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- CONTENT
- 1. EVA EVENTS
- 2. EVALUATE CONDITION
- 3. OBJECT STATUS EVENTS
- 4. MODEL CONDITION EVENTS
- 5. STANDARD SCRIPTEVENTS
- 6. USUAL LUA FUNCTION
- 7. LUA EVENT NUGGET
- 8. CALL MAP SCRIPTS FROM LUA
- 1. EVA EVENT in scripts.lua - USAGE: EvaluateCondition("HAS_EVA_EVENT_PLAYED_IN_LAST_N_SECONDS", EvaEvent, TimeIntervall)
- "AircraftOutOfAmmoDamage"
- "AlliedIonCannonActivated"
- "AlliedIonCannonDetected"
- "AlliedNuclearMissileLaunched"
- "AlliedRiftGeneratorActivated"
- "AlliedTempleOfNodDetected"
- "AllyCampDestroyed"
- "AllyDefeated"
- "BeaconPlacedAlly"
- "BeaconPlacedPlayer"
- "BridgeRepaired"
- "BuildCancelled"
- "BuildingBeingStolen"
- "BuildingConstructionComplete"
- "BuildingConstructionStarted"
- "BuildingManuallyPoweredDown"
- "BuildingManuallyPoweredUp"
- "BuildingRepaired"
- "BuildingStolen"
- "BuildOnHold"
- "BuildQueuePausedDueToCPLimit"
- "BuildQueuePausedDueToFunds"
- "CampDestroyed"
- "CannotBuildDueToCPLimit"
- "CannotBuildDueToFunds"
- "CannotRepairDueToFunds"
- "CannotUsePowerDueToFunds"
- "CastleBreached"
- "CompletedBonusMissionObjective"
- "CompletedMissionObjective"
- "ControlPointCaptured"
- "ControlPointHasBeenCaptured"
- "ControlPointLost"
- "Countdown01"
- "Countdown02"
- "Countdown03"
- "Countdown04"
- "Countdown05"
- "Countdown06"
- "Countdown07"
- "Countdown08"
- "Countdown09"
- "Countdown1MinsInGame"
- "Countdown3MinsInGame"
- "Countdown5MinsInGame"
- "Countdown10MinsInGame"
- "Countdown10SecsInGame"
- "Countdown15MinsInGame"
- "Countdown20MinsInGame"
- "Countdown30SecsInGame"
- "CTFEnemyCapturedFlag"
- "CTFEnemyDroppedFlag"
- "CTFEnemyHasFlag"
- "CTFFlagCaptured"
- "CTFFlagDropped"
- "CTFYouHaveFlag"
- "DamagedByTiberium"
- "DefaultEvaEvent"
- "EmptyEva"
- "EnemyBuildingCaptured"
- "EnemyCampDestroyed"
- "EnemyCampSighted"
- "EnemyCommandoDetected"
- "EnemyDefeated"
- "EnemyEngineerDetected"
- "EnemyIonCannonActivated"
- "EnemyIonCannonDetected"
- "EnemyNuclearMissileLaunched"
- "EnemyRiftGeneratorActivated"
- "EnemyRiftGeneratorDetected"
- "EnemyStealthUnitDiscovered"
- "EnemyTempleOfNodDetected"
- "GeneralLevelUp"
- "GenericEnemyUnitSighted"
- "GenericUnitBeingBurned"
- "HarvesterLost"
- "HarvesterUnderAttack"
- "HuskRepaired"
- "IncomingRadarTransmission"
- "IncomingTransmission"
- "IntelDatabaseEntryReceived"
- "IonCannonReady"
- "LiquidTiberiumBombReady"
- "LocalPlayerDefeated"
- "LocalPlayerVictorious"
- "LowPower"
- "Meva_AutoResolve"
- "Meva_AutoResolveBattleLost"
- "Meva_AutoResolveBattleWon"
- "Meva_BuildBase"
- "Meva_BuildSF"
- "Meva_Cancel"
- "Meva_DecBase"
- "Meva_DecSF"
- "Meva_MoveSF"
- "Meva_Patrola"
- "Meva_Patrolb"
- "Meva_RepairBase"
- "Meva_RepairSF"
- "Meva_UpgBaseDef"
- "Meva_UpgBasePow"
- "Meva_UpgBaseTier"
- "Meva_UpgSF"
- "Meva_YouFiredIC"
- "Meva_YouFiredNuke"
- "Meva_YouFiredRift"
- "MothershipDeployed"
- "NewBonusObjective"
- "NewConstructionOptions"
- "NewMissionObjective"
- "NuclearMissileReady"
- "ObservedPlayerDefeated"
- "OwnIonCannonActivated"
- "OwnLiquidTiberiumBombLaunched"
- "OwnNuclearMissileLaunched"
- "OwnRiftGeneratorActivated"
- "ReinforcementsReady"
- "RiftGeneratorReady"
- "SelectDecoyUnit"
- "SelectSpecialPowerTarget"
- "SelectUnit"
- "SelectWormholeLocation"
- "SiegeBarrierDisengaged"
- "SiegeBarrierEngaged"
- "SiegeCountdown1Mins"
- "SiegeCountdown3Mins"
- "SiegeCountdown5Mins"
- "SiegeCountdown10Mins"
- "SiegeCountdown10Secs"
- "SiegeCountdown15Mins"
- "SiegeCountdown20Mins"
- "SiegeCountdown30Secs"
- "SilosNeeded"
- "StructureCannotBuildDueToFullBuildQueue"
- "StructurePlacementFailed"
- "StructureRepairing"
- "StructureSold"
- "StructureUnderAttack"
- "TiberiumFieldDepleted"
- "UnitAmbushed"
- "UnitConstructionStarted"
- "UnitLost"
- "UnitPromoted"
- "UnitUnderAttack"
- "UnitUnderAttackFromShroudedUnit"
- "UpgradeComplete"
- "WallsBeingClimbed"
- "WarningMothershipDeployed"
- "WorldMustBattle"
- "WorldMustChooseOwner"
- "WorldMustRetreat"
- "WorldRegionLostUncontested"
- 2. EVALUATE CONDITION in scripts.lua - USAGE: Use a "coroutine dummy" that repeatetedly kills itself and spawns another dummy
- and calls the function that holds the code if EvaluateCondition(...) then YourCode end
- EvaluateCondition("ANY_HERO_REACHED_RANK",...)
- EvaluateCondition("ANY_UNITS_USING_BLOODTHIRSTY",...)
- EvaluateCondition("BANNER_PRESSED",...)
- EvaluateCondition("BUILDING_ENTERED_BY_PLAYER",...)
- EvaluateCondition("BUILDING_GARRISONNED_BY_OBJECT_TYPE",...)
- EvaluateCondition("BUILDING_IS_DEFAULT_PRODUCTION",...)
- EvaluateCondition("BUILT_BY_PLAYER",...)
- EvaluateCondition("CAMERA_ENTERED_AREA",...)
- EvaluateCondition("CAMERA_HIT_SPECIFIC_SPLINE_WAYPOINT",...)
- EvaluateCondition("CAMERA_MOVEMENT_FINISHED",...)
