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BFME II ROTWK LUA SCRIPT - ExecuteAction + EvaluateCondition

Jan 21st, 2019
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  1. OUTDATED, NEW VERSION HERE: https://pastebin.com/xHHGCVZ1 OR https://pastebin.com/1z3JgtLV
  2.  
  3. ExecuteAction("DEBUG_MESSAGE_BOX", Text)
  4. ExecuteAction("DEBUG_STRING", Text)
  5. ExecuteAction("DEBUG_CRASH_BOX", Text)
  6. ExecuteAction("SET_FLAG", FlagName, Boolean)
  7. ExecuteAction("SET_FLAG_TO_FLAG", FlagName, FlagName)
  8. ExecuteAction("SET_COUNTER", CounterName, Integer)
  9. ExecuteAction("SET_COUNTER_TO_COUNTER", CounterName, CounterName)
  10. ExecuteAction("SET_RANDOM_COUNTER", CounterName, Integer, Integer)
  11. ExecuteAction("SET_COUNTER_TO_CLIENT_RANDOM_VALUE", CounterName, Integer, Integer)
  12. ExecuteAction("SET_COUNTER_IN_SECONDS", CounterName, RealNumber)
  13. ExecuteAction("SET_RANDOM_COUNTER_IN_SECONDS", CounterName, RealNumber, RealNumber)
  14. ExecuteAction("SET_TREE_SWAY", Angle, Angle, Angle, Integer, RealNumber)
  15. ExecuteAction("SET_CAMERA_CLIP_DEPTH_MULTIPLIER", RealNumber)
  16. ExecuteAction("QUICKVICTORY")
  17. ExecuteAction("VICTORY")
  18. ExecuteAction("VICTORY_SCREEN")
  19. ExecuteAction("DEFEAT")
  20. ExecuteAction("NO_OP")
  21. ExecuteAction("SET_TIMER", CounterName, Integer)
  22. ExecuteAction("SET_RANDOM_TIMER", CounterName, Integer, Integer)
  23. ExecuteAction("STOP_TIMER", CounterName)
  24. ExecuteAction("RESTART_TIMER", CounterName)
  25. ExecuteAction("PLAY_SOUND_EFFECT", SoundName)
  26. ExecuteAction("ENABLE_SCRIPT", ScriptName)
  27. ExecuteAction("DISABLE_SCRIPT", ScriptName)
  28. ExecuteAction("CALL_SUBROUTINE", SubroutineName)
  29. ExecuteAction("PLAY_SOUND_EFFECT_AT", SoundName, WaypointName)
  30. ExecuteAction("DAMAGE_MEMBERS_OF_TEAM", TeamName, RealNumber)
  31. ExecuteAction("TEAM_SET_HEALTH", TeamName, RealNumber)
  32. ExecuteAction("MOVE_TEAM_TO", TeamName, WaypointName)
  33. ExecuteAction("ATTACK_MOVE_TEAM_TO", TeamName, WaypointName)
  34. ExecuteAction("ATTACK_MOVE_TEAM_TO_NAMED_OBJECT", TeamName, UnitName)
  35. ExecuteAction("MOVE_TEAM_HOME", TeamName)
  36. ExecuteAction("TEAM_FOLLOW_WAYPOINTS", TeamName, WaypointPathName, Boolean, Boolean)
  37. ExecuteAction("TEAM_ATTACK_MOVE_FOLLOW_WAYPOINTS", TeamName, WaypointPathName, Boolean, Boolean)
  38. ExecuteAction("TEAM_FOLLOW_WAYPOINTS_EXACT", TeamName, WaypointPathName, Boolean)
  39. ExecuteAction("TEAM_WANDER_IN_PLACE", TeamName)
  40. ExecuteAction("TEAM_INCREASE_PRIORITY", TeamName)
  41. ExecuteAction("TEAM_INCREASE_PRIORITY_BY_VALUE", TeamName, Integer)
  42. ExecuteAction("TEAM_DECREASE_PRIORITY", TeamName)
  43. ExecuteAction("TEAM_DECREASE_PRIORITY_BY_VALUE", TeamName, Integer)
  44. ExecuteAction("TEAM_WANDER", TeamName, WaypointPathName)
  45. ExecuteAction("TEAM_PANIC", TeamName, WaypointPathName)
  46. ExecuteAction("MOVE_NAMED_UNIT_TO", UnitName, WaypointName)
  47. ExecuteAction("ATTACK_MOVE_NAMED_UNIT_TO", UnitName, WaypointName)
  48. ExecuteAction("TEAM_SET_STATE", TeamName, TeamState)
  49. ExecuteAction("TEAM_SET_CUSTOM_STATE", TeamName, TeamState, Boolean)
  50. ExecuteAction("CREATE_REINFORCEMENT_TEAM", TeamName, WaypointName)
  51. ExecuteAction("CREATE_REINFORCEMENT_TEAM_AT_UNIT_POSITION", TeamName, UnitName)
  52. ExecuteAction("UNIT_SET_TEAM", UnitName, TeamName)
  53. ExecuteAction("SKIRMISH_BUILD_BUILDING", ObjectName)
  54. ExecuteAction("AI_PLAYER_BUILD_SUPPLY_CENTER", PlayerName, ObjectName, Integer)
  55. ExecuteAction("TEAM_GUARD_SUPPLY_CENTER", TeamName, Integer)
  56. ExecuteAction("AI_PLAYER_BUILD_UPGRADE", PlayerName, UpgradeName)
  57. ExecuteAction("GIVE_PLAYER_UPGRADE", PlayerName, UpgradeName)
  58. ExecuteAction("PLAYER_SET_MAX_SPELLPOINTS", PlayerName, Integer)
  59. ExecuteAction("SKIRMISH_FOLLOW_APPROACH_PATH", TeamName, SkirmishApproachPath, Boolean)
  60. ExecuteAction("SKIRMISH_MOVE_TO_APPROACH_PATH", TeamName, SkirmishApproachPath)
  61. ExecuteAction("SKIRMISH_BUILD_BASE_DEFENSE_FRONT")
  62. ExecuteAction("SKIRMISH_BUILD_BASE_DEFENSE_FLANK")
  63. ExecuteAction("SKIRMISH_BUILD_STRUCTURE_FRONT", ObjectName)
  64. ExecuteAction("SKIRMISH_BUILD_STRUCTURE_FLANK", ObjectName)
  65. ExecuteAction("RECRUIT_TEAM", TeamName, RealNumber)
  66. ExecuteAction("RECRUIT_TEAM_AT_TEAM", TeamName, RealNumber, TeamName)
  67. ExecuteAction("MOVE_CAMERA_TO", EvacuateContainerSide, RealNumber, RealNumber, RealNumber, RealNumber)
  68. ExecuteAction("CAMERA_RESTRICT_TO_AREA", TriggerAreaName)
  69. ExecuteAction("CAMERA_REMOVE_AREA_RESTRICTION")
  70. ExecuteAction("ZOOM_CAMERA", RealNumber, RealNumber, RealNumber, RealNumber)
  71. ExecuteAction("FOCAL_LENGTH_CAMERA", RealNumber, RealNumber, RealNumber, RealNumber)
  72. ExecuteAction("CAMERA_FADE_ADD", RealNumber, RealNumber, Integer, Integer, Integer)
  73. ExecuteAction("CAMERA_FADE_SUBTRACT", RealNumber, RealNumber, Integer, Integer, Integer)
  74. ExecuteAction("CAMERA_FADE_MULTIPLY", RealNumber, RealNumber, Integer, Integer, Integer)
  75. ExecuteAction("CAMERA_FADE_SATURATE", RealNumber, RealNumber, Integer, Integer, Integer)
  76. ExecuteAction("PITCH_CAMERA", RealNumber, RealNumber, RealNumber, RealNumber)
  77. ExecuteAction("ROLL_CAMERA", RealNumber, RealNumber, RealNumber, RealNumber)
  78. ExecuteAction("CAMERA_FOLLOW_NAMED", UnitName, Boolean, RealNumber)
  79. ExecuteAction("CAMERA_STOP_FOLLOW")
  80. ExecuteAction("SETUP_CAMERA", WaypointName, RealNumber, RealNumber, WaypointName)
  81. ExecuteAction("INCREMENT_COUNTER", Integer, CounterName)
  82. ExecuteAction("DECREMENT_COUNTER", Integer, CounterName)
  83. ExecuteAction("MOVE_CAMERA_BY_ANIMATION", CameraAnimation)
  84. ExecuteAction("MOVE_CAMERA_ALONG_SPLINE_PATH", WaypointPathName, RealNumber, RealNumber, RealNumber, RealNumber, RealNumber)
  85. ExecuteAction("MOVE_CAMERA_LOCATOR_ALONG_SPLINE_PATH", WaypointPathName, RealNumber, RealNumber, RealNumber, RealNumber, RealNumber)
  86. ExecuteAction("ROTATE_CAMERA", RealNumber, RealNumber, RealNumber, RealNumber)
  87. ExecuteAction("ROTATE_CAMERA_TO_ANGLE", RealNumber, RealNumber, RealNumber, RealNumber)
  88. ExecuteAction("ROTATE_CAMERA_LOCKED", RealNumber, RealNumber, RealNumber, RealNumber)
  89. ExecuteAction("RESET_CAMERA", WaypointName, RealNumber, RealNumber, RealNumber)
  90. ExecuteAction("MOVE_CAMERA_TO_SELECTION")
  91. ExecuteAction("SET_MILLISECOND_TIMER", CounterName, RealNumber)
  92. ExecuteAction("SET_RANDOM_MSEC_TIMER", CounterName, RealNumber, RealNumber)
  93. ExecuteAction("ADD_TO_MSEC_TIMER", RealNumber, CounterName)
  94. ExecuteAction("SUB_FROM_MSEC_TIMER", RealNumber, CounterName)
  95. ExecuteAction("CAMERA_MOD_FREEZE_TIME")
  96. ExecuteAction("CAMERA_MOD_FREEZE_ANGLE")
  97. ExecuteAction("SUSPEND_BACKGROUND_SOUNDS")
  98. ExecuteAction("RESUME_BACKGROUND_SOUNDS")
  99. ExecuteAction("CAMERA_MOD_SET_FINAL_ZOOM", RealNumber, Percentage, Percentage)
  100. ExecuteAction("CAMERA_MOD_SET_FINAL_PITCH", RealNumber, Percentage, Percentage)
  101. ExecuteAction("SET_VISUAL_SPEED_MULTIPLIER", Integer)
  102. ExecuteAction("CAMERA_MOD_SET_FINAL_SPEED_MULTIPLIER", Integer)
  103. ExecuteAction("CAMERA_MOD_SET_ROLLING_AVERAGE", Integer)
  104. ExecuteAction("CAMERA_MOD_FINAL_LOOK_TOWARD", WaypointName)
