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- --ULTIMATE SAGE LUA REFERENCE 1.03 by Mjjstral (Contact: Discord @Mjjstral#1157)--
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- ---GAMES:LOTR-BFME1,LOTR-BFME2,LOTR-BFME2ROTWK,CNC3,CNC3KW,CNCRA3,CNCRA3U,CNC4----
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- CONTENT:
- 1. NATIVE SAGE LUA GAMESCRIPT FUNCTIONS
- 2. LUA SCRIPTS IN OBJECT DEFINITIONS
- 3. EXECUTEACTION WITH PARAMETERS
- 4. EVALUATECONDITION WITH PARAMETERS
- 5. PARAMETER TYPES FOR EXECUTEACTION AND EVALUATECONDITION
- 6. NATIVE LUA FUNCTIONS
- 7. LUA GAME SCRIPT EVENTS
- ----------------------------------------
- --NATIVE SAGE LUA GAMESCRIPT FUNCTIONS--
- ----------------------------------------
- ExecuteAction(mapScriptAction, parameter1, parameter2,...)
- EvaluateCondition(mapScriptCondition, parameter1, parameter2,...)
- ObjectDoSpecialPower(object, specialpower)
- ObjectCreateAndFireTempWeapon(object, weapon)
- ObjectGrantUpgrade(object, upgrade)
- ObjectRemoveUpgrade(object, upgrade)
- ObjectHasUpgrade(object, upgrade)
- ObjectSetObjectStatus(object, status)
- ObjectTestModelCondition(object, modelcondition)
- ObjectPlaySound(object, sound)
- ObjectSetDelayedDeath(object?, delay?)
- ObjectChangeAllegianceFromNonPlayablePlayer(object1, object2)
- ObjectForbidPlayerCommands(object, true/false)
- ObjectSetGeometryActive(object, geometryname, true/false)
- ObjectHideSubObject(object,subobjectname, true/false)
- ObjectHideSubObjectPermanently(object, subobjectname, true/false)
- ObjectCountNearbyEnemies(object, radius)
- ObjectDescription(object)
- ObjectTeamName(object)
- ObjectPlayerSide(object)
- ObjectCapturingObjectPlayerSide(object)
- ObjectTemplateName(object)
- ObjectDispatchEvent(object, eventname, radius)
- ObjectSpy()
- HordeBroadcastEventToMembers(object?, eventname?)
- ObjectBroadcastEventToEnemies(object, eventname, radius)
- ObjectBroadcastEventToAllies(object, eventname, radius)
- ObjectBroadcastEventToUnits(object, eventname, radius)
- ObjectBroadcastEventToCivilians(object, eventname, radius)
- ObjectSetChanting(object, true/false)
- ObjectSetFearFactor(object?, fearfactor?)
- ObjectTestCanSufferFear(object)
- ObjectEnterFearState(object1, object2, true/false)
- ObjectEnterAlertState(object)
- ObjectEnterCowerState(object1, object2)
- ObjectEnterRampageState(object)
- ObjectEnterRunAwayPanicState(object1, object2)
- ObjectEnterUncontrollableCowerState(object1, object2)
- GetRandomNumber()
- GetFrame()
- --CNC4--
- ObjectClearModelCondition(object, modelcondition)
- ObjectSetModelCondition(object, modelcondition)
- ObjectGetHealthFraction(object)
- ObjectClearObjectStatus(object, status)
- -----------------------------------------------------------------
- --ONLY FOR LUA SCRIPTS IN OBJECT DEFINITIONS (->AnimationState)--
- -----------------------------------------------------------------
- CurDrawableObjectStatus()
- CurDrawableModelcondition()
- CurDrawableGetCurrentTargetBearing()
- CurDrawableGetCurrentTargetHeight()
- CurDrawableGetCurrentTargetDistance()
- CurDrawableIsCurrentTargetKindof(kindof)
- CurDrawablePrevAnimation()
- CurDrawablePrevAnimationState()
- CurDrawablePrevAnimFraction()
- GetClientRandomNumberReal()
- GetFrame()
- CurDrawablePlaySound(sound)
- CurDrawableAllowToContinue()
- CurDrawableSetTransitionAnimState(transitionstate)
- CurDrawableShowModule(moduletag)
- CurDrawableHideModule(moduletag)
- CurDrawableHideSubObjectPermanently(subobjectname)
- CurDrawableShowSubObjectPermanently(subobjectname)
- CurDrawableShowSubObject(subobjectname)
- CurDrawableHideSubObject(subobjectname)
- -----------------
- --EXECUTEACTION--
- -----------------
- ExecuteAction("DEBUG_MESSAGE_BOX", Text)
- Show debug string and pause: <Text>
- Scripting_/Debug/Display message and pause
- ExecuteAction("DEBUG_STRING", Text)
- Show debug string without pausing: <Text>
- Scripting_/Debug/Display string
- ExecuteAction("DEBUG_CRASH_BOX", Text)
- Display a crash box with the text: <Text>
- {INTERNAL}_/Debug/Display a crash box (debug/internal builds only).
- ExecuteAction("SET_FLAG", FLAG, BOOLEAN)
- Set <FLAG> to <BOOLEAN>
- Scripting_/Flags/Set flag to value.
- ExecuteAction("SET_FLAG_TO_FLAG", FLAG, FLAG)
- Set <FLAG> to <FLAG>
- Scripting_/Flags/Set flag to another flag.
- ExecuteAction("SET_COUNTER", COUNTER, INT)
- Set <COUNTER> to <INT>
- Scripting_/Counters/Set counter to a value.
- ExecuteAction("SET_COUNTER_TO_COUNTER", COUNTER, COUNTER)
- Set <COUNTER> to <COUNTER>
- Scripting_/Counters/Set counter to another counter.
- ExecuteAction("SET_RANDOM_COUNTER", COUNTER, INT, INT)
- Set Counter <COUNTER> randomly between <INT> and <INT>.
- Scripting_/Counters/Set a random counter.
- ExecuteAction("SET_COUNTER_TO_CLIENT_RANDOM_VALUE", COUNTER, INT, INT)
- Set Counter <COUNTER> to a CLIENT-SIDE random between <INT> and <INT>. WARNING: Will cause desyncs if used for multiplayer maps! Don't use unless you have a good reason!
- Scripting_/Counters/Set a counter to a random CLIENT-SIDE value.
- ExecuteAction("SET_COUNTER_IN_SECONDS", COUNTER, REAL)
- Set <COUNTER> to <REAL> seconds.
- Scripting_/Counters/Set counter to a time in seconds.
- ExecuteAction("SET_RANDOM_COUNTER_IN_SECONDS", COUNTER, REAL, REAL)
- Set Counter <COUNTER> randomly between <REAL> and <REAL> seconds.
- Scripting_/Counters/Set a random counter in seconds.
- ExecuteAction("SET_TREE_SWAY", ANGLE, ANGLE, ANGLE, INT, REAL)
- Set wind direction to <ANGLE>, amount to sway <ANGLE>, amount to lean with the wind <ANGLE>, frames to take to sway once <INT>, randomness <REAL>(0=lock step, 1=large random variation).
- Map_/Environment/Set wind sway amount and direction.
- ExecuteAction("SET_CAMERA_CLIP_DEPTH_MULTIPLIER", REAL)
- Modify normal depth of Frustrum by <REAL> (1.0 = normal, < 1.0 shortens frustrum, > 1.0 lengthens.)
- Camera/Adjust/Change the camera depth of field.
- ExecuteAction("QUICKVICTORY")
- End game in victory immediately.
- User_/ Announce quick win
- ExecuteAction("VICTORY")
- Announce win.
- User_/ Announce win
- ExecuteAction("VICTORY_SCREEN")
- Shows the victory screen, but does not behave as a victory.
- User_/ Show Victory Screen
- ExecuteAction("DEFEAT")
- Announce lose.
- User_/ Announce lose
- ExecuteAction("NO_OP")
- Null operation. (Does nothing.)
- Scripting_/Debug/Null operation.
- ExecuteAction("SET_TIMER", COUNTER, INT)
- Set timer <COUNTER> to expire in <INT> frames.
- Scripting_/Timer/Frame countdown timer -- set.
- ExecuteAction("SET_RANDOM_TIMER", COUNTER, INT, INT)
- Set timer <COUNTER> to expire between <INT> and <INT> frames.
- Scripting_/Timer/Frame countdown timer -- set random.
- ExecuteAction("STOP_TIMER", COUNTER)
- Stop timer <COUNTER>
- Scripting_/Timer/Timer -- stop.
- ExecuteAction("RESTART_TIMER", COUNTER)
- Restart timer <COUNTER>
- Scripting_/Timer/Timer -- restart stopped.
- ExecuteAction("PLAY_SOUND_EFFECT", SOUND)
- Play <SOUND> as though it was a 2D sound (NOT RECOMMENDED for 3D sounds).
- Multimedia_/Sound Effect/Play 2D sound effect.
- ExecuteAction("ENABLE_SCRIPT", SCRIPT)
- Enable <SCRIPT>.
- Scripting_/Script/Enable Script.
- ExecuteAction("DISABLE_SCRIPT", SCRIPT)
- Disable <SCRIPT>.
- Scripting_/Script/Disable script.
- ExecuteAction("CALL_SUBROUTINE", SCRIPT_SUBROUTINE)
- Run <SCRIPT_SUBROUTINE>.
- Scripting_/Script/Run subroutine script.
- ExecuteAction("PLAY_SOUND_EFFECT_AT", SOUND, WAYPOINT)
- Play <SOUND> at <WAYPOINT>.
- Multimedia_/Sound Effect/Play sound effect at waypoint.
- ExecuteAction("DAMAGE_MEMBERS_OF_TEAM", TEAM, REAL)
- Damage <TEAM>, amount=<REAL> (-1==kill).
- Team_/Damage/Damage the members of a team.
- ExecuteAction("TEAM_SET_HEALTH", TEAM, REAL)
- Set health of <TEAM> to percentage (0.0 - 100.0) <REAL>
- Team_/Health/Set the health of the team members (in percentage).
- ExecuteAction("MOVE_TEAM_TO", TEAM, WAYPOINT)
- Move <TEAM> to <WAYPOINT>.
- Team_/Move/Set to move to a location.
- ExecuteAction("ATTACK_MOVE_TEAM_TO", TEAM, WAYPOINT)
- AttackMove <TEAM> to <WAYPOINT>.
- Team_/AttackMove/Set to move to a location.
- ExecuteAction("ATTACK_MOVE_TEAM_TO_NAMED_OBJECT", TEAM, UNIT)
- AttackMove <TEAM> to <UNIT>.
- Team_/AttackMove/Attack move a team to a named object.
- ExecuteAction("MOVE_TEAM_HOME", TEAM)
- Move <TEAM> Home.
- Team_/Move/Set to move home.
- ExecuteAction("TEAM_FOLLOW_WAYPOINTS", TEAM, WAYPOINT_PATH, BOOLEAN, BOOLEAN)
- Have <TEAM> follow <WAYPOINT_PATH> , as a team is <BOOLEAN> , in formation is <BOOLEAN>
- Team_/Move/Set to follow a waypoint path.
- ExecuteAction("TEAM_ATTACK_MOVE_FOLLOW_WAYPOINTS", TEAM, WAYPOINT_PATH, BOOLEAN, BOOLEAN)
- Have <TEAM> AttackMove follow <WAYPOINT_PATH> , as a team is <BOOLEAN> , in formation is <BOOLEAN>
- Team_/AttackMove/Set to follow a waypoint path.
- ExecuteAction("TEAM_FOLLOW_WAYPOINTS_EXACT", TEAM, WAYPOINT_PATH, BOOLEAN)
- Have <TEAM> EXACTLY follow <WAYPOINT_PATH> , as a team is <BOOLEAN>
- Team_/Move/Set to EXACTLY follow a waypoint path.
- ExecuteAction("TEAM_WANDER_IN_PLACE", TEAM)
- Have <TEAM> wander around it's current location.
- Team_/Move/Set to wander around current location.
- ExecuteAction("TEAM_INCREASE_PRIORITY", TEAM)
- Increase the AI priority for<TEAM> by its Success Priority Increase amount.
- Team_/AI/Increase priority by Success Priority Increase amount.
- ExecuteAction("TEAM_INCREASE_PRIORITY_BY_VALUE", TEAM, INT)
- Increase the AI priority for<TEAM> by <INT> .
- Team_/AI/Increase priority by a specific value.
- ExecuteAction("TEAM_DECREASE_PRIORITY", TEAM)
- Reduce the AI priority for<TEAM> by its Failure Priority Decrease amount.
- Team_/AI/Reduce priority by Failure Priority Decrease amount.
- ExecuteAction("TEAM_DECREASE_PRIORITY_BY_VALUE", TEAM, INT)
- Decrease the AI priority for<TEAM> by <INT> .
- Team_/AI/Increase priority by a specific value.
- ExecuteAction("TEAM_WANDER", TEAM, WAYPOINT_PATH)
- Have <TEAM> wander along <WAYPOINT_PATH>
- Team_/Move/Set to follow a waypoint path -- wander.
- ExecuteAction("TEAM_PANIC", TEAM, WAYPOINT_PATH)
- Have <TEAM> move in panic along <WAYPOINT_PATH>
- Team_/Move/Set to follow a waypoint path -- panic.
- ExecuteAction("MOVE_NAMED_UNIT_TO", UNIT, WAYPOINT)
- Move <UNIT> to <WAYPOINT>.
- Unit_/Move/Move a specific unit to a location.
- ExecuteAction("ATTACK_MOVE_NAMED_UNIT_TO", UNIT, WAYPOINT)
- AttackMove <UNIT> to <WAYPOINT>.
- Unit_/AttackMove/AttackMove a specific unit to a location.
- ExecuteAction("TEAM_SET_STATE", TEAM, TEAM_STATE)
- Set <TEAM> to <TEAM_STATE>.
- Team_/Misc/Team state - set state.
- ExecuteAction("TEAM_SET_CUSTOM_STATE", TEAM, TEAM_STATE, BOOLEAN)
- <TEAM> set custom state <TEAM_STATE> to <BOOLEAN>
- Team_/Misc/Team state - set custom state.
- ExecuteAction("CREATE_REINFORCEMENT_TEAM", TEAM, WAYPOINT)
- Spawn an instance of <TEAM> at <WAYPOINT>.
- Team_/ Spawn a reinforcement team.
- ExecuteAction("CREATE_REINFORCEMENT_TEAM_AT_UNIT_POSITION", TEAM, UNIT)
- Spawn an instance of <TEAM> at <UNIT>.
- Team_/ Spawn a reinforcement team.
- ExecuteAction("UNIT_SET_TEAM", UNIT, TEAM)
- Unit named <UNIT> will join team named <TEAM>.
- Unit_/ Force unit to join team.
- ExecuteAction("SKIRMISH_BUILD_BUILDING", OBJECT_TYPE)
- Build a building of type <OBJECT_TYPE>.
- Skirmish Only_/ Build a building.
- ExecuteAction("AI_PLAYER_BUILD_SUPPLY_CENTER", PLAYER, OBJECT_TYPE, INT)
- Have AI <PLAYER> build a <OBJECT_TYPE> near a supply src with at least <INT> available resources.
- Player_/AI/AI player build near a supply source.
- ExecuteAction("TEAM_GUARD_SUPPLY_CENTER", TEAM, INT)
- Have Team <TEAM> guard attacked or closest supply src with at least <INT> available resources
- Team_/Guard/Set to guard a supply source.
- ExecuteAction("AI_PLAYER_BUILD_UPGRADE", PLAYER, UPGRADE)
- Have AI <PLAYER> build this upgrade: <UPGRADE>
- Player_/AI/AI player build an upgrade.
- ExecuteAction("GIVE_PLAYER_UPGRADE", PLAYER, UPGRADE)
- Give <PLAYER> this upgrade: <UPGRADE>
- Player_/Player/Give player an upgrade.
- ExecuteAction("PLAYER_SET_MAX_SPELLPOINTS", PLAYER, INT)
- <PLAYER> is given Maximum Spell Points of <INT>.
- Player/Upgrades and Sciences/Set Max Spell Points.
- ExecuteAction("SKIRMISH_FOLLOW_APPROACH_PATH", TEAM, SKIRMISH_APPROACH_PATH, BOOLEAN)
- Have <TEAM> approach the enemy using path <SKIRMISH_APPROACH_PATH>, as a team is <BOOLEAN>
- Skirmish Only_/Move/Team follow approach path.
- ExecuteAction("SKIRMISH_MOVE_TO_APPROACH_PATH", TEAM, SKIRMISH_APPROACH_PATH)
- Have <TEAM> move to the start of enemy path <SKIRMISH_APPROACH_PATH>.
- Skirmish Only_/Move/Team move to approach path.
- ExecuteAction("SKIRMISH_BUILD_BASE_DEFENSE_FRONT")
- Build one additional perimeter base defenses, on the front.
- Skirmish Only_/Build/Build base defense on front perimeter.
- ExecuteAction("SKIRMISH_BUILD_BASE_DEFENSE_FLANK")
- Build one additional perimeter base defenses, on the flank.
- Skirmish Only_/Build/Build base defense on flank perimeter.
- ExecuteAction("SKIRMISH_BUILD_STRUCTURE_FRONT", OBJECT_TYPE)
- Build one additional <OBJECT_TYPE>, on the front.
- Skirmish Only_/Build/Build structure on front perimeter.
- ExecuteAction("SKIRMISH_BUILD_STRUCTURE_FLANK", OBJECT_TYPE)
- Build one additional <OBJECT_TYPE>, on the flank.
- Skirmish Only_/Build/Build structure on flank perimeter.
- ExecuteAction("RECRUIT_TEAM", TEAM, REAL)
- Recruit an instance of <TEAM>, maximum recruiting distance (feet):<REAL>.
- Team_/Create/Recruit a team.
- ExecuteAction("RECRUIT_TEAM_AT_TEAM", TEAM, REAL, TEAM)
- Recruit an instance of <TEAM>, maximum recruiting distance (feet):<REAL> from the team <TEAM>.
- Team_/Create/Recruit a team from the location of another team.
- ExecuteAction("MOVE_CAMERA_TO", CAMERA, REAL, REAL, REAL, REAL)
- Move camera to <CAMERA> in <REAL> seconds, camera shutter <REAL> seconds, ease-in <REAL> seconds, ease-out <REAL> seconds.
- Camera_/Move/Move the camera to a location.
- ExecuteAction("CAMERA_RESTRICT_TO_AREA", TRIGGER_AREA)
- Restrict camera movement to <TRIGGER_AREA>.
- Camera_/Move/Restrict camera movement to area.
- ExecuteAction("CAMERA_REMOVE_AREA_RESTRICTION")
- Restrict camera movement to area -- REMOVE.
- Camera_/Move/Restrict camera movement to area -- REMOVE.
- ExecuteAction("ZOOM_CAMERA", REAL, REAL, REAL, REAL)
- Change camera zoom to <REAL> in <REAL> seconds, ease-in <REAL> seconds, ease-out <REAL> seconds.
- Camera_/Adjust/Change the camera zoom.
- ExecuteAction("FOCAL_LENGTH_CAMERA", REAL, REAL, REAL, REAL)
- Change camera focal length to <REAL>mm in <REAL> seconds, ease-in <REAL> seconds, ease-out <REAL> seconds.
- Camera_/Adjust/Change the camera's focal length (mm).
- ExecuteAction("CAMERA_FADE_ADD", REAL, REAL, INT, INT, INT)
- Fade (0-1) from <REAL> to <REAL> adding toward white. Take <INT> frames to increase, hold for <INT> fames, and decrease <INT> frames.
- Camera_/Fade Effects/Fade using an add blend to white.
- ExecuteAction("CAMERA_FADE_SUBTRACT", REAL, REAL, INT, INT, INT)
- Fade (0-1) from <REAL> to <REAL> subtracting toward black. Take <INT> frames to increase, hold for <INT> fames, and decrease <INT> frames.
- Camera_/Fade Effects/Fade using a subtractive blend to black.
- ExecuteAction("CAMERA_FADE_MULTIPLY", REAL, REAL, INT, INT, INT)
- Fade (1-0) from <REAL> to <REAL> multiplying toward black. Take <INT> frames to increase, hold for <INT> fames, and decrease <INT> frames.
- Camera_/Fade Effects/Fade using a multiply blend to black.
- ExecuteAction("CAMERA_FADE_SATURATE", REAL, REAL, INT, INT, INT)
- Fade (0.5-1) from <REAL> to <REAL> increasing saturation. Take <INT> frames to increase, hold for <INT> fames, and decrease <INT> frames.
- Camera_/Fade Effects/Fade using a saturate blend.
- ExecuteAction("PITCH_CAMERA", REAL, REAL, REAL, REAL)
- Change camera pitch to <REAL> in <REAL> seconds, ease-in <REAL> seconds, ease-out <REAL> seconds.
- Camera_/Adjust/Change the camera pitch.
- ExecuteAction("ROLL_CAMERA", REAL, REAL, REAL, REAL)
- Change camera roll to <REAL> degrees in <REAL> seconds, ease-in <REAL> seconds, ease-out <REAL> seconds.
- Camera_/Adjust/Change the camera roll.
- ExecuteAction("CAMERA_FOLLOW_NAMED", UNIT, BOOLEAN, REAL)
- Have the camera follow <UNIT>. Snap camera to object is <BOOLEAN>. Camera will be <REAL> higher than the unit.
- Camera_/Move/Follow a specific unit.
- ExecuteAction("CAMERA_STOP_FOLLOW")
- Stop following any units.
- Camera_/Move/Stop following any units.
- ExecuteAction("SETUP_CAMERA", WAYPOINT, REAL, REAL, WAYPOINT)
- Position camera at <WAYPOINT>, zoom = <REAL> (0.0 to 1.0), pitch = <REAL> (1.0==default), looking towards <WAYPOINT>.
- Camera_/Adjust/Set up the camera.
- ExecuteAction("INCREMENT_COUNTER", INT, COUNTER)
- Add <INT> to counter <COUNTER>
- Scripting_/Counters/Increment counter.
- ExecuteAction("DECREMENT_COUNTER", INT, COUNTER)
- Subtract <INT> from counter <COUNTER>
- Scripting_/Counters/Decrement counter.
- ExecuteAction("MOVE_CAMERA_BY_ANIMATION", CAMERA_ANIMATION)
- Move using <CAMERA_ANIMATION>.
- Camera_/Move/Move using camera animation.
- ExecuteAction("MOVE_CAMERA_ALONG_SPLINE_PATH", WAYPOINT_PATH, REAL, REAL, REAL, REAL, REAL)
- Move along <WAYPOINT_PATH> in <REAL> seconds, camera shutter <REAL> seconds, ease-in <REAL> seconds, ease-out <REAL> seconds, delay start <REAL> seconds.
- Camera_/Move/Move along a spline path.
- ExecuteAction("MOVE_CAMERA_LOCATOR_ALONG_SPLINE_PATH", WAYPOINT_PATH, REAL, REAL, REAL, REAL, REAL)
- Look at point moving along <WAYPOINT_PATH> in <REAL> seconds, camera shutter <REAL> seconds, ease-in <REAL> seconds, ease-out <REAL> seconds, delay start <REAL> seconds.
- Camera_/Locator/Order camera's locator to follow a spline path.
- ExecuteAction("ROTATE_CAMERA", REAL, REAL, REAL, REAL)
- Rotate <REAL> times, taking <REAL> seconds, ease-in <REAL> seconds, ease-out <REAL> seconds.
- Camera_/Rotate/ Rotate around the current viewpoint.
- ExecuteAction("ROTATE_CAMERA_TO_ANGLE", REAL, REAL, REAL, REAL)
- Rotate camera view to <REAL> degrees, taking <REAL> seconds, ease-in <REAL> seconds, ease-out <REAL> seconds.
- Camera_/Rotate/ Rotate to a specific view angle.
- ExecuteAction("ROTATE_CAMERA_LOCKED", REAL, REAL, REAL, REAL)
- Rotate in place <REAL> times, taking <REAL> seconds, ease-in <REAL> seconds, ease-out <REAL> seconds.
- Camera_/Rotate/ Rotate the camera in place.
- ExecuteAction("RESET_CAMERA", WAYPOINT, REAL, REAL, REAL)
- Reset to <WAYPOINT>, taking <REAL> seconds, ease-in <REAL> seconds, ease-out <REAL> seconds.
- Camera_/Move/ Reset to the default view.
- ExecuteAction("MOVE_CAMERA_TO_SELECTION")
- End movement at selected unit.
- Camera_/Move/Modify/ End movement at selected unit.
- ExecuteAction("SET_MILLISECOND_TIMER", COUNTER, REAL)
- Set timer <COUNTER> to expire in <REAL> seconds.
- Scripting_/Timer/Seconds countdown timer -- set.
- ExecuteAction("SET_RANDOM_MSEC_TIMER", COUNTER, REAL, REAL)
- Set timer <COUNTER> to expire between <REAL> and <REAL> seconds.
- Scripting_/Timer/Seconds countdown timer -- set random.
- ExecuteAction("ADD_TO_MSEC_TIMER", REAL, COUNTER)
- Add <REAL> seconds to timer <COUNTER> .
- Scripting_/Timer/Seconds countdown timer -- add seconds.
- ExecuteAction("SUB_FROM_MSEC_TIMER", REAL, COUNTER)
- Subtract <REAL> seconds from timer <COUNTER> .
- Scripting_/Timer/Seconds countdown timer -- subtract seconds.
- ExecuteAction("CAMERA_MOD_FREEZE_TIME")
- Freeze time during the camera movement.
- Camera_/Move/Modify/ Freeze time during the camera movement.
- ExecuteAction("CAMERA_MOD_FREEZE_ANGLE")
- Freeze camera angle during the camera movement.
- Camera_/Move/Modify/ Freeze camera angle during the camera movement.
- ExecuteAction("SUSPEND_BACKGROUND_SOUNDS")
- Suspend background sounds.
- Multimedia_/All Sounds/Suspend all sounds.
- ExecuteAction("RESUME_BACKGROUND_SOUNDS")
- Resume background sounds.
- Multimedia_/All Sounds/Resume all sounds.
- ExecuteAction("CAMERA_MOD_SET_FINAL_ZOOM", REAL, PERCENT, PERCENT)
- Adjust zoom to <REAL> (1.0==max height, 0.0==in the ground) <PERCENT> ease-in <PERCENT> ease-out.
- Camera_/Move/Modify/Set Final zoom for camera movement.
- ExecuteAction("CAMERA_MOD_SET_FINAL_PITCH", REAL, PERCENT, PERCENT)
- Adjust pitch to <REAL> (1.0==default, 0.0==toward horizon, >1 = toward ground) <PERCENT> ease-in <PERCENT> ease-out.
- Camera_/Move/Modify/Set Final pitch for camera movement.
- ExecuteAction("SET_VISUAL_SPEED_MULTIPLIER", INT)
- Make visual time <INT> time normal (1=normal, 2 = twice as fast, ...).
- {Compatibility}_/Multimedia/Modify visual game time.
- ExecuteAction("CAMERA_MOD_SET_FINAL_SPEED_MULTIPLIER", INT)
- Adjust game time to <INT> times normal (1=normal, 2 = twice as fast, ...).
- {Compatibility}_/Camera/Modify/Final visual game time for camera movement.
- ExecuteAction("CAMERA_MOD_SET_ROLLING_AVERAGE", INT)
- Average position and angle changes over<INT> frames. (1=no smoothing, 5 = very smooth)
- Camera_/Move/Modify/ Number of frames to average movements.
- ExecuteAction("CAMERA_MOD_FINAL_LOOK_TOWARD", WAYPOINT)
- Look toward <WAYPOINT> at the end of the camera movement.
- {Compatibility}_/Camera/Modify/Move/ Final camera look toward point.
- ExecuteAction("CAMERA_MOD_LOOK_TOWARD", WAYPOINT)
- Look toward <WAYPOINT> during the camera movement.
- Camera_/Modify/Move/Camera look toward point while moving.
- ExecuteAction("CREATE_OBJECT", OBJECT_TYPE, TEAM, COORD3D, ANGLE)
- Spawn object <OBJECT_TYPE> in <TEAM> at position (<COORD3D>), rotated <ANGLE> .
- Unit_/Spawn/Spawn object.
- ExecuteAction("TEAM_ATTACK_TEAM", TEAM, TEAM)
- <TEAM> begin attack on <TEAM>
- Team_/Attack/Set to attack -- another team.
- ExecuteAction("NAMED_ATTACK_NAMED", UNIT, UNIT)
- <UNIT> begin attack on <UNIT>
- Unit_/Attack/Set unit to attack another unit.
- ExecuteAction("CREATE_NAMED_ON_TEAM_AT_WAYPOINT", UNIT, OBJECT_TYPE, TEAM, WAYPOINT)
- Spawn <UNIT> of type <OBJECT_TYPE> on <TEAM> at waypoint <WAYPOINT>
- Unit_/Spawn/Spawn -- named unit on a team at a waypoint.
- ExecuteAction("CREATE_UNNAMED_ON_TEAM_AT_WAYPOINT", OBJECT_TYPE, TEAM, WAYPOINT)
- Spawn unit of type <OBJECT_TYPE> on <TEAM> at waypoint <WAYPOINT>
- Unit_/Spawn/Spawn -- unnamed unit on a team at a waypoint.
- ExecuteAction("NAMED_APPLY_ATTACK_PRIORITY_SET", UNIT, ATTACK_PRIORITY_SET)
- Have <UNIT> use <ATTACK_PRIORITY_SET>.
- AttackPrioritySet_/Apply/Unit/Apply unit's attack priority set.
- ExecuteAction("TEAM_APPLY_ATTACK_PRIORITY_SET", TEAM, ATTACK_PRIORITY_SET)
- Have <TEAM> use <ATTACK_PRIORITY_SET>.
- AttackPrioritySet_/Apply/Team/Apply a team's attack priority set.
- ExecuteAction("SET_ATTACK_PRIORITY_THING", ATTACK_PRIORITY_SET, OBJECT_TYPE_LIST, INT)
- For <ATTACK_PRIORITY_SET> set the priority of object type <OBJECT_TYPE_LIST> to <INT>
- AttackPrioritySet_/Set/Modify a set's priority for a single unit type.
- ExecuteAction("SET_ATTACK_PRIORITY_KIND_OF", ATTACK_PRIORITY_SET, KIND_OF, INT)
- For <ATTACK_PRIORITY_SET> set the priority of object type <KIND_OF> to <INT>
- AttackPrioritySet_/Set/Modify a set's priorities for all of a kind.
- ExecuteAction("SET_DEFAULT_ATTACK_PRIORITY", ATTACK_PRIORITY_SET, INT)
- For <ATTACK_PRIORITY_SET> set the default priority to <INT>
- AttackPrioritySet_/Set/Specify the set's default priority.
- ExecuteAction("PLAYER_ADD_SKILLPOINTS", PLAYER, INT)
- <PLAYER> is given <INT> Skill Points.
- Player_/Experience/Add or Subtract Skill Points.
- ExecuteAction("SET_HERO_EXPERIENCE_SHARING", BOOLEAN)
- Set Hero experience sharing to <BOOLEAN>.
- Player_/Experience/Set whether heroes share experience with other heroes
- ExecuteAction("PLAYER_ADD_RANKLEVEL", PLAYER, INT)
- <PLAYER> is given <INT> Rank Levels.
- Player_/Experience/Add or Subtract Rank Levels.
- ExecuteAction("PLAYER_SET_RANKLEVEL", PLAYER, INT)
- <PLAYER> is given a Rank Level of <INT>.
- Player_/Experience/Set Rank Level.
- ExecuteAction("PLAYER_SET_RANKLEVELLIMIT", INT)
- The current map is given a Rank Level Limit of <INT>.
- Map_/Experience/Set Rank Level Limit for current Map.
- ExecuteAction("PLAYER_GRANT_SCIENCE", PLAYER, SCIENCE)
- <PLAYER> is granted <SCIENCE>.
- Player_/Science/Grant a Science to a given Player (ignoring prerequisites).
- ExecuteAction("PLAYER_PURCHASE_SCIENCE", PLAYER, SCIENCE)
- <PLAYER> attempts to purchase Science <SCIENCE>.
- Player_/Science/Player attempts to purchase a Science.
- ExecuteAction("PLAYER_SCIENCE_AVAILABILITY", PLAYER, SCIENCE, SCIENCE_AVAILABILITY)
- <PLAYER> set <SCIENCE> availability to <SCIENCE_AVAILABILITY>.
- Player_/Science/Set science availability.
- ExecuteAction("SET_BASE_CONSTRUCTION_SPEED", PLAYER, INT)
- <PLAYER> will delay <INT> seconds between building teams.
- Player_/AI/Set the delay between building teams.
- ExecuteAction("NAMED_SET_ATTITUDE", UNIT, AI_MOOD)
- <UNIT> changes his attitude to <AI_MOOD>
- Unit_/Mood/Set the general attitude of a specific unit.
- ExecuteAction("TEAM_SET_ATTITUDE", TEAM, AI_MOOD)
- <TEAM> change their attitude to <AI_MOOD>
- Team_/Mood/Set the general attitude of a team.
- ExecuteAction("NAMED_SET_REPULSOR", UNIT, BOOLEAN)
- <UNIT> REPULSOR flag is <BOOLEAN>
- Unit_/Internal/Repulsor/Set the REPULSOR flag of a specific unit.
- ExecuteAction("TEAM_SET_REPULSOR", TEAM, BOOLEAN)
- <TEAM> REPULSOR flag is <BOOLEAN>
- Team_/Internal/Repulsor/Set the REPULSOR flag of a team.
- ExecuteAction("NAMED_ATTACK_AREA", UNIT, TRIGGER_AREA)
- <UNIT> attacks anything in <TRIGGER_AREA>
- Unit_/Attack/Set a specific unit to attack a specific trigger area.
- ExecuteAction("NAMED_ATTACK_AREA_FOR_SECONDS", UNIT, TRIGGER_AREA, INT)
- <UNIT> attacks anything in <TRIGGER_AREA> for <INT> seconds.
- Unit_/Attack/Set a specific unit to attack a specific trigger area for a number of seconds.
- ExecuteAction("NAMED_ATTACK_TEAM", UNIT, TEAM)
- <UNIT> attacks <TEAM>
- Unit_/Attack/Set a specific unit to attack a team.
- ExecuteAction("TEAM_ATTACK_AREA", TEAM, TRIGGER_AREA)
- <TEAM> attack anything in <TRIGGER_AREA>
- Team_/Attack/Set to attack -- trigger area.
- ExecuteAction("TEAM_ATTACK_NAMED", TEAM, UNIT)
- <TEAM> attacks <UNIT>
- Team_/Attack/Set to attack -- specific unit.
- ExecuteAction("TEAM_LOAD_TRANSPORTS", TEAM)
- <TEAM> load into transports.
- Team_/Transport/Transport -- automatically load.
- ExecuteAction("NAMED_ENTER_NAMED", UNIT, UNIT)
- <UNIT> loads into <UNIT>
- Unit_/Transport/Transport -- load unit into specific.
- ExecuteAction("TEAM_ENTER_NAMED", TEAM, UNIT)
- <TEAM> attempt to load into <UNIT>
- Team_/Transport/Transport -- load team into specific.
- ExecuteAction("NAMED_EXIT_ALL", UNIT)
- <UNIT> unloads.
- Unit_/Transport/Transport -- unload units from specific.
- ExecuteAction("TEAM_EXIT_ALL", TEAM)
- <TEAM> unload.
- Team_/Transport/Transport -- unload team from all.
- ExecuteAction("NAMED_FOLLOW_WAYPOINTS", UNIT, WAYPOINT_PATH)
- <UNIT> follows waypoints, beginning at <WAYPOINT_PATH>
- Unit_/Move/Set a specific unit to follow a waypoint path.
- ExecuteAction("NAMED_ATTACK_FOLLOW_WAYPOINTS", UNIT, WAYPOINT_PATH)
- <UNIT> AttackMove follows waypoints, beginning at <WAYPOINT_PATH>
- Unit_/AttackMove/Set a specific unit to follow a waypoint path.
- ExecuteAction("NAMED_FOLLOW_WAYPOINTS_EXACT", UNIT, WAYPOINT_PATH)
- <UNIT> EXACTLY follows waypoints, beginning at <WAYPOINT_PATH>
- Unit_/Move/Set a specific unit to EXACTLY follow a waypoint path.
- ExecuteAction("NAMED_GUARD", UNIT)
- <UNIT> begins guarding.
- Unit_/Move/Set to guard.
- ExecuteAction("UNIT_GUARD_NEAREST_KINDOF", UNIT, KIND_OF)
- <UNIT> begins guarding nearest kindof <KIND_OF>
- Unit_/Move/Set to guard -- nearest kindof.
- ExecuteAction("TEAM_GUARD", TEAM)
- <TEAM> begins guarding.
- Team_/Guard/Set to guard -- current location.
- ExecuteAction("TEAM_GUARD_POSITION", TEAM, WAYPOINT)
- <TEAM> begins guarding at <WAYPOINT>
- Team_/Guard/Set to guard -- location.
- ExecuteAction("TEAM_GUARD_OBJECT", TEAM, UNIT)
- <TEAM> begins guarding <UNIT>
- Team_/Guard/Set to guard -- specific unit.
