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BFMEII ROTWK - LUA ExecuteAction + parameters + description

Feb 25th, 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 OUTDATED, NEW VERSION HERE: https://pastebin.com/xHHGCVZ1 OR https://pastebin.com/1z3JgtLV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. Show debug string and pause: <Text>
  5. Scripting_/Debug/Display message and pause
  6.  
  7. ExecuteAction("DEBUG_STRING", Text)
  8. Show debug string without pausing: <Text>
  9. Scripting_/Debug/Display string
  10.  
  11. ExecuteAction("DEBUG_CRASH_BOX", Text)
  12. Display a crash box with the text: <Text>
  13. {INTERNAL}_/Debug/Display a crash box (debug/internal builds only).
  14.  
  15. ExecuteAction("SET_FLAG", FlagName, Boolean)
  16. Set <FlagName> to <Boolean>
  17. Scripting_/Flags/Set flag to value.
  18.  
  19. ExecuteAction("SET_FLAG_TO_FLAG", FlagName, FlagName)
  20. Set <FlagName> to <FlagName>
  21. Scripting_/Flags/Set flag to another flag.
  22.  
  23. ExecuteAction("SET_COUNTER", CounterName, Integer)
  24. Set <CounterName> to <Integer>
  25. Scripting_/Counters/Set counter to a value.
  26.  
  27. ExecuteAction("SET_COUNTER_TO_COUNTER", CounterName, CounterName)
  28. Set <CounterName> to <CounterName>
  29. Scripting_/Counters/Set counter to another counter.
  30.  
  31. ExecuteAction("SET_RANDOM_COUNTER", CounterName, Integer, Integer)
  32. Set Counter <CounterName> randomly between <Integer> and <Integer>.
  33. Scripting_/Counters/Set a random counter.
  34.  
  35. ExecuteAction("SET_COUNTER_TO_CLIENT_RANDOM_VALUE", CounterName, Integer, Integer)
  36. Set Counter <CounterName> to a CLIENT-SIDE random between <Integer> and <Integer>. WARNING: Will cause desyncs if used for multiplayer maps! Don't use unless you have a good reason!
  37. Scripting_/Counters/Set a counter to a random CLIENT-SIDE value.
  38.  
  39. ExecuteAction("SET_COUNTER_IN_SECONDS", CounterName, RealNumber)
  40. Set <CounterName> to <RealNumber> seconds.
  41. Scripting_/Counters/Set counter to a time in seconds.
  42.  
  43. ExecuteAction("SET_RANDOM_COUNTER_IN_SECONDS", CounterName, RealNumber, RealNumber)
  44. Set Counter <CounterName> randomly between <RealNumber> and <RealNumber> seconds.
  45. Scripting_/Counters/Set a random counter in seconds.
  46.  
  47. ExecuteAction("SET_TREE_SWAY", Angle, Angle, Angle, Integer, RealNumber)
  48. Set wind direction to <Angle>, amount to sway <Angle>, amount to lean with the wind <Angle>, frames to take to sway once <Integer>, randomness <RealNumber>(0=lock step, 1=large random variation).
  49. Map_/Environment/Set wind sway amount and direction.
  50.  
  51. ExecuteAction("SET_CAMERA_CLIP_DEPTH_MULTIPLIER", RealNumber)
  52. Modify normal depth of Frustrum by <RealNumber> (1.0 = normal, < 1.0 shortens frustrum, > 1.0 lengthens.)
  53. Camera/Adjust/Change the camera depth of field.
  54.  
  55. ExecuteAction("QUICKVICTORY")
  56. End game in victory immediately.
  57. User_/ Announce quick win
  58.  
  59. ExecuteAction("VICTORY")
  60. Announce win.
  61. User_/ Announce win
  62.  
  63. ExecuteAction("VICTORY_SCREEN")
  64. Shows the victory screen, but does not behave as a victory.
  65. User_/ Show Victory Screen
  66.  
  67. ExecuteAction("DEFEAT")
  68. Announce lose.
  69. User_/ Announce lose
  70.  
  71. ExecuteAction("NO_OP")
  72. Null operation. (Does nothing.)
  73. Scripting_/Debug/Null operation.
  74.  
  75. ExecuteAction("SET_TIMER", CounterName, Integer)
  76. Set timer <CounterName> to expire in <Integer> frames.
  77. Scripting_/Timer/Frame countdown timer -- set.
  78.  
  79. ExecuteAction("SET_RANDOM_TIMER", CounterName, Integer, Integer)
  80. Set timer <CounterName> to expire between <Integer> and <Integer> frames.
  81. Scripting_/Timer/Frame countdown timer -- set random.
  82.  
  83. ExecuteAction("STOP_TIMER", CounterName)
  84. Stop timer <CounterName>
  85. Scripting_/Timer/Timer -- stop.
  86.  
  87. ExecuteAction("RESTART_TIMER", CounterName)
  88. Restart timer <CounterName>
  89. Scripting_/Timer/Timer -- restart stopped.
  90.  
  91. ExecuteAction("PLAY_SOUND_EFFECT", SoundName)
  92. Play <SoundName> as though it was a 2D sound (NOT RECOMMENDED for 3D sounds).
  93. Multimedia_/Sound Effect/Play 2D sound effect.
  94.  
  95. ExecuteAction("ENABLE_SCRIPT", ScriptName)
  96. Enable <ScriptName>.
  97. Scripting_/Script/Enable Script.
  98.  
  99. ExecuteAction("DISABLE_SCRIPT", ScriptName)
  100. Disable <ScriptName>.
  101. Scripting_/Script/Disable script.
  102.  
  103. ExecuteAction("CALL_SUBROUTINE", SubroutineName)
  104. Run <SubroutineName>.
  105. Scripting_/Script/Run subroutine script.
  106.  
  107. ExecuteAction("PLAY_SOUND_EFFECT_AT", SoundName, WaypointName)
  108. Play <SoundName> at <WaypointName>.
  109. Multimedia_/Sound Effect/Play sound effect at waypoint.
  110.  
  111. ExecuteAction("DAMAGE_MEMBERS_OF_TEAM", TeamName, RealNumber)
  112. Damage <TeamName>, amount=<RealNumber> (-1==kill).
  113. Team_/Damage/Damage the members of a team.
  114.  
  115. ExecuteAction("TEAM_SET_HEALTH", TeamName, RealNumber)
  116. Set health of <TeamName> to percentage (0.0 - 100.0) <RealNumber>
  117. Team_/Health/Set the health of the team members (in percentage).
  118.  
  119. ExecuteAction("MOVE_TEAM_TO", TeamName, WaypointName)
  120. Move <TeamName> to <WaypointName>.
  121. Team_/Move/Set to move to a location.
  122.  
  123. ExecuteAction("ATTACK_MOVE_TEAM_TO", TeamName, WaypointName)
  124. AttackMove <TeamName> to <WaypointName>.
  125. Team_/AttackMove/Set to move to a location.
  126.  
  127. ExecuteAction("ATTACK_MOVE_TEAM_TO_NAMED_OBJECT", TeamName, UnitName)
  128. AttackMove <TeamName> to <UnitName>.
  129. Team_/AttackMove/Attack move a team to a named object.
  130.  
  131. ExecuteAction("MOVE_TEAM_HOME", TeamName)
  132. Move <TeamName> Home.
  133. Team_/Move/Set to move home.
  134.  
  135. ExecuteAction("TEAM_FOLLOW_WAYPOINTS", TeamName, WaypointPathName, Boolean, Boolean)
  136. Have <TeamName> follow <WaypointPathName> , as a team is <Boolean> , in formation is <Boolean>
  137. Team_/Move/Set to follow a waypoint path.
  138.  
  139. ExecuteAction("TEAM_ATTACK_MOVE_FOLLOW_WAYPOINTS", TeamName, WaypointPathName, Boolean, Boolean)
  140. Have <TeamName> AttackMove follow <WaypointPathName> , as a team is <Boolean> , in formation is <Boolean>
  141. Team_/AttackMove/Set to follow a waypoint path.
  142.  
  143. ExecuteAction("TEAM_FOLLOW_WAYPOINTS_EXACT", TeamName, WaypointPathName, Boolean)
  144. Have <TeamName> EXACTLY follow <WaypointPathName> , as a team is <Boolean>
  145. Team_/Move/Set to EXACTLY follow a waypoint path.
  146.  
  147. ExecuteAction("TEAM_WANDER_IN_PLACE", TeamName)
  148. Have <TeamName> wander around it's current location.
  149. Team_/Move/Set to wander around current location.
  150.  
  151. ExecuteAction("TEAM_INCREASE_PRIORITY", TeamName)
  152. Increase the AI priority for <TeamName> by its Success Priority Increase amount.
  153. Team_/AI/Increase priority by Success Priority Increase amount.
  154.  
  155. ExecuteAction("TEAM_INCREASE_PRIORITY_BY_VALUE", TeamName, Integer)
  156. Increase the AI priority for <TeamName> by <Integer> .
  157. Team_/AI/Increase priority by a specific value.
  158.  
  159. ExecuteAction("TEAM_DECREASE_PRIORITY", TeamName)
  160. Reduce the AI priority for <TeamName> by its Failure Priority Decrease amount.
  161. Team_/AI/Reduce priority by Failure Priority Decrease amount.
  162.  
  163. ExecuteAction("TEAM_DECREASE_PRIORITY_BY_VALUE", TeamName, Integer)
  164. Decrease the AI priority for <TeamName> by <Integer> .
  165. Team_/AI/Increase priority by a specific value.
  166.  
  167. ExecuteAction("TEAM_WANDER", TeamName, WaypointPathName)
  168. Have <TeamName> wander along <WaypointPathName>
  169. Team_/Move/Set to follow a waypoint path -- wander.
  170.  
  171. ExecuteAction("TEAM_PANIC", TeamName, WaypointPathName)
  172. Have <TeamName> move in panic along <WaypointPathName>
  173. Team_/Move/Set to follow a waypoint path -- panic.
  174.  
  175. ExecuteAction("MOVE_NAMED_UNIT_TO", UnitName, WaypointName)
  176. Move <UnitName> to <WaypointName>.
  177. Unit_/Move/Move a specific unit to a location.
  178.  
  179. ExecuteAction("ATTACK_MOVE_NAMED_UNIT_TO", UnitName, WaypointName)
  180. AttackMove <UnitName> to <WaypointName>.
  181. Unit_/AttackMove/AttackMove a specific unit to a location.
  182.  
  183. ExecuteAction("TEAM_SET_STATE", TeamName, TeamState)
  184. Set <TeamName> to <TeamState>.
  185. Team_/Misc/Team state - set state.
  186.  
  187. ExecuteAction("TEAM_SET_CUSTOM_STATE", TeamName, TeamState, Boolean)
  188. <TeamName> set custom state <TeamState> to <Boolean>
  189. Team_/Misc/Team state - set custom state.
  190.  
  191. ExecuteAction("CREATE_REINFORCEMENT_TEAM", TeamName, WaypointName)
  192. Spawn an instance of <TeamName> at <WaypointName>.
  193. Team_/ Spawn a reinforcement team.
  194.  
  195. ExecuteAction("CREATE_REINFORCEMENT_TEAM_AT_UNIT_POSITION", TeamName, UnitName)
  196. Spawn an instance of <TeamName> at <UnitName>.
  197. Team_/ Spawn a reinforcement team.
  198.  
  199. ExecuteAction("UNIT_SET_TEAM", UnitName, TeamName)
  200. Unit named <UnitName> will join team named <TeamName>.
  201. Unit_/ Force unit to join team.
  202.  
  203. ExecuteAction("SKIRMISH_BUILD_BUILDING", ObjectName)
  204. Build a building of type <ObjectName>.
  205. Skirmish Only_/ Build a building.
  206.  
  207. ExecuteAction("AI_PLAYER_BUILD_SUPPLY_CENTER", PlayerName, ObjectName, Integer)
  208. Have AI <PlayerName> build a <ObjectName> near a supply src with at least <Integer> available resources.
  209. Player_/AI/AI player build near a supply source.
  210.  
  211. ExecuteAction("TEAM_GUARD_SUPPLY_CENTER", TeamName, Integer)
  212. Have Team <TeamName> guard attacked or closest supply src with at least <Integer> available resources
  213. Team_/Guard/Set to guard a supply source.
  214.  
  215. ExecuteAction("AI_PLAYER_BUILD_UPGRADE", PlayerName, UpgradeName)
  216. Have AI <PlayerName> build this upgrade: <UpgradeName>
  217. Player_/AI/AI player build an upgrade.
  218.  
  219. ExecuteAction("GIVE_PLAYER_UPGRADE", PlayerName, UpgradeName)
  220. Give <PlayerName> this upgrade: <UpgradeName>
  221. Player_/Player/Give player an upgrade.
  222.  
  223. ExecuteAction("PLAYER_SET_MAX_SPELLPOINTS", PlayerName, Integer)
  224. <PlayerName> is given Maximum Spell Points of <Integer>.
  225. Player/Upgrades and Sciences/Set Max Spell Points.
  226.  
  227. ExecuteAction("SKIRMISH_FOLLOW_APPROACH_PATH", TeamName, SkirmishApproachPath, Boolean)
  228. Have <TeamName> approach the enemy using path <SkirmishApproachPath>, as a team is <Boolean>
  229. Skirmish Only_/Move/Team follow approach path.
  230.  
  231. ExecuteAction("SKIRMISH_MOVE_TO_APPROACH_PATH", TeamName, SkirmishApproachPath)
  232. Have <TeamName> move to the start of enemy path <SkirmishApproachPath>.
  233. Skirmish Only_/Move/Team move to approach path.
  234.  
  235. ExecuteAction("SKIRMISH_BUILD_BASE_DEFENSE_FRONT")
  236. Build one additional perimeter base defenses, on the front.
  237. Skirmish Only_/Build/Build base defense on front perimeter.
  238.  
  239. ExecuteAction("SKIRMISH_BUILD_BASE_DEFENSE_FLANK")
  240. Build one additional perimeter base defenses, on the flank.
  241. Skirmish Only_/Build/Build base defense on flank perimeter.
  242.  
  243. ExecuteAction("SKIRMISH_BUILD_STRUCTURE_FRONT", ObjectName)
  244. Build one additional <ObjectName>, on the front.
  245. Skirmish Only_/Build/Build structure on front perimeter.
  246.  
  247. ExecuteAction("SKIRMISH_BUILD_STRUCTURE_FLANK", ObjectName)
  248. Build one additional <ObjectName>, on the flank.
  249. Skirmish Only_/Build/Build structure on flank perimeter.
  250.  
  251. ExecuteAction("RECRUIT_TEAM", TeamName, RealNumber)
  252. Recruit an instance of <TeamName>, maximum recruiting distance (feet):<RealNumber>.
  253. Team_/Create/Recruit a team.
  254.  
  255. ExecuteAction("RECRUIT_TEAM_AT_TEAM", TeamName, RealNumber, TeamName)
  256. Recruit an instance of <TeamName>, maximum recruiting distance (feet):<RealNumber> from the team <TeamName>.
  257. Team_/Create/Recruit a team from the location of another team.
  258.  
  259. ExecuteAction("MOVE_CAMERA_TO", EvacuateContainerSide, RealNumber, RealNumber, RealNumber, RealNumber)
  260. Move camera to <EvacuateContainerSide> in <RealNumber> seconds, camera shutter <RealNumber> seconds, ease-in <RealNumber> seconds, ease-out <RealNumber> seconds.
  261. Camera_/Move/Move the camera to a location.
  262.  
  263. ExecuteAction("CAMERA_RESTRICT_TO_AREA", TriggerAreaName)
  264. Restrict camera movement to <TriggerAreaName>.
  265. Camera_/Move/Restrict camera movement to area.
  266.  
  267. ExecuteAction("CAMERA_REMOVE_AREA_RESTRICTION")
  268. Restrict camera movement to area -- REMOVE.
  269. Camera_/Move/Restrict camera movement to area -- REMOVE.
  270.  
  271. ExecuteAction("ZOOM_CAMERA", RealNumber, RealNumber, RealNumber, RealNumber)
  272. Change camera zoom to <RealNumber> in <RealNumber> seconds, ease-in <RealNumber> seconds, ease-out <RealNumber> seconds.
  273. Camera_/Adjust/Change the camera zoom.
  274.  
  275. ExecuteAction("FOCAL_LENGTH_CAMERA", RealNumber, RealNumber, RealNumber, RealNumber)
  276. Change camera focal length to <RealNumber>mm in <RealNumber> seconds, ease-in <RealNumber> seconds, ease-out <RealNumber> seconds.
  277. Camera_/Adjust/Change the camera's focal length (mm).
  278.  
  279. ExecuteAction("CAMERA_FADE_ADD", RealNumber, RealNumber, Integer, Integer, Integer)
  280. Fade (0-1) from <RealNumber> to <RealNumber> adding toward white. Take <Integer> frames to increase, hold for <Integer> fames, and decrease <Integer> frames.
  281. Camera_/Fade Effects/Fade using an add blend to white.
  282.  
  283. ExecuteAction("CAMERA_FADE_SUBTRACT", RealNumber, RealNumber, Integer, Integer, Integer)
  284. Fade (0-1) from <RealNumber> to <RealNumber> subtracting toward black. Take <Integer> frames to increase, hold for <Integer> fames, and decrease <Integer> frames.
  285. Camera_/Fade Effects/Fade using a subtractive blend to black.
  286.  
  287. ExecuteAction("CAMERA_FADE_MULTIPLY", RealNumber, RealNumber, Integer, Integer, Integer)
  288. Fade (1-0) from <RealNumber> to <RealNumber> multiplying toward black. Take <Integer> frames to increase, hold for <Integer> fames, and decrease <Integer> frames.
  289. Camera_/Fade Effects/Fade using a multiply blend to black.
  290.  
  291. ExecuteAction("CAMERA_FADE_SATURATE", RealNumber, RealNumber, Integer, Integer, Integer)
  292. Fade (0.5-1) from <RealNumber> to <RealNumber> increasing saturation. Take <Integer> frames to increase, hold for <Integer> fames, and decrease <Integer> frames.
  293. Camera_/Fade Effects/Fade using a saturate blend.
  294.  
  295. ExecuteAction("PITCH_CAMERA", RealNumber, RealNumber, RealNumber, RealNumber)
  296. Change camera pitch to <RealNumber> in <RealNumber> seconds, ease-in <RealNumber> seconds, ease-out <RealNumber> seconds.
  297. Camera_/Adjust/Change the camera pitch.
  298.  
  299. ExecuteAction("ROLL_CAMERA", RealNumber, RealNumber, RealNumber, RealNumber)
  300. Change camera roll to <RealNumber> degrees in <RealNumber> seconds, ease-in <RealNumber> seconds, ease-out <RealNumber> seconds.
  301. Camera_/Adjust/Change the camera roll.
  302.  
  303. ExecuteAction("CAMERA_FOLLOW_NAMED", UnitName, Boolean, RealNumber)
  304. Have the camera follow <UnitName>. Snap camera to object is <Boolean>. Camera will be <RealNumber> higher than the unit.
  305. Camera_/Move/Follow a specific unit.
  306.  
  307. ExecuteAction("CAMERA_STOP_FOLLOW")
  308. Stop following any units.
  309. Camera_/Move/Stop following any units.
  310.  
  311. ExecuteAction("SETUP_CAMERA", WaypointName, RealNumber, RealNumber, WaypointName)
  312. Position camera at <WaypointName>, zoom = <RealNumber>(0.0 to 1.0), pitch = <RealNumber>(1.0==default), looking towards <WaypointName>.
  313. Camera_/Adjust/Set up the camera.
  314.  