- EvaluateCondition("CAMERA_RESET",...)
- EvaluateCondition("CAMERA_ROTATE_DISTANCE",...)
- EvaluateCondition("CAMERA_SCROLL_DISTANCE",...)
- EvaluateCondition("CAMERA_ZOOM_DISTANCE",...)
- EvaluateCondition("CAN_BUILD_AT_BASE",...)
- EvaluateCondition("CAN_BUILD_OBJECTTYPE_AT_BASE",...)
- EvaluateCondition("COMPARE_NUM_PLAYERS_IN_GAME",...)
- EvaluateCondition("COMPARISON_TREES_IN_TRIGGER_AREA",...)
- EvaluateCondition("CONDITION_FALSE",...)
- EvaluateCondition("CONDITION_TRUE",...)
- EvaluateCondition("COUNTER",...)
- EvaluateCondition("COUNTER_COUNTER",...)
- EvaluateCondition("COUNTER_SECONDS",...)
- EvaluateCondition("DISTANCE_BETWEEN_OBJ",...)
- EvaluateCondition("DISTANCE_BETWEEN_TEAM",...)
- EvaluateCondition("ENEMY_SIGHTED",...)
- EvaluateCondition("ENEMY_SIGHTED_BY_TEAM",...)
- EvaluateCondition("EVAL_TEAM_HEALTH",...)
- EvaluateCondition("FLAG",...)
- EvaluateCondition("GATE_IS_OPEN",...)
- EvaluateCondition("HAS_COMMAND_POINTS_TO_BUILD_TEAM",...)
- EvaluateCondition("HAS_COMMAND_POINTS_TO_BUILD_UNIT",...)
- EvaluateCondition("HAS_DELAYED_CARRYOVER_UNIT_OF_TYPE",...)
- EvaluateCondition("HAS_EVA_EVENT_PLAYED_IN_LAST_N_SECONDS",...)
- EvaluateCondition("HAS_FINISHED_AUDIO",...)
- EvaluateCondition("HAS_FINISHED_SPEECH",...)
- EvaluateCondition("HAS_FINISHED_VIDEO",...)
- EvaluateCondition("IS_AREA_ON_FIRE",...)
- EvaluateCondition("IS_GAME_IN_SKIRMISH_OR_MULTIPLAYER",...)
- EvaluateCondition("IS_GAME_MODE_ACTIVE",...)
- EvaluateCondition("IS_NUM_OF_UNITS_BELONGING_TO_PLAYER_NEAR_EVA_EVENT_LAST_PLAYED_LOCATION_COMPARISON_INT",...)
- EvaluateCondition("IS_SEIGE_ATTACHED_TO_WALL",...)
- EvaluateCondition("IS_UNIT_WEBBED",...)
- EvaluateCondition("LIVING_WORLD_IS_REGION_REF_BOUND",...)
- EvaluateCondition("LOCAL_PLAYER_TARGETING_SPECIAL_POWER",...)
- EvaluateCondition("LOCAL_PLAYER_TARGETING_SPECIAL_POWER_FROM_OBJECT",...)
- EvaluateCondition("METAGAME_DIALOG_STATE_CHANGE",...)
- EvaluateCondition("MGOP_TRIGGERED_BY_NAMED",...)
- EvaluateCondition("MGOP_TRIGGERED_BY_NAMED_IN_AREA",...)
- EvaluateCondition("MGOP_TRIGGERED_BY_NAMED_ON_OBJECT",...)
- EvaluateCondition("MGOP_TRIGGERED_BY_PLAYER",...)
- EvaluateCondition("MGOP_TRIGGERED_BY_PLAYER_IN_AREA",...)
- EvaluateCondition("MGOP_TRIGGERED_BY_PLAYER_ON_OBJECT",...)
- EvaluateCondition("MISSION_ATTEMPTS",...)
- EvaluateCondition("MULTIPLAYER_ALLIED_DEFEAT",...)
- EvaluateCondition("MULTIPLAYER_ALLIED_VICTORY",...)
- EvaluateCondition("MULTIPLAYER_PLAYER_DEFEAT",...)
- EvaluateCondition("MUSIC_IS_PLAYING_FROM_SCRIPT",...)
- EvaluateCondition("MUSIC_IS_PLAYING_FROM_SCRIPT",...)
- EvaluateCondition("MUSIC_TRACK_HAS_COMPLETED",...)
- EvaluateCondition("NAMED_ATTACKED_BY_OBJECTTYPE",...)
- EvaluateCondition("NAMED_ATTACKED_BY_PLAYER",...)
- EvaluateCondition("NAMED_BASE_UNPACKABLE_FOR_PLAYER",...)
- EvaluateCondition("NAMED_BUILDING_IS_EMPTY",...)
- EvaluateCondition("NAMED_CREATED",...)
- EvaluateCondition("NAMED_DESTROYED",...)
- EvaluateCondition("NAMED_DESTROYED_BY_OBJECTTYPE",...)
- EvaluateCondition("NAMED_DISCOVERED",...)
- EvaluateCondition("NAMED_DYING",...)
- EvaluateCondition("NAMED_ENTERED_AREA",...)
- EvaluateCondition("NAMED_ENTERED_NEAREST_BASE",...)
- EvaluateCondition("NAMED_ENTERED_REFD_BASE",...)
- EvaluateCondition("NAMED_EXITED_AREA",...)
- EvaluateCondition("NAMED_EXITED_NEAREST_BASE",...)
- EvaluateCondition("NAMED_EXITED_REFD_BASE",...)
- EvaluateCondition("NAMED_INSIDE_AREA",...)
- EvaluateCondition("NAMED_NOT_DESTROYED",...)
- EvaluateCondition("NAMED_OUTSIDE_AREA",...)
- EvaluateCondition("NAMED_OWNED_BY_PLAYER",...)
- EvaluateCondition("NAMED_RANK_LEVEL",...)
- EvaluateCondition("NAMED_REACHED_WAYPOINTS_END",...)
- EvaluateCondition("NAMED_SELECTED",...)
- EvaluateCondition("NAMED_TOTALLY_DEAD",...)
- EvaluateCondition("NUM_UNITS_LEVELED_UP",...)
- EvaluateCondition("OBJECT_OF_TYPE_OR_LIST_INSIDE_REFD_BASE",...)
- EvaluateCondition("OBJECTIVES_SCREEN_IS_OPEN",...)
- EvaluateCondition("PLAYER_ACQUIRED_SCIENCE",...)
- EvaluateCondition("PLAYER_ALL_BUILDFACILITIES_DESTROYED",...)
- EvaluateCondition("PLAYER_ALL_DESTROYED",...)
- EvaluateCondition("PLAYER_BUILT_UPGRADE",...)
- EvaluateCondition("PLAYER_BUILT_UPGRADE_FROM_NAMED",...)
- EvaluateCondition("PLAYER_CAN_PURCHASE_SCIENCE",...)
- EvaluateCondition("PLAYER_COMPARE_LIGHT_POINTS",...)
- EvaluateCondition("PLAYER_COMPARE_RANK",...)
- EvaluateCondition("PLAYER_COMPLETED_SPECIAL_POWER",...)