- ExecuteAction("TEAM_GUARD_TEAM", TEAM, TEAM)
- Team <TEAM> begins guarding Team <TEAM>
- Team_/Guard/Set to guard -- a team.
- ExecuteAction("TEAM_GUARD_AREA", TEAM, TRIGGER_AREA)
- <TEAM> begins guarding <TRIGGER_AREA>
- Team_/Guard/Set to guard -- area.
- ExecuteAction("TEAM_GUARD_AREA_FROM_POSITION", TEAM, TRIGGER_AREA, WAYPOINT)
- <TEAM> begins guarding <TRIGGER_AREA> from Waypoint <WAYPOINT>
- Team_/Guard/Set to guard -- area, from a waypoint.
- ExecuteAction("TEAM_GUARD_NEAREST_KINDOF", TEAM, KIND_OF)
- <TEAM> begins guarding nearest kindof <KIND_OF>
- Team_/Guard/Set to guard -- nearest kindof.
- ExecuteAction("UNIT_GUARD_POSITION", UNIT, WAYPOINT)
- <UNIT> begins guarding at <WAYPOINT>
- Unit_/Guard/Set to guard -- location.
- ExecuteAction("UNIT_GUARD_OBJECT", UNIT, UNIT)
- <UNIT> begins guarding <UNIT>
- Unit_/Guard/Set to guard -- specific unit.
- ExecuteAction("UNIT_GUARD_AREA", UNIT, TRIGGER_AREA)
- <UNIT> begins guarding <TRIGGER_AREA>
- Unit_/Guard/Set to guard -- area.
- ExecuteAction("UNIT_GUARD_AREA_FROM_POSITION", UNIT, TRIGGER_AREA, WAYPOINT)
- <UNIT> begins guarding <TRIGGER_AREA> from Waypoint <WAYPOINT>
- Unit_/Guard/Set to guard -- area, from a waypoint.
- ExecuteAction("NAMED_HUNT", UNIT)
- <UNIT> begins hunting.
- Unit_/Hunt/Set a specific unit to hunt.
- ExecuteAction("TEAM_HUNT", TEAM)
- <TEAM> begins hunting.
- Team_/Hunt/Set to hunt.
- ExecuteAction("PLAYER_HUNT", PLAYER)
- <PLAYER> begins hunting.
- Player_/Hunt/Set all of a player's units to hunt.
- ExecuteAction("TEAM_HARVEST", TEAM, WAYPOINT)
- <TEAM> begins harvesting around <WAYPOINT>.
- Team_/Hunt/Set to harvest.
- ExecuteAction("PLAYER_DISABLE_BASE_CONSTRUCTION", PLAYER)
- <PLAYER> is unable to build buildings.
- Player_/Build/Set a player to be unable to build buildings.
- ExecuteAction("PLAYER_DISABLE_FACTORIES", PLAYER, OBJECT_TYPE)
- <PLAYER> is unable to build from <OBJECT_TYPE>
- Player_/Build/Set a player to be unable to build from a specific building.
- ExecuteAction("PLAYER_DISABLE_UNIT_CONSTRUCTION", PLAYER)
- <PLAYER> is unable to build units.
- Player_/Build/Set a player to be unable to build units.
- ExecuteAction("PLAYER_ENABLE_BASE_CONSTRUCTION", PLAYER)
- <PLAYER> is able to build buildings.
- Player_/Build/Set a player to be able to build buildings.
- ExecuteAction("PLAYER_ENABLE_FACTORIES", PLAYER, OBJECT_TYPE)
- <PLAYER> is able to build from <OBJECT_TYPE>
- Player_/Build/Set a player to be able to build from a specific building.
- ExecuteAction("PLAYER_ENABLE_UNIT_CONSTRUCTION", PLAYER)
- <PLAYER> is able to build units.
- Player_/Build/Set a player to be able to build units.
- ExecuteAction("CAMERA_MOVE_HOME")
- The camera moves to the home base.
- Camera_/Move/Move the camera to the home position.
- ExecuteAction("OVERSIZE_TERRAIN", INT)
- Oversize the terrain <INT> tiles on each side [0 = reset to normal].
- Camera_/Terrain/Oversize the terrain.
- ExecuteAction("BUILD_TEAM", TEAM)
- Start building team <TEAM>
- Team_/AI/Start building a team.
- ExecuteAction("NAMED_DAMAGE", UNIT, INT)
- <UNIT> takes <INT> points of damage.
- Unit_/Damage/Deal damage to a specific unit.
- ExecuteAction("KILL_HORDE_MEMBERS", UNIT, REAL)
- Horde <UNIT> kill off <REAL> percent.
- Unit_/Damage/Kill off a percentage of the Horde.
- ExecuteAction("NAMED_DELETE", UNIT)
- <UNIT> is removed from the world.
- Unit_/Damage or Remove/Delete a specific unit.
- ExecuteAction("TEAM_DELETE", TEAM)
- <TEAM> is removed from the world.
- Team_/Damage or Remove/Delete a team.
- ExecuteAction("TEAM_DELETE_LIVING", TEAM)
- Each living member of team <TEAM> is removed from the world.
- Team_/Damage or Remove/Delete a team, but ignore dead guys.
- ExecuteAction("NAMED_SHOCK", UNIT, REAL, REAL, REAL, TEXT_STRING)
- <UNIT> will be shocked dir (0-360) <REAL>, force <REAL>, zMult <REAL>, with FX named <TEXT_STRING> .
- Unit_/Damage or Remove/Shock a specific unit.
- ExecuteAction("NAMED_KILL", UNIT)
- <UNIT>is dealt a lethal amount of damage.
- Unit_/Damage or Remove/Kill a specific unit.
- ExecuteAction("TEAM_KILL", TEAM)
- <TEAM> is dealt a lethal amount of damage.
- Team_/Damage or Remove/Kill an entire team.
- ExecuteAction("PLAYER_KILL", PLAYER)
- All of <PLAYER>'s buildings and units are dealt a lethal amount of damage.
- Player_/Damage or Remove/Kill a player.
- ExecuteAction("DISPLAY_TEXT", LOCALIZED_TEXT)
- Displays <LOCALIZED_TEXT> in the text log and message area.
- User_/String/Display a string.
- ExecuteAction("DISPLAY_CINEMATIC_TEXT", LOCALIZED_TEXT, FONT_TYPE, INT)
- Displays <LOCALIZED_TEXT> with font type <FONT_TYPE> in the bottom letterbox for <INT> seconds.
- User_/String/Display a cinematic string.
- ExecuteAction("CAMEO_FLASH", COMMAND_BUTTON, INT)
- <COMMAND_BUTTON> flashes for <INT> seconds.
- User_/Flash/Flash a cameo for a specified amount of time.
- ExecuteAction("NAMED_FLASH", UNIT, INT)
- <UNIT> flashes for <INT> seconds.
- User_/Flash/Flash a specific unit for a specified amount of time.
- ExecuteAction("TEAM_FLASH", TEAM, INT)
- <TEAM> flashes for <INT> seconds.
- User_/Flash/Flash a team for a specified amount of time.
- ExecuteAction("NAMED_CUSTOM_COLOR", UNIT, COLOR)
- <UNIT> uses the color <COLOR> .
- User_/Flash/Set a specific unit to use a special indicator color.
- ExecuteAction("NAMED_FLASH_WHITE", UNIT, INT)
- <UNIT> flashes white for <INT> seconds.
- User_/Flash/Flash a specific unit white for a specified amount of time.
- ExecuteAction("TEAM_FLASH_WHITE", TEAM, INT)
- <TEAM> flashes white for <INT> seconds.
- User_/Flash/Flash a team white for a specified amount of time.
- ExecuteAction("MOVIE_PLAY_FULLSCREEN", MOVIE, BOOLEAN)
- <MOVIE> plays fullscreen but doesn't play for low detail ( <BOOLEAN> )
- Interface/Play a movie in fullscreen mode.
- ExecuteAction("MOVIE_PLAY_RADAR", MOVIE)
- <MOVIE> plays in the palantir window.
- Multimedia_/Movie/Play a movie in the palantir.
- ExecuteAction("SOUND_PLAY_NAMED", SOUND, UNIT)
- <SOUND> plays as though coming from <UNIT>
- Multimedia_/Sound Effects/Play a sound as though coming from a specific unit.
- ExecuteAction("SPEECH_PLAY", DIALOG, BOOLEAN)
- <DIALOG> plays, allowing overlap <BOOLEAN> (true to allow, false to disallow).
- Multimedia_/Sound Effects/Play a speech file.
- ExecuteAction("PLAYER_TRANSFER_OWNERSHIP_PLAYER", PLAYER, PLAYER)
- All assets of <PLAYER> are transferred to <PLAYER>
- Player_/Transfer/Transfer assets from one player to another player.
- ExecuteAction("NAMED_TRANSFER_OWNERSHIP_PLAYER", UNIT, PLAYER)
- <UNIT> is transferred to the command of <PLAYER>
- Player_/Transfer/Transfer a specific unit to the control of a player.
- ExecuteAction("PLAYER_EXCLUDE_FROM_SCORE_SCREEN", PLAYER)
- Exclude <PLAYER> from the score screen.
- Player_/Score/Exclude this player from the score screen.
- ExecuteAction("ENABLE_SCORING")
- Turn on scoring.
- Player_/Score/Turn on scoring.
- ExecuteAction("DISABLE_SCORING")
- Turn off scoring.
- Player_/Score/Turn off scoring.
- ExecuteAction("PLAYER_RELATES_PLAYER", PLAYER, PLAYER, RELATION)
- <PLAYER> considers <PLAYER> to be <RELATION>
- Player_/Alliances/Change how a player relates to another player.
- ExecuteAction("RADAR_CREATE_EVENT", COORD3D, RADAR_EVENT)
- A radar event occurs at <COORD3D> of type <RADAR_EVENT>
- Radar_/Create Event/Create a radar event at a specified location.
- ExecuteAction("OBJECT_CREATE_RADAR_EVENT", UNIT, RADAR_EVENT)
- A radar event occurs at <UNIT> of type <RADAR_EVENT>
- Radar_/Create Event/Create a radar event at a specific object.
- ExecuteAction("TEAM_CREATE_RADAR_EVENT", TEAM, RADAR_EVENT)
- A radar event occurs at <TEAM> of type <RADAR_EVENT>
- Radar_/Create Event/Create a radar event at a specific team.
- ExecuteAction("RADAR_DISABLE")
- The radar is disabled.
- Radar_/Control/Disable the radar.
- ExecuteAction("RADAR_ENABLE")
- The radar is enabled.
- Radar_/Control/Enable the radar.
- ExecuteAction("NAMED_SET_CAMERA_FADING", UNIT, BOOLEAN)
- Set <UNIT> camera fading to <BOOLEAN>.
- Unit_/Status/Camera fading set enabled or disabled.
- ExecuteAction("NAMED_SET_STEALTH_ENABLED", UNIT, BOOLEAN)
- Set <UNIT> stealth ability to <BOOLEAN>.
- Unit_/Status/Stealth set enabled or disabled.
- ExecuteAction("TEAM_SET_STEALTH_ENABLED", TEAM, BOOLEAN)
- Set <TEAM> stealth ability to <BOOLEAN>.
- Team_/Status/Stealth set enabled or disabled.
- ExecuteAction("NAMED_SET_STRICT_CONTROL_ENABLED", UNIT, BOOLEAN)
- Set <UNIT> strict control to <BOOLEAN>.
- Unit_/Status/Strict Control set enabled or disabled.
- ExecuteAction("TEAM_SET_STRICT_CONTROL_ENABLED", TEAM, BOOLEAN)
- Set <TEAM> strict control to <BOOLEAN>.
- Team_/Status/Strict Control set enabled or disabled.
- ExecuteAction("MAP_REVEAL_AT_WAYPOINT", WAYPOINT, REAL, PLAYER)
- The map is revealed at <WAYPOINT> with a radius of <REAL> feet for <PLAYER>.
- Map_/Shroud or Reveal/Reveal map at waypoint -- fog.
- ExecuteAction("MAP_REVEAL_IN_TRIGGER", TRIGGER_AREA, PLAYER)
- The map is revealed inside <TRIGGER_AREA> for <PLAYER>.
- Map_/Shroud or Reveal/Reveal map inside trigger -- fog.
- ExecuteAction("MAP_SHROUD_AT_WAYPOINT", WAYPOINT, REAL, PLAYER)
- The map is shrouded at <WAYPOINT> with a radius of <REAL> feet for <PLAYER>.
- Map_/Shroud or Reveal/Shroud map at waypoint -- add fog.
- ExecuteAction("MAP_REVEAL_IN_TRIGGER", TRIGGER_AREA, PLAYER)
- The map is shrouded inside <TRIGGER_AREA> for <PLAYER>.
- Map_/Shroud or Reveal/Reveal map inside trigger -- fog.
- ExecuteAction("MAP_REVEAL_ALL", PLAYER)
- The world is revealed for <PLAYER>.
- Map_/Shroud or Reveal/Reveal the entire map for a player.
- ExecuteAction("MAP_REVEAL_ALL_PERM", PLAYER)
- The world is revealed permanently for <PLAYER>.
- Map_/Shroud or Reveal/Reveal the entire map permanently for a player.
- ExecuteAction("MAP_REVEAL_ALL_UNDO_PERM", PLAYER)
- Undo the permanent reveal for <PLAYER>. This will mess things up badly if called when there has been no permanent reveal.
- Map_/Shroud or Reveal/Un-Reveal the entire map permanently for a player.
- ExecuteAction("MAP_SHROUD_ALL", PLAYER)
- The world is shrouded for <PLAYER>.
- Map_/Shroud or Reveal/Shroud the entire map for a player.
- ExecuteAction("DISABLE_BORDER_SHROUD")
- Shroud off the map edges is turned off.
- Map_/Shroud or Reveal/Border Shroud is turned off.
- ExecuteAction("ENABLE_BORDER_SHROUD")
- Shroud off the map edges is turned on.
- Map_/Shroud or Reveal/Border Shroud is turned on.
- ExecuteAction("TEAM_GARRISON_SPECIFIC_BUILDING", TEAM, UNIT)
- <TEAM> enters into building named <UNIT>
- Team_/Garrison/Garrison a specific building with a team.
- ExecuteAction("EXIT_SPECIFIC_BUILDING", UNIT)
- <UNIT> empties.
- Unit_/Garrison/Empty a specific building.
- ExecuteAction("TEAM_GARRISON_NEAREST_BUILDING", TEAM)
- <TEAM> garrison a nearby building.
- Team_/Garrison/Garrison a nearby building with a team.
- ExecuteAction("TEAM_EXIT_ALL_BUILDINGS", TEAM)
- <TEAM> exits all buildings.
- Team_/Garrison/Exit all buildings a team is in.
- ExecuteAction("NAMED_GARRISON_SPECIFIC_BUILDING", UNIT, UNIT)
- <UNIT> garrison building <UNIT>
- Unit_/Garrison/Garrison a specific building with a specific unit.
- ExecuteAction("NAMED_GARRISON_SPECIFIC_BUILDING_INSTANTLY", UNIT, UNIT)
- <UNIT> garrison building <UNIT> instantly.
- Unit_/Garrison/Garrison a specific building instantly with a specific unit.
- ExecuteAction("TEAM_GARRISON_SPECIFIC_BUILDING_INSTANTLY", TEAM, UNIT)
- <TEAM> garrison building <UNIT> instantly.
- Team_/Garrison/Garrison a specific building instantly with a specific team.
- ExecuteAction("TEAM_GARRISON_TEAM_INSTANTLY", TEAM, TEAM)
- <TEAM> garrison team <TEAM> instantly.
- Team_/Garrison/Garrison a specific team instantly with a specific team.
- ExecuteAction("NAMED_GARRISON_NEAREST_BUILDING", UNIT)
- <UNIT> garrison a nearby building.
- Unit_/Garrison/Garrison a nearby building with a specific unit.
- ExecuteAction("NAMED_EXIT_BUILDING", UNIT)
- <UNIT> leaves the building.
- Unit_/Garrison/Exit the building the unit is in.
- ExecuteAction("PLAYER_GARRISON_ALL_BUILDINGS", PLAYER)
- <PLAYER> garrison buildings.
- Player_/Garrison/Garrison as many buildings as player has units for.
- ExecuteAction("PLAYER_EXIT_ALL_BUILDINGS", PLAYER)
- <PLAYER> evacuate.
- Player_/Garrison/All units leave their garrisons.
- ExecuteAction("TEAM_AVAILABLE_FOR_RECRUITMENT", TEAM, BOOLEAN)
- <TEAM> sets their willingness to join teams to <BOOLEAN>
- Team_/AI/Set whether members of a team can be recruited into another team.
- ExecuteAction("TEAM_COLLECT_NEARBY_FOR_TEAM", TEAM)
- <TEAM> attempts to collect nearby units for a team.
- Team_/AI/Set to collect nearby units.
- ExecuteAction("TEAM_MERGE_INTO_TEAM", TEAM, TEAM)
- <TEAM> merges onto <TEAM>
- Team_/Merge/Merge a team into another team.
- ExecuteAction("IDLE_ALL_UNITS")
- Idle all units for all players.
- Scripting_/Idle or Restart/Idle all units for all players.
- ExecuteAction("RESUME_SUPPLY_TRUCKING")
- All idle Supply Trucks attempt to resume supply routes.
- Scripting_/Idle or Restart/All idle Supply Trucks attempt to resume supply routes.
- ExecuteAction("DISABLE_INPUT")
- Disable mouse and keyboard input.
- User_/Input/User input -- disable.
- ExecuteAction("ENABLE_INPUT")
- Enable mouse and keyboard input.
- User_/Input/User input -- enable.
- ExecuteAction("SOUND_AMBIENT_PAUSE")
- Pause the ambient sounds.
- Multimedia_/SoundEffects/Pause the ambient sounds.
- ExecuteAction("SOUND_AMBIENT_RESUME")
- Resume the ambient sounds.
- Multimedia_/SoundEffects/Resume the ambient sounds.
- ExecuteAction("MUSIC_SET_TRACK", MUSIC, BOOLEAN, BOOLEAN)
- Play <MUSIC> using fadeout (<BOOLEAN>) and fadein (<BOOLEAN>).
- Multimedia_/Music/Play a music track.
- ExecuteAction("AUDIO_PUSH_MUSIC", MUSIC, BOOLEAN, BOOLEAN)
- Push (stack) <MUSIC> atop the current music track using fadeout (<BOOLEAN>) and fadein (<BOOLEAN>).
- Multimedia_/Music/Push music track.
- ExecuteAction("AUDIO_POP_MUSIC", BOOLEAN, BOOLEAN)
- Pop the current music track off the stack using fadeout (<BOOLEAN>) and fadein (<BOOLEAN>).
- Multimedia_/Music/Pop music track.
- ExecuteAction("MUSIC_SCRIPT_SET_TRACK", MUSIC, BOOLEAN, BOOLEAN)
- Play <MUSIC> using fadeout (<BOOLEAN>) and fadein (<BOOLEAN>) as part of the music scripting system.
- Multimedia_/Music Scripting Internal (music.scb only!)/Play a music track as part of the music scripting system.
- ExecuteAction("MUSIC_SCRIPT_PUSH_MUSIC", MUSIC, BOOLEAN, BOOLEAN)
- Push (stack) <MUSIC> atop the current music track using fadeout (<BOOLEAN>) and fadein (<BOOLEAN>) as part of the music scripting system.
- Multimedia_/Music Scripting Internal (music.scb only!)/Push music track as part of the music scripting system.
- ExecuteAction("MUSIC_SCRIPT_POP_MUSIC", BOOLEAN, BOOLEAN)
- Pop the current music scripting system's music track off the stack using fadeout (<BOOLEAN>) and fadein (<BOOLEAN>).
- Multimedia_/Music Scripting Internal (music.scb only!)/Pop music track as part of the music scripting system.
- ExecuteAction("MUSIC_PLAY_TRACK_FINITE_TIMES", MUSIC, INT, BOOLEAN, BOOLEAN)
- Play <MUSIC> <INT> times using fadeout (<BOOLEAN>) and fadein (<BOOLEAN>).
- Multimedia_/Music/Play a music track a certain number of times.
- ExecuteAction("MUSIC_PLAY_TRACK_FINITE_TIMES_AND_NOTIFY", MUSIC, INT, BOOLEAN, BOOLEAN, FLAG)
- Play <MUSIC> <INT> times using fadeout (<BOOLEAN>) and fadein (<BOOLEAN>), then set <FLAG> to TRUE.
- Multimedia_/Music/Play a music track a certain number of times, then set a flag.
- ExecuteAction("MUSIC_PUSH_TRACK_FINITE_TIMES", MUSIC, INT, BOOLEAN, BOOLEAN)
- Push (stack) <MUSIC> atop the current music track and play it <INT> times using fadeout (<BOOLEAN>) and fadein (<BOOLEAN>). (Does NOT pop the music off the stack upon completion.)
- Multimedia_/Music/Push music track to play a certain number of times.
- ExecuteAction("MUSIC_PUSH_TRACK_FINITE_TIMES_AND_NOTIFY", MUSIC, INT, BOOLEAN, BOOLEAN, FLAG)
- Push (stack) <MUSIC> atop the current music track and play it <INT> times using fadeout (<BOOLEAN>) and fadein (<BOOLEAN>), then set <FLAG> to TRUE. (Does NOT pop the music off the stack upon completion.)
- Multimedia_/Music/Push music track to play a certain number of times, then set a flag.
- ExecuteAction("MUSIC_SCRIPT_PLAY_TRACK_FINITE_TIMES", MUSIC, INT, BOOLEAN, BOOLEAN)
- Play <MUSIC> <INT> times as part of the music scripting system, using fadeout (<BOOLEAN>) and fadein (<BOOLEAN>).
- Multimedia_/Music Scripting Internal (music.scb only!)/Play a music track as part of a music script a certain number of times.
- ExecuteAction("MUSIC_SCRIPT_PLAY_TRACK_FINITE_TIMES_AND_NOTIFY", MUSIC, INT, BOOLEAN, BOOLEAN, FLAG)
- Play <MUSIC> <INT> times as of the music scripting system using fadeout (<BOOLEAN>) and fadein (<BOOLEAN>), then set <FLAG> to TRUE.
- Multimedia_/Music Scripting Internal (music.scb only!)/Play a music track as part of the music scripting system a certain number of times, then set a flag.
- ExecuteAction("MUSIC_SCRIPT_PUSH_TRACK_FINITE_TIMES", MUSIC, INT, BOOLEAN, BOOLEAN)
- Push (stack) <MUSIC> atop the current music scripting music track and play it <INT> times using fadeout (<BOOLEAN>) and fadein (<BOOLEAN>). (Does NOT pop the music off the stack upon completion.)
- Multimedia_/Music Scripting Internal (music.scb only!)/Push music track to play as part of the music scripting system a certain number of times.
- ExecuteAction("MUSIC_SCRIPT_PUSH_TRACK_FINITE_TIMES_AND_NOTIFY", MUSIC, INT, BOOLEAN, BOOLEAN, FLAG)
- Push (stack) <MUSIC> atop the current music scripting music track and play it <INT> times using fadeout (<BOOLEAN>) and fadein (<BOOLEAN>), then set <FLAG> to TRUE. (Does NOT pop the music off the stack upon completion.)
- Multimedia_/Music Scripting Internal (music.scb only!)/Push music track to play as part of the music scripting system a certain number of times, then set a flag.
- ExecuteAction("MUSIC_TURN_OFF_MUSIC_SCRIPTING", BOOLEAN)
- Turn off the music scripting system, fading out (<BOOLEAN>) the music scripting system's current music.
- Multimedia_/Music/Turn off music scripting.
- ExecuteAction("MUSIC_RETURN_TO_MUSIC_SCRIPTING", BOOLEAN, BOOLEAN)
- Resume use of (turn on) the music scripting system, fading out (<BOOLEAN>) the current music track and fading in (<BOOLEAN>) the music scripting system's music.
- Multimedia_/Music/Return to music scripting.
- ExecuteAction("MUSIC_RESET_MUSIC_SCRIPTING_SYSTEM", BOOLEAN)
- Reset the music scripting system, as if the level had just started, fading out (<BOOLEAN>) the music scripting system's current music.
- Multimedia_/Music/Reset music scripting system.
- ExecuteAction("CAMERA_LETTERBOX_BEGIN")
- Start letterbox mode (hide UI, add border).
- Camera_/Letterbox/Start letterbox mode.
- ExecuteAction("CAMERA_LETTERBOX_END")
- End letterbox mode (show UI, remove border).
- Camera_/ End letterbox mode.
- ExecuteAction("HIDE_UI")
- Hide UI (like letterbox mode, but with no border).
- Camera_/Hide UI
- ExecuteAction("SHOW_UI")
- Show UI
- Camera_/Show UI
- ExecuteAction("FREEZE_TIME")
- Freeze time.
- Scripting_/Time/Freeze time.
- ExecuteAction("UNFREEZE_TIME")
- Unfreeze time.
- Scripting_/Time/Unfreeze time.
- ExecuteAction("SHOW_MILITARY_CAPTION", LOCALIZED_TEXT, REAL)
- Show military briefing <LOCALIZED_TEXT> for <REAL> seconds.
- Scripting_/Briefing/Show military briefing caption.
- ExecuteAction("CAMERA_SET_AUDIBLE_DISTANCE", REAL)
- Set the audible range during camera-up shots to <REAL>
- Camera_/Sounds/Set the audible distance for camera-up shots.
- ExecuteAction("NAMED_SET_HELD", UNIT, BOOLEAN)
- Set Held status for <UNIT> to <BOOLEAN>.
- Unit_/Move/Set unit to be held in place, ignoring Physics, Locomotors, etc.
- ExecuteAction("NAMED_SET_STOPPING_DISTANCE", UNIT, REAL)
- Set stopping distance for <UNIT> to <REAL>.
- Unit_/Move/Set stopping distance for current locomotor.
- ExecuteAction("SET_STOPPING_DISTANCE", TEAM, REAL)
- Set stopping distances for <TEAM> to <REAL>.
- Team_/Move/Set stopping distance for each unit's current locomotor.
- ExecuteAction("SET_FPS_LIMIT", INT)
- Set max FPS to <INT>. (0 sets to default.)
- Scripting_/ Set max frames per second.
- ExecuteAction("DISABLE_SPECIAL_POWER_DISPLAY")
- Disables special power countdown display.
- Scripting_/ Special power countdown display -- disable.
- ExecuteAction("ENABLE_SPECIAL_POWER_DISPLAY")
- Enables special power countdown display.
- Scripting_/ Special power countdown display -- enable.
- ExecuteAction("NAMED_HIDE_SPECIAL_POWER_DISPLAY", UNIT)
- Hides special power countdowns for <UNIT>.
- Unit_/ Special power countdown timer -- hide.
- ExecuteAction("NAMED_SHOW_SPECIAL_POWER_DISPLAY", UNIT)
- Shows special power countdowns for <UNIT>.
- Unit_/ Special power countdown timer -- display.
- ExecuteAction("MUSIC_SET_VOLUME", REAL)
- Set the desired music volume to <REAL>%. (0-100)
- Multimedia_/ Set the current music volume.
- ExecuteAction("TEAM_TRANSFER_TO_PLAYER", TEAM, PLAYER)
- Control of <TEAM> transfers to <PLAYER>
- Team_/ Transfer control of a team to a player.
- ExecuteAction("PLAYER_SET_MONEY", PLAYER, INT)
- Set <PLAYER>'s money to $<INT>
- Player_/ Set player's money.
- ExecuteAction("PLAYER_GIVE_MONEY", PLAYER, INT)
- <PLAYER> gets $<INT>
- Player_/ Gives/takes from player's money.
- ExecuteAction("DISPLAY_COUNTER", COUNTER, LOCALIZED_TEXT)
- Show <COUNTER> with text <LOCALIZED_TEXT>
- Scripting_/ Counter -- display an individual counter to the user.
- ExecuteAction("HIDE_COUNTER", COUNTER)
- Hide <COUNTER>
- Scripting_/ Counter -- hides an individual counter from the user.
- ExecuteAction("DISPLAY_COUNTDOWN_TIMER", COUNTER, LOCALIZED_TEXT)
- Show <COUNTER> with text <LOCALIZED_TEXT>
- Scripting_/ Timer -- display an individual timer to the user.
- ExecuteAction("HIDE_COUNTDOWN_TIMER", COUNTER)
- Hide <COUNTER>
- Scripting_/ Timer -- hides an individual timer from the user.
- ExecuteAction("DISABLE_COUNTDOWN_TIMER_DISPLAY")
- Disables timer display.
- Scripting_/ Timer -- hide all timers from the user.
- ExecuteAction("ENABLE_COUNTDOWN_TIMER_DISPLAY")
- Enables timer display.
- Scripting_/ Timer -- display all timers to the user.
- ExecuteAction("NAMED_STOP_SPECIAL_POWER_COUNTDOWN", UNIT, SPECIAL_POWER)
- Pause <UNIT>'s <SPECIAL_POWER> countdown.
- Unit_/ Special power countdown timer -- pause.
- ExecuteAction("NAMED_START_SPECIAL_POWER_COUNTDOWN", UNIT, SPECIAL_POWER)
- Resume <UNIT>'s <SPECIAL_POWER> countdown.
- Unit_/ Special power countdown timer -- resume.
- ExecuteAction("NAMED_SET_SPECIAL_POWER_COUNTDOWN", UNIT, SPECIAL_POWER, INT)
- Set <UNIT>'s <SPECIAL_POWER> to <INT> seconds.
- Unit_/ Special power countdown timer -- set.
- ExecuteAction("PLAYER_SET_SPECIAL_POWER_COUNTDOWN", PLAYER, SPECIAL_POWER, INT)
- Set <PLAYER>'s <SPECIAL_POWER> to <INT> seconds.
- Player/ Special power countdown timer -- set.
- ExecuteAction("NAMED_ADD_SPECIAL_POWER_COUNTDOWN", UNIT, SPECIAL_POWER, INT)
- <UNIT>'s <SPECIAL_POWER> has <INT> seconds added to it.
- Unit_/ Special power countdown timer -- add seconds.
- ExecuteAction("PLAYER_FIRE_SPECIAL_POWER_AT_WAYPOINT", PLAYER, SPECIAL_POWER, WAYPOINT)
- <PLAYER> fires <SPECIAL_POWER> at <WAYPOINT>.
- Skirmish_/ Special power -- fire at location.
- ExecuteAction("SKIRMISH_FIRE_SPECIAL_POWER_AT_MOST_COST", PLAYER, SPECIAL_POWER)
- <PLAYER> fire <SPECIAL_POWER> at enemy's most costly area.
- Skirmish_/ Special power -- fire at enemy's highest cost area.
- ExecuteAction("FIRE_SPECIAL_POWER_ON_NEAREST_OBJECTTYPE", PLAYER, SPECIAL_POWER, OBJECT_TYPE_LIST, TEAM)
- <PLAYER> fire <SPECIAL_POWER> on nearest object of <OBJECT_TYPE_LIST> to <TEAM>
- Player/ Special power -- fire on nearest object type.
- ExecuteAction("FIRE_SPECIAL_POWER_ON_NEAREST_OBJECTTYPE_BY_PLAYER", PLAYER, SPECIAL_POWER, OBJECT_TYPE_LIST, TEAM, PLAYER)
- <PLAYER> fire <SPECIAL_POWER> on nearest object of <OBJECT_TYPE_LIST> to <TEAM> owned by <PLAYER>
- Player/ Special power -- fire on nearest object type owned by player.
- ExecuteAction("FIRE_SPECIAL_POWER_ON_TEAM", PLAYER, SPECIAL_POWER, TEAM)
- <PLAYER> fire <SPECIAL_POWER> on <TEAM>
- Player/ Special power -- fire on team.
- ExecuteAction("PLAYER_REPAIR_NAMED_STRUCTURE", PLAYER, UNIT)
- Have <PLAYER> repair <UNIT>.
- Player_/ Repair named bridge or structure.
- ExecuteAction("NAMED_FIRE_SPECIAL_POWER_AT_WAYPOINT", UNIT, SPECIAL_POWER, WAYPOINT)
- <UNIT> fires <SPECIAL_POWER> at <WAYPOINT>.
- Unit_/ Special power -- fire at location.
- ExecuteAction("NAMED_FIRE_SPECIAL_POWER_AT_NAMED", UNIT, SPECIAL_POWER, UNIT)
- <UNIT> fires <SPECIAL_POWER> at <UNIT>.
- Unit_/ Special power -- fire at unit.
- ExecuteAction("REFRESH_RADAR")
- Refresh radar terrain.
- Scripting_/ Refresh radar terrain.
- ExecuteAction("NAMED_STOP", UNIT)
- <UNIT> stops.
- Unit_/ Set a specific unit to stop.
- ExecuteAction("TEAM_STOP", TEAM)
- <TEAM> stops.
- Team_/ Set to stop.
- ExecuteAction("TEAM_STOP_AND_DISBAND", TEAM)
- <TEAM> stops, then disbands.
- Team_/ Set to stop, then disband.
- ExecuteAction("TEAM_SET_OVERRIDE_RELATION_TO_TEAM", TEAM, TEAM, RELATION)
- <TEAM> considers <TEAM> to be <RELATION> (rather than using the the player relationship).
- Team_/ Override a team's relationship to another team.
- ExecuteAction("TEAM_REMOVE_OVERRIDE_RELATION_TO_TEAM", TEAM, TEAM)
- <TEAM> uses the player relationship to <TEAM>
- Team_/ Remove an override to a team's relationship to another team.
- ExecuteAction("TEAM_REMOVE_ALL_OVERRIDE_RELATIONS", TEAM)
- <TEAM> uses the player relationship to all other teams and players.
- Team_/ Remove all overrides to team's relationship to teams and/or players.
- ExecuteAction("CAMERA_TETHER_NAMED", UNIT, BOOLEAN, REAL)
- Have the camera tethered to <UNIT>. Snap camera to object is <BOOLEAN>. Amount of play is <REAL>.
- Camera_/ Tether camera to a specific unit.
- ExecuteAction("CAMERA_STOP_TETHER_NAMED")
- Stop tether to any units.
- Camera_/ Stop tether to any units.
- ExecuteAction("CAMERA_SET_DEFAULT", REAL, REAL, REAL)
- Camera Pitch = <REAL>(0.0==default), angle = <REAL>(0.0 is N, 90.0 is W, etc), height = <REAL>(1.0==default).
- Camera_/ Set default camera.
- ExecuteAction("CAMERA_LOOK_TOWARD_OBJECT", UNIT, REAL, REAL, REAL, REAL, REAL)
- Rotate toward <UNIT>, taking <REAL> seconds and holding <REAL> seconds, ease-in <REAL> seconds, ease-out <REAL> seconds with z-offset of <REAL>.
- Camera (R)_/ Rotate toward unit.
- ExecuteAction("CAMERA_LOOK_TOWARD_WAYPOINT", WAYPOINT, REAL, REAL, REAL, BOOLEAN)
- Rotate to look at <WAYPOINT>, taking <REAL> seconds, ease-in <REAL> seconds, ease-out <REAL> seconds, reverse rotation <BOOLEAN>.
- Camera (R)_/ Rotate to look at a waypoint.
- ExecuteAction("UNIT_DESTROY_ALL_CONTAINED", UNIT)
- All units inside <UNIT> are killed.
- Unit_/ Kill all units contained within a specific transport or structure.
- ExecuteAction("NAMED_FIRE_WEAPON_FOLLOWING_WAYPOINT_PATH", UNIT, WAYPOINT_PATH)
- <UNIT> fire waypoint-weapon following waypoints starting at <WAYPOINT_PATH>.
- Unit_/ Fire waypoint-weapon following waypoint path.
- ExecuteAction("TEAM_SET_OVERRIDE_RELATION_TO_PLAYER", TEAM, PLAYER, RELATION)
- <TEAM> considers <PLAYER> to be <RELATION> (rather than using the the player relationship).
- Team_/ Override a team's relationship to another player.
- ExecuteAction("TEAM_REMOVE_OVERRIDE_RELATION_TO_PLAYER", TEAM, PLAYER)
- <TEAM> uses the player relationship to <PLAYER>
- Team_/ Remove an override to a team's relationship to another player.
- ExecuteAction("PLAYER_SET_OVERRIDE_RELATION_TO_TEAM", PLAYER, TEAM, RELATION)
- <PLAYER> considers <TEAM> to be <RELATION> (rather than using the the player relationship).
- Player_/ Override a player's relationship to another team.
- ExecuteAction("PLAYER_REMOVE_OVERRIDE_RELATION_TO_TEAM", PLAYER, TEAM)
- <PLAYER> uses the player relationship to <TEAM>
- Player_/ Remove an override to a player's relationship to another team.
- ExecuteAction("UNIT_EXECUTE_SEQUENTIAL_SCRIPT", UNIT, SCRIPT)
- <UNIT> executes <SCRIPT> sequentially.
- Unit_/ Set a specific unit to execute a script sequentially.
- ExecuteAction("UNIT_EXECUTE_SEQUENTIAL_SCRIPT_LOOPING", UNIT, SCRIPT, INT)
- <UNIT> executes <SCRIPT> sequentially, <INT> times. (0=forever)
- Unit_/ Set a specific unit to execute a looping sequential script.
- ExecuteAction("TEAM_EXECUTE_SEQUENTIAL_SCRIPT", TEAM, SCRIPT)
- <TEAM> executes <SCRIPT> sequentially.
