Mjjstral

SAGE ENGINE - LUA CONDITION LIST

Jan 21st, 2019
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  1. CONTENT
  2. 1. EVA EVENTS
  3. 2. EVALUATE CONDITION
  4. 3. OBJECT STATUS EVENTS
  5. 4. MODEL CONDITION EVENTS
  6. 5. STANDARD SCRIPTEVENTS
  7. 6. USUAL LUA FUNCTION
  8. 7. LUA EVENT NUGGET
  9. 8. CALL MAP SCRIPTS FROM LUA
  10.  
  11. 1. EVA EVENT in scripts.lua - USAGE: EvaluateCondition("HAS_EVA_EVENT_PLAYED_IN_LAST_N_SECONDS", EvaEvent, TimeIntervall)
  12. "AircraftOutOfAmmoDamage"
  13. "AlliedIonCannonActivated"
  14. "AlliedIonCannonDetected"
  15. "AlliedNuclearMissileLaunched"
  16. "AlliedRiftGeneratorActivated"
  17. "AlliedTempleOfNodDetected"
  18. "AllyCampDestroyed"
  19. "AllyDefeated"
  20. "BeaconPlacedAlly"
  21. "BeaconPlacedPlayer"
  22. "BridgeRepaired"
  23. "BuildCancelled"
  24. "BuildingBeingStolen"
  25. "BuildingConstructionComplete"
  26. "BuildingConstructionStarted"
  27. "BuildingManuallyPoweredDown"
  28. "BuildingManuallyPoweredUp"
  29. "BuildingRepaired"
  30. "BuildingStolen"
  31. "BuildOnHold"
  32. "BuildQueuePausedDueToCPLimit"
  33. "BuildQueuePausedDueToFunds"
  34. "CampDestroyed"
  35. "CannotBuildDueToCPLimit"
  36. "CannotBuildDueToFunds"
  37. "CannotRepairDueToFunds"
  38. "CannotUsePowerDueToFunds"
  39. "CastleBreached"
  40. "CompletedBonusMissionObjective"
  41. "CompletedMissionObjective"
  42. "ControlPointCaptured"
  43. "ControlPointHasBeenCaptured"
  44. "ControlPointLost"
  45. "Countdown01"
  46. "Countdown02"
  47. "Countdown03"
  48. "Countdown04"
  49. "Countdown05"
  50. "Countdown06"
  51. "Countdown07"
  52. "Countdown08"
  53. "Countdown09"
  54. "Countdown1MinsInGame"
  55. "Countdown3MinsInGame"
  56. "Countdown5MinsInGame"
  57. "Countdown10MinsInGame"
  58. "Countdown10SecsInGame"
  59. "Countdown15MinsInGame"
  60. "Countdown20MinsInGame"
  61. "Countdown30SecsInGame"
  62. "CTFEnemyCapturedFlag"
  63. "CTFEnemyDroppedFlag"
  64. "CTFEnemyHasFlag"
  65. "CTFFlagCaptured"
  66. "CTFFlagDropped"
  67. "CTFYouHaveFlag"
  68. "DamagedByTiberium"
  69. "DefaultEvaEvent"
  70. "EmptyEva"
  71. "EnemyBuildingCaptured"
  72. "EnemyCampDestroyed"
  73. "EnemyCampSighted"
  74. "EnemyCommandoDetected"
  75. "EnemyDefeated"
  76. "EnemyEngineerDetected"
  77. "EnemyIonCannonActivated"
  78. "EnemyIonCannonDetected"
  79. "EnemyNuclearMissileLaunched"
  80. "EnemyRiftGeneratorActivated"
  81. "EnemyRiftGeneratorDetected"
  82. "EnemyStealthUnitDiscovered"
  83. "EnemyTempleOfNodDetected"
  84. "GeneralLevelUp"
  85. "GenericEnemyUnitSighted"
  86. "GenericUnitBeingBurned"
  87. "HarvesterLost"
  88. "HarvesterUnderAttack"
  89. "HuskRepaired"
  90. "IncomingRadarTransmission"
  91. "IncomingTransmission"
  92. "IntelDatabaseEntryReceived"
  93. "IonCannonReady"
  94. "LiquidTiberiumBombReady"
  95. "LocalPlayerDefeated"
  96. "LocalPlayerVictorious"
  97. "LowPower"
  98. "Meva_AutoResolve"
  99. "Meva_AutoResolveBattleLost"
  100. "Meva_AutoResolveBattleWon"
  101. "Meva_BuildBase"
  102. "Meva_BuildSF"
  103. "Meva_Cancel"
  104. "Meva_DecBase"
  105. "Meva_DecSF"
  106. "Meva_MoveSF"
  107. "Meva_Patrola"
  108. "Meva_Patrolb"
  109. "Meva_RepairBase"
  110. "Meva_RepairSF"
  111. "Meva_UpgBaseDef"
  112. "Meva_UpgBasePow"
  113. "Meva_UpgBaseTier"
  114. "Meva_UpgSF"
  115. "Meva_YouFiredIC"
  116. "Meva_YouFiredNuke"
  117. "Meva_YouFiredRift"
  118. "MothershipDeployed"
  119. "NewBonusObjective"
  120. "NewConstructionOptions"
  121. "NewMissionObjective"
  122. "NuclearMissileReady"
  123. "ObservedPlayerDefeated"
  124. "OwnIonCannonActivated"
  125. "OwnLiquidTiberiumBombLaunched"
  126. "OwnNuclearMissileLaunched"
  127. "OwnRiftGeneratorActivated"
  128. "ReinforcementsReady"
  129. "RiftGeneratorReady"
  130. "SelectDecoyUnit"
  131. "SelectSpecialPowerTarget"
  132. "SelectUnit"
  133. "SelectWormholeLocation"
  134. "SiegeBarrierDisengaged"
  135. "SiegeBarrierEngaged"
  136. "SiegeCountdown1Mins"
  137. "SiegeCountdown3Mins"
  138. "SiegeCountdown5Mins"
  139. "SiegeCountdown10Mins"
  140. "SiegeCountdown10Secs"
  141. "SiegeCountdown15Mins"
  142. "SiegeCountdown20Mins"
  143. "SiegeCountdown30Secs"
  144. "SilosNeeded"
  145. "StructureCannotBuildDueToFullBuildQueue"
  146. "StructurePlacementFailed"
  147. "StructureRepairing"
  148. "StructureSold"
  149. "StructureUnderAttack"
  150. "TiberiumFieldDepleted"
  151. "UnitAmbushed"
  152. "UnitConstructionStarted"
  153. "UnitLost"
  154. "UnitPromoted"
  155. "UnitUnderAttack"
  156. "UnitUnderAttackFromShroudedUnit"
  157. "UpgradeComplete"
  158. "WallsBeingClimbed"
  159. "WarningMothershipDeployed"
  160. "WorldMustBattle"
  161. "WorldMustChooseOwner"
  162. "WorldMustRetreat"
  163. "WorldRegionLostUncontested"
  164.  
  165.  