  315. ExecuteAction("INCREMENT_COUNTER", Integer, CounterName)
  316. Add <Integer> to counter <CounterName>
  317. Scripting_/Counters/Increment counter.
  318.  
  319. ExecuteAction("DECREMENT_COUNTER", Integer, CounterName)
  320. Subtract <Integer> from counter <CounterName>
  321. Scripting_/Counters/Decrement counter.
  322.  
  323. ExecuteAction("MOVE_CAMERA_BY_ANIMATION", CameraAnimation)
  324. Move using <CameraAnimation>.
  325. Camera_/Move/Move using camera animation.
  326.  
  327. ExecuteAction("MOVE_CAMERA_ALONG_SPLINE_PATH", WaypointPathName, RealNumber, RealNumber, RealNumber, RealNumber, RealNumber)
  328. Move along <WaypointPathName> in <RealNumber> seconds, camera shutter <RealNumber> seconds, ease-in <RealNumber> seconds, ease-out <RealNumber> seconds, delay start <RealNumber> seconds.
  329. Camera_/Move/Move along a spline path.
  330.  
  331. ExecuteAction("MOVE_CAMERA_LOCATOR_ALONG_SPLINE_PATH", WaypointPathName, RealNumber, RealNumber, RealNumber, RealNumber, RealNumber)
  332. Look at point moving along <WaypointPathName> in <RealNumber> seconds, camera shutter <RealNumber> seconds, ease-in <RealNumber> seconds, ease-out <RealNumber> seconds, delay start <RealNumber> seconds.
  333. Camera_/Locator/Order camera's locator to follow a spline path.
  334.  
  335. ExecuteAction("ROTATE_CAMERA", RealNumber, RealNumber, RealNumber, RealNumber)
  336. Rotate <RealNumber> times, taking <RealNumber> seconds, ease-in <RealNumber> seconds, ease-out <RealNumber> seconds.
  337. Camera_/Rotate/ Rotate around the current viewpoint.
  338.  
  339. ExecuteAction("ROTATE_CAMERA_TO_ANGLE", RealNumber, RealNumber, RealNumber, RealNumber)
  340. Rotate camera view to <RealNumber> degrees, taking <RealNumber> seconds, ease-in <RealNumber> seconds, ease-out <RealNumber> seconds.
  341. Camera_/Rotate/ Rotate to a specific view angle.
  342.  
  343. ExecuteAction("ROTATE_CAMERA_LOCKED", RealNumber, RealNumber, RealNumber, RealNumber)
  344. Rotate in place <RealNumber> times, taking <RealNumber> seconds, ease-in <RealNumber> seconds, ease-out <RealNumber> seconds.
  345. Camera_/Rotate/ Rotate the camera in place.
  346.  
  347. ExecuteAction("RESET_CAMERA", WaypointName, RealNumber, RealNumber, RealNumber)
  348. Reset to <WaypointName>, taking <RealNumber> seconds, ease-in <RealNumber> seconds, ease-out <RealNumber> seconds.
  349. Camera_/Move/ Reset to the default view.
  350.  
  351. ExecuteAction("MOVE_CAMERA_TO_SELECTION")
  352. End movement at selected unit.
  353. Camera_/Move/Modify/ End movement at selected unit.
  354.  
  355. ExecuteAction("SET_MILLISECOND_TIMER", CounterName, RealNumber)
  356. Set timer <CounterName> to expire in <RealNumber> seconds.
  357. Scripting_/Timer/Seconds countdown timer -- set.
  358.  
  359. ExecuteAction("SET_RANDOM_MSEC_TIMER", CounterName, RealNumber, RealNumber)
  360. Set timer <CounterName> to expire between <RealNumber> and <RealNumber> seconds.
  361. Scripting_/Timer/Seconds countdown timer -- set random.
  362.  
  363. ExecuteAction("ADD_TO_MSEC_TIMER", RealNumber, CounterName)
  364. Add <RealNumber> seconds to timer <CounterName> .
  365. Scripting_/Timer/Seconds countdown timer -- add seconds.
  366.  
  367. ExecuteAction("SUB_FROM_MSEC_TIMER", RealNumber, CounterName)
  368. Subtract <RealNumber> seconds from timer <CounterName> .
  369. Scripting_/Timer/Seconds countdown timer -- subtract seconds.
  370.  
  371. ExecuteAction("CAMERA_MOD_FREEZE_TIME")
  372. Freeze time during the camera movement.
  373. Camera_/Move/Modify/ Freeze time during the camera movement.
  374.  
  375. ExecuteAction("CAMERA_MOD_FREEZE_ANGLE")
  376. Freeze camera angle during the camera movement.
  377. Camera_/Move/Modify/ Freeze camera angle during the camera movement.
  378.  
  379. ExecuteAction("SUSPEND_BACKGROUND_SOUNDS")
  380. Suspend background sounds.
  381. Multimedia_/All Sounds/Suspend all sounds.
  382.  
  383. ExecuteAction("RESUME_BACKGROUND_SOUNDS")
  384. Resume background sounds.
  385. Multimedia_/All Sounds/Resume all sounds.
  386.  
  387. ExecuteAction("CAMERA_MOD_SET_FINAL_ZOOM", RealNumber, Percentage, Percentage)
  388. Adjust zoom to <RealNumber> (1.0==max height, 0.0==in the ground) <Percentage> ease-in <Percentage> ease-out.
  389. Camera_/Move/Modify/Set Final zoom for camera movement.
  390.  
  391. ExecuteAction("CAMERA_MOD_SET_FINAL_PITCH", RealNumber, Percentage, Percentage)
  392. Adjust pitch to <RealNumber> (1.0==default, 0.0==toward horizon, >1 = toward ground) <Percentage> ease-in <Percentage> ease-out.
  393. Camera_/Move/Modify/Set Final pitch for camera movement.
  394.  
  395. ExecuteAction("SET_VISUAL_SPEED_MULTIPLIER", Integer)
  396. Make visual time <Integer> time normal (1=normal, 2 = twice as fast, ...).
  397. {Compatibility}_/Multimedia/Modify visual game time.
  398.  
  399. ExecuteAction("CAMERA_MOD_SET_FINAL_SPEED_MULTIPLIER", Integer)
  400. Adjust game time to<Integer> times normal (1=normal, 2 = twice as fast, ...).
  401. {Compatibility}_/Camera/Modify/Final visual game time for camera movement.
  402.  
  403. ExecuteAction("CAMERA_MOD_SET_ROLLING_AVERAGE", Integer)
  404. Average position and angle changes over <Integer> frames. (1=no smoothing, 5 = very smooth)
  405. Camera_/Move/Modify/ Number of frames to average movements.
  406.  
  407. ExecuteAction("CAMERA_MOD_FINAL_LOOK_TOWARD", WaypointName)
  408. Look toward<WaypointName> at the end of the camera movement.
  409. {Compatibility}_/Camera/Modify/Move/ Final camera look toward point.
  410.  
  411. ExecuteAction("CAMERA_MOD_LOOK_TOWARD", WaypointName)
  412. Look toward<WaypointName> during the camera movement.
  413. Camera_/Modify/Move/Camera look toward point while moving.
  414.  
  415. ExecuteAction("CREATE_OBJECT", ObjectName, TeamName, PositionCoordinate, Angle)
  416. Spawn object <ObjectName> in <TeamName> at position (<PositionCoordinate>), rotated <Angle> .
  417. Unit_/Spawn/Spawn object.
  418.  
  419. ExecuteAction("TEAM_ATTACK_TEAM", TeamName, TeamName)
  420. <TeamName> begin attack on <TeamName>
  421. Team_/Attack/Set to attack -- another team.
  422.  
  423. ExecuteAction("NAMED_ATTACK_NAMED", UnitName, UnitName)
  424. <UnitName> begin attack on <UnitName>
  425. Unit_/Attack/Set unit to attack another unit.
  426.  
  427. ExecuteAction("CREATE_NAMED_ON_TEAM_AT_WAYPOINT", UnitName, ObjectName, TeamName, WaypointName)
  428. Spawn <UnitName> of type <ObjectName> on <TeamName> at waypoint <WaypointName>
  429. Unit_/Spawn/Spawn -- named unit on a team at a waypoint.
  430.  
  431. ExecuteAction("CREATE_UNNAMED_ON_TEAM_AT_WAYPOINT", ObjectName, TeamName, WaypointName)
  432. Spawn unit of type <ObjectName> on <TeamName> at waypoint <WaypointName>
  433. Unit_/Spawn/Spawn -- unnamed unit on a team at a waypoint.
  434.  
  435. ExecuteAction("NAMED_APPLY_ATTACK_PRIORITY_SET", UnitName, AttackPrioritySetName)
  436. Have <UnitName> use <AttackPrioritySetName>.
  437. AttackPrioritySet_/Apply/Unit/Apply unit's attack priority set.
  438.  
  439. ExecuteAction("TEAM_APPLY_ATTACK_PRIORITY_SET", TeamName, AttackPrioritySetName)
  440. Have <TeamName> use <AttackPrioritySetName>.
  441. AttackPrioritySet_/Apply/Team/Apply a team's attack priority set.
  442.  
  443. ExecuteAction("SET_ATTACK_PRIORITY_THING", AttackPrioritySetName, ObjectType, Integer)
  444. For <AttackPrioritySetName> set the priority of object type <ObjectType> to <Integer>
  445. AttackPrioritySet_/Set/Modify a set's priority for a single unit type.
  446.  
  447. ExecuteAction("SET_ATTACK_PRIORITY_KIND_OF", AttackPrioritySetName, UnitOrStructureKind, Integer)
  448. For <AttackPrioritySetName> set the priority of object type <UnitOrStructureKind> to <Integer>
  449. AttackPrioritySet_/Set/Modify a set's priorities for all of a kind.
  450.  
  451. ExecuteAction("SET_DEFAULT_ATTACK_PRIORITY", AttackPrioritySetName, Integer)
  452. For <AttackPrioritySetName> set the default priority to <Integer>
  453. AttackPrioritySet_/Set/Specify the set's default priority.
  454.  
  455. ExecuteAction("PLAYER_ADD_SKILLPOINTS", PlayerName, Integer)
  456. <PlayerName> is given <Integer> Skill Points.
  457. Player_/Experience/Add or Subtract Skill Points.
  458.  
  459. ExecuteAction("SET_HERO_EXPERIENCE_SHARING", Boolean)
  460. Set Hero experience sharing to <Boolean>.
  461. Player_/Experience/Set whether heroes share experience with other heroes
  462.  
  463. ExecuteAction("PLAYER_ADD_RANKLEVEL", PlayerName, Integer)
  464. <PlayerName> is given <Integer> Rank Levels.
  465. Player_/Experience/Add or Subtract Rank Levels.
  466.  
  467. ExecuteAction("PLAYER_SET_RANKLEVEL", PlayerName, Integer)
  468. <PlayerName> is given a Rank Level of <Integer>.
  469. Player_/Experience/Set Rank Level.
  470.  
  471. ExecuteAction("PLAYER_SET_RANKLEVELLIMIT", Integer)
  472. The current map is given a Rank Level Limit of <Integer>.
  473. Map_/Experience/Set Rank Level Limit for current Map.
  474.  
  475. ExecuteAction("PLAYER_GRANT_SCIENCE", PlayerName, ScienceName)
  476. <PlayerName> is granted <ScienceName>.
  477. Player_/Science/Grant a Science to a given Player (ignoring prerequisites).
  478.  
  479. ExecuteAction("PLAYER_PURCHASE_SCIENCE", PlayerName, ScienceName)
  480. <PlayerName> attempts to purchase Science <ScienceName>.
  481. Player_/Science/Player attempts to purchase a Science.
  482.  
  483. ExecuteAction("PLAYER_SCIENCE_AVAILABILITY", PlayerName, ScienceName, ScienceAvailabilityName)
  484. <PlayerName> set <ScienceName> availability to <ScienceAvailabilityName>.
  485. Player_/Science/Set science availability.
  486.  
  487. ExecuteAction("SET_BASE_CONSTRUCTION_SPEED", PlayerName, Integer)
  488. <PlayerName> will delay <Integer> seconds between building teams.
  489. Player_/AI/Set the delay between building teams.
  490.  
  491. ExecuteAction("NAMED_SET_ATTITUDE", UnitName, AiMood)
  492. <UnitName> changes his attitude to <AiMood>
  493. Unit_/Mood/Set the general attitude of a specific unit.
  494.  
  495. ExecuteAction("TEAM_SET_ATTITUDE", TeamName, AiMood)
  496. <TeamName> change their attitude to <AiMood>
  497. Team_/Mood/Set the general attitude of a team.
  498.  
  499. ExecuteAction("NAMED_SET_REPULSOR", UnitName, Boolean)
  500. <UnitName> REPULSOR flag is <Boolean>
  501. Unit_/Internal/Repulsor/Set the REPULSOR flag of a specific unit.
  502.  
  503. ExecuteAction("TEAM_SET_REPULSOR", TeamName, Boolean)
  504. <TeamName> REPULSOR flag is <Boolean>
  505. Team_/Internal/Repulsor/Set the REPULSOR flag of a team.
  506.  
  507. ExecuteAction("NAMED_ATTACK_AREA", UnitName, TriggerAreaName)
  508. <UnitName> attacks anything in <TriggerAreaName>
  509. Unit_/Attack/Set a specific unit to attack a specific trigger area.
  510.  
  511. ExecuteAction("NAMED_ATTACK_AREA_FOR_SECONDS", UnitName, TriggerAreaName, Integer)
  512. <UnitName> attacks anything in <TriggerAreaName> for <Integer> seconds.
  513. Unit_/Attack/Set a specific unit to attack a specific trigger area for a number of seconds.
  514.  
  515. ExecuteAction("NAMED_ATTACK_TEAM", UnitName, TeamName)
  516. <UnitName> attacks <TeamName>
  517. Unit_/Attack/Set a specific unit to attack a team.
  518.  
  519. ExecuteAction("TEAM_ATTACK_AREA", TeamName, TriggerAreaName)
  520. <TeamName> attack anything in <TriggerAreaName>
  521. Team_/Attack/Set to attack -- trigger area.
  522.  
  523. ExecuteAction("TEAM_ATTACK_NAMED", TeamName, UnitName)
  524. <TeamName> attacks <UnitName>
  525. Team_/Attack/Set to attack -- specific unit.
  526.  
  527. ExecuteAction("TEAM_LOAD_TRANSPORTS", TeamName)
  528. <TeamName> load into transports.
  529. Team_/Transport/Transport -- automatically load.
  530.  
  531. ExecuteAction("NAMED_ENTER_NAMED", UnitName, UnitName)
  532. <UnitName> loads into <UnitName>
  533. Unit_/Transport/Transport -- load unit into specific.
  534.  
  535. ExecuteAction("TEAM_ENTER_NAMED", TeamName, UnitName)
  536. <TeamName> attempt to load into <UnitName>
  537. Team_/Transport/Transport -- load team into specific.
  538.  
  539. ExecuteAction("NAMED_EXIT_ALL", UnitName)
  540. <UnitName> unloads.
  541. Unit_/Transport/Transport -- unload units from specific.
  542.  
  543. ExecuteAction("TEAM_EXIT_ALL", TeamName)
  544. <TeamName> unload.
  545. Team_/Transport/Transport -- unload team from all.
  546.  
  547. ExecuteAction("NAMED_FOLLOW_WAYPOINTS", UnitName, WaypointPathName)
  548. <UnitName> follows waypoints, beginning at <WaypointPathName>
  549. Unit_/Move/Set a specific unit to follow a waypoint path.
  550.  
  551. ExecuteAction("NAMED_ATTACK_FOLLOW_WAYPOINTS", UnitName, WaypointPathName)
  552. <UnitName> AttackMove follows waypoints, beginning at <WaypointPathName>
  553. Unit_/AttackMove/Set a specific unit to follow a waypoint path.
  554.  
  555. ExecuteAction("NAMED_FOLLOW_WAYPOINTS_EXACT", UnitName, WaypointPathName)
  556. <UnitName> EXACTLY follows waypoints, beginning at <WaypointPathName>
  557. Unit_/Move/Set a specific unit to EXACTLY follow a waypoint path.
  558.  
  559. ExecuteAction("NAMED_GUARD", UnitName)
  560. <UnitName> begins guarding.
  561. Unit_/Move/Set to guard.
  562.  
  563. ExecuteAction("UNIT_GUARD_NEAREST_KINDOF", UnitName, UnitOrStructureKind)
  564. <UnitName> begins guarding nearest kindof <UnitOrStructureKind>
  565. Unit_/Move/Set to guard -- nearest kindof.
  566.  
  567. ExecuteAction("TEAM_GUARD", TeamName)
  568. <TeamName> begins guarding.
  569. Team_/Guard/Set to guard -- current location.
  570.  
  571. ExecuteAction("TEAM_GUARD_POSITION", TeamName, WaypointName)
  572. <TeamName> begins guarding at <WaypointName>
  573. Team_/Guard/Set to guard -- location.
  574.  
  575. ExecuteAction("TEAM_GUARD_OBJECT", TeamName, UnitName)
  576. <TeamName> begins guarding <UnitName>
  577. Team_/Guard/Set to guard -- specific unit.
  578.  
  579. ExecuteAction("TEAM_GUARD_TEAM", TeamName, TeamName)
  580. Team <TeamName> begins guarding Team <TeamName>
  581. Team_/Guard/Set to guard -- a team.
  582.  
  583. ExecuteAction("TEAM_GUARD_AREA", TeamName, TriggerAreaName)
  584. <TeamName> begins guarding <TriggerAreaName>
  585. Team_/Guard/Set to guard -- area.
  586.  
  587. ExecuteAction("TEAM_GUARD_AREA_FROM_POSITION", TeamName, TriggerAreaName, WaypointName)
  588. <TeamName> begins guarding <TriggerAreaName> from Waypoint <WaypointName>
  589. Team_/Guard/Set to guard -- area, from a waypoint.
  590.  
  591. ExecuteAction("TEAM_GUARD_NEAREST_KINDOF", TeamName, UnitOrStructureKind)
  592. <TeamName> begins guarding nearest kindof <UnitOrStructureKind>
  593. Team_/Guard/Set to guard -- nearest kindof.
  594.  
  595. ExecuteAction("UNIT_GUARD_POSITION", UnitName, WaypointName)
  596. <UnitName> begins guarding at <WaypointName>
  597. Unit_/Guard/Set to guard -- location.
  598.  
  599. ExecuteAction("UNIT_GUARD_OBJECT", UnitName, UnitName)
  600. <UnitName> begins guarding <UnitName>
  601. Unit_/Guard/Set to guard -- specific unit.
  602.  
  603. ExecuteAction("UNIT_GUARD_AREA", UnitName, TriggerAreaName)
  604. <UnitName> begins guarding <TriggerAreaName>
  605. Unit_/Guard/Set to guard -- area.
  606.  
  607. ExecuteAction("UNIT_GUARD_AREA_FROM_POSITION", UnitName, TriggerAreaName, WaypointName)
  608. <UnitName> begins guarding <TriggerAreaName> from Waypoint <WaypointName>
  609. Unit_/Guard/Set to guard -- area, from a waypoint.
  610.  
  611. ExecuteAction("NAMED_HUNT", UnitName)
  612. <UnitName> begins hunting.
  613. Unit_/Hunt/Set a specific unit to hunt.
  614.  
  615. ExecuteAction("TEAM_HUNT_WITH_COMMAND_BUTTON", TeamName, TeamAbilityName)
  616. <TeamName> begins hunting using <TeamAbilityName>.
