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FUNCTION/ACTION INDEX

AI

AttackWaves

Add Escort UnitType To Attack Wave

  • Adds a unit of the specified unit type to the next attack wave for a player with orders to escort another unit.

Add Escort Unit To Attack Wave

  • Adds a unit to the next attack wave for a player with orders to escort another unit.

Add Attack Wave Unit Types

  • Adds a type of unit to the next attack wave for a player; allowing you to specify a different number of units per difficulty level.

Add Attack Wave Waypoint

  • 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.

Cancel Attack Wave

  • Cancels an attack wave and sends the units back home.

Send Attack 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 Attack Wave Gather Early No Replace

  • Set the next attack wave from a player to gather immediately and not replace any units that die while gathering.

Set Attack Wave Gather Point

  • Sets the point at which attack wave units will gather before being dispatched.

Set Attack Wave Keep Alive

  • 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.

Set Target Escort For Attack Waves

  • Sets the target of a player's attack waves to escort a unit group.

Set Target Escort For Attack Waves, No Leashing

  • 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.

Set Target Gather Defense For Attack Waves

  • Sets the target of a player's attack waves to a town's defensive gather point.

Set Target Gather Offense For Attack Waves

  • Sets the target of a player's attack waves to a town's offensive gather point.

Set Target Melee For Attack Waves

  • Sets the target of a player's attack waves to attack any enemies of that player.

Set Target Melee Harass For Attack Waves

  • Sets the target of a player's attack waves to harass any enemies of that player.

Set Target Merge For Attack Waves

  • Sets a wave to be the target of a player's attack waves. All of that player's attack waves will merge into the specified wave.

Set Target Patrol For Attack Waves

  • Sets the target of a player's attack waves to patrol.

Set Target Player For Attack Waves

  • Sets a player group to be the target of a player's attack waves.

Set Target Point For Attack Waves

  • Sets a point to be the target of a player's attack waves.

Set Target Region For Attack/Defense Waves

  • Sets the target of a player's attack (or defense) waves to a region.

Set Target Unit For Attack Waves

  • Sets a unit to be the target of a player's attack waves.

Set Target UnitGroup For Attack Waves

  • Sets a unit group to be the target of a player's attack waves.

Set Target UnitArea For Attack Waves

  • Sets the position of a unit to be the target of a player's attack waves.

Add UnitGroup To Attack Wave

  • Adds a unit group to the next attack wave for a player.

Add Unit To Attack Wave

  • Adds a unit to the next attack wave for a player.

Last Created Wave

  • Returns the last attack wave created by trigger script. This will get set after Send Attack Wave is called.

Bullies

Add New Bully

  • Flags a pre-placed unit as a bully. The AI will rebuild units flagged as bullies if they are lost.

Remove All Bullies

  • Removes the bully flag from all units owned by a player.

Limit Bully Rebuild To Nearest Town

  • 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.

Limit Bully Wave Gather To Nearest Town

  • 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.

Reset Bully Rebuild Counts In Region

  • Resets the rebuild counts for bullies owned by a specific player in a specific region.

Set Attack Wave Bully Percent

  • Sets the percentage of bullies that are allowed to be used for attack waves for a player.

Set Rebuild Count (Default)

  • 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.

Set Minimum Bully Count

  • Sets the minimum number of bullies an AI player should maintain regardless of rebuild counts.

Set Rebuild Count (Specific)

  • 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.

Activate/Deactivate Bullies In Region

  • If bullies are deactivated for a region, then that player will no longer rebuild bullies that were placed in that region.

MiscCampaign

Start Campaign AI For Player

  • The campaign AI must be started for each player that uses AI triggers.

Issue AI Order

  • 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.

Global Suicide

  • 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.

Init Campaign Harvesting

  • Initializes harvesting for an AI player. This happens automatically when you call one of the Start Campaign AI actions.

Init Campaign Towns

  • Initializes the towns for an AI player. This happens automatically when you call one of the Start Campaign AI actions.

Remove Unit Group From All Waves

  • Removes a group of units from any waves they are in.

Remove Unit Group From All Waves And Set Home

  • Removes a group of units from any waves they are in and sets their home point.

Remove Unit From All Waves

  • Removes a unit from any waves it is in.

Remove Unit From All Waves And Set Home

  • Removes a unit from any waves it is in and sets its home point.

Enable/Disable Wave Use For Unit Group

  • If wave use is disabled for a unit group, the AI will not use that unit in waves.

Enable/Disable Script Control For Unit Group

  • If script control is enabled for a unit, the AI will not use that unit. Script-controlled bullies are not replaced unless they die.

Enable/Disable Suicide For Unit Group

  • 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.

Enable/Disable Wave Use For Unit

  • If wave use is disabled for a unit, the AI will not use that unit in waves.

Enable/Disable Script Control For Unit

  • If script control is enabled for a unit, the AI will not use that unit. Script-controlled bullies are not replaced unless they die.

Enable/Disable Suicide For Unit

  • 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.

Pause AI Time

  • Pauses or unpauses the AI time. While paused, the controlling AI will idle. AI owned units will carry out their current actions, and then idle.

Start Campaign AI For All Players

  • The campaign AI must be started for each player that uses AI triggers.

Escorts Of Unit

  • Returns a group of all of the units assigned to escort a unit.

Escorts Of Unit Group

  • Returns a group of all of the units assigned to escort a unit group.

Units In Waves With Target

  • Returns a group of all the units owned by a player in any waves that are targeting the specified wave target.

Unit Is Unavailable For Wave Use

  • Returns true if the unit is unusable by waves.

Unit Is Script Controlled

  • 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.

Unit Is Suicidal

  • Returns true if the unit is flagged as a suicide unit.

Random Spawn Point

  • 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.

AI Time Is Paused

  • Returns true if the AI time is paused.

Wave Of Unit

  • Returns the wave a unit belongs to.

Units Of Wave

  • Returns the group of units that belong to a wave.

Difficulty High

  • 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.

Difficulty Is (one)

  • 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.

Difficulty Is (two)

  • 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.

Difficulty Low

  • 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.

Difficulty Value (Real)

  • 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.

Difficulty Value (Integer)

  • 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.

Difficulty Value (Unit Type)

  • 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.

AI Advanced

Construction

Build

  • Instructs the AI to build some buildings of the specified type.

Clear Build Queue

  • Clears all build requests currently planned (but not yet started) for a player.

Clear Research Queue

  • Clears all research requests currently planned (but not yet started) for a player.

Clear Stock

  • Clears the stock lists of units and buildings to make for a player.

Clear Train Queue

  • Clears all train requests currently planned (but not yet started) for a player.

Default Economy

  • Sets stock for a player's economic buildings and units based on the specified parameters.

Default Expansion

  • 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).

Enable Stock

  • Instructs the AI to make all the units and buildings specified by previously executed Set Stock commands for a player.

Make Always

  • Instructs the AI to make the specified unit or building.

Make Once

  • Instructs the AI to make the specified unit or building only if the AI has 0 of them built or in queue.

Research

  • Instructs the AI to research the specified upgrade.

Set Stock

  • Set stock for a player to make units of the specified unit type.

Set StockAlias

  • 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.

Set StockEx

  • Set stock for a player to make units of the specified unit type. (More advanced than Set Stock)

Set StockExpand

  • 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.

Set StockFree

  • 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.

Set StockOpt

  • Set stock for a player to make units of the specified unit type using the 'optional' Stock Flag.

Set StockTown

  • 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.

Set StockUnitNext

  • 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.

Train

  • Instructs the AI to train some units of the specified type.

Get Default Build Flags

  • Returns the default build flags for a type of building made by a player.

Player Has Resources

  • Returns whether a player has at least the specified amounts of Minerals and Gas.

Known Unit Count

  • Returns the number of units of of the specified unit type owned by another player that have been seen by the specified player.

Tech Count

  • Returns the number of units of the specified unit type that are in progress/made by a player. Includes units in AI queues.

Difficulty

Set Difficulty Parameter

  • Enables or disables a particular difficulty parameter for a player.

Get Difficulty Parameter

  • Returns the state of a particular difficulty parameter for a player.

Filters

Tactical AI Filter Alliance

  • 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.

Tactical AI Filter Unit Filter

  • 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.

Tactical AI Filter Life

  • 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.

Tactical AI Filter Life Modifier

  • 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.

Tactical AI Filter Life Per Marker

  • 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.

Tactical AI Filter Markers

  • 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.

Tactical AI Filter Movement Plane

  • 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.

Tactical AI Filter Range

  • 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.

Tactical AI Filter Remove Self

  • 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.

Tactical AI Filter Shields

  • 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.

Tactical AI Filter - Create Filter

  • Create an AI filter for use with tactical AI routines.

Tactical AI Filter - Run

  • Use a tactical AI filter to trim a unit group and return a new one.

Tactical AI Filter - Create Marker

  • Create a marker for use with the tactical AI functions.

Requirements

Count Object As Already Made

  • Instructs the AI requirements code to treat the specified Unit for a player as already made for the purpose of meeting prerequistes,

Default/Code Get First Missing Req

  • 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.

Default/Code Get First Unfinished Req

  • 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.

Default/Code Get Full Make Time

  • 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.

Default/Code Get Maker

  • 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.

Default/Code Get Object Type

  • 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.

Get Base Name

  • Returns the internal string ID of the object specified by the String parameter.

Get BuildAt Name

  • Returns the build at name contained in the specified string.

Script Get First Missing Req

  • 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.

Script Get First Unfinished Req

  • 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.

Script Get Full Make Time

  • 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.

Script Get Maker

  • 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.

Script Get Object Type

  • 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.

Scouting

Scout

  • Enables scouting for a player.

Set Num Scouts

  • Sets the number of scouts to use for a player.

Set Scout Times

  • 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.

Get Next Scout Location

  • Returns the next location needing to be scouted for a player.

Get Scout

  • 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.

Tactical

Call Original Tactical AI Think

  • 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.

Tacfical AI - Cast

  • 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.

Tactical AI - Flee

  • Tells a unit to flee from another unit at least the specified distance. The Marker parameter is optional, pass in null if you don't want to use it.

Clear Cloaked Attacker

  • Clears the cloaked attack for a player near a point.

Set Ignored By Wave

  • Sets the specified unit to be ignored or unignored by its wave. An ignored unit does not receive any of the orders issued to a wave it belongs to.

Set Tactical AI Range

  • Overwrites the Tactical AI Range field for the specified unit's data for the specified player.

Set Tactical AI Think 2

  • Sets a tactical AI think function for the specified unit for the specified player.

Get Best Target Point On Group

  • Returns the best location to place an AOE attack on a group of units with the specified parameters.

Combat Diff Flag Sort Buildings Priority

  • When enabled, allows the combat AI to prioritize the order it will attack buildings in.

Combat Diff Flag Special High Priority

  • When enabled, allows the combat AI to target squishy high damage casters before certain other targets.

Combat Diff Flag Splash High Priority

  • When enabled, allows the combat AI to target AoE/Splash damage enemies before certain other targets.

Combat Diff Flag Timed Low Priority

  • When enabled, allows the combat AI to target limited time units below certain other targets.

Combat Diff Flag Workers Normal Priority

  • When enabled, allows the combat AI to target workers normally, instead of below most other targets.

Combat Diff Flag Bonus Damage

  • When enabled, allows the combat AI to target unit types it would do bonus damage to before certain other targets.

Combat Diff Flag Detector

  • When enabled, allows the combat AI to target detectors before certain other targets.

Combat Diff Flag Healers

  • When enabled, allows the combat AI to target healers before certain other targets.

Combat Diff Flag Injured

  • When enabled, allows the combat AI to target injured units before certain other targets.

Combat Diff Flag Low Health

  • When enabled, allows the combat AI to target low health units before certain other targets.

Combat Diff Flag Siege Range

  • When enabled, allows the combat AI to target siege range units before certain other targets.

Get Wants To Move Status

  • Returns true if the AI logic wants to move the specified unit.

Get Default Combat Priority

  • 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.

Find Units

  • Returns a group of all of the units of the specified type owned by a player within the specified range of a point up to max count units.

Get Cloaked Attacker

  • Returns the position of the last attack from a cloaked unit against a player specified by the Player parameter.

Is Ignored By Wave

  • Returns true if the specified unit is ignored by the wave it is in (for purposes of regrouping, etc.).

Last Attack

  • Returns the time the specified unit was last attacked.

Last Attacker

  • Returns the unit who last attacked the specified unit.

Same Command

  • Tells a unit to do the same action that another is currently doing. Returns true if the action succeeded.

Towns

Declare Town Specific Slot

  • Sets the center of a player's town to be at the specified point.

Enable Harvesting

  • Start a new harvest job at a town for a player.

Set Harvest Rate

  • Set the harvest rate for a player.

Set Main Town

  • Sets the specified town to be the main town for a player.

Declare Next Town

  • Create a new town for player at the specified point.

Expand

  • 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.

Get Building Count In Town

  • Returns the number of buildings of the specified type in the specified town for a player.

Get Closest Town

  • Returns the index of the town closest to the specified point.

Get Current Harvest Peon Count

  • Returns the number of peons currently harvesting in a town for a player.

Get Gas Amount Left

  • Returns the total gas left to be harvested in a town for a player.

Get Defense Gather Location

  • Returns the default defensive gather location for a town of a player.

Get Offense Gather Location

  • Returns the default offensive gather location for a town of a player.

Get Max Desired Harvest Peon Count

  • Returns the maximum number of peons the AI wants to have harvesting in a town for a player.

Get Min Desired Harvest Peon Count

  • Returns the minimum number of peons the AI wants to have harvesting in a town for a player.

Get Mineral Amount Left

  • Returns the total minerals left to be harvested in a town for a player.

Get Num Mineral Spots

  • Returns number of mineral locations in a town for a player.

Get Next Unused Town Slot

  • Returns the index of the next unused town slot for a player.

Get Num RawGas Spots

  • Returns number of raw gas locations in a town for a player. To get harvestable gas, query for the gas harvesting building in the town.

Get Town Location

  • Returns the location of a town for a player.

Get Town State

  • Returns the current state of a town for a player.

Get Town Threats

  • Returns a unit group of all the threats near the given town of a player.

Is Town Harvesting

  • Returns whether the given town for a player is harvesting.

Transports

Transport Set Panic

  • Sets the percentage health at which a player's transports should flee. (Value range from 0 to 1).

Transport Set Return

  • Set the return location for a player's transports when they are done unloading / idle.

Utility

Set Unit Evaluation Custom Index

  • 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.

Accept Surrender

  • If the computer already wants to surrender then it will quit the game. If it does not then this does nothing.

Init Melee AI

  • Initializes the melee AI for a specific player. Calling Start Melee AI For All Players will call this action for each computer player.

Release Unit

  • Releases a unit by setting it back to idle.

Set APM

  • Limits the actions per minute of a computer player.

Set All States

  • Sets the value of the state indexes for a player. The state is a per player integer array that can be useful to AI scripting.

Set Flag

  • Sets the value of the specified flag index for a player. The flag is a per player boolean array that can be useful to AI scripting.

Set State

  • Sets the value of the specified state index for a player. The state is a per player integer array that can be useful to AI scripting.

Start AI

  • Starts the AI for a player in either campaign or melee mode, limiting the computer's actions per minute to the specified number.

Set Tech Flag State

  • 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.

Enable/Disable AI Option For Unit

  • Enables or disables an AI option for a unit.

Get Flag

  • Gets the current value of the specified flag index for a player. The flag is a per player boolean array that can be useful to AI scripting.

Wants To Surrender

  • Check if this player wants to concede a skirmish game.

Grab Unit

  • 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.

Is Campaign AI

  • Returns whether a player is running campaign AI (as opposed to melee AI).

AI Pathing Cost Map

  • Returns the map pathing cost between two points, ignores all units.<n/>

AI Pathing Cost Unit

  • Returns the pathing cost from a unit.

Get State

  • Gets the current value of the specified state index for a player. The state is a per player integer array that can be useful to AI scripting.

Unit Has AI Option

  • Returns true if the unit has the specified AI option enabled.

Waves

Wave Add Unit

  • Adds a unit to a wave.

Wave Add Unit Priority

  • Adds a unit to a wave with a priority.

Wave Delete

  • Deletes a wave.

Wave Add Info

  • Add units of the specified type to the specified wave info.

Wave Info Attack

  • Instructs a wave to attack with the specified parameters.

Wave Info Suicide

  • Instructs a wave to suicide attack with the specified parameters.

Wave Merge

  • Merges two waves together. Waves are specified using a player's wave indexes.

Wave Remove Unit

  • Removes a unit from a wave.

Wave Set

  • Associate a wave with an index for a player.

Wave Set Type

  • Sets the wave type and wave target for a wave.

Wave Target Add Waypoint

  • 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.

Wave Target Clear Waypoints

  • Clears all waypoints for a wave target.

Eval Ratio

  • Returns the global eval ratio for a player.

Get Best Attack Target Point

  • Get the best target point to attack for a player, optionally considering only the specified enemies.

Create Wave

  • Create a wave from the specified wave info for a player. Returns the wave.

Wave Eval

  • Returns the eval of the specified wave.

Wave Eval Ratio

  • Returns the eval ratio of the specified wave against enemies within the specified range.

Wave Get

  • Returns the wave at the specified index for a player.

Wave Get Target

  • Returns the wave target for the specified wave.

Wave Target Harass Retreat

  • Creates a new wave target set to harass and retreat. Returns the wave target.

Create Wave Info From Wave

  • Returns a new wave info from the specified wave.

Create Wave Info

  • Returns a newly initialized Wave Info object.

Is Wave In Combat

  • Returns true if the specified wave is in combat.

Wave State

  • Returns the state of a wave.

Wave Target Escort

  • Creates a new wave target set to escort the specified unit group. Returns the wave target.

Wave Target Region

  • Creates a new wave target set to defend the specified region. Returns the wave target.

Wave Target Escort No Leash

  • Creates a new wave target set to escort the specified unit group. Returns the wave target.

Wave Target Gather Defense

  • Creates a new wave target set to gather at the defensive gather point of the specified town. Returns the wave target.

Wave Target Gather Offense

  • Creates a new wave target set to gather at the offensive gather point of the specified town. Returns the wave target.

Wave Target Melee

  • Creates a new wave target set to attack enemies of the specified player. Returns the wave target.

Wave Target Melee Harass

  • Creates a new wave target set to harass enemies of the specified player. Returns the wave target.

Wave Target Merge

  • Creates a new wave target set to merge with the specified wave. Returns the wave target.

Wave Target Patrol

  • Creates a new wave target set to repeatedly patrol through its waypoint list. Returns the wave target.

Wave Target Player

  • Creates a new wave target set to attack a player group. Returns the wave target.

Wave Target Point

  • Creates a new wave target set to attack a point. Returns the wave target.

Wave Target Unit

  • Creates a new wave target set to attack a unit. Returns the wave target.

Wave Target UnitGroup

  • Creates a new wave target set to attack a unit group. Returns the wave target.

Wave Target Unit Point

  • Creates a new wave target set to attack the location where a unit currently resides. Returns the wave target.

Wave Time In Combat

  • Returns how long the specified wave has been in combat.

Wave Time Since Combat

  • Returns how long since the specified wave has been in combat.

Wave Time Since Ordered

  • Returns how long since the specified wave has been ordered.

Wave To String

  • Converts a wave tag to a string.

Wave To Text

  • Converts a wave tag to text.<n/>

Wave Type

  • Returns the wave type of a wave.

Wave Unit Count

  • Returns the number of units in a wave.

Actor

Create Actors

Create Actor

  • 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.

Last Created Actor New

  • 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.

Last Created Actor by Message

  • 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.

Create Actor Region

  • 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.

Create Actor Scope

  • 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.

Last Created Actor Scope New

  • Returns the last actor scope successfully created by the user via cheat, data or script.

Last Created Actor Scope by Message

  • Returns the last actor scope successfully created by the user via cheat, data or script.

Attach Actor To Unit

  • Creates an actor attached to a unit at the specified attach point. Use "Last Created Actor" to get the actor.

Attach Model To Unit

  • Creates a generic actor with the specified model attached to a unit at the specified attach point. Use "Last Created Actor" to get the actor.

Create Actor At Point

  • 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.

Create Model At Point

  • 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.

Last Created Actor

  • 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.

Last Created Actor Scope

  • Returns the last actor scope successfully created by the user via cheat, data or script.

Destroy Actors

Kill Actor Scope

  • Kills an actor scope along with all of the actors in that scope. An actor scope is a container for a set of actors.

Orphan Actor Scope

  • 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.

Kill All Particles

  • 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.

Kill Model

  • 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.

Remove Death Models in Region

  • Destroys all of the unit death models in the specified region and calls Kill All Particles.

Remove Doodads in Region

  • 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.

Look At

Make Actor Look At Actor (Custom)

  • Makes an actor look at another actor. The parameters of this action allow you more control over the look at than "Make Actor Look At Actor".

Make Actor Stop Looking (Custom)

  • 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".

Make Actor Look At Actor

  • Makes the specified actor look at the specified target, using preset settings defined by the specified look at type.

Make Actor Stop Looking

  • Clears the look at target for the specified actor, using preset settings defined by the specified look at type.

Create Look At Target At Point

  • 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".

Create Look At Target At Unit Attach Point

  • 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".

Look At Target From Point With Z Offset

  • Returns an actor that is an invisible look at target actor at the specified point.

Look At Target From Unit Attach Point

  • Returns an actor that is an invisible look at target attached to the specified attach point of the specified unit.

Make Unit Look At Point

  • Makes the specified unit look at the specified point, using preset settings defined by the specified look at type.

Make Unit Look At Unit

  • Makes the specified unit look at the specified other unit's attach point, using preset settings defined by the specified look at type.

Make Unit Look At Actor

  • Makes the specified unit look at the specified target, using preset settings defined by the specified look at type.

Make Unit Stop Looking

  • Clears the look at target for the specified unit, using preset settings defined by the specified look at type.

Message Constructors

Actor Msg 1

  • 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.

Actor Msg 2

  • 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.

Actor Msg 3

  • 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.

Actor Msg 4

  • 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.

Action Damage

  • Constructs and returns an ActionDamage actor message. Sends a notification message to the game that damage has happened, so the target can react appropriately.

Action Impact

  • 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.

Alias Add

  • 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.

Alias Remove

  • 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.

Anim Baseline Start

  • 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.

Anim Baseline Stop

  • 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.

Anim Blend Time Apply

  • 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.

Anim Blend Time Remove

  • 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.

Anim Clear

  • 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.

Anim Clear All But

  • 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.

Anim Dump DB

  • Debug tool. Outputs all animations on a specified model.

Anim Group Remove All

  • 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.

Anim Play Sequence

  • 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.

Anim Set Completion

  • 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.

Anim Set Duration

  • 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.

Anim Set Paused

  • 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.

Anim Set Time

  • 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.

Anim Set Time Scale

  • 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.

Anim Set Time Scale Global

  • Constructs and returns a AnimSetTimeScaleGlobal actor message. This message alters the games global animation speed scale.

Attach Set Bearings

  • 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.

Attach Set Bearings From

  • 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.

Attach Set Position

  • 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.

Attach Set Position From

  • 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.

Attach Set Rotation

  • 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.

Attach Set Rotation From

  • 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.

Create

  • Constructs and returns a Create actor message. This message will create an actor. Content parameter is optional. Works on all actor types.

Create Copy

  • Constructs and returns a CreateCopy actor message. This message will create an actor copy of another actor.

Death Customize

  • Constructs and returns a DeathCustomize actor message. Used for alternate death sequences depending on different conditions. Example: burrowed/unburrowed

Destroy

  • Constructs and returns a Destroy actor message. This message destroys the actor it is sent to, removing it from the game entirely.

GetUnitModelVariation

  • Returns the integer Model Variation of an Model.

HostSiteOpsSet

  • 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.

List Add

  • 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).

List Remove

  • Constructs and returns a ListRemove actor message. This can only be sent to an actor list. Removes the referenced actor from the actor list.

Anim Bracket Resume

  • 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.

Anim Bracket Start

  • 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.

Anim Bracket Stop

  • 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.

Anim Group Apply

  • 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.

Anim Group Remove

  • 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.

Anim Play

  • 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.

Ref Create

  • 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.

Ref Set From Request

  • 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.

Ref Table Dump

  • 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.

Set Physics State

  • 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.

Texture Select By Match

  • 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.

Texture Select By Slot

  • 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.

Texture Video Play (Advanced)

  • 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.

Texture Video Play

  • 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.

Texture Video Set Frame (Advanced)

  • 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.

Texture Video Set Paused (Advanced)

  • 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.

Texture Video Set Time (Advanced)

  • 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.

Texture Video Stop (Advanced)

  • Constructs and returns a TextureVideoStop actor message. Stops a video texture in the specified texture slot. Works on actors with a model.

Transition

  • Constructs and returns a Transition actor message. Signals a generic transition "in" or "out" over a duration. Works on rocker site actors.

Missile Tentacle Return

  • 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.

Model Event Suppress

  • 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.

Model Swap

  • 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.

Mover Move

  • 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.

Mover Set Acceleration

  • 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/>

Mover Set Deceleration

  • 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/>

Mover Set Destination 2D

  • 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.

Mover Set Destination From

  • 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.

Mover Set Destination H

  • 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/>

Mover Set Destination Z

  • 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/>

Mover Set Speed

  • Constructs and returns a MoverSetSpeed actor message. This will set the movers current speed. It will only work on a mover site actor.<n/>

Mover Set Speed From Duration

  • 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/>

Mover Set Speed Max

  • Constructs and returns a MoverSetSpeedMax actor message. This will set the movers maximum speed. It will only work on a mover site actor.<n/>

Mover Stop

  • 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.

Mover Stop Now

  • 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.

Multiply Scale

  • 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.

Print

  • 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.

Query Persistent

  • 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.

Query Radius

  • 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.

Query Region

  • 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.

Ref Clear

  • 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.

Ref Destroy

  • 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.

Ref Dump

  • 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.

Ref Notify

  • 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.

Ref Set

  • 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.

Ref Set From Actor

  • 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.

Ref Set From Msg

  • 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.

Ref Set Refresh Name

  • 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.

Set Bearings

  • 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.

Set Bearings From

  • 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.

Set Bearings H

  • 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.

Set Facing

  • 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.

Set Height

  • 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.

Set Local Tint Color

  • 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.

Set Opacity

  • 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.

Set Position

  • 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.

Set Position 2D

  • 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.

Set Position 2D H

  • 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.

Set Position From

  • 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.

Set Position H

  • 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.

Set Render To Texture Enabled

  • 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.

Set Rotation

  • 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.

Set Rotation From

  • 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.

Set Scale

  • 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.

Set Scale Absolute

  • 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.

Set Team Color

  • 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.

Set Tint Color

  • 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.

Set Visibility

  • 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.

Set Walk Anim Move Speed

  • 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.

Set Z

  • 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.

Signal

  • 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.

Sound Add DSP

  • 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.

Sound Set Muted

  • 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.

Sound Set Offset

  • 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.

Sound Set Paused

  • 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.

Status Decrement

  • 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.

Status Increment

  • 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.

Texture Dump

  • Constructs and returns a TextureDump actor message. Prints the current texture list for an actor. Works on actors with a model.

Texture Dump DB

  • 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.

Texture Group Apply

  • 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.

Texture Group Remove

  • 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.

Texture Select By ID

  • Constructs and returns a TextureSelectById actor message. Selects a texture that is defined in game data. Works on actors with a model.

Texture Video Set Frame

  • 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.

Texture Video Set Paused

  • 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.

Texture Video Set Time

  • 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.

Texture Video Stop

  • Constructs and returns a TextureVideoStop actor message. Stops a video texture in the specified texture slot. Works on actors with a model.

Texture Video Stop All

  • Constructs and returns a TextureVideoStopAll actor message. Stops all video textures on the actor it is sent to. Works on actors with a model.

Timer Kill

  • 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.

Timer Set

  • 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.

Send Actor Messages

Send Actor Message To Actor Region With Filters

  • 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.

Send Actor Message To Actor Region

  • 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.

Send Actor Message To Scope

  • 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.

Send Actor Message

  • Sends an actor message to an actor. An actor message will perform an action and/or trigger an event on the actor it is sent to.

Send Actor Message Via Name

  • 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.

Send Actor Message To Game Region

  • 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.

Send Actor Message To Game Region With Filters

  • 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.

Send Actor Message To Unit

  • Sends an actor message to a unit's actor. An actor message will perform an action and/or trigger an event on the actor it is sent to.

Utility

Actor From

  • Returns an actor from the actor reference specified in the Name parameter.

Actor From Actor

  • 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.

Actor From Doodad

  • Returns the actor for the specified doodad.

Actor From Portrait

  • Returns the actor for the specified portrait.

Actor From Scope

  • Returns an actor from the specified scope. The Name parameter can be either an actor ID or an actor reference.

Actor Get Text

  • Returns an actor's debug information.

Actor Scope From

  • Returns an actor scope from an actor reference specified in the Name parameter.

Actor Scope From Actor

  • Returns an actor's scope.

Actor Scope From Portrait

  • Returns a portrait's actor scope.

Actor Scope From Unit

  • Returns a unit's actor scope.

Actor Scope Get Text

  • Returns an actor scope's debug information.

Apply Global Texture Group

  • 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.

Remove Global Texture Group

  • Removes global texture props.

Actor From Unit

  • 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.

Make Actor Face Angle

  • Causes an actor to face the specified angle.

Play Movie Texture On Unit Actor

  • 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.

Stop All Video Textures On Unit

  • 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.

Texture Slot Component

  • Query a texture and returns which component this texture belongs to. (Diffuse, Normal, Specular or Emissive)

Texture Slot Name

  • Query a texture and return the slot name that the texture is assigned to.

Animation

Advanced

Load Model Animation

  • 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.

Unload Model Animation

  • 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.

Set Animation Completion

  • Sets the progress completion percent for an animation. Does the same thing as "Set Animation Time", but with different parameters.

Set Animation Duration

  • Set the amount of seconds to play a specified animation.

Set Animation Time

  • 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.

Set Animation Time Scale

  • 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.

Load Animation for Unit Type

  • 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.

Unload Animation for Unit Type

  • 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.

Basic

Clear Animation

  • Clears an animation with the chosen name (Identifier) on an actor.

Clear Animation On Doodads In Region

  • Clears an animation with the chosen name (Identifier) on all doodads of the specified type in the specified region.

Kill Doodads In Region

  • Causes all of the doodads in the selected region to play their death animation (if they have one).

Play Animation

  • 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.

Play Animation On Doodads In Region

  • 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 All Animation Properties Off

  • Clears any set animation properties for the chosen target. An example of an animation property is "Fly" for Terran production buildings.

Turn Animation Properties Off

  • 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.

Turn Animation Properties On

  • 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.

