Adds a waypoint to the next attack wave for a player. In Force Transport Mode, the wave units will attempt to load up in transports before approaching this waypoint. If there are not enough transports available for all of the units, the stranded units will be dropped from the wave.
Sends an attack wave for a player after the specified number of seconds has elapsed. If Wait is used, then the script will wait for the wave to be sent before continuing execution.
Set the next attack wave from a player to stay around even if it has only zero units in it. Only use this if you plan to manually keep track of the wave and add units later.
Sets the target of a player's attack waves to escort a unit group. The escorts will not break combat and return to their charge should they become seperated.
When enabled for a player, this makes it so that bullies for that player can only be replaced by unit producing structures in the town those bullies are closest to.
When enabled for a player, this makes it so that bullies for that player can only be used in attack waves that are gathering near the town those bullies are closest to.
Sets the maximum number of units or maximum number of buildings an AI player should rebuild. This only applies to preplaced units or buildings that do not have an individual rebuild count set.
Sets the maximum number of a specific unit an AI player should rebuild. This only applies to preplaced units or buildings that do not have an individual rebuild count set.
Suggests an order to a unit. If the computer that controls the unit has the ability to execute the order (with respect to its current APM constraint), then it will do so. The order will eventually be dropped if the computer is unable to execute it for a few seconds after it was issued. If you need a unit to do something immediately, use Issue Order instead.
Flags all units owned by a player to suicide. Units flagged to suicide will seek out and attack the nearest enemy unit they can find until they are slain, or there is nothing left to attack.
If suicide is enabled for a unit group, the AI will immediately seek out and repeatedly attack the nearest enemy until the suiciding unit group is destroyed. Setting a bully to suicide it will tag it as missing and cause the AI to rebuilt it, since it should not be returning alive.
If suicide is enabled for a unit, the AI will immediately seek out and repeatedly attack the nearest enemy until the suiciding unit is destroyed. Setting a bully to suicide will tag it as missing and cause the AI to rebuild it, since it should not be returning alive.
Returns true if the unit is being controlled by scripts/triggers instead of by AI. This function only works for units owned by an AI player. Script-controlled units are not used by the AI for attack waves. Units that are issued orders via trigger actions are automatically marked as script-controlled. You can manually mark a unit as script-controlled using the Enable/Disable Script Control trigger actions.
Returns a random point in the given region. Prefers to stay either close or far from enemies units. Also prefers to be within some max distance of enemy buildings. It will also stay away from previously returned random points in the region.
Returns true if the current difficulty setting is this or harder. This is for campaign use (in which all players have the same difficulty setting), so player 1's setting is used.
Returns true if this is the current difficulty setting. This is for campaign use (in which all players have the same difficulty setting), so player 1's setting is used.
Returns true if the current difficulty setting is either of these. This is for campaign use (in which all players have the same difficulty setting), so player 1's setting is used.
Returns true if the current difficulty setting is this or easier. This is for campaign use (in which all players have the same difficulty setting), so player 1's setting is used.
Returns the real parameter that matches the current difficulty setting. This is for campaign use (in which all players have the same difficulty setting), so player 1's setting is used.
Returns the integer parameter that matches the current difficulty setting. This is for campaign use (in which all players have the same difficulty setting), so player 1's setting is used.
Returns the unit type parameter that matches the current difficulty setting. This is for campaign use (in which all players have the same difficulty setting), so player 1's setting is used.
Attempts to make the specified player expand. There are certain conditions under which the AI will not expand, such as if the player does not have enough workers. The Minerals and Gas parameters are thresholds that the player must be under in order to expand (unless the player has too many extra workers).
Adds a unit into the stock with consideration for the Alias Type parameter. This alias is used for some internal functions. Note: This is an advanced AI concept. In most cases Set Stock is a more efficient choice.
Adds an expansion into the stock for an AI player. When the AI reaches this point in the stock list, it will build the specified TownHall type at an expansion point rather than spending money on units or other buildings.
Adds a unit to the AI player's stock if the Prereq parameter is met. An example of this would be telling the AI player to add Stalkers to their stock, but only if they have Blink researched.
Adds Town into the stock for an AI player. When the AI reaches this point in the stock list, it will ensure that every Town it owns has two refineries and a town hall of the specified types. This ensures that AI towns are never without these buildings.
Increments the stock count for the specified unit type by one if the Count parameter is set to 0, or the number of those units that are in progress or better is less than the specified Count. Does nothing if the Ignore If Queued parameter is set to true and the number of queued and in progress units of the specified type is greater than 0.
Sets the specified AI Filter to only include either enemy or allied units. Use this and the other "Tactical AI Filter" actions to set up an AI Filter, which can then be used in a "Tactical AI Filter - Run" function to filter a unit group.
Sets the specified AI Filter to only include units that match the criteria of the specified target filter. Use this and the other "Tactical AI Filter" actions to set up an AI Filter, which can then be used in a "Tactical AI Filter - Run" function to filter a unit group.
Sets the specified AI Filter to only include units whose life is within the specified range. Use this and the other "Tactical AI Filter" actions to set up an AI Filter, which can then be used in a "Tactical AI Filter - Run" function to filter a unit group.
Sets the specified AI Filter to modify the way it calculates life values for units with the specified attribute. For example, if the attribute was set to Armored, and the Amount set to 100, then the filter would consider Armored units to have 100 more life than they actually have. This can only be set once per AI Filter, so calling this action multiple times with the same AI Filter will simply override previous calls. Use this and the other "Tactical AI Filter" actions to set up an AI Filter, which can then be used in a "Tactical AI Filter - Run" function to filter a unit group.
Sets the specified AI Filter to only include units whose current life is greater than the number of specified markers currently on them times the value specified in the Each parameter. In this context, markers are an AI system construct used to mark targets of abilities before the ability's effects execute. Use this and the other "Tactical AI Filter" actions to set up an AI Filter, which can then be used in a "Tactical AI Filter - Run" function to filter a unit group.
If a "marker per life" has not been set then a counting marker may be used. A counting marker ensures the indicated range of tactical AI markers exist on a candidate or else the unit will be filtered out. A range of 0 to 1 will prevent more than one unit from casting on the same target at the same time.
Sets the specified AI Filter to only include either air or ground units. Use this and the other "Tactical AI Filter" actions to set up an AI Filter, which can then be used in a "Tactical AI Filter - Run" function to filter a unit group.
Sets the specified AI Filter to only include units within the specified range of the specified unit. Use this and the other "Tactical AI Filter" actions to set up an AI Filter, which can then be used in a "Tactical AI Filter - Run" function to filter a unit group.
Sets the specified AI Filter to exclude the specified unit. Use this and the other "Tactical AI Filter" actions to set up an AI Filter, which can then be used in a "Tactical AI Filter - Run" function to filter a unit group.
Sets the specified AI Filter to only include units whose shields is within the specified range. Use this and the other "Tactical AI Filter" actions to set up an AI Filter, which can then be used in a "Tactical AI Filter - Run" function to filter a unit group.
Returns the first completely missing requirment to make an object for a player. Same as the script version, except this version cannot be modified to handle custom requirements.
Returns the first unfinished requirment to make an object for a player. Same as the script version, except this version cannot be modified to handle custom requirements.
Returns the total amount of time required to make the specified object (including the time it would take to tech up to that object's requirements). Returned value is in sixteenths of a second. Same as the script version, except this version cannot be modified to handle custom requirements.
Returns the ID of the unit type that directly makes the specified object for a player. Same as the script version, except this version cannot be modified to handle custom requirements.
Takes an Object ID and returns 0 if it is a unit, 1 if it is a building, 2 if it is an upgrade, and -1 if it does not fall into any of those categories. Same as the script version, except this version cannot be modified to handle custom requirements.
Returns the first completely missing requirment to make an object for a player. Same as the default/code version, except this version could potentially be modified to handle custom requirements.
Returns the first unfinished requirment to make an object for a player. Same as the default/code version, except this version could potentially be modified to handle custom requirements.
Returns the total amount of time required to make the specified object (including the time it would take to tech up to that object's requirements). Returned value is in sixteenths of a second. Same as the default/code version, except this version could potentially be modified to handle custom requirements.
Returns the ID of the unit type that directly makes the specified object for a player. Same as the default/code version, except this version could potentially be modified to handle custom requirements.
Takes an Object ID and returns 0 if it is a unit, 1 if it is a building, 2 if it is an upgrade, and -1 if it does not fall into any of those categories. Same as the default/code version, except this version could potentially be modified to handle custom requirements.
Sets how frequently a player sends a scout to each type of map objective. The time specified will get set for each objective of that type. The AI will scout objectives with a smaller time set more often than those with a larger time set.
Returns a unit that will be the next scout for a player. The Previous Unit parameter is optional (pass null to it if it is undesired). If no Previous Unit is specified, then this will always return a new scout. If Previous Unit is specified, then this will return that unit, unless there is a better unit type available for scouting, in which case it will return a new unit of that type.
SetThink can change a unit type's AI think routine to a trigger action. This action calls the original routine from before it was changed. This lets you override some behavior but still keep most AI intact. Nothing happens if the think data has not been changed.
Suggests an order to a unit. Works the same as Issue AI Order, but with additional parameters. If the computer that controls the unit has the ability to execute the order (with respect to its current APM constraint), then it will do so. The order will eventually be dropped if the computer is unable to execute it for a few seconds after it was issued. If you need a unit to do something immediately, use Issue Order instead. The Marker parameter is optional, pass in null if you don't want to use it.
Returns a unit that is the best target for the specified attackers from the list of possible units in the specified enemy unit group. It then also changes the attackers group to only include the limited number of attackers wanting to switch to that target.
Instructs the AI for a player to expand starting the search at the specified point, and builds the specified building at the new expansion. Returns the town index for the new town.
Any values set using "Set Unit Custom Value" with the given index will override the standard unit strength evaluation performed by the AI for that unit.
Sets the state of a flag for a player at the specified index based on whether the number of units of the type specified in the What parameter with the Tech Tree Count Type specified in the State parameter, is greater than or equal to the Count parameter.