  166. 2. EVALUATE CONDITION in scripts.lua - USAGE: Use a "coroutine dummy" that repeatetedly kills itself and spawns another dummy
  167. and calls the function that holds the code if EvaluateCondition(...) then YourCode end
  168. EvaluateCondition("ANY_HERO_REACHED_RANK",...)
  169. EvaluateCondition("ANY_UNITS_USING_BLOODTHIRSTY",...)
  170. EvaluateCondition("BANNER_PRESSED",...)
  171. EvaluateCondition("BUILDING_ENTERED_BY_PLAYER",...)
  172. EvaluateCondition("BUILDING_GARRISONNED_BY_OBJECT_TYPE",...)
  173. EvaluateCondition("BUILDING_IS_DEFAULT_PRODUCTION",...)
  174. EvaluateCondition("BUILT_BY_PLAYER",...)
  175. EvaluateCondition("CAMERA_ENTERED_AREA",...)
  176. EvaluateCondition("CAMERA_HIT_SPECIFIC_SPLINE_WAYPOINT",...)
  177. EvaluateCondition("CAMERA_MOVEMENT_FINISHED",...)
  178. EvaluateCondition("CAMERA_RESET",...)
  179. EvaluateCondition("CAMERA_ROTATE_DISTANCE",...)
  180. EvaluateCondition("CAMERA_SCROLL_DISTANCE",...)
  181. EvaluateCondition("CAMERA_ZOOM_DISTANCE",...)
  182. EvaluateCondition("CAN_BUILD_AT_BASE",...)
  183. EvaluateCondition("CAN_BUILD_OBJECTTYPE_AT_BASE",...)
  184. EvaluateCondition("COMPARE_NUM_PLAYERS_IN_GAME",...)
  185. EvaluateCondition("COMPARISON_TREES_IN_TRIGGER_AREA",...)
  186. EvaluateCondition("CONDITION_FALSE",...)
  187. EvaluateCondition("CONDITION_TRUE",...)
  188. EvaluateCondition("COUNTER",...)
  189. EvaluateCondition("COUNTER_COUNTER",...)
  190. EvaluateCondition("COUNTER_SECONDS",...)
  191. EvaluateCondition("DISTANCE_BETWEEN_OBJ",...)
  192. EvaluateCondition("DISTANCE_BETWEEN_TEAM",...)
  193. EvaluateCondition("ENEMY_SIGHTED",...)
  194. EvaluateCondition("ENEMY_SIGHTED_BY_TEAM",...)
  195. EvaluateCondition("EVAL_TEAM_HEALTH",...)
  196. EvaluateCondition("FLAG",...)
  197. EvaluateCondition("GATE_IS_OPEN",...)
  198. EvaluateCondition("HAS_COMMAND_POINTS_TO_BUILD_TEAM",...)
  199. EvaluateCondition("HAS_COMMAND_POINTS_TO_BUILD_UNIT",...)
  200. EvaluateCondition("HAS_DELAYED_CARRYOVER_UNIT_OF_TYPE",...)
  201. EvaluateCondition("HAS_EVA_EVENT_PLAYED_IN_LAST_N_SECONDS",...)
  202. EvaluateCondition("HAS_FINISHED_AUDIO",...)
  203. EvaluateCondition("HAS_FINISHED_SPEECH",...)
  204. EvaluateCondition("HAS_FINISHED_VIDEO",...)
  205. EvaluateCondition("IS_AREA_ON_FIRE",...)
  206. EvaluateCondition("IS_GAME_IN_SKIRMISH_OR_MULTIPLAYER",...)
  207. EvaluateCondition("IS_GAME_MODE_ACTIVE",...)
  208. EvaluateCondition("IS_NUM_OF_UNITS_BELONGING_TO_PLAYER_NEAR_EVA_EVENT_LAST_PLAYED_LOCATION_COMPARISON_INT",...)
  209. EvaluateCondition("IS_SEIGE_ATTACHED_TO_WALL",...)
  210. EvaluateCondition("IS_UNIT_WEBBED",...)
  211. EvaluateCondition("LIVING_WORLD_IS_REGION_REF_BOUND",...)
  212. EvaluateCondition("LOCAL_PLAYER_TARGETING_SPECIAL_POWER",...)
  213. EvaluateCondition("LOCAL_PLAYER_TARGETING_SPECIAL_POWER_FROM_OBJECT",...)
  214. EvaluateCondition("METAGAME_DIALOG_STATE_CHANGE",...)
  215. EvaluateCondition("MGOP_TRIGGERED_BY_NAMED",...)
  216. EvaluateCondition("MGOP_TRIGGERED_BY_NAMED_IN_AREA",...)
  217. EvaluateCondition("MGOP_TRIGGERED_BY_NAMED_ON_OBJECT",...)
  218. EvaluateCondition("MGOP_TRIGGERED_BY_PLAYER",...)
  219. EvaluateCondition("MGOP_TRIGGERED_BY_PLAYER_IN_AREA",...)
  220. EvaluateCondition("MGOP_TRIGGERED_BY_PLAYER_ON_OBJECT",...)
  221. EvaluateCondition("MISSION_ATTEMPTS",...)
  222. EvaluateCondition("MULTIPLAYER_ALLIED_DEFEAT",...)
  223. EvaluateCondition("MULTIPLAYER_ALLIED_VICTORY",...)
  224. EvaluateCondition("MULTIPLAYER_PLAYER_DEFEAT",...)
  225. EvaluateCondition("MUSIC_IS_PLAYING_FROM_SCRIPT",...)
  226. EvaluateCondition("MUSIC_IS_PLAYING_FROM_SCRIPT",...)
  227. EvaluateCondition("MUSIC_TRACK_HAS_COMPLETED",...)
  228. EvaluateCondition("NAMED_ATTACKED_BY_OBJECTTYPE",...)
  229. EvaluateCondition("NAMED_ATTACKED_BY_PLAYER",...)
  230. EvaluateCondition("NAMED_BASE_UNPACKABLE_FOR_PLAYER",...)
  231. EvaluateCondition("NAMED_BUILDING_IS_EMPTY",...)
  232. EvaluateCondition("NAMED_CREATED",...)
  233. EvaluateCondition("NAMED_DESTROYED",...)
  234. EvaluateCondition("NAMED_DESTROYED_BY_OBJECTTYPE",...)
  235. EvaluateCondition("NAMED_DISCOVERED",...)
  236. EvaluateCondition("NAMED_DYING",...)
  237. EvaluateCondition("NAMED_ENTERED_AREA",...)
  238. EvaluateCondition("NAMED_ENTERED_NEAREST_BASE",...)
  239. EvaluateCondition("NAMED_ENTERED_REFD_BASE",...)
  240. EvaluateCondition("NAMED_EXITED_AREA",...)
  241. EvaluateCondition("NAMED_EXITED_NEAREST_BASE",...)
  242. EvaluateCondition("NAMED_EXITED_REFD_BASE",...)
  243. EvaluateCondition("NAMED_INSIDE_AREA",...)
  244. EvaluateCondition("NAMED_NOT_DESTROYED",...)
  245. EvaluateCondition("NAMED_OUTSIDE_AREA",...)
  246. EvaluateCondition("NAMED_OWNED_BY_PLAYER",...)
  247. EvaluateCondition("NAMED_RANK_LEVEL",...)
  248. EvaluateCondition("NAMED_REACHED_WAYPOINTS_END",...)
  249. EvaluateCondition("NAMED_SELECTED",...)
  250. EvaluateCondition("NAMED_TOTALLY_DEAD",...)
  251. EvaluateCondition("NUM_UNITS_LEVELED_UP",...)