Turn Animation Properties On With Blend In/Out

  • 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.

Bank

Bank Management

Last Opened Bank

  • Returns the last bank that was opened.

Open Bank

  • 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.

Preload Bank

  • 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.

Save Bank

  • 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.

Store & Load

Last Restored Unit

  • Returns the last unit that was restored from a bank.

Load Real Value

  • Returns a Real value contained in the chosen Bank at the specified Key of the specified Section.

Load Boolean Value

  • Returns a Boolean value contained in the chosen Bank at the specified Key of the specified Section.

Load Integer Value

  • Returns an Integer value contained in the chosen Bank at the specified Key of the specified Section.

Load Point Value

  • Returns a Point value contained in the chosen Bank at the specified Key of the specified Section.

Load String Value

  • Returns a String value contained in the chosen Bank at the specified Key of the specified Section.

Load Text Value

  • Returns a Text value contained in the chosen Bank at the specified Key of the specified Section.

Restore Unit

  • 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.

Store Real

  • 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.

Store Boolean

  • 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.

Store Integer

  • 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.

Store Point

  • 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.

Store String

  • 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.

Store Text

  • 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.

Store Unit

  • 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.

Utility

Delete Saved Campaign Banks

  • Deletes all the saved campaign banks specified in GameData

Bank Exists

  • Returns true if a bank, chosen by the Name parameter, exists for the chosen Player.

Bank Key Count

  • Returns the number of keys in the specified Section of the chosen Bank.

Bank Key Exists

  • Returns true if the chosen Bank has an entry at the specified Key of the specified Section.

Bank Key Name

  • Returns the string name of the Key, chosen by Integer position, of the specified Section of the chosen Bank.

Remove Bank Key

  • Removes a specific bank Key from a section in the chosen bank.

Bank Name

  • Returns the name of the chosen bank.

Bank Option

Set Bank Option

Bank Player

  • Returns the player associated with the chosen bank.

Remove Bank

  • Removes the bank from the cache and no longer allows values to be written to it.

Bank Section Count

  • Returns the number of sections in the chosen Bank.

Bank Section Exists

  • Returns true if the specified Section exists in the chosen Bank.

Bank Section Name

  • Returns the name of the Section, chosen by Integer position, of the chosen Bank.

Remove Bank Section

  • Removes a specific Section, and all of its keys, from the chosen Bank.

Bank Value Is Type

  • Returns true if the value contained in the chosen Bank at the specified Key of the specified Section is of the chosen Type.

Verify Bank

  • 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.

Camera

Basic

Apply Camera Object

  • 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.

Clear Camera Channel On Portrait

  • Stops a portrait from rendering to a render-to-texture channel.

Camera Pitch of Player

  • 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.

Camera Target Of Player

  • 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.

Camera Yaw of Player

  • 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.

Default Game Camera

  • Returns the default game camera settings.

Make Camera Look At

  • Adjusts the camera to look at the new target point without changing the camera eye position.

Pan Camera

  • Pans the camera to the center of a region or point. If smart panning is enabled, the camera will not pan if it is already looking at the target point.

Restore Camera

  • Restores the camera to a previously saved configuration. You can save camera settings using "Save Camera".

Save Camera

  • Saves the current camera configurations. You can recall the camera settings using "Restore Camera".

Set Camera Channel On Portrait

  • 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.

Camera Tricks

Follow Unit Group with Camera

  • Follows a unit group with the camera.

Lock Camera Mouse Relative Mode On/Off

  • 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.

Lock Camera Input

  • Locks the camera in place for a player, causing the player to be unable to move the camera in any way.

Make Camera Look At And Follow Actor

  • Make the camera target follow an actor, without changing the camera eye position. Use 'No Actor' to stop looking at any actor.

Make Camera Look At And Follow Unit

  • Make the camera target follow a unit, without changing the camera eye position. Use 'No Unit' to stop looking at any unit.

Set Camera Bounds

  • 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.

Turn Camera Mouse Rotation On/Off

  • 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.

Set Camera Mouse Rotation Speed

  • Sets the yaw or pitch sensitivity of the camera when camera mouse rotation is turned on.

Turn Camera Vertical Field Of View On/Off

  • 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.

Shake Camera

  • 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.

Stop Shaking Camera

  • Stops shaking the camera.

Turn Camera Height Displacement On/Off

  • 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.

Turn Camera Height Smoothing On/Off

  • When this is enabled, the camera will transition between terrain height changes smoothly.

Zoom Camera

  • Zoom the camera in on a location.

Model Cameras

Clear Camera Channel

  • Stops a model camera from using the specified render-to-texture channel.

Set Camera Channel

  • Sets a model camera for the specified unit to be rendered to the specified render-to-texture channel.

Use Model Camera

  • Uses the camera setting that is specific to a unit. This is primarily for model assets which have a built in camera, such as Portraits.

Utility

Camera Object Target

  • Returns the camera object target.

Camera Object Property

  • Returns the value of the specified Property for the chosen Camera Object.

Set Camera Object Target

  • Sets a camera object to a selected point.

Set Camera Object Property

  • Sets a camera object property.

Apply Camera Property

  • Applies a specified camera property such as Depth of Field to a camera object.

Copy Of Camera Object

  • Returns a copy of a set camera object.

Camera Move Reason

  • Returns the source of the last camera movement.

Catalog

Lookup

Class Of Ability

  • 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.

Catalog Entry Class

  • 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.

Catalog Entry Count

  • Returns the number of entries in a catalog. Use catalog lookup functions to retrieve a data value or other information from the game data.

Catalog Entry Get

  • 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.

Catalog Entry Is Valid

  • Returns true if the specified catalog entry is valid. Use catalog lookup functions to retrieve a data value or other information from the game data.

Catalog Entry Parent

  • Returns the ID of the parent of the specified entry. Use catalog lookup functions to retrieve a data value or other information from the game data.

Catalog Entry Scope

  • 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.

Catalog Field Count

  • Returns the number of fields for the specified scope. Use catalog lookup functions to retrieve a data value or other information from the game data.

Catalog Field Get

  • 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.

Catalog Field Is Array

  • 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.

Catalog Field Is Scope

  • 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.

Catalog Field Type

  • 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.

Catalog Field Value Count

  • 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".

Catalog Field Value Get

  • 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".

Cost Of Ability

  • Returns one of the costs of an ability. Use catalog lookup functions to retrieve a data value or other information from the game data.

Support

Catalog Field Value Set

  • 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".

Cinematics

Cinematic Mode

Cinematic Mode

  • 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.

Global Cinematic Setting

  • 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.

Player In Cinematic Mode

  • Returns true if the specified player has cinematic mode turned on.

_Cine Mode Turn On/Off For Player

_Cine Mode Turn On/Off For Player Group

_Cine Mode Fog Setting

_Cine Mode Change Fog Setting For Player

_Cine Mode Change Fog Setting For Player Group

_Cine Mode Mask Setting

_Cine Mode Change Mask Setting For Player

_Cine Mode Change Mask Setting For Player Group

_Cine Mode Hide UI

_Cine Mode Restore UI

_Cine Mode Internal

Data Driven

Run Cinematic

  • Runs a cinematic defined through the Cinematics window in the editor. Use "Stop Cinematic" to stop the cinematic.

Stop Cinematic

  • Stops any active cinematic that has been run using "Run Cinematic".

Effects

Fade In/Out

  • Fades the screen in or out over a specified amount of time.

Overlay Image

  • Fade in or out a texture overlay over a specified amount of time.

Select Main Shadow Light

  • 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.

Movie

Movie Add SubTitle (String)

  • 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.

Movie Add SubTitle (Text)

  • 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.

Movie Add Trigger Function

  • 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.

Movie Dynamic Subtitles and Duration

  • 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.

Movie Start Recording

  • 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.

Movie Stop Recording

  • Stops recording the movie.

Conversation

Conversation Tools

Convert Integer To Conversation State Index

  • Returns the conversation state index for the given conversation state and integer index.

Remove Conversation

  • Removes a conversation.

Remove All Conversations

  • Removes all conversations.

Remove Conversation Reply

  • Removes a reply from a conversation.

Remove All Conversation Replies

  • Removes all replies from a conversation.

Conversation Reply Index

  • Returns the index of the specified conversation reply.

Conversation Reply State

  • Returns the reply state for the specified conversation reply.

Conversation Reply Text

  • Returns the text of the specified conversation reply.

Mark Conversation Reply As Read/Unread

  • Marks a conversation reply as either read or unread.

Set Conversation Reply Text

  • Sets the text for a conversation reply.

Conversations

Create Conversation

  • 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.

Last Created Conversation

  • Returns the last created conversation.

Create Conversation Reply

  • Creates a conversation reply.

Last Created Conversation Reply

  • Returns the last created conversation reply.

Show/Hide Conversation

  • Shows or hides a conversation for a player group.

Conversation Is Visible

  • Returns true if the conversation is visible for the specified player.

Selected Conversation

  • Returns the selected conversation.

Selected Conversation Reply

  • Returns the selected conversation reply.

Data Conversation Tools

Active Data Conversation Camera

  • Returns the state index for the last camera to be applied in the running data conversation

Active Data Conversation Sound

  • Returns the sound associated with the active line in the running data conversation

Data Conversation Can Be Run

  • Returns true if the conversation has any active lines or choices to be run using the current state.

Data Conversation Choice Count

  • Returns the total number of choices defined in a conversation.

Data Conversation Choice Picked

  • Returns the picked state of a conversation choice.

Data Conversation Choice Picked Count

  • Returns the number of times a conversation choice has been picked.

Data Conversation Choice State

  • Returns the reply state of a conversation choice.

Data Conversation Choice Name

  • Returns the name of a conversation choice at the specified index.

Mark Data Conversation Choice As Picked/Unpicked

  • Marks a conversation choice as either picked or unpicked.

Set Data Conversation Choice Picked Count

  • Sets the picked count for a conversation choice.

Mark Data Conversation Choice As Read/Unread

  • Marks a conversation choice as either read or unread.

Data Conversation Line Count

  • Returns the total number of lines defined in a conversation.

Data Conversation Line Picked Count

  • Returns the number of times a conversation line has been picked.

Data Conversation Line Name

  • Returns the name of a conversation line at the specified index.

Set Data Conversation Line Picked Count

  • Sets the picked count for a conversation line.

Load Data Conversation Lines And Choices

  • Loads the picked states of all choices and lines for the given conversation from a bank section.

Load Data Conversation State Value

  • Loads a specific conversation state value from a bank section.

Load Data Conversation State Values

  • Loads all state values of the given conversation state from a bank section.

Preload Data Conversation Lines

  • Preloads sound files for all lines available to be run within the given conversation.

Reset Data Conversation Lines And Choices

  • Resets the picked states of all choices and lines for the given conversation back to the default unread state.

Reset Data Conversation State Values

  • Resets all state values of the given conversation state back to zero.

Save Data Conversation Lines And Choices

  • Saves the picked states of all choices and lines within the given conversation to a bank section.

Save Data Conversation State Value

  • Saves a specific conversation state value to a bank section.

Save Data Conversation State Values

  • Saves all state values within the given conversation state to a bank section.

Data Conversation State Ability Command

  • Returns an ability command associated with the given conversation state. The info name corresponds with the 'Info Name' field defined in the state.

Data Conversation State Attachment Point

  • Returns the attachment point associated with the given conversation state.

Data Conversation State Custom Value

  • Returns a custom value associated with the given conversation state. The info name corresponds with the 'Info Name' field defined in the state.

Data Conversation State

  • Converts a conversation state index to an integer.

Data Conversation State Text Tag Edge

  • Returns the text tag edge associated with the given conversation state.

Data Conversation State Image

  • Returns the image associated with the given conversation state.

Data Conversation State Count

  • Returns the number of individual state values within a state definition.

Data Conversation State Model

  • Returns a model associated with the given conversation state. The info name corresponds with the 'Info Name' field defined in the state.

Data Conversation State Movie

  • Returns the movie associated with the given conversation state.

Data Conversation State Name

  • Returns the display name of the given conversation state.

Data Conversation State Text

  • Returns display text associated with the given conversation state. The text name corresponds with the 'Info Name' field defined in the state.

Data Conversation State Upgrade

  • Returns an upgrade associated with the given conversation state. The info name corresponds with the 'Info Name' field defined in the state.

Data Conversations

Set Data Conversation Camera

  • Sets a camera to be used and a trigger to be run when the specified camera state and character state are reached.

Set Data Conversation Portrait

  • Sets a portrait to be used for a given character during data-driven conversations.

Set Data Conversation Unit

  • Sets a conversation state to a unit.

Run Data Conversation

  • Runs a conversation for the specified player group.

Set Data Conversation State

  • Sets a conversation state to an integer.

Stop Data Conversation

  • Stops the active conversation.

Triggering Conversation State

  • Returns the conversation state in response to Data Conversation State Changed events.

Conversion

Actor Conversions

Convert 3D Rotation To String

  • Converts and combines the Forward X,Y,Z parameters, and the Up X,Y,Z parameters, into a string with the format "<Forward Vector>,<Up Vector>".

Convert 3D Vector To String

  • Converts the X, Y, and Z parameters into a string with the format "X,Y,Z".

Convert Bearings To String

  • Turns a 3D position and a 3D rotation (via forward an up vectors) into a string that can be used in an actor message.

Convert Color To String

  • Converts the RGB values of the specified Color to a string value with the format "<Red>,<Green>,<Blue>".

Convert XY To String

  • Converts the X and Y parameters into a string with the format "X,Y".

Convert String To Actor Message

  • Converts a string value to an actor message.

Basic Conversions

Convert Boolean To Integer

  • Converts a boolean to 1 (true) or 0 (false).

Convert Boolean To String

  • Converts a boolean value to a string value.

Convert Boolean To Text

  • Converts a boolean value to a text value.

Convert Real To Integer

  • Converts a real value into an integer value.

Convert Real To String

  • Converts a real value to a string value.

Convert Real To Text

  • Converts a real value to a text value.

Convert Real To Text (Advanced)

  • Converts a real value of a specified formatting style to a text value.

Format Duration

  • Formats a duration in seconds into a localization friendly text value. For example, 150 will become 2:30 in English

Format Number

  • Formats a number into a localization friendly text value. For example, 1000000 will become 1,000,000 in English.

Convert Integer To Real

  • Converts an integer into a real value.

Convert Integer To String

  • Converts an integer to a string value.

Convert Integer To Text

  • Converts an integer into a text value.

Convert String To Real

  • Converts a string value to a real value.

Convert String To Integer

  • Converts a string value to an integer value.

Convert String To Text

  • Converts a string value to a text value.
  • Converts a game link value to a string value.

Color Conversions

Convert Reals To Color

  • Converts a real value into a color.

Convert Real Color Component to Integer 255 Color Component

  • Used to generate actor messages, which take colors in the range 0 to 255.

Convert Color Index To Color

  • 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.

Color Component

  • Returns the percentage value of a color component in the specified color.

Convert Reals To Color With Alpha

  • Converts a real value to a color value with alpha settings.

Convert Player Color To Color

  • Converts a player color value to an actual color

Preset Conversions

Convert Preset To Color

  • Converts a preset value to a color value.

Convert Preset To Conversation

  • Converts a preset value to a conversation value.
  • Converts a preset value to a unit game link value.

Convert Preset To Integer

  • Converts a preset value to an integer value.

Convert Preset To Point

  • Converts a preset value to a point value.

Convert Preset To Purchasable

  • Converts a preset value to a purchasable value.

Convert Preset To Real

  • Converts a preset value to a real value.

Convert Preset To Region

  • Converts a preset value to a region value.

Convert Preset To Reply

  • Converts a preset value to a reply value.

Convert Preset To Revealer

  • Converts a preset value to a revealer value.

Convert Preset To String

  • Converts a preset value to an string value.

Convert Preset To Transmission

  • Converts a preset value to a transmission value.

Convert Preset To Trigger

  • Converts a preset value to a trigger value.

Convert Preset To Unit

  • Converts a preset value to a unit value.

Convert Preset To Unit Filter

  • Converts a preset value to a unit filter value.

Data Table

Load Value

Value From Data Table (AI Filter)

  • Returns an AI filter value from a data table. Data tables allow you to store and recall values using a string identifier.

Value From Data Table (Ability Command)

  • Returns an ability command value from a data table. Data tables allow you to store and recall values using a string identifier.

Value From Data Table (Actor)

  • Returns an actor value from a data table. Data tables allow you to store and recall values using a string identifier.

Value From Data Table (Actor Scope)

  • Returns an actor scope value from a data table. Data tables allow you to store and recall values using a string identifier.

Value From Data Table (Bank)

  • Returns a bank value from a data table. Data tables allow you to store and recall values using a string identifier.

Value From Data Table (Boolean)

  • Returns a boolean value from a data table. Data tables allow you to store and recall values using a string identifier.

Value From Data Table (Byte)

  • Returns a byte value from a data table. Data tables allow you to store and recall values using a string identifier.

Value From Data Table (Camera Object)

  • Returns a camera object value from a data table. Data tables allow you to store and recall values using a string identifier.

Value From Data Table (Cinematic)

  • Returns a cinematic value from a data table. Data tables allow you to store and recall values using a string identifier.

Value From Data Table (Color)

  • Returns a color value from a data table. Data tables allow you to store and recall values using a string identifier.

Value From Data Table (Control)

  • Returns a control value from a data table. Data tables allow you to store and recall values using a string identifier.

Value From Data Table (Conversation)

  • Returns a conversation value from a data table. Data tables allow you to store and recall values using a string identifier.

Value From Data Table (Dialog)

  • Returns a dialog value from a data table. Data tables allow you to store and recall values using a string identifier.

Value From Data Table (Doodad)

  • Returns a doodad value from a data table. Data tables allow you to store and recall values using a string identifier.

Value From Data Table (Real)

  • Returns a real value from a data table. Data tables allow you to store and recall values using a string identifier.

Value From Data Table (Integer)

  • Returns an integer value from a data table. Data tables allow you to store and recall values using a string identifier.

Value From Data Table (Marker)

  • Returns a marker value from a data table. Data tables allow you to store and recall values using a string identifier.

Value From Data Table (Objective)

  • Returns an objective value from a data table. Data tables allow you to store and recall values using a string identifier.

Value From Data Table (Order)

  • Returns an order value from a data table. Data tables allow you to store and recall values using a string identifier.

Value From Data Table (Ping)

  • Returns ping value from a data table. Data tables allow you to store and recall values using a string identifier.

Value From Data Table (Planet)

  • Returns a planet value from a data table. Data tables allow you to store and recall values using a string identifier.

Value From Data Table (Player Group)

  • Returns a player group value from a data table. Data tables allow you to store and recall values using a string identifier.

Value From Data Table (Point)

  • Returns a point value from a data table. Data tables allow you to store and recall values using a string identifier.

Value From Data Table (Portrait)

  • Returns a portrait value from a data table. Data tables allow you to store and recall values using a string identifier.

Value From Data Table (Region)

  • Returns a region value from a data table. Data tables allow you to store and recall values using a string identifier.

Value From Data Table (Conversation Reply)

  • Returns a conversation reply value from a data table. Data tables allow you to store and recall values using a string identifier.

Value From Data Table (Revealer)

  • Returns a revealer value from a data table. Data tables allow you to store and recall values using a string identifier.

Value From Data Table (Sound)

  • Returns a sound value from a data table. Data tables allow you to store and recall values using a string identifier.
  • Returns a sound link value from a data table. Data tables allow you to store and recall values using a string identifier.

Value From Data Table (String)

  • Returns a string value from a data table. Data tables allow you to store and recall values using a string identifier.

Value From Data Table (Text)

  • Returns a text value from a data table. Data tables allow you to store and recall values using a string identifier.

Value From Data Table (Timer)

  • Returns a timer value from a data table. Data tables allow you to store and recall values using a string identifier.

Value From Data Table (Transmission)

  • Returns a transmission value from a data table. Data tables allow you to store and recall values using a string identifier.

Value From Data Table (Transmission Source)

  • Returns a transmission source value from a data table. Data tables allow you to store and recall values using a string identifier.

Value From Data Table (Trigger)

  • Returns a trigger value from a data table. Data tables allow you to store and recall values using a string identifier.

Value From Data Table (Unit)

  • Returns a unit value from a data table. Data tables allow you to store and recall values using a string identifier.

Value From Data Table (Unit Filter)

  • Returns a unit filter value from a data table. Data tables allow you to store and recall values using a string identifier.

Value From Data Table (Unit Group)

  • Returns a unit group value from a data table. Data tables allow you to store and recall values using a string identifier.

Value From Data Table (Unit Reference)

  • 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.

Value From Data Table (Wave)

  • Returns a wave value from a data table. Data tables allow you to store and recall values using a string identifier.

Value From Data Table (Wave Info)

  • Returns a wave info value from a data table. Data tables allow you to store and recall values using a string identifier.

Value From Data Table (Wave Target)

  • Returns a wave target value from a data table. Data tables allow you to store and recall values using a string identifier.

Value From Data Table (Dialog Item)

  • Returns a dialog item value from a data table. Data tables allow you to store and recall values using a string identifier.

Value From Data Table (Difficulty Level)

  • Returns a difficulty level value from a data table. Data tables allow you to store and recall values using a string identifier.

Value From Data Table (Player Color)

  • Returns a player color value from a data table. Data tables allow you to store and recall values using a string identifier.

Save Value

Save Data Table Value (AI Filter)

  • 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.

Save Data Table Value (Ability Command)

  • 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.

Save Data Table Value (Actor)

  • 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.

Save Data Table Value (Actor Scope)

  • 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.

Save Data Table Value (Bank)

  • 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.

Save Data Table Value (Boolean)

  • 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.

Save Data Table Value (Byte)

  • 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.

Save Data Table Value (Camera Object)

  • 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.

Save Data Table Value (Cinematic)

  • 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.

Save Data Table Value (Color)

  • 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.

Save Data Table Value (Control)

  • 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.

Save Data Table Value (Conversation)

  • 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.

Save Data Table Value (Dialog)

  • 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.

Save Data Table Value (Doodad)

  • 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.

Save Data Table Value (Real)

  • 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.

Save Data Table Value (Integer)

  • 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.

Save Data Table Value (Marker)

  • 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.

Save Data Table Value (Objective)

  • 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.

Save Data Table Value (Order)

  • 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.

Save Data Table Value (Ping)

  • 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.

Save Data Table Value (Planet)

  • 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.

Save Data Table Value (Player Group)

  • 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.

Save Data Table Value (Point)

  • 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.

Save Data Table Value (Portrait)

  • 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.

Save Data Table Value (Region)

  • 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.

Save Data Table Value (Conversation Reply)

  • 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.

Save Data Table Value (Revealer)

  • 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.

Save Data Table Value (Sound)

  • 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.

Save Data Table Value (String)

  • 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.

Save Data Table Value (Text)

  • 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.

Save Data Table Value (Timer)

  • 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.

Save Data Table Value (Transmission)

  • 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.

Save Data Table Value (Transmission Source)

  • 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.

Save Data Table Value (Trigger)

  • 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.

Save Data Table Value (Unit)

  • 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.

Save Data Table Value (Unit Filter)

  • 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.

Save Data Table Value (Unit Group)

  • 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.

Save Data Table Value (Unit Reference)

  • 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.

Save Data Table Value (Wave)

  • 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.

Save Data Table Value (Wave Info)

  • 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.

Save Data Table Value (Wave Target)

  • 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.

Save Data Table Value (Dialog Item)

  • 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.

Save Data Table Value (Difficulty Level)

  • 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.

Save Data Table Value (Player Color)

  • 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.

Utility

Clear Data Table

  • Clears a saved data table.

Number Of Data Table Values

  • Returns the number of values in a data table.

Data Table Value Exists

  • Returns true if a data table value exists.

Name Of Data Table Value

  • Returns the name of a data table value.

Remove Data Table Value

  • Removes a value within a data table.

Type Of Data Table Value

  • Returns the type of a data table value.

Debug

Performance Testing

Performance Test Get FPS

Performance Test Start

Performance Test Stop

Unit Stats Start

  • Starts Unit Stats performance logging.

Unit Stats Stop

  • Stops Unit Stats performance logging.

Shader Generation

Engine Reset

  • Used in the shader generation map

Game Wait For Resources To Complete

  • Waits until shaders are done compiling

Trigger Debugging

Debug Message

  • 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.

Set Debug Message Color

  • Sets the color of a debug message that is printed to the screen.

Set Debug Message File

  • Sets the name of the output file for debug messages.

Set Debug Message Name

  • Sets a name for a debug message type.

Open or Close Debug Window

  • Opens or closes the trigger debugging window. This window contains useful information for debugging triggers, but will slow down performance.

Dialog

Create Specific Dialog Item Actions

Create Dialog Item (Achievement)

  • Creates an achievement dialog item, using parameters to set up the essential properties for the achievement.

Create Dialog Item (Button)

  • Creates a button dialog item, using parameters to set up the essential properties for the button.

Create Dialog Item (Check Box)

  • Creates a check box dialog item, using parameters to set up the essential properties for the check box.

Create Dialog Item (Image)

  • 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.

Create Dialog Item (Label)

  • 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.

Dialog Item Size And Position

Dialog Item Anchor

  • 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.

Dialog Item Height

  • Returns the height of a dialog item.

Dialog Item Offset X

  • Returns the horizontal offset of a dialog item.

Dialog Item Offset Y

  • Returns the vertical offset of a dialog item.

Dialog Item Relative Anchor

  • Returns the relative anchor for the specified dialog item. Relative anchor for dialog items is only used by the Move Dialog Item (Relative) action.

Relative Dialog Item

  • Returns the dialog item that the specified dialog item is anchored relative to.

Dialog Item Width

  • Returns the width of a dialog item.

Dialog Item Is Full Dialog

  • Returns true if the specified dialog item is ignoring any size and position set, and instead is using the full size and position of the parent dialog.

Set Dialog Item Size to Parent

  • 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.

Move Dialog Item

  • Moves the specified dialog item to the specified anchor of its parent dialog, with the specified offsets.

Attach Dialog Item To Dialog Item

  • Moves the specified dialog item to the specified anchor, relative to the anchor of another dialog item, with the specified offsets.

Set Dialog Item Size

  • Sets the width and height of a dialog item.

Set Dialog Item Rotation

  • Rotates a dialog item.

Dialog Item Tools

Destroy Dialog Item

  • Destroys the specified dialog item.

Destroy All Dialog Items

  • Destroys all dialog items within the specified dialog.

Fade Dialog Item Transparency

  • Changes the transparency of a dialog item over time.

Dialog Containing Dialog Item

  • Returns the dialog containing the specified dialog item.

Dialog Item Type

  • Returns the type of the specified dialog item.

Dialog Item Invoke As String

  • 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.

Dialog Item Invoke As Text

  • 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.

Dialog Item Color

  • Returns the color of a dialog item.

Dialog Item Image

  • Returns the image of an image dialog item.

Dialog Item Image Type

  • Returns the image type setting for an image dialog item.

Dialog Item Style

  • Returns the string value of a dialog item's font style.

Dialog Item Tooltip

  • Returns the tooltip text of a dialog item.

Set Dialog Background

  • Sets the background image of a dialog.

Set Dialog Item Achievement

  • Sets an achievement for the specified dialog item.

Set Dialog Item Blend Mode

  • Sets the blend mode for a dialog item.

Set Dialog Item Click On Down

  • 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.

Set Dialog Item Color

  • Sets the color of a dialog item.

Set Dialog Item Flash

  • Sets a flash animation file to play for the specified dialog item.

Set Dialog Item Image

  • Sets the image to display on a dialog item.

Set Dialog Item Hover Image

  • Sets the hover image to display on a dialog item.

Set Dialog Item Image Type

  • Sets how an image is applied to a dialog item.

Set Dialog Item Tiled

  • 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.

Set Dialog Item Render Priority

  • 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.

Set Dialog Item Style

  • Sets the font style for the text of a dialog item using a string value. Font styles can be found in FontStyles.SC2Style.

Set Dialog Item Text Writeout

  • If set to true, the text that appears within the dialog item will animate as if being written out a single character at a time.

Set Dialog Item Text Writeout Duration

  • This controls the time it takes for the text to animate if "Set Dialog Item Text Writeout" is set to true.

Set Dialog Item Tooltip

  • Sets the text that appears when mousing over a dialog item.

Dialog Item Values

Add List Item

  • Adds a list item to a dialog item with a list, such as a pulldown or a list box.

Count Of List Items

  • Returns the count of list items in the dialog item. Only works with dialog items that have lists, such as pulldowns or list boxes.

Selected List Item

  • 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.

Remove All List Items

  • Removes all of the list items from the specified dialog item.

Remove List Item

  • Removes the list item at the specified index from the specified dialog item for the specified player.

Select List Item

  • Selects the specified list index for the specified dialog.

Dialog Item Edit Value

  • Returns the string edit value for a dialog item.

Dialog Item Is Checked

  • Returns true if the dialog item is checked.

Dialog Item Maximum Value

  • Returns the maximum value of a dialog item.

Dialog Item Minimum Value

  • Returns the minimum value of a dialog item.

Dialog Item Current Value

  • Returns the current value that is set for a dialog item.

Set Dialog Item Checked

  • Checks or unchecks a dialog item.

Set Dialog Item Current Value

  • Sets the current value for a dialog item.

Set Dialog Item Edit Value

  • Sets the string edit value for a dialog item.

Set Dialog Item Maximum Value

  • Sets the maximum value for a dialog item.

Set Dialog Item Minimum Value

  • Sets the minimum value for a dialog item.

Dialog Item Boolean Value

Dialog Item Color Value

Dialog Item Control Value

Dialog Item Real Value

Dialog Item Integer Value

Dialog Item String Value

Dialog Item Text Value

Set Dialog Item Boolean Value

Set Dialog Item Color Value

Set Dialog Item Control Value

Set Dialog Item Real Value

Set Dialog Item Integer Value

Set Dialog Item String Value

Set Dialog Item Text Value

Dialog Items

Create Dialog Item

  • 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.

Create Dialog Item From Template

  • 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.

Create Dialog Item In Panel

  • Creates a dialog item of the specified type within the specified dialog item panel.

Create Dialog Item In Panel From Template

  • Creates a dialog item of the specified type using the specified template within the specified dialog item panel.

Hookup Dialog Item In Panel

  • Hooks up an already existing dialog item of the specified type in the specified dialog item panel.

Dialog Item Is Enabled

  • Returns true if the dialog item is enabled for the specified player.

Dialog Item Is Visible

  • Returns true if the dialog item is visible for the specified player.

Last Created Dialog Item

  • Returns the last created dialog item.

Enable/Disable Dialog Item

  • Enable or disable a dialog item. A disabled dialog item is greyed out, and cannot be used.

Show/Hide Dialog Item

  • Shows or hides the specified dialog item.

Dialog Item Text

  • Returns the text of the dialog item for the specified player.