- EvaluateCondition("PLAYER_COMPLETED_SPECIAL_POWER_FROM_NAMED",...)
- EvaluateCondition("PLAYER_DESTROYED_N_BUILDINGS_PLAYER",...)
- EvaluateCondition("PLAYER_EXCESS_POWER_COMPARE_VALUE",...)
- EvaluateCondition("PLAYER_HAS_COMPARISON_UNIT_KIND_IN_TRIGGER_AREA",...)
- EvaluateCondition("PLAYER_HAS_COMPARISON_UNIT_TYPE_IN_TRIGGER_AREA",...)
- EvaluateCondition("PLAYER_HAS_COMPARISON_UNIT_TYPE_IN_TRIGGER_AREA_COMPLETELY_BUILT",...)
- EvaluateCondition("PLAYER_HAS_COMPARISON_UNIT_TYPE_IN_TRIGGER_AREA_WITH_UPGRADE",...)
- EvaluateCondition("PLAYER_HAS_CREDITS",...)
- EvaluateCondition("PLAYER_HAS_KILLED_KINDOF_UNITS",...)
- EvaluateCondition("PLAYER_HAS_KILLED_TYPE_UNITS",...)
- EvaluateCondition("PLAYER_HAS_N_OR_FEWER_BASES",...)
- EvaluateCondition("PLAYER_HAS_N_OR_FEWER_BUILDINGS",...)
- EvaluateCondition("PLAYER_HAS_N_OR_FEWER_FACTION_BUILDINGS",...)
- EvaluateCondition("PLAYER_HAS_NO_POWER",...)
- EvaluateCondition("PLAYER_HAS_NUM_UNITS_LOADED_WITH_OBJECT",...)
- EvaluateCondition("PLAYER_HAS_NUM_UNITS_WITH_UPGRADE",...)
- EvaluateCondition("PLAYER_HAS_NUMBER_OBJECTS_WITH_MODELCONDITION",...)
- EvaluateCondition("PLAYER_HAS_NUMBER_OBJECTS_WITH_OBJECT_STATUS",...)
- EvaluateCondition("PLAYER_HAS_NUMBER_UNITS_DISTANCE_FROM_OBJECT",...)
- EvaluateCondition("PLAYER_HAS_OBJECT_COMPARISON",...)
- EvaluateCondition("PLAYER_HAS_OBJECT_OF_VETERANCY",...)
- EvaluateCondition("PLAYER_HAS_POWER",...)
- EvaluateCondition("PLAYER_HAS_REACHED_LEVEL_CAP",...)
- EvaluateCondition("PLAYER_HAS_SCIENCEPURCHASEPOINTS",...)
- EvaluateCondition("PLAYER_IS_IN_PLANNING_MODE",...)
- EvaluateCondition("PLAYER_ISSUED_FORMATION_ORDER",...)
- EvaluateCondition("PLAYER_LOST_OBJECT_TYPE",...)
- EvaluateCondition("PLAYER_MIDWAY_SPECIAL_POWER",...)
- EvaluateCondition("PLAYER_MIDWAY_SPECIAL_POWER_FROM_NAMED",...)
- EvaluateCondition("PLAYER_POWER_COMPARE_PERCENT",...)
- EvaluateCondition("PLAYER_TRIGGERED_SCRIPT_EVENT",...)
- EvaluateCondition("PLAYER_TRIGGERED_SPECIAL_POWER",...)
- EvaluateCondition("PLAYER_TRIGGERED_SPECIAL_POWER_FROM_NAMED",...)
- EvaluateCondition("PLAYER_TRIGGERED_SPECIAL_POWER_IN_AREA",...)
- EvaluateCondition("REGION_CAMPS_SHOULD_UNPACK",...)
- EvaluateCondition("SKIRMISH_COMMAND_BUTTON_READY_ALL",...)
- EvaluateCondition("SKIRMISH_COMMAND_BUTTON_READY_PARTIAL",...)
- EvaluateCondition("SKIRMISH_FIRE_SPECIAL_POWER_ON_TEAM",...)
- EvaluateCondition("SKIRMISH_NAMED_AREA_EXIST",...)
- EvaluateCondition("SKIRMISH_PLAYER_FACTION",...)
- EvaluateCondition("SKIRMISH_PLAYER_HAS_BEEN_ATTACKED_BY_PLAYER",...)
- EvaluateCondition("SKIRMISH_PLAYER_HAS_COMPARISON_CAPTURED_UNITS",...)
- EvaluateCondition("SKIRMISH_PLAYER_HAS_COMPARISON_GARRISONED",...)
- EvaluateCondition("SKIRMISH_PLAYER_HAS_DISCOVERED_PLAYER",...)
- EvaluateCondition("SKIRMISH_PLAYER_HAS_PREREQUISITE_TO_BUILD",...)
- EvaluateCondition("SKIRMISH_PLAYER_HAS_UNITS_IN_AREA",...)
- EvaluateCondition("SKIRMISH_PLAYER_IS_OUTSIDE_AREA",...)
- EvaluateCondition("SKIRMISH_SPECIAL_POWER_READY",...)
- EvaluateCondition("SKIRMISH_SUPPLIES_VALUE_WITHIN_DISTANCE",...)
- EvaluateCondition("SKIRMISH_UNOWNED_FACTION_UNIT_EXISTS",...)
- EvaluateCondition("SKIRMISH_VALUE_IN_AREA",...)
- EvaluateCondition("SPELL_STORE_IS_OPEN",...)
- EvaluateCondition("START_POSITION_IS",...)
- EvaluateCondition("SUPPLY_SOURCE_ATTACKED",...)
- EvaluateCondition("SUPPLY_SOURCE_SAFE",...)
- EvaluateCondition("TEAM_ALL_HAS_OBJECT_STATUS",...)
- EvaluateCondition("TEAM_ATTACKED_BY_OBJECTTYPE",...)
- EvaluateCondition("TEAM_ATTACKED_BY_PLAYER",...)
- EvaluateCondition("TEAM_CAN_PATH_INTO_PLAYERS_NEAREST_BASE",...)
- EvaluateCondition("TEAM_CAN_PATH_TO_OBJECT",...)
- EvaluateCondition("TEAM_CAN_PATH_TO_WAYPOINT",...)
- EvaluateCondition("TEAM_CREATED",...)
- EvaluateCondition("TEAM_DESTROYED",...)
- EvaluateCondition("TEAM_DISCOVERED",...)
- EvaluateCondition("TEAM_ENTERED_AREA_ENTIRELY",...)
- EvaluateCondition("TEAM_ENTERED_AREA_PARTIALLY",...)
- EvaluateCondition("TEAM_ENTERED_NEAREST_BASE_ENTIRELY",...)
- EvaluateCondition("TEAM_ENTERED_NEAREST_BASE_PARTIALLY",...)
- EvaluateCondition("TEAM_ENTERED_REFD_BASE_ENTIRELY",...)
- EvaluateCondition("TEAM_ENTERED_REFD_BASE_PARTIALLY",...)
- EvaluateCondition("TEAM_EXITED_AREA_ENTIRELY",...)
- EvaluateCondition("TEAM_EXITED_AREA_PARTIALLY",...)
