_FREEZE_ANGLE")
  124. ExecuteAction("CAMERA_MOD_FREEZE_TIME")
  125. ExecuteAction("CAMERA_MOD_LOOK_TOWARD", WAYPOINT)
  126. ExecuteAction("CAMERA_MOD_SET_FINAL_PITCH", REAL, PERCENT, PERCENT)
  127. ExecuteAction("CAMERA_MOD_SET_FINAL_SPEED_MULTIPLIER", INT)
  128. ExecuteAction("CAMERA_MOD_SET_FINAL_ZOOM", REAL, PERCENT, PERCENT)
  129. ExecuteAction("CAMERA_MOD_SET_ROLLING_AVERAGE", INT)
  130. ExecuteAction("CAMERA_MOTION_BLUR", BOOLEAN, BOOLEAN)
  131. ExecuteAction("CAMERA_MOTION_BLUR_END_FOLLOW")
  132. ExecuteAction("CAMERA_MOTION_BLUR_FOLLOW", INT)
  133. ExecuteAction("CAMERA_MOTION_BLUR_JUMP", WAYPOINT, BOOLEAN)
  134. ExecuteAction("CAMERA_MOVE_HOME")
  135. ExecuteAction("CAMERA_REMOVE_AREA_RESTRICTION")
  136. ExecuteAction("CAMERA_RESTRICT_TO_AREA", TRIGGER_AREA)
  137. ExecuteAction("CAMERA_RING_MODE_END", INT)
  138. ExecuteAction("CAMERA_RING_MODE_START", INT)
  139. ExecuteAction("CAMERA_SET_AUDIBLE_DISTANCE", REAL)
  140. ExecuteAction("CAMERA_SET_DEFAULT", REAL, REAL, REAL)
  141. ExecuteAction("CAMERA_STOP_FOLLOW")
  142. ExecuteAction("CAMERA_STOP_TETHER_NAMED")
  143. ExecuteAction("CAMERA_TETHER_NAMED", UNIT, BOOLEAN, REAL)
  144. ExecuteAction("CAMPAIGN_CREATE_AUTO_SAVE", STRING)
  145. ExecuteAction("CAPTURE_GOAL_OR_TECH_STRUCTURE", PLAYER, UNIT)
  146. ExecuteAction("CAPTURE_UPGRADE_CRYSTAL", UNIT, UNIT)
  147. ExecuteAction("CHANGE_BURN_RATE_AT_WAYPOINT", WAYPOINT, REAL, INT)
  148. ExecuteAction("CHANGE_BURN_RATE_IN_AREA", TRIGGER_AREA, INT)
  149. ExecuteAction("CHANGE_FACTION_INGAME", PLAYER, FACTION_CNC4)
  150. ExecuteAction("CHOOSE_VICTIM_ALWAYS_USES_NORMAL", BOOLEAN)
  151. ExecuteAction("CLEAR_MGBATTLE_RESTRICTION", UNIT)
  152. ExecuteAction("CLOSE_DEPLOY_DIALOG")
  153. ExecuteAction("CLOSE_OBJECTIVES_SCREEN")
  154. ExecuteAction("COMMANDBAR_ADD_BUTTON_OBJECTTYPE_SLOT", COMMAND_BUTTON, OBJECT_TYPE, INT)
  155. ExecuteAction("COMMANDBAR_REMOVE_BUTTON_OBJECTTYPE", COMMAND_BUTTON, OBJECT_TYPE)
  156. ExecuteAction("COUNTER_MATH_COUNTER", COUNTER, MATH_OPERATOR, COUNTER)
  157. ExecuteAction("COUNTER_MATH_VALUE", COUNTER, MATH_OPERATOR, INT)
  158. ExecuteAction("CREATE_DELAYED_CARRYOVER_UNIT_AT_WAYPOINT", OBJECT_TYPE_LIST, PLAYER, WAYPOINT, UNIT_REF)
  159. ExecuteAction("CREATE_NAMED_ON_TEAM_AT_OBJECTTYPE", UNIT, OBJECT_TYPE, TEAM, OBJECT_TYPE)
  160. ExecuteAction("CREATE_NAMED_ON_TEAM_AT_OBJECTTYPE_WITH_ORIENTATION", UNIT, OBJECT_TYPE, TEAM, UNIT, REAL)
  161. ExecuteAction("CREATE_NAMED_ON_TEAM_AT_WAYPOINT", UNIT, OBJECT_TYPE, TEAM, WAYPOINT)
  162. ExecuteAction("CREATE_NAMED_ON_TEAM_AT_WAYPOINT_WITH_ORIENTATION", UNIT, OBJECT_TYPE, TEAM, WAYPOINT, REAL)
  163. ExecuteAction("CREATE_NAMED_STRIKE_FORCE_ON_TEAM_AT_WAYPOINT", STRIKE_FORCE, TEAM, WAYPOINT)
  164. ExecuteAction("CREATE_OBJECT", OBJECT_TYPE, TEAM, COORD3D, ANGLE)
  165. ExecuteAction("CREATE_RANDOM_OBJECT_AT_NAMED_OBJECT", OBJECT_TYPE, TEAM, UNIT)
  166. ExecuteAction("CREATE_REINFORCEMENT_TEAM", TEAM, WAYPOINT)
  167. ExecuteAction("CREATE_REINFORCEMENT_TEAM_AT_UNIT_POSITION", TEAM, UNIT)
  168. ExecuteAction("CREATE_UNIT_REVIVAL_ENTRY", OBJECT_TYPE, PLAYER)
  169. ExecuteAction("CREATE_UNIT_REVIVAL_ENTRY_AT_LEVEL", OBJECT_TYPE, PLAYER, INT)
  170. ExecuteAction("CREATE_UNIT_REVIVAL_ENTRY_FROM_DELAYED_CARRYOVER_HERO", OBJECT_TYPE_LIST, PLAYER)
  171. ExecuteAction("CREATE_UNNAMED_ON_TEAM_AT_NAMED_OBJECT_LOCATION", OBJECT_TYPE, TEAM, UNIT)
  172. ExecuteAction("CREATE_UNNAMED_ON_TEAM_AT_WAYPOINT", OBJECT_TYPE, TEAM, WAYPOINT)
  173. ExecuteAction("CREATE_UNNAMED_ON_TEAM_AT_WAYPOINT_WITH_ORIENTATION", OBJECT_TYPE, TEAM, WAYPOINT, REAL)
  174. ExecuteAction("DAMAGE_MEMBERS_OF_TEAM", TEAM, REAL)
  175. ExecuteAction("DEBUG_CRASH_BOX", Text)
  176. ExecuteAction("DEBUG_MESSAGE_BOX", Text)
  177. ExecuteAction("DEBUG_STRING", Text)
  178. ExecuteAction("DECREMENT_COUNTER", INT, COUNTER)
  179. ExecuteAction("DEFEAT")
  180. ExecuteAction("DELETE_ALL_UNMANNED")
  181. ExecuteAction("DEPLOY_NAMED_SIEGE_ON_WAYPOINT", UNIT, WAYPOINT, REAL)
  182. ExecuteAction("DEPLOY_SIEGE_NEAR_TEAM", TEAM, TEAM, REAL)
  183. ExecuteAction("DEPLOY_SIEGE_ON_NAMED_WALL", UNIT, UNIT)
  184. ExecuteAction("DEPLOY_SIEGE_ON_WAYPOINT", TEAM, WAYPOINT, REAL)
  185. ExecuteAction("DESELECT")
  186. ExecuteAction("DIM_WORLD_LIGHTS")
  187. ExecuteAction("DISABLE_BORDER_SHROUD")
  188. ExecuteAction("DISABLE_COUNTDOWN_TIMER_DISPLAY")
  189. ExecuteAction("DISABLE_INPUT")
  190. ExecuteAction("DISABLE_JOYPAD_COMMANDBAR_BUTTON", COMMAND_MENU_BUTTON, BOOL)
  191. ExecuteAction("DISABLE_JOYPAD_HUD_FIXED_ELEMENT", CONSOLE_HUD_FIXED_ELEMENT, BOOL)
  192. ExecuteAction("DISABLE_MOUSE_HUD_FIXED_ELEMENT", PC_HUD_FIXED_ELEMENT, BOOL)
  193. ExecuteAction("DISABLE_OBJECTIVES_SCREEN")
  194. ExecuteAction("DISABLE_OBJECT_SOUND", UNIT)
  195. ExecuteAction("DISABLE_PLANNING_MODE")
  196. ExecuteAction("DISABLE_SCORING")
  197. ExecuteAction("DISABLE_SCRIPT", SCRIPT)
  198. ExecuteAction("DISABLE_SPECIAL_POWER_DISPLAY")
  199. ExecuteAction("DISABLE_SPELL_STORE")
  200. ExecuteAction("DISABLE_UI_BUILD_BUTTON", OBJECT_TYPE, BOOL)
  201. ExecuteAction("DISABLE_UI_FIXED_ELEMENT", UI_FIXED_ELEMENT, BOOL)
  202. ExecuteAction("DISABLE_UI_PLAYER_POWER_BUTTON", SPECIAL_POWER, BOOL)
  203. ExecuteAction("DISABLE_UI_UNIT_ABILITY_BUTTON", UNIT, COMMANDBUTTON_ABILITY_UNIT, BOOL)
  204. ExecuteAction("DISABLE_UI_UPGRADE_BUTTON", UPGRADE, BOOL)
  205. ExecuteAction("DISPLAY_CINEMATIC_TEXT", LOCALIZED_TEXT, FONT_TYPE, INT)
  206. ExecuteAction("DISPLAY_COUNTDOWN_TIMER", COUNTER, LOCALIZED_TEXT)
  207. ExecuteAction("DISPLAY_COUNTER", COUNTER, LOCALIZED_TEXT)
  208. ExecuteAction("DISPLAY_NOTIFICATION_BOX", NOTIFICATION_BOX_TYPE, LOCALIZED_TEXT, INT)
  209. ExecuteAction("DISPLAY_NOTIFICATION_BOX_WITH_OBJECT_TYPE_IMAGE_OVERRIDE", NOTIFICATION_BOX_TYPE, LOCALIZED_TEXT, INT, OBJECT_TYPE)
  210. ExecuteAction("DISPLAY_TEXT", LOCALIZED_TEXT)
  211. ExecuteAction("DISPLAY_TUTORIAL_TEXT", STRING)
  212. ExecuteAction("DRAW_SKYBOX_BEGIN")
  213. ExecuteAction("DRAW_SKYBOX_END")
  214. ExecuteAction("ENABLE_BORDER_SHROUD")
  215. ExecuteAction("ENABLE_COUNTDOWN_TIMER_DISPLAY")
  216. ExecuteAction("ENABLE_HOUSE_COLOR", BOOLEAN)
  217. ExecuteAction("ENABLE_INPUT")
  218. ExecuteAction("ENABLE_OBJECTIVES_SCREEN")
  219. ExecuteAction("ENABLE_OBJECT_SOUND", UNIT)
  220. ExecuteAction("ENABLE_PLANNING_MODE")
  221. ExecuteAction("ENABLE_SCORING")
  222. ExecuteAction("ENABLE_SCRIPT", SCRIPT)
  223. ExecuteAction("ENABLE_SPECIAL_POWER_DISPLAY")
  224. ExecuteAction("ENABLE_SPELL_STORE")
  225. ExecuteAction("EVALUATE_SCRIPT", SCRIPT)
  226. ExecuteAction("EVA_SET_ENABLED_DISABLED", BOOLEAN)
  227. ExecuteAction("EXECUTE_NAMED_SCRIPT", STRING)
  228. ExecuteAction("EXIT_SPECIFIC_BUILDING", UNIT)
  229. ExecuteAction("FADE_IN_FROM_BLACK", REAL)
  230. ExecuteAction("FADE_OUT_TO_BLACK", REAL)
  231. ExecuteAction("FIND_HOME_BASE_OF_PLAYER", PLAYER, UNIT_REF, BOOLEAN)
  232. ExecuteAction("FIRE_SPECIAL_POWER_ON_NEAREST_OBJECTTYPE", PLAYER, SPECIAL_POWER, OBJECT_TYPE_LIST, TEAM)
  233. ExecuteAction("FIRE_SPECIAL_POWER_ON_NEAREST_OBJECTTYPE_BY_PLAYER", PLAYER, SPECIAL_POWER, OBJECT_TYPE_LIST, TEAM, PLAYER)
  234. ExecuteAction("FIRE_SPECIAL_POWER_ON_TEAM", PLAYER, SPECIAL_POWER, TEAM)
  235. ExecuteAction("FIRE_SPECIAL_POWER_ON_UNIT", PLAYER, SPECIAL_POWER, UNIT)
  236. ExecuteAction("FLASH_JOYPAD_COMMANDBAR_BUTTON", COMMAND_MENU_BUTTON, BOOL)
  237. ExecuteAction("FLASH_JOYPAD_HUD_FIXED_ELEMENT", CONSOLE_HUD_FIXED_ELEMENT, BOOL)
  238. ExecuteAction("FLASH_MOUSE_HUD_FIXED_ELEMENT", PC_HUD_FIXED_ELEMENT, BOOL)
  239. ExecuteAction("FLASH_OBJECTIVES_BUTTON", INT)
  240. ExecuteAction("FLASH_PLANNING_MODE_BUTTON", INT)
  241. ExecuteAction("FLASH_SPELL_STORE_BUTTON", INT)
  242. ExecuteAction("FLASH_UI_BUILD_BUTTON", OBJECT_TYPE, BOOL)
  243. ExecuteAction("FLASH_UI_FIXED_ELEMENT", UI_FIXED_ELEMENT, BOOL)
  244. ExecuteAction("FLASH_UI_PLAYER_POWER_BUTTON", SPECIAL_POWER, BOOL)
  245. ExecuteAction("FLASH_UI_SUDS_ELEMENT", UI_SUDS_ELEMENT, UI_SUDS_ELEMENT_STATUS)
  246. ExecuteAction("FLASH_UI_UNIT_ABILITY_BUTTON", UI_FIXED_ELEMENT, BOOL)
  247. ExecuteAction("FLASH_UI_UPGRADE_BUTTON", UPGRADE, BOOL)
  248. ExecuteAction("FOCAL_LENGTH_CAMERA", REAL, REAL, REAL, REAL)
  249. ExecuteAction("FOR_EACH_PLAYER_OBJECT_EXECUTE_SCRIPT", PLAYER, SCRIPT)
  250. ExecuteAction("FOR_EACH_TEAM_MEMBER_EXECUTE_SCRIPT", TEAM, SCRIPT)
  251. ExecuteAction("FREEZE_TIME")
  252. ExecuteAction("GATE_CLOSE", UNIT)
  253. ExecuteAction("GATE_OPEN", UNIT)
  254. ExecuteAction("GATE_READY", UNIT)
  255. ExecuteAction("GIVE_PLAYER_UPGRADE", PLAYER, UPGRADE)
  256. ExecuteAction("GLOBAL_SET_STEALTH_ENABLED", BOOL)
  257. ExecuteAction("HEAL_NAMED_UNIT_STRUCTURE", UNIT, INT)
  258. ExecuteAction("HERO_SELECT_BUTTON_FLASH", HERO_UNIT, INT)
  259. ExecuteAction("HIDE_COUNTDOWN_TIMER", COUNTER)
  260. ExecuteAction("HIDE_COUNTER", COUNTER)
  261. ExecuteAction("HIDE_MISSION_OBJECTIVE", INT)
  262. ExecuteAction("HIDE_MOUSE_HUD_FIXED_ELEMENT", PC_HUD_FIXED_ELEMENT, BOOL)
  263. ExecuteAction("HIDE_TUTORIAL_TEXT")
  264. ExecuteAction("HIDE_UI")
  265. ExecuteAction("HIDE_UI_INFOBOX")
  266. ExecuteAction("HUMAN_IMPASSABLE_AREA", TRIGGER_AREA, BOOLEAN)
  267. ExecuteAction("IDLE_ALL_UNITS")
  268. ExecuteAction("INCREMENT_COUNTER", INT, COUNTER)
  269. ExecuteAction("INGAME_POPUP_MESSAGE", TEXT_STRING, INT, INT,INT, BOOL)
  270. ExecuteAction("KILL_HORDE_MEMBERS", UNIT, REAL)
  271. ExecuteAction("LINK_MISSION_HOT_SPOT_TO_OBJECT", MISSION_HOT_SPOT_STRING, UNIT, BOOL)
  272. ExecuteAction("LINK_MISSION_HOT_SPOT_TO_WAYPOINT", MISSION_HOT_SPOT_STRING, WAYPOINT, BOOL)
  273. ExecuteAction("LINK_MISSION_OBJECTIVE_TO_OBJECT", INT, UNIT, BOOL)
  274. ExecuteAction("LINK_MISSION_OBJECTIVE_TO_OBJECT_WITH_CATEGORY", MISSION_HOT_SPOT_STRING, BOOL)
  275. ExecuteAction("LINK_MISSION_OBJECTIVE_TO_OBJECT_WITH_PRESENTATION_SETTINGS", INT, UNIT, OBJECTIVE_PRESENTATION_SETTINGS)
  276. ExecuteAction("LINK_MISSION_OBJECTIVE_TO_WAYPOINT", INT, WAYPOINT, BOOL)
  277. ExecuteAction("LINK_MISSION_OBJECTIVE_TO_WAYPOINT_WITH_CATEGORY", MISSION_HOT_SPOT_STRING, BOOL)
  278. ExecuteAction("LINK_MISSION_OBJECTIVE_TO_WAYPOINT_WITH_PRESENTATION_SETTINGS", INT, WAYPOINT, OBJECTIVE_PRESENTATION_SETTINGS)
  279. ExecuteAction("LIVING_WORLD_DESPAWN_ARMY", TEXT_STRING, TEXT_STRING)
  280. ExecuteAction("LIVING_WORLD_EXIT_TO_REGION_VIEW")
  281. ExecuteAction("LIVING_WORLD_MOVE_ARMY_TO_POSITION", TEXT_STRING, TEXT_STRING, COORD3D)
  282. ExecuteAction("LIVING_WORLD_MOVE_ARMY_TO_ZONE", TEXT_STRING, TEXT_STRING, TEXT_STRING)
  283. ExecuteAction("LIVING_WORLD_ORDER_ARMY_MOVE_TO_ADJACENT_REGION", LIVING_WORLD_ARMY_REF, LIVING_WORLD_REGION_REF)
  284. ExecuteAction("LIVING_WORLD_SET_ARMY_REF_TO_HERO_ARMY_BY_INDEX", LIVING_WORLD_ARMY_REF_SET, INT, LIVING_WORLD_PLAYER_REF)
  285. ExecuteAction("LIVING_WORLD_SET_PLAYER_REF_BY_TEMPLATE", LIVING_WORLD_PLAYER_REF_SET, LIVING_WORLD_PLAYER_TEMPLATE)
  286. ExecuteAction("LIVING_WORLD_SET_REGION_REF_TO_ADJACENT_REGION", LIVING_WORLD_REGION_REF_SET, LIVING_WORLD_REGION_REF, BOOLEAN, BOOLEAN)
  287. ExecuteAction("LIVING_WORLD_SET_REGION_REF_TO_ARMY_REGION", LIVING_WORLD_REGION_REF_SET, LIVING_WORLD_ARMY_REF)
  288. ExecuteAction("LIVING_WORLD_SPAWN_ARMY_AT_POSITION", TEXT_STRING, TEXT_STRING, COORD3D)
  289. ExecuteAction("LIVING_WORLD_SPAWN_ARMY_IN_ZONE", TEXT_STRING, TEXT_STRING, TEXT_STRING)
  290. ExecuteAction("LOCALDEFEAT")
  291. ExecuteAction("LOCK_CAMERA", BOOLEAN)
  292. ExecuteAction("LOCK_CAMERA_ANGLE_AND_HEIGHT", BOOLEAN)
  293. ExecuteAction("LOCK_CAMERA_RESET", BOOLEAN)