Used Dialog Item

  • Returns the dialog item that was used.

Dialog Item Event Type

  • Returns the event type of the dialog item that was used.

Set Dialog Item Text

  • Sets the text that appears within the dialog item.

Dialog Size And Position

Dialog Anchor

  • Returns the anchor for a dialog.

Dialog Height

  • Returns the height of a dialog.

Dialog Offset X

  • Returns the horizontal offset of a dialog.

Dialog Offset Y

  • Returns the vertical offset of a dialog.

Dialog Relative Anchor

  • Returns the relative anchor for the specified dialog. Relative anchor for dialogs is only used by the"Move Dialog (Relative)" action.

Relative Dialog

  • Returns the dialog that the specified dialog is anchored relative to.

Dialog Width

  • Returns the width of a dialog.

Dialog Is Fullscreen

  • Returns true if the specified dialog is set to always be sized to the entire screen.

Set Dialog Fullscreen

  • Setting a dialog fullscreen will make it ignore any other set position and size and always take up the full screen.

Move Dialog

  • Moves a dialog to the specified anchor, with the specified offsets.

Attach Dialog To Dialog

  • Moves a dialog to the specified anchor, relative to the anchor of another dialog, with the specified offsets.

Set Dialog Size

  • Sets the width and height of a dialog.

Dialog Tools

Clear Subtitle Position Override

  • Using this function will cause the subtitle panel to return to its default size and position.

Destroy Dialog

  • Destroys the specified dialog, and all the dialog items within.

Destroy All Dialogs

  • Destroys all dialogs.

Dialog Channel

  • Returns the render-to-texture channel the specified dialog is using.

Dialog Background Image

  • Returns the background image of the specified dialog.

Dialog Transparency

  • Returns the transparency level of the specified dialog.

Dialog Background Image Is Visible

  • Returns true if the specified dialog's background image is visible.

Dialog Is Offscreen

  • Returns true if the specified dialog is flagged as being offscreen.

Set Dialog RTT Channel

  • Sets the render-to-texture channel for the specified dialog.

Show/Hide Dialog Background

  • Shows or hides a dialog's background. Dialog items will remain visible.

Set Dialog Offscreen

  • An offscren dialog is not rendered normally and is instead used in conjuction with the render-to-texture feature.

Set Subtitle Position Override

  • Using this function will cause the subtitle panel to use the bounds of the specified dialog instead of its default size and position.

Set Dialog Transparency

  • Sets the transparency of the specified dialog.

Dialog Is Modal

  • Returns true if the specified dialog is modal.

Dialogs

Create Dialog

  • Creates a dialog box of specified width, height, position on the screen with offsets

Dialog Title

  • Returns the title text of the dialog.

Dialog Is Visible

  • Returns true if the dialog is visible.

Last Created Dialog

  • Returns the last created dialog.

Set Dialog Title

  • Sets the text that is used for the title of the dialog.

Show/Hide Dialog

  • Shows or hides the specified dialog. A dialog needs to be shown in order to be seen.

Screen Button

Display Screen Button

  • 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.

Flash Screen Button

  • Causes a screen button to change between two colors at the specified interval.

Show/Hide Screen Button

  • Shows or hides a screen button, chosen through the ScreenButtonID parameter. A hidden screen button cannot be seen or used.

Screen Button

  • Returns the dialog item that is the specified screen button.

Screen Button Dialog

  • Returns the dialog the specified screen button belongs to.

Set Screen Button Border Image

  • Sets the border image for a screen button.

Set Screen Button Flashing Border Image

  • Sets the border image for a screen button for when it is flashing.

Stop Flashing Screen Button

  • Causes a screen button to stop flashing.

Screen Image

Display Screen Image

  • Creates a screen image, with an identifier chosen by the ScreenImageID parameter, at the specified anchor, with the specified size and offset.

Show/Hide Screen Image

  • Shows or hides a screen image. Use "Display Screen Image" to create screen images.

Pulse Screen Image

  • Causes a screen image to change between two transperency values at the specified interval.

Screen Image Dialog

  • Returns the dialog the specified screen button image to. Use "Display Screen Image" to create screen images.

Screen Image Dialog Item

  • Returns the dialog item that is the specified screen image. Use "Display Screen Image" to create screen images.

Stop Pulsing Screen Image

  • Causes a screen image to stop pulsing.

Environment

Creep And Power

Creep Adjacent

  • Returns the number of creep tiles adjacent to a point.

Creep Is Present

  • Returns true if creep is present at a specified point.

Modify Creep

  • 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.

Set Creep Speed

  • 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.

Power Is Provided By

  • 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.

Power Level

  • Returns the power level provided to a player at the specified point.

Effects

Create Explosion At Point

  • Creates an explosion at the specified point. This explosion does not cause damage or other gameplay effects.

Triggering Effect Used

Triggering Effect Amount (Real)

Triggering Effect Amount (Integer)

Triggering Effect Point

Triggering Effect Unit

Triggering Effect Unit Owner

Triggering Effect Unit Type

Destroy Effects

  • 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.

Player Can Create Effect At Point

  • Returns true if the specified player can execute the specified effect at the specified point.

Player Can Create Effect On Unit

  • Returns true if the specified player can execute the specified effect on the specified unit.

Create Effect At Point (From Player)

  • Runs an effect, targeting the specified point. This effect will not have a caster unit.

Create Effect On Unit (From Player)

  • Runs an effect, targeting the specified unit. This effect will not have a caster unit.

Unit Can Create Effect At Point

  • Returns true if the specified unit can execute the specified effect at the specified point.

Unit Can Create Effect On Unit

  • Returns true if the specified unit can execute the specified effect on the specified target unit.

Create Effect At Point (From Unit)

  • Runs an effect, targeting the specified point, as if it was cast by the specified Caster unit.

Create Effect On Unit (From Unit)

  • Runs an effect, targeting the specified unit, as if it was cast by the specified Caster unit.

Damage Unit (From Unit)

  • Deals damage targeting the specified victim, as if it was dealt by the specified attacker unit.

Validate Player Can Create Effect At Point

Validate Player Can Create Effect On Unit

Validate Unit Can Create Effect At Point

Validate Unit Can Create Effect On Unit

Fog And Background

Set Fog Color

  • Sets the color of environmental fog.

Set Fog Density

  • Sets the density of environmental fog. A higher value means thicker fog.

Enable/Disable Fog

  • Turns environmental fog on or off.

Set Fog Falloff

  • Sets the falloff for environmental fog. Falloff determines how far from the fog start height the environmental fog will extend.

Set Fog Start Height

  • Sets the start height for environmental fog. Anything below this height will be completely obscured by environmental fog.

Set Background Model

  • Set or change the skybox on a map.

Lighting

Set Lighting

  • Changes the lighting on the map.

Set Time of Day Lighting

  • Sets the lighting used by the time of day.

Current Time Of Day

  • Returns the current game time of day.

Day Length

  • Returns the current day length in game seconds.

Time Of Day Is Paused

  • Returns true if the game time of day cycle is paused.

Pause/Unpause Time Of Day

  • Pauses or unpauses the time of day cycle.

Set Time Of Day

  • Sets the time of day.

Set Day Length

  • Sets the amount of game time it will take to cycle through 24 hours of time of day.

Terrain And Water

Cliff Level Of Point (Integer)

  • Returns what cliff level a point is on.

Line Crosses Cliff

Show/Hide Environment

  • Shows or hides graphics associated with the game environment. This includes terrain, doodads, and water.

Cliff Level Of Point (Real)

  • Returns what cliff level a point is on.

Show/Hide Terrain

  • Show or hide a region of terrain. Useful for areas of terrain that are entirely covered by a doodad.

Set Water State

  • Changes the water state on a map. This causes a water template to shift between its different pre-determined settings.

Height At Point

  • Returns the height at a point.

Game

Achievements

Award Achievement

  • This feature only works on Blizzard-signed maps.

Erase Achievement

  • This feature only works on Blizzard-signed maps.

Set Achievement Panel Category

  • This feature only works on Blizzard-signed maps.

Get Achievement Percent Text

  • This feature only works on Blizzard-signed maps.

Set Achievement Term Quantity

  • This feature only works on Blizzard-signed maps.

Disable Achievements

Charges And Cooldowns

Add Charge Regen Time For Game

  • Adds to the amount of time it takes to regenerate the specified global charge link.

Add Charge Used For Game

  • Consumes the specified number of charges for the specified global charge link.

Add Cooldown For Game

  • Adds time to the specified global cooldown link.

Game Charge Regen

  • Returns the charge regen time for the specified global charge link.

Game Charge Used

  • Returns the number of charges used for the specified global charge link.

Game Cooldown

  • Returns the cooldown time for the specified global cooldown link.

Pause/Unpause All Charges For Game

  • Pauses or unpauses regen for all charges in the game.

Pause/Unpause All Cooldowns For Game

  • Pauses or unpauses all cooldowns in the game.

Remove Charge Regen Time For Game

  • Clears the amount of time it takes to regenerate the specified global charge link.

Remove Charge Used For Game

  • Clears the number of used charges for the specified global charge link.

Remove Cooldown For Game

  • Clears the specified global cooldown link.

Chat And Console

Console Command

  • Runs a console command.

Chat String

  • 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.

Cheat Type Used

  • Returns the cheat a player used. Only usable in response to a Cheat Used event.

Allow Cheat

Cheats Enabled

  • Returns true if cheats are enabled for the specified category.

Game Settings

Attribute Game Value

  • Returns a game-level attribute value which was configured in the lobby before starting the game.

Attribute Player Value

  • Returns a player-specific attribute value which was configured in the lobby before starting the game.

Players On Team

  • Returns players on a given team, as determined by the game lobby before the game started.

Mission Time

  • Returns the elapsed Mission Time in seconds

Game Speed Factor

  • Returns the game speed factor.

Game Speed

  • Returns the game speed.

Game Speed Minimum

  • Returns the minimum game speed.

Mission Time Paused

  • Returns whether Mission Time is currently paused or not

Random Seed Is Locked

  • Returns true if fixed random seed is enabled.

Game Speed Is Locked

  • Returns true if the game speed is locked and cannot be changed.

Create Saved Game

  • Creates a saved game. This action has the side effect of suspending the current trigger until the next game loop.

Set Mission Time Paused

  • Pauses or unpauses Mission Time

Turn Fixed Random Seed On/Off

  • 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.

Lock Game Speed

  • Lock the game speed, rendering it unable to be changed.

Set Game Speed

  • Sets the current game speed.

Set Minimum Game Speed

  • Sets the minimum game speed. If necessary, the current game speed will be adjusted to be at least as fast as the new minimum game speed.

Game Play Time

  • Returns the elapsed play time for a player in game time seconds.

Preloading

Preload Asset

  • 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.

Preload Image

  • 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.

Preload Model

  • 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.

Preload Model Animation

  • 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.

Preload Model Object

  • 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.

Preload Movie

  • 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.

Preload Object

  • 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.

Preload Scene

  • 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.

Preload Script

  • 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.

Preload Sound

  • 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.

Preload Sound Object

  • 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.

Preload Soundtrack

  • 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.

Preload Unit

  • 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.

Transitions

Game Is Debug Option Set

  • Returns true if the specified debug option is true for a given player. Only works in debug builds of the game.

Game Is Test

  • Returns true if the game is running in the specified test mode.

Game Is Transitioned

  • 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).

Map Description

  • Returns the description text of the map currently being played.

Map Is Blizzard

  • Returns true if the map currently being played is an official Blizzard map.

Map Name

  • Returns the name of the map currently being played.

End Game For Player

  • 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.

Set Next Map

  • Sets the next map to be run after current map finishes.

Set Transition Map

  • Sets the transition map for transition saves.

Map Texture Set

  • Returns the terrain texture set of the map currently being played.

Restart Game

  • Restarts the current level for all the players in the specified player group.

Set Next Mission Difficulty

  • Sets the difficulty for the specified player for the next map.

General

Breaks

Return

  • 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".

Skip Remaining Actions

  • Skips the remaining actions in the trigger.

Break

  • Terminate a loop or scope early.

Custom Script

  • Runs a custom galaxy script. Note: For advanced users who have familiarity with the galaxy scripting language.

Conditional Statements

If Then

  • 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.

If Then Else

  • 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.

If Then Else-If

  • Excutes an If Then Else statement with multiple cases.

Switch

  • 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 Case

  • 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.

Loops

For Each Integer

  • 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.

For Each Real

  • 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.

Picked Integer

  • 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.

Pick Each Integer

  • 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.

Repeat

  • Repeats an action set a specified number of times.

Repeat Forever

  • Repeats an action set forever (or until the loop is broken with a "Break" or "Skip Remaining Actions" action.

While

  • 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.

Variables

Modify Variable (Integer)

  • Directly modify an integer variable through arithmetic.

Modify Variable (Real)

  • Directly modify a real variable through arithmetic.

Set Variable

  • Sets a variable to the specified value.

Waits

Critical Section

  • 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.

Wait

  • 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.

Wait For Condition

  • 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.

Wait For Timer

  • Pauses a trigger until the chosen Timer has reached a certain point. This point is set by using the Time parameter, and the WaitType parameter.

Leaderboard

Format

Turn Leaderboard Minimize Button On/Off

  • Turns the minimize button on/off for player group.

Set Leaderboard Minimize Button Color

  • Sets the minimize button color on a leaderboard.

Minimize Leaderboard

  • Minimizes the leaderboard.

Show/Hide Leaderboard Minimize Button

  • Hides the minimize button on a leaderboard for a player group.

Set Leaderboard Group For Row

  • Sets a row to be part of the specified group.

Set Leaderboard Columns

  • Sets the number of columns in a leaderboard.

Set Leaderboard Column Width

  • Sets the width of a leaderboard column.

Set Leaderboard Groups

  • Sets the number of groups in a leaderboard.

Set Leaderboard Rows

  • Sets the number of rows in a leaderboard.

Enable/Disable Leaderboard State

  • Enable/Disable a state for the specified leaderboard.

Set Leaderboard Sort Column

  • Sets the leaderboard sorting column and sorting order.

Leaderboard Items

Set Leaderboard Item Alignment

  • Sets the alignment of text in a location on a leaderboard.

Set Leaderboard Item Background Color

  • Sets the background color of text on a leaderboard.

Set Leaderboard Item Font Size

  • Sets the font size of text in a location on a leaderboard.

Set Leaderboard Item Icon

  • Sets an icon for a leaderboard item.

Set Leaderboard Item Sort Order

  • Sets the leaderboard item sort order to the order specified.

Set Leaderboard Item Text

  • Sets the text of a leaderboard item.

Set Leaderboard Item Text Color

  • Sets the item text color on a leaderboard to the specified color.

Leaderboards

Create Leaderboard

  • Creates a leaderboard with a specified amount of rows and columns. Use "Last Created Leaderboard" to get the leaderboard created by this action.

Destroy Leaderboard

  • Destroys a leaderboard, removing it from the game.

Last Created Leaderboard

  • Returns the last leaderboard created via a "Create Leaderboard" action.

Reset Leaderboard Position

  • Moves the leaderboard to the default position along the right edge of the screen.

Set Leaderboard Name

  • Sets the name of a leaderboard.

Move Leaderboard

  • Moves the leaderboard to the specified screen position. The X coordinate corresponds to the right side of the leaderboard.

Show/Hide All Leaderboards

  • Shows or hides all leaderboards for a player group.

Show/Hide Leaderboard

  • Shows or hides a leaderboard for a player group.

Player Columns

Add Player To Leaderboard

  • 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.

Remove Player From Leaderboard

  • Removes a player from a leaderboard.

Set Leaderboard Player Column

  • Sets the column that player names will appear in for the specified leaderboard. Use "Add Player To Leaderboard" to add players to the leaderboard.

Progress Bars

Set Leaderboard Item Progress Color

  • 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.

Set Leaderboard Item 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.

Show/Hide Leaderboard Item Progress Bar

  • 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.

Set Leaderboard Item Progress Value

  • Sets the current value of a progress bar within a leaderboard item. Use the "Set Leaderboard Item Progress Range" action to set the item's range.

Logic

Comparisons

And

  • 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.

And Or

  • 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.

And Or Multiple

  • 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.

Not

  • Returns the inverse of the boolean value.

Comparison

  • Evaluates and compares two arguments.

Not

  • 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.

Or

  • 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).

Text Has Been Set

  • Returns true if the Text parameter is not null.

Within Bounds

  • 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.

Math

Arithmetic

Arithmetic (Integer)

  • Returns the addition, subtraction, multiplication or division of the specified integer values.

Clamp (Integer)

  • Adjust the value to make sure it stays within the provided bounds.

Arithmetic Multiple (Integer)

  • Returns the addition, subtraction, multiplication or division of the specified integer values in multiple instances.

Arithmetic (Real)

  • Returns the addition, subtraction, multiplication or division of the specified real values.

Clamp (Real)

  • Adjust the value to make sure it stays within the provided bounds.

Arithmetic Multiple (Real)

  • Returns the addition, subtraction, multiplication or division of the specified real values in multiple instances.

Ceiling (Real)

  • Returns the smallest value that is not less than the argument.

Ceiling (Integer)

  • Returns the smallest value that is not less than the argument.

Cycle

  • 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.

Floor (Real)

  • Returns the largest value less than or equal to the specified number.

Floor (Integer)

  • Returns the largest value less than or equal to the specified number.

Log2 (Real)

  • Returns the log base 2 of a number.

Log2 (Integer)

  • Returns the log base 2 of a number.

Modulo (Real)

  • Uses real values. Returns the remainder after the dividend has been divided by the divisor.

Modulo (Integer)

  • Uses integer values. Returns the remainder after the dividend has been divided by the divisor.

Power (Real)

  • Returns a value raised to a given power or exponent.

Pow2 (Real)

  • Returns 2 to the power of a value.

Pow2 (Integer)

  • Returns 2 to the power of a value.

Power (Integer)

  • Returns a value raised to a given power or exponent.

Round (Real)

  • Returns the value rounded to zero decimal places.

Round (Integer)

  • Returns the value rounded to zero decimal places.

Square Root (Real)

  • Returns the square root of a number.

Square Root (Integer)

  • Returns the square root of a number.

Trunc (Real)

  • Strips off the fractional portion of a real.

Trunc (Integer)

  • Strips off the fractional portion of a real.

Conditionals

Absolute Value (Real)

  • Returns the value of the real without regard to the sign of the real.

Absolute Value (Integer)

  • Returns the value of the integer without regard to the sign of the integer.

Maximum (Real)

  • Returns the highest of the two real values specified.

Maximum (Integer)

  • Returns the highest of the two integer values specified.

Minimum (Real)

  • Returns the lowest of the two real values specified.

Minimum (Integer)

  • Returns the lowest of the two integer values specified.

Random

Random Angle

  • Returns a random angle between 0 and 360 (inclusive).

Random Real

  • Returns a random real between the specified values (inclusive).

Random Integer

  • Returns a random integer between the specified values (inclusive).

Random Percent

  • Returns a random percentage between 0 and 100 (inclusive).

Trigonometry

Arccosine

  • Returns the arccosine of a number. Allowed range is -1 to 1. The returned value is given in degrees.

Arcsine

  • Returns the arcsine of a number. Allowed range is -1 to 1. The returned value is given in degrees.

Arctangent From Value

  • Returns the arctangent of a number. The returned value is given in degrees.

Arctangent From Deltas

  • Returns the arctangent of a set of X and Y deltas. The returned value is given in degrees.

Cosine

  • Returns the cosine of an angle. The angle should be specified in degrees.

Sine

  • Returns the sine of an angle. The angle should be specified in degrees.

Tangent

  • Returns the tangent of an angle. The angle should be specified in degrees.

Melee

Melee Defaults

Start Melee AI For All Players

  • Enables the melee AI for computer players.

Set Default Melee Options For All Players

  • Enables victory, defeat and reveal for all players

Set Starting Resources For All Players

  • Sets the default starting resources for all players, which is 50 minerals.

Set Starting Units For All Players

  • Creates the primary structure and starting workers for all players

Player Settings

Player Melee Option

  • Returns whether or not a specified melee option is enabled for a player.

Set Starting Resources For Player

  • Sets the starting resources for the specified player and race. The default starting resources is 50 minerals.

Set Starting Units For Player

  • Creates the starting units and structures for the specified player and race.

Enable/Disable Melee Option For Player

  • Enables or disables a melee option for the specified player.

Objective

Advanced

Destroy Objective

  • Destroys an objective.

Destroy All Objectives

  • Destroys all objectives for a player group.

Objective Description

  • Returns the description text of an objective.

Objective Text

  • Returns the text of an objective.

Objective Players

  • Returns the player group that has been set for the objective.

Objective Primary

  • Returns true if the objective is a primary objective.

Set Objective Description

  • Sets the description of an objective.

Set Objective Text

  • Sets the text of an objective.

Set Objective Players

  • 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.

Set Objective Type

  • Sets the type for an objective.

Basic

Create Objective

  • Creates an objective. Objectives appear in the upper left corner of the UI, and are can be used to create goals for players to accomplish.

Objective State

  • Returns the state of an objective.

Last Created Objective

  • Returns the last created objective.

Set Objective State

  • Sets the state of an objective.

Show/Hide Objective

  • Sets the state of an objective to either hidden or active.

Objective Is Visible

  • Returns true if the objective is visible for the specified player.

Order

Ability Commands

Ability Command

  • 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.

Ability Of Ability Command

  • 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.

Action Type For Ability Command

  • Returns the action type of an ability command. An ability command is the combination of an ability and an index for a command within that ability.

Index Of Ability Command

  • Returns the index value of an ability command. An ability command is the combination of an ability and an index for a command within that ability.

Order Properties

Ability Command For Order

  • Returns the ability command for the order.

Flag Is Enabled For Order

  • Returns true if the specified flag is enabled.

Player For Order

  • Returns the player number that the order is issued for.

Target Item For Order

  • Returns the target for the order if the target is an item.

Target Point For Order

  • Returns the target for the order if the target is a point.

Target Position For Order

  • Returns the position of the target for an order, regardless of what type of target it is.

Target Type For Order

  • Returns the target type for the specified order.

Target Unit For Order

  • Returns the target for the order if the target is a unit.

Order Is Valid

  • Returns true if the order is valid for the specified unit.

Orders To Be Issued

Order With No Target

  • Returns an order with no target. This is primarily for use in "Issue Order" and "Issue Order To Unit Group" actions.

Change Autocast Mode

  • 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.

Order Targeting Item

  • Returns an order targeting an item. This is primarily for use in "Issue Order" and "Issue Order To Unit Group" actions.

Order Targeting Point

  • Returns an order targeting a point. This is primarily for use in "Issue Order" and "Issue Order To Unit Group" actions.

Order Targeting Relative Points

  • Returns an order targeting relative points near a given point. This is primarily for use in "Issue Order To Unit Group" actions.

Order Targeting Unit

  • Returns an order targeting a unit. This is primarily for use in "Issue Order" and "Issue Order To Unit Group" actions.

Order Targeting Unit Group

  • Returns an order targeting a unit group. This is primarily for use in "Issue Order" and "Issue Order To Unit Group" actions.

Ping

Advanced

Destroy Ping

  • Destroys a minimap ping.

Destroy All Pings

  • Destroys all minimap pings.

Color Of Ping

  • Returns the ping color.

Duration of Ping

  • Returns the ping duration as a real value.

Ping Players

  • Returns the player group that sees the ping.

Position Of Ping

  • Returns the position of the specified ping.

Facing Angle Of Ping

  • Returns the current facing angle of the specified ping.

Ping Scale

  • Returns the ping size as a real value.

Ping Tooltip

  • Returns the tooltip text for a ping.

Ping Unit

  • Returns the unit that is being pinged.

Set Ping Color

  • Sets the ping color.

Set Ping Duration

  • Sets the duration of the ping, in game-time seconds.

Set Ping Model

  • Sets the model of the ping.

Set Ping Players

  • Sets which player groups get to see the ping.

Move Ping

  • Moves the ping to a new location.

Make Ping Face Angle

  • Instantly rotates the ping to face a specific angle, given in degrees.

Set Ping Scale

  • Sets the size of the ping.

Set Ping Tooltip

  • Sets a ping's tooltip, which is displayed when a user points at the ping with the mouse.

Attach Ping To Unit

  • Sets the ping location on the mini map to the position of the specified unit.

Basic

Create Ping Facing Angle

  • Creates a minimap ping facing a specified angle. Use "Last Created Ping" to refer to the created ping.

Ping Minimap

  • 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.

Create Ping With Point Facing

  • Creates a minimap ping using the facing angle of a point. Use "Last Created Ping" to refer to the created ping.

Ping Is Visible

  • Returns true if the ping is visible.

Last Created Ping

  • Returns the last minimap ping created via a "Create Ping" action.

Show/Hide Ping

  • Shows or hides a minimap ping.

Player

Alliances

Alliance Aspect

  • 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.

Get Relationship Between Players

  • 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.

Set Alliance Aspect

  • 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.

Set Alliance

  • 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.

Set Alliance (One-Way)

  • 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.

Set Alliance For Player Group

  • 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.

Clear Alliance

Make Ally

Charges And Cooldowns

Add Charge Regen Time For Player

  • Adds to the amount of time it takes to regenerate the specified player charge link.

Add Charge Used For Player

  • Consumes the specified number of charges for the specified player charge link.

Add Cooldown For Player

  • Adds time to the specified player cooldown link.

Player Charge Regen

  • Returns the charge regen time for the specified player charge link.

Player Charge Used

  • Returns the number of charges used for the specified player charge link.

Player Cooldown

  • Returns the cooldown time for the specified player cooldown link.

Pause/Unpause All Charges For Player

  • Pauses or unpauses regen for all charges for the specified player.

Pause/Unpause All Cooldowns For Player

  • Pauses or unpauses all cooldowns for the specified player.

Remove Charge Regen Time For Player

  • Clears the amount of time it takes to regenerate the specified player charge link.

Remove Charge Used For Player

  • Clears the number of used charges for the specified player charge link.

Remove Cooldown For Player

  • Clears the specified player cooldown link.

Difficulty Levels

APM Of Difficulty Level

  • Returns the actions per minute for the difficulty level specified.

Difficulty Level Is Enabled

  • Returns true if the difficulty level is enabled.

Name Of Difficulty Level

  • Returns the name of the difficulty level.

Name Of Campaign Difficulty Level

  • Returns the campaign name of the difficulty level.

Difficulty Level For Player

  • Returns the difficulty level for the specified player.

Set Player Difficulty Level

  • Sets the difficulty level for the specified player.

Player Settings

Triggering Player

  • Returns the triggering player as an integer.

Triggering Player Property

  • Returns the triggering player property in response to "Player Property Changed" events.

Triggering Player Property Change (Real)

  • Returns the triggering player property amount changed in response to "Player Property Changed" events.

Triggering Player Property Change (Integer)

  • Returns the triggering player property amount changed in response to "Player Property Changed" events.

Player Color

  • Returns the player color of the player.

Player Property

  • Returns the value of the specified player property as an integer.

Player Flag Check

  • Returns true if the specified flag is enabled.

Modify Player Property

  • Modifies player properties such as resources.

Name Of Player

  • Returns the name of the player.

Race Of Player

  • Returns the race of the player.

Player Score Value (Real)

  • Returns a statistic for the specified player as a real.

Player Score Value (Integer)

  • Returns a statistic for the specified player as an integer.

Modify Player Score (Real)

  • Modifies player properties such as resources.

Modify Player Score (Integer)

  • Modifies player score such as units killed.

Set Player Color

  • Sets the player color for the player.

Turn Player Flag On/Off

  • Enables or disables the specified flag for the player.

Start Location Of Player

  • Returns the point value of the start location for the player.

Status Of Player

  • Returns the status of the player.

Controller Of Player

  • Returns the controller of the specified player. This function can return as Computer, User, None, or Neutral.

Player Group

Groups

Add Player Group To Player Group

  • Adds the players in one player group to another player group.

Add Player To Player Group

  • Adds a player to a player group.

Remove All Players From Player Group

  • Clears a player group so it no longer has any players in it.

Copy Of Player Group

  • Returns the copy of a player group.

Number Of Players In Player Group

  • Returns the number of players in a player group.

Player In Player Group

  • Returns true if the specified player is in the specified player group.

Player From Player Group

  • 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.

Remove Player From Player Group

  • Removes a player from the specified player group.

Remove Player Group From Player Group

  • Removes all the players in one player group from another player group.

Loops

For Each Player In Player Group

  • 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.

Pick Each Player In Player Group

  • 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.

Picked Player

  • 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.

Useful Player Groups

Active Players

  • Returns a player group containing all active players.

All Players

  • Returns a player group containing all players.

Allies/Enemies Of Player

  • Returns all players that are considered allies or enemies, determined by the Alliance parameter, of the specified player.

Empty Player Group

  • Returns an empty player group.

Convert Player To Player Group

  • Returns a player group containing the specified player. This allows you to call a specific player as a player group parameter in triggers.

Point

Creation And Modification

Point From XY

  • Returns a 2D location as a point. This allows you to specify any location on the map grid as a viable value for a point parameter.

Point From XYZ

  • Returns a 3D location as a point. This allows you to specify any 3D location on the map as a viable value for a point parameter.

Move Point

  • Moves a point to the specified position.

Make Point Face Angle

  • Changes the facing of a point.

Set Point Height

  • Changes the height of a point, relative to the terrain.

Measurements

Angle Between Points

  • Returns the angle from point 1 to point 2 as a real value, in degrees.

Distance Between Points

  • Returns the distance between two points as a real value.

Facing Angle Of Point

  • Returns the facing angle of the specified point as a real value, in degrees.

Height Of Point

  • 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.

X Of Point

  • Returns the X coordinate of the specified point as a real value.

Y Of Point

  • Returns the Y coordinate of the specified point as a real value.

Point Is In Region

  • Returns true if the specified point is located within the specified region.

Offsets

Point Facing Angle

  • Returns a point with the position of the specified point, and the facing of the specified angle.

Point Offset Towards Point

  • Returns a point offset by a specified distance toward a target point.

Reflected Point

  • 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.

Point With Offset

  • Returns a point offset by given horizontal and vertical distances.

Point With Polar Offset

  • Returns a point offset by a distance toward an angle, specified in degrees.

Point With Z Offset

  • Returns a point with the X and Y position of the specified point, and Z position of the specified Z.

Random Point Between Points

  • Returns a random point along the line segment connecting the specified points.

Pathing

Pathing Cost Between Points

  • Returns the ground pathing cost between two points as an integer.

Points Connected By Pathing

  • Returns true if the specified points are connected by ground pathing.

Point Is Passable

  • Returns true if the specified point is pathable to ground units.

Portrait

Advanced

Clear Portrait Animation

  • Clears an animation on a portrait.

Destroy Portrait

  • Destroys the specified portrait.

