· 6 years ago · Mar 06, 2019, 07:48 PM
1ULTIMATE SAGE LUA REFERENCE 1.0
2
3--NATIVE SAGE LUA GAMESCRIPT FUNCTIONS--
4ExecuteAction(action,parameter1,parameter2,...)
5EvaluateCondition(condition,parameter1,parameter2,...)
6ObjectDoSpecialPower(object,specialpowername)
7ObjectCreateAndFireTempWeapon(object,weaponname)
8ObjectGrantUpgrade(object,upgradename)
9ObjectRemoveUpgrade(object,upgradename)
10ObjectHasUpgrade(object,upgradename)
11ObjectSetObjectStatus(object,statusname)
12ObjectTestModelCondition(object,modelconditionname)
13ObjectPlaySound(object,soundname)
14ObjectSetDelayedDeath
15ObjectChangeAllegianceFromNonPlayablePlayer(object1,object2)
16ObjectForbidPlayerCommands(object,true/false)
17ObjectSetGeometryActive(object,geometryname,true/false)
18ObjectHideSubObject(object,subobjectname,true/false)
19ObjectHideSubObjectPermanently(object,subobjectname,true/false)
20ObjectCountNearbyEnemies(object,radius)
21ObjectDescription(object)
22ObjectTeamName(object)
23ObjectPlayerSide(object)
24ObjectCapturingObjectPlayerSide(object)
25ObjectTemplateName(object)
26ObjectDispatchEvent(object,eventname,radius)
27ObjectSpy()
28HordeBroadcastEventToMembers
29ObjectBroadcastEventToEnemies(object,eventname,radius)
30ObjectBroadcastEventToAllies(object,eventname,radius)
31ObjectBroadcastEventToUnits(object,eventname,radius)
32ObjectBroadcastEventToCivilians(object,eventname,radius)
33ObjectSetChanting(object,true/false)
34ObjectSetFearFactor
35ObjectTestCanSufferFear(object)
36ObjectEnterFearState(object1,object2,true/false)
37ObjectEnterAlertState(object)
38ObjectEnterCowerState(object1,object2)
39ObjectEnterRampageState(object)
40ObjectEnterRunAwayPanicState(object1,object2)
41ObjectEnterUncontrollableCowerState(object1,object2)
42GetRandomNumber()
43GetFrame()
44
45--ONLY FOR LUA SCRIPTS IN OBJECT DEFINITIONS (->AnimationState)--
46CurDrawableObjectStatus
47CurDrawableModelcondition
48CurDrawableGetCurrentTargetBearing
49CurDrawableGetCurrentTargetHeight
50CurDrawableGetCurrentTargetDistance
51CurDrawableIsCurrentTargetKindof
52CurDrawablePrevAnimation
53CurDrawablePrevAnimationState
54CurDrawablePrevAnimFraction
55GetClientRandomNumberReal
56GetFrame
57CurDrawablePlaySound
58CurDrawableAllowToContinue
59CurDrawableSetTransitionAnimState
60CurDrawableShowModule
61CurDrawableHideModule
62CurDrawableHideSubObjectPermanently
63CurDrawableShowSubObjectPermanently
64CurDrawableShowSubObject
65CurDrawableHideSubObject
66
67
68
69ExecuteAction("DEBUG_MESSAGE_BOX", Text)
70Show debug string and pause: <Text>
71Scripting_/Debug/Display message and pause
72
73ExecuteAction("DEBUG_STRING", Text)
74Show debug string without pausing: <Text>
75Scripting_/Debug/Display string
76
77ExecuteAction("DEBUG_CRASH_BOX", Text)
78Display a crash box with the text: <Text>
79{INTERNAL}_/Debug/Display a crash box (debug/internal builds only).
80
81ExecuteAction("SET_FLAG", FLAG, BOOLEAN)
82Set <FLAG> to <BOOLEAN>
83Scripting_/Flags/Set flag to value.
84
85ExecuteAction("SET_FLAG_TO_FLAG", FLAG, FLAG)
86Set <FLAG> to <FLAG>
87Scripting_/Flags/Set flag to another flag.
88
89ExecuteAction("SET_COUNTER", COUNTER, INT)
90Set <COUNTER> to <INT>
91Scripting_/Counters/Set counter to a value.
92
93ExecuteAction("SET_COUNTER_TO_COUNTER", COUNTER, COUNTER)
94Set <COUNTER> to <COUNTER>
95Scripting_/Counters/Set counter to another counter.
96
97ExecuteAction("SET_RANDOM_COUNTER", COUNTER, INT, INT)
98Set Counter <COUNTER> randomly between <INT> and <INT>.
99Scripting_/Counters/Set a random counter.
100
101ExecuteAction("SET_COUNTER_TO_CLIENT_RANDOM_VALUE", COUNTER, INT, INT)
102Set 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!
103Scripting_/Counters/Set a counter to a random CLIENT-SIDE value.
104
105ExecuteAction("SET_COUNTER_IN_SECONDS", COUNTER, REAL)
106Set <COUNTER> to <REAL> seconds.
107Scripting_/Counters/Set counter to a time in seconds.
108
109ExecuteAction("SET_RANDOM_COUNTER_IN_SECONDS", COUNTER, REAL, REAL)
110Set Counter <COUNTER> randomly between <REAL> and <REAL> seconds.
111Scripting_/Counters/Set a random counter in seconds.
112
113ExecuteAction("SET_TREE_SWAY", ANGLE, ANGLE, ANGLE, INT, REAL)
114Set 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).
115Map_/Environment/Set wind sway amount and direction.
116
117ExecuteAction("SET_CAMERA_CLIP_DEPTH_MULTIPLIER", REAL)
118Modify normal depth of Frustrum by <REAL> (1.0 = normal, < 1.0 shortens frustrum, > 1.0 lengthens.)
119Camera/Adjust/Change the camera depth of field.
120
121ExecuteAction("QUICKVICTORY")
122End game in victory immediately.
123User_/ Announce quick win
124
125ExecuteAction("VICTORY")
126Announce win.
127User_/ Announce win
128
129ExecuteAction("VICTORY_SCREEN")
130Shows the victory screen, but does not behave as a victory.
131User_/ Show Victory Screen
132
133ExecuteAction("DEFEAT")
134Announce lose.
135User_/ Announce lose
136
137ExecuteAction("NO_OP")
138Null operation. (Does nothing.)
139Scripting_/Debug/Null operation.
140
141ExecuteAction("SET_TIMER", COUNTER, INT)
142Set timer <COUNTER> to expire in <INT> frames.
143Scripting_/Timer/Frame countdown timer -- set.
144
145ExecuteAction("SET_RANDOM_TIMER", COUNTER, INT, INT)
146Set timer <COUNTER> to expire between <INT> and <INT> frames.
147Scripting_/Timer/Frame countdown timer -- set random.
148
149ExecuteAction("STOP_TIMER", COUNTER)
150Stop timer <COUNTER>
151Scripting_/Timer/Timer -- stop.
152
153ExecuteAction("RESTART_TIMER", COUNTER)
154Restart timer <COUNTER>
155Scripting_/Timer/Timer -- restart stopped.
156
157ExecuteAction("PLAY_SOUND_EFFECT", SOUND)
158Play <SOUND> as though it was a 2D sound (NOT RECOMMENDED for 3D sounds).
159Multimedia_/Sound Effect/Play 2D sound effect.
160
161ExecuteAction("ENABLE_SCRIPT", SCRIPT)
162Enable <SCRIPT>.
163Scripting_/Script/Enable Script.
164
165ExecuteAction("DISABLE_SCRIPT", SCRIPT)
166Disable <SCRIPT>.
167Scripting_/Script/Disable script.
168
169ExecuteAction("CALL_SUBROUTINE", SCRIPT_SUBROUTINE)
170Run <SCRIPT_SUBROUTINE>.
171Scripting_/Script/Run subroutine script.
172
173ExecuteAction("PLAY_SOUND_EFFECT_AT", SOUND, WAYPOINT)
174Play <SOUND> at <WAYPOINT>.
175Multimedia_/Sound Effect/Play sound effect at waypoint.
176
177ExecuteAction("DAMAGE_MEMBERS_OF_TEAM", TEAM, REAL)
178Damage <TEAM>, amount=<REAL> (-1==kill).
179Team_/Damage/Damage the members of a team.
180
181ExecuteAction("TEAM_SET_HEALTH", TEAM, REAL)
182Set health of <TEAM> to percentage (0.0 - 100.0) <REAL>
183Team_/Health/Set the health of the team members (in percentage).
184
185ExecuteAction("MOVE_TEAM_TO", TEAM, WAYPOINT)
186Move <TEAM> to <WAYPOINT>.
187Team_/Move/Set to move to a location.
188
189ExecuteAction("ATTACK_MOVE_TEAM_TO", TEAM, WAYPOINT)
190AttackMove <TEAM> to <WAYPOINT>.
191Team_/AttackMove/Set to move to a location.
192
193ExecuteAction("ATTACK_MOVE_TEAM_TO_NAMED_OBJECT", TEAM, UNIT)
194AttackMove <TEAM> to <UNIT>.
195Team_/AttackMove/Attack move a team to a named object.
196
197ExecuteAction("MOVE_TEAM_HOME", TEAM)
198Move <TEAM> Home.
199Team_/Move/Set to move home.
200
201ExecuteAction("TEAM_FOLLOW_WAYPOINTS", TEAM, WAYPOINT_PATH, BOOLEAN, BOOLEAN)
202Have <TEAM> follow <WAYPOINT_PATH> , as a team is <BOOLEAN> , in formation is <BOOLEAN>
203Team_/Move/Set to follow a waypoint path.
204
205ExecuteAction("TEAM_ATTACK_MOVE_FOLLOW_WAYPOINTS", TEAM, WAYPOINT_PATH, BOOLEAN, BOOLEAN)
206Have <TEAM> AttackMove follow <WAYPOINT_PATH> , as a team is <BOOLEAN> , in formation is <BOOLEAN>
207Team_/AttackMove/Set to follow a waypoint path.
208
209ExecuteAction("TEAM_FOLLOW_WAYPOINTS_EXACT", TEAM, WAYPOINT_PATH, BOOLEAN)
210Have <TEAM> EXACTLY follow <WAYPOINT_PATH> , as a team is <BOOLEAN>
211Team_/Move/Set to EXACTLY follow a waypoint path.
212
213ExecuteAction("TEAM_WANDER_IN_PLACE", TEAM)
214Have <TEAM> wander around it's current location.
215Team_/Move/Set to wander around current location.
216
217ExecuteAction("TEAM_INCREASE_PRIORITY", TEAM)
218Increase the AI priority for<TEAM> by its Success Priority Increase amount.
219Team_/AI/Increase priority by Success Priority Increase amount.
220
221ExecuteAction("TEAM_INCREASE_PRIORITY_BY_VALUE", TEAM, INT)
222Increase the AI priority for<TEAM> by <INT> .
223Team_/AI/Increase priority by a specific value.
224
225ExecuteAction("TEAM_DECREASE_PRIORITY", TEAM)
226Reduce the AI priority for<TEAM> by its Failure Priority Decrease amount.
227Team_/AI/Reduce priority by Failure Priority Decrease amount.
228
229ExecuteAction("TEAM_DECREASE_PRIORITY_BY_VALUE", TEAM, INT)
230Decrease the AI priority for<TEAM> by <INT> .
231Team_/AI/Increase priority by a specific value.
232
233ExecuteAction("TEAM_WANDER", TEAM, WAYPOINT_PATH)
234Have <TEAM> wander along <WAYPOINT_PATH>
235Team_/Move/Set to follow a waypoint path -- wander.
236
237ExecuteAction("TEAM_PANIC", TEAM, WAYPOINT_PATH)
238Have <TEAM> move in panic along <WAYPOINT_PATH>
239Team_/Move/Set to follow a waypoint path -- panic.
240
241ExecuteAction("MOVE_NAMED_UNIT_TO", UNIT, WAYPOINT)
242Move <UNIT> to <WAYPOINT>.
243Unit_/Move/Move a specific unit to a location.
244
245ExecuteAction("ATTACK_MOVE_NAMED_UNIT_TO", UNIT, WAYPOINT)
246AttackMove <UNIT> to <WAYPOINT>.
247Unit_/AttackMove/AttackMove a specific unit to a location.
248
249ExecuteAction("TEAM_SET_STATE", TEAM, TEAM_STATE)
250Set <TEAM> to <TEAM_STATE>.
251Team_/Misc/Team state - set state.
252
253ExecuteAction("TEAM_SET_CUSTOM_STATE", TEAM, TEAM_STATE, BOOLEAN)
254<TEAM> set custom state <TEAM_STATE> to <BOOLEAN>
255Team_/Misc/Team state - set custom state.
256
257ExecuteAction("CREATE_REINFORCEMENT_TEAM", TEAM, WAYPOINT)
258Spawn an instance of <TEAM> at <WAYPOINT>.
259Team_/ Spawn a reinforcement team.
260
261ExecuteAction("CREATE_REINFORCEMENT_TEAM_AT_UNIT_POSITION", TEAM, UNIT)
262Spawn an instance of <TEAM> at <UNIT>.
263Team_/ Spawn a reinforcement team.
264
265ExecuteAction("UNIT_SET_TEAM", UNIT, TEAM)
266Unit named <UNIT> will join team named <TEAM>.
267Unit_/ Force unit to join team.
268
269ExecuteAction("SKIRMISH_BUILD_BUILDING", OBJECT_TYPE)
270Build a building of type <OBJECT_TYPE>.
271Skirmish Only_/ Build a building.
272
273ExecuteAction("AI_PLAYER_BUILD_SUPPLY_CENTER", PLAYER, OBJECT_TYPE, INT)
274Have AI <PLAYER> build a <OBJECT_TYPE> near a supply src with at least <INT> available resources.
275Player_/AI/AI player build near a supply source.
276
277ExecuteAction("TEAM_GUARD_SUPPLY_CENTER", TEAM, INT)
278Have Team <TEAM> guard attacked or closest supply src with at least <INT> available resources
279Team_/Guard/Set to guard a supply source.
280
281ExecuteAction("AI_PLAYER_BUILD_UPGRADE", PLAYER, UPGRADE)
282Have AI <PLAYER> build this upgrade: <UPGRADE>
283Player_/AI/AI player build an upgrade.
284
285ExecuteAction("GIVE_PLAYER_UPGRADE", PLAYER, UPGRADE)
286Give <PLAYER> this upgrade: <UPGRADE>
287Player_/Player/Give player an upgrade.
288
289ExecuteAction("PLAYER_SET_MAX_SPELLPOINTS", PLAYER, INT)
290<PLAYER> is given Maximum Spell Points of <INT>.
291Player/Upgrades and Sciences/Set Max Spell Points.
292
293ExecuteAction("SKIRMISH_FOLLOW_APPROACH_PATH", TEAM, SKIRMISH_APPROACH_PATH, BOOLEAN)
294Have <TEAM> approach the enemy using path <SKIRMISH_APPROACH_PATH>, as a team is <BOOLEAN>
295Skirmish Only_/Move/Team follow approach path.
296
297ExecuteAction("SKIRMISH_MOVE_TO_APPROACH_PATH", TEAM, SKIRMISH_APPROACH_PATH)
298Have <TEAM> move to the start of enemy path <SKIRMISH_APPROACH_PATH>.
299Skirmish Only_/Move/Team move to approach path.
300
301ExecuteAction("SKIRMISH_BUILD_BASE_DEFENSE_FRONT")
302Build one additional perimeter base defenses, on the front.
303Skirmish Only_/Build/Build base defense on front perimeter.
304
305ExecuteAction("SKIRMISH_BUILD_BASE_DEFENSE_FLANK")
306Build one additional perimeter base defenses, on the flank.
307Skirmish Only_/Build/Build base defense on flank perimeter.
308
309ExecuteAction("SKIRMISH_BUILD_STRUCTURE_FRONT", OBJECT_TYPE)
310Build one additional <OBJECT_TYPE>, on the front.
311Skirmish Only_/Build/Build structure on front perimeter.
312
313ExecuteAction("SKIRMISH_BUILD_STRUCTURE_FLANK", OBJECT_TYPE)
314Build one additional <OBJECT_TYPE>, on the flank.
315Skirmish Only_/Build/Build structure on flank perimeter.
316
317ExecuteAction("RECRUIT_TEAM", TEAM, REAL)
318Recruit an instance of <TEAM>, maximum recruiting distance (feet):<REAL>.
319Team_/Create/Recruit a team.
320
321ExecuteAction("RECRUIT_TEAM_AT_TEAM", TEAM, REAL, TEAM)
322Recruit an instance of <TEAM>, maximum recruiting distance (feet):<REAL> from the team <TEAM>.
323Team_/Create/Recruit a team from the location of another team.
324
325ExecuteAction("MOVE_CAMERA_TO", CAMERA, REAL, REAL, REAL, REAL)
326Move camera to <CAMERA> in <REAL> seconds, camera shutter <REAL> seconds, ease-in <REAL> seconds, ease-out <REAL> seconds.
327Camera_/Move/Move the camera to a location.
328
329ExecuteAction("CAMERA_RESTRICT_TO_AREA", TRIGGER_AREA)
330Restrict camera movement to <TRIGGER_AREA>.
331Camera_/Move/Restrict camera movement to area.
332
333ExecuteAction("CAMERA_REMOVE_AREA_RESTRICTION")
334Restrict camera movement to area -- REMOVE.
335Camera_/Move/Restrict camera movement to area -- REMOVE.
336
337ExecuteAction("ZOOM_CAMERA", REAL, REAL, REAL, REAL)
338Change camera zoom to <REAL> in <REAL> seconds, ease-in <REAL> seconds, ease-out <REAL> seconds.
339Camera_/Adjust/Change the camera zoom.
340
341ExecuteAction("FOCAL_LENGTH_CAMERA", REAL, REAL, REAL, REAL)
342Change camera focal length to <REAL>mm in <REAL> seconds, ease-in <REAL> seconds, ease-out <REAL> seconds.
343Camera_/Adjust/Change the camera's focal length (mm).
344
345ExecuteAction("CAMERA_FADE_ADD", REAL, REAL, INT, INT, INT)
346Fade (0-1) from <REAL> to <REAL> adding toward white. Take <INT> frames to increase, hold for <INT> fames, and decrease <INT> frames.
347Camera_/Fade Effects/Fade using an add blend to white.
348
349ExecuteAction("CAMERA_FADE_SUBTRACT", REAL, REAL, INT, INT, INT)
350Fade (0-1) from <REAL> to <REAL> subtracting toward black. Take <INT> frames to increase, hold for <INT> fames, and decrease <INT> frames.
351Camera_/Fade Effects/Fade using a subtractive blend to black.
352
353ExecuteAction("CAMERA_FADE_MULTIPLY", REAL, REAL, INT, INT, INT)
354Fade (1-0) from <REAL> to <REAL> multiplying toward black. Take <INT> frames to increase, hold for <INT> fames, and decrease <INT> frames.
355Camera_/Fade Effects/Fade using a multiply blend to black.
356
357ExecuteAction("CAMERA_FADE_SATURATE", REAL, REAL, INT, INT, INT)
358Fade (0.5-1) from <REAL> to <REAL> increasing saturation. Take <INT> frames to increase, hold for <INT> fames, and decrease <INT> frames.
359Camera_/Fade Effects/Fade using a saturate blend.
360
361ExecuteAction("PITCH_CAMERA", REAL, REAL, REAL, REAL)
362Change camera pitch to <REAL> in <REAL> seconds, ease-in <REAL> seconds, ease-out <REAL> seconds.
363Camera_/Adjust/Change the camera pitch.
364
365ExecuteAction("ROLL_CAMERA", REAL, REAL, REAL, REAL)
366Change camera roll to <REAL> degrees in <REAL> seconds, ease-in <REAL> seconds, ease-out <REAL> seconds.
367Camera_/Adjust/Change the camera roll.
368
369ExecuteAction("CAMERA_FOLLOW_NAMED", UNIT, BOOLEAN, REAL)
370Have the camera follow <UNIT>. Snap camera to object is <BOOLEAN>. Camera will be <REAL> higher than the unit.
371Camera_/Move/Follow a specific unit.
372
373ExecuteAction("CAMERA_STOP_FOLLOW")
374Stop following any units.
375Camera_/Move/Stop following any units.
376
377ExecuteAction("SETUP_CAMERA", WAYPOINT, REAL, REAL, WAYPOINT)
378Position camera at <WAYPOINT>, zoom = <REAL>(0.0 to 1.0), pitch = <REAL>(1.0==default), looking towards <WAYPOINT>.
379Camera_/Adjust/Set up the camera.
380
381ExecuteAction("INCREMENT_COUNTER", INT, COUNTER)
382Add <INT> to counter <COUNTER>
383Scripting_/Counters/Increment counter.
384
385ExecuteAction("DECREMENT_COUNTER", INT, COUNTER)
386Subtract <INT> from counter <COUNTER>
387Scripting_/Counters/Decrement counter.
388
389ExecuteAction("MOVE_CAMERA_BY_ANIMATION", CAMERA_ANIMATION)
390Move using <CAMERA_ANIMATION>.
391Camera_/Move/Move using camera animation.
392
393ExecuteAction("MOVE_CAMERA_ALONG_SPLINE_PATH", WAYPOINT_PATH, REAL, REAL, REAL, REAL, REAL)
394Move along <WAYPOINT_PATH> in <REAL> seconds, camera shutter <REAL> seconds, ease-in <REAL> seconds, ease-out <REAL> seconds, delay start <REAL> seconds.
395Camera_/Move/Move along a spline path.
396
397ExecuteAction("MOVE_CAMERA_LOCATOR_ALONG_SPLINE_PATH", WAYPOINT_PATH, REAL, REAL, REAL, REAL, REAL)
398Look 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.
399Camera_/Locator/Order camera's locator to follow a spline path.
400
401ExecuteAction("ROTATE_CAMERA", REAL, REAL, REAL, REAL)
402Rotate <REAL> times, taking <REAL> seconds, ease-in <REAL> seconds, ease-out <REAL> seconds.
403Camera_/Rotate/ Rotate around the current viewpoint.
404
405ExecuteAction("ROTATE_CAMERA_TO_ANGLE", REAL, REAL, REAL, REAL)
406Rotate camera view to <REAL> degrees, taking <REAL> seconds, ease-in <REAL> seconds, ease-out <REAL> seconds.
407Camera_/Rotate/ Rotate to a specific view angle.
408
409ExecuteAction("ROTATE_CAMERA_LOCKED", REAL, REAL, REAL, REAL)
410Rotate in place <REAL> times, taking <REAL> seconds, ease-in <REAL> seconds, ease-out <REAL> seconds.
411Camera_/Rotate/ Rotate the camera in place.
412
413ExecuteAction("RESET_CAMERA", WAYPOINT, REAL, REAL, REAL)
414Reset to <WAYPOINT>, taking <REAL> seconds, ease-in <REAL> seconds, ease-out <REAL> seconds.
415Camera_/Move/ Reset to the default view.
416
417ExecuteAction("MOVE_CAMERA_TO_SELECTION")
418End movement at selected unit.
419Camera_/Move/Modify/ End movement at selected unit.
420
421ExecuteAction("SET_MILLISECOND_TIMER", COUNTER, REAL)
422Set timer <COUNTER> to expire in <REAL> seconds.
423Scripting_/Timer/Seconds countdown timer -- set.
424
425ExecuteAction("SET_RANDOM_MSEC_TIMER", COUNTER, REAL, REAL)
426Set timer <COUNTER> to expire between <REAL> and <REAL> seconds.
427Scripting_/Timer/Seconds countdown timer -- set random.
428
429ExecuteAction("ADD_TO_MSEC_TIMER", REAL, COUNTER)
430Add <REAL> seconds to timer <COUNTER> .
431Scripting_/Timer/Seconds countdown timer -- add seconds.
432
433ExecuteAction("SUB_FROM_MSEC_TIMER", REAL, COUNTER)
434Subtract <REAL> seconds from timer <COUNTER> .
435Scripting_/Timer/Seconds countdown timer -- subtract seconds.
436
437ExecuteAction("CAMERA_MOD_FREEZE_TIME")
438Freeze time during the camera movement.
439Camera_/Move/Modify/ Freeze time during the camera movement.
440
441ExecuteAction("CAMERA_MOD_FREEZE_ANGLE")
442Freeze camera angle during the camera movement.
443Camera_/Move/Modify/ Freeze camera angle during the camera movement.
444
445ExecuteAction("SUSPEND_BACKGROUND_SOUNDS")
446Suspend background sounds.
447Multimedia_/All Sounds/Suspend all sounds.
448
449ExecuteAction("RESUME_BACKGROUND_SOUNDS")
450Resume background sounds.
451Multimedia_/All Sounds/Resume all sounds.
452
453ExecuteAction("CAMERA_MOD_SET_FINAL_ZOOM", REAL, PERCENT, PERCENT)
454Adjust zoom to <REAL> (1.0==max height, 0.0==in the ground) <PERCENT> ease-in <PERCENT> ease-out.
455Camera_/Move/Modify/Set Final zoom for camera movement.
456
457ExecuteAction("CAMERA_MOD_SET_FINAL_PITCH", REAL, PERCENT, PERCENT)
458Adjust pitch to <REAL> (1.0==default, 0.0==toward horizon, >1 = toward ground) <PERCENT> ease-in <PERCENT> ease-out.
459Camera_/Move/Modify/Set Final pitch for camera movement.
460
461ExecuteAction("SET_VISUAL_SPEED_MULTIPLIER", INT)
462Make visual time <INT> time normal (1=normal, 2 = twice as fast, ...).
463{Compatibility}_/Multimedia/Modify visual game time.
464
465ExecuteAction("CAMERA_MOD_SET_FINAL_SPEED_MULTIPLIER", INT)
466Adjust game time to<INT> times normal (1=normal, 2 = twice as fast, ...).
467{Compatibility}_/Camera/Modify/Final visual game time for camera movement.
468
469ExecuteAction("CAMERA_MOD_SET_ROLLING_AVERAGE", INT)
470Average position and angle changes over<INT> frames. (1=no smoothing, 5 = very smooth)
471Camera_/Move/Modify/ Number of frames to average movements.
472
473ExecuteAction("CAMERA_MOD_FINAL_LOOK_TOWARD", WAYPOINT)
474Look toward<WAYPOINT> at the end of the camera movement.
475{Compatibility}_/Camera/Modify/Move/ Final camera look toward point.
476
477ExecuteAction("CAMERA_MOD_LOOK_TOWARD", WAYPOINT)
478Look toward<WAYPOINT> during the camera movement.
479Camera_/Modify/Move/Camera look toward point while moving.
480
481ExecuteAction("CREATE_OBJECT", OBJECT_TYPE, TEAM, COORD3D, ANGLE)
482Spawn object <OBJECT_TYPE> in <TEAM> at position (<COORD3D>), rotated <ANGLE> .
483Unit_/Spawn/Spawn object.
484
485ExecuteAction("TEAM_ATTACK_TEAM", TEAM, TEAM)
486<TEAM> begin attack on <TEAM>
487Team_/Attack/Set to attack -- another team.
488
489ExecuteAction("NAMED_ATTACK_NAMED", UNIT, UNIT)
490<UNIT> begin attack on <UNIT>
491Unit_/Attack/Set unit to attack another unit.
492
493ExecuteAction("CREATE_NAMED_ON_TEAM_AT_WAYPOINT", UNIT, OBJECT_TYPE, TEAM, WAYPOINT)
494Spawn <UNIT> of type <OBJECT_TYPE> on <TEAM> at waypoint <WAYPOINT>
495Unit_/Spawn/Spawn -- named unit on a team at a waypoint.
496
497ExecuteAction("CREATE_UNNAMED_ON_TEAM_AT_WAYPOINT", OBJECT_TYPE, TEAM, WAYPOINT)
498Spawn unit of type <OBJECT_TYPE> on <TEAM> at waypoint <WAYPOINT>
499Unit_/Spawn/Spawn -- unnamed unit on a team at a waypoint.
500
501ExecuteAction("NAMED_APPLY_ATTACK_PRIORITY_SET", UNIT, ATTACK_PRIORITY_SET)
502Have <UNIT> use <ATTACK_PRIORITY_SET>.
503AttackPrioritySet_/Apply/Unit/Apply unit's attack priority set.
504
505ExecuteAction("TEAM_APPLY_ATTACK_PRIORITY_SET", TEAM, ATTACK_PRIORITY_SET)
506Have <TEAM> use <ATTACK_PRIORITY_SET>.
507AttackPrioritySet_/Apply/Team/Apply a team's attack priority set.
508
509ExecuteAction("SET_ATTACK_PRIORITY_THING", ATTACK_PRIORITY_SET, OBJECT_TYPE_2, INT)
510For <ATTACK_PRIORITY_SET> set the priority of object type <OBJECT_TYPE_2> to <INT>
511AttackPrioritySet_/Set/Modify a set's priority for a single unit type.
512
513ExecuteAction("SET_ATTACK_PRIORITY_KIND_OF", ATTACK_PRIORITY_SET, KIND_OF, INT)
514For <ATTACK_PRIORITY_SET> set the priority of object type <KIND_OF> to <INT>
515AttackPrioritySet_/Set/Modify a set's priorities for all of a kind.
516
517ExecuteAction("SET_DEFAULT_ATTACK_PRIORITY", ATTACK_PRIORITY_SET, INT)
518For <ATTACK_PRIORITY_SET> set the default priority to <INT>
519AttackPrioritySet_/Set/Specify the set's default priority.
520
521ExecuteAction("PLAYER_ADD_SKILLPOINTS", PLAYER, INT)
522<PLAYER> is given <INT> Skill Points.
523Player_/Experience/Add or Subtract Skill Points.
524
525ExecuteAction("SET_HERO_EXPERIENCE_SHARING", BOOLEAN)
526Set Hero experience sharing to <BOOLEAN>.
527Player_/Experience/Set whether heroes share experience with other heroes
528
529ExecuteAction("PLAYER_ADD_RANKLEVEL", PLAYER, INT)
530<PLAYER> is given <INT> Rank Levels.
531Player_/Experience/Add or Subtract Rank Levels.