  294. ExecuteAction("LOCK_CAMERA_ROTATION", BOOLEAN)
  295. ExecuteAction("LOCK_CAMERA_SCROLL", BOOLEAN)
  296. ExecuteAction("LOCK_CAMERA_ZOOM", BOOLEAN)
  297. ExecuteAction("MAP_CHANGE_CLOUD_SPEED", PERCENT)
  298. ExecuteAction("MAP_EXIT")
  299. ExecuteAction("MAP_REVEAL_ALL", PLAYER)
  300. ExecuteAction("MAP_REVEAL_ALL_PERM", PLAYER)
  301. ExecuteAction("MAP_REVEAL_ALL_UNDO_PERM", PLAYER)
  302. ExecuteAction("MAP_REVEAL_AT_WAYPOINT", WAYPOINT, REAL, PLAYER)
  303. ExecuteAction("MAP_REVEAL_IN_TRIGGER", TRIGGER_AREA, PLAYER)
  304. ExecuteAction("MAP_REVEAL_IN_TRIGGER", TRIGGER_AREA, PLAYER)
  305. ExecuteAction("MAP_REVEAL_PERMANENTLY_AT_WAYPOINT", WAYPOINT, REAL, PLAYER, REVEAL_NAME)
  306. ExecuteAction("MAP_REVEAL_PERMANENTLY_IN_TRIGGER", TRIGGER_AREA, PLAYER, REVEAL_NAME)
  307. ExecuteAction("MAP_SHROUD_ALL", PLAYER)
  308. ExecuteAction("MAP_SHROUD_AT_WAYPOINT", WAYPOINT, REAL, PLAYER)
  309. ExecuteAction("MAP_SHROUD_SET_RESHROUD_TIME", INT)
  310. ExecuteAction("MAP_SWITCH_BORDER", MAP_BOUNDARY)
  311. ExecuteAction("MAP_UNDO_REVEAL_PERMANENTLY_AT_WAYPOINT", REVEAL_NAME)
  312. ExecuteAction("MAP_UNDO_REVEAL_PERMANENTLY_IN_TRIGGER", REVEAL_NAME)
  313. ExecuteAction("MARK_MISSION_OBJECTIVE_COMPLETED", INT)
  314. ExecuteAction("MARK_MISSION_OBJECTIVE_NOT_COMPLETED", INT)
  315. ExecuteAction("MODIFY_METAGAME_MAX_TIBERIUM", PLAYER, INT)
  316. ExecuteAction("MODIFY_METAGAME_PLAYERS_TIBERIUM", PLAYER, INT)
  317. ExecuteAction("MOVE_CAMERA_ALONG_SPLINE_PATH", WAYPOINT_PATH, REAL, REAL, REAL, REAL, REAL)
  318. ExecuteAction("MOVE_CAMERA_ALONG_WAYPOINT_PATH", WAYPOINT, REAL, REAL, REAL, REAL)
  319. ExecuteAction("MOVE_CAMERA_BY_ANIMATION", CAMERA_ANIMATION)
  320. ExecuteAction("MOVE_CAMERA_LOCATOR_ALONG_SPLINE_PATH", WAYPOINT_PATH, REAL, REAL, REAL, REAL, REAL)
  321. ExecuteAction("MOVE_CAMERA_TO", CAMERA, REAL, REAL, REAL, REAL)
  322. ExecuteAction("MOVE_CAMERA_TO_NAMED", UNIT, REAL, REAL, REAL, REAL)
  323. ExecuteAction("MOVE_CAMERA_TO_SELECTION")
  324. ExecuteAction("MOVE_NAMED_UNIT_TO", UNIT, WAYPOINT)
  325. ExecuteAction("MOVE_NAMED_UNIT_TO_UNIT", UNIT, UNIT)
  326. ExecuteAction("MOVE_TEAM_HOME", TEAM)
  327. ExecuteAction("MOVE_TEAM_TO", TEAM, WAYPOINT)
  328. ExecuteAction("MOVE_TEAM_TO_UNIT", TEAM, UNIT)
  329. ExecuteAction("MOVIE_PLAY_FULLSCREEN", MOVIE, BOOLEAN)
  330. ExecuteAction("MOVIE_PLAY_RADAR", MOVIE)
  331. ExecuteAction("MUSIC_PLAY_TRACK_FINITE_TIMES", MUSIC, INT, BOOLEAN, BOOLEAN)
  332. ExecuteAction("MUSIC_PLAY_TRACK_FINITE_TIMES_AND_NOTIFY", MUSIC, INT, BOOLEAN, BOOLEAN, FLAG)
  333. ExecuteAction("MUSIC_PLAY_TRACK_FINITE_TIMES_AS_SPECIAL_END_OF_LEVEL_MUSIC", MUSIC, INT, BOOL, BOOL)
  334. ExecuteAction("MUSIC_PUSH_TRACK_FINITE_TIMES", MUSIC, INT, BOOLEAN, BOOLEAN)
  335. ExecuteAction("MUSIC_PUSH_TRACK_FINITE_TIMES_AND_NOTIFY", MUSIC, INT, BOOLEAN, BOOLEAN, FLAG)
  336. ExecuteAction("MUSIC_RESET_MUSIC_SCRIPTING_SYSTEM", BOOLEAN)
  337. ExecuteAction("MUSIC_RETURN_TO_MUSIC_SCRIPTING", BOOLEAN, BOOLEAN)
  338. ExecuteAction("MUSIC_SCRIPT_PLAY_TRACK_FINITE_TIMES", MUSIC, INT, BOOLEAN, BOOLEAN)
  339. ExecuteAction("MUSIC_SCRIPT_PLAY_TRACK_FINITE_TIMES_AND_NOTIFY", MUSIC, INT, BOOLEAN, BOOLEAN, FLAG)
  340. ExecuteAction("MUSIC_SCRIPT_POP_MUSIC", BOOLEAN, BOOLEAN)
  341. ExecuteAction("MUSIC_SCRIPT_PUSH_MUSIC", MUSIC, BOOLEAN, BOOLEAN)
  342. ExecuteAction("MUSIC_SCRIPT_PUSH_TRACK_FINITE_TIMES", MUSIC, INT, BOOLEAN, BOOLEAN)
  343. ExecuteAction("MUSIC_SCRIPT_PUSH_TRACK_FINITE_TIMES_AND_NOTIFY", MUSIC, INT, BOOLEAN, BOOLEAN, FLAG)
  344. ExecuteAction("MUSIC_SCRIPT_SET_TRACK", MUSIC, BOOLEAN, BOOLEAN)
  345. ExecuteAction("MUSIC_SET_TRACK", MUSIC, BOOLEAN, BOOLEAN)
  346. ExecuteAction("MUSIC_SET_VOLUME", REAL)
  347. ExecuteAction("MUSIC_TURN_OFF_MUSIC_SCRIPTING", BOOLEAN)
  348. ExecuteAction("NAMED_ADD_SPECIAL_POWER_COUNTDOWN", UNIT, SPECIAL_POWER, INT)
  349. ExecuteAction("NAMED_APPLY_ATTACK_PRIORITY_SET", UNIT, ATTACK_PRIORITY_SET)
  350. ExecuteAction("NAMED_ATTACK_AREA", UNIT, TRIGGER_AREA)
  351. ExecuteAction("NAMED_ATTACK_AREA_FOR_SECONDS", UNIT, TRIGGER_AREA, INT)
  352. ExecuteAction("NAMED_ATTACK_FOLLOW_WAYPOINTS", UNIT, WAYPOINT_PATH)
  353. ExecuteAction("NAMED_ATTACK_NAMED", UNIT, UNIT)
  354. ExecuteAction("NAMED_ATTACK_TEAM", UNIT, TEAM)
  355. ExecuteAction("NAMED_BASE_UNPACK", UNIT, UNIT_REF)
  356. ExecuteAction("NAMED_BASE_UNPACK_FREE", UNIT, UNIT_REF)
  357. ExecuteAction("NAMED_BUILD_STRUCTURE_AT_WAYPOINT", UNIT, OBJECT_TYPE, ANGLE, WAYPOINT)
  358. ExecuteAction("NAMED_CUSTOM_COLOR", UNIT, COLOR)
  359. ExecuteAction("NAMED_DAMAGE", UNIT, INT)
  360. ExecuteAction("NAMED_DELETE", UNIT)
  361. ExecuteAction("NAMED_ENTER_NAMED", UNIT, UNIT)
  362. ExecuteAction("NAMED_EXIT_ALL", UNIT)
  363. ExecuteAction("NAMED_EXIT_BUILDING", UNIT)
  364. ExecuteAction("NAMED_FACE_NAMED", UNIT, UNIT)
  365. ExecuteAction("NAMED_FACE_WAYPOINT", UNIT, WAYPOINT)
  366. ExecuteAction("NAMED_FIRE_METAGAME_OP_INSTANT", UNIT, SPECIAL_POWER)
  367. ExecuteAction("NAMED_FIRE_SPECIAL_POWER", UNIT, SPECIAL_POWER)
  368. ExecuteAction("NAMED_FIRE_SPECIAL_POWER_AT_NAMED", UNIT, SPECIAL_POWER, UNIT)
  369. ExecuteAction("NAMED_FIRE_SPECIAL_POWER_AT_WAYPOINT", UNIT, SPECIAL_POWER, WAYPOINT)
  370. ExecuteAction("NAMED_FIRE_WEAPON_FOLLOWING_WAYPOINT_PATH", UNIT, WAYPOINT_PATH)
  371. ExecuteAction("NAMED_FLASH", UNIT, INT)
  372. ExecuteAction("NAMED_FLASH_WHITE", UNIT, INT)
  373. ExecuteAction("NAMED_FOLLOW_WAYPOINTS", UNIT, WAYPOINT_PATH)
  374. ExecuteAction("NAMED_FOLLOW_WAYPOINTS_EXACT", UNIT, WAYPOINT_PATH)
  375. ExecuteAction("NAMED_FOLLOW_WAYPOINTS_STARTING_AT_WAYPOINT", UNIT, WAYPOINT_PATH, WAYPOINT)
  376. ExecuteAction("NAMED_FORCE_ATTACK_NAMED", UNIT, UNIT)
  377. ExecuteAction("NAMED_FORCE_ATTACK_WAYPOINT", UNIT, WAYPOINT)
  378. ExecuteAction("NAMED_GARRISON_NEAREST_BUILDING", UNIT)
  379. ExecuteAction("NAMED_GARRISON_SPECIFIC_BUILDING", UNIT, UNIT)
  380. ExecuteAction("NAMED_GARRISON_SPECIFIC_BUILDING_INSTANTLY", UNIT, UNIT)
  381. ExecuteAction("NAMED_GUARD", UNIT)
  382. ExecuteAction("NAMED_HIDE_SPECIAL_POWER_DISPLAY", UNIT)
  383. ExecuteAction("NAMED_HUNT", UNIT)
  384. ExecuteAction("NAMED_KILL", UNIT)
  385. ExecuteAction("NAMED_OUTLINE", UNIT)
  386. ExecuteAction("NAMED_RECEIVE_UPGRADE", UNIT, UPGRADE)
  387. ExecuteAction("NAMED_REMOVE_INFOBOX", UNIT)
  388. ExecuteAction("NAMED_REMOVE_UPGRADE", UPGRADE, UNIT)
  389. ExecuteAction("NAMED_SET_ATTITUDE", UNIT, AI_MOOD)
  390. ExecuteAction("NAMED_SET_BOOBYTRAPPED", OBJECT_TYPE, UNIT)
  391. ExecuteAction("NAMED_SET_CAMERA_FADING", UNIT, BOOLEAN)
  392. ExecuteAction("NAMED_SET_DISABLED", UNIT, DISABLED_TYPE, BOOL)
  393. ExecuteAction("NAMED_SET_EMOTICON", UNIT, EMOTICON, REAL)
  394. ExecuteAction("NAMED_SET_EVAC_LEFT_OR_RIGHT", UNIT, EVACUATE_CONTAINER_SIDE_CHOICE)
  395. ExecuteAction("NAMED_SET_HELD", UNIT, BOOLEAN)
  396. ExecuteAction("NAMED_SET_MAX_HEALTH", UNIT, INT, BOOL)
  397. ExecuteAction("NAMED_SET_MAX_HEALTH_AS_PERCENTAGE", UNIT, REAL, BOOL)
  398. ExecuteAction("NAMED_SET_REPULSOR", UNIT, BOOL)
  399. ExecuteAction("NAMED_SET_REPULSOR", UNIT, BOOLEAN)
  400. ExecuteAction("NAMED_SET_SLEEP_STATUS", UNIT, BOOL)
  401. ExecuteAction("NAMED_SET_SPECIAL_POWER_COUNTDOWN", UNIT, SPECIAL_POWER, INT)
  402. ExecuteAction("NAMED_SET_SPECIAL_WEAPONSET", UNIT, BOOLEAN)
  403. ExecuteAction("NAMED_SET_STEALTH_ENABLED", UNIT, BOOLEAN)
  404. ExecuteAction("NAMED_SET_STOPPING_DISTANCE", UNIT, REAL)
  405. ExecuteAction("NAMED_SET_STRICT_CONTROL_ENABLED", UNIT, BOOLEAN)
  406. ExecuteAction("NAMED_SET_TOPPLE_DIRECTION", UNIT, COORD3D)
  407. ExecuteAction("NAMED_SET_UNMANNED_STATUS", UNIT)
  408. ExecuteAction("NAMED_SHOCK", UNIT, REAL, REAL, REAL, TEXT_STRING)
  409. ExecuteAction("NAMED_SHOW_INFOBOX", UNIT, TEXT_STRING, REAL, TEXT_STRING)
  410. ExecuteAction("NAMED_SHOW_SPECIAL_POWER_DISPLAY", UNIT)
  411. ExecuteAction("NAMED_START_SPECIAL_POWER_COUNTDOWN", UNIT, SPECIAL_POWER)
  412. ExecuteAction("NAMED_STOP", UNIT)
  413. ExecuteAction("NAMED_STOP_FLUSH", UNIT)
  414. ExecuteAction("NAMED_STOP_SPECIAL_POWER_COUNTDOWN", UNIT, SPECIAL_POWER)
  415. ExecuteAction("NAMED_TOGGLE_CLOSE_RANGE_WEAPON", UNIT, BOOLEAN)
  416. ExecuteAction("NAMED_TRANSFER_OWNERSHIP_PLAYER", UNIT, PLAYER)
  417. ExecuteAction("NAMED_USE_COMMANDBUTTON_ABILITY", UNIT, COMMANDBUTTON_ABILITY_UNIT)
  418. ExecuteAction("NAMED_USE_COMMANDBUTTON_ABILITY_AT_WAYPOINT", UNIT, COMMANDBUTTON_ABILITY_UNIT, WAYPOINT)
  419. ExecuteAction("NAMED_USE_COMMANDBUTTON_ABILITY_ON_NAMED", UNIT, COMMANDBUTTON_ABILITY_UNIT, UNIT)
  420. ExecuteAction("NAMED_USE_COMMANDBUTTON_ABILITY_USING_WAYPOINT_PATH", REAL)
  421. ExecuteAction("NAMED_USE_COMMANDBUTTON_ON_NEAREST_ENEMY_BUILDING", UNIT, COMMANDBUTTON_ABILITY_TEAM)
  422. ExecuteAction("NAMED_USE_COMMANDBUTTON_ON_NEAREST_ENEMY_BUILDING_CLASS", UNIT, COMMANDBUTTON_ABILITY_TEAM, KIND_OF)
  423. ExecuteAction("NAMED_USE_COMMANDBUTTON_ON_NEAREST_ENEMY_UNIT", UNIT, COMMANDBUTTON_ABILITY_TEAM)
  424. ExecuteAction("NAMED_USE_COMMANDBUTTON_ON_NEAREST_GARRISONED_BUILDING", UNIT, COMMANDBUTTON_ABILITY_TEAM)
  425. ExecuteAction("NAMED_USE_COMMANDBUTTON_ON_NEAREST_KINDOF", UNIT, COMMANDBUTTON_ABILITY_TEAM, KIND_OF)
  426. ExecuteAction("NAMED_USE_COMMANDBUTTON_ON_NEAREST_OBJECTTYPE", UNIT, COMMANDBUTTON_ABILITY_TEAM, OBJECT_TYPE)
  427. ExecuteAction("NAMED_USE_LOGIC_COMMAND_ABILITY", UNIT, COMMANDBUTTON_ABILITY_UNIT)
  428. ExecuteAction("NAMED_USE_LOGIC_COMMAND_ABILITY_AT_WAYPOINT", UNIT, COMMANDBUTTON_ABILITY_UNIT, WAYPOINT)
  429. ExecuteAction("NAMED_USE_LOGIC_COMMAND_ABILITY_ON_NAMED", UNIT, COMMANDBUTTON_ABILITY_UNIT, UNIT)
  430. ExecuteAction("NAMED_USE_LOGIC_COMMAND_ABILITY_ON_NAMED_POSITION", UNIT, COMMANDBUTTON_ABILITY_UNIT, UNIT)
  431. ExecuteAction("NAMED_USE_LOGIC_COMMAND_ON_NEAREST_ENEMY_BUILDING", UNIT, COMMANDBUTTON_ABILITY_UNIT)
  432. ExecuteAction("NAMED_USE_LOGIC_COMMAND_ON_NEAREST_ENEMY_BUILDING_CLASS", UNIT, COMMANDBUTTON_ABILITY_UNIT, KIND_OF)
  433. ExecuteAction("NAMED_USE_LOGIC_COMMAND_ON_NEAREST_ENEMY_UNIT", UNIT, COMMANDBUTTON_ABILITY_UNIT)
  434. ExecuteAction("NAMED_USE_LOGIC_COMMAND_ON_NEAREST_GARRISONED_BUILDING", UNIT, COMMANDBUTTON_ABILITY_UNIT)
  435. ExecuteAction("NAMED_USE_LOGIC_COMMAND_ON_NEAREST_KINDOF", UNIT, COMMANDBUTTON_ABILITY_UNIT, KIND_OF)
  436. ExecuteAction("NAMED_USE_LOGIC_COMMAND_ON_NEAREST_OBJECTTYPE", UNIT, COMMANDBUTTON_ABILITY_UNIT, OBJECT_TYPE)
  437. ExecuteAction("NAME_SET_AUTO_ABILITY", UNIT, COMMAND_BUTTON, BOOLEAN)
  438. ExecuteAction("NO_OP")
  439. ExecuteAction("OBJECTLIST_ADDOBJECTTYPE", OBJECT_TYPE_LIST, OBJECT_TYPE)
  440. ExecuteAction("OBJECTLIST_REMOVEOBJECTTYPE", OBJECT_TYPE_LIST, OBJECT_TYPE)
  441. ExecuteAction("OBJECT_ALLOW_BONUSES", BOOLEAN)
  442. ExecuteAction("OBJECT_CREATE_RADAR_EVENT", UNIT, RADAR_EVENT)
  443. ExecuteAction("OBJECT_FORCE_SELECT", TEAM, OBJECT_TYPE, BOOLEAN, DIALOG)
  444. ExecuteAction("OBSOLETE_CAMERA_FADE_ADD", REAL, REAL, INT, INT, INT)
  445. ExecuteAction("OBSOLETE_CAMERA_FADE_MULTIPLY", REAL, REAL, INT, INT, INT)
  446. ExecuteAction("OBSOLETE_CAMERA_FADE_SATURATE", REAL, REAL, INT, INT, INT)
  447. ExecuteAction("OBSOLETE_CAMERA_FADE_SUBTRACT", REAL, REAL, INT, INT, INT)
  448. ExecuteAction("OBSOLETE_FLASH_UI_SUDS_ELEMENT", UI_SUDS_ELEMENT, UI_SUDS_ELEMENT_STATUS)
  449. ExecuteAction("OBSOLETE_LINK_MISSION_OBJECTIVE_TO_OBJECT_WITH_PRESENTATION_SETTINGS", INT, UNIT, OBJECTIVE_PRESENTATION_SETTINGS)
  450. ExecuteAction("OBSOLETE_LINK_MISSION_OBJECTIVE_TO_WAYPOINT_WITH_PRESENTATION_SETTINGS", INT, WAYPOINT, OBJECTIVE_PRESENTATION_SETTINGS)