- Team_/ Execute script sequentially -- start.
- ExecuteAction("TEAM_EXECUTE_SEQUENTIAL_SCRIPT_LOOPING", TEAM, SCRIPT, INT)
- <TEAM> executes <SCRIPT> sequentially, <INT> times. (0=forever)
- Team_/ Execute script sequentially -- looping.
- ExecuteAction("UNIT_STOP_SEQUENTIAL_SCRIPT", UNIT)
- <UNIT> stops executing.
- Unit_/ Set a specific unit to stop executing a sequential script.
- ExecuteAction("TEAM_STOP_SEQUENTIAL_SCRIPT", TEAM)
- <TEAM> stops executing.
- Team_/ Execute script sequentially -- stop.
- ExecuteAction("UNIT_GUARD_FOR_FRAMECOUNT", UNIT, INT)
- <UNIT> guards for <INT> frames.
- Unit_/ Set to guard for some number of frames.
- ExecuteAction("UNIT_IDLE_FOR_FRAMECOUNT", UNIT, INT)
- <UNIT> idles for <INT> frames.
- Unit_/ Set to idle for some number of frames.
- ExecuteAction("UNIT_GUARD_FOR_SECONDS", UNIT, INT)
- <UNIT> guards for <INT> seconds.
- Unit_/ Set to guard for some number of seconds.
- ExecuteAction("UNIT_IDLE_FOR_SECONDS", UNIT, INT)
- <UNIT> idles for <INT> seconds.
- Unit_/ Set to idle for some number of seconds.
- ExecuteAction("UNIT_SET_MODELCONDITION", UNIT, INT, BOOLEAN)
- <UNIT> sets custom model condition number (1-4) <INT> to <BOOLEAN>.
- Unit_/ Set or clear a custom model condition flag on a unit.
- ExecuteAction("TEAM_SET_MODELCONDITION", TEAM, INT, BOOLEAN)
- <TEAM> sets custom model condition number (1-4) <INT> to <BOOLEAN>.
- Team_/ Set or clear a custom model condition flag on a team.
- ExecuteAction("UNIT_SET_MODELCONDITION_FOR_DURATION", UNIT, MODEL_CONDITION, REAL, PERCENT)
- <UNIT> sets model condition <MODEL_CONDITION> for <REAL> seconds. Percentage (hordes) <PERCENT>.
- Unit_/ Set a model condition flag on a unit for duration. % specifies # of members in horde that get this.
- ExecuteAction("TEAM_SET_MODELCONDITION_FOR_DURATION", TEAM, MODEL_CONDITION, REAL, PERCENT)
- <TEAM> sets model condition <MODEL_CONDITION> for <REAL> seconds. Percentage <PERCENT>.
- Team_/ Set a model condition flag on a team for duration. % specifies # of members that get this.
- ExecuteAction("UNIT_SET_FLAME_STATUS", UNIT, BOOLEAN)
- <UNIT> is now on fire (T-F) <BOOLEAN> .
- Unit_/ Set or clear the Aflame status on a unit.
- ExecuteAction("TEAM_SET_FLAME_STATUS", UNIT, BOOLEAN)
- <UNIT> is now on fire (T-F) <BOOLEAN> .
- Team_/ Set or clear the Aflame status on a team.
- ExecuteAction("TEAM_GUARD_FOR_FRAMECOUNT", TEAM, INT)
- <TEAM> guards for <INT> frames.
- Team_/ Set to guard -- number of frames.
- ExecuteAction("TEAM_IDLE_FOR_FRAMECOUNT", TEAM, INT)
- <TEAM> idles for <INT> frames.
- Team_/ Set to idle for some number of frames.
- ExecuteAction("TEAM_GUARD_FOR_SECONDS", TEAM, INT)
- <TEAM> guards for <INT> seconds.
- Team_/ Set to guard -- number of seconds.
- ExecuteAction("TEAM_IDLE_FOR_SECONDS", TEAM, INT)
- <TEAM> idles for <INT> seconds.
- Team_/ Set to idle for some number of seconds.
- ExecuteAction("WATER_CHANGE_HEIGHT", TRIGGER_AREA, REAL)
- <TRIGGER_AREA> changes altitude to <REAL>
- Map_/ Adjust water height to a new level
- ExecuteAction("HUMAN_IMPASSABLE_AREA", TRIGGER_AREA, BOOLEAN)
- Make area <TRIGGER_AREA> impassable for human player: <BOOLEAN>
- Map_/ Make area impassable for human player
- ExecuteAction("WATER_CHANGE_HEIGHT_OVER_TIME", TRIGGER_AREA, REAL, REAL, REAL)
- <TRIGGER_AREA> changes altitude to <REAL> in <REAL> seconds doing <REAL> dam_/sec.
- Map_/ Adjust water height to a new level with damage over time
- ExecuteAction("NAMED_USE_COMMANDBUTTON_ABILITY", UNIT, COMMANDBUTTON_ABILITY_UNIT)
- <UNIT> use <COMMANDBUTTON_ABILITY_UNIT>.
- Unit_/ Use commandbutton ability.
- ExecuteAction("NAMED_USE_COMMANDBUTTON_ABILITY_ON_NAMED", UNIT, COMMANDBUTTON_ABILITY_UNIT, UNIT)
- <UNIT> use <COMMANDBUTTON_ABILITY_UNIT> on <UNIT>.
- Unit_/ Use commandbutton ability on an object.
- ExecuteAction("NAMED_USE_COMMANDBUTTON_ABILITY_AT_WAYPOINT", UNIT, COMMANDBUTTON_ABILITY_UNIT, WAYPOINT)
- <UNIT> use <COMMANDBUTTON_ABILITY_UNIT> at <WAYPOINT>.
- Unit_/ Use commandbutton ability at a waypoint.
- ExecuteAction("NAMED_USE_COMMANDBUTTON_ON_NEAREST_ENEMY_UNIT", UNIT, COMMANDBUTTON_ABILITY_TEAM)
- <UNIT> use <COMMANDBUTTON_ABILITY_TEAM> on nearest enemy unit.
- Unit_/ Use command ability -- all -- nearest enemy unit
- ExecuteAction("NAMED_USE_COMMANDBUTTON_ON_NEAREST_GARRISONED_BUILDING", UNIT, COMMANDBUTTON_ABILITY_TEAM)
- <UNIT> use <COMMANDBUTTON_ABILITY_TEAM> on nearest enemy garrisoned building.
- Unit_/ Use command ability -- all -- nearest enemy garrisoned building.
- ExecuteAction("NAMED_USE_COMMANDBUTTON_ON_NEAREST_KINDOF", UNIT, COMMANDBUTTON_ABILITY_TEAM, KIND_OF)
- <UNIT> use <COMMANDBUTTON_ABILITY_TEAM> on nearest enemy with <KIND_OF>.
- Unit_/ Use command ability -- all -- nearest enemy object with kind of.
- ExecuteAction("NAMED_USE_COMMANDBUTTON_ON_NEAREST_ENEMY_BUILDING", UNIT, COMMANDBUTTON_ABILITY_TEAM)
- <UNIT> use <COMMANDBUTTON_ABILITY_TEAM> on nearest enemy building.
- Unit_/ Use command ability -- all -- nearest enemy building.
- ExecuteAction("NAMED_USE_COMMANDBUTTON_ON_NEAREST_ENEMY_BUILDING_CLASS", UNIT, COMMANDBUTTON_ABILITY_TEAM, KIND_OF)
- <UNIT> use <COMMANDBUTTON_ABILITY_TEAM> on nearest enemy building with <KIND_OF>
- Unit_/ Use command ability -- all -- nearest enemy building kindof.
- ExecuteAction("NAMED_USE_COMMANDBUTTON_ON_NEAREST_OBJECTTYPE", UNIT, COMMANDBUTTON_ABILITY_TEAM, OBJECT_TYPE)
- <UNIT> use <COMMANDBUTTON_ABILITY_TEAM> on nearest object of type <OBJECT_TYPE>.
- Unit_/ Use command ability -- all -- nearest object type.
- ExecuteAction("NAMED_BUILD_STRUCTURE_AT_WAYPOINT", UNIT, OBJECT_TYPE, ANGLE, WAYPOINT)
- <UNIT> build <OBJECT_TYPE> at angle <ANGLE> at <WAYPOINT>.
- Unit_/ Build thing at waypoint.
- ExecuteAction("TEAM_USE_COMMANDBUTTON_ABILITY", TEAM, COMMANDBUTTON_ABILITY_TEAM)
- <TEAM> use <COMMANDBUTTON_ABILITY_TEAM>.
- Team_/ Use commandbutton ability.
- ExecuteAction("TEAM_USE_COMMANDBUTTON_ABILITY_ON_NAMED", TEAM, COMMANDBUTTON_ABILITY_TEAM, UNIT)
- <TEAM> use <COMMANDBUTTON_ABILITY_TEAM> on <UNIT>.
- Team_/ Use commandbutton ability on an object.
- ExecuteAction("TEAM_USE_COMMANDBUTTON_ABILITY_AT_WAYPOINT", TEAM, COMMANDBUTTON_ABILITY_TEAM, WAYPOINT)
- <TEAM> use <COMMANDBUTTON_ABILITY_TEAM> at <WAYPOINT>.
- Team_/ Use commandbutton ability at a waypoint.
- ExecuteAction("MAP_SWITCH_BORDER", MAP_BOUNDARY)
- <MAP_BOUNDARY> becomes the active border.
- Map_/ Change the active boundary.
- ExecuteAction("MAP_CHANGE_CLOUD_SPEED", PERCENT)
- Modify the default CloudEffect speed to be <PERCENT>
- Map_/ Change the speed of the CloudEffect.
- ExecuteAction("OBJECT_FORCE_SELECT", TEAM, OBJECT_TYPE, BOOLEAN, DIALOG)
- <TEAM> 's first <OBJECT_TYPE>, centers in view (<BOOLEAN>) while playing <DIALOG>
- Scripting_/ Select the first object type on a team.
- ExecuteAction("RADAR_FORCE_ENABLE")
- The radar is now forced to be enabled.
- Radar_/ Force enable the radar.
- ExecuteAction("RADAR_REVERT_TO_NORMAL")
- The radar is now reverting to its normal behavior.
- Radar_/ Revert radar to normal behavior.
- ExecuteAction("SCREEN_SHAKE", SHAKE_INTENSITY)
- The screen will shake with <SHAKE_INTENSITY>
- Camera_/ Shake Screen.
- ExecuteAction("TECHTREE_MODIFY_BUILDABILITY_OBJECT", OBJECT_TYPE, BUILDABILITY_TYPE)
- <OBJECT_TYPE> becomes <BUILDABILITY_TYPE>
- Map_/ Adjust the tech tree for a specific object type.
- ExecuteAction("SET_CAVE_INDEX", UNIT, INT)
- Cave named <UNIT> is set to being connected to all caves of index <INT>, but only if both Cave listings have no occupants.
- Unit_/ Set Cave connectivity index.
- ExecuteAction("WAREHOUSE_SET_VALUE", UNIT, INT)
- Warehouse named <UNIT> is set to having <INT> dollars worth of boxes.
- Unit_/ Set cash value of Warehouse.
- ExecuteAction("SOUND_DISABLE_TYPE", AUDIO)
- <AUDIO> is disabled.
- Multimedia_/ Sound Events -- disable type.
- ExecuteAction("SOUND_ENABLE_TYPE", AUDIO)
- <AUDIO> is enabled.
- Multimedia_/ Sound Events -- enable type.
- ExecuteAction("SOUND_REMOVE_TYPE", AUDIO)
- <AUDIO> is removed.
- Multimedia_/ Sound Events -- remove type.
- ExecuteAction("SOUND_REMOVE_ALL_DISABLED")
- Remove all disabled sound events (OBSOLETE -- disable type now does all the work)
- Multimedia_/ Sound Events -- remove all disabled. (OBSOLETE)
- ExecuteAction("SOUND_ENABLE_ALL")
- Enable all sound events.
- Multimedia_/ Sound Events -- enable all.
- ExecuteAction("AUDIO_OVERRIDE_VOLUME_TYPE", AUDIO, REAL)
- <AUDIO> play at <REAL>% of full volume.
- Multimedia_/ Sound Events -- override volume -- type.
- ExecuteAction("AUDIO_RESTORE_VOLUME_TYPE", AUDIO)
- <AUDIO> play at normal volume.
- Multimedia_/ Sound Events -- restore volume -- type.
- ExecuteAction("AUDIO_RESTORE_VOLUME_ALL_TYPE")
- All sound events play at normal volume.
- Multimedia_/ Sound Events -- restore volume -- all.
- ExecuteAction("NAMED_SET_TOPPLE_DIRECTION", UNIT, COORD3D)
- <UNIT> will topple towards <COORD3D> if destroyed.
- Unit_/ Set topple direction.
- ExecuteAction("UNIT_MOVE_TOWARDS_NEAREST_OBJECT_TYPE", UNIT, OBJECT_TYPE, TRIGGER_AREA)
- <UNIT> will move towards the nearest <OBJECT_TYPE> within <TRIGGER_AREA>
- Unit_/ Move unit towards the nearest object of a specific type in trigger area.
- ExecuteAction("UNIT_ATTACK_MOVE_TOWARDS_NEAREST_OBJECT_TYPE", UNIT, OBJECT_TYPE)
- <UNIT> will AttackMove towards the nearest <OBJECT_TYPE>
- Unit_/AttackMove/AttackMove unit towards the nearest object of a specific type
- ExecuteAction("TEAM_MOVE_TOWARDS_NEAREST_OBJECT_TYPE", TEAM, OBJECT_TYPE, TRIGGER_AREA)
- <TEAM> will move towards the nearest <OBJECT_TYPE> within <TRIGGER_AREA>
- Team_/ Move team towards the nearest object of a specific type in trigger area.
- ExecuteAction("TEAM_ATTACK_MOVE_TOWARDS_NEAREST_OBJECT_TYPE", TEAM, OBJECT_TYPE)
- <TEAM> will AttackMove towards the nearest <OBJECT_TYPE>
- Team_/AttackMove/AttackMove team towards the nearest object of a specific type
- ExecuteAction("ATTACK_MOVE_TEAM_TO_NEAREST_OBJECT_OF_TYPE_OF_PLAYER", TEAM, OBJECT_TYPE_LIST, PLAYER)
- <TEAM> will AttackMove towards the nearest <OBJECT_TYPE_LIST> owned by <PLAYER>
- Team_/AttackMove/AttackMove team towards the nearest object of a specific type owned by a player
- ExecuteAction("TEAM_SET_AI_RECRUITABLE_FLAG", TEAM, BOOLEAN)
- Set the AI Recruitable flag for <TEAM> to <BOOLEAN>
- Team_/AttackMove/Set the AI Recruitable Flag for units in this team
- ExecuteAction("SKIRMISH_ATTACK_NEAREST_GROUP_WITH_VALUE", TEAM, COMPARISON, INT)
- <TEAM> attacks nearest group worth <COMPARISON> <INT>
- Skirmish_/ Team attacks nearest group matching value comparison.
- ExecuteAction("SKIRMISH_PERFORM_COMMANDBUTTON_ON_MOST_VALUABLE_OBJECT", TEAM, COMMANDBUTTON_ABILITY_TEAM, REAL, BOOLEAN)
- <TEAM> performs <COMMANDBUTTON_ABILITY_TEAM> on most expensive object within <REAL> <BOOLEAN> (true = all valid sources, false = first valid source).
- Skirmish_/ Team performs command ability on most valuable object.
- ExecuteAction("SKIRMISH_WAIT_FOR_COMMANDBUTTON_AVAILABLE_ALL", PLAYER, TEAM, COMMANDBUTTON_ABILITY_TEAM)
- <PLAYER> 's <TEAM> all wait until <COMMANDBUTTON_ABILITY_TEAM> is ready.
- Skirmish_/ Delay a sequential script until the specified command ability is ready - all.
- ExecuteAction("SKIRMISH_WAIT_FOR_COMMANDBUTTON_AVAILABLE_PARTIAL", PLAYER, TEAM, COMMANDBUTTON_ABILITY_TEAM)
- <PLAYER> 's <TEAM> wait until at least one member is <COMMANDBUTTON_ABILITY_TEAM> ready.
- Skirmish_/ Delay a sequential script until the specified command ability is ready - partial.
- ExecuteAction("TEAM_SPIN_FOR_FRAMECOUNT", TEAM, INT)
- <TEAM> continue their current action for at least <INT> frames.
- Team_/ Set to continue current action for some number of frames.
- ExecuteAction("TEAM_SPIN_FOR_SECONDS", TEAM, REAL)
- <TEAM> continue their current action for at least <REAL> seconds.
- Team_/ Set to continue current action for some number of seconds.
- ExecuteAction("CAMERA_ENABLE_SLAVE_MODE")
- containing bone name
- Camera_/Enable 3DSMax Camera Animation Playback mode.
- ExecuteAction("CAMERA_DISABLE_SLAVE_MODE")
- Disable camera playback mode.
- Camera_/Disable 3DSMax Camera Animation Playback mode.
- ExecuteAction("CAMERA_ADD_SHAKER_AT", WAYPOINT, REAL, REAL, REAL)
- Add Camera Shaker Effect at waypoint <WAYPOINT> with Amplitude <REAL> Duration (seconds) <REAL> Radius.<REAL>
- Camera_/Add Camera Shaker Effect at.
- ExecuteAction("TEAM_ALL_USE_COMMANDBUTTON_ON_NAMED", TEAM, COMMANDBUTTON_ABILITY_TEAM, UNIT)
- <TEAM> use <COMMANDBUTTON_ABILITY_TEAM> on <UNIT>
- Team_/ Use command ability -- all -- named enemy
- ExecuteAction("TEAM_ALL_USE_COMMANDBUTTON_ON_NEAREST_ENEMY_UNIT", TEAM, COMMANDBUTTON_ABILITY_TEAM)
- <TEAM> use <COMMANDBUTTON_ABILITY_TEAM> on nearest enemy unit.
- Team_/ Use command ability -- all -- nearest enemy unit
- ExecuteAction("TEAM_ALL_USE_COMMANDBUTTON_ON_NEAREST_GARRISONED_BUILDING", TEAM, COMMANDBUTTON_ABILITY_TEAM)
- <TEAM> use <COMMANDBUTTON_ABILITY_TEAM> on nearest enemy garrisoned building.
- Team_/ Use command ability -- all -- nearest enemy garrisoned building.
- ExecuteAction("TEAM_ALL_USE_COMMANDBUTTON_ON_NEAREST_KINDOF", TEAM, COMMANDBUTTON_ABILITY_TEAM, KIND_OF)
- <TEAM> use <COMMANDBUTTON_ABILITY_TEAM> on nearest enemy with <KIND_OF>.
- Team_/ Use command ability -- all -- nearest enemy object with kind of.
- ExecuteAction("TEAM_ALL_USE_COMMANDBUTTON_ON_NEAREST_ENEMY_BUILDING", TEAM, COMMANDBUTTON_ABILITY_TEAM)
- <TEAM> use <COMMANDBUTTON_ABILITY_TEAM> on nearest enemy building.
- Team_/ Use command ability -- all -- nearest enemy building.
- ExecuteAction("TEAM_ALL_USE_COMMANDBUTTON_ON_NEAREST_ENEMY_BUILDING_CLASS", TEAM, COMMANDBUTTON_ABILITY_TEAM, KIND_OF)
- <TEAM> use <COMMANDBUTTON_ABILITY_TEAM> on nearest enemy building with <KIND_OF>
- Team_/ Use command ability -- all -- nearest enemy building kindof.
- ExecuteAction("TEAM_ALL_USE_COMMANDBUTTON_ON_NEAREST_OBJECTTYPE", TEAM, COMMANDBUTTON_ABILITY_TEAM, OBJECT_TYPE)
- <TEAM> use <COMMANDBUTTON_ABILITY_TEAM> on nearest object of type <OBJECT_TYPE>.
- Team_/ Use command ability -- all -- nearest object type.
- ExecuteAction("TEAM_PARTIAL_USE_COMMANDBUTTON", REAL, TEAM, COMMANDBUTTON_ABILITY_TEAM)
- <REAL>% of <TEAM> perform <COMMANDBUTTON_ABILITY_TEAM>.
- Team_/ Use command ability -- partial -- self.
- ExecuteAction("TEAM_CAPTURE_NEAREST_UNOWNED_FACTION_UNIT", TEAM)
- <TEAM> capture the nearest unowned faction unit.
- Team_/ Capture unowned faction unit -- nearest.
- ExecuteAction("PLAYER_CREATE_TEAM_FROM_CAPTURED_UNITS", PLAYER, TEAM)
- <PLAYER> creates a new <TEAM> from units it has captured. (There's nothing quite like being assaulted by your own captured units!)
- Player_/ Create team from all captured units.
- ExecuteAction("TEAM_WAIT_FOR_NOT_CONTAINED_ALL", TEAM)
- <TEAM> all delay until they are no longer contained.
- Team_/ Delay a sequential script until the team is no longer contained - all
- ExecuteAction("TEAM_WAIT_FOR_NOT_CONTAINED_PARTIAL", TEAM)
- <TEAM> delay until at least one of them is no longer contained.
- Team_/ Delay a sequential script until the team is no longer contained - partial
- ExecuteAction("TEAM_SET_EMOTICON", TEAM, EMOTICON, REAL)
- <TEAM> use <EMOTICON> emoticon for <REAL> seconds.
- Team_/ Set emoticon for duration (-1.0 permanent, otherwise duration in sec).
- ExecuteAction("NAMED_SET_EMOTICON", UNIT, EMOTICON, REAL)
- <UNIT> use <EMOTICON> emoticon for <REAL> seconds.
- Unit_/ Set emoticon for duration (-1.0 permanent, otherwise duration in sec).
- ExecuteAction("OBJECTLIST_ADDOBJECTTYPE", OBJECT_TYPE_LIST, OBJECT_TYPE)
- <OBJECT_TYPE_LIST> : add <OBJECT_TYPE>
- Scripting_/ Object Type List -- Add Object Type.
- ExecuteAction("OBJECTLIST_REMOVEOBJECTTYPE", OBJECT_TYPE_LIST, OBJECT_TYPE)
- <OBJECT_TYPE_LIST> : remove <OBJECT_TYPE>
- Scripting_/ Object Type List -- Remove Object Type.
- ExecuteAction("MAP_REVEAL_PERMANENTLY_AT_WAYPOINT", WAYPOINT, REAL, PLAYER, REVEAL_NAME)
- The map is permanently revealed at <WAYPOINT> with a radius of <REAL> for <PLAYER>. (Afterwards referred to as <REVEAL_NAME>).
- Map_/ Reveal map at waypoint -- permanently.
- ExecuteAction("MAP_REVEAL_PERMANENTLY_IN_TRIGGER", TRIGGER_AREA, PLAYER, REVEAL_NAME)
- The map is permanently revealed in trigger <TRIGGER_AREA> for <PLAYER>. (Afterwards referred to as <REVEAL_NAME>).
- Map_/ Reveal map in polygon trigger -- permanently.
- ExecuteAction("MAP_UNDO_REVEAL_PERMANENTLY_AT_WAYPOINT", REVEAL_NAME)
- <REVEAL_NAME> is undone.
- Map_/ Reveal map at waypoint -- undo permanently.
- ExecuteAction("MAP_UNDO_REVEAL_PERMANENTLY_IN_TRIGGER", REVEAL_NAME)
- <REVEAL_NAME> is undone.
- Map_/ Reveal map at waypoint -- undo permanently.
- ExecuteAction("EVA_SET_ENABLED_DISABLED", BOOLEAN)
- Set EVA to be enabled <BOOLEAN> (False to disable.)
- Scripting_/ Enable or Disable EVA.
- ExecuteAction("OPTIONS_SET_OCCLUSION_MODE", BOOLEAN)
- Set Occlusion to be enabled <BOOLEAN> (False to disable.)
- Scripting_/ Enable or Disable Occlusion (Drawing Behind Buildings).
- ExecuteAction("OPTIONS_SET_DRAWICON_UI_MODE", BOOLEAN)
- Set Draw-icon UI to be enabled <BOOLEAN> (False to disable.)
- Scripting_/ Enable or Disable Draw-icon UI.
- ExecuteAction("OPTIONS_SET_PARTICLE_CAP_MODE", BOOLEAN)
- Set Particle Cap to be enabled <BOOLEAN> (False to disable.)
- Scripting_/ Enable or Disable Particle Cap.
- ExecuteAction("UNIT_AFFECT_OBJECT_PANEL_FLAGS", UNIT, OBJECT_PANEL_FLAG, BOOLEAN)
- <UNIT> changes the value of flag <OBJECT_PANEL_FLAG> to <BOOLEAN>.
- Unit_/ Affect flags set on object panel.
- ExecuteAction("TEAM_AFFECT_OBJECT_PANEL_FLAGS", TEAM, OBJECT_PANEL_FLAG, BOOLEAN)
- <TEAM> change the value of flag <OBJECT_PANEL_FLAG> to <BOOLEAN>.
- Team_/ Affect flags set on object panel - all.
- ExecuteAction("PLAYER_SELECT_SKILLSET", PLAYER, INT)
- <PLAYER> uses skillset number <INT> (1-5).
- Player_/ Set the skillset for a computer player.
- ExecuteAction("SCRIPTING_OVERRIDE_HULK_LIFETIME", REAL)
- Override hulk lifetime to <REAL> seconds. Negative value reverts to normal behavior.
- Scripting_/ Hulk set override lifetime.
- ExecuteAction("NAMED_FACE_NAMED", UNIT, UNIT)
- <UNIT> begin facing <UNIT>
- Unit_/ Set unit to face another unit.
- ExecuteAction("NAMED_FACE_WAYPOINT", UNIT, WAYPOINT)
- <UNIT> begin facing <WAYPOINT>
- Unit_/ Set unit to face a waypoint.
- ExecuteAction("TEAM_FACE_NAMED", TEAM, UNIT)
- <TEAM> begin facing <UNIT>
- Team_/ Set team to face another unit.
- ExecuteAction("TEAM_FACE_WAYPOINT", TEAM, WAYPOINT)
- <TEAM> begin facing <WAYPOINT>
- Team_/ Set team to face a waypoint.
- ExecuteAction("COMMANDBAR_ADD_BUTTON_OBJECTTYPE_SLOT", COMMAND_BUTTON, OBJECT_TYPE, INT)
- <COMMAND_BUTTON> is added to all objects of type <OBJECT_TYPE> in slot number <INT> (1-12).
- Scripting_/ Add a command button to an object type.
- ExecuteAction("UNIT_SPAWN_NAMED_LOCATION_ORIENTATION", UNIT, OBJECT_TYPE, TEAM, COORD3D, ANGLE)
- Spawn <UNIT> of type <OBJECT_TYPE> on team <TEAM> at position (<COORD3D>), rotated <ANGLE> .
- Unit_/ Spawn -- named unit on a team at a position with an orientation.
- ExecuteAction("PLAYER_AFFECT_RECEIVING_EXPERIENCE", PLAYER, REAL)
- <PLAYER> gains experience at <REAL> times the usual rate (0.0 for no gain, 1.0 for normal rate)
- Player_/ Change the modifier to generals experience that a player receives.
- ExecuteAction("SOUND_SET_VOLUME", REAL)
- Set the desired sound volume to <REAL>%. (0-100)
- Multimedia_/ Set the current sound volume.
- ExecuteAction("SPEECH_SET_VOLUME", REAL)
- Set the desired speech volume to <REAL>%. (0-100)
- Multimedia_/ Set the current speech volume.
- ExecuteAction("OBJECT_ALLOW_BONUSES", BOOLEAN)
- Enable Object Bonuses based on difficulty <BOOLEAN> (true to enable, false to disable).
- Map_/ Adjust Object Bonuses based on difficulty.
- ExecuteAction("TEAM_GUARD_IN_TUNNEL_NETWORK", TEAM)
- <TEAM> Enter and guard from tunnel network.
- Team_/ Set to guard - from inside tunnel network.
- ExecuteAction("LOCALDEFEAT")
- Show 'Game Over' window
- Multiplayer_/ Announce local defeat.
- ExecuteAction("VICTORY")
- Show 'Victorious' window and end game
- Multiplayer_/ Announce victory.
- ExecuteAction("DEFEAT")
- Show 'Defeated' window and end game
- Multiplayer_/ Announce defeat.
- ExecuteAction("RESIZE_VIEW_GUARDBAND", REAL, REAL)
- Allow bigger objects to be perceived as onscreen near the edge (<REAL>,<REAL>) Width then height, in world units.
- Map_/ Resize view guardband.
- ExecuteAction("DELETE_ALL_UNMANNED")
- Delete all unmanned (sniped) vehicles.
- Scripting_/ Delete all unmanned (sniped) vehicles.
- ExecuteAction("CHOOSE_VICTIM_ALWAYS_USES_NORMAL", BOOLEAN)
- Force ChooseVictim to ignore game difficulty and always use Normal setting <BOOLEAN> (true to enable, false to disable).
- Map_/ Force ChooseVictim to ignore game difficulty and always use Normal setting.
- ExecuteAction("ENABLE_OBJECT_SOUND", UNIT)
- Enable (or trigger) <UNIT>'s ambient sound.
- Multimedia_/Sound Effect/Enable object's ambient sound
- ExecuteAction("DISABLE_OBJECT_SOUND", UNIT)
- Disable <UNIT>'s ambient sound.
- Multimedia_/Sound Effect/Disable object's ambient sound
- ExecuteAction("CAMERA_BLOOM_EFFECT_BEGIN")
- Set Bloom Filter to be enabled
- Camera_/Lighting Effects/Begin bloom lighting effect.
- ExecuteAction("CAMERA_BLOOM_EFFECT_END")
- Set Bloom Filter to be disabled
- Camera_/Lighting Effects/End bloom lighting effect.
- ExecuteAction("TERRAIN_RENDER_DISABLE", BOOLEAN)
- Disable terrain render <BOOLEAN> (True to disable.)
- Camera_/Terrain/Enable or Disable Terrain Render.
- ExecuteAction("PLAYER_GIVE_LIGHT_POINTS", PLAYER, INT)
- Gives <PLAYER> <INT> light points.
- Player_/ Give light points
- ExecuteAction("PLAYER_RESET_LIGHT_POINTS", PLAYER)
- Resets light points for <PLAYER>.
- Player_/ Reset light points
- ExecuteAction("PLAYER_GIVE_LIGHT_POINT_LEVEL", PLAYER, TEXT_STRING)
- Gives <PLAYER> light point level <TEXT_STRING>.
- Player_/ Gives a light point level
- ExecuteAction("PLAYER_REMOVE_LIGHT_POINT_LEVEL", PLAYER, TEXT_STRING)
- Takes away from <PLAYER> light point level <TEXT_STRING>.
- Player_/ Takes away a light point level
- ExecuteAction("TEAM_GIVE_EXPERIENCE_LEVEL", TEAM, TEXT_STRING)
- Gives <TEAM> experience level <TEXT_STRING>.
- Team_/ Gives specified team an experience level
- ExecuteAction("TEAM_GIVE_EXPERIENCE_POINTS", TEAM, INT)
- Gives <TEAM> experience points <INT>.
- Team_/ Gives specified team experience points
- ExecuteAction("TEAM_SET_EXPERIENCE_POINTS", TEAM, INT)
- Sets <TEAM> experience points' to <INT>.
- Team_/ Sets a team's experience points
- ExecuteAction("UNIT_GIVE_EXPERIENCE_LEVEL", UNIT, TEXT_STRING)
- Gives <UNIT> experience level <TEXT_STRING>.
- Unit_/ Gives specified team an experience level
- ExecuteAction("UNIT_GIVE_EXPERIENCE_POINTS", UNIT, INT)
- Gives <UNIT> experience points <INT>.
- Unit_/ Gives a unit experience points
- ExecuteAction("UNIT_SET_EXPERIENCE_POINTS", UNIT, INT)
- Sets <UNIT> experience points' to <INT>.
- Unit_/ Sets a unit's experience points
- ExecuteAction("LIVING_WORLD_MOVE_ARMY_TO_POSITION", TEXT_STRING, TEXT_STRING, COORD3D)
- Move Army named<TEXT_STRING> of faction <TEXT_STRING> To the position <COORD3D> in the world.
- LivingWorld_/ Move army to a world position
- ExecuteAction("LIVING_WORLD_MOVE_ARMY_TO_ZONE", TEXT_STRING, TEXT_STRING, TEXT_STRING)
- Move Army named<TEXT_STRING> of faction <TEXT_STRING> To the <TEXT_STRING> zone.
- LivingWorld_/ Move army to a named zone
- ExecuteAction("LIVING_WORLD_SPAWN_ARMY_AT_POSITION", TEXT_STRING, TEXT_STRING, COORD3D)
- Spawn Army named<TEXT_STRING> of TemplateType <TEXT_STRING> To the position <COORD3D> in the world.
- LivingWorld_/ Spawn an army at world position
- ExecuteAction("LIVING_WORLD_SPAWN_ARMY_IN_ZONE", TEXT_STRING, TEXT_STRING, TEXT_STRING)
- Spawn Army named <TEXT_STRING> of TemplateType <TEXT_STRING> To the <TEXT_STRING> zone.
- LivingWorld_/ Spawn an army in a named zone
- ExecuteAction("LIVING_WORLD_DESPAWN_ARMY", TEXT_STRING, TEXT_STRING)
- Despawn Army named <TEXT_STRING> of faction <TEXT_STRING> from the living world.
- LivingWorld_/ Despawn an army from the Living World
- ExecuteAction("LIVING_WORLD_EXIT_TO_REGION_VIEW")
- Exit back into the living world map region view.
- LivingWorld_/ Exit back into region view
- ExecuteAction("TOGGLE_AVI_CAPTURE")
- Toggles on & off the AVI capture.
- AVICapture_/ Toggles on & off AVI capture
- ExecuteAction("PLAY_MOVIE_IN_GAME", MOVIE, BOOLEAN)
- Play Movie named <MOVIE> allow cancel <BOOLEAN> .
- PlayMovie/ Plays a movie in game.
- ExecuteAction("DEPLOY_SIEGE_ON_NAMED_WALL", UNIT, UNIT)
- Request <UNIT> to attach it's siege ramp to the wall <UNIT> .
- Unit_/Siege/ Deploy the siege tower to the named wall.
- ExecuteAction("RETRACT_SIEGE_FROM_WALL", UNIT)
- Request <UNIT> to retract it's siege ramp from the wall
- Unit_/Siege/ Retract the siege tower from that wall it's attached to.
- ExecuteAction("SET_UNIT_REFERENCE", UNIT_REF, UNIT)
- Set <UNIT_REF> to reference unit <UNIT>
- Scripting_/Reference/ Set reference to a unit.
- ExecuteAction("TEAM_SET_PLAYERS_NEAREST_UNIT_OF_TYPE_TO_REFERENCE", OBJECT_TYPE_LIST, TEAM, UNIT_REF)
- Find the unit matching a type in the list <OBJECT_TYPE_LIST>nearest the team<TEAM> (and owned by the teams Player) and set its reference to <UNIT_REF>
- Scripting/Reference/ Set a reference to the unit nearest-to-team, owned by player.
- ExecuteAction("FIND_HOME_BASE_OF_PLAYER", PLAYER, UNIT_REF, BOOLEAN)
- Find the home base owned by <PLAYER> and set <UNIT_REF> to reference it. (Building must be inside map boundaries: <BOOLEAN>)
- _Scripting/Reference/Find home base of player
- ExecuteAction("GATE_OPEN", UNIT)
- Open gate <UNIT>
- Unit/gate/ open a gate
- ExecuteAction("GATE_CLOSE", UNIT)
- Close gate.<UNIT>
- Unit/gate/ close a gate
- ExecuteAction("GATE_READY", UNIT)
- <UNIT> delay until it is ready again.
- Unit/gate/ Delay a sequential script until the gate is ready again
- ExecuteAction("SET_TEAM_REFERENCE", TEAM_REF, TEAM)
- Set <TEAM_REF> to reference team <TEAM>
- Scripting_/Reference/ Set reference to a team.
- ExecuteAction("SET_UNIT_REFERENCE_TO_REFERENCE", UNIT_REF, UNIT_REF)
- Set <UNIT_REF> to reference another unit reference <UNIT_REF>
- Scripting_/Reference/ Set reference to another unit reference.
- ExecuteAction("SET_TEAM_REFERENCE_TO_REFERNECE", TEAM_REF, TEAM_REF)
- Set <TEAM_REF> to reference another team reference <TEAM_REF>
- Scripting_/Reference/ Set reference to another team reference.
- ExecuteAction("TEAM_GIVE_NEAREST_TEAM_UPGRADE", TEAM)
- <TEAM> will give nearest team upgrade
- Team_/Upgrades/Team gives nearest team upgrade.
- ExecuteAction("TEAM_GIVE_TEAM_UPGRADE", TEAM, TEAM)
- <TEAM> will give <TEAM> upgrade
- Team_/Upgrades/Team gives team upgrade.
- ExecuteAction("NAMED_BASE_UNPACK", UNIT, UNIT_REF)
- Unpack the base: <UNIT>and reference it as <UNIT_REF>.
- Base/Unpack a base so team can start building structures on it.