- EvaluateCondition("TEAM_EXITED_NEAREST_BASE_ENTIRELY",...)
- EvaluateCondition("TEAM_EXITED_NEAREST_BASE_PARTIALLY",...)
- EvaluateCondition("TEAM_EXITED_REFD_BASE_ENTIRELY",...)
- EvaluateCondition("TEAM_EXITED_REFD_BASE_PARTIALLY",...)
- EvaluateCondition("TEAM_HAS_CUSTOM_STATE",...)
- EvaluateCondition("TEAM_HAS_FEWER_THAN_X_UNITS_WITH_KINDOF",...)
- EvaluateCondition("TEAM_HAS_UNITS",...)
- EvaluateCondition("TEAM_INSIDE_AREA_ENTIRELY",...)
- EvaluateCondition("TEAM_INSIDE_AREA_PARTIALLY",...)
- EvaluateCondition("TEAM_IS_ATTACKED_AND_CANNOT_RETALIATE_ALL",...)
- EvaluateCondition("TEAM_IS_ATTACKED_AND_CANNOT_RETALIATE_ANY",...)
- EvaluateCondition("TEAM_IS_LED_BY_UNIT",...)
- EvaluateCondition("TEAM_OUTSIDE_AREA_ENTIRELY",...)
- EvaluateCondition("TEAM_OWNED_BY_PLAYER",...)
- EvaluateCondition("TEAM_REACHED_WAYPOINTS_END",...)
- EvaluateCondition("TEAM_SOME_HAVE_OBJECT_STATUS",...)
- EvaluateCondition("TEAM_STATE_IS",...)
- EvaluateCondition("TEAM_STATE_IS_NOT",...)
- EvaluateCondition("TEAM_THREAT_LEVEL",...)
- EvaluateCondition("TEST_CAMPAIGN_FLAG",...)
- EvaluateCondition("TEST_METAGAME_KINDOF_IN_AOI_OF_KINDOF",...)
- EvaluateCondition("TEST_METAGAME_KINDOF_IN_AOI_OF_UNIT",...)
- EvaluateCondition("TEST_METAGAME_LOCAL_PLAYER_STRIKEFORCE_IN_BATTLE_WITH_UNIT",...)
- EvaluateCondition("TEST_METAGAME_PLAYER_FLAGS",...)
- EvaluateCondition("TEST_METAGAME_TOWER_COUNT",...)
- EvaluateCondition("TEST_METAGAME_UNIT_IN_BATTLE_WITH_UNIT",...)
- EvaluateCondition("TIMER_EXPIRED",...)
- EvaluateCondition("TOGGLE_STANCE_SUBMENU_IS_OPEN",...)
- EvaluateCondition("TYPE_SELECTED",...)
- EvaluateCondition("TYPE_SIGHTED",...)
- EvaluateCondition("UNIT_CAN_PATH_INTO_PLAYERS_NEAREST_BASE",...)
- EvaluateCondition("UNIT_CAN_PATH_TO_OBJECT",...)
- EvaluateCondition("UNIT_CAN_PATH_TO_WAYPOINT",...)
- EvaluateCondition("UNIT_COMPARE_RANK",...)
- EvaluateCondition("UNIT_EMPTIED",...)
- EvaluateCondition("UNIT_HAS_GAINED_LEVEL",...)
- EvaluateCondition("UNIT_HAS_NUM_SKILL_POINTS",...)
- EvaluateCondition("UNIT_HAS_OBJECT_STATUS",...)
- EvaluateCondition("UNIT_HAS_PASSENGER",...)
- EvaluateCondition("UNIT_HAS_TOGGLED_WEAPON",...)
- EvaluateCondition("UNIT_HAS_UPGRADE",...)
- EvaluateCondition("UNIT_HEALTH",...)
- EvaluateCondition("UNIT_IN_ALT_FORMATION",...)
- EvaluateCondition("UNIT_IS_AT_LEVEL",...)
- EvaluateCondition("UNIT_IS_ATTACKED_AND_CANNOT_RETALIATE",...)
- EvaluateCondition("UNIT_SPECIAL_POWER_READY",...)
- EvaluateCondition("UNIT_TEST_OBJECT_PANEL_FLAGS",...)
- EvaluateCondition("UNIT_THREAT_LEVEL",...)
- EvaluateCondition("UNIT_USING_AUTOPICKUP",...)
- EvaluateCondition("UNIT_USING_STANCE",...)
- EvaluateCondition("ZONE_FOCUS_MORE_THAN",...)
- OBJECT STATUS EVENTS in scriptevents.xml - USAGE:
- <ObjectStatusEvent Name="YourNameWhatever">
- <Conditions>+OBJECTSTATUS</Conditions>
- </ObjectStatusEvent>
- OR to detect when the status gets removed:
- <ObjectStatusEvent Name="YourNameWhatever">
- <Conditions>-OBJECTSTATUS</Conditions>
- </ObjectStatusEvent>
- DESTROYED
- CAN_ATTACK
- UNDER_CONSTRUCTION
- UNSELECTABLE
- NO_COLLISIONS
- NO_ATTACK
- AIRBORNE_TARGET
- PARACHUTING
- REPULSOR
- DECOY
- AFLAME
- BURNED
- CANNOT_BE_SOLD
- IS_FIRING_WEAPON
- IS_BRAKING
- STEALTHED
- HIDDEN
- DETECTED
- CAN_STEALTH
- SOLD
- UNDERGOING_REPAIR
- RECONSTRUCTING
- IS_ATTACKING
- NO_AUTO_ACQUIRE
- USING_ABILITY
- IS_AIMING_WEAPON
- NO_ATTACK_FROM_AI
- IGNORING_STEALTH
- IS_MELEE_ATTACKING
- GUARD_SELECTION
- LEASHED_RETURNING
- DEATH_1
- DEATH_2
- DEATH_3
- DEATH_4
- DEATH_5
- CONTESTED
- CONTESTING_BUILDING
- HORDE_MEMBER
- RIDERLESS
- RIDER_IS_PILOT
- RIDER1
- RIDER2
- RIDER3
- RIDER4
- NO_SHADOW
- IN_STASIS
- OUT_OF_PHASE
- NEXT_MOVE_IS_REVERSE
- IMMOBILE
- FLEE_OFF_MAP
- NOT_IN_WORLD
- INAUDIBLE
- CHANTING
- ENRAGED
- CREATE_DRAWABLE_WITH_LOW_DETAIL
- SINKING
- RAMPAGING
- INSIDE_GARRISON
- DEPLOYED
- UNATTACKABLE
- ENCLOSED
- TEMPORARILY_DEFECTED
- TAGGED
- DEPLOYING