  451. ExecuteAction("OBSOLETE_OPEN_COMMAND_BAR", TAB_STRING)
  452. ExecuteAction("OBSOLETE_SATELLITE_VIEW_PRESENTATION_FOR_ALL_OBJECTIVES")
  453. ExecuteAction("OBSOLETE_SATELLITE_VIEW_PRESENTATION_FOR_OBJECTIVE", INT)
  454. ExecuteAction("OPEN_COMMAND_BAR", TAB_STRING)
  455. ExecuteAction("OPEN_DEPLOY_DIALOG")
  456. ExecuteAction("OPTIONAL_VICTORY")
  457. ExecuteAction("OPTIONS_SET_DRAWICON_UI_MODE", BOOLEAN)
  458. ExecuteAction("OPTIONS_SET_OCCLUSION_MODE", BOOLEAN)
  459. ExecuteAction("OPTIONS_SET_PARTICLE_CAP_MODE", BOOLEAN)
  460. ExecuteAction("ORE_NODE_SET_MAX_GATHER_VALUE", UNIT, INT)
  461. ExecuteAction("OVERRIDE_GLOBAL_TERRAIN_HEIGHT", INT)
  462. ExecuteAction("OVERRIDE_PLAYER_COMMAND_POINTS", PLAYER, INT, INT)
  463. ExecuteAction("OVERSIZE_TERRAIN", INT)
  464. ExecuteAction("PALANTIR_EVENT", PALANTIR_EVENT)
  465. ExecuteAction("PATH_MUSIC_DISABLE_DYNAMIC_SYSTEM")
  466. ExecuteAction("PATH_MUSIC_ENABLE_DYNAMIC_SYSTEM")
  467. ExecuteAction("PATH_MUSIC_ENABLE_RESUME_SYSTEM")
  468. ExecuteAction("PATH_MUSIC_ENABLE_SPECIFIC_DYNAMIC_SYSTEM", PATH_MUSIC_DYNAMIC_STATE_SET)
  469. ExecuteAction("PATH_MUSIC_FADE_IN_MUSIC", REAL)
  470. ExecuteAction("PATH_MUSIC_FADE_OUT_MUSIC", REAL)
  471. ExecuteAction("PATH_MUSIC_PLAY_EVENT", PATH_MUSIC_EVENT)
  472. ExecuteAction("PATH_MUSIC_RESUME_DYNAMIC_SYSTEM")
  473. ExecuteAction("PATH_MUSIC_STOP_MUSIC")
  474. ExecuteAction("PITCH_CAMERA", REAL, REAL, REAL, REAL)
  475. ExecuteAction("PLACE_AI_BEACON_LOCATION", PLAYER, BEACON_TYPE, WAYPOINT)
  476. ExecuteAction("PLACE_AI_BEACON_OBJECT", PLAYER, BEACON_TYPE, UNIT)
  477. ExecuteAction("PLAYER_ADD_RANKLEVEL", PLAYER, INT)
  478. ExecuteAction("PLAYER_ADD_SKILLPOINTS", PLAYER, INT)
  479. ExecuteAction("PLAYER_AFFECT_RECEIVING_EXPERIENCE", PLAYER, REAL)
  480. ExecuteAction("PLAYER_AI_CHANGEBASEBUILDER", PLAYER, BOOL)
  481. ExecuteAction("PLAYER_AI_CHANGEECONOMYBUILDER", PLAYER, BOOL)
  482. ExecuteAction("PLAYER_AI_CHANGESCIENCEUPGRADER", PLAYER, BOOL)
  483. ExecuteAction("PLAYER_AI_CHANGETACTICAL", PLAYER, BOOL)
  484. ExecuteAction("PLAYER_AI_CHANGETEAMBUILDER", PLAYER, BOOL)
  485. ExecuteAction("PLAYER_AI_CHANGEUNITBUILDER", PLAYER, BOOL)
  486. ExecuteAction("PLAYER_AI_CHANGEUNITUPGRADER", PLAYER, BOOL)
  487. ExecuteAction("PLAYER_AI_CHANGEWALLBUILDER", PLAYER, BOOL)
  488. ExecuteAction("PLAYER_AI_CHANGE_ECONOMY_MANAGER", PLAYER, BOOL)
  489. ExecuteAction("PLAYER_ALLOWED_TOBE_COOPAI", PLAYER, BOOL)
  490. ExecuteAction("PLAYER_ALLOW_AI_AUTOACQUIRE", PLAYER, BOOL)
  491. ExecuteAction("PLAYER_ASSIMILATE_WITH_ARMY_BY_NAME", PLAYER, TEXT_STRING)
  492. ExecuteAction("PLAYER_BUILD_OBJECT_INSTANTLY", OBJECT_TYPE, UNIT)
  493. ExecuteAction("PLAYER_CAMERA_MOVE_TO", PLAYER, CAMERA, REAL, REAL, REAL, REAl)
  494. ExecuteAction("PLAYER_CAMERA_MOVE_TO_NAMED", PLAYER, UNIT, REAL, REAL, REAL, REAL)
  495. ExecuteAction("PLAYER_CAMERA_TETHER_NAMED", PLAYER, UNIT, BOOL, REAL)
  496. ExecuteAction("PLAYER_CREATE_TEAM_FROM_CAPTURED_UNITS", PLAYER, TEAM)
  497. ExecuteAction("PLAYER_DISABLE_BASE_CONSTRUCTION", PLAYER)
  498. ExecuteAction("PLAYER_DISABLE_FACTORIES", PLAYER, OBJECT_TYPE)
  499. ExecuteAction("PLAYER_DISABLE_UNIT_CONSTRUCTION", PLAYER)
  500. ExecuteAction("PLAYER_ENABLE_BASE_CONSTRUCTION", PLAYER)
  501. ExecuteAction("PLAYER_ENABLE_FACTORIES", PLAYER, OBJECT_TYPE)
  502. ExecuteAction("PLAYER_ENABLE_UNIT_CONSTRUCTION", PLAYER)
  503. ExecuteAction("PLAYER_EXCLUDE_FROM_SCORE_SCREEN", PLAYER)
  504. ExecuteAction("PLAYER_EXIT_ALL_BUILDINGS", PLAYER)
  505. ExecuteAction("PLAYER_FIRE_MULTI_TARGET_SPECIAL_POWER_AT_WAYPOINTS", PLAYER, SPECIAL_POWER, WAYPOINT, WAYPOINT)
  506. ExecuteAction("PLAYER_FIRE_SPECIAL_POWER_AT_WAYPOINT", PLAYER, SPECIAL_POWER, WAYPOINT)
  507. ExecuteAction("PLAYER_FORCE_EMOTION", PLAYER, EMOTION, REAL)
  508. ExecuteAction("PLAYER_GARRISON_ALL_BUILDINGS", PLAYER)
  509. ExecuteAction("PLAYER_GIVE_LIGHT_POINTS", PLAYER, INT)
  510. ExecuteAction("PLAYER_GIVE_LIGHT_POINT_LEVEL", PLAYER, TEXT_STRING)
  511. ExecuteAction("PLAYER_GIVE_MONEY", PLAYER, INT)
  512. ExecuteAction("PLAYER_GRANT_SCIENCE", PLAYER, SCIENCE)
  513. ExecuteAction("PLAYER_GRANT_SPECIAL_POWER", SPECIAL_POWER, PLAYER)
  514. ExecuteAction("PLAYER_HUNT", PLAYER)
  515. ExecuteAction("PLAYER_KILL", PLAYER)
  516. ExecuteAction("PLAYER_LOCK_PLAYER_TECH", PLAYER, PLAYER_TECH, BOOL)
  517. ExecuteAction("PLAYER_PURCHASE_SCIENCE", PLAYER, SCIENCE)
  518. ExecuteAction("PLAYER_RELATES_PLAYER", PLAYER, PLAYER, RELATION)
  519. ExecuteAction("PLAYER_REMOVE_LIGHT_POINT_LEVEL", PLAYER, TEXT_STRING)
  520. ExecuteAction("PLAYER_REMOVE_OVERRIDE_RELATION_TO_TEAM", PLAYER, TEAM)
  521. ExecuteAction("PLAYER_REPAIR_NAMED_STRUCTURE", PLAYER, UNIT)
  522. ExecuteAction("PLAYER_RESET_LIGHT_POINTS", PLAYER)
  523. ExecuteAction("PLAYER_SCIENCE_AVAILABILITY", PLAYER, SCIENCE, SCIENCE_AVAILABILITY)
  524. ExecuteAction("PLAYER_SELECT_SKILLSET", PLAYER, INT)
  525. ExecuteAction("PLAYER_SELL_EVERYTHING", PLAYER)
  526. ExecuteAction("PLAYER_SET_ALLY_BUILDABILITY", PLAYER, PLAYER, BOOL)
  527. ExecuteAction("PLAYER_SET_ALL_UNITS_TO_FLEE", PLAYER)
  528. ExecuteAction("PLAYER_SET_BASE_POWER", PLAYER, INT)
  529. ExecuteAction("PLAYER_SET_DISABLED", PLAYER, DISABLED_TYPE, BOOL)
  530. ExecuteAction("PLAYER_SET_MAX_PLAYER_POWER_POINTS", PLAYER, INT)
  531. ExecuteAction("PLAYER_SET_MAX_SPELLPOINTS", PLAYER, INT)
  532. ExecuteAction("PLAYER_SET_MONEY", PLAYER, INT)
  533. ExecuteAction("PLAYER_SET_MONEY_CAP", PLAYER, INT)
  534. ExecuteAction("PLAYER_SET_OVERRIDE_RELATION_TO_TEAM", PLAYER, TEAM, RELATION)
  535. ExecuteAction("PLAYER_SET_PLAYER_POWER_POINTS", PLAYER, INT)
  536. ExecuteAction("PLAYER_SET_RANKLEVEL", PLAYER, INT)
  537. ExecuteAction("PLAYER_SET_RANKLEVELLIMIT", INT)
  538. ExecuteAction("PLAYER_SET_SPECIAL_POWER_COUNTDOWN", PLAYER, SPECIAL_POWER, INT)
  539. ExecuteAction("PLAYER_SPECIAL_POWER_AVAILABILITY", PLAYER, SPECIAL_POWER, SPECIAL_POWER_AVAILABILITY)
  540. ExecuteAction("PLAYER_TOGGLE_RESOURCE_SHARING", PLAYER, BOOL)
  541. ExecuteAction("PLAYER_TOGGLE_SKIRMISH_AI", PLAYER, BOOL)
  542. ExecuteAction("PLAYER_TRANSFER_OWNERSHIP_PLAYER", PLAYER, PLAYER)
  543. ExecuteAction("PLAYER_UNIT_TYPE_SPECIAL_POWER_IGNORE_REQUIREMENTS", PLAYER, OBJECT_TYPE, SPECIAL_POWER, BOOL)
  544. ExecuteAction("PLAY_MOVIE_IN_GAME", MOVIE, BOOLEAN)
  545. ExecuteAction("PLAY_SOUND_AS_AI_COCOMMANDER_DIALOG", SOUND)
  546. ExecuteAction("PLAY_SOUND_AS_AI_COCOMMANDER_DIALOG_WITH_SUBTITLE", SOUND, TEXT_STRING, REAL)
  547. ExecuteAction("PLAY_SOUND_AS_IF_IT_WAS_AN_EVA_EVENT", SOUND)
  548. ExecuteAction("PLAY_SOUND_AS_IF_IT_WAS_AN_EVA_EVENT_WITH_SUBTITLE", SOUND, STRING, SECONDS)
  549. ExecuteAction("PLAY_SOUND_EFFECT", SOUND)
  550. ExecuteAction("PLAY_SOUND_EFFECT_AT", SOUND, WAYPOINT)
  551. ExecuteAction("PLAY_SOUND_EFFECT_AT_TEAM", SOUND, TEAM)
  552. ExecuteAction("PLAY_SPEECH_AS_IF_IT_WAS_AN_EVA_EVENT", MUSIC)
  553. ExecuteAction("PLAY_SPEECH_AS_IF_IT_WAS_AN_EVA_EVENT_WITH_SUBTITLE", MUSIC, STRING, SECONDS)
  554. ExecuteAction("PROCEED_IF_AUDIO_COMPLETE", SOUND)
  555. ExecuteAction("PROCEED_IF_MOVIE_COMPLETE", MOVIE)
  556. ExecuteAction("QUICKVICTORY")
  557. ExecuteAction("RADAR_CREATE_EVENT", COORD3D, RADAR_EVENT)
  558. ExecuteAction("RADAR_DISABLE")
  559. ExecuteAction("RADAR_ENABLE")
  560. ExecuteAction("RADAR_FORCE_ENABLE")
  561. ExecuteAction("RADAR_REVERT_TO_NORMAL")
  562. ExecuteAction("RECRUIT_COMBO_UNITS_FROM_TEAM", TEAM, INT, OBJECT_TYPE_LIST, TEAM)
  563. ExecuteAction("RECRUIT_TEAM", TEAM, REAL)
  564. ExecuteAction("RECRUIT_TEAM_AT_TEAM", TEAM, REAL, TEAM)
  565. ExecuteAction("REDALERT_DISABLE_THREAT_LEVEL_BONUS", PLAYER)
  566. ExecuteAction("REFRESH_RADAR")
  567. ExecuteAction("REGISTER_OBJECT_VS_OBJECT_KILL_RECORDING", OBJECT_TYPE, PLAYER, OBJECT_TYPE, PLAYER)
  568. ExecuteAction("REINFORCEMENTS_DISPLAY_BANNER")
  569. ExecuteAction("REMOVE_PLAYER_UPGRADE", UPGRADE, PLAYER)
  570. ExecuteAction("REMOVE_REINFORCEMENT_ARMY", TEXT_STRING)
  571. ExecuteAction("REPAIR_OBJECT", UNIT, BOOL, BOOL)
  572. ExecuteAction("RESET_CAMERA", WAYPOINT, REAL, REAL, REAL)
  573. ExecuteAction("RESET_CAMERA_AT_OBJECT", UNIT, REAL, REAL, REAL)
  574. ExecuteAction("RESET_CAMERA_TUTORIAL_STATE")
  575. ExecuteAction("RESET_INFANTRY_LIGHTING_OVERRIDE")
  576. ExecuteAction("RESIZE_VIEW_GUARDBAND", REAL, REAL)
  577. ExecuteAction("RESTART_TIMER", COUNTER)
  578. ExecuteAction("RESTORE_WORLD_LIGHTS")
  579. ExecuteAction("RESUME_BACKGROUND_SOUNDS")
  580. ExecuteAction("RESUME_SUPPLY_TRUCKING")
  581. ExecuteAction("RETRACT_SIEGE_FROM_WALL", UNIT)
  582. ExecuteAction("ROLL_CAMERA", REAL, REAL, REAL, REAL)
