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C&C Zero Hour Script List - Sage Meta Tool Lua

Jun 10th, 2020
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  1. ExecuteAction("DEBUG_MESSAGE_BOX", Text)
  2. ExecuteAction("SET_FLAG", FLAG, BOOLEAN)
  3. ExecuteAction("SET_COUNTER", COUNTER, INT)
  4. ExecuteAction("VICTORY")
  5. ExecuteAction("DEFEAT")
  6. ExecuteAction("NO_OP")
  7. ExecuteAction("SET_TIMER", COUNTER, INT)
  8. ExecuteAction("PLAY_SOUND_EFFECT", SOUND)
  9. ExecuteAction("ENABLE_SCRIPT", SCRIPT)
  10. ExecuteAction("DISABLE_SCRIPT", SCRIPT)
  11. ExecuteAction("CALL_SUBROUTINE", SCRIPT_SUBROUTINE)
  12. ExecuteAction("PLAY_SOUND_EFFECT_AT", SOUND, WAYPOINT)
  13. ExecuteAction("DAMAGE_MEMBERS_OF_TEAM", TEAM, REAL)
  14. ExecuteAction("MOVE_TEAM_TO", TEAM, WAYPOINT)
  15. ExecuteAction("MOVE_CAMERA_TO", CAMERA, REAL, REAL, REAL, REAL)
  16. ExecuteAction("INCREMENT_COUNTER", INT, COUNTER)
  17. ExecuteAction("DECREMENT_COUNTER", INT, COUNTER)
  18. ExecuteAction("MOVE_CAMERA_ALONG_WAYPOINT_PATH", WAYPOINT, REAL, REAL, REAL, REAL)
  19. ExecuteAction("ROTATE_CAMERA", REAL, REAL, REAL, REAL)
  20. ExecuteAction("RESET_CAMERA", WAYPOINT, REAL, REAL, REAL)
  21. ExecuteAction("SET_MILLISECOND_TIMER", COUNTER, REAL)
  22. ExecuteAction("CAMERA_MOD_FREEZE_TIME")
  23. ExecuteAction("SET_VISUAL_SPEED_MULTIPLIER", INT)
  24. ExecuteAction("CREATE_OBJECT", OBJECT_TYPE, TEAM, COORD3D, ANGLE)
  25. ExecuteAction("SUSPEND_BACKGROUND_SOUNDS")
  26. ExecuteAction("RESUME_BACKGROUND_SOUNDS")
  27. ExecuteAction("CAMERA_MOD_SET_FINAL_ZOOM", REAL, PERCENT, PERCENT)
  28. ExecuteAction("CAMERA_MOD_SET_FINAL_PITCH", REAL, PERCENT, PERCENT)
  29. ExecuteAction("CAMERA_MOD_FREEZE_ANGLE")
  30. ExecuteAction("CAMERA_MOD_SET_FINAL_SPEED_MULTIPLIER", INT)
  31. ExecuteAction("CAMERA_MOD_SET_ROLLING_AVERAGE", INT)
  32. ExecuteAction("CAMERA_MOD_FINAL_LOOK_TOWARD", WAYPOINT)
  33. ExecuteAction("CAMERA_MOD_LOOK_TOWARD", WAYPOINT)
  34. ExecuteAction("TEAM_ATTACK_TEAM", TEAM, TEAM)
  35. ExecuteAction("CREATE_REINFORCEMENT_TEAM", TEAM, WAYPOINT)
  36. ExecuteAction("MOVE_CAMERA_TO_SELECTION")
  37. ExecuteAction("TEAM_FOLLOW_WAYPOINTS", TEAM, WAYPOINT_PATH, BOOLEAN, BOOLEAN)
  38. ExecuteAction("TEAM_SET_STATE", TEAM, TEAM_STATE)
  39. ExecuteAction("MOVE_NAMED_UNIT_TO", UNIT, WAYPOINT)
  40. ExecuteAction("NAMED_ATTACK_NAMED", UNIT, UNIT)
  41. ExecuteAction("CREATE_NAMED_ON_TEAM_AT_WAYPOINT", UNIT, OBJECT_TYPE, TEAM, WAYPOINT)
  42. ExecuteAction("CREATE_UNNAMED_ON_TEAM_AT_WAYPOINT", OBJECT_TYPE, TEAM, WAYPOINT)
  43. ExecuteAction("NAMED_APPLY_ATTACK_PRIORITY_SET", UNIT, ATTACK_PRIORITY_SET)
  44. ExecuteAction("TEAM_APPLY_ATTACK_PRIORITY_SET", TEAM, ATTACK_PRIORITY_SET)
  45. ExecuteAction("SET_BASE_CONSTRUCTION_SPEED", PLAYER, INT)
  46. ExecuteAction("NAMED_SET_ATTITUDE", UNIT, AI_MOOD)
  47. ExecuteAction("TEAM_SET_ATTITUDE", TEAM, AI_MOOD)
  48. ExecuteAction("NAMED_ATTACK_AREA", UNIT, TRIGGER_AREA)
  49. ExecuteAction("NAMED_ATTACK_TEAM", UNIT, TEAM)
  50. ExecuteAction("TEAM_ATTACK_AREA", TEAM, TRIGGER_AREA)
  51. ExecuteAction("TEAM_ATTACK_NAMED", TEAM, UNIT)
  52. ExecuteAction("TEAM_LOAD_TRANSPORTS", TEAM)
  53. ExecuteAction("NAMED_ENTER_NAMED", UNIT, UNIT)
  54. ExecuteAction("TEAM_ENTER_NAMED", TEAM, UNIT)
  55. ExecuteAction("NAMED_EXIT_ALL", UNIT)
  56. ExecuteAction("TEAM_EXIT_ALL", TEAM)
  57. ExecuteAction("NAMED_FOLLOW_WAYPOINTS", UNIT, WAYPOINT_PATH)
  58. ExecuteAction("NAMED_GUARD", UNIT)
  59. ExecuteAction("TEAM_GUARD", TEAM)
  60. ExecuteAction("NAMED_HUNT", UNIT)
  61. ExecuteAction("TEAM_HUNT", TEAM)