  105. ExecuteAction("CAMERA_MOD_LOOK_TOWARD", WaypointName)
  106. ExecuteAction("CREATE_OBJECT", ObjectName, TeamName, PositionCoordinate, Angle)
  107. ExecuteAction("TEAM_ATTACK_TEAM", TeamName, TeamName)
  108. ExecuteAction("NAMED_ATTACK_NAMED", UnitName, UnitName)
  109. ExecuteAction("CREATE_NAMED_ON_TEAM_AT_WAYPOINT", UnitName, ObjectName, TeamName, WaypointName)
  110. ExecuteAction("CREATE_UNNAMED_ON_TEAM_AT_WAYPOINT", ObjectName, TeamName, WaypointName)
  111. ExecuteAction("NAMED_APPLY_ATTACK_PRIORITY_SET", UnitName, AttackPrioritySetName)
  112. ExecuteAction("TEAM_APPLY_ATTACK_PRIORITY_SET", TeamName, AttackPrioritySetName)
  113. ExecuteAction("SET_ATTACK_PRIORITY_THING", AttackPrioritySetName, ObjectType, Integer)
  114. ExecuteAction("SET_ATTACK_PRIORITY_KIND_OF", AttackPrioritySetName, UnitOrStructureKind, Integer)
  115. ExecuteAction("SET_DEFAULT_ATTACK_PRIORITY", AttackPrioritySetName, Integer)
  116. ExecuteAction("PLAYER_ADD_SKILLPOINTS", PlayerName, Integer)
  117. ExecuteAction("SET_HERO_EXPERIENCE_SHARING", Boolean)
  118. ExecuteAction("PLAYER_ADD_RANKLEVEL", PlayerName, Integer)
  119. ExecuteAction("PLAYER_SET_RANKLEVEL", PlayerName, Integer)
  120. ExecuteAction("PLAYER_SET_RANKLEVELLIMIT", Integer)
  121. ExecuteAction("PLAYER_GRANT_SCIENCE", PlayerName, ScienceName)
  122. ExecuteAction("PLAYER_PURCHASE_SCIENCE", PlayerName, ScienceName)
  123. ExecuteAction("PLAYER_SCIENCE_AVAILABILITY", PlayerName, ScienceName, ScienceAvailabilityName)
  124. ExecuteAction("SET_BASE_CONSTRUCTION_SPEED", PlayerName, Integer)
  125. ExecuteAction("NAMED_SET_ATTITUDE", UnitName, AiMood)
  126. ExecuteAction("TEAM_SET_ATTITUDE", TeamName, AiMood)
  127. ExecuteAction("NAMED_SET_REPULSOR", UnitName, Boolean)
  128. ExecuteAction("TEAM_SET_REPULSOR", TeamName, Boolean)
  129. ExecuteAction("NAMED_ATTACK_AREA", UnitName, TriggerAreaName)
  130. ExecuteAction("NAMED_ATTACK_AREA_FOR_SECONDS", UnitName, TriggerAreaName, Integer)
  131. ExecuteAction("NAMED_ATTACK_TEAM", UnitName, TeamName)
  132. ExecuteAction("TEAM_ATTACK_AREA", TeamName, TriggerAreaName)
  133. ExecuteAction("TEAM_ATTACK_NAMED", TeamName, UnitName)
  134. ExecuteAction("TEAM_LOAD_TRANSPORTS", TeamName)
  135. ExecuteAction("NAMED_ENTER_NAMED", UnitName, UnitName)
  136. ExecuteAction("TEAM_ENTER_NAMED", TeamName, UnitName)
  137. ExecuteAction("NAMED_EXIT_ALL", UnitName)
  138. ExecuteAction("TEAM_EXIT_ALL", TeamName)
  139. ExecuteAction("NAMED_FOLLOW_WAYPOINTS", UnitName, WaypointPathName)
  140. ExecuteAction("NAMED_ATTACK_FOLLOW_WAYPOINTS", UnitName, WaypointPathName)
  141. ExecuteAction("NAMED_FOLLOW_WAYPOINTS_EXACT", UnitName, WaypointPathName)
  142. ExecuteAction("NAMED_GUARD", UnitName)
  143. ExecuteAction("UNIT_GUARD_NEAREST_KINDOF", UnitName, UnitOrStructureKind)
  144. ExecuteAction("TEAM_GUARD", TeamName)
  145. ExecuteAction("TEAM_GUARD_POSITION", TeamName, WaypointName)
  146. ExecuteAction("TEAM_GUARD_OBJECT", TeamName, UnitName)
  147. ExecuteAction("TEAM_GUARD_TEAM", TeamName, TeamName)
  148. ExecuteAction("TEAM_GUARD_AREA", TeamName, TriggerAreaName)
  149. ExecuteAction("TEAM_GUARD_AREA_FROM_POSITION", TeamName, TriggerAreaName, WaypointName)
  150. ExecuteAction("TEAM_GUARD_NEAREST_KINDOF", TeamName, UnitOrStructureKind)
  151. ExecuteAction("UNIT_GUARD_POSITION", UnitName, WaypointName)
  152. ExecuteAction("UNIT_GUARD_OBJECT", UnitName, UnitName)
  153. ExecuteAction("UNIT_GUARD_AREA", UnitName, TriggerAreaName)
  154. ExecuteAction("UNIT_GUARD_AREA_FROM_POSITION", UnitName, TriggerAreaName, WaypointName)
  155. ExecuteAction("NAMED_HUNT", UnitName)
  156. ExecuteAction("TEAM_HUNT_WITH_COMMAND_BUTTON", TeamName, TeamAbilityName)
  157. ExecuteAction("TEAM_HUNT", TeamName)
  158. ExecuteAction("PLAYER_HUNT", PlayerName)
  159. ExecuteAction("TEAM_HARVEST", TeamName, WaypointName)
  160. ExecuteAction("PLAYER_DISABLE_BASE_CONSTRUCTION", PlayerName)
  161. ExecuteAction("PLAYER_DISABLE_FACTORIES", PlayerName, ObjectName)
  162. ExecuteAction("PLAYER_DISABLE_UNIT_CONSTRUCTION", PlayerName)
  163. ExecuteAction("PLAYER_ENABLE_BASE_CONSTRUCTION", PlayerName)
  164. ExecuteAction("PLAYER_ENABLE_FACTORIES", PlayerName, ObjectName)
  165. ExecuteAction("PLAYER_ENABLE_UNIT_CONSTRUCTION", PlayerName)
  166. ExecuteAction("CAMERA_MOVE_HOME")
  167. ExecuteAction("OVERSIZE_TERRAIN", Integer)
  168. ExecuteAction("BUILD_TEAM", TeamName)
  169. ExecuteAction("NAMED_DAMAGE", UnitName, Integer)
  170. ExecuteAction("KILL_HORDE_MEMBERS", UnitName, RealNumber)
  171. ExecuteAction("NAMED_DELETE", UnitName)
  172. ExecuteAction("TEAM_DELETE", TeamName)
  173. ExecuteAction("TEAM_DELETE_LIVING", TeamName)
  174. ExecuteAction("NAMED_SHOCK", UnitName, RealNumber, RealNumber, RealNumber, Text)
  175. ExecuteAction("NAMED_KILL", UnitName)
  176. ExecuteAction("TEAM_KILL", TeamName)
  177. ExecuteAction("PLAYER_KILL", PlayerName)
  178. ExecuteAction("DISPLAY_TEXT", LocalizedStringName)
  179. ExecuteAction("DISPLAY_CINEMATIC_TEXT", LocalizedStringName, FontName, Integer)
  180. ExecuteAction("CAMEO_FLASH", CommandButtonName, Integer)
  181. ExecuteAction("NAMED_FLASH", UnitName, Integer)
  182. ExecuteAction("TEAM_FLASH", TeamName, Integer)
  183. ExecuteAction("NAMED_CUSTOM_COLOR", UnitName, Color)
  184. ExecuteAction("NAMED_FLASH_WHITE", UnitName, Integer)
  185. ExecuteAction("TEAM_FLASH_WHITE", TeamName, Integer)
  186. ExecuteAction("MOVIE_PLAY_FULLSCREEN", MovieName, Boolean)
  187. ExecuteAction("MOVIE_PLAY_RADAR", MovieName)
  188. ExecuteAction("SOUND_PLAY_NAMED", SoundName, UnitName)
  189. ExecuteAction("SPEECH_PLAY", SpeechName, Boolean)
  190. ExecuteAction("PLAYER_TRANSFER_OWNERSHIP_PLAYER", PlayerName, PlayerName)
  191. ExecuteAction("NAMED_TRANSFER_OWNERSHIP_PLAYER", UnitName, PlayerName)
  192. ExecuteAction("PLAYER_EXCLUDE_FROM_SCORE_SCREEN", PlayerName)
  193. ExecuteAction("ENABLE_SCORING")
  194. ExecuteAction("DISABLE_SCORING")
  195. ExecuteAction("PLAYER_RELATES_PLAYER", PlayerName, PlayerName, Relation)
  196. ExecuteAction("PALANTIR_EVENT", PalantirEventName)
  197. ExecuteAction("RADAR_CREATE_EVENT", PositionCoordinate, RadarEventType)
  198. ExecuteAction("OBJECT_CREATE_RADAR_EVENT", UnitName, RadarEventType)
  199. ExecuteAction("TEAM_CREATE_RADAR_EVENT", TeamName, RadarEventType)
  200. ExecuteAction("RADAR_DISABLE")
  201. ExecuteAction("RADAR_ENABLE")
  202. ExecuteAction("NAMED_SET_CAMERA_FADING", UnitName, Boolean)
  203. ExecuteAction("NAMED_SET_STEALTH_ENABLED", UnitName, Boolean)
  204. ExecuteAction("TEAM_SET_STEALTH_ENABLED", TeamName, Boolean)
  205. ExecuteAction("NAMED_SET_STRICT_CONTROL_ENABLED", UnitName, Boolean)
  206. ExecuteAction("TEAM_SET_STRICT_CONTROL_ENABLED", TeamName, Boolean)
  207. ExecuteAction("MAP_REVEAL_AT_WAYPOINT", WaypointName, RealNumber, PlayerName)
  208. ExecuteAction("MAP_REVEAL_IN_TRIGGER", TriggerAreaName, PlayerName)
  209. ExecuteAction("MAP_SHROUD_AT_WAYPOINT", WaypointName, RealNumber, PlayerName)
  210. ExecuteAction("MAP_REVEAL_IN_TRIGGER", TriggerAreaName, PlayerName)
  211. ExecuteAction("MAP_REVEAL_ALL", PlayerName)
  212. ExecuteAction("MAP_REVEAL_ALL_PERM", PlayerName)
  213. ExecuteAction("MAP_REVEAL_ALL_UNDO_PERM", PlayerName)
  214. ExecuteAction("MAP_SHROUD_ALL", PlayerName)