  583. ExecuteAction("ROTATE_CAMERA", REAL, REAL, REAL, REAL)
  584. ExecuteAction("ROTATE_CAMERA_LOCKED", REAL, REAL, REAL, REAL)
  585. ExecuteAction("ROTATE_CAMERA_TO_ANGLE", REAL, REAL, REAL, REAL)
  586. ExecuteAction("SATELLITE_VIEW_PRESENTATION_FOR_ALL_OBJECTIVES")
  587. ExecuteAction("SATELLITE_VIEW_PRESENTATION_FOR_OBJECTIVE", INT)
  588. ExecuteAction("SCREEN_SHAKE", SHAKE_INTENSITY)
  589. ExecuteAction("SCRIPTING_OVERRIDE_HULK_LIFETIME", REAL)
  590. ExecuteAction("SELECT_BUILDER_BUTTON_FLASH", INT)
  591. ExecuteAction("SELECT_OBJECT", PLAYER, UNIT)
  592. ExecuteAction("SELL_BUILDING_ON_FOUNDATION", UNIT)
  593. ExecuteAction("SETUP_CAMERA", WAYPOINT, REAL, REAL, WAYPOINT)
  594. ExecuteAction("SET_AREA_REFERENCE", AREA_REF, AREA)
  595. ExecuteAction("SET_ATTACK_PRIORITY_KIND_OF", ATTACK_PRIORITY_SET, KIND_OF, INT)
  596. ExecuteAction("SET_ATTACK_PRIORITY_THING", ATTACK_PRIORITY_SET, OBJECT_TYPE_LIST, INT)
  597. ExecuteAction("SET_AVAILABLE_STRIKEFORCES", STRIKE_FORCE_LIST, BOOL)
  598. ExecuteAction("SET_BASE_CONSTRUCTION_SPEED", PLAYER, INT)
  599. ExecuteAction("SET_BLOOM_INTENSITY", REAL)
  600. ExecuteAction("SET_CAMERA_CLIP_DEPTH_MULTIPLIER", REAL)
  601. ExecuteAction("SET_CAMPAIGN_FLAG", CAMPAIGN_FLAG, BOOL)
  602. ExecuteAction("SET_CAVE_INDEX", UNIT, INT)
  603. ExecuteAction("SET_COMMAND_POINTS_TO_BUILD_TEAM_TO_COUNTER", TEAM, COUNTER)
  604. ExecuteAction("SET_COOP_AI_COMMAND_UI_ENABLED", BOOL)
  605. ExecuteAction("SET_COUNTER", COUNTER, INT)
  606. ExecuteAction("SET_COUNTER_IN_SECONDS", COUNTER, REAL)
  607. ExecuteAction("SET_COUNTER_TO_BASE_POPULATION", PLAYER, UNIT, COUNTER)
  608. ExecuteAction("SET_COUNTER_TO_CLIENT_RANDOM_VALUE", COUNTER, INT, INT)
  609. ExecuteAction("SET_COUNTER_TO_COUNTER", COUNTER, COUNTER)
  610. ExecuteAction("SET_COUNTER_TO_NUMBER_OBJECTS_PLAYER_OWNES_WITH_MODELCONDITION", PLAYER, MODEL_CONDITION, COUNTER)
  611. ExecuteAction("SET_COUNTER_TO_NUMBER_OBJECTS_PLAYER_OWNS_WITH_KINDOF", COUNTER, KIND_OF, PLAYER)
  612. ExecuteAction("SET_COUNTER_TO_OBJECTS_OWNED_BY_PLAYER_BY_KINDOF", COUNTER, PLAYER, KIND_OF)
  613. ExecuteAction("SET_COUNTER_TO_OBJECTS_UNDER_PRODUCTION_ON_OBJECT_BY_KINDOF", COUNTER, KIND_OF, UNIT)
  614. ExecuteAction("SET_COUNTER_TO_TEAM_THREAT", COUNTER, TEAM, REAL)
  615. ExecuteAction("SET_COUNTER_TO_THREAT_FINDER_THREAT", COUNTER, THREAT_FINDER, THREAT_TYPE, PLAYER)
  616. ExecuteAction("SET_COUNTER_TO_UNIT_THREAT", COUNTER, UNIT, REAL)
  617. ExecuteAction("SET_CRYSTAL_UPGRADE_POINTS_OF_PLAYER", PLAYER, INT)
  618. ExecuteAction("SET_DEFAULT_ATTACK_PRIORITY", ATTACK_PRIORITY_SET, INT)
  619. ExecuteAction("SET_DISABLE_STRATEGIC_BUILDING", INT, PLAYER, BOOL)
  620. ExecuteAction("SET_FLAG", FLAG, BOOLEAN)
  621. ExecuteAction("SET_FLAG_TO_FLAG", FLAG, FLAG)
  622. ExecuteAction("SET_FPS_LIMIT", INT)
  623. ExecuteAction("SET_GAMEPLAYMODE_TIMER", COUNTER, INT)
  624. ExecuteAction("SET_GOAL_OWNERSHIP_DURATION", UNIT, REAL)
  625. ExecuteAction("SET_HERO_EXPERIENCE_SHARING", BOOLEAN)
  626. ExecuteAction("SET_IGNORE_SKIRMISH_VICTORY_CONDITIONS", BOOL)
  627. ExecuteAction("SET_INFANTRY_LIGHTING_OVERRIDE", REAL)
  628. ExecuteAction("SET_LAST_CREATED_UNIT_TO_REFERENCE", UNIT_REF)
  629. ExecuteAction("SET_LOGIC_FOG_STATE", BOOLEAN)
  630. ExecuteAction("SET_MAX_REDEPLOYMENT_COUNT", PLAYER, INT)
  631. ExecuteAction("SET_METAGAME_MAX_TIBERIUM", PLAYER, INT)
  632. ExecuteAction("SET_METAGAME_PLAYERS_TIBERIUM", PLAYER, INT)
  633. ExecuteAction("SET_METAGAME_TURN_TIMER", COUNTER, INT)
  634. ExecuteAction("SET_MGBATTLE_RESTRICTION", UNIT, METAGAME_BATTLE_RESOLUTION)
  635. ExecuteAction("SET_MG_PLAYER_OPS_POINTS_LIMITS", PLAYER, INT)
  636. ExecuteAction("SET_MILLISECOND_TIMER", COUNTER, REAL)
  637. ExecuteAction("SET_MISSION_HOT_SPOT_ACTIVENESS", MISSION_HOT_SPOT_STRING, BOOL)
  638. ExecuteAction("SET_MISSION_HOT_SPOT_VISIBILITY", MISSION_HOT_SPOT_STRING, BOOL)
  639. ExecuteAction("SET_MISSION_OBJECTIVE_STATUS", INT, MISSION_OBJECTIVE_STATUS)
  640. ExecuteAction("SET_OBJECT_ALLOWED_FOR_PLAYER", OBJECT_TYPE, PLAYER)
  641. ExecuteAction("SET_PLAYER_BUILDTIME_CHEAT", PLAYER, REAL)
  642. ExecuteAction("SET_PLAYER_CLASS", PLAYER, PLAYER_CLASS_TYPE)
  643. ExecuteAction("SET_PLAYER_COMMAND_POINTS_AVAILABLE_TO_COUNTER", PLAYER, COUNTER)
  644. ExecuteAction("SET_PLAYER_COMMAND_POINTS_TOTAL_TO_COUNTER", PLAYER, COUNTER)
  645. ExecuteAction("SET_PLAYER_COMMAND_POINTS_USED_TO_COUNTER", PLAYER, COUNTER)
  646. ExecuteAction("SET_PLAYER_CRYSTAL_UPGRADE_POINTS_TO_COUNTER", PLAYER, COUNTER)
  647. ExecuteAction("SET_PLAYER_KILLS_OF_KINDOF_TO_COUNTER", PLAYER, KIND_OF, COUNTER)
  648. ExecuteAction("SET_PLAYER_KILLS_OF_TYPE_TO_COUNTER", PLAYER, OBJECT_TYPE, COUNTER)
  649. ExecuteAction("SET_PLAYER_LIGHT_POINTS_TO_COUNTER", PLAYER, COUNTER)
  650. ExecuteAction("SET_PLAYER_MONEY_TO_COUNTER", PLAYER, COUNTER)
  651. ExecuteAction("SET_PLAYER_OWNERSHIP_OF_TYPE_COUNTER", OBJECT_TYPE_LIST, PLAYER, COUNTER)
  652. ExecuteAction("SET_PLAYER_OWNERSHIP_OF_TYPE_COUNTER_INCLUDE_DEAD", OBJECT_TYPE_LIST, PLAYER, COUNTER)
  653. ExecuteAction("SET_RANDOM_COUNTER", COUNTER, INT, INT)
  654. ExecuteAction("SET_RANDOM_COUNTER_IN_SECONDS", COUNTER, REAL, REAL)
  655. ExecuteAction("SET_RANDOM_MSEC_TIMER", COUNTER, REAL, REAL)
  656. ExecuteAction("SET_RANDOM_TIMER", COUNTER, INT, INT)
  657. ExecuteAction("SET_REFERENCE_TO_FIRST_TEAM_MEMBER_IN_AREA", UNIT_REF, TEAM, AREA)
  658. ExecuteAction("SET_REFERENCE_TO_LAST_SPAWNED_UNIT", UNIT_REF)
  659. ExecuteAction("SET_REFERENCE_TO_PLAYER_SPELLBOOK", UNIT_REF, PLAYER)
  660. ExecuteAction("SET_REFERENCE_TO_RANDOM_TEAM_MEMBER", UNIT_REF, TEAM)
  661. ExecuteAction("SET_REF_TO_NEREST_TEAM_OF_TYPE_OWNED_BY_PLAYER", OBJECT_TYPE_LIST, PLAYER, TEAM, UNIT_REF)
  662. ExecuteAction("SET_REF_TO_NEREST_TEAM_OF_UNNAMED_TYPE_OWNED_BY_PLAYER", OBJECT_TYPE_LIST, PLAYER, TEAM, UNIT_REF)
  663. ExecuteAction("SET_STOPPING_DISTANCE", TEAM, REAL)
  664. ExecuteAction("SET_TEAM_REFERENCE", TEAM_REF, TEAM)
  665. ExecuteAction("SET_TEAM_REFERENCE_TO_REFERNECE", TEAM_REF, TEAM_REF)
  666. ExecuteAction("SET_TEXTURE_LOOKUP_TABLE", ?)
  667. ExecuteAction("SET_TIMER", COUNTER, INT)
  668. ExecuteAction("SET_TRAIN_HELD", UNIT, BOOL)
  669. ExecuteAction("SET_TREE_SWAY", ANGLE, ANGLE, ANGLE, INT, REAL)
  670. ExecuteAction("SET_UI_ELEMENT_ENABLED", ASSET_ID_STRING, BOOL)
  671. ExecuteAction("SET_UNIT_EXPERIENCE_TO_COUNTER", UNIT, COUNTER)
  672. ExecuteAction("SET_UNIT_HEALTH_PERCENTAGE_FROM_COUNTER", UNIT, COUNTER)
  673. ExecuteAction("SET_UNIT_HEALTH_PERCENTAGE_TO_COUNTER", UNIT, COUNTER)
  674. ExecuteAction("SET_UNIT_POPULATION_PERCENTAGE_TO_COUNTER", UNIT, COUNTER)
  675. ExecuteAction("SET_UNIT_REFERENCE", UNIT_REF, UNIT)
  676. ExecuteAction("SET_UNIT_REFERENCE_TO_REFERENCE", UNIT_REF, UNIT_REF)
  677. ExecuteAction("SET_UNIT_UNREST_PERCENTAGE_TO_COUNTER", UNIT, COUNTER)
  678. ExecuteAction("SET_VISUAL_SPEED_MULTIPLIER", INT)
  679. ExecuteAction("SHOW_MILITARY_CAPTION", LOCALIZED_TEXT, REAL)
  680. ExecuteAction("SHOW_MISSION_OBJECTIVE", INT)
  681. ExecuteAction("SHOW_UI")
  682. ExecuteAction("SHOW_UI_INFOBOX", UNIT, STRING, REAL, STRING)
  683. ExecuteAction("SHOW_UI_INFOBOX_BUILD_BUTTON", OBJECT_TYPE, TEXT_STRING, TEXT_STRING)
  684. ExecuteAction("SHOW_UI_INFOBOX_FIXED_ELEMENT", PC_HUD_FIXED_ELEMENT, TEXT_STRING, TEXT_STRING)
  685. ExecuteAction("SHOW_UI_INFOBOX_PLAYER_POWER_BUTTON", SPECIAL_POWER, TEXT_STRING, TEXT_STRING)
  686. ExecuteAction("SHOW_UI_INFOBOX_UNIT_ABILITY_BUTTON", UNIT, COMMANDBUTTON_ABILITY_UNIT, TEXT_STRING, TEXT_STRING)
  687. ExecuteAction("SHOW_UI_INFOBOX_UPGRADE_BUTTON", UPGRADE, TEXT_STRING, TEXT_STRING)
  688. ExecuteAction("SHOW_UNIT_INTRO", OBJECT_TYPE)
  689. ExecuteAction("SKIRMISH_AI_CLEAR_ALL_ENEMY_PLAYERS_PRIORITIES", PLAYER)
  690. ExecuteAction("SKIRMISH_AI_CLEAR_ENEMY_PLAYER_PRIORITY", PLAYER, PLAYER)
  691. ExecuteAction("SKIRMISH_AI_CONSIDER_ALL_ENEMIES_WHEN_BUILDING", PLAYER)
  692. ExecuteAction("SKIRMISH_AI_CONSIDER_ENEMY_WHEN_BUILDING", PLAYER, PLAYER)
  693. ExecuteAction("SKIRMISH_AI_DONT_CONSIDER_ANY_ENEMIES_WHEN_BUILDING", PLAYER)
  694. ExecuteAction("SKIRMISH_AI_DONT_CONSIDER_ENEMY_WHEN_BUILDING", PLAYER, PLAYER)
  695. ExecuteAction("SKIRMISH_AI_MAKE_BASE", PLAYER, WAYPOINT)
  696. ExecuteAction("SKIRMISH_AI_REBUILD_SYSTEM_SCAN", PLAYER)
  697. ExecuteAction("SKIRMISH_AI_SET_ALL_ENEMY_PLAYERS_PRIORITIES", PLAYER, INT)
  698. ExecuteAction("SKIRMISH_AI_SET_ENEMY_PLAYER_PRIORITY", PLAYER, PLAYER, INT)
  699. ExecuteAction("SKIRMISH_AI_SET_FAVORED_ENEMY", PLAYER, PLAYER)
  700. ExecuteAction("SKIRMISH_AI_START", PLAYER)
  701. ExecuteAction("SKIRMISH_AI_TRANSFER_ALL", PLAYER, BOOL)