532
533ExecuteAction("PLAYER_SET_RANKLEVEL", PLAYER, INT)
534<PLAYER> is given a Rank Level of <INT>.
535Player_/Experience/Set Rank Level.
536
537ExecuteAction("PLAYER_SET_RANKLEVELLIMIT", INT)
538The current map is given a Rank Level Limit of <INT>.
539Map_/Experience/Set Rank Level Limit for current Map.
540
541ExecuteAction("PLAYER_GRANT_SCIENCE", PLAYER, SCIENCE)
542<PLAYER> is granted <SCIENCE>.
543Player_/Science/Grant a Science to a given Player (ignoring prerequisites).
544
545ExecuteAction("PLAYER_PURCHASE_SCIENCE", PLAYER, SCIENCE)
546<PLAYER> attempts to purchase Science <SCIENCE>.
547Player_/Science/Player attempts to purchase a Science.
548
549ExecuteAction("PLAYER_SCIENCE_AVAILABILITY", PLAYER, SCIENCE, SCIENCE_AVAILABILITY)
550<PLAYER> set <SCIENCE> availability to <SCIENCE_AVAILABILITY>.
551Player_/Science/Set science availability.
552
553ExecuteAction("SET_BASE_CONSTRUCTION_SPEED", PLAYER, INT)
554<PLAYER> will delay <INT> seconds between building teams.
555Player_/AI/Set the delay between building teams.
556
557ExecuteAction("NAMED_SET_ATTITUDE", UNIT, AI_MOOD)
558<UNIT> changes his attitude to <AI_MOOD>
559Unit_/Mood/Set the general attitude of a specific unit.
560
561ExecuteAction("TEAM_SET_ATTITUDE", TEAM, AI_MOOD)
562<TEAM> change their attitude to <AI_MOOD>
563Team_/Mood/Set the general attitude of a team.
564
565ExecuteAction("NAMED_SET_REPULSOR", UNIT, BOOLEAN)
566<UNIT> REPULSOR flag is <BOOLEAN>
567Unit_/Internal/Repulsor/Set the REPULSOR flag of a specific unit.
568
569ExecuteAction("TEAM_SET_REPULSOR", TEAM, BOOLEAN)
570<TEAM> REPULSOR flag is <BOOLEAN>
571Team_/Internal/Repulsor/Set the REPULSOR flag of a team.
572
573ExecuteAction("NAMED_ATTACK_AREA", UNIT, TRIGGER_AREA)
574<UNIT> attacks anything in <TRIGGER_AREA>
575Unit_/Attack/Set a specific unit to attack a specific trigger area.
576
577ExecuteAction("NAMED_ATTACK_AREA_FOR_SECONDS", UNIT, TRIGGER_AREA, INT)
578<UNIT> attacks anything in <TRIGGER_AREA> for <INT> seconds.
579Unit_/Attack/Set a specific unit to attack a specific trigger area for a number of seconds.
580
581ExecuteAction("NAMED_ATTACK_TEAM", UNIT, TEAM)
582<UNIT> attacks <TEAM>
583Unit_/Attack/Set a specific unit to attack a team.
584
585ExecuteAction("TEAM_ATTACK_AREA", TEAM, TRIGGER_AREA)
586<TEAM> attack anything in <TRIGGER_AREA>
587Team_/Attack/Set to attack -- trigger area.
588
589ExecuteAction("TEAM_ATTACK_NAMED", TEAM, UNIT)
590<TEAM> attacks <UNIT>
591Team_/Attack/Set to attack -- specific unit.
592
593ExecuteAction("TEAM_LOAD_TRANSPORTS", TEAM)
594<TEAM> load into transports.
595Team_/Transport/Transport -- automatically load.
596
597ExecuteAction("NAMED_ENTER_NAMED", UNIT, UNIT)
598<UNIT> loads into <UNIT>
599Unit_/Transport/Transport -- load unit into specific.
600
601ExecuteAction("TEAM_ENTER_NAMED", TEAM, UNIT)
602<TEAM> attempt to load into <UNIT>
603Team_/Transport/Transport -- load team into specific.
604
605ExecuteAction("NAMED_EXIT_ALL", UNIT)
606<UNIT> unloads.
607Unit_/Transport/Transport -- unload units from specific.
608
609ExecuteAction("TEAM_EXIT_ALL", TEAM)
610<TEAM> unload.
611Team_/Transport/Transport -- unload team from all.
612
613ExecuteAction("NAMED_FOLLOW_WAYPOINTS", UNIT, WAYPOINT_PATH)
614<UNIT> follows waypoints, beginning at <WAYPOINT_PATH>
615Unit_/Move/Set a specific unit to follow a waypoint path.
616
617ExecuteAction("NAMED_ATTACK_FOLLOW_WAYPOINTS", UNIT, WAYPOINT_PATH)
618<UNIT> AttackMove follows waypoints, beginning at <WAYPOINT_PATH>
619Unit_/AttackMove/Set a specific unit to follow a waypoint path.
620
621ExecuteAction("NAMED_FOLLOW_WAYPOINTS_EXACT", UNIT, WAYPOINT_PATH)
622<UNIT> EXACTLY follows waypoints, beginning at <WAYPOINT_PATH>
623Unit_/Move/Set a specific unit to EXACTLY follow a waypoint path.
624
625ExecuteAction("NAMED_GUARD", UNIT)
626<UNIT> begins guarding.
627Unit_/Move/Set to guard.
628
629ExecuteAction("UNIT_GUARD_NEAREST_KINDOF", UNIT, KIND_OF)
630<UNIT> begins guarding nearest kindof <KIND_OF>
631Unit_/Move/Set to guard -- nearest kindof.
632
633ExecuteAction("TEAM_GUARD", TEAM)
634<TEAM> begins guarding.
635Team_/Guard/Set to guard -- current location.
636
637ExecuteAction("TEAM_GUARD_POSITION", TEAM, WAYPOINT)
638<TEAM> begins guarding at <WAYPOINT>
639Team_/Guard/Set to guard -- location.
640
641ExecuteAction("TEAM_GUARD_OBJECT", TEAM, UNIT)
642<TEAM> begins guarding <UNIT>
643Team_/Guard/Set to guard -- specific unit.
644
645ExecuteAction("TEAM_GUARD_TEAM", TEAM, TEAM)
646Team <TEAM> begins guarding Team <TEAM>
647Team_/Guard/Set to guard -- a team.
648
649ExecuteAction("TEAM_GUARD_AREA", TEAM, TRIGGER_AREA)
650<TEAM> begins guarding <TRIGGER_AREA>
651Team_/Guard/Set to guard -- area.
652
653ExecuteAction("TEAM_GUARD_AREA_FROM_POSITION", TEAM, TRIGGER_AREA, WAYPOINT)
654<TEAM> begins guarding <TRIGGER_AREA> from Waypoint <WAYPOINT>
655Team_/Guard/Set to guard -- area, from a waypoint.
656
657ExecuteAction("TEAM_GUARD_NEAREST_KINDOF", TEAM, KIND_OF)
658<TEAM> begins guarding nearest kindof <KIND_OF>
659Team_/Guard/Set to guard -- nearest kindof.
660
661ExecuteAction("UNIT_GUARD_POSITION", UNIT, WAYPOINT)
662<UNIT> begins guarding at <WAYPOINT>
663Unit_/Guard/Set to guard -- location.
664
665ExecuteAction("UNIT_GUARD_OBJECT", UNIT, UNIT)
666<UNIT> begins guarding <UNIT>
667Unit_/Guard/Set to guard -- specific unit.
668
669ExecuteAction("UNIT_GUARD_AREA", UNIT, TRIGGER_AREA)
670<UNIT> begins guarding <TRIGGER_AREA>
671Unit_/Guard/Set to guard -- area.
672
673ExecuteAction("UNIT_GUARD_AREA_FROM_POSITION", UNIT, TRIGGER_AREA, WAYPOINT)
674<UNIT> begins guarding <TRIGGER_AREA> from Waypoint <WAYPOINT>
675Unit_/Guard/Set to guard -- area, from a waypoint.
676
677ExecuteAction("NAMED_HUNT", UNIT)
678<UNIT> begins hunting.
679Unit_/Hunt/Set a specific unit to hunt.
680
681ExecuteAction("TEAM_HUNT_WITH_COMMAND_BUTTON", TEAM, COMMANDBUTTON_ABILITY_TEAM)
682<TEAM> begins hunting using <COMMANDBUTTON_ABILITY_TEAM>.
683Team_/Hunt/Set to hunt using commandbutton ability.
684
685ExecuteAction("TEAM_HUNT", TEAM)
686<TEAM> begins hunting.
687Team_/Hunt/Set to hunt.
688
689ExecuteAction("PLAYER_HUNT", PLAYER)
690<PLAYER> begins hunting.
691Player_/Hunt/Set all of a player's units to hunt.
692
693ExecuteAction("TEAM_HARVEST", TEAM, WAYPOINT)
694<TEAM> begins harvesting around <WAYPOINT>.
695Team_/Hunt/Set to harvest.
696
697ExecuteAction("PLAYER_DISABLE_BASE_CONSTRUCTION", PLAYER)
698<PLAYER> is unable to build buildings.
699Player_/Build/Set a player to be unable to build buildings.
700
701ExecuteAction("PLAYER_DISABLE_FACTORIES", PLAYER, OBJECT_TYPE)
702<PLAYER> is unable to build from <OBJECT_TYPE>
703Player_/Build/Set a player to be unable to build from a specific building.
704
705ExecuteAction("PLAYER_DISABLE_UNIT_CONSTRUCTION", PLAYER)
706<PLAYER> is unable to build units.
707Player_/Build/Set a player to be unable to build units.
708
709ExecuteAction("PLAYER_ENABLE_BASE_CONSTRUCTION", PLAYER)
710<PLAYER> is able to build buildings.
711Player_/Build/Set a player to be able to build buildings.
712
713ExecuteAction("PLAYER_ENABLE_FACTORIES", PLAYER, OBJECT_TYPE)
714<PLAYER> is able to build from <OBJECT_TYPE>
715Player_/Build/Set a player to be able to build from a specific building.
716
717ExecuteAction("PLAYER_ENABLE_UNIT_CONSTRUCTION", PLAYER)
718<PLAYER> is able to build units.
719Player_/Build/Set a player to be able to build units.
720
721ExecuteAction("CAMERA_MOVE_HOME")
722The camera moves to the home base.
723Camera_/Move/Move the camera to the home position.
724
725ExecuteAction("OVERSIZE_TERRAIN", INT)
726Oversize the terrain <INT> tiles on each side [0 = reset to normal].
727Camera_/Terrain/Oversize the terrain.
728
729ExecuteAction("BUILD_TEAM", TEAM)
730Start building team <TEAM>
731Team_/AI/Start building a team.
732
733ExecuteAction("NAMED_DAMAGE", UNIT, INT)
734<UNIT> takes <INT> points of damage.
735Unit_/Damage/Deal damage to a specific unit.
736
737ExecuteAction("KILL_HORDE_MEMBERS", UNIT, REAL)
738Horde <UNIT> kill off <REAL> percent.
739Unit_/Damage/Kill off a percentage of the Horde.
740
741ExecuteAction("NAMED_DELETE", UNIT)
742<UNIT> is removed from the world.
743Unit_/Damage or Remove/Delete a specific unit.
744
745ExecuteAction("TEAM_DELETE", TEAM)
746<TEAM> is removed from the world.
747Team_/Damage or Remove/Delete a team.
748
749ExecuteAction("TEAM_DELETE_LIVING", TEAM)
750Each living member of team <TEAM> is removed from the world.
751Team_/Damage or Remove/Delete a team, but ignore dead guys.
752
753ExecuteAction("NAMED_SHOCK", UNIT, REAL, REAL, REAL, TEXT_STRING)
754<UNIT> will be shocked dir (0-360) <REAL>, force <REAL>, zMult <REAL>, with FX named <TEXT_STRING> .
755Unit_/Damage or Remove/Shock a specific unit.
756
757ExecuteAction("NAMED_KILL", UNIT)
758<UNIT>is dealt a lethal amount of damage.
759Unit_/Damage or Remove/Kill a specific unit.
760
761ExecuteAction("TEAM_KILL", TEAM)
762<TEAM> is dealt a lethal amount of damage.
763Team_/Damage or Remove/Kill an entire team.
764
765ExecuteAction("PLAYER_KILL", PLAYER)
766All of <PLAYER>'s buildings and units are dealt a lethal amount of damage.
767Player_/Damage or Remove/Kill a player.
768
769ExecuteAction("DISPLAY_TEXT", LOCALIZED_TEXT)
770Displays <LOCALIZED_TEXT> in the text log and message area.
771User_/String/Display a string.
772
773ExecuteAction("DISPLAY_CINEMATIC_TEXT", LOCALIZED_TEXT, FONT_TYPE, INT)
774Displays <LOCALIZED_TEXT> with font type <FONT_TYPE> in the bottom letterbox for <INT> seconds.
775User_/String/Display a cinematic string.
776
777ExecuteAction("CAMEO_FLASH", COMMAND_BUTTON, INT)
778<COMMAND_BUTTON> flashes for <INT> seconds.
779User_/Flash/Flash a cameo for a specified amount of time.
780
781ExecuteAction("NAMED_FLASH", UNIT, INT)
782<UNIT> flashes for <INT> seconds.
783User_/Flash/Flash a specific unit for a specified amount of time.
784
785ExecuteAction("TEAM_FLASH", TEAM, INT)
786<TEAM> flashes for <INT> seconds.
787User_/Flash/Flash a team for a specified amount of time.
788
789ExecuteAction("NAMED_CUSTOM_COLOR", UNIT, COLOR)
790<UNIT> uses the color <COLOR> .
791User_/Flash/Set a specific unit to use a special indicator color.
792
793ExecuteAction("NAMED_FLASH_WHITE", UNIT, INT)
794<UNIT> flashes white for <INT> seconds.
795User_/Flash/Flash a specific unit white for a specified amount of time.
796
797ExecuteAction("TEAM_FLASH_WHITE", TEAM, INT)
798<TEAM> flashes white for <INT> seconds.
799User_/Flash/Flash a team white for a specified amount of time.
800
801ExecuteAction("MOVIE_PLAY_FULLSCREEN", MOVIE, BOOLEAN)
802<MOVIE> plays fullscreen but doesn't play for low detail ( <BOOLEAN> )
803Interface/Play a movie in fullscreen mode.
804
805ExecuteAction("MOVIE_PLAY_RADAR", MOVIE)
806<MOVIE> plays in the palantir window.
807Multimedia_/Movie/Play a movie in the palantir.
808
809ExecuteAction("SOUND_PLAY_NAMED", SOUND, UNIT)
810<SOUND> plays as though coming from <UNIT>
811Multimedia_/Sound Effects/Play a sound as though coming from a specific unit.
812
813ExecuteAction("SPEECH_PLAY", DIALOG, BOOLEAN)
814<DIALOG> plays, allowing overlap <BOOLEAN> (true to allow, false to disallow).
815Multimedia_/Sound Effects/Play a speech file.
816
817ExecuteAction("PLAYER_TRANSFER_OWNERSHIP_PLAYER", PLAYER, PLAYER)
818All assets of <PLAYER> are transferred to <PLAYER>
819Player_/Transfer/Transfer assets from one player to another player.
820
821ExecuteAction("NAMED_TRANSFER_OWNERSHIP_PLAYER", UNIT, PLAYER)
822<UNIT> is transferred to the command of <PLAYER>
823Player_/Transfer/Transfer a specific unit to the control of a player.
824
825ExecuteAction("PLAYER_EXCLUDE_FROM_SCORE_SCREEN", PLAYER)
826Exclude <PLAYER> from the score screen.
827Player_/Score/Exclude this player from the score screen.
828
829ExecuteAction("ENABLE_SCORING")
830Turn on scoring.
831Player_/Score/Turn on scoring.
832
833ExecuteAction("DISABLE_SCORING")
834Turn off scoring.
835Player_/Score/Turn off scoring.
836
837ExecuteAction("PLAYER_RELATES_PLAYER", PLAYER, PLAYER, RELATION)
838<PLAYER> considers <PLAYER> to be <RELATION>
839Player_/Alliances/Change how a player relates to another player.
840
841ExecuteAction("PALANTIR_EVENT", PALANTIR_EVENT)
842A palantir event of type <PALANTIR_EVENT>
843Palantir/Create a Palantir event.
844
845ExecuteAction("RADAR_CREATE_EVENT", COORD3D, RADAR_EVENT)
846A radar event occurs at <COORD3D> of type <RADAR_EVENT>
847Radar_/Create Event/Create a radar event at a specified location.
848
849ExecuteAction("OBJECT_CREATE_RADAR_EVENT", UNIT, RADAR_EVENT)
850A radar event occurs at <UNIT> of type <RADAR_EVENT>
851Radar_/Create Event/Create a radar event at a specific object.
852
853ExecuteAction("TEAM_CREATE_RADAR_EVENT", TEAM, RADAR_EVENT)
854A radar event occurs at <TEAM> of type <RADAR_EVENT>
855Radar_/Create Event/Create a radar event at a specific team.
856
857ExecuteAction("RADAR_DISABLE")
858The radar is disabled.
859Radar_/Control/Disable the radar.
860
861ExecuteAction("RADAR_ENABLE")
862The radar is enabled.
863Radar_/Control/Enable the radar.
864
865ExecuteAction("NAMED_SET_CAMERA_FADING", UNIT, BOOLEAN)
866Set <UNIT> camera fading to <BOOLEAN>.
867Unit_/Status/Camera fading set enabled or disabled.
868
869ExecuteAction("NAMED_SET_STEALTH_ENABLED", UNIT, BOOLEAN)
870Set <UNIT> stealth ability to <BOOLEAN>.
871Unit_/Status/Stealth set enabled or disabled.
872
873ExecuteAction("TEAM_SET_STEALTH_ENABLED", TEAM, BOOLEAN)
874Set <TEAM> stealth ability to <BOOLEAN>.
875Team_/Status/Stealth set enabled or disabled.
876
877ExecuteAction("NAMED_SET_STRICT_CONTROL_ENABLED", UNIT, BOOLEAN)
878Set <UNIT> strict control to <BOOLEAN>.
879Unit_/Status/Strict Control set enabled or disabled.
880
881ExecuteAction("TEAM_SET_STRICT_CONTROL_ENABLED", TEAM, BOOLEAN)
882Set <TEAM> strict control to <BOOLEAN>.
883Team_/Status/Strict Control set enabled or disabled.
884
885ExecuteAction("MAP_REVEAL_AT_WAYPOINT", WAYPOINT, REAL, PLAYER)
886The map is revealed at <WAYPOINT> with a radius of <REAL> feet for <PLAYER>.
887Map_/Shroud or Reveal/Reveal map at waypoint -- fog.
888
889ExecuteAction("MAP_REVEAL_IN_TRIGGER", TRIGGER_AREA, PLAYER)
890The map is revealed inside <TRIGGER_AREA> for <PLAYER>.
891Map_/Shroud or Reveal/Reveal map inside trigger -- fog.
892
893ExecuteAction("MAP_SHROUD_AT_WAYPOINT", WAYPOINT, REAL, PLAYER)
894The map is shrouded at <WAYPOINT> with a radius of <REAL> feet for <PLAYER>.
895Map_/Shroud or Reveal/Shroud map at waypoint -- add fog.
896
897ExecuteAction("MAP_REVEAL_IN_TRIGGER", TRIGGER_AREA, PLAYER)
898The map is shrouded inside <TRIGGER_AREA> for <PLAYER>.
899Map_/Shroud or Reveal/Reveal map inside trigger -- fog.
900
901ExecuteAction("MAP_REVEAL_ALL", PLAYER)
902The world is revealed for <PLAYER>.
903Map_/Shroud or Reveal/Reveal the entire map for a player.
904
905ExecuteAction("MAP_REVEAL_ALL_PERM", PLAYER)
906The world is revealed permanently for <PLAYER>.
907Map_/Shroud or Reveal/Reveal the entire map permanently for a player.
908
909ExecuteAction("MAP_REVEAL_ALL_UNDO_PERM", PLAYER)
910Undo the permanent reveal for <PLAYER>. This will mess things up badly if called when there has been no permanent reveal.
911Map_/Shroud or Reveal/Un-Reveal the entire map permanently for a player.
912
913ExecuteAction("MAP_SHROUD_ALL", PLAYER)
914The world is shrouded for <PLAYER>.
915Map_/Shroud or Reveal/Shroud the entire map for a player.
916
917ExecuteAction("DISABLE_BORDER_SHROUD")
918Shroud off the map edges is turned off.
919Map_/Shroud or Reveal/Border Shroud is turned off.
920
921ExecuteAction("ENABLE_BORDER_SHROUD")
922Shroud off the map edges is turned on.
923Map_/Shroud or Reveal/Border Shroud is turned on.
924
925ExecuteAction("TEAM_GARRISON_SPECIFIC_BUILDING", TEAM, UNIT)
926<TEAM> enters into building named <UNIT>
927Team_/Garrison/Garrison a specific building with a team.
928
929ExecuteAction("EXIT_SPECIFIC_BUILDING", UNIT)
930<UNIT> empties.
931Unit_/Garrison/Empty a specific building.
932
933ExecuteAction("TEAM_GARRISON_NEAREST_BUILDING", TEAM)
934<TEAM> garrison a nearby building.
935Team_/Garrison/Garrison a nearby building with a team.
936
937ExecuteAction("TEAM_EXIT_ALL_BUILDINGS", TEAM)
938<TEAM> exits all buildings.
939Team_/Garrison/Exit all buildings a team is in.
940
941ExecuteAction("NAMED_GARRISON_SPECIFIC_BUILDING", UNIT, UNIT)
942<UNIT> garrison building <UNIT>
943Unit_/Garrison/Garrison a specific building with a specific unit.
944
945ExecuteAction("NAMED_GARRISON_SPECIFIC_BUILDING_INSTANTLY", UNIT, UNIT)
946<UNIT> garrison building <UNIT> instantly.
947Unit_/Garrison/Garrison a specific building instantly with a specific unit.
948
949ExecuteAction("TEAM_GARRISON_SPECIFIC_BUILDING_INSTANTLY", TEAM, UNIT)
950<TEAM> garrison building <UNIT> instantly.
951Team_/Garrison/Garrison a specific building instantly with a specific team.
952
953ExecuteAction("TEAM_GARRISON_TEAM_INSTANTLY", TEAM, TEAM)
954<TEAM> garrison team <TEAM> instantly.
955Team_/Garrison/Garrison a specific team instantly with a specific team.
956
957ExecuteAction("NAMED_GARRISON_NEAREST_BUILDING", UNIT)
958<UNIT> garrison a nearby building.
959Unit_/Garrison/Garrison a nearby building with a specific unit.
960
961ExecuteAction("NAMED_EXIT_BUILDING", UNIT)
962<UNIT> leaves the building.
963Unit_/Garrison/Exit the building the unit is in.
964
965ExecuteAction("PLAYER_GARRISON_ALL_BUILDINGS", PLAYER)
966<PLAYER> garrison buildings.
967Player_/Garrison/Garrison as many buildings as player has units for.
968
969ExecuteAction("PLAYER_EXIT_ALL_BUILDINGS", PLAYER)
970<PLAYER> evacuate.
971Player_/Garrison/All units leave their garrisons.
972
973ExecuteAction("TEAM_AVAILABLE_FOR_RECRUITMENT", TEAM, BOOLEAN)
974<TEAM> sets their willingness to join teams to <BOOLEAN>
975Team_/AI/Set whether members of a team can be recruited into another team.
976
977ExecuteAction("TEAM_COLLECT_NEARBY_FOR_TEAM", TEAM)
978<TEAM> attempts to collect nearby units for a team.
979Team_/AI/Set to collect nearby units.
980
981ExecuteAction("TEAM_MERGE_INTO_TEAM", TEAM, TEAM)
982<TEAM> merges onto <TEAM>
983Team_/Merge/Merge a team into another team.
984
985ExecuteAction("IDLE_ALL_UNITS")
986Idle all units for all players.
987Scripting_/Idle or Restart/Idle all units for all players.
988
989ExecuteAction("RESUME_SUPPLY_TRUCKING")
990All idle Supply Trucks attempt to resume supply routes.
991Scripting_/Idle or Restart/All idle Supply Trucks attempt to resume supply routes.
992
993ExecuteAction("DISABLE_INPUT")
994Disable mouse and keyboard input.
995User_/Input/User input -- disable.
996
997ExecuteAction("ENABLE_INPUT")
998Enable mouse and keyboard input.
999User_/Input/User input -- enable.
1000
1001ExecuteAction("SOUND_AMBIENT_PAUSE")
1002Pause the ambient sounds.
1003Multimedia_/SoundEffects/Pause the ambient sounds.
1004
1005ExecuteAction("SOUND_AMBIENT_RESUME")
1006Resume the ambient sounds.
1007Multimedia_/SoundEffects/Resume the ambient sounds.
1008
1009ExecuteAction("MUSIC_SET_TRACK", MUSIC, BOOLEAN, BOOLEAN)
1010Play <MUSIC> using fadeout (<BOOLEAN>) and fadein (<BOOLEAN>).
1011Multimedia_/Music/Play a music track.
1012
1013ExecuteAction("AUDIO_PUSH_MUSIC", MUSIC, BOOLEAN, BOOLEAN)
1014Push (stack) <MUSIC> atop the current music track using fadeout (<BOOLEAN>) and fadein (<BOOLEAN>).
1015Multimedia_/Music/Push music track.
1016
1017ExecuteAction("AUDIO_POP_MUSIC", BOOLEAN, BOOLEAN)
1018Pop the current music track off the stack using fadeout (<BOOLEAN>) and fadein (<BOOLEAN>).
1019Multimedia_/Music/Pop music track.
1020
1021ExecuteAction("MUSIC_SCRIPT_SET_TRACK", MUSIC, BOOLEAN, BOOLEAN)
1022Play <MUSIC> using fadeout (<BOOLEAN>) and fadein (<BOOLEAN>) as part of the music scripting system.
1023Multimedia_/Music Scripting Internal (music.scb only!)/Play a music track as part of the music scripting system.
1024
1025ExecuteAction("MUSIC_SCRIPT_PUSH_MUSIC", MUSIC, BOOLEAN, BOOLEAN)
1026Push (stack) <MUSIC> atop the current music track using fadeout (<BOOLEAN>) and fadein (<BOOLEAN>) as part of the music scripting system.
1027Multimedia_/Music Scripting Internal (music.scb only!)/Push music track as part of the music scripting system.
1028
1029ExecuteAction("MUSIC_SCRIPT_POP_MUSIC", BOOLEAN, BOOLEAN)
1030Pop the current music scripting system's music track off the stack using fadeout (<BOOLEAN>) and fadein (<BOOLEAN>).
1031Multimedia_/Music Scripting Internal (music.scb only!)/Pop music track as part of the music scripting system.
1032
1033ExecuteAction("MUSIC_PLAY_TRACK_FINITE_TIMES", MUSIC, INT, BOOLEAN, BOOLEAN)
1034Play <MUSIC> <INT> times using fadeout (<BOOLEAN>) and fadein (<BOOLEAN>).
1035Multimedia_/Music/Play a music track a certain number of times.
1036
1037ExecuteAction("MUSIC_PLAY_TRACK_FINITE_TIMES_AND_NOTIFY", MUSIC, INT, BOOLEAN, BOOLEAN, FLAG)
1038Play <MUSIC> <INT> times using fadeout (<BOOLEAN>) and fadein (<BOOLEAN>), then set <FLAG> to TRUE.
1039Multimedia_/Music/Play a music track a certain number of times, then set a flag.
1040
1041ExecuteAction("MUSIC_PUSH_TRACK_FINITE_TIMES", MUSIC, INT, BOOLEAN, BOOLEAN)
1042Push (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.)
1043Multimedia_/Music/Push music track to play a certain number of times.
1044
1045ExecuteAction("MUSIC_PUSH_TRACK_FINITE_TIMES_AND_NOTIFY", MUSIC, INT, BOOLEAN, BOOLEAN, FLAG)
1046Push (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.)
1047Multimedia_/Music/Push music track to play a certain number of times, then set a flag.
1048
1049ExecuteAction("MUSIC_SCRIPT_PLAY_TRACK_FINITE_TIMES", MUSIC, INT, BOOLEAN, BOOLEAN)
1050Play <MUSIC> <INT> times as part of the music scripting system, using fadeout (<BOOLEAN>) and fadein (<BOOLEAN>).
1051Multimedia_/Music Scripting Internal (music.scb only!)/Play a music track as part of a music script a certain number of times.
1052
1053ExecuteAction("MUSIC_SCRIPT_PLAY_TRACK_FINITE_TIMES_AND_NOTIFY", MUSIC, INT, BOOLEAN, BOOLEAN, FLAG)
1054Play <MUSIC> <INT> times as of the music scripting system using fadeout (<BOOLEAN>) and fadein (<BOOLEAN>), then set <FLAG> to TRUE.
1055Multimedia_/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.
1056
1057ExecuteAction("MUSIC_SCRIPT_PUSH_TRACK_FINITE_TIMES", MUSIC, INT, BOOLEAN, BOOLEAN)
1058Push (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.)
1059Multimedia_/Music Scripting Internal (music.scb only!)/Push music track to play as part of the music scripting system a certain number of times.
1060
1061ExecuteAction("MUSIC_SCRIPT_PUSH_TRACK_FINITE_TIMES_AND_NOTIFY", MUSIC, INT, BOOLEAN, BOOLEAN, FLAG)
1062Push (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.)
1063Multimedia_/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.
1064
1065ExecuteAction("MUSIC_TURN_OFF_MUSIC_SCRIPTING", BOOLEAN)
1066Turn off the music scripting system, fading out (<BOOLEAN>) the music scripting system's current music.
1067Multimedia_/Music/Turn off music scripting.
1068
1069ExecuteAction("MUSIC_RETURN_TO_MUSIC_SCRIPTING", BOOLEAN, BOOLEAN)
1070Resume 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.
1071Multimedia_/Music/Return to music scripting.
1072
1073ExecuteAction("MUSIC_RESET_MUSIC_SCRIPTING_SYSTEM", BOOLEAN)
1074Reset the music scripting system, as if the level had just started, fading out (<BOOLEAN>) the music scripting system's current music.