  617. Team_/Hunt/Set to hunt using commandbutton ability.
  618.  
  619. ExecuteAction("TEAM_HUNT", TeamName)
  620. <TeamName> begins hunting.
  621. Team_/Hunt/Set to hunt.
  622.  
  623. ExecuteAction("PLAYER_HUNT", PlayerName)
  624. <PlayerName> begins hunting.
  625. Player_/Hunt/Set all of a player's units to hunt.
  626.  
  627. ExecuteAction("TEAM_HARVEST", TeamName, WaypointName)
  628. <TeamName> begins harvesting around <WaypointName>.
  629. Team_/Hunt/Set to harvest.
  630.  
  631. ExecuteAction("PLAYER_DISABLE_BASE_CONSTRUCTION", PlayerName)
  632. <PlayerName> is unable to build buildings.
  633. Player_/Build/Set a player to be unable to build buildings.
  634.  
  635. ExecuteAction("PLAYER_DISABLE_FACTORIES", PlayerName, ObjectName)
  636. <PlayerName> is unable to build from <ObjectName>
  637. Player_/Build/Set a player to be unable to build from a specific building.
  638.  
  639. ExecuteAction("PLAYER_DISABLE_UNIT_CONSTRUCTION", PlayerName)
  640. <PlayerName> is unable to build units.
  641. Player_/Build/Set a player to be unable to build units.
  642.  
  643. ExecuteAction("PLAYER_ENABLE_BASE_CONSTRUCTION", PlayerName)
  644. <PlayerName> is able to build buildings.
  645. Player_/Build/Set a player to be able to build buildings.
  646.  
  647. ExecuteAction("PLAYER_ENABLE_FACTORIES", PlayerName, ObjectName)
  648. <PlayerName> is able to build from <ObjectName>
  649. Player_/Build/Set a player to be able to build from a specific building.
  650.  
  651. ExecuteAction("PLAYER_ENABLE_UNIT_CONSTRUCTION", PlayerName)
  652. <PlayerName> is able to build units.
  653. Player_/Build/Set a player to be able to build units.
  654.  
  655. ExecuteAction("CAMERA_MOVE_HOME")
  656. The camera moves to the home base.
  657. Camera_/Move/Move the camera to the home position.
  658.  
  659. ExecuteAction("OVERSIZE_TERRAIN", Integer)
  660. Oversize the terrain <Integer> tiles on each side [0 = reset to normal].
  661. Camera_/Terrain/Oversize the terrain.
  662.  
  663. ExecuteAction("BUILD_TEAM", TeamName)
  664. Start building team <TeamName>
  665. Team_/AI/Start building a team.
  666.  
  667. ExecuteAction("NAMED_DAMAGE", UnitName, Integer)
  668. <UnitName> takes <Integer> points of damage.
  669. Unit_/Damage/Deal damage to a specific unit.
  670.  
  671. ExecuteAction("KILL_HORDE_MEMBERS", UnitName, RealNumber)
  672. Horde <UnitName> kill off <RealNumber> percent.
  673. Unit_/Damage/Kill off a percentage of the Horde.
  674.  
  675. ExecuteAction("NAMED_DELETE", UnitName)
  676. <UnitName> is removed from the world.
  677. Unit_/Damage or Remove/Delete a specific unit.
  678.  
  679. ExecuteAction("TEAM_DELETE", TeamName)
  680. <TeamName> is removed from the world.
  681. Team_/Damage or Remove/Delete a team.
  682.  
  683. ExecuteAction("TEAM_DELETE_LIVING", TeamName)
  684. Each living member of team <TeamName> is removed from the world.
  685. Team_/Damage or Remove/Delete a team, but ignore dead guys.
  686.  
  687. ExecuteAction("NAMED_SHOCK", UnitName, RealNumber, RealNumber, RealNumber, Text)
  688. <UnitName> will be shocked dir (0-360) <RealNumber>, force <RealNumber>, zMult <RealNumber>, with FX named <Text> .
  689. Unit_/Damage or Remove/Shock a specific unit.
  690.  
  691. ExecuteAction("NAMED_KILL", UnitName)
  692. <UnitName>is dealt a lethal amount of damage.
  693. Unit_/Damage or Remove/Kill a specific unit.
  694.  
  695. ExecuteAction("TEAM_KILL", TeamName)
  696. <TeamName> is dealt a lethal amount of damage.
  697. Team_/Damage or Remove/Kill an entire team.
  698.  
  699. ExecuteAction("PLAYER_KILL", PlayerName)
  700. All of <PlayerName>'s buildings and units are dealt a lethal amount of damage.
  701. Player_/Damage or Remove/Kill a player.
  702.  
  703. ExecuteAction("DISPLAY_TEXT", LocalizedStringName)
  704. Displays <LocalizedStringName> in the text log and message area.
  705. User_/String/Display a string.
  706.  
  707. ExecuteAction("DISPLAY_CINEMATIC_TEXT", LocalizedStringName, FontName, Integer)
  708. Displays <LocalizedStringName> with font type <FontName> in the bottom letterbox for <Integer> seconds.
  709. User_/String/Display a cinematic string.
  710.  
  711. ExecuteAction("CAMEO_FLASH", CommandButtonName, Integer)
  712. <CommandButtonName> flashes for <Integer> seconds.
  713. User_/Flash/Flash a cameo for a specified amount of time.
  714.  
  715. ExecuteAction("NAMED_FLASH", UnitName, Integer)
  716. <UnitName> flashes for <Integer> seconds.
  717. User_/Flash/Flash a specific unit for a specified amount of time.
  718.  
  719. ExecuteAction("TEAM_FLASH", TeamName, Integer)
  720. <TeamName> flashes for <Integer> seconds.
  721. User_/Flash/Flash a team for a specified amount of time.
  722.  
  723. ExecuteAction("NAMED_CUSTOM_COLOR", UnitName, Color)
  724. <UnitName> uses the color <Color> .
  725. User_/Flash/Set a specific unit to use a special indicator color.
  726.  
  727. ExecuteAction("NAMED_FLASH_WHITE", UnitName, Integer)
  728. <UnitName> flashes white for <Integer> seconds.
  729. User_/Flash/Flash a specific unit white for a specified amount of time.
  730.  
  731. ExecuteAction("TEAM_FLASH_WHITE", TeamName, Integer)
  732. <TeamName> flashes white for <Integer> seconds.
  733. User_/Flash/Flash a team white for a specified amount of time.
  734.  
  735. ExecuteAction("MOVIE_PLAY_FULLSCREEN", MovieName, Boolean)
  736. <MovieName> plays fullscreen but doesn't play for low detail ( <Boolean> )
  737. Interface/Play a movie in fullscreen mode.
  738.  
  739. ExecuteAction("MOVIE_PLAY_RADAR", MovieName)
  740. <MovieName> plays in the palantir window.
  741. Multimedia_/Movie/Play a movie in the palantir.
  742.  
  743. ExecuteAction("SOUND_PLAY_NAMED", SoundName, UnitName)
  744. <SoundName> plays as though coming from <UnitName>
  745. Multimedia_/Sound Effects/Play a sound as though coming from a specific unit.
  746.  
  747. ExecuteAction("SPEECH_PLAY", SpeechName, Boolean)
  748. <SpeechName> plays, allowing overlap <Boolean> (true to allow, false to disallow).
  749. Multimedia_/Sound Effects/Play a speech file.
  750.  
  751. ExecuteAction("PLAYER_TRANSFER_OWNERSHIP_PLAYER", PlayerName, PlayerName)
  752. All assets of <PlayerName> are transferred to <PlayerName>
  753. Player_/Transfer/Transfer assets from one player to another player.
  754.  
  755. ExecuteAction("NAMED_TRANSFER_OWNERSHIP_PLAYER", UnitName, PlayerName)
  756. <UnitName> is transferred to the command of <PlayerName>
  757. Player_/Transfer/Transfer a specific unit to the control of a player.
  758.  
  759. ExecuteAction("PLAYER_EXCLUDE_FROM_SCORE_SCREEN", PlayerName)
  760. Exclude <PlayerName> from the score screen.
  761. Player_/Score/Exclude this player from the score screen.
  762.  
  763. ExecuteAction("ENABLE_SCORING")
  764. Turn on scoring.
  765. Player_/Score/Turn on scoring.
  766.  
  767. ExecuteAction("DISABLE_SCORING")
  768. Turn off scoring.
  769. Player_/Score/Turn off scoring.
  770.  
  771. ExecuteAction("PLAYER_RELATES_PLAYER", PlayerName, PlayerName, Relation)
  772. <PlayerName> considers <PlayerName> to be <Relation>
  773. Player_/Alliances/Change how a player relates to another player.
  774.  
  775. ExecuteAction("PALANTIR_EVENT", PalantirEventName)
  776. A palantir event of type <PalantirEventName>
  777. Palantir/Create a Palantir event.
  778.  
  779. ExecuteAction("RADAR_CREATE_EVENT", PositionCoordinate, RadarEventType)
  780. A radar event occurs at <PositionCoordinate> of type <RadarEventType>
  781. Radar_/Create Event/Create a radar event at a specified location.
  782.  
  783. ExecuteAction("OBJECT_CREATE_RADAR_EVENT", UnitName, RadarEventType)
  784. A radar event occurs at <UnitName> of type <RadarEventType>
  785. Radar_/Create Event/Create a radar event at a specific object.
  786.  
  787. ExecuteAction("TEAM_CREATE_RADAR_EVENT", TeamName, RadarEventType)
  788. A radar event occurs at <TeamName> of type <RadarEventType>
  789. Radar_/Create Event/Create a radar event at a specific team.
  790.  
  791. ExecuteAction("RADAR_DISABLE")
  792. The radar is disabled.
  793. Radar_/Control/Disable the radar.
  794.  
  795. ExecuteAction("RADAR_ENABLE")
  796. The radar is enabled.
  797. Radar_/Control/Enable the radar.
  798.  
  799. ExecuteAction("NAMED_SET_CAMERA_FADING", UnitName, Boolean)
  800. Set <UnitName> camera fading to <Boolean>.
  801. Unit_/Status/Camera fading set enabled or disabled.
  802.  
  803. ExecuteAction("NAMED_SET_STEALTH_ENABLED", UnitName, Boolean)
  804. Set <UnitName> stealth ability to <Boolean>.
  805. Unit_/Status/Stealth set enabled or disabled.
  806.  
  807. ExecuteAction("TEAM_SET_STEALTH_ENABLED", TeamName, Boolean)
  808. Set <TeamName> stealth ability to <Boolean>.
  809. Team_/Status/Stealth set enabled or disabled.
  810.  
  811. ExecuteAction("NAMED_SET_STRICT_CONTROL_ENABLED", UnitName, Boolean)
  812. Set <UnitName> strict control to <Boolean>.
  813. Unit_/Status/Strict Control set enabled or disabled.
  814.  
  815. ExecuteAction("TEAM_SET_STRICT_CONTROL_ENABLED", TeamName, Boolean)
  816. Set <TeamName> strict control to <Boolean>.
  817. Team_/Status/Strict Control set enabled or disabled.
  818.  
  819. ExecuteAction("MAP_REVEAL_AT_WAYPOINT", WaypointName, RealNumber, PlayerName)
  820. The map is revealed at <WaypointName> with a radius of <RealNumber> feet for <PlayerName>.
  821. Map_/Shroud or Reveal/Reveal map at waypoint -- fog.
  822.  
  823. ExecuteAction("MAP_REVEAL_IN_TRIGGER", TriggerAreaName, PlayerName)
  824. The map is revealed inside <TriggerAreaName> for <PlayerName>.
  825. Map_/Shroud or Reveal/Reveal map inside trigger -- fog.
  826.  
  827. ExecuteAction("MAP_SHROUD_AT_WAYPOINT", WaypointName, RealNumber, PlayerName)
  828. The map is shrouded at <WaypointName> with a radius of <RealNumber> feet for <PlayerName>.
  829. Map_/Shroud or Reveal/Shroud map at waypoint -- add fog.
  830.  
  831. ExecuteAction("MAP_REVEAL_IN_TRIGGER", TriggerAreaName, PlayerName)
  832. The map is shrouded inside <TriggerAreaName> for <PlayerName>.
  833. Map_/Shroud or Reveal/Reveal map inside trigger -- fog.
  834.  
  835. ExecuteAction("MAP_REVEAL_ALL", PlayerName)
  836. The world is revealed for <PlayerName>.
  837. Map_/Shroud or Reveal/Reveal the entire map for a player.
  838.  
  839. ExecuteAction("MAP_REVEAL_ALL_PERM", PlayerName)
  840. The world is revealed permanently for <PlayerName>.
  841. Map_/Shroud or Reveal/Reveal the entire map permanently for a player.
  842.  
  843. ExecuteAction("MAP_REVEAL_ALL_UNDO_PERM", PlayerName)
  844. Undo the permanent reveal for <PlayerName>. This will mess things up badly if called when there has been no permanent reveal.
  845. Map_/Shroud or Reveal/Un-Reveal the entire map permanently for a player.
  846.  
  847. ExecuteAction("MAP_SHROUD_ALL", PlayerName)
  848. The world is shrouded for <PlayerName>.
  849. Map_/Shroud or Reveal/Shroud the entire map for a player.
  850.  
  851. ExecuteAction("DISABLE_BORDER_SHROUD")
  852. Shroud off the map edges is turned off.
  853. Map_/Shroud or Reveal/Border Shroud is turned off.
  854.  
  855. ExecuteAction("ENABLE_BORDER_SHROUD")
  856. Shroud off the map edges is turned on.
  857. Map_/Shroud or Reveal/Border Shroud is turned on.
  858.  
  859. ExecuteAction("TEAM_GARRISON_SPECIFIC_BUILDING", TeamName, UnitName)
  860. <TeamName> enters into building named <UnitName>
  861. Team_/Garrison/Garrison a specific building with a team.
  862.  
  863. ExecuteAction("EXIT_SPECIFIC_BUILDING", UnitName)
  864. <UnitName> empties.
  865. Unit_/Garrison/Empty a specific building.
  866.  
  867. ExecuteAction("TEAM_GARRISON_NEAREST_BUILDING", TeamName)
  868. <TeamName> garrison a nearby building.
  869. Team_/Garrison/Garrison a nearby building with a team.
  870.  
  871. ExecuteAction("TEAM_EXIT_ALL_BUILDINGS", TeamName)
  872. <TeamName> exits all buildings.
  873. Team_/Garrison/Exit all buildings a team is in.
  874.  
  875. ExecuteAction("NAMED_GARRISON_SPECIFIC_BUILDING", UnitName, UnitName)
  876. <UnitName> garrison building <UnitName>
  877. Unit_/Garrison/Garrison a specific building with a specific unit.
  878.  
  879. ExecuteAction("NAMED_GARRISON_SPECIFIC_BUILDING_INSTANTLY", UnitName, UnitName)
  880. <UnitName> garrison building <UnitName> instantly.
  881. Unit_/Garrison/Garrison a specific building instantly with a specific unit.
  882.  
  883. ExecuteAction("TEAM_GARRISON_SPECIFIC_BUILDING_INSTANTLY", TeamName, UnitName)
  884. <TeamName> garrison building <UnitName> instantly.
  885. Team_/Garrison/Garrison a specific building instantly with a specific team.
  886.  
  887. ExecuteAction("TEAM_GARRISON_TEAM_INSTANTLY", TeamName, TeamName)
  888. <TeamName> garrison team <TeamName> instantly.
  889. Team_/Garrison/Garrison a specific team instantly with a specific team.
  890.  
  891. ExecuteAction("NAMED_GARRISON_NEAREST_BUILDING", UnitName)
  892. <UnitName> garrison a nearby building.
  893. Unit_/Garrison/Garrison a nearby building with a specific unit.
  894.  
  895. ExecuteAction("NAMED_EXIT_BUILDING", UnitName)
  896. <UnitName> leaves the building.
  897. Unit_/Garrison/Exit the building the unit is in.
  898.  
  899. ExecuteAction("PLAYER_GARRISON_ALL_BUILDINGS", PlayerName)
  900. <PlayerName> garrison buildings.
  901. Player_/Garrison/Garrison as many buildings as player has units for.
  902.  
  903. ExecuteAction("PLAYER_EXIT_ALL_BUILDINGS", PlayerName)
  904. <PlayerName> evacuate.
  905. Player_/Garrison/All units leave their garrisons.
  906.  
  907. ExecuteAction("TEAM_AVAILABLE_FOR_RECRUITMENT", TeamName, Boolean)
  908. <TeamName> sets their willingness to join teams to <Boolean>
  909. Team_/AI/Set whether members of a team can be recruited into another team.
  910.  
  911. ExecuteAction("TEAM_COLLECT_NEARBY_FOR_TEAM", TeamName)
  912. <TeamName> attempts to collect nearby units for a team.
  913. Team_/AI/Set to collect nearby units.
  914.  
  915. ExecuteAction("TEAM_MERGE_INTO_TEAM", TeamName, TeamName)
  916. <TeamName> merges onto <TeamName>
  917. Team_/Merge/Merge a team into another team.
  918.  
  919. ExecuteAction("IDLE_ALL_UNITS")
  920. Idle all units for all players.
  921. Scripting_/Idle or Restart/Idle all units for all players.
  922.  
  923. ExecuteAction("RESUME_SUPPLY_TRUCKING")
  924. All idle Supply Trucks attempt to resume supply routes.
  925. Scripting_/Idle or Restart/All idle Supply Trucks attempt to resume supply routes.
  926.  
  927. ExecuteAction("DISABLE_INPUT")
  928. Disable mouse and keyboard input.
  929. User_/Input/User input -- disable.
  930.  
  931. ExecuteAction("ENABLE_INPUT")
  932. Enable mouse and keyboard input.
  933. User_/Input/User input -- enable.
  934.  
  935. ExecuteAction("SOUND_AMBIENT_PAUSE")
  936. Pause the ambient sounds.
  937. Multimedia_/SoundEffects/Pause the ambient sounds.
  938.  
  939. ExecuteAction("SOUND_AMBIENT_RESUME")
  940. Resume the ambient sounds.
  941. Multimedia_/SoundEffects/Resume the ambient sounds.
  942.  
  943. ExecuteAction("MUSIC_SET_TRACK", MusicName, Boolean, Boolean)
  944. Play <MusicName> using fadeout (<Boolean>) and fadein (<Boolean>).
  945. Multimedia_/Music/Play a music track.
  946.  
  947. ExecuteAction("AUDIO_PUSH_MUSIC", MusicName, Boolean, Boolean)
  948. Push (stack) <MusicName> atop the current music track using fadeout (<Boolean>) and fadein (<Boolean>).
  949. Multimedia_/Music/Push music track.
  950.  
  951. ExecuteAction("AUDIO_POP_MUSIC", Boolean, Boolean)
  952. Pop the current music track off the stack using fadeout (<Boolean>) and fadein (<Boolean>).
  953. Multimedia_/Music/Pop music track.
  954.  
  955. ExecuteAction("MUSIC_SCRIPT_SET_TRACK", MusicName, Boolean, Boolean)
  956. Play <MusicName> using fadeout (<Boolean>) and fadein (<Boolean>) as part of the music scripting system.
  957. Multimedia_/Music Scripting Internal (music.scb only!)/Play a music track as part of the music scripting system.
  958.  
  959. ExecuteAction("MUSIC_SCRIPT_PUSH_MUSIC", MusicName, Boolean, Boolean)
  960. Push (stack) <MusicName> atop the current music track using fadeout (<Boolean>) and fadein (<Boolean>) as part of the music scripting system.
  961. Multimedia_/Music Scripting Internal (music.scb only!)/Push music track as part of the music scripting system.
  962.  