  702. ExecuteAction("SKIRMISH_AI_USE_AUTOMATIC_ENEMY_PLAYER_PRIORITY_SCHEME", PLAYER, ENEMY_SORTING_METHOD)
  703. ExecuteAction("SKIRMISH_AI_USE_DEFAULT_AUTOMATIC_ENEMY_PLAYER_PRIORITY_SCHEME", PLAYER)
  704. ExecuteAction("SKIRMISH_AI_USE_REBUILD_SYSTEM", PLAYER, BOOL)
  705. ExecuteAction("SKIRMISH_AI_USE_REPAIRS", PLAYER, BOOL)
  706. ExecuteAction("SKIRMISH_ATTACK_NEAREST_GROUP_WITH_VALUE", TEAM, COMPARISON, INT)
  707. ExecuteAction("SKIRMISH_BUILD_BASE_DEFENSE_FLANK")
  708. ExecuteAction("SKIRMISH_BUILD_BASE_DEFENSE_FRONT")
  709. ExecuteAction("SKIRMISH_BUILD_BUILDING", OBJECT_TYPE)
  710. ExecuteAction("SKIRMISH_BUILD_STRUCTURE_FLANK", OBJECT_TYPE)
  711. ExecuteAction("SKIRMISH_BUILD_STRUCTURE_FRONT", OBJECT_TYPE)
  712. ExecuteAction("SKIRMISH_FIRE_SPECIAL_POWER_AT_MOST_COST", PLAYER, SPECIAL_POWER)
  713. ExecuteAction("SKIRMISH_FOLLOW_APPROACH_PATH", TEAM, SKIRMISH_APPROACH_PATH, BOOLEAN)
  714. ExecuteAction("SKIRMISH_MOVE_TO_APPROACH_PATH", TEAM, SKIRMISH_APPROACH_PATH)
  715. ExecuteAction("SKIRMISH_PERFORM_COMMANDBUTTON_ON_MOST_VALUABLE_OBJECT", TEAM, COMMANDBUTTON_ABILITY_TEAM, REAL, BOOLEAN)
  716. ExecuteAction("SKIRMISH_WAIT_FOR_COMMANDBUTTON_AVAILABLE_ALL", PLAYER, TEAM, COMMANDBUTTON_ABILITY_TEAM)
  717. ExecuteAction("SKIRMISH_WAIT_FOR_COMMANDBUTTON_AVAILABLE_PARTIAL", PLAYER, TEAM, COMMANDBUTTON_ABILITY_TEAM)
  718. ExecuteAction("SKIRMISH_WAIT_FOR_LOGIC_COMMAND_AVAILABLE_ALL", PLAYER, TEAM, COMMANDBUTTON_ABILITY_TEAM)
  719. ExecuteAction("SKIRMISH_WAIT_FOR_LOGIC_COMMAND_AVAILABLE_PARTIAL", PLAYER, TEAM, COMMANDBUTTON_ABILITY_TEAM)
  720. ExecuteAction("SOUND_3D_ONLY_SET_VOLUME", REAL)
  721. ExecuteAction("SOUND_AMBIENT_PAUSE")
  722. ExecuteAction("SOUND_AMBIENT_RESUME")
  723. ExecuteAction("SOUND_DISABLE_TYPE", AUDIO)
  724. ExecuteAction("SOUND_ENABLE_ALL")
  725. ExecuteAction("SOUND_ENABLE_TYPE", AUDIO)
  726. ExecuteAction("SOUND_PLAY_NAMED", SOUND, UNIT)
  727. ExecuteAction("SOUND_REMOVE_ALL_DISABLED")
  728. ExecuteAction("SOUND_REMOVE_TYPE", AUDIO)
  729. ExecuteAction("SOUND_SET_VOLUME", REAL)
  730. ExecuteAction("SPAWN_OBJECT_IN_REINFORCEMENT_OBJECT_AT_NAMED_OBJECT", OBJECT_TYPE, OBJECT_TYPE, PLAYER, UNIT)
  731. ExecuteAction("SPAWN_OBJECT_IN_REINFORCEMENT_OBJECT_AT_WAYPOINT", OBJECT_TYPE, OBJECT_TYPE, PLAYER, WAYPOINT)
  732. ExecuteAction("SPAWN_TEAM_IN_REINFORCEMENT_OBJECT_AT_NAMED_OBJECT", TEAM, OBJECT_TYPE, PLAYER, UNIT)
  733. ExecuteAction("SPAWN_TEAM_IN_REINFORCEMENT_OBJECT_AT_WAYPOINT", TEAM, OBJECT_TYPE, PLAYER, WAYPOINT)
  734. ExecuteAction("SPEECH_PLAY", DIALOG, BOOLEAN)
  735. ExecuteAction("SPEECH_SET_VOLUME", REAL)
  736. ExecuteAction("STOP_TIMER", COUNTER)
  737. ExecuteAction("STORE_OBJECT_KILL_COUNT_TO_COUNTER", UNIT, COUNTER)
  738. ExecuteAction("STORE_OBJECT_VS_OBJECT_KILLS_TO_COUNTER", OBJECT_TYPE, PLAYER, OBJECT_TYPE, PLAYER, COUNTER)
  739. ExecuteAction("STRINGLIST_ADDSTRIKEFORCE", STRIKE_FORCE_LIST, STRIKE_FORCE)
  740. ExecuteAction("STRINGLIST_REMOVESTRIKEFORCE", STRIKE_FORCE_LIST, STRIKE_FORCE)
  741. ExecuteAction("SUB_FROM_MSEC_TIMER", REAL, COUNTER)
  742. ExecuteAction("SUSPEND_BACKGROUND_SOUNDS")
  743. ExecuteAction("SWITCH_TO_PRODUCTION_QUEUE_TAB", PRODUCTION_QUEUE_TAB)
  744. ExecuteAction("TEAM_AFFECT_OBJECT_PANEL_FLAGS", TEAM, OBJECT_PANEL_FLAG, BOOLEAN)
  745. ExecuteAction("TEAM_AI_TRANSFER", TEAM, BOOL)
  746. ExecuteAction("TEAM_ALLOW_AI_AUTOACQUIRE", TEAM, BOOL)
  747. ExecuteAction("TEAM_ALL_USE_COMMANDBUTTON_ON_NAMED", TEAM, COMMANDBUTTON_ABILITY_TEAM, UNIT)
  748. ExecuteAction("TEAM_ALL_USE_COMMANDBUTTON_ON_NEAREST_ENEMY_BUILDING", TEAM, COMMANDBUTTON_ABILITY_TEAM)
  749. ExecuteAction("TEAM_ALL_USE_COMMANDBUTTON_ON_NEAREST_ENEMY_BUILDING_CLASS", TEAM, COMMANDBUTTON_ABILITY_TEAM, KIND_OF)
  750. ExecuteAction("TEAM_ALL_USE_COMMANDBUTTON_ON_NEAREST_ENEMY_UNIT", TEAM, COMMANDBUTTON_ABILITY_TEAM)
  751. ExecuteAction("TEAM_ALL_USE_COMMANDBUTTON_ON_NEAREST_GARRISONED_BUILDING", TEAM, COMMANDBUTTON_ABILITY_TEAM)
  752. ExecuteAction("TEAM_ALL_USE_COMMANDBUTTON_ON_NEAREST_KINDOF", TEAM, COMMANDBUTTON_ABILITY_TEAM, KIND_OF)
  753. ExecuteAction("TEAM_ALL_USE_COMMANDBUTTON_ON_NEAREST_OBJECTTYPE", TEAM, COMMANDBUTTON_ABILITY_TEAM, OBJECT_TYPE)
  754. ExecuteAction("TEAM_ALL_USE_LOGIC_COMMAND_ON_NEAREST_ENEMY_BUILDING", TEAM, COMMANDBUTTON_ABILITY_TEAM)
  755. ExecuteAction("TEAM_ALL_USE_LOGIC_COMMAND_ON_NEAREST_ENEMY_BUILDING_CLASS", TEAM, COMMANDBUTTON_ABILITY_TEAM, KIND_OF)
  756. ExecuteAction("TEAM_ALL_USE_LOGIC_COMMAND_ON_NEAREST_ENEMY_UNIT", TEAM, COMMANDBUTTON_ABILITY_TEAM)
  757. ExecuteAction("TEAM_ALL_USE_LOGIC_COMMAND_ON_NEAREST_GARRISONED_BUILDING", TEAM, COMMANDBUTTON_ABILITY_TEAM)
  758. ExecuteAction("TEAM_ALL_USE_LOGIC_COMMAND_ON_NEAREST_KINDOF", TEAM, COMMANDBUTTON_ABILITY_TEAM, KIND_OF)
  759. ExecuteAction("TEAM_ALL_USE_LOGIC_COMMAND_ON_NEAREST_OBJECTTYPE", TEAM, COMMANDBUTTON_ABILITY_TEAM, OBJECT_TYPE)
  760. ExecuteAction("TEAM_APPLY_ATTACK_PRIORITY_SET", TEAM, ATTACK_PRIORITY_SET)
  761. ExecuteAction("TEAM_ASSIMILATE_WITH_ARMY_BY_NAME", TEAM, TEXT_STRING)
  762. ExecuteAction("TEAM_ASSIMILATE_WITH_FIRST_WALK_ON_ARMY", TEAM)
  763. ExecuteAction("TEAM_ATTACK_AREA", TEAM, TRIGGER_AREA)
  764. ExecuteAction("TEAM_ATTACK_MOVE_FOLLOW_WAYPOINTS", TEAM, WAYPOINT_PATH, BOOLEAN, BOOLEAN)
  765. ExecuteAction("TEAM_ATTACK_MOVE_TOWARDS_NEAREST_OBJECT_TYPE", TEAM, OBJECT_TYPE)
  766. ExecuteAction("TEAM_ATTACK_NAMED", TEAM, UNIT)
  767. ExecuteAction("TEAM_ATTACK_TEAM", TEAM, TEAM)
  768. ExecuteAction("TEAM_AVAILABLE_FOR_RECRUITMENT", TEAM, BOOLEAN)
  769. ExecuteAction("TEAM_CAPTURE_NEAREST_UNOWNED_FACTION_UNIT", TEAM)
  770. ExecuteAction("TEAM_CHANGE_OBJECT_STATUS", TEAM, OBJECT_STATUS, BOOLEAN)
  771. ExecuteAction("TEAM_CLEAR_MODELCONDITION", TEAM, MODEL_CONDITION)
  772. ExecuteAction("TEAM_COLLECT_NEARBY_FOR_TEAM", TEAM)
  773. ExecuteAction("TEAM_CONTEXT_SENSITIVE_ATTACK", TEAM, UNIT)
  774. ExecuteAction("TEAM_CREATE_RADAR_EVENT", TEAM, RADAR_EVENT)
  775. ExecuteAction("TEAM_DECREASE_PRIORITY", TEAM)
  776. ExecuteAction("TEAM_DECREASE_PRIORITY_BY_VALUE", TEAM, INT)
  777. ExecuteAction("TEAM_DELETE", TEAM)
  778. ExecuteAction("TEAM_DELETE_LIVING", TEAM)
  779. ExecuteAction("TEAM_ENABLE_HOUSE_COLOR", TEAM, BOOLEAN)
  780. ExecuteAction("TEAM_ENTER_NAMED", TEAM, UNIT)
  781. ExecuteAction("TEAM_EXECUTE_SEQUENTIAL_SCRIPT", TEAM, SCRIPT)
  782. ExecuteAction("TEAM_EXECUTE_SEQUENTIAL_SCRIPT_LOOPING", TEAM, SCRIPT, INT)
  783. ExecuteAction("TEAM_EXIT_ALL", TEAM)
  784. ExecuteAction("TEAM_EXIT_ALL_BUILDINGS", TEAM)
  785. ExecuteAction("TEAM_FACE_NAMED", TEAM, UNIT)
  786. ExecuteAction("TEAM_FACE_WAYPOINT", TEAM, WAYPOINT)
  787. ExecuteAction("TEAM_FLASH", TEAM, INT)
  788. ExecuteAction("TEAM_FLASH_WHITE", TEAM, INT)
  789. ExecuteAction("TEAM_FOLLOW_WAYPOINTS", TEAM, WAYPOINT_PATH, BOOLEAN, BOOLEAN)
  790. ExecuteAction("TEAM_FOLLOW_WAYPOINTS_EXACT", TEAM, WAYPOINT_PATH, BOOLEAN)
  791. ExecuteAction("TEAM_FOLLOW_WAYPOINTS_STARTING_AT_WAYPOINT", TEAM, WAYPOINT_PATH, BOOL, BOOL, WAYPOINT)
  792. ExecuteAction("TEAM_FORCE_EMOTION", TEAM, EMOTION, REAL)
  793. ExecuteAction("TEAM_GAIN_LEVEL", TEAM, BOOLEAN)
  794. ExecuteAction("TEAM_GARRISON_NEAREST_BUILDING", TEAM)
  795. ExecuteAction("TEAM_GARRISON_SPECIFIC_BUILDING", TEAM, UNIT)
  796. ExecuteAction("TEAM_GARRISON_SPECIFIC_BUILDING_INSTANTLY", TEAM, UNIT)
  797. ExecuteAction("TEAM_GARRISON_TEAM_INSTANTLY", TEAM, TEAM)
  798. ExecuteAction("TEAM_GIVE_EXPERIENCE_LEVEL", TEAM, TEXT_STRING)
  799. ExecuteAction("TEAM_GIVE_EXPERIENCE_POINTS", TEAM, INT)
  800. ExecuteAction("TEAM_GIVE_NEAREST_TEAM_UPGRADE", TEAM)
  801. ExecuteAction("TEAM_GIVE_TEAM_UPGRADE", TEAM, TEAM)
  802. ExecuteAction("TEAM_GUARD", TEAM)
  803. ExecuteAction("TEAM_GUARD_AREA", TEAM, TRIGGER_AREA)
  804. ExecuteAction("TEAM_GUARD_AREA_FROM_POSITION", TEAM, TRIGGER_AREA, WAYPOINT)
  805. ExecuteAction("TEAM_GUARD_FOR_FRAMECOUNT", TEAM, INT)
  806. ExecuteAction("TEAM_GUARD_FOR_SECONDS", TEAM, INT)
  807. ExecuteAction("TEAM_GUARD_IN_TUNNEL_NETWORK", TEAM)
  808. ExecuteAction("TEAM_GUARD_NEAREST_KINDOF", TEAM, KIND_OF)
  809. ExecuteAction("TEAM_GUARD_OBJECT", TEAM, UNIT)
  810. ExecuteAction("TEAM_GUARD_POSITION", TEAM, WAYPOINT)
  811. ExecuteAction("TEAM_GUARD_SUPPLY_CENTER", TEAM, INT)
  812. ExecuteAction("TEAM_GUARD_TEAM", TEAM, TEAM)
  813. ExecuteAction("TEAM_HARVEST", TEAM, WAYPOINT)
  814. ExecuteAction("TEAM_HUNT", TEAM)
  815. ExecuteAction("TEAM_HUNT_WITH_COMMAND_BUTTON", TEAM, COMMANDBUTTON_ABILITY_TEAM)
  816. ExecuteAction("TEAM_IDLE_FOR_FRAMECOUNT", TEAM, INT)
  817. ExecuteAction("TEAM_IDLE_FOR_SECONDS", TEAM, INT)
  818. ExecuteAction("TEAM_INCREASE_PRIORITY", TEAM)
  819. ExecuteAction("TEAM_INCREASE_PRIORITY_BY_VALUE", TEAM, INT)