  62. ExecuteAction("PLAYER_SELL_EVERYTHING", PLAYER)
  63. ExecuteAction("PLAYER_DISABLE_BASE_CONSTRUCTION", PLAYER)
  64. ExecuteAction("PLAYER_DISABLE_FACTORIES", PLAYER, OBJECT_TYPE)
  65. ExecuteAction("PLAYER_DISABLE_UNIT_CONSTRUCTION", PLAYER)
  66. ExecuteAction("PLAYER_ENABLE_BASE_CONSTRUCTION", PLAYER)
  67. ExecuteAction("PLAYER_ENABLE_FACTORIES", PLAYER, OBJECT_TYPE)
  68. ExecuteAction("PLAYER_ENABLE_UNIT_CONSTRUCTION", PLAYER)
  69. ExecuteAction("CAMERA_MOVE_HOME")
  70. ExecuteAction("BUILD_TEAM", TEAM)
  71. ExecuteAction("NAMED_DAMAGE", UNIT, INT)
  72. ExecuteAction("NAMED_DELETE", UNIT)
  73. ExecuteAction("TEAM_DELETE", TEAM)
  74. ExecuteAction("NAMED_KILL", UNIT)
  75. ExecuteAction("TEAM_KILL", TEAM)
  76. ExecuteAction("PLAYER_KILL", PLAYER)
  77. ExecuteAction("DISPLAY_TEXT", LOCALIZED_TEXT)
  78. ExecuteAction("CAMEO_FLASH", COMMAND_BUTTON, INT)
  79. ExecuteAction("NAMED_FLASH", UNIT, INT)
  80. ExecuteAction("TEAM_FLASH", TEAM, INT)
  81. ExecuteAction("MOVIE_PLAY_FULLSCREEN", MOVIE, BOOLEAN)
  82. ExecuteAction("MOVIE_PLAY_RADAR", MOVIE)
  83. ExecuteAction("SOUND_PLAY_NAMED", SOUND, UNIT)
  84. ExecuteAction("SPEECH_PLAY", DIALOG, BOOLEAN)
  85. ExecuteAction("PLAYER_TRANSFER_OWNERSHIP_PLAYER", PLAYER, PLAYER)
  86. ExecuteAction("NAMED_TRANSFER_OWNERSHIP_PLAYER", UNIT, PLAYER)
  87. ExecuteAction("PLAYER_RELATES_PLAYER", PLAYER, PLAYER, RELATION)
  88. ExecuteAction("RADAR_CREATE_EVENT", COORD3D, RADAR_EVENT)
  89. ExecuteAction("RADAR_DISABLE")
  90. ExecuteAction("RADAR_ENABLE")
  91. ExecuteAction("MAP_REVEAL_AT_WAYPOINT", WAYPOINT, REAL, PLAYER)
  92. ExecuteAction("TEAM_AVAILABLE_FOR_RECRUITMENT", TEAM, BOOLEAN)
  93. ExecuteAction("TEAM_COLLECT_NEARBY_FOR_TEAM", TEAM)
  94. ExecuteAction("TEAM_MERGE_INTO_TEAM", TEAM, TEAM)
  95. ExecuteAction("DISABLE_INPUT")
  96. ExecuteAction("ENABLE_INPUT")
  97. ExecuteAction("PLAYER_HUNT", PLAYER)
  98. ExecuteAction("SOUND_AMBIENT_PAUSE")
  99. ExecuteAction("SOUND_AMBIENT_RESUME")
  100. ExecuteAction("MUSIC_SET_TRACK", MUSIC, BOOLEAN, BOOLEAN)
  101. ExecuteAction("SET_TREE_SWAY", ANGLE, ANGLE, ANGLE, INT, REAL)
  102. ExecuteAction("DEBUG_STRING", Text)
  103. ExecuteAction("MAP_REVEAL_ALL", PLAYER)
  104. ExecuteAction("TEAM_GARRISON_SPECIFIC_BUILDING", TEAM, UNIT)
  105. ExecuteAction("EXIT_SPECIFIC_BUILDING", UNIT)
  106. ExecuteAction("TEAM_GARRISON_NEAREST_BUILDING", TEAM)
  107. ExecuteAction("TEAM_EXIT_ALL_BUILDINGS", TEAM)
  108. ExecuteAction("NAMED_GARRISON_SPECIFIC_BUILDING", UNIT, UNIT)
  109. ExecuteAction("NAMED_GARRISON_NEAREST_BUILDING", UNIT)
  110. ExecuteAction("NAMED_EXIT_BUILDING", UNIT)
  111. ExecuteAction("PLAYER_GARRISON_ALL_BUILDINGS", PLAYER)
  112. ExecuteAction("PLAYER_EXIT_ALL_BUILDINGS", PLAYER)
  113. ExecuteAction("TEAM_WANDER", TEAM, WAYPOINT_PATH)
  114. ExecuteAction("TEAM_PANIC", TEAM, WAYPOINT_PATH)
  115. ExecuteAction("SETUP_CAMERA", WAYPOINT, REAL, REAL, WAYPOINT)
  116. ExecuteAction("CAMERA_LETTERBOX_BEGIN")
  117. ExecuteAction("CAMERA_LETTERBOX_END")
  118. ExecuteAction("ZOOM_CAMERA", REAL, REAL, REAL, REAL)
  119. ExecuteAction("PITCH_CAMERA", REAL, REAL, REAL, REAL)
  120. ExecuteAction("CAMERA_FOLLOW_NAMED", UNIT, BOOLEAN, REAL)
  121. ExecuteAction("OVERSIZE_TERRAIN", INT)
  122. ExecuteAction("CAMERA_FADE_ADD", REAL, REAL, INT, INT, INT)
  123. ExecuteAction("CAMERA_FADE_SUBTRACT", REAL, REAL, INT, INT, INT)
  124. ExecuteAction("CAMERA_FADE_SATURATE", REAL, REAL, INT, INT, INT)
  125. ExecuteAction("CAMERA_FADE_MULTIPLY", REAL, REAL, INT, INT, INT)
  126. ExecuteAction("CAMERA_BW_MODE_BEGIN", INT)
  127. ExecuteAction("CAMERA_BW_MODE_END")