  963. ExecuteAction("MUSIC_SCRIPT_POP_MUSIC", Boolean, Boolean)
  964. Pop the current music scripting system's music track off the stack using fadeout (<Boolean>) and fadein (<Boolean>).
  965. Multimedia_/Music Scripting Internal (music.scb only!)/Pop music track as part of the music scripting system.
  966.  
  967. ExecuteAction("MUSIC_PLAY_TRACK_FINITE_TIMES", MusicName, Integer, Boolean, Boolean)
  968. Play <MusicName> <Integer> times using fadeout (<Boolean>) and fadein (<Boolean>).
  969. Multimedia_/Music/Play a music track a certain number of times.
  970.  
  971. ExecuteAction("MUSIC_PLAY_TRACK_FINITE_TIMES_AND_NOTIFY", MusicName, Integer, Boolean, Boolean, FlagName)
  972. Play <MusicName> <Integer> times using fadeout (<Boolean>) and fadein (<Boolean>), then set <FlagName> to TRUE.
  973. Multimedia_/Music/Play a music track a certain number of times, then set a flag.
  974.  
  975. ExecuteAction("MUSIC_PUSH_TRACK_FINITE_TIMES", MusicName, Integer, Boolean, Boolean)
  976. Push (stack) <MusicName> atop the current music track and play it <Integer> times using fadeout (<Boolean>) and fadein (<Boolean>). (Does NOT pop the music off the stack upon completion.)
  977. Multimedia_/Music/Push music track to play a certain number of times.
  978.  
  979. ExecuteAction("MUSIC_PUSH_TRACK_FINITE_TIMES_AND_NOTIFY", MusicName, Integer, Boolean, Boolean, FlagName)
  980. Push (stack) <MusicName> atop the current music track and play it <Integer> times using fadeout (<Boolean>) and fadein (<Boolean>), then set <FlagName> to TRUE. (Does NOT pop the music off the stack upon completion.)
  981. Multimedia_/Music/Push music track to play a certain number of times, then set a flag.
  982.  
  983. ExecuteAction("MUSIC_SCRIPT_PLAY_TRACK_FINITE_TIMES", MusicName, Integer, Boolean, Boolean)
  984. Play <MusicName> <Integer> times as part of the music scripting system, using fadeout (<Boolean>) and fadein (<Boolean>).
  985. Multimedia_/Music Scripting Internal (music.scb only!)/Play a music track as part of a music script a certain number of times.
  986.  
  987. ExecuteAction("MUSIC_SCRIPT_PLAY_TRACK_FINITE_TIMES_AND_NOTIFY", MusicName, Integer, Boolean, Boolean, FlagName)
  988. Play <MusicName> <Integer> times as of the music scripting system using fadeout (<Boolean>) and fadein (<Boolean>), then set <FlagName> to TRUE.
  989. Multimedia_/Music Scripting Internal (music.scb only!)/Play a music track as part of the music scripting system a certain number of times, then set a flag.
  990.  
  991. ExecuteAction("MUSIC_SCRIPT_PUSH_TRACK_FINITE_TIMES", MusicName, Integer, Boolean, Boolean)
  992. Push (stack) <MusicName> atop the current music scripting music track and play it <Integer> times using fadeout (<Boolean>) and fadein (<Boolean>). (Does NOT pop the music off the stack upon completion.)
  993. Multimedia_/Music Scripting Internal (music.scb only!)/Push music track to play as part of the music scripting system a certain number of times.
  994.  
  995. ExecuteAction("MUSIC_SCRIPT_PUSH_TRACK_FINITE_TIMES_AND_NOTIFY", MusicName, Integer, Boolean, Boolean, FlagName)
  996. Push (stack) <MusicName> atop the current music scripting music track and play it <Integer> times using fadeout (<Boolean>) and fadein (<Boolean>), then set <FlagName> to TRUE. (Does NOT pop the music off the stack upon completion.)
  997. Multimedia_/Music Scripting Internal (music.scb only!)/Push music track to play as part of the music scripting system a certain number of times, then set a flag.
  998.  
  999. ExecuteAction("MUSIC_TURN_OFF_MUSIC_SCRIPTING", Boolean)
  1000. Turn off the music scripting system, fading out (<Boolean>) the music scripting system's current music.
  1001. Multimedia_/Music/Turn off music scripting.
  1002.  
  1003. ExecuteAction("MUSIC_RETURN_TO_MUSIC_SCRIPTING", Boolean, Boolean)
  1004. Resume use of (turn on) the music scripting system, fading out (<Boolean>) the current music track and fading in (<Boolean>) the music scripting system's music.
  1005. Multimedia_/Music/Return to music scripting.
  1006.  
  1007. ExecuteAction("MUSIC_RESET_MUSIC_SCRIPTING_SYSTEM", Boolean)
  1008. Reset the music scripting system, as if the level had just started, fading out (<Boolean>) the music scripting system's current music.
  1009. Multimedia_/Music/Reset music scripting system.
  1010.  
  1011. ExecuteAction("CAMERA_LETTERBOX_BEGIN")
  1012. Start letterbox mode (hide UI, add border).
  1013. Camera_/Letterbox/Start letterbox mode.
  1014.  
  1015. ExecuteAction("CAMERA_LETTERBOX_END")
  1016. End letterbox mode (show UI, remove border).
  1017. Camera_/ End letterbox mode.
  1018.  
  1019. ExecuteAction("HIDE_UI")
  1020. Hide UI (like letterbox mode, but with no border).
  1021. Camera_/Hide UI
  1022.  
  1023. ExecuteAction("SHOW_UI")
  1024. Show UI
  1025. Camera_/Show UI
  1026.  
  1027. ExecuteAction("CAMERA_BW_MODE_BEGIN", Integer)
  1028. Frames to fade into black & white mode = <Integer>
  1029. Camera_/Fade Effects/Start black & white mode.
  1030.  
  1031. ExecuteAction("CAMERA_BW_MODE_END")
  1032. Frames to fade into color mode =
  1033. Camera_/Fade Effects/End black & white mode.
  1034.  
  1035. ExecuteAction("CAMERA_RING_MODE_START", Integer)
  1036. Frames to transition into ring mode = <Integer>
  1037. Camera_/Fade Effects/Start Ring effect.
  1038.  
  1039. ExecuteAction("CAMERA_RING_MODE_END", Integer)
  1040. Frames to transition out of ring mode = <Integer>
  1041. Camera_/Fade Effects/End Ring effect.
  1042.  
  1043. ExecuteAction("CAMERA_MOTION_BLUR", Boolean, Boolean)
  1044. Blur zoom, zoom in = <Boolean> (true=zoom in, false = zoom out), saturate colors = <Boolean>
  1045. Camera_/Fade Effects/Motion blur zoom.
  1046.  
  1047. ExecuteAction("CAMERA_MOTION_BLUR_JUMP", WaypointName, Boolean)
  1048. Blur zoom, zoom in at current location, zoom out at <WaypointName>, saturate colors = <Boolean>
  1049. Camera_/Fade Effects/Motion blur zoom with jump cut.
  1050.  
  1051. ExecuteAction("CAMERA_MOTION_BLUR_FOLLOW", Integer)
  1052. Start motion blur as the camera moves, amount= <Integer> (start with 30 and adjust up or down).
  1053. Camera_/Fade Effects/Start motion blur as the camera moves.
  1054.  
  1055. ExecuteAction("CAMERA_MOTION_BLUR_END_FOLLOW")
  1056. End motion blur as the camera moves.
  1057. Camera_/Fade Effects/End motion blur as the camera moves.
  1058.  
  1059. ExecuteAction("DRAW_SKYBOX_BEGIN")
  1060. Start skybox mode (draw sky background).
  1061. Camera_/Skybox/Start skybox mode.
  1062.  
  1063. ExecuteAction("DRAW_SKYBOX_END")
  1064. End skybox mode (draw black background).
  1065. Camera_/Skybox/End skybox mode.
  1066.  
  1067. ExecuteAction("FREEZE_TIME")
  1068. Freeze time.
  1069. Scripting_/Time/Freeze time.
  1070.  
  1071. ExecuteAction("UNFREEZE_TIME")
  1072. Unfreeze time.
  1073. Scripting_/Time/Unfreeze time.
  1074.  
  1075. ExecuteAction("SHOW_MILITARY_CAPTION", LocalizedStringName, RealNumber)
  1076. Show military briefing <LocalizedStringName> for <RealNumber> seconds.
  1077. Scripting_/Briefing/Show military briefing caption.
  1078.  
  1079. ExecuteAction("CAMERA_SET_AUDIBLE_DISTANCE", RealNumber)
  1080. Set the audible range during camera-up shots to <RealNumber>
  1081. Camera_/Sounds/Set the audible distance for camera-up shots.
  1082.  
  1083. ExecuteAction("NAMED_SET_HELD", UnitName, Boolean)
  1084. Set Held status for <UnitName> to <Boolean>.
  1085. Unit_/Move/Set unit to be held in place, ignoring Physics, Locomotors, etc.
  1086.  
  1087. ExecuteAction("NAMED_SET_STOPPING_DISTANCE", UnitName, RealNumber)
  1088. Set stopping distance for <UnitName> to <RealNumber>.
  1089. Unit_/Move/Set stopping distance for current locomotor.
  1090.  
  1091. ExecuteAction("SET_STOPPING_DISTANCE", TeamName, RealNumber)
  1092. Set stopping distances for <TeamName> to <RealNumber>.
  1093. Team_/Move/Set stopping distance for each unit's current locomotor.
  1094.  
  1095. ExecuteAction("SET_FPS_LIMIT", Integer)
  1096. Set max FPS to <Integer>. (0 sets to default.)
  1097. Scripting_/ Set max frames per second.
  1098.  
  1099. ExecuteAction("DISABLE_SPECIAL_POWER_DISPLAY")
  1100. Disables special power countdown display.
  1101. Scripting_/ Special power countdown display -- disable.
  1102.  
  1103. ExecuteAction("ENABLE_SPECIAL_POWER_DISPLAY")
  1104. Enables special power countdown display.
  1105. Scripting_/ Special power countdown display -- enable.
  1106.  
  1107. ExecuteAction("NAMED_HIDE_SPECIAL_POWER_DISPLAY", UnitName)
  1108. Hides special power countdowns for <UnitName>.
  1109. Unit_/ Special power countdown timer -- hide.
  1110.  
  1111. ExecuteAction("NAMED_SHOW_SPECIAL_POWER_DISPLAY", UnitName)
  1112. Shows special power countdowns for <UnitName>.
  1113. Unit_/ Special power countdown timer -- display.
  1114.  
  1115. ExecuteAction("MUSIC_SET_VOLUME", RealNumber)
  1116. Set the desired music volume to <RealNumber>%. (0-100)
  1117. Multimedia_/ Set the current music volume.
  1118.  
  1119. ExecuteAction("TEAM_TRANSFER_TO_PLAYER", TeamName, PlayerName)
  1120. Control of <TeamName> transfers to <PlayerName>
  1121. Team_/ Transfer control of a team to a player.
  1122.  
  1123. ExecuteAction("PLAYER_SET_MONEY", PlayerName, Integer)
  1124. Set <PlayerName>'s money to $<Integer>
  1125. Player_/ Set player's money.
  1126.  
  1127. ExecuteAction("PLAYER_GIVE_MONEY", PlayerName, Integer)
  1128. <PlayerName> gets $<Integer>
  1129. Player_/ Gives/takes from player's money.
  1130.  
  1131. ExecuteAction("DISPLAY_COUNTER", CounterName, LocalizedStringName)
  1132. Show <CounterName> with text <LocalizedStringName>
  1133. Scripting_/ Counter -- display an individual counter to the user.
  1134.  
  1135. ExecuteAction("HIDE_COUNTER", CounterName)
  1136. Hide <CounterName>
  1137. Scripting_/ Counter -- hides an individual counter from the user.
  1138.  
  1139. ExecuteAction("DISPLAY_COUNTDOWN_TIMER", CounterName, LocalizedStringName)
  1140. Show <CounterName> with text <LocalizedStringName>
  1141. Scripting_/ Timer -- display an individual timer to the user.
  1142.  
  1143. ExecuteAction("HIDE_COUNTDOWN_TIMER", CounterName)
  1144. Hide <CounterName>
  1145. Scripting_/ Timer -- hides an individual timer from the user.
  1146.  
  1147. ExecuteAction("DISABLE_COUNTDOWN_TIMER_DISPLAY")
  1148. Disables timer display.
  1149. Scripting_/ Timer -- hide all timers from the user.
  1150.  
  1151. ExecuteAction("ENABLE_COUNTDOWN_TIMER_DISPLAY")
  1152. Enables timer display.
  1153. Scripting_/ Timer -- display all timers to the user.
  1154.  
  1155. ExecuteAction("NAMED_STOP_SPECIAL_POWER_COUNTDOWN", UnitName, SpecialPowerName)
  1156. Pause <UnitName>'s <SpecialPowerName> countdown.
  1157. Unit_/ Special power countdown timer -- pause.
  1158.  
  1159. ExecuteAction("NAMED_START_SPECIAL_POWER_COUNTDOWN", UnitName, SpecialPowerName)
  1160. Resume <UnitName>'s <SpecialPowerName> countdown.
  1161. Unit_/ Special power countdown timer -- resume.
  1162.  
  1163. ExecuteAction("NAMED_SET_SPECIAL_POWER_COUNTDOWN", UnitName, SpecialPowerName, Integer)
  1164. Set <UnitName>'s <SpecialPowerName> to <Integer> seconds.
  1165. Unit_/ Special power countdown timer -- set.
  1166.  
  1167. ExecuteAction("PLAYER_SET_SPECIAL_POWER_COUNTDOWN", PlayerName, SpecialPowerName, Integer)
  1168. Set <PlayerName>'s <SpecialPowerName> to <Integer> seconds.
  1169. Player/ Special power countdown timer -- set.
  1170.  
  1171. ExecuteAction("NAMED_ADD_SPECIAL_POWER_COUNTDOWN", UnitName, SpecialPowerName, Integer)
  1172. <UnitName>'s <SpecialPowerName> has <Integer> seconds added to it.
  1173. Unit_/ Special power countdown timer -- add seconds.
  1174.  
  1175. ExecuteAction("PLAYER_FIRE_SPECIAL_POWER_AT_WAYPOINT", PlayerName, SpecialPowerName, WaypointName)
  1176. <PlayerName> fires <SpecialPowerName> at <WaypointName>.
  1177. Skirmish_/ Special power -- fire at location.
  1178.  
  1179. ExecuteAction("SKIRMISH_FIRE_SPECIAL_POWER_AT_MOST_COST", PlayerName, SpecialPowerName)
  1180. <PlayerName> fire <SpecialPowerName> at enemy's most costly area.
  1181. Skirmish_/ Special power -- fire at enemy's highest cost area.
  1182.  
  1183. ExecuteAction("FIRE_SPECIAL_POWER_ON_NEAREST_OBJECTTYPE", PlayerName, SpecialPowerName, ObjectType, TeamName)
  1184. <PlayerName> fire <SpecialPowerName> on nearest object of <ObjectType> to <TeamName>
  1185. Player/ Special power -- fire on nearest object type.
  1186.  
  1187. ExecuteAction("FIRE_SPECIAL_POWER_ON_NEAREST_OBJECTTYPE_BY_PLAYER", PlayerName, SpecialPowerName, ObjectType, TeamName, PlayerName)
  1188. <PlayerName> fire <SpecialPowerName> on nearest object of <ObjectType> to <TeamName> owned by <PlayerName>
  1189. Player/ Special power -- fire on nearest object type owned by player.
  1190.  
  1191. ExecuteAction("FIRE_SPECIAL_POWER_ON_TEAM", PlayerName, SpecialPowerName, TeamName)
  1192. <PlayerName> fire <SpecialPowerName> on <TeamName>
  1193. Player/ Special power -- fire on team.
  1194.  
  1195. ExecuteAction("PLAYER_REPAIR_NAMED_STRUCTURE", PlayerName, UnitName)
  1196. Have <PlayerName> repair <UnitName>.
  1197. Player_/ Repair named bridge or structure.
  1198.  
  1199. ExecuteAction("NAMED_FIRE_SPECIAL_POWER_AT_WAYPOINT", UnitName, SpecialPowerName, WaypointName)
  1200. <UnitName> fires <SpecialPowerName> at <WaypointName>.
  1201. Unit_/ Special power -- fire at location.
  1202.  
  1203. ExecuteAction("NAMED_FIRE_SPECIAL_POWER_AT_NAMED", UnitName, SpecialPowerName, UnitName)
  1204. <UnitName> fires <SpecialPowerName> at <UnitName>.
  1205. Unit_/ Special power -- fire at unit.
  1206.  
  1207. ExecuteAction("REFRESH_RADAR")
  1208. Refresh radar terrain.
  1209. Scripting_/ Refresh radar terrain.
  1210.  
  1211. ExecuteAction("NAMED_STOP", UnitName)
  1212. <UnitName> stops.
  1213. Unit_/ Set a specific unit to stop.
  1214.  
  1215. ExecuteAction("TEAM_STOP", TeamName)
  1216. <TeamName> stops.
  1217. Team_/ Set to stop.
  1218.  
  1219. ExecuteAction("TEAM_STOP_AND_DISBAND", TeamName)
  1220. <TeamName> stops, then disbands.
  1221. Team_/ Set to stop, then disband.
  1222.  
  1223. ExecuteAction("TEAM_SET_OVERRIDE_RELATION_TO_TEAM", TeamName, TeamName, Relation)
  1224. <TeamName> considers <TeamName> to be <Relation> (rather than using the the player relationship).
  1225. Team_/ Override a team's relationship to another team.
  1226.  
  1227. ExecuteAction("TEAM_REMOVE_OVERRIDE_RELATION_TO_TEAM", TeamName, TeamName)
  1228. <TeamName> uses the player relationship to <TeamName>
  1229. Team_/ Remove an override to a team's relationship to another team.
  1230.  
  1231. ExecuteAction("TEAM_REMOVE_ALL_OVERRIDE_RELATIONS", TeamName)
  1232. <TeamName> uses the player relationship to all other teams and players.
  1233. Team_/ Remove all overrides to team's relationship to teams and/or players.
  1234.  
  1235. ExecuteAction("CAMERA_TETHER_NAMED", UnitName, Boolean, RealNumber)
  1236. Have the camera tethered to <UnitName>. Snap camera to object is <Boolean>. Amount of play is <RealNumber>.
  1237. Camera_/ Tether camera to a specific unit.
  1238.  
  1239. ExecuteAction("CAMERA_STOP_TETHER_NAMED")
  1240. Stop tether to any units.
  1241. Camera_/ Stop tether to any units.
  1242.  
  1243. ExecuteAction("CAMERA_SET_DEFAULT", RealNumber, RealNumber, RealNumber)
  1244. Camera Pitch = <RealNumber>(0.0==default), angle = <RealNumber>(0.0 is N, 90.0 is W, etc), height = <RealNumber>(1.0==default).
  1245. Camera_/ Set default camera.
  1246.  
  1247. ExecuteAction("CAMERA_LOOK_TOWARD_OBJECT", UnitName, RealNumber, RealNumber, RealNumber, RealNumber, RealNumber)
  1248. Rotate toward <UnitName>, taking <RealNumber> seconds and holding <RealNumber> seconds, ease-in <RealNumber> seconds, ease-out <RealNumber> seconds with z-offset of <RealNumber>.
  1249. Camera (R)_/ Rotate toward unit.
  1250.  