- ExecuteAction("NAMED_BASE_UNPACK_FREE", UNIT, UNIT_REF)
- Instantly unpack the free base: <UNIT>and reference it as <UNIT_REF>.
- Base/Instant Unpack a base so team can start building structures on it (Free).
- ExecuteAction("BUILD_BASE_BUILDING", OBJECT_TYPE, UNIT, UNIT_REF)
- Build building <OBJECT_TYPE> in base <UNIT> and reference it as <UNIT_REF> .
- Player_/AI/AI build base building in first available slot in a referenced base.
- ExecuteAction("BUILD_BASE_BUILDING_IN_SLOT", OBJECT_TYPE, INT, UNIT, UNIT_REF)
- Build building <OBJECT_TYPE> at slot <INT> in base <UNIT> and reference it as<UNIT_REF> .
- Base/AI build base building in slot in a referenced base.
- ExecuteAction("BUILD_BASE_BUILDING_PER_TACTICAL_MARKER", OBJECT_TYPE, NEAR_OR_FAR, OBJECT_TYPE, UNIT, UNIT_REF)
- Build building <OBJECT_TYPE> at a foundation that is the most <NEAR_OR_FAR>, relative to the object of type, <OBJECT_TYPE> which is part of the base named, <UNIT> ... then finally reference the new building as: <UNIT_REF> .
- Base/AI build base building on a foundation chosen by proximity to tactical marker (new).
- ExecuteAction("BUILD_BUILDING_ON_FOUNDATION", OBJECT_TYPE, UNIT)
- Build building <OBJECT_TYPE> at a foundation<UNIT> .
- Build building on the chosen foundation.
- ExecuteAction("TEAM_MOVE_TO_NEAREST_OBJECT_OF_KINDOF", TEAM, KIND_OF)
- Team <TEAM> will move to the nearest object of kindof <KIND_OF>.
- Team/Team will move to the nearest object that matches kindof specified.
- ExecuteAction("TEAM_MOVE_TO_NEAREST_OBJECT_OF_KINDOF_OWNED_BY_PLAYER", TEAM, KIND_OF, PLAYER)
- Team <TEAM> will move to the nearest object of kindof <KIND_OF> that is owned by the player <PLAYER>.
- Team/Team will move to the nearest object that matches both kindof and player specified.
- ExecuteAction("TEAM_MOVE_TO_NEAREST_OBJECT_OF_TYPE", TEAM, OBJECT_TYPE_LIST)
- Team <TEAM> will move to the nearest object of type <OBJECT_TYPE_LIST>.
- Team/Team will move to the nearest object that matches type specified.
- ExecuteAction("TEAM_MOVE_TO_NEAREST_OBJECT_OF_TYPE_OWNED_BY_PLAYER", TEAM, OBJECT_TYPE_LIST, PLAYER)
- Team <TEAM> will move to the nearest object of type <OBJECT_TYPE_LIST> that is owned by the player <PLAYER>.
- Team/Team will move to the nearest object that matches both type and player specified.
- ExecuteAction("COUNTER_MATH_COUNTER", COUNTER, MATH_OPERATOR, COUNTER)
- Counter <COUNTER> , <MATH_OPERATOR> with counter <COUNTER>
- Scripting_/Counters/Counter do math opertation with another Counter.
- ExecuteAction("COUNTER_MATH_VALUE", COUNTER, MATH_OPERATOR, INT)
- Counter <COUNTER> , <MATH_OPERATOR> with value <INT>
- Scripting_/Counters/Counter do math opertation with value.
- ExecuteAction("TEAM_RECRUIT_UNITS", TEAM, INT, OBJECT_TYPE_LIST)
- will recruit <TEAM> units of type <INT> from nearby recruitable allied teams.<OBJECT_TYPE_LIST>
- Team_/Team recruit units from nearby teams.
- ExecuteAction("TEAM_RECRUIT_UNITS_FROM_TEAM", TEAM, INT, OBJECT_TYPE_LIST, TEAM)
- will recruit <TEAM> units of type <INT> from <OBJECT_TYPE_LIST> .<TEAM>
- Team_/Team recruit units from a specific team.
- ExecuteAction("RECRUIT_COMBO_UNITS_FROM_TEAM", TEAM, INT, OBJECT_TYPE_LIST, TEAM)
- will recruit <TEAM> combo units of type <INT> from <OBJECT_TYPE_LIST> .<TEAM>
- Team_/Team recruit combo units from a specific team.
- ExecuteAction("TEAM_UPGRADE", TEAM, UPGRADE)
- Give Team <TEAM> the upgrade <UPGRADE>.
- Team_/Give Team upgrade.
- ExecuteAction("SET_PLAYER_MONEY_TO_COUNTER", PLAYER, COUNTER)
- Store amount of <PLAYER> money to the counter <COUNTER>
- Scripting_/Counters/Set players money to counter.
- ExecuteAction("SET_PLAYER_LIGHT_POINTS_TO_COUNTER", PLAYER, COUNTER)
- Store amount of <PLAYER> light points to the counter <COUNTER>
- Scripting_/Counters/Set players light points to counter.
- ExecuteAction("SET_UNIT_EXPERIENCE_TO_COUNTER", UNIT, COUNTER)
- Store amount of <UNIT> experience points to the counter <COUNTER>
- Scripting_/Counters/Set units experience points to counter.
- ExecuteAction("SET_PLAYER_COMMAND_POINTS_USED_TO_COUNTER", PLAYER, COUNTER)
- Store amount of command points used by player <PLAYER> to the counter <COUNTER>
- Scripting_/CommandPoints/Set command points used by player to counter.
- ExecuteAction("SET_PLAYER_COMMAND_POINTS_AVAILABLE_TO_COUNTER", PLAYER, COUNTER)
- Store amount of command points available to player <PLAYER> to the counter <COUNTER>
- Scripting_/CommandPoints/Set command points available to player to counter.
- ExecuteAction("SET_PLAYER_COMMAND_POINTS_TOTAL_TO_COUNTER", PLAYER, COUNTER)
- Store total number of command point of player <PLAYER> to the counter <COUNTER>
- Scripting_/CommandPoints/Set command points total of player to counter.
- ExecuteAction("SET_COMMAND_POINTS_TO_BUILD_TEAM_TO_COUNTER", TEAM, COUNTER)
- Store the amount of command points required to build <TEAM> to the counter <COUNTER>
- Scripting_/CommandPoints/Set command points required to build team to counter.
- ExecuteAction("SET_PLAYER_KILLS_OF_TYPE_TO_COUNTER", PLAYER, OBJECT_TYPE, COUNTER)
- Store the amount of kills by player <PLAYER> of the type of object <OBJECT_TYPE> to the counter <COUNTER>
- Scripting_/Set numer of player kills of a type to counter.
- ExecuteAction("SET_PLAYER_KILLS_OF_KINDOF_TO_COUNTER", PLAYER, KIND_OF, COUNTER)
- Store the amount of kills by player <PLAYER> of the kindof <KIND_OF> to the counter <COUNTER>
- Scripting_/Set number of player kills of a kindof to counter.
- ExecuteAction("SET_PLAYER_OWNERSHIP_OF_TYPE_COUNTER", OBJECT_TYPE_LIST, PLAYER, COUNTER)
- Store the number of object <OBJECT_TYPE_LIST> owned by <PLAYER> to the counter <COUNTER>
- Scripting_/Set numer of object type owned by player to counter.
- ExecuteAction("SET_PLAYER_OWNERSHIP_OF_TYPE_COUNTER_INCLUDE_DEAD", OBJECT_TYPE_LIST, PLAYER, COUNTER)
- Store the number of object (include dead ones)<OBJECT_TYPE_LIST> owned by <PLAYER> to the counter <COUNTER>
- Scripting_/Set numer of object type owned by player to counter including dead ones.
- ExecuteAction("SET_COUNTER_TO_NUMBER_OBJECTS_PLAYER_OWNES_WITH_MODELCONDITION", PLAYER, MODEL_CONDITION, COUNTER)
- Store the number of objects owned by <PLAYER> with <MODEL_CONDITION> ON to the counter <COUNTER>
- Scripting_/Set counter to number of objects owned by player with a model condition
- ExecuteAction("PLAY_SOUND_EFFECT_AT_TEAM", SOUND, TEAM)
- Play sound <SOUND> as though coming from a member of <TEAM>.
- Multimedia_/Play sound effect from team
- ExecuteAction("AUDIO_FADE_VOLUME", REAL, REAL, REAL, REAL, REAL)
- Fade (0-1) all audio from volume <REAL> to volume <REAL>. Take <REAL> seconds to increase, hold for <REAL> seconds, and decrease <REAL> seconds.
- Audio_/Volume/Fade all audio
- ExecuteAction("AUDIO_MAKE_SOUND_IMMUNE_TO_FADE", AUDIO)
- Make the sound <AUDIO> ignore the fade levels set by 'fade all audio.'
- Audio_/Volume/Make Sound Immune to Fade
- ExecuteAction("AUDIO_MAKE_SOUND_SUBJECT_TO_FADE", AUDIO)
- Make the sound <AUDIO> subject to the fade levels set by 'fade all audio.'
- Audio_/Volume/Make Sound Subject to Fade
- ExecuteAction("AUDIO_MAKE_ALL_SOUNDS_SUBJECT_TO_FADE")
- Make all sounds subject to the fade levels set by 'fade all audio.'
- Audio_/Volume/Make All Sounds Subject to Fade
- ExecuteAction("AUDIO_SET_REVERB_ROOM_TYPE", REVERB_ROOM_TYPE)
- Use global reverb room type <REVERB_ROOM_TYPE>
- Audio_/All Sounds/Set Global Reverb Room Type
- ExecuteAction("AUDIO_REMOVE_REVERB")
- Do not use reverb effects
- Audio_/All Sounds/Remove all reverb effects
- ExecuteAction("AUDIO_SET_REVERB_SUPPRESSION_POLYGON", TRIGGER_AREA, PERCENT)
- Lower reverb of all sounds in <TRIGGER_AREA> to <PERCENT> of normal.
- Audio_/All Sounds/Suppress reverb in an area
- ExecuteAction("AUDIO_REMOVE_REVERB_SUPPRESSION_POLYGON", TRIGGER_AREA)
- Return the reverb of sounds in <TRIGGER_AREA> to normal.
- Audio_/All Sounds/Unsuppress reverb in an area
- ExecuteAction("AUDIO_REMOVE_ALL_REVERB_SUPPRESSION_POLYGONS")
- Remove all reverb-suppression areas.
- Audio_/All Sounds/Unsuppress all reverb
- ExecuteAction("DIM_WORLD_LIGHTS")
- seconds.
- Scene/Light/Dim all global and ambient lights.
- ExecuteAction("RESTORE_WORLD_LIGHTS")
- seconds:
- Scene/Light/Restore (un-dim) all global and ambient lights.
- ExecuteAction("ALLOW_DISALLOW_ONE_BUILDING", PLAYER, OBJECT_TYPE, BOOLEAN)
- <PLAYER> allowed to build <OBJECT_TYPE> is <BOOLEAN>.
- Base/Allow or Disallow one building of a specific type
- ExecuteAction("ALLOW_DISALLOW_ALL_BUILDINGS", PLAYER, BOOLEAN)
- <PLAYER> is allowed to build ALL buildings is <BOOLEAN> .
- Base/Allow or Disallow all buildings
- ExecuteAction("TOGGLE_AUTO_BUILD", PLAYER, BOOLEAN)
- <PLAYER> toggle auto build <BOOLEAN>
- Player/Build/Turn on or off a player's structures that auto build units. (Starts ON)
- ExecuteAction("TEAM_TOGGLE_CLOSE_RANGE_WEAPON", TEAM, BOOLEAN)
- <TEAM> sets their close range weapons to <BOOLEAN>
- Team/Toggle close range weapon
- ExecuteAction("NAMED_TOGGLE_CLOSE_RANGE_WEAPON", UNIT, BOOLEAN)
- <UNIT> sets its close range weapon to <BOOLEAN>
- Unit/Toggle close range weapon
- ExecuteAction("SET_COUNTER_TO_BASE_POPULATION", PLAYER, UNIT, COUNTER)
- Count units owned by <PLAYER> inside the base <UNIT> and store in counter <COUNTER>
- Base/Counters/Count units inside a base.
- ExecuteAction("REINFORCEMENTS_DISPLAY_BANNER")
- Display Reinforcements banner.
- LivingWorld_/Display Reinforcements banner.
- ExecuteAction("NAMED_SET_SPECIAL_WEAPONSET", UNIT, BOOLEAN)
- <UNIT> set special weapon upgrade to <BOOLEAN>
- Unit_/Set unit to switch to weapon set.
- ExecuteAction("DEPLOY_NAMED_SIEGE_ON_WAYPOINT", UNIT, WAYPOINT, REAL)
- <UNIT> attempts to Deploy near <WAYPOINT> within the radius <REAL>.
- Unit_/Siege/Deploy near waypoint.
- ExecuteAction("DEPLOY_SIEGE_ON_WAYPOINT", TEAM, WAYPOINT, REAL)
- <TEAM> attempts to Deploy near <WAYPOINT> within the radius <REAL>.
- Team_/Siege/Deploy near waypoint.
- ExecuteAction("DEPLOY_SIEGE_NEAR_TEAM", TEAM, TEAM, REAL)
- <TEAM> attempts to Deploy near <TEAM> within the radius <REAL>.
- Team_/Siege/Deploy near team.
- ExecuteAction("TEAM_REPAIR_NEREST", TEAM, REAL)
- Have Team <TEAM> repair the nearest building within the radius <REAL>
- Team_/Reepair/Repair nearest building that needs it.
- ExecuteAction("TEAM_SET_AUTO_ABILITY", TEAM, COMMAND_BUTTON, BOOLEAN)
- Have Team <TEAM> set auto ability <COMMAND_BUTTON> to <BOOLEAN>
- Team_/AutoAbility/Team set auto ability to on/off.
- ExecuteAction("NAME_SET_AUTO_ABILITY", UNIT, COMMAND_BUTTON, BOOLEAN)
- Have Team <UNIT> set auto ability <COMMAND_BUTTON> to <BOOLEAN>
- Unit_/AutoAbility/Named set auto abilty to on/off.
- ExecuteAction("SET_LOGIC_FOG_STATE", BOOLEAN)
- Set presence of Fog of War to <BOOLEAN>. (Default TRUE.)
- Map_/Shroud or Reveal/Toggle Fog of War.
- ExecuteAction("NAMED_RECEIVE_UPGRADE", UNIT, UPGRADE)
- Give Unit <UNIT> the upgrade <UPGRADE>.
- Unit_/Upgrade/Give Team upgrade.
- ExecuteAction("UPGRADE_NEAREST_WALL", UNIT, UPGRADE, OBJECT_TYPE, OBJECT_TYPE, UNIT_REF)
- For Base <UNIT> give upgrade <UPGRADE> to object type <OBJECT_TYPE> nearest marker <OBJECT_TYPE> and reference as <UNIT_REF>
- Script/Upgrade/Upgrade Base with upgrade to the nearest upgradable wall.
- ExecuteAction("SET_REF_TO_NEREST_TEAM_OF_TYPE_OWNED_BY_PLAYER", OBJECT_TYPE_LIST, PLAYER, TEAM, UNIT_REF)
- Find <OBJECT_TYPE_LIST> Owned by <PLAYER> nearest team <TEAM> and reference as <UNIT_REF>
- Scripting_/Reference/ Set reference to object owned by player
- ExecuteAction("SET_REF_TO_NEREST_TEAM_OF_UNNAMED_TYPE_OWNED_BY_PLAYER", OBJECT_TYPE_LIST, PLAYER, TEAM, UNIT_REF)
- Find unnamed <OBJECT_TYPE_LIST> Owned by <PLAYER> nearest team <TEAM> and reference as <UNIT_REF>
- Scripting_/Reference/ Set reference to unnamed object owned by player
- ExecuteAction("SELL_BUILDING_ON_FOUNDATION", UNIT)
- Sell anything on foundation named <UNIT>
- Base/Sell building on foundation
- ExecuteAction("MAP_EXIT")
- Exits map back to the main menu.
- Map_/ Exit back to the main menu
- ExecuteAction("TEAM_NEEDS_OPEN_GATE", TEAM, UNIT, BOOLEAN)
- Team <TEAM> wants gate <UNIT> open is <BOOLEAN>
- Team_/Misc/ Set or clear a team-needs-gate open flag
- ExecuteAction("UNIT_STAND_GROUND", UNIT, BOOLEAN)
- Set Stand Ground Status of <UNIT> to <BOOLEAN>
- Unit/Status/Unit Set Stand Ground Status.
- ExecuteAction("TEAM_STAND_GROUND", TEAM, BOOLEAN)
- Set Stand Ground Status of <TEAM> to <BOOLEAN>
- Unit/Status/Team Set Stand Ground Status.
- ExecuteAction("UNIT_TELEPORT_TO_WAYPOINT", UNIT, WAYPOINT)
- Teleport <UNIT> to <WAYPOINT>.
- Unit_/Action/Move/Teleport to a waypoint.
- ExecuteAction("TEAM_TELEPORT_TO_WAYPOINT", TEAM, WAYPOINT)
- Teleport <TEAM> to <WAYPOINT>.
- Team_/Action/Move/Teleport to a waypoint.
- ExecuteAction("OVERRIDE_PLAYER_COMMAND_POINTS", PLAYER, INT, INT)
- Override command points for <PLAYER> to total: <INT> maximum: <INT>
- Player_/Command/ Override player command points.
- ExecuteAction("SELECT_OBJECT", PLAYER, UNIT)
- For <PLAYER> select object <UNIT>
- Player_/Select/ Select an object belonging to player.
- ExecuteAction("DESELECT")
- Deselects everything
- Player_/Select/ Deselects everything.
- ExecuteAction("HERO_SELECT_BUTTON_FLASH", HERO_UNIT, INT)
- Flash the select button for <HERO_UNIT> for <INT> seconds.
- User_/Flash/Flash a hero select button for a specified amount of time.
- ExecuteAction("LOCK_CAMERA", BOOLEAN)
- Set the camera lock to <BOOLEAN> .
- Camera_/Lock or unlock camera.
- ExecuteAction("LOCK_CAMERA_ZOOM", BOOLEAN)
- Set the camera zoom lock to <BOOLEAN> .
- Camera_/Lock or unlock camera zoom.
- ExecuteAction("LOCK_CAMERA_ROTATION", BOOLEAN)
- Set the camera rotation lock to <BOOLEAN> .
- Camera_/Lock or unlock camera rotation.
- ExecuteAction("LOCK_CAMERA_SCROLL", BOOLEAN)
- Set the camera scroll lock to <BOOLEAN> .
- Camera_/Lock or unlock camera scroll.
- ExecuteAction("LOCK_CAMERA_RESET", BOOLEAN)
- Set the camera reset lock to <BOOLEAN> .
- Camera_/Lock or unlock camera reset.
- ExecuteAction("LOCK_CAMERA_ANGLE_AND_HEIGHT", BOOLEAN)
- Set the camera angle& height lock to <BOOLEAN> .
- Camera_/Lock or unlock camera height and angle (allow scrolling).
- ExecuteAction("TEAM_ASSIMILATE_WITH_FIRST_WALK_ON_ARMY", TEAM)
- Set <TEAM> to be assimilated by the first walk on army.
- Team_/Assimilates team with the first walk on army.
- ExecuteAction("UNIT_ASSIMILATE_WITH_FIRST_WALK_ON_ARMY", UNIT)
- Set <UNIT> to be assimilated by the first walk on army.
- Unit_/Assimilates unit with the first walk on army.
- ExecuteAction("UNIT_ENABLE_HOUSE_COLOR", UNIT, BOOLEAN)
- Enable house color for <UNIT> to <BOOLEAN> .
- Unit_/Enables or disables the house color.
- ExecuteAction("TEAM_ENABLE_HOUSE_COLOR", TEAM, BOOLEAN)
- Enable the house color for <TEAM> to <BOOLEAN> .
- Team_/Enables or disables the house color
- ExecuteAction("ENABLE_HOUSE_COLOR", BOOLEAN)
- Enable the house color for all units <BOOLEAN> .
- Script/Enables or disables the house color for all units
- ExecuteAction("UNIT_FORCE_EMOTION", UNIT, EMOTION, REAL)
- Force unit <UNIT> to have <EMOTION> for <REAL> seconds.
- Unit_/Force an emotion.
- ExecuteAction("TEAM_FORCE_EMOTION", TEAM, EMOTION, REAL)
- Force team <TEAM> to have <EMOTION> for <REAL> seconds.
- Team_/Force an emotion.
- ExecuteAction("PLAYER_FORCE_EMOTION", PLAYER, EMOTION, REAL)
- Force all units of player <PLAYER> to have <EMOTION> for <REAL> seconds.
- Player_/Force an emotion.
- ExecuteAction("PLAYER_SELL_EVERYTHING", PLAYER)
- Sell everything belonging to <PLAYER>
- Player_/Player sell everything he has.
- ExecuteAction("UNIT_GAIN_LEVEL", UNIT, BOOLEAN)
- <UNIT> gains a level with FX turned <BOOLEAN>
- Unit_/Experience/Unit Gain Level.
- ExecuteAction("TEAM_GAIN_LEVEL", TEAM, BOOLEAN)
- <TEAM> gains a level with FX turned <BOOLEAN>
- Team/Experience/Team Gain Level.
- ExecuteAction("SHOW_MISSION_OBJECTIVE", INT)
- Make mission objective <INT> visible.
- Interface/Objectives/Show mission objective
- ExecuteAction("HIDE_MISSION_OBJECTIVE", INT)
- Hide mission objective <INT>.
- Interface/Objectives/Hide mission objective
- ExecuteAction("MARK_MISSION_OBJECTIVE_COMPLETED", INT)
- Mark mission objective <INT> as completed.
- Interface/Objectives/Mark mission objective as completed
- ExecuteAction("MARK_MISSION_OBJECTIVE_NOT_COMPLETED", INT)
- Mark mission objective <INT> as not completed.
- Interface/Objectives/Mark mission objective as not completed
- ExecuteAction("UNIT_CHANGE_OBJECT_STATUS", UNIT, OBJECT_STATUS, BOOLEAN)
- For unit <UNIT> set object status <OBJECT_STATUS> to <BOOLEAN>.
- Unit_/Change object status.
- ExecuteAction("TEAM_CHANGE_OBJECT_STATUS", TEAM, OBJECT_STATUS, BOOLEAN)
- For all units in team <TEAM> set object status <OBJECT_STATUS> to <BOOLEAN>.
- Team_/Change object status.
- ExecuteAction("REMOVE_REINFORCEMENT_ARMY", TEXT_STRING)
- Remove reinforcement army named <TEXT_STRING>.
- ReinforcementArmies/Remove army.
- ExecuteAction("PLAYER_ASSIMILATE_WITH_ARMY_BY_NAME", PLAYER, TEXT_STRING)
- Set <PLAYER> to be assimilated by army <TEXT_STRING>.
- Player_/Assimilates player with an army by name.
- ExecuteAction("TEAM_ASSIMILATE_WITH_ARMY_BY_NAME", TEAM, TEXT_STRING)
- Set <TEAM> to be assimilated by army <TEXT_STRING>.
- Team_/Assimilates team with an army by name.
- ExecuteAction("UNIT_ASSIMILATE_WITH_ARMY_BY_NAME", UNIT, TEXT_STRING)
- Set <UNIT> to be assimilated by army <TEXT_STRING>.
- Unit_/Assimilates unit with an army by name.
- ExecuteAction("CALL_IN_REINFORCEMENTS_WITHOUT_MOVIE", TEXT_STRING)
- Call in reinforcement army named <TEXT_STRING>.
- ReinforcementArmies/Call in army clean.
- ExecuteAction("LIVING_WORLD_SET_PLAYER_REF_BY_TEMPLATE", LIVING_WORLD_PLAYER_REF_SET, LIVING_WORLD_PLAYER_TEMPLATE)
- Set <LIVING_WORLD_PLAYER_REF_SET> to a player with player template <LIVING_WORLD_PLAYER_TEMPLATE>.
- _Player/Set Player Ref to player with template
- ExecuteAction("LIVING_WORLD_SET_ARMY_REF_TO_HERO_ARMY_BY_INDEX", LIVING_WORLD_ARMY_REF_SET, INT, LIVING_WORLD_PLAYER_REF)
- Set <LIVING_WORLD_ARMY_REF_SET> to hero army #<INT> (1 - first, 2 - second, etc) belonging to player <LIVING_WORLD_PLAYER_REF>.
- _Army/Set army ref to hero army by index
- ExecuteAction("LIVING_WORLD_SET_REGION_REF_TO_ARMY_REGION", LIVING_WORLD_REGION_REF_SET, LIVING_WORLD_ARMY_REF)
- Set <LIVING_WORLD_REGION_REF_SET> to the region containing <LIVING_WORLD_ARMY_REF>.
- _Region/Set region ref to army's region
- ExecuteAction("LIVING_WORLD_SET_REGION_REF_TO_ADJACENT_REGION", LIVING_WORLD_REGION_REF_SET, LIVING_WORLD_REGION_REF, BOOLEAN, BOOLEAN)
- Set <LIVING_WORLD_REGION_REF_SET> to a region adjacent to <LIVING_WORLD_REGION_REF> which must be owned by the same player (<BOOLEAN>) and/or must not be defended (<BOOLEAN>).
- _Region/Set region ref to adjacent region
- ExecuteAction("LIVING_WORLD_ORDER_ARMY_MOVE_TO_ADJACENT_REGION", LIVING_WORLD_ARMY_REF, LIVING_WORLD_REGION_REF)
- Order <LIVING_WORLD_ARMY_REF> to move to adjacent region <LIVING_WORLD_REGION_REF>.
- _Army/Order army to move to adjacent region
- ExecuteAction("CHANGE_BURN_RATE_AT_WAYPOINT", WAYPOINT, REAL, INT)
- Change burn rate at <WAYPOINT> within radius of <REAL> by <INT>.
- Map_/Fire/Change burn rate at waypoint.
- ExecuteAction("CHANGE_BURN_RATE_IN_AREA", TRIGGER_AREA, INT)
- Change burn rate in area <TRIGGER_AREA> by <INT>.
- Map_/Fire/Change burn rate in trigger area.
- ExecuteAction("CREATE_DELAYED_CARRYOVER_UNIT_AT_WAYPOINT", OBJECT_TYPE_LIST, PLAYER, WAYPOINT, UNIT_REF)
- Find the first delayed-carryover unit of type <OBJECT_TYPE_LIST> belonging to <PLAYER> and create it at <WAYPOINT>, then assign name <UNIT_REF> to reference it.
- Unit_/Spawn/Spawn delayed-carryover unit
- ExecuteAction("CREATE_UNIT_REVIVAL_ENTRY", OBJECT_TYPE, PLAYER)
- Add a unit of type <OBJECT_TYPE> to the list of units <PLAYER> is allowed to revive.
- Unit_/Spawn/Create unit-revival entry
- ExecuteAction("CREATE_UNIT_REVIVAL_ENTRY_FROM_DELAYED_CARRYOVER_HERO", OBJECT_TYPE_LIST, PLAYER)
- Take one of the delayed carryover units of type <OBJECT_TYPE_LIST> belonging to <PLAYER> and add it to that player's list of revivable units.
- Unit_/Spawn/Create unit-revival entry from delayed carryover unit
- ExecuteAction("CREATE_UNIT_REVIVAL_ENTRY_AT_LEVEL", OBJECT_TYPE, PLAYER, INT)
- Add a unit of type <OBJECT_TYPE> to the list of units <PLAYER> is allowed to build at a fort. Unit will be built at level <INT>.
- Unit_/Spawn/Create unit-revival entry at level
- ExecuteAction("ENABLE_SPELL_STORE")
- Enable the spell store.
- Interface/Enable the spell store
- ExecuteAction("DISABLE_SPELL_STORE")
- Disable the spell store.
- Interface/Disable the spell store
- ExecuteAction("ENABLE_OBJECTIVES_SCREEN")
- Enable the objectives screen.
- Interface/Enable the objectives screen
- ExecuteAction("DISABLE_OBJECTIVES_SCREEN")
- Disable the objectives screen.
- Interface/Disable the objectives screen
- ExecuteAction("CLOSE_OBJECTIVES_SCREEN")
- Close the objectives screen.
- Interface/Close the objectives screen
- ExecuteAction("ENABLE_PLANNING_MODE")
- Enable planning mode.
- Interface/Enable planning mode
- ExecuteAction("DISABLE_PLANNING_MODE")
- Disable planning mode.
- Interface/Disable planning mode
- ExecuteAction("FLASH_SPELL_STORE_BUTTON", INT)
- The spell store button flashes for <INT> seconds.
- User_/Flash/Flash the spell store button for a specified amount of time.
- ExecuteAction("FLASH_OBJECTIVES_BUTTON", INT)
- The objectives button flashes for <INT> seconds.
- User_/Flash/Flash the objectives button for a specified amount of time.
- ExecuteAction("FLASH_PLANNING_MODE_BUTTON", INT)
- The planning mode button flashes for <INT> seconds.
- User_/Flash/Flash the planning mode button for a specified amount of time.
- ExecuteAction("DISPLAY_NOTIFICATION_BOX", NOTIFICATION_BOX_TYPE, LOCALIZED_TEXT, INT)
- Display a popup notification box of type <NOTIFICATION_BOX_TYPE> with the message <LOCALIZED_TEXT> for <INT> seconds (0 for infinite).
- Interface/Notification/Display popup notification box.
- ExecuteAction("CREATE_NAMED_ON_TEAM_AT_OBJECTTYPE", UNIT, OBJECT_TYPE, TEAM, OBJECT_TYPE)
- Spawn <UNIT> of type <OBJECT_TYPE> on <TEAM> at type <OBJECT_TYPE>
- Unit_/Spawn/Spawn -- named unit on a team at an object.
- ExecuteAction("UNIT_SET_MAX_LEVEL", UNIT, INT)
- Sets <UNIT> maximum level to <INT>.
- Unit_/ Sets a unit's maximum level
- ExecuteAction("DISPLAY_NOTIFICATION_BOX_WITH_OBJECT_TYPE_IMAGE_OVERRIDE", NOTIFICATION_BOX_TYPE, LOCALIZED_TEXT, INT, OBJECT_TYPE)
- Display a popup notification box of type <NOTIFICATION_BOX_TYPE> with the message <LOCALIZED_TEXT> for <INT> seconds (0 for infinite) with the icon of <OBJECT_TYPE>.
- Interface/Notification/Display popup notification box with the icon image of an object type.
- ExecuteAction("SELECT_BUILDER_BUTTON_FLASH", INT)
- Flash the select builder button for <INT> seconds.
- User_/Flash/Flash the select builder button for a specified amount of time.
- --ACTIONS ONLY IN BFME1 and C&C ZeroHour (NON LUA GAME)--
- ExecuteAction("INGAME_POPUP_MESSAGE", TEXT_STRING, INT, INT,INT, BOOL)
- ExecuteAction("TEAM_SET_REPULSOR", TEAM, BOOL)
- ExecuteAction("NAMED_SET_REPULSOR", UNIT, BOOL)
- ExecuteAction("TEAM_SET_BOOBYTRAPPED", OBJECT_TYPE, TEAM)
- ExecuteAction("NAMED_SET_BOOBYTRAPPED", OBJECT_TYPE, UNIT)
- ExecuteAction("NAMED_SET_EVAC_LEFT_OR_RIGHT", UNIT, EVACUATE_CONTAINER_SIDE_CHOICE)
- Unit/ Set which side of a container (likely a train) you want the riders to exit on.
- ExecuteAction("SET_TRAIN_HELD", UNIT, BOOL)
- ExecuteAction("AI_PLAYER_BUILD_TYPE_NEAREST_TEAM", PLAYER, OBJECT_TYPE, TEAM)
- ExecuteAction("MOVE_CAMERA_ALONG_WAYPOINT_PATH", WAYPOINT, REAL, REAL, REAL, REAL)
- ExecuteAction("RESET_INFANTRY_LIGHTING_OVERRIDE")
- ExecuteAction("SET_INFANTRY_LIGHTING_OVERRIDE", REAL)
- ExecuteAction("NAMED_USE_COMMANDBUTTON_ABILITY_USING_WAYPOINT_PATH", REAL)
- ExecuteAction("TEAM_SET_UNMANNED_STATUS", TEAM)
- ExecuteAction("NAMED_SET_UNMANNED_STATUS", UNIT)
- --ACTIONS ONLY IN UNKNOWN (SCRIPTS.INI REMAININGS)--
- ExecuteAction("BUILD_BASE_AT_LOCATION", ...)
- ExecuteAction("BUILD_BASE_CLOSEST", ...)
- ExecuteAction("BUILD_ECONOMY_BUILDING_AT_LOCATION", ...)
- ExecuteAction("BUILD_ECONOMY_BUILDING_CLOSEST", ...)
- ExecuteAction("MAP_SHROUD_IN_TRIGGER", ...)
- ExecuteAction("TEAM_REPAIR_WEAKEST_MEMBER_OF_TEAM", ...)
- --ACTIONS ONLY BFME2ROTWK--
- ExecuteAction("CAMERA_BW_MODE_BEGIN", INT)
- Frames to fade into black & white mode = <INT>
- Camera_/Fade Effects/Start black & white mode.
- ExecuteAction("CAMERA_BW_MODE_END")
- Frames to fade into color mode =
- Camera_/Fade Effects/End black & white mode.
- ExecuteAction("CAMERA_MOTION_BLUR", BOOLEAN, BOOLEAN)
- Blur zoom, zoom in = <BOOLEAN> (true=zoom in, false = zoom out), saturate colors = <BOOLEAN>
- Camera_/Fade Effects/Motion blur zoom.
- ExecuteAction("CAMERA_MOTION_BLUR_END_FOLLOW")
- End motion blur as the camera moves.
- Camera_/Fade Effects/End motion blur as the camera moves.
- ExecuteAction("CAMERA_MOTION_BLUR_FOLLOW", INT)
- Start motion blur as the camera moves, amount= <INT> (start with 30 and adjust up or down).
- Camera_/Fade Effects/Start motion blur as the camera moves.
- ExecuteAction("CAMERA_MOTION_BLUR_JUMP", WAYPOINT, BOOLEAN)
- Blur zoom, zoom in at current location, zoom out at <WAYPOINT>, saturate colors = <BOOLEAN>
- Camera_/Fade Effects/Motion blur zoom with jump cut.
- ExecuteAction("CAMERA_RING_MODE_END", INT)
- Frames to transition out of ring mode = <INT>
- Camera_/Fade Effects/End Ring effect.
- ExecuteAction("CAMERA_RING_MODE_START", INT)
- Frames to transition into ring mode = <INT>
- Camera_/Fade Effects/Start Ring effect.
- ExecuteAction("COMMANDBAR_REMOVE_BUTTON_OBJECTTYPE", COMMAND_BUTTON, OBJECT_TYPE)
- <COMMAND_BUTTON> is removed from all objects of type <OBJECT_TYPE>.
- Scripting_/ Remove a command button from an object type.
- ExecuteAction("DRAW_SKYBOX_BEGIN")
- Start skybox mode (draw sky background).
- Camera_/Skybox/Start skybox mode.
- ExecuteAction("DRAW_SKYBOX_END")
- End skybox mode (draw black background).
- Camera_/Skybox/End skybox mode.
- ExecuteAction("NAMED_STOP_FLUSH", UNIT)
- <UNIT> stops and clears its waypoints.
- Unit_/ Set a specific unit to stop and flush its waypoint list.
- ExecuteAction("PALANTIR_EVENT", PALANTIR_EVENT)
- A palantir event of type <PALANTIR_EVENT>
- Palantir/Create a Palantir event.
- ExecuteAction("SET_COUNTER_TO_TEAM_THREAT", COUNTER, TEAM, REAL)
- Set <COUNTER> to <TEAM> radius of <REAL>
- Scripting_/Counters/Set counter to team threat.
- ExecuteAction("SET_COUNTER_TO_THREAT_FINDER_THREAT", COUNTER, THREAT_FINDER, THREAT_TYPE, PLAYER)
- Set <COUNTER> to equal the threat at <THREAT_FINDER> of <THREAT_TYPE> for player <PLAYER>
- Scripting_/Counters/Set counter to threat at a threatfinder.
- ExecuteAction("SET_COUNTER_TO_UNIT_THREAT", COUNTER, UNIT, REAL)
- Set <COUNTER> to <UNIT> radius of <REAL>
- Scripting_/Counters/Set counter to single unit threat.
- ExecuteAction("TEAM_HUNT_WITH_COMMAND_BUTTON", TEAM, COMMANDBUTTON_ABILITY_TEAM)
- <TEAM> begins hunting using <COMMANDBUTTON_ABILITY_TEAM>.
- Team_/Hunt/Set to hunt using commandbutton ability.
- ExecuteAction("UNIT_THREAT_LEVEL", UNIT, COMPARISON, REAL, REAL)
- <UNIT> has <COMPARISON> threat level <REAL> within radius <REAL>
- Unit_/ Unit has (comparison) threat level within radius.
- ExecuteAction("TEAM_THREAT_LEVEL", TEAM, COMPARISON, REAL, REAL)
- <TEAM> has <COMPARISON> threat level <REAL> within radius <REAL>
- Team_/ Team has (comparison) threat level within radius.
