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- OUTDATED, NEW VERSION HERE: https://pastebin.com/xHHGCVZ1 OR https://pastebin.com/1z3JgtLV
- ExecuteAction("DEBUG_MESSAGE_BOX", Text)
- Show debug string and pause: <Text>
- Scripting_/Debug/Display message and pause
- ExecuteAction("DEBUG_STRING", Text)
- Show debug string without pausing: <Text>
- Scripting_/Debug/Display string
- ExecuteAction("DEBUG_CRASH_BOX", Text)
- Display a crash box with the text: <Text>
- {INTERNAL}_/Debug/Display a crash box (debug/internal builds only).
- ExecuteAction("SET_FLAG", FlagName, Boolean)
- Set <FlagName> to <Boolean>
- Scripting_/Flags/Set flag to value.
- ExecuteAction("SET_FLAG_TO_FLAG", FlagName, FlagName)
- Set <FlagName> to <FlagName>
- Scripting_/Flags/Set flag to another flag.
- ExecuteAction("SET_COUNTER", CounterName, Integer)
- Set <CounterName> to <Integer>
- Scripting_/Counters/Set counter to a value.
- ExecuteAction("SET_COUNTER_TO_COUNTER", CounterName, CounterName)
- Set <CounterName> to <CounterName>
- Scripting_/Counters/Set counter to another counter.
- ExecuteAction("SET_RANDOM_COUNTER", CounterName, Integer, Integer)
- Set Counter <CounterName> randomly between <Integer> and <Integer>.
- Scripting_/Counters/Set a random counter.
- ExecuteAction("SET_COUNTER_TO_CLIENT_RANDOM_VALUE", CounterName, Integer, Integer)
- 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!
- Scripting_/Counters/Set a counter to a random CLIENT-SIDE value.
- ExecuteAction("SET_COUNTER_IN_SECONDS", CounterName, RealNumber)
- Set <CounterName> to <RealNumber> seconds.
- Scripting_/Counters/Set counter to a time in seconds.
- ExecuteAction("SET_RANDOM_COUNTER_IN_SECONDS", CounterName, RealNumber, RealNumber)
- Set Counter <CounterName> randomly between <RealNumber> and <RealNumber> seconds.
- Scripting_/Counters/Set a random counter in seconds.
- ExecuteAction("SET_TREE_SWAY", Angle, Angle, Angle, Integer, RealNumber)
- 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).
- Map_/Environment/Set wind sway amount and direction.
- ExecuteAction("SET_CAMERA_CLIP_DEPTH_MULTIPLIER", RealNumber)
- Modify normal depth of Frustrum by <RealNumber> (1.0 = normal, < 1.0 shortens frustrum, > 1.0 lengthens.)
- Camera/Adjust/Change the camera depth of field.
- ExecuteAction("QUICKVICTORY")
- End game in victory immediately.
- User_/ Announce quick win
- ExecuteAction("VICTORY")
- Announce win.
- User_/ Announce win
- ExecuteAction("VICTORY_SCREEN")
- Shows the victory screen, but does not behave as a victory.
- User_/ Show Victory Screen
- ExecuteAction("DEFEAT")
- Announce lose.
- User_/ Announce lose
- ExecuteAction("NO_OP")
- Null operation. (Does nothing.)
- Scripting_/Debug/Null operation.
- ExecuteAction("SET_TIMER", CounterName, Integer)
- Set timer <CounterName> to expire in <Integer> frames.
- Scripting_/Timer/Frame countdown timer -- set.
- ExecuteAction("SET_RANDOM_TIMER", CounterName, Integer, Integer)
- Set timer <CounterName> to expire between <Integer> and <Integer> frames.
- Scripting_/Timer/Frame countdown timer -- set random.
- ExecuteAction("STOP_TIMER", CounterName)
- Stop timer <CounterName>
- Scripting_/Timer/Timer -- stop.
- ExecuteAction("RESTART_TIMER", CounterName)
- Restart timer <CounterName>
- Scripting_/Timer/Timer -- restart stopped.
- ExecuteAction("PLAY_SOUND_EFFECT", SoundName)
- Play <SoundName> as though it was a 2D sound (NOT RECOMMENDED for 3D sounds).
- Multimedia_/Sound Effect/Play 2D sound effect.
- ExecuteAction("ENABLE_SCRIPT", ScriptName)
- Enable <ScriptName>.
- Scripting_/Script/Enable Script.
- ExecuteAction("DISABLE_SCRIPT", ScriptName)
- Disable <ScriptName>.
- Scripting_/Script/Disable script.
- ExecuteAction("CALL_SUBROUTINE", SubroutineName)
- Run <SubroutineName>.
- Scripting_/Script/Run subroutine script.
- ExecuteAction("PLAY_SOUND_EFFECT_AT", SoundName, WaypointName)
- Play <SoundName> at <WaypointName>.
- Multimedia_/Sound Effect/Play sound effect at waypoint.
- ExecuteAction("DAMAGE_MEMBERS_OF_TEAM", TeamName, RealNumber)
- Damage <TeamName>, amount=<RealNumber> (-1==kill).
- Team_/Damage/Damage the members of a team.
- ExecuteAction("TEAM_SET_HEALTH", TeamName, RealNumber)
- Set health of <TeamName> to percentage (0.0 - 100.0) <RealNumber>
- Team_/Health/Set the health of the team members (in percentage).
- ExecuteAction("MOVE_TEAM_TO", TeamName, WaypointName)
- Move <TeamName> to <WaypointName>.
- Team_/Move/Set to move to a location.
- ExecuteAction("ATTACK_MOVE_TEAM_TO", TeamName, WaypointName)
- AttackMove <TeamName> to <WaypointName>.
- Team_/AttackMove/Set to move to a location.
- ExecuteAction("ATTACK_MOVE_TEAM_TO_NAMED_OBJECT", TeamName, UnitName)
- AttackMove <TeamName> to <UnitName>.
- Team_/AttackMove/Attack move a team to a named object.
- ExecuteAction("MOVE_TEAM_HOME", TeamName)
- Move <TeamName> Home.
- Team_/Move/Set to move home.
- ExecuteAction("TEAM_FOLLOW_WAYPOINTS", TeamName, WaypointPathName, Boolean, Boolean)
- Have <TeamName> follow <WaypointPathName> , as a team is <Boolean> , in formation is <Boolean>
- Team_/Move/Set to follow a waypoint path.
- ExecuteAction("TEAM_ATTACK_MOVE_FOLLOW_WAYPOINTS", TeamName, WaypointPathName, Boolean, Boolean)
- Have <TeamName> AttackMove follow <WaypointPathName> , as a team is <Boolean> , in formation is <Boolean>
- Team_/AttackMove/Set to follow a waypoint path.
- ExecuteAction("TEAM_FOLLOW_WAYPOINTS_EXACT", TeamName, WaypointPathName, Boolean)
- Have <TeamName> EXACTLY follow <WaypointPathName> , as a team is <Boolean>
- Team_/Move/Set to EXACTLY follow a waypoint path.
- ExecuteAction("TEAM_WANDER_IN_PLACE", TeamName)
- Have <TeamName> wander around it's current location.
- Team_/Move/Set to wander around current location.
- ExecuteAction("TEAM_INCREASE_PRIORITY", TeamName)
- Increase the AI priority for <TeamName> by its Success Priority Increase amount.
- Team_/AI/Increase priority by Success Priority Increase amount.
- ExecuteAction("TEAM_INCREASE_PRIORITY_BY_VALUE", TeamName, Integer)
- Increase the AI priority for <TeamName> by <Integer> .
- Team_/AI/Increase priority by a specific value.
- ExecuteAction("TEAM_DECREASE_PRIORITY", TeamName)
- Reduce the AI priority for <TeamName> by its Failure Priority Decrease amount.
- Team_/AI/Reduce priority by Failure Priority Decrease amount.
- ExecuteAction("TEAM_DECREASE_PRIORITY_BY_VALUE", TeamName, Integer)
- Decrease the AI priority for <TeamName> by <Integer> .
- Team_/AI/Increase priority by a specific value.
- ExecuteAction("TEAM_WANDER", TeamName, WaypointPathName)
- Have <TeamName> wander along <WaypointPathName>
- Team_/Move/Set to follow a waypoint path -- wander.
- ExecuteAction("TEAM_PANIC", TeamName, WaypointPathName)
- Have <TeamName> move in panic along <WaypointPathName>
- Team_/Move/Set to follow a waypoint path -- panic.
- ExecuteAction("MOVE_NAMED_UNIT_TO", UnitName, WaypointName)
- Move <UnitName> to <WaypointName>.
- Unit_/Move/Move a specific unit to a location.
- ExecuteAction("ATTACK_MOVE_NAMED_UNIT_TO", UnitName, WaypointName)
- AttackMove <UnitName> to <WaypointName>.
- Unit_/AttackMove/AttackMove a specific unit to a location.
- ExecuteAction("TEAM_SET_STATE", TeamName, TeamState)
- Set <TeamName> to <TeamState>.
- Team_/Misc/Team state - set state.
- ExecuteAction("TEAM_SET_CUSTOM_STATE", TeamName, TeamState, Boolean)
- <TeamName> set custom state <TeamState> to <Boolean>
- Team_/Misc/Team state - set custom state.
- ExecuteAction("CREATE_REINFORCEMENT_TEAM", TeamName, WaypointName)
- Spawn an instance of <TeamName> at <WaypointName>.
- Team_/ Spawn a reinforcement team.
- ExecuteAction("CREATE_REINFORCEMENT_TEAM_AT_UNIT_POSITION", TeamName, UnitName)
- Spawn an instance of <TeamName> at <UnitName>.
- Team_/ Spawn a reinforcement team.
- ExecuteAction("UNIT_SET_TEAM", UnitName, TeamName)
- Unit named <UnitName> will join team named <TeamName>.
- Unit_/ Force unit to join team.
- ExecuteAction("SKIRMISH_BUILD_BUILDING", ObjectName)
- Build a building of type <ObjectName>.
- Skirmish Only_/ Build a building.
- ExecuteAction("AI_PLAYER_BUILD_SUPPLY_CENTER", PlayerName, ObjectName, Integer)
- Have AI <PlayerName> build a <ObjectName> near a supply src with at least <Integer> available resources.
- Player_/AI/AI player build near a supply source.
- ExecuteAction("TEAM_GUARD_SUPPLY_CENTER", TeamName, Integer)
- Have Team <TeamName> guard attacked or closest supply src with at least <Integer> available resources
- Team_/Guard/Set to guard a supply source.
- ExecuteAction("AI_PLAYER_BUILD_UPGRADE", PlayerName, UpgradeName)
- Have AI <PlayerName> build this upgrade: <UpgradeName>
- Player_/AI/AI player build an upgrade.
- ExecuteAction("GIVE_PLAYER_UPGRADE", PlayerName, UpgradeName)
- Give <PlayerName> this upgrade: <UpgradeName>
- Player_/Player/Give player an upgrade.
- ExecuteAction("PLAYER_SET_MAX_SPELLPOINTS", PlayerName, Integer)
- <PlayerName> is given Maximum Spell Points of <Integer>.
- Player/Upgrades and Sciences/Set Max Spell Points.
- ExecuteAction("SKIRMISH_FOLLOW_APPROACH_PATH", TeamName, SkirmishApproachPath, Boolean)
- Have <TeamName> approach the enemy using path <SkirmishApproachPath>, as a team is <Boolean>
- Skirmish Only_/Move/Team follow approach path.
- ExecuteAction("SKIRMISH_MOVE_TO_APPROACH_PATH", TeamName, SkirmishApproachPath)
- Have <TeamName> move to the start of enemy path <SkirmishApproachPath>.
- Skirmish Only_/Move/Team move to approach path.
- ExecuteAction("SKIRMISH_BUILD_BASE_DEFENSE_FRONT")
- Build one additional perimeter base defenses, on the front.
- Skirmish Only_/Build/Build base defense on front perimeter.
- ExecuteAction("SKIRMISH_BUILD_BASE_DEFENSE_FLANK")
- Build one additional perimeter base defenses, on the flank.
- Skirmish Only_/Build/Build base defense on flank perimeter.
- ExecuteAction("SKIRMISH_BUILD_STRUCTURE_FRONT", ObjectName)
- Build one additional <ObjectName>, on the front.
- Skirmish Only_/Build/Build structure on front perimeter.
- ExecuteAction("SKIRMISH_BUILD_STRUCTURE_FLANK", ObjectName)
- Build one additional <ObjectName>, on the flank.
- Skirmish Only_/Build/Build structure on flank perimeter.
- ExecuteAction("RECRUIT_TEAM", TeamName, RealNumber)
- Recruit an instance of <TeamName>, maximum recruiting distance (feet):<RealNumber>.
- Team_/Create/Recruit a team.
- ExecuteAction("RECRUIT_TEAM_AT_TEAM", TeamName, RealNumber, TeamName)
- Recruit an instance of <TeamName>, maximum recruiting distance (feet):<RealNumber> from the team <TeamName>.
- Team_/Create/Recruit a team from the location of another team.
- ExecuteAction("MOVE_CAMERA_TO", EvacuateContainerSide, RealNumber, RealNumber, RealNumber, RealNumber)
- Move camera to <EvacuateContainerSide> in <RealNumber> seconds, camera shutter <RealNumber> seconds, ease-in <RealNumber> seconds, ease-out <RealNumber> seconds.
- Camera_/Move/Move the camera to a location.
- ExecuteAction("CAMERA_RESTRICT_TO_AREA", TriggerAreaName)
- Restrict camera movement to <TriggerAreaName>.
- Camera_/Move/Restrict camera movement to area.
- ExecuteAction("CAMERA_REMOVE_AREA_RESTRICTION")
- Restrict camera movement to area -- REMOVE.
- Camera_/Move/Restrict camera movement to area -- REMOVE.
- ExecuteAction("ZOOM_CAMERA", RealNumber, RealNumber, RealNumber, RealNumber)
- Change camera zoom to <RealNumber> in <RealNumber> seconds, ease-in <RealNumber> seconds, ease-out <RealNumber> seconds.
- Camera_/Adjust/Change the camera zoom.
- ExecuteAction("FOCAL_LENGTH_CAMERA", RealNumber, RealNumber, RealNumber, RealNumber)
- Change camera focal length to <RealNumber>mm in <RealNumber> seconds, ease-in <RealNumber> seconds, ease-out <RealNumber> seconds.
- Camera_/Adjust/Change the camera's focal length (mm).
- ExecuteAction("CAMERA_FADE_ADD", RealNumber, RealNumber, Integer, Integer, Integer)
- Fade (0-1) from <RealNumber> to <RealNumber> adding toward white. Take <Integer> frames to increase, hold for <Integer> fames, and decrease <Integer> frames.
- Camera_/Fade Effects/Fade using an add blend to white.
- ExecuteAction("CAMERA_FADE_SUBTRACT", RealNumber, RealNumber, Integer, Integer, Integer)
- Fade (0-1) from <RealNumber> to <RealNumber> subtracting toward black. Take <Integer> frames to increase, hold for <Integer> fames, and decrease <Integer> frames.
- Camera_/Fade Effects/Fade using a subtractive blend to black.
- ExecuteAction("CAMERA_FADE_MULTIPLY", RealNumber, RealNumber, Integer, Integer, Integer)
- Fade (1-0) from <RealNumber> to <RealNumber> multiplying toward black. Take <Integer> frames to increase, hold for <Integer> fames, and decrease <Integer> frames.
- Camera_/Fade Effects/Fade using a multiply blend to black.
- ExecuteAction("CAMERA_FADE_SATURATE", RealNumber, RealNumber, Integer, Integer, Integer)
- Fade (0.5-1) from <RealNumber> to <RealNumber> increasing saturation. Take <Integer> frames to increase, hold for <Integer> fames, and decrease <Integer> frames.
- Camera_/Fade Effects/Fade using a saturate blend.
- ExecuteAction("PITCH_CAMERA", RealNumber, RealNumber, RealNumber, RealNumber)
- Change camera pitch to <RealNumber> in <RealNumber> seconds, ease-in <RealNumber> seconds, ease-out <RealNumber> seconds.
- Camera_/Adjust/Change the camera pitch.
- ExecuteAction("ROLL_CAMERA", RealNumber, RealNumber, RealNumber, RealNumber)
- Change camera roll to <RealNumber> degrees in <RealNumber> seconds, ease-in <RealNumber> seconds, ease-out <RealNumber> seconds.
- Camera_/Adjust/Change the camera roll.
- ExecuteAction("CAMERA_FOLLOW_NAMED", UnitName, Boolean, RealNumber)
- Have the camera follow <UnitName>. Snap camera to object is <Boolean>. Camera will be <RealNumber> higher than the unit.
- Camera_/Move/Follow a specific unit.
- ExecuteAction("CAMERA_STOP_FOLLOW")
- Stop following any units.
- Camera_/Move/Stop following any units.