  1251. ExecuteAction("CAMERA_LOOK_TOWARD_WAYPOINT", WaypointName, RealNumber, RealNumber, RealNumber, Boolean)
  1252. Rotate to look at <WaypointName>, taking <RealNumber> seconds, ease-in <RealNumber> seconds, ease-out <RealNumber> seconds, reverse rotation <Boolean>.
  1253. Camera (R)_/ Rotate to look at a waypoint.
  1254.  
  1255. ExecuteAction("UNIT_DESTROY_ALL_CONTAINED", UnitName)
  1256. All units inside <UnitName> are killed.
  1257. Unit_/ Kill all units contained within a specific transport or structure.
  1258.  
  1259. ExecuteAction("NAMED_FIRE_WEAPON_FOLLOWING_WAYPOINT_PATH", UnitName, WaypointPathName)
  1260. <UnitName> fire waypoint-weapon following waypoints starting at <WaypointPathName>.
  1261. Unit_/ Fire waypoint-weapon following waypoint path.
  1262.  
  1263. ExecuteAction("TEAM_SET_OVERRIDE_RELATION_TO_PLAYER", TeamName, PlayerName, Relation)
  1264. <TeamName> considers <PlayerName> to be <Relation> (rather than using the the player relationship).
  1265. Team_/ Override a team's relationship to another player.
  1266.  
  1267. ExecuteAction("TEAM_REMOVE_OVERRIDE_RELATION_TO_PLAYER", TeamName, PlayerName)
  1268. <TeamName> uses the player relationship to <PlayerName>
  1269. Team_/ Remove an override to a team's relationship to another player.
  1270.  
  1271. ExecuteAction("PLAYER_SET_OVERRIDE_RELATION_TO_TEAM", PlayerName, TeamName, Relation)
  1272. <PlayerName> considers <TeamName> to be <Relation> (rather than using the the player relationship).
  1273. Player_/ Override a player's relationship to another team.
  1274.  
  1275. ExecuteAction("PLAYER_REMOVE_OVERRIDE_RELATION_TO_TEAM", PlayerName, TeamName)
  1276. <PlayerName> uses the player relationship to <TeamName>
  1277. Player_/ Remove an override to a player's relationship to another team.
  1278.  
  1279. ExecuteAction("UNIT_EXECUTE_SEQUENTIAL_SCRIPT", UnitName, ScriptName)
  1280. <UnitName> executes <ScriptName> sequentially.
  1281. Unit_/ Set a specific unit to execute a script sequentially.
  1282.  
  1283. ExecuteAction("UNIT_EXECUTE_SEQUENTIAL_SCRIPT_LOOPING", UnitName, ScriptName, Integer)
  1284. <UnitName> executes <ScriptName> sequentially, <Integer> times. (0=forever)
  1285. Unit_/ Set a specific unit to execute a looping sequential script.
  1286.  
  1287. ExecuteAction("TEAM_EXECUTE_SEQUENTIAL_SCRIPT", TeamName, ScriptName)
  1288. <TeamName> executes <ScriptName> sequentially.
  1289. Team_/ Execute script sequentially -- start.
  1290.  
  1291. ExecuteAction("TEAM_EXECUTE_SEQUENTIAL_SCRIPT_LOOPING", TeamName, ScriptName, Integer)
  1292. <TeamName> executes <ScriptName> sequentially, <Integer> times. (0=forever)
  1293. Team_/ Execute script sequentially -- looping.
  1294.  
  1295. ExecuteAction("UNIT_STOP_SEQUENTIAL_SCRIPT", UnitName)
  1296. <UnitName> stops executing.
  1297. Unit_/ Set a specific unit to stop executing a sequential script.
  1298.  
  1299. ExecuteAction("TEAM_STOP_SEQUENTIAL_SCRIPT", TeamName)
  1300. <TeamName> stops executing.
  1301. Team_/ Execute script sequentially -- stop.
  1302.  
  1303. ExecuteAction("UNIT_GUARD_FOR_FRAMECOUNT", UnitName, Integer)
  1304. <UnitName> guards for <Integer> frames.
  1305. Unit_/ Set to guard for some number of frames.
  1306.  
  1307. ExecuteAction("UNIT_IDLE_FOR_FRAMECOUNT", UnitName, Integer)
  1308. <UnitName> idles for <Integer> frames.
  1309. Unit_/ Set to idle for some number of frames.
  1310.  
  1311. ExecuteAction("UNIT_GUARD_FOR_SECONDS", UnitName, Integer)
  1312. <UnitName> guards for <Integer> seconds.
  1313. Unit_/ Set to guard for some number of seconds.
  1314.  
  1315. ExecuteAction("UNIT_IDLE_FOR_SECONDS", UnitName, Integer)
  1316. <UnitName> idles for <Integer> seconds.
  1317. Unit_/ Set to idle for some number of seconds.
  1318.  
  1319. ExecuteAction("UNIT_SET_MODELCONDITION", UnitName, Integer, Boolean)
  1320. <UnitName> sets custom model condition number (1-4) <Integer> to <Boolean>.
  1321. Unit_/ Set or clear a custom model condition flag on a unit.
  1322.  
  1323. ExecuteAction("TEAM_SET_MODELCONDITION", TeamName, Integer, Boolean)
  1324. <TeamName> sets custom model condition number (1-4) <Integer> to <Boolean>.
  1325. Team_/ Set or clear a custom model condition flag on a team.
  1326.  
  1327. ExecuteAction("UNIT_SET_MODELCONDITION_FOR_DURATION", UnitName, ModelCondition, RealNumber, Percentage)
  1328. <UnitName> sets model condition <ModelCondition> for <RealNumber> seconds. Percentage (hordes) <Percentage>.
  1329. Unit_/ Set a model condition flag on a unit for duration. % specifies # of members in horde that get this.
  1330.  
  1331. ExecuteAction("TEAM_SET_MODELCONDITION_FOR_DURATION", TeamName, ModelCondition, RealNumber, Percentage)
  1332. <TeamName> sets model condition <ModelCondition> for <RealNumber> seconds. Percentage <Percentage>.
  1333. Team_/ Set a model condition flag on a team for duration. % specifies # of members that get this.
  1334.  
  1335. ExecuteAction("UNIT_SET_FLAME_STATUS", UnitName, Boolean)
  1336. <UnitName> is now on fire (T-F) <Boolean> .
  1337. Unit_/ Set or clear the Aflame status on a unit.
  1338.  
  1339. ExecuteAction("TEAM_SET_FLAME_STATUS", UnitName, Boolean)
  1340. <UnitName> is now on fire (T-F) <Boolean> .
  1341. Team_/ Set or clear the Aflame status on a team.
  1342.  
  1343. ExecuteAction("TEAM_GUARD_FOR_FRAMECOUNT", TeamName, Integer)
  1344. <TeamName> guards for <Integer> frames.
  1345. Team_/ Set to guard -- number of frames.
  1346.  
  1347. ExecuteAction("TEAM_IDLE_FOR_FRAMECOUNT", TeamName, Integer)
  1348. <TeamName> idles for <Integer> frames.
  1349. Team_/ Set to idle for some number of frames.
  1350.  
  1351. ExecuteAction("TEAM_GUARD_FOR_SECONDS", TeamName, Integer)
  1352. <TeamName> guards for <Integer> seconds.
  1353. Team_/ Set to guard -- number of seconds.
  1354.  
  1355. ExecuteAction("TEAM_IDLE_FOR_SECONDS", TeamName, Integer)
  1356. <TeamName> idles for <Integer> seconds.
  1357. Team_/ Set to idle for some number of seconds.
  1358.  
  1359. ExecuteAction("WATER_CHANGE_HEIGHT", TriggerAreaName, RealNumber)
  1360. <TriggerAreaName> changes altitude to <RealNumber>
  1361. Map_/ Adjust water height to a new level
  1362.  
  1363. ExecuteAction("HUMAN_IMPASSABLE_AREA", TriggerAreaName, Boolean)
  1364. Make area <TriggerAreaName> impassable for human player: <Boolean>
  1365. Map_/ Make area impassable for human player
  1366.  
  1367. ExecuteAction("WATER_CHANGE_HEIGHT_OVER_TIME", TriggerAreaName, RealNumber, RealNumber, RealNumber)
  1368. <TriggerAreaName> changes altitude to <RealNumber> in <RealNumber> seconds doing <RealNumber> dam_/sec.
  1369. Map_/ Adjust water height to a new level with damage over time
  1370.  
  1371. ExecuteAction("NAMED_USE_COMMANDBUTTON_ABILITY", UnitName, UnitAbilityName)
  1372. <UnitName> use <UnitAbilityName>.
  1373. Unit_/ Use commandbutton ability.
  1374.  
  1375. ExecuteAction("NAMED_USE_COMMANDBUTTON_ABILITY_ON_NAMED", UnitName, UnitAbilityName, UnitName)
  1376. <UnitName> use <UnitAbilityName> on <UnitName>.
  1377. Unit_/ Use commandbutton ability on an object.
  1378.  
  1379. ExecuteAction("NAMED_USE_COMMANDBUTTON_ABILITY_AT_WAYPOINT", UnitName, UnitAbilityName, WaypointName)
  1380. <UnitName> use <UnitAbilityName> at <WaypointName>.
  1381. Unit_/ Use commandbutton ability at a waypoint.
  1382.  
  1383. ExecuteAction("NAMED_USE_COMMANDBUTTON_ON_NEAREST_ENEMY_UNIT", UnitName, TeamAbilityName)
  1384. <UnitName> use <TeamAbilityName> on nearest enemy unit.
  1385. Unit_/ Use command ability -- all -- nearest enemy unit
  1386.  
  1387. ExecuteAction("NAMED_USE_COMMANDBUTTON_ON_NEAREST_GARRISONED_BUILDING", UnitName, TeamAbilityName)
  1388. <UnitName> use <TeamAbilityName> on nearest enemy garrisoned building.
  1389. Unit_/ Use command ability -- all -- nearest enemy garrisoned building.
  1390.  
  1391. ExecuteAction("NAMED_USE_COMMANDBUTTON_ON_NEAREST_KINDOF", UnitName, TeamAbilityName, UnitOrStructureKind)
  1392. <UnitName> use <TeamAbilityName> on nearest enemy with <UnitOrStructureKind>.
  1393. Unit_/ Use command ability -- all -- nearest enemy object with kind of.
  1394.  
  1395. ExecuteAction("NAMED_USE_COMMANDBUTTON_ON_NEAREST_ENEMY_BUILDING", UnitName, TeamAbilityName)
  1396. <UnitName> use <TeamAbilityName> on nearest enemy building.
  1397. Unit_/ Use command ability -- all -- nearest enemy building.
  1398.  
  1399. ExecuteAction("NAMED_USE_COMMANDBUTTON_ON_NEAREST_ENEMY_BUILDING_CLASS", UnitName, TeamAbilityName, UnitOrStructureKind)
  1400. <UnitName> use <TeamAbilityName> on nearest enemy building with <UnitOrStructureKind>
  1401. Unit_/ Use command ability -- all -- nearest enemy building kindof.
  1402.  
  1403. ExecuteAction("NAMED_USE_COMMANDBUTTON_ON_NEAREST_OBJECTTYPE", UnitName, TeamAbilityName, ObjectName)
  1404. <UnitName> use <TeamAbilityName> on nearest object of type <ObjectName>.
  1405. Unit_/ Use command ability -- all -- nearest object type.
  1406.  
  1407. ExecuteAction("NAMED_BUILD_STRUCTURE_AT_WAYPOINT", UnitName, ObjectName, Angle, WaypointName)
  1408. <UnitName> build <ObjectName> at angle <Angle> at <WaypointName>.
  1409. Unit_/ Build thing at waypoint.
  1410.  
  1411. ExecuteAction("TEAM_USE_COMMANDBUTTON_ABILITY", TeamName, TeamAbilityName)
  1412. <TeamName> use <TeamAbilityName>.
  1413. Team_/ Use commandbutton ability.
  1414.  
  1415. ExecuteAction("TEAM_USE_COMMANDBUTTON_ABILITY_ON_NAMED", TeamName, TeamAbilityName, UnitName)
  1416. <TeamName> use <TeamAbilityName> on <UnitName>.
  1417. Team_/ Use commandbutton ability on an object.
  1418.  
  1419. ExecuteAction("TEAM_USE_COMMANDBUTTON_ABILITY_AT_WAYPOINT", TeamName, TeamAbilityName, WaypointName)
  1420. <TeamName> use <TeamAbilityName> at <WaypointName>.
  1421. Team_/ Use commandbutton ability at a waypoint.
  1422.  
  1423. ExecuteAction("MAP_SWITCH_BORDER", BoundaryName)
  1424. <BoundaryName> becomes the active border.
  1425. Map_/ Change the active boundary.
  1426.  
  1427. ExecuteAction("MAP_CHANGE_CLOUD_SPEED", Percentage)
  1428. Modify the default CloudEffect speed to be <Percentage>
  1429. Map_/ Change the speed of the CloudEffect.
  1430.  
  1431. ExecuteAction("OBJECT_FORCE_SELECT", TeamName, ObjectName, Boolean, SpeechName)
  1432. <TeamName> 's first <ObjectName>, centers in view (<Boolean>) while playing <SpeechName>
  1433. Scripting_/ Select the first object type on a team.
  1434.  
  1435. ExecuteAction("RADAR_FORCE_ENABLE")
  1436. The radar is now forced to be enabled.
  1437. Radar_/ Force enable the radar.
  1438.  
  1439. ExecuteAction("RADAR_REVERT_TO_NORMAL")
  1440. The radar is now reverting to its normal behavior.
  1441. Radar_/ Revert radar to normal behavior.
  1442.  
  1443. ExecuteAction("SCREEN_SHAKE", CameraShakeIntensity)
  1444. The screen will shake with <CameraShakeIntensity>
  1445. Camera_/ Shake Screen.
  1446.  
  1447. ExecuteAction("TECHTREE_MODIFY_BUILDABILITY_OBJECT", ObjectName, Buildability)
  1448. <ObjectName> becomes <Buildability>
  1449. Map_/ Adjust the tech tree for a specific object type.
  1450.  
  1451. ExecuteAction("SET_CAVE_INDEX", UnitName, Integer)
  1452. Cave named <UnitName> is set to being connected to all caves of index <Integer>, but only if both Cave listings have no occupants.
  1453. Unit_/ Set Cave connectivity index.
  1454.  
  1455. ExecuteAction("WAREHOUSE_SET_VALUE", UnitName, Integer)
  1456. Warehouse named <UnitName> is set to having <Integer> dollars worth of boxes.
  1457. Unit_/ Set cash value of Warehouse.
  1458.  
  1459. ExecuteAction("SOUND_DISABLE_TYPE", AudioName)
  1460. <AudioName> is disabled.
  1461. Multimedia_/ Sound Events -- disable type.
  1462.  
  1463. ExecuteAction("SOUND_ENABLE_TYPE", AudioName)
  1464. <AudioName> is enabled.
  1465. Multimedia_/ Sound Events -- enable type.
  1466.  
  1467. ExecuteAction("SOUND_REMOVE_TYPE", AudioName)
  1468. <AudioName> is removed.
  1469. Multimedia_/ Sound Events -- remove type.
  1470.  
  1471. ExecuteAction("SOUND_REMOVE_ALL_DISABLED")
  1472. Remove all disabled sound events (OBSOLETE -- disable type now does all the work)
  1473. Multimedia_/ Sound Events -- remove all disabled. (OBSOLETE)
  1474.  
  1475. ExecuteAction("SOUND_ENABLE_ALL")
  1476. Enable all sound events.
  1477. Multimedia_/ Sound Events -- enable all.
  1478.  
  1479. ExecuteAction("AUDIO_OVERRIDE_VOLUME_TYPE", AudioName, RealNumber)
  1480. <AudioName> play at <RealNumber>% of full volume.
  1481. Multimedia_/ Sound Events -- override volume -- type.
  1482.  
  1483. ExecuteAction("AUDIO_RESTORE_VOLUME_TYPE", AudioName)
  1484. <AudioName> play at normal volume.
  1485. Multimedia_/ Sound Events -- restore volume -- type.
  1486.  
  1487. ExecuteAction("AUDIO_RESTORE_VOLUME_ALL_TYPE")
  1488. All sound events play at normal volume.
  1489. Multimedia_/ Sound Events -- restore volume -- all.
  1490.  
  1491. ExecuteAction("NAMED_SET_TOPPLE_DIRECTION", UnitName, PositionCoordinate)
  1492. <UnitName> will topple towards <PositionCoordinate> if destroyed.
  1493. Unit_/ Set topple direction.
  1494.  
  1495. ExecuteAction("UNIT_MOVE_TOWARDS_NEAREST_OBJECT_TYPE", UnitName, ObjectName, TriggerAreaName)
  1496. <UnitName> will move towards the nearest <ObjectName> within <TriggerAreaName>
  1497. Unit_/ Move unit towards the nearest object of a specific type in trigger area.
  1498.  
  1499. ExecuteAction("UNIT_ATTACK_MOVE_TOWARDS_NEAREST_OBJECT_TYPE", UnitName, ObjectName)
  1500. <UnitName> will AttackMove towards the nearest <ObjectName>
  1501. Unit_/AttackMove/AttackMove unit towards the nearest object of a specific type
  1502.  
  1503. ExecuteAction("TEAM_MOVE_TOWARDS_NEAREST_OBJECT_TYPE", TeamName, ObjectName, TriggerAreaName)
  1504. <TeamName> will move towards the nearest <ObjectName> within <TriggerAreaName>
  1505. Team_/ Move team towards the nearest object of a specific type in trigger area.
  1506.  
  1507. ExecuteAction("TEAM_ATTACK_MOVE_TOWARDS_NEAREST_OBJECT_TYPE", TeamName, ObjectName)
  1508. <TeamName> will AttackMove towards the nearest <ObjectName>
  1509. Team_/AttackMove/AttackMove team towards the nearest object of a specific type
  1510.  
  1511. ExecuteAction("ATTACK_MOVE_TEAM_TO_NEAREST_OBJECT_OF_TYPE_OF_PLAYER", TeamName, ObjectType, PlayerName)
  1512. <TeamName> will AttackMove towards the nearest <ObjectType> owned by <PlayerName>
  1513. Team_/AttackMove/AttackMove team towards the nearest object of a specific type owned by a player
  1514.  
  1515. ExecuteAction("TEAM_SET_AI_RECRUITABLE_FLAG", TeamName, Boolean)
  1516. Set the AI Recruitable flag for <TeamName> to <Boolean>
  1517. Team_/AttackMove/Set the AI Recruitable Flag for units in this team
  1518.  
  1519. ExecuteAction("SKIRMISH_ATTACK_NEAREST_GROUP_WITH_VALUE", TeamName, Comparison, Integer)
  1520. <TeamName> attacks nearest group worth <Comparison> <Integer>
  1521. Skirmish_/ Team attacks nearest group matching value comparison.
  1522.  
  1523. ExecuteAction("SKIRMISH_PERFORM_COMMANDBUTTON_ON_MOST_VALUABLE_OBJECT", TeamName, TeamAbilityName, RealNumber, Boolean)
  1524. <TeamName> performs <TeamAbilityName> on most expensive object within <RealNumber> <Boolean> (true = all valid sources, false = first valid source).
  1525. Skirmish_/ Team performs command ability on most valuable object.
  1526.  
  1527. ExecuteAction("SKIRMISH_WAIT_FOR_COMMANDBUTTON_AVAILABLE_ALL", PlayerName, TeamName, TeamAbilityName)
  1528. <PlayerName> 's <TeamName> all wait until <TeamAbilityName> is ready.
  1529. Skirmish_/ Delay a sequential script until the specified command ability is ready - all.
  1530.  