  128. ExecuteAction("DRAW_SKYBOX_BEGIN")
  129. ExecuteAction("DRAW_SKYBOX_END")
  130. ExecuteAction("SET_ATTACK_PRIORITY_THING", ATTACK_PRIORITY_SET, OBJECT_TYPE_LIST, INT)
  131. ExecuteAction("SET_ATTACK_PRIORITY_KIND_OF", ATTACK_PRIORITY_SET, KIND_OF, INT)
  132. ExecuteAction("SET_DEFAULT_ATTACK_PRIORITY", ATTACK_PRIORITY_SET, INT)
  133. ExecuteAction("CAMERA_STOP_FOLLOW")
  134. ExecuteAction("CAMERA_MOTION_BLUR", BOOLEAN, BOOLEAN)
  135. ExecuteAction("CAMERA_MOTION_BLUR_JUMP", WAYPOINT, BOOLEAN)
  136. ExecuteAction("CAMERA_MOTION_BLUR_FOLLOW", INT)
  137. ExecuteAction("CAMERA_MOTION_BLUR_END_FOLLOW")
  138. ExecuteAction("FREEZE_TIME")
  139. ExecuteAction("UNFREEZE_TIME")
  140. ExecuteAction("SHOW_MILITARY_CAPTION", LOCALIZED_TEXT, REAL)
  141. ExecuteAction("CAMERA_SET_AUDIBLE_DISTANCE", REAL)
  142. ExecuteAction("SET_STOPPING_DISTANCE", TEAM, REAL)
  143. ExecuteAction("NAMED_SET_STOPPING_DISTANCE", UNIT, REAL)
  144. ExecuteAction("SET_FPS_LIMIT", INT)
  145. ExecuteAction("MUSIC_SET_VOLUME", REAL)
  146. ExecuteAction("MAP_SHROUD_AT_WAYPOINT", WAYPOINT, REAL, PLAYER)
  147. ExecuteAction("MAP_SHROUD_ALL", PLAYER)
  148. ExecuteAction("SET_RANDOM_TIMER", COUNTER, INT, INT)
  149. ExecuteAction("SET_RANDOM_MSEC_TIMER", COUNTER, REAL, REAL)
  150. ExecuteAction("STOP_TIMER", COUNTER)
  151. ExecuteAction("RESTART_TIMER", COUNTER)
  152. ExecuteAction("ADD_TO_MSEC_TIMER", REAL, COUNTER)
  153. ExecuteAction("SUB_FROM_MSEC_TIMER", REAL, COUNTER)
  154. ExecuteAction("TEAM_TRANSFER_TO_PLAYER", TEAM, PLAYER)
  155. ExecuteAction("PLAYER_SET_MONEY", PLAYER, INT)
  156. ExecuteAction("PLAYER_GIVE_MONEY", PLAYER, INT)
  157. ExecuteAction("DISABLE_SPECIAL_POWER_DISPLAY")
  158. ExecuteAction("ENABLE_SPECIAL_POWER_DISPLAY")
  159. ExecuteAction("NAMED_HIDE_SPECIAL_POWER_DISPLAY", UNIT)
  160. ExecuteAction("NAMED_SHOW_SPECIAL_POWER_DISPLAY", UNIT)
  161. ExecuteAction("DISPLAY_COUNTDOWN_TIMER", COUNTER, LOCALIZED_TEXT)
  162. ExecuteAction("HIDE_COUNTDOWN_TIMER", COUNTER)
  163. ExecuteAction("ENABLE_COUNTDOWN_TIMER_DISPLAY")
  164. ExecuteAction("DISABLE_COUNTDOWN_TIMER_DISPLAY")
  165. ExecuteAction("NAMED_STOP_SPECIAL_POWER_COUNTDOWN", UNIT, SPECIAL_POWER)
  166. ExecuteAction("NAMED_START_SPECIAL_POWER_COUNTDOWN", UNIT, SPECIAL_POWER)
  167. ExecuteAction("NAMED_SET_SPECIAL_POWER_COUNTDOWN", UNIT, SPECIAL_POWER, INT)
  168. ExecuteAction("NAMED_ADD_SPECIAL_POWER_COUNTDOWN", UNIT, SPECIAL_POWER, INT)
  169. ExecuteAction("NAMED_FIRE_SPECIAL_POWER_AT_WAYPOINT", UNIT, SPECIAL_POWER, WAYPOINT)
  170. ExecuteAction("NAMED_FIRE_SPECIAL_POWER_AT_NAMED", UNIT, SPECIAL_POWER, UNIT)
  171. ExecuteAction("REFRESH_RADAR")
  172. ExecuteAction("CAMERA_TETHER_NAMED", UNIT, BOOLEAN, REAL)
  173. ExecuteAction("CAMERA_STOP_TETHER_NAMED")
  174. ExecuteAction("CAMERA_SET_DEFAULT", REAL, REAL, REAL)
  175. ExecuteAction("NAMED_STOP", UNIT)
  176. ExecuteAction("TEAM_STOP", TEAM)
  177. ExecuteAction("TEAM_STOP_AND_DISBAND", TEAM)
  178. ExecuteAction("RECRUIT_TEAM", TEAM, REAL)
  179. ExecuteAction("TEAM_SET_OVERRIDE_RELATION_TO_TEAM", TEAM, TEAM, RELATION)
  180. ExecuteAction("TEAM_REMOVE_OVERRIDE_RELATION_TO_TEAM", TEAM, TEAM)
  181. ExecuteAction("TEAM_REMOVE_ALL_OVERRIDE_RELATIONS", TEAM)
  182. ExecuteAction("CAMERA_LOOK_TOWARD_OBJECT", UNIT, REAL, REAL, REAL, REAL, REAL)
  183. ExecuteAction("NAMED_FIRE_WEAPON_FOLLOWING_WAYPOINT_PATH", UNIT, WAYPOINT_PATH)
  184. ExecuteAction("TEAM_SET_OVERRIDE_RELATION_TO_PLAYER", TEAM, PLAYER, RELATION)
  185. ExecuteAction("TEAM_REMOVE_OVERRIDE_RELATION_TO_PLAYER", TEAM, PLAYER)
  186. ExecuteAction("PLAYER_SET_OVERRIDE_RELATION_TO_TEAM", PLAYER, TEAM, RELATION)