- ExecuteAction("SETUP_CAMERA", WaypointName, RealNumber, RealNumber, WaypointName)
- Position camera at <WaypointName>, zoom = <RealNumber>(0.0 to 1.0), pitch = <RealNumber>(1.0==default), looking towards <WaypointName>.
- Camera_/Adjust/Set up the camera.
- ExecuteAction("INCREMENT_COUNTER", Integer, CounterName)
- Add <Integer> to counter <CounterName>
- Scripting_/Counters/Increment counter.
- ExecuteAction("DECREMENT_COUNTER", Integer, CounterName)
- Subtract <Integer> from counter <CounterName>
- Scripting_/Counters/Decrement counter.
- ExecuteAction("MOVE_CAMERA_BY_ANIMATION", CameraAnimation)
- Move using <CameraAnimation>.
- Camera_/Move/Move using camera animation.
- ExecuteAction("MOVE_CAMERA_ALONG_SPLINE_PATH", WaypointPathName, RealNumber, RealNumber, RealNumber, RealNumber, RealNumber)
- Move along <WaypointPathName> in <RealNumber> seconds, camera shutter <RealNumber> seconds, ease-in <RealNumber> seconds, ease-out <RealNumber> seconds, delay start <RealNumber> seconds.
- Camera_/Move/Move along a spline path.
- ExecuteAction("MOVE_CAMERA_LOCATOR_ALONG_SPLINE_PATH", WaypointPathName, RealNumber, RealNumber, RealNumber, RealNumber, RealNumber)
- 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.
- Camera_/Locator/Order camera's locator to follow a spline path.
- ExecuteAction("ROTATE_CAMERA", RealNumber, RealNumber, RealNumber, RealNumber)
- Rotate <RealNumber> times, taking <RealNumber> seconds, ease-in <RealNumber> seconds, ease-out <RealNumber> seconds.
- Camera_/Rotate/ Rotate around the current viewpoint.
- ExecuteAction("ROTATE_CAMERA_TO_ANGLE", RealNumber, RealNumber, RealNumber, RealNumber)
- Rotate camera view to <RealNumber> degrees, taking <RealNumber> seconds, ease-in <RealNumber> seconds, ease-out <RealNumber> seconds.
- Camera_/Rotate/ Rotate to a specific view angle.
- ExecuteAction("ROTATE_CAMERA_LOCKED", RealNumber, RealNumber, RealNumber, RealNumber)
- Rotate in place <RealNumber> times, taking <RealNumber> seconds, ease-in <RealNumber> seconds, ease-out <RealNumber> seconds.
- Camera_/Rotate/ Rotate the camera in place.
- ExecuteAction("RESET_CAMERA", WaypointName, RealNumber, RealNumber, RealNumber)
- Reset to <WaypointName>, taking <RealNumber> seconds, ease-in <RealNumber> seconds, ease-out <RealNumber> seconds.
- Camera_/Move/ Reset to the default view.
- ExecuteAction("MOVE_CAMERA_TO_SELECTION")
- End movement at selected unit.
- Camera_/Move/Modify/ End movement at selected unit.
- ExecuteAction("SET_MILLISECOND_TIMER", CounterName, RealNumber)
- Set timer <CounterName> to expire in <RealNumber> seconds.
- Scripting_/Timer/Seconds countdown timer -- set.
- ExecuteAction("SET_RANDOM_MSEC_TIMER", CounterName, RealNumber, RealNumber)
- Set timer <CounterName> to expire between <RealNumber> and <RealNumber> seconds.
- Scripting_/Timer/Seconds countdown timer -- set random.
- ExecuteAction("ADD_TO_MSEC_TIMER", RealNumber, CounterName)
- Add <RealNumber> seconds to timer <CounterName> .
- Scripting_/Timer/Seconds countdown timer -- add seconds.
- ExecuteAction("SUB_FROM_MSEC_TIMER", RealNumber, CounterName)
- Subtract <RealNumber> seconds from timer <CounterName> .
- Scripting_/Timer/Seconds countdown timer -- subtract seconds.
- ExecuteAction("CAMERA_MOD_FREEZE_TIME")
- Freeze time during the camera movement.
- Camera_/Move/Modify/ Freeze time during the camera movement.
- ExecuteAction("CAMERA_MOD_FREEZE_ANGLE")
- Freeze camera angle during the camera movement.
- Camera_/Move/Modify/ Freeze camera angle during the camera movement.
- ExecuteAction("SUSPEND_BACKGROUND_SOUNDS")
- Suspend background sounds.
- Multimedia_/All Sounds/Suspend all sounds.
- ExecuteAction("RESUME_BACKGROUND_SOUNDS")
- Resume background sounds.
- Multimedia_/All Sounds/Resume all sounds.
- ExecuteAction("CAMERA_MOD_SET_FINAL_ZOOM", RealNumber, Percentage, Percentage)
- Adjust zoom to <RealNumber> (1.0==max height, 0.0==in the ground) <Percentage> ease-in <Percentage> ease-out.
- Camera_/Move/Modify/Set Final zoom for camera movement.
- ExecuteAction("CAMERA_MOD_SET_FINAL_PITCH", RealNumber, Percentage, Percentage)
- Adjust pitch to <RealNumber> (1.0==default, 0.0==toward horizon, >1 = toward ground) <Percentage> ease-in <Percentage> ease-out.
- Camera_/Move/Modify/Set Final pitch for camera movement.
- ExecuteAction("SET_VISUAL_SPEED_MULTIPLIER", Integer)
- Make visual time <Integer> time normal (1=normal, 2 = twice as fast, ...).
- {Compatibility}_/Multimedia/Modify visual game time.
- ExecuteAction("CAMERA_MOD_SET_FINAL_SPEED_MULTIPLIER", Integer)
- Adjust game time to<Integer> times normal (1=normal, 2 = twice as fast, ...).
- {Compatibility}_/Camera/Modify/Final visual game time for camera movement.
- ExecuteAction("CAMERA_MOD_SET_ROLLING_AVERAGE", Integer)
- Average position and angle changes over <Integer> frames. (1=no smoothing, 5 = very smooth)
- Camera_/Move/Modify/ Number of frames to average movements.
- ExecuteAction("CAMERA_MOD_FINAL_LOOK_TOWARD", WaypointName)
- Look toward<WaypointName> at the end of the camera movement.
- {Compatibility}_/Camera/Modify/Move/ Final camera look toward point.
- ExecuteAction("CAMERA_MOD_LOOK_TOWARD", WaypointName)
- Look toward<WaypointName> during the camera movement.
- Camera_/Modify/Move/Camera look toward point while moving.
- ExecuteAction("CREATE_OBJECT", ObjectName, TeamName, PositionCoordinate, Angle)
- Spawn object <ObjectName> in <TeamName> at position (<PositionCoordinate>), rotated <Angle> .
- Unit_/Spawn/Spawn object.
- ExecuteAction("TEAM_ATTACK_TEAM", TeamName, TeamName)
- <TeamName> begin attack on <TeamName>
- Team_/Attack/Set to attack -- another team.
- ExecuteAction("NAMED_ATTACK_NAMED", UnitName, UnitName)
- <UnitName> begin attack on <UnitName>
- Unit_/Attack/Set unit to attack another unit.
- ExecuteAction("CREATE_NAMED_ON_TEAM_AT_WAYPOINT", UnitName, ObjectName, TeamName, WaypointName)
- Spawn <UnitName> of type <ObjectName> on <TeamName> at waypoint <WaypointName>
- Unit_/Spawn/Spawn -- named unit on a team at a waypoint.
- ExecuteAction("CREATE_UNNAMED_ON_TEAM_AT_WAYPOINT", ObjectName, TeamName, WaypointName)
- Spawn unit of type <ObjectName> on <TeamName> at waypoint <WaypointName>
- Unit_/Spawn/Spawn -- unnamed unit on a team at a waypoint.
- ExecuteAction("NAMED_APPLY_ATTACK_PRIORITY_SET", UnitName, AttackPrioritySetName)
- Have <UnitName> use <AttackPrioritySetName>.
- AttackPrioritySet_/Apply/Unit/Apply unit's attack priority set.
- ExecuteAction("TEAM_APPLY_ATTACK_PRIORITY_SET", TeamName, AttackPrioritySetName)
- Have <TeamName> use <AttackPrioritySetName>.
- AttackPrioritySet_/Apply/Team/Apply a team's attack priority set.
- ExecuteAction("SET_ATTACK_PRIORITY_THING", AttackPrioritySetName, ObjectType, Integer)
- For <AttackPrioritySetName> set the priority of object type <ObjectType> to <Integer>
- AttackPrioritySet_/Set/Modify a set's priority for a single unit type.
- ExecuteAction("SET_ATTACK_PRIORITY_KIND_OF", AttackPrioritySetName, UnitOrStructureKind, Integer)
- For <AttackPrioritySetName> set the priority of object type <UnitOrStructureKind> to <Integer>
- AttackPrioritySet_/Set/Modify a set's priorities for all of a kind.
- ExecuteAction("SET_DEFAULT_ATTACK_PRIORITY", AttackPrioritySetName, Integer)
- For <AttackPrioritySetName> set the default priority to <Integer>
- AttackPrioritySet_/Set/Specify the set's default priority.
- ExecuteAction("PLAYER_ADD_SKILLPOINTS", PlayerName, Integer)
- <PlayerName> is given <Integer> Skill Points.
- Player_/Experience/Add or Subtract Skill Points.
- ExecuteAction("SET_HERO_EXPERIENCE_SHARING", Boolean)
- Set Hero experience sharing to <Boolean>.
- Player_/Experience/Set whether heroes share experience with other heroes
- ExecuteAction("PLAYER_ADD_RANKLEVEL", PlayerName, Integer)
- <PlayerName> is given <Integer> Rank Levels.
- Player_/Experience/Add or Subtract Rank Levels.
- ExecuteAction("PLAYER_SET_RANKLEVEL", PlayerName, Integer)
- <PlayerName> is given a Rank Level of <Integer>.
- Player_/Experience/Set Rank Level.
- ExecuteAction("PLAYER_SET_RANKLEVELLIMIT", Integer)
- The current map is given a Rank Level Limit of <Integer>.
- Map_/Experience/Set Rank Level Limit for current Map.
- ExecuteAction("PLAYER_GRANT_SCIENCE", PlayerName, ScienceName)
- <PlayerName> is granted <ScienceName>.
- Player_/Science/Grant a Science to a given Player (ignoring prerequisites).
- ExecuteAction("PLAYER_PURCHASE_SCIENCE", PlayerName, ScienceName)
- <PlayerName> attempts to purchase Science <ScienceName>.
- Player_/Science/Player attempts to purchase a Science.
- ExecuteAction("PLAYER_SCIENCE_AVAILABILITY", PlayerName, ScienceName, ScienceAvailabilityName)
- <PlayerName> set <ScienceName> availability to <ScienceAvailabilityName>.
- Player_/Science/Set science availability.
- ExecuteAction("SET_BASE_CONSTRUCTION_SPEED", PlayerName, Integer)
- <PlayerName> will delay <Integer> seconds between building teams.
- Player_/AI/Set the delay between building teams.
- ExecuteAction("NAMED_SET_ATTITUDE", UnitName, AiMood)
- <UnitName> changes his attitude to <AiMood>
- Unit_/Mood/Set the general attitude of a specific unit.
- ExecuteAction("TEAM_SET_ATTITUDE", TeamName, AiMood)
- <TeamName> change their attitude to <AiMood>
- Team_/Mood/Set the general attitude of a team.
- ExecuteAction("NAMED_SET_REPULSOR", UnitName, Boolean)
- <UnitName> REPULSOR flag is <Boolean>
- Unit_/Internal/Repulsor/Set the REPULSOR flag of a specific unit.
- ExecuteAction("TEAM_SET_REPULSOR", TeamName, Boolean)
- <TeamName> REPULSOR flag is <Boolean>
- Team_/Internal/Repulsor/Set the REPULSOR flag of a team.
- ExecuteAction("NAMED_ATTACK_AREA", UnitName, TriggerAreaName)
- <UnitName> attacks anything in <TriggerAreaName>
- Unit_/Attack/Set a specific unit to attack a specific trigger area.
- ExecuteAction("NAMED_ATTACK_AREA_FOR_SECONDS", UnitName, TriggerAreaName, Integer)
- <UnitName> attacks anything in <TriggerAreaName> for <Integer> seconds.
- Unit_/Attack/Set a specific unit to attack a specific trigger area for a number of seconds.
- ExecuteAction("NAMED_ATTACK_TEAM", UnitName, TeamName)
- <UnitName> attacks <TeamName>
- Unit_/Attack/Set a specific unit to attack a team.
- ExecuteAction("TEAM_ATTACK_AREA", TeamName, TriggerAreaName)
- <TeamName> attack anything in <TriggerAreaName>
- Team_/Attack/Set to attack -- trigger area.
- ExecuteAction("TEAM_ATTACK_NAMED", TeamName, UnitName)
- <TeamName> attacks <UnitName>
- Team_/Attack/Set to attack -- specific unit.
- ExecuteAction("TEAM_LOAD_TRANSPORTS", TeamName)
- <TeamName> load into transports.
- Team_/Transport/Transport -- automatically load.
- ExecuteAction("NAMED_ENTER_NAMED", UnitName, UnitName)
- <UnitName> loads into <UnitName>
- Unit_/Transport/Transport -- load unit into specific.
- ExecuteAction("TEAM_ENTER_NAMED", TeamName, UnitName)
- <TeamName> attempt to load into <UnitName>
- Team_/Transport/Transport -- load team into specific.
- ExecuteAction("NAMED_EXIT_ALL", UnitName)
- <UnitName> unloads.
- Unit_/Transport/Transport -- unload units from specific.
- ExecuteAction("TEAM_EXIT_ALL", TeamName)
- <TeamName> unload.
- Team_/Transport/Transport -- unload team from all.
- ExecuteAction("NAMED_FOLLOW_WAYPOINTS", UnitName, WaypointPathName)
- <UnitName> follows waypoints, beginning at <WaypointPathName>
- Unit_/Move/Set a specific unit to follow a waypoint path.
- ExecuteAction("NAMED_ATTACK_FOLLOW_WAYPOINTS", UnitName, WaypointPathName)
- <UnitName> AttackMove follows waypoints, beginning at <WaypointPathName>
- Unit_/AttackMove/Set a specific unit to follow a waypoint path.
- ExecuteAction("NAMED_FOLLOW_WAYPOINTS_EXACT", UnitName, WaypointPathName)
- <UnitName> EXACTLY follows waypoints, beginning at <WaypointPathName>
- Unit_/Move/Set a specific unit to EXACTLY follow a waypoint path.
- ExecuteAction("NAMED_GUARD", UnitName)
- <UnitName> begins guarding.
- Unit_/Move/Set to guard.
- ExecuteAction("UNIT_GUARD_NEAREST_KINDOF", UnitName, UnitOrStructureKind)
- <UnitName> begins guarding nearest kindof <UnitOrStructureKind>
- Unit_/Move/Set to guard -- nearest kindof.
- ExecuteAction("TEAM_GUARD", TeamName)
- <TeamName> begins guarding.
- Team_/Guard/Set to guard -- current location.
- ExecuteAction("TEAM_GUARD_POSITION", TeamName, WaypointName)
- <TeamName> begins guarding at <WaypointName>
- Team_/Guard/Set to guard -- location.
- ExecuteAction("TEAM_GUARD_OBJECT", TeamName, UnitName)
- <TeamName> begins guarding <UnitName>
- Team_/Guard/Set to guard -- specific unit.
- ExecuteAction("TEAM_GUARD_TEAM", TeamName, TeamName)
- Team <TeamName> begins guarding Team <TeamName>
- Team_/Guard/Set to guard -- a team.
- ExecuteAction("TEAM_GUARD_AREA", TeamName, TriggerAreaName)
- <TeamName> begins guarding <TriggerAreaName>
- Team_/Guard/Set to guard -- area.
- ExecuteAction("TEAM_GUARD_AREA_FROM_POSITION", TeamName, TriggerAreaName, WaypointName)
- <TeamName> begins guarding <TriggerAreaName> from Waypoint <WaypointName>
- Team_/Guard/Set to guard -- area, from a waypoint.
- ExecuteAction("TEAM_GUARD_NEAREST_KINDOF", TeamName, UnitOrStructureKind)
- <TeamName> begins guarding nearest kindof <UnitOrStructureKind>
- Team_/Guard/Set to guard -- nearest kindof.
- ExecuteAction("UNIT_GUARD_POSITION", UnitName, WaypointName)
- <UnitName> begins guarding at <WaypointName>
- Unit_/Guard/Set to guard -- location.
- ExecuteAction("UNIT_GUARD_OBJECT", UnitName, UnitName)
- <UnitName> begins guarding <UnitName>
- Unit_/Guard/Set to guard -- specific unit.
- ExecuteAction("UNIT_GUARD_AREA", UnitName, TriggerAreaName)
- <UnitName> begins guarding <TriggerAreaName>
- Unit_/Guard/Set to guard -- area.