1075Multimedia_/Music/Reset music scripting system.
1076
1077ExecuteAction("CAMERA_LETTERBOX_BEGIN")
1078Start letterbox mode (hide UI, add border).
1079Camera_/Letterbox/Start letterbox mode.
1080
1081ExecuteAction("CAMERA_LETTERBOX_END")
1082End letterbox mode (show UI, remove border).
1083Camera_/ End letterbox mode.
1084
1085ExecuteAction("HIDE_UI")
1086Hide UI (like letterbox mode, but with no border).
1087Camera_/Hide UI
1088
1089ExecuteAction("SHOW_UI")
1090Show UI
1091Camera_/Show UI
1092
1093ExecuteAction("CAMERA_BW_MODE_BEGIN", INT)
1094Frames to fade into black & white mode = <INT>
1095Camera_/Fade Effects/Start black & white mode.
1096
1097ExecuteAction("CAMERA_BW_MODE_END")
1098Frames to fade into color mode =
1099Camera_/Fade Effects/End black & white mode.
1100
1101ExecuteAction("CAMERA_RING_MODE_START", INT)
1102Frames to transition into ring mode = <INT>
1103Camera_/Fade Effects/Start Ring effect.
1104
1105ExecuteAction("CAMERA_RING_MODE_END", INT)
1106Frames to transition out of ring mode = <INT>
1107Camera_/Fade Effects/End Ring effect.
1108
1109ExecuteAction("CAMERA_MOTION_BLUR", BOOLEAN, BOOLEAN)
1110Blur zoom, zoom in = <BOOLEAN> (true=zoom in, false = zoom out), saturate colors = <BOOLEAN>
1111Camera_/Fade Effects/Motion blur zoom.
1112
1113ExecuteAction("CAMERA_MOTION_BLUR_JUMP", WAYPOINT, BOOLEAN)
1114Blur zoom, zoom in at current location, zoom out at <WAYPOINT>, saturate colors = <BOOLEAN>
1115Camera_/Fade Effects/Motion blur zoom with jump cut.
1116
1117ExecuteAction("CAMERA_MOTION_BLUR_FOLLOW", INT)
1118Start motion blur as the camera moves, amount= <INT> (start with 30 and adjust up or down).
1119Camera_/Fade Effects/Start motion blur as the camera moves.
1120
1121ExecuteAction("CAMERA_MOTION_BLUR_END_FOLLOW")
1122End motion blur as the camera moves.
1123Camera_/Fade Effects/End motion blur as the camera moves.
1124
1125ExecuteAction("DRAW_SKYBOX_BEGIN")
1126Start skybox mode (draw sky background).
1127Camera_/Skybox/Start skybox mode.
1128
1129ExecuteAction("DRAW_SKYBOX_END")
1130End skybox mode (draw black background).
1131Camera_/Skybox/End skybox mode.
1132
1133ExecuteAction("FREEZE_TIME")
1134Freeze time.
1135Scripting_/Time/Freeze time.
1136
1137ExecuteAction("UNFREEZE_TIME")
1138Unfreeze time.
1139Scripting_/Time/Unfreeze time.
1140
1141ExecuteAction("SHOW_MILITARY_CAPTION", LOCALIZED_TEXT, REAL)
1142Show military briefing <LOCALIZED_TEXT> for <REAL> seconds.
1143Scripting_/Briefing/Show military briefing caption.
1144
1145ExecuteAction("CAMERA_SET_AUDIBLE_DISTANCE", REAL)
1146Set the audible range during camera-up shots to <REAL>
1147Camera_/Sounds/Set the audible distance for camera-up shots.
1148
1149ExecuteAction("NAMED_SET_HELD", UNIT, BOOLEAN)
1150Set Held status for <UNIT> to <BOOLEAN>.
1151Unit_/Move/Set unit to be held in place, ignoring Physics, Locomotors, etc.
1152
1153ExecuteAction("NAMED_SET_STOPPING_DISTANCE", UNIT, REAL)
1154Set stopping distance for <UNIT> to <REAL>.
1155Unit_/Move/Set stopping distance for current locomotor.
1156
1157ExecuteAction("SET_STOPPING_DISTANCE", TEAM, REAL)
1158Set stopping distances for <TEAM> to <REAL>.
1159Team_/Move/Set stopping distance for each unit's current locomotor.
1160
1161ExecuteAction("SET_FPS_LIMIT", INT)
1162Set max FPS to <INT>. (0 sets to default.)
1163Scripting_/ Set max frames per second.
1164
1165ExecuteAction("DISABLE_SPECIAL_POWER_DISPLAY")
1166Disables special power countdown display.
1167Scripting_/ Special power countdown display -- disable.
1168
1169ExecuteAction("ENABLE_SPECIAL_POWER_DISPLAY")
1170Enables special power countdown display.
1171Scripting_/ Special power countdown display -- enable.
1172
1173ExecuteAction("NAMED_HIDE_SPECIAL_POWER_DISPLAY", UNIT)
1174Hides special power countdowns for <UNIT>.
1175Unit_/ Special power countdown timer -- hide.
1176
1177ExecuteAction("NAMED_SHOW_SPECIAL_POWER_DISPLAY", UNIT)
1178Shows special power countdowns for <UNIT>.
1179Unit_/ Special power countdown timer -- display.
1180
1181ExecuteAction("MUSIC_SET_VOLUME", REAL)
1182Set the desired music volume to <REAL>%. (0-100)
1183Multimedia_/ Set the current music volume.
1184
1185ExecuteAction("TEAM_TRANSFER_TO_PLAYER", TEAM, PLAYER)
1186Control of <TEAM> transfers to <PLAYER>
1187Team_/ Transfer control of a team to a player.
1188
1189ExecuteAction("PLAYER_SET_MONEY", PLAYER, INT)
1190Set <PLAYER>'s money to $<INT>
1191Player_/ Set player's money.
1192
1193ExecuteAction("PLAYER_GIVE_MONEY", PLAYER, INT)
1194<PLAYER> gets $<INT>
1195Player_/ Gives/takes from player's money.
1196
1197ExecuteAction("DISPLAY_COUNTER", COUNTER, LOCALIZED_TEXT)
1198Show <COUNTER> with text <LOCALIZED_TEXT>
1199Scripting_/ Counter -- display an individual counter to the user.
1200
1201ExecuteAction("HIDE_COUNTER", COUNTER)
1202Hide <COUNTER>
1203Scripting_/ Counter -- hides an individual counter from the user.
1204
1205ExecuteAction("DISPLAY_COUNTDOWN_TIMER", COUNTER, LOCALIZED_TEXT)
1206Show <COUNTER> with text <LOCALIZED_TEXT>
1207Scripting_/ Timer -- display an individual timer to the user.
1208
1209ExecuteAction("HIDE_COUNTDOWN_TIMER", COUNTER)
1210Hide <COUNTER>
1211Scripting_/ Timer -- hides an individual timer from the user.
1212
1213ExecuteAction("DISABLE_COUNTDOWN_TIMER_DISPLAY")
1214Disables timer display.
1215Scripting_/ Timer -- hide all timers from the user.
1216
1217ExecuteAction("ENABLE_COUNTDOWN_TIMER_DISPLAY")
1218Enables timer display.
1219Scripting_/ Timer -- display all timers to the user.
1220
1221ExecuteAction("NAMED_STOP_SPECIAL_POWER_COUNTDOWN", UNIT, SPECIAL_POWER)
1222Pause <UNIT>'s <SPECIAL_POWER> countdown.
1223Unit_/ Special power countdown timer -- pause.
1224
1225ExecuteAction("NAMED_START_SPECIAL_POWER_COUNTDOWN", UNIT, SPECIAL_POWER)
1226Resume <UNIT>'s <SPECIAL_POWER> countdown.
1227Unit_/ Special power countdown timer -- resume.
1228
1229ExecuteAction("NAMED_SET_SPECIAL_POWER_COUNTDOWN", UNIT, SPECIAL_POWER, INT)
1230Set <UNIT>'s <SPECIAL_POWER> to <INT> seconds.
1231Unit_/ Special power countdown timer -- set.
1232
1233ExecuteAction("PLAYER_SET_SPECIAL_POWER_COUNTDOWN", PLAYER, SPECIAL_POWER, INT)
1234Set <PLAYER>'s <SPECIAL_POWER> to <INT> seconds.
1235Player/ Special power countdown timer -- set.
1236
1237ExecuteAction("NAMED_ADD_SPECIAL_POWER_COUNTDOWN", UNIT, SPECIAL_POWER, INT)
1238<UNIT>'s <SPECIAL_POWER> has <INT> seconds added to it.
1239Unit_/ Special power countdown timer -- add seconds.
1240
1241ExecuteAction("PLAYER_FIRE_SPECIAL_POWER_AT_WAYPOINT", PLAYER, SPECIAL_POWER, WAYPOINT)
1242<PLAYER> fires <SPECIAL_POWER> at <WAYPOINT>.
1243Skirmish_/ Special power -- fire at location.
1244
1245ExecuteAction("SKIRMISH_FIRE_SPECIAL_POWER_AT_MOST_COST", PLAYER, SPECIAL_POWER)
1246<PLAYER> fire <SPECIAL_POWER> at enemy's most costly area.
1247Skirmish_/ Special power -- fire at enemy's highest cost area.
1248
1249ExecuteAction("FIRE_SPECIAL_POWER_ON_NEAREST_OBJECTTYPE", PLAYER, SPECIAL_POWER, OBJECT_TYPE_2, TEAM)
1250<PLAYER> fire <SPECIAL_POWER> on nearest object of <OBJECT_TYPE_2> to <TEAM>
1251Player/ Special power -- fire on nearest object type.
1252
1253ExecuteAction("FIRE_SPECIAL_POWER_ON_NEAREST_OBJECTTYPE_BY_PLAYER", PLAYER, SPECIAL_POWER, OBJECT_TYPE_2, TEAM, PLAYER)
1254<PLAYER> fire <SPECIAL_POWER> on nearest object of <OBJECT_TYPE_2> to <TEAM> owned by <PLAYER>
1255Player/ Special power -- fire on nearest object type owned by player.
1256
1257ExecuteAction("FIRE_SPECIAL_POWER_ON_TEAM", PLAYER, SPECIAL_POWER, TEAM)
1258<PLAYER> fire <SPECIAL_POWER> on <TEAM>
1259Player/ Special power -- fire on team.
1260
1261ExecuteAction("PLAYER_REPAIR_NAMED_STRUCTURE", PLAYER, UNIT)
1262Have <PLAYER> repair <UNIT>.
1263Player_/ Repair named bridge or structure.
1264
1265ExecuteAction("NAMED_FIRE_SPECIAL_POWER_AT_WAYPOINT", UNIT, SPECIAL_POWER, WAYPOINT)
1266<UNIT> fires <SPECIAL_POWER> at <WAYPOINT>.
1267Unit_/ Special power -- fire at location.
1268
1269ExecuteAction("NAMED_FIRE_SPECIAL_POWER_AT_NAMED", UNIT, SPECIAL_POWER, UNIT)
1270<UNIT> fires <SPECIAL_POWER> at <UNIT>.
1271Unit_/ Special power -- fire at unit.
1272
1273ExecuteAction("REFRESH_RADAR")
1274Refresh radar terrain.
1275Scripting_/ Refresh radar terrain.
1276
1277ExecuteAction("NAMED_STOP", UNIT)
1278<UNIT> stops.
1279Unit_/ Set a specific unit to stop.
1280
1281ExecuteAction("TEAM_STOP", TEAM)
1282<TEAM> stops.
1283Team_/ Set to stop.
1284
1285ExecuteAction("TEAM_STOP_AND_DISBAND", TEAM)
1286<TEAM> stops, then disbands.
1287Team_/ Set to stop, then disband.
1288
1289ExecuteAction("TEAM_SET_OVERRIDE_RELATION_TO_TEAM", TEAM, TEAM, RELATION)
1290<TEAM> considers <TEAM> to be <RELATION> (rather than using the the player relationship).
1291Team_/ Override a team's relationship to another team.
1292
1293ExecuteAction("TEAM_REMOVE_OVERRIDE_RELATION_TO_TEAM", TEAM, TEAM)
1294<TEAM> uses the player relationship to <TEAM>
1295Team_/ Remove an override to a team's relationship to another team.
1296
1297ExecuteAction("TEAM_REMOVE_ALL_OVERRIDE_RELATIONS", TEAM)
1298<TEAM> uses the player relationship to all other teams and players.
1299Team_/ Remove all overrides to team's relationship to teams and/or players.
1300
1301ExecuteAction("CAMERA_TETHER_NAMED", UNIT, BOOLEAN, REAL)
1302Have the camera tethered to <UNIT>. Snap camera to object is <BOOLEAN>. Amount of play is <REAL>.
1303Camera_/ Tether camera to a specific unit.
1304
1305ExecuteAction("CAMERA_STOP_TETHER_NAMED")
1306Stop tether to any units.
1307Camera_/ Stop tether to any units.
1308
1309ExecuteAction("CAMERA_SET_DEFAULT", REAL, REAL, REAL)
1310Camera Pitch = <REAL>(0.0==default), angle = <REAL>(0.0 is N, 90.0 is W, etc), height = <REAL>(1.0==default).
1311Camera_/ Set default camera.
1312
1313ExecuteAction("CAMERA_LOOK_TOWARD_OBJECT", UNIT, REAL, REAL, REAL, REAL, REAL)
1314Rotate toward <UNIT>, taking <REAL> seconds and holding <REAL> seconds, ease-in <REAL> seconds, ease-out <REAL> seconds with z-offset of <REAL>.
1315Camera (R)_/ Rotate toward unit.
1316
1317ExecuteAction("CAMERA_LOOK_TOWARD_WAYPOINT", WAYPOINT, REAL, REAL, REAL, BOOLEAN)
1318Rotate to look at <WAYPOINT>, taking <REAL> seconds, ease-in <REAL> seconds, ease-out <REAL> seconds, reverse rotation <BOOLEAN>.
1319Camera (R)_/ Rotate to look at a waypoint.
1320
1321ExecuteAction("UNIT_DESTROY_ALL_CONTAINED", UNIT)
1322All units inside <UNIT> are killed.
1323Unit_/ Kill all units contained within a specific transport or structure.
1324
1325ExecuteAction("NAMED_FIRE_WEAPON_FOLLOWING_WAYPOINT_PATH", UNIT, WAYPOINT_PATH)
1326<UNIT> fire waypoint-weapon following waypoints starting at <WAYPOINT_PATH>.
1327Unit_/ Fire waypoint-weapon following waypoint path.
1328
1329ExecuteAction("TEAM_SET_OVERRIDE_RELATION_TO_PLAYER", TEAM, PLAYER, RELATION)
1330<TEAM> considers <PLAYER> to be <RELATION> (rather than using the the player relationship).
1331Team_/ Override a team's relationship to another player.
1332
1333ExecuteAction("TEAM_REMOVE_OVERRIDE_RELATION_TO_PLAYER", TEAM, PLAYER)
1334<TEAM> uses the player relationship to <PLAYER>
1335Team_/ Remove an override to a team's relationship to another player.
1336
1337ExecuteAction("PLAYER_SET_OVERRIDE_RELATION_TO_TEAM", PLAYER, TEAM, RELATION)
1338<PLAYER> considers <TEAM> to be <RELATION> (rather than using the the player relationship).
1339Player_/ Override a player's relationship to another team.
1340
1341ExecuteAction("PLAYER_REMOVE_OVERRIDE_RELATION_TO_TEAM", PLAYER, TEAM)
1342<PLAYER> uses the player relationship to <TEAM>
1343Player_/ Remove an override to a player's relationship to another team.
1344
1345ExecuteAction("UNIT_EXECUTE_SEQUENTIAL_SCRIPT", UNIT, SCRIPT)
1346<UNIT> executes <SCRIPT> sequentially.
1347Unit_/ Set a specific unit to execute a script sequentially.
1348
1349ExecuteAction("UNIT_EXECUTE_SEQUENTIAL_SCRIPT_LOOPING", UNIT, SCRIPT, INT)
1350<UNIT> executes <SCRIPT> sequentially, <INT> times. (0=forever)
1351Unit_/ Set a specific unit to execute a looping sequential script.
1352
1353ExecuteAction("TEAM_EXECUTE_SEQUENTIAL_SCRIPT", TEAM, SCRIPT)
1354<TEAM> executes <SCRIPT> sequentially.
1355Team_/ Execute script sequentially -- start.
1356
1357ExecuteAction("TEAM_EXECUTE_SEQUENTIAL_SCRIPT_LOOPING", TEAM, SCRIPT, INT)
1358<TEAM> executes <SCRIPT> sequentially, <INT> times. (0=forever)
1359Team_/ Execute script sequentially -- looping.
1360
1361ExecuteAction("UNIT_STOP_SEQUENTIAL_SCRIPT", UNIT)
1362<UNIT> stops executing.
1363Unit_/ Set a specific unit to stop executing a sequential script.
1364
1365ExecuteAction("TEAM_STOP_SEQUENTIAL_SCRIPT", TEAM)
1366<TEAM> stops executing.
1367Team_/ Execute script sequentially -- stop.
1368
1369ExecuteAction("UNIT_GUARD_FOR_FRAMECOUNT", UNIT, INT)
1370<UNIT> guards for <INT> frames.
1371Unit_/ Set to guard for some number of frames.
1372
1373ExecuteAction("UNIT_IDLE_FOR_FRAMECOUNT", UNIT, INT)
1374<UNIT> idles for <INT> frames.
1375Unit_/ Set to idle for some number of frames.
1376
1377ExecuteAction("UNIT_GUARD_FOR_SECONDS", UNIT, INT)
1378<UNIT> guards for <INT> seconds.
1379Unit_/ Set to guard for some number of seconds.
1380
1381ExecuteAction("UNIT_IDLE_FOR_SECONDS", UNIT, INT)
1382<UNIT> idles for <INT> seconds.
1383Unit_/ Set to idle for some number of seconds.
1384
1385ExecuteAction("UNIT_SET_MODELCONDITION", UNIT, INT, BOOLEAN)
1386<UNIT> sets custom model condition number (1-4) <INT> to <BOOLEAN>.
1387Unit_/ Set or clear a custom model condition flag on a unit.
1388
1389ExecuteAction("TEAM_SET_MODELCONDITION", TEAM, INT, BOOLEAN)
1390<TEAM> sets custom model condition number (1-4) <INT> to <BOOLEAN>.
1391Team_/ Set or clear a custom model condition flag on a team.
1392
1393ExecuteAction("UNIT_SET_MODELCONDITION_FOR_DURATION", UNIT, MODEL_CONDITION, REAL, PERCENT)
1394<UNIT> sets model condition <MODEL_CONDITION> for <REAL> seconds. Percentage (hordes) <PERCENT>.
1395Unit_/ Set a model condition flag on a unit for duration. % specifies # of members in horde that get this.
1396
1397ExecuteAction("TEAM_SET_MODELCONDITION_FOR_DURATION", TEAM, MODEL_CONDITION, REAL, PERCENT)
1398<TEAM> sets model condition <MODEL_CONDITION> for <REAL> seconds. Percentage <PERCENT>.
1399Team_/ Set a model condition flag on a team for duration. % specifies # of members that get this.
1400
1401ExecuteAction("UNIT_SET_FLAME_STATUS", UNIT, BOOLEAN)
1402<UNIT> is now on fire (T-F) <BOOLEAN> .
1403Unit_/ Set or clear the Aflame status on a unit.
1404
1405ExecuteAction("TEAM_SET_FLAME_STATUS", UNIT, BOOLEAN)
1406<UNIT> is now on fire (T-F) <BOOLEAN> .
1407Team_/ Set or clear the Aflame status on a team.
1408
1409ExecuteAction("TEAM_GUARD_FOR_FRAMECOUNT", TEAM, INT)
1410<TEAM> guards for <INT> frames.
1411Team_/ Set to guard -- number of frames.
1412
1413ExecuteAction("TEAM_IDLE_FOR_FRAMECOUNT", TEAM, INT)
1414<TEAM> idles for <INT> frames.
1415Team_/ Set to idle for some number of frames.
1416
1417ExecuteAction("TEAM_GUARD_FOR_SECONDS", TEAM, INT)
1418<TEAM> guards for <INT> seconds.
1419Team_/ Set to guard -- number of seconds.
1420
1421ExecuteAction("TEAM_IDLE_FOR_SECONDS", TEAM, INT)
1422<TEAM> idles for <INT> seconds.
1423Team_/ Set to idle for some number of seconds.
1424
1425ExecuteAction("WATER_CHANGE_HEIGHT", TRIGGER_AREA, REAL)
1426<TRIGGER_AREA> changes altitude to <REAL>
1427Map_/ Adjust water height to a new level
1428
1429ExecuteAction("HUMAN_IMPASSABLE_AREA", TRIGGER_AREA, BOOLEAN)
1430Make area <TRIGGER_AREA> impassable for human player: <BOOLEAN>
1431Map_/ Make area impassable for human player
1432
1433ExecuteAction("WATER_CHANGE_HEIGHT_OVER_TIME", TRIGGER_AREA, REAL, REAL, REAL)
1434<TRIGGER_AREA> changes altitude to <REAL> in <REAL> seconds doing <REAL> dam_/sec.
1435Map_/ Adjust water height to a new level with damage over time
1436
1437ExecuteAction("NAMED_USE_COMMANDBUTTON_ABILITY", UNIT, COMMANDBUTTON_ABILITY_UNIT)
1438<UNIT> use <COMMANDBUTTON_ABILITY_UNIT>.
1439Unit_/ Use commandbutton ability.
1440
1441ExecuteAction("NAMED_USE_COMMANDBUTTON_ABILITY_ON_NAMED", UNIT, COMMANDBUTTON_ABILITY_UNIT, UNIT)
1442<UNIT> use <COMMANDBUTTON_ABILITY_UNIT> on <UNIT>.
1443Unit_/ Use commandbutton ability on an object.
1444
1445ExecuteAction("NAMED_USE_COMMANDBUTTON_ABILITY_AT_WAYPOINT", UNIT, COMMANDBUTTON_ABILITY_UNIT, WAYPOINT)
1446<UNIT> use <COMMANDBUTTON_ABILITY_UNIT> at <WAYPOINT>.
1447Unit_/ Use commandbutton ability at a waypoint.
1448
1449ExecuteAction("NAMED_USE_COMMANDBUTTON_ON_NEAREST_ENEMY_UNIT", UNIT, COMMANDBUTTON_ABILITY_TEAM)
1450<UNIT> use <COMMANDBUTTON_ABILITY_TEAM> on nearest enemy unit.
1451Unit_/ Use command ability -- all -- nearest enemy unit
1452
1453ExecuteAction("NAMED_USE_COMMANDBUTTON_ON_NEAREST_GARRISONED_BUILDING", UNIT, COMMANDBUTTON_ABILITY_TEAM)
1454<UNIT> use <COMMANDBUTTON_ABILITY_TEAM> on nearest enemy garrisoned building.
1455Unit_/ Use command ability -- all -- nearest enemy garrisoned building.
1456
1457ExecuteAction("NAMED_USE_COMMANDBUTTON_ON_NEAREST_KINDOF", UNIT, COMMANDBUTTON_ABILITY_TEAM, KIND_OF)
1458<UNIT> use <COMMANDBUTTON_ABILITY_TEAM> on nearest enemy with <KIND_OF>.
1459Unit_/ Use command ability -- all -- nearest enemy object with kind of.
1460
1461ExecuteAction("NAMED_USE_COMMANDBUTTON_ON_NEAREST_ENEMY_BUILDING", UNIT, COMMANDBUTTON_ABILITY_TEAM)
1462<UNIT> use <COMMANDBUTTON_ABILITY_TEAM> on nearest enemy building.
1463Unit_/ Use command ability -- all -- nearest enemy building.
1464
1465ExecuteAction("NAMED_USE_COMMANDBUTTON_ON_NEAREST_ENEMY_BUILDING_CLASS", UNIT, COMMANDBUTTON_ABILITY_TEAM, KIND_OF)
1466<UNIT> use <COMMANDBUTTON_ABILITY_TEAM> on nearest enemy building with <KIND_OF>
1467Unit_/ Use command ability -- all -- nearest enemy building kindof.
1468
1469ExecuteAction("NAMED_USE_COMMANDBUTTON_ON_NEAREST_OBJECTTYPE", UNIT, COMMANDBUTTON_ABILITY_TEAM, OBJECT_TYPE)
1470<UNIT> use <COMMANDBUTTON_ABILITY_TEAM> on nearest object of type <OBJECT_TYPE>.
1471Unit_/ Use command ability -- all -- nearest object type.
1472
1473ExecuteAction("NAMED_BUILD_STRUCTURE_AT_WAYPOINT", UNIT, OBJECT_TYPE, ANGLE, WAYPOINT)
1474<UNIT> build <OBJECT_TYPE> at angle <ANGLE> at <WAYPOINT>.
1475Unit_/ Build thing at waypoint.
1476
1477ExecuteAction("TEAM_USE_COMMANDBUTTON_ABILITY", TEAM, COMMANDBUTTON_ABILITY_TEAM)
1478<TEAM> use <COMMANDBUTTON_ABILITY_TEAM>.
1479Team_/ Use commandbutton ability.
1480
1481ExecuteAction("TEAM_USE_COMMANDBUTTON_ABILITY_ON_NAMED", TEAM, COMMANDBUTTON_ABILITY_TEAM, UNIT)
1482<TEAM> use <COMMANDBUTTON_ABILITY_TEAM> on <UNIT>.
1483Team_/ Use commandbutton ability on an object.
1484
1485ExecuteAction("TEAM_USE_COMMANDBUTTON_ABILITY_AT_WAYPOINT", TEAM, COMMANDBUTTON_ABILITY_TEAM, WAYPOINT)
1486<TEAM> use <COMMANDBUTTON_ABILITY_TEAM> at <WAYPOINT>.
1487Team_/ Use commandbutton ability at a waypoint.
1488
1489ExecuteAction("MAP_SWITCH_BORDER", MAP_BOUNDARY)
1490<MAP_BOUNDARY> becomes the active border.
1491Map_/ Change the active boundary.
1492
1493ExecuteAction("MAP_CHANGE_CLOUD_SPEED", PERCENT)
1494Modify the default CloudEffect speed to be <PERCENT>
1495Map_/ Change the speed of the CloudEffect.
1496
1497ExecuteAction("OBJECT_FORCE_SELECT", TEAM, OBJECT_TYPE, BOOLEAN, DIALOG)
1498<TEAM> 's first <OBJECT_TYPE>, centers in view (<BOOLEAN>) while playing <DIALOG>
1499Scripting_/ Select the first object type on a team.
1500
1501ExecuteAction("RADAR_FORCE_ENABLE")
1502The radar is now forced to be enabled.
1503Radar_/ Force enable the radar.
1504
1505ExecuteAction("RADAR_REVERT_TO_NORMAL")
1506The radar is now reverting to its normal behavior.
1507Radar_/ Revert radar to normal behavior.
1508
1509ExecuteAction("SCREEN_SHAKE", SHAKE_INTENSITY)
1510The screen will shake with <SHAKE_INTENSITY>
1511Camera_/ Shake Screen.
1512
1513ExecuteAction("TECHTREE_MODIFY_BUILDABILITY_OBJECT", OBJECT_TYPE, BUILDABILITY_TYPE)
1514<OBJECT_TYPE> becomes <BUILDABILITY_TYPE>
1515Map_/ Adjust the tech tree for a specific object type.
1516
1517ExecuteAction("SET_CAVE_INDEX", UNIT, INT)
1518Cave named <UNIT> is set to being connected to all caves of index <INT>, but only if both Cave listings have no occupants.
1519Unit_/ Set Cave connectivity index.
1520
1521ExecuteAction("WAREHOUSE_SET_VALUE", UNIT, INT)
1522Warehouse named <UNIT> is set to having <INT> dollars worth of boxes.
1523Unit_/ Set cash value of Warehouse.
1524
1525ExecuteAction("SOUND_DISABLE_TYPE", AUDIO)
1526<AUDIO> is disabled.
1527Multimedia_/ Sound Events -- disable type.
1528
1529ExecuteAction("SOUND_ENABLE_TYPE", AUDIO)
1530<AUDIO> is enabled.
1531Multimedia_/ Sound Events -- enable type.
1532
1533ExecuteAction("SOUND_REMOVE_TYPE", AUDIO)
1534<AUDIO> is removed.
1535Multimedia_/ Sound Events -- remove type.
1536
1537ExecuteAction("SOUND_REMOVE_ALL_DISABLED")
1538Remove all disabled sound events (OBSOLETE -- disable type now does all the work)
1539Multimedia_/ Sound Events -- remove all disabled. (OBSOLETE)
1540
1541ExecuteAction("SOUND_ENABLE_ALL")
1542Enable all sound events.
1543Multimedia_/ Sound Events -- enable all.
1544
1545ExecuteAction("AUDIO_OVERRIDE_VOLUME_TYPE", AUDIO, REAL)
1546<AUDIO> play at <REAL>% of full volume.
1547Multimedia_/ Sound Events -- override volume -- type.
1548
1549ExecuteAction("AUDIO_RESTORE_VOLUME_TYPE", AUDIO)
1550<AUDIO> play at normal volume.
1551Multimedia_/ Sound Events -- restore volume -- type.
1552
1553ExecuteAction("AUDIO_RESTORE_VOLUME_ALL_TYPE")
1554All sound events play at normal volume.
1555Multimedia_/ Sound Events -- restore volume -- all.
1556
1557ExecuteAction("NAMED_SET_TOPPLE_DIRECTION", UNIT, COORD3D)
1558<UNIT> will topple towards <COORD3D> if destroyed.
1559Unit_/ Set topple direction.
1560
1561ExecuteAction("UNIT_MOVE_TOWARDS_NEAREST_OBJECT_TYPE", UNIT, OBJECT_TYPE, TRIGGER_AREA)
1562<UNIT> will move towards the nearest <OBJECT_TYPE> within <TRIGGER_AREA>
1563Unit_/ Move unit towards the nearest object of a specific type in trigger area.