  252. EvaluateCondition("OBJECT_OF_TYPE_OR_LIST_INSIDE_REFD_BASE",...)
  253. EvaluateCondition("OBJECTIVES_SCREEN_IS_OPEN",...)
  254. EvaluateCondition("PLAYER_ACQUIRED_SCIENCE",...)
  255. EvaluateCondition("PLAYER_ALL_BUILDFACILITIES_DESTROYED",...)
  256. EvaluateCondition("PLAYER_ALL_DESTROYED",...)
  257. EvaluateCondition("PLAYER_BUILT_UPGRADE",...)
  258. EvaluateCondition("PLAYER_BUILT_UPGRADE_FROM_NAMED",...)
  259. EvaluateCondition("PLAYER_CAN_PURCHASE_SCIENCE",...)
  260. EvaluateCondition("PLAYER_COMPARE_LIGHT_POINTS",...)
  261. EvaluateCondition("PLAYER_COMPARE_RANK",...)
  262. EvaluateCondition("PLAYER_COMPLETED_SPECIAL_POWER",...)
  263. EvaluateCondition("PLAYER_COMPLETED_SPECIAL_POWER_FROM_NAMED",...)
  264. EvaluateCondition("PLAYER_DESTROYED_N_BUILDINGS_PLAYER",...)
  265. EvaluateCondition("PLAYER_EXCESS_POWER_COMPARE_VALUE",...)
  266. EvaluateCondition("PLAYER_HAS_COMPARISON_UNIT_KIND_IN_TRIGGER_AREA",...)
  267. EvaluateCondition("PLAYER_HAS_COMPARISON_UNIT_TYPE_IN_TRIGGER_AREA",...)
  268. EvaluateCondition("PLAYER_HAS_COMPARISON_UNIT_TYPE_IN_TRIGGER_AREA_COMPLETELY_BUILT",...)
  269. EvaluateCondition("PLAYER_HAS_COMPARISON_UNIT_TYPE_IN_TRIGGER_AREA_WITH_UPGRADE",...)
  270. EvaluateCondition("PLAYER_HAS_CREDITS",...)
  271. EvaluateCondition("PLAYER_HAS_KILLED_KINDOF_UNITS",...)
  272. EvaluateCondition("PLAYER_HAS_KILLED_TYPE_UNITS",...)
  273. EvaluateCondition("PLAYER_HAS_N_OR_FEWER_BASES",...)
  274. EvaluateCondition("PLAYER_HAS_N_OR_FEWER_BUILDINGS",...)
  275. EvaluateCondition("PLAYER_HAS_N_OR_FEWER_FACTION_BUILDINGS",...)
  276. EvaluateCondition("PLAYER_HAS_NO_POWER",...)
  277. EvaluateCondition("PLAYER_HAS_NUM_UNITS_LOADED_WITH_OBJECT",...)
  278. EvaluateCondition("PLAYER_HAS_NUM_UNITS_WITH_UPGRADE",...)
  279. EvaluateCondition("PLAYER_HAS_NUMBER_OBJECTS_WITH_MODELCONDITION",...)
  280. EvaluateCondition("PLAYER_HAS_NUMBER_OBJECTS_WITH_OBJECT_STATUS",...)
  281. EvaluateCondition("PLAYER_HAS_NUMBER_UNITS_DISTANCE_FROM_OBJECT",...)
  282. EvaluateCondition("PLAYER_HAS_OBJECT_COMPARISON",...)
  283. EvaluateCondition("PLAYER_HAS_OBJECT_OF_VETERANCY",...)
  284. EvaluateCondition("PLAYER_HAS_POWER",...)
  285. EvaluateCondition("PLAYER_HAS_REACHED_LEVEL_CAP",...)
  286. EvaluateCondition("PLAYER_HAS_SCIENCEPURCHASEPOINTS",...)
  287. EvaluateCondition("PLAYER_IS_IN_PLANNING_MODE",...)
  288. EvaluateCondition("PLAYER_ISSUED_FORMATION_ORDER",...)
  289. EvaluateCondition("PLAYER_LOST_OBJECT_TYPE",...)
  290. EvaluateCondition("PLAYER_MIDWAY_SPECIAL_POWER",...)
  291. EvaluateCondition("PLAYER_MIDWAY_SPECIAL_POWER_FROM_NAMED",...)
  292. EvaluateCondition("PLAYER_POWER_COMPARE_PERCENT",...)
  293. EvaluateCondition("PLAYER_TRIGGERED_SCRIPT_EVENT",...)
  294. EvaluateCondition("PLAYER_TRIGGERED_SPECIAL_POWER",...)
  295. EvaluateCondition("PLAYER_TRIGGERED_SPECIAL_POWER_FROM_NAMED",...)
  296. EvaluateCondition("PLAYER_TRIGGERED_SPECIAL_POWER_IN_AREA",...)
  297. EvaluateCondition("REGION_CAMPS_SHOULD_UNPACK",...)
  298. EvaluateCondition("SKIRMISH_COMMAND_BUTTON_READY_ALL",...)
  299. EvaluateCondition("SKIRMISH_COMMAND_BUTTON_READY_PARTIAL",...)
  300. EvaluateCondition("SKIRMISH_FIRE_SPECIAL_POWER_ON_TEAM",...)
  301. EvaluateCondition("SKIRMISH_NAMED_AREA_EXIST",...)
  302. EvaluateCondition("SKIRMISH_PLAYER_FACTION",...)
  303. EvaluateCondition("SKIRMISH_PLAYER_HAS_BEEN_ATTACKED_BY_PLAYER",...)
  304. EvaluateCondition("SKIRMISH_PLAYER_HAS_COMPARISON_CAPTURED_UNITS",...)
  305. EvaluateCondition("SKIRMISH_PLAYER_HAS_COMPARISON_GARRISONED",...)
  306. EvaluateCondition("SKIRMISH_PLAYER_HAS_DISCOVERED_PLAYER",...)
  307. EvaluateCondition("SKIRMISH_PLAYER_HAS_PREREQUISITE_TO_BUILD",...)
  308. EvaluateCondition("SKIRMISH_PLAYER_HAS_UNITS_IN_AREA",...)
  309. EvaluateCondition("SKIRMISH_PLAYER_IS_OUTSIDE_AREA",...)
  310. EvaluateCondition("SKIRMISH_SPECIAL_POWER_READY",...)
  311. EvaluateCondition("SKIRMISH_SUPPLIES_VALUE_WITHIN_DISTANCE",...)
  312. EvaluateCondition("SKIRMISH_UNOWNED_FACTION_UNIT_EXISTS",...)
  313. EvaluateCondition("SKIRMISH_VALUE_IN_AREA",...)
  314. EvaluateCondition("SPELL_STORE_IS_OPEN",...)
  315. EvaluateCondition("START_POSITION_IS",...)
  316. EvaluateCondition("SUPPLY_SOURCE_ATTACKED",...)
  317. EvaluateCondition("SUPPLY_SOURCE_SAFE",...)
  318. EvaluateCondition("TEAM_ALL_HAS_OBJECT_STATUS",...)
  319. EvaluateCondition("TEAM_ATTACKED_BY_OBJECTTYPE",...)
  320. EvaluateCondition("TEAM_ATTACKED_BY_PLAYER",...)
  321. EvaluateCondition("TEAM_CAN_PATH_INTO_PLAYERS_NEAREST_BASE",...)
  322. EvaluateCondition("TEAM_CAN_PATH_TO_OBJECT",...)
  323. EvaluateCondition("TEAM_CAN_PATH_TO_WAYPOINT",...)
  324. EvaluateCondition("TEAM_CREATED",...)
  325. EvaluateCondition("TEAM_DESTROYED",...)
  326. EvaluateCondition("TEAM_DISCOVERED",...)
  327. EvaluateCondition("TEAM_ENTERED_AREA_ENTIRELY",...)
  328. EvaluateCondition("TEAM_ENTERED_AREA_PARTIALLY",...)
  329. EvaluateCondition("TEAM_ENTERED_NEAREST_BASE_ENTIRELY",...)