  187. ExecuteAction("PLAYER_REMOVE_OVERRIDE_RELATION_TO_TEAM", PLAYER, TEAM)
  188. ExecuteAction("UNIT_EXECUTE_SEQUENTIAL_SCRIPT", UNIT, SCRIPT)
  189. ExecuteAction("UNIT_EXECUTE_SEQUENTIAL_SCRIPT_LOOPING", UNIT, SCRIPT, INT)
  190. ExecuteAction("UNIT_STOP_SEQUENTIAL_SCRIPT", UNIT)
  191. ExecuteAction("TEAM_EXECUTE_SEQUENTIAL_SCRIPT", TEAM, SCRIPT)
  192. ExecuteAction("TEAM_EXECUTE_SEQUENTIAL_SCRIPT_LOOPING", TEAM, SCRIPT, INT)
  193. ExecuteAction("TEAM_STOP_SEQUENTIAL_SCRIPT", TEAM)
  194. ExecuteAction("UNIT_GUARD_FOR_FRAMECOUNT", UNIT, INT)
  195. ExecuteAction("UNIT_IDLE_FOR_FRAMECOUNT", UNIT, INT)
  196. ExecuteAction("TEAM_GUARD_FOR_FRAMECOUNT", TEAM, INT)
  197. ExecuteAction("TEAM_IDLE_FOR_FRAMECOUNT", TEAM, INT)
  198. ExecuteAction("WATER_CHANGE_HEIGHT", TRIGGER_AREA, REAL)
  199. ExecuteAction("NAMED_USE_COMMANDBUTTON_ABILITY_ON_NAMED", UNIT, COMMANDBUTTON_ABILITY_UNIT, UNIT)
  200. ExecuteAction("NAMED_USE_COMMANDBUTTON_ABILITY_AT_WAYPOINT", UNIT, COMMANDBUTTON_ABILITY_UNIT, WAYPOINT)
  201. ExecuteAction("WATER_CHANGE_HEIGHT_OVER_TIME", TRIGGER_AREA, REAL, REAL, REAL)
  202. ExecuteAction("MAP_SWITCH_BORDER", MAP_BOUNDARY)
  203. ExecuteAction("TEAM_GUARD_POSITION", TEAM, WAYPOINT)
  204. ExecuteAction("TEAM_GUARD_OBJECT", TEAM, UNIT)
  205. ExecuteAction("TEAM_GUARD_AREA", TEAM, TRIGGER_AREA)
  206. ExecuteAction("OBJECT_FORCE_SELECT", TEAM, OBJECT_TYPE, BOOLEAN, DIALOG)
  207. ExecuteAction("CAMERA_LOOK_TOWARD_WAYPOINT", WAYPOINT, REAL, REAL, REAL, BOOLEAN)
  208. ExecuteAction("UNIT_DESTROY_ALL_CONTAINED", UNIT)
  209. ExecuteAction("RADAR_FORCE_ENABLE")
  210. ExecuteAction("RADAR_REVERT_TO_NORMAL")
  211. ExecuteAction("SCREEN_SHAKE", SHAKE_INTENSITY)
  212. ExecuteAction("TECHTREE_MODIFY_BUILDABILITY_OBJECT", OBJECT_TYPE, BUILDABILITY_TYPE)
  213. ExecuteAction("WAREHOUSE_SET_VALUE", UNIT, INT)
  214. ExecuteAction("OBJECT_CREATE_RADAR_EVENT", UNIT, RADAR_EVENT)
  215. ExecuteAction("TEAM_CREATE_RADAR_EVENT", TEAM, RADAR_EVENT)
  216. ExecuteAction("DISPLAY_CINEMATIC_TEXT", LOCALIZED_TEXT, FONT_TYPE, INT)
  217. ExecuteAction("DEBUG_CRASH_BOX", Text)
  218. ExecuteAction("SOUND_DISABLE_TYPE", AUDIO)
  219. ExecuteAction("SOUND_ENABLE_TYPE", AUDIO)
  220. ExecuteAction("SOUND_ENABLE_ALL")
  221. ExecuteAction("AUDIO_OVERRIDE_VOLUME_TYPE", AUDIO, REAL)
  222. ExecuteAction("AUDIO_RESTORE_VOLUME_TYPE", AUDIO)
  223. ExecuteAction("AUDIO_RESTORE_VOLUME_ALL_TYPE")
  224. ExecuteAction("INGAME_POPUP_MESSAGE", TEXT_STRING, INT, INT,INT, BOOL)
  225. ExecuteAction("SET_CAVE_INDEX", UNIT, INT)
  226. ExecuteAction("NAMED_SET_HELD", UNIT, BOOLEAN)
  227. ExecuteAction("NAMED_SET_TOPPLE_DIRECTION", UNIT, COORD3D)
  228. ExecuteAction("UNIT_MOVE_TOWARDS_NEAREST_OBJECT_TYPE", UNIT, OBJECT_TYPE, TRIGGER_AREA)
  229. ExecuteAction("TEAM_MOVE_TOWARDS_NEAREST_OBJECT_TYPE", TEAM, OBJECT_TYPE, TRIGGER_AREA)
  230. ExecuteAction("MAP_REVEAL_ALL_PERM", PLAYER)
  231. ExecuteAction("MAP_REVEAL_ALL_UNDO_PERM", PLAYER)
  232. ExecuteAction("NAMED_SET_REPULSOR", UNIT, BOOL)
  233. ExecuteAction("NAMED_SET_REPULSOR", UNIT, BOOLEAN)
  234. ExecuteAction("TEAM_SET_REPULSOR", TEAM, BOOL)
  235. ExecuteAction("TEAM_SET_REPULSOR", TEAM, BOOLEAN)
  236. ExecuteAction("TEAM_WANDER_IN_PLACE", TEAM)
  237. ExecuteAction("TEAM_INCREASE_PRIORITY", TEAM)
  238. ExecuteAction("TEAM_DECREASE_PRIORITY", TEAM)
  239. ExecuteAction("DISPLAY_COUNTER", COUNTER, LOCALIZED_TEXT)
  240. ExecuteAction("HIDE_COUNTER", COUNTER)
  241. ExecuteAction("TEAM_USE_COMMANDBUTTON_ABILITY_ON_NAMED", TEAM, COMMANDBUTTON_ABILITY_TEAM, UNIT)