Destroy All Portraits

  • Destroys all portraits.

Force Portrait Transition On/Off

  • 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.

Play Portrait Animation

  • Tells a portrait to play an animation.

Turn Portrait Background On/Off

  • Turns a portrait's background on or off.

Set Portrait Border Texture

  • Sets the border texture for a portrait.

Turn Portrait Border On/Off

  • Turns a portrait's border on or off.

Set Portrait Camera

  • Sets the portrait camera using string values.

Set Portrait Channel

  • Sets the render-to-texture channel for the specified portrait, which determines where the portrait textures can appear in the game.

Turn Portrait Fullscreen On/Off

  • Turns a portrait's fullscreen on or off.

Set Portrait Light

  • Sets the light for a portrait.

Set Portrait Model

  • Sets the model for a portrait.

Set Portrait Model And Play Animation

  • Sets the model for a portrait and plays an animation on it.

Set Portrait Mouse Target

  • Sets whether the portrait is a valid mouse target or not. If the portrait is not a valid mouse target, mouse clicks will go through the portrait.

Mute/Unmute Portrait

  • Mutes or unmutes the portrait.

Turn Portrait Offscreen On/Off

  • Sets whether or not the specified portrait is rendered offscreen.

Pause/Unpause Portrait

  • Pauses or unpauses the animation in the specified portrait.

Set Portrait Position

  • Sets a portrait's position on the screen.

Set Portrait Render Type

  • Sets the render type of the portrait to determine during which pass of the UI it should be rendered.

Set Portrait Size

  • Sets the size of a portrait.

Set Portrait Team Color

  • Set the team color of the specified portrait.

Set Portrait Tint Color

  • Set the tint color of the specified portrait.

Set Portrait Transition Model

  • Sets a portrait's transistion model.

Turn Portrait Transition On/Off

  • Turns a portrait's transition to on or off.

Wait For Portrait To Load

  • Waits until the specified portrait is finished loading. This may be necessary before some operations may be applied to the portrait.

Basic

Create Portrait

  • Creates a portrait on the screen.

Last Created Portrait

  • Returns the last created portrait.

Show/Hide Portrait

  • Shows or hides the specified portrait for the specified player group.

Portrait Is Visible

  • Returns true if the specified portrait is visible for the specified player.

Useful Portraits

Cinematic Portrait

  • Returns the cinematic portrait at the specified position.

Fullscreen Portrait

  • Returns the fullscreen portrait.

Game Portrait

  • Returns the game portrait.

Planet Panel Portrait

  • Returns the planet panel portrait.

Region

Creation

Add Circle To Region

  • Adds a circle to a region.

Add Rectangle To Region

  • Adds a rectangle to a region.

Add Region To Region

  • Adds a region to another region.

Convert Circle To Region

  • Returns a circular region from a center point and a radius.

Convert Rectangle To Region

  • Returns a rectangular region from 4 bound values.

Modification

Height Of Region

  • Returns the height of the specified region.

Attach Region To Unit

  • Attaches a region to a unit.

Unit Attached To Region

  • Returns a unit attached to a region.

Top-Right Of Region Bounds

  • 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.

Bottom-Left Of Region Bounds

  • 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.

Center Of Region

  • Returns the center point of a region.

Random Point In Region

  • Returns a random point in the specified region. For regions with multiple shapes, this is not guaranteed to work.

Move Region

  • Moves a region to a point.

Width Of Region

  • Returns the width of the specified region.

Useful Regions

Empty Region

  • Returns an empty region.

Entire Map

  • Returns the entire map.

Playable Map Area

  • Returns the playable map area.

Set Playable Map Area

  • 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.

Selection

Control Groups

Add Unit To Control Group

  • Adds a unit to a control group for a player.

Add Unit Group To Control Group

  • Adds a unit group to a control group for a player.

Clear Control Group

  • Removes all units from a control group for a player.

Remove Unit From Control Group

  • Removes a unit from a control group for a player.

Remove Unit Group From Control Group

  • Removes a unit group from a control group for a player.

Unit Selection

Restore Unit Selection

  • Restores the last stored unit selection for a given player. Use the "Store Unit Selection" action to store a unit selection.

Store Unit Selection

  • Stores which units a given player has selected. Use the "Restore Unit Selection" action to restore this selection.

Clear Unit Selection

  • Clears all unit selections for a player.

Flash Unit Selection

  • Flashes a ring around a unit for given period of time.

Select Unit Group

  • Selects or deselects a unit group for a player.

Selected Units

  • Returns the selected units for the specified player.

Unit Is Selected

  • Returns true if the specified unit is selected by the specified player.

Select Unit

  • Selects or deselects a unit for a player.

Sound

Scenes

Play Sound Scene

  • 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.

Play Sound Scene File

  • Plays a sound with the specified scene file for the specified player group. Scene files can be set up using the Previewer module.

Sound Channels

Set All Sound Channel Volumes

  • Sets the volume for all sound channels for the specified player group.

Mute/Unmute Sound Channel

  • Mutes or unmutes a sound channel for the specified player group.

Pause Sound Channel

  • Pauses all sounds in a sound channel for the specified player group.

Set Sound Channel Volume

  • Sets a specified sound channel to a volume for the specified player group.

Stop Sound Channel

  • Stops all sounds in a sound channel for the specified players.

Sound Properties

Mark Sound For Duration Preload

  • 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.

Query Sound Duration

  • 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.

Wait For Sound Durations

  • Waits until all queries sent with "Query Sound Duration" have been received for all players.

Sound Duration

  • Returns the duration of the sound.
  • 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).

Sound Asset Index

  • 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).

Sound ID

  • 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).

Sound Subtitle Text

  • Returns Subtitle text for the given Sound Link.

Sound Settings

Set Sound Factors

  • Sets sound factors for distance, doppler, and rolloff.

Set Sound Reverb

  • Sets sound reverb.

Sounds

Last Played Sound

  • Returns the last sound played via a "Play Sound" action.

Play Sound

  • Plays a sound for the specified player group. Use the "Last Played Sound" function to refer to this sound.

Play Sound At Point

  • Plays a sound at a point for the specified player group. Use the "Last Played Sound" function to refer to this sound.

Play Sound On Unit

  • Plays a sound at a unit for the specified player group. Use the "Last Played Sound" function to refer to this sound.

Skip To Sound Offset

  • Skip to a specific time within a sound.

Move Sound

  • Moves a sound to the specified location.

Set Sound Volume

  • Sets sound volume.

Stop Sound

  • Stops a sound.

Stop All Model Sounds

  • Stops all model sounds.

Stop All Trigger Sounds

  • Stops all sounds explicitly played through triggers.

Wait For Sound

  • Waits for a sound is a certain amount of seconds from the offset type.

Soundtracks

Set Default Soundtrack

  • Sets the default soundtrack. The default soundtrack will play when there are no other soundtracks being played.

Pause Soundtrack

  • Pauses a soundtrack for the specified player group.

Play Soundtrack

  • 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.

Enable/Disable Soundtrack Continuous

  • Sets a soundtrack to play once or play continuously.

Set Soundtrack Delay

  • Sets the amount of time between when one soundtrack finishes and another one begins.

Enable/Disable Soundtrack Shuffle

  • 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.

Stop Soundtrack

  • Stops a soundtrack for the specified player group.

Wait For Soundtrack

  • Waits for soundtrack playback to end.

Story

Campaign Progress

Set Campaign Progress Campaign Finished

  • Flags the campaign as finished or unfinished for the specified campaign for the specified player.

Set Campaign Progress Image

  • Sets the progress image for the specified campaign for the specified player.

Set Campaign Progress Text

  • Sets the progress text for the specified campaign for the specified player.

Set Campaign Progress Tutorial Finished

  • Flags the tutorial as finished or unfinished for the specified campaign for the specified player.

Character Sheet

Set Character Sheet Description Text

  • Sets the description text for the character sheet for the specified players.

Set Character Sheet Name Text

  • Sets the name text for the character sheet for the specified players.

Set Character Sheet Model

  • Sets the model for the character sheet for the specified players.

Mercenary Panel

Create Mercenary

  • Creates a new mercenary for the mercenary panel. Use "Last Created Mercenary" to get the mercenary created by this action.

Destroy Mercenary

  • Removes the specified mercenary from the mercenary panel.

Selected Mercenary

  • Returns the mercenary the specified player currently has selected.

Mercenary Is Recently Purchased

  • Returns true if the specified mercenary is flagged as being recently purchased.

Last Created Mercenary

  • Returns the last mercenary created using "Create Mercenary".

Enable/Disable Mercenary Panel Close Button

  • Enables or disables the close button on the mercenary panel for the specified players.

Enable/Disable Mercenary Panel Dismiss Button

  • Enables or disables the dismiss button on the mercenary panel for the specified players.

Purchase Mercenary

  • Convenience function to mark the specified mercenary as purchased, recently purchased, and play the purchase animation on it.

Set Mercenary Availability Text

  • Sets the availability text for the specified mercenary.

Set Mercenary Cost

  • Sets the cost for the specified mercenary.

Set Mercenary CostText

  • Sets the cost text for the specified mercenary.

Set Mercenary Description Text

  • Sets the description text for the specified mercenary.

Set Mercenary Portrait Image

  • Sets the portrait image for the specified mercenary.

Set Mercenary Portrait Model

  • Sets the portrait model for the specified mercenary.

Set Mercenary Player Group

  • Sets the player group that the specified mercenary will appear for.

Set Mercenary Recently Purchased

  • Flags or unflags the specified mercenary as being recently purchased.

Set Mercenary Scene

  • Sets the movie that plays when the specified mercenary is selected.

Set Selected Mercenary

  • Selects the specified mercenary for the specified player.

Set Mercenary Special Text

  • Sets the special text for the specified mercenary.

Set Mercenary State

  • Sets the visibility state for the specified mercenary.

Set Mercenary Title Text

  • Sets the title text for the specified mercenary.

Set Mercenary Unit Text

  • Sets the unit text for the specified mercenary.

Mission Archives Panel

Add Mission Archive Achievement

  • This will only work on Blizzard maps.

Add Mission Archive

  • 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.

Remove Mission Archive

  • Removes the specified mission archive from the mission archive panel.

Last Created Mission Archive

  • Returns the last mission archive created using "Add Mission Archive".

Selected Mission Archive

  • Returns the mission archive that the specified player currently has selected.

Set Selected Mission Archive

  • Sets which mission archive is selected on the mission archive panel for the specified player group.

Set Mission Archive Best Time Text

  • Sets the best time text for the specified mission archive.

Set Mission Archive Bonus Text

  • Sets the bonus text for the specified mission archive.

Set Mission Archive Bonus Title

  • Sets the bonus title for the specified mission archive.

Set Mission Archive Button Image

  • Sets the button image for the specified mission archive.

Set Mission Archive Button Text

  • Sets the button text for the specified mission archive.

Set Mission Archive Difficulty Best Time Text

  • Sets the dificulty-specific best time text for the specified mission archive.

Set Mission Archive Difficulty Completed

  • Flags a difficulty level as completed for the specified mission archive.

Set Mission Archive Mission Image

  • Sets the mission image for the specified mission archive.

Set Mission Archive Mission Text

  • Sets the mission text for the specified mission archive.

Set Mission Archive Priority

  • Sets the priority for the specified mission archive.

Set Mission Archive Research Text

  • Sets the research text for the specified mission archive.

Set Mission Archive Research Title

  • Sets the research title for the specified mission archive.

Set Mission Archive Scene Image

  • Sets the scene image for the specified mission archive.

Set Mission Archive Scene Text

  • Sets the scene text for the specified mission archive.

Show Mission Archive in Missions Completed Total

  • 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.

Set Mission Archive State

  • Sets the visibility state for the specified mission archive.

Selected Mission Archive Difficulty

  • Returns the mission archive mission difficulty that was last selected. Only valid in response to "Mission Archives Panel Play Mission" events.

Selected Mission Archive Mission

  • Returns the mission archive mission selected. Only valid in response to "Mission Archives Panel Play Mission" events.

Selected Mission Archive Scene

  • Returns the mission archive scene selected. Only valid in response to "Mission Archives Panel Play Scene" events.

Modes And Sets

Campaign Mode

  • Turns campaign mode on or off for a player group. This will only work for Blizzard maps.

Player In Story Mode

  • Returns true if the specified player is in story mode. Use the "Story Mode" action to turn story mode on and off for a player.

Story Mode

  • Turns story mode on or off for a player group. This will only work for Blizzard maps.

Story Set Change

  • Prepares the graphics engine for a set change.

_Story Mode On/Off For Player

_Story Mode On/Off For Player Group

_Story Mode Hide UI

_Story Mode Restore UI

_Story Mode Internal

Planet Panel

Selected Mission Difficulty

  • Returns the desired difficulty at which the player wanted to play the mission.

Clicked Planet

  • Returns the planet that triggered "Planet Panel Mission Selected".

Clear Selected Planet

  • Clears the planet selection on the planet panel for the specified players.

Selected Planet

  • Returns the planet the specified player has selected.

Planet Panel Contact Button State

  • Returns the current state of the contact button on the planet panel.

Enable/Disable Planet Panel Close Button

  • Enables or disables the close button on the planet panel for the specified players.

Set Planet Panel Close Button Shortcut

  • Sets the hotkey for the close button on the planet panel for the specified players.

Set Planet Panel Close Button Text

  • Sets the text that is displayed on the close button on the planet panel for the specified players.

Set Planet Panel Close Button Tooltip

  • Sets the tooltip text for the close button on the planet panel for the specified players.

Set Planet Panel Background Image

  • Sets the background image for the planet panel for the specified players.

Set Planet Panel Contact Button State

  • Sets the state of the contact button on the planet panel for the specified players.

Enable/Disable Planet Panel Dismiss Button

  • Enables or disables the dismiss button on the planet panel for the specified players.

Set Selected Planet

  • Selects the specified planet on the planet panel for the specified players.

Set Planet Background Model

  • Sets the background model for the specified planet.

Set Planet Bonus Text

  • Sets the bonus description for the specified planet.

Set Planet Bonus Title

  • Sets the bonus title for the specified planet.

Set Planet Contact Model

  • Sets the model for the contact for the specified planet.

Set Planet Contact Name

  • Sets the contact name for the specified planet.

Set Planet Contact Title

  • Sets the contact title for the specified planet.

Set Planet Contact Tooltip

  • Sets the tooltip for the contact for the specified planet.

Set Planet Description

  • Sets the description text for the specified planet.

Set Planet Mission Name

  • Sets the mission name for the specified planet.

Set Planet Mission Title

  • Sets the mission title for the specified planet.

Set Planet Model

  • Sets the model for the specified planet.

Set Planet Name

  • Sets the name fo the specified planet.

Set Planet Frame Text

  • Sets the frame text for the specified planet.

Set Planet Players

  • Sets the player group that the specified planet will display for.

Set Planet Primary Objective Text

  • Sets the primary objective description for the specified planet.

Set Planet Primary Objective Title

  • Sets the primary objective title for the specified planet.

Set Planet Research Text

  • Sets the research description for the specified planet.

Set Planet Research Title

  • Sets the research title for the specified planet.

Set Planet Reward Text

  • Sets the reward description for the specified planet.

Set Planet Reward Title

  • Sets the reward title for the specified planet.

Set Planet Secondary Objective Text

  • Sets the secondary objective description for the specified planet.

Set Planet Secondary Objective Title

  • Sets the secondary objective title for the specified planet.

Set Planet State

  • Sets the visibility state of the specified planet.

Set Planet Technology Icon

  • Sets the icon for the tech for the specified planet.

Set Planet Technology Name

  • Sets the name for the tech for the specified planet.

Set Planet Technology Text

  • Sets the description for the tech for the specified planet.

Set Planet Technology Title

  • Sets the title for the tech for the specified planet.

Set Planet Technology Tooltip

  • Sets the tooltip for the tech for the specified planet.

Set Planet Technology Unit

  • Sets the unit for the tech for the specified planet.

Set Planet Tooltip

  • Sets the tooltip for the specified planet.

Create Planet

  • Creates a new planet on the planet panel for the specified players. Use "Last Created Planet" to refer to the planet that was created.

Destroy Planet

  • Removes the specified planet from the planet panel.

Destroy All Planets

  • Removes all planets from the planet panel for the specified players.

Last Created Planet

  • Returns the last planet created with "Create Planet".

Research Panel

Create Research Category

  • Creates a new research category for the research panel. Use "Last Created Research Category" to get the research category created by this action.

Destroy Research Category

  • Removes the specified research category from the research panel.

Destroy All Research Categories

  • Removes all research categories from the research panel for the specified players.

Last Created Research Category

  • Returns the last research category created using "Create Research Category".

Set Research Category Current Level

  • Sets the current level for the specified research category to the specified level.

Set Research Category Last Level

  • Sets the last level for the specified research category to the specified level.

Set Research Category Name

  • Sets the name for the specified research category.

Create Research Item

  • Creates a new research item for the research panel. Use "Last Created Research Item" to get the research item created by this action.

Destroy Research Item

  • Removes the specified research item from the research panel.

Selected Research Item

  • Returns the research item the specified player has selected.

Research Item Is Recently Purchased

  • Returns true if the specified research item is flagged as recently purchased.

Last Created Research Item

  • Returns the last research item created using "Create Research Item".

Purchase Research Item

  • 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.

Set Research Item Confirmation

  • Sets the confirmation text of the specified research item.

Set Research Item Description

  • Sets the description of the specified research item.

Set Research Item Icon

  • Sets the icon for the specified research item.

Set Research Item Movie

  • Sets the movie that will be shown when the specified research item is selected.

Set Research Item Name

  • Sets the name of the specified research item.

Set Research Item Recently Purchased

  • Flags or unflags a research item as being recently purchased.

Set Selected Research Item

  • Selects the specified research item for the specified players.

Set Research Item State

  • Sets the enabled state of the specified research item.

Set Research Item Tooltip

  • Sets the tooltip of the specified research item.

Create Research Tier

  • Creates a new research tier for the research panel. Use "Last Created Research Tier" to get the research tier created by this action.

Destroy Research Tier

  • Removes the specified research tier from the research panel.

Destroy All Research Tiers

  • Removes all research tiers from the research panel for the specified players.

Last Created Research Tier

  • Returns the last research tier created using "Create Research Tier".

Set Research Tier Max Purchases Allowed

  • 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.

Set Research Tier Required Level

  • Sets the required level for the specified research tier to the specified level.

Tech Purchase Panel

Purchased Purchase Item

  • Returns the purchase item that was purchased. Used in response to a "Purchase Made" event.

Selected Purchase Category

  • Returns the purchase category that the specified player currently has selected.

Selected Purchase Item

  • Returns the purchase item that the specified player currently has selected.

Purchase Item Is Recently Purchased

  • Returns true if the specified purchase item is flagged as recently purchased.

Purchase Purchase Item

  • Convenience function to mark the specified purchase item as purchased, recently purchased, and play the purchase animation on it.

Set Selected Purchase Category

  • Selects the specified purchase category for the specified players.

Set Selected Purchase Item

  • Selects the specified purchase item for the specified players.

Create Purchase Category

  • 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.

Destroy Purchase Category

  • Destroys the specified purchase category.

Destroy All Purchase Categories

  • Destroys all the tech purchase categories for the specified players.

Last Created Purchase Category

  • Returns the last purchase category created using "Create Purchase Category".

Set Purchase Category Name

  • Sets the name for the specified purchase category.

Set Purchase Category Players

  • Sets the player group for the specified purchase category.

Set Purchase Category Slot

  • Sets the slot for the specified purchase category.

Set Purchase Category State

  • Sets the visibility state for the specified purchase category.

Create Purchase Group

  • 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.

Destroy Purchase Group

  • Removes the specified purchase group from the tech purchase UI.

Destroy All Purchase Groups

  • Destroys all purchase groups for the specified players.

Last Created Purchase Group

  • Returns the last purchase group created by the "Create Purchase Group" action.

Set Purchase Group Icon

  • Sets the icon for the specified purchase group.

Set Purchase Group Name

  • Sets the name for the specified purchase group.

Set Purchase Group Players

  • Sets the players for the specified purchase group.

Set Purchase Group Slot

  • Sets the slot for the specified purchase group.

Set Purchase Group State

  • Sets the visibility state for the specified purchase group.

Set Purchase Group Tooltip

  • Sets the tooltip for the specified purchase group.

Set Purchase Group Unit

  • Sets the unit for the specified purchase group.

Create Purchase Item

  • 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.

Destroy Purchase Item

  • Removes the specified purchase item from the tech purchase UI.

Destroy All Purchase Items

  • Destroys all purchase items for the specified players.

Last Created Purchase Item

  • Returns the last purchase item created by the "Create Purchase Item" action.

Set Purchase Item Cost

  • Sets the cost for the specified purchase item.

Set Purchase Item Description

  • Sets the description for the specified purchase item.

Set Purchase Item Icon

  • Sets the icon for the specified purchase item.

Set Purchase Item Movie

  • Sets the movie for the specified purchase item.

Set Purchase Item Name

  • Sets the name for the specified purchase item.

Set Purchase Item Players

  • Sets the player group for the specified purchase item.

Set Purchase Item Recently Purchased

  • Flags or unflags the specified purchase item as recently purchased.

Set Purchase Item Slot

  • Sets the slot for the specified purchase item.

Set Purchase Item State

  • Sets the visibility state for the specified purchase item.

Set Purchase Item Tooltip

  • Sets the tooltip for the specified purchase item.

Victory Panel

Selected Victory Difficulty

  • Returns the desired difficulty at which the player wanted to replay the mission.

Enable/Disable Score Tracking

  • Enables or disables tracking of a specific statistic for the specified player.

Enable/Disable All Score Tracking

  • Enables or disables all score tracking for the specified player.

Add Victory Panel Achievement

  • This will only work with Blizzard maps.

Add Victory Panel Custom Statistic Line

  • 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.

Add Victory Panel Tracked Statistic

  • Adds a statistic to the victory panel.

Clear Victory Panel Custom Statistic Table

  • Clears all custom statistic text and values in the victory panel.

Set Victory Panel Achievements Title

  • Sets the achievements title on the victory panel.

Set Victory Panel Background Image

  • Sets the background image of the victory panel.

Set Victory Panel Custom Statistic Text

  • Sets the text for a victory panel custom statistic.

Set Victory Panel Custom Statistic Value

  • Sets the value for a victory panel custom statistic.

Set Victory Panel Mission Text

  • Sets the mission text on the victory panel.

Set Victory Panel Time Text

  • Sets the time text on the victory panel.

Set Victory Panel Time Title

  • Sets the time title on the victory panel.

Set Victory Panel Mission Title

  • Sets the mission title on the victory panel.

Set Victory Panel Background Model

  • Sets the model to be displayed on the victory panel.

Set Victory Panel Reward Credits

  • Using this function instead of "Set Victory Panel Reward Text" will cause the credits to count up from 0 to the desired number.

Set Victory Panel Reward Text

  • Sets the reward text on the victory panel.

Set Victory Panel Reward Title

  • Sets the reward title on the victory panel.

Set Victory Panel Statistics Title

  • Sets the statistics title on the victory panel.

Set Victory Panel Summary Background Image

  • Sets the background image of the summary section of the victory panel.

Set Victory Panel Victory Text

  • Sets the victory text on the victory panel.

String

Combining

Combine Strings

  • Combines two strings together.

Combine Strings Multiple

  • Combines multiple strings together. Very useful when returning multiple string variables.

Combine Text

  • Combines two text strings together.

Combine Text Multiple

  • Combines multiple text entries together. Useful for combining text variables.

Comparisons

String Comparison

  • Returns true if the two strings are the same.

String Length

  • Returns the number of characters within a string.

Formatting

Convert String Case

  • Converts a string to upper case or lower case.

Convert Game Text

  • Look up the game string value for the specified string path.

Convert Text Case

  • Converts text to upper case or lower case.

Convert Time To Text

  • Convert a time value, in seconds, to text using one of various formats

Text With Color

  • Encloses the text with a color formatting tag so it will use the given color.

Substrings

String Containment

  • Checks if a string can be found within another string and returns true if present and false if not present.

Position Of Substring

  • Searches for a substring within a string and returns the numerical position of the substring within the string.

String With Indexed Replacement

  • Replaces all characters that exist between two other characters in the string.

String With Search Replacement

  • Replaces one or more occcurrences of a substring inside a string.

Substring

  • Pulls a substring by character start to end count.

Word Of String

  • 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.

Text With Search Replacement

  • Replaces one or more occcurrences of a substring inside text.

Tech Tree

Counts

Ability Count For Player

  • Returns the count of the specified ability that the specified player's unit have.

Behavior Count For Player

  • Returns the count for the specified behavior that the specified player's units have.

Unit Count For Player

  • 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.

Upgrade Count For Player

  • Returns the count of the specified upgrade for the specified player.

Tech Tree Behavior Count For Unit

  • Returns the count of the specified behavior for the specified unit.

Tech Tree Unit Count For Unit

  • Returns the count of the specified type of unit at the specified unit. This is useful for detecting how many units are in another unit's queue.

Tech Tree Upgrade Count For Unit

  • Returns the count of the specified upgrade for the specified unit.

Global Restrictions

Enable/Disable Tech Tree Requirements

  • Enables or disables all tech requirements for the specified player.

Enable/Disable Tech Tree Restrictions

  • 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.

Restrictions Are Enabled For Player

  • Returns true if a player has tech tree restrictions enabled.

Individual Restrictions

Set Upgrade Level For Player

  • Gives a player an upgrade to the level specified.

Allow/Disallow Ability For Player

  • 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.

Ability Is Allowed For Player

  • Returns true if an ability is allowed for the specified player. Use "Allow/Disallow Ability For Player" to modify this.

Allow/Disallow Behavior For Player

  • 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.

Behavior Is Allowed For Player

  • Returns true if a behavior is allowed for the specified player. Use "Allow/Disallow Behavior For Player" to modify this.

Allow/Disallow Unit For Player

  • 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.

Unit Is Allowed For Player

  • Returns true if a unit is allowed for the specified player. Use "Allow/Disallow Unit For Player" to modify this.

Add Upgrade Level For Player

  • Gives a player the specified number of levels of an upgrade.

Allow/Disallow Upgrade For Player

  • 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.

Upgrade Is Allowed For Player

  • Returns true if an upgrade is allowed for the specified player. Use "Allow/Disallow Upgrade For Player" to modify this.

Template

Algorithms

Shuffle Scores

Sort Scores (Bubble Sort)

Sort Scores (Selection Sort)

Sort Scores (Insertion Sort)

Sort Scores (Quick Sort)

Index Of Minimum Score

Index Of Maximum Score

Useful Tools

Units In Unit Group With Custom Value

Change Unit Height At Rate

  • The Rate parameter is height change per second. It defines how fast the height changes. It should never be 0.

Debug Unit Info

Order Unit To Target Point Match Facing

Text Tag

Basic

Attach Text Tag To Unit

  • Attaches a text tag to a unit at a certain height.

Attach Text Tag To Unit Attach Point

  • Attaches a text tag to one of the unit's attachment points, this can also include an offset.

Create Text Tag

  • Creates a text tag. Use "Show/Hide Text Tag" to show the text tag.

Destroy Text Tag

  • Destroys a text tag.

Last Created Text Tag

  • Returns the last text tag created using the "Create Text Tag" action.

Pause/Unpause Text Tag

  • Pauses or unpauses any actions sent to the text tag.

Set Position Of Text Tag

  • Sets the position of the text tag from a point specified.

Set Text Of Text Tag

  • Sets or changes the text of a text tag that has already been created.

Set Time Of Text Tag

  • Sets the duration for the text tag to appear.

Set Velocity Of Text Tag

  • Sets the speed at which a text tag will move at a particular angle per second.

Show/Hide Text Tag

  • Shows or hides the specified text tag.

Text Tag Is Visible

  • Returns true if the text tag is shown for a player.

Formatting

Set Enforce Fog Of War Of Text Tag

  • Enables or disables fog of war enforcement for the specified text tag.

Set Alignment Of Text Tag

  • Sets the horizontal and vertical position of a text tag over its orgin. This also sets the text alignment within the tag.

Set Background Border Size Of Text Tag

  • Sets the size of the background of the text tag.

Set Background Image Of Text Tag

  • Sets the image used as the background for the text tag.

Set Background Offset Of Text Tag

  • Sets the offset of the background of the text tag.

Set Color Of Text Tag

  • Sets the color of different parts of the text tag.

Set Edge Image Of Text Tag

  • Sets the image attached to the edge of the background image of this text tag.

Set Faded Transparency Of Text Tag

  • Sets the transparency of the text tag after it has fully faded out.

Set Visibility Type Of Text Tag

  • 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.

Set Font Size Of Text Tag

  • Sets the font size of all text within in the text tag.

Set Maximum Size Of Text Tag

  • Sets the maximum size of the specified text tag.

Set Text Alignment Of Text 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.

Show/Hide Text Shadow For Text Tag

  • Shows or hides the text shadows for a particular text tag.

Show/Hide Background For Text Tag

  • Shows or hides the background for a particular text tag.

Timer

Timer Windows

Elapsed Time Of Timer

  • Returns the amount of time that has elapsed for the specified timer.

Remaining Time Of Timer

  • Returns the remaining amount of time left on the specified timer.

Create Timer Window

  • 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.

Destroy Timer Window

  • Destroys the specified timer window.

Last Created Timer Window

  • Returns the last timer window created using the "Create Timer Window" action.

Reset Timer Window Position

  • Moves the timer window to the default position along the right edge of the screen.

Set Timer Window Color

  • Sets the color and transparency for the specified timer window.

Set Time Format For Timer Window

  • Sets the time format for the specified timer.

Set Gap Width For Timer Window

  • Sets the width of the gap between the title and time text when using horizontal styles.

Move Timer Window

  • Moves the timer window to the specified screen position. The X coordinate corresponds to the right side of the timer window.

Set Style For Timer Window

  • Sets or changes the style of the specified timer window.

Set Timer For Timer Window

  • Sets the timer for the specified timer window.

Set Title For Timer Window

  • Sets the title text for the specified timer window.

Show/Hide Timer Window

  • Shows or hides the specified timer window.

Timer Window Is Visible

  • Returns ture if the timer window is visible for the specified player.

Timers

Triggering Timer

  • Returns the timer that set off a trigger's "Timer Expires" event.

New Timer

  • Creates a new timer.

Duration Of Timer

  • Returns the duration left of the timer.

Timer Is Paused

  • Returns true if the timer has been paused.

Last Started Timer

  • Returns the last timer started via a "Start Timer" action in the trigger.

Pause/Unpause Timer

  • Pauses or resumes a timer.

Restart Timer

  • Restarts the timer specified to it's original time.

Start Timer

  • 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).

Transmission

Basics

Send Transmission (Simple)

  • 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.