1564
1565ExecuteAction("UNIT_ATTACK_MOVE_TOWARDS_NEAREST_OBJECT_TYPE", UNIT, OBJECT_TYPE)
1566<UNIT> will AttackMove towards the nearest <OBJECT_TYPE>
1567Unit_/AttackMove/AttackMove unit towards the nearest object of a specific type
1568
1569ExecuteAction("TEAM_MOVE_TOWARDS_NEAREST_OBJECT_TYPE", TEAM, OBJECT_TYPE, TRIGGER_AREA)
1570<TEAM> will move towards the nearest <OBJECT_TYPE> within <TRIGGER_AREA>
1571Team_/ Move team towards the nearest object of a specific type in trigger area.
1572
1573ExecuteAction("TEAM_ATTACK_MOVE_TOWARDS_NEAREST_OBJECT_TYPE", TEAM, OBJECT_TYPE)
1574<TEAM> will AttackMove towards the nearest <OBJECT_TYPE>
1575Team_/AttackMove/AttackMove team towards the nearest object of a specific type
1576
1577ExecuteAction("ATTACK_MOVE_TEAM_TO_NEAREST_OBJECT_OF_TYPE_OF_PLAYER", TEAM, OBJECT_TYPE_2, PLAYER)
1578<TEAM> will AttackMove towards the nearest <OBJECT_TYPE_2> owned by <PLAYER>
1579Team_/AttackMove/AttackMove team towards the nearest object of a specific type owned by a player
1580
1581ExecuteAction("TEAM_SET_AI_RECRUITABLE_FLAG", TEAM, BOOLEAN)
1582Set the AI Recruitable flag for <TEAM> to <BOOLEAN>
1583Team_/AttackMove/Set the AI Recruitable Flag for units in this team
1584
1585ExecuteAction("SKIRMISH_ATTACK_NEAREST_GROUP_WITH_VALUE", TEAM, COMPARISON, INT)
1586<TEAM> attacks nearest group worth <COMPARISON> <INT>
1587Skirmish_/ Team attacks nearest group matching value comparison.
1588
1589ExecuteAction("SKIRMISH_PERFORM_COMMANDBUTTON_ON_MOST_VALUABLE_OBJECT", TEAM, COMMANDBUTTON_ABILITY_TEAM, REAL, BOOLEAN)
1590<TEAM> performs <COMMANDBUTTON_ABILITY_TEAM> on most expensive object within <REAL> <BOOLEAN> (true = all valid sources, false = first valid source).
1591Skirmish_/ Team performs command ability on most valuable object.
1592
1593ExecuteAction("SKIRMISH_WAIT_FOR_COMMANDBUTTON_AVAILABLE_ALL", PLAYER, TEAM, COMMANDBUTTON_ABILITY_TEAM)
1594<PLAYER> 's <TEAM> all wait until <COMMANDBUTTON_ABILITY_TEAM> is ready.
1595Skirmish_/ Delay a sequential script until the specified command ability is ready - all.
1596
1597ExecuteAction("SKIRMISH_WAIT_FOR_COMMANDBUTTON_AVAILABLE_PARTIAL", PLAYER, TEAM, COMMANDBUTTON_ABILITY_TEAM)
1598<PLAYER> 's <TEAM> wait until at least one member is <COMMANDBUTTON_ABILITY_TEAM> ready.
1599Skirmish_/ Delay a sequential script until the specified command ability is ready - partial.
1600
1601ExecuteAction("TEAM_SPIN_FOR_FRAMECOUNT", TEAM, INT)
1602<TEAM> continue their current action for at least <INT> frames.
1603Team_/ Set to continue current action for some number of frames.
1604
1605ExecuteAction("TEAM_SPIN_FOR_SECONDS", TEAM, REAL)
1606<TEAM> continue their current action for at least <REAL> seconds.
1607Team_/ Set to continue current action for some number of seconds.
1608
1609ExecuteAction("CAMERA_ENABLE_SLAVE_MODE")
1610containing bone name
1611Camera_/Enable 3DSMax Camera Animation Playback mode.
1612
1613ExecuteAction("CAMERA_DISABLE_SLAVE_MODE")
1614Disable camera playback mode.
1615Camera_/Disable 3DSMax Camera Animation Playback mode.
1616
1617ExecuteAction("CAMERA_ADD_SHAKER_AT", WAYPOINT, REAL, REAL, REAL)
1618Add Camera Shaker Effect at waypoint <WAYPOINT> with Amplitude <REAL> Duration (seconds) <REAL> Radius.<REAL>
1619Camera_/Add Camera Shaker Effect at.
1620
1621ExecuteAction("TEAM_ALL_USE_COMMANDBUTTON_ON_NAMED", TEAM, COMMANDBUTTON_ABILITY_TEAM, UNIT)
1622<TEAM> use <COMMANDBUTTON_ABILITY_TEAM> on <UNIT>
1623Team_/ Use command ability -- all -- named enemy
1624
1625ExecuteAction("TEAM_ALL_USE_COMMANDBUTTON_ON_NEAREST_ENEMY_UNIT", TEAM, COMMANDBUTTON_ABILITY_TEAM)
1626<TEAM> use <COMMANDBUTTON_ABILITY_TEAM> on nearest enemy unit.
1627Team_/ Use command ability -- all -- nearest enemy unit
1628
1629ExecuteAction("TEAM_ALL_USE_COMMANDBUTTON_ON_NEAREST_GARRISONED_BUILDING", TEAM, COMMANDBUTTON_ABILITY_TEAM)
1630<TEAM> use <COMMANDBUTTON_ABILITY_TEAM> on nearest enemy garrisoned building.
1631Team_/ Use command ability -- all -- nearest enemy garrisoned building.
1632
1633ExecuteAction("TEAM_ALL_USE_COMMANDBUTTON_ON_NEAREST_KINDOF", TEAM, COMMANDBUTTON_ABILITY_TEAM, KIND_OF)
1634<TEAM> use <COMMANDBUTTON_ABILITY_TEAM> on nearest enemy with <KIND_OF>.
1635Team_/ Use command ability -- all -- nearest enemy object with kind of.
1636
1637ExecuteAction("TEAM_ALL_USE_COMMANDBUTTON_ON_NEAREST_ENEMY_BUILDING", TEAM, COMMANDBUTTON_ABILITY_TEAM)
1638<TEAM> use <COMMANDBUTTON_ABILITY_TEAM> on nearest enemy building.
1639Team_/ Use command ability -- all -- nearest enemy building.
1640
1641ExecuteAction("TEAM_ALL_USE_COMMANDBUTTON_ON_NEAREST_ENEMY_BUILDING_CLASS", TEAM, COMMANDBUTTON_ABILITY_TEAM, KIND_OF)
1642<TEAM> use <COMMANDBUTTON_ABILITY_TEAM> on nearest enemy building with <KIND_OF>
1643Team_/ Use command ability -- all -- nearest enemy building kindof.
1644
1645ExecuteAction("TEAM_ALL_USE_COMMANDBUTTON_ON_NEAREST_OBJECTTYPE", TEAM, COMMANDBUTTON_ABILITY_TEAM, OBJECT_TYPE)
1646<TEAM> use <COMMANDBUTTON_ABILITY_TEAM> on nearest object of type <OBJECT_TYPE>.
1647Team_/ Use command ability -- all -- nearest object type.
1648
1649ExecuteAction("TEAM_PARTIAL_USE_COMMANDBUTTON", REAL, TEAM, COMMANDBUTTON_ABILITY_TEAM)
1650<REAL>% of <TEAM> perform <COMMANDBUTTON_ABILITY_TEAM>.
1651Team_/ Use command ability -- partial -- self.
1652
1653ExecuteAction("TEAM_CAPTURE_NEAREST_UNOWNED_FACTION_UNIT", TEAM)
1654<TEAM> capture the nearest unowned faction unit.
1655Team_/ Capture unowned faction unit -- nearest.
1656
1657ExecuteAction("PLAYER_CREATE_TEAM_FROM_CAPTURED_UNITS", PLAYER, TEAM)
1658<PLAYER> creates a new <TEAM> from units it has captured. (There's nothing quite like being assaulted by your own captured units!)
1659Player_/ Create team from all captured units.
1660
1661ExecuteAction("TEAM_WAIT_FOR_NOT_CONTAINED_ALL", TEAM)
1662<TEAM> all delay until they are no longer contained.
1663Team_/ Delay a sequential script until the team is no longer contained - all
1664
1665ExecuteAction("TEAM_WAIT_FOR_NOT_CONTAINED_PARTIAL", TEAM)
1666<TEAM> delay until at least one of them is no longer contained.
1667Team_/ Delay a sequential script until the team is no longer contained - partial
1668
1669ExecuteAction("TEAM_SET_EMOTICON", TEAM, EMOTICON, REAL)
1670<TEAM> use <EMOTICON> emoticon for <REAL> seconds.
1671Team_/ Set emoticon for duration (-1.0 permanent, otherwise duration in sec).
1672
1673ExecuteAction("NAMED_SET_EMOTICON", UNIT, EMOTICON, REAL)
1674<UNIT> use <EMOTICON> emoticon for <REAL> seconds.
1675Unit_/ Set emoticon for duration (-1.0 permanent, otherwise duration in sec).
1676
1677ExecuteAction("OBJECTLIST_ADDOBJECTTYPE", OBJECT_TYPE_LIST, OBJECT_TYPE)
1678<OBJECT_TYPE_LIST> : add <OBJECT_TYPE>
1679Scripting_/ Object Type List -- Add Object Type.
1680
1681ExecuteAction("OBJECTLIST_REMOVEOBJECTTYPE", OBJECT_TYPE_LIST, OBJECT_TYPE)
1682<OBJECT_TYPE_LIST> : remove <OBJECT_TYPE>
1683Scripting_/ Object Type List -- Remove Object Type.
1684
1685ExecuteAction("MAP_REVEAL_PERMANENTLY_AT_WAYPOINT", WAYPOINT, REAL, PLAYER, REVEAL_NAME)
1686The map is permanently revealed at <WAYPOINT> with a radius of <REAL> for <PLAYER>. (Afterwards referred to as <REVEAL_NAME>).
1687Map_/ Reveal map at waypoint -- permanently.
1688
1689ExecuteAction("MAP_REVEAL_PERMANENTLY_IN_TRIGGER", TRIGGER_AREA, PLAYER, REVEAL_NAME)
1690The map is permanently revealed in trigger <TRIGGER_AREA> for <PLAYER>. (Afterwards referred to as <REVEAL_NAME>).
1691Map_/ Reveal map in polygon trigger -- permanently.
1692
1693ExecuteAction("MAP_UNDO_REVEAL_PERMANENTLY_AT_WAYPOINT", REVEAL_NAME)
1694<REVEAL_NAME> is undone.
1695Map_/ Reveal map at waypoint -- undo permanently.
1696
1697ExecuteAction("MAP_UNDO_REVEAL_PERMANENTLY_IN_TRIGGER", REVEAL_NAME)
1698<REVEAL_NAME> is undone.
1699Map_/ Reveal map at waypoint -- undo permanently.
1700
1701ExecuteAction("EVA_SET_ENABLED_DISABLED", BOOLEAN)
1702Set EVA to be enabled <BOOLEAN> (False to disable.)
1703Scripting_/ Enable or Disable EVA.
1704
1705ExecuteAction("OPTIONS_SET_OCCLUSION_MODE", BOOLEAN)
1706Set Occlusion to be enabled <BOOLEAN> (False to disable.)
1707Scripting_/ Enable or Disable Occlusion (Drawing Behind Buildings).
1708
1709ExecuteAction("OPTIONS_SET_DRAWICON_UI_MODE", BOOLEAN)
1710Set Draw-icon UI to be enabled <BOOLEAN> (False to disable.)
1711Scripting_/ Enable or Disable Draw-icon UI.
1712
1713ExecuteAction("OPTIONS_SET_PARTICLE_CAP_MODE", BOOLEAN)
1714Set Particle Cap to be enabled <BOOLEAN> (False to disable.)
1715Scripting_/ Enable or Disable Particle Cap.
1716
1717ExecuteAction("UNIT_AFFECT_OBJECT_PANEL_FLAGS", UNIT, OBJECT_PANEL_FLAG, BOOLEAN)
1718<UNIT> changes the value of flag <OBJECT_PANEL_FLAG> to <BOOLEAN>.
1719Unit_/ Affect flags set on object panel.
1720
1721ExecuteAction("TEAM_AFFECT_OBJECT_PANEL_FLAGS", TEAM, OBJECT_PANEL_FLAG, BOOLEAN)
1722<TEAM> change the value of flag <OBJECT_PANEL_FLAG> to <BOOLEAN>.
1723Team_/ Affect flags set on object panel - all.
1724
1725ExecuteAction("PLAYER_SELECT_SKILLSET", PLAYER, INT)
1726<PLAYER> uses skillset number <INT> (1-5).
1727Player_/ Set the skillset for a computer player.
1728
1729ExecuteAction("SCRIPTING_OVERRIDE_HULK_LIFETIME", REAL)
1730Override hulk lifetime to <REAL> seconds. Negative value reverts to normal behavior.
1731Scripting_/ Hulk set override lifetime.
1732
1733ExecuteAction("NAMED_FACE_NAMED", UNIT, UNIT)
1734<UNIT> begin facing <UNIT>
1735Unit_/ Set unit to face another unit.
1736
1737ExecuteAction("NAMED_FACE_WAYPOINT", UNIT, WAYPOINT)
1738<UNIT> begin facing <WAYPOINT>
1739Unit_/ Set unit to face a waypoint.
1740
1741ExecuteAction("TEAM_FACE_NAMED", TEAM, UNIT)
1742<TEAM> begin facing <UNIT>
1743Team_/ Set team to face another unit.
1744
1745ExecuteAction("TEAM_FACE_WAYPOINT", TEAM, WAYPOINT)
1746<TEAM> begin facing <WAYPOINT>
1747Team_/ Set team to face a waypoint.
1748
1749ExecuteAction("COMMANDBAR_REMOVE_BUTTON_OBJECTTYPE", COMMAND_BUTTON, OBJECT_TYPE)
1750<COMMAND_BUTTON> is removed from all objects of type <OBJECT_TYPE>.
1751Scripting_/ Remove a command button from an object type.
1752
1753ExecuteAction("COMMANDBAR_ADD_BUTTON_OBJECTTYPE_SLOT", COMMAND_BUTTON, OBJECT_TYPE, INT)
1754<COMMAND_BUTTON> is added to all objects of type <OBJECT_TYPE> in slot number <INT> (1-12).
1755Scripting_/ Add a command button to an object type.
1756
1757ExecuteAction("UNIT_SPAWN_NAMED_LOCATION_ORIENTATION", UNIT, OBJECT_TYPE, TEAM, COORD3D, ANGLE)
1758Spawn <UNIT> of type <OBJECT_TYPE> on team <TEAM> at position (<COORD3D>), rotated <ANGLE> .
1759Unit_/ Spawn -- named unit on a team at a position with an orientation.
1760
1761ExecuteAction("PLAYER_AFFECT_RECEIVING_EXPERIENCE", PLAYER, REAL)
1762<PLAYER> gains experience at <REAL> times the usual rate (0.0 for no gain, 1.0 for normal rate)
1763Player_/ Change the modifier to generals experience that a player receives.
1764
1765ExecuteAction("SOUND_SET_VOLUME", REAL)
1766Set the desired sound volume to <REAL>%. (0-100)
1767Multimedia_/ Set the current sound volume.
1768
1769ExecuteAction("SPEECH_SET_VOLUME", REAL)
1770Set the desired speech volume to <REAL>%. (0-100)
1771Multimedia_/ Set the current speech volume.
1772
1773ExecuteAction("OBJECT_ALLOW_BONUSES", BOOLEAN)
1774Enable Object Bonuses based on difficulty <BOOLEAN> (true to enable, false to disable).
1775Map_/ Adjust Object Bonuses based on difficulty.
1776
1777ExecuteAction("TEAM_GUARD_IN_TUNNEL_NETWORK", TEAM)
1778<TEAM> Enter and guard from tunnel network.
1779Team_/ Set to guard - from inside tunnel network.
1780
1781ExecuteAction("LOCALDEFEAT")
1782Show 'Game Over' window
1783Multiplayer_/ Announce local defeat.
1784
1785ExecuteAction("VICTORY")
1786Show 'Victorious' window and end game
1787Multiplayer_/ Announce victory.
1788
1789ExecuteAction("DEFEAT")
1790Show 'Defeated' window and end game
1791Multiplayer_/ Announce defeat.
1792
1793ExecuteAction("RESIZE_VIEW_GUARDBAND", REAL, REAL)
1794Allow bigger objects to be perceived as onscreen near the edge (<REAL>,<REAL>) Width then height, in world units.
1795Map_/ Resize view guardband.
1796
1797ExecuteAction("DELETE_ALL_UNMANNED")
1798Delete all unmanned (sniped) vehicles.
1799Scripting_/ Delete all unmanned (sniped) vehicles.
1800
1801ExecuteAction("CHOOSE_VICTIM_ALWAYS_USES_NORMAL", BOOLEAN)
1802Force ChooseVictim to ignore game difficulty and always use Normal setting <BOOLEAN> (true to enable, false to disable).
1803Map_/ Force ChooseVictim to ignore game difficulty and always use Normal setting.
1804
1805ExecuteAction("ENABLE_OBJECT_SOUND", UNIT)
1806Enable (or trigger) <UNIT>'s ambient sound.
1807Multimedia_/Sound Effect/Enable object's ambient sound
1808
1809ExecuteAction("DISABLE_OBJECT_SOUND", UNIT)
1810Disable <UNIT>'s ambient sound.
1811Multimedia_/Sound Effect/Disable object's ambient sound
1812
1813ExecuteAction("CAMERA_BLOOM_EFFECT_BEGIN")
1814Set Bloom Filter to be enabled
1815Camera_/Lighting Effects/Begin bloom lighting effect.
1816
1817ExecuteAction("CAMERA_BLOOM_EFFECT_END")
1818Set Bloom Filter to be disabled
1819Camera_/Lighting Effects/End bloom lighting effect.
1820
1821ExecuteAction("TERRAIN_RENDER_DISABLE", BOOLEAN)
1822Disable terrain render <BOOLEAN> (True to disable.)
1823Camera_/Terrain/Enable or Disable Terrain Render.
1824
1825ExecuteAction("PLAYER_GIVE_LIGHT_POINTS", PLAYER, INT)
1826Gives <PLAYER> <INT> light points.
1827Player_/ Give light points
1828
1829ExecuteAction("PLAYER_RESET_LIGHT_POINTS", PLAYER)
1830Resets light points for <PLAYER>.
1831Player_/ Reset light points
1832
1833ExecuteAction("PLAYER_GIVE_LIGHT_POINT_LEVEL", PLAYER, TEXT_STRING)
1834Gives <PLAYER> light point level <TEXT_STRING>.
1835Player_/ Gives a light point level
1836
1837ExecuteAction("PLAYER_REMOVE_LIGHT_POINT_LEVEL", PLAYER, TEXT_STRING)
1838Takes away from <PLAYER> light point level <TEXT_STRING>.
1839Player_/ Takes away a light point level
1840
1841ExecuteAction("TEAM_GIVE_EXPERIENCE_LEVEL", TEAM, TEXT_STRING)
1842Gives <TEAM> experience level <TEXT_STRING>.
1843Team_/ Gives specified team an experience level
1844
1845ExecuteAction("TEAM_GIVE_EXPERIENCE_POINTS", TEAM, INT)
1846Gives <TEAM> experience points <INT>.
1847Team_/ Gives specified team experience points
1848
1849ExecuteAction("TEAM_SET_EXPERIENCE_POINTS", TEAM, INT)
1850Sets <TEAM> experience points' to <INT>.
1851Team_/ Sets a team's experience points
1852
1853ExecuteAction("UNIT_GIVE_EXPERIENCE_LEVEL", UNIT, TEXT_STRING)
1854Gives <UNIT> experience level <TEXT_STRING>.
1855Unit_/ Gives specified team an experience level
1856
1857ExecuteAction("UNIT_GIVE_EXPERIENCE_POINTS", UNIT, INT)
1858Gives <UNIT> experience points <INT>.
1859Unit_/ Gives a unit experience points
1860
1861ExecuteAction("UNIT_SET_EXPERIENCE_POINTS", UNIT, INT)
1862Sets <UNIT> experience points' to <INT>.
1863Unit_/ Sets a unit's experience points
1864
1865ExecuteAction("LIVING_WORLD_MOVE_ARMY_TO_POSITION", TEXT_STRING, TEXT_STRING, COORD3D)
1866Move Army named<TEXT_STRING> of faction <TEXT_STRING> To the position <COORD3D> in the world.
1867LivingWorld_/ Move army to a world position
1868
1869ExecuteAction("LIVING_WORLD_MOVE_ARMY_TO_ZONE", TEXT_STRING, TEXT_STRING, TEXT_STRING)
1870Move Army named<TEXT_STRING> of faction <TEXT_STRING> To the <TEXT_STRING> zone.
1871LivingWorld_/ Move army to a named zone
1872
1873ExecuteAction("LIVING_WORLD_SPAWN_ARMY_AT_POSITION", TEXT_STRING, TEXT_STRING, COORD3D)
1874Spawn Army named<TEXT_STRING> of TemplateType <TEXT_STRING> To the position <COORD3D> in the world.
1875LivingWorld_/ Spawn an army at world position
1876
1877ExecuteAction("LIVING_WORLD_SPAWN_ARMY_IN_ZONE", TEXT_STRING, TEXT_STRING, TEXT_STRING)
1878Spawn Army named <TEXT_STRING> of TemplateType <TEXT_STRING> To the <TEXT_STRING> zone.
1879LivingWorld_/ Spawn an army in a named zone
1880
1881ExecuteAction("LIVING_WORLD_DESPAWN_ARMY", TEXT_STRING, TEXT_STRING)
1882Despawn Army named <TEXT_STRING> of faction <TEXT_STRING> from the living world.
1883LivingWorld_/ Despawn an army from the Living World
1884
1885ExecuteAction("LIVING_WORLD_EXIT_TO_REGION_VIEW")
1886Exit back into the living world map region view.
1887LivingWorld_/ Exit back into region view
1888
1889ExecuteAction("TOGGLE_AVI_CAPTURE")
1890Toggles on & off the AVI capture.
1891AVICapture_/ Toggles on & off AVI capture
1892
1893ExecuteAction("PLAY_MOVIE_IN_GAME", MOVIE, BOOLEAN)
1894Play Movie named <MOVIE> allow cancel <BOOLEAN> .
1895PlayMovie/ Plays a movie in game.
1896
1897ExecuteAction("DEPLOY_SIEGE_ON_NAMED_WALL", UNIT, UNIT)
1898Request <UNIT> to attach it's siege ramp to the wall <UNIT> .
1899Unit_/Siege/ Deploy the siege tower to the named wall.
1900
1901ExecuteAction("RETRACT_SIEGE_FROM_WALL", UNIT)
1902Request <UNIT> to retract it's siege ramp from the wall
1903Unit_/Siege/ Retract the siege tower from that wall it's attached to.
1904
1905ExecuteAction("UNIT_THREAT_LEVEL", UNIT, COMPARISON, REAL, REAL)
1906<UNIT> has <COMPARISON> threat level <REAL> within radius <REAL>
1907Unit_/ Unit has (comparison) threat level within radius.
1908
1909ExecuteAction("TEAM_THREAT_LEVEL", TEAM, COMPARISON, REAL, REAL)
1910<TEAM> has <COMPARISON> threat level <REAL> within radius <REAL>
1911Team_/ Team has (comparison) threat level within radius.
1912
1913ExecuteAction("SET_UNIT_REFERENCE", UNIT_REF, UNIT)
1914Set <UNIT_REF> to reference unit <UNIT>
1915Scripting_/Reference/ Set reference to a unit.
1916
1917ExecuteAction("TEAM_SET_PLAYERS_NEAREST_UNIT_OF_TYPE_TO_REFERENCE", OBJECT_TYPE_2, TEAM, UNIT_REF)
1918Find the unit matching a type in the list <OBJECT_TYPE_2>nearest the team<TEAM> (and owned by the teams Player) and set its reference to <UNIT_REF>
1919Scripting/Reference/ Set a reference to the unit nearest-to-team, owned by player.
1920
1921ExecuteAction("FIND_HOME_BASE_OF_PLAYER", PLAYER, UNIT_REF, BOOLEAN)
1922Find the home base owned by <PLAYER> and set <UNIT_REF> to reference it. (Building must be inside map boundaries: <BOOLEAN>)
1923_Scripting/Reference/Find home base of player
1924
1925ExecuteAction("GATE_OPEN", UNIT)
1926Open gate <UNIT>
1927Unit/gate/ open a gate
1928
1929ExecuteAction("GATE_CLOSE", UNIT)
1930Close gate.<UNIT>
1931Unit/gate/ close a gate
1932
1933ExecuteAction("GATE_READY", UNIT)
1934<UNIT> delay until it is ready again.
1935Unit/gate/ Delay a sequential script until the gate is ready again
1936
1937ExecuteAction("SET_TEAM_REFERENCE", TEAM_REF, TEAM)
1938Set <TEAM_REF> to reference team <TEAM>
1939Scripting_/Reference/ Set reference to a team.
1940
1941ExecuteAction("SET_UNIT_REFERENCE_TO_REFERENCE", UNIT_REF, UNIT_REF)
1942Set <UNIT_REF> to reference another unit reference <UNIT_REF>
1943Scripting_/Reference/ Set reference to another unit reference.
1944
1945ExecuteAction("SET_TEAM_REFERENCE_TO_REFERNECE", TEAM_REF, TEAM_REF)
1946Set <TEAM_REF> to reference another team reference <TEAM_REF>
1947Scripting_/Reference/ Set reference to another team reference.
1948
1949ExecuteAction("TEAM_GIVE_NEAREST_TEAM_UPGRADE", TEAM)
1950<TEAM> will give nearest team upgrade
1951Team_/Upgrades/Team gives nearest team upgrade.
1952
1953ExecuteAction("TEAM_GIVE_TEAM_UPGRADE", TEAM, TEAM)
1954<TEAM> will give <TEAM> upgrade
1955Team_/Upgrades/Team gives team upgrade.
1956
1957ExecuteAction("NAMED_BASE_UNPACK", UNIT, UNIT_REF)
1958Unpack the base: <UNIT>and reference it as <UNIT_REF>.
1959Base/Unpack a base so team can start building structures on it.
1960
1961ExecuteAction("NAMED_BASE_UNPACK_FREE", UNIT, UNIT_REF)
1962Instantly unpack the free base: <UNIT>and reference it as <UNIT_REF>.
1963Base/Instant Unpack a base so team can start building structures on it (Free).
1964
1965ExecuteAction("BUILD_BASE_BUILDING", OBJECT_TYPE, UNIT, UNIT_REF)
1966Build building <OBJECT_TYPE> in base <UNIT> and reference it as <UNIT_REF> .
1967Player_/AI/AI build base building in first available slot in a referenced base.
1968
1969ExecuteAction("BUILD_BASE_BUILDING_IN_SLOT", OBJECT_TYPE, INT, UNIT, UNIT_REF)
1970Build building <OBJECT_TYPE> at slot <INT> in base <UNIT> and reference it as<UNIT_REF> .
1971Base/AI build base building in slot in a referenced base.
1972
1973ExecuteAction("BUILD_BASE_BUILDING_PER_TACTICAL_MARKER", OBJECT_TYPE, NEAR_OR_FAR, OBJECT_TYPE, UNIT, UNIT_REF)
1974Build 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> .
1975Base/AI build base building on a foundation chosen by proximity to tactical marker (new).
1976
1977ExecuteAction("BUILD_BUILDING_ON_FOUNDATION", OBJECT_TYPE, UNIT)
1978Build building <OBJECT_TYPE> at a foundation<UNIT> .
1979Build building on the chosen foundation.
1980
1981ExecuteAction("TEAM_MOVE_TO_NEAREST_OBJECT_OF_KINDOF", TEAM, KIND_OF)
1982Team <TEAM> will move to the nearest object of kindof <KIND_OF>.
1983Team/Team will move to the nearest object that matches kindof specified.
1984
1985ExecuteAction("TEAM_MOVE_TO_NEAREST_OBJECT_OF_KINDOF_OWNED_BY_PLAYER", TEAM, KIND_OF, PLAYER)
1986Team <TEAM> will move to the nearest object of kindof <KIND_OF> that is owned by the player <PLAYER>.
1987Team/Team will move to the nearest object that matches both kindof and player specified.
1988
1989ExecuteAction("TEAM_MOVE_TO_NEAREST_OBJECT_OF_TYPE", TEAM, OBJECT_TYPE_2)
1990Team <TEAM> will move to the nearest object of type <OBJECT_TYPE_2>.
1991Team/Team will move to the nearest object that matches type specified.
1992
1993ExecuteAction("TEAM_MOVE_TO_NEAREST_OBJECT_OF_TYPE_OWNED_BY_PLAYER", TEAM, OBJECT_TYPE_2, PLAYER)
1994Team <TEAM> will move to the nearest object of type <OBJECT_TYPE_2> that is owned by the player <PLAYER>.
1995Team/Team will move to the nearest object that matches both type and player specified.
1996
1997ExecuteAction("COUNTER_MATH_COUNTER", COUNTER, MATH_OPERATOR, COUNTER)
1998Counter <COUNTER> , <MATH_OPERATOR> with counter <COUNTER>
1999Scripting_/Counters/Counter do math opertation with another Counter.
2000
2001ExecuteAction("COUNTER_MATH_VALUE", COUNTER, MATH_OPERATOR, INT)
2002Counter <COUNTER> , <MATH_OPERATOR> with value <INT>
2003Scripting_/Counters/Counter do math opertation with value.
2004
2005ExecuteAction("TEAM_RECRUIT_UNITS", TEAM, INT, OBJECT_TYPE_2)
2006will recruit <TEAM> units of type <INT> from nearby recruitable allied teams.<OBJECT_TYPE_2>
2007Team_/Team recruit units from nearby teams.
2008
2009ExecuteAction("TEAM_RECRUIT_UNITS_FROM_TEAM", TEAM, INT, OBJECT_TYPE_2, TEAM)
2010will recruit <TEAM> units of type <INT> from <OBJECT_TYPE_2> .<TEAM>
2011Team_/Team recruit units from a specific team.