  242. ExecuteAction("TEAM_USE_COMMANDBUTTON_ABILITY_AT_WAYPOINT", TEAM, COMMANDBUTTON_ABILITY_TEAM, WAYPOINT)
  243. ExecuteAction("NAMED_USE_COMMANDBUTTON_ABILITY", UNIT, COMMANDBUTTON_ABILITY_UNIT)
  244. ExecuteAction("TEAM_USE_COMMANDBUTTON_ABILITY", TEAM, COMMANDBUTTON_ABILITY_TEAM)
  245. ExecuteAction("NAMED_FLASH_WHITE", UNIT, INT)
  246. ExecuteAction("TEAM_FLASH_WHITE", TEAM, INT)
  247. ExecuteAction("SKIRMISH_BUILD_BUILDING", OBJECT_TYPE)
  248. ExecuteAction("SKIRMISH_FOLLOW_APPROACH_PATH", TEAM, SKIRMISH_APPROACH_PATH, BOOLEAN)
  249. ExecuteAction("IDLE_ALL_UNITS")
  250. ExecuteAction("RESUME_SUPPLY_TRUCKING")
  251. ExecuteAction("NAMED_CUSTOM_COLOR", UNIT, COLOR)
  252. ExecuteAction("SKIRMISH_MOVE_TO_APPROACH_PATH", TEAM, SKIRMISH_APPROACH_PATH)
  253. ExecuteAction("SKIRMISH_BUILD_BASE_DEFENSE_FRONT")
  254. ExecuteAction("SKIRMISH_FIRE_SPECIAL_POWER_AT_MOST_COST", PLAYER, SPECIAL_POWER)
  255. ExecuteAction("PLAYER_REPAIR_NAMED_STRUCTURE", PLAYER, UNIT)
  256. ExecuteAction("SKIRMISH_BUILD_BASE_DEFENSE_FLANK")
  257. ExecuteAction("SKIRMISH_BUILD_STRUCTURE_FRONT", OBJECT_TYPE)
  258. ExecuteAction("SKIRMISH_BUILD_STRUCTURE_FLANK", OBJECT_TYPE)
  259. ExecuteAction("SKIRMISH_ATTACK_NEAREST_GROUP_WITH_VALUE", TEAM, COMPARISON, INT)
  260. ExecuteAction("SKIRMISH_PERFORM_COMMANDBUTTON_ON_MOST_VALUABLE_OBJECT", TEAM, COMMANDBUTTON_ABILITY_TEAM, REAL, BOOLEAN)
  261. ExecuteAction("SKIRMISH_WAIT_FOR_COMMANDBUTTON_AVAILABLE_ALL", PLAYER, TEAM, COMMANDBUTTON_ABILITY_TEAM)
  262. ExecuteAction("SKIRMISH_WAIT_FOR_COMMANDBUTTON_AVAILABLE_PARTIAL", PLAYER, TEAM, COMMANDBUTTON_ABILITY_TEAM)
  263. ExecuteAction("TEAM_SPIN_FOR_FRAMECOUNT", TEAM, INT)
  264. ExecuteAction("TEAM_ALL_USE_COMMANDBUTTON_ON_NAMED", TEAM, COMMANDBUTTON_ABILITY_TEAM, UNIT)
  265. ExecuteAction("TEAM_ALL_USE_COMMANDBUTTON_ON_NEAREST_ENEMY_UNIT", TEAM, COMMANDBUTTON_ABILITY_TEAM)
  266. ExecuteAction("TEAM_ALL_USE_COMMANDBUTTON_ON_NEAREST_GARRISONED_BUILDING", TEAM, COMMANDBUTTON_ABILITY_TEAM)
  267. ExecuteAction("TEAM_ALL_USE_COMMANDBUTTON_ON_NEAREST_KINDOF", TEAM, COMMANDBUTTON_ABILITY_TEAM, KIND_OF)
  268. ExecuteAction("TEAM_ALL_USE_COMMANDBUTTON_ON_NEAREST_ENEMY_BUILDING", TEAM, COMMANDBUTTON_ABILITY_TEAM)
  269. ExecuteAction("TEAM_ALL_USE_COMMANDBUTTON_ON_NEAREST_ENEMY_BUILDING_CLASS", TEAM, COMMANDBUTTON_ABILITY_TEAM, KIND_OF)
  270. ExecuteAction("TEAM_ALL_USE_COMMANDBUTTON_ON_NEAREST_OBJECTTYPE", TEAM, COMMANDBUTTON_ABILITY_TEAM, OBJECT_TYPE)
  271. ExecuteAction("TEAM_PARTIAL_USE_COMMANDBUTTON", REAL, TEAM, COMMANDBUTTON_ABILITY_TEAM)
  272. ExecuteAction("TEAM_CAPTURE_NEAREST_UNOWNED_FACTION_UNIT", TEAM)
  273. ExecuteAction("PLAYER_CREATE_TEAM_FROM_CAPTURED_UNITS", PLAYER, TEAM)
  274. ExecuteAction("PLAYER_ADD_SKILLPOINTS", PLAYER, INT)
  275. ExecuteAction("PLAYER_ADD_RANKLEVEL", PLAYER, INT)
  276. ExecuteAction("PLAYER_SET_RANKLEVEL", PLAYER, INT)
  277. ExecuteAction("PLAYER_SET_RANKLEVELLIMIT", INT)
  278. ExecuteAction("PLAYER_GRANT_SCIENCE", PLAYER, SCIENCE)
  279. ExecuteAction("PLAYER_PURCHASE_SCIENCE", PLAYER, SCIENCE)
  280. ExecuteAction("TEAM_HUNT_WITH_COMMAND_BUTTON", TEAM, COMMANDBUTTON_ABILITY_TEAM)
  281. ExecuteAction("TEAM_WAIT_FOR_NOT_CONTAINED_ALL", TEAM)
  282. ExecuteAction("TEAM_WAIT_FOR_NOT_CONTAINED_PARTIAL", TEAM)
  283. ExecuteAction("TEAM_FOLLOW_WAYPOINTS_EXACT", TEAM, WAYPOINT_PATH, BOOLEAN)
  284. ExecuteAction("NAMED_FOLLOW_WAYPOINTS_EXACT", UNIT, WAYPOINT_PATH)
  285. ExecuteAction("TEAM_SET_EMOTICON", TEAM, EMOTICON, REAL)
  286. ExecuteAction("NAMED_SET_EMOTICON", UNIT, EMOTICON, REAL)
  287. ExecuteAction("AI_PLAYER_BUILD_SUPPLY_CENTER", PLAYER, OBJECT_TYPE, INT)