  215. ExecuteAction("DISABLE_BORDER_SHROUD")
  216. ExecuteAction("ENABLE_BORDER_SHROUD")
  217. ExecuteAction("TEAM_GARRISON_SPECIFIC_BUILDING", TeamName, UnitName)
  218. ExecuteAction("EXIT_SPECIFIC_BUILDING", UnitName)
  219. ExecuteAction("TEAM_GARRISON_NEAREST_BUILDING", TeamName)
  220. ExecuteAction("TEAM_EXIT_ALL_BUILDINGS", TeamName)
  221. ExecuteAction("NAMED_GARRISON_SPECIFIC_BUILDING", UnitName, UnitName)
  222. ExecuteAction("NAMED_GARRISON_SPECIFIC_BUILDING_INSTANTLY", UnitName, UnitName)
  223. ExecuteAction("TEAM_GARRISON_SPECIFIC_BUILDING_INSTANTLY", TeamName, UnitName)
  224. ExecuteAction("TEAM_GARRISON_TEAM_INSTANTLY", TeamName, TeamName)
  225. ExecuteAction("NAMED_GARRISON_NEAREST_BUILDING", UnitName)
  226. ExecuteAction("NAMED_EXIT_BUILDING", UnitName)
  227. ExecuteAction("PLAYER_GARRISON_ALL_BUILDINGS", PlayerName)
  228. ExecuteAction("PLAYER_EXIT_ALL_BUILDINGS", PlayerName)
  229. ExecuteAction("TEAM_AVAILABLE_FOR_RECRUITMENT", TeamName, Boolean)
  230. ExecuteAction("TEAM_COLLECT_NEARBY_FOR_TEAM", TeamName)
  231. ExecuteAction("TEAM_MERGE_INTO_TEAM", TeamName, TeamName)
  232. ExecuteAction("IDLE_ALL_UNITS")
  233. ExecuteAction("RESUME_SUPPLY_TRUCKING")
  234. ExecuteAction("DISABLE_INPUT")
  235. ExecuteAction("ENABLE_INPUT")
  236. ExecuteAction("SOUND_AMBIENT_PAUSE")
  237. ExecuteAction("SOUND_AMBIENT_RESUME")
  238. ExecuteAction("MUSIC_SET_TRACK", MusicName, Boolean, Boolean)
  239. ExecuteAction("AUDIO_PUSH_MUSIC", MusicName, Boolean, Boolean)
  240. ExecuteAction("AUDIO_POP_MUSIC", Boolean, Boolean)
  241. ExecuteAction("MUSIC_SCRIPT_SET_TRACK", MusicName, Boolean, Boolean)
  242. ExecuteAction("MUSIC_SCRIPT_PUSH_MUSIC", MusicName, Boolean, Boolean)
  243. ExecuteAction("MUSIC_SCRIPT_POP_MUSIC", Boolean, Boolean)
  244. ExecuteAction("MUSIC_PLAY_TRACK_FINITE_TIMES", MusicName, Integer, Boolean, Boolean)
  245. ExecuteAction("MUSIC_PLAY_TRACK_FINITE_TIMES_AND_NOTIFY", MusicName, Integer, Boolean, Boolean, FlagName)
  246. ExecuteAction("MUSIC_PUSH_TRACK_FINITE_TIMES", MusicName, Integer, Boolean, Boolean)
  247. ExecuteAction("MUSIC_PUSH_TRACK_FINITE_TIMES_AND_NOTIFY", MusicName, Integer, Boolean, Boolean, FlagName)
  248. ExecuteAction("MUSIC_SCRIPT_PLAY_TRACK_FINITE_TIMES", MusicName, Integer, Boolean, Boolean)
  249. ExecuteAction("MUSIC_SCRIPT_PLAY_TRACK_FINITE_TIMES_AND_NOTIFY", MusicName, Integer, Boolean, Boolean, FlagName)
  250. ExecuteAction("MUSIC_SCRIPT_PUSH_TRACK_FINITE_TIMES", MusicName, Integer, Boolean, Boolean)
  251. ExecuteAction("MUSIC_SCRIPT_PUSH_TRACK_FINITE_TIMES_AND_NOTIFY", MusicName, Integer, Boolean, Boolean, FlagName)
  252. ExecuteAction("MUSIC_TURN_OFF_MUSIC_SCRIPTING", Boolean)
  253. ExecuteAction("MUSIC_RETURN_TO_MUSIC_SCRIPTING", Boolean, Boolean)
  254. ExecuteAction("MUSIC_RESET_MUSIC_SCRIPTING_SYSTEM", Boolean)
  255. ExecuteAction("CAMERA_LETTERBOX_BEGIN")
  256. ExecuteAction("CAMERA_LETTERBOX_END")
  257. ExecuteAction("HIDE_UI")
  258. ExecuteAction("SHOW_UI")
  259. ExecuteAction("CAMERA_BW_MODE_BEGIN", Integer)
  260. ExecuteAction("CAMERA_BW_MODE_END")
  261. ExecuteAction("CAMERA_RING_MODE_START", Integer)
  262. ExecuteAction("CAMERA_RING_MODE_END", Integer)
  263. ExecuteAction("CAMERA_MOTION_BLUR", Boolean, Boolean)
  264. ExecuteAction("CAMERA_MOTION_BLUR_JUMP", WaypointName, Boolean)
  265. ExecuteAction("CAMERA_MOTION_BLUR_FOLLOW", Integer)
  266. ExecuteAction("CAMERA_MOTION_BLUR_END_FOLLOW")
  267. ExecuteAction("DRAW_SKYBOX_BEGIN")
  268. ExecuteAction("DRAW_SKYBOX_END")
  269. ExecuteAction("FREEZE_TIME")
  270. ExecuteAction("UNFREEZE_TIME")
  271. ExecuteAction("SHOW_MILITARY_CAPTION", LocalizedStringName, RealNumber)
  272. ExecuteAction("CAMERA_SET_AUDIBLE_DISTANCE", RealNumber)
  273. ExecuteAction("NAMED_SET_HELD", UnitName, Boolean)
  274. ExecuteAction("NAMED_SET_STOPPING_DISTANCE", UnitName, RealNumber)
  275. ExecuteAction("SET_STOPPING_DISTANCE", TeamName, RealNumber)
  276. ExecuteAction("SET_FPS_LIMIT", Integer)
  277. ExecuteAction("DISABLE_SPECIAL_POWER_DISPLAY")
  278. ExecuteAction("ENABLE_SPECIAL_POWER_DISPLAY")
  279. ExecuteAction("NAMED_HIDE_SPECIAL_POWER_DISPLAY", UnitName)
  280. ExecuteAction("NAMED_SHOW_SPECIAL_POWER_DISPLAY", UnitName)
  281. ExecuteAction("MUSIC_SET_VOLUME", RealNumber)
  282. ExecuteAction("TEAM_TRANSFER_TO_PLAYER", TeamName, PlayerName)
  283. ExecuteAction("PLAYER_SET_MONEY", PlayerName, Integer)
  284. ExecuteAction("PLAYER_GIVE_MONEY", PlayerName, Integer)
  285. ExecuteAction("DISPLAY_COUNTER", CounterName, LocalizedStringName)
  286. ExecuteAction("HIDE_COUNTER", CounterName)
  287. ExecuteAction("DISPLAY_COUNTDOWN_TIMER", CounterName, LocalizedStringName)
  288. ExecuteAction("HIDE_COUNTDOWN_TIMER", CounterName)
  289. ExecuteAction("DISABLE_COUNTDOWN_TIMER_DISPLAY")
  290. ExecuteAction("ENABLE_COUNTDOWN_TIMER_DISPLAY")
  291. ExecuteAction("NAMED_STOP_SPECIAL_POWER_COUNTDOWN", UnitName, SpecialPowerName)
  292. ExecuteAction("NAMED_START_SPECIAL_POWER_COUNTDOWN", UnitName, SpecialPowerName)
  293. ExecuteAction("NAMED_SET_SPECIAL_POWER_COUNTDOWN", UnitName, SpecialPowerName, Integer)
  294. ExecuteAction("PLAYER_SET_SPECIAL_POWER_COUNTDOWN", PlayerName, SpecialPowerName, Integer)
  295. ExecuteAction("NAMED_ADD_SPECIAL_POWER_COUNTDOWN", UnitName, SpecialPowerName, Integer)
  296. ExecuteAction("PLAYER_FIRE_SPECIAL_POWER_AT_WAYPOINT", PlayerName, SpecialPowerName, WaypointName)
  297. ExecuteAction("SKIRMISH_FIRE_SPECIAL_POWER_AT_MOST_COST", PlayerName, SpecialPowerName)
  298. ExecuteAction("FIRE_SPECIAL_POWER_ON_NEAREST_OBJECTTYPE", PlayerName, SpecialPowerName, ObjectType, TeamName)
  299. ExecuteAction("FIRE_SPECIAL_POWER_ON_NEAREST_OBJECTTYPE_BY_PLAYER", PlayerName, SpecialPowerName, ObjectType, TeamName, PlayerName)
  300. ExecuteAction("FIRE_SPECIAL_POWER_ON_TEAM", PlayerName, SpecialPowerName, TeamName)
  301. ExecuteAction("PLAYER_REPAIR_NAMED_STRUCTURE", PlayerName, UnitName)
  302. ExecuteAction("NAMED_FIRE_SPECIAL_POWER_AT_WAYPOINT", UnitName, SpecialPowerName, WaypointName)
  303. ExecuteAction("NAMED_FIRE_SPECIAL_POWER_AT_NAMED", UnitName, SpecialPowerName, UnitName)
  304. ExecuteAction("REFRESH_RADAR")
  305. ExecuteAction("NAMED_STOP", UnitName)
  306. ExecuteAction("TEAM_STOP", TeamName)
  307. ExecuteAction("TEAM_STOP_AND_DISBAND", TeamName)
  308. ExecuteAction("TEAM_SET_OVERRIDE_RELATION_TO_TEAM", TeamName, TeamName, Relation)
  309. ExecuteAction("TEAM_REMOVE_OVERRIDE_RELATION_TO_TEAM", TeamName, TeamName)
  310. ExecuteAction("TEAM_REMOVE_ALL_OVERRIDE_RELATIONS", TeamName)
  311. ExecuteAction("CAMERA_TETHER_NAMED", UnitName, Boolean, RealNumber)
  312. ExecuteAction("CAMERA_STOP_TETHER_NAMED")
  313. ExecuteAction("CAMERA_SET_DEFAULT", RealNumber, RealNumber, RealNumber)
  314. ExecuteAction("CAMERA_LOOK_TOWARD_OBJECT", UnitName, RealNumber, RealNumber, RealNumber, RealNumber, RealNumber)
  315. ExecuteAction("CAMERA_LOOK_TOWARD_WAYPOINT", WaypointName, RealNumber, RealNumber, RealNumber, Boolean)
  316. ExecuteAction("UNIT_DESTROY_ALL_CONTAINED", UnitName)
  317. ExecuteAction("NAMED_FIRE_WEAPON_FOLLOWING_WAYPOINT_PATH", UnitName, WaypointPathName)
  318. ExecuteAction("TEAM_SET_OVERRIDE_RELATION_TO_PLAYER", TeamName, PlayerName, Relation)