- PRIMARY_MEMBER_PRESENT
- PORTER_TAGGED
- GRAB_AND_DROP
- STAND_GROUND
- UNCONTROLLABLY_SCARED
- SPECIAL_ABILITY_PACKING_UNPACKING_OR_USING
- TIBERIUM_VIBRATING
- UPDATING_AI
- CLONED
- IGNORE_AI_COMMAND
- RUNNING_DOWN_FROM_BEHIND
- DO_NOT_SCORE
- CAN_NOT_WALK_ON
- MARCH_OF_DEATH
- DO_NOT_PICK_ME
- INHERITED_FROM_ALLY_TEAM
- SWITCHED_WEAPONS
- END_FIRE_STATE
- BOOKENDING
- ELVISH_EXPRESSLY
- INSIDE_CASTLE
- BUILD_BEING_CANCELED
- PENDING_CONSTRUCTION
- PHANTOM_STRUCTURE
- IN_FORMATION_TEMPLATE
- IS_LEAVING_FACTORY
- MOVING_TO_DISMOUNT
- NO_HERO_PROPERTIES
- CAN_ENTER_ANYTHING
- HOLDING_THE_RING
- INVISIBLE_DETECTED_BY_FRIEND
- INVISIBLE_DETECTED
- WORKER_REPAIRING
- ATTACHED
- WONT_RIDE_WITH_YOU
- COMMAND_BUTTON_TOGGLED
- OCLMONITOR_COMPLETED_TASK
- OCLMONITOR_MONITOR_RELEASED
- USER_POWERED_DOWN
- GARRISONED
- BOOBY_TRAPPED
- IS_HIDEOUT
- SUICIDE_BOMBER_HAS_TARGET
- UNIT_WANTS_TO_REGARRISON
- IN_COVER
- DONT_CLEAR_FOR_BUILD
- MATCH_TARGETS_SPEED
- HAS_TIBERIUM_GROWTH_MOD
- HAS_TIBERIUM_UPGRADE
- STEAL_NEXT_UNIT_TRAPPED
- DOES_CONTAIN_TIBERIUM
- IS_BEING_HARVESTED
- HAS_TIBERIUM_AMMO
- SHIELDBODY_ENABLED
- HEALTH_PERCENT_0
- HEALTH_PERCENT_25
- HEALTH_PERCENT_50
- HEALTH_PERCENT_75
- HEALTH_PERCENT_100
- WEAPON_UPGRADED_01
- WEAPON_UPGRADED_02
- WEAPON_UPGRADED_03
- COMBINED_PARENT
- COMBINED_CHILD
- COMBINED_ATTACHED
- LOADED_FROM_MAP
- ATTACKING_GARRISONED_STRUCTURE
- EXITING_COMBINED
- DELAYED_ENTER_STRUCTURE
- DOCKING
- HARVESTING
- BRIDGE_IMPASSABLE
- POWERED_DOWN_EMP
- FORCE_ATTACKING
- FORCE_ATTACK_MOVING
- SCARED_CIVILIAN_CAR
- USER_PARALYZED
- BOOBY_TRAP_EXPLODE
- IS_ENGAGED
- CARRYING_FLAG
- IS_MOVING_TO_RALLY_POINT
- CAN_SPOT_FOR_BOMBARD
- AIRCRAFT_IGNORE_SAMEPLAYER_HANGAR_RULE
- NEXT_MOVE_IS_FORCE_ATTACK_MOVE
- SPECIALABILITY_ACTIVE
- CAN_STEALTH_FROM_PRODUCER
- CAPTURING
- TIER_2_BASE
- TIER_3_BASE
- UPGRADE_BASE_POWER
- UPGRADE_BASE_DEFENSE
- UPGRADE_BASE_STRAT_1
- UPGRADE_BASE_STRAT_2
- UPGRADE_BASE_STRAT_3
- UPGRADE_BASE_STRAT_4
- UPGRADE_BASE_STRAT_5
- 4. MODEL CONDITION EVENTS in scriptevents.xml - USAGE:
- <ModelConditionEvent Name="YourNameWhatever">
- <Conditions>+OBJECTSTATUS</Conditions>
- </ModelConditionEvent>
- OR to detect when the status gets removed:
- <ModelConditionEvent Name="YourNameWhatever">
- <Conditions>-OBJECTSTATUS</Conditions>
- </ModelConditionEvent>
- INVALID
- TOPPLED
- FRONTCRUSHED
- BACKCRUSHED
- DAMAGED
- REALLYDAMAGED
- RUBBLE
- SPECIAL_DAMAGED
- NIGHT
- SNOW
- PARACHUTING
- GARRISONED
- ENEMYNEAR
- WEAPONSET_VETERAN
- WEAPONSET_ELITE
- WEAPONSET_HERO
- WEAPONSET_PASSENGER_TYPE_ONE
- WEAPONSET_PASSENGER_TYPE_TWO
- WEAPONSET_PLAYER_UPGRADE
- WEAPONSTATE_ONE
- WEAPONSTATE_TWO
- WEAPONSTATE_THREE
- DOOR_1_OPENING
- DOOR_1_CLOSING
- DOOR_1_WAITING_OPEN
- DOOR_1_WAITING_TO_CLOSE
- DOOR_2_OPENING
- DOOR_2_CLOSING
- DOOR_2_WAITING_OPEN
- DOOR_2_WAITING_TO_CLOSE
- DOOR_3_OPENING
- DOOR_3_CLOSING
- DOOR_3_WAITING_OPEN
- DOOR_3_WAITING_TO_CLOSE
- DOOR_4_OPENING
- DOOR_4_CLOSING
- DOOR_4_WAITING_OPEN
- DOOR_4_WAITING_TO_CLOSE
- ATTACKING
- ATTACKING_STRUCTURE
- ATTACKING_POSITION
- PREATTACK_A
- FIRING_A
- FIRING_OR_PREATTACK_A
- FIRING_OR_RELOADING_A
- BETWEEN_FIRING_SHOTS_A
- RELOADING_A
- PREATTACK_B
- FIRING_B
- FIRING_OR_PREATTACK_B
- FIRING_OR_RELOADING_B
- BETWEEN_FIRING_SHOTS_B
- RELOADING_B
- PREATTACK_C
- FIRING_C
- FIRING_OR_PREATTACK_C
- FIRING_OR_RELOADING_C
- BETWEEN_FIRING_SHOTS_C
- RELOADING_C
- TURRET_ROTATE
- POST_RUBBLE
- POST_COLLAPSE
- MOVING
- DYING
- EMOTION_ALERT
- EMOTION_AFRAID
- EMOTION_TERROR
- EMOTION_PANIC
- AWAITING_CONSTRUCTION
- PARTIALLY_CONSTRUCTED
- ACTIVELY_BEING_CONSTRUCTED
- UNIT_ACTIVELY_BEING_CONSTRUCTED
- PRONE
- FREEFALL
- ACTIVELY_CONSTRUCTING
- CONSTRUCTION_COMPLETE
- RADAR_EXTENDING
- RADAR_UPGRADED
- PANICKING
- AFLAME
- SMOLDERING
- BURNED
- DOCKING
- DOCKING_BEGINNING
- DOCKING_ACTIVE
- DOCKING_ENDING
- CARRYING
- FLOODED
- LOADED
- PASSENGER
- TRANSPORT_MOVING
- TRANSPORT_STOPPED