2012
2013ExecuteAction("RECRUIT_COMBO_UNITS_FROM_TEAM", TEAM, INT, OBJECT_TYPE_2, TEAM)
2014will recruit <TEAM> combo units of type <INT> from <OBJECT_TYPE_2> .<TEAM>
2015Team_/Team recruit combo units from a specific team.
2016
2017ExecuteAction("TEAM_UPGRADE", TEAM, UPGRADE)
2018Give Team <TEAM> the upgrade <UPGRADE>.
2019Team_/Give Team upgrade.
2020
2021ExecuteAction("SET_PLAYER_MONEY_TO_COUNTER", PLAYER, COUNTER)
2022Store amount of <PLAYER> money to the counter <COUNTER>
2023Scripting_/Counters/Set players money to counter.
2024
2025ExecuteAction("SET_PLAYER_LIGHT_POINTS_TO_COUNTER", PLAYER, COUNTER)
2026Store amount of <PLAYER> light points to the counter <COUNTER>
2027Scripting_/Counters/Set players light points to counter.
2028
2029ExecuteAction("SET_UNIT_EXPERIENCE_TO_COUNTER", UNIT, COUNTER)
2030Store amount of <UNIT> experience points to the counter <COUNTER>
2031Scripting_/Counters/Set units experience points to counter.
2032
2033ExecuteAction("SET_PLAYER_COMMAND_POINTS_USED_TO_COUNTER", PLAYER, COUNTER)
2034Store amount of command points used by player <PLAYER> to the counter <COUNTER>
2035Scripting_/CommandPoints/Set command points used by player to counter.
2036
2037ExecuteAction("SET_PLAYER_COMMAND_POINTS_AVAILABLE_TO_COUNTER", PLAYER, COUNTER)
2038Store amount of command points available to player <PLAYER> to the counter <COUNTER>
2039Scripting_/CommandPoints/Set command points available to player to counter.
2040
2041ExecuteAction("SET_PLAYER_COMMAND_POINTS_TOTAL_TO_COUNTER", PLAYER, COUNTER)
2042Store total number of command point of player <PLAYER> to the counter <COUNTER>
2043Scripting_/CommandPoints/Set command points total of player to counter.
2044
2045ExecuteAction("SET_COMMAND_POINTS_TO_BUILD_TEAM_TO_COUNTER", TEAM, COUNTER)
2046Store the amount of command points required to build <TEAM> to the counter <COUNTER>
2047Scripting_/CommandPoints/Set command points required to build team to counter.
2048
2049ExecuteAction("SET_PLAYER_KILLS_OF_TYPE_TO_COUNTER", PLAYER, OBJECT_TYPE, COUNTER)
2050Store the amount of kills by player <PLAYER> of the type of object <OBJECT_TYPE> to the counter <COUNTER>
2051Scripting_/Set numer of player kills of a type to counter.
2052
2053ExecuteAction("SET_PLAYER_KILLS_OF_KINDOF_TO_COUNTER", PLAYER, KIND_OF, COUNTER)
2054Store the amount of kills by player <PLAYER> of the kindof <KIND_OF> to the counter <COUNTER>
2055Scripting_/Set number of player kills of a kindof to counter.
2056
2057ExecuteAction("SET_PLAYER_OWNERSHIP_OF_TYPE_COUNTER", OBJECT_TYPE_2, PLAYER, COUNTER)
2058Store the number of object <OBJECT_TYPE_2> owned by <PLAYER> to the counter <COUNTER>
2059Scripting_/Set numer of object type owned by player to counter.
2060
2061ExecuteAction("SET_PLAYER_OWNERSHIP_OF_TYPE_COUNTER_INCLUDE_DEAD", OBJECT_TYPE_2, PLAYER, COUNTER)
2062Store the number of object (include dead ones)<OBJECT_TYPE_2> owned by <PLAYER> to the counter <COUNTER>
2063Scripting_/Set numer of object type owned by player to counter including dead ones.
2064
2065ExecuteAction("SET_COUNTER_TO_NUMBER_OBJECTS_PLAYER_OWNES_WITH_MODELCONDITION", PLAYER, MODEL_CONDITION, COUNTER)
2066Store the number of objects owned by <PLAYER> with <MODEL_CONDITION> ON to the counter <COUNTER>
2067Scripting_/Set counter to number of objects owned by player with a model condition
2068
2069ExecuteAction("PLAY_SOUND_EFFECT_AT_TEAM", SOUND, TEAM)
2070Play sound <SOUND> as though coming from a member of <TEAM>.
2071Multimedia_/Play sound effect from team
2072
2073ExecuteAction("AUDIO_FADE_VOLUME", REAL, REAL, REAL, REAL, REAL)
2074Fade (0-1) all audio from volume <REAL> to volume <REAL>. Take <REAL> seconds to increase, hold for <REAL> seconds, and decrease <REAL> seconds.
2075Audio_/Volume/Fade all audio
2076
2077ExecuteAction("AUDIO_MAKE_SOUND_IMMUNE_TO_FADE", AUDIO)
2078Make the sound <AUDIO> ignore the fade levels set by 'fade all audio.'
2079Audio_/Volume/Make Sound Immune to Fade
2080
2081ExecuteAction("AUDIO_MAKE_SOUND_SUBJECT_TO_FADE", AUDIO)
2082Make the sound <AUDIO> subject to the fade levels set by 'fade all audio.'
2083Audio_/Volume/Make Sound Subject to Fade
2084
2085ExecuteAction("AUDIO_MAKE_ALL_SOUNDS_SUBJECT_TO_FADE")
2086Make all sounds subject to the fade levels set by 'fade all audio.'
2087Audio_/Volume/Make All Sounds Subject to Fade
2088
2089ExecuteAction("AUDIO_SET_REVERB_ROOM_TYPE", REVERB_ROOM_TYPE)
2090Use global reverb room type <REVERB_ROOM_TYPE>
2091Audio_/All Sounds/Set Global Reverb Room Type
2092
2093ExecuteAction("AUDIO_REMOVE_REVERB")
2094Do not use reverb effects
2095Audio_/All Sounds/Remove all reverb effects
2096
2097ExecuteAction("AUDIO_SET_REVERB_SUPPRESSION_POLYGON", TRIGGER_AREA, PERCENT)
2098Lower reverb of all sounds in <TRIGGER_AREA> to <PERCENT> of normal.
2099Audio_/All Sounds/Suppress reverb in an area
2100
2101ExecuteAction("AUDIO_REMOVE_REVERB_SUPPRESSION_POLYGON", TRIGGER_AREA)
2102Return the reverb of sounds in <TRIGGER_AREA> to normal.
2103Audio_/All Sounds/Unsuppress reverb in an area
2104
2105ExecuteAction("AUDIO_REMOVE_ALL_REVERB_SUPPRESSION_POLYGONS")
2106Remove all reverb-suppression areas.
2107Audio_/All Sounds/Unsuppress all reverb
2108
2109ExecuteAction("DIM_WORLD_LIGHTS")
2110seconds.
2111Scene/Light/Dim all global and ambient lights.
2112
2113ExecuteAction("RESTORE_WORLD_LIGHTS")
2114seconds:
2115Scene/Light/Restore (un-dim) all global and ambient lights.
2116
2117ExecuteAction("ALLOW_DISALLOW_ONE_BUILDING", PLAYER, OBJECT_TYPE, BOOLEAN)
2118<PLAYER> allowed to build <OBJECT_TYPE> is <BOOLEAN>.
2119Base/Allow or Disallow one building of a specific type
2120
2121ExecuteAction("ALLOW_DISALLOW_ALL_BUILDINGS", PLAYER, BOOLEAN)
2122<PLAYER> is allowed to build ALL buildings is <BOOLEAN> .
2123Base/Allow or Disallow all buildings
2124
2125ExecuteAction("TOGGLE_AUTO_BUILD", PLAYER, BOOLEAN)
2126<PLAYER> toggle auto build <BOOLEAN>
2127Player/Build/Turn on or off a player's structures that auto build units. (Starts ON)
2128
2129ExecuteAction("TEAM_TOGGLE_CLOSE_RANGE_WEAPON", TEAM, BOOLEAN)
2130<TEAM> sets their close range weapons to <BOOLEAN>
2131Team/Toggle close range weapon
2132
2133ExecuteAction("NAMED_TOGGLE_CLOSE_RANGE_WEAPON", UNIT, BOOLEAN)
2134<UNIT> sets its close range weapon to <BOOLEAN>
2135Unit/Toggle close range weapon
2136
2137ExecuteAction("SET_COUNTER_TO_UNIT_THREAT", COUNTER, UNIT, REAL)
2138Set <COUNTER> to <UNIT> radius of <REAL>
2139Scripting_/Counters/Set counter to single unit threat.
2140
2141ExecuteAction("SET_COUNTER_TO_THREAT_FINDER_THREAT", COUNTER, THREAT_FINDER, THREAT_TYPE, PLAYER)
2142Set <COUNTER> to equal the threat at <THREAT_FINDER> of <THREAT_TYPE> for player <PLAYER>
2143Scripting_/Counters/Set counter to threat at a threatfinder.
2144
2145ExecuteAction("SET_COUNTER_TO_TEAM_THREAT", COUNTER, TEAM, REAL)
2146Set <COUNTER> to <TEAM> radius of <REAL>
2147Scripting_/Counters/Set counter to team threat.
2148
2149ExecuteAction("SET_COUNTER_TO_BASE_POPULATION", PLAYER, UNIT, COUNTER)
2150Count units owned by <PLAYER> inside the base <UNIT> and store in counter <COUNTER>
2151Base/Counters/Count units inside a base.
2152
2153ExecuteAction("REINFORCEMENTS_DISPLAY_BANNER")
2154Display Reinforcements banner.
2155LivingWorld_/Display Reinforcements banner.
2156
2157ExecuteAction("NAMED_SET_SPECIAL_WEAPONSET", UNIT, BOOLEAN)
2158<UNIT> set special weapon upgrade to <BOOLEAN>
2159Unit_/Set unit to switch to weapon set.
2160
2161ExecuteAction("DEPLOY_NAMED_SIEGE_ON_WAYPOINT", UNIT, WAYPOINT, REAL)
2162<UNIT> attempts to Deploy near <WAYPOINT> within the radius <REAL>.
2163Unit_/Siege/Deploy near waypoint.
2164
2165ExecuteAction("DEPLOY_SIEGE_ON_WAYPOINT", TEAM, WAYPOINT, REAL)
2166<TEAM> attempts to Deploy near <WAYPOINT> within the radius <REAL>.
2167Team_/Siege/Deploy near waypoint.
2168
2169ExecuteAction("DEPLOY_SIEGE_NEAR_TEAM", TEAM, TEAM, REAL)
2170<TEAM> attempts to Deploy near <TEAM> within the radius <REAL>.
2171Team_/Siege/Deploy near team.
2172
2173ExecuteAction("TEAM_REPAIR_NEREST", TEAM, REAL)
2174Have Team <TEAM> repair the nearest building within the radius <REAL>
2175Team_/Reepair/Repair nearest building that needs it.
2176
2177ExecuteAction("TEAM_SET_AUTO_ABILITY", TEAM, COMMAND_BUTTON, BOOLEAN)
2178Have Team <TEAM> set auto ability <COMMAND_BUTTON> to <BOOLEAN>
2179Team_/AutoAbility/Team set auto ability to on/off.
2180
2181ExecuteAction("NAME_SET_AUTO_ABILITY", UNIT, COMMAND_BUTTON, BOOLEAN)
2182Have Team <UNIT> set auto ability <COMMAND_BUTTON> to <BOOLEAN>
2183Unit_/AutoAbility/Named set auto abilty to on/off.
2184
2185ExecuteAction("SET_LOGIC_FOG_STATE", BOOLEAN)
2186Set presence of Fog of War to <BOOLEAN>. (Default TRUE.)
2187Map_/Shroud or Reveal/Toggle Fog of War.
2188
2189ExecuteAction("NAMED_RECEIVE_UPGRADE", UNIT, UPGRADE)
2190Give Unit <UNIT> the upgrade <UPGRADE>.
2191Unit_/Upgrade/Give Team upgrade.
2192
2193ExecuteAction("UPGRADE_NEAREST_WALL", UNIT, UPGRADE, OBJECT_TYPE, OBJECT_TYPE, UNIT_REF)
2194For Base <UNIT> give upgrade <UPGRADE> to object type <OBJECT_TYPE> nearest marker <OBJECT_TYPE> and reference as <UNIT_REF>
2195Script/Upgrade/Upgrade Base with upgrade to the nearest upgradable wall.
2196
2197ExecuteAction("SET_REF_TO_NEREST_TEAM_OF_TYPE_OWNED_BY_PLAYER", OBJECT_TYPE_2, PLAYER, TEAM, UNIT_REF)
2198Find <OBJECT_TYPE_2> Owned by <PLAYER> nearest team <TEAM> and reference as <UNIT_REF>
2199Scripting_/Reference/ Set reference to object owned by player
2200
2201ExecuteAction("SET_REF_TO_NEREST_TEAM_OF_UNNAMED_TYPE_OWNED_BY_PLAYER", OBJECT_TYPE_2, PLAYER, TEAM, UNIT_REF)
2202Find unnamed <OBJECT_TYPE_2> Owned by <PLAYER> nearest team <TEAM> and reference as <UNIT_REF>
2203Scripting_/Reference/ Set reference to unnamed object owned by player
2204
2205ExecuteAction("SELL_BUILDING_ON_FOUNDATION", UNIT)
2206Sell anything on foundation named <UNIT>
2207Base/Sell building on foundation
2208
2209ExecuteAction("MAP_EXIT")
2210Exits map back to the main menu.
2211Map_/ Exit back to the main menu
2212
2213ExecuteAction("TEAM_NEEDS_OPEN_GATE", TEAM, UNIT, BOOLEAN)
2214Team <TEAM> wants gate <UNIT> open is <BOOLEAN>
2215Team_/Misc/ Set or clear a team-needs-gate open flag
2216
2217ExecuteAction("UNIT_STAND_GROUND", UNIT, BOOLEAN)
2218Set Stand Ground Status of <UNIT> to <BOOLEAN>
2219Unit/Status/Unit Set Stand Ground Status.
2220
2221ExecuteAction("TEAM_STAND_GROUND", TEAM, BOOLEAN)
2222Set Stand Ground Status of <TEAM> to <BOOLEAN>
2223Unit/Status/Team Set Stand Ground Status.
2224
2225ExecuteAction("UNIT_TELEPORT_TO_WAYPOINT", UNIT, WAYPOINT)
2226Teleport <UNIT> to <WAYPOINT>.
2227Unit_/Action/Move/Teleport to a waypoint.
2228
2229ExecuteAction("TEAM_TELEPORT_TO_WAYPOINT", TEAM, WAYPOINT)
2230Teleport <TEAM> to <WAYPOINT>.
2231Team_/Action/Move/Teleport to a waypoint.
2232
2233ExecuteAction("OVERRIDE_PLAYER_COMMAND_POINTS", PLAYER, INT, INT)
2234Override command points for <PLAYER> to total: <INT> maximum: <INT>
2235Player_/Command/ Override player command points.
2236
2237ExecuteAction("SELECT_OBJECT", PLAYER, UNIT)
2238For <PLAYER> select object <UNIT>
2239Player_/Select/ Select an object belonging to player.
2240
2241ExecuteAction("DESELECT")
2242Deselects everything
2243Player_/Select/ Deselects everything.
2244
2245ExecuteAction("HERO_SELECT_BUTTON_FLASH", HERO_UNIT, INT)
2246Flash the select button for <HERO_UNIT> for <INT> seconds.
2247User_/Flash/Flash a hero select button for a specified amount of time.
2248
2249ExecuteAction("LOCK_CAMERA", BOOLEAN)
2250Set the camera lock to <BOOLEAN> .
2251Camera_/Lock or unlock camera.
2252
2253ExecuteAction("LOCK_CAMERA_ZOOM", BOOLEAN)
2254Set the camera zoom lock to <BOOLEAN> .
2255Camera_/Lock or unlock camera zoom.
2256
2257ExecuteAction("LOCK_CAMERA_ROTATION", BOOLEAN)
2258Set the camera rotation lock to <BOOLEAN> .
2259Camera_/Lock or unlock camera rotation.
2260
2261ExecuteAction("LOCK_CAMERA_SCROLL", BOOLEAN)
2262Set the camera scroll lock to <BOOLEAN> .
2263Camera_/Lock or unlock camera scroll.
2264
2265ExecuteAction("LOCK_CAMERA_RESET", BOOLEAN)
2266Set the camera reset lock to <BOOLEAN> .
2267Camera_/Lock or unlock camera reset.
2268
2269ExecuteAction("LOCK_CAMERA_ANGLE_AND_HEIGHT", BOOLEAN)
2270Set the camera angle& height lock to <BOOLEAN> .
2271Camera_/Lock or unlock camera height and angle (allow scrolling).
2272
2273ExecuteAction("TEAM_ASSIMILATE_WITH_FIRST_WALK_ON_ARMY", TEAM)
2274Set <TEAM> to be assimilated by the first walk on army.
2275Team_/Assimilates team with the first walk on army.
2276
2277ExecuteAction("UNIT_ASSIMILATE_WITH_FIRST_WALK_ON_ARMY", UNIT)
2278Set <UNIT> to be assimilated by the first walk on army.
2279Unit_/Assimilates unit with the first walk on army.
2280
2281ExecuteAction("UNIT_ENABLE_HOUSE_COLOR", UNIT, BOOLEAN)
2282Enable house color for <UNIT> to <BOOLEAN> .
2283Unit_/Enables or disables the house color.
2284
2285ExecuteAction("TEAM_ENABLE_HOUSE_COLOR", TEAM, BOOLEAN)
2286Enable the house color for <TEAM> to <BOOLEAN> .
2287Team_/Enables or disables the house color
2288
2289ExecuteAction("ENABLE_HOUSE_COLOR", BOOLEAN)
2290Enable the house color for all units <BOOLEAN> .
2291Script/Enables or disables the house color for all units
2292
2293ExecuteAction("UNIT_FORCE_EMOTION", UNIT, EMOTION, REAL)
2294Force unit <UNIT> to have <EMOTION> for <REAL> seconds.
2295Unit_/Force an emotion.
2296
2297ExecuteAction("TEAM_FORCE_EMOTION", TEAM, EMOTION, REAL)
2298Force team <TEAM> to have <EMOTION> for <REAL> seconds.
2299Team_/Force an emotion.
2300
2301ExecuteAction("PLAYER_FORCE_EMOTION", PLAYER, EMOTION, REAL)
2302Force all units of player <PLAYER> to have <EMOTION> for <REAL> seconds.
2303Player_/Force an emotion.
2304
2305ExecuteAction("PLAYER_SELL_EVERYTHING", PLAYER)
2306Sell everything belonging to <PLAYER>
2307Player_/Player sell everything he has.
2308
2309ExecuteAction("UNIT_GAIN_LEVEL", UNIT, BOOLEAN)
2310<UNIT> gains a level with FX turned <BOOLEAN>
2311Unit_/Experience/Unit Gain Level.
2312
2313ExecuteAction("TEAM_GAIN_LEVEL", TEAM, BOOLEAN)
2314<TEAM> gains a level with FX turned <BOOLEAN>
2315Team/Experience/Team Gain Level.
2316
2317ExecuteAction("SHOW_MISSION_OBJECTIVE", INT)
2318Make mission objective <INT> visible.
2319Interface/Objectives/Show mission objective
2320
2321ExecuteAction("HIDE_MISSION_OBJECTIVE", INT)
2322Hide mission objective <INT>.
2323Interface/Objectives/Hide mission objective
2324
2325ExecuteAction("MARK_MISSION_OBJECTIVE_COMPLETED", INT)
2326Mark mission objective <INT> as completed.
2327Interface/Objectives/Mark mission objective as completed
2328
2329ExecuteAction("MARK_MISSION_OBJECTIVE_NOT_COMPLETED", INT)
2330Mark mission objective <INT> as not completed.
2331Interface/Objectives/Mark mission objective as not completed
2332
2333ExecuteAction("UNIT_CHANGE_OBJECT_STATUS", UNIT, OBJECT_STATUS, BOOLEAN)
2334For unit <UNIT> set object status <OBJECT_STATUS> to <BOOLEAN>.
2335Unit_/Change object status.
2336
2337ExecuteAction("TEAM_CHANGE_OBJECT_STATUS", TEAM, OBJECT_STATUS, BOOLEAN)
2338For all units in team <TEAM> set object status <OBJECT_STATUS> to <BOOLEAN>.
2339Team_/Change object status.
2340
2341ExecuteAction("REMOVE_REINFORCEMENT_ARMY", TEXT_STRING)
2342Remove reinforcement army named <TEXT_STRING>.
2343ReinforcementArmies/Remove army.
2344
2345ExecuteAction("PLAYER_ASSIMILATE_WITH_ARMY_BY_NAME", PLAYER, TEXT_STRING)
2346Set <PLAYER> to be assimilated by army <TEXT_STRING>.
2347Player_/Assimilates player with an army by name.
2348
2349ExecuteAction("TEAM_ASSIMILATE_WITH_ARMY_BY_NAME", TEAM, TEXT_STRING)
2350Set <TEAM> to be assimilated by army <TEXT_STRING>.
2351Team_/Assimilates team with an army by name.
2352
2353ExecuteAction("UNIT_ASSIMILATE_WITH_ARMY_BY_NAME", UNIT, TEXT_STRING)
2354Set <UNIT> to be assimilated by army <TEXT_STRING>.
2355Unit_/Assimilates unit with an army by name.
2356
2357ExecuteAction("CALL_IN_REINFORCEMENTS_WITHOUT_MOVIE", TEXT_STRING)
2358Call in reinforcement army named <TEXT_STRING>.
2359ReinforcementArmies/Call in army clean.
2360
2361ExecuteAction("LIVING_WORLD_SET_PLAYER_REF_BY_TEMPLATE", LIVING_WORLD_PLAYER_REF_SET, LIVING_WORLD_PLAYER_TEMPLATE)
2362Set <LIVING_WORLD_PLAYER_REF_SET> to a player with player template <LIVING_WORLD_PLAYER_TEMPLATE>.
2363_Player/Set Player Ref to player with template
2364
2365ExecuteAction("LIVING_WORLD_SET_ARMY_REF_TO_HERO_ARMY_BY_INDEX", LIVING_WORLD_ARMY_REF_SET, INT, LIVING_WORLD_PLAYER_REF)
2366Set <LIVING_WORLD_ARMY_REF_SET> to hero army #<INT> (1 - first, 2 - second, etc) belonging to player <LIVING_WORLD_PLAYER_REF>.
2367_Army/Set army ref to hero army by index
2368
2369ExecuteAction("LIVING_WORLD_SET_REGION_REF_TO_ARMY_REGION", LIVING_WORLD_REGION_REF_SET, LIVING_WORLD_ARMY_REF)
2370Set <LIVING_WORLD_REGION_REF_SET> to the region containing <LIVING_WORLD_ARMY_REF>.
2371_Region/Set region ref to army's region
2372
2373ExecuteAction("LIVING_WORLD_SET_REGION_REF_TO_ADJACENT_REGION", LIVING_WORLD_REGION_REF_SET, LIVING_WORLD_REGION_REF, BOOLEAN, BOOLEAN)
2374Set <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>).
2375_Region/Set region ref to adjacent region
2376
2377ExecuteAction("LIVING_WORLD_ORDER_ARMY_MOVE_TO_ADJACENT_REGION", LIVING_WORLD_ARMY_REF, LIVING_WORLD_REGION_REF)
2378Order <LIVING_WORLD_ARMY_REF> to move to adjacent region <LIVING_WORLD_REGION_REF>.
2379_Army/Order army to move to adjacent region
2380
2381ExecuteAction("CHANGE_BURN_RATE_AT_WAYPOINT", WAYPOINT, REAL, INT)
2382Change burn rate at <WAYPOINT> within radius of <REAL> by <INT>.
2383Map_/Fire/Change burn rate at waypoint.
2384
2385ExecuteAction("CHANGE_BURN_RATE_IN_AREA", TRIGGER_AREA, INT)
2386Change burn rate in area <TRIGGER_AREA> by <INT>.
2387Map_/Fire/Change burn rate in trigger area.
2388
2389ExecuteAction("CREATE_DELAYED_CARRYOVER_UNIT_AT_WAYPOINT", OBJECT_TYPE_2, PLAYER, WAYPOINT, UNIT_REF)
2390Find the first delayed-carryover unit of type <OBJECT_TYPE_2> belonging to <PLAYER> and create it at <WAYPOINT>, then assign name <UNIT_REF> to reference it.
2391Unit_/Spawn/Spawn delayed-carryover unit
2392
2393ExecuteAction("CREATE_UNIT_REVIVAL_ENTRY", OBJECT_TYPE, PLAYER)
2394Add a unit of type <OBJECT_TYPE> to the list of units <PLAYER> is allowed to revive.
2395Unit_/Spawn/Create unit-revival entry
2396
2397ExecuteAction("CREATE_UNIT_REVIVAL_ENTRY_FROM_DELAYED_CARRYOVER_HERO", OBJECT_TYPE_2, PLAYER)
2398Take one of the delayed carryover units of type <OBJECT_TYPE_2> belonging to <PLAYER> and add it to that player's list of revivable units.
2399Unit_/Spawn/Create unit-revival entry from delayed carryover unit
2400
2401ExecuteAction("CREATE_UNIT_REVIVAL_ENTRY_AT_LEVEL", OBJECT_TYPE, PLAYER, INT)
2402Add 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>.
2403Unit_/Spawn/Create unit-revival entry at level
2404
2405ExecuteAction("ENABLE_SPELL_STORE")
2406Enable the spell store.
2407Interface/Enable the spell store
2408
2409ExecuteAction("DISABLE_SPELL_STORE")
2410Disable the spell store.
2411Interface/Disable the spell store
2412
2413ExecuteAction("ENABLE_OBJECTIVES_SCREEN")
2414Enable the objectives screen.
2415Interface/Enable the objectives screen
2416
2417ExecuteAction("DISABLE_OBJECTIVES_SCREEN")
2418Disable the objectives screen.
2419Interface/Disable the objectives screen
2420
2421ExecuteAction("CLOSE_OBJECTIVES_SCREEN")
2422Close the objectives screen.
2423Interface/Close the objectives screen
2424
2425ExecuteAction("ENABLE_PLANNING_MODE")
2426Enable planning mode.
2427Interface/Enable planning mode
2428
2429ExecuteAction("DISABLE_PLANNING_MODE")
2430Disable planning mode.
2431Interface/Disable planning mode
2432
2433ExecuteAction("FLASH_SPELL_STORE_BUTTON", INT)
2434The spell store button flashes for <INT> seconds.
2435User_/Flash/Flash the spell store button for a specified amount of time.
2436
2437ExecuteAction("FLASH_OBJECTIVES_BUTTON", INT)
2438The objectives button flashes for <INT> seconds.
2439User_/Flash/Flash the objectives button for a specified amount of time.
2440
2441ExecuteAction("FLASH_PLANNING_MODE_BUTTON", INT)
2442The planning mode button flashes for <INT> seconds.
2443User_/Flash/Flash the planning mode button for a specified amount of time.
2444
2445ExecuteAction("DISPLAY_NOTIFICATION_BOX", NOTIFICATION_BOX_TYPE, LOCALIZED_TEXT, INT)
2446Display a popup notification box of type <NOTIFICATION_BOX_TYPE> with the message <LOCALIZED_TEXT> for <INT> seconds (0 for infinite).
2447Interface/Notification/Display popup notification box.
2448
2449ExecuteAction("CREATE_NAMED_ON_TEAM_AT_OBJECTTYPE", UNIT, OBJECT_TYPE, TEAM, OBJECT_TYPE)
2450Spawn <UNIT> of type <OBJECT_TYPE> on <TEAM> at type <OBJECT_TYPE>
2451Unit_/Spawn/Spawn -- named unit on a team at an object.
2452
2453ExecuteAction("UNIT_SET_MAX_LEVEL", UNIT, INT)
2454Sets <UNIT> maximum level to <INT>.
2455Unit_/ Sets a unit's maximum level
2456
2457ExecuteAction("DISPLAY_NOTIFICATION_BOX_WITH_OBJECT_TYPE_IMAGE_OVERRIDE", NOTIFICATION_BOX_TYPE, LOCALIZED_TEXT, INT, OBJECT_TYPE)
2458Display 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>.
2459Interface/Notification/Display popup notification box with the icon image of an object type.
2460
2461ExecuteAction("SELECT_BUILDER_BUTTON_FLASH", INT)
2462Flash the select builder button for <INT> seconds.
2463User_/Flash/Flash the select builder button for a specified amount of time.
2464
2465ExecuteAction("NAMED_STOP_FLUSH", UNIT)
2466<UNIT> stops and clears its waypoints.
2467Unit_/ Set a specific unit to stop and flush its waypoint list.