  288. ExecuteAction("AI_PLAYER_BUILD_UPGRADE", PLAYER, UPGRADE)
  289. ExecuteAction("OBJECTLIST_ADDOBJECTTYPE", OBJECT_TYPE_LIST, OBJECT_TYPE)
  290. ExecuteAction("OBJECTLIST_REMOVEOBJECTTYPE", OBJECT_TYPE_LIST, OBJECT_TYPE)
  291. ExecuteAction("MAP_REVEAL_PERMANENTLY_AT_WAYPOINT", WAYPOINT, REAL, PLAYER, REVEAL_NAME)
  292. ExecuteAction("MAP_UNDO_REVEAL_PERMANENTLY_AT_WAYPOINT", REVEAL_NAME)
  293. ExecuteAction("NAMED_SET_STEALTH_ENABLED", UNIT, BOOLEAN)
  294. ExecuteAction("TEAM_SET_STEALTH_ENABLED", TEAM, BOOLEAN)
  295. ExecuteAction("EVA_SET_ENABLED_DISABLED", BOOLEAN)
  296. ExecuteAction("OPTIONS_SET_OCCLUSION_MODE", BOOLEAN)
  297. ExecuteAction("LOCALDEFEAT")
  298. ExecuteAction("OPTIONS_SET_DRAWICON_UI_MODE", BOOLEAN)
  299. ExecuteAction("OPTIONS_SET_PARTICLE_CAP_MODE", BOOLEAN)
  300. ExecuteAction("PLAYER_SCIENCE_AVAILABILITY", PLAYER, SCIENCE, SCIENCE_AVAILABILITY)
  301. ExecuteAction("UNIT_AFFECT_OBJECT_PANEL_FLAGS", UNIT, OBJECT_PANEL_FLAG, BOOLEAN)
  302. ExecuteAction("TEAM_AFFECT_OBJECT_PANEL_FLAGS", TEAM, OBJECT_PANEL_FLAG, BOOLEAN)
  303. ExecuteAction("PLAYER_SELECT_SKILLSET", PLAYER, INT)
  304. ExecuteAction("SCRIPTING_OVERRIDE_HULK_LIFETIME", REAL)
  305. ExecuteAction("NAMED_FACE_NAMED", UNIT, UNIT)
  306. ExecuteAction("NAMED_FACE_WAYPOINT", UNIT, WAYPOINT)
  307. ExecuteAction("TEAM_FACE_NAMED", TEAM, UNIT)
  308. ExecuteAction("TEAM_FACE_WAYPOINT", TEAM, WAYPOINT)
  309. ExecuteAction("COMMANDBAR_REMOVE_BUTTON_OBJECTTYPE", COMMAND_BUTTON, OBJECT_TYPE)
  310. ExecuteAction("COMMANDBAR_ADD_BUTTON_OBJECTTYPE_SLOT", COMMAND_BUTTON, OBJECT_TYPE, INT)
  311. ExecuteAction("UNIT_SPAWN_NAMED_LOCATION_ORIENTATION", UNIT, OBJECT_TYPE, TEAM, COORD3D, ANGLE)
  312. ExecuteAction("PLAYER_AFFECT_RECEIVING_EXPERIENCE", PLAYER, REAL)
  313. ExecuteAction("PLAYER_EXCLUDE_FROM_SCORE_SCREEN", PLAYER)
  314. ExecuteAction("TEAM_GUARD_SUPPLY_CENTER", TEAM, INT)
  315. ExecuteAction("ENABLE_SCORING")
  316. ExecuteAction("DISABLE_SCORING")
  317. ExecuteAction("SOUND_SET_VOLUME", REAL)
  318. ExecuteAction("SPEECH_SET_VOLUME", REAL)
  319. ExecuteAction("DISABLE_BORDER_SHROUD")
  320. ExecuteAction("ENABLE_BORDER_SHROUD")
  321. ExecuteAction("OBJECT_ALLOW_BONUSES", BOOLEAN)
  322. ExecuteAction("SOUND_REMOVE_ALL_DISABLED")
  323. ExecuteAction("SOUND_REMOVE_TYPE", AUDIO)
  324. ExecuteAction("TEAM_GUARD_IN_TUNNEL_NETWORK", TEAM)
  325. ExecuteAction("QUICKVICTORY")
  326. ExecuteAction("SET_INFANTRY_LIGHTING_OVERRIDE", REAL)
  327. ExecuteAction("RESET_INFANTRY_LIGHTING_OVERRIDE")
  328. ExecuteAction("TEAM_DELETE_LIVING", TEAM)
  329. ExecuteAction("RESIZE_VIEW_GUARDBAND", REAL, REAL)
  330. ExecuteAction("DELETE_ALL_UNMANNED")
  331. ExecuteAction("CHOOSE_VICTIM_ALWAYS_USES_NORMAL", BOOLEAN)
  332. ExecuteAction("CAMERA_ENABLE_SLAVE_MODE")
  333. ExecuteAction("CAMERA_DISABLE_SLAVE_MODE")
  334. ExecuteAction("CAMERA_ADD_SHAKER_AT", WAYPOINT, REAL, REAL, REAL)
  335. ExecuteAction("SET_TRAIN_HELD", UNIT, BOOL)
  336. ExecuteAction("NAMED_SET_EVAC_LEFT_OR_RIGHT", UNIT, EVACUATE_CONTAINER_SIDE_CHOICE)
  337. ExecuteAction("ENABLE_OBJECT_SOUND", UNIT)
  338. ExecuteAction("DISABLE_OBJECT_SOUND", UNIT)
  339. ExecuteAction("NAMED_USE_COMMANDBUTTON_ABILITY_USING_WAYPOINT_PATH", REAL)
  340. ExecuteAction("NAMED_SET_UNMANNED_STATUS", UNIT)
  341. ExecuteAction("TEAM_SET_UNMANNED_STATUS", TEAM)
  342. ExecuteAction("NAMED_SET_BOOBYTRAPPED", OBJECT_TYPE, UNIT)
  343. ExecuteAction("TEAM_SET_BOOBYTRAPPED", OBJECT_TYPE, TEAM)
  344. ExecuteAction("AI_PLAYER_BUILD_TYPE_NEAREST_TEAM", PLAYER, OBJECT_TYPE, TEAM)
  345.  