- CLUB
- JETAFTERBURNER
- JETEXHAUST
- PACKING
- PREPARING
- UNPACKING
- PACKING_TYPE_1
- PACKING_TYPE_2
- PACKING_TYPE_3
- DEPLOYED
- OVER_WATER
- POWER_PLANT_UPGRADED
- CLIMBING
- SOLD
- RAPPELLING
- ARMED
- POWER_PLANT_UPGRADING
- BUILD_PLACEMENT_CURSOR
- PHANTOM_STRUCTURE
- START_CAPTURE
- CANCEL_CAPTURE
- CAPTURING
- MOVING_OUT_OF_THE_WAY
- SPECIAL_CHEERING
- CONTINUOUS_FIRE_SLOW
- CONTINUOUS_FIRE_MEAN
- CONTINUOUS_FIRE_FAST
- RAISING_FLAG
- CAPTURED
- EXPLODED_FLAILING
- EXPLODED_BOUNCING
- SPLATTED
- USING_WEAPON_A
- USING_WEAPON_B
- USING_WEAPON_C
- PREORDER
- STUNNED_FLAILING
- STUNNED
- STONED
- WANDER
- WALKING
- CHARGING
- TURN_LEFT
- TURN_RIGHT
- ACCELERATE
- DECELERATE
- TURN_LEFT_HIGH_SPEED
- TURN_RIGHT_HIGH_SPEED
- DESTROYED_FRONT
- DESTROYED_RIGHT
- DESTROYED_BACK
- DESTROYED_LEFT
- WEAPONSET_GARRISONED
- WEAPONLOCK_PRIMARY
- WEAPONLOCK_SECONDARY
- WEAPONLOCK_TERTIARY
- WEAPONLOCK_QUATERNARY
- WEAPONLOCK_QUINARY
- DEATH_1
- DEATH_2
- DEATH_3
- DEATH_4
- DECAY
- THROWN_PROJECTILE
- ABOUT_TO_HIT
- BACKING_UP
- ENGAGED
- DEFLECT_SPECIAL_POWER
- WEAPONSET_CLOSE_RANGE
- WEAPONSTATE_CLOSE_RANGE
- WEAPONSET_RAMPAGE
- RAMPAGE_ANIMATION_ONLY
- STUNNED_STANDING_UP
- REACT_1
- REACT_2
- REACT_3
- REACT_4
- REACT_5
- REACT_6
- SELECTED
- GUARDING
- HIT_REACTION
- HIT_LEVEL_1
- HIT_LEVEL_2
- HIT_LEVEL_3
- GRAB_BUILDING_CHUNK
- DEATH_5
- AIM_HIGH
- AIM_STRAIGHT
- AIM_LOW
- AIM_NEAR
- AIM_FAR
- DIVING
- USER_1
- USER_2
- USER_3
- USER_4
- USER_5
- SWOOPING
- BURNT_MODEL
- BURNT_TEXTURE
- WEAPONSET_CONTESTING_BUILDING
- DEBUG
- PASSENGER_VARIATION_1
- PASSENGER_VARIATION_2
- PASSENGER_VARIATION_3
- PASSENGER_VARIATION_4
- PASSENGER_VARIATION_5
- EMOTION_GUNG_HO
- EMOTION_LOOK_TO_SKY
- EMOTION_CELEBRATING
- EMOTION_AMUSED
- EMOTION_MORALE_HIGH
- EMOTION_MORALE_LOW
- EMOTION_COWER
- EMOTION_DISSIDENT
- USING_SPECIAL_ABILITY
- WORLD_BUILDER
- SIEGE_CONTAIN
- LEVELED
- SPECIAL_POWER_1
- SPECIAL_POWER_2
- SPECIAL_POWER_3
- MOUNTED
- OATH_FULLFILLED
- RESURRECTED
- DESTROYED_WEAPON
- JUST_BUILT
- BASE_BUILD
- HERO
- RIDER1
- RIDER2
- RIDER3
- RIDER4
- RIDER5
- RIDER6
- RIDER7
- RIDER8
- WEAPONSET_RIDER1
- WEAPONSET_RIDER2
- WEAPONSET_RIDER3
- WEAPONSET_RIDER4
- WEAPONSET_RIDER5
- WEAPONSET_RIDER6
- WEAPONSET_RIDER7
- WEAPONSET_RIDER8
- WEAPONSET_SPECIAL_ONE
- WEAPONSET_SPECIAL_TWO
- WADING
- SWIMMING
- WEAPONSET_CONTAINED
- WEAPONSTATE_CONTAINED
- HORDE_EMPTY
- SPECIAL_WEAPON_ONE
- SPECIAL_WEAPON_TWO
- SPECIAL_WEAPON_THREE
- WEAPONSET_MOUNTED
- EATING
- CHANT_FOR_GROND
- WEAPONSET_ENRAGED
- WEAPONSET_SPECIAL_UPGRADE
- RUNNING_OFF_MAP
- ATTACHED
- PRIMARY_FORMATION
- ALTERNATE_FORMATION
- HARVEST_PREPARATION
- HARVEST_ACTION
- SPECIAL_ENEMY_NEAR
- HIDDEN
- PUTTING_ON_RING
- TAKING_OFF_RING
- CAPTURE_100
- CAPTURE_75
- CAPTURE_50
- CAPTURE_25
- CAPTURE_0
- UPGRADE_IVORY_TOWER
- UPGRADE_HOUSE_OF_HEALING
- UPGRADE_BLANK4
- UPGRADE_FORTRESS_MONUMENT
- SPECIALPOWER1_READY
- SPECIALPOWER2_READY
- SPECIALPOWER3_READY
- SPECIALPOWER4_READY
- SPECIALPOWER5_READY
- SPECIALPOWER6_READY
- SPECIALPOWER7_READY
- SPECIALPOWER8_READY
- SPECIALPOWER9_READY
- FORTRESS_IMPROVEMENT_1_BUILDING
- FORTRESS_IMPROVEMENT_2_BUILDING
- FORTRESS_IMPROVEMENT_3_BUILDING
- FORTRESS_IMPROVEMENT_4_BUILDING
- FORTRESS_IMPROVEMENT_5_BUILDING
- FORTRESS_IMPROVEMENT_6_BUILDING
- FORTRESS_IMPROVEMENT_7_BUILDING
- FORTRESS_IMPROVEMENT_8_BUILDING
- FORTRESS_IMPROVEMENT_9_BUILDING
- FORTRESS_MONUMENT_CREATURE_AVAILABLE
- FORTRESS_MONUMENT_CREATURE_UNAVAILABLE
- FORTRESS_MONUMENT_UNDER_CONSTRUCTION
- DRILL0
- DRILL1
- DRILL2
- DRILL3
- DRILL4
- RIDERLESS
- DRAFTED
- UPGRADED_ARMOR
- DISGUISED
- WEAPONSET_TOGGLE_1
- WEAPONSET_TOGGLE_2
- WEAPONSET_TOGGLE_3
- WEAPONSET_HERO_MODE
- DOCKING_PRE_DOCK
- TURRET_ANGLE_0
- TURRET_ANGLE_90
- TURRET_ANGLE_180
- TURRET_ANGLE_270
- USING_COMBO_LOCOMOTOR
- WAR_CHANT
- EMOTION_QUARRELSOME
- QUARRELSOME_FIGHTING
- UNCONTROLLABLE
- INITIAL_ENRAGED
- ARMORSET_VETERAN