Stop Transmission

  • Immediately stops a specific transmission that is currently playing / being sent. Any triggers that are waiting for the transmission to finish will resume execution.

Stop All Transmissions

  • Immediately stops all transmissions that are currently playing / being sent. Any triggers that are waiting for such transmissions to finish will resume execution.

Transmission Comment

  • Used to display the speaker and subtitle text for a sound as a comment within the editor. Does not actually do anything.

Last Sent Transmission

  • Returns the last transmission sent via triggers. Use the "Send Transmission" or "Send Transmission (Simple)" action to send a transmission.

Send Transmission

  • 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.

Turn Transmission Option On/Off

  • Adjust transmission options that will affect all future transmissions.

Wait For Transmission

  • Waits for the specified transmission to finish.

Sources

No Transmission Source

  • Uses nothing as the transmission source.

Model Transmission Source

  • Applies a model as the transmission source for use in the transmission portrait.

Movie Transmission Source

  • Applies a movie as the transmission source for use in the transmission portrait.

Unit Transmission Source

  • Applies a unit as the transmission source for use in the transmission portrait.

Unit Type Transmission Source

  • Applies a unit type as the transmission source for use in the transmission portrait.

Trigger

Action Queue

Add Actions To Action Queue

  • 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.

Clear Action Queue

  • Clears all actions currently in the action queue.

Action Queue Is Empty

  • Returns true if the action queue is empty.

Pause/Unpause Action Queue

  • 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.

Basic

Turn Trigger On/Off

  • Turning a trigger off will prevent it from responding to events. A turned off trigger can still be run directly via a "Run Trigger" action.

Evaluate Trigger Conditions

  • 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.

Run Trigger

  • 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.

Current Trigger

  • Returns the trigger that calls this action.

Trigger Evaluation Count

  • Returns the number of times the specified trigger has had its conditions evaluated.

Trigger Execution Count

  • Returns the number of times the specified trigger has been executed.

Trigger Is On

  • Returns true if a trigger is turned on. Use the "Turn Trigger On/Off" action to turn a trigger on or off.

Allow Trigger To Be Skipped

  • Allows the current trigger to be skipped when the Required Count number of players hit the escape key.

Stop Trigger

  • Kills all instances of the specified trigger that are currently running.

Wait For Trigger

  • Waits until the specified trigger begins executing, and optionally waits until it has completed as well.

UI

Alerts

Create Alert With No Source

  • Creates an alert displaying the custom alert text.

Clear Alerts

  • Clears all alerts and spacebar points for the specified player.

Create Alert At Point

  • 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.

Create Alert At Unit

  • 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.

Boss Bar

Display Boss Bar

  • Creates and shows a boss bar near the top of the screen.

Move Boss Bar

  • Moves the specified boss bar to the specified coordinates.

Refresh Boss Bar

  • Forces the boss bar to redraw.

Set Boss Bar Boss

  • 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.

Set Boss Bar Current Value

  • 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".

Set Boss Bar Maximum 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".

Set Boss Bar Race

  • Sets the race for the specified boss bar, which will change its appearance.

Show/Hide Boss Bar

  • Shows or hides the specified boss bar.

_BB_HPBarChange

_BB_HPBarCurrentWidth

_BB_HPBarFormatLabel

_BB_HPBarHeight

_BB_HPBarWidth

_BB_HPBorderHeight

_BB_HPBorderWidth

_BB_PortraitBorderHeight

_BB_PortraitBorderWidth

_BB_PortraitHeight

_BB_PortraitWidth

_BB_TitleBarHeight

_BB_TitleBarWidth

Challenges

Get Challenge High Score

  • This action will only work for Blizzard maps.

Set Challenge Completed

  • This action will only work for Blizzard maps.

Set Challenge High Score

  • This action will only work for Blizzard maps.

Challenge Mode

  • This action will only work for Blizzard maps.

Set Challenge Score Text

  • This action will only work for Blizzard maps.

Custom Dialog

Custom Dialog Result

  • Returns the custom dialog item a player selected. Use in response to "Custom Dialog Dismissed".

Display Custom Dialog

  • 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.

Game Menu

Game Menu Item Selected

  • Returns the menu item a player selected from the game menu dialog. Use in response to "Game Menu Item Selected".

Hide All Custom Menu Dialog Items

  • Hides all the Custom Menu dialog items.

Set Custom Menu Dialog Item Text

  • Sets the text of a specified Menu Item in the Custom Menu.

Show/Hide Custom Menu Dialog Item

  • Shows or hides the specified Menu Item in the Custom Menu.

Set Game Menu Dialog Item Text

  • Sets the text of a specified menu item in the game menu. Allows customization of the F10 menu.

Show/Hide Game Menu Dialog Item

  • Shows or hides the specified menu item in the game menu. Allows customization of the F10 menu.

Show Custom Menu

  • 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.

Game UI

Show/Hide Achievement Panel

  • Shows or hides the achievement panel for the specified players.

For Each UI Frame

  • Loops through all UI frames.

Show/Hide Game UI

  • Shows or hides the entire game UI.

Clear BattleNet Button Offset

  • Clear the custom positioning of the BattleNet Button. This will cause it to return to the default location

Unlock Flyer Helper Display

  • Unlocks flyer helper display for the player group.

Lock Flyer Helper Display

  • Locks the flyer helper display that is selected for all players in the player group.

UI Frame Is Visible

  • Returns true if the specified UI frame is visible for the specified player.

Set BattleNet Button Offset

  • 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.

Turn Ability Highlight On/Off

  • 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.

Enable/Disable Command Type

  • 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.

Set Command Type Disabled Message

  • 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.

Enable/Disable Mouse Cursor Auto Hide

  • 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.

Show/Hide Mouse Cursor

  • Shows or hides the mouse cursor for the specified players.

Enable/Disable Drag Selection

  • If drag selection is disabled, the selection box will no longer appear when left clicking and holding down the button while moving the mouse cursor

Show/Hide UI Frame

  • Shows or hides the specified frame in the user interface. Only Blizzard maps are allowed to hide the Battle UI frame.

Set Minimap Background Color

  • Sets the minimap background color.

Show/Hide Minimap Camera Field of View

  • Sets the minimap camera field of view visibility.

Set Screen Mode

  • Changes the screen mode for the player group over the duration specified.

Show/Hide World

  • Shows or hides the 3D game world for the players specified.

Unlock Ally Color Setting

  • Unlocks ally color settings for the player group.

Lock Ally Color Setting

  • Locks the ally color setting that is selected for all players in the player group.

_Store Game UI Visible States

Help Panel

Format Tip Title

  • Returns the specified text string with some formatting added to it.

Create Cheat

  • Creates a tip on the help panel with a button that must be pressed in order for the description to be displayed.

Create Tip

  • Creates a tip that will display above the command card, and also adds the tip to the help panel.

Create Tutorial

  • Creates a tutorial that will display above the command card, and also adds the tutorial to the help panel.

Destroy All Tips

Destroy All Tutorials

Display Help Page

  • Shows the help panel set to the specified page for the specified players.

Enable/Disable Help Panel Tech Glossary Button

  • Enables or disables the glossary button on the help panel for the specified players.

Enable/Disable Help Panel Tech Tree Button

  • Enables or disables the tech tree button on the help panel for the specified players.

Show/Hide Help Panel Tech Tree Race

  • Shows or hides a specific race's tech tree on the help panel.

Show/Hide Help For Unit

  • Determines whether or not a unit type will show up in the help panel.

Set Help Panel Default Visibility

  • Determines whether or not units show up in the help panel by default. Use the "Show/Hide Help For Unit" action to show or hide individual unit types.

Clear All Tip Alerts

  • Clears all currently displayed tip alerts. Does not remove the tips themselves, which can still be viewed in the help panel.

Input

Button Pressed

  • Returns the button pressed. Use in response to a "Button Pressed" event.

Alt Key Pressed

  • Returns true if the alt key was pressed. Use in response to a "Key Pressed" or "Mouse Clicked" event.

Control Key Pressed

  • Returns true if the control key was pressed. Use in response to a "Key Pressed" or "Mouse Clicked" event.

Key Pressed

  • Returns the key pressed. Use in response to a "Key Pressed" event.

Shift Key Pressed

  • Returns true if the shift key was pressed. Use in response to a "Key Pressed" or "Mouse Clicked" event.

Mouse Clicked Button

  • Returns the mouse button clicked. Use in response to a "Mouse Clicked" event.

Mouse Clicked UI Pos X

  • Returns the mouse position clicked in the X axis. Use in response to a "Mouse Clicked" event.

Mouse Clicked World Pos X

  • Returns the mouse position clicked in the X axis. Use in response to a "Mouse Clicked" event.

Mouse Clicked UI Pos Y

  • Returns the mouse position clicked in the Y axis. Use in response to a "Mouse Clicked" event.

Mouse Clicked World Pos Y

  • Returns the mouse position clicked in the Y axis. Use in response to a "Mouse Clicked" event.

Mouse Clicked World Pos Z

  • Returns the mouse position clicked in the Z axis. Use in response to a "Mouse Clicked" event.

Mouse Moved UI Pos X

  • Returns the mouse position in the X axis. Use in response to a "Mouse Moved" event.

Mouse Moved World Pos X

  • Returns the mouse position in the X axis. Use in response to a "Mouse Moved" event.

Mouse Moved UI Pos Y

  • Returns the mouse position in the Y axis. Use in response to a "Mouse Moved" event.

Mouse Moved World Pos Y

  • Returns the mouse position in the Y axis. Use in response to a "Mouse Moved" event.

Mouse Moved World Pos Z

  • Returns the mouse position in the Z axis. Use in response to a "Mouse Moved" event.

Resource Trading

Set Resource Trade Countdown Time

  • Disables resource trading for the specified amount of time in seconds.

Set Resource Trading Allowed

  • Allows or disallows resource trading for the specified Resource Type

Set Resource Trading Major Step

  • The major step is the amount incremented by clicking the arrows in the Team Resource Panel with the control key held down

Set Resource Trading Minor Step

  • The minor step is the amount incremented by clicking the arrows in the Team Resource Panel

Text

Clear Text Messages

  • Clears all text messages currently displayed on the screen.

Text Message

  • Displays a text message in the specified area of the screen.

Error Message

  • Displays an error message.

Hide Cinematic Text

  • Hides all cinematic text that is currently displaying for the specified players.

Hide Text Crawl

  • Hides text crawls that are currently displaying for the specified players.

Show Cinematic Text

  • Displays the specified text in the cinematic text area using the specified parameters.

Show Text Crawl

  • Displays text that types out one character at a time over the specified duration.

Transitions

Set Next Movie

  • The specified movie will play for the given players after the game finishes.

Set Next Loading Screen

  • Creates the next loading screen if transitioning to a new map from the current one.

Set Next Loading Screen Image Scale

  • Sets the next loading screen image scaling method if transitioning to a new map from the current one.

Set Next Loading Screen Text Position

  • Adjusts the text position of the next loading screen if transitioning to a new map from the current one.

Set Restart Loading Screen Tip

  • Sets the loading screen tip to use when restarting the current map.

Unit

Abilities

Triggering Ability

  • Returns the triggering ability. Used in response to "Unit Uses Ability".

Triggering Ability Stage

  • Returns the triggering ability stage. Used in response to "Unit Uses Ability".

Ability That Created Unit

  • Returns the ability that created the unit. Used in response to "Unit Is Created".

Behavior That Created Unit

  • Returns the behavior that created the unit. Used in response to "Unit Is Created".

Created Unit

  • Returns the unit that was created. Used in response to "Unit Is Created".

Triggering Ability Target Point

  • Returns the triggering ability target point. Used in response to "Unit Uses Ability".

Triggering Ability Target Unit

  • Returns the triggering ability targeted unit. Used in response to "Unit Uses Ability".

Change Level For Unit Ability

  • Sets the level for the specified ability on the specified unit.

Ability Enabled For Unit

  • Returns true if the specified ability is enabled/disabled for the specified unit.

Number Of Abilities On Unit

  • Returns the number of abilities on a unit.

Enable/Disable Ability For Unit

  • Enables or disables an ability on a unit.

Unit Has Ability

  • Returns true if a unit has a specified ability.

Unit Ability

  • Returns the ability in the specified unit's ability array at the specified index.

Current Level For Unit Ability

  • Returns the current level of the specified ability on the specified unit.

Maximum Level For Unit Ability

  • Returns the maximum level for the specified ability on the specified unit.

Show/Hide Ability For Unit

  • Shows or hides the specified ability on the specified unit.

Unit Ability Command State

  • Returns true if a unit's ability command is at a certain state.

Attributes And Experience

Triggering Attribute Points

  • Returns the triggering attribute points. Used in response to "Unit Attribute Change".

Triggering Behavior

  • Returns the triggering behavior. Used in response to "Unit Attribute Change", "Unit Gains Experience", or "Unit Gains Experience Level".

Triggering Experience Gained

  • Returns the triggering experience gained. Used in response to "Unit Gains Experience".

Experience Level Of Unit

  • Returns the experience value of a unit.

Enable/Disable Experience Gain For Unit

  • Enables or disables experience gain for the specified unit.

Total Experience Of Unit

  • Returns the total experience a unit possesses.

Basic

Create Units With Point Facing

  • Creates units using the facing angle of a point. Use the "Last Created Unit" and "Last Created Units" functions to refer to the created units.

Create Units With Default Facing

  • 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.

Triggering Unit

  • Returns the triggering unit.

New Unit Owner

  • Returns the new owner of a unit, when used in response to "Unit Owner Changes".

Old Unit Owner

  • Returns the previous owner of a unit, when used in response to "Unit Owner Changes".

Triggering Region

  • Returns the triggering region. Use in response to "Unit Enters/Leaves Region".

Last Replaced Unit

  • Returns the last replacement unit created via "Replace Unit". This function is not thread safe, so don't call it after a "Wait" action.

Make Unit Face Point

  • Makes a unit face a specified point.

Pause/Unpause Unit

  • Pauses or unpauses the specified unit.

Replace Unit

  • Use "Last Replaced Unit" to refer to the replacement unit. Note that any variables referring to the old unit will need to be updated.

Rescue Unit

  • Causes a unit to be rescued, changing ownership and changing or retaining its color.

Rescue Unit Group

  • Causes the units in a unit group to be rescued, changing ownership and changing or retaining color.

Share Vision of Unit

  • Shares vision of a unit with another player.

Show/Hide Unit

  • Shows or hides a unit.

Agent Of Player For Unit

  • Returns the unit that is currently assigned as the specified player's purchasing agent for the specified shop unit.

Create Units Facing Angle

  • Creates units facing a specified angle. Use the "Last Created Unit" and "Last Created Units" functions to refer to the created units.

Create Units Facing Point

  • Creates units facing a specified point. Use the "Last Created Unit" and "Last Created Units" functions to refer to the created units.

Custom Value Of Unit

  • Returns a custom value of a unit.

Facing Angle Of Unit

  • Returns the facing angle of the unit.

Owner Of Unit

  • Returns the owner of a unit.

Position Of Unit

  • Returns the position of a unit.

Unit Group Is Dead

  • Returns true if all units in the unit group are dead. An empty unit group is considered to be dead.

Unit In Region

  • Returns true if a unit is in the specified region.

Unit Is Alive

  • Returns true if a unit is alive.

Unit Is Hidden

  • Returns true if a unit is hidden.

Unit Is Paused

  • Returns true if a unit is paused.

Unit Is Valid

  • Returns true if a unit is valid.

Unit Is Visible To Player

  • Returns true if the specified unit is visible to the specified player.

Kill Unit

  • Kills the specified unit.

Last Created Unit

  • Returns the last unit created via a "Create Units" action. This function ignores units created by other triggers.

Last Created Units

  • Returns the last group of units created via a "Create Units" action. This function ignores units created by other triggers.

Load Unit Model

  • Loads a unit model.

Pause/Unpause All Units

  • Pauses or unpauses all units on the map.

Remove Unit

  • Removes a unit from the game.

Revive Unit

  • Revives the specified unit.

Set Unit Custom Value

  • Sets a unit's custom value. This is an arbitrary property that can be recalled using "Custom Value Of Unit".

Make Unit Face Angle

  • Makes a unit face a specified angle.

Change Owner

  • Changes the ownership of a unit to another player.

Move Unit Instantly

  • 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.

Unload Unit Model

  • Unloads a unit model.

Behaviors

Add Behavior

  • Adds a behavior to the specified unit setting the casting unit to the specified caster.

Add Behavior (Player)

  • Adds a behavior to the specified unit setting the casting player to the specified player.

Stack Count Of Behavior On Unit

  • Returns the stack count of a behavior on a unit.

Number Of Behaviors On Unit

  • Returns the number of behaviors on a unit.

Unit Behavior Enabled

  • Returns true if the specified unit has the specified behavior enabled.

Unit Behavior

  • Returns the behavior at the specified index on the specified unit.

Behavior Has Flag

  • Returns true if the behavior has a specified flag.

Remove Behavior

  • Removes a behavior from a unit.

Remove Behaviors By Category

  • Removes all behaviors that belong to the specified category from the specified unit.

Remove Behavior (Player)

  • Removes a behavior from the specified unit, setting the casting player to the specified player.

Set Unit Behavior Duration

  • Sets a behavior duration on a unit.

Transfer Behavior

  • Transfers a behavior from a source unit to a destination unit.

Unit Has Behavior

  • Returns true if the specified unit has the specified behavior.

Cargo

Triggering Cargo Unit

  • Returns the triggering cargo unit. Used in response to a "Unit Loads/Unloads Cargo" event.

Cargo Unit In Transport

  • Returns the unit at the specified index in the specified unit's cargo hold.

Create Cargo Units

  • 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.

Cargo Units In Transport

  • Returns a unit group with all the units in the specified unit's cargo hold.

Last Created Cargo Unit

  • Returns the last unit created via the "Create Cargo Units" action. This function ignores units created by other triggers.

Last Created Cargo Units

  • Returns the last group of units created via the "Create Cargo Units" action. This function ignores units created by other triggers.

Transport Property Of Unit

  • Returns the specified property for the specified unit.

Unit Is Cargo

  • Returns true if the specified unit is considered a cargo unit.

Transport Of Unit

  • Returns the transport a unit is in.

Charges And Cooldowns

Add Charge Regen Time For Unit Ability

  • Adds to the amount of time it takes to regenerate the specified ability charge link.

Add Charge Used For Unit Ability

  • Consumes the specified number of charges for the specified ability charge link.

Add Cooldown For Unit Ability

  • Adds time to the specified ability cooldown link.

Ability Charge Info For Unit

  • Returns the specified charge information for the specified ability on the specified unit.

Charge Regen For Unit Ability

  • Returns the charge regen time for the specified ability charge link.

Charge Used For Unit Ability

  • Returns the number of charges used for the specified ability charge link.

Cooldown For Unit Abilty

  • Returns the cooldown time for the specified ability cooldown link.

Remove Charge Regen Time For Unit Ability

  • Clears the amount of time it takes to regenerate the specified ability charge link.

Remove Charge Used For Unit Ability

  • Clears the number of used charges for the specified ability charge link.

Remove Cooldown For Unit Ability

  • Clears the specified ability cooldown link.

Reset Ability Cooldowns

  • Resets the specified cooldowns on the specified ability on the specified unit.

Activate Ability Cooldowns

  • 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.

Add Charge Regen Time For Unit

  • Adds to the amount of time it takes to regenerate the specified unit charge link.

Add Charge Used For Unit

  • Consumes the specified number of charges for the specified unit charge link.

Add Cooldown For Unit

  • Adds time to the specified unit cooldown link.

Add Charge Regen Time For Unit Behavior

  • Adds to the amount of time it takes to regenerate the specified behavior charge link.

Add Charge Used For Unit Behavior

  • Consumes the specified number of charges for the specified behavior charge link.

Add Cooldown For Unit Behavior

  • Adds time to the specified behavior cooldown link.

Charge Regen For Unit Behavior

  • Returns the charge regen time for the specified behavior charge link.

Charge Used For Unit Behavior

  • Returns the number of charges used for the specified behavior charge link.

Cooldown For Unit Behavior

  • Returns the cooldown time for the specified behavior cooldown link.

Remove Charge Regen Time For Unit Behavior

  • Clears the amount of time it takes to regenerate the specified behavior charge link.

Remove Charge Used For Unit Behavior

  • Clears the number of used charges for the specified behavior charge link.

Remove Cooldown For Unit Behavior

  • Clears the specified behavior cooldown link.

Charge Regen For Unit

  • Returns the charge regen time for the specified unit charge link.

Charge Used For Unit

  • Returns the number of charges used for the specified unit charge link.

Cooldown For Unit

  • Returns the cooldown time for the specified unit cooldown link.

Remove Charge Regen Time For Unit

  • Clears the amount of time it takes to regenerate the specified unit charge link.

Remove Charge Used For Unit

  • Clears the number of used charges for the specified unit charge link.

Remove Cooldown For Unit

  • Clears the specified unit cooldown link.

Combat

Triggering Damage Amount

  • Returns the triggering damage amount.

Triggering Death Type Check

  • Returns true if a unit is dying from a given type/cause of death. Use this in response to a "Unit Dies" event.

Damaging Effect

  • Returns the damaging effect.

Killing Player

  • Returns the killing player.

Damaging Player

  • Returns the damaging player.

Damage Source Position

  • Returns the damage source position or where the unit who is dealing damage is standing at.

Killing Unit

  • Returns the killing unit.

Damaging Unit

  • Returns the damaging unit.

Attacking Unit

  • When called in response to a "Unit Is Attacked" event, this refers to the unit performing the attack.

Acquired Target

  • Returns the acquired target of a unit.

Filters

Convert Target Filter String To Unit Filter

  • Takes a target filter string (obtained from the catalog) and returns a unit filter.

State Of Unit Filter

  • Returns the state of the specified index of the specified unit filter.

Unit Filter Match

  • Returns true if the specified unit matches the specified filter criteria from the perspective of the specified player.

Set State Of Unit Filter

  • Sets a state on the specified unit filter.

Items

Triggering Inventory Item

  • Returns the triggering inventory item. Used in response to "Unit Manipulates Inventory".

Triggering Inventory Item Container

  • Returns the triggering inventory item's container. Used in response to "Unit Manipulates Inventory".

Triggering Inventory Item Slot

  • Returns the triggering inventory item's slot. Used in response to "Unit Manipulates Inventory".

Triggering Inventory Item Target Point

  • Returns the point targeted by the action that caused the "Unit Manipulates Inventory" event to fire.

Triggering Inventory Item Target Unit

  • Returns the unit targeted by the action that caused the "Unit Manipulates Inventory" event to fire.

Triggering Powerup

  • Returns the triggering powerup. Used in response to "Unit Acquires Powerup".

Inventory Item Container

  • Returns the container index that the specified inventory item is stored in.

Inventory Item Count

  • Returns the inventory item count for the specified unit.

Create Inventory Item

  • Creaters an item in a unit's inventory. Use the "Last Created Inventory Item" function to refer to the created item.

Inventory Items Carried

  • Returns a unit group containing all items carried by the specified unit.

Inventory Item Index

  • Returns the internal index for the specified inventory item.

Inventory Item Carried

  • Returns a specific inventory item carried by the unit.

Last Created Inventory Item

  • Returns the last item created via the "Create Inventory Item" action. This function ignores items created by other triggers.

Move Inventory Item

  • Moves an inventory to the specified slot in the specified container.

Remove Inventory Item

  • Removes an item from inventory

Inventory Item Slot

  • Returns the slot index for the specified inventory item.

Inventory Item Carrier

  • Returns the unit that is currently carrying the specified inventory item.

Orders

Triggering Order

  • Returns the triggering order.

Issue Order To Unit Group

  • Issues an order to all the units in the specified unit group.

Wait Until Unit Group Becomes Idle

  • Waits until all the units in a unit group either becomes idle or discontinues being idle, depending on the Idle parameter.

Issue Order

  • Issues an order to a unit.

Unit Order

  • Returns an order for a unit.

Unit Order Count

  • Returns the count of orders on a unit.

Unit Rally Point

  • Returns a unit rally point.

Unit Rally Point Count

  • Returns the number of rally points a unit has.

Unit Rally Point Target Count

  • Returns the rally point target count of a unit.

Unit Rally Point Target Point

  • Returns the the target point of a rally point.

Unit Rally Point Target Unit

  • Returns the target unit of a rally point.

Wait Until Unit Becomes Idle

  • Waits until a unit either becomes idle or discontinues being idle, depending on the Idle parameter.

Progress And Queues

Triggering Progress Effect

  • Returns the triggering progress effect. Use in response to "Unit Specialization Progress".

Triggering Progress Unit Type

  • Returns the triggering progress unit type. Used in response to "Unit Arming Progress", "Unit Construction Progress", or "Unit Training Progress".

Triggering Progress Upgrade

  • Returns the triggering progress upgrade. Used in response to "Unit Research Progress".

Triggering Progress Unit

  • 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".

Unit Progress Bar Check

  • Returns true if a unit progress bar is at a certain state.

Unit Progress (Percent)

  • Returns the unit progress in a training slot.

Unit Is Under Construction

  • Returns true if a unit is under construction. This function does not work for dead units.

Training Queue Property Of Unit

  • Returns the training queue property of a unit.

Number Of Items In Training Queue Slot

  • Returns the number of items in the specified training queue slot.

Queued Behavior Type In Training Queue Slot

  • Returns the behavior type of a unit in a specific training slot.

Queued Unit Type In Training Queue Slot

  • Returns the unit type of a unit in a specific training slot.

Queued Upgrade Type In Training Queue Slot

  • Returns the type of a unit in a specific training slot.

Training Queue Time

  • Returns the training queue time for the unit in the specified training slot.

Training Queue Slot Type Check

  • Returns true if a unit in training is training in the specified slot.

Set Unit 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.

Pause/Resume/Cancel Unit Progress Bar

  • Stops the construction progress bar of a unit.

Properties

Change Unit Damage

  • Modifies the amount of damage a unit deals or takes. Minimal means 10% damage. Mega means 300% damage.

Triggering Unit Property

  • Returns the triggering unit property in response to "Unit Property Changes" events.

Triggering Unit Property Change (Real)

  • Returns the triggering unit property change in response to "Unit Property Changes" events.

Triggering Unit Property Change (Integer)

  • Returns the triggering unit property change in response to "Unit Property Changes" events.

Make Unit Invulnerable

  • Makes a unit vulnerable or invulnerable.

Make Unit Uncommandable

  • Makes a unit commandable or uncommandable.

Clear Unit Info Text

  • Clears the info text for the specified unit.

Set Unit Status Bar State

  • Forces the status bar on or off for the specified unit.

Unit Attachment Point

  • Returns the current position of a unit attachment point.

Height Of Unit

  • Returns the height of the specified unit.

Unit Property

  • Returns a unit property.

Unit Kills

  • Returns the amount of kills a unit possesses.

Unit Resources

  • Returns the amount of resources a unit has.

Unit Type Of Unit

  • Returns the unit type for the specified unit.

Unit Is Invulnerable

  • Returns true if a unit is invulnerable.

Unit Uses Mover

  • Returns true if a unit uses the specified mover.

Unit Type Uses Mover

  • Returns true if a unit type uses the specified mover.

Reset Movement Speed

  • Resets the maximum speed value for a unit.

Set Unit Highlight Cursor

  • Sets the highlight cursor for the specified unit.

Change Unit Height

  • Changes the specified unit's height.

Set Unit Info Text

  • Sets the info text for the specified unit.

Set Unit Property

  • Sets a unit's property.

Set Unit Scale

  • Sets a unit's scale.

Set Unit State

  • Sets a unit's state.

Set Unit Color

  • Sets a unit's team color.

Set Unit Model Variation

  • Changes a unit's model to the specified model with the specified variation and can alter the textures with the specified texture props string.

Unit Targetable Check

  • Returns true if a unit is targetable.

Unit Classification Check

  • Returns true if a unit is a specific class type.

Unit Type From String

  • Converts a string to a unit type. If the string does not match a valid unit type, the result will be empty.

Unit Type Cost

  • Returns the cost of a unit type.

Name Of Unit Type

  • Returns the name of a unit type.

Unit Type Property

  • Returns a unit type property.

Unit Type Is Affected By Upgrade

  • Returns true if the specified unit type is listed in the specified upgrade's affected unit array.

Unit Type Attribute Check

  • Returns true if the unit has the specified attribute.

Unit Type Classification Check

  • Returns true if the specified unit type has the specified flag.

Weapons

Unit Can Attack Unit

  • Returns true if the specified unit is currently able to attack the specified target unit.

Add Ammo To Magazine

  • Adds rounds of ammo to a magazine. (Example: Adds x Interceptors to a Carrier's bay.)

Magazine Count Of Unit

  • Returns the number of rounds in an ability magazine for a unit.

Add Weapon To Unit

  • Adds the specified weapon to the specified unit using the specified turret.

Weapon Target Check

  • Returns true if a unit weapon can target a specific target.

Number Of Weapons On Unit

  • Returns the number of weapons on a unit.

Unit Weapon

  • Returns the weapon at the specified index on the specified unit.

Weapon Is Enabled

  • Returns true if a weapon is enabled for a unit.

Weapon Cooldown

  • Returns a unit's weapon cooldown.

Remove Weapon From Unit

  • Removes the specified weapon from the specified unit.

Unit Group

Groups

Add Unit Group To Unit Group

  • Adds all the units in the source unit group to the target unit group.

Center Of Unit Group

  • Returns the center of a group of units, defined as the average of their X and Y positions. Returns No Point if the unit group is empty.

Closest Unit To Point

  • Picks the closest unit to the point specified in a unit group.

Remove Unit Group From Unit Group

  • Removes all the units in the source unit group from the target unit group.

Add Unit To Unit Group

  • Adds the specified unit to the specified unit group.

Remove All Units From Unit Group

  • Removes all the units in the specified unit group.

Copy Of Unit Group

  • Copies the specified unit group.

Number Of Units In Unit Group

  • Returns the total number of units in the specified unit group.

Unit In Unit Group

  • Returns true if the specified unit is part of the specified unit group.

Random Unit From Unit Group

  • Returns a random unit from the specified unit group.

Remove Unit From Unit Group

  • Removes the specified unit from the specified unit group.

Unit From Unit Group

  • 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.

Loops

For Each Unit In Unit Group

  • Runs the contained actions once for each unit in the unit group.

Pick Each Unit In 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.

Picked Unit

  • Returns the current unit picked in a "Pick Each Unit In Unit Group" loop.

Useful Unit Groups

Convert Unit To Unit Group

  • Takes one unit and creates a unit group out of it.

Units In Region Matching Condition

  • Returns a unit group containing all units that match the specified filters.

Units In Region With Alliance To Player

  • Returns a unit group containing all units within the alliance filter specified.

Empty Unit Group

  • Returns an empty unit group.