  319. ExecuteAction("TEAM_REMOVE_OVERRIDE_RELATION_TO_PLAYER", TeamName, PlayerName)
  320. ExecuteAction("PLAYER_SET_OVERRIDE_RELATION_TO_TEAM", PlayerName, TeamName, Relation)
  321. ExecuteAction("PLAYER_REMOVE_OVERRIDE_RELATION_TO_TEAM", PlayerName, TeamName)
  322. ExecuteAction("UNIT_EXECUTE_SEQUENTIAL_SCRIPT", UnitName, ScriptName)
  323. ExecuteAction("UNIT_EXECUTE_SEQUENTIAL_SCRIPT_LOOPING", UnitName, ScriptName, Integer)
  324. ExecuteAction("TEAM_EXECUTE_SEQUENTIAL_SCRIPT", TeamName, ScriptName)
  325. ExecuteAction("TEAM_EXECUTE_SEQUENTIAL_SCRIPT_LOOPING", TeamName, ScriptName, Integer)
  326. ExecuteAction("UNIT_STOP_SEQUENTIAL_SCRIPT", UnitName)
  327. ExecuteAction("TEAM_STOP_SEQUENTIAL_SCRIPT", TeamName)
  328. ExecuteAction("UNIT_GUARD_FOR_FRAMECOUNT", UnitName, Integer)
  329. ExecuteAction("UNIT_IDLE_FOR_FRAMECOUNT", UnitName, Integer)
  330. ExecuteAction("UNIT_GUARD_FOR_SECONDS", UnitName, Integer)
  331. ExecuteAction("UNIT_IDLE_FOR_SECONDS", UnitName, Integer)
  332. ExecuteAction("UNIT_SET_MODELCONDITION", UnitName, Integer, Boolean)
  333. ExecuteAction("TEAM_SET_MODELCONDITION", TeamName, Integer, Boolean)
  334. ExecuteAction("UNIT_SET_MODELCONDITION_FOR_DURATION", UnitName, ModelCondition, RealNumber, Percentage)
  335. ExecuteAction("TEAM_SET_MODELCONDITION_FOR_DURATION", TeamName, ModelCondition, RealNumber, Percentage)
  336. ExecuteAction("UNIT_SET_FLAME_STATUS", UnitName, Boolean)
  337. ExecuteAction("TEAM_SET_FLAME_STATUS", UnitName, Boolean)
  338. ExecuteAction("TEAM_GUARD_FOR_FRAMECOUNT", TeamName, Integer)
  339. ExecuteAction("TEAM_IDLE_FOR_FRAMECOUNT", TeamName, Integer)
  340. ExecuteAction("TEAM_GUARD_FOR_SECONDS", TeamName, Integer)
  341. ExecuteAction("TEAM_IDLE_FOR_SECONDS", TeamName, Integer)
  342. ExecuteAction("WATER_CHANGE_HEIGHT", TriggerAreaName, RealNumber)
  343. ExecuteAction("HUMAN_IMPASSABLE_AREA", TriggerAreaName, Boolean)
  344. ExecuteAction("WATER_CHANGE_HEIGHT_OVER_TIME", TriggerAreaName, RealNumber, RealNumber, RealNumber)
  345. ExecuteAction("NAMED_USE_COMMANDBUTTON_ABILITY", UnitName, UnitAbilityName)
  346. ExecuteAction("NAMED_USE_COMMANDBUTTON_ABILITY_ON_NAMED", UnitName, UnitAbilityName, UnitName)
  347. ExecuteAction("NAMED_USE_COMMANDBUTTON_ABILITY_AT_WAYPOINT", UnitName, UnitAbilityName, WaypointName)
  348. ExecuteAction("NAMED_USE_COMMANDBUTTON_ON_NEAREST_ENEMY_UNIT", UnitName, TeamAbilityName)
  349. ExecuteAction("NAMED_USE_COMMANDBUTTON_ON_NEAREST_GARRISONED_BUILDING", UnitName, TeamAbilityName)
  350. ExecuteAction("NAMED_USE_COMMANDBUTTON_ON_NEAREST_KINDOF", UnitName, TeamAbilityName, UnitOrStructureKind)
  351. ExecuteAction("NAMED_USE_COMMANDBUTTON_ON_NEAREST_ENEMY_BUILDING", UnitName, TeamAbilityName)
  352. ExecuteAction("NAMED_USE_COMMANDBUTTON_ON_NEAREST_ENEMY_BUILDING_CLASS", UnitName, TeamAbilityName, UnitOrStructureKind)
  353. ExecuteAction("NAMED_USE_COMMANDBUTTON_ON_NEAREST_OBJECTTYPE", UnitName, TeamAbilityName, ObjectName)
  354. ExecuteAction("NAMED_BUILD_STRUCTURE_AT_WAYPOINT", UnitName, ObjectName, Angle, WaypointName)
  355. ExecuteAction("TEAM_USE_COMMANDBUTTON_ABILITY", TeamName, TeamAbilityName)
  356. ExecuteAction("TEAM_USE_COMMANDBUTTON_ABILITY_ON_NAMED", TeamName, TeamAbilityName, UnitName)
  357. ExecuteAction("TEAM_USE_COMMANDBUTTON_ABILITY_AT_WAYPOINT", TeamName, TeamAbilityName, WaypointName)
  358. ExecuteAction("MAP_SWITCH_BORDER", BoundaryName)
  359. ExecuteAction("MAP_CHANGE_CLOUD_SPEED", Percentage)
  360. ExecuteAction("OBJECT_FORCE_SELECT", TeamName, ObjectName, Boolean, SpeechName)
  361. ExecuteAction("RADAR_FORCE_ENABLE")
  362. ExecuteAction("RADAR_REVERT_TO_NORMAL")
  363. ExecuteAction("SCREEN_SHAKE", CameraShakeIntensity)
  364. ExecuteAction("TECHTREE_MODIFY_BUILDABILITY_OBJECT", ObjectName, Buildability)
  365. ExecuteAction("SET_CAVE_INDEX", UnitName, Integer)
  366. ExecuteAction("WAREHOUSE_SET_VALUE", UnitName, Integer)
  367. ExecuteAction("SOUND_DISABLE_TYPE", AudioName)
  368. ExecuteAction("SOUND_ENABLE_TYPE", AudioName)
  369. ExecuteAction("SOUND_REMOVE_TYPE", AudioName)
  370. ExecuteAction("SOUND_REMOVE_ALL_DISABLED")
  371. ExecuteAction("SOUND_ENABLE_ALL")
  372. ExecuteAction("AUDIO_OVERRIDE_VOLUME_TYPE", AudioName, RealNumber)
  373. ExecuteAction("AUDIO_RESTORE_VOLUME_TYPE", AudioName)
  374. ExecuteAction("AUDIO_RESTORE_VOLUME_ALL_TYPE")
  375. ExecuteAction("NAMED_SET_TOPPLE_DIRECTION", UnitName, PositionCoordinate)
  376. ExecuteAction("UNIT_MOVE_TOWARDS_NEAREST_OBJECT_TYPE", UnitName, ObjectName, TriggerAreaName)
  377. ExecuteAction("UNIT_ATTACK_MOVE_TOWARDS_NEAREST_OBJECT_TYPE", UnitName, ObjectName)
  378. ExecuteAction("TEAM_MOVE_TOWARDS_NEAREST_OBJECT_TYPE", TeamName, ObjectName, TriggerAreaName)
  379. ExecuteAction("TEAM_ATTACK_MOVE_TOWARDS_NEAREST_OBJECT_TYPE", TeamName, ObjectName)
  380. ExecuteAction("ATTACK_MOVE_TEAM_TO_NEAREST_OBJECT_OF_TYPE_OF_PLAYER", TeamName, ObjectType, PlayerName)
  381. ExecuteAction("TEAM_SET_AI_RECRUITABLE_FLAG", TeamName, Boolean)
  382. ExecuteAction("SKIRMISH_ATTACK_NEAREST_GROUP_WITH_VALUE", TeamName, Comparison, Integer)
  383. ExecuteAction("SKIRMISH_PERFORM_COMMANDBUTTON_ON_MOST_VALUABLE_OBJECT", TeamName, TeamAbilityName, RealNumber, Boolean)
  384. ExecuteAction("SKIRMISH_WAIT_FOR_COMMANDBUTTON_AVAILABLE_ALL", PlayerName, TeamName, TeamAbilityName)
  385. ExecuteAction("SKIRMISH_WAIT_FOR_COMMANDBUTTON_AVAILABLE_PARTIAL", PlayerName, TeamName, TeamAbilityName)
  386. ExecuteAction("TEAM_SPIN_FOR_FRAMECOUNT", TeamName, Integer)
  387. ExecuteAction("TEAM_SPIN_FOR_SECONDS", TeamName, RealNumber)
  388. ExecuteAction("CAMERA_ENABLE_SLAVE_MODE")
  389. ExecuteAction("CAMERA_DISABLE_SLAVE_MODE")
  390. ExecuteAction("CAMERA_ADD_SHAKER_AT", WaypointName, RealNumber, RealNumber, RealNumber)
  391. ExecuteAction("TEAM_ALL_USE_COMMANDBUTTON_ON_NAMED", TeamName, TeamAbilityName, UnitName)
  392. ExecuteAction("TEAM_ALL_USE_COMMANDBUTTON_ON_NEAREST_ENEMY_UNIT", TeamName, TeamAbilityName)
  393. ExecuteAction("TEAM_ALL_USE_COMMANDBUTTON_ON_NEAREST_GARRISONED_BUILDING", TeamName, TeamAbilityName)
  394. ExecuteAction("TEAM_ALL_USE_COMMANDBUTTON_ON_NEAREST_KINDOF", TeamName, TeamAbilityName, UnitOrStructureKind)
  395. ExecuteAction("TEAM_ALL_USE_COMMANDBUTTON_ON_NEAREST_ENEMY_BUILDING", TeamName, TeamAbilityName)
  396. ExecuteAction("TEAM_ALL_USE_COMMANDBUTTON_ON_NEAREST_ENEMY_BUILDING_CLASS", TeamName, TeamAbilityName, UnitOrStructureKind)
  397. ExecuteAction("TEAM_ALL_USE_COMMANDBUTTON_ON_NEAREST_OBJECTTYPE", TeamName, TeamAbilityName, ObjectName)
  398. ExecuteAction("TEAM_PARTIAL_USE_COMMANDBUTTON", RealNumber, TeamName, TeamAbilityName)
  399. ExecuteAction("TEAM_CAPTURE_NEAREST_UNOWNED_FACTION_UNIT", TeamName)
  400. ExecuteAction("PLAYER_CREATE_TEAM_FROM_CAPTURED_UNITS", PlayerName, TeamName)
  401. ExecuteAction("TEAM_WAIT_FOR_NOT_CONTAINED_ALL", TeamName)
  402. ExecuteAction("TEAM_WAIT_FOR_NOT_CONTAINED_PARTIAL", TeamName)
  403. ExecuteAction("TEAM_SET_EMOTICON", TeamName, EmoticonName, RealNumber)
  404. ExecuteAction("NAMED_SET_EMOTICON", UnitName, EmoticonName, RealNumber)
  405. ExecuteAction("OBJECTLIST_ADDOBJECTTYPE", ObjectTypeListName, ObjectName)
  406. ExecuteAction("OBJECTLIST_REMOVEOBJECTTYPE", ObjectTypeListName, ObjectName)