2468
2469--ACTIONS ONLY IN UNKNOWN--
2470BUILD_BASE_AT_LOCATION
2471BUILD_BASE_CLOSEST
2472BUILD_ECONOMY_BUILDING_AT_LOCATION
2473BUILD_ECONOMY_BUILDING_CLOSEST
2474MAP_SHROUD_IN_TRIGGER
2475RESET_INFANTRY_LIGHTING_OVERRIDE
2476SET_INFANTRY_LIGHTING_OVERRIDE
2477TEAM_REPAIR_WEAKEST_MEMBER_OF_TEAM
2478
2479--ACTIONS ONLY BFME2ROTWK--
2480CAMERA_BW_MODE_BEGIN
2481CAMERA_BW_MODE_END
2482CAMERA_MOTION_BLUR
2483CAMERA_MOTION_BLUR_END_FOLLOW
2484CAMERA_MOTION_BLUR_FOLLOW
2485CAMERA_MOTION_BLUR_JUMP
2486CAMERA_RING_MODE_END
2487CAMERA_RING_MODE_START
2488COMMANDBAR_REMOVE_BUTTON_OBJECTTYPE
2489DRAW_SKYBOX_BEGIN
2490DRAW_SKYBOX_END
2491NAMED_STOP_FLUSH
2492PALANTIR_EVENT
2493SET_COUNTER_TO_TEAM_THREAT
2494SET_COUNTER_TO_THREAT_FINDER_THREAT
2495SET_COUNTER_TO_UNIT_THREAT
2496TEAM_HUNT_WITH_COMMAND_BUTTON
2497TEAM_THREAT_LEVEL
2498UNIT_THREAT_LEVEL
2499
2500--ACTIONS ONLY CNC3KW--
2501ADD_TO_INTELL_DATABASE
2502BUILD_BASE_BUILDING_PER_TACTIC
2503BUILD_BASE_BUILDING_WITH_TACTIC
2504CLEAR_MGBATTLE_RESTRICTION
2505CREATE_NAMED_STRIKE_FORCE_ON_TEAM_AT_WAYPOINT
2506DISABLE_UI_FIXED_ELEMENT
2507FLASH_UI_FIXED_ELEMENT
2508GLOBAL_SET_STEALTH_ENABLED
2509MODIFY_METAGAME_MAX_TIBERIUM
2510MODIFY_METAGAME_PLAYERS_TIBERIUM
2511NAMED_FIRE_METAGAME_OP_INSTANT
2512NAMED_FIRE_SPECIAL_POWER
2513PLAYER_AI_CHANGEECONOMYBUILDER
2514SET_AVAILABLE_STRIKEFORCES
2515SET_DISABLE_STRATEGIC_BUILDING
2516SET_GAMEPLAYMODE_TIMER
2517SET_IGNORE_SKIRMISH_VICTORY_CONDITIONS
2518SET_METAGAME_MAX_TIBERIUM
2519SET_METAGAME_PLAYERS_TIBERIUM
2520SET_METAGAME_TURN_TIMER
2521SET_MGBATTLE_RESTRICTION
2522SET_MG_PLAYER_OPS_POINTS_LIMITS
2523SET_UI_ELEMENT_ENABLED
2524SET_UNIT_POPULATION_PERCENTAGE_TO_COUNTER
2525SET_UNIT_UNREST_PERCENTAGE_TO_COUNTER
2526STRINGLIST_ADDSTRIKEFORCE
2527STRINGLIST_REMOVESTRIKEFORCE
2528
2529--ACTIONS ONLY CNC3KW, RA3U, (CNC4)--
2530BUILD_LIST_ELIMINATE_FOOTPRINT
2531BUILD_LIST_ELIMINATE_FOOTPRINT_ALL
2532BUILD_LIST_MOVE_TO_TOP
2533CREATE_NAMED_ON_TEAM_AT_OBJECTTYPE_WITH_ORIENTATION
2534CREATE_NAMED_ON_TEAM_AT_WAYPOINT_WITH_ORIENTATION
2535CREATE_UNNAMED_ON_TEAM_AT_WAYPOINT_WITH_ORIENTATION
2536DISABLE_UI_BUILD_BUTTON
2537DISABLE_UI_PLAYER_POWER_BUTTON
2538DISABLE_UI_UNIT_ABILITY_BUTTON
2539DISPLAY_TUTORIAL_TEXT
2540FLASH_UI_BUILD_BUTTON
2541FLASH_UI_PLAYER_POWER_BUTTON
2542FLASH_UI_SUDS_ELEMENT
2543FLASH_UI_UNIT_ABILITY_BUTTON
2544HIDE_TUTORIAL_TEXT
2545LINK_MISSION_OBJECTIVE_TO_OBJECT
2546LINK_MISSION_OBJECTIVE_TO_OBJECT_WITH_PRESENTATION_SETTINGS
2547LINK_MISSION_OBJECTIVE_TO_WAYPOINT
2548LINK_MISSION_OBJECTIVE_TO_WAYPOINT_WITH_PRESENTATION_SETTINGS
2549MAP_SHROUD_SET_RESHROUD_TIME
2550MOVE_CAMERA_TO_NAMED
2551MUSIC_PLAY_TRACK_FINITE_TIMES_AS_SPECIAL_END_OF_LEVEL_MUSIC
2552NAMED_REMOVE_UPGRADE
2553NAMED_SET_SLEEP_STATUS
2554OPEN_COMMAND_BAR
2555OPTIONAL_VICTORY
2556PLAYER_AI_CHANGEBASEBUILDER
2557PLAYER_AI_CHANGESCIENCEUPGRADER
2558PLAYER_AI_CHANGETACTICAL
2559PLAYER_AI_CHANGETEAMBUILDER
2560PLAYER_AI_CHANGEUNITBUILDER
2561PLAYER_AI_CHANGEUNITUPGRADER
2562PLAYER_AI_CHANGEWALLBUILDER
2563PLAYER_ALLOW_AI_AUTOACQUIRE
2564PLAYER_SET_BASE_POWER
2565PLAYER_SET_MONEY_CAP
2566PLAYER_SPECIAL_POWER_AVAILABILITY
2567PLAYER_UNIT_TYPE_SPECIAL_POWER_IGNORE_REQUIREMENTS
2568PLAY_SOUND_AS_IF_IT_WAS_AN_EVA_EVENT
2569PLAY_SOUND_AS_IF_IT_WAS_AN_EVA_EVENT_WITH_SUBTITLE
2570PLAY_SPEECH_AS_IF_IT_WAS_AN_EVA_EVENT
2571PLAY_SPEECH_AS_IF_IT_WAS_AN_EVA_EVENT_WITH_SUBTITLE
2572RECOMMENDED
2573REGISTER_OBJECT_VS_OBJECT_KILL_RECORDING
2574REMOVE_PLAYER_UPGRADE
2575RESET_CAMERA_TUTORIAL_STATE
2576SATELLITE_VIEW_PRESENTATION_FOR_ALL_OBJECTIVES
2577SATELLITE_VIEW_PRESENTATION_FOR_OBJECTIVE
2578SET_CAMPAIGN_FLAG
2579SET_COUNTER_TO_NUMBER_OBJECTS_PLAYER_OWNS_WITH_KINDOF
2580SET_MISSION_OBJECTIVE_STATUS
2581SET_UNIT_HEALTH_PERCENTAGE_TO_COUNTER
2582SKIRMISH_AI_MAKE_BASE
2583SKIRMISH_AI_REBUILD_SYSTEM_SCAN
2584SKIRMISH_AI_SET_FAVORED_ENEMY
2585SKIRMISH_AI_USE_REBUILD_SYSTEM
2586SKIRMISH_AI_USE_REPAIRS
2587STORE_OBJECT_KILL_COUNT_TO_COUNTER
2588SWITCH_TO_PRODUCTION_QUEUE_TAB
2589TEAM_AI_TRANSFER
2590TEAM_ALLOW_AI_AUTOACQUIRE
2591TEAM_CLEAR_MODELCONDITION
2592TEAM_CONTEXT_SENSITIVE_ATTACK
2593TEAM_SET_SLEEP_STATUS
2594UNIT_AI_TRANSFER
2595UNIT_AI_TRANSFER_ALL
2596UNIT_ALLOW_AI_AUTOACQUIRE
2597UNIT_CLEAR_MODELCONDITION
2598UNIT_CONTEXT_SENSITIVE_ATTACK
2599UNIT_KILL_ALL_IN_AREA
2600UNIT_SET_HEALTH
2601UNIT_SET_STANCE
2602
2603--ACTIONS ONLY RA3U--
2604EXACTLY
2605ORE_NODE_SET_MAX_GATHER_VALUE
2606OVERRIDE_GLOBAL_TERRAIN_HEIGHT
2607PATH_MUSIC_ENABLE_RESUME_SYSTEM
2608SEQUENTIAL
2609SET_BLOOM_INTENSITY
2610SET_LAST_CREATED_UNIT_TO_REFERENCE
2611SET_TEXTURE_LOOKUP_TABLE
2612TOGGLE_SHADER_OVERRIDE
2613
2614--ACTIONS ONLY RA3U AND CNC4--
2615ALLOW_DISALLOW_ONE_UPGRADE
2616AUDIO_SET_SOUNDEFFECTS_SLIDER_FADEABLE
2617BORDER_SHROUD_SET_OPACITY
2618CAMERA_LETTERBOX_BEGIN_WITH_RADAR
2619CAMPAIGN_CREATE_AUTO_SAVE
2620CREATE_UNNAMED_ON_TEAM_AT_NAMED_OBJECT_LOCATION
2621DISABLE_JOYPAD_COMMANDBAR_BUTTON
2622DISABLE_JOYPAD_HUD_FIXED_ELEMENT
2623DISABLE_MOUSE_HUD_FIXED_ELEMENT
2624EVALUATE_SCRIPT
2625FADE_IN_FROM_BLACK
2626FADE_OUT_TO_BLACK
2627FIRE_SPECIAL_POWER_ON_UNIT
2628FLASH_JOYPAD_COMMANDBAR_BUTTON
2629FLASH_JOYPAD_HUD_FIXED_ELEMENT
2630FLASH_MOUSE_HUD_FIXED_ELEMENT
2631FOR_EACH_PLAYER_OBJECT_EXECUTE_SCRIPT
2632FOR_EACH_TEAM_MEMBER_EXECUTE_SCRIPT
2633LINK_MISSION_HOT_SPOT_TO_OBJECT
2634LINK_MISSION_HOT_SPOT_TO_WAYPOINT
2635LINK_MISSION_OBJECTIVE_TO_OBJECT_WITH_CATEGORY
2636LINK_MISSION_OBJECTIVE_TO_WAYPOINT_WITH_CATEGORY
2637MOVE_NAMED_UNIT_TO_UNIT
2638MOVE_TEAM_TO_UNIT
2639NAMED_FOLLOW_WAYPOINTS_STARTING_AT_WAYPOINT
2640NAMED_FORCE_ATTACK_NAMED
2641NAMED_FORCE_ATTACK_WAYPOINT
2642NAMED_OUTLINE
2643NAMED_REMOVE_INFOBOX
2644NAMED_SET_DISABLED
2645NAMED_SET_MAX_HEALTH
2646NAMED_SHOW_INFOBOX
2647NAMED_USE_LOGIC_COMMAND_ABILITY_ON_NAMED_POSITION
2648PATH_MUSIC_DISABLE_DYNAMIC_SYSTEM
2649PATH_MUSIC_ENABLE_DYNAMIC_SYSTEM
2650PATH_MUSIC_ENABLE_SPECIFIC_DYNAMIC_SYSTEM
2651PATH_MUSIC_FADE_IN_MUSIC
2652PATH_MUSIC_FADE_OUT_MUSIC
2653PATH_MUSIC_PLAY_EVENT
2654PATH_MUSIC_STOP_MUSIC
2655PLACE_AI_BEACON_LOCATION
2656PLACE_AI_BEACON_OBJECT
2657PLAYER_AI_CHANGE_ECONOMY_MANAGER
2658PLAYER_ALLOWED_TOBE_COOPAI
2659PLAYER_CAMERA_MOVE_TO
2660PLAYER_CAMERA_MOVE_TO_NAMED
2661PLAYER_CAMERA_TETHER_NAMED
2662PLAYER_FIRE_MULTI_TARGET_SPECIAL_POWER_AT_WAYPOINTS
2663PLAYER_GRANT_SPECIAL_POWER
2664PLAYER_LOCK_PLAYER_TECH
2665PLAYER_SET_ALLY_BUILDABILITY
2666PLAYER_SET_ALL_UNITS_TO_FLEE
2667PLAYER_SET_DISABLED
2668PLAYER_SET_MAX_PLAYER_POWER_POINTS
2669PLAYER_SET_PLAYER_POWER_POINTS
2670PLAYER_TOGGLE_RESOURCE_SHARING
2671PLAYER_TOGGLE_SKIRMISH_AI
2672PLAY_SOUND_AS_AI_COCOMMANDER_DIALOG
2673PLAY_SOUND_AS_AI_COCOMMANDER_DIALOG_WITH_SUBTITLE
2674REDALERT_DISABLE_THREAT_LEVEL_BONUS
2675REPAIR_OBJECT
2676RESET_CAMERA_AT_OBJECT
2677SET_AREA_REFERENCE
2678SET_COOP_AI_COMMAND_UI_ENABLED
2679SET_MISSION_HOT_SPOT_ACTIVENESS
2680SET_MISSION_HOT_SPOT_VISIBILITY
2681SET_REFERENCE_TO_FIRST_TEAM_MEMBER_IN_AREA
2682SET_REFERENCE_TO_RANDOM_TEAM_MEMBER
2683SHOW_UNIT_INTRO
2684SKIRMISH_AI_CLEAR_ALL_ENEMY_PLAYERS_PRIORITIES
2685SKIRMISH_AI_CLEAR_ENEMY_PLAYER_PRIORITY
2686SKIRMISH_AI_CONSIDER_ALL_ENEMIES_WHEN_BUILDING
2687SKIRMISH_AI_CONSIDER_ENEMY_WHEN_BUILDING
2688SKIRMISH_AI_DONT_CONSIDER_ANY_ENEMIES_WHEN_BUILDING
2689SKIRMISH_AI_DONT_CONSIDER_ENEMY_WHEN_BUILDING
2690SKIRMISH_AI_SET_ALL_ENEMY_PLAYERS_PRIORITIES
2691SKIRMISH_AI_SET_ENEMY_PLAYER_PRIORITY
2692SKIRMISH_AI_START
2693SKIRMISH_AI_TRANSFER_ALL
2694SKIRMISH_AI_USE_AUTOMATIC_ENEMY_PLAYER_PRIORITY_SCHEME
2695SKIRMISH_AI_USE_DEFAULT_AUTOMATIC_ENEMY_PLAYER_PRIORITY_SCHEME
2696TEAM_FOLLOW_WAYPOINTS_STARTING_AT_WAYPOINT
2697TEAM_SET_DISABLED
2698TEAM_SET_STANCE
2699TELEPORT_STRUCTURE
2700TOGGLE_LOCK_CURRENT_SELECTION
2701TOGGLE_RADAR_UI
2702UNIT_EXECUTE_SEQUENTIAL_SCRIPT_COPY
2703UNIT_SET_MODELCONDITION_GENERIC
2704UNIT_SPAWN_NAMED_OBJECT_ON_TEAM_AT_NAMED_OBJECT_LOCATION
2705
2706--ACTIONS ONLY CNC4--
2707ADD_AREA_AS_SPAWN_ZONE_TO_PLAYER
2708ADD_FX_ON_OBJECT
2709ALLOW_DISALLOW_BUILDING_OBJECT_LIST
2710AUDIOMIXER_DISABLE_DYNAMIC_SYSTEM
2711AUDIOMIXER_ENABLE_DYNAMIC_SYSTEM
2712AUDIOMIXER_ENABLE_SPECIFIC_DYNAMIC_SYSTEM
2713AUDIOMIXER_LOAD_SNAPSHOT
2714AUDIOMIXER_RESUME_DYNAMIC_SYSTEM
2715AUDIO_SET_AMBIENT_SLIDER_FADEABLE
2716AUDIO_SET_MOVIE_SLIDER_FADEABLE
2717AUDIO_SET_MUSIC_SLIDER_FADEABLE
2718AUDIO_SET_VOICE_SLIDER_FADEABLE
2719CAMERA_LETTERBOX_SHOW_LOCATION_TEXT
2720CAMERA_LETTERBOX_SHOW_TITLE_TEXT
2721CAPTURE_GOAL_OR_TECH_STRUCTURE
2722CAPTURE_UPGRADE_CRYSTAL
2723CHANGE_FACTION_INGAME
2724CLOSE_DEPLOY_DIALOG
2725CREATE_RANDOM_OBJECT_AT_NAMED_OBJECT
2726DISABLE_UI_UPGRADE_BUTTON
2727EXECUTE_NAMED_SCRIPT
2728FLASH_UI_UPGRADE_BUTTON
2729HEAL_NAMED_UNIT_STRUCTURE
2730HIDE_MOUSE_HUD_FIXED_ELEMENT
2731HIDE_UI_INFOBOX
2732NAMED_SET_MAX_HEALTH_AS_PERCENTAGE
2733NAMED_USE_LOGIC_COMMAND_ABILITY
2734NAMED_USE_LOGIC_COMMAND_ABILITY_AT_WAYPOINT
2735NAMED_USE_LOGIC_COMMAND_ABILITY_ON_NAMED
2736NAMED_USE_LOGIC_COMMAND_ON_NEAREST_ENEMY_BUILDING
2737NAMED_USE_LOGIC_COMMAND_ON_NEAREST_ENEMY_BUILDING_CLASS
2738NAMED_USE_LOGIC_COMMAND_ON_NEAREST_ENEMY_UNIT
2739NAMED_USE_LOGIC_COMMAND_ON_NEAREST_GARRISONED_BUILDING
2740NAMED_USE_LOGIC_COMMAND_ON_NEAREST_KINDOF
2741NAMED_USE_LOGIC_COMMAND_ON_NEAREST_OBJECTTYPE
2742OBSOLETE_CAMERA_FADE_ADD
2743OBSOLETE_CAMERA_FADE_MULTIPLY
2744OBSOLETE_CAMERA_FADE_SATURATE
2745OBSOLETE_CAMERA_FADE_SUBTRACT
2746OBSOLETE_FLASH_UI_SUDS_ELEMENT
2747OBSOLETE_LINK_MISSION_OBJECTIVE_TO_OBJECT_WITH_PRESENTATION_SETTINGS
2748OBSOLETE_LINK_MISSION_OBJECTIVE_TO_WAYPOINT_WITH_PRESENTATION_SETTINGS
2749OBSOLETE_OPEN_COMMAND_BAR
2750OBSOLETE_SATELLITE_VIEW_PRESENTATION_FOR_ALL_OBJECTIVES
2751OBSOLETE_SATELLITE_VIEW_PRESENTATION_FOR_OBJECTIVE
2752OPEN_DEPLOY_DIALOG
2753PATH_MUSIC_RESUME_DYNAMIC_SYSTEM
2754PLAYER_BUILD_OBJECT_INSTANTLY
2755PROCEED_IF_AUDIO_COMPLETE
2756PROCEED_IF_MOVIE_COMPLETE
2757SET_COUNTER_TO_OBJECTS_OWNED_BY_PLAYER_BY_KINDOF
2758SET_COUNTER_TO_OBJECTS_UNDER_PRODUCTION_ON_OBJECT_BY_KINDOF
2759SET_CRYSTAL_UPGRADE_POINTS_OF_PLAYER
2760SET_GOAL_OWNERSHIP_DURATION
2761SET_MAX_REDEPLOYMENT_COUNT
2762SET_OBJECT_ALLOWED_FOR_PLAYER
2763SET_PLAYER_BUILDTIME_CHEAT
2764SET_PLAYER_CLASS
2765SET_PLAYER_CRYSTAL_UPGRADE_POINTS_TO_COUNTER
2766SET_REFERENCE_TO_LAST_SPAWNED_UNIT
2767SET_REFERENCE_TO_PLAYER_SPELLBOOK
2768SET_UNIT_HEALTH_PERCENTAGE_FROM_COUNTER
2769SHOW_UI_INFOBOX
2770SHOW_UI_INFOBOX_BUILD_BUTTON
2771SHOW_UI_INFOBOX_FIXED_ELEMENT
2772SHOW_UI_INFOBOX_PLAYER_POWER_BUTTON
2773SHOW_UI_INFOBOX_UNIT_ABILITY_BUTTON
2774SHOW_UI_INFOBOX_UPGRADE_BUTTON
2775SKIRMISH_WAIT_FOR_LOGIC_COMMAND_AVAILABLE_ALL
2776SKIRMISH_WAIT_FOR_LOGIC_COMMAND_AVAILABLE_PARTIAL
2777SOUND_3D_ONLY_SET_VOLUME
2778SPAWN_OBJECT_IN_REINFORCEMENT_OBJECT_AT_NAMED_OBJECT
2779SPAWN_OBJECT_IN_REINFORCEMENT_OBJECT_AT_WAYPOINT
2780SPAWN_TEAM_IN_REINFORCEMENT_OBJECT_AT_NAMED_OBJECT
2781SPAWN_TEAM_IN_REINFORCEMENT_OBJECT_AT_WAYPOINT
2782STORE_OBJECT_VS_OBJECT_KILLS_TO_COUNTER
2783TEAM_ALL_USE_LOGIC_COMMAND_ON_NEAREST_ENEMY_BUILDING
2784TEAM_ALL_USE_LOGIC_COMMAND_ON_NEAREST_ENEMY_BUILDING_CLASS
2785TEAM_ALL_USE_LOGIC_COMMAND_ON_NEAREST_ENEMY_UNIT
2786TEAM_ALL_USE_LOGIC_COMMAND_ON_NEAREST_GARRISONED_BUILDING
2787TEAM_ALL_USE_LOGIC_COMMAND_ON_NEAREST_KINDOF
2788TEAM_ALL_USE_LOGIC_COMMAND_ON_NEAREST_OBJECTTYPE
2789TEAM_PARTIAL_USE_LOGIC_COMMAND
2790TEAM_SET_REFERENCE_TO_PLAYERS_NEAREST_UNIT_OF_TYPE
2791TEAM_USE_LOGIC_COMMAND_ABILITY
2792TEAM_USE_LOGIC_COMMAND_ABILITY_AT_WAYPOINT
2793TEAM_USE_LOGIC_COMMAND_ABILITY_ON_NAMED
2794UNHIDE_LAYER
2795WAYPOINT_CREATE_RADAR_EVENT
2796
2797EvaluateCondition("CONDITION_FALSE")
2798False.
2799Scripting_/ False.
2800
2801EvaluateCondition("COUNTER", COUNTER, COMPARISON, INT)
2802Counter <COUNTER> IS <COMPARISON> <INT>
2803Scripting_/ Counter compared to a value.
2804
2805EvaluateCondition("COUNTER_SECONDS", COUNTER, COMPARISON, REAL)
2806Counter <COUNTER> IS <COMPARISON> time <REAL> secs.
2807Scripting_/ Counter compared to time in seconds.
2808
2809EvaluateCondition("COUNTER_COUNTER", COUNTER, COMPARISON, COUNTER)
2810Counter <COUNTER> IS <COMPARISON> counter <COUNTER>
2811Scripting_/ Counter compared to another Counter.
2812
2813EvaluateCondition("DISTANCE_BETWEEN_OBJ", UNIT, UNIT, COMPARISON, REAL)
2814Distance between object <UNIT> and object <UNIT> IS <COMPARISON> to value <REAL>
2815Scripting_/ Compare distance between 2 objects.
2816
2817EvaluateCondition("DISTANCE_BETWEEN_TEAM", TEAM, TEAM, COMPARISON, REAL)
2818Distance between team <TEAM> and team <TEAM> IS <COMPARISON> to value <REAL>
2819Scripting_/ Compare distance between 2 teams.
2820
2821EvaluateCondition("UNIT_HEALTH", UNIT, COMPARISON, INT)
2822<UNIT> Health IS <COMPARISON> <INT> percent.
2823Unit_/ Unit health % compared to a value.
2824
2825EvaluateCondition("FLAG", FLAG, BOOLEAN)
2826<FLAG> IS <BOOLEAN>
2827Scripting_/ Flag compared to a value.
2828
2829EvaluateCondition("TEAM_STATE_IS", TEAM, TEAM_STATE)
2830<TEAM> state IS <TEAM_STATE>
2831Team_/ Team state is.
2832
2833EvaluateCondition("TEAM_STATE_IS_NOT", TEAM, TEAM_STATE)
2834<TEAM> state IS not <TEAM_STATE>
2835Team_/ Team state is not.
2836
2837EvaluateCondition("TEAM_HAS_CUSTOM_STATE", TEAM, TEAM_STATE)
2838<TEAM> has the custom state <TEAM>
2839Team_/ Team custom has state.
2840
2841EvaluateCondition("CONDITION_TRUE")
2842True.
2843Scripting_/ True.
2844
2845EvaluateCondition("TIMER_EXPIRED", COUNTER)
2846Timer <COUNTER> has expired.
2847Scripting_/ Timer expired.
2848
2849EvaluateCondition("PLAYER_ALL_DESTROYED", PLAYER)
2850Everything belonging to <PLAYER> has been destroyed.
2851Player_/ All destroyed.
2852
2853EvaluateCondition("PLAYER_ALL_BUILDFACILITIES_DESTROYED", PLAYER)
2854All factories belonging to <PLAYER> have been destroyed.
2855Player_/ All factories destroyed.
2856
2857EvaluateCondition("TEAM_INSIDE_AREA_PARTIALLY", TEAM, TRIGGER_AREA, SURFACE_TYPE)
2858<TEAM> has one or more units in <TRIGGER_AREA> (<SURFACE_TYPE>).
2859Team_/ Team has units in an area.
2860
2861EvaluateCondition("NAMED_INSIDE_AREA", UNIT, TRIGGER_AREA)
2862<UNIT> is in <TRIGGER_AREA>).
2863Unit_/ Unit entered area.
2864
2865EvaluateCondition("TEAM_DESTROYED", TEAM)
2866<TEAM> has been destroyed.
2867Team_/ Team is destroyed.
2868
2869EvaluateCondition("TEAM_HAS_FEWER_THAN_X_UNITS_WITH_KINDOF", TEAM, INT, KIND_OF)
2870has fewer than <TEAM> units left of type <INT>.<KIND_OF>
2871Team_/ Team has fewer than X units left of KindOf..
2872
2873EvaluateCondition("NAMED_RANK_LEVEL", UNIT, INT)
2874<UNIT> is rank <INT> or above.
2875Unit_/Experience/ Unit is rank level or above.
2876
2877EvaluateCondition("NAMED_DESTROYED", UNIT)
2878<UNIT> has been destroyed.
2879Unit_/ Unit is destroyed.
2880
2881EvaluateCondition("NAMED_DYING", UNIT)
2882<UNIT> has been killed, but still on screen.
2883Unit_/ Unit is dying.
2884
2885EvaluateCondition("NAMED_TOTALLY_DEAD", UNIT)
2886<UNIT> has been killed, and is finished dying.
2887Unit_/ Unit is finished dying.
2888
2889EvaluateCondition("BRIDGE_BROKEN", BRIDGE)
2890<BRIDGE> has been broken.
2891Unit_/ Bridge is broken.
2892
2893EvaluateCondition("BRIDGE_REPAIRED", BRIDGE)
2894<BRIDGE> has been repaired.
2895Unit_/ Bridge is repaired.
2896
2897EvaluateCondition("NAMED_NOT_DESTROYED", UNIT)
2898<UNIT> exists and is alive.
2899Unit_/ Unit exists and is alive.
2900
2901EvaluateCondition("TEAM_HAS_UNITS", TEAM)
2902<TEAM> has one or more units.
2903Team_/ Team has units.
2904
2905EvaluateCondition("CAMERA_MOVEMENT_FINISHED")
2906The camera movement has finished.
2907Camera_/ Camera movement finished.
2908
2909EvaluateCondition("CAMERA_SCROLL_DISTANCE", REAL)
2910Player has scrolled camera <REAL> units.
2911Camera_/ Camera scroll distance.
2912
2913EvaluateCondition("CAMERA_ROTATE_DISTANCE", REAL)
2914Player has rotated camera <REAL> degrees.
2915Camera_/ Camera rotate distance.
2916
2917EvaluateCondition("CAMERA_ZOOM_DISTANCE", REAL)
2918Player has zoomed camera <REAL> units.
2919Camera_/ Camera zoom distance.
2920
2921EvaluateCondition("CAMERA_RESET")
2922Player has reset camera
2923Camera_/ Camera reset.
2924
2925EvaluateCondition("NAMED_INSIDE_AREA", UNIT, TRIGGER_AREA)
2926<UNIT> is inside <TRIGGER_AREA>
2927Unit_/ Unit inside an area.
2928
2929EvaluateCondition("NAMED_OUTSIDE_AREA", UNIT, TRIGGER_AREA)
2930<UNIT> is outside <TRIGGER_AREA>
2931Unit_/ Unit outside an area.
2932
2933EvaluateCondition("TEAM_INSIDE_AREA_ENTIRELY", TEAM, TRIGGER_AREA, SURFACE_TYPE)
2934<TEAM> is all inside <TRIGGER_AREA> (<SURFACE_TYPE>).
2935Team_/ Team completely inside an area.
2936
2937EvaluateCondition("TEAM_OUTSIDE_AREA_ENTIRELY", TEAM, TRIGGER_AREA, SURFACE_TYPE)
2938<TEAM> is completely outside <TRIGGER_AREA> (<SURFACE_TYPE>).
2939Team_/ Team is completely outside an area.
2940
2941EvaluateCondition("NAMED_ATTACKED_BY_OBJECTTYPE", UNIT, OBJECT_TYPE)
2942<UNIT> has been attacked by a(n) <OBJECT_TYPE>
2943Unit_/ Unit is attacked by a specific unit type.
2944
2945EvaluateCondition("TEAM_ATTACKED_BY_OBJECTTYPE", TEAM, OBJECT_TYPE)
2946<TEAM> has been attacked by a(n) <OBJECT_TYPE>
2947Team_/ Team is attacked by a specific unit type.
2948
2949EvaluateCondition("NAMED_ATTACKED_BY_PLAYER", UNIT, PLAYER)
2950<UNIT> has been attacked by <PLAYER>
2951Unit_/ Unit has been attacked by a player.
2952
2953EvaluateCondition("TEAM_ATTACKED_BY_PLAYER", TEAM, PLAYER)
2954<TEAM> has been attacked by <PLAYER>
2955Team_/ Team has been attacked by a player.
2956
2957EvaluateCondition("BUILT_BY_PLAYER", OBJECT_TYPE, PLAYER)
2958<OBJECT_TYPE> has been built by <PLAYER>
2959Player_/ Player has built an object type.
2960
2961EvaluateCondition("NAMED_CREATED", UNIT)
2962<UNIT> has been created.
2963Unit_/ Unit has been created.
2964
2965EvaluateCondition("TEAM_CREATED", TEAM)
2966<TEAM> has been created.
2967Team_/ Team has been created.
2968
2969EvaluateCondition("PLAYER_HAS_CREDITS", INT, COMPARISON, PLAYER)
2970<INT> is <COMPARISON> the number of credits possessed by <PLAYER>
2971Player_/ Player has (comparison) to a number of credits.