- ExecuteAction("UNIT_GUARD_AREA_FROM_POSITION", UnitName, TriggerAreaName, WaypointName)
- <UnitName> begins guarding <TriggerAreaName> from Waypoint <WaypointName>
- Unit_/Guard/Set to guard -- area, from a waypoint.
- ExecuteAction("NAMED_HUNT", UnitName)
- <UnitName> begins hunting.
- Unit_/Hunt/Set a specific unit to hunt.
- ExecuteAction("TEAM_HUNT_WITH_COMMAND_BUTTON", TeamName, TeamAbilityName)
- <TeamName> begins hunting using <TeamAbilityName>.
- Team_/Hunt/Set to hunt using commandbutton ability.
- ExecuteAction("TEAM_HUNT", TeamName)
- <TeamName> begins hunting.
- Team_/Hunt/Set to hunt.
- ExecuteAction("PLAYER_HUNT", PlayerName)
- <PlayerName> begins hunting.
- Player_/Hunt/Set all of a player's units to hunt.
- ExecuteAction("TEAM_HARVEST", TeamName, WaypointName)
- <TeamName> begins harvesting around <WaypointName>.
- Team_/Hunt/Set to harvest.
- ExecuteAction("PLAYER_DISABLE_BASE_CONSTRUCTION", PlayerName)
- <PlayerName> is unable to build buildings.
- Player_/Build/Set a player to be unable to build buildings.
- ExecuteAction("PLAYER_DISABLE_FACTORIES", PlayerName, ObjectName)
- <PlayerName> is unable to build from <ObjectName>
- Player_/Build/Set a player to be unable to build from a specific building.
- ExecuteAction("PLAYER_DISABLE_UNIT_CONSTRUCTION", PlayerName)
- <PlayerName> is unable to build units.
- Player_/Build/Set a player to be unable to build units.
- ExecuteAction("PLAYER_ENABLE_BASE_CONSTRUCTION", PlayerName)
- <PlayerName> is able to build buildings.
- Player_/Build/Set a player to be able to build buildings.
- ExecuteAction("PLAYER_ENABLE_FACTORIES", PlayerName, ObjectName)
- <PlayerName> is able to build from <ObjectName>
- Player_/Build/Set a player to be able to build from a specific building.
- ExecuteAction("PLAYER_ENABLE_UNIT_CONSTRUCTION", PlayerName)
- <PlayerName> is able to build units.
- Player_/Build/Set a player to be able to build units.
- ExecuteAction("CAMERA_MOVE_HOME")
- The camera moves to the home base.
- Camera_/Move/Move the camera to the home position.
- ExecuteAction("OVERSIZE_TERRAIN", Integer)
- Oversize the terrain <Integer> tiles on each side [0 = reset to normal].
- Camera_/Terrain/Oversize the terrain.
- ExecuteAction("BUILD_TEAM", TeamName)
- Start building team <TeamName>
- Team_/AI/Start building a team.
- ExecuteAction("NAMED_DAMAGE", UnitName, Integer)
- <UnitName> takes <Integer> points of damage.
- Unit_/Damage/Deal damage to a specific unit.
- ExecuteAction("KILL_HORDE_MEMBERS", UnitName, RealNumber)
- Horde <UnitName> kill off <RealNumber> percent.
- Unit_/Damage/Kill off a percentage of the Horde.
- ExecuteAction("NAMED_DELETE", UnitName)
- <UnitName> is removed from the world.
- Unit_/Damage or Remove/Delete a specific unit.
- ExecuteAction("TEAM_DELETE", TeamName)
- <TeamName> is removed from the world.
- Team_/Damage or Remove/Delete a team.
- ExecuteAction("TEAM_DELETE_LIVING", TeamName)
- Each living member of team <TeamName> is removed from the world.
- Team_/Damage or Remove/Delete a team, but ignore dead guys.
- ExecuteAction("NAMED_SHOCK", UnitName, RealNumber, RealNumber, RealNumber, Text)
- <UnitName> will be shocked dir (0-360) <RealNumber>, force <RealNumber>, zMult <RealNumber>, with FX named <Text> .
- Unit_/Damage or Remove/Shock a specific unit.
- ExecuteAction("NAMED_KILL", UnitName)
- <UnitName>is dealt a lethal amount of damage.
- Unit_/Damage or Remove/Kill a specific unit.
- ExecuteAction("TEAM_KILL", TeamName)
- <TeamName> is dealt a lethal amount of damage.
- Team_/Damage or Remove/Kill an entire team.
- ExecuteAction("PLAYER_KILL", PlayerName)
- All of <PlayerName>'s buildings and units are dealt a lethal amount of damage.
- Player_/Damage or Remove/Kill a player.
- ExecuteAction("DISPLAY_TEXT", LocalizedStringName)
- Displays <LocalizedStringName> in the text log and message area.
- User_/String/Display a string.
- ExecuteAction("DISPLAY_CINEMATIC_TEXT", LocalizedStringName, FontName, Integer)
- Displays <LocalizedStringName> with font type <FontName> in the bottom letterbox for <Integer> seconds.
- User_/String/Display a cinematic string.
- ExecuteAction("CAMEO_FLASH", CommandButtonName, Integer)
- <CommandButtonName> flashes for <Integer> seconds.
- User_/Flash/Flash a cameo for a specified amount of time.
- ExecuteAction("NAMED_FLASH", UnitName, Integer)
- <UnitName> flashes for <Integer> seconds.
- User_/Flash/Flash a specific unit for a specified amount of time.
- ExecuteAction("TEAM_FLASH", TeamName, Integer)
- <TeamName> flashes for <Integer> seconds.
- User_/Flash/Flash a team for a specified amount of time.
- ExecuteAction("NAMED_CUSTOM_COLOR", UnitName, Color)
- <UnitName> uses the color <Color> .
- User_/Flash/Set a specific unit to use a special indicator color.
- ExecuteAction("NAMED_FLASH_WHITE", UnitName, Integer)
- <UnitName> flashes white for <Integer> seconds.
- User_/Flash/Flash a specific unit white for a specified amount of time.
- ExecuteAction("TEAM_FLASH_WHITE", TeamName, Integer)
- <TeamName> flashes white for <Integer> seconds.
- User_/Flash/Flash a team white for a specified amount of time.
- ExecuteAction("MOVIE_PLAY_FULLSCREEN", MovieName, Boolean)
- <MovieName> plays fullscreen but doesn't play for low detail ( <Boolean> )
- Interface/Play a movie in fullscreen mode.
- ExecuteAction("MOVIE_PLAY_RADAR", MovieName)
- <MovieName> plays in the palantir window.
- Multimedia_/Movie/Play a movie in the palantir.
- ExecuteAction("SOUND_PLAY_NAMED", SoundName, UnitName)
- <SoundName> plays as though coming from <UnitName>
- Multimedia_/Sound Effects/Play a sound as though coming from a specific unit.
- ExecuteAction("SPEECH_PLAY", SpeechName, Boolean)
- <SpeechName> plays, allowing overlap <Boolean> (true to allow, false to disallow).
- Multimedia_/Sound Effects/Play a speech file.
- ExecuteAction("PLAYER_TRANSFER_OWNERSHIP_PLAYER", PlayerName, PlayerName)
- All assets of <PlayerName> are transferred to <PlayerName>
- Player_/Transfer/Transfer assets from one player to another player.
- ExecuteAction("NAMED_TRANSFER_OWNERSHIP_PLAYER", UnitName, PlayerName)
- <UnitName> is transferred to the command of <PlayerName>
- Player_/Transfer/Transfer a specific unit to the control of a player.
- ExecuteAction("PLAYER_EXCLUDE_FROM_SCORE_SCREEN", PlayerName)
- Exclude <PlayerName> from the score screen.
- Player_/Score/Exclude this player from the score screen.
- ExecuteAction("ENABLE_SCORING")
- Turn on scoring.
- Player_/Score/Turn on scoring.
- ExecuteAction("DISABLE_SCORING")
- Turn off scoring.
- Player_/Score/Turn off scoring.
- ExecuteAction("PLAYER_RELATES_PLAYER", PlayerName, PlayerName, Relation)
- <PlayerName> considers <PlayerName> to be <Relation>
- Player_/Alliances/Change how a player relates to another player.
- ExecuteAction("PALANTIR_EVENT", PalantirEventName)
- A palantir event of type <PalantirEventName>
- Palantir/Create a Palantir event.
- ExecuteAction("RADAR_CREATE_EVENT", PositionCoordinate, RadarEventType)
- A radar event occurs at <PositionCoordinate> of type <RadarEventType>
- Radar_/Create Event/Create a radar event at a specified location.
- ExecuteAction("OBJECT_CREATE_RADAR_EVENT", UnitName, RadarEventType)
- A radar event occurs at <UnitName> of type <RadarEventType>
- Radar_/Create Event/Create a radar event at a specific object.
- ExecuteAction("TEAM_CREATE_RADAR_EVENT", TeamName, RadarEventType)
- A radar event occurs at <TeamName> of type <RadarEventType>
- Radar_/Create Event/Create a radar event at a specific team.
- ExecuteAction("RADAR_DISABLE")
- The radar is disabled.
- Radar_/Control/Disable the radar.
- ExecuteAction("RADAR_ENABLE")
- The radar is enabled.
- Radar_/Control/Enable the radar.
- ExecuteAction("NAMED_SET_CAMERA_FADING", UnitName, Boolean)
- Set <UnitName> camera fading to <Boolean>.
- Unit_/Status/Camera fading set enabled or disabled.
- ExecuteAction("NAMED_SET_STEALTH_ENABLED", UnitName, Boolean)
- Set <UnitName> stealth ability to <Boolean>.
- Unit_/Status/Stealth set enabled or disabled.
- ExecuteAction("TEAM_SET_STEALTH_ENABLED", TeamName, Boolean)
- Set <TeamName> stealth ability to <Boolean>.
- Team_/Status/Stealth set enabled or disabled.
- ExecuteAction("NAMED_SET_STRICT_CONTROL_ENABLED", UnitName, Boolean)
- Set <UnitName> strict control to <Boolean>.
- Unit_/Status/Strict Control set enabled or disabled.
- ExecuteAction("TEAM_SET_STRICT_CONTROL_ENABLED", TeamName, Boolean)
- Set <TeamName> strict control to <Boolean>.
- Team_/Status/Strict Control set enabled or disabled.
- ExecuteAction("MAP_REVEAL_AT_WAYPOINT", WaypointName, RealNumber, PlayerName)
- The map is revealed at <WaypointName> with a radius of <RealNumber> feet for <PlayerName>.
- Map_/Shroud or Reveal/Reveal map at waypoint -- fog.
- ExecuteAction("MAP_REVEAL_IN_TRIGGER", TriggerAreaName, PlayerName)
- The map is revealed inside <TriggerAreaName> for <PlayerName>.
- Map_/Shroud or Reveal/Reveal map inside trigger -- fog.
- ExecuteAction("MAP_SHROUD_AT_WAYPOINT", WaypointName, RealNumber, PlayerName)
- The map is shrouded at <WaypointName> with a radius of <RealNumber> feet for <PlayerName>.
- Map_/Shroud or Reveal/Shroud map at waypoint -- add fog.
- ExecuteAction("MAP_REVEAL_IN_TRIGGER", TriggerAreaName, PlayerName)
- The map is shrouded inside <TriggerAreaName> for <PlayerName>.
- Map_/Shroud or Reveal/Reveal map inside trigger -- fog.
- ExecuteAction("MAP_REVEAL_ALL", PlayerName)
- The world is revealed for <PlayerName>.
- Map_/Shroud or Reveal/Reveal the entire map for a player.
- ExecuteAction("MAP_REVEAL_ALL_PERM", PlayerName)
- The world is revealed permanently for <PlayerName>.
- Map_/Shroud or Reveal/Reveal the entire map permanently for a player.
- ExecuteAction("MAP_REVEAL_ALL_UNDO_PERM", PlayerName)
- Undo the permanent reveal for <PlayerName>. This will mess things up badly if called when there has been no permanent reveal.
- Map_/Shroud or Reveal/Un-Reveal the entire map permanently for a player.
- ExecuteAction("MAP_SHROUD_ALL", PlayerName)
- The world is shrouded for <PlayerName>.
- Map_/Shroud or Reveal/Shroud the entire map for a player.
- ExecuteAction("DISABLE_BORDER_SHROUD")
- Shroud off the map edges is turned off.
- Map_/Shroud or Reveal/Border Shroud is turned off.
- ExecuteAction("ENABLE_BORDER_SHROUD")
- Shroud off the map edges is turned on.
- Map_/Shroud or Reveal/Border Shroud is turned on.
- ExecuteAction("TEAM_GARRISON_SPECIFIC_BUILDING", TeamName, UnitName)
- <TeamName> enters into building named <UnitName>
- Team_/Garrison/Garrison a specific building with a team.
- ExecuteAction("EXIT_SPECIFIC_BUILDING", UnitName)
- <UnitName> empties.
- Unit_/Garrison/Empty a specific building.
- ExecuteAction("TEAM_GARRISON_NEAREST_BUILDING", TeamName)
- <TeamName> garrison a nearby building.
- Team_/Garrison/Garrison a nearby building with a team.
- ExecuteAction("TEAM_EXIT_ALL_BUILDINGS", TeamName)
- <TeamName> exits all buildings.
- Team_/Garrison/Exit all buildings a team is in.
- ExecuteAction("NAMED_GARRISON_SPECIFIC_BUILDING", UnitName, UnitName)
- <UnitName> garrison building <UnitName>
- Unit_/Garrison/Garrison a specific building with a specific unit.
- ExecuteAction("NAMED_GARRISON_SPECIFIC_BUILDING_INSTANTLY", UnitName, UnitName)
- <UnitName> garrison building <UnitName> instantly.
- Unit_/Garrison/Garrison a specific building instantly with a specific unit.
- ExecuteAction("TEAM_GARRISON_SPECIFIC_BUILDING_INSTANTLY", TeamName, UnitName)
- <TeamName> garrison building <UnitName> instantly.
- Team_/Garrison/Garrison a specific building instantly with a specific team.
- ExecuteAction("TEAM_GARRISON_TEAM_INSTANTLY", TeamName, TeamName)
- <TeamName> garrison team <TeamName> instantly.
- Team_/Garrison/Garrison a specific team instantly with a specific team.
- ExecuteAction("NAMED_GARRISON_NEAREST_BUILDING", UnitName)
- <UnitName> garrison a nearby building.
- Unit_/Garrison/Garrison a nearby building with a specific unit.
- ExecuteAction("NAMED_EXIT_BUILDING", UnitName)
- <UnitName> leaves the building.
- Unit_/Garrison/Exit the building the unit is in.
- ExecuteAction("PLAYER_GARRISON_ALL_BUILDINGS", PlayerName)
- <PlayerName> garrison buildings.
- Player_/Garrison/Garrison as many buildings as player has units for.
- ExecuteAction("PLAYER_EXIT_ALL_BUILDINGS", PlayerName)
- <PlayerName> evacuate.
- Player_/Garrison/All units leave their garrisons.
- ExecuteAction("TEAM_AVAILABLE_FOR_RECRUITMENT", TeamName, Boolean)
- <TeamName> sets their willingness to join teams to <Boolean>
- Team_/AI/Set whether members of a team can be recruited into another team.
- ExecuteAction("TEAM_COLLECT_NEARBY_FOR_TEAM", TeamName)
- <TeamName> attempts to collect nearby units for a team.
- Team_/AI/Set to collect nearby units.
- ExecuteAction("TEAM_MERGE_INTO_TEAM", TeamName, TeamName)
- <TeamName> merges onto <TeamName>
- Team_/Merge/Merge a team into another team.
- ExecuteAction("IDLE_ALL_UNITS")
- Idle all units for all players.
- Scripting_/Idle or Restart/Idle all units for all players.
- ExecuteAction("RESUME_SUPPLY_TRUCKING")
- All idle Supply Trucks attempt to resume supply routes.
- Scripting_/Idle or Restart/All idle Supply Trucks attempt to resume supply routes.
- ExecuteAction("DISABLE_INPUT")
- Disable mouse and keyboard input.
- User_/Input/User input -- disable.
- ExecuteAction("ENABLE_INPUT")
- Enable mouse and keyboard input.
- User_/Input/User input -- enable.
- ExecuteAction("SOUND_AMBIENT_PAUSE")
- Pause the ambient sounds.
- Multimedia_/SoundEffects/Pause the ambient sounds.
- ExecuteAction("SOUND_AMBIENT_RESUME")
- Resume the ambient sounds.
- Multimedia_/SoundEffects/Resume the ambient sounds.
- ExecuteAction("MUSIC_SET_TRACK", MusicName, Boolean, Boolean)
- Play <MusicName> using fadeout (<Boolean>) and fadein (<Boolean>).
- Multimedia_/Music/Play a music track.