  407. ExecuteAction("MAP_REVEAL_PERMANENTLY_AT_WAYPOINT", WaypointName, RealNumber, PlayerName, MapRevealName)
  408. ExecuteAction("MAP_REVEAL_PERMANENTLY_IN_TRIGGER", TriggerAreaName, PlayerName, MapRevealName)
  409. ExecuteAction("MAP_UNDO_REVEAL_PERMANENTLY_AT_WAYPOINT", MapRevealName)
  410. ExecuteAction("MAP_UNDO_REVEAL_PERMANENTLY_IN_TRIGGER", MapRevealName)
  411. ExecuteAction("EVA_SET_ENABLED_DISABLED", Boolean)
  412. ExecuteAction("OPTIONS_SET_OCCLUSION_MODE", Boolean)
  413. ExecuteAction("OPTIONS_SET_DRAWICON_UI_MODE", Boolean)
  414. ExecuteAction("OPTIONS_SET_PARTICLE_CAP_MODE", Boolean)
  415. ExecuteAction("UNIT_AFFECT_OBJECT_PANEL_FLAGS", UnitName, ObjectPanelFlag, Boolean)
  416. ExecuteAction("TEAM_AFFECT_OBJECT_PANEL_FLAGS", TeamName, ObjectPanelFlag, Boolean)
  417. ExecuteAction("PLAYER_SELECT_SKILLSET", PlayerName, Integer)
  418. ExecuteAction("SCRIPTING_OVERRIDE_HULK_LIFETIME", RealNumber)
  419. ExecuteAction("NAMED_FACE_NAMED", UnitName, UnitName)
  420. ExecuteAction("NAMED_FACE_WAYPOINT", UnitName, WaypointName)
  421. ExecuteAction("TEAM_FACE_NAMED", TeamName, UnitName)
  422. ExecuteAction("TEAM_FACE_WAYPOINT", TeamName, WaypointName)
  423. ExecuteAction("COMMANDBAR_REMOVE_BUTTON_OBJECTTYPE", CommandButtonName, ObjectName)
  424. ExecuteAction("COMMANDBAR_ADD_BUTTON_OBJECTTYPE_SLOT", CommandButtonName, ObjectName, Integer)
  425. ExecuteAction("UNIT_SPAWN_NAMED_LOCATION_ORIENTATION", UnitName, ObjectName, TeamName, PositionCoordinate, Angle)
  426. ExecuteAction("PLAYER_AFFECT_RECEIVING_EXPERIENCE", PlayerName, RealNumber)
  427. ExecuteAction("SOUND_SET_VOLUME", RealNumber)
  428. ExecuteAction("SPEECH_SET_VOLUME", RealNumber)
  429. ExecuteAction("OBJECT_ALLOW_BONUSES", Boolean)
  430. ExecuteAction("TEAM_GUARD_IN_TUNNEL_NETWORK", TeamName)
  431. ExecuteAction("LOCALDEFEAT")
  432. ExecuteAction("VICTORY")
  433. ExecuteAction("DEFEAT")
  434. ExecuteAction("RESIZE_VIEW_GUARDBAND", RealNumber, RealNumber)
  435. ExecuteAction("DELETE_ALL_UNMANNED")
  436. ExecuteAction("CHOOSE_VICTIM_ALWAYS_USES_NORMAL", Boolean)
  437. ExecuteAction("ENABLE_OBJECT_SOUND", UnitName)
  438. ExecuteAction("DISABLE_OBJECT_SOUND", UnitName)
  439. ExecuteAction("CAMERA_BLOOM_EFFECT_BEGIN")
  440. ExecuteAction("CAMERA_BLOOM_EFFECT_END")
  441. ExecuteAction("TERRAIN_RENDER_DISABLE", Boolean)
  442. ExecuteAction("PLAYER_GIVE_LIGHT_POINTS", PlayerName, Integer)
  443. ExecuteAction("PLAYER_RESET_LIGHT_POINTS", PlayerName)
  444. ExecuteAction("PLAYER_GIVE_LIGHT_POINT_LEVEL", PlayerName, Text)
  445. ExecuteAction("PLAYER_REMOVE_LIGHT_POINT_LEVEL", PlayerName, Text)
  446. ExecuteAction("TEAM_GIVE_EXPERIENCE_LEVEL", TeamName, Text)
  447. ExecuteAction("TEAM_GIVE_EXPERIENCE_POINTS", TeamName, Integer)
  448. ExecuteAction("TEAM_SET_EXPERIENCE_POINTS", TeamName, Integer)
  449. ExecuteAction("UNIT_GIVE_EXPERIENCE_LEVEL", UnitName, Text)
  450. ExecuteAction("UNIT_GIVE_EXPERIENCE_POINTS", UnitName, Integer)
  451. ExecuteAction("UNIT_SET_EXPERIENCE_POINTS", UnitName, Integer)
  452. ExecuteAction("LIVING_WORLD_MOVE_ARMY_TO_POSITION", Text, Text, PositionCoordinate)
  453. ExecuteAction("LIVING_WORLD_MOVE_ARMY_TO_ZONE", Text, Text, Text)
  454. ExecuteAction("LIVING_WORLD_SPAWN_ARMY_AT_POSITION", Text, Text, PositionCoordinate)
  455. ExecuteAction("LIVING_WORLD_SPAWN_ARMY_IN_ZONE", Text, Text, Text)
  456. ExecuteAction("LIVING_WORLD_DESPAWN_ARMY", Text, Text)
  457. ExecuteAction("LIVING_WORLD_EXIT_TO_REGION_VIEW")
  458. ExecuteAction("TOGGLE_AVI_CAPTURE")
  459. ExecuteAction("PLAY_MOVIE_IN_GAME", MovieName, Boolean)
  460. ExecuteAction("DEPLOY_SIEGE_ON_NAMED_WALL", UnitName, UnitName)
  461. ExecuteAction("RETRACT_SIEGE_FROM_WALL", UnitName)
  462. ExecuteAction("UNIT_THREAT_LEVEL", UnitName, Comparison, RealNumber, RealNumber)
  463. ExecuteAction("TEAM_THREAT_LEVEL", TeamName, Comparison, RealNumber, RealNumber)
  464. ExecuteAction("SET_UNIT_REFERENCE", UnitReference, UnitName)
  465. ExecuteAction("TEAM_SET_PLAYERS_NEAREST_UNIT_OF_TYPE_TO_REFERENCE", ObjectType, TeamName, UnitReference)
  466. ExecuteAction("FIND_HOME_BASE_OF_PLAYER", PlayerName, UnitReference, Boolean)
  467. ExecuteAction("GATE_OPEN", UnitName)
  468. ExecuteAction("GATE_CLOSE", UnitName)
  469. ExecuteAction("GATE_READY", UnitName)
  470. ExecuteAction("SET_TEAM_REFERENCE", TeamReference, TeamName)
  471. ExecuteAction("SET_UNIT_REFERENCE_TO_REFERENCE", UnitReference, UnitReference)
  472. ExecuteAction("SET_TEAM_REFERENCE_TO_REFERNECE", TeamReference, TeamReference)
  473. ExecuteAction("TEAM_GIVE_NEAREST_TEAM_UPGRADE", TeamName)
  474. ExecuteAction("TEAM_GIVE_TEAM_UPGRADE", TeamName, TeamName)
  475. ExecuteAction("NAMED_BASE_UNPACK", UnitName, UnitReference)
  476. ExecuteAction("NAMED_BASE_UNPACK_FREE", UnitName, UnitReference)
  477. ExecuteAction("BUILD_BASE_BUILDING", ObjectName, UnitName, UnitReference)
  478. ExecuteAction("BUILD_BASE_BUILDING_IN_SLOT", ObjectName, Integer, UnitName, UnitReference)
  479. ExecuteAction("BUILD_BASE_BUILDING_PER_TACTICAL_MARKER", ObjectName, NearOrFar, ObjectName, UnitName, UnitReference)
  480. ExecuteAction("BUILD_BUILDING_ON_FOUNDATION", ObjectName, UnitName)
  481. ExecuteAction("TEAM_MOVE_TO_NEAREST_OBJECT_OF_KINDOF", TeamName, UnitOrStructureKind)
  482. ExecuteAction("TEAM_MOVE_TO_NEAREST_OBJECT_OF_KINDOF_OWNED_BY_PLAYER", TeamName, UnitOrStructureKind, PlayerName)
  483. ExecuteAction("TEAM_MOVE_TO_NEAREST_OBJECT_OF_TYPE", TeamName, ObjectType)
  484. ExecuteAction("TEAM_MOVE_TO_NEAREST_OBJECT_OF_TYPE_OWNED_BY_PLAYER", TeamName, ObjectType, PlayerName)
  485. ExecuteAction("COUNTER_MATH_COUNTER", CounterName, MathOperator, CounterName)
  486. ExecuteAction("COUNTER_MATH_VALUE", CounterName, MathOperator, Integer)
  487. ExecuteAction("TEAM_RECRUIT_UNITS", TeamName, Integer, ObjectType)
  488. ExecuteAction("TEAM_RECRUIT_UNITS_FROM_TEAM", TeamName, Integer, ObjectType, TeamName)
  489. ExecuteAction("RECRUIT_COMBO_UNITS_FROM_TEAM", TeamName, Integer, ObjectType, TeamName)
  490. ExecuteAction("TEAM_UPGRADE", TeamName, UpgradeName)
  491. ExecuteAction("SET_PLAYER_MONEY_TO_COUNTER", PlayerName, CounterName)
  492. ExecuteAction("SET_PLAYER_LIGHT_POINTS_TO_COUNTER", PlayerName, CounterName)
  493. ExecuteAction("SET_UNIT_EXPERIENCE_TO_COUNTER", UnitName, CounterName)
  494. ExecuteAction("SET_PLAYER_COMMAND_POINTS_USED_TO_COUNTER", PlayerName, CounterName)
  495. ExecuteAction("SET_PLAYER_COMMAND_POINTS_AVAILABLE_TO_COUNTER", PlayerName, CounterName)
  496. ExecuteAction("SET_PLAYER_COMMAND_POINTS_TOTAL_TO_COUNTER", PlayerName, CounterName)
  497. ExecuteAction("SET_COMMAND_POINTS_TO_BUILD_TEAM_TO_COUNTER", TeamName, CounterName)
  498. ExecuteAction("SET_PLAYER_KILLS_OF_TYPE_TO_COUNTER", PlayerName, ObjectName, CounterName)
  499. ExecuteAction("SET_PLAYER_KILLS_OF_KINDOF_TO_COUNTER", PlayerName, UnitOrStructureKind, CounterName)
  500. ExecuteAction("SET_PLAYER_OWNERSHIP_OF_TYPE_COUNTER", ObjectType, PlayerName, CounterName)
  501. ExecuteAction("SET_PLAYER_OWNERSHIP_OF_TYPE_COUNTER_INCLUDE_DEAD", ObjectType, PlayerName, CounterName)
  502. ExecuteAction("SET_COUNTER_TO_NUMBER_OBJECTS_PLAYER_OWNES_WITH_MODELCONDITION", PlayerName, ModelCondition, CounterName)
  503. ExecuteAction("PLAY_SOUND_EFFECT_AT_TEAM", SoundName, TeamName)