  1531. ExecuteAction("SKIRMISH_WAIT_FOR_COMMANDBUTTON_AVAILABLE_PARTIAL", PlayerName, TeamName, TeamAbilityName)
  1532. <PlayerName> 's <TeamName> wait until at least one member is <TeamAbilityName> ready.
  1533. Skirmish_/ Delay a sequential script until the specified command ability is ready - partial.
  1534.  
  1535. ExecuteAction("TEAM_SPIN_FOR_FRAMECOUNT", TeamName, Integer)
  1536. <TeamName> continue their current action for at least <Integer> frames.
  1537. Team_/ Set to continue current action for some number of frames.
  1538.  
  1539. ExecuteAction("TEAM_SPIN_FOR_SECONDS", TeamName, RealNumber)
  1540. <TeamName> continue their current action for at least <RealNumber> seconds.
  1541. Team_/ Set to continue current action for some number of seconds.
  1542.  
  1543. ExecuteAction("CAMERA_ENABLE_SLAVE_MODE")
  1544. containing bone name
  1545. Camera_/Enable 3DSMax Camera Animation Playback mode.
  1546.  
  1547. ExecuteAction("CAMERA_DISABLE_SLAVE_MODE")
  1548. Disable camera playback mode.
  1549. Camera_/Disable 3DSMax Camera Animation Playback mode.
  1550.  
  1551. ExecuteAction("CAMERA_ADD_SHAKER_AT", WaypointName, RealNumber, RealNumber, RealNumber)
  1552. Add Camera Shaker Effect at waypoint <WaypointName> with Amplitude <RealNumber> Duration (seconds) <RealNumber> Radius.<RealNumber>
  1553. Camera_/Add Camera Shaker Effect at.
  1554.  
  1555. ExecuteAction("TEAM_ALL_USE_COMMANDBUTTON_ON_NAMED", TeamName, TeamAbilityName, UnitName)
  1556. <TeamName> use <TeamAbilityName> on <UnitName>
  1557. Team_/ Use command ability -- all -- named enemy
  1558.  
  1559. ExecuteAction("TEAM_ALL_USE_COMMANDBUTTON_ON_NEAREST_ENEMY_UNIT", TeamName, TeamAbilityName)
  1560. <TeamName> use <TeamAbilityName> on nearest enemy unit.
  1561. Team_/ Use command ability -- all -- nearest enemy unit
  1562.  
  1563. ExecuteAction("TEAM_ALL_USE_COMMANDBUTTON_ON_NEAREST_GARRISONED_BUILDING", TeamName, TeamAbilityName)
  1564. <TeamName> use <TeamAbilityName> on nearest enemy garrisoned building.
  1565. Team_/ Use command ability -- all -- nearest enemy garrisoned building.
  1566.  
  1567. ExecuteAction("TEAM_ALL_USE_COMMANDBUTTON_ON_NEAREST_KINDOF", TeamName, TeamAbilityName, UnitOrStructureKind)
  1568. <TeamName> use <TeamAbilityName> on nearest enemy with <UnitOrStructureKind>.
  1569. Team_/ Use command ability -- all -- nearest enemy object with kind of.
  1570.  
  1571. ExecuteAction("TEAM_ALL_USE_COMMANDBUTTON_ON_NEAREST_ENEMY_BUILDING", TeamName, TeamAbilityName)
  1572. <TeamName> use <TeamAbilityName> on nearest enemy building.
  1573. Team_/ Use command ability -- all -- nearest enemy building.
  1574.  
  1575. ExecuteAction("TEAM_ALL_USE_COMMANDBUTTON_ON_NEAREST_ENEMY_BUILDING_CLASS", TeamName, TeamAbilityName, UnitOrStructureKind)
  1576. <TeamName> use <TeamAbilityName> on nearest enemy building with <UnitOrStructureKind>
  1577. Team_/ Use command ability -- all -- nearest enemy building kindof.
  1578.  
  1579. ExecuteAction("TEAM_ALL_USE_COMMANDBUTTON_ON_NEAREST_OBJECTTYPE", TeamName, TeamAbilityName, ObjectName)
  1580. <TeamName> use <TeamAbilityName> on nearest object of type <ObjectName>.
  1581. Team_/ Use command ability -- all -- nearest object type.
  1582.  
  1583. ExecuteAction("TEAM_PARTIAL_USE_COMMANDBUTTON", RealNumber, TeamName, TeamAbilityName)
  1584. <RealNumber>% of <TeamName> perform <TeamAbilityName>.
  1585. Team_/ Use command ability -- partial -- self.
  1586.  
  1587. ExecuteAction("TEAM_CAPTURE_NEAREST_UNOWNED_FACTION_UNIT", TeamName)
  1588. <TeamName> capture the nearest unowned faction unit.
  1589. Team_/ Capture unowned faction unit -- nearest.
  1590.  
  1591. ExecuteAction("PLAYER_CREATE_TEAM_FROM_CAPTURED_UNITS", PlayerName, TeamName)
  1592. <PlayerName> creates a new <TeamName> from units it has captured. (There's nothing quite like being assaulted by your own captured units!)
  1593. Player_/ Create team from all captured units.
  1594.  
  1595. ExecuteAction("TEAM_WAIT_FOR_NOT_CONTAINED_ALL", TeamName)
  1596. <TeamName> all delay until they are no longer contained.
  1597. Team_/ Delay a sequential script until the team is no longer contained - all
  1598.  
  1599. ExecuteAction("TEAM_WAIT_FOR_NOT_CONTAINED_PARTIAL", TeamName)
  1600. <TeamName> delay until at least one of them is no longer contained.
  1601. Team_/ Delay a sequential script until the team is no longer contained - partial
  1602.  
  1603. ExecuteAction("TEAM_SET_EMOTICON", TeamName, EmoticonName, RealNumber)
  1604. <TeamName> use <EmoticonName> emoticon for <RealNumber> seconds.
  1605. Team_/ Set emoticon for duration (-1.0 permanent, otherwise duration in sec).
  1606.  
  1607. ExecuteAction("NAMED_SET_EMOTICON", UnitName, EmoticonName, RealNumber)
  1608. <UnitName> use <EmoticonName> emoticon for <RealNumber> seconds.
  1609. Unit_/ Set emoticon for duration (-1.0 permanent, otherwise duration in sec).
  1610.  
  1611. ExecuteAction("OBJECTLIST_ADDOBJECTTYPE", ObjectTypeListName, ObjectName)
  1612. <ObjectTypeListName> : add <ObjectName>
  1613. Scripting_/ Object Type List -- Add Object Type.
  1614.  
  1615. ExecuteAction("OBJECTLIST_REMOVEOBJECTTYPE", ObjectTypeListName, ObjectName)
  1616. <ObjectTypeListName> : remove <ObjectName>
  1617. Scripting_/ Object Type List -- Remove Object Type.
  1618.  
  1619. ExecuteAction("MAP_REVEAL_PERMANENTLY_AT_WAYPOINT", WaypointName, RealNumber, PlayerName, MapRevealName)
  1620. The map is permanently revealed at <WaypointName> with a radius of <RealNumber> for <PlayerName>. (Afterwards referred to as <MapRevealName>).
  1621. Map_/ Reveal map at waypoint -- permanently.
  1622.  
  1623. ExecuteAction("MAP_REVEAL_PERMANENTLY_IN_TRIGGER", TriggerAreaName, PlayerName, MapRevealName)
  1624. The map is permanently revealed in trigger <TriggerAreaName> for <PlayerName>. (Afterwards referred to as <MapRevealName>).
  1625. Map_/ Reveal map in polygon trigger -- permanently.
  1626.  
  1627. ExecuteAction("MAP_UNDO_REVEAL_PERMANENTLY_AT_WAYPOINT", MapRevealName)
  1628. <MapRevealName> is undone.
  1629. Map_/ Reveal map at waypoint -- undo permanently.
  1630.  
  1631. ExecuteAction("MAP_UNDO_REVEAL_PERMANENTLY_IN_TRIGGER", MapRevealName)
  1632. <MapRevealName> is undone.
  1633. Map_/ Reveal map at waypoint -- undo permanently.
  1634.  
  1635. ExecuteAction("EVA_SET_ENABLED_DISABLED", Boolean)
  1636. Set EVA to be enabled <Boolean> (False to disable.)
  1637. Scripting_/ Enable or Disable EVA.
  1638.  
  1639. ExecuteAction("OPTIONS_SET_OCCLUSION_MODE", Boolean)
  1640. Set Occlusion to be enabled <Boolean> (False to disable.)
  1641. Scripting_/ Enable or Disable Occlusion (Drawing Behind Buildings).
  1642.  
  1643. ExecuteAction("OPTIONS_SET_DRAWICON_UI_MODE", Boolean)
  1644. Set Draw-icon UI to be enabled <Boolean> (False to disable.)
  1645. Scripting_/ Enable or Disable Draw-icon UI.
  1646.  
  1647. ExecuteAction("OPTIONS_SET_PARTICLE_CAP_MODE", Boolean)
  1648. Set Particle Cap to be enabled <Boolean> (False to disable.)
  1649. Scripting_/ Enable or Disable Particle Cap.
  1650.  
  1651. ExecuteAction("UNIT_AFFECT_OBJECT_PANEL_FLAGS", UnitName, ObjectPanelFlag, Boolean)
  1652. <UnitName> changes the value of flag <ObjectPanelFlag> to <Boolean>.
  1653. Unit_/ Affect flags set on object panel.
  1654.  
  1655. ExecuteAction("TEAM_AFFECT_OBJECT_PANEL_FLAGS", TeamName, ObjectPanelFlag, Boolean)
  1656. <TeamName> change the value of flag <ObjectPanelFlag> to <Boolean>.
  1657. Team_/ Affect flags set on object panel - all.
  1658.  
  1659. ExecuteAction("PLAYER_SELECT_SKILLSET", PlayerName, Integer)
  1660. <PlayerName> uses skillset number <Integer> (1-5).
  1661. Player_/ Set the skillset for a computer player.
  1662.  
  1663. ExecuteAction("SCRIPTING_OVERRIDE_HULK_LIFETIME", RealNumber)
  1664. Override hulk lifetime to <RealNumber> seconds. Negative value reverts to normal behavior.
  1665. Scripting_/ Hulk set override lifetime.
  1666.  
  1667. ExecuteAction("NAMED_FACE_NAMED", UnitName, UnitName)
  1668. <UnitName> begin facing <UnitName>
  1669. Unit_/ Set unit to face another unit.
  1670.  
  1671. ExecuteAction("NAMED_FACE_WAYPOINT", UnitName, WaypointName)
  1672. <UnitName> begin facing <WaypointName>
  1673. Unit_/ Set unit to face a waypoint.
  1674.  
  1675. ExecuteAction("TEAM_FACE_NAMED", TeamName, UnitName)
  1676. <TeamName> begin facing <UnitName>
  1677. Team_/ Set team to face another unit.
  1678.  
  1679. ExecuteAction("TEAM_FACE_WAYPOINT", TeamName, WaypointName)
  1680. <TeamName> begin facing <WaypointName>
  1681. Team_/ Set team to face a waypoint.
  1682.  
  1683. ExecuteAction("COMMANDBAR_REMOVE_BUTTON_OBJECTTYPE", CommandButtonName, ObjectName)
  1684. <CommandButtonName> is removed from all objects of type <ObjectName>.
  1685. Scripting_/ Remove a command button from an object type.
  1686.  
  1687. ExecuteAction("COMMANDBAR_ADD_BUTTON_OBJECTTYPE_SLOT", CommandButtonName, ObjectName, Integer)
  1688. <CommandButtonName> is added to all objects of type <ObjectName> in slot number <Integer> (1-12).
  1689. Scripting_/ Add a command button to an object type.
  1690.  
  1691. ExecuteAction("UNIT_SPAWN_NAMED_LOCATION_ORIENTATION", UnitName, ObjectName, TeamName, PositionCoordinate, Angle)
  1692. Spawn <UnitName> of type <ObjectName> on team <TeamName> at position (<PositionCoordinate>), rotated <Angle> .
  1693. Unit_/ Spawn -- named unit on a team at a position with an orientation.
  1694.  
  1695. ExecuteAction("PLAYER_AFFECT_RECEIVING_EXPERIENCE", PlayerName, RealNumber)
  1696. <PlayerName> gains experience at <RealNumber> times the usual rate (0.0 for no gain, 1.0 for normal rate)
  1697. Player_/ Change the modifier to generals experience that a player receives.
  1698.  
  1699. ExecuteAction("SOUND_SET_VOLUME", RealNumber)
  1700. Set the desired sound volume to <RealNumber>%. (0-100)
  1701. Multimedia_/ Set the current sound volume.
  1702.  
  1703. ExecuteAction("SPEECH_SET_VOLUME", RealNumber)
  1704. Set the desired speech volume to <RealNumber>%. (0-100)
  1705. Multimedia_/ Set the current speech volume.
  1706.  
  1707. ExecuteAction("OBJECT_ALLOW_BONUSES", Boolean)
  1708. Enable Object Bonuses based on difficulty <Boolean> (true to enable, false to disable).
  1709. Map_/ Adjust Object Bonuses based on difficulty.
  1710.  
  1711. ExecuteAction("TEAM_GUARD_IN_TUNNEL_NETWORK", TeamName)
  1712. <TeamName> Enter and guard from tunnel network.
  1713. Team_/ Set to guard - from inside tunnel network.
  1714.  
  1715. ExecuteAction("LOCALDEFEAT")
  1716. Show 'Game Over' window
  1717. Multiplayer_/ Announce local defeat.
  1718.  
  1719. ExecuteAction("VICTORY")
  1720. Show 'Victorious' window and end game
  1721. Multiplayer_/ Announce victory.
  1722.  
  1723. ExecuteAction("DEFEAT")
  1724. Show 'Defeated' window and end game
  1725. Multiplayer_/ Announce defeat.
  1726.  
  1727. ExecuteAction("RESIZE_VIEW_GUARDBAND", RealNumber, RealNumber)
  1728. Allow bigger objects to be perceived as onscreen near the edge (<RealNumber>,<RealNumber>) Width then height, in world units.
  1729. Map_/ Resize view guardband.
  1730.  
  1731. ExecuteAction("DELETE_ALL_UNMANNED")
  1732. Delete all unmanned (sniped) vehicles.
  1733. Scripting_/ Delete all unmanned (sniped) vehicles.
  1734.  
  1735. ExecuteAction("CHOOSE_VICTIM_ALWAYS_USES_NORMAL", Boolean)
  1736. Force ChooseVictim to ignore game difficulty and always use Normal setting <Boolean> (true to enable, false to disable).
  1737. Map_/ Force ChooseVictim to ignore game difficulty and always use Normal setting.
  1738.  
  1739. ExecuteAction("ENABLE_OBJECT_SOUND", UnitName)
  1740. Enable (or trigger) <UnitName>'s ambient sound.
  1741. Multimedia_/Sound Effect/Enable object's ambient sound
  1742.  
  1743. ExecuteAction("DISABLE_OBJECT_SOUND", UnitName)
  1744. Disable <UnitName>'s ambient sound.
  1745. Multimedia_/Sound Effect/Disable object's ambient sound
  1746.  
  1747. ExecuteAction("CAMERA_BLOOM_EFFECT_BEGIN")
  1748. Set Bloom Filter to be enabled
  1749. Camera_/Lighting Effects/Begin bloom lighting effect.
  1750.  
  1751. ExecuteAction("CAMERA_BLOOM_EFFECT_END")
  1752. Set Bloom Filter to be disabled
  1753. Camera_/Lighting Effects/End bloom lighting effect.
  1754.  
  1755. ExecuteAction("TERRAIN_RENDER_DISABLE", Boolean)
  1756. Disable terrain render <Boolean> (True to disable.)
  1757. Camera_/Terrain/Enable or Disable Terrain Render.
  1758.  
  1759. ExecuteAction("PLAYER_GIVE_LIGHT_POINTS", PlayerName, Integer)
  1760. Gives <PlayerName> <Integer> light points.
  1761. Player_/ Give light points
  1762.  
  1763. ExecuteAction("PLAYER_RESET_LIGHT_POINTS", PlayerName)
  1764. Resets light points for <PlayerName>.
  1765. Player_/ Reset light points
  1766.  
  1767. ExecuteAction("PLAYER_GIVE_LIGHT_POINT_LEVEL", PlayerName, Text)
  1768. Gives <PlayerName> light point level <Text>.
  1769. Player_/ Gives a light point level
  1770.  
  1771. ExecuteAction("PLAYER_REMOVE_LIGHT_POINT_LEVEL", PlayerName, Text)
  1772. Takes away from <PlayerName> light point level <Text>.
  1773. Player_/ Takes away a light point level
  1774.  
  1775. ExecuteAction("TEAM_GIVE_EXPERIENCE_LEVEL", TeamName, Text)
  1776. Gives <TeamName> experience level <Text>.
  1777. Team_/ Gives specified team an experience level
  1778.  
  1779. ExecuteAction("TEAM_GIVE_EXPERIENCE_POINTS", TeamName, Integer)
  1780. Gives <TeamName> experience points <Integer>.
  1781. Team_/ Gives specified team experience points
  1782.  
  1783. ExecuteAction("TEAM_SET_EXPERIENCE_POINTS", TeamName, Integer)
  1784. Sets <TeamName> experience points' to <Integer>.
  1785. Team_/ Sets a team's experience points
  1786.  
  1787. ExecuteAction("UNIT_GIVE_EXPERIENCE_LEVEL", UnitName, Text)
  1788. Gives <UnitName> experience level <Text>.
  1789. Unit_/ Gives specified team an experience level
  1790.  
  1791. ExecuteAction("UNIT_GIVE_EXPERIENCE_POINTS", UnitName, Integer)
  1792. Gives <UnitName> experience points <Integer>.
  1793. Unit_/ Gives a unit experience points
  1794.  
  1795. ExecuteAction("UNIT_SET_EXPERIENCE_POINTS", UnitName, Integer)
  1796. Sets <UnitName> experience points' to <Integer>.
  1797. Unit_/ Sets a unit's experience points
  1798.  
  1799. ExecuteAction("LIVING_WORLD_MOVE_ARMY_TO_POSITION", Text, Text, PositionCoordinate)
  1800. Move Army named<Text> of faction <Text> To the position <PositionCoordinate> in the world.
  1801. LivingWorld_/ Move army to a world position
  1802.  
  1803. ExecuteAction("LIVING_WORLD_MOVE_ARMY_TO_ZONE", Text, Text, Text)
  1804. Move Army named<Text> of faction <Text> To the <Text> zone.
  1805. LivingWorld_/ Move army to a named zone
  1806.  
  1807. ExecuteAction("LIVING_WORLD_SPAWN_ARMY_AT_POSITION", Text, Text, PositionCoordinate)
  1808. Spawn Army named<Text> of TemplateType <Text> To the position <PositionCoordinate> in the world.
  1809. LivingWorld_/ Spawn an army at world position
  1810.  
  1811. ExecuteAction("LIVING_WORLD_SPAWN_ARMY_IN_ZONE", Text, Text, Text)
  1812. Spawn Army named <Text> of TemplateType <Text> To the <Text> zone.
  1813. LivingWorld_/ Spawn an army in a named zone
  1814.  
  1815. ExecuteAction("LIVING_WORLD_DESPAWN_ARMY", Text, Text)
  1816. Despawn Army named <Text> of faction <Text> from the living world.
  1817. LivingWorld_/ Despawn an army from the Living World
  1818.  