2972
2973EvaluateCondition("NAMED_DISCOVERED", UNIT, PLAYER)
2974<UNIT> has been discovered by <PLAYER>
2975Player_/ Player has discovered a specific unit.
2976
2977EvaluateCondition("NAMED_BUILDING_IS_EMPTY", UNIT)
2978<UNIT> is empty.
2979Unit_/ A specific building is empty.
2980
2981EvaluateCondition("BUILDING_ENTERED_BY_PLAYER", PLAYER, UNIT)
2982<PLAYER> has entered building named <UNIT>
2983Player_/ Player has entered a specific building.
2984
2985EvaluateCondition("ENEMY_SIGHTED", UNIT, RELATION, PLAYER)
2986<UNIT> sees a(n) <RELATION> unit belonging to <PLAYER>.
2987Unit_/ Unit has sighted a(n) friendly/neutral/enemy unit belonging to a side.
2988
2989EvaluateCondition("ENEMY_SIGHTED_BY_TEAM", TEAM, RELATION, PLAYER)
2990<TEAM> sees a(n) <RELATION> unit belonging to <PLAYER>.
2991Team/ Team has sighted a(n) friendly/neutral/enemy unit belonging to a side.
2992
2993EvaluateCondition("TYPE_SIGHTED", UNIT, OBJECT_TYPE, PLAYER)
2994<UNIT> sees a(n) <OBJECT_TYPE> belonging to <PLAYER>.
2995Unit_/ Unit has sighted a type of unit belonging to a side.
2996
2997EvaluateCondition("TEAM_DISCOVERED", TEAM, PLAYER)
2998<TEAM> has been discovered by <PLAYER>
2999Player_/ Player has discovered a team.
3000
3001EvaluateCondition("MISSION_ATTEMPTS", PLAYER, COMPARISON, INT)
3002<PLAYER> has attempted the mission <COMPARISON> <INT> times.
3003Player_/ Player has attempted the mission a number of times.
3004
3005EvaluateCondition("NAMED_OWNED_BY_PLAYER", UNIT, PLAYER)
3006<UNIT> is owned by <PLAYER>
3007Player/Owns/ Player owns the specific Unit.
3008
3009EvaluateCondition("TEAM_OWNED_BY_PLAYER", TEAM, PLAYER)
3010<TEAM> is owned by <PLAYER>
3011Player/Owns/ Player owns a specific team.
3012
3013EvaluateCondition("PLAYER_HAS_N_OR_FEWER_FACTION_BUILDINGS", PLAYER, INT)
3014<PLAYER> currently owns <INT> or fewer faction buildings.
3015Player/Owns/ Player currently owns N or fewer faction buildings.
3016
3017EvaluateCondition("PLAYER_HAS_N_OR_FEWER_BASES", PLAYER, INT)
3018<PLAYER> currently controls <INT> or fewer bases.
3019Player/Owns/ Player currently controls N or fewer bases.
3020
3021EvaluateCondition("PLAYER_HAS_POWER", PLAYER)
3022<PLAYER> buildings are powered.
3023Player_/ Player's base currently has power.
3024
3025EvaluateCondition("PLAYER_HAS_NO_POWER", PLAYER)
3026<PLAYER> buildings are not powered.
3027Player_/ Player's base currently has no power.
3028
3029EvaluateCondition("NAMED_REACHED_WAYPOINTS_END", UNIT, WAYPOINT_PATH)
3030<UNIT> has reached the end of <WAYPOINT_PATH>
3031Unit_/ Unit has reached the end of a specific waypoint path.
3032
3033EvaluateCondition("TEAM_REACHED_WAYPOINTS_END", TEAM, WAYPOINT_PATH)
3034<TEAM> has reached the end of <WAYPOINT_PATH>
3035Team_/ Team has reached the end of a specific waypoint path.
3036
3037EvaluateCondition("NAMED_SELECTED", UNIT)
3038<UNIT> is currently selected.
3039Unit_/ Unit currently selected.
3040
3041EvaluateCondition("TYPE_SELECTED", OBJECT_TYPE)
3042<OBJECT_TYPE> is currently selected.
3043Unit_/ Unit type currently selected.
3044
3045EvaluateCondition("NAMED_ENTERED_AREA", UNIT, TRIGGER_AREA)
3046<UNIT> enters <TRIGGER_AREA>
3047Unit_/ Unit enters an area.
3048
3049EvaluateCondition("NAMED_EXITED_AREA", UNIT, TRIGGER_AREA)
3050<UNIT> exits <TRIGGER_AREA>
3051Unit_/ Unit exits an area.
3052
3053EvaluateCondition("TEAM_ENTERED_AREA_ENTIRELY", TEAM, TRIGGER_AREA, SURFACE_TYPE)
3054<TEAM> all enter <TRIGGER_AREA> (<SURFACE_TYPE>).
3055Team_/ Team entirely enters an area.
3056
3057EvaluateCondition("NAMED_BASE_UNPACKABLE_FOR_PLAYER", UNIT, PLAYER)
3058<UNIT> is unpackable for the player: <PLAYER>.
3059Base/ Player is allowed to unpack a base.
3060
3061EvaluateCondition("TEAM_ENTERED_AREA_PARTIALLY", TEAM, TRIGGER_AREA, SURFACE_TYPE)
3062One unit from <TEAM> enters <TRIGGER_AREA> (<SURFACE_TYPE>).
3063Team_/ One unit enters an area.
3064
3065EvaluateCondition("TEAM_EXITED_AREA_ENTIRELY", TEAM, TRIGGER_AREA, SURFACE_TYPE)
3066<TEAM> all exit <TRIGGER_AREA> (<SURFACE_TYPE>).
3067Team_/ Team entirely exits an area.
3068
3069EvaluateCondition("TEAM_EXITED_AREA_PARTIALLY", TEAM, TRIGGER_AREA, SURFACE_TYPE)
3070One unit from <TEAM> exits <TRIGGER_AREA> (<SURFACE_TYPE>).
3071Team_/ One unit exits an area.
3072
3073EvaluateCondition("MULTIPLAYER_ALLIED_VICTORY")
3074The multiplayer game has ended in victory for the local player and his allies.
3075Multiplayer_/ Multiplayer allied victory.
3076
3077EvaluateCondition("MULTIPLAYER_ALLIED_DEFEAT")
3078The multiplayer game has ended in defeat for the local player and his allies.
3079Multiplayer_/ Multiplayer allied defeat.
3080
3081EvaluateCondition("MULTIPLAYER_PLAYER_DEFEAT")
3082Everything belonging to the local player has been destroyed, but his allies may or may not have been defeated.
3083Multiplayer_/ Multiplayer local player defeat check.
3084
3085EvaluateCondition("HAS_FINISHED_VIDEO", MOVIE)
3086<MOVIE> has completed playing.
3087Multimedia_/ Video has completed playing.
3088
3089EvaluateCondition("HAS_FINISHED_SPEECH", DIALOG)
3090<DIALOG> has completed playing.
3091Multimedia_/ Speech has completed playing.
3092
3093EvaluateCondition("HAS_FINISHED_AUDIO", SOUND)
3094<SOUND> has completed playing.
3095Multimedia_/ Sound has completed playing.
3096
3097EvaluateCondition("PLAYER_TRIGGERED_SPECIAL_POWER", PLAYER, SPECIAL_POWER)
3098Player <PLAYER> starts using <SPECIAL_POWER>.
3099Player_/ Player starts using a special power.
3100
3101EvaluateCondition("PLAYER_TRIGGERED_SPECIAL_POWER_FROM_NAMED", PLAYER, SPECIAL_POWER, UNIT)
3102Player <PLAYER> starts using <SPECIAL_POWER> from <UNIT>.
3103Player_/ Player start using a special power from a named unit.
3104
3105EvaluateCondition("PLAYER_MIDWAY_SPECIAL_POWER", PLAYER, SPECIAL_POWER)
3106Player <PLAYER> is midway using <SPECIAL_POWER>.
3107Player_/ Player is midway through using a special power.
3108
3109EvaluateCondition("PLAYER_MIDWAY_SPECIAL_POWER_FROM_NAMED", PLAYER, SPECIAL_POWER, UNIT)
3110Player <PLAYER> is midway using <SPECIAL_POWER> from <UNIT>.
3111Player_/ Player is midway through using a special power from a named unit.
3112
3113EvaluateCondition("PLAYER_COMPLETED_SPECIAL_POWER", PLAYER, SPECIAL_POWER)
3114Player <PLAYER> completed using <SPECIAL_POWER>.
3115Player_/ Player completed using a special power.
3116
3117EvaluateCondition("PLAYER_COMPLETED_SPECIAL_POWER_FROM_NAMED", PLAYER, SPECIAL_POWER, UNIT)
3118Player <PLAYER> completed using <SPECIAL_POWER> from <UNIT>.
3119Player_/ Player completed using a special power from a named unit.
3120
3121EvaluateCondition("PLAYER_ACQUIRED_SCIENCE", PLAYER, SCIENCE)
3122Player <PLAYER> acquired <SCIENCE>.
3123Player_/ Player acquired a Science.
3124
3125EvaluateCondition("PLAYER_CAN_PURCHASE_SCIENCE", PLAYER, SCIENCE)
3126Player <PLAYER> can purchase <SCIENCE>.
3127Player_/ Player can purchase a particular Science (has all prereqs & points).
3128
3129EvaluateCondition("PLAYER_HAS_REACHED_LEVEL_CAP", PLAYER)
3130<PLAYER> has reached his level cap (cannot gain any more Science Purchace Points)
3131Player_/Upgrades & Sciences/Has Player Reached Level Cap
3132
3133EvaluateCondition("PLAYER_HAS_SCIENCEPURCHASEPOINTS", PLAYER, INT)
3134Player <PLAYER> has at least <INT> Science Purchase Points available.
3135Player_/ Player has a certain number of Science Purchase Points available.
3136
3137EvaluateCondition("PLAYER_BUILT_UPGRADE", PLAYER, UPGRADE)
3138Player <PLAYER> built <UPGRADE>.
3139Player_/ Player built an upgrade.
3140
3141EvaluateCondition("PLAYER_BUILT_UPGRADE_FROM_NAMED", PLAYER, UPGRADE, UNIT)
3142Player <PLAYER> built <UPGRADE> from <UNIT>.
3143Player_/ Player built an upgrade from a named unit.
3144
3145EvaluateCondition("PLAYER_HAS_N_OR_FEWER_BUILDINGS", PLAYER, INT)
3146<PLAYER> currently owns <INT> or fewer buildings.
3147Player/Owns/ Player currently owns N or fewer buildings.
3148
3149EvaluateCondition("PLAYER_DESTROYED_N_BUILDINGS_PLAYER", PLAYER, INT, PLAYER)
3150Player <PLAYER> destroyed <INT> or more buildings owned by <PLAYER>.
3151Player_/ Player destroyed N or more of an opponent's buildings.
3152
3153EvaluateCondition("PLAYER_HAS_OBJECT_COMPARISON", PLAYER, COMPARISON, INT, OBJECT_TYPE)
3154<PLAYER> has <COMPARISON> <INT> unit or structure of type <OBJECT_TYPE>
3155Player_/ Player has (comparison) unit type.
3156
3157EvaluateCondition("PLAYER_HAS_COMPARISON_UNIT_TYPE_IN_TRIGGER_AREA_WITH_UPGRADE", PLAYER, COMPARISON, INT, OBJECT_TYPE, TRIGGER_AREA, UPGRADE)
3158<PLAYER> has <COMPARISON> <INT> unit or structure with <OBJECT_TYPE> in the <TRIGGER_AREA> with upgrade <UPGRADE>
3159Player_/ Player has (comparison) kind of unit or structure in an area with a specified upgrade.
3160
3161EvaluateCondition("PLAYER_HAS_COMPARISON_UNIT_TYPE_IN_TRIGGER_AREA", PLAYER, COMPARISON, INT, OBJECT_TYPE, TRIGGER_AREA)
3162<PLAYER> has <COMPARISON> <INT> unit or structure of type <OBJECT_TYPE> in the <TRIGGER_AREA>
3163Player_/ Player has (comparison) unit type in an area.
3164
3165EvaluateCondition("PLAYER_HAS_COMPARISON_UNIT_TYPE_IN_TRIGGER_AREA_COMPLETELY_BUILT", PLAYER, COMPARISON, INT, OBJECT_TYPE, TRIGGER_AREA)
3166<PLAYER> has <COMPARISON> <INT> completely built units or structures of type <OBJECT_TYPE> in the <TRIGGER_AREA>
3167Player_/ Player has (comparison) of completely built unit type in an area.
3168
3169EvaluateCondition("PLAYER_ISSUED_FORMATION_ORDER")
3170Player has issued formation order
3171Player_/ Player has issued formation order
3172
3173EvaluateCondition("PLAYER_HAS_NUMBER_OBJECTS_WITH_MODELCONDITION", PLAYER, MODEL_CONDITION, COMPARISON, INT)
3174# of objects owned by player <PLAYER> with model condition <MODEL_CONDITION> is <COMPARISON> <INT>.
3175Player_/ Player has (comparison) objects with model condition
3176
3177EvaluateCondition("PLAYER_HAS_NUMBER_UNITS_DISTANCE_FROM_OBJECT", PLAYER, COMPARISON, INT, REAL, UNIT)
3178Player <PLAYER> has <COMPARISON> <INT> units at least <REAL> yards from <UNIT>.
3179Player_/ Player has (comparison) units more than x distance from object
3180
3181EvaluateCondition("COMPARISON_TREES_IN_TRIGGER_AREA", COMPARISON, INT, TRIGGER_AREA)
3182There are <COMPARISON> <INT> trees in the <TRIGGER_AREA> .
3183Trees_/ There are (comparison) trees in an area.
3184
3185EvaluateCondition("PLAYER_HAS_COMPARISON_UNIT_KIND_IN_TRIGGER_AREA", PLAYER, COMPARISON, INT, KIND_OF, TRIGGER_AREA)
3186<PLAYER> has <COMPARISON> <INT> unit or structure with <KIND_OF> in the <TRIGGER_AREA>
3187Player_/ Player has (comparison) kind of unit or structure in an area.
3188
3189EvaluateCondition("PLAYER_POWER_COMPARE_PERCENT", PLAYER, COMPARISON, INT)
3190<PLAYER> has <COMPARISON> <INT> percent power supply ratio.
3191Player_/ Player has (comparison) percent power supply to consumption.
3192
3193EvaluateCondition("PLAYER_EXCESS_POWER_COMPARE_VALUE", PLAYER, COMPARISON, INT)
3194<PLAYER> has <COMPARISON> <INT> excess kilowatts power supply.
3195Player_/ Player has (comparison) kilowatts excess power supply.
3196
3197EvaluateCondition("UNIT_EMPTIED", UNIT)
3198<UNIT> emptied its contents.
3199Unit_/ Unit has emptied its contents.
3200
3201EvaluateCondition("SKIRMISH_SPECIAL_POWER_READY", PLAYER, SPECIAL_POWER)
3202<PLAYER> is ready to fire <SPECIAL_POWER>.
3203Skirmish_/ Player's special power is ready to fire.
3204
3205EvaluateCondition("SKIRMISH_FIRE_SPECIAL_POWER_ON_TEAM", PLAYER, SPECIAL_POWER, TEAM)
3206<PLAYER> can perform special power <SPECIAL_POWER> at team location <TEAM>.
3207Skirmish_/ Player's special power is able to fire on team.
3208
3209EvaluateCondition("UNIT_HAS_OBJECT_STATUS", UNIT, OBJECT_STATUS)
3210<UNIT> has <OBJECT_STATUS>
3211Unit_/ Unit has object status.
3212
3213EvaluateCondition("UNIT_USING_STANCE", UNIT, STANCE)
3214Is <UNIT> in the <STANCE> stance.
3215Unit_/Is named unit in a stance.
3216
3217EvaluateCondition("TEAM_ALL_HAS_OBJECT_STATUS", TEAM, OBJECT_STATUS)
3218<TEAM> has <OBJECT_STATUS>
3219Team_/ Team has object status - all.
3220
3221EvaluateCondition("TEAM_SOME_HAVE_OBJECT_STATUS", TEAM, OBJECT_STATUS)
3222<TEAM> has <OBJECT_STATUS>
3223Team_/ Team has object status - partial.
3224
3225EvaluateCondition("SKIRMISH_VALUE_IN_AREA", PLAYER, COMPARISON, REAL, TRIGGER_AREA)
3226<PLAYER> has <COMPARISON> <REAL> threat within area <TRIGGER_AREA>
3227Skirmish Only_/ Player has (condition) threat level in area.
3228
3229EvaluateCondition("SKIRMISH_PLAYER_FACTION", PLAYER, FACTION)
3230<PLAYER> is <FACTION>
3231Skirmish_/ Player is faction. - untested
3232
3233EvaluateCondition("SKIRMISH_SUPPLIES_VALUE_WITHIN_DISTANCE", PLAYER, REAL, TRIGGER_AREA, REAL)
3234<PLAYER> has supplies within <REAL> of <TRIGGER_AREA> worth at least <REAL>
3235Skirmish Only_/ Supplies are within specified distance.
3236
3237EvaluateCondition("SKIRMISH_COMMAND_BUTTON_READY_ALL", PLAYER, TEAM, COMMANDBUTTON_ABILITY_TEAM)
3238<PLAYER>'s <TEAM> are ready to use <COMMANDBUTTON_ABILITY_TEAM> (all applicable members).
3239Skirmish_/ Command Ability is ready - all.
3240
3241EvaluateCondition("SKIRMISH_COMMAND_BUTTON_READY_PARTIAL", PLAYER, TEAM, COMMANDBUTTON_ABILITY_TEAM)
3242<PLAYER>'s <TEAM> are ready to use <COMMANDBUTTON_ABILITY_TEAM> (at least one member).
3243Skirmish_/ Command Ability is ready - partial
3244
3245EvaluateCondition("SKIRMISH_UNOWNED_FACTION_UNIT_EXISTS", PLAYER, COMPARISON, INT)
3246<PLAYER>. There are <COMPARISON> <INT> unowned faction units.
3247Skirmish_/ Unowned faction unit -- comparison.
3248
3249EvaluateCondition("SKIRMISH_PLAYER_HAS_PREREQUISITE_TO_BUILD", PLAYER, OBJECT_TYPE)
3250<PLAYER> can build <OBJECT_TYPE>.
3251Skirmish_/ Player has prerequisites to build an object type.
3252
3253EvaluateCondition("SKIRMISH_PLAYER_HAS_COMPARISON_GARRISONED", PLAYER, COMPARISON, INT)
3254<PLAYER> has <COMPARISON> <INT> garrisoned buildings.
3255Skirmish_/ Player has garrisoned buildings -- comparison.
3256
3257EvaluateCondition("SKIRMISH_PLAYER_HAS_COMPARISON_CAPTURED_UNITS", PLAYER, COMPARISON, INT)
3258<PLAYER> has captured <COMPARISON> <INT> units.
3259Skirmish_/ Player has captured units -- comparison
3260
3261EvaluateCondition("SKIRMISH_NAMED_AREA_EXIST", PLAYER, TRIGGER_AREA)
3262<PLAYER>. <TRIGGER_AREA> exists.
3263Skirmish_/ Area exists.
3264
3265EvaluateCondition("SKIRMISH_PLAYER_HAS_UNITS_IN_AREA", PLAYER, TRIGGER_AREA)
3266<PLAYER> has units in <TRIGGER_AREA>.
3267Skirmish_/ Player has units in an area
3268
3269EvaluateCondition("SKIRMISH_PLAYER_HAS_BEEN_ATTACKED_BY_PLAYER", PLAYER, PLAYER)
3270<PLAYER> has been attacked by <PLAYER>.
3271Skirmish_/ Player has been attacked by player.
3272
3273EvaluateCondition("SKIRMISH_PLAYER_IS_OUTSIDE_AREA", PLAYER, TRIGGER_AREA)
3274<PLAYER> has doesn't have units in <TRIGGER_AREA>.
3275Skirmish_/ Player doesn't have units in an area.
3276
3277EvaluateCondition("SKIRMISH_PLAYER_HAS_DISCOVERED_PLAYER", PLAYER, PLAYER)
3278<PLAYER> has discovered <PLAYER>.
3279Skirmish_/ Player has discovered another player.
3280
3281EvaluateCondition("MUSIC_TRACK_HAS_COMPLETED", MUSIC, INT)
3282<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.)
3283Multimedia_/ Music track has completed some number of times.
3284
3285EvaluateCondition("SUPPLY_SOURCE_SAFE", PLAYER, INT)
3286<PLAYER> closest supply src with at least <INT> available resources is SAFE from enemy influence.
3287Skirmish_/ Supply source is safe.
3288
3289EvaluateCondition("SUPPLY_SOURCE_ATTACKED", PLAYER)
3290<PLAYER> supply source is under attack.
3291Skirmish_/ Supply source is attacked.
3292
3293EvaluateCondition("START_POSITION_IS", PLAYER, INT)
3294<PLAYER> starting position is <INT> .
3295Skirmish_/ Start position.
3296
3297EvaluateCondition("ZONE_FOCUS_MORE_THAN", TEXT_STRING, INT)
3298Zone named <TEXT_STRING> has been entered at least <INT> times.
3299LivingWorld_/ Zone Focus Check.
3300
3301EvaluateCondition("IS_SEIGE_ATTACHED_TO_WALL", UNIT)
3302Is Siege Unit named <UNIT> attached to a wall.
3303Unit_/ CHeck if Siege Unit is attached to wall.
3304
3305EvaluateCondition("BANNER_PRESSED", TEXT_STRING)
3306Banner button <TEXT_STRING> was pressed.
3307LivingWorld_/Banner pressed.
3308
3309EvaluateCondition("PLAYER_LOST_OBJECT_TYPE", PLAYER, OBJECT_TYPE)
3310<PLAYER> has lost an object of type <OBJECT_TYPE> (can be an object type list).
3311Player_/ Player has lost an object of type.
3312
3313EvaluateCondition("CAMERA_HIT_SPECIFIC_SPLINE_WAYPOINT", WAYPOINT)
3314Camera following spline path hits <WAYPOINT> waypoint.
3315Camera_/Camera following spline path hits specified waypoint.
3316
3317EvaluateCondition("CAMERA_ENTERED_AREA", TRIGGER_AREA)
3318Camera enters <TRIGGER_AREA>
3319Camera_/Camera entered a specific area.
3320
3321EvaluateCondition("TEAM_IS_LED_BY_UNIT", TEAM, UNIT)
3322Is team <TEAM> affected by leadership ability from unit <UNIT>
3323Team_/ Is Team affected by leadership ability from unit.
3324
3325EvaluateCondition("PLAYER_COMPARE_LIGHT_POINTS", PLAYER, COMPARISON, INT)
3326<PLAYER> has light points <COMPARISON> to the value <INT>
3327Player_/ Player has light points (comparison) to a value.
3328
3329EvaluateCondition("HAS_COMMAND_POINTS_TO_BUILD_TEAM", PLAYER, TEAM)
3330<PLAYER> has enough command points to build team <TEAM>
3331Player_/ Player has enough command points to build a team.
3332
3333EvaluateCondition("HAS_COMMAND_POINTS_TO_BUILD_UNIT", PLAYER, OBJECT_TYPE)
3334<PLAYER> has enough command points to build unit <OBJECT_TYPE>
3335Player_/ Player has enough command points to build a unit.
3336
3337EvaluateCondition("CAN_BUILD_AT_BASE", PLAYER, UNIT)
3338Can player <PLAYER> build at base <UNIT>
3339Player_/ Can build at base.
3340
3341EvaluateCondition("CAN_BUILD_OBJECTTYPE_AT_BASE", PLAYER, UNIT, OBJECT_TYPE)
3342Can player <PLAYER> build at base<UNIT> an object of type, <OBJECT_TYPE>
3343Player_/ Can build a particular type of structure at base.
3344
3345EvaluateCondition("PLAYER_HAS_KILLED_KINDOF_UNITS", PLAYER, INT, KIND_OF)
3346<PLAYER> has killed <INT> or more units of kindof <KIND_OF>
3347Player_/ Player currently has killed N or more units of KindOf.
3348
3349EvaluateCondition("PLAYER_HAS_KILLED_TYPE_UNITS", PLAYER, INT, OBJECT_TYPE)
3350<PLAYER> has killed <INT> or more units of type <OBJECT_TYPE>
3351Player_/ Player currently has killed N or more units of type.
3352
3353EvaluateCondition("NAMED_DESTROYED_BY_OBJECTTYPE", UNIT, OBJECT_TYPE)
3354<UNIT> has been destroyed by a(n) <OBJECT_TYPE>
3355Unit_/ Unit is destroyzed by a specific unit type.
3356
3357EvaluateCondition("GATE_IS_OPEN", UNIT)
3358The unit (presumed a gate) referenced as<UNIT> is OPEN.
3359Unit (includes Structures)/ Check if a gate is open. (False, if not a gate, or closed)
3360
3361EvaluateCondition("MUSIC_IS_PLAYING_FROM_SCRIPT")
3362The music scripting system is on.
3363Audio_/Music/MUSIC_IS_PLAYING_FROM_SCRIPT
3364
3365EvaluateCondition("UNIT_CAN_PATH_TO_WAYPOINT", UNIT, WAYPOINT)
3366<UNIT> can path to waypoint <WAYPOINT>
3367Unit_/ Unit can path to waypoint.
3368
3369EvaluateCondition("UNIT_CAN_PATH_TO_OBJECT", UNIT, UNIT)
3370<UNIT> can path to unit/object <UNIT>
3371Unit_/ Unit can path to object.
3372
3373EvaluateCondition("TEAM_CAN_PATH_TO_WAYPOINT", TEAM, WAYPOINT)
3374The first unit of team <TEAM> can path to waypoint <WAYPOINT>
3375Team_/ Team can path to waypoint.
3376
3377EvaluateCondition("TEAM_CAN_PATH_TO_OBJECT", TEAM, UNIT)
3378The first unit of team <TEAM> can path to unit/object <UNIT>
3379Team_/ Team can path to object.
3380
3381EvaluateCondition("UNIT_CAN_PATH_INTO_PLAYERS_NEAREST_BASE", UNIT, PLAYER)
3382Unit<UNIT> is inside, or can path into the nearest base owned by player, <PLAYER>
3383Unit/ Unit can path into (Player's) nearest base. Or is already inside it :-)
3384
3385EvaluateCondition("TEAM_CAN_PATH_INTO_PLAYERS_NEAREST_BASE", TEAM, PLAYER)
3386The first unit of team <TEAM> is inside, or can path into the nearest base owned by player, <PLAYER>
3387Team/ Team can path into (Player's) nearest base. Or is already inside it :-).
3388
3389EvaluateCondition("UNIT_COMPARE_RANK", UNIT, COMPARISON, INT)
3390Does unit <UNIT> have rank <COMPARISON> to <INT>
3391Unit_/ Unit compared to rank level.
3392
3393EvaluateCondition("PLAYER_COMPARE_RANK", PLAYER, COMPARISON, INT)
3394Does player <PLAYER> have rank <COMPARISON> to <INT>
3395Player_/ Player compared to rank level.
3396
3397EvaluateCondition("EVAL_TEAM_HEALTH", TEAM, COMPARISON, INT)
3398Check if Team <TEAM> has health <COMPARISON> to <INT> percent
3399Team_/ Compare team health.
3400
3401EvaluateCondition("UNIT_HAS_GAINED_LEVEL", UNIT)
3402<UNIT>has gained a level
3403Unit_/Experience/Unit gained experience level.
3404
3405EvaluateCondition("UNIT_IS_AT_LEVEL", UNIT, TEXT_STRING)
3406<UNIT> is at experience level <TEXT_STRING>
3407Unit_/Experience/Unit is at a specified experience level.
3408
3409EvaluateCondition("UNIT_HAS_NUM_SKILL_POINTS", UNIT, COMPARISON, INT)
3410<UNIT> has <COMPARISON> <INT> skill points
3411Unit_/Skill Points/Unit has (comparison) number of skill points.
3412
3413EvaluateCondition("PLAYER_HAS_OBJECT_OF_VETERANCY", PLAYER, OBJECT_TYPE, COMPARISON, INT)
3414Player <PLAYER> has obvject of type <OBJECT_TYPE> with rank level <COMPARISON> to <INT>
3415Player/Experience/Player has object of rank level.
3416
3417EvaluateCondition("OBJECT_OF_TYPE_OR_LIST_INSIDE_REFD_BASE", OBJECT_TYPE, UNIT_REF)
3418There is a unit of type (or list) <OBJECT_TYPE> inside the base <UNIT_REF>
3419Base/There is an object of given type (or list) inside the base.
3420
3421EvaluateCondition("TEAM_ENTERED_REFD_BASE_ENTIRELY", TEAM, UNIT_REF)
3422Team <TEAM> has entered the base <UNIT_REF> entirely.
3423Base/Team/Team entered a base, entirely.
3424
3425EvaluateCondition("TEAM_ENTERED_REFD_BASE_PARTIALLY", TEAM, UNIT_REF)
3426Team <TEAM> has entered the base <UNIT_REF> partially.
3427Base/Team/Team entered a base, partially.
3428
3429EvaluateCondition("TEAM_EXITED_REFD_BASE_ENTIRELY", TEAM, UNIT_REF)
3430Team <TEAM> has exited the base <UNIT_REF> entirely.
3431Base/Team/Team exited a base, entirely.
3432
3433EvaluateCondition("TEAM_EXITED_REFD_BASE_PARTIALLY", TEAM, UNIT_REF)
3434Team <TEAM> has exited the base <UNIT_REF> partially.
3435Base/Team/Team exited a base, partially.
3436
3437EvaluateCondition("NAMED_ENTERED_REFD_BASE", UNIT, UNIT_REF)
3438Unit <UNIT> has entered the base <UNIT_REF> entirely.
3439Base/Unit/Unit entered a base.
3440
3441EvaluateCondition("NAMED_EXITED_REFD_BASE", UNIT, UNIT_REF)
3442Unit <UNIT> has exited the base <UNIT_REF> entirely.
3443Base/Unit/Unit exited a base.