  504. ExecuteAction("AUDIO_FADE_VOLUME", RealNumber, RealNumber, RealNumber, RealNumber, RealNumber)
  505. ExecuteAction("AUDIO_MAKE_SOUND_IMMUNE_TO_FADE", AudioName)
  506. ExecuteAction("AUDIO_MAKE_SOUND_SUBJECT_TO_FADE", AudioName)
  507. ExecuteAction("AUDIO_MAKE_ALL_SOUNDS_SUBJECT_TO_FADE")
  508. ExecuteAction("AUDIO_SET_REVERB_ROOM_TYPE", ReverbRoomType)
  509. ExecuteAction("AUDIO_REMOVE_REVERB")
  510. ExecuteAction("AUDIO_SET_REVERB_SUPPRESSION_POLYGON", TriggerAreaName, Percentage)
  511. ExecuteAction("AUDIO_REMOVE_REVERB_SUPPRESSION_POLYGON", TriggerAreaName)
  512. ExecuteAction("AUDIO_REMOVE_ALL_REVERB_SUPPRESSION_POLYGONS")
  513. ExecuteAction("DIM_WORLD_LIGHTS")
  514. ExecuteAction("RESTORE_WORLD_LIGHTS")
  515. ExecuteAction("ALLOW_DISALLOW_ONE_BUILDING", PlayerName, ObjectName, Boolean)
  516. ExecuteAction("ALLOW_DISALLOW_ALL_BUILDINGS", PlayerName, Boolean)
  517. ExecuteAction("TOGGLE_AUTO_BUILD", PlayerName, Boolean)
  518. ExecuteAction("TEAM_TOGGLE_CLOSE_RANGE_WEAPON", TeamName, Boolean)
  519. ExecuteAction("NAMED_TOGGLE_CLOSE_RANGE_WEAPON", UnitName, Boolean)
  520. ExecuteAction("SET_COUNTER_TO_UNIT_THREAT", CounterName, UnitName, RealNumber)
  521. ExecuteAction("SET_COUNTER_TO_THREAT_FINDER_THREAT", CounterName, ThreadFinderObjectType, ThreadType, PlayerName)
  522. ExecuteAction("SET_COUNTER_TO_TEAM_THREAT", CounterName, TeamName, RealNumber)
  523. ExecuteAction("SET_COUNTER_TO_BASE_POPULATION", PlayerName, UnitName, CounterName)
  524. ExecuteAction("REINFORCEMENTS_DISPLAY_BANNER")
  525. ExecuteAction("NAMED_SET_SPECIAL_WEAPONSET", UnitName, Boolean)
  526. ExecuteAction("DEPLOY_NAMED_SIEGE_ON_WAYPOINT", UnitName, WaypointName, RealNumber)
  527. ExecuteAction("DEPLOY_SIEGE_ON_WAYPOINT", TeamName, WaypointName, RealNumber)
  528. ExecuteAction("DEPLOY_SIEGE_NEAR_TEAM", TeamName, TeamName, RealNumber)
  529. ExecuteAction("TEAM_REPAIR_NEREST", TeamName, RealNumber)
  530. ExecuteAction("TEAM_SET_AUTO_ABILITY", TeamName, CommandButtonName, Boolean)
  531. ExecuteAction("NAME_SET_AUTO_ABILITY", UnitName, CommandButtonName, Boolean)
  532. ExecuteAction("SET_LOGIC_FOG_STATE", Boolean)
  533. ExecuteAction("NAMED_RECEIVE_UPGRADE", UnitName, UpgradeName)
  534. ExecuteAction("UPGRADE_NEAREST_WALL", UnitName, UpgradeName, ObjectName, ObjectName, UnitReference)
  535. ExecuteAction("SET_REF_TO_NEREST_TEAM_OF_TYPE_OWNED_BY_PLAYER", ObjectType, PlayerName, TeamName, UnitReference)
  536. ExecuteAction("SET_REF_TO_NEREST_TEAM_OF_UNNAMED_TYPE_OWNED_BY_PLAYER", ObjectType, PlayerName, TeamName, UnitReference)
  537. ExecuteAction("SELL_BUILDING_ON_FOUNDATION", UnitName)
  538. ExecuteAction("MAP_EXIT")
  539. ExecuteAction("TEAM_NEEDS_OPEN_GATE", TeamName, UnitName, Boolean)
  540. ExecuteAction("UNIT_STAND_GROUND", UnitName, Boolean)
  541. ExecuteAction("TEAM_STAND_GROUND", TeamName, Boolean)
  542. ExecuteAction("UNIT_TELEPORT_TO_WAYPOINT", UnitName, WaypointName)
  543. ExecuteAction("TEAM_TELEPORT_TO_WAYPOINT", TeamName, WaypointName)
  544. ExecuteAction("OVERRIDE_PLAYER_COMMAND_POINTS", PlayerName, Integer, Integer)
  545. ExecuteAction("SELECT_OBJECT", PlayerName, UnitName)
  546. ExecuteAction("DESELECT")
  547. ExecuteAction("HERO_SELECT_BUTTON_FLASH", Hero, Integer)
  548. ExecuteAction("LOCK_CAMERA", Boolean)
  549. ExecuteAction("LOCK_CAMERA_ZOOM", Boolean)
  550. ExecuteAction("LOCK_CAMERA_ROTATION", Boolean)
  551. ExecuteAction("LOCK_CAMERA_SCROLL", Boolean)
  552. ExecuteAction("LOCK_CAMERA_RESET", Boolean)
  553. ExecuteAction("LOCK_CAMERA_ANGLE_AND_HEIGHT", Boolean)
  554. ExecuteAction("TEAM_ASSIMILATE_WITH_FIRST_WALK_ON_ARMY", TeamName)
  555. ExecuteAction("UNIT_ASSIMILATE_WITH_FIRST_WALK_ON_ARMY", UnitName)
  556. ExecuteAction("UNIT_ENABLE_HOUSE_COLOR", UnitName, Boolean)
  557. ExecuteAction("TEAM_ENABLE_HOUSE_COLOR", TeamName, Boolean)
  558. ExecuteAction("ENABLE_HOUSE_COLOR", Boolean)
  559. ExecuteAction("UNIT_FORCE_EMOTION", UnitName, Emotion, RealNumber)
  560. ExecuteAction("TEAM_FORCE_EMOTION", TeamName, Emotion, RealNumber)
  561. ExecuteAction("PLAYER_FORCE_EMOTION", PlayerName, Emotion, RealNumber)
  562. ExecuteAction("PLAYER_SELL_EVERYTHING", PlayerName)
  563. ExecuteAction("UNIT_GAIN_LEVEL", UnitName, Boolean)
  564. ExecuteAction("TEAM_GAIN_LEVEL", TeamName, Boolean)
  565. ExecuteAction("SHOW_MISSION_OBJECTIVE", Integer)
  566. ExecuteAction("HIDE_MISSION_OBJECTIVE", Integer)
  567. ExecuteAction("MARK_MISSION_OBJECTIVE_COMPLETED", Integer)
  568. ExecuteAction("MARK_MISSION_OBJECTIVE_NOT_COMPLETED", Integer)
  569. ExecuteAction("UNIT_CHANGE_OBJECT_STATUS", UnitName, ObjectStatus, Boolean)
  570. ExecuteAction("TEAM_CHANGE_OBJECT_STATUS", TeamName, ObjectStatus, Boolean)
  571. ExecuteAction("REMOVE_REINFORCEMENT_ARMY", Text)
  572. ExecuteAction("PLAYER_ASSIMILATE_WITH_ARMY_BY_NAME", PlayerName, Text)
  573. ExecuteAction("TEAM_ASSIMILATE_WITH_ARMY_BY_NAME", TeamName, Text)
  574. ExecuteAction("UNIT_ASSIMILATE_WITH_ARMY_BY_NAME", UnitName, Text)
  575. ExecuteAction("CALL_IN_REINFORCEMENTS_WITHOUT_MOVIE", Text)
  576. ExecuteAction("LIVING_WORLD_SET_PLAYER_REF_BY_TEMPLATE", LivingWorldPlayerRef, LivingWorldPlayerTemplate)
  577. ExecuteAction("LIVING_WORLD_SET_ARMY_REF_TO_HERO_ARMY_BY_INDEX", LivingWorldArmyRef, Integer, LivingWorldPlayer)
  578. ExecuteAction("LIVING_WORLD_SET_REGION_REF_TO_ARMY_REGION", LivingWorldRegionRef, LivingWorldArmy)
  579. ExecuteAction("LIVING_WORLD_SET_REGION_REF_TO_ADJACENT_REGION", LivingWorldRegionRef, LivingWorldRegion, Boolean, Boolean)
  580. ExecuteAction("LIVING_WORLD_ORDER_ARMY_MOVE_TO_ADJACENT_REGION", LivingWorldArmy, LivingWorldRegion)
  581. ExecuteAction("CHANGE_BURN_RATE_AT_WAYPOINT", WaypointName, RealNumber, Integer)
  582. ExecuteAction("CHANGE_BURN_RATE_IN_AREA", TriggerAreaName, Integer)
  583. ExecuteAction("CREATE_DELAYED_CARRYOVER_UNIT_AT_WAYPOINT", ObjectType, PlayerName, WaypointName, UnitReference)
  584. ExecuteAction("CREATE_UNIT_REVIVAL_ENTRY", ObjectName, PlayerName)
  585. ExecuteAction("CREATE_UNIT_REVIVAL_ENTRY_FROM_DELAYED_CARRYOVER_HERO", ObjectType, PlayerName)
  586. ExecuteAction("CREATE_UNIT_REVIVAL_ENTRY_AT_LEVEL", ObjectName, PlayerName, Integer)
  587. ExecuteAction("ENABLE_SPELL_STORE")
  588. ExecuteAction("DISABLE_SPELL_STORE")
  589. ExecuteAction("ENABLE_OBJECTIVES_SCREEN")
  590. ExecuteAction("DISABLE_OBJECTIVES_SCREEN")
  591. ExecuteAction("CLOSE_OBJECTIVES_SCREEN")
  592. ExecuteAction("ENABLE_PLANNING_MODE")
  593. ExecuteAction("DISABLE_PLANNING_MODE")
  594. ExecuteAction("FLASH_SPELL_STORE_BUTTON", Integer)
  595. ExecuteAction("FLASH_OBJECTIVES_BUTTON", Integer)
  596. ExecuteAction("FLASH_PLANNING_MODE_BUTTON", Integer)
  597. ExecuteAction("DISPLAY_NOTIFICATION_BOX", NotificationBoxType, LocalizedStringName, Integer)
  598. ExecuteAction("CREATE_NAMED_ON_TEAM_AT_OBJECTTYPE", UnitName, ObjectName, TeamName, ObjectName)
  599. ExecuteAction("UNIT_SET_MAX_LEVEL", UnitName, Integer)
  600. ExecuteAction("DISPLAY_NOTIFICATION_BOX_WITH_OBJECT_TYPE_IMAGE_OVERRIDE", NotificationBoxType, LocalizedStringName, Integer, ObjectName)
  601. ExecuteAction("SELECT_BUILDER_BUTTON_FLASH", Integer)
  602. ExecuteAction("NAMED_STOP_FLUSH", UnitName)
  603.  
  604.  
  605.  