  1819. ExecuteAction("LIVING_WORLD_EXIT_TO_REGION_VIEW")
  1820. Exit back into the living world map region view.
  1821. LivingWorld_/ Exit back into region view
  1822.  
  1823. ExecuteAction("TOGGLE_AVI_CAPTURE")
  1824. Toggles on & off the AVI capture.
  1825. AVICapture_/ Toggles on & off AVI capture
  1826.  
  1827. ExecuteAction("PLAY_MOVIE_IN_GAME", MovieName, Boolean)
  1828. Play Movie named <MovieName> allow cancel <Boolean> .
  1829. PlayMovie/ Plays a movie in game.
  1830.  
  1831. ExecuteAction("DEPLOY_SIEGE_ON_NAMED_WALL", UnitName, UnitName)
  1832. Request <UnitName> to attach it's siege ramp to the wall <UnitName> .
  1833. Unit_/Siege/ Deploy the siege tower to the named wall.
  1834.  
  1835. ExecuteAction("RETRACT_SIEGE_FROM_WALL", UnitName)
  1836. Request <UnitName> to retract it's siege ramp from the wall
  1837. Unit_/Siege/ Retract the siege tower from that wall it's attached to.
  1838.  
  1839. ExecuteAction("UNIT_THREAT_LEVEL", UnitName, Comparison, RealNumber, RealNumber)
  1840. <UnitName> has <Comparison> threat level <RealNumber> within radius <RealNumber>
  1841. Unit_/ Unit has (comparison) threat level within radius.
  1842.  
  1843. ExecuteAction("TEAM_THREAT_LEVEL", TeamName, Comparison, RealNumber, RealNumber)
  1844. <TeamName> has <Comparison> threat level <RealNumber> within radius <RealNumber>
  1845. Team_/ Team has (comparison) threat level within radius.
  1846.  
  1847. ExecuteAction("SET_UNIT_REFERENCE", UnitReference, UnitName)
  1848. Set <UnitReference> to reference unit <UnitName>
  1849. Scripting_/Reference/ Set reference to a unit.
  1850.  
  1851. ExecuteAction("TEAM_SET_PLAYERS_NEAREST_UNIT_OF_TYPE_TO_REFERENCE", ObjectType, TeamName, UnitReference)
  1852. Find the unit matching a type in the list <ObjectType>nearest the team<TeamName> (and owned by the teams Player) and set its reference to <UnitReference>
  1853. Scripting/Reference/ Set a reference to the unit nearest-to-team, owned by player.
  1854.  
  1855. ExecuteAction("FIND_HOME_BASE_OF_PLAYER", PlayerName, UnitReference, Boolean)
  1856. Find the home base owned by <PlayerName> and set <UnitReference> to reference it. (Building must be inside map boundaries: <Boolean>)
  1857. _Scripting/Reference/Find home base of player
  1858.  
  1859. ExecuteAction("GATE_OPEN", UnitName)
  1860. Open gate <UnitName>
  1861. Unit/gate/ open a gate
  1862.  
  1863. ExecuteAction("GATE_CLOSE", UnitName)
  1864. Close gate.<UnitName>
  1865. Unit/gate/ close a gate
  1866.  
  1867. ExecuteAction("GATE_READY", UnitName)
  1868. <UnitName> delay until it is ready again.
  1869. Unit/gate/ Delay a sequential script until the gate is ready again
  1870.  
  1871. ExecuteAction("SET_TEAM_REFERENCE", TeamReference, TeamName)
  1872. Set <TeamReference> to reference team <TeamName>
  1873. Scripting_/Reference/ Set reference to a team.
  1874.  
  1875. ExecuteAction("SET_UNIT_REFERENCE_TO_REFERENCE", UnitReference, UnitReference)
  1876. Set <UnitReference> to reference another unit reference <UnitReference>
  1877. Scripting_/Reference/ Set reference to another unit reference.
  1878.  
  1879. ExecuteAction("SET_TEAM_REFERENCE_TO_REFERNECE", TeamReference, TeamReference)
  1880. Set <TeamReference> to reference another team reference <TeamReference>
  1881. Scripting_/Reference/ Set reference to another team reference.
  1882.  
  1883. ExecuteAction("TEAM_GIVE_NEAREST_TEAM_UPGRADE", TeamName)
  1884. <TeamName> will give nearest team upgrade
  1885. Team_/Upgrades/Team gives nearest team upgrade.
  1886.  
  1887. ExecuteAction("TEAM_GIVE_TEAM_UPGRADE", TeamName, TeamName)
  1888. <TeamName> will give <TeamName> upgrade
  1889. Team_/Upgrades/Team gives team upgrade.
  1890.  
  1891. ExecuteAction("NAMED_BASE_UNPACK", UnitName, UnitReference)
  1892. Unpack the base: <UnitName>and reference it as <UnitReference>.
  1893. Base/Unpack a base so team can start building structures on it.
  1894.  
  1895. ExecuteAction("NAMED_BASE_UNPACK_FREE", UnitName, UnitReference)
  1896. Instantly unpack the free base: <UnitName>and reference it as <UnitReference>.
  1897. Base/Instant Unpack a base so team can start building structures on it (Free).
  1898.  
  1899. ExecuteAction("BUILD_BASE_BUILDING", ObjectName, UnitName, UnitReference)
  1900. Build building <ObjectName> in base <UnitName> and reference it as <UnitReference> .
  1901. Player_/AI/AI build base building in first available slot in a referenced base.
  1902.  
  1903. ExecuteAction("BUILD_BASE_BUILDING_IN_SLOT", ObjectName, Integer, UnitName, UnitReference)
  1904. Build building <ObjectName> at slot <Integer> in base <UnitName> and reference it as<UnitReference> .
  1905. Base/AI build base building in slot in a referenced base.
  1906.  
  1907. ExecuteAction("BUILD_BASE_BUILDING_PER_TACTICAL_MARKER", ObjectName, NearOrFar, ObjectName, UnitName, UnitReference)
  1908. Build building <ObjectName> at a foundation that is the most <NearOrFar>, relative to the object of type, <ObjectName> which is part of the base named, <UnitName> ... then finally reference the new building as: <UnitReference> .
  1909. Base/AI build base building on a foundation chosen by proximity to tactical marker (new).
  1910.  
  1911. ExecuteAction("BUILD_BUILDING_ON_FOUNDATION", ObjectName, UnitName)
  1912. Build building <ObjectName> at a foundation<UnitName> .
  1913. Build building on the chosen foundation.
  1914.  
  1915. ExecuteAction("TEAM_MOVE_TO_NEAREST_OBJECT_OF_KINDOF", TeamName, UnitOrStructureKind)
  1916. Team <TeamName> will move to the nearest object of kindof <UnitOrStructureKind>.
  1917. Team/Team will move to the nearest object that matches kindof specified.
  1918.  
  1919. ExecuteAction("TEAM_MOVE_TO_NEAREST_OBJECT_OF_KINDOF_OWNED_BY_PLAYER", TeamName, UnitOrStructureKind, PlayerName)
  1920. Team <TeamName> will move to the nearest object of kindof <UnitOrStructureKind> that is owned by the player <PlayerName>.
  1921. Team/Team will move to the nearest object that matches both kindof and player specified.
  1922.  
  1923. ExecuteAction("TEAM_MOVE_TO_NEAREST_OBJECT_OF_TYPE", TeamName, ObjectType)
  1924. Team <TeamName> will move to the nearest object of type <ObjectType>.
  1925. Team/Team will move to the nearest object that matches type specified.
  1926.  
  1927. ExecuteAction("TEAM_MOVE_TO_NEAREST_OBJECT_OF_TYPE_OWNED_BY_PLAYER", TeamName, ObjectType, PlayerName)
  1928. Team <TeamName> will move to the nearest object of type <ObjectType> that is owned by the player <PlayerName>.
  1929. Team/Team will move to the nearest object that matches both type and player specified.
  1930.  
  1931. ExecuteAction("COUNTER_MATH_COUNTER", CounterName, MathOperator, CounterName)
  1932. Counter <CounterName> , <MathOperator> with counter <CounterName>
  1933. Scripting_/Counters/Counter do math opertation with another Counter.
  1934.  
  1935. ExecuteAction("COUNTER_MATH_VALUE", CounterName, MathOperator, Integer)
  1936. Counter <CounterName> , <MathOperator> with value <Integer>
  1937. Scripting_/Counters/Counter do math opertation with value.
  1938.  
  1939. ExecuteAction("TEAM_RECRUIT_UNITS", TeamName, Integer, ObjectType)
  1940. will recruit <TeamName> units of type <Integer> from nearby recruitable allied teams.<ObjectType>
  1941. Team_/Team recruit units from nearby teams.
  1942.  
  1943. ExecuteAction("TEAM_RECRUIT_UNITS_FROM_TEAM", TeamName, Integer, ObjectType, TeamName)
  1944. will recruit <TeamName> units of type <Integer> from <ObjectType> .<TeamName>
  1945. Team_/Team recruit units from a specific team.
  1946.  
  1947. ExecuteAction("RECRUIT_COMBO_UNITS_FROM_TEAM", TeamName, Integer, ObjectType, TeamName)
  1948. will recruit <TeamName> combo units of type <Integer> from <ObjectType> .<TeamName>
  1949. Team_/Team recruit combo units from a specific team.
  1950.  
  1951. ExecuteAction("TEAM_UPGRADE", TeamName, UpgradeName)
  1952. Give Team <TeamName> the upgrade <UpgradeName>.
  1953. Team_/Give Team upgrade.
  1954.  
  1955. ExecuteAction("SET_PLAYER_MONEY_TO_COUNTER", PlayerName, CounterName)
  1956. Store amount of <PlayerName> money to the counter <CounterName>
  1957. Scripting_/Counters/Set players money to counter.
  1958.  
  1959. ExecuteAction("SET_PLAYER_LIGHT_POINTS_TO_COUNTER", PlayerName, CounterName)
  1960. Store amount of <PlayerName> light points to the counter <CounterName>
  1961. Scripting_/Counters/Set players light points to counter.
  1962.  
  1963. ExecuteAction("SET_UNIT_EXPERIENCE_TO_COUNTER", UnitName, CounterName)
  1964. Store amount of <UnitName> experience points to the counter <CounterName>
  1965. Scripting_/Counters/Set units experience points to counter.
  1966.  
  1967. ExecuteAction("SET_PLAYER_COMMAND_POINTS_USED_TO_COUNTER", PlayerName, CounterName)
  1968. Store amount of command points used by player <PlayerName> to the counter <CounterName>
  1969. Scripting_/CommandPoints/Set command points used by player to counter.
  1970.  
  1971. ExecuteAction("SET_PLAYER_COMMAND_POINTS_AVAILABLE_TO_COUNTER", PlayerName, CounterName)
  1972. Store amount of command points available to player <PlayerName> to the counter <CounterName>
  1973. Scripting_/CommandPoints/Set command points available to player to counter.
  1974.  
  1975. ExecuteAction("SET_PLAYER_COMMAND_POINTS_TOTAL_TO_COUNTER", PlayerName, CounterName)
  1976. Store total number of command point of player <PlayerName> to the counter <CounterName>
  1977. Scripting_/CommandPoints/Set command points total of player to counter.
  1978.  
  1979. ExecuteAction("SET_COMMAND_POINTS_TO_BUILD_TEAM_TO_COUNTER", TeamName, CounterName)
  1980. Store the amount of command points required to build <TeamName> to the counter <CounterName>
  1981. Scripting_/CommandPoints/Set command points required to build team to counter.
  1982.  
  1983. ExecuteAction("SET_PLAYER_KILLS_OF_TYPE_TO_COUNTER", PlayerName, ObjectName, CounterName)
  1984. Store the amount of kills by player <PlayerName> of the type of object <ObjectName> to the counter <CounterName>
  1985. Scripting_/Set numer of player kills of a type to counter.
  1986.  
  1987. ExecuteAction("SET_PLAYER_KILLS_OF_KINDOF_TO_COUNTER", PlayerName, UnitOrStructureKind, CounterName)
  1988. Store the amount of kills by player <PlayerName> of the kindof <UnitOrStructureKind> to the counter <CounterName>
  1989. Scripting_/Set number of player kills of a kindof to counter.
  1990.  
  1991. ExecuteAction("SET_PLAYER_OWNERSHIP_OF_TYPE_COUNTER", ObjectType, PlayerName, CounterName)
  1992. Store the number of object <ObjectType> owned by <PlayerName> to the counter <CounterName>
  1993. Scripting_/Set numer of object type owned by player to counter.
  1994.  
  1995. ExecuteAction("SET_PLAYER_OWNERSHIP_OF_TYPE_COUNTER_INCLUDE_DEAD", ObjectType, PlayerName, CounterName)
  1996. Store the number of object (include dead ones)<ObjectType> owned by <PlayerName> to the counter <CounterName>
  1997. Scripting_/Set numer of object type owned by player to counter including dead ones.
  1998.  
  1999. ExecuteAction("SET_COUNTER_TO_NUMBER_OBJECTS_PLAYER_OWNES_WITH_MODELCONDITION", PlayerName, ModelCondition, CounterName)
  2000. Store the number of objects owned by <PlayerName> with <ModelCondition> ON to the counter <CounterName>
  2001. Scripting_/Set counter to number of objects owned by player with a model condition
  2002.  
  2003. ExecuteAction("PLAY_SOUND_EFFECT_AT_TEAM", SoundName, TeamName)
  2004. Play sound <SoundName> as though coming from a member of <TeamName>.
  2005. Multimedia_/Play sound effect from team
  2006.  
  2007. ExecuteAction("AUDIO_FADE_VOLUME", RealNumber, RealNumber, RealNumber, RealNumber, RealNumber)
  2008. Fade (0-1) all audio from volume <RealNumber> to volume <RealNumber>. Take <RealNumber> seconds to increase, hold for <RealNumber> seconds, and decrease <RealNumber> seconds.
  2009. Audio_/Volume/Fade all audio
  2010.  
  2011. ExecuteAction("AUDIO_MAKE_SOUND_IMMUNE_TO_FADE", AudioName)
  2012. Make the sound <AudioName> ignore the fade levels set by 'fade all audio.'
  2013. Audio_/Volume/Make Sound Immune to Fade
  2014.  
  2015. ExecuteAction("AUDIO_MAKE_SOUND_SUBJECT_TO_FADE", AudioName)
  2016. Make the sound <AudioName> subject to the fade levels set by 'fade all audio.'
  2017. Audio_/Volume/Make Sound Subject to Fade
  2018.  
  2019. ExecuteAction("AUDIO_MAKE_ALL_SOUNDS_SUBJECT_TO_FADE")
  2020. Make all sounds subject to the fade levels set by 'fade all audio.'
  2021. Audio_/Volume/Make All Sounds Subject to Fade
  2022.  
  2023. ExecuteAction("AUDIO_SET_REVERB_ROOM_TYPE", ReverbRoomType)
  2024. Use global reverb room type <ReverbRoomType>
  2025. Audio_/All Sounds/Set Global Reverb Room Type
  2026.  
  2027. ExecuteAction("AUDIO_REMOVE_REVERB")
  2028. Do not use reverb effects
  2029. Audio_/All Sounds/Remove all reverb effects
  2030.  
  2031. ExecuteAction("AUDIO_SET_REVERB_SUPPRESSION_POLYGON", TriggerAreaName, Percentage)
  2032. Lower reverb of all sounds in <TriggerAreaName> to <Percentage> of normal.
  2033. Audio_/All Sounds/Suppress reverb in an area
  2034.  
  2035. ExecuteAction("AUDIO_REMOVE_REVERB_SUPPRESSION_POLYGON", TriggerAreaName)
  2036. Return the reverb of sounds in <TriggerAreaName> to normal.
  2037. Audio_/All Sounds/Unsuppress reverb in an area
  2038.  
  2039. ExecuteAction("AUDIO_REMOVE_ALL_REVERB_SUPPRESSION_POLYGONS")
  2040. Remove all reverb-suppression areas.
  2041. Audio_/All Sounds/Unsuppress all reverb
  2042.  
  2043. ExecuteAction("DIM_WORLD_LIGHTS")
  2044. seconds.
  2045. Scene/Light/Dim all global and ambient lights.
  2046.  
  2047. ExecuteAction("RESTORE_WORLD_LIGHTS")
  2048. seconds:
  2049. Scene/Light/Restore (un-dim) all global and ambient lights.
  2050.  
  2051. ExecuteAction("ALLOW_DISALLOW_ONE_BUILDING", PlayerName, ObjectName, Boolean)
  2052. <PlayerName> allowed to build <ObjectName> is <Boolean>.
  2053. Base/Allow or Disallow one building of a specific type
  2054.  
  2055. ExecuteAction("ALLOW_DISALLOW_ALL_BUILDINGS", PlayerName, Boolean)
  2056. <PlayerName> is allowed to build ALL buildings is <Boolean> .
  2057. Base/Allow or Disallow all buildings
  2058.  
  2059. ExecuteAction("TOGGLE_AUTO_BUILD", PlayerName, Boolean)
  2060. <PlayerName> toggle auto build <Boolean>
  2061. Player/Build/Turn on or off a player's structures that auto build units. (Starts ON)
  2062.  
  2063. ExecuteAction("TEAM_TOGGLE_CLOSE_RANGE_WEAPON", TeamName, Boolean)
  2064. <TeamName> sets their close range weapons to <Boolean>
  2065. Team/Toggle close range weapon
  2066.  
  2067. ExecuteAction("NAMED_TOGGLE_CLOSE_RANGE_WEAPON", UnitName, Boolean)
  2068. <UnitName> sets its close range weapon to <Boolean>
  2069. Unit/Toggle close range weapon
  2070.  
  2071. ExecuteAction("SET_COUNTER_TO_UNIT_THREAT", CounterName, UnitName, RealNumber)
  2072. Set <CounterName> to <UnitName> radius of <RealNumber>
  2073. Scripting_/Counters/Set counter to single unit threat.
  2074.  
  2075. ExecuteAction("SET_COUNTER_TO_THREAT_FINDER_THREAT", CounterName, ThreadFinderObjectType, ThreadType, PlayerName)
  2076. Set <CounterName> to equal the threat at <ThreadFinderObjectType> of <ThreadType> for player <PlayerName>
  2077. Scripting_/Counters/Set counter to threat at a threatfinder.
  2078.  
  2079. ExecuteAction("SET_COUNTER_TO_TEAM_THREAT", CounterName, TeamName, RealNumber)
  2080. Set <CounterName> to <TeamName> radius of <RealNumber>
  2081. Scripting_/Counters/Set counter to team threat.
  2082.  
  2083. ExecuteAction("SET_COUNTER_TO_BASE_POPULATION", PlayerName, UnitName, CounterName)
  2084. Count units owned by <PlayerName> inside the base <UnitName> and store in counter <CounterName>
  2085. Base/Counters/Count units inside a base.
  2086.  
  2087. ExecuteAction("REINFORCEMENTS_DISPLAY_BANNER")
  2088. Display Reinforcements banner.
  2089. LivingWorld_/Display Reinforcements banner.
  2090.  
  2091. ExecuteAction("NAMED_SET_SPECIAL_WEAPONSET", UnitName, Boolean)
  2092. <UnitName> set special weapon upgrade to <Boolean>
  2093. Unit_/Set unit to switch to weapon set.
  2094.  
  2095. ExecuteAction("DEPLOY_NAMED_SIEGE_ON_WAYPOINT", UnitName, WaypointName, RealNumber)
  2096. <UnitName> attempts to Deploy near <WaypointName> within the radius <RealNumber>.
  2097. Unit_/Siege/Deploy near waypoint.
  2098.  