Finds a player's lowest priority unit of the specified unit type, closest to the specified location, and claims it for a task, setting the priority of the new task.
Adds a waypoint to the specified wave target. In Force Transport Mode, the wave units will attempt to load up in transports before approaching this waypoint. If there are not enough transports available for all of the units, the stranded units will be dropped from the wave.
Creates an actor. The Scope parameter can be null if you do not want to create the actor in an existing scope. The Name parameter is the string ID of the actor you are creating. The Content parameters are optional, and allow you to specify additional properties for the actor being created. Running the "Last Created Actor" function immediately after this action will return the actor created by this action.
Returns the last actor successfully created by the user via script. Does not include AutoCreates, request creates, or Create messages in response to actor events.
Returns the last actor successfully created by the user via cheat, data or script. Includes actors created by the Create message, but only if it is sent via cheat or script. Does not include AutoCreates, request creates, or Create messages in response to actor events.
Creates a region actor from a game region. You can use a region actor to send an actor message to all of the actors that are currently inside it. If you set a variable to "Last Created Actor" after running this action, your variable will be set to the region actor created by this action.
Creates an empty actor scope. You can get the scope that was created by using "Last Created Actor Scope". An actor scope is a container for a set of actors. Therefore, this action is only useful if you intend to create actors in the scope you create.
Creates an actor at the specified point. Running the "Last Created Actor" function immediately after this action will return the actor created by this action.
Creates a generic actor with the specified model at the specified point. Running the "Last Created Actor" function immediately after this action will return the actor created by this action.
Returns the last actor successfully created by the user via cheat, data or script. Includes actors created by the Create message, but only if it is sent via cheat or script. Does not include AutoCreates, request creates, or Create messages in response to actor events.
Tells an actor scope to orphan itself, meaning that, once all of the actors inside of that scope have died, the scope will kill itself. Under normal circumstances, this happens automatically. However, it is theoretically possible for a user (through trigger script) to create actors in a scope where the scope won't automatically die once its actors are dead.
This will destroy all of the active particles on the map for all players. Models that emit particles will still continue to do so, this will just kill the existing particles.
Tells a model actor type to play its death animation and then destroy itself. It will only work on model actors, such as those created by the "Attach Model to Unit" action.
Instantly removes all doodads of the specified type from a game region. If the doodad being removed has a footprint, that footprint will still linger, even though the doodad's actor has been destroyed.
Clears the look at target for the specified actor. The parameters of this action allow you more control over the look at than "Make Actor Stop Looking".
Creates an invisible look at target actor at the specified point. If you set an actor variable to "Last Created Actor" immediately after this action, it will set the variable to the look at target that is created by this action. You can then use that variable in an action such as "Actor Look At Start".
Creates an invisible look at target actor and attaches it to the specified attach point of the specified unit. If you set an actor variable to "Last Created Actor" immediately after this action, it will set the variable to the look at target that is created by this action. You can then use that variable in an action such as "Actor Look At Start".
Constructs and returns an actor message with a single parameter. The actor message returned is formed by combining the Msg Name and Param 1 string parameters. This function is primarily used by other "Actor" type functions to assemble actor messages, although it can be used to assemble any actor message from scratch with the right know-how.
Constructs and returns an actor message with two parameters. The actor message returned is formed by combining the Msg Name, Param 1, and Param 2 string parameters. This function is primarily used by other "Actor" type functions to assemble actor messages, although it can be used to assemble any actor message from scratch with the right know-how.
Constructs and returns an actor message with three parameters. The actor message returned is formed by combining the Msg Name, Param 1, Param 2, and Param 3 string parameters. This function is primarily used by other "Actor" type functions to assemble actor messages, although it can be used to assemble any actor message from scratch with the right know-how.
Constructs and returns an actor message with four parameters. The actor message returned is formed by combining the Msg Name, Param 1, Param 2, Param 3 and Param 4 string parameters. This function is primarily used by other "Actor" type functions to assemble actor messages, although it can be used to assemble any actor message from scratch with the right know-how.
Constructs and returns an ActionDamage actor message. Sends a notification message to the game that damage has happened, so the target can react appropriately.
Constructs and returns an ActionImpact actor message. Sends a notification message to the game that an Impact has happened, so the target can react appropriately.
Constructs and returns an AliasAdd actor message based on the parameters. This message can be used to associate the Alias parameter with an actor as an alias. Actor aliases are additional names that can be used to refer to an actor in other functions and actions.
Constructs and returns an AliasRemove actor message based on the parameters. AliasRemove messages are used to remove existing aliases associated with an actor. The Alias parameter determines which alias to remove.
Returns an AnimBaselineStart actor message. This message can be used to tell an actor to begin playing its baseline animations, which include animations such as stand and move. It will only work on actors with models that have animations.
Returns an AnimBaselineStop actor message. This message can be used to tell an actor to stop playing its baseline animations and remain completely still unless specifically told to perform an animation by another actor message. It will only work on actors with models that have animations.
Constructs and returns an AnimBlendTimeApply actor message based on the parameters. This message will set the default blend time for animations played by the actor it is sent to. It will only work on actors with models that have animations.
Constructs and returns an AnimBlendTimeRemove actor message based on the parameters. This message will remove any existing animation blend time messages on the actor it is sent to, causing it to revert to the default animation blend time. It will only work on actors with models that have animations.
Constructs and returns an AnimClear actor message. This message will clear an animation sequence with the same name as the Anim Name parameter being played by an actor. It will only work on actors with models that have animations.
Constructs and returns an AnimClearAllBut actor message. This message will clear all animation sequences except that with the same name as the Anim Name parameter being played by an actor. It will only work on actors with models that have animations.
Constructs and returns an AnimGroupRemoveAll actor message based on the parameters. The AnimGroupRemoveAll message is used to remove all extra animation groups such as Burrow or Flying from an Actor model.
Constructs and returns an AnimPlaySequence message. This message will create an animation sequence based on the animations listed in the Sequence list, and assign it an animation name. It will only work on actors with models that have animations.
Constructs and returns an AnimSetCompletion actor message. This message will set the animation to be a percentage complete. It will only work on actors with models that have animations.
Constructs and returns an AnimSetDuration actor message. This message will set the duration in seconds it takes to play the animation. It will only work on actors with models that have animations.
Constructs and returns an AnimPlayPaused message. This is used to pause or unpause all animations for a model. It will only work on actors with models that have animations.
Constructs and returns an AnimSetTime actor message. This message will set the animation to be a set time through completion. It will only work on actors with models that have animations.
Constructs and returns an AnimSetTimeScale actor message. This message will set the time scale of the animation. It will only work on actors with models that have animations.
Constructs and returns an AttachSetBearings message. Sets the bearings of a model's attach point (or potentially multiple attach points if you use an attach method) to the specified world coordinates and rotation.
Constructs and returns an AttachSetBearingsFrom message. Sets the bearings of a model's attach point (or potentially multiple attach points if you use an attach method) to a location or site op from a specified Actor.
Constructs and returns an AttachSetPosition message. Sets the position of a model's attach point (or potentially multiple attach points if you use an attach method) to the specified world coordinates.
Constructs and returns an AttachSetPositionFrom message. Sets the position of a model's attach point (or potentially multiple attach points if you use an attach method) to a location or site op from a specified actor.
Constructs and returns an AttachSetRotation message. Sets the rotation of a model's attach point (or potentially multiple attach points if you use an attach method) to the specified rotation.
Constructs and returns an AttachSetRotationFrom message. Sets the rotation of a model's attach point (or potentially multiple attach points if you use an attach method) to a location or site op from a specified actor.
Constructs and returns a DeathCustomize actor message. Used for alternate death sequences depending on different conditions. Example: burrowed/unburrowed
Constructs and returns a HostSiteOpsSet actor message. This is used to change the site ops for an actor. The Host Name parameter is used to indicate which host you want to modify the site ops for. Typically, this will just be ::Host, but could refer to other host references as well.
Constructs and returns a ListAdd actor message. This can only be sent to an actor list. Adds the referenced actor to the actor list. The purpose of a list is so all actors in the list could have the same actions applied (example: tree doodads in an area all catch fire).
Constructs and returns an AnimBracketResume actor message based on the parameters. This message will resume a stopped animation bracket being executed by an actor. It will only work on actors with models that have animations.
Constructs and returns an AnimBracketStart actor message based on the parameters. This message tells an actor to begin an anim bracket with the specified parameters. An anim bracket is refered to by its name, determined by the name parameter, and consists of three animations defined as Opening Props, Content Props, and Closing Props. The Opening Props parameter determines which animation the actor will play at the beginning of the anim bracket. The Content Props parameter determines the intermediate animation. If Content Props is set to an animation that loops it will play until the anim bracket is ended, otherwise it will only play once. The Closing Props parameter determines which animation is played when the anim bracket ends. It will only work on actors with models that have animations.
Constructs and returns an AnimBracketStop actor message based on the parameters. This message will stop an anim bracket with the same name as the Anim Name parameter being played by an actor, causing it to play its closing animation and return to normal behavior. It will only work on actors with models that have animations.
Constructs and returns an AnimGroupApply actor message based on the parameters. The AnimGroupApply message is used to apply an extra animation group such as Burrow or Flying onto the normal animations such as Walk or Stand.
Constructs and returns an AnimGroupRemove actor message based on the parameters. The AnimGroupRemove message is used to remove an extra animation group such as Burrow or Flying that has been apllied onto normal animations such as Walk or Stand.
Constructs and returns an AnimPlay message. This message will play an animation for the model based on the parameters given. It will only work on actors with models that have animations.
Constructs and returns a RefCreate actor message. This message creates an actor reference that client code and data can use to store references to other living actors. The Actor Ref Name parameter determines the name of the actor reference, which is used to call it through other actor messages.
Constructs and returns a RefSetFromRequest actor message based on the parameters. This message uses an actor request to determine what actor should be stored in the reference. The Ref Name parameter is the reference to store the actor in once it is found. Note: Utilizing this function requires a strong knowledge of the actor system.