  820. ExecuteAction("TEAM_KILL", TEAM)
  821. ExecuteAction("TEAM_LOAD_TRANSPORTS", TEAM)
  822. ExecuteAction("TEAM_MERGE_INTO_TEAM", TEAM, TEAM)
  823. ExecuteAction("TEAM_MOVE_TOWARDS_NEAREST_OBJECT_TYPE", TEAM, OBJECT_TYPE, TRIGGER_AREA)
  824. ExecuteAction("TEAM_MOVE_TO_NEAREST_OBJECT_OF_KINDOF", TEAM, KIND_OF)
  825. ExecuteAction("TEAM_MOVE_TO_NEAREST_OBJECT_OF_KINDOF_OWNED_BY_PLAYER", TEAM, KIND_OF, PLAYER)
  826. ExecuteAction("TEAM_MOVE_TO_NEAREST_OBJECT_OF_TYPE", TEAM, OBJECT_TYPE_LIST)
  827. ExecuteAction("TEAM_MOVE_TO_NEAREST_OBJECT_OF_TYPE_OWNED_BY_PLAYER", TEAM, OBJECT_TYPE_LIST, PLAYER)
  828. ExecuteAction("TEAM_NEEDS_OPEN_GATE", TEAM, UNIT, BOOLEAN)
  829. ExecuteAction("TEAM_PANIC", TEAM, WAYPOINT_PATH)
  830. ExecuteAction("TEAM_PARTIAL_USE_COMMANDBUTTON", REAL, TEAM, COMMANDBUTTON_ABILITY_TEAM)
  831. ExecuteAction("TEAM_PARTIAL_USE_LOGIC_COMMAND", REAL, TEAM, COMMANDBUTTON_ABILITY_TEAM)
  832. ExecuteAction("TEAM_RECRUIT_UNITS", TEAM, INT, OBJECT_TYPE_LIST)
  833. ExecuteAction("TEAM_RECRUIT_UNITS_FROM_TEAM", TEAM, INT, OBJECT_TYPE_LIST, TEAM)
  834. ExecuteAction("TEAM_REMOVE_ALL_OVERRIDE_RELATIONS", TEAM)
  835. ExecuteAction("TEAM_REMOVE_OVERRIDE_RELATION_TO_PLAYER", TEAM, PLAYER)
  836. ExecuteAction("TEAM_REMOVE_OVERRIDE_RELATION_TO_TEAM", TEAM, TEAM)
  837. ExecuteAction("TEAM_REPAIR_NEREST", TEAM, REAL)
  838. ExecuteAction("TEAM_SET_AI_RECRUITABLE_FLAG", TEAM, BOOLEAN)
  839. ExecuteAction("TEAM_SET_ATTITUDE", TEAM, AI_MOOD)
  840. ExecuteAction("TEAM_SET_AUTO_ABILITY", TEAM, COMMAND_BUTTON, BOOLEAN)
  841. ExecuteAction("TEAM_SET_BOOBYTRAPPED", OBJECT_TYPE, TEAM)
  842. ExecuteAction("TEAM_SET_CUSTOM_STATE", TEAM, TEAM_STATE, BOOLEAN)
  843. ExecuteAction("TEAM_SET_DISABLED", TEAM, DISABLED_TYPE, BOOL)
  844. ExecuteAction("TEAM_SET_EMOTICON", TEAM, EMOTICON, REAL)
  845. ExecuteAction("TEAM_SET_EXPERIENCE_POINTS", TEAM, INT)
  846. ExecuteAction("TEAM_SET_FLAME_STATUS", UNIT, BOOLEAN)
  847. ExecuteAction("TEAM_SET_HEALTH", TEAM, REAL)
  848. ExecuteAction("TEAM_SET_MODELCONDITION", TEAM, INT, BOOLEAN)
  849. ExecuteAction("TEAM_SET_MODELCONDITION_FOR_DURATION", TEAM, MODEL_CONDITION, REAL, PERCENT)
  850. ExecuteAction("TEAM_SET_OVERRIDE_RELATION_TO_PLAYER", TEAM, PLAYER, RELATION)
  851. ExecuteAction("TEAM_SET_OVERRIDE_RELATION_TO_TEAM", TEAM, TEAM, RELATION)
  852. ExecuteAction("TEAM_SET_PLAYERS_NEAREST_UNIT_OF_TYPE_TO_REFERENCE", OBJECT_TYPE_LIST, TEAM, UNIT_REF)
  853. ExecuteAction("TEAM_SET_REFERENCE_TO_PLAYERS_NEAREST_UNIT_OF_TYPE", OBJECT_TYPE, TEAM, UNIT_REF)
  854. ExecuteAction("TEAM_SET_REPULSOR", TEAM, BOOL)
  855. ExecuteAction("TEAM_SET_REPULSOR", TEAM, BOOLEAN)
  856. ExecuteAction("TEAM_SET_SLEEP_STATUS", TEAM, BOOL)
  857. ExecuteAction("TEAM_SET_STANCE", TEAM, STANCE)
  858. ExecuteAction("TEAM_SET_STATE", TEAM, TEAM_STATE)
  859. ExecuteAction("TEAM_SET_STEALTH_ENABLED", TEAM, BOOLEAN)
  860. ExecuteAction("TEAM_SET_STRICT_CONTROL_ENABLED", TEAM, BOOLEAN)
  861. ExecuteAction("TEAM_SET_UNMANNED_STATUS", TEAM)
  862. ExecuteAction("TEAM_SPIN_FOR_FRAMECOUNT", TEAM, INT)
  863. ExecuteAction("TEAM_SPIN_FOR_SECONDS", TEAM, REAL)
  864. ExecuteAction("TEAM_STAND_GROUND", TEAM, BOOLEAN)
  865. ExecuteAction("TEAM_STOP", TEAM)
  866. ExecuteAction("TEAM_STOP_AND_DISBAND", TEAM)
  867. ExecuteAction("TEAM_STOP_SEQUENTIAL_SCRIPT", TEAM)
  868. ExecuteAction("TEAM_TELEPORT_TO_WAYPOINT", TEAM, WAYPOINT)
  869. ExecuteAction("TEAM_THREAT_LEVEL", TEAM, COMPARISON, REAL, REAL)
  870. ExecuteAction("TEAM_TOGGLE_CLOSE_RANGE_WEAPON", TEAM, BOOLEAN)
  871. ExecuteAction("TEAM_TRANSFER_TO_PLAYER", TEAM, PLAYER)
  872. ExecuteAction("TEAM_UPGRADE", TEAM, UPGRADE)
  873. ExecuteAction("TEAM_USE_COMMANDBUTTON_ABILITY", TEAM, COMMANDBUTTON_ABILITY_TEAM)
  874. ExecuteAction("TEAM_USE_COMMANDBUTTON_ABILITY_AT_WAYPOINT", TEAM, COMMANDBUTTON_ABILITY_TEAM, WAYPOINT)
  875. ExecuteAction("TEAM_USE_COMMANDBUTTON_ABILITY_ON_NAMED", TEAM, COMMANDBUTTON_ABILITY_TEAM, UNIT)
  876. ExecuteAction("TEAM_USE_LOGIC_COMMAND_ABILITY", TEAM, COMMANDBUTTON_ABILITY_TEAM)
  877. ExecuteAction("TEAM_USE_LOGIC_COMMAND_ABILITY_AT_WAYPOINT", TEAM, COMMANDBUTTON_ABILITY_TEAM, WAYPOINT)
  878. ExecuteAction("TEAM_USE_LOGIC_COMMAND_ABILITY_ON_NAMED", TEAM, COMMANDBUTTON_ABILITY_TEAM, UNIT)
  879. ExecuteAction("TEAM_WAIT_FOR_NOT_CONTAINED_ALL", TEAM)
  880. ExecuteAction("TEAM_WAIT_FOR_NOT_CONTAINED_PARTIAL", TEAM)
  881. ExecuteAction("TEAM_WANDER", TEAM, WAYPOINT_PATH)
  882. ExecuteAction("TEAM_WANDER_IN_PLACE", TEAM)
  883. ExecuteAction("TECHTREE_MODIFY_BUILDABILITY_OBJECT", OBJECT_TYPE, BUILDABILITY_TYPE)
  884. ExecuteAction("TELEPORT_STRUCTURE", UNIT, WAYPOINT)
  885. ExecuteAction("TERRAIN_RENDER_DISABLE", BOOLEAN)
  886. ExecuteAction("TOGGLE_AUTO_BUILD", PLAYER, BOOLEAN)
  887. ExecuteAction("TOGGLE_AVI_CAPTURE")
  888. ExecuteAction("TOGGLE_LOCK_CURRENT_SELECTION", BOOL)
  889. ExecuteAction("TOGGLE_RADAR_UI", BOOL)
  890. ExecuteAction("TOGGLE_SHADER_OVERRIDE", UNIT, SHADER?, BOOL?)
  891. ExecuteAction("UNFREEZE_TIME")
  892. ExecuteAction("UNHIDE_LAYER", TEXT_STRING)
  893. ExecuteAction("UNIT_AFFECT_OBJECT_PANEL_FLAGS", UNIT, OBJECT_PANEL_FLAG, BOOLEAN)
  894. ExecuteAction("UNIT_AI_TRANSFER", UNIT, BOOL)
  895. ExecuteAction("UNIT_AI_TRANSFER_ALL", PLAYER, BOOL)
  896. ExecuteAction("UNIT_ALLOW_AI_AUTOACQUIRE", UNIT, BOOL)
  897. ExecuteAction("UNIT_ASSIMILATE_WITH_ARMY_BY_NAME", UNIT, TEXT_STRING)
  898. ExecuteAction("UNIT_ASSIMILATE_WITH_FIRST_WALK_ON_ARMY", UNIT)
  899. ExecuteAction("UNIT_ATTACK_MOVE_TOWARDS_NEAREST_OBJECT_TYPE", UNIT, OBJECT_TYPE)
  900. ExecuteAction("UNIT_CHANGE_OBJECT_STATUS", UNIT, OBJECT_STATUS, BOOLEAN)
  901. ExecuteAction("UNIT_CLEAR_MODELCONDITION", UNIT, MODEL_CONDITION)
  902. ExecuteAction("UNIT_CONTEXT_SENSITIVE_ATTACK", UNIT, UNIT)
  903. ExecuteAction("UNIT_DESTROY_ALL_CONTAINED", UNIT)
  904. ExecuteAction("UNIT_ENABLE_HOUSE_COLOR", UNIT, BOOLEAN)
  905. ExecuteAction("UNIT_EXECUTE_SEQUENTIAL_SCRIPT", UNIT, SCRIPT)
  906. ExecuteAction("UNIT_EXECUTE_SEQUENTIAL_SCRIPT_COPY", UNIT, SCRIPT)
  907. ExecuteAction("UNIT_EXECUTE_SEQUENTIAL_SCRIPT_LOOPING", UNIT, SCRIPT, INT)
  908. ExecuteAction("UNIT_FORCE_EMOTION", UNIT, EMOTION, REAL)
  909. ExecuteAction("UNIT_GAIN_LEVEL", UNIT, BOOLEAN)
  910. ExecuteAction("UNIT_GIVE_EXPERIENCE_LEVEL", UNIT, TEXT_STRING)
  911. ExecuteAction("UNIT_GIVE_EXPERIENCE_POINTS", UNIT, INT)
  912. ExecuteAction("UNIT_GUARD_AREA", UNIT, TRIGGER_AREA)
  913. ExecuteAction("UNIT_GUARD_AREA_FROM_POSITION", UNIT, TRIGGER_AREA, WAYPOINT)
  914. ExecuteAction("UNIT_GUARD_FOR_FRAMECOUNT", UNIT, INT)
  915. ExecuteAction("UNIT_GUARD_FOR_SECONDS", UNIT, INT)
  916. ExecuteAction("UNIT_GUARD_NEAREST_KINDOF", UNIT, KIND_OF)
  917. ExecuteAction("UNIT_GUARD_OBJECT", UNIT, UNIT)
  918. ExecuteAction("UNIT_GUARD_POSITION", UNIT, WAYPOINT)
  919. ExecuteAction("UNIT_IDLE_FOR_FRAMECOUNT", UNIT, INT)
  920. ExecuteAction("UNIT_IDLE_FOR_SECONDS", UNIT, INT)
  921. ExecuteAction("UNIT_KILL_ALL_IN_AREA", PLAYER, AREA)
  922. ExecuteAction("UNIT_MOVE_TOWARDS_NEAREST_OBJECT_TYPE", UNIT, OBJECT_TYPE, TRIGGER_AREA)
  923. ExecuteAction("UNIT_SET_EXPERIENCE_POINTS", UNIT, INT)
  924. ExecuteAction("UNIT_SET_FLAME_STATUS", UNIT, BOOLEAN)
  925. ExecuteAction("UNIT_SET_HEALTH", UNIT, REAL)
  926. ExecuteAction("UNIT_SET_MAX_LEVEL", UNIT, INT)
  927. ExecuteAction("UNIT_SET_MODELCONDITION", UNIT, INT, BOOLEAN)
  928. ExecuteAction("UNIT_SET_MODELCONDITION_FOR_DURATION", UNIT, MODEL_CONDITION, REAL, PERCENT)
  929. ExecuteAction("UNIT_SET_MODELCONDITION_GENERIC", UNIT, MODEL_CONDITION)
  930. ExecuteAction("UNIT_SET_STANCE", UNIT, STANCE_TYPE)
  931. ExecuteAction("UNIT_SET_TEAM", UNIT, TEAM)
  932. ExecuteAction("UNIT_SPAWN_NAMED_LOCATION_ORIENTATION", UNIT, OBJECT_TYPE, TEAM, COORD3D, ANGLE)
  933. ExecuteAction("UNIT_SPAWN_NAMED_OBJECT_ON_TEAM_AT_NAMED_OBJECT_LOCATION", UNIT, OBJECT_TYPE, TEAM, UNIT)
  934. ExecuteAction("UNIT_STAND_GROUND", UNIT, BOOLEAN)
  935. ExecuteAction("UNIT_STOP_SEQUENTIAL_SCRIPT", UNIT)
  936. ExecuteAction("UNIT_TELEPORT_TO_WAYPOINT", UNIT, WAYPOINT)
  937. ExecuteAction("UNIT_THREAT_LEVEL", UNIT, COMPARISON, REAL, REAL)
  938. ExecuteAction("UPGRADE_NEAREST_WALL", UNIT, UPGRADE, OBJECT_TYPE, OBJECT_TYPE, UNIT_REF)
  939. ExecuteAction("VICTORY")
  940. ExecuteAction("VICTORY_SCREEN")
  941. ExecuteAction("WAREHOUSE_SET_VALUE", UNIT, INT)
  942. ExecuteAction("WATER_CHANGE_HEIGHT", TRIGGER_AREA, REAL)
  943. ExecuteAction("WATER_CHANGE_HEIGHT_OVER_TIME", TRIGGER_AREA, REAL, REAL, REAL)
  944. ExecuteAction("WAYPOINT_CREATE_RADAR_EVENT", WAYPOINT, RADAR_EVENT)
  945. ExecuteAction("ZOOM_CAMERA", REAL, REAL, REAL, REAL)
  946.  