Units In Unit Group Matching Condition

  • Returns a unit group that contains units that have passed the specified filters from another unit group.

Units In Unit Group With Alliance

  • Returns a unit group that contains units that have passed the specified ally filters from another unit group.

Units In Unit Group Targetable As

  • Returns a unit group that contains units that have passed the specified filters from another unit group.

Units In Unit Group For Player

  • Returns a unit group by extracting units from a unit group belonging to the specified player.

Units In Unit Group Within Region

  • Returns a unit group that contains units that are in a certain region from another unit group.

Idle Units For Player

  • Returns a unit group that contains all of a player's idle units.

Visibility

Basic

Show/Hide Placement Models

  • Shows or hides unit placement models.

Enable/Disable Visibility

  • Enables/Disables the specified visibility type.

Explore/Unexplore Area

  • Sets the specified region for the specified player to explored or unexplored.

Visibility Is Enabled

  • Returns true if the visibilty type for the game matches the type specified.

Reveal Area

  • Reveals the specified region for the specified duration of time.

Revealers

Create Revealer

  • Creates a revealer that covers the region specified, for the player specified. Use the "Last Created Revealer" function to refer to this revealer.

Destroy Revealer

  • Destroys the specified revealer.

Enable/Disable Revealer

  • Enables/Disables the specified revealer but does not destroy it.

Last Created Revealer

  • Returns the last revealer created via a "Create Revealer" action.

Update Revealer

  • Updates the revealer after a region has been moved or changed.