Constructs and returns a RefTableDump actor message based on the parameters. This message dumps an entire actor reference table. The Space parameter determines which ref table will be dumped: 1 will dump the global ref table, 2 will dump the scope ref table, and 3 will dump the actor ref table. When a table is dumped, all existing actor references in that table's category will be printed to the debug log.
Constructs and returns a SetPhysicsState actor message based on the parameters. This message will dictate to the actor how its associated physics should behave. It will only work on actors with a model.
Constructs and returns a TextureSelectByMatch actor message. Selects a texture into the specified slot so as to best match the contents of the source slot. Useful for populating Normal, Specular and Emissive slot components from the diffuse component. Works on actors with a model.
Constructs and returns a TextureSelectBySlot actor message. Select a texture into a texture slot based on the specified texture expression. Works on actors with a model.
Constructs and returns a TextureVideoPlay actor message. Plays a video texture in a texture slot with the specified rate and flags. Works on actors with a model.
Constructs and returns a TextureVideoPlay actor message. Plays a video texture in a texture slot with the specified rate and flags. Works on actors with a model.
Constructs and returns a TextureVideoSetFrame actor message. Sets the frame of a video texture that is playing on the specified slot. Works on actors with a model.
Constructs and returns a TextureVideoSetPaused actor message. Sets the pause state of the video texture in the specified texture slot. Works on actors with a model.
Constructs and returns a TextureVideoSetTime actor message. Sets the play position (in seconds) of the video texture in the specified texture slot. Works on actors with a model.
Constructs and returns a MissileTentacleReturn actor message. This message causes an actor to return to its origin point immediately. It will only work on missile actors that are flagged as tentacles.
Constructs and returns a ModelEventSuppress message. Suppress a class of model events. This allows you to toggle whether a specific model event affects an actor.
Constructs and returns a ModelSwap actor message. This message will swap the current model of an actor with an model to the specified Model and Variation number.
Constructs and returns a MoverMove actor message. Starts the actor in motion according to the conditions that have been given to the mover. It will only work on a mover site actor.
Constructs and returns a MoverSetAcceleration actor message. This will set the acceleration velocity of the mover. It will only work on a mover site actor.<n/>
Constructs and returns a MoverSetDeceleration actor message. This will set the deceleration velocity of the mover. It will only work on a mover site actor.<n/>
Constructs and returns a SetMoverDestination2D actor message. This message alters an actor's 2D map grid destination based on the X,Y parameters. It will only work on a mover site actor.
Constructs and returns a SetMoverDestinationFrom actor message. This message alters an actor's 2D map grid destination relative to the actor referenced. It will only work on a mover site actor.
Constructs and returns a SetMoverDestinationH actor message. This message alters an actor's relative height based on the ground level and the parameter set. It will only work on a mover site actor.<n/>
Constructs and returns a MoverSetDestinationZ actor message. This message set an actor's absolute height based on the parameter set. It will only work on a mover site actor.<n/>
Constructs and returns a MoverSetSpeedFromDuration actor message. This will set the movers speed based on a duration of time. A shorter time will cause it to move faster. It will only work on a mover site actor.<n/>
Constructs and returns a MoverStop actor message. Tells the mover to stop, it will decelerate based on its current deceleration value before coming to a complete halt. It will only work on a mover site actor.
Constructs and returns a MoverStopNow actor message. Stops the mover directly and immediately regardless of deceleration or speed. It will only work on a mover site actor.
Constructs and returns a MultiplyScale actor message. This will multiply the current scale of the actor by the multipliers specified over the duration specified. Will only work on actors with a model.
Constructs and returns a Print actor message. This message will display the String parameter in the debug log. It is a useful debugging tool for ensuring that an actor is behaving as desired, as oftentimes actors are behind the scenes.
Constructs and returns a QueryPersistent actor message. This message will instruct a region actor to send a message to other actors when they enter or leave that region actor. The Enter Response Actor parameter determines what message will be sent to actors entering the region actor, and the Leave Response Actor determines the actor message sent to actors exiting the region actor. This message only works on region actors.
Constructs and returns a QueryRadius actor message. This message will search a radius equal to the Radius parameter around an actor, and send an actor message determined by the Response Actor parameter to any actors it finds in that radius.
Constructs and returns a QueryRegion actor message. This message searches a region actor determined by the Region Actor parameter and sends a message determined by the Response Actor parameter to any actors found inside of the region actor.
Constructs and returns a RefClear actor message. The Actor Ref name parameter determines the actor ref to clear. This will remove the actor associated with that reference, but leave the reference for future use. An actor ref can have any type of actor assigned to it.
Constructs and returns a RefDestroy actor message based on the parameters. This message destroys an existing actor reference with a name equal to the Actor Ref Name parameter. Once it is destroyed it will no loner be accessible.
Constructs and returns a RefDump actor message based on the parameters. This message will display the contents of an actor reference, chosen through the Actor Ref Name parameter, to the debug log. This is a useful debugging tool as it allows you to see what is being stored inside of the selected actor reference.
Constructs and returns a RefNotify actor message based on the parameters. Typically used with a target, this message allows one actor to send a ref to another actor. The signal parameter allows you to differentiate RefNotify messages if multiple messages are used in the same context.
Constructs and returns a RefSet actor message based on the parameters. This message will store an actor determined by the Ref Source parameter, into an existing actor reference determined by the Actor Ref Name parameter. Note: This will only set a value in an actor reference that already exists, it will not create a new reference.
Constructs and returns a RefSetFromActor actor message based on the parameters. This message will set an actor relative to another actor. For example, "RefSetFromActor ::global.test ::Creator ::Host" would set the ::global.test ref to the host of the actor that created the actor from which this message is being sent. Note: This will only set a value in an actor reference that already exists, it will not create a new reference.
Constructs and returns a RefSetFromMsg actor message based on the parameters. This message will store an actor determined by the Message parameter, into an existing actor reference determined by the Actor Ref Name parameter. Note: This will only set a value in an actor reference that already exists, it will not create a new reference.
Constructs and returns a RefSetRefreshName actor message based on the parameters. This can be used to update a ref which doesnt update automatically in the actor system, although most should update automatically. Actor should automatically refresh references in special cases (for instance, you have a squib hosted off a hydralisk which turns into an egg. Actor needs to update the host of the squib to host off an analogous attach point on the egg), but this is there just in case it's needed at some point. Note: This will only set a value in an actor reference that already exists, it will not create a new reference.
Constructs and returns a SetBearings actor message based on the parameters. This message will set the 3D position and 3D rotation of an actor. The Position X, Y, and Z parameters correspond to the 3D map grid location. The Forward X,Y,Z parameters and the Up X,Y,Z parameters correspond to the 3D rotation of the actor. It will only work on actors that have bearings, such as model actors or doodad actors.
Constructs and returns a SetBearingsFrom actor message based on the parameters. This message will set the 3D position and 3D rotation of an actor to the same 3D position and 3D rotation of another actor chosen with the Actor parameter. It will only work on actors that have bearings, such as model actors or doodad actors.
Constructs and returns a SetBearingsH actor message based on the parameters. This message operates similarly to a SetBearings message but rather than specifying an absolute Z value you specify a Height value, which is relative to the game terrain level. It will only work on actors that have bearings, such as model actors or doodad actors.
Constructs and returns a SetFacing actor message based on the parameters. This message will set the 2D facing of an actor according to the Facing parameter. It will only work on actors that have bearings, such as model actors or doodad actors.
Constructs and returns a SetHeight actor message based on the parameters. This message sets the actor at a height relative to the terrain, rather than specifying an absolute Z axis value. It will only work on actors that have bearings, such as model actors or doodad actors.
Constructs and returns a SetLocalTintColor actor message based on the parameters. This will set an actors tint color for only the current player. This will only work on actor's with a model.
Constructs and returns a SetOpacity actor message based on the parameters. This message sets an actor's opacity to the Opacity parameter value. The available range 0 to 1. The Blend Duration parameter determines how long it should take to blend from the actor's current opacity to the desired opacity. If the Blend Duration parameter is left at 0, it will change opacity instantly.
Constructs and returns a SetPosition actor message based on the parameters. This message will set the 3D position of an actor, determined by the X,Y,Z parameters.
Constructs and returns a SetPosition2D actor message based on the parameters. This message sets the 2D position of an actor, determined by the X,Y parameters. Note: Using this message will set the Z position of the actor to the default terrain level.
Constructs and returns a SetPosition2DH actor message based on the parameters. This message sets the 2D position of an actor, determined by the X,Y parameters, while preserving the current height value.
Constructs and returns a SetPositionFrom actor message based on the parameters. This message will set the 3D position of an actor to the 3D position of another actor, specified through the Actor parameter.
Constructs and returns a SetPositionH actor message based on the parameters. This message will set the 2D position of an actor to the X,Y parameters, while adjusting its height relative to the terrain determined by the Height parameter.
Constructs and returns a SetRenderToTextureEnabled actor message. This will enable or disable a model's ability to use render to texture. Only works on actors with models that are set up for render to texture in the model file.
Constructs and returns a SetRotation actor message based on the parameters. This message will set the 3D rotation of the actor according to the Forward X,Y,Z parameters and the Up X,Y,Z parameters.
Constructs and returns a SetRotationFrom actor message based on the parameters. This message will set the 3D rotation of an actor to the 3D rotation of another actor specified through the Actor parameter.
Constructs and returns a SetScale actor message based on the parameters. This message sets the X,Y,Z scale of an actor's model, relative to the model's data entry X,Y,Z scale value, to the X,Y,Z parameter values. This will take place over a number of game time seconds determined by the Blend Duration parameter. If Blend Duration is left at 0, the change in scale will occur immediately. Note: This only works on actors with models.
Constructs and returns a SetScaleAbsolute actor message based on the parameters. This message sets the absolute X,Y,Z scale of an actor's model to the X,Y,Z parameter values. This will take place over a number of game time seconds determined by the Blend Duration parameter. If Blend Duration is left at 0, the change in scale will occur immediately. Note: This only works on actors with models.