  346.  
  347. EvaluateCondition("CONDITION_FALSE")
  348. EvaluateCondition("COUNTER", COUNTER, COMPARISON, INT)
  349. EvaluateCondition("FLAG", FLAG, BOOLEAN)
  350. EvaluateCondition("CONDITION_TRUE")
  351. EvaluateCondition("TIMER_EXPIRED", COUNTER)
  352. EvaluateCondition("PLAYER_ALL_DESTROYED", PLAYER)
  353. EvaluateCondition("PLAYER_ALL_BUILDFACILITIES_DESTROYED", PLAYER)
  354. EvaluateCondition("TEAM_INSIDE_AREA_PARTIALLY", TEAM, TRIGGER_AREA, SURFACE_TYPE)
  355. EvaluateCondition("TEAM_DESTROYED", TEAM)
  356. EvaluateCondition("CAMERA_MOVEMENT_FINISHED")
  357. EvaluateCondition("TEAM_HAS_UNITS", TEAM)
  358. EvaluateCondition("TEAM_STATE_IS", TEAM, TEAM_STATE)
  359. EvaluateCondition("TEAM_STATE_IS_NOT", TEAM, TEAM_STATE)
  360. EvaluateCondition("NAMED_INSIDE_AREA", UNIT, TRIGGER_AREA)
  361. EvaluateCondition("NAMED_INSIDE_AREA", UNIT, TRIGGER_AREA)
  362. EvaluateCondition("NAMED_OUTSIDE_AREA", UNIT, TRIGGER_AREA)
  363. EvaluateCondition("NAMED_DESTROYED", UNIT)
  364. EvaluateCondition("NAMED_NOT_DESTROYED", UNIT)
  365. EvaluateCondition("TEAM_INSIDE_AREA_ENTIRELY", TEAM, TRIGGER_AREA, SURFACE_TYPE)
  366. EvaluateCondition("TEAM_OUTSIDE_AREA_ENTIRELY", TEAM, TRIGGER_AREA, SURFACE_TYPE)
  367. EvaluateCondition("NAMED_ATTACKED_BY_OBJECTTYPE", UNIT, OBJECT_TYPE)
  368. EvaluateCondition("TEAM_ATTACKED_BY_OBJECTTYPE", TEAM, OBJECT_TYPE)
  369. EvaluateCondition("NAMED_ATTACKED_BY_PLAYER", UNIT, PLAYER)
  370. EvaluateCondition("TEAM_ATTACKED_BY_PLAYER", TEAM, PLAYER)
  371. EvaluateCondition("BUILT_BY_PLAYER", OBJECT_TYPE, PLAYER)
  372. EvaluateCondition("NAMED_CREATED", UNIT)
  373. EvaluateCondition("TEAM_CREATED", TEAM)
  374. EvaluateCondition("PLAYER_HAS_CREDITS", INT, COMPARISON, PLAYER)
  375. EvaluateCondition("NAMED_DISCOVERED", UNIT, PLAYER)
  376. EvaluateCondition("TEAM_DISCOVERED", TEAM, PLAYER)
  377. EvaluateCondition("MISSION_ATTEMPTS", PLAYER, COMPARISON, INT)
  378. EvaluateCondition("NAMED_OWNED_BY_PLAYER", UNIT, PLAYER)
  379. EvaluateCondition("TEAM_OWNED_BY_PLAYER", TEAM, PLAYER)
  380. EvaluateCondition("PLAYER_HAS_N_OR_FEWER_BUILDINGS", PLAYER, INT)
  381. EvaluateCondition("PLAYER_HAS_POWER", PLAYER)
  382. EvaluateCondition("NAMED_REACHED_WAYPOINTS_END", UNIT, WAYPOINT_PATH)
  383. EvaluateCondition("TEAM_REACHED_WAYPOINTS_END", TEAM, WAYPOINT_PATH)
  384. EvaluateCondition("NAMED_SELECTED", UNIT)
  385. EvaluateCondition("NAMED_ENTERED_AREA", UNIT, TRIGGER_AREA)
  386. EvaluateCondition("NAMED_EXITED_AREA", UNIT, TRIGGER_AREA)
  387. EvaluateCondition("TEAM_ENTERED_AREA_ENTIRELY", TEAM, TRIGGER_AREA, SURFACE_TYPE)
  388. EvaluateCondition("TEAM_ENTERED_AREA_PARTIALLY", TEAM, TRIGGER_AREA, SURFACE_TYPE)
  389. EvaluateCondition("TEAM_EXITED_AREA_ENTIRELY", TEAM, TRIGGER_AREA, SURFACE_TYPE)
  390. EvaluateCondition("TEAM_EXITED_AREA_PARTIALLY", TEAM, TRIGGER_AREA, SURFACE_TYPE)
  391. EvaluateCondition("MULTIPLAYER_ALLIED_VICTORY")
  392. EvaluateCondition("MULTIPLAYER_ALLIED_DEFEAT")
  393. EvaluateCondition("MULTIPLAYER_PLAYER_DEFEAT")
  394. EvaluateCondition("PLAYER_HAS_NO_POWER", PLAYER)
  395. EvaluateCondition("HAS_FINISHED_VIDEO", MOVIE)
  396. EvaluateCondition("HAS_FINISHED_SPEECH", DIALOG)
  397. EvaluateCondition("HAS_FINISHED_AUDIO", SOUND)
  398. EvaluateCondition("BUILDING_ENTERED_BY_PLAYER", PLAYER, UNIT)
  399. EvaluateCondition("ENEMY_SIGHTED", UNIT, RELATION, PLAYER)
  400. EvaluateCondition("UNIT_HEALTH", UNIT, COMPARISON, INT)
  401. EvaluateCondition("BRIDGE_REPAIRED", BRIDGE)
  402. EvaluateCondition("BRIDGE_BROKEN", BRIDGE)
  403. EvaluateCondition("NAMED_DYING", UNIT)
  404. EvaluateCondition("NAMED_TOTALLY_DEAD", UNIT)
  405. EvaluateCondition("PLAYER_HAS_OBJECT_COMPARISON", PLAYER, COMPARISON, INT, OBJECT_TYPE)