3444
3445EvaluateCondition("TEAM_ENTERED_NEAREST_BASE_ENTIRELY", TEAM, PLAYER)
3446Team <TEAM> has entered the nearest base owned by player <PLAYER> entirely.
3447Base/Team/Team entered (Player's) nearest base, entirely.
3448
3449EvaluateCondition("TEAM_ENTERED_NEAREST_BASE_PARTIALLY", TEAM, PLAYER)
3450Team <TEAM> has entered the nearest base owned by player <PLAYER> partially.
3451Base/Team/Team entered (Player's) nearest base, partially.
3452
3453EvaluateCondition("TEAM_EXITED_NEAREST_BASE_ENTIRELY", TEAM, PLAYER)
3454Team <TEAM> has exited the nearest base owned by player <PLAYER> entirely.
3455Base/Team/Team exited (Player's) nearest base, entirely.
3456
3457EvaluateCondition("TEAM_EXITED_NEAREST_BASE_PARTIALLY", TEAM, PLAYER)
3458Team <TEAM> has exited the nearest base owned by player <PLAYER> partially.
3459Base/Team/Team exited (Player's) nearest base, partially.
3460
3461EvaluateCondition("NAMED_ENTERED_NEAREST_BASE", UNIT, PLAYER)
3462Unit <UNIT> has entered the nearest base owned by player <PLAYER> entirely.
3463Base/Unit/Unit entered (Player's) nearest base.
3464
3465EvaluateCondition("NAMED_EXITED_NEAREST_BASE", UNIT, PLAYER)
3466Unit <UNIT> has exited the nearest base owned by player <PLAYER> entirely.
3467Base/Unit/Unit exited (Player's) nearest base.
3468
3469EvaluateCondition("UNIT_HAS_PASSENGER", UNIT)
3470Evaluate if <UNIT> is containing any passengers.
3471Unit_/Unit/Unit has passenger.
3472
3473EvaluateCondition("UNIT_IS_ATTACKED_AND_CANNOT_RETALIATE", UNIT)
3474Evaluate if <UNIT> is being attacked and cannot retaliate.
3475Unit_/Unit is being attacked but cannot retaliate.
3476
3477EvaluateCondition("TEAM_IS_ATTACKED_AND_CANNOT_RETALIATE_ANY", TEAM)
3478Evaluate if any team member of <TEAM> is being attacked and cannot retaliate.
3479Team_/Any Team meember is being attacked but cannot retaliate.
3480
3481EvaluateCondition("TEAM_IS_ATTACKED_AND_CANNOT_RETALIATE_ALL", TEAM)
3482Evaluate if all team members of <TEAM> who are being attacked and cannot retaliate.
3483Team_/All Team members who are being attacked cannot retaliate.
3484
3485EvaluateCondition("IS_GAME_IN_SKIRMISH_OR_MULTIPLAYER", BOOLEAN)
3486Is the game in a skirmish or multiplayer mode == <BOOLEAN>
3487GameType/Is game in a skirmish or multiplayer game.
3488
3489EvaluateCondition("IS_GAME_MODE_ACTIVE", TEXT_STRING)
3490Is <TEXT_STRING> game mode active
3491GameType/Is game mode active?
3492
3493EvaluateCondition("REGION_CAMPS_SHOULD_UNPACK")
3494Should camps in this region map unpack?
3495Base/ Should camps unpack for this region map?
3496
3497EvaluateCondition("COMPARE_NUM_PLAYERS_IN_GAME", COMPARISON, INT)
3498Is this a <COMPARISON> <INT> player game.
3499GameType/Compares the number of players in game to a value.
3500
3501EvaluateCondition("IS_UNIT_WEBBED", UNIT, BOOLEAN)
3502Is webbed status of <UNIT> == <BOOLEAN>
3503Unit_/Test webbed status of a unit.
3504
3505EvaluateCondition("ANY_HERO_REACHED_RANK", PLAYER, INT, INT)
3506Does <PLAYER> have <INT> Heroes that have reached rank <INT>
3507ObjectivesTest/Num heroes reached level during game.
3508
3509EvaluateCondition("NUM_UNITS_LEVELED_UP", PLAYER, INT, BOOLEAN)
3510Does <PLAYER> have <INT> units that has gained a level this game --> should include Heroes <BOOLEAN>
3511ObjectivesTest/Num units leveled up during game.
3512
3513EvaluateCondition("PLAYER_HAS_NUM_UNITS_WITH_UPGRADE", PLAYER, INT, UPGRADE)
3514Does <PLAYER> have <INT> units that has upgrade <UPGRADE>
3515ObjectivesTest/Num units has specified upgrade.
3516
3517EvaluateCondition("PLAYER_HAS_NUM_UNITS_LOADED_WITH_OBJECT", PLAYER, INT, OBJECT_TYPE, OBJECT_TYPE)
3518Does <PLAYER> have <INT> units of type <OBJECT_TYPE> loaded on transport of type <OBJECT_TYPE>
3519ObjectivesTest/Num units of type loaded on transport.
3520
3521EvaluateCondition("UNIT_HAS_TOGGLED_WEAPON", PLAYER, OBJECT_TYPE)
3522Does <PLAYER> have <OBJECT_TYPE> that have toggled weapon set.
3523ObjectivesTest/Does Player have Units that have Toggled Weapon set.
3524
3525EvaluateCondition("UNIT_IN_ALT_FORMATION", PLAYER, OBJECT_TYPE)
3526Does <PLAYER> have <OBJECT_TYPE> that is currently in alternate formation.
3527ObjectivesTest/Does Player have Units that are in alternate formation.
3528
3529EvaluateCondition("UNIT_USING_AUTOPICKUP", PLAYER, OBJECT_TYPE)
3530Does <PLAYER> have <OBJECT_TYPE> that has triggered auto pickup.
3531ObjectivesTest/Does Player have Units that have triggered auto pickup.
3532
3533EvaluateCondition("ANY_UNITS_USING_BLOODTHIRSTY", PLAYER)
3534Does <PLAYER> have any units that are currently bloodthirsty
3535ObjectivesTest/Does Player have Units that are bloodthirsty.
3536
3537EvaluateCondition("IS_AREA_ON_FIRE", TRIGGER_AREA)
3538Is any cell within <TRIGGER_AREA> on fire
3539Map_/Area on fire.
3540
3541EvaluateCondition("LIVING_WORLD_IS_REGION_REF_BOUND", LIVING_WORLD_REGION_REF)
3542Is <LIVING_WORLD_REGION_REF> bound to a region
3543_Region/Is Region Ref bound to a region?
3544
3545EvaluateCondition("HAS_EVA_EVENT_PLAYED_IN_LAST_N_SECONDS", EVA_EVENT, REAL)
3546Has <EVA_EVENT> played with in the last <REAL> seconds
3547Player_/Eva event played recently
3548
3549EvaluateCondition("IS_NUM_OF_UNITS_BELONGING_TO_PLAYER_NEAR_EVA_EVENT_LAST_PLAYED_LOCATION_COMPARISON_INT", PLAYER, REAL, EVA_EVENT, COMPARISON, INT)
3550Is the number of units belong to <PLAYER> within <REAL> feet of the location where <EVA_EVENT> last played <COMPARISON> <INT>
3551Player_/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
3552
3553EvaluateCondition("HAS_DELAYED_CARRYOVER_UNIT_OF_TYPE", OBJECT_TYPE, PLAYER)
3554Is there a delayed-carryover object of type <OBJECT_TYPE> belonging to <PLAYER> still waiting to spawn
3555Unit_/Is there a delayed-carryover unit of type
3556
3557EvaluateCondition("TOGGLE_STANCE_SUBMENU_IS_OPEN")
3558The toggle stance command sub-menu is open.
3559Interface_/The toggle stance command sub-menu is open
3560
3561EvaluateCondition("SPELL_STORE_IS_OPEN")
3562The spell store is open.
3563Interface_/The spell store is open
3564
3565EvaluateCondition("OBJECTIVES_SCREEN_IS_OPEN")
3566The objectives screen is open.
3567Interface_/The objectives screen is open
3568
3569EvaluateCondition("PLAYER_IS_IN_PLANNING_MODE", PLAYER)
3570Player <PLAYER> is in planning mode.
3571Player_/Player is in planning mode
3572
3573EvaluateCondition("PLAYER_HAS_UNIT_TYPE_IN_TRIGGER_AREA_UNDER_ATTACK", PLAYER, OBJECT_TYPE, TRIGGER_AREA)
3574<PLAYER> unit or structure of type <OBJECT_TYPE> in the <TRIGGER_AREA>
3575Player_/ Player has unit type in an area under attack.
3576
3577--CONDTIONS ONLY BFME2ROTWK--
3578BRIDGE_BROKEN
3579BRIDGE_REPAIRED
3580PLAYER_HAS_UNIT_TYPE_IN_TRIGGER_AREA_UNDER_ATTACK
3581
3582--CONDITIONS ONLY CNC3KW--
3583BUILDING_GARRISONNED_BY_OBJECT_TYPE
3584BUILDING_IS_DEFAULT_PRODUCTION
3585LOCAL_PLAYER_TARGETING_SPECIAL_POWER
3586LOCAL_PLAYER_TARGETING_SPECIAL_POWER_FROM_OBJECT
3587METAGAME_DIALOG_STATE_CHANGE
3588MGOP_TRIGGERED_BY_NAMED
3589MGOP_TRIGGERED_BY_NAMED_IN_AREA
3590MGOP_TRIGGERED_BY_NAMED_ON_OBJECT
3591MGOP_TRIGGERED_BY_PLAYER
3592MGOP_TRIGGERED_BY_PLAYER_IN_AREA
3593MGOP_TRIGGERED_BY_PLAYER_ON_OBJECT
3594PLAYER_HAS_NUMBER_OBJECTS_WITH_OBJECT_STATUS
3595PLAYER_TRIGGERED_SCRIPT_EVENT
3596PLAYER_TRIGGERED_SPECIAL_POWER_IN_AREA
3597TEAM_THREAT_LEVEL
3598TEST_CAMPAIGN_FLAG
3599TEST_METAGAME_KINDOF_IN_AOI_OF_KINDOF
3600TEST_METAGAME_KINDOF_IN_AOI_OF_UNIT
3601TEST_METAGAME_LOCAL_PLAYER_STRIKEFORCE_IN_BATTLE_WITH_UNIT
3602TEST_METAGAME_PLAYER_FLAGS
3603TEST_METAGAME_TOWER_COUNT
3604TEST_METAGAME_UNIT_IN_BATTLE_WITH_UNIT
3605UNIT_HAS_UPGRADE
3606UNIT_SPECIAL_POWER_READY
3607UNIT_TEST_OBJECT_PANEL_FLAGS
3608UNIT_THREAT_LEVEL
3609
3610--CONDITIONS ONLY RA3U--
3611GAME_TYPE_IS_COMMANDERS_CHALLENGE
3612IGNORE_FOR_VICTORY
3613
3614--CONDITIONS ONLY RA3U AND CNC4--
3615CURRENT_PLATFORM
3616MISSION_HOT_SPOT_ACTIVE
3617NAMED_HAS_KILLED_COMPARISON_UNIT_TYPE
3618OBJECT_IS_DISGUISED_AS_TYPE
3619PLAYER_HAS_COMPARISON_POWER_POINTS
3620PLAYER_HAS_COMPARISON_UNIT_KIND
3621PLAYER_HAS_COMPARISON_UNIT_TYPE_IN_TRIGGER_AREA_WITH_MODELCONDITION
3622PLAYER_HAS_KILLED_NAMED_UNIT
3623PLAYER_HAS_PLAYER_TECH
3624PLAYER_IS_HUMAN_OR_AI_PERSONALITY
3625PLAYER_RED_ALERT_ACTIVATED
3626TEAM_COMPARE_NUM_MEMBERS
3627UNIT_HAS_MODELCONDITION
3628
3629--CONDITIONS ONLY CNC4--
3630CAMERA_IN_AREA_TRIGGER
3631IS_AUDIO_COMPLETE
3632IS_CRYSTAL_CAPTURED
3633IS_ESC_OR_SPACE_PRESSED
3634IS_GAME_COOP
3635IS_MOVIE_COMPLETE
3636IS_OBJECT_OF_TYPE
3637IS_OBJECT_UNLOCKED_BY_PLAYER
3638IS_TECHSTRUCTURE_DESTROYED
3639IS_UNIT_TYPE_BUILDING
3640OBJECT_SELECTED
3641PLAYER_CLASS
3642PLAYER_DOCKED_STRUCTURE
3643PLAYER_HAS_ANY_OBJECT_ENTITLEMENT
3644PLAYER_HAS_COMPARISON_COMMAND_POINTS
3645PLAYER_HAS_COMPARISON_PERCENT_COMMAND_POINTS
3646PLAYER_HAS_NUMBER_TEAMS
3647PLAYER_HAS_NUMBER_TEAM_SLOTS_OPEN
3648PLAYER_HAS_OBJECT_ENTITLEMENT
3649PLAYER_REDEPLOYMENT_COUNT
3650SKIRMISH_LOGIC_COMMAND_READY_ALL
3651SKIRMISH_LOGIC_COMMAND_READY_PARTIAL
3652UI_STATE_PROPOSITION_STATE
3653
3654
3655--PARAMETER TYPES FOR ExecuteAction and EvaluateCondition--
3656
3657TEAM = {
3658"/team",
3659"PlyrCivilian/teamPlyrCivilian",
3660"PlyrCreeps/teamPlyrCreeps",
3661"ReplayObserver/teamReplayObserver",
3662"Player_1/teamPlayer_1",
3663"Player_2/teamPlayer_2",
3664"Player_3/teamPlayer_3",
3665"Player_4/teamPlayer_4",
3666"Player_5/teamPlayer_5",
3667"Player_6/teamPlayer_6",
3668"Player_7/teamPlayer_7",
3669"Player_8/teamPlayer_8",
3670"Player_1/defaultSkirmishTeamPlayer_1",
3671"Player_2/defaultSkirmishTeamPlayer_2",
3672"Player_3/defaultSkirmishTeamPlayer_3",
3673"Player_4/defaultSkirmishTeamPlayer_4",
3674"Player_5/defaultSkirmishTeamPlayer_5",
3675"Player_6/defaultSkirmishTeamPlayer_6",
3676"Player_7/defaultSkirmishTeamPlayer_7",
3677"Player_8/defaultSkirmishTeamPlayer_8",
3678}
3679
3680NEUTRAL_TEAM = "/team"
3681
3682PLAYER = { --NOT WORKING
3683"<All Players>",
3684"<Local Player>",
3685"<Local Player's Allies incl Self>",
3686"<Local Player's Allies>",
3687"<Local Player's Enemies>",
3688"<Local Player's Enemy>",
3689"<This Player>",
3690"<This Player's Allies incl Self>",
3691"<This Player's Allies>",
3692"<This Player's Enemies>",
3693"<This Player's Enemy>",
3694"Player_1",
3695"Player_2",
3696"Player_3",
3697"Player_4",
3698"Player_5",
3699"Player_6",
3700"Player_7",
3701"Player_8",
3702"SkirmishGDI",
3703"SkirmishAlien",
3704"SkirmishBlackHand",
3705"SkirmishMarkedOfKane",
3706"SkirmishNod",
3707"SkirmishObserver",
3708"SkirmishReaper17",
3709"SkirmishSteelTalons",
3710"SkirmishTraveler59",
3711"SkirmishZOCOM",
3712"PlyrCivilian",
3713"PlyrCreeps",
3714"SkirmishNeutral",
3715"SkirmishNull",
3716"PlyrNeutral",
3717"Skirmish",
3718"SkirmishCivilian",
3719"SkirmishCommentator"
3720}
3721
3722COMPARISON = { LT=0, LE=1, EQ=2, GE=3, GT=4, NE=5, ["<"]=0, ["<="]=1, ["=="]=2, [">="]=3, [">"]=4, ["~="]=5 }
3723
3724BOOLEAN = { ["false"]=0, ["true"]=1 }
3725
3726RELATION = { ["Enemy"]=0, ["Neutral"]= 1, ["Friend"]=2 }
3727
3728AI_MOOD = { ["Peaceful"]=0, ["Sleep"]=1, ["Passive"]=2, ["Normal"]=3, ["Alert"]=4, ["Agressive"]=5 }
3729
3730SKIRMISH_APPROACH_PATH = { ["Center"]=0, ["Backdoor"]=1, ["Flank"]=2, ["Special"]=3 }
3731
3732RADAR_EVENT = { ["Information"]=0, ["Construction"]=1, ["Upgrade"]=2, ["UnderAttack"]=3, ["Infiltration"]=4, ["Banner"]=5 }
3733
3734MATH_OPERATOR = { ["Add"]=0, ["Subtract"]=1, ["Multiply"]=2, ["Divide"]=3 }
3735
3736NEAR_OR_FAR = { ["near"]=0, ["far"]= 1 }
3737
3738SHAKE_INTENSITY = { ["SUBTLE"]=0, ["NORMAL"]=1, ["STRONG"]=2, ["SEVERE"]=3, ["CINE_EXTREME"]=4, ["CINE_INSANE"]=5 }
3739
3740STANCE_TYPE = { ["GUARD"]=0, ["AGGRESSIVE"]=1, ["HOLD_POSITION"]=2, ["HOLD_FIRE"]=3 }
3741
3742MAP_BOUNDARY = { "Orange", "Red", "Yellow", "Green", "Blue" }
3743
3744AUDIO_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"}
3745
3746MISSION_OBJECTIVE_STATUS = { ["HIDDEN"]=0, ["ACTIVE"]=1, ["COMPLETED"]=2, ["FAILED"]=3 }
3747
3748COLOR = { ["normal"]=0, ["blue"]=255,["red"]=1,["purple"]=50,["yellow"]=-256,["white"]=-1 }
3749
3750GAMEMODE = { "ringheroes" }
3751
3752NOTIFICATION_BOX_TYPE = { "BonusObjectiveCompleted", "Generic", "HeroDeath", "HeroEarnedAward", "HeroGranted", "HeroInitialSpawn", "HeroRespawn", "Hint", "Instructional", "NewBonusObjective", "NewObjective", "ObjectiveCompleted", "ObjectiveReminder"}
3753
3754AREA = { "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"}
3755
3756WAYPOINT = { "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", }
3757
3758OBJECT_PANEL_FLAG = { "AI Recruitable","Enabled","Indestructible","Player Targetable","Powered","Selectable","Unsellable" }
3759
3760SURFACE_TYPE = { ["GROUND"]=0, ["WATER"]= 1, ["CLIFF"]=2, ["AIR"]=3, ["RUBBLE"]=4 ["OBSTACLE"]= 5, ["IMPASSABLE"]=6, ["DEEP_WATER"]= 7, ["WALL_RAILING"]= 8, ["CRUSHABLE_OBSTACLE"]= 9 }
3761
3762FACTION = { ["Empty"]=0, ["Null"]=0, ["Observer"]= 1, ["Commentator"]=2, ["Civilian"]=3, ["Neutral"]=4 ["GDI"]= 5, ... }
3763
3764SCIENCE_AVAILABILITY = { "Available", "Disabled", "Hidden" }
3765
3766PRODUCTION_QUEUE_TAB = { ["MAIN_STRUCTURE"]=0, ["OTHER_STRUCTURE"]=1, ["INFANTRY"]=2, ["VEHICLE"]=3, ["AIRCRAFT"]=4, ["UPGRADE"]=5 }
3767
3768UI_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"}
3769
3770UI_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"}
3771
3772BUILDABILITY_TYPE = { ["YES"]=0, ["IGNORE_PREREQUISITES"]=1, ["NO"]=2, ["ONLY_BY_AI"]=3 }
3773
3774VALID_SOURCE = { ["first_valid_source"]=0, ["all_valid_source"]=1 }
3775
3776CAMPAIGN_FLAG_CNC3KW = { ["MM_General_Activate"]=96,["MM_General_PreTacticalCheck"]=97,["MM_General_PostTacticalCheck"]=98,["MM_MetagameActive"]=99}
3777
3778EMOTICON = { ["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 }
3779
3780EMOTION = { ["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 }
3781
3782FACTION_CNC3KW = { ["CCA0AB62"]="GDI", ["38EA5BC0"]="SteelTalons", ["8E3D36F8"]="ZOCOM", ["ED46C05A"]="Nod", ["5D10A932"]="BlackHand", ["FB53CCFD"]="MarkedOfKane", ["5B7BAA66"]="Scrin", ["30883A9F"]="Reaper-17", ["92CC2C04"]="Traveler-59", ["C884591E"]="MetaTechCorporation" }
3783
3784KINDOF_CNC3KW = {
3785["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,
3786["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,
3787["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,
3788["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,
3789["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,
3790["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,
3791["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,
3792["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,
3793["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,
3794["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,
3795["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,
3796["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,
3797["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
3798}
3799
3800KINDOF_BFMEIIROTWK = {
3801["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,
3802["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,
3803["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,
3804["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,
3805["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,
3806["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,
3807["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,
3808["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,
3809["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,
3810["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,
3811["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,
3812["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,
3813["EXPANSION_PAD"]=216, ["AMPHIBIOUS"]=217, ["SUPPORT"]=218, ["TROLL"]=219, ["SIEGEENGINE"]=220, ["HORDE_MONSTER"]=221
3814}
3815
3816OBJECT_STATUS_CNC3KW = {
3817["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,
3818["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,
3819["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,
3820["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,
3821["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,
3822["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,
3823["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,
3824["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,
3825["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
3826}
3827
3828MODEL_CONDITION_CNC3KW = {
3829"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",
3830"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",
3831"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",
3832"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",
3833"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",
3834"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",
3835"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",
3836"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",
3837"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",
3838"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",
3839"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",
3840"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",
3841"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",
3842"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",
3843"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",
3844"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",
3845"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",
3846"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",
3847"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",
3848"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",
3849"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",
3850"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",
3851"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",
3852"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",
3853"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"
3854}
3855
3856EVA_EVENT_CNC3KW = {
3857"AircraftOutOfAmmoDamage","AlliedIonCannonActivated","AlliedIonCannonActivated","AlliedIonCannonDetected","AlliedNuclearMissileLaunched","AlliedRiftGeneratorActivated",
3858"AlliedTempleOfNodDetected","AllyCampDestroyed","AllyDefeated","BeaconPlacedAlly","BeaconPlacedPlayer","BridgeRepaired","BuildCancelled","BuildingBeingStolen","BuildingConstructionComplete",
3859"BuildingConstructionStarted","BuildingManuallyPoweredDown","BuildingManuallyPoweredUp","BuildingRepaired","BuildingStolen","BuildOnHold","BuildQueuePausedDueToCPLimit",
3860"BuildQueuePausedDueToFunds","CampDestroyed","CannotBuildDueToCPLimit","CannotRepairDueToFunds","CannotUsePowerDueToFunds","CastleBreached","CompletedBonusMissionObjective",
3861"CompletedMissionObjective","ControlPointCaptured","ControlPointHasBeenCaptured","ControlPointLost","Countdown01","Countdown02","Countdown03","Countdown04","Countdown05",
3862"Countdown06","Countdown07","Countdown08","Countdown09","Countdown10MinsInGame","Countdown10SecsInGame","Countdown15MinsInGame","Countdown1MinsInGame",
3863"Countdown20MinsInGame","Countdown30SecsInGame","Countdown3MinsInGame","Countdown5MinsInGame","CTFEnemyCapturedFlag","CTFEnemyDroppedFlag","CTFEnemyHasFlag","CTFFlagCaptured",
3864"CTFFlagDropped","CTFYouHaveFlag","DamagedByTiberium","DefaultEvaEvent","EmptyEva","EnemyBuildingCaptured","EnemyCampDestroyed","EnemyCampSighted","EnemyCommandoDetected",
3865"EnemyDefeated","EnemyEngineerDetected","EnemyIonCannonActivated","EnemyIonCannonDetected","EnemyNuclearMissileLaunched","EnemyRiftGeneratorActivated","EnemyRiftGeneratorDetected",
3866"EnemyStealthUnitDiscovered","EnemyTempleOfNodDetected","GeneralLevelUp","GenericEnemyUnitSighted","GenericUnitBeingBurned","HarvesterLost","HarvesterUnderAttack","HuskRepaired",
3867"IncomingRadarTransmission","IncomingTransmission","IntelDatabaseEntryReceived","IonCannonReady","LiquidTiberiumBombReady","LocalPlayerDefeated","LocalPlayerVictorious","LowPower",
3868"Meva_AutoResolve","Meva_AutoResolveBattleLost","Meva_AutoResolveBattleWon","Meva_BuildBase","Meva_BuildSF","Meva_Cancel","Meva_DecBase","Meva_DecSF","Meva_MoveSF",
3869"Meva_Patrola","Meva_Patrolb","Meva_RepairBase","Meva_RepairSF","Meva_UpgBaseDef","Meva_UpgBasePow","Meva_UpgBaseTier","Meva_UpgSF","Meva_YouFiredIC","Meva_YouFiredNuke",
3870"Meva_YouFiredRift","MothershipDeployed","NewBonusObjective","NewConstructionOptions","NewMissionObjective","NuclearMissileReady","ObservedPlayerDefeated","OwnIonCannonActivated",
3871"OwnLiquidTiberiumBombLaunched","OwnNuclearMissileLaunched","OwnRiftGeneratorActivated","ReinforcementsReady","RiftGeneratorReady","SelectDecoyUnit","SelectSpecialPowerTarget",
3872"SelectUnit","SelectWormholeLocation","SiegeBarrierDisengaged","SiegeBarrierEngaged","SiegeCountdown10Mins","SiegeCountdown10Secs","SiegeCountdown15Mins","SiegeCountdown1Mins",
3873"SiegeCountdown20Mins","SiegeCountdown30Secs","SiegeCountdown3Mins","SiegeCountdown5Mins","SilosNeeded","StructureCannotBuildDueToFullBuildQueue","StructurePlacementFailed",
3874"StructureRepairing","StructureSold","StructureUnderAttack","TiberiumFieldDepleted","UnitAmbushed","UnitConstructionStarted","UnitLost","UnitPromoted","UnitUnderAttack",
3875"UnitUnderAttackFromShroudedUnit","UpgradeComplete","WallsBeingClimbed","WarningMothershipDeployed","WorldMustBattle","WorldMustChooseOwner","WorldMustRetreat","WorldRegionLostUncontested"
3876}
3877
3878
3879--NATIVE LUA FUNCTIONS--
3880openfile(filename, mode)
3881closefile(filehandle)
3882readfrom(filename)
3883read([filehandle,] format1, ...)
3884writeto(filename)
3885write[filehandle, ] value1, ...)
3886appendto(filename)
3887remove(filename)
3888rename
3889flush([filehandle])
3890seek
3891tmpname
3892dofile
3893dostring
3894tremove
3895tinsert
3896sort
3897rawgettable
3898rawsettable
3899getn
3900globals
3901getglobal
3902setglobal
3903rawgetglobal
3904rawsetglobal
3905rawget
3906rawset
3907strlen(s)
3908strfind(s, pattern [, init [, plain]])
3909strupper(s)
3910strlower(s)
3911strchar(i1, i2, ...)
3912strbyte(s [, i])
3913strrep(s, n)
3914strsub(s, i [, j])
3915gsub(s, pat, repl [, n])
3916tostring
3917tonumber
3918format(formatstring, e1, e2, ...)
3919ascii
3920sin
3921cos
3922tan
3923asin
3924acos
3925atan
3926atan2
3927mod
3928deg
3929rad
3930exp
3931ldexp
3932frexp
3933log
3934log10
3935floor
3936ceil
3937min
3938max
3939sqrt
3940abs
3941random
3942randomseed
3943foreachvar
3944foreach
3945foreachi
3946nextvar
3947next
3948tag
3949settag
3950newtag
3951gettagmethod
3952settagmethod
3953copytagmethods
3954execute
3955date
3956clock
3957setlocale
3958 numeric
3959 monetary
3960 ctype
3961 collate
3962 all
3963 end
3964 set
3965getenv
3966 USERNAME
3967 ComputerName
3968 OS
3969 Tmp
3970 ...
3971exit
3972type
3973 function
3974 table
3975 userdata
3976 string
3977 number
3978 nil
3979call
3980print
3981assert
3982error
3983_ALERT
3984_ERRORMESSAGE
3985debug
3986getinfo
3987getlocal
3988setlocal
3989setcallhook
3990setlinehook
3991gcinfo
3992collectgarbage
3993
3994--GLOBAL VARIABLES--
3995_STDIN
3996_STDOUT
3997_STDERR
3998_INPUT
3999_OUTPUT
4000PI
4001_VERSION
4002
4003--LUA SYNTAX--
4004true
4005false
4006if
4007else
4008elseif
4009and
4010or
4011not
4012for
4013do
4014while
4015repeat
4016until
4017break
4018end
4019function
4020in
4021local
4022nil
4023return
4024then
4025~=
4026<=
4027>=
4028<
4029>
4030==
4031=
4032+
4033-
4034*
4035/
4036^
4037%
4038(
4039)
4040{
4041}
4042[
4043]
4044;
4045,
4046.
4047..
4048...
4049--
4050add
4051sub
4052mul
4053div
4054pow
4055unm
4056lt
4057le
4058concat
4059index
4060gc
4061
4062--GAME SCRIPT EVENTS (NOT LUA)--
4063(InternalEvent):
4064OnPowerRestore (self)
4065OnPowerOutage (self)
4066OnClipFull (self)
4067OnClipEmpty (self)
4068OnDamaged (self, other)
4069OnDestroyed (self)
4070OnArrived (self)
4071OnUnitEntered (self, areaName)
4072OnUnitExited (self, areaName)
4073OnTeamEntered (self, areaName)
4074OnTeamExited (self, areaName)
4075OnTeamDestroyed (self)
4076BeScary
4077DamageIncoming (self, other, delay, amount)
4078OnAflame (self)
4079OnQuenched (self)
4080OnCreated (self)
4081OnBuildingComplete
4082OnSlaughtered (self, slaughterer)
4083OnGenericEvent (self, string)
4084OnBuildVariation (self, real)
4085(ScriptedEvent)
4086SpyEvents (self, spySelf, parameters...)
4087(ObjectStatusEvent)
4088(ModelConditionEvent)