- ExecuteAction("AUDIO_PUSH_MUSIC", MusicName, Boolean, Boolean)
- Push (stack) <MusicName> atop the current music track using fadeout (<Boolean>) and fadein (<Boolean>).
- Multimedia_/Music/Push music track.
- ExecuteAction("AUDIO_POP_MUSIC", Boolean, Boolean)
- Pop the current music track off the stack using fadeout (<Boolean>) and fadein (<Boolean>).
- Multimedia_/Music/Pop music track.
- ExecuteAction("MUSIC_SCRIPT_SET_TRACK", MusicName, Boolean, Boolean)
- Play <MusicName> using fadeout (<Boolean>) and fadein (<Boolean>) as part of the music scripting system.
- Multimedia_/Music Scripting Internal (music.scb only!)/Play a music track as part of the music scripting system.
- ExecuteAction("MUSIC_SCRIPT_PUSH_MUSIC", MusicName, Boolean, Boolean)
- Push (stack) <MusicName> atop the current music track using fadeout (<Boolean>) and fadein (<Boolean>) as part of the music scripting system.
- Multimedia_/Music Scripting Internal (music.scb only!)/Push music track as part of the music scripting system.
- ExecuteAction("MUSIC_SCRIPT_POP_MUSIC", Boolean, Boolean)
- Pop the current music scripting system's music track off the stack using fadeout (<Boolean>) and fadein (<Boolean>).
- Multimedia_/Music Scripting Internal (music.scb only!)/Pop music track as part of the music scripting system.
- ExecuteAction("MUSIC_PLAY_TRACK_FINITE_TIMES", MusicName, Integer, Boolean, Boolean)
- Play <MusicName> <Integer> times using fadeout (<Boolean>) and fadein (<Boolean>).
- Multimedia_/Music/Play a music track a certain number of times.
- ExecuteAction("MUSIC_PLAY_TRACK_FINITE_TIMES_AND_NOTIFY", MusicName, Integer, Boolean, Boolean, FlagName)
- Play <MusicName> <Integer> times using fadeout (<Boolean>) and fadein (<Boolean>), then set <FlagName> to TRUE.
- Multimedia_/Music/Play a music track a certain number of times, then set a flag.
- ExecuteAction("MUSIC_PUSH_TRACK_FINITE_TIMES", MusicName, Integer, Boolean, Boolean)
- 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.)
- Multimedia_/Music/Push music track to play a certain number of times.
- ExecuteAction("MUSIC_PUSH_TRACK_FINITE_TIMES_AND_NOTIFY", MusicName, Integer, Boolean, Boolean, FlagName)
- 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.)
- Multimedia_/Music/Push music track to play a certain number of times, then set a flag.
- ExecuteAction("MUSIC_SCRIPT_PLAY_TRACK_FINITE_TIMES", MusicName, Integer, Boolean, Boolean)
- Play <MusicName> <Integer> times as part of the music scripting system, using fadeout (<Boolean>) and fadein (<Boolean>).
- Multimedia_/Music Scripting Internal (music.scb only!)/Play a music track as part of a music script a certain number of times.
- ExecuteAction("MUSIC_SCRIPT_PLAY_TRACK_FINITE_TIMES_AND_NOTIFY", MusicName, Integer, Boolean, Boolean, FlagName)
- Play <MusicName> <Integer> times as of the music scripting system using fadeout (<Boolean>) and fadein (<Boolean>), then set <FlagName> to TRUE.
- 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.
- ExecuteAction("MUSIC_SCRIPT_PUSH_TRACK_FINITE_TIMES", MusicName, Integer, Boolean, Boolean)
- 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.)
- Multimedia_/Music Scripting Internal (music.scb only!)/Push music track to play as part of the music scripting system a certain number of times.
- ExecuteAction("MUSIC_SCRIPT_PUSH_TRACK_FINITE_TIMES_AND_NOTIFY", MusicName, Integer, Boolean, Boolean, FlagName)
- 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.)
- 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.
- ExecuteAction("MUSIC_TURN_OFF_MUSIC_SCRIPTING", Boolean)
- Turn off the music scripting system, fading out (<Boolean>) the music scripting system's current music.
- Multimedia_/Music/Turn off music scripting.
- ExecuteAction("MUSIC_RETURN_TO_MUSIC_SCRIPTING", Boolean, Boolean)
- 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.
- Multimedia_/Music/Return to music scripting.
- ExecuteAction("MUSIC_RESET_MUSIC_SCRIPTING_SYSTEM", Boolean)
- Reset the music scripting system, as if the level had just started, fading out (<Boolean>) the music scripting system's current music.
- Multimedia_/Music/Reset music scripting system.
- ExecuteAction("CAMERA_LETTERBOX_BEGIN")
- Start letterbox mode (hide UI, add border).
- Camera_/Letterbox/Start letterbox mode.
- ExecuteAction("CAMERA_LETTERBOX_END")
- End letterbox mode (show UI, remove border).
- Camera_/ End letterbox mode.
- ExecuteAction("HIDE_UI")
- Hide UI (like letterbox mode, but with no border).
- Camera_/Hide UI
- ExecuteAction("SHOW_UI")
- Show UI
- Camera_/Show UI
- ExecuteAction("CAMERA_BW_MODE_BEGIN", Integer)
- Frames to fade into black & white mode = <Integer>
- Camera_/Fade Effects/Start black & white mode.
- ExecuteAction("CAMERA_BW_MODE_END")
- Frames to fade into color mode =
- Camera_/Fade Effects/End black & white mode.
- ExecuteAction("CAMERA_RING_MODE_START", Integer)
- Frames to transition into ring mode = <Integer>
- Camera_/Fade Effects/Start Ring effect.
- ExecuteAction("CAMERA_RING_MODE_END", Integer)
- Frames to transition out of ring mode = <Integer>
- Camera_/Fade Effects/End Ring effect.
- ExecuteAction("CAMERA_MOTION_BLUR", Boolean, Boolean)
- Blur zoom, zoom in = <Boolean> (true=zoom in, false = zoom out), saturate colors = <Boolean>
- Camera_/Fade Effects/Motion blur zoom.
- ExecuteAction("CAMERA_MOTION_BLUR_JUMP", WaypointName, Boolean)
- Blur zoom, zoom in at current location, zoom out at <WaypointName>, saturate colors = <Boolean>
- Camera_/Fade Effects/Motion blur zoom with jump cut.
- ExecuteAction("CAMERA_MOTION_BLUR_FOLLOW", Integer)
- Start motion blur as the camera moves, amount= <Integer> (start with 30 and adjust up or down).
- Camera_/Fade Effects/Start motion blur as the camera moves.
- ExecuteAction("CAMERA_MOTION_BLUR_END_FOLLOW")
- End motion blur as the camera moves.
- Camera_/Fade Effects/End motion blur as the camera moves.
- ExecuteAction("DRAW_SKYBOX_BEGIN")
- Start skybox mode (draw sky background).
- Camera_/Skybox/Start skybox mode.
- ExecuteAction("DRAW_SKYBOX_END")
- End skybox mode (draw black background).
- Camera_/Skybox/End skybox mode.
- ExecuteAction("FREEZE_TIME")
- Freeze time.
- Scripting_/Time/Freeze time.
- ExecuteAction("UNFREEZE_TIME")
- Unfreeze time.
- Scripting_/Time/Unfreeze time.
- ExecuteAction("SHOW_MILITARY_CAPTION", LocalizedStringName, RealNumber)
- Show military briefing <LocalizedStringName> for <RealNumber> seconds.
- Scripting_/Briefing/Show military briefing caption.
- ExecuteAction("CAMERA_SET_AUDIBLE_DISTANCE", RealNumber)
- Set the audible range during camera-up shots to <RealNumber>
- Camera_/Sounds/Set the audible distance for camera-up shots.
- ExecuteAction("NAMED_SET_HELD", UnitName, Boolean)
- Set Held status for <UnitName> to <Boolean>.
- Unit_/Move/Set unit to be held in place, ignoring Physics, Locomotors, etc.
- ExecuteAction("NAMED_SET_STOPPING_DISTANCE", UnitName, RealNumber)
- Set stopping distance for <UnitName> to <RealNumber>.
- Unit_/Move/Set stopping distance for current locomotor.
- ExecuteAction("SET_STOPPING_DISTANCE", TeamName, RealNumber)
- Set stopping distances for <TeamName> to <RealNumber>.
- Team_/Move/Set stopping distance for each unit's current locomotor.
- ExecuteAction("SET_FPS_LIMIT", Integer)
- Set max FPS to <Integer>. (0 sets to default.)
- Scripting_/ Set max frames per second.
- ExecuteAction("DISABLE_SPECIAL_POWER_DISPLAY")
- Disables special power countdown display.
- Scripting_/ Special power countdown display -- disable.
- ExecuteAction("ENABLE_SPECIAL_POWER_DISPLAY")
- Enables special power countdown display.
- Scripting_/ Special power countdown display -- enable.
- ExecuteAction("NAMED_HIDE_SPECIAL_POWER_DISPLAY", UnitName)
- Hides special power countdowns for <UnitName>.
- Unit_/ Special power countdown timer -- hide.
- ExecuteAction("NAMED_SHOW_SPECIAL_POWER_DISPLAY", UnitName)
- Shows special power countdowns for <UnitName>.
- Unit_/ Special power countdown timer -- display.
- ExecuteAction("MUSIC_SET_VOLUME", RealNumber)
- Set the desired music volume to <RealNumber>%. (0-100)
- Multimedia_/ Set the current music volume.
- ExecuteAction("TEAM_TRANSFER_TO_PLAYER", TeamName, PlayerName)
- Control of <TeamName> transfers to <PlayerName>
- Team_/ Transfer control of a team to a player.
- ExecuteAction("PLAYER_SET_MONEY", PlayerName, Integer)
- Set <PlayerName>'s money to $<Integer>
- Player_/ Set player's money.
- ExecuteAction("PLAYER_GIVE_MONEY", PlayerName, Integer)
- <PlayerName> gets $<Integer>
- Player_/ Gives/takes from player's money.
- ExecuteAction("DISPLAY_COUNTER", CounterName, LocalizedStringName)
- Show <CounterName> with text <LocalizedStringName>
- Scripting_/ Counter -- display an individual counter to the user.
- ExecuteAction("HIDE_COUNTER", CounterName)
- Hide <CounterName>
- Scripting_/ Counter -- hides an individual counter from the user.
- ExecuteAction("DISPLAY_COUNTDOWN_TIMER", CounterName, LocalizedStringName)
- Show <CounterName> with text <LocalizedStringName>
- Scripting_/ Timer -- display an individual timer to the user.
- ExecuteAction("HIDE_COUNTDOWN_TIMER", CounterName)
- Hide <CounterName>
- Scripting_/ Timer -- hides an individual timer from the user.
- ExecuteAction("DISABLE_COUNTDOWN_TIMER_DISPLAY")
- Disables timer display.
- Scripting_/ Timer -- hide all timers from the user.
- ExecuteAction("ENABLE_COUNTDOWN_TIMER_DISPLAY")
- Enables timer display.
- Scripting_/ Timer -- display all timers to the user.
- ExecuteAction("NAMED_STOP_SPECIAL_POWER_COUNTDOWN", UnitName, SpecialPowerName)
- Pause <UnitName>'s <SpecialPowerName> countdown.
- Unit_/ Special power countdown timer -- pause.
- ExecuteAction("NAMED_START_SPECIAL_POWER_COUNTDOWN", UnitName, SpecialPowerName)
- Resume <UnitName>'s <SpecialPowerName> countdown.
- Unit_/ Special power countdown timer -- resume.
- ExecuteAction("NAMED_SET_SPECIAL_POWER_COUNTDOWN", UnitName, SpecialPowerName, Integer)
- Set <UnitName>'s <SpecialPowerName> to <Integer> seconds.
- Unit_/ Special power countdown timer -- set.
- ExecuteAction("PLAYER_SET_SPECIAL_POWER_COUNTDOWN", PlayerName, SpecialPowerName, Integer)
- Set <PlayerName>'s <SpecialPowerName> to <Integer> seconds.
- Player/ Special power countdown timer -- set.
- ExecuteAction("NAMED_ADD_SPECIAL_POWER_COUNTDOWN", UnitName, SpecialPowerName, Integer)
- <UnitName>'s <SpecialPowerName> has <Integer> seconds added to it.
- Unit_/ Special power countdown timer -- add seconds.
- ExecuteAction("PLAYER_FIRE_SPECIAL_POWER_AT_WAYPOINT", PlayerName, SpecialPowerName, WaypointName)
- <PlayerName> fires <SpecialPowerName> at <WaypointName>.
- Skirmish_/ Special power -- fire at location.
- ExecuteAction("SKIRMISH_FIRE_SPECIAL_POWER_AT_MOST_COST", PlayerName, SpecialPowerName)
- <PlayerName> fire <SpecialPowerName> at enemy's most costly area.
- Skirmish_/ Special power -- fire at enemy's highest cost area.
- ExecuteAction("FIRE_SPECIAL_POWER_ON_NEAREST_OBJECTTYPE", PlayerName, SpecialPowerName, ObjectType, TeamName)
- <PlayerName> fire <SpecialPowerName> on nearest object of <ObjectType> to <TeamName>
- Player/ Special power -- fire on nearest object type.
- ExecuteAction("FIRE_SPECIAL_POWER_ON_NEAREST_OBJECTTYPE_BY_PLAYER", PlayerName, SpecialPowerName, ObjectType, TeamName, PlayerName)
- <PlayerName> fire <SpecialPowerName> on nearest object of <ObjectType> to <TeamName> owned by <PlayerName>
- Player/ Special power -- fire on nearest object type owned by player.
- ExecuteAction("FIRE_SPECIAL_POWER_ON_TEAM", PlayerName, SpecialPowerName, TeamName)
- <PlayerName> fire <SpecialPowerName> on <TeamName>
- Player/ Special power -- fire on team.
- ExecuteAction("PLAYER_REPAIR_NAMED_STRUCTURE", PlayerName, UnitName)
- Have <PlayerName> repair <UnitName>.
- Player_/ Repair named bridge or structure.
- ExecuteAction("NAMED_FIRE_SPECIAL_POWER_AT_WAYPOINT", UnitName, SpecialPowerName, WaypointName)
- <UnitName> fires <SpecialPowerName> at <WaypointName>.
- Unit_/ Special power -- fire at location.
- ExecuteAction("NAMED_FIRE_SPECIAL_POWER_AT_NAMED", UnitName, SpecialPowerName, UnitName)
- <UnitName> fires <SpecialPowerName> at <UnitName>.
- Unit_/ Special power -- fire at unit.
- ExecuteAction("REFRESH_RADAR")
- Refresh radar terrain.
- Scripting_/ Refresh radar terrain.
- ExecuteAction("NAMED_STOP", UnitName)
- <UnitName> stops.
- Unit_/ Set a specific unit to stop.
- ExecuteAction("TEAM_STOP", TeamName)
- <TeamName> stops.
- Team_/ Set to stop.
- ExecuteAction("TEAM_STOP_AND_DISBAND", TeamName)
- <TeamName> stops, then disbands.
- Team_/ Set to stop, then disband.
- ExecuteAction("TEAM_SET_OVERRIDE_RELATION_TO_TEAM", TeamName, TeamName, Relation)
- <TeamName> considers <TeamName> to be <Relation> (rather than using the the player relationship).
- Team_/ Override a team's relationship to another team.
- ExecuteAction("TEAM_REMOVE_OVERRIDE_RELATION_TO_TEAM", TeamName, TeamName)
- <TeamName> uses the player relationship to <TeamName>
- Team_/ Remove an override to a team's relationship to another team.
- ExecuteAction("TEAM_REMOVE_ALL_OVERRIDE_RELATIONS", TeamName)
- <TeamName> uses the player relationship to all other teams and players.
- Team_/ Remove all overrides to team's relationship to teams and/or players.
- ExecuteAction("CAMERA_TETHER_NAMED", UnitName, Boolean, RealNumber)
- Have the camera tethered to <UnitName>. Snap camera to object is <Boolean>. Amount of play is <RealNumber>.
- Camera_/ Tether camera to a specific unit.
- ExecuteAction("CAMERA_STOP_TETHER_NAMED")
- Stop tether to any units.
- Camera_/ Stop tether to any units.
- ExecuteAction("CAMERA_SET_DEFAULT", RealNumber, RealNumber, RealNumber)
- Camera Pitch = <RealNumber>(0.0==default), angle = <RealNumber>(0.0 is N, 90.0 is W, etc), height = <RealNumber>(1.0==default).
- Camera_/ Set default camera.
- ExecuteAction("CAMERA_LOOK_TOWARD_OBJECT", UnitName, RealNumber, RealNumber, RealNumber, RealNumber, RealNumber)
- Rotate toward <UnitName>, taking <RealNumber> seconds and holding <RealNumber> seconds, ease-in <RealNumber> seconds, ease-out <RealNumber> seconds with z-offset of <RealNumber>.