  330. EvaluateCondition("TEAM_ENTERED_NEAREST_BASE_PARTIALLY",...)
  331. EvaluateCondition("TEAM_ENTERED_REFD_BASE_ENTIRELY",...)
  332. EvaluateCondition("TEAM_ENTERED_REFD_BASE_PARTIALLY",...)
  333. EvaluateCondition("TEAM_EXITED_AREA_ENTIRELY",...)
  334. EvaluateCondition("TEAM_EXITED_AREA_PARTIALLY",...)
  335. EvaluateCondition("TEAM_EXITED_NEAREST_BASE_ENTIRELY",...)
  336. EvaluateCondition("TEAM_EXITED_NEAREST_BASE_PARTIALLY",...)
  337. EvaluateCondition("TEAM_EXITED_REFD_BASE_ENTIRELY",...)
  338. EvaluateCondition("TEAM_EXITED_REFD_BASE_PARTIALLY",...)
  339. EvaluateCondition("TEAM_HAS_CUSTOM_STATE",...)
  340. EvaluateCondition("TEAM_HAS_FEWER_THAN_X_UNITS_WITH_KINDOF",...)
  341. EvaluateCondition("TEAM_HAS_UNITS",...)
  342. EvaluateCondition("TEAM_INSIDE_AREA_ENTIRELY",...)
  343. EvaluateCondition("TEAM_INSIDE_AREA_PARTIALLY",...)
  344. EvaluateCondition("TEAM_IS_ATTACKED_AND_CANNOT_RETALIATE_ALL",...)
  345. EvaluateCondition("TEAM_IS_ATTACKED_AND_CANNOT_RETALIATE_ANY",...)
  346. EvaluateCondition("TEAM_IS_LED_BY_UNIT",...)
  347. EvaluateCondition("TEAM_OUTSIDE_AREA_ENTIRELY",...)
  348. EvaluateCondition("TEAM_OWNED_BY_PLAYER",...)
  349. EvaluateCondition("TEAM_REACHED_WAYPOINTS_END",...)
  350. EvaluateCondition("TEAM_SOME_HAVE_OBJECT_STATUS",...)
  351. EvaluateCondition("TEAM_STATE_IS",...)
  352. EvaluateCondition("TEAM_STATE_IS_NOT",...)
  353. EvaluateCondition("TEAM_THREAT_LEVEL",...)
  354. EvaluateCondition("TEST_CAMPAIGN_FLAG",...)
  355. EvaluateCondition("TEST_METAGAME_KINDOF_IN_AOI_OF_KINDOF",...)
  356. EvaluateCondition("TEST_METAGAME_KINDOF_IN_AOI_OF_UNIT",...)
  357. EvaluateCondition("TEST_METAGAME_LOCAL_PLAYER_STRIKEFORCE_IN_BATTLE_WITH_UNIT",...)
  358. EvaluateCondition("TEST_METAGAME_PLAYER_FLAGS",...)
  359. EvaluateCondition("TEST_METAGAME_TOWER_COUNT",...)
  360. EvaluateCondition("TEST_METAGAME_UNIT_IN_BATTLE_WITH_UNIT",...)
  361. EvaluateCondition("TIMER_EXPIRED",...)
  362. EvaluateCondition("TOGGLE_STANCE_SUBMENU_IS_OPEN",...)
  363. EvaluateCondition("TYPE_SELECTED",...)
  364. EvaluateCondition("TYPE_SIGHTED",...)
  365. EvaluateCondition("UNIT_CAN_PATH_INTO_PLAYERS_NEAREST_BASE",...)
  366. EvaluateCondition("UNIT_CAN_PATH_TO_OBJECT",...)
  367. EvaluateCondition("UNIT_CAN_PATH_TO_WAYPOINT",...)
  368. EvaluateCondition("UNIT_COMPARE_RANK",...)
  369. EvaluateCondition("UNIT_EMPTIED",...)
  370. EvaluateCondition("UNIT_HAS_GAINED_LEVEL",...)
  371. EvaluateCondition("UNIT_HAS_NUM_SKILL_POINTS",...)
  372. EvaluateCondition("UNIT_HAS_OBJECT_STATUS",...)
  373. EvaluateCondition("UNIT_HAS_PASSENGER",...)
  374. EvaluateCondition("UNIT_HAS_TOGGLED_WEAPON",...)
  375. EvaluateCondition("UNIT_HAS_UPGRADE",...)
  376. EvaluateCondition("UNIT_HEALTH",...)
  377. EvaluateCondition("UNIT_IN_ALT_FORMATION",...)
  378. EvaluateCondition("UNIT_IS_AT_LEVEL",...)
  379. EvaluateCondition("UNIT_IS_ATTACKED_AND_CANNOT_RETALIATE",...)
  380. EvaluateCondition("UNIT_SPECIAL_POWER_READY",...)
  381. EvaluateCondition("UNIT_TEST_OBJECT_PANEL_FLAGS",...)
  382. EvaluateCondition("UNIT_THREAT_LEVEL",...)
  383. EvaluateCondition("UNIT_USING_AUTOPICKUP",...)
  384. EvaluateCondition("UNIT_USING_STANCE",...)
  385. EvaluateCondition("ZONE_FOCUS_MORE_THAN",...)
  386.  
  387. OBJECT STATUS EVENTS in scriptevents.xml - USAGE:
  388. <ObjectStatusEvent Name="YourNameWhatever">
  389. <Conditions>+OBJECTSTATUS</Conditions>
  390. </ObjectStatusEvent>
  391. OR to detect when the status gets removed:
  392. <ObjectStatusEvent Name="YourNameWhatever">
  393. <Conditions>-OBJECTSTATUS</Conditions>
  394. </ObjectStatusEvent>
  395. DESTROYED
  396. CAN_ATTACK
  397. UNDER_CONSTRUCTION
  398. UNSELECTABLE
  399. NO_COLLISIONS
  400. NO_ATTACK
  401. AIRBORNE_TARGET
  402. PARACHUTING
  403. REPULSOR
  404. DECOY
  405. AFLAME
  406. BURNED
  407. CANNOT_BE_SOLD
  408. IS_FIRING_WEAPON
  409. IS_BRAKING
  410. STEALTHED
  411. HIDDEN
  412. DETECTED
  413. CAN_STEALTH
  414. SOLD
  415. UNDERGOING_REPAIR
  416. RECONSTRUCTING
  417. IS_ATTACKING
  418. NO_AUTO_ACQUIRE
  419. USING_ABILITY
  420. IS_AIMING_WEAPON
  421. NO_ATTACK_FROM_AI
  422. IGNORING_STEALTH
  423. IS_MELEE_ATTACKING
  424. GUARD_SELECTION
  425. LEASHED_RETURNING
  426. DEATH_1
  427. DEATH_2
  428. DEATH_3
  429. DEATH_4
  430. DEATH_5
  431. CONTESTED
  432. CONTESTING_BUILDING
  433. HORDE_MEMBER
  434. RIDERLESS
  435. RIDER_IS_PILOT
  436. RIDER1
  437. RIDER2
  438. RIDER3
  439. RIDER4
  440. NO_SHADOW
  441. IN_STASIS
  442. OUT_OF_PHASE
  443. NEXT_MOVE_IS_REVERSE
  444. IMMOBILE
  445. FLEE_OFF_MAP
  446. NOT_IN_WORLD
  447. INAUDIBLE
  448. CHANTING
  449. ENRAGED
  450. CREATE_DRAWABLE_WITH_LOW_DETAIL
  451. SINKING
  452. RAMPAGING
  453. INSIDE_GARRISON
  454. DEPLOYED
  455. UNATTACKABLE
  456. ENCLOSED
  457. TEMPORARILY_DEFECTED
  458. TAGGED
  459. DEPLOYING
  460. PRIMARY_MEMBER_PRESENT
  461. PORTER_TAGGED
  462. GRAB_AND_DROP
  463. STAND_GROUND
  464. UNCONTROLLABLY_SCARED