  406. EvaluateCondition("PLAYER_TRIGGERED_SPECIAL_POWER", PLAYER, SPECIAL_POWER)
  407. EvaluateCondition("PLAYER_COMPLETED_SPECIAL_POWER", PLAYER, SPECIAL_POWER)
  408. EvaluateCondition("PLAYER_MIDWAY_SPECIAL_POWER", PLAYER, SPECIAL_POWER)
  409. EvaluateCondition("PLAYER_TRIGGERED_SPECIAL_POWER_FROM_NAMED", PLAYER, SPECIAL_POWER, UNIT)
  410. EvaluateCondition("PLAYER_COMPLETED_SPECIAL_POWER_FROM_NAMED", PLAYER, SPECIAL_POWER, UNIT)
  411. EvaluateCondition("PLAYER_MIDWAY_SPECIAL_POWER_FROM_NAMED", PLAYER, SPECIAL_POWER, UNIT)
  412. EvaluateCondition("PLAYER_BUILT_UPGRADE", PLAYER, UPGRADE)
  413. EvaluateCondition("PLAYER_BUILT_UPGRADE_FROM_NAMED", PLAYER, UPGRADE, UNIT)
  414. EvaluateCondition("PLAYER_DESTROYED_N_BUILDINGS_PLAYER", PLAYER, INT, PLAYER)
  415. EvaluateCondition("PLAYER_HAS_COMPARISON_UNIT_TYPE_IN_TRIGGER_AREA", PLAYER, COMPARISON, INT, OBJECT_TYPE, TRIGGER_AREA)
  416. EvaluateCondition("PLAYER_HAS_COMPARISON_UNIT_KIND_IN_TRIGGER_AREA", PLAYER, COMPARISON, INT, KIND_OF, TRIGGER_AREA)
  417. EvaluateCondition("UNIT_EMPTIED", UNIT)
  418. EvaluateCondition("TYPE_SIGHTED", UNIT, OBJECT_TYPE, PLAYER)
  419. EvaluateCondition("NAMED_BUILDING_IS_EMPTY", UNIT)
  420. EvaluateCondition("PLAYER_HAS_N_OR_FEWER_FACTION_BUILDINGS", PLAYER, INT)
  421. EvaluateCondition("UNIT_HAS_OBJECT_STATUS", UNIT, OBJECT_STATUS)
  422. EvaluateCondition("TEAM_ALL_HAS_OBJECT_STATUS", TEAM, OBJECT_STATUS)
  423. EvaluateCondition("TEAM_SOME_HAVE_OBJECT_STATUS", TEAM, OBJECT_STATUS)
  424. EvaluateCondition("PLAYER_POWER_COMPARE_PERCENT", PLAYER, COMPARISON, INT)
  425. EvaluateCondition("PLAYER_EXCESS_POWER_COMPARE_VALUE", PLAYER, COMPARISON, INT)
  426. EvaluateCondition("SKIRMISH_SPECIAL_POWER_READY", PLAYER, SPECIAL_POWER)
  427. EvaluateCondition("SKIRMISH_VALUE_IN_AREA", PLAYER, COMPARISON, REAL, TRIGGER_AREA)
  428. EvaluateCondition("SKIRMISH_PLAYER_FACTION", PLAYER, FACTION)
  429. EvaluateCondition("SKIRMISH_SUPPLIES_VALUE_WITHIN_DISTANCE", PLAYER, REAL, TRIGGER_AREA, REAL)
  430. EvaluateCondition("SKIRMISH_TECH_BUILDING_WITHIN_DISTANCE", PLAYER, REAL, AREA)
  431. EvaluateCondition("SKIRMISH_COMMAND_BUTTON_READY_ALL", PLAYER, TEAM, COMMANDBUTTON_ABILITY_TEAM)
  432. EvaluateCondition("SKIRMISH_COMMAND_BUTTON_READY_PARTIAL", PLAYER, TEAM, COMMANDBUTTON_ABILITY_TEAM)
  433. EvaluateCondition("SKIRMISH_UNOWNED_FACTION_UNIT_EXISTS", PLAYER, COMPARISON, INT)
  434. EvaluateCondition("SKIRMISH_PLAYER_HAS_PREREQUISITE_TO_BUILD", PLAYER, OBJECT_TYPE)
  435. EvaluateCondition("SKIRMISH_PLAYER_HAS_COMPARISON_GARRISONED", PLAYER, COMPARISON, INT)
  436. EvaluateCondition("SKIRMISH_PLAYER_HAS_COMPARISON_CAPTURED_UNITS", PLAYER, COMPARISON, INT)
  437. EvaluateCondition("SKIRMISH_NAMED_AREA_EXIST", PLAYER, TRIGGER_AREA)
  438. EvaluateCondition("SKIRMISH_PLAYER_HAS_UNITS_IN_AREA", PLAYER, TRIGGER_AREA)
  439. EvaluateCondition("SKIRMISH_PLAYER_HAS_BEEN_ATTACKED_BY_PLAYER", PLAYER, PLAYER)
  440. EvaluateCondition("SKIRMISH_PLAYER_IS_OUTSIDE_AREA", PLAYER, TRIGGER_AREA)
  441. EvaluateCondition("SKIRMISH_PLAYER_HAS_DISCOVERED_PLAYER", PLAYER, PLAYER)
  442. EvaluateCondition("PLAYER_ACQUIRED_SCIENCE", PLAYER, SCIENCE)
  443. EvaluateCondition("PLAYER_HAS_SCIENCEPURCHASEPOINTS", PLAYER, INT)
  444. EvaluateCondition("PLAYER_CAN_PURCHASE_SCIENCE", PLAYER, SCIENCE)
  445. EvaluateCondition("MUSIC_TRACK_HAS_COMPLETED", MUSIC, INT)
  446. EvaluateCondition("PLAYER_LOST_OBJECT_TYPE", PLAYER, OBJECT_TYPE)
  447. EvaluateCondition("SUPPLY_SOURCE_SAFE", PLAYER, INT)
  448. EvaluateCondition("SUPPLY_SOURCE_ATTACKED", PLAYER)
  449. EvaluateCondition("START_POSITION_IS", PLAYER, INT)
  450. EvaluateCondition("NAMED_HAS_FREE_CONTAINER_SLOTS", UNIT)
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