  947. EvaluateCondition("ANY_HERO_REACHED_RANK", PLAYER, INT, INT)
  948. EvaluateCondition("ANY_UNITS_USING_BLOODTHIRSTY", PLAYER)
  949. EvaluateCondition("BANNER_PRESSED", TEXT_STRING)
  950. EvaluateCondition("BRIDGE_BROKEN", BRIDGE)
  951. EvaluateCondition("BRIDGE_REPAIRED", BRIDGE)
  952. EvaluateCondition("BUILDING_ENTERED_BY_PLAYER", PLAYER, UNIT)
  953. EvaluateCondition("BUILDING_GARRISONNED_BY_OBJECT_TYPE", UNIT, OBJECT_TYPE, PLAYER)
  954. EvaluateCondition("BUILDING_IS_DEFAULT_PRODUCTION", UNIT)
  955. EvaluateCondition("BUILT_BY_PLAYER", OBJECT_TYPE, PLAYER)
  956. EvaluateCondition("CAMERA_ENTERED_AREA", TRIGGER_AREA)
  957. EvaluateCondition("CAMERA_HIT_SPECIFIC_SPLINE_WAYPOINT", WAYPOINT)
  958. EvaluateCondition("CAMERA_IN_AREA_TRIGGER", AREA)
  959. EvaluateCondition("CAMERA_MOVEMENT_FINISHED")
  960. EvaluateCondition("CAMERA_RESET")
  961. EvaluateCondition("CAMERA_ROTATE_DISTANCE", REAL)
  962. EvaluateCondition("CAMERA_SCROLL_DISTANCE", REAL)
  963. EvaluateCondition("CAMERA_ZOOM_DISTANCE", REAL)
  964. EvaluateCondition("CAN_BUILD_AT_BASE", PLAYER, UNIT)
  965. EvaluateCondition("CAN_BUILD_OBJECTTYPE_AT_BASE", PLAYER, UNIT, OBJECT_TYPE)
  966. EvaluateCondition("COMPARE_NUM_PLAYERS_IN_GAME", COMPARISON, INT)
  967. EvaluateCondition("COMPARISON_TREES_IN_TRIGGER_AREA", COMPARISON, INT, TRIGGER_AREA)
  968. EvaluateCondition("CONDITION_FALSE")
  969. EvaluateCondition("CONDITION_TRUE")
  970. EvaluateCondition("COUNTER", COUNTER, COMPARISON, INT)
  971. EvaluateCondition("COUNTER_COUNTER", COUNTER, COMPARISON, COUNTER)
  972. EvaluateCondition("COUNTER_SECONDS", COUNTER, COMPARISON, REAL)
  973. EvaluateCondition("CURRENT_PLATFORM", PLATFORM_TYPE)
  974. EvaluateCondition("DISTANCE_BETWEEN_OBJ", UNIT, UNIT, COMPARISON, REAL)
  975. EvaluateCondition("DISTANCE_BETWEEN_TEAM", TEAM, TEAM, COMPARISON, REAL)
  976. EvaluateCondition("ENEMY_SIGHTED", UNIT, RELATION, PLAYER)
  977. EvaluateCondition("ENEMY_SIGHTED_BY_TEAM", TEAM, RELATION, PLAYER)
  978. EvaluateCondition("EVAL_TEAM_HEALTH", TEAM, COMPARISON, INT)
  979. EvaluateCondition("FLAG", FLAG, BOOLEAN)
  980. EvaluateCondition("GAME_TYPE_IS_COMMANDERS_CHALLENGE")
  981. EvaluateCondition("GATE_IS_OPEN", UNIT)
  982. EvaluateCondition("HAS_COMMAND_POINTS_TO_BUILD_TEAM", PLAYER, TEAM)
  983. EvaluateCondition("HAS_COMMAND_POINTS_TO_BUILD_UNIT", PLAYER, OBJECT_TYPE)
  984. EvaluateCondition("HAS_DELAYED_CARRYOVER_UNIT_OF_TYPE", OBJECT_TYPE, PLAYER)
  985. EvaluateCondition("HAS_EVA_EVENT_PLAYED_IN_LAST_N_SECONDS", EVA_EVENT, REAL)
  986. EvaluateCondition("HAS_FINISHED_AUDIO", SOUND)
  987. EvaluateCondition("HAS_FINISHED_SPEECH", DIALOG)
  988. EvaluateCondition("HAS_FINISHED_VIDEO", MOVIE)
  989. EvaluateCondition("IS_AREA_ON_FIRE", TRIGGER_AREA)
  990. EvaluateCondition("IS_AUDIO_COMPLETE", SOUND)
  991. EvaluateCondition("IS_CRYSTAL_CAPTURED", PLAYER)
  992. EvaluateCondition("IS_ESC_OR_SPACE_PRESSED")
  993. EvaluateCondition("IS_GAME_COOP")
  994. EvaluateCondition("IS_GAME_IN_SKIRMISH_OR_MULTIPLAYER", BOOLEAN)
  995. EvaluateCondition("IS_GAME_MODE_ACTIVE", TEXT_STRING)
  996. EvaluateCondition("IS_MOVIE_COMPLETE", MOVIE)
  997. EvaluateCondition("IS_NUM_OF_UNITS_BELONGING_TO_PLAYER_NEAR_EVA_EVENT_LAST_PLAYED_LOCATION_COMPARISON_INT", PLAYER, REAL, EVA_EVENT, COMPARISON, INT)
  998. EvaluateCondition("IS_OBJECT_OF_TYPE", UNIT, OBJECT_TYPE)
  999. EvaluateCondition("IS_OBJECT_UNLOCKED_BY_PLAYER", OBJECT_TYPE, PLAYER)
  1000. EvaluateCondition("IS_SEIGE_ATTACHED_TO_WALL", UNIT)
  1001. EvaluateCondition("IS_TECHSTRUCTURE_DESTROYED", UNIT)
  1002. EvaluateCondition("IS_UNIT_TYPE_BUILDING", OBJECT_TYPE)
  1003. EvaluateCondition("IS_UNIT_WEBBED", UNIT, BOOLEAN)
  1004. EvaluateCondition("LIVING_WORLD_IS_REGION_REF_BOUND", LIVING_WORLD_REGION_REF)
  1005. EvaluateCondition("LOCAL_PLAYER_TARGETING_SPECIAL_POWER", SPECIAL_POWER)
  1006. EvaluateCondition("LOCAL_PLAYER_TARGETING_SPECIAL_POWER_FROM_OBJECT", SPECIAL_POWER, UNIT)
  1007. EvaluateCondition("METAGAME_DIALOG_STATE_CHANGE", METAGAME_DIALOG, METAGAME_DIALOG_STATE)
  1008. EvaluateCondition("MGOP_TRIGGERED_BY_NAMED", UNIT, METAGAME_OPERATION)
  1009. EvaluateCondition("MGOP_TRIGGERED_BY_NAMED_IN_AREA", UNIT, METAGAME_OPERATION, AREA)
  1010. EvaluateCondition("MGOP_TRIGGERED_BY_NAMED_ON_OBJECT", UNIT, METAGAME_OPERATION, UNIT)
  1011. EvaluateCondition("MGOP_TRIGGERED_BY_PLAYER", METAGAME_OPERATION)
  1012. EvaluateCondition("MGOP_TRIGGERED_BY_PLAYER_IN_AREA", METAGAME_OPERATION, AREA)
  1013. EvaluateCondition("MGOP_TRIGGERED_BY_PLAYER_ON_OBJECT", METAGAME_OPERATION, UNIT)
  1014. EvaluateCondition("MISSION_ATTEMPTS", PLAYER, COMPARISON, INT)
  1015. EvaluateCondition("MISSION_HOT_SPOT_ACTIVE", STRING)
  1016. EvaluateCondition("MULTIPLAYER_ALLIED_DEFEAT")
  1017. EvaluateCondition("MULTIPLAYER_ALLIED_VICTORY")
  1018. EvaluateCondition("MULTIPLAYER_PLAYER_DEFEAT")
  1019. EvaluateCondition("MUSIC_IS_PLAYING_FROM_SCRIPT")
  1020. EvaluateCondition("MUSIC_TRACK_HAS_COMPLETED", MUSIC, INT)
  1021. EvaluateCondition("NAMED_ATTACKED_BY_OBJECTTYPE", UNIT, OBJECT_TYPE)
  1022. EvaluateCondition("NAMED_ATTACKED_BY_PLAYER", UNIT, PLAYER)
  1023. EvaluateCondition("NAMED_BASE_UNPACKABLE_FOR_PLAYER", UNIT, PLAYER)
  1024. EvaluateCondition("NAMED_BUILDING_IS_EMPTY", UNIT)
  1025. EvaluateCondition("NAMED_CREATED", UNIT)
  1026. EvaluateCondition("NAMED_DESTROYED", UNIT)
  1027. EvaluateCondition("NAMED_DESTROYED_BY_OBJECTTYPE", UNIT, OBJECT_TYPE)
  1028. EvaluateCondition("NAMED_DISCOVERED", UNIT, PLAYER)
  1029. EvaluateCondition("NAMED_DYING", UNIT)
  1030. EvaluateCondition("NAMED_ENTERED_AREA", UNIT, TRIGGER_AREA)
  1031. EvaluateCondition("NAMED_ENTERED_NEAREST_BASE", UNIT, PLAYER)
  1032. EvaluateCondition("NAMED_ENTERED_REFD_BASE", UNIT, UNIT_REF)
  1033. EvaluateCondition("NAMED_EXITED_AREA", UNIT, TRIGGER_AREA)
  1034. EvaluateCondition("NAMED_EXITED_NEAREST_BASE", UNIT, PLAYER)
  1035. EvaluateCondition("NAMED_EXITED_REFD_BASE", UNIT, UNIT_REF)
  1036. EvaluateCondition("NAMED_HAS_FREE_CONTAINER_SLOTS", UNIT)
  1037. EvaluateCondition("NAMED_HAS_KILLED_COMPARISON_UNIT_TYPE", UNIT, COMPARISON, INT, OBJECT_TYPE)
  1038. EvaluateCondition("NAMED_INSIDE_AREA", UNIT, TRIGGER_AREA)
  1039. EvaluateCondition("NAMED_INSIDE_AREA", UNIT, TRIGGER_AREA)
  1040. EvaluateCondition("NAMED_NOT_DESTROYED", UNIT)
  1041. EvaluateCondition("NAMED_OUTSIDE_AREA", UNIT, TRIGGER_AREA)
  1042. EvaluateCondition("NAMED_OWNED_BY_PLAYER", UNIT, PLAYER)
  1043. EvaluateCondition("NAMED_RANK_LEVEL", UNIT, INT)
  1044. EvaluateCondition("NAMED_REACHED_WAYPOINTS_END", UNIT, WAYPOINT_PATH)
  1045. EvaluateCondition("NAMED_SELECTED", UNIT)
  1046. EvaluateCondition("NAMED_TOTALLY_DEAD", UNIT)
  1047. EvaluateCondition("NUM_UNITS_LEVELED_UP", PLAYER, INT, BOOLEAN)
  1048. EvaluateCondition("OBJECTIVES_SCREEN_IS_OPEN")
  1049. EvaluateCondition("OBJECT_IS_DISGUISED_AS_TYPE", UNIT, OBJECT_TYPE)
  1050. EvaluateCondition("OBJECT_OF_TYPE_OR_LIST_INSIDE_REFD_BASE", OBJECT_TYPE, UNIT_REF)
  1051. EvaluateCondition("OBJECT_SELECTED", UNIT)
  1052. EvaluateCondition("PLAYER_ACQUIRED_SCIENCE", PLAYER, SCIENCE)
  1053. EvaluateCondition("PLAYER_ALL_BUILDFACILITIES_DESTROYED", PLAYER)
  1054. EvaluateCondition("PLAYER_ALL_DESTROYED", PLAYER)
  1055. EvaluateCondition("PLAYER_BUILT_UPGRADE", PLAYER, UPGRADE)
  1056. EvaluateCondition("PLAYER_BUILT_UPGRADE_FROM_NAMED", PLAYER, UPGRADE, UNIT)
  1057. EvaluateCondition("PLAYER_CAN_PURCHASE_SCIENCE", PLAYER, SCIENCE)
  1058. EvaluateCondition("PLAYER_CLASS", PLAYER, PLAYER_CLASS_TYPE)
  1059. EvaluateCondition("PLAYER_COMPARE_LIGHT_POINTS", PLAYER, COMPARISON, INT)
  1060. EvaluateCondition("PLAYER_COMPARE_RANK", PLAYER, COMPARISON, INT)
  1061. EvaluateCondition("PLAYER_COMPLETED_SPECIAL_POWER", PLAYER, SPECIAL_POWER)
  1062. EvaluateCondition("PLAYER_COMPLETED_SPECIAL_POWER_FROM_NAMED", PLAYER, SPECIAL_POWER, UNIT)
  1063. EvaluateCondition("PLAYER_DESTROYED_N_BUILDINGS_PLAYER", PLAYER, INT, PLAYER)
  1064. EvaluateCondition("PLAYER_DOCKED_STRUCTURE", PLAYER, COMPARISON, INT, UNIT)
  1065. EvaluateCondition("PLAYER_EXCESS_POWER_COMPARE_VALUE", PLAYER, COMPARISON, INT)
  1066. EvaluateCondition("PLAYER_HAS_ANY_OBJECT_ENTITLEMENT", PLAYER, OBJECT_TYPE_LIST)
  1067. EvaluateCondition("PLAYER_HAS_COMPARISON_COMMAND_POINTS", PLAYER, COMPARISON, INT)
  1068. EvaluateCondition("PLAYER_HAS_COMPARISON_PERCENT_COMMAND_POINTS", PLAYER, COMPARISON, INT)
  1069. EvaluateCondition("PLAYER_HAS_COMPARISON_POWER_POINTS", PLAYER, COMPARISON, INT)
  1070. EvaluateCondition("PLAYER_HAS_COMPARISON_UNIT_KIND", PLAYER, COMPARISON, INT, KIND_OF)
  1071. EvaluateCondition("PLAYER_HAS_COMPARISON_UNIT_KIND_IN_TRIGGER_AREA", PLAYER, COMPARISON, INT, KIND_OF, TRIGGER_AREA)
  1072. EvaluateCondition("PLAYER_HAS_COMPARISON_UNIT_TYPE_IN_TRIGGER_AREA", PLAYER, COMPARISON, INT, OBJECT_TYPE, TRIGGER_AREA)
  1073. EvaluateCondition("PLAYER_HAS_COMPARISON_UNIT_TYPE_IN_TRIGGER_AREA_COMPLETELY_BUILT", PLAYER, COMPARISON, INT, OBJECT_TYPE, TRIGGER_AREA)
  1074. EvaluateCondition("PLAYER_HAS_COMPARISON_UNIT_TYPE_IN_TRIGGER_AREA_WITH_MODELCONDITION", PLAYER, COMPARISON, INT, AREA, MODEL_CONDITION)
  1075. EvaluateCondition("PLAYER_HAS_COMPARISON_UNIT_TYPE_IN_TRIGGER_AREA_WITH_UPGRADE", PLAYER, COMPARISON, INT, OBJECT_TYPE, TRIGGER_AREA, UPGRADE)
  1076. EvaluateCondition("PLAYER_HAS_CREDITS", INT, COMPARISON, PLAYER)
  1077. EvaluateCondition("PLAYER_HAS_KILLED_KINDOF_UNITS", PLAYER, INT, KIND_OF)
  1078. EvaluateCondition("PLAYER_HAS_KILLED_NAMED_UNIT", PLAYER, UNIT)
  1079. EvaluateCondition("PLAYER_HAS_KILLED_TYPE_UNITS", PLAYER, INT, OBJECT_TYPE)
  1080. EvaluateCondition("PLAYER_HAS_NO_POWER", PLAYER)
  1081. EvaluateCondition("PLAYER_HAS_NUMBER_OBJECTS_WITH_MODELCONDITION", PLAYER, MODEL_CONDITION, COMPARISON, INT)
  1082. EvaluateCondition("PLAYER_HAS_NUMBER_OBJECTS_WITH_OBJECT_STATUS", PLAYER, OBJECT_STATUS, COMPARISON, INT)
  1083. EvaluateCondition("PLAYER_HAS_NUMBER_TEAMS", PLAYER, COMPARISON, INT)
  1084. EvaluateCondition("PLAYER_HAS_NUMBER_TEAM_SLOTS_OPEN", PLAYER, COMPARISON, INT)
  1085. EvaluateCondition("PLAYER_HAS_NUMBER_UNITS_DISTANCE_FROM_OBJECT", PLAYER, COMPARISON, INT, REAL, UNIT)
  1086. EvaluateCondition("PLAYER_HAS_NUM_UNITS_LOADED_WITH_OBJECT", PLAYER, INT, OBJECT_TYPE, OBJECT_TYPE)
  1087. EvaluateCondition("PLAYER_HAS_NUM_UNITS_WITH_UPGRADE", PLAYER, INT, UPGRADE)
  1088. EvaluateCondition("PLAYER_HAS_N_OR_FEWER_BASES", PLAYER, INT)
  1089. EvaluateCondition("PLAYER_HAS_N_OR_FEWER_BUILDINGS", PLAYER, INT)
  1090. EvaluateCondition("PLAYER_HAS_N_OR_FEWER_FACTION_BUILDINGS", PLAYER, INT)
  1091. EvaluateCondition("PLAYER_HAS_OBJECT_COMPARISON", PLAYER, COMPARISON, INT, OBJECT_TYPE)
  1092. EvaluateCondition("PLAYER_HAS_OBJECT_ENTITLEMENT", PLAYER, OBJECT_TYPE)
  1093. EvaluateCondition("PLAYER_HAS_OBJECT_OF_VETERANCY", PLAYER, OBJECT_TYPE, COMPARISON, INT)
  1094. EvaluateCondition("PLAYER_HAS_PLAYER_TECH", PLAYER, PLAYER_TECH_TYPE)
  1095. EvaluateCondition("PLAYER_HAS_POWER", PLAYER)
  1096. EvaluateCondition("PLAYER_HAS_REACHED_LEVEL_CAP", PLAYER)
  1097. EvaluateCondition("PLAYER_HAS_SCIENCEPURCHASEPOINTS", PLAYER, INT)