  465. SPECIAL_ABILITY_PACKING_UNPACKING_OR_USING
  466. TIBERIUM_VIBRATING
  467. UPDATING_AI
  468. CLONED
  469. IGNORE_AI_COMMAND
  470. RUNNING_DOWN_FROM_BEHIND
  471. DO_NOT_SCORE
  472. CAN_NOT_WALK_ON
  473. MARCH_OF_DEATH
  474. DO_NOT_PICK_ME
  475. INHERITED_FROM_ALLY_TEAM
  476. SWITCHED_WEAPONS
  477. END_FIRE_STATE
  478. BOOKENDING
  479. ELVISH_EXPRESSLY
  480. INSIDE_CASTLE
  481. BUILD_BEING_CANCELED
  482. PENDING_CONSTRUCTION
  483. PHANTOM_STRUCTURE
  484. IN_FORMATION_TEMPLATE
  485. IS_LEAVING_FACTORY
  486. MOVING_TO_DISMOUNT
  487. NO_HERO_PROPERTIES
  488. CAN_ENTER_ANYTHING
  489. HOLDING_THE_RING
  490. INVISIBLE_DETECTED_BY_FRIEND
  491. INVISIBLE_DETECTED
  492. WORKER_REPAIRING
  493. ATTACHED
  494. WONT_RIDE_WITH_YOU
  495. COMMAND_BUTTON_TOGGLED
  496. OCLMONITOR_COMPLETED_TASK
  497. OCLMONITOR_MONITOR_RELEASED
  498. USER_POWERED_DOWN
  499. GARRISONED
  500. BOOBY_TRAPPED
  501. IS_HIDEOUT
  502. SUICIDE_BOMBER_HAS_TARGET
  503. UNIT_WANTS_TO_REGARRISON
  504. IN_COVER
  505. DONT_CLEAR_FOR_BUILD
  506. MATCH_TARGETS_SPEED
  507. HAS_TIBERIUM_GROWTH_MOD
  508. HAS_TIBERIUM_UPGRADE
  509. STEAL_NEXT_UNIT_TRAPPED
  510. DOES_CONTAIN_TIBERIUM
  511. IS_BEING_HARVESTED
  512. HAS_TIBERIUM_AMMO
  513. SHIELDBODY_ENABLED
  514. HEALTH_PERCENT_0
  515. HEALTH_PERCENT_25
  516. HEALTH_PERCENT_50
  517. HEALTH_PERCENT_75
  518. HEALTH_PERCENT_100
  519. WEAPON_UPGRADED_01
  520. WEAPON_UPGRADED_02
  521. WEAPON_UPGRADED_03
  522. COMBINED_PARENT
  523. COMBINED_CHILD
  524. COMBINED_ATTACHED
  525. LOADED_FROM_MAP
  526. ATTACKING_GARRISONED_STRUCTURE
  527. EXITING_COMBINED
  528. DELAYED_ENTER_STRUCTURE
  529. DOCKING
  530. HARVESTING
  531. BRIDGE_IMPASSABLE
  532. POWERED_DOWN_EMP
  533. FORCE_ATTACKING
  534. FORCE_ATTACK_MOVING
  535. SCARED_CIVILIAN_CAR
  536. USER_PARALYZED
  537. BOOBY_TRAP_EXPLODE
  538. IS_ENGAGED
  539. CARRYING_FLAG
  540. IS_MOVING_TO_RALLY_POINT
  541. CAN_SPOT_FOR_BOMBARD
  542. AIRCRAFT_IGNORE_SAMEPLAYER_HANGAR_RULE
  543. NEXT_MOVE_IS_FORCE_ATTACK_MOVE
  544. SPECIALABILITY_ACTIVE
  545. CAN_STEALTH_FROM_PRODUCER
  546. CAPTURING
  547. TIER_2_BASE
  548. TIER_3_BASE
  549. UPGRADE_BASE_POWER
  550. UPGRADE_BASE_DEFENSE
  551. UPGRADE_BASE_STRAT_1
  552. UPGRADE_BASE_STRAT_2
  553. UPGRADE_BASE_STRAT_3
  554. UPGRADE_BASE_STRAT_4
  555. UPGRADE_BASE_STRAT_5
  556.  
  557. 4. MODEL CONDITION EVENTS in scriptevents.xml - USAGE:
  558. <ModelConditionEvent Name="YourNameWhatever">
  559. <Conditions>+OBJECTSTATUS</Conditions>
  560. </ModelConditionEvent>
  561. OR to detect when the status gets removed:
  562. <ModelConditionEvent Name="YourNameWhatever">
  563. <Conditions>-OBJECTSTATUS</Conditions>
  564. </ModelConditionEvent>
  565. INVALID
  566. TOPPLED
  567. FRONTCRUSHED
  568. BACKCRUSHED
  569. DAMAGED
  570. REALLYDAMAGED
  571. RUBBLE
  572. SPECIAL_DAMAGED
  573. NIGHT
  574. SNOW
  575. PARACHUTING
  576. GARRISONED
  577. ENEMYNEAR
  578. WEAPONSET_VETERAN
  579. WEAPONSET_ELITE
  580. WEAPONSET_HERO
  581. WEAPONSET_PASSENGER_TYPE_ONE
  582. WEAPONSET_PASSENGER_TYPE_TWO
  583. WEAPONSET_PLAYER_UPGRADE
  584. WEAPONSTATE_ONE
  585. WEAPONSTATE_TWO
  586. WEAPONSTATE_THREE
  587. DOOR_1_OPENING
  588. DOOR_1_CLOSING
  589. DOOR_1_WAITING_OPEN
  590. DOOR_1_WAITING_TO_CLOSE
  591. DOOR_2_OPENING
  592. DOOR_2_CLOSING
  593. DOOR_2_WAITING_OPEN
  594. DOOR_2_WAITING_TO_CLOSE
  595. DOOR_3_OPENING
  596. DOOR_3_CLOSING
  597. DOOR_3_WAITING_OPEN
  598. DOOR_3_WAITING_TO_CLOSE
  599. DOOR_4_OPENING
  600. DOOR_4_CLOSING
  601. DOOR_4_WAITING_OPEN
  602. DOOR_4_WAITING_TO_CLOSE
  603. ATTACKING
  604. ATTACKING_STRUCTURE
  605. ATTACKING_POSITION
  606. PREATTACK_A
  607. FIRING_A
  608. FIRING_OR_PREATTACK_A
  609. FIRING_OR_RELOADING_A
  610. BETWEEN_FIRING_SHOTS_A
  611. RELOADING_A
  612. PREATTACK_B
  613. FIRING_B
  614. FIRING_OR_PREATTACK_B
  615. FIRING_OR_RELOADING_B
  616. BETWEEN_FIRING_SHOTS_B
  617. RELOADING_B
  618. PREATTACK_C
  619. FIRING_C
  620. FIRING_OR_PREATTACK_C
  621. FIRING_OR_RELOADING_C
  622. BETWEEN_FIRING_SHOTS_C
  623. RELOADING_C
  624. TURRET_ROTATE
  625. POST_RUBBLE
  626. POST_COLLAPSE
  627. MOVING
  628. DYING
  629. EMOTION_ALERT
  630. EMOTION_AFRAID
  631. EMOTION_TERROR
  632. EMOTION_PANIC
  633. AWAITING_CONSTRUCTION
  634. PARTIALLY_CONSTRUCTED
  635. ACTIVELY_BEING_CONSTRUCTED
  636. UNIT_ACTIVELY_BEING_CONSTRUCTED
  637. PRONE
  638. FREEFALL
  639. ACTIVELY_CONSTRUCTING
  640. CONSTRUCTION_COMPLETE
  641. RADAR_EXTENDING
  642. RADAR_UPGRADED
  643. PANICKING
  644. AFLAME
  645. SMOLDERING
  646. BURNED
  647. DOCKING
  648. DOCKING_BEGINNING
  649. DOCKING_ACTIVE
  650. DOCKING_ENDING
  651. CARRYING
  652. FLOODED
  653. LOADED
  654. PASSENGER
  655. TRANSPORT_MOVING
  656. TRANSPORT_STOPPED
  657. CLUB
  658. JETAFTERBURNER
  659. JETEXHAUST
  660. PACKING
  661. PREPARING
  662. UNPACKING
  663. PACKING_TYPE_1
  664. PACKING_TYPE_2
  665. PACKING_TYPE_3
  666. DEPLOYED
  667. OVER_WATER