- --ACTIONS ONLY CNC3KW--
- ExecuteAction("ADD_TO_INTELL_DATABASE", INTELLIGENCE_DATABASE_CATEGORY)
- ExecuteAction("BUILD_BASE_BUILDING_PER_TACTIC", OBJECT_TYPE, NEAR_OR_FAR, OBJECT_TYPE, UNIT, UNIT_REF)
- Build building <OBJECT_TYPE> at foundation that is most <NEAR_OR_FAR>, relative to the object of type, <OBJECT_TYPE>
- which is part of base named, <UNIT> ... then finally reference the new building as. <UNIT_REF>.
- UNUSED/Base/AI build base building on a foundation chosen by proximity to tactical marker (new).
- ExecuteAction("BUILD_BASE_BUILDING_WITH_TACTIC", OBJECT_TYPE, INT, UNIT, UNIT_REF)
- Build building at slot <INT> in base <UNIT> and reference it as <UNIT_REF>
- Base/AI build base building in slot in a referenced base.
- ExecuteAction("CLEAR_MGBATTLE_RESTRICTION", UNIT)
- ExecuteAction("CREATE_NAMED_STRIKE_FORCE_ON_TEAM_AT_WAYPOINT", STRIKE_FORCE, TEAM, WAYPOINT)
- ExecuteAction("DISABLE_UI_FIXED_ELEMENT", UI_FIXED_ELEMENT, BOOL)
- ExecuteAction("FLASH_UI_FIXED_ELEMENT", UI_FIXED_ELEMENT, BOOL)
- ExecuteAction("GLOBAL_SET_STEALTH_ENABLED", BOOL)
- ExecuteAction("MODIFY_METAGAME_MAX_TIBERIUM", PLAYER, INT)
- ExecuteAction("MODIFY_METAGAME_PLAYERS_TIBERIUM", PLAYER, INT)
- ExecuteAction("NAMED_FIRE_METAGAME_OP_INSTANT", UNIT, SPECIAL_POWER)
- ExecuteAction("NAMED_FIRE_SPECIAL_POWER", UNIT, SPECIAL_POWER)
- ExecuteAction("PLAYER_AI_CHANGEECONOMYBUILDER", PLAYER, BOOL)
- ExecuteAction("SET_AVAILABLE_STRIKEFORCES", STRIKE_FORCE_LIST, BOOL)
- ExecuteAction("SET_DISABLE_STRATEGIC_BUILDING", INT, PLAYER, BOOL)
- Set disable strategic building <INT> for player <PLAYER> to <BOOL>
- ExecuteAction("SET_GAMEPLAYMODE_TIMER", COUNTER, INT)
- ExecuteAction("SET_IGNORE_SKIRMISH_VICTORY_CONDITIONS", BOOL)
- ExecuteAction("SET_METAGAME_MAX_TIBERIUM", PLAYER, INT)
- ExecuteAction("SET_METAGAME_PLAYERS_TIBERIUM", PLAYER, INT)
- ExecuteAction("SET_METAGAME_TURN_TIMER", COUNTER, INT)
- ExecuteAction("SET_MGBATTLE_RESTRICTION", UNIT, METAGAME_BATTLE_RESOLUTION)
- ExecuteAction("SET_MG_PLAYER_OPS_POINTS_LIMITS", PLAYER, INT)
- ExecuteAction("SET_UI_ELEMENT_ENABLED", ASSET_ID_STRING, BOOL)
- ExecuteAction("SET_UNIT_POPULATION_PERCENTAGE_TO_COUNTER", UNIT, COUNTER)
- ExecuteAction("SET_UNIT_UNREST_PERCENTAGE_TO_COUNTER", UNIT, COUNTER)
- ExecuteAction("STRINGLIST_ADDSTRIKEFORCE", STRIKE_FORCE_LIST, STRIKE_FORCE)
- ExecuteAction("STRINGLIST_REMOVESTRIKEFORCE", STRIKE_FORCE_LIST, STRIKE_FORCE)
- --ACTIONS ONLY CNC3KW, RA3U, (CNC4)--
- ExecuteAction("BUILD_LIST_ELIMINATE_FOOTPRINT", PLAYER)
- Eliminate all building footprints for <PLAYER>.
- Base/Eliminate building footprint.
- ExecuteAction("BUILD_LIST_ELIMINATE_FOOTPRINT_ALL", UNIT)
- Eliminate footprint for <UNIT>.
- Base/Eliminate all building footprints.
- ExecuteAction("BUILD_LIST_MOVE_TO_TOP", UNIT)
- Move <UNIT> to top of build list.
- Base/Move structure to top of build list.
- ExecuteAction("CREATE_NAMED_ON_TEAM_AT_OBJECTTYPE_WITH_ORIENTATION", UNIT, OBJECT_TYPE, TEAM, UNIT, REAL)
- Spawn <UNIT> of type <OBJECT_TYPE> on <TEAM> at named object <UNIT>, rotated <REAL> degrees.
- Unit_/Spawn/Spawn - named unit on a team at an object.
- ExecuteAction("CREATE_NAMED_ON_TEAM_AT_WAYPOINT_WITH_ORIENTATION", UNIT, OBJECT_TYPE, TEAM, WAYPOINT, REAL)
- Spawn <UNIT> of type <OBJECT_TYPE> on <TEAM> at <WAYPOINT>, rotated <REAL> degrees.
- ExecuteAction("CREATE_UNNAMED_ON_TEAM_AT_WAYPOINT_WITH_ORIENTATION", OBJECT_TYPE, TEAM, WAYPOINT, REAL)
- Spawn unit of type <OBJECT_TYPE> on <TEAM> at <WAYPOINT>, rotated <REAL> degrees.
- ExecuteAction("DISABLE_UI_BUILD_BUTTON", OBJECT_TYPE, BOOL)
- ExecuteAction("DISABLE_UI_PLAYER_POWER_BUTTON", SPECIAL_POWER, BOOL)
- ExecuteAction("DISABLE_UI_UNIT_ABILITY_BUTTON", UNIT, COMMANDBUTTON_ABILITY_UNIT, BOOL)
- ExecuteAction("DISPLAY_TUTORIAL_TEXT", STRING)
- ExecuteAction("FLASH_UI_BUILD_BUTTON", OBJECT_TYPE, BOOL)
- ExecuteAction("FLASH_UI_PLAYER_POWER_BUTTON", SPECIAL_POWER, BOOL)
- ExecuteAction("FLASH_UI_SUDS_ELEMENT", UI_SUDS_ELEMENT, UI_SUDS_ELEMENT_STATUS)
- ExecuteAction("FLASH_UI_UNIT_ABILITY_BUTTON", UI_FIXED_ELEMENT, BOOL)
- ExecuteAction("HIDE_TUTORIAL_TEXT")
- ExecuteAction("LINK_MISSION_OBJECTIVE_TO_OBJECT", INT, UNIT, BOOL)
- ExecuteAction("LINK_MISSION_OBJECTIVE_TO_OBJECT_WITH_PRESENTATION_SETTINGS", INT, UNIT, OBJECTIVE_PRESENTATION_SETTINGS)
- ExecuteAction("LINK_MISSION_OBJECTIVE_TO_WAYPOINT", INT, WAYPOINT, BOOL)
- ExecuteAction("LINK_MISSION_OBJECTIVE_TO_WAYPOINT_WITH_PRESENTATION_SETTINGS", INT, WAYPOINT, OBJECTIVE_PRESENTATION_SETTINGS)
- ExecuteAction("MAP_SHROUD_SET_RESHROUD_TIME", INT)
- ExecuteAction("MOVE_CAMERA_TO_NAMED", UNIT, REAL, REAL, REAL, REAL)
- ExecuteAction("MUSIC_PLAY_TRACK_FINITE_TIMES_AS_SPECIAL_END_OF_LEVEL_MUSIC", MUSIC, INT, BOOL, BOOL)
- ExecuteAction("NAMED_REMOVE_UPGRADE", UPGRADE, UNIT)
- ExecuteAction("NAMED_SET_SLEEP_STATUS", UNIT, BOOL)
- ExecuteAction("OPEN_COMMAND_BAR", TAB_STRING)
- ExecuteAction("OPTIONAL_VICTORY")
- ExecuteAction("PLAYER_AI_CHANGEBASEBUILDER", PLAYER, BOOL)
- Turn AI Base Builder for <PLAYER> <BOOL>.
- ExecuteAction("PLAYER_AI_CHANGESCIENCEUPGRADER", PLAYER, BOOL)
- Turn AI Economy Builder for <PLAYER> <BOOL>.
- ExecuteAction("PLAYER_AI_CHANGETACTICAL", PLAYER, BOOL)
- Turn AI Party Builder for <PLAYER> <BOOL>.
- ExecuteAction("PLAYER_AI_CHANGETEAMBUILDER", PLAYER, BOOL)
- Turn AI Science Builder for <PLAYER> <BOOL>.
- ExecuteAction("PLAYER_AI_CHANGEUNITBUILDER", PLAYER, BOOL)
- Turn AI Unit Builder for <PLAYER> <BOOL>.
- ExecuteAction("PLAYER_AI_CHANGEUNITUPGRADER", PLAYER, BOOL)
- Turn AI Unit Upgrader Builder for <PLAYER> <BOOL>.
- ExecuteAction("PLAYER_AI_CHANGEWALLBUILDER", PLAYER, BOOL)
- Turn AI Wall Builder for <PLAYER> <BOOL>.
- ExecuteAction("PLAYER_ALLOW_AI_AUTOACQUIRE", PLAYER, BOOL)
- ExecuteAction("PLAYER_SET_BASE_POWER", PLAYER, INT)
- ExecuteAction("PLAYER_SET_MONEY_CAP", PLAYER, INT)
- ExecuteAction("PLAYER_SPECIAL_POWER_AVAILABILITY", PLAYER, SPECIAL_POWER, SPECIAL_POWER_AVAILABILITY)
- ExecuteAction("PLAYER_UNIT_TYPE_SPECIAL_POWER_IGNORE_REQUIREMENTS", PLAYER, OBJECT_TYPE, SPECIAL_POWER, BOOL)
- ExecuteAction("PLAY_SOUND_AS_IF_IT_WAS_AN_EVA_EVENT", SOUND)
- ExecuteAction("PLAY_SOUND_AS_IF_IT_WAS_AN_EVA_EVENT_WITH_SUBTITLE", SOUND, STRING, SECONDS)
- ExecuteAction("PLAY_SPEECH_AS_IF_IT_WAS_AN_EVA_EVENT", MUSIC)
- ExecuteAction("PLAY_SPEECH_AS_IF_IT_WAS_AN_EVA_EVENT_WITH_SUBTITLE", MUSIC, STRING, SECONDS)
- ExecuteAction("REGISTER_OBJECT_VS_OBJECT_KILL_RECORDING", OBJECT_TYPE, PLAYER, OBJECT_TYPE, PLAYER)
- ExecuteAction("REMOVE_PLAYER_UPGRADE", UPGRADE, PLAYER)
- ExecuteAction("RESET_CAMERA_TUTORIAL_STATE")
- ExecuteAction("SATELLITE_VIEW_PRESENTATION_FOR_ALL_OBJECTIVES")
- ExecuteAction("SATELLITE_VIEW_PRESENTATION_FOR_OBJECTIVE", INT)
- ExecuteAction("SET_CAMPAIGN_FLAG", CAMPAIGN_FLAG, BOOL)
- ExecuteAction("SET_COUNTER_TO_NUMBER_OBJECTS_PLAYER_OWNS_WITH_KINDOF", COUNTER, KIND_OF, PLAYER)
- ExecuteAction("SET_MISSION_OBJECTIVE_STATUS", INT, MISSION_OBJECTIVE_STATUS)
- ExecuteAction("SET_UNIT_HEALTH_PERCENTAGE_TO_COUNTER", UNIT, COUNTER)
- ExecuteAction("SKIRMISH_AI_MAKE_BASE", PLAYER, WAYPOINT)
- Player <PLAYER> has a base at <WAYPOINT>.
- ExecuteAction("SKIRMISH_AI_REBUILD_SYSTEM_SCAN", PLAYER)
- Scan for new structures to rebuild for <PLAYER>.
- ExecuteAction("SKIRMISH_AI_SET_FAVORED_ENEMY", PLAYER, PLAYER)
- Set favored enemy of <PLAYER> to <PLAYER>.
- ExecuteAction("SKIRMISH_AI_USE_REBUILD_SYSTEM", PLAYER, BOOL)
- Use structure rebuilds for <PLAYER> <BOOL>.
- ExecuteAction("SKIRMISH_AI_USE_REPAIRS", PLAYER, BOOL)
- Use structure repairs for <PLAYER> <BOOL>.
- ExecuteAction("STORE_OBJECT_KILL_COUNT_TO_COUNTER", UNIT, COUNTER)
- ExecuteAction("SWITCH_TO_PRODUCTION_QUEUE_TAB", PRODUCTION_QUEUE_TAB)
- ExecuteAction("TEAM_AI_TRANSFER", TEAM, BOOL)
- ExecuteAction("TEAM_ALLOW_AI_AUTOACQUIRE", TEAM, BOOL)
- ExecuteAction("TEAM_CLEAR_MODELCONDITION", TEAM, MODEL_CONDITION)
- ExecuteAction("TEAM_CONTEXT_SENSITIVE_ATTACK", TEAM, UNIT)
- Team/Attack/Set team to capture a named object.
- ExecuteAction("TEAM_SET_SLEEP_STATUS", TEAM, BOOL)
- ExecuteAction("UNIT_AI_TRANSFER", UNIT, BOOL)
- ExecuteAction("UNIT_AI_TRANSFER_ALL", PLAYER, BOOL)
- ExecuteAction("UNIT_ALLOW_AI_AUTOACQUIRE", UNIT, BOOL)
- ExecuteAction("UNIT_CLEAR_MODELCONDITION", UNIT, MODEL_CONDITION)
- ExecuteAction("UNIT_CONTEXT_SENSITIVE_ATTACK", UNIT, UNIT)
- ExecuteAction("UNIT_KILL_ALL_IN_AREA", PLAYER, AREA)
- ExecuteAction("UNIT_SET_HEALTH", UNIT, REAL)
- Set health of <UNIT> to percentage (0.0 - 100.0) <REAL>
- ExecuteAction("UNIT_SET_STANCE", UNIT, STANCE_TYPE)
- Unit_/ Sets a unit's current stance.
- --ACTIONS ONLY RA3, RA3U--
- ExecuteAction("PATH_MUSIC_ENABLE_RESUME_SYSTEM")
- --ACTIONS ONLY RA3U (NOT RA3)--
- ExecuteAction("ORE_NODE_SET_MAX_GATHER_VALUE", UNIT, INT)
- Set node <UNIT> maximum gather amount to: <INT>.
- Sets the maximum amount of ore that can be gathered from this ore node.
- Object Type/Ore Node/Settings/Set maximum gather amount.
- ExecuteAction("OVERRIDE_GLOBAL_TERRAIN_HEIGHT", INT)
- Set the new terrain height to: <INT>
- Map/Modify/Override global terrain height.
- Makes the game assume the map is everywhere flat at the new height value. Only exception is the physics system, that will still use the painted height field.
- ExecuteAction("SET_BLOOM_INTENSITY", REAL)
- Set the current bloom intensity to: <REAL>
- This sets the bloom intensity, please use a number from 0 to 1.
- Map/Modify/Change the current bloom intensity.
- ExecuteAction("SET_LAST_CREATED_UNIT_TO_REFERENCE", UNIT_REF)
- <UNIT_REF> to last spawned unit
- Scripting/Reference/Set reference to last spawned unit.
- ExecuteAction("SET_TEXTURE_LOOKUP_TABLE", ?)
- Set current lookup texture to: ?
- Map/Modify/Change the current texture lookup table.
- ExecuteAction("TOGGLE_SHADER_OVERRIDE", UNIT, SHADER?, BOOL?)
- Set unit <UNIT> to toggle shader <SHADER>.
- Toggles on|off a shader effect on an object.
- Object Type/Settings/Toggle shader override on|off.
- --ACTIONS ONLY RA3, RA3U AND CNC4--
- ExecuteAction("ALLOW_DISALLOW_ONE_UPGRADE", PLAYER, UPGRADE, BOOL)
- ExecuteAction("AUDIO_SET_SOUNDEFFECTS_SLIDER_FADEABLE", BOOL)
- ExecuteAction("BORDER_SHROUD_SET_OPACITY", REAL)
- ExecuteAction("CAMERA_LETTERBOX_BEGIN_WITH_RADAR")
- Start letterbox mode (hide UI, add border), but keep the Radar visible.
- Cinematics/Settings/Start letterbox mode(shows radar).
- ExecuteAction("CAMPAIGN_CREATE_AUTO_SAVE", STRING)
- Create auto save checkpoint with description <STRING>.
- ExecuteAction("CREATE_UNNAMED_ON_TEAM_AT_NAMED_OBJECT_LOCATION", OBJECT_TYPE, TEAM, UNIT)
- Spawn unit of type <OBJECT_TYPE> on <TEAM> at named object <UNIT>.
- Unit_/Spawn/Spawn - unit on a team at an object.
- ExecuteAction("DISABLE_JOYPAD_COMMANDBAR_BUTTON", COMMAND_MENU_BUTTON, BOOL)
- ExecuteAction("DISABLE_JOYPAD_HUD_FIXED_ELEMENT", CONSOLE_HUD_FIXED_ELEMENT, BOOL)
- ExecuteAction("DISABLE_MOUSE_HUD_FIXED_ELEMENT", PC_HUD_FIXED_ELEMENT, BOOL)
- ExecuteAction("EVALUATE_SCRIPT", SCRIPT)
- IF <SCRIPT> conditions are true advance to next action in this sequential script.
- Help Text: ONLY USE IN A SEQUENTIAL SCRIPT!! Used to determine if a sequential script should
- advance to the next action. This allows for short circuiting the current object/team idle check.
- Note that this cannot be the first action of a sequential script.
- ExecuteAction("FADE_IN_FROM_BLACK", REAL)
- ExecuteAction("FADE_OUT_TO_BLACK", REAL)
- ExecuteAction("FIRE_SPECIAL_POWER_ON_UNIT", PLAYER, SPECIAL_POWER, UNIT)
- ExecuteAction("FLASH_JOYPAD_COMMANDBAR_BUTTON", COMMAND_MENU_BUTTON, BOOL)
- ExecuteAction("FLASH_JOYPAD_HUD_FIXED_ELEMENT", CONSOLE_HUD_FIXED_ELEMENT, BOOL)
- ExecuteAction("FLASH_MOUSE_HUD_FIXED_ELEMENT", PC_HUD_FIXED_ELEMENT, BOOL)
- ExecuteAction("FOR_EACH_PLAYER_OBJECT_EXECUTE_SCRIPT", PLAYER, SCRIPT)
- For each member of <PLAYER> run <SCRIPT>.
- ExecuteAction("FOR_EACH_TEAM_MEMBER_EXECUTE_SCRIPT", TEAM, SCRIPT)
- For each member of <TEAM> run <SCRIPT>.
- ExecuteAction("LINK_MISSION_HOT_SPOT_TO_OBJECT", MISSION_HOT_SPOT_STRING, UNIT, BOOL)
- ExecuteAction("LINK_MISSION_HOT_SPOT_TO_WAYPOINT", MISSION_HOT_SPOT_STRING, WAYPOINT, BOOL)
- ExecuteAction("LINK_MISSION_OBJECTIVE_TO_OBJECT_WITH_CATEGORY", MISSION_HOT_SPOT_STRING, BOOL)
- ExecuteAction("LINK_MISSION_OBJECTIVE_TO_WAYPOINT_WITH_CATEGORY", MISSION_HOT_SPOT_STRING, BOOL)
- ExecuteAction("MOVE_NAMED_UNIT_TO_UNIT", UNIT, UNIT)
- ExecuteAction("MOVE_TEAM_TO_UNIT", TEAM, UNIT)
- ExecuteAction("NAMED_FOLLOW_WAYPOINTS_STARTING_AT_WAYPOINT", UNIT, WAYPOINT_PATH, WAYPOINT)
- ExecuteAction("NAMED_FORCE_ATTACK_NAMED", UNIT, UNIT)
- ExecuteAction("NAMED_FORCE_ATTACK_WAYPOINT", UNIT, WAYPOINT)
- ExecuteAction("NAMED_OUTLINE", UNIT)
- ExecuteAction("NAMED_REMOVE_INFOBOX", UNIT)
- ExecuteAction("NAMED_SET_DISABLED", UNIT, DISABLED_TYPE, BOOL)
- ExecuteAction("NAMED_SET_MAX_HEALTH", UNIT, INT, BOOL)
- Sets the maximum health of a unit to the value specified and optionally sets the units current health to this value as well.
- (Note if setting the max health lower than the current health the current health will automatically be set to max.
- Object Type/Settings/Set the max health of a unit
- ExecuteAction("NAMED_SHOW_INFOBOX", UNIT, TEXT_STRING, REAL, TEXT_STRING)
- Displays an info box over the top of the named object. Optionally the 4th parameter takes a string of an image id to display an image.
- If the image is found it will display this image in the info box.
- Note that a time of 0 will result in a never ending info box that will only be removed when the script Remove Info Box is used on the unit.
- Interface/Info Box/Show Info Box
- ExecuteAction("NAMED_USE_LOGIC_COMMAND_ABILITY_ON_NAMED_POSITION", UNIT, COMMANDBUTTON_ABILITY_UNIT, UNIT)
- ExecuteAction("PATH_MUSIC_DISABLE_DYNAMIC_SYSTEM")
- ExecuteAction("PATH_MUSIC_ENABLE_DYNAMIC_SYSTEM")
- ExecuteAction("PATH_MUSIC_ENABLE_SPECIFIC_DYNAMIC_SYSTEM", PATH_MUSIC_DYNAMIC_STATE_SET)
- ExecuteAction("PATH_MUSIC_FADE_IN_MUSIC", REAL)
- ExecuteAction("PATH_MUSIC_FADE_OUT_MUSIC", REAL)
- ExecuteAction("PATH_MUSIC_PLAY_EVENT", PATH_MUSIC_EVENT)
- ExecuteAction("PATH_MUSIC_STOP_MUSIC")
- ExecuteAction("PLACE_AI_BEACON_LOCATION", PLAYER, BEACON_TYPE, WAYPOINT)
- ExecuteAction("PLACE_AI_BEACON_OBJECT", PLAYER, BEACON_TYPE, UNIT)
- ExecuteAction("PLAYER_AI_CHANGE_ECONOMY_MANAGER", PLAYER, BOOL)
- ExecuteAction("PLAYER_ALLOWED_TOBE_COOPAI", PLAYER, BOOL)
- ExecuteAction("PLAYER_CAMERA_MOVE_TO", PLAYER, CAMERA, REAL, REAL, REAL, REAl)
- ExecuteAction("PLAYER_CAMERA_MOVE_TO_NAMED", PLAYER, UNIT, REAL, REAL, REAL, REAL)
- ExecuteAction("PLAYER_CAMERA_TETHER_NAMED", PLAYER, UNIT, BOOL, REAL)
- ExecuteAction("PLAYER_FIRE_MULTI_TARGET_SPECIAL_POWER_AT_WAYPOINTS", PLAYER, SPECIAL_POWER, WAYPOINT, WAYPOINT)
- ExecuteAction("PLAYER_GRANT_SPECIAL_POWER", SPECIAL_POWER, PLAYER)
- ExecuteAction("PLAYER_LOCK_PLAYER_TECH", PLAYER, PLAYER_TECH, BOOL)
- ExecuteAction("PLAYER_SET_ALLY_BUILDABILITY", PLAYER, PLAYER, BOOL)
- <PLAYER> is allowed to build in <PLAYER> controlled territory: <BOOL>
- Player/Build/Player cannot build in a specific ally's buildability radii (ground control).
- ExecuteAction("PLAYER_SET_ALL_UNITS_TO_FLEE", PLAYER)
- ExecuteAction("PLAYER_SET_DISABLED", PLAYER, DISABLED_TYPE, BOOL)
- ExecuteAction("PLAYER_SET_MAX_PLAYER_POWER_POINTS", PLAYER, INT)
- ExecuteAction("PLAYER_SET_PLAYER_POWER_POINTS", PLAYER, INT)
- ExecuteAction("PLAYER_TOGGLE_RESOURCE_SHARING", PLAYER, BOOL)
- ExecuteAction("PLAYER_TOGGLE_SKIRMISH_AI", PLAYER, BOOL)
- ExecuteAction("PLAY_SOUND_AS_AI_COCOMMANDER_DIALOG", SOUND)
- ExecuteAction("PLAY_SOUND_AS_AI_COCOMMANDER_DIALOG_WITH_SUBTITLE", SOUND, TEXT_STRING, REAL)
- ExecuteAction("REDALERT_DISABLE_THREAT_LEVEL_BONUS", PLAYER)
- ExecuteAction("REPAIR_OBJECT", UNIT, BOOL, BOOL)
- This script will attempt to start or stop repair on the named object.
- It should only be called on repairable objects, and will automatically deduct the cost from the player that owns the object unless specified to be free.
- ExecuteAction("RESET_CAMERA_AT_OBJECT", UNIT, REAL, REAL, REAL)
- ExecuteAction("SET_AREA_REFERENCE", AREA_REF, AREA)
- Set <AREA_REF> to reference area <AREA>.
- ExecuteAction("SET_COOP_AI_COMMAND_UI_ENABLED", BOOL)
- Set CoOpAI's interface to <BOOL>.
- ExecuteAction("SET_MISSION_HOT_SPOT_ACTIVENESS", MISSION_HOT_SPOT_STRING, BOOL)
- ExecuteAction("SET_MISSION_HOT_SPOT_VISIBILITY", MISSION_HOT_SPOT_STRING, BOOL)
- ExecuteAction("SET_REFERENCE_TO_FIRST_TEAM_MEMBER_IN_AREA", UNIT_REF, TEAM, AREA)
- Set <UNIT_REF> to first member of <TEAM> in <AREA>.
- ExecuteAction("SET_REFERENCE_TO_RANDOM_TEAM_MEMBER", UNIT_REF, TEAM)
- Set <UNIT_REF> to random member of <TEAM>.
- ExecuteAction("SHOW_UNIT_INTRO", OBJECT_TYPE)
- ExecuteAction("SKIRMISH_AI_CLEAR_ALL_ENEMY_PLAYERS_PRIORITIES", PLAYER)
- ExecuteAction("SKIRMISH_AI_CLEAR_ENEMY_PLAYER_PRIORITY", PLAYER, PLAYER)
- ExecuteAction("SKIRMISH_AI_CONSIDER_ALL_ENEMIES_WHEN_BUILDING", PLAYER)
- ExecuteAction("SKIRMISH_AI_CONSIDER_ENEMY_WHEN_BUILDING", PLAYER, PLAYER)
- ExecuteAction("SKIRMISH_AI_DONT_CONSIDER_ANY_ENEMIES_WHEN_BUILDING", PLAYER)
- ExecuteAction("SKIRMISH_AI_DONT_CONSIDER_ENEMY_WHEN_BUILDING", PLAYER, PLAYER)
- ExecuteAction("SKIRMISH_AI_SET_ALL_ENEMY_PLAYERS_PRIORITIES", PLAYER, INT)
- ExecuteAction("SKIRMISH_AI_SET_ENEMY_PLAYER_PRIORITY", PLAYER, PLAYER, INT)
- ExecuteAction("SKIRMISH_AI_START", PLAYER)
- ExecuteAction("SKIRMISH_AI_TRANSFER_ALL", PLAYER, BOOL)
- ExecuteAction("SKIRMISH_AI_USE_AUTOMATIC_ENEMY_PLAYER_PRIORITY_SCHEME", PLAYER, ENEMY_SORTING_METHOD)
- ExecuteAction("SKIRMISH_AI_USE_DEFAULT_AUTOMATIC_ENEMY_PLAYER_PRIORITY_SCHEME", PLAYER)
- ExecuteAction("TEAM_FOLLOW_WAYPOINTS_STARTING_AT_WAYPOINT", TEAM, WAYPOINT_PATH, BOOL, BOOL, WAYPOINT)
- Have <TEAM> follow <WAYPOINT_PATH>, as a team is <BOOL>, in formation is <BOOL>, starting at waypoint <WAYPOINT>.
- ExecuteAction("TEAM_SET_DISABLED", TEAM, DISABLED_TYPE, BOOL)
- ExecuteAction("TEAM_SET_STANCE", TEAM, STANCE)
- ExecuteAction("TELEPORT_STRUCTURE", UNIT, WAYPOINT)
- ExecuteAction("TOGGLE_LOCK_CURRENT_SELECTION", BOOL)
- ExecuteAction("TOGGLE_RADAR_UI", BOOL)
- ExecuteAction("UNIT_EXECUTE_SEQUENTIAL_SCRIPT_COPY", UNIT, SCRIPT)
- <UNIT> executes a copy of <SCRIPT> sequentially.
- ExecuteAction("UNIT_SPAWN_NAMED_OBJECT_ON_TEAM_AT_NAMED_OBJECT_LOCATION", UNIT, OBJECT_TYPE, TEAM, UNIT)
- ExecuteAction("UNIT_SET_MODELCONDITION_GENERIC", UNIT, MODEL_CONDITION)
- Object Type/Settings/Set a model condition flag on a named object for duration(optional).
- --ACTIONS ONLY CNC4--
- ExecuteAction("ADD_AREA_AS_SPAWN_ZONE_TO_PLAYER", AREA, PLAYER, BOOL)
- ExecuteAction("ADD_FX_ON_OBJECT", FXParticle_Type, UNIT)
- FX <FXParticle_Type> Applied onto <UNIT>.
- ExecuteAction("ALLOW_DISALLOW_BUILDING_OBJECT_LIST", PLAYER, OBJECT_LIST, BOOL)
- ExecuteAction("AUDIOMIXER_DISABLE_DYNAMIC_SYSTEM")
- ExecuteAction("AUDIOMIXER_ENABLE_DYNAMIC_SYSTEM")
- ExecuteAction("AUDIOMIXER_ENABLE_SPECIFIC_DYNAMIC_SYSTEM", AUDIOMIXER_DYNAMIC_STATE_SET)
- ExecuteAction("AUDIOMIXER_LOAD_SNAPSHOT", AUDIOMIXER_SNAPSHOT_SET)
- ExecuteAction("AUDIOMIXER_RESUME_DYNAMIC_SYSTEM")
- ExecuteAction("AUDIO_SET_AMBIENT_SLIDER_FADEABLE", BOOL)
- ExecuteAction("AUDIO_SET_MOVIE_SLIDER_FADEABLE", BOOL)
- ExecuteAction("AUDIO_SET_MUSIC_SLIDER_FADEABLE", BOOL)
- ExecuteAction("AUDIO_SET_VOICE_SLIDER_FADEABLE", BOOL)
- ExecuteAction("CAMERA_LETTERBOX_SHOW_LOCATION_TEXT", STRING, REAL)
- Show letterbox location text <STRING> for <REAL> seconds.
- ExecuteAction("CAMERA_LETTERBOX_SHOW_TITLE_TEXT", STRING, REAL)
- Show letterbox title text <STRING> for <REAL> seconds.
- ExecuteAction("CAPTURE_GOAL_OR_TECH_STRUCTURE", PLAYER, UNIT)
- ExecuteAction("CAPTURE_UPGRADE_CRYSTAL", UNIT, UNIT)
- ExecuteAction("CHANGE_FACTION_INGAME", PLAYER, FACTION_CNC4)
- ExecuteAction("CLOSE_DEPLOY_DIALOG")
- ExecuteAction("CREATE_RANDOM_OBJECT_AT_NAMED_OBJECT", OBJECT_TYPE, TEAM, UNIT)
- Spawn a random object from <OBJECT_TYPE> on <TEAM> at <UNIT>.
- ExecuteAction("DISABLE_UI_UPGRADE_BUTTON", UPGRADE, BOOL)
- ExecuteAction("EXECUTE_NAMED_SCRIPT", STRING)
- Execute named script called <STRING>.
- Run an EA sharp script.
- ExecuteAction("FLASH_UI_UPGRADE_BUTTON", UPGRADE, BOOL)
- ExecuteAction("HEAL_NAMED_UNIT_STRUCTURE", UNIT, INT)
- ExecuteAction("HIDE_MOUSE_HUD_FIXED_ELEMENT", PC_HUD_FIXED_ELEMENT, BOOL)
- ExecuteAction("HIDE_UI_INFOBOX")
- ExecuteAction("NAMED_SET_MAX_HEALTH_AS_PERCENTAGE", UNIT, REAL, BOOL)
- ExecuteAction("NAMED_USE_LOGIC_COMMAND_ABILITY", UNIT, COMMANDBUTTON_ABILITY_UNIT)
- ExecuteAction("NAMED_USE_LOGIC_COMMAND_ABILITY_AT_WAYPOINT", UNIT, COMMANDBUTTON_ABILITY_UNIT, WAYPOINT)
- ExecuteAction("NAMED_USE_LOGIC_COMMAND_ABILITY_ON_NAMED", UNIT, COMMANDBUTTON_ABILITY_UNIT, UNIT)
- ExecuteAction("NAMED_USE_LOGIC_COMMAND_ON_NEAREST_ENEMY_BUILDING", UNIT, COMMANDBUTTON_ABILITY_UNIT)
- ExecuteAction("NAMED_USE_LOGIC_COMMAND_ON_NEAREST_ENEMY_BUILDING_CLASS", UNIT, COMMANDBUTTON_ABILITY_UNIT, KIND_OF)
- ExecuteAction("NAMED_USE_LOGIC_COMMAND_ON_NEAREST_ENEMY_UNIT", UNIT, COMMANDBUTTON_ABILITY_UNIT)
- ExecuteAction("NAMED_USE_LOGIC_COMMAND_ON_NEAREST_GARRISONED_BUILDING", UNIT, COMMANDBUTTON_ABILITY_UNIT)
- ExecuteAction("NAMED_USE_LOGIC_COMMAND_ON_NEAREST_KINDOF", UNIT, COMMANDBUTTON_ABILITY_UNIT, KIND_OF)
- ExecuteAction("NAMED_USE_LOGIC_COMMAND_ON_NEAREST_OBJECTTYPE", UNIT, COMMANDBUTTON_ABILITY_UNIT, OBJECT_TYPE)
- ExecuteAction("OBSOLETE_CAMERA_FADE_ADD", REAL, REAL, INT, INT, INT)
- ExecuteAction("OBSOLETE_CAMERA_FADE_MULTIPLY", REAL, REAL, INT, INT, INT)
- ExecuteAction("OBSOLETE_CAMERA_FADE_SATURATE", REAL, REAL, INT, INT, INT)
- ExecuteAction("OBSOLETE_CAMERA_FADE_SUBTRACT", REAL, REAL, INT, INT, INT)
- ExecuteAction("OBSOLETE_FLASH_UI_SUDS_ELEMENT", UI_SUDS_ELEMENT, UI_SUDS_ELEMENT_STATUS)
- ExecuteAction("OBSOLETE_LINK_MISSION_OBJECTIVE_TO_OBJECT_WITH_PRESENTATION_SETTINGS", INT, UNIT, OBJECTIVE_PRESENTATION_SETTINGS)
- ExecuteAction("OBSOLETE_LINK_MISSION_OBJECTIVE_TO_WAYPOINT_WITH_PRESENTATION_SETTINGS", INT, WAYPOINT, OBJECTIVE_PRESENTATION_SETTINGS)
- ExecuteAction("OBSOLETE_OPEN_COMMAND_BAR", TAB_STRING)
- ExecuteAction("OBSOLETE_SATELLITE_VIEW_PRESENTATION_FOR_ALL_OBJECTIVES")
- ExecuteAction("OBSOLETE_SATELLITE_VIEW_PRESENTATION_FOR_OBJECTIVE", INT)
- ExecuteAction("OPEN_DEPLOY_DIALOG")
- Show the Deploy Dialog window.
- Set Deploy Dialog window to Show.
- ExecuteAction("PATH_MUSIC_RESUME_DYNAMIC_SYSTEM")
- ExecuteAction("PLAYER_BUILD_OBJECT_INSTANTLY", OBJECT_TYPE, UNIT)
- Player builds <OBJECT_TYPE> instantly from <UNIT>.
- ExecuteAction("PROCEED_IF_AUDIO_COMPLETE", SOUND)
- ExecuteAction("PROCEED_IF_MOVIE_COMPLETE", MOVIE)
- ExecuteAction("SET_COUNTER_TO_OBJECTS_OWNED_BY_PLAYER_BY_KINDOF", COUNTER, PLAYER, KIND_OF)
- ExecuteAction("SET_COUNTER_TO_OBJECTS_UNDER_PRODUCTION_ON_OBJECT_BY_KINDOF", COUNTER, KIND_OF, UNIT)
- ExecuteAction("SET_CRYSTAL_UPGRADE_POINTS_OF_PLAYER", PLAYER, INT)
- ExecuteAction("SET_GOAL_OWNERSHIP_DURATION", UNIT, REAL)
- ExecuteAction("SET_MAX_REDEPLOYMENT_COUNT", PLAYER, INT)
- ExecuteAction("SET_OBJECT_ALLOWED_FOR_PLAYER", OBJECT_TYPE, PLAYER)
- ExecuteAction("SET_PLAYER_BUILDTIME_CHEAT", PLAYER, REAL)
- ExecuteAction("SET_PLAYER_CLASS", PLAYER, PLAYER_CLASS_TYPE)
- ExecuteAction("SET_PLAYER_CRYSTAL_UPGRADE_POINTS_TO_COUNTER", PLAYER, COUNTER)
- ExecuteAction("SET_REFERENCE_TO_LAST_SPAWNED_UNIT", UNIT_REF)
- Set <UNIT_REF> to last spawned unit.