Constructs and returns a SetTeamColor actor message based on the parameters. The Diffuse R,G,B parameter values determine the color of any diffuse textures on the model, such as the areas that display the color associated with their controlling player. The Emissive R,G,B parameter values determine the color of any emissive textures on the model, such as the energy blades on the Zealot model. This will only work on actor's with a model.
Constructs and returns a SetLocalTintColor actor message based on the parameters. This will set an actors tint color for all players. This will only work on actor's with a model.
Constructs and returns a SetVisibility actor message based on the parameters. This message will set the visibility state for the actor's model on or off, depending on the visibility parameter value. If set to 0, the model will not show up. If set to 1, the model will show up. Other factors (such as if the model is under the fog of war) can affect an actor's visibility - this message cannot force an actor to be visibile if the game engine is causing it to be invisible. The reverse is possible, however - this message can force an actor to be invisible. In other words, invisibility always wins.
Constructs and returns a SetWalkAnimMoveSpeed actor message. This message alters an actor's relative walking animation speed, 1=normal, less is faster, more is slower.
Constructs and returns a SetZ actor message based on the parameters. This message sets the absolute height of the actor, determined by the Z parameter.
Constructs and returns a Signal actor message based on the parameters. This message will send a signal with a name determined by the Signal parameter to an actor. If the actor is set up to respond to a signal by that name it will do so, otherwise it will have no effect. Note: This is a relatively advanced actor message, as the actor you are sending the signal to must be pre-configured to respond to a signal message with the same name.
Constructs and returns a SoundAddDSP actor message based on the parameters. This message will add a reverb effect, chosen by the Effect parameter, to a sound. This will only work on sound actors.
Constructs and returns a SoundSetMuted actor message based on the parameters. This message will mute or unmute a sound depending on the Muted State parameter: 1 is muted, 0 is unmuted. It can mute or unmute with or without a fade depending on the Fade parameter: 1 is fade, 0 is do not fade.
Constructs and returns a SoundSetOffset actor message based on the parameters. This message will offset the sound playback, in milliseconds, by a value equal to the Offset parameter. This can be used to skip a portion of a sound played by a sound actor. It will only work on sound actors.
Constructs and returns a SoundSetPaused actor message based on the parameters. This message will paused or unpause a sound depending on the Paused State parameter: 1 is paused, 0 is unpaused. It can pause or unpause with or without fade depending on the Fade parameter: 1 is fade, 0 is do not fade.
Constructs and returns a StatusDecrement actor message. This message is used to decrement an existing status variable, specified by the Status Variable parameter, on an actor. If the status variable count is 0 a StatusOff message tied to that status variable is sent to the actor, which would respond in a pre-determined fashion to no longer having that status. Note: This is a relatively advanced actor concept, as it requires an actor be setup to respond to a StatusOn or StatusOff message to have any effect.
Constructs and returns a StatusIncrement actor message. This message is used to increment an existing status variable, specified by the Status Variable parameter, on an actor. If the status variable count is raised above 0 a StatusOn message tied to that status variable is sent to the actor, which would respond in a pre-determined fashion to having that status. Note: This is a relatively advanced actor concept, as it requires an actor be setup to respond to a StatusOn or StatusOff message to have any effect.
Constructs and returns a TextureDumpDB actor message. This message prints out all of the possible textures that could be applied to the model of an actor to the debug log. It only works on actors with models.
Constructs and returns a TextureGroupApply message based on the parameters. This message will change which set of textures are being displayed on an actor. An example of this is the Vespene Geyser unit, which has a different texture set (or prop) for each tileset. Note: This is a relatively advanced actor concept, as the textures must be set up in the data in order for a model to display them.
Constructs and returns a TextureGroupRemove actor message based on the parameters. This message will remove a set of texture props associated with the name given in the Texture Props parameter. The unit will revert to its default texture, if it is not already using it.
Constructs and returns a TextureVideoSetFrame actor message. Sets the frame of a video texture that is playing on the specified slot. Works on actors with a model.
Constructs and returns a TextureVideoSetPaused actor message. Sets the pause state of the video texture in the specified texture slot. Works on actors with a model.
Constructs and returns a TextureVideoSetTime actor message. Sets the play position (in seconds) of the video texture in the specified texture slot. Works on actors with a model.
Constructs and returns a TimerKill message based on the parameters. This message will remove a timer currently ticking on an actor. It will not trigger its expiration effect.
Constructs and returns a TimerSet message based on the parameters. This message will create a timer on the actor that will last for the Duration parameter in game time seconds. The Timer Name parameter determines the name of the timer. When the timer expires a TimerExpired actor message is sent to the target actor, who would behave in a pre-determined fashion. Note: This is a relatively advanced actor concept, as it requires an actor to be setup to respond to a TimerExpired actor message to have any effect.
Sends an actor message to all the actors contained within the specified region actor. The Intersect Type parameter defines which radius will be used to determine intersection with the region. The Class Filters parameter is used to specify which types of actors should receive the message. The format for Class Filters is a list of comma delimited actor types. The Terms parameter is used to specify a condition that an actor in the region must meet in order to receive the message. The format for Terms is a list of semi colon delimited actor terms. An actor message will perform an action and/or trigger an event on the actor it is sent to.
Sends an actor message to all the actors contained within the specified region actor. An actor message will perform an action and/or trigger an event on the actor it is sent to.
Sends an actor message to all actors in the specified scope. An actor scope is a container for a set of actors. An actor message will perform an action and/or trigger an event on the actor it is sent to.
Sends an actor message to an actor that is related to another actor. The Actor parameter is used to specify the primary actor, and the Name parameter is used to specify a reference (such as ::Host) that will derive a secondary actor from the primary actor. The message gets sent to the secondary actor. An actor message will perform an action and/or trigger an event on the actor it is sent to.
Sends an actor message to all the actors contained within the specified game region. An actor message will perform an action and/or trigger an event on the actor it is sent to.
Sends an actor message to all the actors contained within the specified game region. The Intersect Type parameter defines which radius will be used to determine intersection with the region. The Class Filters parameter is used to specify which types of actors should receive the message. The format for Class Filters is a list of comma delimited actor types. The Terms parameter is used to specify a condition that an actor in the region must meet in order to receive the message. The format for Terms is a list of semi colon delimited actor terms. An actor message will perform an action and/or trigger an event on the actor it is sent to.
Returns an actor that is connected to the specified actor. The Name parameter can be either an actor ID or an actor reference, but is typically an actor reference.
Applies texture props globally. If a model's data is configured for texture swapping, and there is a texture available to the model with the global props, then that texture will be used.
Returns the actor for the specified unit. This will return the primary actor that is responsible for governing the behavior of a specific unit, chosen through the Unit parameter.
Play a movie texture on the model of the main actor of the specified unit. The unit's model must be set up to have a texture slot that matches the slot of the movie to play.
Stops playing all video textures currently playing on the specified unit's actor. The TV news reports in the Wings Of Liberty campaign are examples of video textures.
Loads a specified animation for a model. Note: This is a specialized action that generally relates to storymode models. It allows a model to load an additional set of animations set up for it. If a model is not set up to have additional animations, this action will not work.
Loads a specified animation for a model. Note: This is a specialized action that generally relates to storymode models. It will remove additional animation sets that have been loaded to the model through triggers.
Skips ahead in an animation, chosen by the Identifier parameter, to a time chosen by the Time value. If the Scaled parameter is set to Absolute, the time will be set according to the actual length of the animation for the model. If the Scaled parameter is set to Scaled, the time will be set relevent to the animation length determined by the actor controlling the animation.
Sets the length of an animation, chosen by the Identifier parameter, to the Scale parameter relevant to the actual length of the animation for the model.
Loads an animation for a unit. Note: This is a specialized action that generally relates to storymode models. It allows a model to load an additional set of animations set up for it. If a model is not set up to have additional animations, this action will not work.
Unloads an animation for a unit. Note: This is a specialized action that generally relates to storymode models. It will remove additional animation sets that have been loaded to the model through triggers.
Plays an animation on an actor with a chosen name (Identifier). The Identifier is used to clear the animation or otherwise modify it after it starts playing.
Plays an animation with a chosen name (Identifier) on all of the doodads of the specified type in a region. The Identifier is used to clear the animation or otherwise modify it after it starts playing.
Turn off a special animation property. The unit must have the specified animation properties turned on (which can be done through one of the Turn Animation Properties On actions). An example of an animation property is "Fly" for Terran production buildings.
Enable a special animation property. The unit must be set up to use the specified animation property. An example of an animation property is "Fly" for Terran production buildings. Use the Turn Animation Properties Off action to turn off the property that was turned on by this action.
Enable a special animation property, play the Blend In Animation when the property is turned on, and play the Blend Out Animation when the property is turned off. The unit must be set up to use the specified animation property. An example of an animation property is "Fly" for Terran production buildings. If the unit is not set up to use one of the Blend Animations, then it will ignore it. Use the Turn Animation Properties Off action to turn off the property that was turned on by this action.
Opens a bank with the name specified by the Name parameter, for the chosen Player. If a bank with the specified name does not already exist, one will be created for the chosen player. A bank is an xml file where you can store information for later use, even across maps. It's a good method of saving information to pass between maps in a custom campaign or multiple part custom map. See the "Store Boolean" action for further information.
Literal values must be used for the bank name and player (no variables or expressions). The specified bank data will be synchronized for all players when the game first loads.
Saves the specified bank file, allowing you to access stored values later. If a bank is not saved, any changes made to it will be lost when the mission ends.
Restores a unit contained in the chosen Bank at the specified Key of the specified Section. The unit will be created for the specified Player, at the specified Position, facing a specified Angle.
Stores a Real value to the specified Bank. The Section and Key parameters determine where the value is stored in the bank file, and must be used to load the value later. You must save a bank after storing a value, otherwise the value will not exist to load later.
Stores a Boolean value to the specified Bank. The Section and Key parameters determine where the value is stored in the bank file, and must be used to load the value later. You must save a bank after storing a value, otherwise the value will not exist to load later.
Stores an Integer value to the specified Bank. The Section and Key parameters determine where the value is stored in the bank file, and must be used to load the value later. You must save a bank after storing a value, otherwise the value will not exist to load later.