  668. POWER_PLANT_UPGRADED
  669. CLIMBING
  670. SOLD
  671. RAPPELLING
  672. ARMED
  673. POWER_PLANT_UPGRADING
  674. BUILD_PLACEMENT_CURSOR
  675. PHANTOM_STRUCTURE
  676. START_CAPTURE
  677. CANCEL_CAPTURE
  678. CAPTURING
  679. MOVING_OUT_OF_THE_WAY
  680. SPECIAL_CHEERING
  681. CONTINUOUS_FIRE_SLOW
  682. CONTINUOUS_FIRE_MEAN
  683. CONTINUOUS_FIRE_FAST
  684. RAISING_FLAG
  685. CAPTURED
  686. EXPLODED_FLAILING
  687. EXPLODED_BOUNCING
  688. SPLATTED
  689. USING_WEAPON_A
  690. USING_WEAPON_B
  691. USING_WEAPON_C
  692. PREORDER
  693. STUNNED_FLAILING
  694. STUNNED
  695. STONED
  696. WANDER
  697. WALKING
  698. CHARGING
  699. TURN_LEFT
  700. TURN_RIGHT
  701. ACCELERATE
  702. DECELERATE
  703. TURN_LEFT_HIGH_SPEED
  704. TURN_RIGHT_HIGH_SPEED
  705. DESTROYED_FRONT
  706. DESTROYED_RIGHT
  707. DESTROYED_BACK
  708. DESTROYED_LEFT
  709. WEAPONSET_GARRISONED
  710. WEAPONLOCK_PRIMARY
  711. WEAPONLOCK_SECONDARY
  712. WEAPONLOCK_TERTIARY
  713. WEAPONLOCK_QUATERNARY
  714. WEAPONLOCK_QUINARY
  715. DEATH_1
  716. DEATH_2
  717. DEATH_3
  718. DEATH_4
  719. DECAY
  720. THROWN_PROJECTILE
  721. ABOUT_TO_HIT
  722. BACKING_UP
  723. ENGAGED
  724. DEFLECT_SPECIAL_POWER
  725. WEAPONSET_CLOSE_RANGE
  726. WEAPONSTATE_CLOSE_RANGE
  727. WEAPONSET_RAMPAGE
  728. RAMPAGE_ANIMATION_ONLY
  729. STUNNED_STANDING_UP
  730. REACT_1
  731. REACT_2
  732. REACT_3
  733. REACT_4
  734. REACT_5
  735. REACT_6
  736. SELECTED
  737. GUARDING
  738. HIT_REACTION
  739. HIT_LEVEL_1
  740. HIT_LEVEL_2
  741. HIT_LEVEL_3
  742. GRAB_BUILDING_CHUNK
  743. DEATH_5
  744. AIM_HIGH
  745. AIM_STRAIGHT
  746. AIM_LOW
  747. AIM_NEAR
  748. AIM_FAR
  749. DIVING
  750. USER_1
  751. USER_2
  752. USER_3
  753. USER_4
  754. USER_5
  755. SWOOPING
  756. BURNT_MODEL
  757. BURNT_TEXTURE
  758. WEAPONSET_CONTESTING_BUILDING
  759. DEBUG
  760. PASSENGER_VARIATION_1
  761. PASSENGER_VARIATION_2
  762. PASSENGER_VARIATION_3
  763. PASSENGER_VARIATION_4
  764. PASSENGER_VARIATION_5
  765. EMOTION_GUNG_HO
  766. EMOTION_LOOK_TO_SKY
  767. EMOTION_CELEBRATING
  768. EMOTION_AMUSED
  769. EMOTION_MORALE_HIGH
  770. EMOTION_MORALE_LOW
  771. EMOTION_COWER
  772. EMOTION_DISSIDENT
  773. USING_SPECIAL_ABILITY
  774. WORLD_BUILDER
  775. SIEGE_CONTAIN
  776. LEVELED
  777. SPECIAL_POWER_1
  778. SPECIAL_POWER_2
  779. SPECIAL_POWER_3
  780. MOUNTED
  781. OATH_FULLFILLED
  782. RESURRECTED
  783. DESTROYED_WEAPON
  784. JUST_BUILT
  785. BASE_BUILD
  786. HERO
  787. RIDER1
  788. RIDER2
  789. RIDER3
  790. RIDER4
  791. RIDER5
  792. RIDER6
  793. RIDER7
  794. RIDER8
  795. WEAPONSET_RIDER1
  796. WEAPONSET_RIDER2
  797. WEAPONSET_RIDER3
  798. WEAPONSET_RIDER4
  799. WEAPONSET_RIDER5
  800. WEAPONSET_RIDER6
  801. WEAPONSET_RIDER7
  802. WEAPONSET_RIDER8
  803. WEAPONSET_SPECIAL_ONE
  804. WEAPONSET_SPECIAL_TWO
  805. WADING
  806. SWIMMING
  807. WEAPONSET_CONTAINED
  808. WEAPONSTATE_CONTAINED
  809. HORDE_EMPTY
  810. SPECIAL_WEAPON_ONE
  811. SPECIAL_WEAPON_TWO
  812. SPECIAL_WEAPON_THREE
  813. WEAPONSET_MOUNTED
  814. EATING
  815. CHANT_FOR_GROND
  816. WEAPONSET_ENRAGED
  817. WEAPONSET_SPECIAL_UPGRADE
  818. RUNNING_OFF_MAP
  819. ATTACHED
  820. PRIMARY_FORMATION
  821. ALTERNATE_FORMATION
  822. HARVEST_PREPARATION
  823. HARVEST_ACTION
  824. SPECIAL_ENEMY_NEAR
  825. HIDDEN
  826. PUTTING_ON_RING
  827. TAKING_OFF_RING
  828. CAPTURE_100
  829. CAPTURE_75
  830. CAPTURE_50
  831. CAPTURE_25
  832. CAPTURE_0
  833. UPGRADE_IVORY_TOWER
  834. UPGRADE_HOUSE_OF_HEALING
  835. UPGRADE_BLANK4
  836. UPGRADE_FORTRESS_MONUMENT
  837. SPECIALPOWER1_READY
  838. SPECIALPOWER2_READY
  839. SPECIALPOWER3_READY
  840. SPECIALPOWER4_READY
  841. SPECIALPOWER5_READY
  842. SPECIALPOWER6_READY
  843. SPECIALPOWER7_READY
  844. SPECIALPOWER8_READY
  845. SPECIALPOWER9_READY
  846. FORTRESS_IMPROVEMENT_1_BUILDING
  847. FORTRESS_IMPROVEMENT_2_BUILDING
  848. FORTRESS_IMPROVEMENT_3_BUILDING
  849. FORTRESS_IMPROVEMENT_4_BUILDING
  850. FORTRESS_IMPROVEMENT_5_BUILDING
  851. FORTRESS_IMPROVEMENT_6_BUILDING
  852. FORTRESS_IMPROVEMENT_7_BUILDING
  853. FORTRESS_IMPROVEMENT_8_BUILDING
  854. FORTRESS_IMPROVEMENT_9_BUILDING
  855. FORTRESS_MONUMENT_CREATURE_AVAILABLE
  856. FORTRESS_MONUMENT_CREATURE_UNAVAILABLE
  857. FORTRESS_MONUMENT_UNDER_CONSTRUCTION
  858. DRILL0
  859. DRILL1
  860. DRILL2
  861. DRILL3
  862. DRILL4
  863. RIDERLESS
  864. DRAFTED
  865. UPGRADED_ARMOR
  866. DISGUISED
  867. WEAPONSET_TOGGLE_1
  868. WEAPONSET_TOGGLE_2
  869. WEAPONSET_TOGGLE_3
  870. WEAPONSET_HERO_MODE
  871. DOCKING_PRE_DOCK
  872. TURRET_ANGLE_0
  873. TURRET_ANGLE_90
  874. TURRET_ANGLE_180
  875. TURRET_ANGLE_270
  876. USING_COMBO_LOCOMOTOR
  877. WAR_CHANT
  878. EMOTION_QUARRELSOME
  879. QUARRELSOME_FIGHTING
  880. UNCONTROLLABLE
  881. INITIAL_ENRAGED
  882. ARMORSET_VETERAN
  883. ARMORSET_ELITE
  884. ARMORSET_HERO
  885. ARMORSET_WEAK_VERSUS_BASEDEFENSES
  886. ARMORSET_ALTERNATE_FORMATION
  887. ARMORSET_MOUNTED