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Table of contents

  1. 1 FUNCTION/ACTION INDEX
    1. 1.1 AI
      1. 1.1.1 AttackWaves
        1. 1.1.1.1 Add Escort UnitType To Attack Wave
        2. 1.1.1.2 Add Escort Unit To Attack Wave
        3. 1.1.1.3 Add Attack Wave Unit Types
        4. 1.1.1.4 Add Attack Wave Waypoint
        5. 1.1.1.5 Cancel Attack Wave
        6. 1.1.1.6 Send Attack Wave
        7. 1.1.1.7 Set Attack Wave Gather Early No Replace
        8. 1.1.1.8 Set Attack Wave Gather Point
        9. 1.1.1.9 Set Attack Wave Keep Alive
        10. 1.1.1.10 Set Target Escort For Attack Waves
        11. 1.1.1.11 Set Target Escort For Attack Waves, No Leashing
        12. 1.1.1.12 Set Target Gather Defense For Attack Waves
        13. 1.1.1.13 Set Target Gather Offense For Attack Waves
        14. 1.1.1.14 Set Target Melee For Attack Waves
        15. 1.1.1.15 Set Target Melee Harass For Attack Waves
        16. 1.1.1.16 Set Target Merge For Attack Waves
        17. 1.1.1.17 Set Target Patrol For Attack Waves
        18. 1.1.1.18 Set Target Player For Attack Waves
        19. 1.1.1.19 Set Target Point For Attack Waves
        20. 1.1.1.20 Set Target Region For Attack/Defense Waves
        21. 1.1.1.21 Set Target Unit For Attack Waves
        22. 1.1.1.22 Set Target UnitGroup For Attack Waves
        23. 1.1.1.23 Set Target UnitArea For Attack Waves
        24. 1.1.1.24 Add UnitGroup To Attack Wave
        25. 1.1.1.25 Add Unit To Attack Wave
        26. 1.1.1.26 Last Created Wave
      2. 1.1.2 Bullies
        1. 1.1.2.1 Add New Bully
        2. 1.1.2.2 Remove All Bullies
        3. 1.1.2.3 Limit Bully Rebuild To Nearest Town
        4. 1.1.2.4 Limit Bully Wave Gather To Nearest Town
        5. 1.1.2.5 Reset Bully Rebuild Counts In Region
        6. 1.1.2.6 Set Attack Wave Bully Percent
        7. 1.1.2.7 Set Rebuild Count (Default)
        8. 1.1.2.8 Set Minimum Bully Count
        9. 1.1.2.9 Set Rebuild Count (Specific)
        10. 1.1.2.10 Activate/Deactivate Bullies In Region
      3. 1.1.3 MiscCampaign
        1. 1.1.3.1 Start Campaign AI For Player
        2. 1.1.3.2 Issue AI Order
        3. 1.1.3.3 Global Suicide
        4. 1.1.3.4 Init Campaign Harvesting
        5. 1.1.3.5 Init Campaign Towns
        6. 1.1.3.6 Remove Unit Group From All Waves
        7. 1.1.3.7 Remove Unit Group From All Waves And Set Home
        8. 1.1.3.8 Remove Unit From All Waves
        9. 1.1.3.9 Remove Unit From All Waves And Set Home
        10. 1.1.3.10 Enable/Disable Wave Use For Unit Group
        11. 1.1.3.11 Enable/Disable Script Control For Unit Group
        12. 1.1.3.12 Enable/Disable Suicide For Unit Group
        13. 1.1.3.13 Enable/Disable Wave Use For Unit
        14. 1.1.3.14 Enable/Disable Script Control For Unit
        15. 1.1.3.15 Enable/Disable Suicide For Unit
        16. 1.1.3.16 Pause AI Time
        17. 1.1.3.17 Start Campaign AI For All Players
        18. 1.1.3.18 Escorts Of Unit
        19. 1.1.3.19 Escorts Of Unit Group
        20. 1.1.3.20 Units In Waves With Target
        21. 1.1.3.21 Unit Is Unavailable For Wave Use
        22. 1.1.3.22 Unit Is Script Controlled
        23. 1.1.3.23 Unit Is Suicidal
        24. 1.1.3.24 Random Spawn Point
        25. 1.1.3.25 AI Time Is Paused
        26. 1.1.3.26 Wave Of Unit
        27. 1.1.3.27 Units Of Wave
        28. 1.1.3.28 Difficulty High
        29. 1.1.3.29 Difficulty Is (one)
        30. 1.1.3.30 Difficulty Is (two)
        31. 1.1.3.31 Difficulty Low
        32. 1.1.3.32 Difficulty Value (Real)
        33. 1.1.3.33 Difficulty Value (Integer)
        34. 1.1.3.34 Difficulty Value (Unit Type)
    2. 1.2 AI Advanced
      1. 1.2.1 Construction
        1. 1.2.1.1 Build
        2. 1.2.1.2 Clear Build Queue
        3. 1.2.1.3 Clear Research Queue
        4. 1.2.1.4 Clear Stock
        5. 1.2.1.5 Clear Train Queue
        6. 1.2.1.6 Default Economy
        7. 1.2.1.7 Default Expansion
        8. 1.2.1.8 Enable Stock
        9. 1.2.1.9 Make Always
        10. 1.2.1.10 Make Once
        11. 1.2.1.11 Research
        12. 1.2.1.12 Set Stock
        13. 1.2.1.13 Set StockAlias
        14. 1.2.1.14 Set StockEx
        15. 1.2.1.15 Set StockExpand
        16. 1.2.1.16 Set StockFree
        17. 1.2.1.17 Set StockOpt
        18. 1.2.1.18 Set StockTown
        19. 1.2.1.19 Set StockUnitNext
        20. 1.2.1.20 Train
        21. 1.2.1.21 Get Default Build Flags
        22. 1.2.1.22 Player Has Resources
        23. 1.2.1.23 Known Unit Count
        24. 1.2.1.24 Tech Count
      2. 1.2.2 Difficulty
        1. 1.2.2.1 Set Difficulty Parameter
        2. 1.2.2.2 Get Difficulty Parameter
      3. 1.2.3 Filters
        1. 1.2.3.1 Tactical AI Filter Alliance
        2. 1.2.3.2 Tactical AI Filter Unit Filter
        3. 1.2.3.3 Tactical AI Filter Life
        4. 1.2.3.4 Tactical AI Filter Life Modifier
        5. 1.2.3.5 Tactical AI Filter Life Per Marker
        6. 1.2.3.6 Tactical AI Filter Markers
        7. 1.2.3.7 Tactical AI Filter Movement Plane
        8. 1.2.3.8 Tactical AI Filter Range
        9. 1.2.3.9 Tactical AI Filter Remove Self
        10. 1.2.3.10 Tactical AI Filter Shields
        11. 1.2.3.11 Tactical AI Filter - Create Filter
        12. 1.2.3.12 Tactical AI Filter - Run
        13. 1.2.3.13 Tactical AI Filter - Create Marker
      4. 1.2.4 Requirements
        1. 1.2.4.1 Count Object As Already Made
        2. 1.2.4.2 Default/Code Get First Missing Req
        3. 1.2.4.3 Default/Code Get First Unfinished Req
        4. 1.2.4.4 Default/Code Get Full Make Time
        5. 1.2.4.5 Default/Code Get Maker
        6. 1.2.4.6 Default/Code Get Object Type
        7. 1.2.4.7 Get Base Name
        8. 1.2.4.8 Get BuildAt Name
        9. 1.2.4.9 Script Get First Missing Req
        10. 1.2.4.10 Script Get First Unfinished Req
        11. 1.2.4.11 Script Get Full Make Time
        12. 1.2.4.12 Script Get Maker
        13. 1.2.4.13 Script Get Object Type
      5. 1.2.5 Scouting
        1. 1.2.5.1 Scout
        2. 1.2.5.2 Set Num Scouts
        3. 1.2.5.3 Set Scout Times
        4. 1.2.5.4 Get Next Scout Location
        5. 1.2.5.5 Get Scout
      6. 1.2.6 Tactical
        1. 1.2.6.1 Call Original Tactical AI Think
        2. 1.2.6.2 Tacfical AI - Cast
        3. 1.2.6.3 Tactical AI - Flee
        4. 1.2.6.4 Clear Cloaked Attacker
        5. 1.2.6.5 Set Ignored By Wave
        6. 1.2.6.6 Set Tactical AI Range
        7. 1.2.6.7 Set Tactical AI Think 2
        8. 1.2.6.8 Get Best Target Point On Group
        9. 1.2.6.9 Combat Diff Flag Sort Buildings Priority
        10. 1.2.6.10 Combat Diff Flag Special High Priority
        11. 1.2.6.11 Combat Diff Flag Splash High Priority
        12. 1.2.6.12 Combat Diff Flag Timed Low Priority
        13. 1.2.6.13 Combat Diff Flag Workers Normal Priority
        14. 1.2.6.14 Combat Diff Flag Bonus Damage
        15. 1.2.6.15 Combat Diff Flag Detector
        16. 1.2.6.16 Combat Diff Flag Healers
        17. 1.2.6.17 Combat Diff Flag Injured
        18. 1.2.6.18 Combat Diff Flag Low Health
        19. 1.2.6.19 Combat Diff Flag Siege Range
        20. 1.2.6.20 Get Wants To Move Status
        21. 1.2.6.21 Get Default Combat Priority
        22. 1.2.6.22 Find Units
        23. 1.2.6.23 Get Cloaked Attacker
        24. 1.2.6.24 Is Ignored By Wave
        25. 1.2.6.25 Last Attack
        26. 1.2.6.26 Last Attacker
        27. 1.2.6.27 Same Command
      7. 1.2.7 Towns
        1. 1.2.7.1 Declare Town Specific Slot
        2. 1.2.7.2 Enable Harvesting
        3. 1.2.7.3 Set Harvest Rate
        4. 1.2.7.4 Set Main Town
        5. 1.2.7.5 Declare Next Town
        6. 1.2.7.6 Expand
        7. 1.2.7.7 Get Building Count In Town
        8. 1.2.7.8 Get Closest Town
        9. 1.2.7.9 Get Current Harvest Peon Count
        10. 1.2.7.10 Get Gas Amount Left
        11. 1.2.7.11 Get Defense Gather Location
        12. 1.2.7.12 Get Offense Gather Location
        13. 1.2.7.13 Get Max Desired Harvest Peon Count
        14. 1.2.7.14 Get Min Desired Harvest Peon Count
        15. 1.2.7.15 Get Mineral Amount Left
        16. 1.2.7.16 Get Num Mineral Spots
        17. 1.2.7.17 Get Next Unused Town Slot
        18. 1.2.7.18 Get Num RawGas Spots
        19. 1.2.7.19 Get Town Location
        20. 1.2.7.20 Get Town State
        21. 1.2.7.21 Get Town Threats
        22. 1.2.7.22 Is Town Harvesting
      8. 1.2.8 Transports
        1. 1.2.8.1 Transport Set Panic
        2. 1.2.8.2 Transport Set Return
      9. 1.2.9 Utility
        1. 1.2.9.1 Set Unit Evaluation Custom Index
        2. 1.2.9.2 Accept Surrender
        3. 1.2.9.3 Init Melee AI
        4. 1.2.9.4 Release Unit
        5. 1.2.9.5 Set APM
        6. 1.2.9.6 Set All States
        7. 1.2.9.7 Set Flag
        8. 1.2.9.8 Set State
        9. 1.2.9.9 Start AI
        10. 1.2.9.10 Set Tech Flag State
        11. 1.2.9.11 Enable/Disable AI Option For Unit
        12. 1.2.9.12 Get Flag
        13. 1.2.9.13 Wants To Surrender
        14. 1.2.9.14 Grab Unit
        15. 1.2.9.15 Is Campaign AI
        16. 1.2.9.16 AI Pathing Cost Map
        17. 1.2.9.17 AI Pathing Cost Unit
        18. 1.2.9.18 Get State
        19. 1.2.9.19 Unit Has AI Option
      10. 1.2.10 Waves
        1. 1.2.10.1 Wave Add Unit
        2. 1.2.10.2 Wave Add Unit Priority
        3. 1.2.10.3 Wave Delete
        4. 1.2.10.4 Wave Add Info
        5. 1.2.10.5 Wave Info Attack
        6. 1.2.10.6 Wave Info Suicide
        7. 1.2.10.7 Wave Merge
        8. 1.2.10.8 Wave Remove Unit
        9. 1.2.10.9 Wave Set
        10. 1.2.10.10 Wave Set Type
        11. 1.2.10.11 Wave Target Add Waypoint
        12. 1.2.10.12 Wave Target Clear Waypoints
        13. 1.2.10.13 Eval Ratio
        14. 1.2.10.14 Get Best Attack Target Point
        15. 1.2.10.15 Create Wave
        16. 1.2.10.16 Wave Eval
        17. 1.2.10.17 Wave Eval Ratio
        18. 1.2.10.18 Wave Get
        19. 1.2.10.19 Wave Get Target
        20. 1.2.10.20 Wave Target Harass Retreat
        21. 1.2.10.21 Create Wave Info From Wave
        22. 1.2.10.22 Create Wave Info
        23. 1.2.10.23 Is Wave In Combat
        24. 1.2.10.24 Wave State
        25. 1.2.10.25 Wave Target Escort
        26. 1.2.10.26 Wave Target Region
        27. 1.2.10.27 Wave Target Escort No Leash
        28. 1.2.10.28 Wave Target Gather Defense
        29. 1.2.10.29 Wave Target Gather Offense
        30. 1.2.10.30 Wave Target Melee
        31. 1.2.10.31 Wave Target Melee Harass
        32. 1.2.10.32 Wave Target Merge
        33. 1.2.10.33 Wave Target Patrol
        34. 1.2.10.34 Wave Target Player
        35. 1.2.10.35 Wave Target Point
        36. 1.2.10.36 Wave Target Unit
        37. 1.2.10.37 Wave Target UnitGroup
        38. 1.2.10.38 Wave Target Unit Point
        39. 1.2.10.39 Wave Time In Combat
        40. 1.2.10.40 Wave Time Since Combat
        41. 1.2.10.41 Wave Time Since Ordered
        42. 1.2.10.42 Wave To String
        43. 1.2.10.43 Wave To Text
        44. 1.2.10.44 Wave Type
        45. 1.2.10.45 Wave Unit Count
    3. 1.3 Actor
      1. 1.3.1 Create Actors
        1. 1.3.1.1 Create Actor
        2. 1.3.1.2 Last Created Actor New
        3. 1.3.1.3 Last Created Actor by Message
        4. 1.3.1.4 Create Actor Region
        5. 1.3.1.5 Create Actor Scope
        6. 1.3.1.6 Last Created Actor Scope New
        7. 1.3.1.7 Last Created Actor Scope by Message
        8. 1.3.1.8 Attach Actor To Unit
        9. 1.3.1.9 Attach Model To Unit
        10. 1.3.1.10 Create Actor At Point
        11. 1.3.1.11 Create Model At Point
        12. 1.3.1.12 Last Created Actor
        13. 1.3.1.13 Last Created Actor Scope
      2. 1.3.2 Destroy Actors
        1. 1.3.2.1 Kill Actor Scope
        2. 1.3.2.2 Orphan Actor Scope
        3. 1.3.2.3 Kill All Particles
        4. 1.3.2.4 Kill Model
        5. 1.3.2.5 Remove Death Models in Region
        6. 1.3.2.6 Remove Doodads in Region
      3. 1.3.3 Look At
        1. 1.3.3.1 Make Actor Look At Actor (Custom)
        2. 1.3.3.2 Make Actor Stop Looking (Custom)
        3. 1.3.3.3 Make Actor Look At Actor
        4. 1.3.3.4 Make Actor Stop Looking
        5. 1.3.3.5 Create Look At Target At Point
        6. 1.3.3.6 Create Look At Target At Unit Attach Point
        7. 1.3.3.7 Look At Target From Point With Z Offset
        8. 1.3.3.8 Look At Target From Unit Attach Point
        9. 1.3.3.9 Make Unit Look At Point
        10. 1.3.3.10 Make Unit Look At Unit
        11. 1.3.3.11 Make Unit Look At Actor
        12. 1.3.3.12 Make Unit Stop Looking
      4. 1.3.4 Message Constructors
        1. 1.3.4.1 Actor Msg 1
        2. 1.3.4.2 Actor Msg 2
        3. 1.3.4.3 Actor Msg 3
        4. 1.3.4.4 Actor Msg 4
        5. 1.3.4.5 Action Damage
        6. 1.3.4.6 Action Impact
        7. 1.3.4.7 Alias Add
        8. 1.3.4.8 Alias Remove
        9. 1.3.4.9 Anim Baseline Start
        10. 1.3.4.10 Anim Baseline Stop
        11. 1.3.4.11 Anim Blend Time Apply
        12. 1.3.4.12 Anim Blend Time Remove
        13. 1.3.4.13 Anim Clear
        14. 1.3.4.14 Anim Clear All But
        15. 1.3.4.15 Anim Dump DB
        16. 1.3.4.16 Anim Group Remove All
        17. 1.3.4.17 Anim Play Sequence
        18. 1.3.4.18 Anim Set Completion
        19. 1.3.4.19 Anim Set Duration
        20. 1.3.4.20 Anim Set Paused
        21. 1.3.4.21 Anim Set Time
        22. 1.3.4.22 Anim Set Time Scale
        23. 1.3.4.23 Anim Set Time Scale Global
        24. 1.3.4.24 Attach Set Bearings
        25. 1.3.4.25 Attach Set Bearings From
        26. 1.3.4.26 Attach Set Position
        27. 1.3.4.27 Attach Set Position From
        28. 1.3.4.28 Attach Set Rotation
        29. 1.3.4.29 Attach Set Rotation From
        30. 1.3.4.30 Create
        31. 1.3.4.31 Create Copy
        32. 1.3.4.32 Death Customize
        33. 1.3.4.33 Destroy
        34. 1.3.4.34 GetUnitModelVariation
        35. 1.3.4.35 HostSiteOpsSet
        36. 1.3.4.36 List Add
        37. 1.3.4.37 List Remove
        38. 1.3.4.38 Anim Bracket Resume
        39. 1.3.4.39 Anim Bracket Start
        40. 1.3.4.40 Anim Bracket Stop
        41. 1.3.4.41 Anim Group Apply
        42. 1.3.4.42 Anim Group Remove
        43. 1.3.4.43 Anim Play
        44. 1.3.4.44 Ref Create
        45. 1.3.4.45 Ref Set From Request
        46. 1.3.4.46 Ref Table Dump
        47. 1.3.4.47 Set Physics State
        48. 1.3.4.48 Texture Select By Match
        49. 1.3.4.49 Texture Select By Slot
        50. 1.3.4.50 Texture Video Play (Advanced)
        51. 1.3.4.51 Texture Video Play
        52. 1.3.4.52 Texture Video Set Frame (Advanced)
        53. 1.3.4.53 Texture Video Set Paused (Advanced)
        54. 1.3.4.54 Texture Video Set Time (Advanced)
        55. 1.3.4.55 Texture Video Stop (Advanced)
        56. 1.3.4.56 Transition
        57. 1.3.4.57 Missile Tentacle Return
        58. 1.3.4.58 Model Event Suppress
        59. 1.3.4.59 Model Swap
        60. 1.3.4.60 Mover Move
        61. 1.3.4.61 Mover Set Acceleration
        62. 1.3.4.62 Mover Set Deceleration
        63. 1.3.4.63 Mover Set Destination 2D
        64. 1.3.4.64 Mover Set Destination From
        65. 1.3.4.65 Mover Set Destination H
        66. 1.3.4.66 Mover Set Destination Z
        67. 1.3.4.67 Mover Set Speed
        68. 1.3.4.68 Mover Set Speed From Duration
        69. 1.3.4.69 Mover Set Speed Max
        70. 1.3.4.70 Mover Stop
        71. 1.3.4.71 Mover Stop Now
        72. 1.3.4.72 Multiply Scale
        73. 1.3.4.73 Print
        74. 1.3.4.74 Query Persistent
        75. 1.3.4.75 Query Radius
        76. 1.3.4.76 Query Region
        77. 1.3.4.77 Ref Clear
        78. 1.3.4.78 Ref Destroy
        79. 1.3.4.79 Ref Dump
        80. 1.3.4.80 Ref Notify
        81. 1.3.4.81 Ref Set
        82. 1.3.4.82 Ref Set From Actor
        83. 1.3.4.83 Ref Set From Msg
        84. 1.3.4.84 Ref Set Refresh Name
        85. 1.3.4.85 Set Bearings
        86. 1.3.4.86 Set Bearings From
        87. 1.3.4.87 Set Bearings H
        88. 1.3.4.88 Set Facing
        89. 1.3.4.89 Set Height
        90. 1.3.4.90 Set Local Tint Color
        91. 1.3.4.91 Set Opacity
        92. 1.3.4.92 Set Position
        93. 1.3.4.93 Set Position 2D
        94. 1.3.4.94 Set Position 2D H
        95. 1.3.4.95 Set Position From
        96. 1.3.4.96 Set Position H
        97. 1.3.4.97 Set Render To Texture Enabled
        98. 1.3.4.98 Set Rotation
        99. 1.3.4.99 Set Rotation From
        100. 1.3.4.100 Set Scale
        101. 1.3.4.101 Set Scale Absolute
        102. 1.3.4.102 Set Team Color
        103. 1.3.4.103 Set Tint Color
        104. 1.3.4.104 Set Visibility
        105. 1.3.4.105 Set Walk Anim Move Speed
        106. 1.3.4.106 Set Z
        107. 1.3.4.107 Signal
        108. 1.3.4.108 Sound Add DSP
        109. 1.3.4.109 Sound Set Muted
        110. 1.3.4.110 Sound Set Offset
        111. 1.3.4.111 Sound Set Paused
        112. 1.3.4.112 Status Decrement
        113. 1.3.4.113 Status Increment
        114. 1.3.4.114 Texture Dump
        115. 1.3.4.115 Texture Dump DB
        116. 1.3.4.116 Texture Group Apply
        117. 1.3.4.117 Texture Group Remove
        118. 1.3.4.118 Texture Select By ID
        119. 1.3.4.119 Texture Video Set Frame
        120. 1.3.4.120 Texture Video Set Paused
        121. 1.3.4.121 Texture Video Set Time
        122. 1.3.4.122 Texture Video Stop
        123. 1.3.4.123 Texture Video Stop All
        124. 1.3.4.124 Timer Kill
        125. 1.3.4.125 Timer Set
      5. 1.3.5 Send Actor Messages
        1. 1.3.5.1 Send Actor Message To Actor Region With Filters
        2. 1.3.5.2 Send Actor Message To Actor Region
        3. 1.3.5.3 Send Actor Message To Scope
        4. 1.3.5.4 Send Actor Message
        5. 1.3.5.5 Send Actor Message Via Name
        6. 1.3.5.6 Send Actor Message To Game Region
        7. 1.3.5.7 Send Actor Message To Game Region With Filters
        8. 1.3.5.8 Send Actor Message To Unit
      6. 1.3.6 Utility
        1. 1.3.6.1 Actor From
        2. 1.3.6.2 Actor From Actor
        3. 1.3.6.3 Actor From Doodad
        4. 1.3.6.4 Actor From Portrait
        5. 1.3.6.5 Actor From Scope
        6. 1.3.6.6 Actor Get Text
        7. 1.3.6.7 Actor Scope From
        8. 1.3.6.8 Actor Scope From Actor
        9. 1.3.6.9 Actor Scope From Portrait
        10. 1.3.6.10 Actor Scope From Unit
        11. 1.3.6.11 Actor Scope Get Text
        12. 1.3.6.12 Apply Global Texture Group
        13. 1.3.6.13 Remove Global Texture Group
        14. 1.3.6.14 Actor From Unit
        15. 1.3.6.15 Make Actor Face Angle
        16. 1.3.6.16 Play Movie Texture On Unit Actor
        17. 1.3.6.17 Stop All Video Textures On Unit
        18. 1.3.6.18 Texture Slot Component
        19. 1.3.6.19 Texture Slot Name
    4. 1.4 Animation
      1. 1.4.1 Advanced
        1. 1.4.1.1 Load Model Animation
        2. 1.4.1.2 Unload Model Animation
        3. 1.4.1.3 Set Animation Completion
        4. 1.4.1.4 Set Animation Duration
        5. 1.4.1.5 Set Animation Time
        6. 1.4.1.6 Set Animation Time Scale
        7. 1.4.1.7 Load Animation for Unit Type
        8. 1.4.1.8 Unload Animation for Unit Type
      2. 1.4.2 Basic
        1. 1.4.2.1 Clear Animation
        2. 1.4.2.2 Clear Animation On Doodads In Region
        3. 1.4.2.3 Kill Doodads In Region
        4. 1.4.2.4 Play Animation
        5. 1.4.2.5 Play Animation On Doodads In Region
        6. 1.4.2.6 Turn All Animation Properties Off
        7. 1.4.2.7 Turn Animation Properties Off
        8. 1.4.2.8 Turn Animation Properties On
        9. 1.4.2.9 Turn Animation Properties On With Blend In/Out
    5. 1.5 Bank
      1. 1.5.1 Bank Management
        1. 1.5.1.1 Last Opened Bank
        2. 1.5.1.2 Open Bank
        3. 1.5.1.3 Preload Bank
        4. 1.5.1.4 Save Bank
      2. 1.5.2 Store & Load
        1. 1.5.2.1 Last Restored Unit
        2. 1.5.2.2 Load Real Value
        3. 1.5.2.3 Load Boolean Value
        4. 1.5.2.4 Load Integer Value
        5. 1.5.2.5 Load Point Value
        6. 1.5.2.6 Load String Value
        7. 1.5.2.7 Load Text Value
        8. 1.5.2.8 Restore Unit
        9. 1.5.2.9 Store Real
        10. 1.5.2.10 Store Boolean
        11. 1.5.2.11 Store Integer
        12. 1.5.2.12 Store Point
        13. 1.5.2.13 Store String
        14. 1.5.2.14 Store Text
        15. 1.5.2.15 Store Unit
      3. 1.5.3 Utility
        1. 1.5.3.1 Delete Saved Campaign Banks
        2. 1.5.3.2 Bank Exists
        3. 1.5.3.3 Bank Key Count
        4. 1.5.3.4 Bank Key Exists
        5. 1.5.3.5 Bank Key Name
        6. 1.5.3.6 Remove Bank Key
        7. 1.5.3.7 Bank Name
        8. 1.5.3.8 Bank Option
        9. 1.5.3.9 Set Bank Option
        10. 1.5.3.10 Bank Player
        11. 1.5.3.11 Remove Bank
        12. 1.5.3.12 Bank Section Count
        13. 1.5.3.13 Bank Section Exists
        14. 1.5.3.14 Bank Section Name
        15. 1.5.3.15 Remove Bank Section
        16. 1.5.3.16 Bank Value Is Type
        17. 1.5.3.17 Verify Bank
    6. 1.6 Camera
      1. 1.6.1 Basic
        1. 1.6.1.1 Apply Camera Object
        2. 1.6.1.2 Clear Camera Channel On Portrait
        3. 1.6.1.3 Camera Pitch of Player
        4. 1.6.1.4 Camera Target Of Player
        5. 1.6.1.5 Camera Yaw of Player
        6. 1.6.1.6 Default Game Camera
        7. 1.6.1.7 Make Camera Look At
        8. 1.6.1.8 Pan Camera
        9. 1.6.1.9 Restore Camera
        10. 1.6.1.10 Save Camera
        11. 1.6.1.11 Set Camera Channel On Portrait
      2. 1.6.2 Camera Tricks
        1. 1.6.2.1 Follow Unit Group with Camera
        2. 1.6.2.2 Lock Camera Mouse Relative Mode On/Off
        3. 1.6.2.3 Lock Camera Input
        4. 1.6.2.4 Make Camera Look At And Follow Actor
        5. 1.6.2.5 Make Camera Look At And Follow Unit
        6. 1.6.2.6 Set Camera Bounds
        7. 1.6.2.7 Turn Camera Mouse Rotation On/Off
        8. 1.6.2.8 Set Camera Mouse Rotation Speed
        9. 1.6.2.9 Turn Camera Vertical Field Of View On/Off
        10. 1.6.2.10 Shake Camera
        11. 1.6.2.11 Stop Shaking Camera
        12. 1.6.2.12 Turn Camera Height Displacement On/Off
        13. 1.6.2.13 Turn Camera Height Smoothing On/Off
        14. 1.6.2.14 Zoom Camera
      3. 1.6.3 Model Cameras
        1. 1.6.3.1 Clear Camera Channel
        2. 1.6.3.2 Set Camera Channel
        3. 1.6.3.3 Use Model Camera
      4. 1.6.4 Utility
        1. 1.6.4.1 Camera Object Target
        2. 1.6.4.2 Camera Object Property
        3. 1.6.4.3 Set Camera Object Target
        4. 1.6.4.4 Set Camera Object Property
        5. 1.6.4.5 Apply Camera Property
        6. 1.6.4.6 Copy Of Camera Object
        7. 1.6.4.7 Camera Move Reason
    7. 1.7 Catalog
      1. 1.7.1 Lookup
        1. 1.7.1.1 Class Of Ability
        2. 1.7.1.2 Catalog Entry Class
        3. 1.7.1.3 Catalog Entry Count
        4. 1.7.1.4 Catalog Entry Get
        5. 1.7.1.5 Catalog Entry Is Valid
        6. 1.7.1.6 Catalog Entry Parent
        7. 1.7.1.7 Catalog Entry Scope
        8. 1.7.1.8 Catalog Field Count
        9. 1.7.1.9 Catalog Field Get
        10. 1.7.1.10 Catalog Field Is Array
        11. 1.7.1.11 Catalog Field Is Scope
        12. 1.7.1.12 Catalog Field Type
        13. 1.7.1.13 Catalog Field Value Count
        14. 1.7.1.14 Catalog Field Value Get
        15. 1.7.1.15 Cost Of Ability
      2. 1.7.2 Support
        1. 1.7.2.1 Catalog Field Value Set
    8. 1.8 Cinematics
      1. 1.8.1 Cinematic Mode
        1. 1.8.1.1 Cinematic Mode
        2. 1.8.1.2 Global Cinematic Setting
        3. 1.8.1.3 Player In Cinematic Mode
        4. 1.8.1.4 _Cine Mode Turn On/Off For Player
        5. 1.8.1.5 _Cine Mode Turn On/Off For Player Group
        6. 1.8.1.6 _Cine Mode Fog Setting
        7. 1.8.1.7 _Cine Mode Change Fog Setting For Player
        8. 1.8.1.8 _Cine Mode Change Fog Setting For Player Group
        9. 1.8.1.9 _Cine Mode Mask Setting
        10. 1.8.1.10 _Cine Mode Change Mask Setting For Player
        11. 1.8.1.11 _Cine Mode Change Mask Setting For Player Group
        12. 1.8.1.12 _Cine Mode Hide UI
        13. 1.8.1.13 _Cine Mode Restore UI
        14. 1.8.1.14 _Cine Mode Internal
      2. 1.8.2 Data Driven
        1. 1.8.2.1 Run Cinematic
        2. 1.8.2.2 Stop Cinematic
      3. 1.8.3 Effects
        1. 1.8.3.1 Fade In/Out
        2. 1.8.3.2 Overlay Image
        3. 1.8.3.3 Select Main Shadow Light
      4. 1.8.4 Movie
        1. 1.8.4.1 Movie Add SubTitle (String)
        2. 1.8.4.2 Movie Add SubTitle (Text)
        3. 1.8.4.3 Movie Add Trigger Function
        4. 1.8.4.4 Movie Dynamic Subtitles and Duration
        5. 1.8.4.5 Movie Start Recording
        6. 1.8.4.6 Movie Stop Recording
    9. 1.9 Conversation
      1. 1.9.1 Conversation Tools
        1. 1.9.1.1 Convert Integer To Conversation State Index
        2. 1.9.1.2 Remove Conversation
        3. 1.9.1.3 Remove All Conversations
        4. 1.9.1.4 Remove Conversation Reply
        5. 1.9.1.5 Remove All Conversation Replies
        6. 1.9.1.6 Conversation Reply Index
        7. 1.9.1.7 Conversation Reply State
        8. 1.9.1.8 Conversation Reply Text
        9. 1.9.1.9 Mark Conversation Reply As Read/Unread
        10. 1.9.1.10 Set Conversation Reply Text
      2. 1.9.2 Conversations
        1. 1.9.2.1 Create Conversation
        2. 1.9.2.2 Last Created Conversation
        3. 1.9.2.3 Create Conversation Reply
        4. 1.9.2.4 Last Created Conversation Reply
        5. 1.9.2.5 Show/Hide Conversation
        6. 1.9.2.6 Conversation Is Visible
        7. 1.9.2.7 Selected Conversation
        8. 1.9.2.8 Selected Conversation Reply
      3. 1.9.3 Data Conversation Tools
        1. 1.9.3.1 Active Data Conversation Camera
        2. 1.9.3.2 Active Data Conversation Sound
        3. 1.9.3.3 Data Conversation Can Be Run
        4. 1.9.3.4 Data Conversation Choice Count
        5. 1.9.3.5 Data Conversation Choice Picked
        6. 1.9.3.6 Data Conversation Choice Picked Count
        7. 1.9.3.7 Data Conversation Choice State
        8. 1.9.3.8 Data Conversation Choice Name
        9. 1.9.3.9 Mark Data Conversation Choice As Picked/Unpicked
        10. 1.9.3.10 Set Data Conversation Choice Picked Count
        11. 1.9.3.11 Mark Data Conversation Choice As Read/Unread
        12. 1.9.3.12 Data Conversation Line Count
        13. 1.9.3.13 Data Conversation Line Picked Count
        14. 1.9.3.14 Data Conversation Line Name
        15. 1.9.3.15 Set Data Conversation Line Picked Count
        16. 1.9.3.16 Load Data Conversation Lines And Choices
        17. 1.9.3.17 Load Data Conversation State Value
        18. 1.9.3.18 Load Data Conversation State Values
        19. 1.9.3.19 Preload Data Conversation Lines
        20. 1.9.3.20 Reset Data Conversation Lines And Choices
        21. 1.9.3.21 Reset Data Conversation State Values
        22. 1.9.3.22 Save Data Conversation Lines And Choices
        23. 1.9.3.23 Save Data Conversation State Value
        24. 1.9.3.24 Save Data Conversation State Values
        25. 1.9.3.25 Data Conversation State Ability Command
        26. 1.9.3.26 Data Conversation State Attachment Point
        27. 1.9.3.27 Data Conversation State Custom Value
        28. 1.9.3.28 Data Conversation State
        29. 1.9.3.29 Data Conversation State Text Tag Edge
        30. 1.9.3.30 Data Conversation State Image
        31. 1.9.3.31 Data Conversation State Count
        32. 1.9.3.32 Data Conversation State Model
        33. 1.9.3.33 Data Conversation State Movie
        34. 1.9.3.34 Data Conversation State Name
        35. 1.9.3.35 Data Conversation State Text
        36. 1.9.3.36 Data Conversation State Upgrade
      4. 1.9.4 Data Conversations
        1. 1.9.4.1 Set Data Conversation Camera
        2. 1.9.4.2 Set Data Conversation Portrait
        3. 1.9.4.3 Set Data Conversation Unit
        4. 1.9.4.4 Run Data Conversation
        5. 1.9.4.5 Set Data Conversation State
        6. 1.9.4.6 Stop Data Conversation
        7. 1.9.4.7 Triggering Conversation State
    10. 1.10 Conversion
      1. 1.10.1 Actor Conversions
        1. 1.10.1.1 Convert 3D Rotation To String
        2. 1.10.1.2 Convert 3D Vector To String
        3. 1.10.1.3 Convert Bearings To String
        4. 1.10.1.4 Convert Color To String
        5. 1.10.1.5 Convert XY To String
        6. 1.10.1.6 Convert String To Actor Message
      2. 1.10.2 Basic Conversions
        1. 1.10.2.1 Convert Boolean To Integer
        2. 1.10.2.2 Convert Boolean To String
        3. 1.10.2.3 Convert Boolean To Text
        4. 1.10.2.4 Convert Real To Integer
        5. 1.10.2.5 Convert Real To String
        6. 1.10.2.6 Convert Real To Text
        7. 1.10.2.7 Convert Real To Text (Advanced)
        8. 1.10.2.8 Format Duration
        9. 1.10.2.9 Format Number
        10. 1.10.2.10 Convert Integer To Real
        11. 1.10.2.11 Convert Integer To String
        12. 1.10.2.12 Convert Integer To Text
        13. 1.10.2.13 Convert String To Real
        14. 1.10.2.14 Convert String To Integer
        15. 1.10.2.15 Convert String To Text
        16. 1.10.2.16 Convert Game Link To String
      3. 1.10.3 Color Conversions
        1. 1.10.3.1 Convert Reals To Color
        2. 1.10.3.2 Convert Real Color Component to Integer 255 Color Component
        3. 1.10.3.3 Convert Color Index To Color
        4. 1.10.3.4 Color Component
        5. 1.10.3.5 Convert Reals To Color With Alpha
        6. 1.10.3.6 Convert Player Color To Color
      4. 1.10.4 Preset Conversions
        1. 1.10.4.1 Convert Preset To Color
        2. 1.10.4.2 Convert Preset To Conversation
        3. 1.10.4.3 Convert Preset To Game Link - Unit
        4. 1.10.4.4 Convert Preset To Integer
        5. 1.10.4.5 Convert Preset To Point
        6. 1.10.4.6 Convert Preset To Purchasable
        7. 1.10.4.7 Convert Preset To Real
        8. 1.10.4.8 Convert Preset To Region
        9. 1.10.4.9 Convert Preset To Reply
        10. 1.10.4.10 Convert Preset To Revealer
        11. 1.10.4.11 Convert Preset To String
        12. 1.10.4.12 Convert Preset To Transmission
        13. 1.10.4.13 Convert Preset To Trigger
        14. 1.10.4.14 Convert Preset To Unit
        15. 1.10.4.15 Convert Preset To Unit Filter
    11. 1.11 Data Table
      1. 1.11.1 Load Value
        1. 1.11.1.1 Value From Data Table (AI Filter)
        2. 1.11.1.2 Value From Data Table (Ability Command)
        3. 1.11.1.3 Value From Data Table (Actor)
        4. 1.11.1.4 Value From Data Table (Actor Scope)
        5. 1.11.1.5 Value From Data Table (Bank)
        6. 1.11.1.6 Value From Data Table (Boolean)
        7. 1.11.1.7 Value From Data Table (Byte)
        8. 1.11.1.8 Value From Data Table (Camera Object)
        9. 1.11.1.9 Value From Data Table (Cinematic)
        10. 1.11.1.10 Value From Data Table (Color)
        11. 1.11.1.11 Value From Data Table (Control)
        12. 1.11.1.12 Value From Data Table (Conversation)
        13. 1.11.1.13 Value From Data Table (Dialog)
        14. 1.11.1.14 Value From Data Table (Doodad)
        15. 1.11.1.15 Value From Data Table (Real)
        16. 1.11.1.16 Value From Data Table (Integer)
        17. 1.11.1.17 Value From Data Table (Marker)
        18. 1.11.1.18 Value From Data Table (Objective)
        19. 1.11.1.19 Value From Data Table (Order)
        20. 1.11.1.20 Value From Data Table (Ping)
        21. 1.11.1.21 Value From Data Table (Planet)
        22. 1.11.1.22 Value From Data Table (Player Group)
        23. 1.11.1.23 Value From Data Table (Point)
        24. 1.11.1.24 Value From Data Table (Portrait)
        25. 1.11.1.25 Value From Data Table (Region)
        26. 1.11.1.26 Value From Data Table (Conversation Reply)
        27. 1.11.1.27 Value From Data Table (Revealer)
        28. 1.11.1.28 Value From Data Table (Sound)
        29. 1.11.1.29 Value From Data Table (Sound Link)
        30. 1.11.1.30 Value From Data Table (String)
        31. 1.11.1.31 Value From Data Table (Text)
        32. 1.11.1.32 Value From Data Table (Timer)
        33. 1.11.1.33 Value From Data Table (Transmission)
        34. 1.11.1.34 Value From Data Table (Transmission Source)
        35. 1.11.1.35 Value From Data Table (Trigger)
        36. 1.11.1.36 Value From Data Table (Unit)
        37. 1.11.1.37 Value From Data Table (Unit Filter)
        38. 1.11.1.38 Value From Data Table (Unit Group)
        39. 1.11.1.39 Value From Data Table (Unit Reference)
        40. 1.11.1.40 Value From Data Table (Wave)
        41. 1.11.1.41 Value From Data Table (Wave Info)
        42. 1.11.1.42 Value From Data Table (Wave Target)
        43. 1.11.1.43 Value From Data Table (Dialog Item)
        44. 1.11.1.44 Value From Data Table (Difficulty Level)
        45. 1.11.1.45 Value From Data Table (Player Color)
      2. 1.11.2 Save Value
        1. 1.11.2.1 Save Data Table Value (AI Filter)
        2. 1.11.2.2 Save Data Table Value (Ability Command)
        3. 1.11.2.3 Save Data Table Value (Actor)
        4. 1.11.2.4 Save Data Table Value (Actor Scope)
        5. 1.11.2.5 Save Data Table Value (Bank)
        6. 1.11.2.6 Save Data Table Value (Boolean)
        7. 1.11.2.7 Save Data Table Value (Byte)
        8. 1.11.2.8 Save Data Table Value (Camera Object)
        9. 1.11.2.9 Save Data Table Value (Cinematic)
        10. 1.11.2.10 Save Data Table Value (Color)
        11. 1.11.2.11 Save Data Table Value (Control)
        12. 1.11.2.12 Save Data Table Value (Conversation)
        13. 1.11.2.13 Save Data Table Value (Dialog)
        14. 1.11.2.14 Save Data Table Value (Doodad)
        15. 1.11.2.15 Save Data Table Value (Real)
        16. 1.11.2.16 Save Data Table Value (Integer)
        17. 1.11.2.17 Save Data Table Value (Marker)
        18. 1.11.2.18 Save Data Table Value (Objective)
        19. 1.11.2.19 Save Data Table Value (Order)
        20. 1.11.2.20 Save Data Table Value (Ping)
        21. 1.11.2.21 Save Data Table Value (Planet)
        22. 1.11.2.22 Save Data Table Value (Player Group)
        23. 1.11.2.23 Save Data Table Value (Point)
        24. 1.11.2.24 Save Data Table Value (Portrait)
        25. 1.11.2.25 Save Data Table Value (Region)
        26. 1.11.2.26 Save Data Table Value (Conversation Reply)
        27. 1.11.2.27 Save Data Table Value (Revealer)
        28. 1.11.2.28 Save Data Table Value (Sound)
        29. 1.11.2.29 Save Data Table Value (Sound Link)
        30. 1.11.2.30 Save Data Table Value (String)
        31. 1.11.2.31 Save Data Table Value (Text)
        32. 1.11.2.32 Save Data Table Value (Timer)
        33. 1.11.2.33 Save Data Table Value (Transmission)
        34. 1.11.2.34 Save Data Table Value (Transmission Source)
        35. 1.11.2.35 Save Data Table Value (Trigger)
        36. 1.11.2.36 Save Data Table Value (Unit)
        37. 1.11.2.37 Save Data Table Value (Unit Filter)
        38. 1.11.2.38 Save Data Table Value (Unit Group)
        39. 1.11.2.39 Save Data Table Value (Unit Reference)
        40. 1.11.2.40 Save Data Table Value (Wave)
        41. 1.11.2.41 Save Data Table Value (Wave Info)
        42. 1.11.2.42 Save Data Table Value (Wave Target)
        43. 1.11.2.43 Save Data Table Value (Dialog Item)
        44. 1.11.2.44 Save Data Table Value (Difficulty Level)
        45. 1.11.2.45 Save Data Table Value (Player Color)
      3. 1.11.3 Utility
        1. 1.11.3.1 Clear Data Table
        2. 1.11.3.2 Number Of Data Table Values
        3. 1.11.3.3 Data Table Value Exists
        4. 1.11.3.4 Name Of Data Table Value
        5. 1.11.3.5 Remove Data Table Value
        6. 1.11.3.6 Type Of Data Table Value
    12. 1.12 Debug
      1. 1.12.1 Performance Testing
        1. 1.12.1.1 Performance Test Get FPS
        2. 1.12.1.2 Performance Test Start
        3. 1.12.1.3 Performance Test Stop
        4. 1.12.1.4 Unit Stats Start
        5. 1.12.1.5 Unit Stats Stop
      2. 1.12.2 Shader Generation
        1. 1.12.2.1 Engine Reset
        2. 1.12.2.2 Game Wait For Resources To Complete
      3. 1.12.3 Trigger Debugging
        1. 1.12.3.1 Debug Message
        2. 1.12.3.2 Set Debug Message Color
        3. 1.12.3.3 Set Debug Message File
        4. 1.12.3.4 Set Debug Message Name
        5. 1.12.3.5 Open or Close Debug Window
    13. 1.13 Dialog
      1. 1.13.1 Create Specific Dialog Item Actions
        1. 1.13.1.1 Create Dialog Item (Achievement)
        2. 1.13.1.2 Create Dialog Item (Button)
        3. 1.13.1.3 Create Dialog Item (Check Box)