Stores a Point value to the specified Bank. The Section and Key parameters determine where the value is stored in the bank file, and must be used to load the value later. You must save a bank after storing a value, otherwise the value will not exist to load later.
Stores a String value to the specified Bank. The Section and Key parameters determine where the value is stored in the bank file, and must be used to load the value later. You must save a bank after storing a value, otherwise the value will not exist to load later.
Stores a Text value to the specified Bank. The Section and Key parameters determine where the value is stored in the bank file, and must be used to load the value later. You must save a bank after storing a value, otherwise the value will not exist to load later.
Stores a Unit in the specified Bank. The Section and Key parameters determine where the Unit is stored in the bank file, and must be used to restore the unit later. You must save a bank after storing a value, otherwise the value will not exist to load later. Unit values are recalled with the "Restore Unit" action.
Returns true if the signature option is enabled and the signature matches the data in the bank. The signature is only computed when a bank is loaded at startup.
Sets a players camera to a camera object. If you choose to Include Target, then the specified player's camera will also jump to the target point of the specified camera object. Otherwise, only the camera object's properties will be applied to the specified player's camera.
Returns the current camera pitch of a player. Camera pitch is tracked for all players in a multiplayer game, but the queried locations will be slightly old due to network latency.
Returns the current camera target of a player. Camera targets are tracked for all players in a multiplayer game, but the queried locations will be slightly old due to network latency.
Returns the current camera yaw of a player. Camera yaw is tracked for all players in a multiplayer game, but the queried locations will be slightly old due to network latency.
In order to use this, you must first create a portrait through triggers. You can then use this action to have a camera object on that portrait render to a render-to-texture channel.
When this is turned on, it will make all of a player's mouse movements act as if that player was drag-scrolling (holding down the middle mouse button). This will hide the mouse cursor. Use in conjunction with "Turn Camera Mouse Rotation On/Off" to make an FPS-style camera.
Sets the camera bounds within a region. This will limit the specified Players from moving their camera beyond the specified Bounds. If the Minimap parameter is set to Do, the minimap will also shrink to fit the camera bounds. This is useful for hiding things off map, or having the playable area expand at some point during your map.
When this is turned on, it will make a player's drag-scroll camera movements rotate the camera in a free look fashion rather than drag the camera. Use in conjunction with "Lock Camera Mouse Relative Mode On/Off" to make an FPS-style camera.
By default, the horizontal screen space is preserved between aspect ratios, and the vertical space gets cropped or expanded as necessary. When vertical field of view is turned on, the vertical screen space will be preserved between aspect ratios, and the horizontal space will get cropped or expanded as necessary.
Shakes the camera. If the Duration parameter is set to 0, it will shake the camera until stopped by the "Stop Shaking Camera" action. This action is useful for things such as explosions or earthquakes.
When this is enabled, and the camera is following a flying unit, the camera will adjust its height to ensure the flying unit stays visible when the camera zooms in.
Returns the ability type of an ability. This is the non raw data version of an ability's scope. Use catalog lookup functions to retrieve a data value or other information from the game data.
Returns the scope (essentially, the type) of the specified entry in integer form. Use catalog lookup functions to retrieve a data value or other information from the game data.
Returns the ID of a catalog entry from its index in the catalog. Use catalog lookup functions to retrieve a data value or other information from the game data.
Returns the scope (essentially, the type) of the specified entry. Use catalog lookup functions to retrieve a data value or other information from the game data.
Returns the name of the field at the specified index for the specified scope. Use catalog lookup functions to retrieve a data value or other information from the game data.
Returns true if the specified field is an array in the specified scope. Use catalog lookup functions to retrieve a data value or other information from the game data.
Returns true if the specified field exists in the specified scope. Use catalog lookup functions to retrieve a data value or other information from the game data.
Returns the data type for the specified field in the specified scope. Use catalog lookup functions to retrieve a data value or other information from the game data.
Returns the count of the values for a field for an entry. Returns 0 if the specified field is not an array. Use catalog lookup functions to retrieve a data value or other information from the game data. To find the name of a field path, open the data editor and turn on View Raw Data. For example, if you wanted to get the number of active indicies for a train ability, your field path string would be "InfoArray".
Returns the value of a field for an entry. Use catalog lookup functions to retrieve a data value or other information from the game data. To find the name of a field path, open the data editor and turn on View Raw Data. For example, if you wanted to get the unit for the first index of a train ability, your field path string would be "InfoArray[0].Unit".
Sets the value of a field for an entry. To find the name of a field path, open the data editor and turn on View Raw Data. For example, if you wanted to set the unit for the first index of a train ability, your field path string would be "InfoArray[0].Unit".
Turns on/off cinematic mode for a player(s). Cinematic mode hides the normal gameplay UI. When cinematic mode is turned on, the state of the gameplay UI is cached, and when cinematic mode is turned off, the state of the gameplay UI is restored from that cache. Therefore, changing visibility settings of gameplay UI elements while cinematic mode is turned on will have no effect.
Turns on/off the aspects of cinematic mode that are not player-specific, such as game speed. This will also turn on fixed random seed, so random rolls done while in cinematic mode will come out the same every time it is run. These settings affect all players, so this action should not be used if some players in a game are viewing a cinematic while others are not. This action is intended to be used in conjunction with the "Cinematic Mode" action.
Selects a light to be the main shadow-casting light for the current scene. If Light Name is set to a blank string, this will attempt to select the default shadow light for the current scene.
When recording a movie, this function add a subtitle to the movie event file, it will be used at the specified time stamp when the movie is played back. If 'timeStamp' is -1, current recording time is used.
When recording a movie, this function add a subtitle to the movie event file, it will be used at the specified time stamp when the movie is played back. If 'timeStamp' is -1, current recording time is used.
When recording a movie, this function add a trigger function to the movie event file, it will be called at the specified time stamp when the movie is played back. If 'timeStamp' is -1, current recording time is used.
When recording a movie, this function add a subtitle to the movie event file at the current recording time, dynamically pulling the text and duration from a sound entry.
Starts the recording of a movie in the *.ogg format, with the specified name. Only one movie can be recorded at a time. Starting a new recording will stop a movie that is currently being recorded. The file is saved in the "My Documents\Starcraft II\Videos" folder of the user.
Creates a conversation. Conversations can be used to create interactive character dialogue that allows a player to select from a list of replies. Conversations can be created purely through triggers, or created in data, and run via triggers.
Returns the color at the specified color index. The color index is an index into the array of colors that appear when you select a color in a SC2 game lobby.
Returns a unit value from a data table, which may be stored as either a unit value or a unit variable. Data tables allow you to store and recall values using a string identifier.
Saves an AI filter value into a data table. Data tables allow you to store and recall values using a string identifier. If you save a data table value using a string identifier that already exists, you will overwrite the old value, even if it is a different data type than the value you are saving.
Saves an ability command value into a data table. Data tables allow you to store and recall values using a string identifier. If you save a data table value using a string identifier that already exists, you will overwrite the old value, even if it is a different data type than the value you are saving.
Saves an actor value into a data table. Data tables allow you to store and recall values using a string identifier. If you save a data table value using a string identifier that already exists, you will overwrite the old value, even if it is a different data type than the value you are saving.
Saves an actor scope value into a data table. Data tables allow you to store and recall values using a string identifier. If you save a data table value using a string identifier that already exists, you will overwrite the old value, even if it is a different data type than the value you are saving.
Saves a bank value into a data table. Data tables allow you to store and recall values using a string identifier. If you save a data table value using a string identifier that already exists, you will overwrite the old value, even if it is a different data type than the value you are saving.
Saves a boolean value into a data table. Data tables allow you to store and recall values using a string identifier. If you save a data table value using a string identifier that already exists, you will overwrite the old value, even if it is a different data type than the value you are saving.
Saves a byte value into a data table. Data tables allow you to store and recall values using a string identifier. If you save a data table value using a string identifier that already exists, you will overwrite the old value, even if it is a different data type than the value you are saving.
Saves a camera object value into a data table. Data tables allow you to store and recall values using a string identifier. If you save a data table value using a string identifier that already exists, you will overwrite the old value, even if it is a different data type than the value you are saving.
Saves a cinematic value into a data table. Data tables allow you to store and recall values using a string identifier. If you save a data table value using a string identifier that already exists, you will overwrite the old value, even if it is a different data type than the value you are saving.
Saves a color value into a data table. Data tables allow you to store and recall values using a string identifier. If you save a data table value using a string identifier that already exists, you will overwrite the old value, even if it is a different data type than the value you are saving.
Saves a control value into a data table. Data tables allow you to store and recall values using a string identifier. If you save a data table value using a string identifier that already exists, you will overwrite the old value, even if it is a different data type than the value you are saving.
Saves a conversation value into a data table. Data tables allow you to store and recall values using a string identifier. If you save a data table value using a string identifier that already exists, you will overwrite the old value, even if it is a different data type than the value you are saving.
Saves a dialog value into a data table. Data tables allow you to store and recall values using a string identifier. If you save a data table value using a string identifier that already exists, you will overwrite the old value, even if it is a different data type than the value you are saving.
Saves a doodad value into a data table. Data tables allow you to store and recall values using a string identifier. If you save a data table value using a string identifier that already exists, you will overwrite the old value, even if it is a different data type than the value you are saving.
Saves a real value into a data table. Data tables allow you to store and recall values using a string identifier. If you save a data table value using a string identifier that already exists, you will overwrite the old value, even if it is a different data type than the value you are saving.
Saves an integer value into a data table. Data tables allow you to store and recall values using a string identifier. If you save a data table value using a string identifier that already exists, you will overwrite the old value, even if it is a different data type than the value you are saving.
Saves a marker value into a data table. Data tables allow you to store and recall values using a string identifier. If you save a data table value using a string identifier that already exists, you will overwrite the old value, even if it is a different data type than the value you are saving.
Saves an objective value into a data table. Data tables allow you to store and recall values using a string identifier. If you save a data table value using a string identifier that already exists, you will overwrite the old value, even if it is a different data type than the value you are saving.