- Camera (R)_/ Rotate toward unit.
- ExecuteAction("CAMERA_LOOK_TOWARD_WAYPOINT", WaypointName, RealNumber, RealNumber, RealNumber, Boolean)
- Rotate to look at <WaypointName>, taking <RealNumber> seconds, ease-in <RealNumber> seconds, ease-out <RealNumber> seconds, reverse rotation <Boolean>.
- Camera (R)_/ Rotate to look at a waypoint.
- ExecuteAction("UNIT_DESTROY_ALL_CONTAINED", UnitName)
- All units inside <UnitName> are killed.
- Unit_/ Kill all units contained within a specific transport or structure.
- ExecuteAction("NAMED_FIRE_WEAPON_FOLLOWING_WAYPOINT_PATH", UnitName, WaypointPathName)
- <UnitName> fire waypoint-weapon following waypoints starting at <WaypointPathName>.
- Unit_/ Fire waypoint-weapon following waypoint path.
- ExecuteAction("TEAM_SET_OVERRIDE_RELATION_TO_PLAYER", TeamName, PlayerName, Relation)
- <TeamName> considers <PlayerName> to be <Relation> (rather than using the the player relationship).
- Team_/ Override a team's relationship to another player.
- ExecuteAction("TEAM_REMOVE_OVERRIDE_RELATION_TO_PLAYER", TeamName, PlayerName)
- <TeamName> uses the player relationship to <PlayerName>
- Team_/ Remove an override to a team's relationship to another player.
- ExecuteAction("PLAYER_SET_OVERRIDE_RELATION_TO_TEAM", PlayerName, TeamName, Relation)
- <PlayerName> considers <TeamName> to be <Relation> (rather than using the the player relationship).
- Player_/ Override a player's relationship to another team.
- ExecuteAction("PLAYER_REMOVE_OVERRIDE_RELATION_TO_TEAM", PlayerName, TeamName)
- <PlayerName> uses the player relationship to <TeamName>
- Player_/ Remove an override to a player's relationship to another team.
- ExecuteAction("UNIT_EXECUTE_SEQUENTIAL_SCRIPT", UnitName, ScriptName)
- <UnitName> executes <ScriptName> sequentially.
- Unit_/ Set a specific unit to execute a script sequentially.
- ExecuteAction("UNIT_EXECUTE_SEQUENTIAL_SCRIPT_LOOPING", UnitName, ScriptName, Integer)
- <UnitName> executes <ScriptName> sequentially, <Integer> times. (0=forever)
- Unit_/ Set a specific unit to execute a looping sequential script.
- ExecuteAction("TEAM_EXECUTE_SEQUENTIAL_SCRIPT", TeamName, ScriptName)
- <TeamName> executes <ScriptName> sequentially.
- Team_/ Execute script sequentially -- start.
- ExecuteAction("TEAM_EXECUTE_SEQUENTIAL_SCRIPT_LOOPING", TeamName, ScriptName, Integer)
- <TeamName> executes <ScriptName> sequentially, <Integer> times. (0=forever)
- Team_/ Execute script sequentially -- looping.
- ExecuteAction("UNIT_STOP_SEQUENTIAL_SCRIPT", UnitName)
- <UnitName> stops executing.
- Unit_/ Set a specific unit to stop executing a sequential script.
- ExecuteAction("TEAM_STOP_SEQUENTIAL_SCRIPT", TeamName)
- <TeamName> stops executing.
- Team_/ Execute script sequentially -- stop.
- ExecuteAction("UNIT_GUARD_FOR_FRAMECOUNT", UnitName, Integer)
- <UnitName> guards for <Integer> frames.
- Unit_/ Set to guard for some number of frames.
- ExecuteAction("UNIT_IDLE_FOR_FRAMECOUNT", UnitName, Integer)
- <UnitName> idles for <Integer> frames.
- Unit_/ Set to idle for some number of frames.
- ExecuteAction("UNIT_GUARD_FOR_SECONDS", UnitName, Integer)
- <UnitName> guards for <Integer> seconds.
- Unit_/ Set to guard for some number of seconds.
- ExecuteAction("UNIT_IDLE_FOR_SECONDS", UnitName, Integer)
- <UnitName> idles for <Integer> seconds.
- Unit_/ Set to idle for some number of seconds.
- ExecuteAction("UNIT_SET_MODELCONDITION", UnitName, Integer, Boolean)
- <UnitName> sets custom model condition number (1-4) <Integer> to <Boolean>.
- Unit_/ Set or clear a custom model condition flag on a unit.
- ExecuteAction("TEAM_SET_MODELCONDITION", TeamName, Integer, Boolean)
- <TeamName> sets custom model condition number (1-4) <Integer> to <Boolean>.
- Team_/ Set or clear a custom model condition flag on a team.
- ExecuteAction("UNIT_SET_MODELCONDITION_FOR_DURATION", UnitName, ModelCondition, RealNumber, Percentage)
- <UnitName> sets model condition <ModelCondition> for <RealNumber> seconds. Percentage (hordes) <Percentage>.
- Unit_/ Set a model condition flag on a unit for duration. % specifies # of members in horde that get this.
- ExecuteAction("TEAM_SET_MODELCONDITION_FOR_DURATION", TeamName, ModelCondition, RealNumber, Percentage)
- <TeamName> sets model condition <ModelCondition> for <RealNumber> seconds. Percentage <Percentage>.
- Team_/ Set a model condition flag on a team for duration. % specifies # of members that get this.
- ExecuteAction("UNIT_SET_FLAME_STATUS", UnitName, Boolean)
- <UnitName> is now on fire (T-F) <Boolean> .
- Unit_/ Set or clear the Aflame status on a unit.
- ExecuteAction("TEAM_SET_FLAME_STATUS", UnitName, Boolean)
- <UnitName> is now on fire (T-F) <Boolean> .
- Team_/ Set or clear the Aflame status on a team.
- ExecuteAction("TEAM_GUARD_FOR_FRAMECOUNT", TeamName, Integer)
- <TeamName> guards for <Integer> frames.
- Team_/ Set to guard -- number of frames.
- ExecuteAction("TEAM_IDLE_FOR_FRAMECOUNT", TeamName, Integer)
- <TeamName> idles for <Integer> frames.
- Team_/ Set to idle for some number of frames.
- ExecuteAction("TEAM_GUARD_FOR_SECONDS", TeamName, Integer)
- <TeamName> guards for <Integer> seconds.
- Team_/ Set to guard -- number of seconds.
- ExecuteAction("TEAM_IDLE_FOR_SECONDS", TeamName, Integer)
- <TeamName> idles for <Integer> seconds.
- Team_/ Set to idle for some number of seconds.
- ExecuteAction("WATER_CHANGE_HEIGHT", TriggerAreaName, RealNumber)
- <TriggerAreaName> changes altitude to <RealNumber>
- Map_/ Adjust water height to a new level
- ExecuteAction("HUMAN_IMPASSABLE_AREA", TriggerAreaName, Boolean)
- Make area <TriggerAreaName> impassable for human player: <Boolean>
- Map_/ Make area impassable for human player
- ExecuteAction("WATER_CHANGE_HEIGHT_OVER_TIME", TriggerAreaName, RealNumber, RealNumber, RealNumber)
- <TriggerAreaName> changes altitude to <RealNumber> in <RealNumber> seconds doing <RealNumber> dam_/sec.
- Map_/ Adjust water height to a new level with damage over time
- ExecuteAction("NAMED_USE_COMMANDBUTTON_ABILITY", UnitName, UnitAbilityName)
- <UnitName> use <UnitAbilityName>.
- Unit_/ Use commandbutton ability.
- ExecuteAction("NAMED_USE_COMMANDBUTTON_ABILITY_ON_NAMED", UnitName, UnitAbilityName, UnitName)
- <UnitName> use <UnitAbilityName> on <UnitName>.
- Unit_/ Use commandbutton ability on an object.
- ExecuteAction("NAMED_USE_COMMANDBUTTON_ABILITY_AT_WAYPOINT", UnitName, UnitAbilityName, WaypointName)
- <UnitName> use <UnitAbilityName> at <WaypointName>.
- Unit_/ Use commandbutton ability at a waypoint.
- ExecuteAction("NAMED_USE_COMMANDBUTTON_ON_NEAREST_ENEMY_UNIT", UnitName, TeamAbilityName)
- <UnitName> use <TeamAbilityName> on nearest enemy unit.
- Unit_/ Use command ability -- all -- nearest enemy unit
- ExecuteAction("NAMED_USE_COMMANDBUTTON_ON_NEAREST_GARRISONED_BUILDING", UnitName, TeamAbilityName)
- <UnitName> use <TeamAbilityName> on nearest enemy garrisoned building.
- Unit_/ Use command ability -- all -- nearest enemy garrisoned building.
- ExecuteAction("NAMED_USE_COMMANDBUTTON_ON_NEAREST_KINDOF", UnitName, TeamAbilityName, UnitOrStructureKind)
- <UnitName> use <TeamAbilityName> on nearest enemy with <UnitOrStructureKind>.
- Unit_/ Use command ability -- all -- nearest enemy object with kind of.
- ExecuteAction("NAMED_USE_COMMANDBUTTON_ON_NEAREST_ENEMY_BUILDING", UnitName, TeamAbilityName)
- <UnitName> use <TeamAbilityName> on nearest enemy building.
- Unit_/ Use command ability -- all -- nearest enemy building.
- ExecuteAction("NAMED_USE_COMMANDBUTTON_ON_NEAREST_ENEMY_BUILDING_CLASS", UnitName, TeamAbilityName, UnitOrStructureKind)
- <UnitName> use <TeamAbilityName> on nearest enemy building with <UnitOrStructureKind>
- Unit_/ Use command ability -- all -- nearest enemy building kindof.
- ExecuteAction("NAMED_USE_COMMANDBUTTON_ON_NEAREST_OBJECTTYPE", UnitName, TeamAbilityName, ObjectName)
- <UnitName> use <TeamAbilityName> on nearest object of type <ObjectName>.
- Unit_/ Use command ability -- all -- nearest object type.
- ExecuteAction("NAMED_BUILD_STRUCTURE_AT_WAYPOINT", UnitName, ObjectName, Angle, WaypointName)
- <UnitName> build <ObjectName> at angle <Angle> at <WaypointName>.
- Unit_/ Build thing at waypoint.
- ExecuteAction("TEAM_USE_COMMANDBUTTON_ABILITY", TeamName, TeamAbilityName)
- <TeamName> use <TeamAbilityName>.
- Team_/ Use commandbutton ability.
- ExecuteAction("TEAM_USE_COMMANDBUTTON_ABILITY_ON_NAMED", TeamName, TeamAbilityName, UnitName)
- <TeamName> use <TeamAbilityName> on <UnitName>.
- Team_/ Use commandbutton ability on an object.
- ExecuteAction("TEAM_USE_COMMANDBUTTON_ABILITY_AT_WAYPOINT", TeamName, TeamAbilityName, WaypointName)
- <TeamName> use <TeamAbilityName> at <WaypointName>.
- Team_/ Use commandbutton ability at a waypoint.
- ExecuteAction("MAP_SWITCH_BORDER", BoundaryName)
- <BoundaryName> becomes the active border.
- Map_/ Change the active boundary.
- ExecuteAction("MAP_CHANGE_CLOUD_SPEED", Percentage)
- Modify the default CloudEffect speed to be <Percentage>
- Map_/ Change the speed of the CloudEffect.
- ExecuteAction("OBJECT_FORCE_SELECT", TeamName, ObjectName, Boolean, SpeechName)
- <TeamName> 's first <ObjectName>, centers in view (<Boolean>) while playing <SpeechName>
- Scripting_/ Select the first object type on a team.
- ExecuteAction("RADAR_FORCE_ENABLE")
- The radar is now forced to be enabled.
- Radar_/ Force enable the radar.
- ExecuteAction("RADAR_REVERT_TO_NORMAL")
- The radar is now reverting to its normal behavior.
- Radar_/ Revert radar to normal behavior.
- ExecuteAction("SCREEN_SHAKE", CameraShakeIntensity)
- The screen will shake with <CameraShakeIntensity>
- Camera_/ Shake Screen.
- ExecuteAction("TECHTREE_MODIFY_BUILDABILITY_OBJECT", ObjectName, Buildability)
- <ObjectName> becomes <Buildability>
- Map_/ Adjust the tech tree for a specific object type.
- ExecuteAction("SET_CAVE_INDEX", UnitName, Integer)
- Cave named <UnitName> is set to being connected to all caves of index <Integer>, but only if both Cave listings have no occupants.
- Unit_/ Set Cave connectivity index.
- ExecuteAction("WAREHOUSE_SET_VALUE", UnitName, Integer)
- Warehouse named <UnitName> is set to having <Integer> dollars worth of boxes.
- Unit_/ Set cash value of Warehouse.
- ExecuteAction("SOUND_DISABLE_TYPE", AudioName)
- <AudioName> is disabled.
- Multimedia_/ Sound Events -- disable type.
- ExecuteAction("SOUND_ENABLE_TYPE", AudioName)
- <AudioName> is enabled.
- Multimedia_/ Sound Events -- enable type.
- ExecuteAction("SOUND_REMOVE_TYPE", AudioName)
- <AudioName> is removed.
- Multimedia_/ Sound Events -- remove type.
- ExecuteAction("SOUND_REMOVE_ALL_DISABLED")
- Remove all disabled sound events (OBSOLETE -- disable type now does all the work)
- Multimedia_/ Sound Events -- remove all disabled. (OBSOLETE)
- ExecuteAction("SOUND_ENABLE_ALL")
- Enable all sound events.
- Multimedia_/ Sound Events -- enable all.
- ExecuteAction("AUDIO_OVERRIDE_VOLUME_TYPE", AudioName, RealNumber)
- <AudioName> play at <RealNumber>% of full volume.
- Multimedia_/ Sound Events -- override volume -- type.
- ExecuteAction("AUDIO_RESTORE_VOLUME_TYPE", AudioName)
- <AudioName> play at normal volume.
- Multimedia_/ Sound Events -- restore volume -- type.
- ExecuteAction("AUDIO_RESTORE_VOLUME_ALL_TYPE")
- All sound events play at normal volume.
- Multimedia_/ Sound Events -- restore volume -- all.
- ExecuteAction("NAMED_SET_TOPPLE_DIRECTION", UnitName, PositionCoordinate)
- <UnitName> will topple towards <PositionCoordinate> if destroyed.
- Unit_/ Set topple direction.
- ExecuteAction("UNIT_MOVE_TOWARDS_NEAREST_OBJECT_TYPE", UnitName, ObjectName, TriggerAreaName)
- <UnitName> will move towards the nearest <ObjectName> within <TriggerAreaName>
- Unit_/ Move unit towards the nearest object of a specific type in trigger area.
- ExecuteAction("UNIT_ATTACK_MOVE_TOWARDS_NEAREST_OBJECT_TYPE", UnitName, ObjectName)
- <UnitName> will AttackMove towards the nearest <ObjectName>
- Unit_/AttackMove/AttackMove unit towards the nearest object of a specific type
- ExecuteAction("TEAM_MOVE_TOWARDS_NEAREST_OBJECT_TYPE", TeamName, ObjectName, TriggerAreaName)
- <TeamName> will move towards the nearest <ObjectName> within <TriggerAreaName>
- Team_/ Move team towards the nearest object of a specific type in trigger area.
- ExecuteAction("TEAM_ATTACK_MOVE_TOWARDS_NEAREST_OBJECT_TYPE", TeamName, ObjectName)
- <TeamName> will AttackMove towards the nearest <ObjectName>
- Team_/AttackMove/AttackMove team towards the nearest object of a specific type
- ExecuteAction("ATTACK_MOVE_TEAM_TO_NEAREST_OBJECT_OF_TYPE_OF_PLAYER", TeamName, ObjectType, PlayerName)
- <TeamName> will AttackMove towards the nearest <ObjectType> owned by <PlayerName>
- Team_/AttackMove/AttackMove team towards the nearest object of a specific type owned by a player
- ExecuteAction("TEAM_SET_AI_RECRUITABLE_FLAG", TeamName, Boolean)
- Set the AI Recruitable flag for <TeamName> to <Boolean>
- Team_/AttackMove/Set the AI Recruitable Flag for units in this team
- ExecuteAction("SKIRMISH_ATTACK_NEAREST_GROUP_WITH_VALUE", TeamName, Comparison, Integer)
- <TeamName> attacks nearest group worth <Comparison> <Integer>
- Skirmish_/ Team attacks nearest group matching value comparison.
- ExecuteAction("SKIRMISH_PERFORM_COMMANDBUTTON_ON_MOST_VALUABLE_OBJECT", TeamName, TeamAbilityName, RealNumber, Boolean)
- <TeamName> performs <TeamAbilityName> on most expensive object within <RealNumber> <Boolean> (true = all valid sources, false = first valid source).
- Skirmish_/ Team performs command ability on most valuable object.