  606. EvaluateCondition("CONDITION_FALSE")
  607. EvaluateCondition("COUNTER", CounterName, Comparison, Integer)
  608. EvaluateCondition("COUNTER_SECONDS", CounterName, Comparison, RealNumber)
  609. EvaluateCondition("COUNTER_COUNTER", CounterName, Comparison, CounterName)
  610. EvaluateCondition("DISTANCE_BETWEEN_OBJ", UnitName, UnitName, Comparison, RealNumber)
  611. EvaluateCondition("DISTANCE_BETWEEN_TEAM", TeamName, TeamName, Comparison, RealNumber)
  612. EvaluateCondition("UNIT_HEALTH", UnitName, Comparison, Integer)
  613. EvaluateCondition("FLAG", FlagName, Boolean)
  614. EvaluateCondition("TEAM_STATE_IS", TeamName, TeamState)
  615. EvaluateCondition("TEAM_STATE_IS_NOT", TeamName, TeamState)
  616. EvaluateCondition(" state IS NOT ", TeamName, TeamState)
  617. EvaluateCondition("CONDITION_TRUE")
  618. EvaluateCondition("TIMER_EXPIRED", CounterName)
  619. EvaluateCondition("PLAYER_ALL_DESTROYED", PlayerName)
  620. EvaluateCondition("PLAYER_ALL_BUILDFACILITIES_DESTROYED", PlayerName)
  621. EvaluateCondition("TEAM_INSIDE_AREA_PARTIALLY", TeamName, TriggerAreaName, SurfaceType)
  622. EvaluateCondition("NAMED_INSIDE_AREA", UnitName, TriggerAreaName)
  623. EvaluateCondition("TEAM_DESTROYED", TeamName)
  624. EvaluateCondition("TEAM_HAS_FEWER_THAN_X_UNITS_WITH_KINDOF", TeamName, Integer, UnitOrStructureKind)
  625. EvaluateCondition("NAMED_RANK_LEVEL", UnitName, Integer)
  626. EvaluateCondition("NAMED_DESTROYED", UnitName)
  627. EvaluateCondition("NAMED_DYING", UnitName)
  628. EvaluateCondition("NAMED_TOTALLY_DEAD", UnitName)
  629. EvaluateCondition("BRIDGE_BROKEN", BridgeName)
  630. EvaluateCondition("BRIDGE_REPAIRED", BridgeName)
  631. EvaluateCondition("NAMED_NOT_DESTROYED", UnitName)
  632. EvaluateCondition("TEAM_HAS_UNITS", TeamName)
  633. EvaluateCondition("CAMERA_MOVEMENT_FINISHED")
  634. EvaluateCondition("CAMERA_SCROLL_DISTANCE", RealNumber)
  635. EvaluateCondition("CAMERA_ROTATE_DISTANCE", RealNumber)
  636. EvaluateCondition("CAMERA_ZOOM_DISTANCE", RealNumber)
  637. EvaluateCondition("CAMERA_RESET")
  638. EvaluateCondition("NAMED_INSIDE_AREA", UnitName, TriggerAreaName)
  639. EvaluateCondition("NAMED_OUTSIDE_AREA", UnitName, TriggerAreaName)
  640. EvaluateCondition("TEAM_INSIDE_AREA_ENTIRELY", TeamName, TriggerAreaName, SurfaceType)
  641. EvaluateCondition("TEAM_OUTSIDE_AREA_ENTIRELY", TeamName, TriggerAreaName, SurfaceType)
  642. EvaluateCondition("NAMED_ATTACKED_BY_OBJECTTYPE", UnitName, ObjectType)
  643. EvaluateCondition("TEAM_ATTACKED_BY_OBJECTTYPE", TeamName, ObjectType)
  644. EvaluateCondition("NAMED_ATTACKED_BY_PLAYER", UnitName, PlayerName)
  645. EvaluateCondition("TEAM_ATTACKED_BY_PLAYER", TeamName, PlayerName)
  646. EvaluateCondition("BUILT_BY_PLAYER", ObjectType, PlayerName)
  647. EvaluateCondition("NAMED_CREATED", UnitName)
  648. EvaluateCondition("TEAM_CREATED", TeamName)
  649. EvaluateCondition("PLAYER_HAS_CREDITS", Integer, Comparison, PlayerName)
  650. EvaluateCondition("NAMED_DISCOVERED", UnitName, PlayerName)
  651. EvaluateCondition("NAMED_BUILDING_IS_EMPTY", UnitName)
  652. EvaluateCondition("BUILDING_ENTERED_BY_PLAYER", PlayerName, UnitName)
  653. EvaluateCondition("ENEMY_SIGHTED", UnitName, Relation, PlayerName)
  654. EvaluateCondition("ENEMY_SIGHTED_BY_TEAM", TeamName, Relation, PlayerName)
  655. EvaluateCondition("TYPE_SIGHTED", UnitName, ObjectType, PlayerName)
  656. EvaluateCondition("TEAM_DISCOVERED", TeamName, PlayerName)
  657. EvaluateCondition("MISSION_ATTEMPTS", PlayerName, Comparison, Integer)
  658. EvaluateCondition("NAMED_OWNED_BY_PLAYER", UnitName, PlayerName)
  659. EvaluateCondition("TEAM_OWNED_BY_PLAYER", TeamName, PlayerName)
  660. EvaluateCondition("PLAYER_HAS_N_OR_FEWER_FACTION_BUILDINGS", PlayerName, Integer)
  661. EvaluateCondition("PLAYER_HAS_N_OR_FEWER_BASES", PlayerName, Integer)
  662. EvaluateCondition("PLAYER_HAS_POWER", PlayerName)
  663. EvaluateCondition("PLAYER_HAS_NO_POWER", PlayerName)
  664. EvaluateCondition("NAMED_REACHED_WAYPOINTS_END", UnitName, WaypointPathName)
  665. EvaluateCondition("TEAM_REACHED_WAYPOINTS_END", TeamName, WaypointPathName)
  666. EvaluateCondition("NAMED_SELECTED", UnitName)
  667. EvaluateCondition("TYPE_SELECTED", ObjectType)
  668. EvaluateCondition("NAMED_ENTERED_AREA", UnitName, TriggerAreaName)
  669. EvaluateCondition("NAMED_EXITED_AREA", UnitName, TriggerAreaName)
  670. EvaluateCondition("TEAM_ENTERED_AREA_ENTIRELY", TeamName, TriggerAreaName, SurfaceType)
  671. EvaluateCondition("NAMED_BASE_UNPACKABLE_FOR_PLAYER", UnitName, PlayerName)
  672. EvaluateCondition("TEAM_ENTERED_AREA_PARTIALLY", TeamName, TriggerAreaName, SurfaceType)
  673. EvaluateCondition("TEAM_EXITED_AREA_ENTIRELY", TeamName, TriggerAreaName, SurfaceType)
  674. EvaluateCondition("TEAM_EXITED_AREA_PARTIALLY", TeamName, TriggerAreaName, SurfaceType)
  675. EvaluateCondition("MULTIPLAYER_ALLIED_VICTORY")
  676. EvaluateCondition("MULTIPLAYER_ALLIED_DEFEAT")
  677. EvaluateCondition("MULTIPLAYER_PLAYER_DEFEAT")
  678. EvaluateCondition("HAS_FINISHED_VIDEO", MovieName)
  679. EvaluateCondition("HAS_FINISHED_SPEECH", SpeechName)
  680. EvaluateCondition("HAS_FINISHED_AUDIO", SoundName)
  681. EvaluateCondition("PLAYER_TRIGGERED_SPECIAL_POWER", PlayerName, SpecialPowerName)
  682. EvaluateCondition("PLAYER_TRIGGERED_SPECIAL_POWER_FROM_NAMED", PlayerName, SpecialPowerName, UnitName)
  683. EvaluateCondition("PLAYER_MIDWAY_SPECIAL_POWER", PlayerName, SpecialPowerName)
  684. EvaluateCondition("PLAYER_MIDWAY_SPECIAL_POWER_FROM_NAMED", PlayerName, SpecialPowerName, UnitName)
  685. EvaluateCondition("PLAYER_COMPLETED_SPECIAL_POWER", PlayerName, SpecialPowerName)
  686. EvaluateCondition("PLAYER_COMPLETED_SPECIAL_POWER_FROM_NAMED", PlayerName, SpecialPowerName, UnitName)
  687. EvaluateCondition("PLAYER_ACQUIRED_SCIENCE", PlayerName, ScienceName)
  688. EvaluateCondition("PLAYER_CAN_PURCHASE_SCIENCE", PlayerName, ScienceName)
  689. EvaluateCondition("PLAYER_HAS_REACHED_LEVEL_CAP", PlayerName)
  690. EvaluateCondition("PLAYER_HAS_SCIENCEPURCHASEPOINTS", PlayerName, Integer)
  691. EvaluateCondition("PLAYER_BUILT_UPGRADE", PlayerName, UpgradeName)
  692. EvaluateCondition("PLAYER_BUILT_UPGRADE_FROM_NAMED", PlayerName, UpgradeName, UnitName)
  693. EvaluateCondition("PLAYER_HAS_N_OR_FEWER_BUILDINGS", PlayerName, Integer)
  694. EvaluateCondition("PLAYER_DESTROYED_N_BUILDINGS_PLAYER", PlayerName, Integer, PlayerName)
  695. EvaluateCondition("PLAYER_HAS_OBJECT_COMPARISON", PlayerName, Comparison, Integer, ObjectType)
  696. EvaluateCondition("PLAYER_HAS_COMPARISON_UNIT_TYPE_IN_TRIGGER_AREA_WITH_UPGRADE", PlayerName, Comparison, Integer, ObjectType, TriggerAreaName, UpgradeName)
  697. EvaluateCondition("PLAYER_HAS_COMPARISON_UNIT_TYPE_IN_TRIGGER_AREA", PlayerName, Comparison, Integer, ObjectType, TriggerAreaName)
  698. EvaluateCondition("PLAYER_HAS_COMPARISON_UNIT_TYPE_IN_TRIGGER_AREA_COMPLETELY_BUILT", PlayerName, Comparison, Integer, ObjectType, TriggerAreaName)
  699. EvaluateCondition("PLAYER_ISSUED_FORMATION_ORDER")
  700. EvaluateCondition("PLAYER_HAS_NUMBER_OBJECTS_WITH_MODELCONDITION", PlayerName, ModelCondition, Comparison, Integer)
  701. EvaluateCondition("PLAYER_HAS_NUMBER_UNITS_DISTANCE_FROM_OBJECT", PlayerName, Comparison, Integer, RealNumber, UnitName)
  702. EvaluateCondition("COMPARISON_TREES_IN_TRIGGER_AREA", Comparison, Integer, TriggerAreaName)
  703. EvaluateCondition("PLAYER_HAS_COMPARISON_UNIT_KIND_IN_TRIGGER_AREA", PlayerName, Comparison, Integer, UnitOrStructureKind, TriggerAreaName)
  704. EvaluateCondition("PLAYER_POWER_COMPARE_PERCENT", PlayerName, Comparison, Integer)
  705. EvaluateCondition("PLAYER_EXCESS_POWER_COMPARE_VALUE", PlayerName, Comparison, Integer)