Saves an order value into a data table. Data tables allow you to store and recall values using a string identifier. If you save a data table value using a string identifier that already exists, you will overwrite the old value, even if it is a different data type than the value you are saving.
Saves a ping value into a data table. Data tables allow you to store and recall values using a string identifier. If you save a data table value using a string identifier that already exists, you will overwrite the old value, even if it is a different data type than the value you are saving.
Saves a planet value into a data table. Data tables allow you to store and recall values using a string identifier. If you save a data table value using a string identifier that already exists, you will overwrite the old value, even if it is a different data type than the value you are saving.
Saves a player group value into a data table. Data tables allow you to store and recall values using a string identifier. If you save a data table value using a string identifier that already exists, you will overwrite the old value, even if it is a different data type than the value you are saving.
Saves a point value into a data table. Data tables allow you to store and recall values using a string identifier. If you save a data table value using a string identifier that already exists, you will overwrite the old value, even if it is a different data type than the value you are saving.
Saves a portrait value into a data table. Data tables allow you to store and recall values using a string identifier. If you save a data table value using a string identifier that already exists, you will overwrite the old value, even if it is a different data type than the value you are saving.
Saves a region value into a data table. Data tables allow you to store and recall values using a string identifier. If you save a data table value using a string identifier that already exists, you will overwrite the old value, even if it is a different data type than the value you are saving.
Saves a conversation reply value into a data table. Data tables allow you to store and recall values using a string identifier. If you save a data table value using a string identifier that already exists, you will overwrite the old value, even if it is a different data type than the value you are saving.
Saves a revealer value into a data table. Data tables allow you to store and recall values using a string identifier. If you save a data table value using a string identifier that already exists, you will overwrite the old value, even if it is a different data type than the value you are saving.
Saves a sound value into a data table. Data tables allow you to store and recall values using a string identifier. If you save a data table value using a string identifier that already exists, you will overwrite the old value, even if it is a different data type than the value you are saving.
Saves a sound link value into a data table. Data tables allow you to store and recall values using a string identifier. If you save a data table value using a string identifier that already exists, you will overwrite the old value, even if it is a different data type than the value you are saving.
Saves a string value into a data table. Data tables allow you to store and recall values using a string identifier. If you save a data table value using a string identifier that already exists, you will overwrite the old value, even if it is a different data type than the value you are saving.
Saves a text value into a data table. Data tables allow you to store and recall values using a string identifier. If you save a data table value using a string identifier that already exists, you will overwrite the old value, even if it is a different data type than the value you are saving.
Saves a timer value into a data table. Data tables allow you to store and recall values using a string identifier. If you save a data table value using a string identifier that already exists, you will overwrite the old value, even if it is a different data type than the value you are saving.
Saves a transmission value into a data table. Data tables allow you to store and recall values using a string identifier. If you save a data table value using a string identifier that already exists, you will overwrite the old value, even if it is a different data type than the value you are saving.
Saves a transmission Source value into a data table. Data tables allow you to store and recall values using a string identifier. If you save a data table value using a string identifier that already exists, you will overwrite the old value, even if it is a different data type than the value you are saving.
Saves a trigger value into a data table. Data tables allow you to store and recall values using a string identifier. If you save a data table value using a string identifier that already exists, you will overwrite the old value, even if it is a different data type than the value you are saving.
Saves a unit value into a data table. Data tables allow you to store and recall values using a string identifier. If you save a data table value using a string identifier that already exists, you will overwrite the old value, even if it is a different data type than the value you are saving.
Saves a unit filter value into a data table. Data tables allow you to store and recall values using a string identifier. If you save a data table value using a string identifier that already exists, you will overwrite the old value, even if it is a different data type than the value you are saving.
Saves a unit group value into a data table. Data tables allow you to store and recall values using a string identifier. If you save a data table value using a string identifier that already exists, you will overwrite the old value, even if it is a different data type than the value you are saving.
Saves a unit value into a data table. If a unit variable is used, the current value of the variable will be checked whenever this value is retrieved from the table. Data tables allow you to store and recall values using a string identifier. If you save a data table value using a string identifier that already exists, you will overwrite the old value, even if it is a different data type than the value you are saving.
Saves a wave value into a data table. Data tables allow you to store and recall values using a string identifier. If you save a data table value using a string identifier that already exists, you will overwrite the old value, even if it is a different data type than the value you are saving.
Saves a wave info value into a data table. Data tables allow you to store and recall values using a string identifier. If you save a data table value using a string identifier that already exists, you will overwrite the old value, even if it is a different data type than the value you are saving.
Saves a wave target value into a data table. Data tables allow you to store and recall values using a string identifier. If you save a data table value using a string identifier that already exists, you will overwrite the old value, even if it is a different data type than the value you are saving.
Saves a dialog item value into a data table. Data tables allow you to store and recall values using a string identifier. If you save a data table value using a string identifier that already exists, you will overwrite the old value, even if it is a different data type than the value you are saving.
Saves a difficulty level value into a data table. Data tables allow you to store and recall values using a string identifier. If you save a data table value using a string identifier that already exists, you will overwrite the old value, even if it is a different data type than the value you are saving.
Saves a player color value into a data table. Data tables allow you to store and recall values using a string identifier. If you save a data table value using a string identifier that already exists, you will overwrite the old value, even if it is a different data type than the value you are saving.
Outputs a debug message to a file, and optionally displays it to the screen as well. Use "Set Debug Message File" to configure the name of the output file.
Creates an image dialog item, using parameters to set up the essential properties for the image. The tiled property will only work if the image type is border.
Creates a label dialog item, using parameters to set up the essential properties for the label. If text writeout is set to true, the text that appears within the label will animate as if being written out a single character at a time. Text writeout duration will only work if text writeout is set to true.
Returns the anchor for the specified dialog item in relationship to its parent dialog. Requires a Player parameter as different players may have dialogs set up differently.
When set to true, the dialog item will ignore any other set size and position and instead always take up the full size and position of its parent. The parent can be either a dialog or a dialog item of type Panel.
Calls a method invoke on a loaded flash dialog item. The flash dialog item must have a flash file loaded which has the specified method name in it. The parameters for the invoked method are optional.
Calls a method invoke on a loaded flash dialog item. The flash dialog item must have a flash file loaded which has the specified method name in it. The parameters for the invoked method are optional.
Set a Trigger Dialog Item to execute its click behavior on mouse down instead of mouse up. While mouse up is the default behavior and used for most buttons in the game, mouse down can be preferred for controls that need a more responsive feel.
This is for images that are using the border image type. If tiled is set to true, the sides of the image will be repeated to fill the desired height/width. Otherwise they will be stretched.
Sets the render priority for the specified dialog item, which controls the z order that dialog items are rendered. The default render priority is 512. Setting a render priority lower than this means this dialog item should render below other dialog items within the same dialog. Setting a render priority higher than this means the dialog item should render above other dialog items within the same dialog.
Returns the index of the selected list item for the specified dialog item. Only works with dialog items that have lists, such as pulldowns or list boxes.
Creates a dialog item, of the specified type, for the specified dialog. A new dialog item will always be anchored to the top left of its parent dialog, with no offset. It can be moved and resized using the "Move Dialog Item" and "Set Dialog Item Size" actions.
Creates a dialog item, of the specified type, using the specified template for the specified dialog. Dialog item templates are preset, and cannot be user defined. A new dialog item will always be anchored to the top left of its parent dialog, with no offset. It can be moved and resized using the "Move Dialog Item" and "Set Dialog Item Size" actions.
Creates a screen button, with an identifier chosen by the ScreenButtonID parameter, at the specified anchor, with the specified size and offset. The Callback parameter determines what trigger is run when this button is used.
Add or remove creep around a point. This creep can be normal creep that will receed without a nearby generator, or permanent creep which will remain until removed with a trigger.
Sets the speed of creep. Growth determines how rapidly creep will expand from its origin point. Decay determines how rapidly creep will receed if there are no creep generators nearby. Blend determines how rapidly the creep will visually appear, and is seperate from the functional purposes of creep.
Returns true if power is provided to a point by a specific unit. Note: The Minimum Power parameter should not be set past 1, unless you have custom units that provide more than a single power level.
Removes up to a specified amount of effects within a specified radius of a point. This includes effects created by the game as well as effects created via "Create Effect" trigger actions.
Returns a chat message entered by a player. Only works in conjunction with the "Chat Message" Event. Use the "Word Of String" function to identify individual words within the string.
Enables or disables fixed random seed. When fixed random seed is enabled, the pattern of random numbers generated will be consistent every time the map runs. This action is primarily used to ensure that cinematic sequences involving units that have abilities with lots of randomness play out the same way each time.
Preloads an asset file. The file must be explicitly identified (it won't work if you plug in a variable to that parameter). Preloading will force an asset or data entry to be loaded into memory before the map starts, rather than be loaded on demand as the map runs.
Preloads an image file. The file must be explicitly identified (it won't work if you plug in a variable to that parameter). Preloading will force an asset or data entry to be loaded into memory before the map starts, rather than be loaded on demand as the map runs.
Preloads a model file. The file must be explicitly identified (it won't work if you plug in a variable to that parameter). Preloading will force an asset or data entry to be loaded into memory before the map starts, rather than be loaded on demand as the map runs.
Preloads a model animation. The file must be explicitly identified (it won't work if you plug in a variable to that parameter). Preloading will force an asset or data entry to be loaded into memory before the map starts, rather than be loaded on demand as the map runs.
Preloads a model data entry and its associated assets. The model must be explicitly identified (it won't work if you plug in a variable to that parameter). Preloading will force an asset or data entry to be loaded into memory before the map starts, rather than be loaded on demand as the map runs.
Preloads a movie. The file must be explicitly identified (it won't work if you plug in a variable to that parameter). Preloading will force an asset or data entry to be loaded into memory before the map starts, rather than be loaded on demand as the map runs.
Preloads a data entry and its associated assets. The object must be explicitly identified (it won't work if you plug in a variable to that parameter). Preloading will force an asset or data entry to be loaded into memory before the map starts, rather than be loaded on demand as the map runs.