  2099. ExecuteAction("DEPLOY_SIEGE_ON_WAYPOINT", TeamName, WaypointName, RealNumber)
  2100. <TeamName> attempts to Deploy near <WaypointName> within the radius <RealNumber>.
  2101. Team_/Siege/Deploy near waypoint.
  2102.  
  2103. ExecuteAction("DEPLOY_SIEGE_NEAR_TEAM", TeamName, TeamName, RealNumber)
  2104. <TeamName> attempts to Deploy near <TeamName> within the radius <RealNumber>.
  2105. Team_/Siege/Deploy near team.
  2106.  
  2107. ExecuteAction("TEAM_REPAIR_NEREST", TeamName, RealNumber)
  2108. Have Team <TeamName> repair the nearest building within the radius <RealNumber>
  2109. Team_/Reepair/Repair nearest building that needs it.
  2110.  
  2111. ExecuteAction("TEAM_SET_AUTO_ABILITY", TeamName, CommandButtonName, Boolean)
  2112. Have Team <TeamName> set auto ability <CommandButtonName> to <Boolean>
  2113. Team_/AutoAbility/Team set auto ability to on/off.
  2114.  
  2115. ExecuteAction("NAME_SET_AUTO_ABILITY", UnitName, CommandButtonName, Boolean)
  2116. Have Team <UnitName> set auto ability <CommandButtonName> to <Boolean>
  2117. Unit_/AutoAbility/Named set auto abilty to on/off.
  2118.  
  2119. ExecuteAction("SET_LOGIC_FOG_STATE", Boolean)
  2120. Set presence of Fog of War to <Boolean>. (Default TRUE.)
  2121. Map_/Shroud or Reveal/Toggle Fog of War.
  2122.  
  2123. ExecuteAction("NAMED_RECEIVE_UPGRADE", UnitName, UpgradeName)
  2124. Give Unit <UnitName> the upgrade <UpgradeName>.
  2125. Unit_/Upgrade/Give Team upgrade.
  2126.  
  2127. ExecuteAction("UPGRADE_NEAREST_WALL", UnitName, UpgradeName, ObjectName, ObjectName, UnitReference)
  2128. For Base <UnitName> give upgrade <UpgradeName> to object type <ObjectName> nearest marker <ObjectName> and reference as <UnitReference>
  2129. Script/Upgrade/Upgrade Base with upgrade to the nearest upgradable wall.
  2130.  
  2131. ExecuteAction("SET_REF_TO_NEREST_TEAM_OF_TYPE_OWNED_BY_PLAYER", ObjectType, PlayerName, TeamName, UnitReference)
  2132. Find <ObjectType> Owned by <PlayerName> nearest team <TeamName> and reference as <UnitReference>
  2133. Scripting_/Reference/ Set reference to object owned by player
  2134.  
  2135. ExecuteAction("SET_REF_TO_NEREST_TEAM_OF_UNNAMED_TYPE_OWNED_BY_PLAYER", ObjectType, PlayerName, TeamName, UnitReference)
  2136. Find unnamed <ObjectType> Owned by <PlayerName> nearest team <TeamName> and reference as <UnitReference>
  2137. Scripting_/Reference/ Set reference to unnamed object owned by player
  2138.  
  2139. ExecuteAction("SELL_BUILDING_ON_FOUNDATION", UnitName)
  2140. Sell anything on foundation named <UnitName>
  2141. Base/Sell building on foundation
  2142.  
  2143. ExecuteAction("MAP_EXIT")
  2144. Exits map back to the main menu.
  2145. Map_/ Exit back to the main menu
  2146.  
  2147. ExecuteAction("TEAM_NEEDS_OPEN_GATE", TeamName, UnitName, Boolean)
  2148. Team <TeamName> wants gate <UnitName> open is <Boolean>
  2149. Team_/Misc/ Set or clear a team-needs-gate open flag
  2150.  
  2151. ExecuteAction("UNIT_STAND_GROUND", UnitName, Boolean)
  2152. Set Stand Ground Status of <UnitName> to <Boolean>
  2153. Unit/Status/Unit Set Stand Ground Status.
  2154.  
  2155. ExecuteAction("TEAM_STAND_GROUND", TeamName, Boolean)
  2156. Set Stand Ground Status of <TeamName> to <Boolean>
  2157. Unit/Status/Team Set Stand Ground Status.
  2158.  
  2159. ExecuteAction("UNIT_TELEPORT_TO_WAYPOINT", UnitName, WaypointName)
  2160. Teleport <UnitName> to <WaypointName>.
  2161. Unit_/Action/Move/Teleport to a waypoint.
  2162.  
  2163. ExecuteAction("TEAM_TELEPORT_TO_WAYPOINT", TeamName, WaypointName)
  2164. Teleport <TeamName> to <WaypointName>.
  2165. Team_/Action/Move/Teleport to a waypoint.
  2166.  
  2167. ExecuteAction("OVERRIDE_PLAYER_COMMAND_POINTS", PlayerName, Integer, Integer)
  2168. Override command points for <PlayerName> to total: <Integer> maximum: <Integer>
  2169. Player_/Command/ Override player command points.
  2170.  
  2171. ExecuteAction("SELECT_OBJECT", PlayerName, UnitName)
  2172. For <PlayerName> select object <UnitName>
  2173. Player_/Select/ Select an object belonging to player.
  2174.  
  2175. ExecuteAction("DESELECT")
  2176. Deselects everything
  2177. Player_/Select/ Deselects everything.
  2178.  
  2179. ExecuteAction("HERO_SELECT_BUTTON_FLASH", Hero, Integer)
  2180. Flash the select button for <Hero> for <Integer> seconds.
  2181. User_/Flash/Flash a hero select button for a specified amount of time.
  2182.  
  2183. ExecuteAction("LOCK_CAMERA", Boolean)
  2184. Set the camera lock to <Boolean> .
  2185. Camera_/Lock or unlock camera.
  2186.  
  2187. ExecuteAction("LOCK_CAMERA_ZOOM", Boolean)
  2188. Set the camera zoom lock to <Boolean> .
  2189. Camera_/Lock or unlock camera zoom.
  2190.  
  2191. ExecuteAction("LOCK_CAMERA_ROTATION", Boolean)
  2192. Set the camera rotation lock to <Boolean> .
  2193. Camera_/Lock or unlock camera rotation.
  2194.  
  2195. ExecuteAction("LOCK_CAMERA_SCROLL", Boolean)
  2196. Set the camera scroll lock to <Boolean> .
  2197. Camera_/Lock or unlock camera scroll.
  2198.  
  2199. ExecuteAction("LOCK_CAMERA_RESET", Boolean)
  2200. Set the camera reset lock to <Boolean> .
  2201. Camera_/Lock or unlock camera reset.
  2202.  
  2203. ExecuteAction("LOCK_CAMERA_ANGLE_AND_HEIGHT", Boolean)
  2204. Set the camera angle& height lock to <Boolean> .
  2205. Camera_/Lock or unlock camera height and angle (allow scrolling).
  2206.  
  2207. ExecuteAction("TEAM_ASSIMILATE_WITH_FIRST_WALK_ON_ARMY", TeamName)
  2208. Set <TeamName> to be assimilated by the first walk on army.
  2209. Team_/Assimilates team with the first walk on army.
  2210.  
  2211. ExecuteAction("UNIT_ASSIMILATE_WITH_FIRST_WALK_ON_ARMY", UnitName)
  2212. Set <UnitName> to be assimilated by the first walk on army.
  2213. Unit_/Assimilates unit with the first walk on army.
  2214.  
  2215. ExecuteAction("UNIT_ENABLE_HOUSE_COLOR", UnitName, Boolean)
  2216. Enable house color for <UnitName> to <Boolean> .
  2217. Unit_/Enables or disables the house color.
  2218.  
  2219. ExecuteAction("TEAM_ENABLE_HOUSE_COLOR", TeamName, Boolean)
  2220. Enable the house color for <TeamName> to <Boolean> .
  2221. Team_/Enables or disables the house color
  2222.  
  2223. ExecuteAction("ENABLE_HOUSE_COLOR", Boolean)
  2224. Enable the house color for all units <Boolean> .
  2225. Script/Enables or disables the house color for all units
  2226.  
  2227. ExecuteAction("UNIT_FORCE_EMOTION", UnitName, Emotion, RealNumber)
  2228. Force unit <UnitName> to have <Emotion> for <RealNumber> seconds.
  2229. Unit_/Force an emotion.
  2230.  
  2231. ExecuteAction("TEAM_FORCE_EMOTION", TeamName, Emotion, RealNumber)
  2232. Force team <TeamName> to have <Emotion> for <RealNumber> seconds.
  2233. Team_/Force an emotion.
  2234.  
  2235. ExecuteAction("PLAYER_FORCE_EMOTION", PlayerName, Emotion, RealNumber)
  2236. Force all units of player <PlayerName> to have <Emotion> for <RealNumber> seconds.
  2237. Player_/Force an emotion.
  2238.  
  2239. ExecuteAction("PLAYER_SELL_EVERYTHING", PlayerName)
  2240. Sell everything belonging to <PlayerName>
  2241. Player_/Player sell everything he has.
  2242.  
  2243. ExecuteAction("UNIT_GAIN_LEVEL", UnitName, Boolean)
  2244. <UnitName> gains a level with FX turned <Boolean>
  2245. Unit_/Experience/Unit Gain Level.
  2246.  
  2247. ExecuteAction("TEAM_GAIN_LEVEL", TeamName, Boolean)
  2248. <TeamName> gains a level with FX turned <Boolean>
  2249. Team/Experience/Team Gain Level.
  2250.  
  2251. ExecuteAction("SHOW_MISSION_OBJECTIVE", Integer)
  2252. Make mission objective <Integer> visible.
  2253. Interface/Objectives/Show mission objective
  2254.  
  2255. ExecuteAction("HIDE_MISSION_OBJECTIVE", Integer)
  2256. Hide mission objective <Integer>.
  2257. Interface/Objectives/Hide mission objective
  2258.  
  2259. ExecuteAction("MARK_MISSION_OBJECTIVE_COMPLETED", Integer)
  2260. Mark mission objective <Integer> as completed.
  2261. Interface/Objectives/Mark mission objective as completed
  2262.  
  2263. ExecuteAction("MARK_MISSION_OBJECTIVE_NOT_COMPLETED", Integer)
  2264. Mark mission objective <Integer> as not completed.
  2265. Interface/Objectives/Mark mission objective as not completed
  2266.  
  2267. ExecuteAction("UNIT_CHANGE_OBJECT_STATUS", UnitName, ObjectStatus, Boolean)
  2268. For unit <UnitName> set object status <ObjectStatus> to <Boolean>.
  2269. Unit_/Change object status.
  2270.  
  2271. ExecuteAction("TEAM_CHANGE_OBJECT_STATUS", TeamName, ObjectStatus, Boolean)
  2272. For all units in team <TeamName> set object status <ObjectStatus> to <Boolean>.
  2273. Team_/Change object status.
  2274.  
  2275. ExecuteAction("REMOVE_REINFORCEMENT_ARMY", Text)
  2276. Remove reinforcement army named <Text>.
  2277. ReinforcementArmies/Remove army.
  2278.  
  2279. ExecuteAction("PLAYER_ASSIMILATE_WITH_ARMY_BY_NAME", PlayerName, Text)
  2280. Set <PlayerName> to be assimilated by army <Text>.
  2281. Player_/Assimilates player with an army by name.
  2282.  
  2283. ExecuteAction("TEAM_ASSIMILATE_WITH_ARMY_BY_NAME", TeamName, Text)
  2284. Set <TeamName> to be assimilated by army <Text>.
  2285. Team_/Assimilates team with an army by name.
  2286.  
  2287. ExecuteAction("UNIT_ASSIMILATE_WITH_ARMY_BY_NAME", UnitName, Text)
  2288. Set <UnitName> to be assimilated by army <Text>.
  2289. Unit_/Assimilates unit with an army by name.
  2290.  
  2291. ExecuteAction("CALL_IN_REINFORCEMENTS_WITHOUT_MOVIE", Text)
  2292. Call in reinforcement army named <Text>.
  2293. ReinforcementArmies/Call in army clean.
  2294.  
  2295. ExecuteAction("LIVING_WORLD_SET_PLAYER_REF_BY_TEMPLATE", LivingWorldPlayerRef, LivingWorldPlayerTemplate)
  2296. Set <LivingWorldPlayerRef> to a player with player template <LivingWorldPlayerTemplate>.
  2297. _Player/Set Player Ref to player with template
  2298.  
  2299. ExecuteAction("LIVING_WORLD_SET_ARMY_REF_TO_HERO_ARMY_BY_INDEX", LivingWorldArmyRef, Integer, LivingWorldPlayer)
  2300. Set <LivingWorldArmyRef> to hero army #<Integer> (1 - first, 2 - second, etc) belonging to player <LivingWorldPlayer>.
  2301. _Army/Set army ref to hero army by index
  2302.  
  2303. ExecuteAction("LIVING_WORLD_SET_REGION_REF_TO_ARMY_REGION", LivingWorldRegionRef, LivingWorldArmy)
  2304. Set <LivingWorldRegionRef> to the region containing <LivingWorldArmy>.
  2305. _Region/Set region ref to army's region
  2306.  
  2307. ExecuteAction("LIVING_WORLD_SET_REGION_REF_TO_ADJACENT_REGION", LivingWorldRegionRef, LivingWorldRegion, Boolean, Boolean)
  2308. Set <LivingWorldRegionRef> to a region adjacent to <LivingWorldRegion> which must be owned by the same player (<Boolean>) and/or must not be defended (<Boolean>).
  2309. _Region/Set region ref to adjacent region
  2310.  
  2311. ExecuteAction("LIVING_WORLD_ORDER_ARMY_MOVE_TO_ADJACENT_REGION", LivingWorldArmy, LivingWorldRegion)
  2312. Order <LivingWorldArmy> to move to adjacent region <LivingWorldRegion>.
  2313. _Army/Order army to move to adjacent region
  2314.  
  2315. ExecuteAction("CHANGE_BURN_RATE_AT_WAYPOINT", WaypointName, RealNumber, Integer)
  2316. Change burn rate at <WaypointName> within radius of <RealNumber> by <Integer>.
  2317. Map_/Fire/Change burn rate at waypoint.
  2318.  
  2319. ExecuteAction("CHANGE_BURN_RATE_IN_AREA", TriggerAreaName, Integer)
  2320. Change burn rate in area <TriggerAreaName> by <Integer>.
  2321. Map_/Fire/Change burn rate in trigger area.
  2322.  
  2323. ExecuteAction("CREATE_DELAYED_CARRYOVER_UNIT_AT_WAYPOINT", ObjectType, PlayerName, WaypointName, UnitReference)
  2324. Find the first delayed-carryover unit of type <ObjectType> belonging to <PlayerName> and create it at <WaypointName>, then assign name <UnitReference> to reference it.
  2325. Unit_/Spawn/Spawn delayed-carryover unit
  2326.  
  2327. ExecuteAction("CREATE_UNIT_REVIVAL_ENTRY", ObjectName, PlayerName)
  2328. Add a unit of type <ObjectName> to the list of units <PlayerName> is allowed to revive.
  2329. Unit_/Spawn/Create unit-revival entry
  2330.  
  2331. ExecuteAction("CREATE_UNIT_REVIVAL_ENTRY_FROM_DELAYED_CARRYOVER_HERO", ObjectType, PlayerName)
  2332. Take one of the delayed carryover units of type <ObjectType> belonging to <PlayerName> and add it to that player's list of revivable units.
  2333. Unit_/Spawn/Create unit-revival entry from delayed carryover unit
  2334.  
  2335. ExecuteAction("CREATE_UNIT_REVIVAL_ENTRY_AT_LEVEL", ObjectName, PlayerName, Integer)
  2336. Add a unit of type <ObjectName> to the list of units <PlayerName> is allowed to build at a fort. Unit will be built at level <Integer>.
  2337. Unit_/Spawn/Create unit-revival entry at level
  2338.  
  2339. ExecuteAction("ENABLE_SPELL_STORE")
  2340. Enable the spell store.
  2341. Interface/Enable the spell store
  2342.  
  2343. ExecuteAction("DISABLE_SPELL_STORE")
  2344. Disable the spell store.
  2345. Interface/Disable the spell store
  2346.  
  2347. ExecuteAction("ENABLE_OBJECTIVES_SCREEN")
  2348. Enable the objectives screen.
  2349. Interface/Enable the objectives screen
  2350.  
  2351. ExecuteAction("DISABLE_OBJECTIVES_SCREEN")
  2352. Disable the objectives screen.
  2353. Interface/Disable the objectives screen
  2354.  
  2355. ExecuteAction("CLOSE_OBJECTIVES_SCREEN")
  2356. Close the objectives screen.
  2357. Interface/Close the objectives screen
  2358.  
  2359. ExecuteAction("ENABLE_PLANNING_MODE")
  2360. Enable planning mode.
  2361. Interface/Enable planning mode
  2362.  
  2363. ExecuteAction("DISABLE_PLANNING_MODE")
  2364. Disable planning mode.
  2365. Interface/Disable planning mode
  2366.  
  2367. ExecuteAction("FLASH_SPELL_STORE_BUTTON", Integer)
  2368. The spell store button flashes for <Integer> seconds.
  2369. User_/Flash/Flash the spell store button for a specified amount of time.
  2370.  
  2371. ExecuteAction("FLASH_OBJECTIVES_BUTTON", Integer)
  2372. The objectives button flashes for <Integer> seconds.
  2373. User_/Flash/Flash the objectives button for a specified amount of time.
  2374.  
  2375. ExecuteAction("FLASH_PLANNING_MODE_BUTTON", Integer)
  2376. The planning mode button flashes for <Integer> seconds.
  2377. User_/Flash/Flash the planning mode button for a specified amount of time.
  2378.  
  2379. ExecuteAction("DISPLAY_NOTIFICATION_BOX", NotificationBoxType, LocalizedStringName, Integer)
  2380. Display a popup notification box of type <NotificationBoxType> with the message <LocalizedStringName> for <Integer> seconds (0 for infinite).
  2381. Interface/Notification/Display popup notification box.
  2382.  
  2383. ExecuteAction("CREATE_NAMED_ON_TEAM_AT_OBJECTTYPE", UnitName, ObjectName, TeamName, ObjectName)
  2384. Spawn <UnitName> of type <ObjectName> on <TeamName> at type <ObjectName>
  2385. Unit_/Spawn/Spawn -- named unit on a team at an object.
  2386.  
  2387. ExecuteAction("UNIT_SET_MAX_LEVEL", UnitName, Integer)
  2388. Sets <UnitName> maximum level to <Integer>.
  2389. Unit_/ Sets a unit's maximum level
  2390.  
  2391. ExecuteAction("DISPLAY_NOTIFICATION_BOX_WITH_OBJECT_TYPE_IMAGE_OVERRIDE", NotificationBoxType, LocalizedStringName, Integer, ObjectName)
  2392. Display a popup notification box of type <NotificationBoxType> with the message <LocalizedStringName> for <Integer> seconds (0 for infinite) with the icon of <ObjectName>.
  2393. Interface/Notification/Display popup notification box with the icon image of an object type.
  2394.  
  2395. ExecuteAction("SELECT_BUILDER_BUTTON_FLASH", Integer)
  2396. Flash the select builder button for <Integer> seconds.
  2397. User_/Flash/Flash the select builder button for a specified amount of time.
  2398.  
  2399. ExecuteAction("NAMED_STOP_FLUSH", UnitName)
  2400. <UnitName> stops and clears its waypoints.
  2401. Unit_/ Set a specific unit to stop and flush its waypoint list.
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