  888. ARMORSET_PLAYER_UPGRADE
  889. ARMORSET_PLAYER_UPGRADE_2
  890. ARMORSET_PLAYER_UPGRADE_3
  891. ARMORSET_UNBESIEGEABLE
  892. EMOTION_TAUNTING
  893. EMOTION_DOOM
  894. EMOTION_POINTING
  895. WEAPON_TOGGLING
  896. INVULNERABLE
  897. MARCHING
  898. UPGRADE_ECONOMY_BONUS
  899. COMING_OUT_OF_FACTORY
  900. DESTROYED_WHILST_BEING_CONSTRUCTED
  901. COLLAPSING
  902. EMOTION_UNCONTROLLABLY_AFRAID
  903. SAIL_FLAPPING
  904. SAIL_BLOWN_RIGHT
  905. SAIL_BLOWN_LEFT
  906. BUILD_VARIATION_ONE
  907. BUILD_VARIATION_TWO
  908. LEASHED_RETURNING
  909. WEAPONSLOTID_01
  910. WEAPONSLOTID_02
  911. WEAPONSLOTID_03
  912. WEAPONSLOTID_04
  913. WEAPONSLOTID_05
  914. DYING_WASMOVING
  915. POPULATION_FULL
  916. POPULATION_SLIGHTLY_LOW
  917. POPULATION_LOW
  918. POPULATION_REALLY_LOW
  919. POPULATION_ZERO
  920. UNREST_FULL
  921. UNREST_SLIGHTLY_LOW
  922. UNREST_LOW
  923. UNREST_REALLY_LOW
  924. UNREST_ZERO
  925. TIBERIUM_FULL
  926. TIBERIUM_SLIGHTLY_LOW
  927. TIBERIUM_LOW
  928. TIBERIUM_REALLY_LOW
  929. TIBERIUM_ZERO
  930. BUILDING_A_METAUNIT
  931. CONSTRUCTING_A_METAUNIT
  932. UNUSED_23
  933. UNUSED_24
  934. UNUSED_25
  935. UNUSED_26
  936. UNUSED_27
  937. UNUSED_28
  938. UNUSED_29
  939. UNUSED_30
  940. UNUSED_31
  941. UNUSED_32
  942. UNUSED_33
  943. UNUSED_34
  944. UNUSED_35
  945. UNUSED_36
  946. UNUSED_37
  947. UNUSED_38
  948. UNUSED_39
  949. UNUSED_40
  950. UNUSED_41
  951. UNUSED_42
  952. UNUSED_43
  953. UNUSED_44
  954. UNUSED_45
  955. UNUSED_46
  956. UNUSED_47
  957. UNUSED_48
  958. UNUSED_49
  959. UNUSED_50
  960. UNUSED_51
  961. UNUSED_52
  962. UNUSED_53
  963. UNUSED_54
  964. UNUSED_55
  965. BASE_TIER_1
  966. BASE_TIER_2
  967. BASE_TIER_3
  968. BASE_POWER
  969. BASE_DEFENSES
  970. BASE_STRATEGIC_BUILDING_1
  971. BASE_STRATEGIC_BUILDING_2
  972. BASE_STRATEGIC_BUILDING_3
  973. BASE_STRATEGIC_BUILDING_4
  974. BASE_STRATEGIC_BUILDING_5
  975. WEAPONSET_UNUSED_WS_01
  976. WEAPONSET_UNUSED_WS_02
  977. WEAPONSET_UNUSED_WS_03
  978. WEAPONSET_UNUSED_WS_04
  979. WEAPONSET_UNUSED_WS_05
  980. WEAPONSET_UNUSED_WS_06
  981. WEAPONSET_UNUSED_WS_07
  982. WEAPONSET_UNUSED_WS_08
  983. WEAPONSET_UNUSED_WS_09
  984. WEAPONSET_UNUSED_WS_10
  985. WEAPONSET_UNUSED_WS_11
  986. WEAPONSET_UNUSED_WS_12
  987. WEAPONSET_UNUSED_WS_13
  988. WEAPONSET_UNUSED_WS_14
  989. WEAPONSET_UNUSED_WS_15
  990. WEAPONSET_UNUSED_WS_16
  991. WEAPONSET_UNUSED_WS_17
  992. WEAPONSET_UNUSED_WS_18
  993. WEAPONSET_UNUSED_WS_19
  994. WEAPONSET_UNUSED_WS_20
  995. WEAPONSET_UNUSED_WS_21
  996. WEAPONSET_UNUSED_WS_22
  997. WEAPONSET_UNUSED_WS_23
  998. WEAPONSET_UNUSED_WS_24
  999. WEAPONSET_UNUSED_WS_25
  1000. WEAPONSET_UNUSED_WS_26
  1001. WEAPONSET_UNUSED_WS_27
  1002. WEAPONSET_UNUSED_WS_28
  1003. WEAPONSET_UNUSED_WS_29
  1004. WEAPONSET_UNUSED_WS_30
  1005. WEAPONSET_UNUSED_WS_31
  1006. WEAPONSET_UNUSED_WS_32
  1007. FORMATION_PREVIEW
  1008. SCALING_WALL
  1009. SCALING_WALL_HORDE
  1010. ATTACK_MOVING
  1011. SWAPPING_TO_WEAPONSET_1
  1012. SWAPPING_TO_WEAPONSET_2
  1013. SWAPPING_TO_WEAPONSET_3
  1014. ARMORSET_UNUSED_01
  1015. ARMORSET_UNUSED_02
  1016. ARMORSET_UNUSED_03
  1017. ARMORSET_UNUSED_04
  1018. ARMORSET_UNUSED_05
  1019. ARMORSET_UNUSED_06
  1020. ARMORSET_UNUSED_07
  1021. ARMORSET_UNUSED_08
  1022. ARMORSET_UNUSED_09
  1023. ARMORSET_UNUSED_10
  1024. USER_6
  1025. USER_7
  1026. USER_8
  1027. USER_9
  1028. USER_10
  1029. USER_11
  1030. USER_12
  1031. USER_13
  1032. USER_14
  1033. USER_15
  1034. USER_16
  1035. USER_17
  1036. USER_18
  1037. USER_19
  1038. USER_20
  1039. USER_21
  1040. USER_22
  1041. USER_23
  1042. USER_24
  1043. USER_25
  1044. USER_26
  1045. USER_27
  1046. USER_28
  1047. USER_29
  1048. USER_30
  1049. USER_31
  1050. USER_32
  1051. USER_33
  1052. USER_34
  1053. USER_35
  1054. USER_36
  1055. USER_37
  1056. USER_38
  1057. USER_39
  1058. USER_40
  1059. USER_41
  1060. USER_42
  1061. USER_43
  1062. USER_44
  1063. USER_45
  1064. USER_46
  1065. USER_47
  1066. USER_48
  1067. USER_49
  1068. USER_50
  1069. USER_51
  1070. USER_52
  1071. USER_53
  1072. USER_54
  1073. USER_55
  1074. USER_56
  1075. USER_57
  1076. USER_58
  1077. USER_59
  1078. USER_60
  1079. USER_61
  1080. USER_62
  1081. USER_63
  1082. USER_64
  1083. USER_65
  1084. USER_66
  1085. USER_67
  1086. USER_68
  1087. USER_69
  1088. USER_70
  1089. USER_71
  1090. USER_72
  1091. USER_73
  1092. USER_74
  1093. USER_75
  1094. EMOTION_BRACE_FOR_BEING_CRUSHED
  1095. PARALYZED
  1096. FIRING_D
  1097. FIRING_E
  1098. BETWEEN_FIRING_SHOTS_D
  1099. BETWEEN_FIRING_SHOTS_E
  1100. RELOADING_D
  1101. RELOADING_E
  1102. PREATTACK_D
  1103. PREATTACK_E
  1104. USING_WEAPON_D
  1105. USING_WEAPON_E
  1106. FIRING_OR_PREATTACK_D
  1107. FIRING_OR_PREATTACK_E
  1108. FIRING_OR_RELOADING_D
  1109. FIRING_OR_RELOADING_E
  1110. BURNINGDEATH
  1111. EMOTION_CHEER_FOR_ABOUT_TO_CRUSH
  1112. INVISIBLE_STEALTH
  1113. INVISIBLE_CAMOUFLAGE