Preloads a scene file. The file must be explicitly identified (it won't work if you plug in a variable to that parameter). Preloading will force an asset or data entry to be loaded into memory before the map starts, rather than be loaded on demand as the map runs.
Preloads a script file. The file must be explicitly identified (it won't work if you plug in a variable to that parameter). Preloading will force an asset or data entry to be loaded into memory before the map starts, rather than be loaded on demand as the map runs.
Preloads a sound file. The file must be explicitly identified (it won't work if you plug in a variable to that parameter). Preloading will force an asset or data entry to be loaded into memory before the map starts, rather than be loaded on demand as the map runs.
Preloads a sound data entry and its associated assets. The sound must be explicitly identified (it won't work if you plug in a variable to that parameter). Preloading will force an asset or data entry to be loaded into memory before the map starts, rather than be loaded on demand as the map runs.
Preloads a soundtrack. The soundtrack must be explicitly identified (it won't work if you plug in a variable to that parameter). Preloading will force an asset or data entry to be loaded into memory before the map starts, rather than be loaded on demand as the map runs.
Preloads a unit and its associated assets. The unit must be explicitly identified (it won't work if you plug in a variable to that parameter). Preloading will force an asset or data entry to be loaded into memory before the map starts, rather than be loaded on demand as the map runs.
Returns true if the game is transistioned. A game is transitioned if it has started as a result of a previous map (IE: Was not simply loaded from a lobby).
Finishes the game in Victory or Defeat for the specified player. This action can also choose to hide or show the victory dialog and the score screen for the chosen player.
Returns the specified value. Note: Custom functions require you to set a return value using this action. If a custom function does not return a value 100% of the time, it will not compile. If this action is run in a trigger, it is equivalent to using "Skip Remaining Actions".
Executes an If Then statement. If the specified conditions are met the specified action set will run. If the conditions are not met, nothing will happen.
Executes an If Then Else statement. If the specified conditions are met, the action set set under Then will run. If the conditions are not met, the action set placed under Else will run.
Switch statements check a specified condition, and perform a single action set based on the result. For example: If you wanted to apply a behavior to any unit that enters a certain region, but you want to apply a different behavior depending on the type of unit that enters the region, you could set up a Switch statement in your trigger based on the "Unit Type "of the "Triggering Unit". Individual cases could then be added to the switch statement for different Unit Types, each case with its own unique action set. The Default action set would fire if the result from the Switch statement did not match any of the cases.
Switch Cases are only found inside of a Switch statement. If the Value parameter matches the value returned by the parent Switch statement the action set will be run, otherwise nothing will happen.
Executes a For Loop using an integer value. This will run the action set included in the For Loop a number of times determined by the Start, End, and Increment parameters, increasing the integer variable by the Increment parameter each time. For example: If you set up a For Loop to start at 1, end at 10, increment by 1, and made a single "Chat Message" action inside of the For Loop that converted the <Variable> integer parameter into text, it would count from 1 to 10 in the chat message area.
Executes a for loop using a real value. This will run the action set included in the For Loop a number of times determined by the Start, End, and Increment parameters, increasing the integer variable by the Increment parameter each time. For example: If you set up a For Loop to start at 1, end at 10, increment by 1, and made a single "Chat Message" action inside of the For Loop that converted the <Variable> integer parameter into text, it would count from 1 to 10 in the chat message area.
Returns the picked integer. This function is only for use with the "Pick Each Integer" action. It will do nothing when used outside of a pick each integer loop.
Picks each integer between the Start and End parameters, and performs the specified actions. Uses the "Picked Integer" function to refer to the iterator in the action set.
Executes a While Loop. If the specified conditions are met, the action set will be run, and the conditions will be checked again. This will continue until the conditions are not met. If the conditions are not met the first time they are checked, nothing will happen and they will not be checked again.
Only one "Critical Section" action set associated with the chosen Lock parameter will ever execute at the same time. Note: The Lock parameter requires a boolean variable. Simply specifying true or false will not work. This is useful for avoiding race conditions when you have parallel processes that can modify the same variables.
Pauses a trigger for a specified amount of time. Real time is normal time. Game time can pass faster or slower depending on the game speed. AI time passes at the same rate as game time, but can be paused or unpaused while real time and game time are still running. It is useful to pause the AI time while a player is watching a cinematic, so timed attack waves will wait until the player is finished with the cinematic before resuming their countdowns.
Pauses a trigger until the specified condition is met. Real time is normal time. Game time can pass faster or slower depending on the game speed. AI time passes at the same rate as game time, but can be paused or unpaused while real time and game time are still running. It is useful to pause the AI time while a player is watching a cinematic, so timed attack waves will wait until the player is finished with the cinematic before resuming their countdowns.
Adds a new row to the specified leaderboard, and associates the specified player with that row. Use "Set Leaderboard Player Column" to set the column where player names will appear.
Sets the color for a progress bar within a leaderboard item. If colors are set for multiple step values, the color will vary as the progress value increases, dividing each step equally across the full progress range.
Adjusts the range of values for a progress bar within a leaderboard item. The minimum value corresponds to an empty progress bar, and the maximum value corresponds to a full progress bar. The default range is 0 to 100.
Shows or hides the display of a progress bar within a leaderboard item. Use the "Set Leaderboard Item Progress Value" action to adjust the progress bar's displayed progress.
Returns true if all of the conditions listed under the "And" condition return true. By default, lists of conditions without an "And" condition or an "Or" condition must all return true in order for the condition to evaluate to true (they are treated as if they were under an "And" condition). Therefore, this condition is only necessary if it is nested within another condition such as a "Not" condition or an "Or" condition.
Returns the result of two Boolean comparisons. If the Operator is set to And, both comparisons must be met to pass the conditions. If the Operator is set to Or, the condition will pass if either comparison is met.
Returns the result of all of the specified Boolean comparison cases. If the Operator is set to And, all comparisons must be met to pass the conditions. If the Operator is set to Or, the condition will pass if any comparison is met.
Returns true if all the conditions listed under it evaluate to false. If multiple conditions are listed under the "Not" condition, those conditions will first be evaluated as if they were under an "Or" condition, and then the "Not" condition will invert the result.
Returns true if any of the conditions listed under the "Or" condition return true. By default, lists of conditions without an "And" condition or an "Or" condition must all return true in order for the condition to evaluate to true (they are treated as if they were under an "And" condition).
Returns true if the Value parameter is in between the Min and Max parameters, or if the Value parameter is equal to either the Min or the Max parameter.
Increments an integer variable by 1, but keeps it within a given range. If this increment causes the variable to exceed the Max value, the variable is reset to the Min value.
Makes the specified objective visible to the specified player group and only the specified player group. If the objective was previously visible to a player that is outside this group, it will now become hidden for that player.
Constructs an ability command from an ability and an index. An ability command is the combination of an ability and an index for a command within that ability. Command indexes are 0 based.
Returns the ability being used for an ability command. An ability command is the combination of an ability and an index for a command within that ability.
Returns an order to change the autocast mode for an ability command. This is primarily for use in "Issue Order" and "Issue Order To Unit Group" actions.
Pings the minimap using a standard ping model. This ping cannot be modified after it is created. Use a "Create Ping" action to create a more customizable ping that can be modified after creation.
Returns true of the source player is treating the target player with the specified alliance aspect. To check if two players are mutually treating each other with a given alliance aspect, use this function again with the players in reverse order.
Returns true of the source player is treating the target player as ally, enemy, or neutral. Use the Mutual options to check if two players treat each other as mutual allies, enemies, or neutrals.
Sets the alliance aspect of one player towards another player, but not vice-versa. This action will turn enable or disable the chosen Alliance Aspect, such as shared vision or hostility, for the Source Player towards the Target Player. Pushable means that the Target Player's units are allowed to push the Source Player's units out of the way if they are trying to path through them.
Sets alliance settings between two players. This action will determined how two players treat each other, such as whether or not their units fight. Pushable means that one player's units are allowed to push another player's units out of the way if they are trying to path through them.
Sets the alliance settings of one player towards another player, but not vice-versa. This action will determine how the Source Player treats the Target Player, such as whether or not the Source Player's units fight the Target Player's units. Pushable means that the Target Player's units are allowed to push the Source Player's units out of the way if they are trying to path through them.
Changes alliance settings for all players in the player group. Each player applies the requested alliance setting to every other player in the player group. Pushable means that one player's units are allowed to push another player's units out of the way if they are trying to path through them.
Returns the player stored at the specified Index of the specified player group. For example: If you have players 4, 5, and 6 in a player group Index 1 would be Player 4, and this function would return 4.
Executes a For Loop using an integer value. This will run the action set included under the For Each Player In Player Group action for every player in the specified player group. For example: If you put a "Set Player Color" action that changed the color for Player <Integer variable>, under a For Each Player In Player Group action with the Player Group parameter set to All Players, it would change the color for all players.
Picks each player in the specified Player Group and runs the associated action set. The "Picked Player" function must be used to reference the iterating value inside of the loop.
Returns an integer value equal to the iterating value inside of a "Pick Each Player In Player Group" action. This function will return 0 if used outisde of a pick each player in group loop.
Returns the height of the specified point, relative to the terrain, as a real value. To place a point with a non-zero height in the Terrain Editor, use the Three Dimensional point type.
Returns the point that an object would bounce to if it was travelling from the source point and hit a wall with the specified normal angle at the target point.
Forces the transition model of the portrait to on or off. Forcing it on will cause it to render until it is no longer forced on. If the instant parameter is set to false, the transition will play it's birth (on) or death (off) animation.
Returns the maximum bounds of a region. For a rectangle region, this is the top-right corner of the rectangle. In the general case, this is a point comprising the right-most X coordinate and the top-most Y coordinate of the region.
Returns the minimum bounds of a region. For a rectangle region, this is the bottom-left corner of the rectangle. In the general case, this is a point comprising the left-most X coordinate and the bottom-most Y coordinate of the region.
Sets the playable map area, which is the area within which units are generally confined. The edges of the specified region will be rounded to the nearest even-numbered cell edge. Camera bounds will be automatically adjusted to accomodate the new playable map area. Use the "Set Camera Bounds" action to change the camera bounds.