- ExecuteAction("SET_REFERENCE_TO_PLAYER_SPELLBOOK", UNIT_REF, PLAYER)
- Set <UNIT_REF> to player spellbook of player <PLAYER>.
- ExecuteAction("SET_UNIT_HEALTH_PERCENTAGE_FROM_COUNTER", UNIT, COUNTER)
- ExecuteAction("SHOW_UI_INFOBOX", UNIT, STRING, REAL, STRING)
- <UNIT> Show info box text <STRING> for <REAL> seconds. Display Image from button <STRING>.
- ExecuteAction("SHOW_UI_INFOBOX_BUILD_BUTTON", OBJECT_TYPE, TEXT_STRING, TEXT_STRING)
- ExecuteAction("SHOW_UI_INFOBOX_FIXED_ELEMENT", PC_HUD_FIXED_ELEMENT, TEXT_STRING, TEXT_STRING)
- ExecuteAction("SHOW_UI_INFOBOX_PLAYER_POWER_BUTTON", SPECIAL_POWER, TEXT_STRING, TEXT_STRING)
- ExecuteAction("SHOW_UI_INFOBOX_UNIT_ABILITY_BUTTON", UNIT, COMMANDBUTTON_ABILITY_UNIT, TEXT_STRING, TEXT_STRING)
- ExecuteAction("SHOW_UI_INFOBOX_UPGRADE_BUTTON", UPGRADE, TEXT_STRING, TEXT_STRING)
- ExecuteAction("SKIRMISH_WAIT_FOR_LOGIC_COMMAND_AVAILABLE_ALL", PLAYER, TEAM, COMMANDBUTTON_ABILITY_TEAM)
- <PLAYER>'s <TEAM> all wait until <COMMANDBUTTON_ABILITY_TEAM> is ready.
- ExecuteAction("SKIRMISH_WAIT_FOR_LOGIC_COMMAND_AVAILABLE_PARTIAL", PLAYER, TEAM, COMMANDBUTTON_ABILITY_TEAM)
- <PLAYER>'s <TEAM> wait until at least one member <COMMANDBUTTON_ABILITY_TEAM> is ready.
- ExecuteAction("SOUND_3D_ONLY_SET_VOLUME", REAL)
- ExecuteAction("SPAWN_OBJECT_IN_REINFORCEMENT_OBJECT_AT_NAMED_OBJECT", OBJECT_TYPE, OBJECT_TYPE, PLAYER, UNIT)
- ExecuteAction("SPAWN_OBJECT_IN_REINFORCEMENT_OBJECT_AT_WAYPOINT", OBJECT_TYPE, OBJECT_TYPE, PLAYER, WAYPOINT)
- ExecuteAction("SPAWN_TEAM_IN_REINFORCEMENT_OBJECT_AT_NAMED_OBJECT", TEAM, OBJECT_TYPE, PLAYER, UNIT)
- ExecuteAction("SPAWN_TEAM_IN_REINFORCEMENT_OBJECT_AT_WAYPOINT", TEAM, OBJECT_TYPE, PLAYER, WAYPOINT)
- ExecuteAction("STORE_OBJECT_VS_OBJECT_KILLS_TO_COUNTER", OBJECT_TYPE, PLAYER, OBJECT_TYPE, PLAYER, COUNTER)
- ExecuteAction("TEAM_ALL_USE_LOGIC_COMMAND_ON_NEAREST_ENEMY_BUILDING", TEAM, COMMANDBUTTON_ABILITY_TEAM)
- ExecuteAction("TEAM_ALL_USE_LOGIC_COMMAND_ON_NEAREST_ENEMY_BUILDING_CLASS", TEAM, COMMANDBUTTON_ABILITY_TEAM, KIND_OF)
- ExecuteAction("TEAM_ALL_USE_LOGIC_COMMAND_ON_NEAREST_ENEMY_UNIT", TEAM, COMMANDBUTTON_ABILITY_TEAM)
- ExecuteAction("TEAM_ALL_USE_LOGIC_COMMAND_ON_NEAREST_GARRISONED_BUILDING", TEAM, COMMANDBUTTON_ABILITY_TEAM)
- ExecuteAction("TEAM_ALL_USE_LOGIC_COMMAND_ON_NEAREST_KINDOF", TEAM, COMMANDBUTTON_ABILITY_TEAM, KIND_OF)
- ExecuteAction("TEAM_ALL_USE_LOGIC_COMMAND_ON_NEAREST_OBJECTTYPE", TEAM, COMMANDBUTTON_ABILITY_TEAM, OBJECT_TYPE)
- ExecuteAction("TEAM_PARTIAL_USE_LOGIC_COMMAND", REAL, TEAM, COMMANDBUTTON_ABILITY_TEAM)
- ExecuteAction("TEAM_SET_REFERENCE_TO_PLAYERS_NEAREST_UNIT_OF_TYPE", OBJECT_TYPE, TEAM, UNIT_REF)
- ExecuteAction("TEAM_USE_LOGIC_COMMAND_ABILITY", TEAM, COMMANDBUTTON_ABILITY_TEAM)
- ExecuteAction("TEAM_USE_LOGIC_COMMAND_ABILITY_AT_WAYPOINT", TEAM, COMMANDBUTTON_ABILITY_TEAM, WAYPOINT)
- ExecuteAction("TEAM_USE_LOGIC_COMMAND_ABILITY_ON_NAMED", TEAM, COMMANDBUTTON_ABILITY_TEAM, UNIT)
- ExecuteAction("UNHIDE_LAYER", TEXT_STRING)
- ExecuteAction("WAYPOINT_CREATE_RADAR_EVENT", WAYPOINT, RADAR_EVENT)
- ---------------------
- --EVALUATECONDITION--
- ---------------------
- EvaluateCondition("CONDITION_FALSE")
- False.
- Scripting_/ False.
- EvaluateCondition("COUNTER", COUNTER, COMPARISON, INT)
- Counter <COUNTER> IS <COMPARISON> <INT>
- Scripting_/ Counter compared to a value.
- EvaluateCondition("COUNTER_SECONDS", COUNTER, COMPARISON, REAL)
- Counter <COUNTER> IS <COMPARISON> time <REAL> secs.
- Scripting_/ Counter compared to time in seconds.
- EvaluateCondition("COUNTER_COUNTER", COUNTER, COMPARISON, COUNTER)
- Counter <COUNTER> IS <COMPARISON> counter <COUNTER>
- Scripting_/ Counter compared to another Counter.
- EvaluateCondition("DISTANCE_BETWEEN_OBJ", UNIT, UNIT, COMPARISON, REAL)
- Distance between object <UNIT> and object <UNIT> IS <COMPARISON> to value <REAL>
- Scripting_/ Compare distance between 2 objects.
- EvaluateCondition("DISTANCE_BETWEEN_TEAM", TEAM, TEAM, COMPARISON, REAL)
- Distance between team <TEAM> and team <TEAM> IS <COMPARISON> to value <REAL>
- Scripting_/ Compare distance between 2 teams.
- EvaluateCondition("UNIT_HEALTH", UNIT, COMPARISON, INT)
- <UNIT> Health IS <COMPARISON> <INT> percent.
- Unit_/ Unit health % compared to a value.
- EvaluateCondition("FLAG", FLAG, BOOLEAN)
- <FLAG> IS <BOOLEAN>
- Scripting_/ Flag compared to a value.
- EvaluateCondition("TEAM_STATE_IS", TEAM, TEAM_STATE)
- <TEAM> state IS <TEAM_STATE>
- Team_/ Team state is.
- EvaluateCondition("TEAM_STATE_IS_NOT", TEAM, TEAM_STATE)
- <TEAM> state IS not <TEAM_STATE>
- Team_/ Team state is not.
- EvaluateCondition("TEAM_HAS_CUSTOM_STATE", TEAM, TEAM_STATE)
- <TEAM> has the custom state <TEAM>
- Team_/ Team custom has state.
- EvaluateCondition("CONDITION_TRUE")
- True.
- Scripting_/ True.
- EvaluateCondition("TIMER_EXPIRED", COUNTER)
- Timer <COUNTER> has expired.
- Scripting_/ Timer expired.
- EvaluateCondition("PLAYER_ALL_DESTROYED", PLAYER)
- Everything belonging to <PLAYER> has been destroyed.
- Player_/ All destroyed.
- EvaluateCondition("PLAYER_ALL_BUILDFACILITIES_DESTROYED", PLAYER)
- All factories belonging to <PLAYER> have been destroyed.
- Player_/ All factories destroyed.
- EvaluateCondition("TEAM_INSIDE_AREA_PARTIALLY", TEAM, TRIGGER_AREA, SURFACE_TYPE)
- <TEAM> has one or more units in <TRIGGER_AREA> (<SURFACE_TYPE>).
- Team_/ Team has units in an area.
- EvaluateCondition("NAMED_INSIDE_AREA", UNIT, TRIGGER_AREA)
- <UNIT> is in <TRIGGER_AREA>).
- Unit_/ Unit entered area.
- EvaluateCondition("TEAM_DESTROYED", TEAM)
- <TEAM> has been destroyed.
- Team_/ Team is destroyed.
- EvaluateCondition("TEAM_HAS_FEWER_THAN_X_UNITS_WITH_KINDOF", TEAM, INT, KIND_OF)
- <TEAM> has fewer than <INT> units left of type <KIND_OF>.
- Team_/ Team has fewer than X units left of KindOf..
- EvaluateCondition("NAMED_RANK_LEVEL", UNIT, INT)
- <UNIT> is rank <INT> or above.
- Unit_/Experience/ Unit is rank level or above.
- EvaluateCondition("NAMED_DESTROYED", UNIT)
- <UNIT> has been destroyed.
- Unit_/ Unit is destroyed.
- EvaluateCondition("NAMED_DYING", UNIT)
- <UNIT> has been killed, but still on screen.
- Unit_/ Unit is dying.
- EvaluateCondition("NAMED_TOTALLY_DEAD", UNIT)
- <UNIT> has been killed, and is finished dying.
- Unit_/ Unit is finished dying.
- EvaluateCondition("NAMED_NOT_DESTROYED", UNIT)
- <UNIT> exists and is alive.
- Unit_/ Unit exists and is alive.
- EvaluateCondition("TEAM_HAS_UNITS", TEAM)
- <TEAM> has one or more units.
- Team_/ Team has units.
- EvaluateCondition("CAMERA_MOVEMENT_FINISHED")
- The camera movement has finished.
- Camera_/ Camera movement finished.
- EvaluateCondition("NAMED_INSIDE_AREA", UNIT, TRIGGER_AREA)
- <UNIT> is inside <TRIGGER_AREA>
- Unit_/ Unit inside an area.
- EvaluateCondition("NAMED_OUTSIDE_AREA", UNIT, TRIGGER_AREA)
- <UNIT> is outside <TRIGGER_AREA>
- Unit_/ Unit outside an area.
- EvaluateCondition("TEAM_INSIDE_AREA_ENTIRELY", TEAM, TRIGGER_AREA, SURFACE_TYPE)
- <TEAM> is all inside <TRIGGER_AREA> (<SURFACE_TYPE>).
- Team_/ Team completely inside an area.
- EvaluateCondition("TEAM_OUTSIDE_AREA_ENTIRELY", TEAM, TRIGGER_AREA, SURFACE_TYPE)
- <TEAM> is completely outside <TRIGGER_AREA> (<SURFACE_TYPE>).
- Team_/ Team is completely outside an area.
- EvaluateCondition("NAMED_ATTACKED_BY_OBJECTTYPE", UNIT, OBJECT_TYPE)
- <UNIT> has been attacked by a(n) <OBJECT_TYPE>
- Unit_/ Unit is attacked by a specific unit type.
- EvaluateCondition("TEAM_ATTACKED_BY_OBJECTTYPE", TEAM, OBJECT_TYPE)
- <TEAM> has been attacked by a(n) <OBJECT_TYPE>
- Team_/ Team is attacked by a specific unit type.
- EvaluateCondition("NAMED_ATTACKED_BY_PLAYER", UNIT, PLAYER)
- <UNIT> has been attacked by <PLAYER>
- Unit_/ Unit has been attacked by a player.
- EvaluateCondition("TEAM_ATTACKED_BY_PLAYER", TEAM, PLAYER)
- <TEAM> has been attacked by <PLAYER>
- Team_/ Team has been attacked by a player.
- EvaluateCondition("BUILT_BY_PLAYER", OBJECT_TYPE, PLAYER)
- <OBJECT_TYPE> has been built by <PLAYER>
- Player_/ Player has built an object type.
- EvaluateCondition("NAMED_CREATED", UNIT)
- <UNIT> has been created.
- Unit_/ Unit has been created.
- EvaluateCondition("TEAM_CREATED", TEAM)
- <TEAM> has been created.
- Team_/ Team has been created.
- EvaluateCondition("PLAYER_HAS_CREDITS", INT, COMPARISON, PLAYER)
- <INT> is <COMPARISON> the number of credits possessed by <PLAYER>
- Player_/ Player has (comparison) to a number of credits.
- EvaluateCondition("NAMED_DISCOVERED", UNIT, PLAYER)
- <UNIT> has been discovered by <PLAYER>
- Player_/ Player has discovered a specific unit.
- EvaluateCondition("NAMED_BUILDING_IS_EMPTY", UNIT)
- <UNIT> is empty.
- Unit_/ A specific building is empty.
- EvaluateCondition("BUILDING_ENTERED_BY_PLAYER", PLAYER, UNIT)
- <PLAYER> has entered building named <UNIT>
- Player_/ Player has entered a specific building.
- EvaluateCondition("ENEMY_SIGHTED", UNIT, RELATION, PLAYER)
- <UNIT> sees a(n) <RELATION> unit belonging to <PLAYER>.
- Unit_/ Unit has sighted a(n) friendly/neutral/enemy unit belonging to a side.
- EvaluateCondition("ENEMY_SIGHTED_BY_TEAM", TEAM, RELATION, PLAYER)
- <TEAM> sees a(n) <RELATION> unit belonging to <PLAYER>.
- Team/ Team has sighted a(n) friendly/neutral/enemy unit belonging to a side.
- EvaluateCondition("TYPE_SIGHTED", UNIT, OBJECT_TYPE, PLAYER)
- <UNIT> sees a(n) <OBJECT_TYPE> belonging to <PLAYER>.
- Unit_/ Unit has sighted a type of unit belonging to a side.
- EvaluateCondition("TEAM_DISCOVERED", TEAM, PLAYER)
- <TEAM> has been discovered by <PLAYER>
- Player_/ Player has discovered a team.
- EvaluateCondition("MISSION_ATTEMPTS", PLAYER, COMPARISON, INT)
- <PLAYER> has attempted the mission <COMPARISON> <INT> times.
- Player_/ Player has attempted the mission a number of times.
- EvaluateCondition("NAMED_OWNED_BY_PLAYER", UNIT, PLAYER)
- <UNIT> is owned by <PLAYER>
- Player/Owns/ Player owns the specific Unit.
- EvaluateCondition("TEAM_OWNED_BY_PLAYER", TEAM, PLAYER)
- <TEAM> is owned by <PLAYER>
- Player/Owns/ Player owns a specific team.
- EvaluateCondition("PLAYER_HAS_N_OR_FEWER_FACTION_BUILDINGS", PLAYER, INT)
- <PLAYER> currently owns <INT> or fewer faction buildings.
- Player/Owns/ Player currently owns N or fewer faction buildings.
- EvaluateCondition("PLAYER_HAS_N_OR_FEWER_BASES", PLAYER, INT)
- <PLAYER> currently controls <INT> or fewer bases.
- Player/Owns/ Player currently controls N or fewer bases.
- EvaluateCondition("PLAYER_HAS_POWER", PLAYER)
- <PLAYER> buildings are powered.
- Player_/ Player's base currently has power.
- EvaluateCondition("PLAYER_HAS_NO_POWER", PLAYER)
- <PLAYER> buildings are not powered.
- Player_/ Player's base currently has no power.
- EvaluateCondition("NAMED_REACHED_WAYPOINTS_END", UNIT, WAYPOINT_PATH)
- <UNIT> has reached the end of <WAYPOINT_PATH>
- Unit_/ Unit has reached the end of a specific waypoint path.
- EvaluateCondition("TEAM_REACHED_WAYPOINTS_END", TEAM, WAYPOINT_PATH)
- <TEAM> has reached the end of <WAYPOINT_PATH>
- Team_/ Team has reached the end of a specific waypoint path.
- EvaluateCondition("NAMED_SELECTED", UNIT)
- <UNIT> is currently selected.
- Unit_/ Unit currently selected.
- EvaluateCondition("NAMED_ENTERED_AREA", UNIT, TRIGGER_AREA)
- <UNIT> enters <TRIGGER_AREA>
- Unit_/ Unit enters an area.
- EvaluateCondition("NAMED_EXITED_AREA", UNIT, TRIGGER_AREA)
- <UNIT> exits <TRIGGER_AREA>
- Unit_/ Unit exits an area.
- EvaluateCondition("TEAM_ENTERED_AREA_ENTIRELY", TEAM, TRIGGER_AREA, SURFACE_TYPE)
- <TEAM> all enter <TRIGGER_AREA> (<SURFACE_TYPE>).
- Team_/ Team entirely enters an area.
- EvaluateCondition("NAMED_BASE_UNPACKABLE_FOR_PLAYER", UNIT, PLAYER)
- <UNIT> is unpackable for the player: <PLAYER>.
- Base/ Player is allowed to unpack a base.
- EvaluateCondition("TEAM_ENTERED_AREA_PARTIALLY", TEAM, TRIGGER_AREA, SURFACE_TYPE)
- One unit from <TEAM> enters <TRIGGER_AREA> (<SURFACE_TYPE>).
- Team_/ One unit enters an area.
- EvaluateCondition("TEAM_EXITED_AREA_ENTIRELY", TEAM, TRIGGER_AREA, SURFACE_TYPE)
- <TEAM> all exit <TRIGGER_AREA> (<SURFACE_TYPE>).
- Team_/ Team entirely exits an area.
- EvaluateCondition("TEAM_EXITED_AREA_PARTIALLY", TEAM, TRIGGER_AREA, SURFACE_TYPE)
- One unit from <TEAM> exits <TRIGGER_AREA> (<SURFACE_TYPE>).
- Team_/ One unit exits an area.
- EvaluateCondition("MULTIPLAYER_ALLIED_VICTORY")
- The multiplayer game has ended in victory for the local player and his allies.
- Multiplayer_/ Multiplayer allied victory.
- EvaluateCondition("MULTIPLAYER_ALLIED_DEFEAT")
- The multiplayer game has ended in defeat for the local player and his allies.
- Multiplayer_/ Multiplayer allied defeat.
- EvaluateCondition("MULTIPLAYER_PLAYER_DEFEAT")
- Everything belonging to the local player has been destroyed, but his allies may or may not have been defeated.
- Multiplayer_/ Multiplayer local player defeat check.
- EvaluateCondition("HAS_FINISHED_VIDEO", MOVIE)
- <MOVIE> has completed playing.
- Multimedia_/ Video has completed playing.
- EvaluateCondition("HAS_FINISHED_SPEECH", DIALOG)
- <DIALOG> has completed playing.
- Multimedia_/ Speech has completed playing.
- EvaluateCondition("HAS_FINISHED_AUDIO", SOUND)
- <SOUND> has completed playing.
- Multimedia_/ Sound has completed playing.
- EvaluateCondition("PLAYER_TRIGGERED_SPECIAL_POWER", PLAYER, SPECIAL_POWER)
- Player <PLAYER> starts using <SPECIAL_POWER>.
- Player_/ Player starts using a special power.
- EvaluateCondition("PLAYER_TRIGGERED_SPECIAL_POWER_FROM_NAMED", PLAYER, SPECIAL_POWER, UNIT)
- Player <PLAYER> starts using <SPECIAL_POWER> from <UNIT>.
- Player_/ Player start using a special power from a named unit.
- EvaluateCondition("PLAYER_MIDWAY_SPECIAL_POWER", PLAYER, SPECIAL_POWER)
- Player <PLAYER> is midway using <SPECIAL_POWER>.
- Player_/ Player is midway through using a special power.
- EvaluateCondition("PLAYER_MIDWAY_SPECIAL_POWER_FROM_NAMED", PLAYER, SPECIAL_POWER, UNIT)
- Player <PLAYER> is midway using <SPECIAL_POWER> from <UNIT>.
- Player_/ Player is midway through using a special power from a named unit.
- EvaluateCondition("PLAYER_COMPLETED_SPECIAL_POWER", PLAYER, SPECIAL_POWER)
- Player <PLAYER> completed using <SPECIAL_POWER>.
- Player_/ Player completed using a special power.
- EvaluateCondition("PLAYER_COMPLETED_SPECIAL_POWER_FROM_NAMED", PLAYER, SPECIAL_POWER, UNIT)
- Player <PLAYER> completed using <SPECIAL_POWER> from <UNIT>.
- Player_/ Player completed using a special power from a named unit.
- EvaluateCondition("PLAYER_ACQUIRED_SCIENCE", PLAYER, SCIENCE)
- Player <PLAYER> acquired <SCIENCE>.
- Player_/ Player acquired a Science.
- EvaluateCondition("PLAYER_CAN_PURCHASE_SCIENCE", PLAYER, SCIENCE)
- Player <PLAYER> can purchase <SCIENCE>.
- Player_/ Player can purchase a particular Science (has all prereqs & points).
- EvaluateCondition("PLAYER_HAS_REACHED_LEVEL_CAP", PLAYER)
- <PLAYER> has reached his level cap (cannot gain any more Science Purchace Points)
- Player_/Upgrades & Sciences/Has Player Reached Level Cap
- EvaluateCondition("PLAYER_HAS_SCIENCEPURCHASEPOINTS", PLAYER, INT)
- Player <PLAYER> has at least <INT> Science Purchase Points available.
- Player_/ Player has a certain number of Science Purchase Points available.
- EvaluateCondition("PLAYER_BUILT_UPGRADE", PLAYER, UPGRADE)
- Player <PLAYER> built <UPGRADE>.
- Player_/ Player built an upgrade.
- EvaluateCondition("PLAYER_BUILT_UPGRADE_FROM_NAMED", PLAYER, UPGRADE, UNIT)
- Player <PLAYER> built <UPGRADE> from <UNIT>.
- Player_/ Player built an upgrade from a named unit.
- EvaluateCondition("PLAYER_HAS_N_OR_FEWER_BUILDINGS", PLAYER, INT)
- <PLAYER> currently owns <INT> or fewer buildings.
- Player/Owns/ Player currently owns N or fewer buildings.
- EvaluateCondition("PLAYER_DESTROYED_N_BUILDINGS_PLAYER", PLAYER, INT, PLAYER)
- Player <PLAYER> destroyed <INT> or more buildings owned by <PLAYER>.
- Player_/ Player destroyed N or more of an opponent's buildings.
- EvaluateCondition("PLAYER_HAS_OBJECT_COMPARISON", PLAYER, COMPARISON, INT, OBJECT_TYPE)
- <PLAYER> has <COMPARISON> <INT> unit or structure of type <OBJECT_TYPE>
- Player_/ Player has (comparison) unit type.
- EvaluateCondition("PLAYER_HAS_COMPARISON_UNIT_TYPE_IN_TRIGGER_AREA_WITH_UPGRADE", PLAYER, COMPARISON, INT, OBJECT_TYPE, TRIGGER_AREA, UPGRADE)
- <PLAYER> has <COMPARISON> <INT> unit or structure with <OBJECT_TYPE> in the <TRIGGER_AREA> with upgrade <UPGRADE>
- Player_/ Player has (comparison) kind of unit or structure in an area with a specified upgrade.
- EvaluateCondition("PLAYER_HAS_COMPARISON_UNIT_TYPE_IN_TRIGGER_AREA", PLAYER, COMPARISON, INT, OBJECT_TYPE, TRIGGER_AREA)
- <PLAYER> has <COMPARISON> <INT> unit or structure of type <OBJECT_TYPE> in the <TRIGGER_AREA>
- Player_/ Player has (comparison) unit type in an area.
- EvaluateCondition("PLAYER_HAS_NUMBER_OBJECTS_WITH_MODELCONDITION", PLAYER, MODEL_CONDITION, COMPARISON, INT)
- # of objects owned by player <PLAYER> with model condition <MODEL_CONDITION> is <COMPARISON> <INT>.
- Player_/ Player has (comparison) objects with model condition
- EvaluateCondition("PLAYER_HAS_NUMBER_UNITS_DISTANCE_FROM_OBJECT", PLAYER, COMPARISON, INT, REAL, UNIT)
- Player <PLAYER> has <COMPARISON> <INT> units at least <REAL> yards from <UNIT>.
- Player_/ Player has (comparison) units more than x distance from object
- EvaluateCondition("COMPARISON_TREES_IN_TRIGGER_AREA", COMPARISON, INT, TRIGGER_AREA)
- There are <COMPARISON> <INT> trees in the <TRIGGER_AREA> .
- Trees_/ There are (comparison) trees in an area.
- EvaluateCondition("PLAYER_HAS_COMPARISON_UNIT_KIND_IN_TRIGGER_AREA", PLAYER, COMPARISON, INT, KIND_OF, TRIGGER_AREA)
- <PLAYER> has <COMPARISON> <INT> unit or structure with <KIND_OF> in the <TRIGGER_AREA>
- Player_/ Player has (comparison) kind of unit or structure in an area.
- EvaluateCondition("PLAYER_POWER_COMPARE_PERCENT", PLAYER, COMPARISON, INT)
- <PLAYER> has <COMPARISON> <INT> percent power supply ratio.
- Player_/ Player has (comparison) percent power supply to consumption.
- EvaluateCondition("PLAYER_EXCESS_POWER_COMPARE_VALUE", PLAYER, COMPARISON, INT)
- <PLAYER> has <COMPARISON> <INT> excess kilowatts power supply.
- Player_/ Player has (comparison) kilowatts excess power supply.
- EvaluateCondition("UNIT_EMPTIED", UNIT)
- <UNIT> emptied its contents.
- Unit_/ Unit has emptied its contents.
- EvaluateCondition("SKIRMISH_SPECIAL_POWER_READY", PLAYER, SPECIAL_POWER)
- <PLAYER> is ready to fire <SPECIAL_POWER>.
- Skirmish_/ Player's special power is ready to fire.
- EvaluateCondition("SKIRMISH_FIRE_SPECIAL_POWER_ON_TEAM", PLAYER, SPECIAL_POWER, TEAM)
- <PLAYER> can perform special power <SPECIAL_POWER> at team location <TEAM>.
- Skirmish_/ Player's special power is able to fire on team.
- EvaluateCondition("UNIT_HAS_OBJECT_STATUS", UNIT, OBJECT_STATUS)
- <UNIT> has <OBJECT_STATUS>
- Unit_/ Unit has object status.
- EvaluateCondition("TEAM_ALL_HAS_OBJECT_STATUS", TEAM, OBJECT_STATUS)
- <TEAM> has <OBJECT_STATUS>
- Team_/ Team has object status - all.
- EvaluateCondition("TEAM_SOME_HAVE_OBJECT_STATUS", TEAM, OBJECT_STATUS)
- <TEAM> has <OBJECT_STATUS>
- Team_/ Team has object status - partial.
- EvaluateCondition("SKIRMISH_VALUE_IN_AREA", PLAYER, COMPARISON, REAL, TRIGGER_AREA)
- <PLAYER> has <COMPARISON> <REAL> threat within area <TRIGGER_AREA>
- Skirmish Only_/ Player has (condition) threat level in area.
- EvaluateCondition("SKIRMISH_PLAYER_FACTION", PLAYER, FACTION)
- <PLAYER> is <FACTION>
- Skirmish_/ Player is faction. - untested
- EvaluateCondition("SKIRMISH_SUPPLIES_VALUE_WITHIN_DISTANCE", PLAYER, REAL, TRIGGER_AREA, REAL)
- <PLAYER> has supplies within <REAL> of <TRIGGER_AREA> worth at least <REAL>
- Skirmish Only_/ Supplies are within specified distance.
- EvaluateCondition("SKIRMISH_COMMAND_BUTTON_READY_ALL", PLAYER, TEAM, COMMANDBUTTON_ABILITY_TEAM)
- <PLAYER>'s <TEAM> are ready to use <COMMANDBUTTON_ABILITY_TEAM> (all applicable members).
- Skirmish_/ Command Ability is ready - all.
- EvaluateCondition("SKIRMISH_COMMAND_BUTTON_READY_PARTIAL", PLAYER, TEAM, COMMANDBUTTON_ABILITY_TEAM)
- <PLAYER>'s <TEAM> are ready to use <COMMANDBUTTON_ABILITY_TEAM> (at least one member).
- Skirmish_/ Command Ability is ready - partial
- EvaluateCondition("SKIRMISH_UNOWNED_FACTION_UNIT_EXISTS", PLAYER, COMPARISON, INT)
- <PLAYER>. There are <COMPARISON> <INT> unowned faction units.
- Skirmish_/ Unowned faction unit -- comparison.
- EvaluateCondition("SKIRMISH_PLAYER_HAS_PREREQUISITE_TO_BUILD", PLAYER, OBJECT_TYPE)
- <PLAYER> can build <OBJECT_TYPE>.
- Skirmish_/ Player has prerequisites to build an object type.
- EvaluateCondition("SKIRMISH_PLAYER_HAS_COMPARISON_GARRISONED", PLAYER, COMPARISON, INT)
- <PLAYER> has <COMPARISON> <INT> garrisoned buildings.
- Skirmish_/ Player has garrisoned buildings -- comparison.
- EvaluateCondition("SKIRMISH_PLAYER_HAS_COMPARISON_CAPTURED_UNITS", PLAYER, COMPARISON, INT)
- <PLAYER> has captured <COMPARISON> <INT> units.
- Skirmish_/ Player has captured units -- comparison
- EvaluateCondition("SKIRMISH_NAMED_AREA_EXIST", PLAYER, TRIGGER_AREA)
- <PLAYER>. <TRIGGER_AREA> exists.
- Skirmish_/ Area exists.
- EvaluateCondition("SKIRMISH_PLAYER_HAS_UNITS_IN_AREA", PLAYER, TRIGGER_AREA)
- <PLAYER> has units in <TRIGGER_AREA>.
- Skirmish_/ Player has units in an area
- EvaluateCondition("SKIRMISH_PLAYER_HAS_BEEN_ATTACKED_BY_PLAYER", PLAYER, PLAYER)
- <PLAYER> has been attacked by <PLAYER>.
- Skirmish_/ Player has been attacked by player.
- EvaluateCondition("SKIRMISH_PLAYER_IS_OUTSIDE_AREA", PLAYER, TRIGGER_AREA)
- <PLAYER> has doesn't have units in <TRIGGER_AREA>.
- Skirmish_/ Player doesn't have units in an area.
- EvaluateCondition("SKIRMISH_PLAYER_HAS_DISCOVERED_PLAYER", PLAYER, PLAYER)
- <PLAYER> has discovered <PLAYER>.
- Skirmish_/ Player has discovered another player.
- EvaluateCondition("MUSIC_TRACK_HAS_COMPLETED", MUSIC, INT)
- <MUSIC> has completed at least <INT> times. (NOTE: This can only be used to start other music. USING THIS SCRIPT IN ANY OTHER WAY WILL CAUSE REPLAYS TO NOT WORK.)
- Multimedia_/ Music track has completed some number of times.
- EvaluateCondition("SUPPLY_SOURCE_SAFE", PLAYER, INT)
- <PLAYER> closest supply src with at least <INT> available resources is SAFE from enemy influence.
- Skirmish_/ Supply source is safe.
- EvaluateCondition("SUPPLY_SOURCE_ATTACKED", PLAYER)
- <PLAYER> supply source is under attack.
- Skirmish_/ Supply source is attacked.
- EvaluateCondition("START_POSITION_IS", PLAYER, INT)
- <PLAYER> starting position is <INT> .
- Skirmish_/ Start position.
- EvaluateCondition("ZONE_FOCUS_MORE_THAN", TEXT_STRING, INT)
- Zone named <TEXT_STRING> has been entered at least <INT> times.
- LivingWorld_/ Zone Focus Check.
- EvaluateCondition("IS_SEIGE_ATTACHED_TO_WALL", UNIT)
- Is Siege Unit named <UNIT> attached to a wall.
- Unit_/ CHeck if Siege Unit is attached to wall.
- EvaluateCondition("BANNER_PRESSED", TEXT_STRING)
- Banner button <TEXT_STRING> was pressed.
- LivingWorld_/Banner pressed.
- EvaluateCondition("PLAYER_LOST_OBJECT_TYPE", PLAYER, OBJECT_TYPE)
- <PLAYER> has lost an object of type <OBJECT_TYPE> (can be an object type list).
- Player_/ Player has lost an object of type.
- EvaluateCondition("CAMERA_HIT_SPECIFIC_SPLINE_WAYPOINT", WAYPOINT)
- Camera following spline path hits <WAYPOINT> waypoint.
- Camera_/Camera following spline path hits specified waypoint.
- EvaluateCondition("CAMERA_ENTERED_AREA", TRIGGER_AREA)
- Camera enters <TRIGGER_AREA>
- Camera_/Camera entered a specific area.
- EvaluateCondition("TEAM_IS_LED_BY_UNIT", TEAM, UNIT)
- Is team <TEAM> affected by leadership ability from unit <UNIT>
- Team_/ Is Team affected by leadership ability from unit.
- EvaluateCondition("PLAYER_COMPARE_LIGHT_POINTS", PLAYER, COMPARISON, INT)
- <PLAYER> has light points <COMPARISON> to the value <INT>
- Player_/ Player has light points (comparison) to a value.
- EvaluateCondition("HAS_COMMAND_POINTS_TO_BUILD_TEAM", PLAYER, TEAM)
- <PLAYER> has enough command points to build team <TEAM>
- Player_/ Player has enough command points to build a team.
- EvaluateCondition("HAS_COMMAND_POINTS_TO_BUILD_UNIT", PLAYER, OBJECT_TYPE)
- <PLAYER> has enough command points to build unit <OBJECT_TYPE>
- Player_/ Player has enough command points to build a unit.
- EvaluateCondition("CAN_BUILD_AT_BASE", PLAYER, UNIT)
- Can player <PLAYER> build at base <UNIT>
- Player_/ Can build at base.
- EvaluateCondition("CAN_BUILD_OBJECTTYPE_AT_BASE", PLAYER, UNIT, OBJECT_TYPE)
- Can player <PLAYER> build at base<UNIT> an object of type, <OBJECT_TYPE>
- Player_/ Can build a particular type of structure at base.
- EvaluateCondition("PLAYER_HAS_KILLED_KINDOF_UNITS", PLAYER, INT, KIND_OF)
- <PLAYER> has killed <INT> or more units of kindof <KIND_OF>
- Player_/ Player currently has killed N or more units of KindOf.
- EvaluateCondition("PLAYER_HAS_KILLED_TYPE_UNITS", PLAYER, INT, OBJECT_TYPE)
- <PLAYER> has killed <INT> or more units of type <OBJECT_TYPE>
- Player_/ Player currently has killed N or more units of type.
- EvaluateCondition("NAMED_DESTROYED_BY_OBJECTTYPE", UNIT, OBJECT_TYPE)
- <UNIT> has been destroyed by a(n) <OBJECT_TYPE>
- Unit_/ Unit is destroyzed by a specific unit type.
- EvaluateCondition("GATE_IS_OPEN", UNIT)
- The unit (presumed a gate) referenced as <UNIT> is OPEN.
- Unit (includes Structures)/ Check if a gate is open. (False, if not a gate, or closed)
- EvaluateCondition("MUSIC_IS_PLAYING_FROM_SCRIPT")
- The music scripting system is on.
- Audio_/Music/MUSIC_IS_PLAYING_FROM_SCRIPT
- EvaluateCondition("UNIT_CAN_PATH_TO_WAYPOINT", UNIT, WAYPOINT)
- <UNIT> can path to waypoint <WAYPOINT>
- Unit_/ Unit can path to waypoint.
- EvaluateCondition("UNIT_CAN_PATH_TO_OBJECT", UNIT, UNIT)
- <UNIT> can path to unit/object <UNIT>
- Unit_/ Unit can path to object.
- EvaluateCondition("TEAM_CAN_PATH_TO_WAYPOINT", TEAM, WAYPOINT)
- The first unit of team <TEAM> can path to waypoint <WAYPOINT>
- Team_/ Team can path to waypoint.
- EvaluateCondition("TEAM_CAN_PATH_TO_OBJECT", TEAM, UNIT)
- The first unit of team <TEAM> can path to unit/object <UNIT>
- Team_/ Team can path to object.
- EvaluateCondition("UNIT_CAN_PATH_INTO_PLAYERS_NEAREST_BASE", UNIT, PLAYER)
- Unit<UNIT> is inside, or can path into the nearest base owned by player, <PLAYER>
- Unit/ Unit can path into (Player's) nearest base. Or is already inside it :-)
- EvaluateCondition("TEAM_CAN_PATH_INTO_PLAYERS_NEAREST_BASE", TEAM, PLAYER)
- The first unit of team <TEAM> is inside, or can path into the nearest base owned by player, <PLAYER>
- Team/ Team can path into (Player's) nearest base. Or is already inside it :-).