- ARMORSET_ELITE
- ARMORSET_HERO
- ARMORSET_WEAK_VERSUS_BASEDEFENSES
- ARMORSET_ALTERNATE_FORMATION
- ARMORSET_MOUNTED
- ARMORSET_PLAYER_UPGRADE
- ARMORSET_PLAYER_UPGRADE_2
- ARMORSET_PLAYER_UPGRADE_3
- ARMORSET_UNBESIEGEABLE
- EMOTION_TAUNTING
- EMOTION_DOOM
- EMOTION_POINTING
- WEAPON_TOGGLING
- INVULNERABLE
- MARCHING
- UPGRADE_ECONOMY_BONUS
- COMING_OUT_OF_FACTORY
- DESTROYED_WHILST_BEING_CONSTRUCTED
- COLLAPSING
- EMOTION_UNCONTROLLABLY_AFRAID
- SAIL_FLAPPING
- SAIL_BLOWN_RIGHT
- SAIL_BLOWN_LEFT
- BUILD_VARIATION_ONE
- BUILD_VARIATION_TWO
- LEASHED_RETURNING
- WEAPONSLOTID_01
- WEAPONSLOTID_02
- WEAPONSLOTID_03
- WEAPONSLOTID_04
- WEAPONSLOTID_05
- DYING_WASMOVING
- POPULATION_FULL
- POPULATION_SLIGHTLY_LOW
- POPULATION_LOW
- POPULATION_REALLY_LOW
- POPULATION_ZERO
- UNREST_FULL
- UNREST_SLIGHTLY_LOW
- UNREST_LOW
- UNREST_REALLY_LOW
- UNREST_ZERO
- TIBERIUM_FULL
- TIBERIUM_SLIGHTLY_LOW
- TIBERIUM_LOW
- TIBERIUM_REALLY_LOW
- TIBERIUM_ZERO
- BUILDING_A_METAUNIT
- CONSTRUCTING_A_METAUNIT
- UNUSED_23
- UNUSED_24
- UNUSED_25
- UNUSED_26
- UNUSED_27
- UNUSED_28
- UNUSED_29
- UNUSED_30
- UNUSED_31
- UNUSED_32
- UNUSED_33
- UNUSED_34
- UNUSED_35
- UNUSED_36
- UNUSED_37
- UNUSED_38
- UNUSED_39
- UNUSED_40
- UNUSED_41
- UNUSED_42
- UNUSED_43
- UNUSED_44
- UNUSED_45
- UNUSED_46
- UNUSED_47
- UNUSED_48
- UNUSED_49
- UNUSED_50
- UNUSED_51
- UNUSED_52
- UNUSED_53
- UNUSED_54
- UNUSED_55
- BASE_TIER_1
- BASE_TIER_2
- BASE_TIER_3
- BASE_POWER
- BASE_DEFENSES
- BASE_STRATEGIC_BUILDING_1
- BASE_STRATEGIC_BUILDING_2
- BASE_STRATEGIC_BUILDING_3
- BASE_STRATEGIC_BUILDING_4
- BASE_STRATEGIC_BUILDING_5
- WEAPONSET_UNUSED_WS_01
- WEAPONSET_UNUSED_WS_02
- WEAPONSET_UNUSED_WS_03
- WEAPONSET_UNUSED_WS_04
- WEAPONSET_UNUSED_WS_05
- WEAPONSET_UNUSED_WS_06
- WEAPONSET_UNUSED_WS_07
- WEAPONSET_UNUSED_WS_08
- WEAPONSET_UNUSED_WS_09
- WEAPONSET_UNUSED_WS_10
- WEAPONSET_UNUSED_WS_11
- WEAPONSET_UNUSED_WS_12
- WEAPONSET_UNUSED_WS_13
- WEAPONSET_UNUSED_WS_14
- WEAPONSET_UNUSED_WS_15
- WEAPONSET_UNUSED_WS_16
- WEAPONSET_UNUSED_WS_17
- WEAPONSET_UNUSED_WS_18
- WEAPONSET_UNUSED_WS_19
- WEAPONSET_UNUSED_WS_20
- WEAPONSET_UNUSED_WS_21
- WEAPONSET_UNUSED_WS_22
- WEAPONSET_UNUSED_WS_23
- WEAPONSET_UNUSED_WS_24
- WEAPONSET_UNUSED_WS_25
- WEAPONSET_UNUSED_WS_26
- WEAPONSET_UNUSED_WS_27
- WEAPONSET_UNUSED_WS_28
- WEAPONSET_UNUSED_WS_29
- WEAPONSET_UNUSED_WS_30
- WEAPONSET_UNUSED_WS_31
- WEAPONSET_UNUSED_WS_32
- FORMATION_PREVIEW
- SCALING_WALL
- SCALING_WALL_HORDE
- ATTACK_MOVING
- SWAPPING_TO_WEAPONSET_1
- SWAPPING_TO_WEAPONSET_2
- SWAPPING_TO_WEAPONSET_3
- ARMORSET_UNUSED_01
- ARMORSET_UNUSED_02
- ARMORSET_UNUSED_03
- ARMORSET_UNUSED_04
- ARMORSET_UNUSED_05
- ARMORSET_UNUSED_06
- ARMORSET_UNUSED_07
- ARMORSET_UNUSED_08
- ARMORSET_UNUSED_09
- ARMORSET_UNUSED_10
- USER_6
- USER_7
- USER_8
- USER_9
- USER_10
- USER_11
- USER_12
- USER_13
- USER_14
- USER_15
- USER_16
- USER_17
- USER_18
- USER_19
- USER_20
- USER_21
- USER_22
- USER_23
- USER_24
- USER_25
- USER_26
- USER_27
- USER_28
- USER_29
- USER_30
- USER_31
- USER_32
- USER_33
- USER_34
- USER_35
- USER_36
- USER_37
- USER_38
- USER_39
- USER_40
- USER_41
- USER_42
- USER_43
- USER_44
- USER_45
- USER_46
- USER_47
- USER_48
- USER_49
- USER_50
- USER_51
- USER_52
- USER_53
- USER_54
- USER_55
- USER_56
- USER_57
- USER_58
- USER_59
- USER_60
- USER_61
- USER_62
- USER_63
- USER_64
- USER_65
- USER_66
- USER_67
- USER_68
- USER_69
- USER_70
- USER_71
- USER_72
- USER_73
- USER_74
- USER_75
- EMOTION_BRACE_FOR_BEING_CRUSHED
- PARALYZED
- FIRING_D
- FIRING_E
- BETWEEN_FIRING_SHOTS_D
- BETWEEN_FIRING_SHOTS_E
- RELOADING_D
- RELOADING_E
- PREATTACK_D
- PREATTACK_E
- USING_WEAPON_D
- USING_WEAPON_E
- FIRING_OR_PREATTACK_D
- FIRING_OR_PREATTACK_E
- FIRING_OR_RELOADING_D
- FIRING_OR_RELOADING_E
- BURNINGDEATH
- EMOTION_CHEER_FOR_ABOUT_TO_CRUSH
- INVISIBLE_STEALTH
- INVISIBLE_CAMOUFLAGE
- AFFECTED_BY_EMP
- UNUSED_EXAMINE_WEAPON_LEFT
- UNUSED_EXAMINE_WEAPON_RIGHT