- ExecuteAction("SKIRMISH_WAIT_FOR_COMMANDBUTTON_AVAILABLE_ALL", PlayerName, TeamName, TeamAbilityName)
- <PlayerName> 's <TeamName> all wait until <TeamAbilityName> is ready.
- Skirmish_/ Delay a sequential script until the specified command ability is ready - all.
- ExecuteAction("SKIRMISH_WAIT_FOR_COMMANDBUTTON_AVAILABLE_PARTIAL", PlayerName, TeamName, TeamAbilityName)
- <PlayerName> 's <TeamName> wait until at least one member is <TeamAbilityName> ready.
- Skirmish_/ Delay a sequential script until the specified command ability is ready - partial.
- ExecuteAction("TEAM_SPIN_FOR_FRAMECOUNT", TeamName, Integer)
- <TeamName> continue their current action for at least <Integer> frames.
- Team_/ Set to continue current action for some number of frames.
- ExecuteAction("TEAM_SPIN_FOR_SECONDS", TeamName, RealNumber)
- <TeamName> continue their current action for at least <RealNumber> seconds.
- Team_/ Set to continue current action for some number of seconds.
- ExecuteAction("CAMERA_ENABLE_SLAVE_MODE")
- containing bone name
- Camera_/Enable 3DSMax Camera Animation Playback mode.
- ExecuteAction("CAMERA_DISABLE_SLAVE_MODE")
- Disable camera playback mode.
- Camera_/Disable 3DSMax Camera Animation Playback mode.
- ExecuteAction("CAMERA_ADD_SHAKER_AT", WaypointName, RealNumber, RealNumber, RealNumber)
- Add Camera Shaker Effect at waypoint <WaypointName> with Amplitude <RealNumber> Duration (seconds) <RealNumber> Radius.<RealNumber>
- Camera_/Add Camera Shaker Effect at.
- ExecuteAction("TEAM_ALL_USE_COMMANDBUTTON_ON_NAMED", TeamName, TeamAbilityName, UnitName)
- <TeamName> use <TeamAbilityName> on <UnitName>
- Team_/ Use command ability -- all -- named enemy
- ExecuteAction("TEAM_ALL_USE_COMMANDBUTTON_ON_NEAREST_ENEMY_UNIT", TeamName, TeamAbilityName)
- <TeamName> use <TeamAbilityName> on nearest enemy unit.
- Team_/ Use command ability -- all -- nearest enemy unit
- ExecuteAction("TEAM_ALL_USE_COMMANDBUTTON_ON_NEAREST_GARRISONED_BUILDING", TeamName, TeamAbilityName)
- <TeamName> use <TeamAbilityName> on nearest enemy garrisoned building.
- Team_/ Use command ability -- all -- nearest enemy garrisoned building.
- ExecuteAction("TEAM_ALL_USE_COMMANDBUTTON_ON_NEAREST_KINDOF", TeamName, TeamAbilityName, UnitOrStructureKind)
- <TeamName> use <TeamAbilityName> on nearest enemy with <UnitOrStructureKind>.
- Team_/ Use command ability -- all -- nearest enemy object with kind of.
- ExecuteAction("TEAM_ALL_USE_COMMANDBUTTON_ON_NEAREST_ENEMY_BUILDING", TeamName, TeamAbilityName)
- <TeamName> use <TeamAbilityName> on nearest enemy building.
- Team_/ Use command ability -- all -- nearest enemy building.
- ExecuteAction("TEAM_ALL_USE_COMMANDBUTTON_ON_NEAREST_ENEMY_BUILDING_CLASS", TeamName, TeamAbilityName, UnitOrStructureKind)
- <TeamName> use <TeamAbilityName> on nearest enemy building with <UnitOrStructureKind>
- Team_/ Use command ability -- all -- nearest enemy building kindof.
- ExecuteAction("TEAM_ALL_USE_COMMANDBUTTON_ON_NEAREST_OBJECTTYPE", TeamName, TeamAbilityName, ObjectName)
- <TeamName> use <TeamAbilityName> on nearest object of type <ObjectName>.
- Team_/ Use command ability -- all -- nearest object type.
- ExecuteAction("TEAM_PARTIAL_USE_COMMANDBUTTON", RealNumber, TeamName, TeamAbilityName)
- <RealNumber>% of <TeamName> perform <TeamAbilityName>.
- Team_/ Use command ability -- partial -- self.
- ExecuteAction("TEAM_CAPTURE_NEAREST_UNOWNED_FACTION_UNIT", TeamName)
- <TeamName> capture the nearest unowned faction unit.
- Team_/ Capture unowned faction unit -- nearest.
- ExecuteAction("PLAYER_CREATE_TEAM_FROM_CAPTURED_UNITS", PlayerName, TeamName)
- <PlayerName> creates a new <TeamName> from units it has captured. (There's nothing quite like being assaulted by your own captured units!)
- Player_/ Create team from all captured units.
- ExecuteAction("TEAM_WAIT_FOR_NOT_CONTAINED_ALL", TeamName)
- <TeamName> all delay until they are no longer contained.
- Team_/ Delay a sequential script until the team is no longer contained - all
- ExecuteAction("TEAM_WAIT_FOR_NOT_CONTAINED_PARTIAL", TeamName)
- <TeamName> delay until at least one of them is no longer contained.
- Team_/ Delay a sequential script until the team is no longer contained - partial
- ExecuteAction("TEAM_SET_EMOTICON", TeamName, EmoticonName, RealNumber)
- <TeamName> use <EmoticonName> emoticon for <RealNumber> seconds.
- Team_/ Set emoticon for duration (-1.0 permanent, otherwise duration in sec).
- ExecuteAction("NAMED_SET_EMOTICON", UnitName, EmoticonName, RealNumber)
- <UnitName> use <EmoticonName> emoticon for <RealNumber> seconds.
- Unit_/ Set emoticon for duration (-1.0 permanent, otherwise duration in sec).
- ExecuteAction("OBJECTLIST_ADDOBJECTTYPE", ObjectTypeListName, ObjectName)
- <ObjectTypeListName> : add <ObjectName>
- Scripting_/ Object Type List -- Add Object Type.
- ExecuteAction("OBJECTLIST_REMOVEOBJECTTYPE", ObjectTypeListName, ObjectName)
- <ObjectTypeListName> : remove <ObjectName>
- Scripting_/ Object Type List -- Remove Object Type.
- ExecuteAction("MAP_REVEAL_PERMANENTLY_AT_WAYPOINT", WaypointName, RealNumber, PlayerName, MapRevealName)
- The map is permanently revealed at <WaypointName> with a radius of <RealNumber> for <PlayerName>. (Afterwards referred to as <MapRevealName>).
- Map_/ Reveal map at waypoint -- permanently.
- ExecuteAction("MAP_REVEAL_PERMANENTLY_IN_TRIGGER", TriggerAreaName, PlayerName, MapRevealName)
- The map is permanently revealed in trigger <TriggerAreaName> for <PlayerName>. (Afterwards referred to as <MapRevealName>).
- Map_/ Reveal map in polygon trigger -- permanently.
- ExecuteAction("MAP_UNDO_REVEAL_PERMANENTLY_AT_WAYPOINT", MapRevealName)
- <MapRevealName> is undone.
- Map_/ Reveal map at waypoint -- undo permanently.
- ExecuteAction("MAP_UNDO_REVEAL_PERMANENTLY_IN_TRIGGER", MapRevealName)
- <MapRevealName> is undone.
- Map_/ Reveal map at waypoint -- undo permanently.
- ExecuteAction("EVA_SET_ENABLED_DISABLED", Boolean)
- Set EVA to be enabled <Boolean> (False to disable.)
- Scripting_/ Enable or Disable EVA.
- ExecuteAction("OPTIONS_SET_OCCLUSION_MODE", Boolean)
- Set Occlusion to be enabled <Boolean> (False to disable.)
- Scripting_/ Enable or Disable Occlusion (Drawing Behind Buildings).
- ExecuteAction("OPTIONS_SET_DRAWICON_UI_MODE", Boolean)
- Set Draw-icon UI to be enabled <Boolean> (False to disable.)
- Scripting_/ Enable or Disable Draw-icon UI.
- ExecuteAction("OPTIONS_SET_PARTICLE_CAP_MODE", Boolean)
- Set Particle Cap to be enabled <Boolean> (False to disable.)
- Scripting_/ Enable or Disable Particle Cap.
- ExecuteAction("UNIT_AFFECT_OBJECT_PANEL_FLAGS", UnitName, ObjectPanelFlag, Boolean)
- <UnitName> changes the value of flag <ObjectPanelFlag> to <Boolean>.
- Unit_/ Affect flags set on object panel.
- ExecuteAction("TEAM_AFFECT_OBJECT_PANEL_FLAGS", TeamName, ObjectPanelFlag, Boolean)
- <TeamName> change the value of flag <ObjectPanelFlag> to <Boolean>.
- Team_/ Affect flags set on object panel - all.
- ExecuteAction("PLAYER_SELECT_SKILLSET", PlayerName, Integer)
- <PlayerName> uses skillset number <Integer> (1-5).
- Player_/ Set the skillset for a computer player.
- ExecuteAction("SCRIPTING_OVERRIDE_HULK_LIFETIME", RealNumber)
- Override hulk lifetime to <RealNumber> seconds. Negative value reverts to normal behavior.
- Scripting_/ Hulk set override lifetime.
- ExecuteAction("NAMED_FACE_NAMED", UnitName, UnitName)
- <UnitName> begin facing <UnitName>
- Unit_/ Set unit to face another unit.
- ExecuteAction("NAMED_FACE_WAYPOINT", UnitName, WaypointName)
- <UnitName> begin facing <WaypointName>
- Unit_/ Set unit to face a waypoint.
- ExecuteAction("TEAM_FACE_NAMED", TeamName, UnitName)
- <TeamName> begin facing <UnitName>
- Team_/ Set team to face another unit.
- ExecuteAction("TEAM_FACE_WAYPOINT", TeamName, WaypointName)
- <TeamName> begin facing <WaypointName>
- Team_/ Set team to face a waypoint.
- ExecuteAction("COMMANDBAR_REMOVE_BUTTON_OBJECTTYPE", CommandButtonName, ObjectName)
- <CommandButtonName> is removed from all objects of type <ObjectName>.
- Scripting_/ Remove a command button from an object type.
- ExecuteAction("COMMANDBAR_ADD_BUTTON_OBJECTTYPE_SLOT", CommandButtonName, ObjectName, Integer)
- <CommandButtonName> is added to all objects of type <ObjectName> in slot number <Integer> (1-12).
- Scripting_/ Add a command button to an object type.
- ExecuteAction("UNIT_SPAWN_NAMED_LOCATION_ORIENTATION", UnitName, ObjectName, TeamName, PositionCoordinate, Angle)
- Spawn <UnitName> of type <ObjectName> on team <TeamName> at position (<PositionCoordinate>), rotated <Angle> .
- Unit_/ Spawn -- named unit on a team at a position with an orientation.
- ExecuteAction("PLAYER_AFFECT_RECEIVING_EXPERIENCE", PlayerName, RealNumber)
- <PlayerName> gains experience at <RealNumber> times the usual rate (0.0 for no gain, 1.0 for normal rate)
- Player_/ Change the modifier to generals experience that a player receives.
- ExecuteAction("SOUND_SET_VOLUME", RealNumber)
- Set the desired sound volume to <RealNumber>%. (0-100)
- Multimedia_/ Set the current sound volume.
- ExecuteAction("SPEECH_SET_VOLUME", RealNumber)
- Set the desired speech volume to <RealNumber>%. (0-100)
- Multimedia_/ Set the current speech volume.
- ExecuteAction("OBJECT_ALLOW_BONUSES", Boolean)
- Enable Object Bonuses based on difficulty <Boolean> (true to enable, false to disable).
- Map_/ Adjust Object Bonuses based on difficulty.
- ExecuteAction("TEAM_GUARD_IN_TUNNEL_NETWORK", TeamName)
- <TeamName> Enter and guard from tunnel network.
- Team_/ Set to guard - from inside tunnel network.
- ExecuteAction("LOCALDEFEAT")
- Show 'Game Over' window
- Multiplayer_/ Announce local defeat.
- ExecuteAction("VICTORY")
- Show 'Victorious' window and end game
- Multiplayer_/ Announce victory.
- ExecuteAction("DEFEAT")
- Show 'Defeated' window and end game
- Multiplayer_/ Announce defeat.
- ExecuteAction("RESIZE_VIEW_GUARDBAND", RealNumber, RealNumber)
- Allow bigger objects to be perceived as onscreen near the edge (<RealNumber>,<RealNumber>) Width then height, in world units.
- Map_/ Resize view guardband.
- ExecuteAction("DELETE_ALL_UNMANNED")
- Delete all unmanned (sniped) vehicles.
- Scripting_/ Delete all unmanned (sniped) vehicles.
- ExecuteAction("CHOOSE_VICTIM_ALWAYS_USES_NORMAL", Boolean)
- Force ChooseVictim to ignore game difficulty and always use Normal setting <Boolean> (true to enable, false to disable).
- Map_/ Force ChooseVictim to ignore game difficulty and always use Normal setting.
- ExecuteAction("ENABLE_OBJECT_SOUND", UnitName)
- Enable (or trigger) <UnitName>'s ambient sound.
- Multimedia_/Sound Effect/Enable object's ambient sound
- ExecuteAction("DISABLE_OBJECT_SOUND", UnitName)
- Disable <UnitName>'s ambient sound.
- Multimedia_/Sound Effect/Disable object's ambient sound
- ExecuteAction("CAMERA_BLOOM_EFFECT_BEGIN")
- Set Bloom Filter to be enabled
- Camera_/Lighting Effects/Begin bloom lighting effect.
- ExecuteAction("CAMERA_BLOOM_EFFECT_END")
- Set Bloom Filter to be disabled
- Camera_/Lighting Effects/End bloom lighting effect.
- ExecuteAction("TERRAIN_RENDER_DISABLE", Boolean)
- Disable terrain render <Boolean> (True to disable.)
- Camera_/Terrain/Enable or Disable Terrain Render.
- ExecuteAction("PLAYER_GIVE_LIGHT_POINTS", PlayerName, Integer)
- Gives <PlayerName> <Integer> light points.
- Player_/ Give light points
- ExecuteAction("PLAYER_RESET_LIGHT_POINTS", PlayerName)
- Resets light points for <PlayerName>.
- Player_/ Reset light points
- ExecuteAction("PLAYER_GIVE_LIGHT_POINT_LEVEL", PlayerName, Text)
- Gives <PlayerName> light point level <Text>.
- Player_/ Gives a light point level
- ExecuteAction("PLAYER_REMOVE_LIGHT_POINT_LEVEL", PlayerName, Text)
- Takes away from <PlayerName> light point level <Text>.
- Player_/ Takes away a light point level
- ExecuteAction("TEAM_GIVE_EXPERIENCE_LEVEL", TeamName, Text)
- Gives <TeamName> experience level <Text>.
- Team_/ Gives specified team an experience level
- ExecuteAction("TEAM_GIVE_EXPERIENCE_POINTS", TeamName, Integer)
- Gives <TeamName> experience points <Integer>.
- Team_/ Gives specified team experience points
- ExecuteAction("TEAM_SET_EXPERIENCE_POINTS", TeamName, Integer)
- Sets <TeamName> experience points' to <Integer>.
- Team_/ Sets a team's experience points
- ExecuteAction("UNIT_GIVE_EXPERIENCE_LEVEL", UnitName, Text)
- Gives <UnitName> experience level <Text>.
- Unit_/ Gives specified team an experience level
- ExecuteAction("UNIT_GIVE_EXPERIENCE_POINTS", UnitName, Integer)
- Gives <UnitName> experience points <Integer>.
- Unit_/ Gives a unit experience points
- ExecuteAction("UNIT_SET_EXPERIENCE_POINTS", UnitName, Integer)
- Sets <UnitName> experience points' to <Integer>.
- Unit_/ Sets a unit's experience points
- ExecuteAction("LIVING_WORLD_MOVE_ARMY_TO_POSITION", Text, Text, PositionCoordinate)
- Move Army named<Text> of faction <Text> To the position <PositionCoordinate> in the world.
- LivingWorld_/ Move army to a world position
- ExecuteAction("LIVING_WORLD_MOVE_ARMY_TO_ZONE", Text, Text, Text)
- Move Army named<Text> of faction <Text> To the <Text> zone.
- LivingWorld_/ Move army to a named zone
- ExecuteAction("LIVING_WORLD_SPAWN_ARMY_AT_POSITION", Text, Text, PositionCoordinate)
- Spawn Army named<Text> of TemplateType <Text> To the position <PositionCoordinate> in the world.
- LivingWorld_/ Spawn an army at world position
- ExecuteAction("LIVING_WORLD_SPAWN_ARMY_IN_ZONE", Text, Text, Text)
- Spawn Army named <Text> of TemplateType <Text> To the <Text> zone.