- EvaluateCondition("UNIT_COMPARE_RANK", UNIT, COMPARISON, INT)
- Does unit <UNIT> have rank <COMPARISON> to <INT>
- Unit_/ Unit compared to rank level.
- EvaluateCondition("PLAYER_COMPARE_RANK", PLAYER, COMPARISON, INT)
- Does player <PLAYER> have rank <COMPARISON> to <INT>
- Player_/ Player compared to rank level.
- EvaluateCondition("EVAL_TEAM_HEALTH", TEAM, COMPARISON, INT)
- Check if Team <TEAM> has health <COMPARISON> to <INT> percent
- Team_/ Compare team health.
- EvaluateCondition("UNIT_HAS_GAINED_LEVEL", UNIT)
- <UNIT>has gained a level
- Unit_/Experience/Unit gained experience level.
- EvaluateCondition("UNIT_IS_AT_LEVEL", UNIT, TEXT_STRING)
- <UNIT> is at experience level <TEXT_STRING>
- Unit_/Experience/Unit is at a specified experience level.
- EvaluateCondition("UNIT_HAS_NUM_SKILL_POINTS", UNIT, COMPARISON, INT)
- <UNIT> has <COMPARISON> <INT> skill points
- Unit_/Skill Points/Unit has (comparison) number of skill points.
- EvaluateCondition("PLAYER_HAS_OBJECT_OF_VETERANCY", PLAYER, OBJECT_TYPE, COMPARISON, INT)
- Player <PLAYER> has obvject of type <OBJECT_TYPE> with rank level <COMPARISON> to <INT>
- Player/Experience/Player has object of rank level.
- EvaluateCondition("OBJECT_OF_TYPE_OR_LIST_INSIDE_REFD_BASE", OBJECT_TYPE, UNIT_REF)
- There is a unit of type (or list) <OBJECT_TYPE> inside the base <UNIT_REF>
- Base/There is an object of given type (or list) inside the base.
- EvaluateCondition("TEAM_ENTERED_REFD_BASE_ENTIRELY", TEAM, UNIT_REF)
- Team <TEAM> has entered the base <UNIT_REF> entirely.
- Base/Team/Team entered a base, entirely.
- EvaluateCondition("TEAM_ENTERED_REFD_BASE_PARTIALLY", TEAM, UNIT_REF)
- Team <TEAM> has entered the base <UNIT_REF> partially.
- Base/Team/Team entered a base, partially.
- EvaluateCondition("TEAM_EXITED_REFD_BASE_ENTIRELY", TEAM, UNIT_REF)
- Team <TEAM> has exited the base <UNIT_REF> entirely.
- Base/Team/Team exited a base, entirely.
- EvaluateCondition("TEAM_EXITED_REFD_BASE_PARTIALLY", TEAM, UNIT_REF)
- Team <TEAM> has exited the base <UNIT_REF> partially.
- Base/Team/Team exited a base, partially.
- EvaluateCondition("NAMED_ENTERED_REFD_BASE", UNIT, UNIT_REF)
- Unit <UNIT> has entered the base <UNIT_REF> entirely.
- Base/Unit/Unit entered a base.
- EvaluateCondition("NAMED_EXITED_REFD_BASE", UNIT, UNIT_REF)
- Unit <UNIT> has exited the base <UNIT_REF> entirely.
- Base/Unit/Unit exited a base.
- EvaluateCondition("TEAM_ENTERED_NEAREST_BASE_ENTIRELY", TEAM, PLAYER)
- Team <TEAM> has entered the nearest base owned by player <PLAYER> entirely.
- Base/Team/Team entered (Player's) nearest base, entirely.
- EvaluateCondition("TEAM_ENTERED_NEAREST_BASE_PARTIALLY", TEAM, PLAYER)
- Team <TEAM> has entered the nearest base owned by player <PLAYER> partially.
- Base/Team/Team entered (Player's) nearest base, partially.
- EvaluateCondition("TEAM_EXITED_NEAREST_BASE_ENTIRELY", TEAM, PLAYER)
- Team <TEAM> has exited the nearest base owned by player <PLAYER> entirely.
- Base/Team/Team exited (Player's) nearest base, entirely.
- EvaluateCondition("TEAM_EXITED_NEAREST_BASE_PARTIALLY", TEAM, PLAYER)
- Team <TEAM> has exited the nearest base owned by player <PLAYER> partially.
- Base/Team/Team exited (Player's) nearest base, partially.
- EvaluateCondition("NAMED_ENTERED_NEAREST_BASE", UNIT, PLAYER)
- Unit <UNIT> has entered the nearest base owned by player <PLAYER> entirely.
- Base/Unit/Unit entered (Player's) nearest base.
- EvaluateCondition("NAMED_EXITED_NEAREST_BASE", UNIT, PLAYER)
- Unit <UNIT> has exited the nearest base owned by player <PLAYER> entirely.
- Base/Unit/Unit exited (Player's) nearest base.
- EvaluateCondition("UNIT_HAS_PASSENGER", UNIT)
- Evaluate if <UNIT> is containing any passengers.
- Unit_/Unit/Unit has passenger.
- EvaluateCondition("UNIT_IS_ATTACKED_AND_CANNOT_RETALIATE", UNIT)
- Evaluate if <UNIT> is being attacked and cannot retaliate.
- Unit_/Unit is being attacked but cannot retaliate.
- EvaluateCondition("TEAM_IS_ATTACKED_AND_CANNOT_RETALIATE_ANY", TEAM)
- Evaluate if any team member of <TEAM> is being attacked and cannot retaliate.
- Team_/Any Team meember is being attacked but cannot retaliate.
- EvaluateCondition("TEAM_IS_ATTACKED_AND_CANNOT_RETALIATE_ALL", TEAM)
- Evaluate if all team members of <TEAM> who are being attacked and cannot retaliate.
- Team_/All Team members who are being attacked cannot retaliate.
- EvaluateCondition("IS_GAME_IN_SKIRMISH_OR_MULTIPLAYER", BOOLEAN)
- Is the game in a skirmish or multiplayer mode == <BOOLEAN>
- GameType/Is game in a skirmish or multiplayer game.
- EvaluateCondition("REGION_CAMPS_SHOULD_UNPACK")
- Should camps in this region map unpack?
- Base/ Should camps unpack for this region map?
- EvaluateCondition("COMPARE_NUM_PLAYERS_IN_GAME", COMPARISON, INT)
- Is this a <COMPARISON> <INT> player game.
- GameType/Compares the number of players in game to a value.
- EvaluateCondition("IS_UNIT_WEBBED", UNIT, BOOLEAN)
- Is webbed status of <UNIT> == <BOOLEAN>
- Unit_/Test webbed status of a unit.
- EvaluateCondition("ANY_HERO_REACHED_RANK", PLAYER, INT, INT)
- Does <PLAYER> have <INT> Heroes that have reached rank <INT>
- ObjectivesTest/Num heroes reached level during game.
- EvaluateCondition("NUM_UNITS_LEVELED_UP", PLAYER, INT, BOOLEAN)
- Does <PLAYER> have <INT> units that has gained a level this game --> should include Heroes <BOOLEAN>
- ObjectivesTest/Num units leveled up during game.
- EvaluateCondition("PLAYER_HAS_NUM_UNITS_WITH_UPGRADE", PLAYER, INT, UPGRADE)
- Does <PLAYER> have <INT> units that has upgrade <UPGRADE>
- ObjectivesTest/Num units has specified upgrade.
- EvaluateCondition("PLAYER_HAS_NUM_UNITS_LOADED_WITH_OBJECT", PLAYER, INT, OBJECT_TYPE, OBJECT_TYPE)
- Does <PLAYER> have <INT> units of type <OBJECT_TYPE> loaded on transport of type <OBJECT_TYPE>
- ObjectivesTest/Num units of type loaded on transport.
- EvaluateCondition("UNIT_HAS_TOGGLED_WEAPON", PLAYER, OBJECT_TYPE)
- Does <PLAYER> have <OBJECT_TYPE> that have toggled weapon set.
- ObjectivesTest/Does Player have Units that have Toggled Weapon set.
- EvaluateCondition("UNIT_IN_ALT_FORMATION", PLAYER, OBJECT_TYPE)
- Does <PLAYER> have <OBJECT_TYPE> that is currently in alternate formation.
- ObjectivesTest/Does Player have Units that are in alternate formation.
- EvaluateCondition("UNIT_USING_AUTOPICKUP", PLAYER, OBJECT_TYPE)
- Does <PLAYER> have <OBJECT_TYPE> that has triggered auto pickup.
- ObjectivesTest/Does Player have Units that have triggered auto pickup.
- EvaluateCondition("ANY_UNITS_USING_BLOODTHIRSTY", PLAYER)
- Does <PLAYER> have any units that are currently bloodthirsty
- ObjectivesTest/Does Player have Units that are bloodthirsty.
- --CONDTIONS ONLY IN C&C ZERO HOUR (NON LUA GAME)--
- EvaluateCondition("NAMED_HAS_FREE_CONTAINER_SLOTS", UNIT)
- EvaluateCondition("SKIRMISH_TECH_BUILDING_WITHIN_DISTANCE", PLAYER, REAL, AREA)
- --CONDTIONS ONLY BFME2ROTWK--
- EvaluateCondition("BRIDGE_BROKEN", BRIDGE)
- <BRIDGE> has been broken.
- Unit_/ Bridge is broken.
- EvaluateCondition("BRIDGE_REPAIRED", BRIDGE)
- <BRIDGE> has been repaired.
- Unit_/ Bridge is repaired.
- --CONDTIONS ONLY IN BFME2ROTWK, CNC3TWKW, RA3U, C&C4 (NOT IN BFME1 AND C&CZH)--
- EvaluateCondition("TYPE_SELECTED", OBJECT_TYPE)
- <OBJECT_TYPE> is currently selected.
- Unit_/ Unit type currently selected.
- EvaluateCondition("CAMERA_ZOOM_DISTANCE", REAL)
- Player has zoomed camera <REAL> units.
- Camera_/ Camera zoom distance.
- EvaluateCondition("PLAYER_HAS_COMPARISON_UNIT_TYPE_IN_TRIGGER_AREA_COMPLETELY_BUILT", PLAYER, COMPARISON, INT, OBJECT_TYPE, TRIGGER_AREA)
- <PLAYER> has <COMPARISON> <INT> completely built units or structures of type <OBJECT_TYPE> in the <TRIGGER_AREA>
- Player_/ Player has (comparison) of completely built unit type in an area.
- EvaluateCondition("IS_GAME_MODE_ACTIVE", TEXT_STRING)
- Is <TEXT_STRING> game mode active
- GameType/Is game mode active?
- EvaluateCondition("CAMERA_RESET")
- Player has reset camera
- Camera_/ Camera reset.
- EvaluateCondition("PLAYER_IS_IN_PLANNING_MODE", PLAYER)
- Player <PLAYER> is in planning mode.
- Player_/Player is in planning mode
- EvaluateCondition("SPELL_STORE_IS_OPEN")
- The spell store is open.
- Interface_/The spell store is open
- EvaluateCondition("CAMERA_ROTATE_DISTANCE", REAL)
- Player has rotated camera <REAL> degrees.
- Camera_/ Camera rotate distance.
- EvaluateCondition("LIVING_WORLD_IS_REGION_REF_BOUND", LIVING_WORLD_REGION_REF)
- Is <LIVING_WORLD_REGION_REF> bound to a region
- _Region/Is Region Ref bound to a region?
- EvaluateCondition("IS_NUM_OF_UNITS_BELONGING_TO_PLAYER_NEAR_EVA_EVENT_LAST_PLAYED_LOCATION_COMPARISON_INT", PLAYER, REAL, EVA_EVENT, COMPARISON, INT)
- Is the number of units belong to <PLAYER> within <REAL> feet of the location where <EVA_EVENT> last played <COMPARISON> <INT>
- Player_/Is number of units belonging to a player near EVA event's last played location greater than, less than, or equal to a fixed value
- EvaluateCondition("UNIT_USING_STANCE", UNIT, STANCE)
- Is <UNIT> in the <STANCE> stance.
- Unit_/Is named unit in a stance.
- EvaluateCondition("HAS_DELAYED_CARRYOVER_UNIT_OF_TYPE", OBJECT_TYPE, PLAYER)
- Is there a delayed-carryover object of type <OBJECT_TYPE> belonging to <PLAYER> still waiting to spawn
- Unit_/Is there a delayed-carryover unit of type
- EvaluateCondition("TOGGLE_STANCE_SUBMENU_IS_OPEN")
- The toggle stance command sub-menu is open.
- Interface_/The toggle stance command sub-menu is open
- EvaluateCondition("HAS_EVA_EVENT_PLAYED_IN_LAST_N_SECONDS", EVA_EVENT, REAL)
- Has <EVA_EVENT> played with in the last <REAL> seconds
- Player_/Eva event played recently
- EvaluateCondition("IS_AREA_ON_FIRE", TRIGGER_AREA)
- Is any cell within <TRIGGER_AREA> on fire
- Map_/Area on fire.
- EvaluateCondition("PLAYER_ISSUED_FORMATION_ORDER")
- Player has issued formation order
- Player_/ Player has issued formation order
- EvaluateCondition("OBJECTIVES_SCREEN_IS_OPEN")
- The objectives screen is open.
- Interface_/The objectives screen is open
- EvaluateCondition("PLAYER_HAS_UNIT_TYPE_IN_TRIGGER_AREA_UNDER_ATTACK", PLAYER, OBJECT_TYPE, TRIGGER_AREA)
- <PLAYER> unit or structure of type <OBJECT_TYPE> in the <TRIGGER_AREA>
- Player_/ Player has unit type in an area under attack.
- EvaluateCondition("CAMERA_SCROLL_DISTANCE", REAL)
- Player has scrolled camera <REAL> units.
- Camera_/ Camera scroll distance.
- --CONDITIONS ONLY CNC3KW--
- EvaluateCondition("BUILDING_GARRISONNED_BY_OBJECT_TYPE", UNIT, OBJECT_TYPE, PLAYER)
- EvaluateCondition("BUILDING_IS_DEFAULT_PRODUCTION", UNIT)
- EvaluateCondition("LOCAL_PLAYER_TARGETING_SPECIAL_POWER", SPECIAL_POWER)
- EvaluateCondition("LOCAL_PLAYER_TARGETING_SPECIAL_POWER_FROM_OBJECT", SPECIAL_POWER, UNIT)
- EvaluateCondition("METAGAME_DIALOG_STATE_CHANGE", METAGAME_DIALOG, METAGAME_DIALOG_STATE)
- EvaluateCondition("MGOP_TRIGGERED_BY_NAMED", UNIT, METAGAME_OPERATION)
- EvaluateCondition("MGOP_TRIGGERED_BY_NAMED_IN_AREA", UNIT, METAGAME_OPERATION, AREA)
- EvaluateCondition("MGOP_TRIGGERED_BY_NAMED_ON_OBJECT", UNIT, METAGAME_OPERATION, UNIT)
- EvaluateCondition("MGOP_TRIGGERED_BY_PLAYER", METAGAME_OPERATION)
- EvaluateCondition("MGOP_TRIGGERED_BY_PLAYER_IN_AREA", METAGAME_OPERATION, AREA)
- EvaluateCondition("MGOP_TRIGGERED_BY_PLAYER_ON_OBJECT", METAGAME_OPERATION, UNIT)
- EvaluateCondition("PLAYER_HAS_NUMBER_OBJECTS_WITH_OBJECT_STATUS", PLAYER, OBJECT_STATUS, COMPARISON, INT)
- EvaluateCondition("PLAYER_TRIGGERED_SCRIPT_EVENT", PLAYER, SCRIPT_EVENT)
- EvaluateCondition("PLAYER_TRIGGERED_SPECIAL_POWER_IN_AREA", PLAYER, SPECIAL_POWER, AREA)
- EvaluateCondition("TEAM_THREAT_LEVEL", TEAM, COMPARISON, REAL, REAL)
- <TEAM> has <COMPARISON> thread level <REAL> within radius <REAL>
- EvaluateCondition("TEST_CAMPAIGN_FLAG", CAMPAIGN_FLAG)
- EvaluateCondition("TEST_METAGAME_KINDOF_IN_AOI_OF_KINDOF", KIND_OF, PLAYER, KIND_OF, PLAYER)
- EvaluateCondition("TEST_METAGAME_KINDOF_IN_AOI_OF_UNIT", KIND_OF, PLAYER, UNIT, PLAYER)
- EvaluateCondition("TEST_METAGAME_LOCAL_PLAYER_STRIKEFORCE_IN_BATTLE_WITH_UNIT", STRIKE_FORCE, UNIT)
- EvaluateCondition("TEST_METAGAME_PLAYER_FLAGS", METAGAME_PLAYER_FLAG, PLAYER)
- EvaluateCondition("TEST_METAGAME_TOWER_COUNT", PLAYER, INT)
- EvaluateCondition("TEST_METAGAME_UNIT_IN_BATTLE_WITH_UNIT", UNIT, UNIT)
- EvaluateCondition("UNIT_HAS_UPGRADE", UNIT, UPGRADE)
- EvaluateCondition("UNIT_SPECIAL_POWER_READY", UNIT, SPECIAL_POWER)
- EvaluateCondition("UNIT_TEST_OBJECT_PANEL_FLAGS", OBJECT_PANEL_FLAG, UNIT)
- EvaluateCondition("UNIT_THREAT_LEVEL", UNIT, COMPARISON, REAL, REAL)
- <UNIT> has <COMPARISON> thread level <REAL> within radius <REAL>
- --CONDITIONS ONLY RA3, RA3U--
- EvaluateCondition("GAME_TYPE_IS_COMMANDERS_CHALLENGE")
- --CONDITIONS ONLY RA3, RA3U, CNC4--
- EvaluateCondition("CURRENT_PLATFORM", PLATFORM_TYPE)
- Is game running on <PLATFORM_TYPE>.
- EvaluateCondition("MISSION_HOT_SPOT_ACTIVE", STRING)
- EvaluateCondition("NAMED_HAS_KILLED_COMPARISON_UNIT_TYPE", UNIT, COMPARISON, INT, OBJECT_TYPE)
- EvaluateCondition("OBJECT_IS_DISGUISED_AS_TYPE", UNIT, OBJECT_TYPE)
- EvaluateCondition("PLAYER_HAS_COMPARISON_POWER_POINTS", PLAYER, COMPARISON, INT)
- EvaluateCondition("PLAYER_HAS_COMPARISON_UNIT_KIND", PLAYER, COMPARISON, INT, KIND_OF)
- EvaluateCondition("PLAYER_HAS_COMPARISON_UNIT_TYPE_IN_TRIGGER_AREA_WITH_MODELCONDITION", PLAYER, COMPARISON, INT, AREA, MODEL_CONDITION)
- EvaluateCondition("PLAYER_HAS_KILLED_NAMED_UNIT", PLAYER, UNIT)
- EvaluateCondition("PLAYER_HAS_PLAYER_TECH", PLAYER, PLAYER_TECH_TYPE)
- EvaluateCondition("PLAYER_IS_HUMAN_OR_AI_PERSONALITY", PLAYER, AI_PERSONALITY_TYPE)
- EvaluateCondition("PLAYER_RED_ALERT_ACTIVATED", PLAYER)
- EvaluateCondition("TEAM_COMPARE_NUM_MEMBERS", TEAM, COMPARISON, INT)
- EvaluateCondition("UNIT_HAS_MODELCONDITION", UNIT, MODEL_CONDITION)
- --CONDITIONS ONLY CNC4-
- EvaluateCondition("CAMERA_IN_AREA_TRIGGER", AREA)
- EvaluateCondition("IS_AUDIO_COMPLETE", SOUND)
- EvaluateCondition("IS_CRYSTAL_CAPTURED", PLAYER)
- EvaluateCondition("IS_ESC_OR_SPACE_PRESSED")
- EvaluateCondition("IS_GAME_COOP")
- EvaluateCondition("IS_MOVIE_COMPLETE", MOVIE)
- EvaluateCondition("IS_OBJECT_OF_TYPE", UNIT, OBJECT_TYPE)
- EvaluateCondition("IS_OBJECT_UNLOCKED_BY_PLAYER", OBJECT_TYPE, PLAYER)
- EvaluateCondition("IS_TECHSTRUCTURE_DESTROYED", UNIT)
- EvaluateCondition("IS_UNIT_TYPE_BUILDING", OBJECT_TYPE)
- EvaluateCondition("OBJECT_SELECTED", UNIT)
- EvaluateCondition("PLAYER_CLASS", PLAYER, PLAYER_CLASS_TYPE)
- EvaluateCondition("PLAYER_DOCKED_STRUCTURE", PLAYER, COMPARISON, INT, UNIT)
- EvaluateCondition("PLAYER_HAS_ANY_OBJECT_ENTITLEMENT", PLAYER, OBJECT_TYPE_LIST)
- <PLAYER> is able to build any <OBJECT_TYPE_LIST>.
- EvaluateCondition("PLAYER_HAS_COMPARISON_COMMAND_POINTS", PLAYER, COMPARISON, INT)
- EvaluateCondition("PLAYER_HAS_COMPARISON_PERCENT_COMMAND_POINTS", PLAYER, COMPARISON, INT)
- EvaluateCondition("PLAYER_HAS_NUMBER_TEAMS", PLAYER, COMPARISON, INT)
- EvaluateCondition("PLAYER_HAS_NUMBER_TEAM_SLOTS_OPEN", PLAYER, COMPARISON, INT)
- EvaluateCondition("PLAYER_HAS_OBJECT_ENTITLEMENT", PLAYER, OBJECT_TYPE)
- <PLAYER> is able to build <OBJECT_TYPE>.
- EvaluateCondition("PLAYER_REDEPLOYMENT_COUNT", PLAYER, COMPARISON, INT)
- Player <PLAYER> number of respawns is <COMPARISON> to <INT>.
- EvaluateCondition("SKIRMISH_LOGIC_COMMAND_READY_ALL", PLAYER, TEAM, COMMANDBUTTON_ABILITY_UNIT)
- EvaluateCondition("SKIRMISH_LOGIC_COMMAND_READY_PARTIAL", PLAYER, TEAM, COMMANDBUTTON_ABILITY_UNIT)
- EvaluateCondition("UI_STATE_PROPOSITION_STATE", UI_STATE_PROPOSITION)
- -----------------------------------------------------------
- --PARAMETER TYPES FOR ExecuteAction and EvaluateCondition--
- -----------------------------------------------------------
- TEAM = {
- "/team", --neutral team
- "PlyrCivilian/teamPlyrCivilian",
- "PlyrCreeps/teamPlyrCreeps",
- "ReplayObserver/teamReplayObserver",
- "Player_1/teamPlayer_1",
- "Player_2/teamPlayer_2",
- "Player_3/teamPlayer_3",
- "Player_4/teamPlayer_4",
- "Player_5/teamPlayer_5",
- "Player_6/teamPlayer_6",
- "Player_7/teamPlayer_7",
- "Player_8/teamPlayer_8",
- "Player_1/defaultSkirmishTeamPlayer_1",
- "Player_2/defaultSkirmishTeamPlayer_2",
- "Player_3/defaultSkirmishTeamPlayer_3",
- "Player_4/defaultSkirmishTeamPlayer_4",
- "Player_5/defaultSkirmishTeamPlayer_5",
- "Player_6/defaultSkirmishTeamPlayer_6",
- "Player_7/defaultSkirmishTeamPlayer_7",
- "Player_8/defaultSkirmishTeamPlayer_8",
- "SkirmishNeutral/teamSkirmishNeutral",
- "SkirmishCivilian/teamSkirmishCivilian",
- "SkirmishNull/teamSkirmishNull",
- "TeamManager1/teamTeamManager1", --RA3 + C&C4
- "TeamManager2/teamTeamManager2", --RA3 + C&C4
- "Player/teamPlayer" --C&C4
- }
- PLAYER = { --ONLY WOKRING in scripts immediately on map start
- "<All Players>",
- "<Local Player>",
- "<Local Player's Allies incl Self>",
- "<Local Player's Allies>",
- "<Local Player's Enemies>",
- "<Local Player's Enemy>",
- "<This Player>",
- "<This Player's Allies incl Self>",
- "<This Player's Allies>",
- "<This Player's Enemies>",
- "<This Player's Enemy>",
- "Player_1",
- "Player_2",
- "Player_3",
- "Player_4",
- "Player_5",
- "Player_6",
- "Player_7",
- "Player_8",
- "SkirmishGDI",
- "SkirmishAlien",
- "SkirmishBlackHand",
- "SkirmishMarkedOfKane",
- "SkirmishNod",
- "SkirmishObserver",
- "SkirmishReaper17",
- "SkirmishSteelTalons",
- "SkirmishTraveler59",
- "SkirmishZOCOM",
- "PlyrCivilian",
- "PlyrCreeps",
- "SkirmishNeutral",
- "SkirmishNull",
- "PlyrNeutral",
- "Skirmish",
- "SkirmishCivilian",
- "SkirmishCommentator"
- }
- PLAYER = { --RA3 + C&C4
- "<1st Human Player>",
- "<1st Human Player's Allies incl Self>",
- "<1st Human Player's Allies>",
- "<1st Human Player's Enemies>",
- "<All Human Players>", --CNC4
- "<All Players>",
- "<This Player>",
- "<This Player's Allies incl Self>",
- "<This Player's Allies>",
- "<This Player's Enemies>",
- "<This Player's Enemy>",
- "Player",
- "TeamManager1",
- "TeamManager2"
- }
- COMPARISON = { LT=0, LE=1, EQ=2, GE=3, GT=4, NE=5, ["<"]=0, ["<="]=1, ["=="]=2, [">="]=3, [">"]=4, ["~="]=5 }
- BOOLEAN = { ["false"]=0, ["true"]=1 }
- RELATION = { ["Enemy"]=0, ["Neutral"]= 1, ["Friend"]=2 }
- AI_MOOD = { ["Peaceful"]=0, ["Sleep"]=1, ["Passive"]=2, ["Normal"]=3, ["Alert"]=4, ["Agressive"]=5 }
- SKIRMISH_APPROACH_PATH = { ["Center"]=0, ["Backdoor"]=1, ["Flank"]=2, ["Special"]=3 }
- RADAR_EVENT = { ["Information"]=0, ["Construction"]=1, ["Upgrade"]=2, ["UnderAttack"]=3, ["Infiltration"]=4, ["Banner"]=5 }
- MATH_OPERATOR = { ["Add"]=0, ["Subtract"]=1, ["Multiply"]=2, ["Divide"]=3 }
- NEAR_OR_FAR = { ["near"]=0, ["far"]= 1 }
- SHAKE_INTENSITY = { ["SUBTLE"]=0, ["NORMAL"]=1, ["STRONG"]=2, ["SEVERE"]=3, ["CINE_EXTREME"]=4, ["CINE_INSANE"]=5 }
- STANCE_TYPE = { ["GUARD"]=0, ["AGGRESSIVE"]=1, ["HOLD_POSITION"]=2, ["HOLD_FIRE"]=3 }
- MAP_BOUNDARY = { "Orange", "Red", "Yellow", "Green", "Blue" }
- AUDIO_REVERB_ROOM_TYPE = { "Alley","Arena","Auditorium","Bathroom","Carpeted Hallway","Cave","City","Concert Hall","Dizzy","Drugged","Forest","Hallway","Hangar","Living Room","Mountains","Padded Cell","Parking Lot","Plain","Psychotic","Quarry","Room","Sewer Pipe","Stone Corridor","Stone Room","Underwater"}
- MISSION_OBJECTIVE_STATUS = { ["HIDDEN"]=0, ["ACTIVE"]=1, ["COMPLETED"]=2, ["FAILED"]=3 }
- COLOR = { ["normal"]=0, ["blue"]=255,["red"]=1,["purple"]=50,["yellow"]=-256,["white"]=-1 }
- GAMEMODE = { "ringheroes" }
- NOTIFICATION_BOX_TYPE = { "BonusObjectiveCompleted", "Generic", "HeroDeath", "HeroEarnedAward", "HeroGranted", "HeroInitialSpawn", "HeroRespawn", "Hint", "Instructional", "NewBonusObjective", "NewObjective", "ObjectiveCompleted", "ObjectiveReminder"}
- AREA = { "SiegeGameplayBarrier", "CombatZone", "InnerPerimeter1", "InnerPerimeter2", "InnerPerimeter3", "InnerPerimeter4", "InnerPerimeter5", "InnerPerimeter6", "InnerPerimeter7", "InnerPerimeter8", "OuterPerimeter1", "OuterPerimeter2", "OuterPerimeter3", "OuterPerimeter4", "OuterPerimeter5", "OuterPerimeter6", "OuterPerimeter7", "OuterPerimeter8", "Water Grid", "[Skirmish]EnemyInnerPerimeter", "[Skirmish]EnemyOuterPerimeter", "[Skirmish]MyInnerPerimeter", "[Skirmish]MyOuterPerimeter"}
- WAYPOINT = { "Player_1_Start","Player_2_Start","Player_3_Start","Player_4_Start","Player_5_Start","Player_6_Start","Player_7_Start","Player_8_Start","InitialCameraPosition","Waypoint 1","Waypoint 2","Waypoint 3","Waypoint 4","Waypoint 5","Waypoint 6","Waypoint 7", }
- OBJECT_PANEL_FLAG = { "AI Recruitable","Enabled","Indestructible","Player Targetable","Powered","Selectable","Unsellable" }
- SURFACE_TYPE = { ["GROUND"]=0, ["WATER"]= 1, ["CLIFF"]=2, ["AIR"]=3, ["RUBBLE"]=4 ["OBSTACLE"]= 5, ["IMPASSABLE"]=6, ["DEEP_WATER"]= 7, ["WALL_RAILING"]= 8, ["CRUSHABLE_OBSTACLE"]= 9 }
- SCIENCE_AVAILABILITY = { "Available", "Disabled", "Hidden" }
- PRODUCTION_QUEUE_TAB = { ["MAIN_STRUCTURE"]=0, ["OTHER_STRUCTURE"]=1, ["INFANTRY"]=2, ["VEHICLE"]=3, ["AIRCRAFT"]=4, ["UPGRADE"]=5 }
- UI_SUDS_ELEMENT = { "MINIMAP","RESOURCE_BAR","POWER_METER","PORTRAIT_UI","TAB_BAR","TAB_BUTTON_GROUPS","TAB_BUTTON_POWER","TAB_BUTTON_INFANTRY","TAB_BUTTON_VEHICLE","TAB_BUTTON_AIRCRAFT","TAB_BUTTON_STRUCTURE","TAB_BUTTON_SUPPORT","UNITCAP"}
- UI_FIXED_ELEMENT = { "INVALID","ENERGY_METER","SELL_BUTTON","TOGGLE_REPAIR_BUTTON","TOGGLE_POWER_BUTTON","ATTACK_MOVE_BUTTON","FORCE_ATTACK_BUTTON","FORCE_MOVE_BUTTON","REVERSE_MOVE_BUTTON","WAYPOINT_MODE_BUTTON","PLANNING_MODE_BUTTON","STANCE_AGGRESSIVE_BUTTON","STANCE_GUARD_BUTTON","STANCE_HOLD_GROUND_BUTTON","STANCE_HOLD_FIRE_BUTTON","MAIN_STRUCTURE_TAB","OTHER_STRUCTURE_TAB","INFANTRY_TAB","VEHICLE_TAB","AIRCRAFT_TAB","DEBUG_A_BUTTON","DEBUG_B_BUTTON","DEBUG_C_BUTTON","DEBUG_D_BUTTON"}
- BUILDABILITY_TYPE = { ["YES"]=0, ["IGNORE_PREREQUISITES"]=1, ["NO"]=2, ["ONLY_BY_AI"]=3 }
- VALID_SOURCE = { ["first_valid_source"]=0, ["all_valid_source"]=1 }
- CAMPAIGN_FLAG_CNC3KW = { ["MM_General_Activate"]=96,["MM_General_PreTacticalCheck"]=97,["MM_General_PostTacticalCheck"]=98,["MM_MetagameActive"]=99}
- EMOTICON = { ["EMOTION_UNCONTROLLABLY_AFRAID"]=0, ["EMOTION_TAUNTING"]=1, ["EMOTION_QUARRELSOME"]=2, ["EMOTION_POINTING"]=3, ["EMOTION_PANIC"]=4, ["EMOTION_MORALE_LOW"]=5, ["EMOTION_MORALE_HIGH"]=6, ["EMOTION_LOOK_TO_SKY"]=7, ["EMOTION_GUNG_HO"]=8, ["EMOTION_DOOM"]=9, ["EMOTION_DISSIDENT"]=10, ["EMOTION_COWER"]=11, ["EMOTION_CHEER_FOR_ABOUT_TO_CRUSH"]=12, ["EMOTION_CELEBRATING"]=13, ["EMOTION_BRACE_FOR_BEING_CRUSHED"]=14, ["EMOTION_AMUSED"]=15, ["EMOTION_ALERT"]=16, ["EMOTION_AFRAID"]=17 }
- EMOTION = { ["TAUNT"]=0, ["CHEER"]=1, ["HERO_CHEER"]=2, ["POINT"]=3, ["FEAR"]=4, ["UNCONTROLLABLE_FEAR"]=5, ["TERROR"]=6, ["DOOM"]=7, ["QUARRELSOME"]=8, ["BRACE_FOR_BEING_CRUSHED"]=9, ["ALERT"]=10, ["CHEER_FOR_ABOUT_TO_CRUSH"]=11 }
- FACTION_CNC3KW = { ["CCA0AB62"]="GDI", ["38EA5BC0"]="SteelTalons", ["8E3D36F8"]="ZOCOM", ["ED46C05A"]="Nod", ["5D10A932"]="BlackHand", ["FB53CCFD"]="MarkedOfKane", ["5B7BAA66"]="Scrin", ["30883A9F"]="Reaper-17", ["92CC2C04"]="Traveler-59", ["C884591E"]="MetaTechCorporation" }
- PLAYER_CLASS_TYPE = { ["HEAVY"]=0, ["SUPPORT"]=1, ["DEFENSIVE"]=2 }
- PLATFORM_TYPE = { "360", "PC", "PS3" }
- PLAYER_TECH_TYPE = { "PlayerTech_Redeployment" }
- AI_PERSONALITY_TYPE = { "Human" }
- SPECIAL_POWER_AVAILABILITY = { "Available", "Disabled", "ForcedAvailable", "Hidden" }
- SCRIPT_EVENT = { ["ATTACK_MOVE_ISSUED"]=0, ["WAYPOINT_MODE_ENTERED"]=1, ["CONTROL_GROUP_CREATED"]=2 }