- UNUSED_SELECTED_CHEER
- UNUSED_IN_CREATION_SCREEN
- WEAPONSET_UNUSED_WS_33
- WEAPONSET_UNUSED_WS_34
- WEAPONSET_UNUSED_WS_35
- WEAPONSET_UNUSED_WS_36
- WEAPONSET_UNUSED_WS_37
- WEAPONSET_UNUSED_WS_38
- WEAPONSET_UNUSED_WS_39
- WEAPONSET_UNUSED_WS_40
- WEAPONSET_UNUSED_WS_41
- WEAPONSET_UNUSED_WS_42
- WEAPONSET_UNUSED_WS_43
- WEAPONSET_UNUSED_WS_44
- WEAPONSET_UNUSED_WS_45
- WEAPONSET_UNUSED_WS_46
- WEAPONSET_UNUSED_WS_47
- WEAPONSET_UNUSED_WS_48
- WEAPONSET_UNUSED_WS_49
- WEAPONSET_UNUSED_WS_50
- WEAPONSET_UNUSED_WS_51
- WEAPONSET_UNUSED_WS_52
- WEAPONSET_UNUSED_WS_53
- WEAPONSET_UNUSED_WS_54
- WEAPONSET_UNUSED_WS_55
- WEAPONSET_UNUSED_WS_56
- WEAPONSET_UNUSED_WS_57
- WEAPONSET_UNUSED_WS_58
- WEAPONSET_UNUSED_WS_59
- WEAPONSET_UNUSED_WS_60
- WEAPONSET_UNUSED_WS_61
- WEAPONSET_UNUSED_WS_62
- WEAPONSET_UNUSED_WS_63
- WEAPONSET_UNUSED_WS_64
- PACKING_TYPE_4
- PACKING_TYPE_5
- PACKING_TYPE_6
- SPECIAL_WEAPON_FOUR
- SPECIAL_WEAPON_FIVE
- SPECIAL_WEAPON_SIX
- INSIDE_GARRISON
- TIBERIUM_CRYSTAL_TYPE1
- TIBERIUM_CRYSTAL_TYPE2
- TIBERIUM_CRYSTAL_TYPE3
- TIBERIUM_CRYSTAL_TYPE4
- TIBERIUM_CRYSTAL_TYPE5
- MARKED_FOR_HUNT_TACTIC
- MARKED_FOR_NO_SKIRMISH_RECRUIT
- LOCOMOTOR_NORMAL_UPGRADED
- LOCOMOTOR_FREEFALL
- LOCOMOTOR_WANDER
- LOCOMOTOR_PANIC
- LOCOMOTOR_TAXIING
- LOCOMOTOR_SUPERSONIC
- LOCOMOTOR_MOUNTED
- LOCOMOTOR_ENRAGED
- LOCOMOTOR_SCARED
- LOCOMOTOR_CONTAINED
- LOCOMOTOR_COMBO
- LOCOMOTOR_COMBO2
- LOCOMOTOR_COMBO3
- LOCOMOTOR_WALL_SCALING
- LOCOMOTOR_CHANGING_FIRINGARC
- LOCOMOTOR_BURNINGDEATH
- SUPPRESSED
- MONEY_STORED_AMOUNT_1
- MONEY_STORED_AMOUNT_2
- MONEY_STORED_AMOUNT_3
- MONEY_STORED_AMOUNT_4
- PARKINGPLACE_1_DOOR_OPENING
- PARKINGPLACE_1_DOOR_OPEN
- PARKINGPLACE_1_DOOR_CLOSING
- PARKINGPLACE_1_DOOR_CLOSED
- PARKINGPLACE_2_DOOR_OPENING
- PARKINGPLACE_2_DOOR_OPEN
- PARKINGPLACE_2_DOOR_CLOSING
- PARKINGPLACE_2_DOOR_CLOSED
- PARKINGPLACE_3_DOOR_OPENING
- PARKINGPLACE_3_DOOR_OPEN
- PARKINGPLACE_3_DOOR_CLOSING
- PARKINGPLACE_3_DOOR_CLOSED
- PARKINGPLACE_4_DOOR_OPENING
- PARKINGPLACE_4_DOOR_OPEN
- PARKINGPLACE_4_DOOR_CLOSING
- PARKINGPLACE_4_DOOR_CLOSED
- VEHICLE_CRUSH_LEFT
- VEHICLE_CRUSH_RIGHT
- VEHICLE_CRUSH_CENTER
- COVER
- TIBERIUM_GROWING
- HEALTH_PERCENT_0
- HEALTH_PERCENT_25
- HEALTH_PERCENT_50
- HEALTH_PERCENT_75
- HEALTH_PERCENT_100
- STRUCTURE_UNPACKING
- COMBINED_PARENT
- COMBINED_CHILD
- FLYING
- TAKING_OFF
- LANDING
- UNDERPOWERED
- REPAIRING_DISABLED
- 5. STANDARD SCRIPTEVENTS in scriptevents.xml
- OnPowerRestore
- OnPowerOutage
- OnClipFull
- OnClipEmpty
- OnBuildVariation (self, real)
- OnGenericEvent (self, string)
- OnSlaughtered (self, slaughterer)
- OnBuildingComplete
- OnCreated (self)
- OnQuenched (self)
- OnAflame (self)
- DamageIncoming (self, other, delay, amount)
- BeScary
- OnTeamDestroyed (self)
- OnTeamExited (self, areaName)
- OnTeamEntered (self, areaName)
- OnUnitExited (self, areaName)
- OnUnitEntered (self, areaName)
- OnArrived (self)
- OnDestroyed (self)
- OnDamaged (self, other)
- ExampleGuardMe (self, other, string)
- ExampleSpyMoving (self, spySelf, parameters...)
- BeAfraidOfRampage
- BeAfraidOfPhial
- BeUncontrollablyAfraid
- BeAfraidOfGateDamaged
- BeTerrified
- ChantForUnit
- StopChantForUnit
- BeginChanting
- StopChanting
- (ObjectStatusEvent)
- (ModelConditionEvent)
- 6. USUAL LUA FUNCTION in scripts.lua - USAGE: if ... then ... end
- ObjectHasUpgrade
- ObjectTestModelCondition
- ObjectCountNearbyEnemies
- ObjectDescription
- ObjectTeamName
- ObjectPlayerSide
- ObjectCapturingObjectPlayerSide
- ObjectTemplateName
- ObjectTestCanSufferFear
- GetRandomNumber
- GetFrame
- 7. LUA EVENT NUGGET - Usage LuaEventNugget in WeaponTemplate
- 8. CALL MAP SCRIPTS FROM LUA in scripts.lua (and use conditions defined in map scripts) - USAGE:
- ExecuteAction("TEAM_EXECUTE_SEQUENTIAL_SCRIPT_LOOPING",team,MapScriptName,times)
- Use "/team" for team for default value.
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