Plays a sound for the specified players, and plays the specified animation on the specified units. The animation on the units will be sync'd up with the sound.
The duration for the given sound will be preloaded during the loading screen. Any sounds that are explicitly referenced in triggers will automatically be preloaded. The Info parameter must specify a direct sound value, not a variable or function call. Sound lengths marked for duration preload are network-sync'd, allowing them to be safely used for multiplayer.
Send a network query for the duration of a sound. This will allow the sound duration to be accessed even if the sound duration has not been preloaded. Use "Wait For Sound Durations" to ensure that all results are received before attempting to access the duration value.
Returns a Sound Link for a given sound ID and asset index. Sound Links are used to refer to specific sounds. Sound links are comprised of a sound ID (to identify the sound data entry) and an asset index (to identify the asset within that data entry).
Returns the sound asset index for a Sound Link. Sound Links are used to refer to specific sounds. Sound links are comprised of a sound ID (to identify the sound data entry) and an asset index (to identify the asset within that data entry).
Returns the sound ID for a given Sound Link. Sound Links are used to refer to specific sounds. Sound links are comprised of a sound ID (to identify the sound data entry) and an asset index (to identify the asset within that data entry).
Plays a soundtrack for the specified player group. If the Make Default parameter is set to Do, then the default soundtrack will be set to this soundtrack. If this soundtrack is not continuous, it will repeat from the beginning when it ends, after the delay time.
Enables or disables cue and/or index shuffling for a soundtrack. Index shuffling corresponds to the asset array in the sound data. Cue shuffling corresponds to the array of sounds in each soundtrack data.
Adds a mission or scene to the mission archives panel for the specified players. Use "Last Created Mission Archive" to get the mission archive created through this action.
If this mission archive is flagged as a mission, this will determine if this mission is counted in the missions completed section of the mission archive panel.
Combined with the "Set Research Tier Max Purchases Allowed", this function will perform logic to mark the given research item as purchased, and flag any other research items in the tier that are past the max purchases allowed as disabled.
If this number is set higher than 0, when setting the state of one of the Research Items of this tier to Purchased, logic will execute to ensure the rest of the Research Items are set to disabled.
Creates a group for purchasable techs for the specified player group. Use "Last Created Purchase Category" to get the purchase category created by this action. Tech purchase actions are used to populate the Hyperion Armory tech purchase UI with data.
Creates a purchase group for the specified purchase category and players. Use "Last Created Purchase Group" to get the purchase group created by this action. Tech purchase actions are used to populate the Hyperion Armory tech purchase UI with data.
Creates a purchasable tech item for the specified purchase group and players. Use "Last Created Purchase Item" to get the purchase item created by this action. Tech purchase actions are used to populate the Hyperion Armory tech purchase UI with data.
Adds a custom statistic to the victory panel. While values for tracked statistics are provided by the game, you will have to script actions to collect data for custom statistics.
Returns the indexed word from a string. Words are considered to be separated by whitespace. Returns "No String" if the requested index is beyond the number of words in the given string.
Returns the number of units, of a specific unit type determined by the Unit parameter, owned by the chosen player. The Count Type will determine what state the units must be in to be considered for this function.
Enables or disables all tech restrictions for the specified player. When tech restrictions are enabled, then all ability commands that are flagged as Restricted or Suppressed will not show up on unit command cards in game. Use "Allow/Disallow Ability For Player", "Allow/Disallow Behavior For Player", "Allow/Disallow Unit For Player", and "Allow/Disallow Upgrade For Player" to enable Restricted or Suppressed commands. If a command is Restricted, then the ability, behavior, unit, or upgrade that is tied to it must be directly allowed. If a command is Suppressed, however, then it may be enabled when something else is allowed. For example, if the train Banshee command is Restricted, and the build Factory and build Starport commands are Suppressed, allowing the Banshee will also allow the Factory and Starport, because you cannot train a Banshee without first constructing those buildings.
Allows or disallows an ability to be used by the specified player. This is only useful if tech restrictions have been enabled using "Enable/Disable Tech Tree Restrictions". If the ability has a tech requirement, the requirement must still be met for the player to use the ability.
Allows or disallows a behavior to be used by the specified player. This is only useful if tech restrictions have been enabled using "Enable/Disable Tech Tree Restrictions". If the behavior has a tech requirement, the requirement must still be met for the player to use the behavior.
Allows or disallows a unit to be used by the specified player. This is only useful if tech restrictions have been enabled using "Enable/Disable Tech Tree Restrictions". If the unit has a tech requirement, the requirement must still be met for the player to use the unit.
Allows or disallows an upgrade to be used by the specified player. This is only useful if tech restrictions have been enabled using "Enable/Disable Tech Tree Restrictions". If the upgrade has a tech requirement, the requirement must still be met for the player to use the upgrade.
Determines how visibility is determined based on fog of war for the text tag. This only takes effect when fog of war enforcement is enabled for the tag.
Sets the alignment of text within the text tag, without changing the tag position. Note that any alignment set using "Set Alignment Of Text Tag" will override this action.
Creates a new timer window for the timer. After creation the timer window must be shown for it to appear. Use "Show/Hide Timer Window" to show the window.
Starts a timer, which will automatically count down from the given duration as the game runs. A repeating timer will restart itself whenever it expires (reaches 0 remaining time).
Sends a transmission with sound to all players from a source unit or model. Uses speaker and subtitle data from conversation data. Use "Last Sent Transmission" to refer to this transmission after it has begun.
Immediately stops a specific transmission that is currently playing / being sent. Any triggers that are waiting for the transmission to finish will resume execution.
Immediately stops all transmissions that are currently playing / being sent. Any triggers that are waiting for such transmissions to finish will resume execution.
Sends a transmission with sound to the specified players from a source unit or model. Use "Last Sent Transmission" to refer to this transmission after it has begun.
Adds the specified actions to the Action Queue. Unless the Action Queue has been paused, the Action Queue will immediately begin running through its actions as soon as it has some. If there are already actions running in the queue, then new actions added to the queue will wait their turn, and the current trigger will be paused until the actions it added to the queue have executed.
Pauses or unpauses the Action Queue. Pausing the Action Queue does not pause an action in the queue that is currently running, but will prevent subsequent actions from running until the queue is unpaused.
Tests a trigger's conditions and returns true if they passed. This does not actually run the actions of the trigger. Note that the trigger's event is not actually firing, so functions that normally respond to events, such as "Triggering Unit", will not be meaningful in the context of using this function to testing a trigger's conditions.
Executes the specified trigger. If Trigger A calls "Run Trigger" to execute Trigger B, then Trigger A will not continue execution until either Trigger B returns, reaches the end of its actions, or reaches a "Wait" action. If Trigger B has a "Wait" action, and the Wait parameter of "Run Trigger" was set to Don't Wait, then Trigger A will resume execution. If the Wait parameter was set to Wait, then Trigger A will not resume execution until Trigger B has completed or returned.
Creates an alert with a spacebar point (point that the camera will jump to when the player presses the spacebar) at the target point displaying the custom alert text.
Creates an alert with a spacebar point (point that the camera will jump to when the player presses the spacebar) at the target unit displaying the custom alert text.
Sets the unit for the specified boss bar. Calling this action will overwrite the maximum and current value you set through "Set Boss Bar Maximum Value" and "Set Boss Bar Current Value", and will instead base its value on the specified unit's HP.
Sets the current value for the specified boss bar. Calling this action will overwrite the boss unit you set through "Set Boss Bar Boss", and will instead rely on the values sent to it through "Set Boss Bar Maximum Value" and "Set Boss Bar Current Value".
Sets the maximum value for the specified boss bar. Calling this action will overwrite the boss unit you set through "Set Boss Bar Boss", and will instead rely on the values sent to it through "Set Boss Bar Maximum Value" and "Set Boss Bar Current Value".
Displays a custom dialog. Message Dialogs are informational only and will always have a result of yes. Query dialogs provide the player with a yes or no option.
The Custom Menu is similiar in look and functionality to the Game Menu (F10 Menu). However, the Custom Menu doesn't force items on or off based on the current state of the game.
Allows custom positioning of the BattleNet Button, relative to the bottom right corner of the screen. Note that there is a "safe rect" constraint that prevents the button and friends list from being too far to the left or too far upwards.
The buttons for a highlighted ability command are flashed in the user's command card UI. If the ability command is contained in a sub-page, like one of the standard "build" commands, the button for the sub-page itself will also be highlighted.
Enables or disables certain types of interface commands. Use the "Set Command Type Disabled Message" action to customize the message that is displayed when the player attempts to use commands disabled in this manner.
Specifies the message to be displayed to players when they attempt to use a command that has been disabled by the "Enable/Disable Command Type" action.
Auto hide causes the mouse cursor to automatically be hidden if the user hasn't moved the cursor for a period of time. The cursor will also automatically be shown whenever the cursor is moved.
Creates units using the default facing angle of the unit. Use the "Last Created Unit" and "Last Created Units" functions to refer to the created units.
Moves a unit instantly to the specified point. The Blend parameter causes the unit art to be interpolated between its old position and the new position over the duration of the next game loop. Without blending, the unit art will instantly pop to the new location.
Creates cargo units inside a unit's cargo bay. Use the "Last Created Cargo Unit" and "Last Created Cargo Units" functions to refer to the created units.
Activates the specified cooldowns on the specified ability on the specified unit. In most cases, this will cause the ability to act as if it had just been used.
Returns the triggering progress unit. Used in response to "Unit Arming Progress", "Unit Construction Progress", "Unit Research Progress", "Unit Specialization Progress", or "Unit Training Progress".
Sets a unit's build/train/etc. progress to a percentage of total completion. This works for training, research, magazine ammo, building construction, add-on construction, and warp-in. This does not work for morphs or specializations.
Returns a specific unit, by index, from the unit group. Use the "Number Of Units In Unit Group" function to determine how many units are in the unit group.
Runs the contained actions once for each unit in the unit group. Use the "Picked Unit" function to refer to the unit for which the actions are being run.