- INTELLIGENCE_DATABASE_CATEGORY = { ["008_Nod_Field_Recon-0101_TibResearchA"]=0, ["..."]=1, ["..."]=2 }
- UI_SUDS_ELEMENT_STATUS = { "ENABLED", "FLASH" }
- METAGAME_BATTLE_RESOLUTION = { ["Autoresolve"]=0, ["Real-Time"]=1, ["Disengage"]=2 }
- METAGAME_PLAYER_FLAG = { ["Traitor"]=0, ["EliminatedEarly"]=1, ["Ion_Superstorm"]=2 }
- METAGAME_OPERATION = { ["INVALID"]=0, ["CONSTRUCT_NEW_TIER_1_BASE"]=1, ["..."]=2 }
- METAGAME_DIALOG = { ["BUILD_STRIKEFORCE"]=0, ["BUILD_STRATEGIC_BUILDING"]=1, ["BATTLE_RESOLUTION"]=2, ["BATTLE_RESULTS"]=3 }
- METAGAME_DIALOG_STATE = { ["INVALID"]=0, ["OPENED"]=1, ["CANCELED"]=2, ["CONFIRMED"]=3 }
- ENEMY_SORTING_METHOD = { "Flat", "NearestFirst_AllowTies", "NearestFirst_BreakTies", "StrongestFirst_AllowTies", "StrongestFirst_BreakTies" }
- DISABLED_TYPE = { "DEFAULT", "EMP", "FREEFALL", "FROZEN", "HELD", "HUB_DISCONNECTED", "INFILTRATED", "PARALYZED", "PRODUCTION_IN_PROGRESS", "SCRIPT_DISABLED", "SCRIPT_UNDERPOWERED", "STASIS_FIELD", "TEMPORARILY_BUSY", "UNDERPOWERED", "UNMANNED", "USER_PARALYZED" }
- BEACON_TYPE = { "Assault", "HoldObject", "HoldPosition" }
- PC_HUD_FIXED_ELEMENT = { ["Radar"]=0, ["MainStructuresTab"]=1, ...}
- CONSOLE_HUD_FIXED_ELEMENT = { }
- FACTION_CNC4 = { ["Null"]=0, ["Observer"]=1, ["Alien"]=2, ["Commentator"]=3, ["Neutral"]=4, ["Civilian"]=5, ["Random"]=6, ["Manager"]=7, ["GDI"]=8, ["NOD"]=9 }
- PATH_MUSIC_DYNAMIC_STATE_SET = { "PM_CombatOnly_NoLeadIn", "PM_CombatOnly_WithFirstFight_NoLeadIn", "PM_SmallCombatOnly_NoLeadIn", "PM_SmallCombatOnly_WithFirstFight_NoLeadIn", "PM_Standard_Full", "PM_Standard_Observer" }
- PATH_MUSIC_EVENT = { "S_EndMissionLose", "S_EndMissionWin", "S_GDI1_1Action", "S_GDI1_1Ambush", "S_GDI1_1Finale", "S_GDI1_1Intro", ...}
- PLAYER_TECH = { "PlayerTech_Redeployment" }
- AUDIOMIXER_DYNAMIC_STATE_SET = { "AM_Standard_Full" }
- AUDIOMIXER_SNAPSHOT_SET = { "AlienTowerBlast", "Combat", "Default", "Explore", "MusicOnly", "Shell" }
- EVACUATE_CONTAINER_SIDE_CHOICE = { ["Left"]=0, ["Right"]=1, ["Center (Default)"]=2 } --C&CZH
- KINDOF_CNC3KW = {
- ["OBSTACLE"]=0,["SELECTABLE"]=1,["TARGETABLE"]=2,["ALLY_TARGETABLE"]=3,["IMMOBILE"]=4,["CAN_ATTACK"]=5,["STICK_TO_TERRAIN_SLOPE"]=6,["CAN_CAST_REFLECTIONS"]=7,["SHRUBBERY"]=8,["STRUCTURE"]=9,["INFANTRY"]=10,["CAVALRY"]=11,["MONSTER"]=12,["MACHINE"]=13,["AIRCRAFT"]=14,["HUGE_VEHICLE"]=15,["DOZER"]=16,["SWARM_DOZER"]=17,["HARVESTER"]=18,["COMMANDCENTER"]=19,["CASTLE_CENTER"]=20,["SALVAGER"]=21,["WEAPON_SALVAGER"]=22,["TRANSPORT"]=23,["BRIDGE"]=24,["CANT_TOGGLE_POWER"]=25,["SIEGE_WEAPON"]=26,
- ["PROJECTILE"]=27,["PRELOAD"]=28,["NO_GARRISON"]=29,["CASTLE_KEEP"]=30,["SHADOW_ULTRA_HIGH_ONLY"]=31,["NO_COLLIDE"]=32,["REPAIR_PAD"]=33,["HEAL_PAD"]=34,["STEALTH_GARRISON"]=35,["SUPPLY_GATHERING_CENTER"]=36,["AIRFIELD"]=37,["DRAWABLE_ONLY"]=38,["MP_COUNT_FOR_VICTORY"]=39,["REBUILD_HOLE"]=40,["SCORE"]=41,["SCORE_CREATE"]=42,["SCORE_DESTROY"]=43,["NO_HEAL_ICON"]=44,["CAN_RAPPEL"]=45,["PARACHUTABLE"]=46,["CAN_BE_REPULSED"]=47,["MOB_NEXUS"]=48,["IGNORED_IN_GUI"]=49,["CRATE"]=50,["CAPTURABLE"]=51,
- ["LINKED_TO_FLAG"]=52,["CLEARED_BY_BUILD"]=53,["SMALL_MISSILE"]=54,["ALWAYS_VISIBLE"]=55,["UNATTACKABLE"]=56,["MINE"]=57,["CAN_PLACE_CHARGE"]=58,["PORTABLE_STRUCTURE"]=59,["ALWAYS_SELECTABLE"]=60,["ATTACK_NEEDS_LINE_OF_SIGHT"]=61,["WALK_ON_TOP_OF_WALL"]=62,["DEFENSIVE_WALL"]=63,["FS_POWER"]=64,["FS_FACTORY"]=65,["FS_BASE_DEFENSE"]=66,["FS_TECHNOLOGY"]=67,["AIRCRAFT_PATH_AROUND"]=68,["LOW_OVERLAPPABLE"]=69,["FORCEATTACKABLE"]=70,["AUTO_RALLYPOINT"]=71,["CAN_CAPTURE"]=72,["POWERED"]=73,
- ["PRODUCED_AT_HELIPAD"]=74,["DRONE"]=75,["CAN_SEE_THROUGH_STRUCTURE"]=76,["BALLISTIC_MISSILE"]=77,["CLICK_THROUGH"]=78,["SUPPLY_SOURCE_ON_PREVIEW"]=79,["PARACHUTE"]=80,["GARRISONABLE_UNTIL_DESTROYED"]=81,["BOAT"]=82,["IMMUNE_TO_CAPTURE"]=83,["HULK"]=84,["CAN_PLACE_MANIPULATOR"]=85,["SPAWNS_ARE_THE_WEAPONS"]=86,["CANNOT_BUILD_NEAR_SUPPLIES"]=87,["SUPPLY_SOURCE"]=88,["REVEAL_TO_ALL"]=89,["DISGUISER"]=90,["INERT"]=91,["HERO"]=92,["IGNORES_SELECT_ALL"]=93,["DONT_AUTO_CRUSH_INFANTRY"]=94,["SIEGE_TOWER"]=95,
- ["TREE"]=96,["SHRUB"]=97,["CLUB"]=98,["ROCK"]=99,["THROWN_OBJECT"]=100,["GRAB_AND_KILL"]=101,["OPTIMIZED_PROP"]=102,["ENVIRONMENT"]=103,["DEFLECT_BY_SPECIAL_POWER"]=104,["WORKING_PASSENGER"]=105,["BASE_FOUNDATION"]=106,["NEED_BASE_FOUNDATION"]=107,["REACT_WHEN_SELECTED"]=108,["CAN_BE_CAPTURED"]=109,["IGNORED_IN_FINDPOSITIONAROUND"]=110,["HORDE"]=111,["COMBO_HORDE"]=112,["NONOCCLUDING"]=113,["NO_FREEWILL_ENTER"]=114,["TIBERIUM_FIELD"]=115,["BEAM_TARGET"]=116,["BEAM_TARGET_REFLECTOR"]=117,
- ["TACTICAL_MARKER"]=118,["PATH_THROUGH_EACH_OTHER"]=119,["NOTIFY_OF_PREATTACK"]=120,["GARRISON"]=121,["MELEE_HORDE"]=122,["BASE_SITE"]=123,["INERT_SHROUD_REVEALER"]=124,["OCL_BIT"]=125,["SPELL_BOOK"]=126,["DEPRECATED"]=127,["PATH_THROUGH_INFANTRY"]=128,["NO_FORMATION_MOVEMENT"]=129,["NO_BASE_CAPTURE"]=130,["ARMY_SUMMARY"]=131,["CIVILIAN_UNIT"]=132,["NOT_AUTOACQUIRABLE"]=133,["KEEP_CLASSIFIED_WHEN_DEAD"]=134,["CHUNK_VENDOR"]=135,["ARCHER"]=136,["MOVE_ONLY"]=137,["FS_CASH_PRODUCER"]=138,
- ["ROCK_VENDOR"]=139,["BLOCKING_GATE"]=140,["CRANE"]=141,["SIEGE_LADDER"]=142,["MINE_TRIGGER"]=143,["BUFF"]=144,["GRAB_AND_DROP"]=145,["PORTER"]=146,["SCARY"]=147,["CRITTER_EMITTER"]=148,["BROADCASTS_INVISIBILITY"]=149,["CAN_ATTACK_WALLS"]=150,["IGNORE_FOR_VICTORY"]=151,["DO_NOT_CLASSIFY"]=152,["WALL_UPGRADE"]=153,["ARMY_OF_DEAD"]=154,["TAINT"]=155,["BASE_DEFENSE_FOUNDATION"]=156,["NOT_SELLABLE"]=157,["WEBBED"]=158,["WALL_HUB"]=159,["BUILD_FOR_FREE"]=160,["IGNORE_FOR_EVA_SPEECH_POSITION"]=161,
- ["MADE_OF_WOOD"]=162,["MADE_OF_METAL"]=163,["MADE_OF_STONE"]=164,["MADE_OF_DIRT"]=165,["FACE_AWAY_FROM_CASTLE_KEEP"]=166,["BANNER"]=167,["META_HORDE"]=168,["CAN_REVERSE_MOVE"]=169,["PASS_EXPERIENCE_TO_SLAVER"]=170,["HAS_HEALTH_BAR"]=171,["BIG_MONSTER"]=172,["DEPLOYED_MINE"]=173,["CANNOT_RETALIATE"]=174,["CREEP"]=175,["TAINTEFFECT"]=176,["POWERED_POWERS_ONLY"]=177,["VITAL_FOR_BASE_SURVIVAL"]=178,["DO_NOT_PICK_ME_WHEN_BUILDING"]=179,["SUMMONED"]=180,["HIDE_IF_FOGGED"]=181,["ALWAYS_SHOW_HOUSE_COLOR"]=182,
- ["MOVE_FOR_NOONE"]=183,["WB_DISPLAY_SCRIPT_NAME"]=184,["CAN_CLIMB_WALLS"]=185,["NO_SHADOW"]=186,["LARGE_RECTANGLE_PATHFIND"]=187,["SUBMARINE"]=188,["PORT"]=189,["WALL_SEGMENT"]=190,["SIMPLE_OBJECT_PROP"]=191,["SHIP"]=192,["OPTIMIZED_SOUND"]=193,["PASS_EXPERIENCE_TO_CONTAINED"]=194,["DOZER_FACTORY"]=195,["THREAT_FINDER"]=196,["ECONOMY_STRUCTURE"]=197,["LIVING_WORLD_BUILDING_MIRROR"]=198,["CAN_TOPPLE"]=199,["NONCOM"]=200,["CAN_SKIP_SHADOW"]=201,["SCALEABLE_WALL"]=202,["SKYBOX"]=203,["WALL_GATE"]=204,
- ["CAPTUREFLAG"]=205,["NEUTRALGOLLUM"]=206,["PASS_EXPERIENCE_TO_CONTAINER"]=207,["RESIST_EMP"]=208,["ORIENTS_TO_CAMERA"]=209,["NEVER_CULL_FOR_MP"]=210,["DONT_USE_CANCEL_BUILD_BUTTON"]=211,["CIVILIAN_BUILDING"]=212,["HEAVY_MELEE_HITTER"]=213,["DONT_HIDE_IF_FOGGED"]=214,["VEHICLE"]=215,["HARVESTABLE"]=216,["GRABBABLE"]=217,["CONSTRUCTION_YARD"]=218,["CAN_SHOOT_OVER_WALLS"]=219,["PASS_EXPERIENCE_TO_PRODUCER"]=220,["EXPANSION_PAD"]=221,["AMPHIBIOUS"]=222,["SHOW_BEHIND_OCCLUDERS"]=223,["FS_MONEY_STORAGE"]=224,
- ["VALID_TARGET_FOR_C4"]=225,["UNIQUE_UNIT"]=226,["SURPRISE_ATTACKER"]=227,["COVER"]=228,["INFILTRATOR"]=229,["BRIDGE_SEGMENT"]=230,["FS_WAR_FACTORY"]=231,["FS_BARRACKS"]=232,["FS_RADAR"]=233,["FS_AIR_FIELD"]=234,["FS_TECH_CENTER"]=235,["TIBERIUM_BASED"]=236,["TIBERIUM"]=237,["CAN_ATTACK_STEALTHED"]=238,["IMMUNE_TO_CYCLONIC_SHOCKWAVE"]=239,["CANNOT_BE_DETECTED"]=240,["AUTO_ACQUIRABLE_BY_AI"]=241,["CRUSHABLE_OBSTACLE"]=242,["NEUTRAL_TECH"]=243,["SUPER_WEAPON"]=244,["HEALED_BY_TIBERIUM"]=245,
- ["IGNORE_CAN_NOT_BUILD"]=246,["SKIRMISH_AI_DONT_GARRISON"]=247,["ASSAULT_AIRCRAFT"]=248,["BOMBER_AIRCRAFT"]=249,["ANTI_GARRISON"]=250,["ENGINEER"]=251,["EXPANSION_UNIT"]=252,["OUTPOST"]=253,["BEACON"]=254,["HUSK"]=255,["IGNORE_FORCE_MOVE"]=256,["LINE_OF_SIGHT_IGNORES_BUILDINGS"]=257,["MOTHERSHIP"]=258,["SNIPER"]=259,["ATTACK_FROM_STRUCTURE_ONLY_WHEN_GARRISONED"]=260,["SKIP_DEFECT_IF_UNCOMBINED"]=261,["SKIP_IDLE_WHEN_CAPTURED"]=262,["BRIDGE_ENDCAP"]=263,["BRIDGE_GATEHOUSE"]=264,["CAN_BE_FAVORITE_UNIT"]=265,
- ["SLAVE_OWNER"]=266,["MCV"]=267,["CAN_HEAL_ALLIES"]=268,["METAUNIT"]=269,["META_BASE"]=270,["META_CITY"]=271,["META_STRIKEFORCE"]=272,["META_TIBERIUM_NODE"]=273,["META_ICMUMO"]=274,["META_ALIEN_TOWER"]=275,["PROJECT_BUILDABILITY_FOR_ALLIES"]=276,["AA_STRUCT"]=277,["NOD_SUPER_STRUCTURE"]=278,["RELOAD_AIRCRAFT"]=279,["USE_STRICT_PATHING"]=280,["CAN_FIRE_EVEN_IF_CONTAINED_ARE_NOT_IN_RANGE"]=281,["AI_BUZZERS_CANT_ATTACH_TO_ME"]=282
- }
- KINDOF_BFMEIIROTWK = {
- ["OBSTACLE"]=0, ["SELECTABLE"]=1, ["IMMOBILE"]=2, ["CAN_ATTACK"]=3, ["STICK_TO_TERRAIN_SLOPE"]=4, ["CAN_CAST_REFLECTIONS"]=5, ["SHRUBBERY"]=6, ["STRUCTURE"]=7, ["INFANTRY"]=8, ["CAVALRY"]=9, ["MONSTER"]=10, ["MACHINE"]=11, ["AIRCRAFT"]=12, ["HUGE_VEHICLE"]=13, ["DOZER"]=14, ["SWARM_DOZER"]=15, ["HARVESTER"]=16, ["COMMANDCENTER"]=17,
- ["CASTLE_CENTER"]=18, ["SALVAGER"]=19, ["WEAPON_SALVAGER"]=20, ["TRANSPORT"]=21, ["BRIDGE"]=22, ["LANDMARK_BRIDGE"]=23, ["BRIDGE_TOWER"]=24, ["PROJECTILE"]=25, ["PRELOAD"]=26, ["NO_GARRISON"]=27, ["CASTLE_KEEP"]=28, ["WAVE_EFFECT"]=29, ["NO_COLLIDE"]=30, ["REPAIR_PAD"]=31, ["HEAL_PAD"]=32, ["STEALTH_GARRISON"]=33, ["SUPPLY_GATHERING_CENTER"]=34, ["AIRFIELD"]=35,
- ["DRAWABLE_ONLY"]=36, ["MP_COUNT_FOR_VICTORY"]=37, ["REBUILD_HOLE"]=38, ["SCORE"]=39, ["SCORE_CREATE"]=40, ["SCORE_DESTROY"]=41, ["NO_HEAL_ICON"]=42, ["CAN_RAPPEL"]=43, ["PARACHUTABLE"]=44, ["CAN_BE_REPULSED"]=45, ["MOB_NEXUS"]=46, ["IGNORED_IN_GUI"]=47, ["CRATE"]=48, ["CAPTURABLE"]=49, ["LINKED_TO_FLAG"]=50, ["CLEARED_BY_BUILD"]=51, ["SMALL_MISSILE"]=52, ["ALWAYS_VISIBLE"]=53,
- ["UNATTACKABLE"]=54, ["MINE"]=55, ["CLEANUP_HAZARD"]=56, ["PORTABLE_STRUCTURE"]=57, ["ALWAYS_SELECTABLE"]=58, ["ATTACK_NEEDS_LINE_OF_SIGHT"]=59, ["WALK_ON_TOP_OF_WALL"]=60, ["DEFENSIVE_WALL"]=61, ["FS_POWER"]=62, ["FS_FACTORY"]=63, ["FS_BASE_DEFENSE"]=64, ["FS_TECHNOLOGY"]=65, ["AIRCRAFT_PATH_AROUND"]=66, ["LOW_OVERLAPPABLE"]=67, ["FORCEATTACKABLE"]=68, ["AUTO_RALLYPOINT"]=69, ["OATHBREAKER"]=70, ["POWERED"]=71,
- ["PRODUCED_AT_HELIPAD"]=72, ["DRONE"]=73, ["CAN_SEE_THROUGH_STRUCTURE"]=74, ["BALLISTIC_MISSILE"]=75, ["CLICK_THROUGH"]=76, ["SUPPLY_SOURCE_ON_PREVIEW"]=77, ["PARACHUTE"]=78, ["GARRISONABLE_UNTIL_DESTROYED"]=79, ["BOAT"]=80, ["IMMUNE_TO_CAPTURE"]=81, ["HULK"]=82, ["SHOW_PORTRAIT_WHEN_CONTROLLED"]=83, ["SPAWNS_ARE_THE_WEAPONS"]=84, ["CANNOT_BUILD_NEAR_SUPPLIES"]=85, ["SUPPLY_SOURCE"]=86, ["REVEAL_TO_ALL"]=87, ["DISGUISER"]=88, ["INERT"]=89,
- ["HERO"]=90, ["IGNORES_SELECT_ALL"]=91, ["DONT_AUTO_CRUSH_INFANTRY"]=92, ["SIEGE_TOWER"]=93, ["TREE"]=94, ["SHRUB"]=95, ["CLUB"]=96, ["ROCK"]=97, ["THROWN_OBJECT"]=98, ["GRAB_AND_KILL"]=99, ["OPTIMIZED_PROP"]=100, ["ENVIRONMENT"]=101, ["DEFLECT_BY_SPECIAL_POWER"]=102, ["WORKING_PASSENGER"]=103, ["BASE_FOUNDATION"]=104, ["NEED_BASE_FOUNDATION"]=105, ["REACT_WHEN_SELECTED"]=106, ["GIMLI"]=107,
- ["ORC"]=108, ["HORDE"]=109, ["COMBO_HORDE"]=110, ["NONOCCLUDING"]=111, ["NO_FREEWILL_ENTER"]=112, ["CAN_USE_SIEGE_TOWER"]=113, ["CAN_RIDE_SIEGE_LADDER"]=114, ["TACTICAL_MARKER"]=115, ["PATH_THROUGH_EACH_OTHER"]=116, ["NOTIFY_OF_PREATTACK"]=117, ["GARRISON"]=118, ["MELEE_HORDE"]=119, ["BASE_SITE"]=120, ["INERT_SHROUD_REVEALER"]=121, ["OCL_BIT"]=122, ["SPELL_BOOK"]=123, ["DEPRECATED"]=124, ["PATH_THROUGH_INFANTRY"]=125,
- ["NO_FORMATION_MOVEMENT"]=126, ["NO_BASE_CAPTURE"]=127, ["ARMY_SUMMARY"]=128, ["HOBBIT"]=129, ["NOT_AUTOACQUIRABLE"]=130, ["URUK"]=131, ["CHUNK_VENDOR"]=132, ["ARCHER"]=133, ["MOVE_ONLY"]=134, ["FS_CASH_PRODUCER"]=135, ["ROCK_VENDOR"]=136, ["BLOCKING_GATE"]=137, ["CAN_RIDE_BATTERING_RAM"]=138, ["SIEGE_LADDER"]=139, ["MINE_TRIGGER"]=140, ["BUFF"]=141, ["GRAB_AND_DROP"]=142, ["PORTER"]=143,
- ["SCARY"]=144, ["CRITTER_EMITTER"]=145, ["SALT_LICK"]=146, ["CAN_ATTACK_WALLS"]=147, ["IGNORE_FOR_VICTORY"]=148, ["DO_NOT_CLASSIFY"]=149, ["WALL_UPGRADE"]=150, ["ARMY_OF_DEAD"]=151, ["TAINT"]=152, ["BASE_DEFENSE_FOUNDATION"]=153, ["NOT_SELLABLE"]=154, ["WEBBED"]=155, ["WALL_HUB"]=156, ["BUILD_FOR_FREE"]=157, ["IGNORE_FOR_EVA_SPEECH_POSITION"]=158, ["MADE_OF_WOOD"]=159, ["MADE_OF_METAL"]=160, ["MADE_OF_STONE"]=161,
- ["MADE_OF_DIRT"]=162, ["FACE_AWAY_FROM_CASTLE_KEEP"]=163, ["BANNER"]=164, ["I_WANT_TO_EAT_YOU"]=165, ["INDUSTRY_AFFECTED"]=166, ["DWARVENRICHES_AFFECTED"]=167, ["GANDALF"]=168, ["ARAGORN"]=169, ["HAS_HEALTH_BAR"]=170, ["BIG_MONSTER"]=171, ["DEPLOYED_MINE"]=172, ["CANNOT_RETALIATE"]=173, ["CREEP"]=174, ["TAINTEFFECT"]=175, ["TROLL_BUFF_NUGGET"]=176, ["VITAL_FOR_BASE_SURVIVAL"]=177, ["DO_NOT_PICK_ME_WHEN_BUILDING"]=178, ["SUMMONED"]=179,
- ["HIDE_IF_FOGGED"]=180, ["ALWAYS_SHOW_HOUSE_COLOR"]=181, ["MOVE_FOR_NOONE"]=182, ["WB_DISPLAY_SCRIPT_NAME"]=183, ["CAN_CLIMB_WALLS"]=184, ["MUMAKIL_BUFF_NUGGET"]=185, ["LARGE_RECTANGLE_PATHFIND"]=186, ["SUBMARINE"]=187, ["PORT"]=188, ["WALL_SEGMENT"]=189, ["CREATE_A_HERO"]=190, ["SHIP"]=191, ["OPTIMIZED_SOUND"]=192, ["PASS_EXPERIENCE_TO_CONTAINED"]=193, ["DOZER_FACTORY"]=194, ["THREAT_FINDER"]=195, ["ECONOMY_STRUCTURE"]=196, ["LIVING_WORLD_BUILDING_MIRROR"]=197,
- ["PIKE"]=198, ["NONCOM"]=199, ["OBSOLETE"]=200, ["SCALEABLE_WALL"]=201, ["SKYBOX"]=202, ["WALL_GATE"]=203, ["CAPTUREFLAG"]=204, ["NEUTRALGOLLUM"]=205, ["PASS_EXPERIENCE_TO_CONTAINER"]=206, ["GIANT_BIRD"]=207, ["ORIENTS_TO_CAMERA"]=208, ["NEVER_CULL_FOR_MP"]=209, ["DONT_USE_CANCEL_BUILD_BUTTON"]=210, ["ONE_RING"]=211, ["HEAVY_MELEE_HITTER"]=212, ["DONT_HIDE_IF_FOGGED"]=213, ["CAN_SHOOT_OVER_WALLS"]=214, ["PASS_EXPERIENCE_TO_PRODUCER"]=215,
- ["EXPANSION_PAD"]=216, ["AMPHIBIOUS"]=217, ["SUPPORT"]=218, ["TROLL"]=219, ["SIEGEENGINE"]=220, ["HORDE_MONSTER"]=221
- }
- OBJECT_STATUS_CNC3KW = {
- ["DESTROYED"]=0,["CAN_ATTACK"]=1,["UNDER_CONSTRUCTION"]=2,["UNSELECTABLE"]=3,["NO_COLLISIONS"]=4,["NO_ATTACK"]=5,["AIRBORNE_TARGET"]=6,["PARACHUTING"]=7,["REPULSOR"]=8,["DECOY"]=9,["AFLAME"]=10,["BURNED"]=11,["CANNOT_BE_SOLD"]=12,["IS_FIRING_WEAPON"]=13,["IS_BRAKING"]=14,["STEALTHED"]=15,["HIDDEN"]=16,["DETECTED"]=17,["CAN_STEALTH"]=18,["SOLD"]=19,["UNDERGOING_REPAIR"]=20,["RECONSTRUCTING"]=21,["IS_ATTACKING"]=22,["NO_AUTO_ACQUIRE"]=23,
- ["USING_ABILITY"]=24,["IS_AIMING_WEAPON"]=25,["NO_ATTACK_FROM_AI"]=26,["IGNORING_STEALTH"]=27,["IS_MELEE_ATTACKING"]=28,["GUARD_SELECTION"]=29,["LEASHED_RETURNING"]=30,["DEATH_1"]=31,["DEATH_2"]=32,["DEATH_3"]=33,["DEATH_4"]=34,["DEATH_5"]=35,["CONTESTED"]=36,["CONTESTING_BUILDING"]=37,["HORDE_MEMBER"]=38,["RIDERLESS"]=39,["RIDER_IS_PILOT"]=40,["RIDER1"]=41,["RIDER2"]=42,["RIDER3"]=43,["RIDER4"]=44,["NO_SHADOW"]=45,["IN_STASIS"]=46,
- ["OUT_OF_PHASE"]=47,["NEXT_MOVE_IS_REVERSE"]=48,["IMMOBILE"]=49,["FLEE_OFF_MAP"]=50,["NOT_IN_WORLD"]=51,["INAUDIBLE"]=52,["CHANTING"]=53,["ENRAGED"]=54,["CREATE_DRAWABLE_WITH_LOW_DETAIL"]=55,["SINKING"]=56,["RAMPAGING"]=57,["INSIDE_GARRISON"]=58,["DEPLOYED"]=59,["UNATTACKABLE"]=60,["ENCLOSED"]=61,["TEMPORARILY_DEFECTED"]=62,["TAGGED"]=63,["DEPLOYING"]=64,["PRIMARY_MEMBER_PRESENT"]=65,["PORTER_TAGGED"]=66,["GRAB_AND_DROP"]=67,["STAND_GROUND"]=68,
- ["UNCONTROLLABLY_SCARED"]=69,["SPECIAL_ABILITY_PACKING_UNPACKING_OR_USING"]=70,["TIBERIUM_VIBRATING"]=71,["UPDATING_AI"]=72,["CLONED"]=73,["IGNORE_AI_COMMAND"]=74,["RUNNING_DOWN_FROM_BEHIND"]=75,["DO_NOT_SCORE"]=76,["CAN_NOT_WALK_ON"]=77,["MARCH_OF_DEATH"]=78,["DO_NOT_PICK_ME"]=79,["INHERITED_FROM_ALLY_TEAM"]=80,["SWITCHED_WEAPONS"]=81,["END_FIRE_STATE"]=82,["BOOKENDING"]=83,["ELVISH_EXPRESSLY"]=84,["INSIDE_CASTLE"]=85,["BUILD_BEING_CANCELED"]=86,
- ["PENDING_CONSTRUCTION"]=87,["PHANTOM_STRUCTURE"]=88,["IN_FORMATION_TEMPLATE"]=89,["IS_LEAVING_FACTORY"]=90,["MOVING_TO_DISMOUNT"]=91,["NO_HERO_PROPERTIES"]=92,["CAN_ENTER_ANYTHING"]=93,["HOLDING_THE_RING"]=94,["INVISIBLE_DETECTED_BY_FRIEND"]=95,["INVISIBLE_DETECTED"]=96,["WORKER_REPAIRING"]=97,["ATTACHED"]=98,["WONT_RIDE_WITH_YOU"]=99,["COMMAND_BUTTON_TOGGLED"]=100,["OCLMONITOR_COMPLETED_TASK"]=101,["OCLMONITOR_MONITOR_RELEASED"]=102,
- ["USER_POWERED_DOWN"]=103,["GARRISONED"]=104,["BOOBY_TRAPPED"]=105,["IS_HIDEOUT"]=106,["SUICIDE_BOMBER_HAS_TARGET"]=107,["UNIT_WANTS_TO_REGARRISON"]=108,["IN_COVER"]=109,["DONT_CLEAR_FOR_BUILD"]=110,["MATCH_TARGETS_SPEED"]=111,["HAS_TIBERIUM_GROWTH_MOD"]=112,["HAS_TIBERIUM_UPGRADE"]=113,["STEAL_NEXT_UNIT_TRAPPED"]=114,["DOES_CONTAIN_TIBERIUM"]=115,["IS_BEING_HARVESTED"]=116,["HAS_TIBERIUM_AMMO"]=117,["SHIELDBODY_ENABLED"]=118,["HEALTH_PERCENT_0"]=119,
- ["HEALTH_PERCENT_25"]=120,["HEALTH_PERCENT_50"]=121,["HEALTH_PERCENT_75"]=122,["HEALTH_PERCENT_100"]=123,["WEAPON_UPGRADED_01"]=124,["WEAPON_UPGRADED_02"]=125,["WEAPON_UPGRADED_03"]=126,["COMBINED_PARENT"]=127,["COMBINED_CHILD"]=128,["COMBINED_ATTACHED"]=129,["LOADED_FROM_MAP"]=130,["ATTACKING_GARRISONED_STRUCTURE"]=131,["EXITING_COMBINED"]=132,["DELAYED_ENTER_STRUCTURE"]=133,["DOCKING"]=134,["HARVESTING"]=135,["BRIDGE_IMPASSABLE"]=136,["POWERED_DOWN_EMP"]=137,
- ["FORCE_ATTACKING"]=138,["FORCE_ATTACK_MOVING"]=139,["SCARED_CIVILIAN_CAR"]=140,["USER_PARALYZED"]=141,["BOOBY_TRAP_EXPLODE"]=142,["IS_ENGAGED"]=143,["CARRYING_FLAG"]=144,["IS_MOVING_TO_RALLY_POINT"]=145,["CAN_SPOT_FOR_BOMBARD"]=146,["AIRCRAFT_IGNORE_SAMEPLAYER_HANGAR_RULE"]=147,["NEXT_MOVE_IS_FORCE_ATTACK_MOVE"]=148,["SPECIALABILITY_ACTIVE"]=149,["CAN_STEALTH_FROM_PRODUCER"]=150,["CAPTURING"]=151,["TIER_2_BASE"]=152,["TIER_3_BASE"]=153,["UPGRADE_BASE_POWER"]=154,
- ["UPGRADE_BASE_DEFENSE"]=155,["UPGRADE_BASE_STRAT_1"]=156,["UPGRADE_BASE_STRAT_2"]=157,["UPGRADE_BASE_STRAT_3"]=158,["UPGRADE_BASE_STRAT_4"]=159,["UPGRADE_BASE_STRAT_5"]=160
- }
- MODEL_CONDITION_CNC3KW = {
- "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"
- }
- EVA_EVENT_CNC3KW = {
- "AircraftOutOfAmmoDamage","AlliedIonCannonActivated","AlliedIonCannonActivated","AlliedIonCannonDetected","AlliedNuclearMissileLaunched","AlliedRiftGeneratorActivated",
- "AlliedTempleOfNodDetected","AllyCampDestroyed","AllyDefeated","BeaconPlacedAlly","BeaconPlacedPlayer","BridgeRepaired","BuildCancelled","BuildingBeingStolen","BuildingConstructionComplete",
- "BuildingConstructionStarted","BuildingManuallyPoweredDown","BuildingManuallyPoweredUp","BuildingRepaired","BuildingStolen","BuildOnHold","BuildQueuePausedDueToCPLimit",
- "BuildQueuePausedDueToFunds","CampDestroyed","CannotBuildDueToCPLimit","CannotRepairDueToFunds","CannotUsePowerDueToFunds","CastleBreached","CompletedBonusMissionObjective",
- "CompletedMissionObjective","ControlPointCaptured","ControlPointHasBeenCaptured","ControlPointLost","Countdown01","Countdown02","Countdown03","Countdown04","Countdown05",
- "Countdown06","Countdown07","Countdown08","Countdown09","Countdown10MinsInGame","Countdown10SecsInGame","Countdown15MinsInGame","Countdown1MinsInGame",
- "Countdown20MinsInGame","Countdown30SecsInGame","Countdown3MinsInGame","Countdown5MinsInGame","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","SiegeCountdown10Mins","SiegeCountdown10Secs","SiegeCountdown15Mins","SiegeCountdown1Mins",
- "SiegeCountdown20Mins","SiegeCountdown30Secs","SiegeCountdown3Mins","SiegeCountdown5Mins","SilosNeeded","StructureCannotBuildDueToFullBuildQueue","StructurePlacementFailed",
- "StructureRepairing","StructureSold","StructureUnderAttack","TiberiumFieldDepleted","UnitAmbushed","UnitConstructionStarted","UnitLost","UnitPromoted","UnitUnderAttack",
- "UnitUnderAttackFromShroudedUnit","UpgradeComplete","WallsBeingClimbed","WarningMothershipDeployed","WorldMustBattle","WorldMustChooseOwner","WorldMustRetreat","WorldRegionLostUncontested"
- }
- --------------------------------------------------------------
- --NATIVE LUA FUNCTIONS (see https://www.lua.org/manual/4.0/)--
- --------------------------------------------------------------
- openfile(filename, mode)
- closefile(filehandle)
- readfrom(filename)
- read([filehandle,] format1, ...)
- writeto(filename)
- write[filehandle, ] value1, ...)
- appendto(filename)
- remove(filename)
- rename(filename, filename_new)
- flush([filehandle])
- seek(filehandle [, whence] [, offset])
- tmpname()
- dofile(filepath)
- dostring(string)
- tremove(table, position)
- tinsert(table, entry)
- sort(table, sort_helper_function)
- getn(table)
- globals()
- getglobal(globals_index)
- setglobal(globals_index)
- rawgetglobal(globals_index)
- rawsetglobal(globals_index)
- rawget(table, index)
- rawset(table, index, value)
- rawgettable(table, index)
- rawsettable(table, index, value)
- strlen(string)
- strfind(string, pattern [, init [, plain]])
- strupper(string)
- strlower(string)
- strchar(i1, i2, ...)
- strbyte(string [, i])
- strrep(string, n)
- strsub(string, index_begin , index_end_optional)
- gsub(string, pat, repl [, n])
- tostring(anything)
- tonumber(e [, base])
- format(formatstring, e1, e2, ...)
- ascii
- sin(number)
- cos(number)
- tan(number)
- asin(number)
- acos(number)
- atan(number)
- atan2(number)
- mod(number, number2)
- deg(number)
- rad(number)
- exp(number)
- ldexp(number)
- frexp(number)
- log(number)
- log10(number)
- floor(number)
- ceil(number)
- min(number1, number2, ...)
- max(number1, number2, ...)
- sqrt(number)
- abs(number)
- random(start, end)
- randomseed(number)
- foreachvar(function)
- foreach(table, func)
- foreachi(table, func)
- nextvar(global_variable
- next(table, [index])
- tag(v)
- settag(t, tag)
- newtag()
- gettagmethod(tag, event)
- settagmethod(tag, event, newmethod)
- copytagmethods(tagto, tagfrom)
- add
- sub
- mul
- div
- pow
- unm
- lt
- le
- concat
- index
- getglobal
- setglobal
- gettable
- settable
- function
- gc
- execute(windows cmd command)
- date([format])
- clock()
- setlocale(locale [, category])
- numeric
- monetary
- ctype
- collate
- all
- end
- set
- getenv(environment)
- USERNAME
- ComputerName
- OS
- Tmp
- ...
- exit([code])
- type(variable)
- function
- table
- userdata
- string
- number
- nil
- call(func, arg [, mode [, errhandler]])
- print(string)
- assert(v [, message])
- error(message)
- _ALERT(message)
- _ERRORMESSAGE(message)
- debug
- getinfo(function, [what])
- getlocal(level, local)
- setlocal(level, local, value)
- setcallhook(hook)
- setlinehook(hook)
- gcinfo()
- collectgarbage([limit])
- --GLOBAL VARIABLES--
- _STDIN
- _STDOUT
- _STDERR
- _INPUT
- _OUTPUT
- PI
- _VERSION
- --LUA SYNTAX--
- true
- false
- if
- else
- elseif
- and
- or
- not
- for
- do
- while
- repeat
- until
- break
- end
- function
- in
- local
- nil
- return
- then
- ~=
- <=
- >=
- <
- >
- ==
- =
- +
- -
- *
- /
- ^
- %
- (
- )
- {
- }
- [
- ]
- ;
- ,
- .
- ..
- ...
- --
- --------------------------------
- --GAME SCRIPT EVENTS (NOT LUA)--
- --------------------------------
- (InternalEvent):
- OnDamaged (self, other)
- OnDestroyed (self)
- OnArrived (self)
- OnUnitEntered (self, areaName)
- OnUnitExited (self, areaName)
- OnTeamEntered (self, areaName)
- OnTeamExited (self, areaName)
- OnTeamDestroyed (self)
- BeScary (self, ?)
- DamageIncoming (self, other, delay, amount)
- OnAflame (self)
- OnQuenched (self)
- OnCreated (self)
- OnBuildingComplete (self, ?)
- OnSlaughtered (self, slaughterer)
- OnGenericEvent (self, string)
- OnBuildVariation (self, real)
- OnPowerRestore (self) --ONLY C&C3TWKW, RA3, C&C4
- OnPowerOutage (self) --ONLY C&C3TWKW, RA3, C&C4
- OnClipFull (self) --ONLY C&C3TWKW, RA3, C&C4
- OnClipEmpty (self) --ONLY C&C3TWKW, RA3, C&C4
- OnHealed (self) --ONLY RA3, C&C4
- (ScriptedEvent via ObjectDispatchEvent or ObjectBroadcastEvent)
- DispatchedEvent (self, dispatchingObject, arbitraryString)
- (ObjectStatusEvent)
- (ModelConditionEvent)
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