  1098. EvaluateCondition("PLAYER_HAS_UNIT_TYPE_IN_TRIGGER_AREA_UNDER_ATTACK", PLAYER, OBJECT_TYPE, TRIGGER_AREA)
  1099. EvaluateCondition("PLAYER_ISSUED_FORMATION_ORDER")
  1100. EvaluateCondition("PLAYER_IS_HUMAN_OR_AI_PERSONALITY", PLAYER, AI_PERSONALITY_TYPE)
  1101. EvaluateCondition("PLAYER_IS_IN_PLANNING_MODE", PLAYER)
  1102. EvaluateCondition("PLAYER_LOST_OBJECT_TYPE", PLAYER, OBJECT_TYPE)
  1103. EvaluateCondition("PLAYER_MIDWAY_SPECIAL_POWER", PLAYER, SPECIAL_POWER)
  1104. EvaluateCondition("PLAYER_MIDWAY_SPECIAL_POWER_FROM_NAMED", PLAYER, SPECIAL_POWER, UNIT)
  1105. EvaluateCondition("PLAYER_POWER_COMPARE_PERCENT", PLAYER, COMPARISON, INT)
  1106. EvaluateCondition("PLAYER_REDEPLOYMENT_COUNT", PLAYER, COMPARISON, INT)
  1107. EvaluateCondition("PLAYER_RED_ALERT_ACTIVATED", PLAYER)
  1108. EvaluateCondition("PLAYER_TRIGGERED_SCRIPT_EVENT", PLAYER, SCRIPT_EVENT)
  1109. EvaluateCondition("PLAYER_TRIGGERED_SPECIAL_POWER", PLAYER, SPECIAL_POWER)
  1110. EvaluateCondition("PLAYER_TRIGGERED_SPECIAL_POWER_FROM_NAMED", PLAYER, SPECIAL_POWER, UNIT)
  1111. EvaluateCondition("PLAYER_TRIGGERED_SPECIAL_POWER_IN_AREA", PLAYER, SPECIAL_POWER, AREA)
  1112. EvaluateCondition("REGION_CAMPS_SHOULD_UNPACK")
  1113. EvaluateCondition("SKIRMISH_COMMAND_BUTTON_READY_ALL", PLAYER, TEAM, COMMANDBUTTON_ABILITY_TEAM)
  1114. EvaluateCondition("SKIRMISH_COMMAND_BUTTON_READY_PARTIAL", PLAYER, TEAM, COMMANDBUTTON_ABILITY_TEAM)
  1115. EvaluateCondition("SKIRMISH_FIRE_SPECIAL_POWER_ON_TEAM", PLAYER, SPECIAL_POWER, TEAM)
  1116. EvaluateCondition("SKIRMISH_LOGIC_COMMAND_READY_ALL", PLAYER, TEAM, COMMANDBUTTON_ABILITY_UNIT)
  1117. EvaluateCondition("SKIRMISH_LOGIC_COMMAND_READY_PARTIAL", PLAYER, TEAM, COMMANDBUTTON_ABILITY_UNIT)
  1118. EvaluateCondition("SKIRMISH_NAMED_AREA_EXIST", PLAYER, TRIGGER_AREA)
  1119. EvaluateCondition("SKIRMISH_PLAYER_FACTION", PLAYER, FACTION)
  1120. EvaluateCondition("SKIRMISH_PLAYER_HAS_BEEN_ATTACKED_BY_PLAYER", PLAYER, PLAYER)
  1121. EvaluateCondition("SKIRMISH_PLAYER_HAS_COMPARISON_CAPTURED_UNITS", PLAYER, COMPARISON, INT)
  1122. EvaluateCondition("SKIRMISH_PLAYER_HAS_COMPARISON_GARRISONED", PLAYER, COMPARISON, INT)
  1123. EvaluateCondition("SKIRMISH_PLAYER_HAS_DISCOVERED_PLAYER", PLAYER, PLAYER)
  1124. EvaluateCondition("SKIRMISH_PLAYER_HAS_PREREQUISITE_TO_BUILD", PLAYER, OBJECT_TYPE)
  1125. EvaluateCondition("SKIRMISH_PLAYER_HAS_UNITS_IN_AREA", PLAYER, TRIGGER_AREA)
  1126. EvaluateCondition("SKIRMISH_PLAYER_IS_OUTSIDE_AREA", PLAYER, TRIGGER_AREA)
  1127. EvaluateCondition("SKIRMISH_SPECIAL_POWER_READY", PLAYER, SPECIAL_POWER)
  1128. EvaluateCondition("SKIRMISH_SUPPLIES_VALUE_WITHIN_DISTANCE", PLAYER, REAL, TRIGGER_AREA, REAL)
  1129. EvaluateCondition("SKIRMISH_TECH_BUILDING_WITHIN_DISTANCE", PLAYER, REAL, AREA)
  1130. EvaluateCondition("SKIRMISH_UNOWNED_FACTION_UNIT_EXISTS", PLAYER, COMPARISON, INT)
  1131. EvaluateCondition("SKIRMISH_VALUE_IN_AREA", PLAYER, COMPARISON, REAL, TRIGGER_AREA)
  1132. EvaluateCondition("SPELL_STORE_IS_OPEN")
  1133. EvaluateCondition("START_POSITION_IS", PLAYER, INT)
  1134. EvaluateCondition("SUPPLY_SOURCE_ATTACKED", PLAYER)
  1135. EvaluateCondition("SUPPLY_SOURCE_SAFE", PLAYER, INT)
  1136. EvaluateCondition("TEAM_ALL_HAS_OBJECT_STATUS", TEAM, OBJECT_STATUS)
  1137. EvaluateCondition("TEAM_ATTACKED_BY_OBJECTTYPE", TEAM, OBJECT_TYPE)
  1138. EvaluateCondition("TEAM_ATTACKED_BY_PLAYER", TEAM, PLAYER)
  1139. EvaluateCondition("TEAM_CAN_PATH_INTO_PLAYERS_NEAREST_BASE", TEAM, PLAYER)
  1140. EvaluateCondition("TEAM_CAN_PATH_TO_OBJECT", TEAM, UNIT)
  1141. EvaluateCondition("TEAM_CAN_PATH_TO_WAYPOINT", TEAM, WAYPOINT)
  1142. EvaluateCondition("TEAM_COMPARE_NUM_MEMBERS", TEAM, COMPARISON, INT)
  1143. EvaluateCondition("TEAM_CREATED", TEAM)
  1144. EvaluateCondition("TEAM_DESTROYED", TEAM)
  1145. EvaluateCondition("TEAM_DISCOVERED", TEAM, PLAYER)
  1146. EvaluateCondition("TEAM_ENTERED_AREA_ENTIRELY", TEAM, TRIGGER_AREA, SURFACE_TYPE)
  1147. EvaluateCondition("TEAM_ENTERED_AREA_PARTIALLY", TEAM, TRIGGER_AREA, SURFACE_TYPE)
  1148. EvaluateCondition("TEAM_ENTERED_NEAREST_BASE_ENTIRELY", TEAM, PLAYER)
  1149. EvaluateCondition("TEAM_ENTERED_NEAREST_BASE_PARTIALLY", TEAM, PLAYER)
  1150. EvaluateCondition("TEAM_ENTERED_REFD_BASE_ENTIRELY", TEAM, UNIT_REF)
  1151. EvaluateCondition("TEAM_ENTERED_REFD_BASE_PARTIALLY", TEAM, UNIT_REF)
  1152. EvaluateCondition("TEAM_EXITED_AREA_ENTIRELY", TEAM, TRIGGER_AREA, SURFACE_TYPE)
  1153. EvaluateCondition("TEAM_EXITED_AREA_PARTIALLY", TEAM, TRIGGER_AREA, SURFACE_TYPE)
  1154. EvaluateCondition("TEAM_EXITED_NEAREST_BASE_ENTIRELY", TEAM, PLAYER)
  1155. EvaluateCondition("TEAM_EXITED_NEAREST_BASE_PARTIALLY", TEAM, PLAYER)
  1156. EvaluateCondition("TEAM_EXITED_REFD_BASE_ENTIRELY", TEAM, UNIT_REF)
  1157. EvaluateCondition("TEAM_EXITED_REFD_BASE_PARTIALLY", TEAM, UNIT_REF)
  1158. EvaluateCondition("TEAM_HAS_CUSTOM_STATE", TEAM, TEAM_STATE)
  1159. EvaluateCondition("TEAM_HAS_FEWER_THAN_X_UNITS_WITH_KINDOF", TEAM, INT, KIND_OF)
  1160. EvaluateCondition("TEAM_HAS_UNITS", TEAM)
  1161. EvaluateCondition("TEAM_INSIDE_AREA_ENTIRELY", TEAM, TRIGGER_AREA, SURFACE_TYPE)
  1162. EvaluateCondition("TEAM_INSIDE_AREA_PARTIALLY", TEAM, TRIGGER_AREA, SURFACE_TYPE)
  1163. EvaluateCondition("TEAM_IS_ATTACKED_AND_CANNOT_RETALIATE_ALL", TEAM)
  1164. EvaluateCondition("TEAM_IS_ATTACKED_AND_CANNOT_RETALIATE_ANY", TEAM)
  1165. EvaluateCondition("TEAM_IS_LED_BY_UNIT", TEAM, UNIT)
  1166. EvaluateCondition("TEAM_OUTSIDE_AREA_ENTIRELY", TEAM, TRIGGER_AREA, SURFACE_TYPE)
  1167. EvaluateCondition("TEAM_OWNED_BY_PLAYER", TEAM, PLAYER)
  1168. EvaluateCondition("TEAM_REACHED_WAYPOINTS_END", TEAM, WAYPOINT_PATH)
  1169. EvaluateCondition("TEAM_SOME_HAVE_OBJECT_STATUS", TEAM, OBJECT_STATUS)
  1170. EvaluateCondition("TEAM_STATE_IS", TEAM, TEAM_STATE)
  1171. EvaluateCondition("TEAM_STATE_IS_NOT", TEAM, TEAM_STATE)
  1172. EvaluateCondition("TEAM_THREAT_LEVEL", TEAM, COMPARISON, REAL, REAL)
  1173. EvaluateCondition("TEST_CAMPAIGN_FLAG", CAMPAIGN_FLAG)
  1174. EvaluateCondition("TEST_METAGAME_KINDOF_IN_AOI_OF_KINDOF", KIND_OF, PLAYER, KIND_OF, PLAYER)
  1175. EvaluateCondition("TEST_METAGAME_KINDOF_IN_AOI_OF_UNIT", KIND_OF, PLAYER, UNIT, PLAYER)
  1176. EvaluateCondition("TEST_METAGAME_LOCAL_PLAYER_STRIKEFORCE_IN_BATTLE_WITH_UNIT", STRIKE_FORCE, UNIT)
  1177. EvaluateCondition("TEST_METAGAME_PLAYER_FLAGS", METAGAME_PLAYER_FLAG, PLAYER)
  1178. EvaluateCondition("TEST_METAGAME_TOWER_COUNT", PLAYER, INT)
  1179. EvaluateCondition("TEST_METAGAME_UNIT_IN_BATTLE_WITH_UNIT", UNIT, UNIT)
  1180. EvaluateCondition("TIMER_EXPIRED", COUNTER)
  1181. EvaluateCondition("TOGGLE_STANCE_SUBMENU_IS_OPEN")
  1182. EvaluateCondition("TYPE_SELECTED", OBJECT_TYPE)
  1183. EvaluateCondition("TYPE_SIGHTED", UNIT, OBJECT_TYPE, PLAYER)
  1184. EvaluateCondition("UI_STATE_PROPOSITION_STATE", UI_STATE_PROPOSITION)
  1185. EvaluateCondition("UNIT_CAN_PATH_INTO_PLAYERS_NEAREST_BASE", UNIT, PLAYER)
  1186. EvaluateCondition("UNIT_CAN_PATH_TO_OBJECT", UNIT, UNIT)
  1187. EvaluateCondition("UNIT_CAN_PATH_TO_WAYPOINT", UNIT, WAYPOINT)
  1188. EvaluateCondition("UNIT_COMPARE_RANK", UNIT, COMPARISON, INT)
  1189. EvaluateCondition("UNIT_EMPTIED", UNIT)
  1190. EvaluateCondition("UNIT_HAS_GAINED_LEVEL", UNIT)
  1191. EvaluateCondition("UNIT_HAS_MODELCONDITION", UNIT, MODEL_CONDITION)
  1192. EvaluateCondition("UNIT_HAS_NUM_SKILL_POINTS", UNIT, COMPARISON, INT)
  1193. EvaluateCondition("UNIT_HAS_OBJECT_STATUS", UNIT, OBJECT_STATUS)
  1194. EvaluateCondition("UNIT_HAS_PASSENGER", UNIT)
  1195. EvaluateCondition("UNIT_HAS_TOGGLED_WEAPON", PLAYER, OBJECT_TYPE)
  1196. EvaluateCondition("UNIT_HAS_UPGRADE", UNIT, UPGRADE)
  1197. EvaluateCondition("UNIT_HEALTH", UNIT, COMPARISON, INT)
  1198. EvaluateCondition("UNIT_IN_ALT_FORMATION", PLAYER, OBJECT_TYPE)
  1199. EvaluateCondition("UNIT_IS_ATTACKED_AND_CANNOT_RETALIATE", UNIT)
  1200. EvaluateCondition("UNIT_IS_AT_LEVEL", UNIT, TEXT_STRING)
  1201. EvaluateCondition("UNIT_SPECIAL_POWER_READY", UNIT, SPECIAL_POWER)
  1202. EvaluateCondition("UNIT_TEST_OBJECT_PANEL_FLAGS", OBJECT_PANEL_FLAG, UNIT)
  1203. EvaluateCondition("UNIT_THREAT_LEVEL", UNIT, COMPARISON, REAL, REAL)
  1204. EvaluateCondition("UNIT_USING_AUTOPICKUP", PLAYER, OBJECT_TYPE)
  1205. EvaluateCondition("UNIT_USING_STANCE", UNIT, STANCE)
  1206. EvaluateCondition("ZONE_FOCUS_MORE_THAN", TEXT_STRING, INT)
  1207.  
  1208. abs(number)
  1209. acos(number)
  1210. appendto(filename)
  1211. ascii
  1212. asin(number)
  1213. assert(v [, message])
  1214. atan(number)
  1215. atan2(number)
  1216. call(func, arg [, mode [, errhandler]])
  1217. ceil(number)
  1218. clock()
  1219. closefile(filehandle)
  1220. collectgarbage([limit])
  1221. copytagmethods(tagto, tagfrom)
  1222. cos(number)
  1223. date([format])
  1224. debug
  1225. deg(number)
  1226. dofile(filepath)
  1227. dostring(string)
  1228. error(message)
  1229. execute(windows cmd command)
  1230. exit([code])
  1231. exp(number)
  1232. floor(number)
  1233. flush([filehandle])
  1234. foreach(table, func)
  1235. foreachi(table, func)
  1236. foreachvar(function)
  1237. format(formatstring, e1, e2, ...)
  1238. frexp(number)
  1239. gcinfo()
  1240. getenv(environment)
  1241. getglobal(globals_index)
  1242. getinfo(function, [what])
  1243. getlocal(level, local)
  1244. getn(table)
  1245. gettagmethod(tag, event)
  1246. globals()
  1247. gsub(string, pat, repl [, n])
  1248. ldexp(number)
  1249. log(number)
  1250. log10(number)
  1251. max(number1, number2, ...)
  1252. min(number1, number2, ...)
  1253. mod(number, number2)
  1254. newtag()
  1255. next(table, [index])
  1256. nextvar(global_variable
  1257. openfile(filename, mode)
  1258. print(string)
  1259. rad(number)
  1260. random(start, end)
  1261. randomseed(number)
  1262. rawget(table, index)
  1263. rawgetglobal(globals_index)
  1264. rawgettable(table, index)
  1265. rawset(table, index, value)
  1266. rawsetglobal(globals_index)
  1267. rawsettable(table, index, value)
  1268. read([filehandle,] format1, ...)
  1269. readfrom(filename)
  1270. remove(filename)
  1271. rename(filename, filename_new)
  1272. seek(filehandle [, whence] [, offset])
  1273. setcallhook(hook)
  1274. setglobal(globals_index)
  1275. setlinehook(hook)
  1276. setlocal(level, local, value)
  1277. setlocale(locale [, category])
  1278. settag(t, tag)
  1279. settagmethod(tag, event, newmethod)
  1280. sin(number)
  1281. sort(table, sort_helper_function)
  1282. sqrt(number)
  1283. strbyte(string [, i])
  1284. strchar(i1, i2, ...)
  1285. strfind(string, pattern [, init [, plain]])
  1286. strlen(string)
  1287. strlower(string)
  1288. strrep(string, n)
  1289. strsub(string, index_begin , index_end_optional)
  1290. strupper(string)
  1291. tag(v)
  1292. tan(number)
  1293. tinsert(table, entry)
  1294. tmpname()
  1295. tonumber(e [, base])
  1296. tostring(anything)
  1297. tremove(table, position)
  1298. type(variable)
  1299. writeto(filename)
  1300. write[filehandle, ] value1, ...)
  1301. _ALERT(message)
  1302. _ERRORMESSAGE(message)
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