  706. EvaluateCondition("UNIT_EMPTIED", UnitName)
  707. EvaluateCondition("SKIRMISH_SPECIAL_POWER_READY", PlayerName, SpecialPowerName)
  708. EvaluateCondition("SKIRMISH_FIRE_SPECIAL_POWER_ON_TEAM", PlayerName, SpecialPowerName, TeamName)
  709. EvaluateCondition("UNIT_HAS_OBJECT_STATUS", UnitName, ObjectStatus)
  710. EvaluateCondition("UNIT_USING_STANCE", UnitName, Stance)
  711. EvaluateCondition("TEAM_ALL_HAS_OBJECT_STATUS", TeamName, ObjectStatus)
  712. EvaluateCondition("TEAM_SOME_HAVE_OBJECT_STATUS", TeamName, ObjectStatus)
  713. EvaluateCondition("SKIRMISH_VALUE_IN_AREA", PlayerName, Comparison, RealNumber, TriggerAreaName)
  714. EvaluateCondition("SKIRMISH_PLAYER_FACTION", PlayerName, FactionName)
  715. EvaluateCondition("SKIRMISH_SUPPLIES_VALUE_WITHIN_DISTANCE", PlayerName, RealNumber, TriggerAreaName, RealNumber)
  716. EvaluateCondition("SKIRMISH_COMMAND_BUTTON_READY_ALL", PlayerName, TeamName, TeamAbilityName)
  717. EvaluateCondition("SKIRMISH_COMMAND_BUTTON_READY_PARTIAL", PlayerName, TeamName, TeamAbilityName)
  718. EvaluateCondition("SKIRMISH_UNOWNED_FACTION_UNIT_EXISTS", PlayerName, Comparison, Integer)
  719. EvaluateCondition("SKIRMISH_PLAYER_HAS_PREREQUISITE_TO_BUILD", PlayerName, ObjectType)
  720. EvaluateCondition("SKIRMISH_PLAYER_HAS_COMPARISON_GARRISONED", PlayerName, Comparison, Integer)
  721. EvaluateCondition("SKIRMISH_PLAYER_HAS_COMPARISON_CAPTURED_UNITS", PlayerName, Comparison, Integer)
  722. EvaluateCondition("SKIRMISH_NAMED_AREA_EXIST", PlayerName, TriggerAreaName)
  723. EvaluateCondition("SKIRMISH_PLAYER_HAS_UNITS_IN_AREA", PlayerName, TriggerAreaName)
  724. EvaluateCondition("SKIRMISH_PLAYER_HAS_BEEN_ATTACKED_BY_PLAYER", PlayerName, PlayerName)
  725. EvaluateCondition("SKIRMISH_PLAYER_IS_OUTSIDE_AREA", PlayerName, TriggerAreaName)
  726. EvaluateCondition("SKIRMISH_PLAYER_HAS_DISCOVERED_PLAYER", PlayerName, PlayerName)
  727. EvaluateCondition("MUSIC_TRACK_HAS_COMPLETED", MusicName, Integer)
  728. EvaluateCondition("SUPPLY_SOURCE_SAFE", PlayerName, Integer)
  729. EvaluateCondition("SUPPLY_SOURCE_ATTACKED", PlayerName)
  730. EvaluateCondition("START_POSITION_IS", PlayerName, Integer)
  731. EvaluateCondition("ZONE_FOCUS_MORE_THAN", Text, Integer)
  732. EvaluateCondition("IS_SEIGE_ATTACHED_TO_WALL", UnitName)
  733. EvaluateCondition("BANNER_PRESSED", Text)
  734. EvaluateCondition("PLAYER_LOST_OBJECT_TYPE", PlayerName, ObjectType)
  735. EvaluateCondition("CAMERA_HIT_SPECIFIC_SPLINE_WAYPOINT", WaypointName)
  736. EvaluateCondition("CAMERA_ENTERED_AREA", TriggerAreaName)
  737. EvaluateCondition("TEAM_IS_LED_BY_UNIT", TeamName, UnitName)
  738. EvaluateCondition("PLAYER_COMPARE_LIGHT_POINTS", PlayerName, Comparison, Integer)
  739. EvaluateCondition("HAS_COMMAND_POINTS_TO_BUILD_TEAM", PlayerName, TeamName)
  740. EvaluateCondition("HAS_COMMAND_POINTS_TO_BUILD_UNIT", PlayerName, ObjectType)
  741. EvaluateCondition("CAN_BUILD_AT_BASE", PlayerName, UnitName)
  742. EvaluateCondition("CAN_BUILD_OBJECTTYPE_AT_BASE", PlayerName, UnitName, ObjectName)
  743. EvaluateCondition("PLAYER_HAS_KILLED_KINDOF_UNITS", PlayerName, Integer, UnitOrStructureKind)
  744. EvaluateCondition("PLAYER_HAS_KILLED_TYPE_UNITS", PlayerName, Integer, ObjectType)
  745. EvaluateCondition("NAMED_DESTROYED_BY_OBJECTTYPE", UnitName, ObjectType)
  746. EvaluateCondition("GATE_IS_OPEN", UnitName)
  747. EvaluateCondition("MUSIC_IS_PLAYING_FROM_SCRIPT")
  748. EvaluateCondition("UNIT_CAN_PATH_TO_WAYPOINT", UnitName, WaypointName)
  749. EvaluateCondition("UNIT_CAN_PATH_TO_OBJECT", UnitName, UnitName)
  750. EvaluateCondition("TEAM_CAN_PATH_TO_WAYPOINT", TeamName, WaypointName)
  751. EvaluateCondition("TEAM_CAN_PATH_TO_OBJECT", TeamName, UnitName)
  752. EvaluateCondition("UNIT_CAN_PATH_INTO_PLAYERS_NEAREST_BASE", UnitName, PlayerName)
  753. EvaluateCondition("TEAM_CAN_PATH_INTO_PLAYERS_NEAREST_BASE", TeamName, PlayerName)
  754. EvaluateCondition("UNIT_COMPARE_RANK", UnitName, Comparison, Integer)
  755. EvaluateCondition("PLAYER_COMPARE_RANK", PlayerName, Comparison, Integer)
  756. EvaluateCondition("EVAL_TEAM_HEALTH", TeamName, Comparison, Integer)
  757. EvaluateCondition("UNIT_HAS_GAINED_LEVEL", UnitName)
  758. EvaluateCondition("UNIT_IS_AT_LEVEL", UnitName, Text)
  759. EvaluateCondition("UNIT_HAS_NUM_SKILL_POINTS", UnitName, Comparison, Integer)
  760. EvaluateCondition("PLAYER_HAS_OBJECT_OF_VETERANCY", PlayerName, ObjectType, Comparison, Integer)
  761. EvaluateCondition("OBJECT_OF_TYPE_OR_LIST_INSIDE_REFD_BASE", ObjectType, UnitReference)
  762. EvaluateCondition("TEAM_ENTERED_REFD_BASE_ENTIRELY", TeamName, UnitReference)
  763. EvaluateCondition("TEAM_ENTERED_REFD_BASE_PARTIALLY", TeamName, UnitReference)
  764. EvaluateCondition("TEAM_EXITED_REFD_BASE_ENTIRELY", TeamName, UnitReference)
  765. EvaluateCondition("TEAM_EXITED_REFD_BASE_PARTIALLY", TeamName, UnitReference)
  766. EvaluateCondition("NAMED_ENTERED_REFD_BASE", UnitName, UnitReference)
  767. EvaluateCondition("NAMED_EXITED_REFD_BASE", UnitName, UnitReference)
  768. EvaluateCondition("TEAM_ENTERED_NEAREST_BASE_ENTIRELY", TeamName, PlayerName)
  769. EvaluateCondition("TEAM_ENTERED_NEAREST_BASE_PARTIALLY", TeamName, PlayerName)
  770. EvaluateCondition("TEAM_EXITED_NEAREST_BASE_ENTIRELY", TeamName, PlayerName)
  771. EvaluateCondition("TEAM_EXITED_NEAREST_BASE_PARTIALLY", TeamName, PlayerName)
  772. EvaluateCondition("NAMED_ENTERED_NEAREST_BASE", UnitName, PlayerName)
  773. EvaluateCondition("NAMED_EXITED_NEAREST_BASE", UnitName, PlayerName)
  774. EvaluateCondition("UNIT_HAS_PASSENGER", UnitName)
  775. EvaluateCondition("UNIT_IS_ATTACKED_AND_CANNOT_RETALIATE", UnitName)
  776. EvaluateCondition("TEAM_IS_ATTACKED_AND_CANNOT_RETALIATE_ANY", TeamName)
  777. EvaluateCondition("TEAM_IS_ATTACKED_AND_CANNOT_RETALIATE_ALL", TeamName)
  778. EvaluateCondition("IS_GAME_IN_SKIRMISH_OR_MULTIPLAYER", Boolean)
  779. EvaluateCondition("IS_GAME_MODE_ACTIVE", Text)
  780. EvaluateCondition("REGION_CAMPS_SHOULD_UNPACK")
  781. EvaluateCondition("COMPARE_NUM_PLAYERS_IN_GAME", Comparison, Integer)
  782. EvaluateCondition("IS_UNIT_WEBBED", UnitName, Boolean)
  783. EvaluateCondition("ANY_HERO_REACHED_RANK", PlayerName, Integer, Integer)
  784. EvaluateCondition("NUM_UNITS_LEVELED_UP", PlayerName, Integer, Boolean)
  785. EvaluateCondition("PLAYER_HAS_NUM_UNITS_WITH_UPGRADE", PlayerName, Integer, UpgradeName)
  786. EvaluateCondition("PLAYER_HAS_NUM_UNITS_LOADED_WITH_OBJECT", PlayerName, Integer, ObjectName, ObjectName)
  787. EvaluateCondition("UNIT_HAS_TOGGLED_WEAPON", PlayerName, ObjectName)
  788. EvaluateCondition("UNIT_IN_ALT_FORMATION", PlayerName, ObjectName)
  789. EvaluateCondition("UNIT_USING_AUTOPICKUP", PlayerName, ObjectName)
  790. EvaluateCondition("ANY_UNITS_USING_BLOODTHIRSTY", PlayerName)
  791. EvaluateCondition("IS_AREA_ON_FIRE", TriggerAreaName)
  792. EvaluateCondition("LIVING_WORLD_IS_REGION_REF_BOUND", LivingWorldRegion)
  793. EvaluateCondition("HAS_EVA_EVENT_PLAYED_IN_LAST_N_SECONDS", EvaEvent, RealNumber)
  794. EvaluateCondition("IS_NUM_OF_UNITS_BELONGING_TO_PLAYER_NEAR_EVA_EVENT_LAST_PLAYED_LOCATION_COMPARISON_INT", PlayerName, RealNumber, EvaEvent, Comparison, Integer)
  795. EvaluateCondition("HAS_DELAYED_CARRYOVER_UNIT_OF_TYPE", ObjectType, PlayerName)
  796. EvaluateCondition("TOGGLE_STANCE_SUBMENU_IS_OPEN")
  797. EvaluateCondition("SPELL_STORE_IS_OPEN")
  798. EvaluateCondition("OBJECTIVES_SCREEN_IS_OPEN")
  799. EvaluateCondition("PLAYER_IS_IN_PLANNING_MODE", PlayerName)
  800. EvaluateCondition("PLAYER_HAS_UNIT_TYPE_IN_TRIGGER_AREA_UNDER_ATTACK", PlayerName, ObjectType, TriggerAreaName)
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