- LivingWorld_/ Spawn an army in a named zone
- ExecuteAction("LIVING_WORLD_DESPAWN_ARMY", Text, Text)
- Despawn Army named <Text> of faction <Text> from the living world.
- LivingWorld_/ Despawn an army from the Living World
- ExecuteAction("LIVING_WORLD_EXIT_TO_REGION_VIEW")
- Exit back into the living world map region view.
- LivingWorld_/ Exit back into region view
- ExecuteAction("TOGGLE_AVI_CAPTURE")
- Toggles on & off the AVI capture.
- AVICapture_/ Toggles on & off AVI capture
- ExecuteAction("PLAY_MOVIE_IN_GAME", MovieName, Boolean)
- Play Movie named <MovieName> allow cancel <Boolean> .
- PlayMovie/ Plays a movie in game.
- ExecuteAction("DEPLOY_SIEGE_ON_NAMED_WALL", UnitName, UnitName)
- Request <UnitName> to attach it's siege ramp to the wall <UnitName> .
- Unit_/Siege/ Deploy the siege tower to the named wall.
- ExecuteAction("RETRACT_SIEGE_FROM_WALL", UnitName)
- Request <UnitName> to retract it's siege ramp from the wall
- Unit_/Siege/ Retract the siege tower from that wall it's attached to.
- ExecuteAction("UNIT_THREAT_LEVEL", UnitName, Comparison, RealNumber, RealNumber)
- <UnitName> has <Comparison> threat level <RealNumber> within radius <RealNumber>
- Unit_/ Unit has (comparison) threat level within radius.
- ExecuteAction("TEAM_THREAT_LEVEL", TeamName, Comparison, RealNumber, RealNumber)
- <TeamName> has <Comparison> threat level <RealNumber> within radius <RealNumber>
- Team_/ Team has (comparison) threat level within radius.
- ExecuteAction("SET_UNIT_REFERENCE", UnitReference, UnitName)
- Set <UnitReference> to reference unit <UnitName>
- Scripting_/Reference/ Set reference to a unit.
- ExecuteAction("TEAM_SET_PLAYERS_NEAREST_UNIT_OF_TYPE_TO_REFERENCE", ObjectType, TeamName, UnitReference)
- 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>
- Scripting/Reference/ Set a reference to the unit nearest-to-team, owned by player.
- ExecuteAction("FIND_HOME_BASE_OF_PLAYER", PlayerName, UnitReference, Boolean)
- Find the home base owned by <PlayerName> and set <UnitReference> to reference it. (Building must be inside map boundaries: <Boolean>)
- _Scripting/Reference/Find home base of player
- ExecuteAction("GATE_OPEN", UnitName)
- Open gate <UnitName>
- Unit/gate/ open a gate
- ExecuteAction("GATE_CLOSE", UnitName)
- Close gate.<UnitName>
- Unit/gate/ close a gate
- ExecuteAction("GATE_READY", UnitName)
- <UnitName> delay until it is ready again.
- Unit/gate/ Delay a sequential script until the gate is ready again
- ExecuteAction("SET_TEAM_REFERENCE", TeamReference, TeamName)
- Set <TeamReference> to reference team <TeamName>
- Scripting_/Reference/ Set reference to a team.
- ExecuteAction("SET_UNIT_REFERENCE_TO_REFERENCE", UnitReference, UnitReference)
- Set <UnitReference> to reference another unit reference <UnitReference>
- Scripting_/Reference/ Set reference to another unit reference.
- ExecuteAction("SET_TEAM_REFERENCE_TO_REFERNECE", TeamReference, TeamReference)
- Set <TeamReference> to reference another team reference <TeamReference>
- Scripting_/Reference/ Set reference to another team reference.
- ExecuteAction("TEAM_GIVE_NEAREST_TEAM_UPGRADE", TeamName)
- <TeamName> will give nearest team upgrade
- Team_/Upgrades/Team gives nearest team upgrade.
- ExecuteAction("TEAM_GIVE_TEAM_UPGRADE", TeamName, TeamName)
- <TeamName> will give <TeamName> upgrade
- Team_/Upgrades/Team gives team upgrade.
- ExecuteAction("NAMED_BASE_UNPACK", UnitName, UnitReference)
- Unpack the base: <UnitName>and reference it as <UnitReference>.
- Base/Unpack a base so team can start building structures on it.
- ExecuteAction("NAMED_BASE_UNPACK_FREE", UnitName, UnitReference)
- Instantly unpack the free base: <UnitName>and reference it as <UnitReference>.
- Base/Instant Unpack a base so team can start building structures on it (Free).
- ExecuteAction("BUILD_BASE_BUILDING", ObjectName, UnitName, UnitReference)
- Build building <ObjectName> in base <UnitName> and reference it as <UnitReference> .
- Player_/AI/AI build base building in first available slot in a referenced base.
- ExecuteAction("BUILD_BASE_BUILDING_IN_SLOT", ObjectName, Integer, UnitName, UnitReference)
- Build building <ObjectName> at slot <Integer> in base <UnitName> and reference it as<UnitReference> .
- Base/AI build base building in slot in a referenced base.
- ExecuteAction("BUILD_BASE_BUILDING_PER_TACTICAL_MARKER", ObjectName, NearOrFar, ObjectName, UnitName, UnitReference)
- 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> .
- Base/AI build base building on a foundation chosen by proximity to tactical marker (new).
- ExecuteAction("BUILD_BUILDING_ON_FOUNDATION", ObjectName, UnitName)
- Build building <ObjectName> at a foundation<UnitName> .
- Build building on the chosen foundation.
- ExecuteAction("TEAM_MOVE_TO_NEAREST_OBJECT_OF_KINDOF", TeamName, UnitOrStructureKind)
- Team <TeamName> will move to the nearest object of kindof <UnitOrStructureKind>.
- Team/Team will move to the nearest object that matches kindof specified.
- ExecuteAction("TEAM_MOVE_TO_NEAREST_OBJECT_OF_KINDOF_OWNED_BY_PLAYER", TeamName, UnitOrStructureKind, PlayerName)
- Team <TeamName> will move to the nearest object of kindof <UnitOrStructureKind> that is owned by the player <PlayerName>.
- Team/Team will move to the nearest object that matches both kindof and player specified.
- ExecuteAction("TEAM_MOVE_TO_NEAREST_OBJECT_OF_TYPE", TeamName, ObjectType)
- Team <TeamName> will move to the nearest object of type <ObjectType>.
- Team/Team will move to the nearest object that matches type specified.
- ExecuteAction("TEAM_MOVE_TO_NEAREST_OBJECT_OF_TYPE_OWNED_BY_PLAYER", TeamName, ObjectType, PlayerName)
- Team <TeamName> will move to the nearest object of type <ObjectType> that is owned by the player <PlayerName>.
- Team/Team will move to the nearest object that matches both type and player specified.
- ExecuteAction("COUNTER_MATH_COUNTER", CounterName, MathOperator, CounterName)
- Counter <CounterName> , <MathOperator> with counter <CounterName>
- Scripting_/Counters/Counter do math opertation with another Counter.
- ExecuteAction("COUNTER_MATH_VALUE", CounterName, MathOperator, Integer)
- Counter <CounterName> , <MathOperator> with value <Integer>
- Scripting_/Counters/Counter do math opertation with value.
- ExecuteAction("TEAM_RECRUIT_UNITS", TeamName, Integer, ObjectType)
- will recruit <TeamName> units of type <Integer> from nearby recruitable allied teams.<ObjectType>
- Team_/Team recruit units from nearby teams.
- ExecuteAction("TEAM_RECRUIT_UNITS_FROM_TEAM", TeamName, Integer, ObjectType, TeamName)
- will recruit <TeamName> units of type <Integer> from <ObjectType> .<TeamName>
- Team_/Team recruit units from a specific team.
- ExecuteAction("RECRUIT_COMBO_UNITS_FROM_TEAM", TeamName, Integer, ObjectType, TeamName)
- will recruit <TeamName> combo units of type <Integer> from <ObjectType> .<TeamName>
- Team_/Team recruit combo units from a specific team.
- ExecuteAction("TEAM_UPGRADE", TeamName, UpgradeName)
- Give Team <TeamName> the upgrade <UpgradeName>.
- Team_/Give Team upgrade.
- ExecuteAction("SET_PLAYER_MONEY_TO_COUNTER", PlayerName, CounterName)
- Store amount of <PlayerName> money to the counter <CounterName>
- Scripting_/Counters/Set players money to counter.
- ExecuteAction("SET_PLAYER_LIGHT_POINTS_TO_COUNTER", PlayerName, CounterName)
- Store amount of <PlayerName> light points to the counter <CounterName>
- Scripting_/Counters/Set players light points to counter.
- ExecuteAction("SET_UNIT_EXPERIENCE_TO_COUNTER", UnitName, CounterName)
- Store amount of <UnitName> experience points to the counter <CounterName>
- Scripting_/Counters/Set units experience points to counter.
- ExecuteAction("SET_PLAYER_COMMAND_POINTS_USED_TO_COUNTER", PlayerName, CounterName)
- Store amount of command points used by player <PlayerName> to the counter <CounterName>
- Scripting_/CommandPoints/Set command points used by player to counter.
- ExecuteAction("SET_PLAYER_COMMAND_POINTS_AVAILABLE_TO_COUNTER", PlayerName, CounterName)
- Store amount of command points available to player <PlayerName> to the counter <CounterName>
- Scripting_/CommandPoints/Set command points available to player to counter.
- ExecuteAction("SET_PLAYER_COMMAND_POINTS_TOTAL_TO_COUNTER", PlayerName, CounterName)
- Store total number of command point of player <PlayerName> to the counter <CounterName>
- Scripting_/CommandPoints/Set command points total of player to counter.
- ExecuteAction("SET_COMMAND_POINTS_TO_BUILD_TEAM_TO_COUNTER", TeamName, CounterName)
- Store the amount of command points required to build <TeamName> to the counter <CounterName>
- Scripting_/CommandPoints/Set command points required to build team to counter.
- ExecuteAction("SET_PLAYER_KILLS_OF_TYPE_TO_COUNTER", PlayerName, ObjectName, CounterName)
- Store the amount of kills by player <PlayerName> of the type of object <ObjectName> to the counter <CounterName>
- Scripting_/Set numer of player kills of a type to counter.
- ExecuteAction("SET_PLAYER_KILLS_OF_KINDOF_TO_COUNTER", PlayerName, UnitOrStructureKind, CounterName)
- Store the amount of kills by player <PlayerName> of the kindof <UnitOrStructureKind> to the counter <CounterName>
- Scripting_/Set number of player kills of a kindof to counter.
- ExecuteAction("SET_PLAYER_OWNERSHIP_OF_TYPE_COUNTER", ObjectType, PlayerName, CounterName)
- Store the number of object <ObjectType> owned by <PlayerName> to the counter <CounterName>
- Scripting_/Set numer of object type owned by player to counter.
- ExecuteAction("SET_PLAYER_OWNERSHIP_OF_TYPE_COUNTER_INCLUDE_DEAD", ObjectType, PlayerName, CounterName)
- Store the number of object (include dead ones)<ObjectType> owned by <PlayerName> to the counter <CounterName>
- Scripting_/Set numer of object type owned by player to counter including dead ones.
- ExecuteAction("SET_COUNTER_TO_NUMBER_OBJECTS_PLAYER_OWNES_WITH_MODELCONDITION", PlayerName, ModelCondition, CounterName)
- Store the number of objects owned by <PlayerName> with <ModelCondition> ON to the counter <CounterName>
- Scripting_/Set counter to number of objects owned by player with a model condition
- ExecuteAction("PLAY_SOUND_EFFECT_AT_TEAM", SoundName, TeamName)
- Play sound <SoundName> as though coming from a member of <TeamName>.
- Multimedia_/Play sound effect from team
- ExecuteAction("AUDIO_FADE_VOLUME", RealNumber, RealNumber, RealNumber, RealNumber, RealNumber)
- Fade (0-1) all audio from volume <RealNumber> to volume <RealNumber>. Take <RealNumber> seconds to increase, hold for <RealNumber> seconds, and decrease <RealNumber> seconds.
- Audio_/Volume/Fade all audio
- ExecuteAction("AUDIO_MAKE_SOUND_IMMUNE_TO_FADE", AudioName)
- Make the sound <AudioName> ignore the fade levels set by 'fade all audio.'
- Audio_/Volume/Make Sound Immune to Fade
- ExecuteAction("AUDIO_MAKE_SOUND_SUBJECT_TO_FADE", AudioName)
- Make the sound <AudioName> subject to the fade levels set by 'fade all audio.'
- Audio_/Volume/Make Sound Subject to Fade
- ExecuteAction("AUDIO_MAKE_ALL_SOUNDS_SUBJECT_TO_FADE")
- Make all sounds subject to the fade levels set by 'fade all audio.'
- Audio_/Volume/Make All Sounds Subject to Fade
- ExecuteAction("AUDIO_SET_REVERB_ROOM_TYPE", ReverbRoomType)
- Use global reverb room type <ReverbRoomType>
- Audio_/All Sounds/Set Global Reverb Room Type
- ExecuteAction("AUDIO_REMOVE_REVERB")
- Do not use reverb effects
- Audio_/All Sounds/Remove all reverb effects
- ExecuteAction("AUDIO_SET_REVERB_SUPPRESSION_POLYGON", TriggerAreaName, Percentage)
- Lower reverb of all sounds in <TriggerAreaName> to <Percentage> of normal.
- Audio_/All Sounds/Suppress reverb in an area
- ExecuteAction("AUDIO_REMOVE_REVERB_SUPPRESSION_POLYGON", TriggerAreaName)
- Return the reverb of sounds in <TriggerAreaName> to normal.
- Audio_/All Sounds/Unsuppress reverb in an area
- ExecuteAction("AUDIO_REMOVE_ALL_REVERB_SUPPRESSION_POLYGONS")
- Remove all reverb-suppression areas.
- Audio_/All Sounds/Unsuppress all reverb
- ExecuteAction("DIM_WORLD_LIGHTS")
- seconds.
- Scene/Light/Dim all global and ambient lights.
- ExecuteAction("RESTORE_WORLD_LIGHTS")
- seconds:
- Scene/Light/Restore (un-dim) all global and ambient lights.
- ExecuteAction("ALLOW_DISALLOW_ONE_BUILDING", PlayerName, ObjectName, Boolean)
- <PlayerName> allowed to build <ObjectName> is <Boolean>.
- Base/Allow or Disallow one building of a specific type
- ExecuteAction("ALLOW_DISALLOW_ALL_BUILDINGS", PlayerName, Boolean)
- <PlayerName> is allowed to build ALL buildings is <Boolean> .
- Base/Allow or Disallow all buildings
- ExecuteAction("TOGGLE_AUTO_BUILD", PlayerName, Boolean)
- <PlayerName> toggle auto build <Boolean>
- Player/Build/Turn on or off a player's structures that auto build units. (Starts ON)
- ExecuteAction("TEAM_TOGGLE_CLOSE_RANGE_WEAPON", TeamName, Boolean)
- <TeamName> sets their close range weapons to <Boolean>
- Team/Toggle close range weapon
- ExecuteAction("NAMED_TOGGLE_CLOSE_RANGE_WEAPON", UnitName, Boolean)
- <UnitName> sets its close range weapon to <Boolean>
- Unit/Toggle close range weapon
- ExecuteAction("SET_COUNTER_TO_UNIT_THREAT", CounterName, UnitName, RealNumber)
- Set <CounterName> to <UnitName> radius of <RealNumber>
- Scripting_/Counters/Set counter to single unit threat.
- ExecuteAction("SET_COUNTER_TO_THREAT_FINDER_THREAT", CounterName, ThreadFinderObjectType, ThreadType, PlayerName)
- Set <CounterName> to equal the threat at <ThreadFinderObjectType> of <ThreadType> for player <PlayerName>
- Scripting_/Counters/Set counter to threat at a threatfinder.
- ExecuteAction("SET_COUNTER_TO_TEAM_THREAT", CounterName, TeamName, RealNumber)
- Set <CounterName> to <TeamName> radius of <RealNumber>
- Scripting_/Counters/Set counter to team threat.
- ExecuteAction("SET_COUNTER_TO_BASE_POPULATION", PlayerName, UnitName, CounterName)
- Count units owned by <PlayerName> inside the base <UnitName> and store in counter <CounterName>
- Base/Counters/Count units inside a base.
- ExecuteAction("REINFORCEMENTS_DISPLAY_BANNER")
- Display Reinforcements banner.
- LivingWorld_/Display Reinforcements banner.
- ExecuteAction("NAMED_SET_SPECIAL_WEAPONSET", UnitName, Boolean)
- <UnitName> set special weapon upgrade to <Boolean>
- Unit_/Set unit to switch to weapon set.
- ExecuteAction("DEPLOY_NAMED_SIEGE_ON_WAYPOINT", UnitName, WaypointName, RealNumber)
- <UnitName> attempts to Deploy near <WaypointName> within the radius <RealNumber>.