  1114. AFFECTED_BY_EMP
  1115. UNUSED_EXAMINE_WEAPON_LEFT
  1116. UNUSED_EXAMINE_WEAPON_RIGHT
  1117. UNUSED_SELECTED_CHEER
  1118. UNUSED_IN_CREATION_SCREEN
  1119. WEAPONSET_UNUSED_WS_33
  1120. WEAPONSET_UNUSED_WS_34
  1121. WEAPONSET_UNUSED_WS_35
  1122. WEAPONSET_UNUSED_WS_36
  1123. WEAPONSET_UNUSED_WS_37
  1124. WEAPONSET_UNUSED_WS_38
  1125. WEAPONSET_UNUSED_WS_39
  1126. WEAPONSET_UNUSED_WS_40
  1127. WEAPONSET_UNUSED_WS_41
  1128. WEAPONSET_UNUSED_WS_42
  1129. WEAPONSET_UNUSED_WS_43
  1130. WEAPONSET_UNUSED_WS_44
  1131. WEAPONSET_UNUSED_WS_45
  1132. WEAPONSET_UNUSED_WS_46
  1133. WEAPONSET_UNUSED_WS_47
  1134. WEAPONSET_UNUSED_WS_48
  1135. WEAPONSET_UNUSED_WS_49
  1136. WEAPONSET_UNUSED_WS_50
  1137. WEAPONSET_UNUSED_WS_51
  1138. WEAPONSET_UNUSED_WS_52
  1139. WEAPONSET_UNUSED_WS_53
  1140. WEAPONSET_UNUSED_WS_54
  1141. WEAPONSET_UNUSED_WS_55
  1142. WEAPONSET_UNUSED_WS_56
  1143. WEAPONSET_UNUSED_WS_57
  1144. WEAPONSET_UNUSED_WS_58
  1145. WEAPONSET_UNUSED_WS_59
  1146. WEAPONSET_UNUSED_WS_60
  1147. WEAPONSET_UNUSED_WS_61
  1148. WEAPONSET_UNUSED_WS_62
  1149. WEAPONSET_UNUSED_WS_63
  1150. WEAPONSET_UNUSED_WS_64
  1151. PACKING_TYPE_4
  1152. PACKING_TYPE_5
  1153. PACKING_TYPE_6
  1154. SPECIAL_WEAPON_FOUR
  1155. SPECIAL_WEAPON_FIVE
  1156. SPECIAL_WEAPON_SIX
  1157. INSIDE_GARRISON
  1158. TIBERIUM_CRYSTAL_TYPE1
  1159. TIBERIUM_CRYSTAL_TYPE2
  1160. TIBERIUM_CRYSTAL_TYPE3
  1161. TIBERIUM_CRYSTAL_TYPE4
  1162. TIBERIUM_CRYSTAL_TYPE5
  1163. MARKED_FOR_HUNT_TACTIC
  1164. MARKED_FOR_NO_SKIRMISH_RECRUIT
  1165. LOCOMOTOR_NORMAL_UPGRADED
  1166. LOCOMOTOR_FREEFALL
  1167. LOCOMOTOR_WANDER
  1168. LOCOMOTOR_PANIC
  1169. LOCOMOTOR_TAXIING
  1170. LOCOMOTOR_SUPERSONIC
  1171. LOCOMOTOR_MOUNTED
  1172. LOCOMOTOR_ENRAGED
  1173. LOCOMOTOR_SCARED
  1174. LOCOMOTOR_CONTAINED
  1175. LOCOMOTOR_COMBO
  1176. LOCOMOTOR_COMBO2
  1177. LOCOMOTOR_COMBO3
  1178. LOCOMOTOR_WALL_SCALING
  1179. LOCOMOTOR_CHANGING_FIRINGARC
  1180. LOCOMOTOR_BURNINGDEATH
  1181. SUPPRESSED
  1182. MONEY_STORED_AMOUNT_1
  1183. MONEY_STORED_AMOUNT_2
  1184. MONEY_STORED_AMOUNT_3
  1185. MONEY_STORED_AMOUNT_4
  1186. PARKINGPLACE_1_DOOR_OPENING
  1187. PARKINGPLACE_1_DOOR_OPEN
  1188. PARKINGPLACE_1_DOOR_CLOSING
  1189. PARKINGPLACE_1_DOOR_CLOSED
  1190. PARKINGPLACE_2_DOOR_OPENING
  1191. PARKINGPLACE_2_DOOR_OPEN
  1192. PARKINGPLACE_2_DOOR_CLOSING
  1193. PARKINGPLACE_2_DOOR_CLOSED
  1194. PARKINGPLACE_3_DOOR_OPENING
  1195. PARKINGPLACE_3_DOOR_OPEN
  1196. PARKINGPLACE_3_DOOR_CLOSING
  1197. PARKINGPLACE_3_DOOR_CLOSED
  1198. PARKINGPLACE_4_DOOR_OPENING
  1199. PARKINGPLACE_4_DOOR_OPEN
  1200. PARKINGPLACE_4_DOOR_CLOSING
  1201. PARKINGPLACE_4_DOOR_CLOSED
  1202. VEHICLE_CRUSH_LEFT
  1203. VEHICLE_CRUSH_RIGHT
  1204. VEHICLE_CRUSH_CENTER
  1205. COVER
  1206. TIBERIUM_GROWING
  1207. HEALTH_PERCENT_0
  1208. HEALTH_PERCENT_25
  1209. HEALTH_PERCENT_50
  1210. HEALTH_PERCENT_75
  1211. HEALTH_PERCENT_100
  1212. STRUCTURE_UNPACKING
  1213. COMBINED_PARENT
  1214. COMBINED_CHILD
  1215. FLYING
  1216. TAKING_OFF
  1217. LANDING
  1218. UNDERPOWERED
  1219. REPAIRING_DISABLED
  1220.  
  1221. 5. STANDARD SCRIPTEVENTS in scriptevents.xml
  1222. OnPowerRestore
  1223. OnPowerOutage
  1224. OnClipFull
  1225. OnClipEmpty
  1226. OnBuildVariation (self, real)
  1227. OnGenericEvent (self, string)
  1228. OnSlaughtered (self, slaughterer)
  1229. OnBuildingComplete
  1230. OnCreated (self)
  1231. OnQuenched (self)
  1232. OnAflame (self)
  1233. DamageIncoming (self, other, delay, amount)
  1234. BeScary
  1235. OnTeamDestroyed (self)
  1236. OnTeamExited (self, areaName)
  1237. OnTeamEntered (self, areaName)
  1238. OnUnitExited (self, areaName)
  1239. OnUnitEntered (self, areaName)
  1240. OnArrived (self)
  1241. OnDestroyed (self)
  1242. OnDamaged (self, other)
  1243. ExampleGuardMe (self, other, string)
  1244. ExampleSpyMoving (self, spySelf, parameters...)
  1245. BeAfraidOfRampage
  1246. BeAfraidOfPhial
  1247. BeUncontrollablyAfraid
  1248. BeAfraidOfGateDamaged
  1249. BeTerrified
  1250. ChantForUnit
  1251. StopChantForUnit
  1252. BeginChanting
  1253. StopChanting
  1254. (ObjectStatusEvent)
  1255. (ModelConditionEvent)
  1256.  
  1257. 6. USUAL LUA FUNCTION in scripts.lua - USAGE: if ... then ... end
  1258. ObjectHasUpgrade
  1259. ObjectTestModelCondition
  1260. ObjectCountNearbyEnemies
  1261. ObjectDescription
  1262. ObjectTeamName
  1263. ObjectPlayerSide
  1264. ObjectCapturingObjectPlayerSide
  1265. ObjectTemplateName
  1266. ObjectTestCanSufferFear
  1267. GetRandomNumber
  1268. GetFrame
  1269.  
  1270. 7. LUA EVENT NUGGET - Usage LuaEventNugget in WeaponTemplate
  1271.  
  1272. 8. CALL MAP SCRIPTS FROM LUA in scripts.lua (and use conditions defined in map scripts) - USAGE:
  1273. ExecuteAction("TEAM_EXECUTE_SEQUENTIAL_SCRIPT_LOOPING",team,MapScriptName,times)
  1274. Use "/team" for team for default value.
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