- Unit_/Siege/Deploy near waypoint.
- ExecuteAction("DEPLOY_SIEGE_ON_WAYPOINT", TeamName, WaypointName, RealNumber)
- <TeamName> attempts to Deploy near <WaypointName> within the radius <RealNumber>.
- Team_/Siege/Deploy near waypoint.
- ExecuteAction("DEPLOY_SIEGE_NEAR_TEAM", TeamName, TeamName, RealNumber)
- <TeamName> attempts to Deploy near <TeamName> within the radius <RealNumber>.
- Team_/Siege/Deploy near team.
- ExecuteAction("TEAM_REPAIR_NEREST", TeamName, RealNumber)
- Have Team <TeamName> repair the nearest building within the radius <RealNumber>
- Team_/Reepair/Repair nearest building that needs it.
- ExecuteAction("TEAM_SET_AUTO_ABILITY", TeamName, CommandButtonName, Boolean)
- Have Team <TeamName> set auto ability <CommandButtonName> to <Boolean>
- Team_/AutoAbility/Team set auto ability to on/off.
- ExecuteAction("NAME_SET_AUTO_ABILITY", UnitName, CommandButtonName, Boolean)
- Have Team <UnitName> set auto ability <CommandButtonName> to <Boolean>
- Unit_/AutoAbility/Named set auto abilty to on/off.
- ExecuteAction("SET_LOGIC_FOG_STATE", Boolean)
- Set presence of Fog of War to <Boolean>. (Default TRUE.)
- Map_/Shroud or Reveal/Toggle Fog of War.
- ExecuteAction("NAMED_RECEIVE_UPGRADE", UnitName, UpgradeName)
- Give Unit <UnitName> the upgrade <UpgradeName>.
- Unit_/Upgrade/Give Team upgrade.
- ExecuteAction("UPGRADE_NEAREST_WALL", UnitName, UpgradeName, ObjectName, ObjectName, UnitReference)
- For Base <UnitName> give upgrade <UpgradeName> to object type <ObjectName> nearest marker <ObjectName> and reference as <UnitReference>
- Script/Upgrade/Upgrade Base with upgrade to the nearest upgradable wall.
- ExecuteAction("SET_REF_TO_NEREST_TEAM_OF_TYPE_OWNED_BY_PLAYER", ObjectType, PlayerName, TeamName, UnitReference)
- Find <ObjectType> Owned by <PlayerName> nearest team <TeamName> and reference as <UnitReference>
- Scripting_/Reference/ Set reference to object owned by player
- ExecuteAction("SET_REF_TO_NEREST_TEAM_OF_UNNAMED_TYPE_OWNED_BY_PLAYER", ObjectType, PlayerName, TeamName, UnitReference)
- Find unnamed <ObjectType> Owned by <PlayerName> nearest team <TeamName> and reference as <UnitReference>
- Scripting_/Reference/ Set reference to unnamed object owned by player
- ExecuteAction("SELL_BUILDING_ON_FOUNDATION", UnitName)
- Sell anything on foundation named <UnitName>
- Base/Sell building on foundation
- ExecuteAction("MAP_EXIT")
- Exits map back to the main menu.
- Map_/ Exit back to the main menu
- ExecuteAction("TEAM_NEEDS_OPEN_GATE", TeamName, UnitName, Boolean)
- Team <TeamName> wants gate <UnitName> open is <Boolean>
- Team_/Misc/ Set or clear a team-needs-gate open flag
- ExecuteAction("UNIT_STAND_GROUND", UnitName, Boolean)
- Set Stand Ground Status of <UnitName> to <Boolean>
- Unit/Status/Unit Set Stand Ground Status.
- ExecuteAction("TEAM_STAND_GROUND", TeamName, Boolean)
- Set Stand Ground Status of <TeamName> to <Boolean>
- Unit/Status/Team Set Stand Ground Status.
- ExecuteAction("UNIT_TELEPORT_TO_WAYPOINT", UnitName, WaypointName)
- Teleport <UnitName> to <WaypointName>.
- Unit_/Action/Move/Teleport to a waypoint.
- ExecuteAction("TEAM_TELEPORT_TO_WAYPOINT", TeamName, WaypointName)
- Teleport <TeamName> to <WaypointName>.
- Team_/Action/Move/Teleport to a waypoint.
- ExecuteAction("OVERRIDE_PLAYER_COMMAND_POINTS", PlayerName, Integer, Integer)
- Override command points for <PlayerName> to total: <Integer> maximum: <Integer>
- Player_/Command/ Override player command points.
- ExecuteAction("SELECT_OBJECT", PlayerName, UnitName)
- For <PlayerName> select object <UnitName>
- Player_/Select/ Select an object belonging to player.
- ExecuteAction("DESELECT")
- Deselects everything
- Player_/Select/ Deselects everything.
- ExecuteAction("HERO_SELECT_BUTTON_FLASH", Hero, Integer)
- Flash the select button for <Hero> for <Integer> seconds.
- User_/Flash/Flash a hero select button for a specified amount of time.
- ExecuteAction("LOCK_CAMERA", Boolean)
- Set the camera lock to <Boolean> .
- Camera_/Lock or unlock camera.
- ExecuteAction("LOCK_CAMERA_ZOOM", Boolean)
- Set the camera zoom lock to <Boolean> .
- Camera_/Lock or unlock camera zoom.
- ExecuteAction("LOCK_CAMERA_ROTATION", Boolean)
- Set the camera rotation lock to <Boolean> .
- Camera_/Lock or unlock camera rotation.
- ExecuteAction("LOCK_CAMERA_SCROLL", Boolean)
- Set the camera scroll lock to <Boolean> .
- Camera_/Lock or unlock camera scroll.
- ExecuteAction("LOCK_CAMERA_RESET", Boolean)
- Set the camera reset lock to <Boolean> .
- Camera_/Lock or unlock camera reset.
- ExecuteAction("LOCK_CAMERA_ANGLE_AND_HEIGHT", Boolean)
- Set the camera angle& height lock to <Boolean> .
- Camera_/Lock or unlock camera height and angle (allow scrolling).
- ExecuteAction("TEAM_ASSIMILATE_WITH_FIRST_WALK_ON_ARMY", TeamName)
- Set <TeamName> to be assimilated by the first walk on army.
- Team_/Assimilates team with the first walk on army.
- ExecuteAction("UNIT_ASSIMILATE_WITH_FIRST_WALK_ON_ARMY", UnitName)
- Set <UnitName> to be assimilated by the first walk on army.
- Unit_/Assimilates unit with the first walk on army.
- ExecuteAction("UNIT_ENABLE_HOUSE_COLOR", UnitName, Boolean)
- Enable house color for <UnitName> to <Boolean> .
- Unit_/Enables or disables the house color.
- ExecuteAction("TEAM_ENABLE_HOUSE_COLOR", TeamName, Boolean)
- Enable the house color for <TeamName> to <Boolean> .
- Team_/Enables or disables the house color
- ExecuteAction("ENABLE_HOUSE_COLOR", Boolean)
- Enable the house color for all units <Boolean> .
- Script/Enables or disables the house color for all units
- ExecuteAction("UNIT_FORCE_EMOTION", UnitName, Emotion, RealNumber)
- Force unit <UnitName> to have <Emotion> for <RealNumber> seconds.
- Unit_/Force an emotion.
- ExecuteAction("TEAM_FORCE_EMOTION", TeamName, Emotion, RealNumber)
- Force team <TeamName> to have <Emotion> for <RealNumber> seconds.
- Team_/Force an emotion.
- ExecuteAction("PLAYER_FORCE_EMOTION", PlayerName, Emotion, RealNumber)
- Force all units of player <PlayerName> to have <Emotion> for <RealNumber> seconds.
- Player_/Force an emotion.
- ExecuteAction("PLAYER_SELL_EVERYTHING", PlayerName)
- Sell everything belonging to <PlayerName>
- Player_/Player sell everything he has.
- ExecuteAction("UNIT_GAIN_LEVEL", UnitName, Boolean)
- <UnitName> gains a level with FX turned <Boolean>
- Unit_/Experience/Unit Gain Level.
- ExecuteAction("TEAM_GAIN_LEVEL", TeamName, Boolean)
- <TeamName> gains a level with FX turned <Boolean>
- Team/Experience/Team Gain Level.
- ExecuteAction("SHOW_MISSION_OBJECTIVE", Integer)
- Make mission objective <Integer> visible.
- Interface/Objectives/Show mission objective
- ExecuteAction("HIDE_MISSION_OBJECTIVE", Integer)
- Hide mission objective <Integer>.
- Interface/Objectives/Hide mission objective
- ExecuteAction("MARK_MISSION_OBJECTIVE_COMPLETED", Integer)
- Mark mission objective <Integer> as completed.
- Interface/Objectives/Mark mission objective as completed
- ExecuteAction("MARK_MISSION_OBJECTIVE_NOT_COMPLETED", Integer)
- Mark mission objective <Integer> as not completed.
- Interface/Objectives/Mark mission objective as not completed
- ExecuteAction("UNIT_CHANGE_OBJECT_STATUS", UnitName, ObjectStatus, Boolean)
- For unit <UnitName> set object status <ObjectStatus> to <Boolean>.
- Unit_/Change object status.
- ExecuteAction("TEAM_CHANGE_OBJECT_STATUS", TeamName, ObjectStatus, Boolean)
- For all units in team <TeamName> set object status <ObjectStatus> to <Boolean>.
- Team_/Change object status.
- ExecuteAction("REMOVE_REINFORCEMENT_ARMY", Text)
- Remove reinforcement army named <Text>.
- ReinforcementArmies/Remove army.
- ExecuteAction("PLAYER_ASSIMILATE_WITH_ARMY_BY_NAME", PlayerName, Text)
- Set <PlayerName> to be assimilated by army <Text>.
- Player_/Assimilates player with an army by name.
- ExecuteAction("TEAM_ASSIMILATE_WITH_ARMY_BY_NAME", TeamName, Text)
- Set <TeamName> to be assimilated by army <Text>.
- Team_/Assimilates team with an army by name.
- ExecuteAction("UNIT_ASSIMILATE_WITH_ARMY_BY_NAME", UnitName, Text)
- Set <UnitName> to be assimilated by army <Text>.
- Unit_/Assimilates unit with an army by name.
- ExecuteAction("CALL_IN_REINFORCEMENTS_WITHOUT_MOVIE", Text)
- Call in reinforcement army named <Text>.
- ReinforcementArmies/Call in army clean.
- ExecuteAction("LIVING_WORLD_SET_PLAYER_REF_BY_TEMPLATE", LivingWorldPlayerRef, LivingWorldPlayerTemplate)
- Set <LivingWorldPlayerRef> to a player with player template <LivingWorldPlayerTemplate>.
- _Player/Set Player Ref to player with template
- ExecuteAction("LIVING_WORLD_SET_ARMY_REF_TO_HERO_ARMY_BY_INDEX", LivingWorldArmyRef, Integer, LivingWorldPlayer)
- Set <LivingWorldArmyRef> to hero army #<Integer> (1 - first, 2 - second, etc) belonging to player <LivingWorldPlayer>.
- _Army/Set army ref to hero army by index
- ExecuteAction("LIVING_WORLD_SET_REGION_REF_TO_ARMY_REGION", LivingWorldRegionRef, LivingWorldArmy)
- Set <LivingWorldRegionRef> to the region containing <LivingWorldArmy>.
- _Region/Set region ref to army's region
- ExecuteAction("LIVING_WORLD_SET_REGION_REF_TO_ADJACENT_REGION", LivingWorldRegionRef, LivingWorldRegion, Boolean, Boolean)
- Set <LivingWorldRegionRef> to a region adjacent to <LivingWorldRegion> which must be owned by the same player (<Boolean>) and/or must not be defended (<Boolean>).
- _Region/Set region ref to adjacent region
- ExecuteAction("LIVING_WORLD_ORDER_ARMY_MOVE_TO_ADJACENT_REGION", LivingWorldArmy, LivingWorldRegion)
- Order <LivingWorldArmy> to move to adjacent region <LivingWorldRegion>.
- _Army/Order army to move to adjacent region
- ExecuteAction("CHANGE_BURN_RATE_AT_WAYPOINT", WaypointName, RealNumber, Integer)
- Change burn rate at <WaypointName> within radius of <RealNumber> by <Integer>.
- Map_/Fire/Change burn rate at waypoint.
- ExecuteAction("CHANGE_BURN_RATE_IN_AREA", TriggerAreaName, Integer)
- Change burn rate in area <TriggerAreaName> by <Integer>.
- Map_/Fire/Change burn rate in trigger area.
- ExecuteAction("CREATE_DELAYED_CARRYOVER_UNIT_AT_WAYPOINT", ObjectType, PlayerName, WaypointName, UnitReference)
- Find the first delayed-carryover unit of type <ObjectType> belonging to <PlayerName> and create it at <WaypointName>, then assign name <UnitReference> to reference it.
- Unit_/Spawn/Spawn delayed-carryover unit
- ExecuteAction("CREATE_UNIT_REVIVAL_ENTRY", ObjectName, PlayerName)
- Add a unit of type <ObjectName> to the list of units <PlayerName> is allowed to revive.
- Unit_/Spawn/Create unit-revival entry
- ExecuteAction("CREATE_UNIT_REVIVAL_ENTRY_FROM_DELAYED_CARRYOVER_HERO", ObjectType, PlayerName)
- Take one of the delayed carryover units of type <ObjectType> belonging to <PlayerName> and add it to that player's list of revivable units.
- Unit_/Spawn/Create unit-revival entry from delayed carryover unit
- ExecuteAction("CREATE_UNIT_REVIVAL_ENTRY_AT_LEVEL", ObjectName, PlayerName, Integer)
- 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>.
- Unit_/Spawn/Create unit-revival entry at level
- ExecuteAction("ENABLE_SPELL_STORE")
- Enable the spell store.
- Interface/Enable the spell store
- ExecuteAction("DISABLE_SPELL_STORE")
- Disable the spell store.
- Interface/Disable the spell store
- ExecuteAction("ENABLE_OBJECTIVES_SCREEN")
- Enable the objectives screen.
- Interface/Enable the objectives screen
- ExecuteAction("DISABLE_OBJECTIVES_SCREEN")
- Disable the objectives screen.
- Interface/Disable the objectives screen
- ExecuteAction("CLOSE_OBJECTIVES_SCREEN")
- Close the objectives screen.
- Interface/Close the objectives screen
- ExecuteAction("ENABLE_PLANNING_MODE")
- Enable planning mode.
- Interface/Enable planning mode
- ExecuteAction("DISABLE_PLANNING_MODE")
- Disable planning mode.
- Interface/Disable planning mode
- ExecuteAction("FLASH_SPELL_STORE_BUTTON", Integer)
- The spell store button flashes for <Integer> seconds.
- User_/Flash/Flash the spell store button for a specified amount of time.
- ExecuteAction("FLASH_OBJECTIVES_BUTTON", Integer)
- The objectives button flashes for <Integer> seconds.
- User_/Flash/Flash the objectives button for a specified amount of time.
- ExecuteAction("FLASH_PLANNING_MODE_BUTTON", Integer)
- The planning mode button flashes for <Integer> seconds.
- User_/Flash/Flash the planning mode button for a specified amount of time.
- ExecuteAction("DISPLAY_NOTIFICATION_BOX", NotificationBoxType, LocalizedStringName, Integer)
- Display a popup notification box of type <NotificationBoxType> with the message <LocalizedStringName> for <Integer> seconds (0 for infinite).
- Interface/Notification/Display popup notification box.
- ExecuteAction("CREATE_NAMED_ON_TEAM_AT_OBJECTTYPE", UnitName, ObjectName, TeamName, ObjectName)
- Spawn <UnitName> of type <ObjectName> on <TeamName> at type <ObjectName>
- Unit_/Spawn/Spawn -- named unit on a team at an object.
- ExecuteAction("UNIT_SET_MAX_LEVEL", UnitName, Integer)
- Sets <UnitName> maximum level to <Integer>.
- Unit_/ Sets a unit's maximum level
- ExecuteAction("DISPLAY_NOTIFICATION_BOX_WITH_OBJECT_TYPE_IMAGE_OVERRIDE", NotificationBoxType, LocalizedStringName, Integer, ObjectName)
- Display a popup notification box of type <NotificationBoxType> with the message <LocalizedStringName> for <Integer> seconds (0 for infinite) with the icon of <ObjectName>.
- Interface/Notification/Display popup notification box with the icon image of an object type.
- ExecuteAction("SELECT_BUILDER_BUTTON_FLASH", Integer)
- Flash the select builder button for <Integer> seconds.
- User_/Flash/Flash the select builder button for a specified amount of time.
- ExecuteAction("NAMED_STOP_FLUSH", UnitName)
- <UnitName> stops and clears its waypoints.
- Unit_/ Set a specific unit to stop and flush its waypoint list.
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