        4. 1.13.1.4 Create Dialog Item (Image)
        5. 1.13.1.5 Create Dialog Item (Label)
      2. 1.13.2 Dialog Item Size And Position
        1. 1.13.2.1 Dialog Item Anchor
        2. 1.13.2.2 Dialog Item Height
        3. 1.13.2.3 Dialog Item Offset X
        4. 1.13.2.4 Dialog Item Offset Y
        5. 1.13.2.5 Dialog Item Relative Anchor
        6. 1.13.2.6 Relative Dialog Item
        7. 1.13.2.7 Dialog Item Width
        8. 1.13.2.8 Dialog Item Is Full Dialog
        9. 1.13.2.9 Set Dialog Item Size to Parent
        10. 1.13.2.10 Move Dialog Item
        11. 1.13.2.11 Attach Dialog Item To Dialog Item
        12. 1.13.2.12 Set Dialog Item Size
        13. 1.13.2.13 Set Dialog Item Rotation
      3. 1.13.3 Dialog Item Tools
        1. 1.13.3.1 Destroy Dialog Item
        2. 1.13.3.2 Destroy All Dialog Items
        3. 1.13.3.3 Fade Dialog Item Transparency
        4. 1.13.3.4 Dialog Containing Dialog Item
        5. 1.13.3.5 Dialog Item Type
        6. 1.13.3.6 Dialog Item Invoke As String
        7. 1.13.3.7 Dialog Item Invoke As Text
        8. 1.13.3.8 Dialog Item Color
        9. 1.13.3.9 Dialog Item Image
        10. 1.13.3.10 Dialog Item Image Type
        11. 1.13.3.11 Dialog Item Style
        12. 1.13.3.12 Dialog Item Tooltip
        13. 1.13.3.13 Set Dialog Background
        14. 1.13.3.14 Set Dialog Item Achievement
        15. 1.13.3.15 Set Dialog Item Blend Mode
        16. 1.13.3.16 Set Dialog Item Click On Down
        17. 1.13.3.17 Set Dialog Item Color
        18. 1.13.3.18 Set Dialog Item Flash
        19. 1.13.3.19 Set Dialog Item Image
        20. 1.13.3.20 Set Dialog Item Hover Image
        21. 1.13.3.21 Set Dialog Item Image Type
        22. 1.13.3.22 Set Dialog Item Tiled
        23. 1.13.3.23 Set Dialog Item Render Priority
        24. 1.13.3.24 Set Dialog Item Style
        25. 1.13.3.25 Set Dialog Item Text Writeout
        26. 1.13.3.26 Set Dialog Item Text Writeout Duration
        27. 1.13.3.27 Set Dialog Item Tooltip
      4. 1.13.4 Dialog Item Values
        1. 1.13.4.1 Add List Item
        2. 1.13.4.2 Count Of List Items
        3. 1.13.4.3 Selected List Item
        4. 1.13.4.4 Remove All List Items
        5. 1.13.4.5 Remove List Item
        6. 1.13.4.6 Select List Item
        7. 1.13.4.7 Dialog Item Edit Value
        8. 1.13.4.8 Dialog Item Is Checked
        9. 1.13.4.9 Dialog Item Maximum Value
        10. 1.13.4.10 Dialog Item Minimum Value
        11. 1.13.4.11 Dialog Item Current Value
        12. 1.13.4.12 Set Dialog Item Checked
        13. 1.13.4.13 Set Dialog Item Current Value
        14. 1.13.4.14 Set Dialog Item Edit Value
        15. 1.13.4.15 Set Dialog Item Maximum Value
        16. 1.13.4.16 Set Dialog Item Minimum Value
        17. 1.13.4.17 Dialog Item Boolean Value
        18. 1.13.4.18 Dialog Item Color Value
        19. 1.13.4.19 Dialog Item Control Value
        20. 1.13.4.20 Dialog Item Real Value
        21. 1.13.4.21 Dialog Item Integer Value
        22. 1.13.4.22 Dialog Item String Value
        23. 1.13.4.23 Dialog Item Text Value
        24. 1.13.4.24 Set Dialog Item Boolean Value
        25. 1.13.4.25 Set Dialog Item Color Value
        26. 1.13.4.26 Set Dialog Item Control Value
        27. 1.13.4.27 Set Dialog Item Real Value
        28. 1.13.4.28 Set Dialog Item Integer Value
        29. 1.13.4.29 Set Dialog Item String Value
        30. 1.13.4.30 Set Dialog Item Text Value
      5. 1.13.5 Dialog Items
        1. 1.13.5.1 Create Dialog Item
        2. 1.13.5.2 Create Dialog Item From Template
        3. 1.13.5.3 Create Dialog Item In Panel
        4. 1.13.5.4 Create Dialog Item In Panel From Template
        5. 1.13.5.5 Hookup Dialog Item In Panel
        6. 1.13.5.6 Dialog Item Is Enabled
        7. 1.13.5.7 Dialog Item Is Visible
        8. 1.13.5.8 Last Created Dialog Item
        9. 1.13.5.9 Enable/Disable Dialog Item
        10. 1.13.5.10 Show/Hide Dialog Item
        11. 1.13.5.11 Dialog Item Text
        12. 1.13.5.12 Used Dialog Item
        13. 1.13.5.13 Dialog Item Event Type
        14. 1.13.5.14 Set Dialog Item Text
      6. 1.13.6 Dialog Size And Position
        1. 1.13.6.1 Dialog Anchor
        2. 1.13.6.2 Dialog Height
        3. 1.13.6.3 Dialog Offset X
        4. 1.13.6.4 Dialog Offset Y
        5. 1.13.6.5 Dialog Relative Anchor
        6. 1.13.6.6 Relative Dialog
        7. 1.13.6.7 Dialog Width
        8. 1.13.6.8 Dialog Is Fullscreen
        9. 1.13.6.9 Set Dialog Fullscreen
        10. 1.13.6.10 Move Dialog
        11. 1.13.6.11 Attach Dialog To Dialog
        12. 1.13.6.12 Set Dialog Size
      7. 1.13.7 Dialog Tools
        1. 1.13.7.1 Clear Subtitle Position Override
        2. 1.13.7.2 Destroy Dialog
        3. 1.13.7.3 Destroy All Dialogs
        4. 1.13.7.4 Dialog Channel
        5. 1.13.7.5 Dialog Background Image
        6. 1.13.7.6 Dialog Transparency
        7. 1.13.7.7 Dialog Background Image Is Visible
        8. 1.13.7.8 Dialog Is Offscreen
        9. 1.13.7.9 Set Dialog RTT Channel
        10. 1.13.7.10 Show/Hide Dialog Background
        11. 1.13.7.11 Set Dialog Offscreen
        12. 1.13.7.12 Set Subtitle Position Override
        13. 1.13.7.13 Set Dialog Transparency
        14. 1.13.7.14 Dialog Is Modal
      8. 1.13.8 Dialogs
        1. 1.13.8.1 Create Dialog
        2. 1.13.8.2 Dialog Title
        3. 1.13.8.3 Dialog Is Visible
        4. 1.13.8.4 Last Created Dialog
        5. 1.13.8.5 Set Dialog Title
        6. 1.13.8.6 Show/Hide Dialog
      9. 1.13.9 Screen Button
        1. 1.13.9.1 Display Screen Button
        2. 1.13.9.2 Flash Screen Button
        3. 1.13.9.3 Show/Hide Screen Button
        4. 1.13.9.4 Screen Button
        5. 1.13.9.5 Screen Button Dialog
        6. 1.13.9.6 Set Screen Button Border Image
        7. 1.13.9.7 Set Screen Button Flashing Border Image
        8. 1.13.9.8 Stop Flashing Screen Button
      10. 1.13.10 Screen Image
        1. 1.13.10.1 Display Screen Image
        2. 1.13.10.2 Show/Hide Screen Image
        3. 1.13.10.3 Pulse Screen Image
        4. 1.13.10.4 Screen Image Dialog
        5. 1.13.10.5 Screen Image Dialog Item
        6. 1.13.10.6 Stop Pulsing Screen Image
    14. 1.14 Environment
      1. 1.14.1 Creep And Power
        1. 1.14.1.1 Creep Adjacent
        2. 1.14.1.2 Creep Is Present
        3. 1.14.1.3 Modify Creep
        4. 1.14.1.4 Set Creep Speed
        5. 1.14.1.5 Power Is Provided By
        6. 1.14.1.6 Power Level
      2. 1.14.2 Effects
        1. 1.14.2.1 Create Explosion At Point
        2. 1.14.2.2 Triggering Effect Used
        3. 1.14.2.3 Triggering Effect Amount (Real)
        4. 1.14.2.4 Triggering Effect Amount (Integer)
        5. 1.14.2.5 Triggering Effect Point
        6. 1.14.2.6 Triggering Effect Unit
        7. 1.14.2.7 Triggering Effect Unit Owner
        8. 1.14.2.8 Triggering Effect Unit Type
        9. 1.14.2.9 Destroy Effects
        10. 1.14.2.10 Player Can Create Effect At Point
        11. 1.14.2.11 Player Can Create Effect On Unit
        12. 1.14.2.12 Create Effect At Point (From Player)
        13. 1.14.2.13 Create Effect On Unit (From Player)
        14. 1.14.2.14 Unit Can Create Effect At Point
        15. 1.14.2.15 Unit Can Create Effect On Unit
        16. 1.14.2.16 Create Effect At Point (From Unit)
        17. 1.14.2.17 Create Effect On Unit (From Unit)
        18. 1.14.2.18 Damage Unit (From Unit)
        19. 1.14.2.19 Validate Player Can Create Effect At Point
        20. 1.14.2.20 Validate Player Can Create Effect On Unit
        21. 1.14.2.21 Validate Unit Can Create Effect At Point
        22. 1.14.2.22 Validate Unit Can Create Effect On Unit
      3. 1.14.3 Fog And Background
        1. 1.14.3.1 Set Fog Color
        2. 1.14.3.2 Set Fog Density
        3. 1.14.3.3 Enable/Disable Fog
        4. 1.14.3.4 Set Fog Falloff
        5. 1.14.3.5 Set Fog Start Height
        6. 1.14.3.6 Set Background Model
      4. 1.14.4 Lighting
        1. 1.14.4.1 Set Lighting
        2. 1.14.4.2 Set Time of Day Lighting
        3. 1.14.4.3 Current Time Of Day
        4. 1.14.4.4 Day Length
        5. 1.14.4.5 Time Of Day Is Paused
        6. 1.14.4.6 Pause/Unpause Time Of Day
        7. 1.14.4.7 Set Time Of Day
        8. 1.14.4.8 Set Day Length
      5. 1.14.5 Terrain And Water
        1. 1.14.5.1 Cliff Level Of Point (Integer)
        2. 1.14.5.2 Line Crosses Cliff
        3. 1.14.5.3 Show/Hide Environment
        4. 1.14.5.4 Cliff Level Of Point (Real)
        5. 1.14.5.5 Show/Hide Terrain
        6. 1.14.5.6 Set Water State
        7. 1.14.5.7 Height At Point
    15. 1.15 Game
      1. 1.15.1 Achievements
        1. 1.15.1.1 Award Achievement
        2. 1.15.1.2 Erase Achievement
        3. 1.15.1.3 Set Achievement Panel Category
        4. 1.15.1.4 Get Achievement Percent Text
        5. 1.15.1.5 Set Achievement Term Quantity
        6. 1.15.1.6 Disable Achievements
      2. 1.15.2 Charges And Cooldowns
        1. 1.15.2.1 Add Charge Regen Time For Game
        2. 1.15.2.2 Add Charge Used For Game
        3. 1.15.2.3 Add Cooldown For Game
        4. 1.15.2.4 Game Charge Regen
        5. 1.15.2.5 Game Charge Used
        6. 1.15.2.6 Game Cooldown
        7. 1.15.2.7 Pause/Unpause All Charges For Game
        8. 1.15.2.8 Pause/Unpause All Cooldowns For Game
        9. 1.15.2.9 Remove Charge Regen Time For Game
        10. 1.15.2.10 Remove Charge Used For Game
        11. 1.15.2.11 Remove Cooldown For Game
      3. 1.15.3 Chat And Console
        1. 1.15.3.1 Console Command
        2. 1.15.3.2 Chat String
        3. 1.15.3.3 Cheat Type Used
        4. 1.15.3.4 Allow Cheat
        5. 1.15.3.5 Cheats Enabled
      4. 1.15.4 Game Settings
        1. 1.15.4.1 Attribute Game Value
        2. 1.15.4.2 Attribute Player Value
        3. 1.15.4.3 Players On Team
        4. 1.15.4.4 Mission Time
        5. 1.15.4.5 Game Speed Factor
        6. 1.15.4.6 Game Speed
        7. 1.15.4.7 Game Speed Minimum
        8. 1.15.4.8 Mission Time Paused
        9. 1.15.4.9 Random Seed Is Locked
        10. 1.15.4.10 Game Speed Is Locked
        11. 1.15.4.11 Create Saved Game
        12. 1.15.4.12 Set Mission Time Paused
        13. 1.15.4.13 Turn Fixed Random Seed On/Off
        14. 1.15.4.14 Lock Game Speed
        15. 1.15.4.15 Set Game Speed
        16. 1.15.4.16 Set Minimum Game Speed
        17. 1.15.4.17 Game Play Time
      5. 1.15.5 Preloading
        1. 1.15.5.1 Preload Asset
        2. 1.15.5.2 Preload Image
        3. 1.15.5.3 Preload Model
        4. 1.15.5.4 Preload Model Animation
        5. 1.15.5.5 Preload Model Object
        6. 1.15.5.6 Preload Movie
        7. 1.15.5.7 Preload Object
        8. 1.15.5.8 Preload Scene
        9. 1.15.5.9 Preload Script
        10. 1.15.5.10 Preload Sound
        11. 1.15.5.11 Preload Sound Object
        12. 1.15.5.12 Preload Soundtrack
        13. 1.15.5.13 Preload Unit
      6. 1.15.6 Transitions
        1. 1.15.6.1 Game Is Debug Option Set
        2. 1.15.6.2 Game Is Test
        3. 1.15.6.3 Game Is Transitioned
        4. 1.15.6.4 Map Description
        5. 1.15.6.5 Map Is Blizzard
        6. 1.15.6.6 Map Name
        7. 1.15.6.7 End Game For Player
        8. 1.15.6.8 Set Next Map
        9. 1.15.6.9 Set Transition Map
        10. 1.15.6.10 Map Texture Set
        11. 1.15.6.11 Restart Game
        12. 1.15.6.12 Set Next Mission Difficulty
    16. 1.16 General
      1. 1.16.1 Breaks
        1. 1.16.1.1 Return
        2. 1.16.1.2 Skip Remaining Actions
        3. 1.16.1.3 Break
        4. 1.16.1.4 Custom Script
      2. 1.16.2 Conditional Statements
        1. 1.16.2.1 If Then
        2. 1.16.2.2 If Then Else
        3. 1.16.2.3 If Then Else-If
        4. 1.16.2.4 Switch
        5. 1.16.2.5 Switch Case
      3. 1.16.3 Loops
        1. 1.16.3.1 For Each Integer
        2. 1.16.3.2 For Each Real
        3. 1.16.3.3 Picked Integer
        4. 1.16.3.4 Pick Each Integer
        5. 1.16.3.5 Repeat
        6. 1.16.3.6 Repeat Forever
        7. 1.16.3.7 While
      4. 1.16.4 Variables
        1. 1.16.4.1 Modify Variable (Integer)
        2. 1.16.4.2 Modify Variable (Real)
        3. 1.16.4.3 Set Variable
      5. 1.16.5 Waits
        1. 1.16.5.1 Critical Section
        2. 1.16.5.2 Wait
        3. 1.16.5.3 Wait For Condition
        4. 1.16.5.4 Wait For Timer
    17. 1.17 Leaderboard
      1. 1.17.1 Format
        1. 1.17.1.1 Turn Leaderboard Minimize Button On/Off
        2. 1.17.1.2 Set Leaderboard Minimize Button Color
        3. 1.17.1.3 Minimize Leaderboard
        4. 1.17.1.4 Show/Hide Leaderboard Minimize Button
        5. 1.17.1.5 Set Leaderboard Group For Row
        6. 1.17.1.6 Set Leaderboard Columns
        7. 1.17.1.7 Set Leaderboard Column Width
        8. 1.17.1.8 Set Leaderboard Groups
        9. 1.17.1.9 Set Leaderboard Rows
        10. 1.17.1.10 Enable/Disable Leaderboard State
        11. 1.17.1.11 Set Leaderboard Sort Column
      2. 1.17.2 Leaderboard Items
        1. 1.17.2.1 Set Leaderboard Item Alignment
        2. 1.17.2.2 Set Leaderboard Item Background Color
        3. 1.17.2.3 Set Leaderboard Item Font Size
        4. 1.17.2.4 Set Leaderboard Item Icon
        5. 1.17.2.5 Set Leaderboard Item Sort Order
        6. 1.17.2.6 Set Leaderboard Item Text
        7. 1.17.2.7 Set Leaderboard Item Text Color
      3. 1.17.3 Leaderboards
        1. 1.17.3.1 Create Leaderboard
        2. 1.17.3.2 Destroy Leaderboard
        3. 1.17.3.3 Last Created Leaderboard
        4. 1.17.3.4 Reset Leaderboard Position
        5. 1.17.3.5 Set Leaderboard Name
        6. 1.17.3.6 Move Leaderboard
        7. 1.17.3.7 Show/Hide All Leaderboards
        8. 1.17.3.8 Show/Hide Leaderboard
      4. 1.17.4 Player Columns
        1. 1.17.4.1 Add Player To Leaderboard
        2. 1.17.4.2 Remove Player From Leaderboard
        3. 1.17.4.3 Set Leaderboard Player Column
      5. 1.17.5 Progress Bars
        1. 1.17.5.1 Set Leaderboard Item Progress Color
        2. 1.17.5.2 Set Leaderboard Item Progress Range
        3. 1.17.5.3 Show/Hide Leaderboard Item Progress Bar
        4. 1.17.5.4 Set Leaderboard Item Progress Value
    18. 1.18 Logic
      1. 1.18.1 Comparisons
        1. 1.18.1.1 And
        2. 1.18.1.2 And Or
        3. 1.18.1.3 And Or Multiple
        4. 1.18.1.4 Not
        5. 1.18.1.5 Comparison
        6. 1.18.1.6 Not
        7. 1.18.1.7 Or
        8. 1.18.1.8 Text Has Been Set
        9. 1.18.1.9 Within Bounds
    19. 1.19 Math
      1. 1.19.1 Arithmetic
        1. 1.19.1.1 Arithmetic (Integer)
        2. 1.19.1.2 Clamp (Integer)
        3. 1.19.1.3 Arithmetic Multiple (Integer)
        4. 1.19.1.4 Arithmetic (Real)
        5. 1.19.1.5 Clamp (Real)
        6. 1.19.1.6 Arithmetic Multiple (Real)
        7. 1.19.1.7 Ceiling (Real)
        8. 1.19.1.8 Ceiling (Integer)
        9. 1.19.1.9 Cycle
        10. 1.19.1.10 Floor (Real)
        11. 1.19.1.11 Floor (Integer)
        12. 1.19.1.12 Log2 (Real)
        13. 1.19.1.13 Log2 (Integer)
        14. 1.19.1.14 Modulo (Real)
        15. 1.19.1.15 Modulo (Integer)
        16. 1.19.1.16 Power (Real)
        17. 1.19.1.17 Pow2 (Real)
        18. 1.19.1.18 Pow2 (Integer)
        19. 1.19.1.19 Power (Integer)
        20. 1.19.1.20 Round (Real)
        21. 1.19.1.21 Round (Integer)
        22. 1.19.1.22 Square Root (Real)
        23. 1.19.1.23 Square Root (Integer)
        24. 1.19.1.24 Trunc (Real)
        25. 1.19.1.25 Trunc (Integer)
      2. 1.19.2 Conditionals
        1. 1.19.2.1 Absolute Value (Real)
        2. 1.19.2.2 Absolute Value (Integer)
        3. 1.19.2.3 Maximum (Real)
        4. 1.19.2.4 Maximum (Integer)
        5. 1.19.2.5 Minimum (Real)
        6. 1.19.2.6 Minimum (Integer)
      3. 1.19.3 Random
        1. 1.19.3.1 Random Angle
        2. 1.19.3.2 Random Real
        3. 1.19.3.3 Random Integer
        4. 1.19.3.4 Random Percent
      4. 1.19.4 Trigonometry
        1. 1.19.4.1 Arccosine
        2. 1.19.4.2 Arcsine
        3. 1.19.4.3 Arctangent From Value
        4. 1.19.4.4 Arctangent From Deltas
        5. 1.19.4.5 Cosine
        6. 1.19.4.6 Sine
        7. 1.19.4.7 Tangent
    20. 1.20 Melee
      1. 1.20.1 Melee Defaults
        1. 1.20.1.1 Start Melee AI For All Players
        2. 1.20.1.2 Set Default Melee Options For All Players
        3. 1.20.1.3 Set Starting Resources For All Players
        4. 1.20.1.4 Set Starting Units For All Players
      2. 1.20.2 Player Settings
        1. 1.20.2.1 Player Melee Option
        2. 1.20.2.2 Set Starting Resources For Player
        3. 1.20.2.3 Set Starting Units For Player
        4. 1.20.2.4 Enable/Disable Melee Option For Player
    21. 1.21 Objective
      1. 1.21.1 Advanced
        1. 1.21.1.1 Destroy Objective
        2. 1.21.1.2 Destroy All Objectives
        3. 1.21.1.3 Objective Description
        4. 1.21.1.4 Objective Text
        5. 1.21.1.5 Objective Players
        6. 1.21.1.6 Objective Primary
        7. 1.21.1.7 Set Objective Description
        8. 1.21.1.8 Set Objective Text
        9. 1.21.1.9 Set Objective Players
        10. 1.21.1.10 Set Objective Type
      2. 1.21.2 Basic
        1. 1.21.2.1 Create Objective
        2. 1.21.2.2 Objective State
        3. 1.21.2.3 Last Created Objective
        4. 1.21.2.4 Set Objective State
        5. 1.21.2.5 Show/Hide Objective
        6. 1.21.2.6 Objective Is Visible
    22. 1.22 Order
      1. 1.22.1 Ability Commands
        1. 1.22.1.1 Ability Command
        2. 1.22.1.2 Ability Of Ability Command
        3. 1.22.1.3 Action Type For Ability Command
        4. 1.22.1.4 Index Of Ability Command
      2. 1.22.2 Order Properties
        1. 1.22.2.1 Ability Command For Order
        2. 1.22.2.2 Flag Is Enabled For Order
        3. 1.22.2.3 Player For Order
        4. 1.22.2.4 Target Item For Order
        5. 1.22.2.5 Target Point For Order
        6. 1.22.2.6 Target Position For Order
        7. 1.22.2.7 Target Type For Order
        8. 1.22.2.8 Target Unit For Order
        9. 1.22.2.9 Order Is Valid
      3. 1.22.3 Orders To Be Issued
        1. 1.22.3.1 Order With No Target
        2. 1.22.3.2 Change Autocast Mode
        3. 1.22.3.3 Order Targeting Item
        4. 1.22.3.4 Order Targeting Point
        5. 1.22.3.5 Order Targeting Relative Points
        6. 1.22.3.6 Order Targeting Unit
        7. 1.22.3.7 Order Targeting Unit Group
    23. 1.23 Ping
      1. 1.23.1 Advanced
        1. 1.23.1.1 Destroy Ping
        2. 1.23.1.2 Destroy All Pings
        3. 1.23.1.3 Color Of Ping
        4. 1.23.1.4 Duration of Ping
        5. 1.23.1.5 Ping Players
        6. 1.23.1.6 Position Of Ping
        7. 1.23.1.7 Facing Angle Of Ping
        8. 1.23.1.8 Ping Scale
        9. 1.23.1.9 Ping Tooltip
        10. 1.23.1.10 Ping Unit
        11. 1.23.1.11 Set Ping Color
        12. 1.23.1.12 Set Ping Duration
        13. 1.23.1.13 Set Ping Model
        14. 1.23.1.14 Set Ping Players
        15. 1.23.1.15 Move Ping
        16. 1.23.1.16 Make Ping Face Angle
        17. 1.23.1.17 Set Ping Scale
        18. 1.23.1.18 Set Ping Tooltip
        19. 1.23.1.19 Attach Ping To Unit
      2. 1.23.2 Basic
        1. 1.23.2.1 Create Ping Facing Angle
        2. 1.23.2.2 Ping Minimap
        3. 1.23.2.3 Create Ping With Point Facing
        4. 1.23.2.4 Ping Is Visible
        5. 1.23.2.5 Last Created Ping
        6. 1.23.2.6 Show/Hide Ping
    24. 1.24 Player
      1. 1.24.1 Alliances
        1. 1.24.1.1 Alliance Aspect
        2. 1.24.1.2 Get Relationship Between Players
        3. 1.24.1.3 Set Alliance Aspect
        4. 1.24.1.4 Set Alliance
        5. 1.24.1.5 Set Alliance (One-Way)
        6. 1.24.1.6 Set Alliance For Player Group
        7. 1.24.1.7 Clear Alliance
        8. 1.24.1.8 Make Ally
      2. 1.24.2 Charges And Cooldowns
        1. 1.24.2.1 Add Charge Regen Time For Player
        2. 1.24.2.2 Add Charge Used For Player
        3. 1.24.2.3 Add Cooldown For Player
        4. 1.24.2.4 Player Charge Regen
        5. 1.24.2.5 Player Charge Used
        6. 1.24.2.6 Player Cooldown
        7. 1.24.2.7 Pause/Unpause All Charges For Player
        8. 1.24.2.8 Pause/Unpause All Cooldowns For Player
        9. 1.24.2.9 Remove Charge Regen Time For Player
        10. 1.24.2.10 Remove Charge Used For Player
        11. 1.24.2.11 Remove Cooldown For Player
      3. 1.24.3 Difficulty Levels
        1. 1.24.3.1 APM Of Difficulty Level
        2. 1.24.3.2 Difficulty Level Is Enabled
        3. 1.24.3.3 Name Of Difficulty Level
        4. 1.24.3.4 Name Of Campaign Difficulty Level
        5. 1.24.3.5 Difficulty Level For Player
        6. 1.24.3.6 Set Player Difficulty Level
      4. 1.24.4 Player Settings
        1. 1.24.4.1 Triggering Player
        2. 1.24.4.2 Triggering Player Property
        3. 1.24.4.3 Triggering Player Property Change (Real)
        4. 1.24.4.4 Triggering Player Property Change (Integer)
        5. 1.24.4.5 Player Color
        6. 1.24.4.6 Player Property
        7. 1.24.4.7 Player Flag Check
        8. 1.24.4.8 Modify Player Property
        9. 1.24.4.9 Name Of Player
        10. 1.24.4.10 Race Of Player
        11. 1.24.4.11 Player Score Value (Real)
        12. 1.24.4.12 Player Score Value (Integer)
        13. 1.24.4.13 Modify Player Score (Real)
        14. 1.24.4.14 Modify Player Score (Integer)
        15. 1.24.4.15 Set Player Color
        16. 1.24.4.16 Turn Player Flag On/Off
        17. 1.24.4.17 Start Location Of Player
        18. 1.24.4.18 Status Of Player
        19. 1.24.4.19 Controller Of Player
    25. 1.25 Player Group
      1. 1.25.1 Groups
        1. 1.25.1.1 Add Player Group To Player Group
        2. 1.25.1.2 Add Player To Player Group
        3. 1.25.1.3 Remove All Players From Player Group
        4. 1.25.1.4 Copy Of Player Group
        5. 1.25.1.5 Number Of Players In Player Group
        6. 1.25.1.6 Player In Player Group
        7. 1.25.1.7 Player From Player Group
        8. 1.25.1.8 Remove Player From Player Group
        9. 1.25.1.9 Remove Player Group From Player Group
      2. 1.25.2 Loops
        1. 1.25.2.1 For Each Player In Player Group
        2. 1.25.2.2 Pick Each Player In Player Group
        3. 1.25.2.3 Picked Player
      3. 1.25.3 Useful Player Groups
        1. 1.25.3.1 Active Players
        2. 1.25.3.2 All Players
        3. 1.25.3.3 Allies/Enemies Of Player
        4. 1.25.3.4 Empty Player Group
        5. 1.25.3.5 Convert Player To Player Group
    26. 1.26 Point
      1. 1.26.1 Creation And Modification
        1. 1.26.1.1 Point From XY
        2. 1.26.1.2 Point From XYZ
        3. 1.26.1.3 Move Point
        4. 1.26.1.4 Make Point Face Angle
        5. 1.26.1.5 Set Point Height
      2. 1.26.2 Measurements
        1. 1.26.2.1 Angle Between Points
        2. 1.26.2.2 Distance Between Points
        3. 1.26.2.3 Facing Angle Of Point
        4. 1.26.2.4 Height Of Point
        5. 1.26.2.5 X Of Point
        6. 1.26.2.6 Y Of Point
        7. 1.26.2.7 Point Is In Region
      3. 1.26.3 Offsets
        1. 1.26.3.1 Point Facing Angle
        2. 1.26.3.2 Point Offset Towards Point
        3. 1.26.3.3 Reflected Point
        4. 1.26.3.4 Point With Offset
        5. 1.26.3.5 Point With Polar Offset
        6. 1.26.3.6 Point With Z Offset
        7. 1.26.3.7 Random Point Between Points
      4. 1.26.4 Pathing
        1. 1.26.4.1 Pathing Cost Between Points
        2. 1.26.4.2 Points Connected By Pathing
        3. 1.26.4.3 Point Is Passable
    27. 1.27 Portrait
      1. 1.27.1 Advanced
        1. 1.27.1.1 Clear Portrait Animation
        2. 1.27.1.2 Destroy Portrait
        3. 1.27.1.3 Destroy All Portraits
        4. 1.27.1.4 Force Portrait Transition On/Off
        5. 1.27.1.5 Play Portrait Animation
        6. 1.27.1.6 Turn Portrait Background On/Off
        7. 1.27.1.7 Set Portrait Border Texture
        8. 1.27.1.8 Turn Portrait Border On/Off
        9. 1.27.1.9 Set Portrait Camera
        10. 1.27.1.10 Set Portrait Channel
        11. 1.27.1.11 Turn Portrait Fullscreen On/Off
        12. 1.27.1.12 Set Portrait Light
        13. 1.27.1.13 Set Portrait Model
        14. 1.27.1.14 Set Portrait Model And Play Animation
        15. 1.27.1.15 Set Portrait Mouse Target
        16. 1.27.1.16 Mute/Unmute Portrait
        17. 1.27.1.17 Turn Portrait Offscreen On/Off
        18. 1.27.1.18 Pause/Unpause Portrait
        19. 1.27.1.19 Set Portrait Position
        20. 1.27.1.20 Set Portrait Render Type
        21. 1.27.1.21 Set Portrait Size
        22. 1.27.1.22 Set Portrait Team Color
        23. 1.27.1.23 Set Portrait Tint Color
        24. 1.27.1.24 Set Portrait Transition Model
        25. 1.27.1.25 Turn Portrait Transition On/Off
        26. 1.27.1.26 Wait For Portrait To Load
      2. 1.27.2 Basic
        1. 1.27.2.1 Create Portrait
        2. 1.27.2.2 Last Created Portrait
        3. 1.27.2.3 Show/Hide Portrait
        4. 1.27.2.4 Portrait Is Visible
      3. 1.27.3 Useful Portraits
        1. 1.27.3.1 Cinematic Portrait
        2. 1.27.3.2 Fullscreen Portrait
        3. 1.27.3.3 Game Portrait
        4. 1.27.3.4 Planet Panel Portrait
    28. 1.28 Region
      1. 1.28.1 Creation
        1. 1.28.1.1 Add Circle To Region
        2. 1.28.1.2 Add Rectangle To Region
        3. 1.28.1.3 Add Region To Region
        4. 1.28.1.4 Convert Circle To Region
        5. 1.28.1.5 Convert Rectangle To Region
      2. 1.28.2 Modification
        1. 1.28.2.1 Height Of Region
        2. 1.28.2.2 Attach Region To Unit
        3. 1.28.2.3 Unit Attached To Region
        4. 1.28.2.4 Top-Right Of Region Bounds
        5. 1.28.2.5 Bottom-Left Of Region Bounds
        6. 1.28.2.6 Center Of Region
        7. 1.28.2.7 Random Point In Region
        8. 1.28.2.8 Move Region
        9. 1.28.2.9 Width Of Region
      3. 1.28.3 Useful Regions
        1. 1.28.3.1 Empty Region
        2. 1.28.3.2 Entire Map
        3. 1.28.3.3 Playable Map Area
        4. 1.28.3.4 Set Playable Map Area
    29. 1.29 Selection
      1. 1.29.1 Control Groups
        1. 1.29.1.1 Add Unit To Control Group
        2. 1.29.1.2 Add Unit Group To Control Group
        3. 1.29.1.3 Clear Control Group
        4. 1.29.1.4 Remove Unit From Control Group
        5. 1.29.1.5 Remove Unit Group From Control Group
      2. 1.29.2 Unit Selection
        1. 1.29.2.1 Restore Unit Selection
        2. 1.29.2.2 Store Unit Selection
        3. 1.29.2.3 Clear Unit Selection
        4. 1.29.2.4 Flash Unit Selection
        5. 1.29.2.5 Select Unit Group
        6. 1.29.2.6 Selected Units
        7. 1.29.2.7 Unit Is Selected
        8. 1.29.2.8 Select Unit
    30. 1.30 Sound
      1. 1.30.1 Scenes
        1. 1.30.1.1 Play Sound Scene
        2. 1.30.1.2 Play Sound Scene File
      2. 1.30.2 Sound Channels
        1. 1.30.2.1 Set All Sound Channel Volumes
        2. 1.30.2.2 Mute/Unmute Sound Channel
        3. 1.30.2.3 Pause Sound Channel
        4. 1.30.2.4 Set Sound Channel Volume
        5. 1.30.2.5 Stop Sound Channel
      3. 1.30.3 Sound Properties
        1. 1.30.3.1 Mark Sound For Duration Preload
        2. 1.30.3.2 Query Sound Duration
        3. 1.30.3.3 Wait For Sound Durations
        4. 1.30.3.4 Sound Duration
        5. 1.30.3.5 Sound Link
        6. 1.30.3.6 Sound Asset Index
        7. 1.30.3.7 Sound ID
        8. 1.30.3.8 Sound Subtitle Text
      4. 1.30.4 Sound Settings
        1. 1.30.4.1 Set Sound Factors
        2. 1.30.4.2 Set Sound Reverb
      5. 1.30.5 Sounds
        1. 1.30.5.1 Last Played Sound
        2. 1.30.5.2 Play Sound
        3. 1.30.5.3 Play Sound At Point
        4. 1.30.5.4 Play Sound On Unit
        5. 1.30.5.5 Skip To Sound Offset
        6. 1.30.5.6 Move Sound
        7. 1.30.5.7 Set Sound Volume
        8. 1.30.5.8 Stop Sound
        9. 1.30.5.9 Stop All Model Sounds
        10. 1.30.5.10 Stop All Trigger Sounds
        11. 1.30.5.11 Wait For Sound
      6. 1.30.6 Soundtracks
        1. 1.30.6.1 Set Default Soundtrack
        2. 1.30.6.2 Pause Soundtrack
        3. 1.30.6.3 Play Soundtrack
        4. 1.30.6.4 Enable/Disable Soundtrack Continuous
        5. 1.30.6.5 Set Soundtrack Delay
        6. 1.30.6.6 Enable/Disable Soundtrack Shuffle
        7. 1.30.6.7 Stop Soundtrack
        8. 1.30.6.8 Wait For Soundtrack
    31. 1.31 Story
      1. 1.31.1 Campaign Progress
        1. 1.31.1.1 Set Campaign Progress Campaign Finished
        2. 1.31.1.2 Set Campaign Progress Image
        3. 1.31.1.3 Set Campaign Progress Text
        4. 1.31.1.4 Set Campaign Progress Tutorial Finished
      2. 1.31.2 Character Sheet
        1. 1.31.2.1 Set Character Sheet Description Text
        2. 1.31.2.2 Set Character Sheet Name Text
        3. 1.31.2.3 Set Character Sheet Model
      3. 1.31.3 Mercenary Panel
        1. 1.31.3.1 Create Mercenary
        2. 1.31.3.2 Destroy Mercenary
        3. 1.31.3.3 Selected Mercenary
        4. 1.31.3.4 Mercenary Is Recently Purchased
        5. 1.31.3.5 Last Created Mercenary
        6. 1.31.3.6 Enable/Disable Mercenary Panel Close Button
        7. 1.31.3.7 Enable/Disable Mercenary Panel Dismiss Button
        8. 1.31.3.8 Purchase Mercenary
        9. 1.31.3.9 Set Mercenary Availability Text
        10. 1.31.3.10 Set Mercenary Cost
        11. 1.31.3.11 Set Mercenary CostText
        12. 1.31.3.12 Set Mercenary Description Text
        13. 1.31.3.13 Set Mercenary Portrait Image
        14. 1.31.3.14 Set Mercenary Portrait Model
        15. 1.31.3.15 Set Mercenary Player Group
        16. 1.31.3.16 Set Mercenary Recently Purchased
        17. 1.31.3.17 Set Mercenary Scene
        18. 1.31.3.18 Set Selected Mercenary
        19. 1.31.3.19 Set Mercenary Special Text
        20. 1.31.3.20 Set Mercenary State
        21. 1.31.3.21 Set Mercenary Title Text
        22. 1.31.3.22 Set Mercenary Unit Text
      4. 1.31.4 Mission Archives Panel
        1. 1.31.4.1 Add Mission Archive Achievement
        2. 1.31.4.2 Add Mission Archive
        3. 1.31.4.3 Remove Mission Archive
        4. 1.31.4.4 Last Created Mission Archive
        5. 1.31.4.5 Selected Mission Archive
        6. 1.31.4.6 Set Selected Mission Archive
        7. 1.31.4.7 Set Mission Archive Best Time Text
        8. 1.31.4.8 Set Mission Archive Bonus Text
        9. 1.31.4.9 Set Mission Archive Bonus Title
        10. 1.31.4.10 Set Mission Archive Button Image
        11. 1.31.4.11 Set Mission Archive Button Text
        12. 1.31.4.12 Set Mission Archive Difficulty Best Time Text
        13. 1.31.4.13 Set Mission Archive Difficulty Completed
        14. 1.31.4.14 Set Mission Archive Mission Image
        15. 1.31.4.15 Set Mission Archive Mission Text
        16. 1.31.4.16 Set Mission Archive Priority
        17. 1.31.4.17 Set Mission Archive Research Text
        18. 1.31.4.18 Set Mission Archive Research Title
        19. 1.31.4.19 Set Mission Archive Scene Image
        20. 1.31.4.20 Set Mission Archive Scene Text
        21. 1.31.4.21 Show Mission Archive in Missions Completed Total
        22. 1.31.4.22 Set Mission Archive State
        23. 1.31.4.23 Selected Mission Archive Difficulty
        24. 1.31.4.24 Selected Mission Archive Mission
        25. 1.31.4.25 Selected Mission Archive Scene
      5. 1.31.5 Modes And Sets
        1. 1.31.5.1 Campaign Mode
        2. 1.31.5.2 Player In Story Mode
        3. 1.31.5.3 Story Mode
        4. 1.31.5.4 Story Set Change
        5. 1.31.5.5 _Story Mode On/Off For Player
        6. 1.31.5.6 _Story Mode On/Off For Player Group
        7. 1.31.5.7 _Story Mode Hide UI
        8. 1.31.5.8 _Story Mode Restore UI
        9. 1.31.5.9 _Story Mode Internal
      6. 1.31.6 Planet Panel
        1. 1.31.6.1 Selected Mission Difficulty
        2. 1.31.6.2 Clicked Planet
        3. 1.31.6.3 Clear Selected Planet
        4. 1.31.6.4 Selected Planet
        5. 1.31.6.5 Planet Panel Contact Button State
        6. 1.31.6.6 Enable/Disable Planet Panel Close Button
        7. 1.31.6.7 Set Planet Panel Close Button Shortcut
        8. 1.31.6.8 Set Planet Panel Close Button Text
        9. 1.31.6.9 Set Planet Panel Close Button Tooltip
        10. 1.31.6.10 Set Planet Panel Background Image
        11. 1.31.6.11 Set Planet Panel Contact Button State
        12. 1.31.6.12 Enable/Disable Planet Panel Dismiss Button
        13. 1.31.6.13 Set Selected Planet
        14. 1.31.6.14 Set Planet Background Model
        15. 1.31.6.15 Set Planet Bonus Text
        16. 1.31.6.16 Set Planet Bonus Title
        17. 1.31.6.17 Set Planet Contact Model
        18. 1.31.6.18 Set Planet Contact Name
        19. 1.31.6.19 Set Planet Contact Title
        20. 1.31.6.20 Set Planet Contact Tooltip
        21. 1.31.6.21 Set Planet Description
        22. 1.31.6.22 Set Planet Mission Name
        23. 1.31.6.23 Set Planet Mission Title
        24. 1.31.6.24 Set Planet Model
        25. 1.31.6.25 Set Planet Name
        26. 1.31.6.26 Set Planet Frame Text
        27. 1.31.6.27 Set Planet Players
        28. 1.31.6.28 Set Planet Primary Objective Text
        29. 1.31.6.29 Set Planet Primary Objective Title
        30. 1.31.6.30 Set Planet Research Text
        31. 1.31.6.31 Set Planet Research Title
        32. 1.31.6.32 Set Planet Reward Text
        33. 1.31.6.33 Set Planet Reward Title
        34. 1.31.6.34 Set Planet Secondary Objective Text
        35. 1.31.6.35 Set Planet Secondary Objective Title
        36. 1.31.6.36 Set Planet State
        37. 1.31.6.37 Set Planet Technology Icon
        38. 1.31.6.38 Set Planet Technology Name
        39. 1.31.6.39 Set Planet Technology Text
        40. 1.31.6.40 Set Planet Technology Title
        41. 1.31.6.41 Set Planet Technology Tooltip
        42. 1.31.6.42 Set Planet Technology Unit
        43. 1.31.6.43 Set Planet Tooltip
        44. 1.31.6.44 Create Planet
        45. 1.31.6.45 Destroy Planet
        46. 1.31.6.46 Destroy All Planets
        47. 1.31.6.47 Last Created Planet
      7. 1.31.7 Research Panel
        1. 1.31.7.1 Create Research Category
        2. 1.31.7.2 Destroy Research Category
        3. 1.31.7.3 Destroy All Research Categories
        4. 1.31.7.4 Last Created Research Category
        5. 1.31.7.5 Set Research Category Current Level
        6. 1.31.7.6 Set Research Category Last Level
        7. 1.31.7.7 Set Research Category Name
        8. 1.31.7.8 Create Research Item
        9. 1.31.7.9 Destroy Research Item
        10. 1.31.7.10 Selected Research Item
        11. 1.31.7.11 Research Item Is Recently Purchased
        12. 1.31.7.12 Last Created Research Item
        13. 1.31.7.13 Purchase Research Item
        14. 1.31.7.14 Set Research Item Confirmation
        15. 1.31.7.15 Set Research Item Description
        16. 1.31.7.16 Set Research Item Icon
        17. 1.31.7.17 Set Research Item Movie
        18. 1.31.7.18 Set Research Item Name
        19. 1.31.7.19 Set Research Item Recently Purchased
        20. 1.31.7.20 Set Selected Research Item
        21. 1.31.7.21 Set Research Item State
        22. 1.31.7.22 Set Research Item Tooltip
        23. 1.31.7.23 Create Research Tier
        24. 1.31.7.24 Destroy Research Tier
        25. 1.31.7.25 Destroy All Research Tiers
        26. 1.31.7.26 Last Created Research Tier
        27. 1.31.7.27 Set Research Tier Max Purchases Allowed
        28. 1.31.7.28 Set Research Tier Required Level
      8. 1.31.8 Tech Purchase Panel
        1. 1.31.8.1 Purchased Purchase Item
        2. 1.31.8.2 Selected Purchase Category
        3. 1.31.8.3 Selected Purchase Item
        4. 1.31.8.4 Purchase Item Is Recently Purchased
        5. 1.31.8.5 Purchase Purchase Item
        6. 1.31.8.6 Set Selected Purchase Category
        7. 1.31.8.7 Set Selected Purchase Item
        8. 1.31.8.8 Create Purchase Category
        9. 1.31.8.9 Destroy Purchase Category
        10. 1.31.8.10 Destroy All Purchase Categories
        11. 1.31.8.11 Last Created Purchase Category
        12. 1.31.8.12 Set Purchase Category Name
        13. 1.31.8.13 Set Purchase Category Players
        14. 1.31.8.14 Set Purchase Category Slot
        15. 1.31.8.15 Set Purchase Category State
        16. 1.31.8.16 Create Purchase Group
        17. 1.31.8.17 Destroy Purchase Group
        18. 1.31.8.18 Destroy All Purchase Groups
        19. 1.31.8.19 Last Created Purchase Group
        20. 1.31.8.20 Set Purchase Group Icon
        21. 1.31.8.21 Set Purchase Group Name
        22. 1.31.8.22 Set Purchase Group Players
        23. 1.31.8.23 Set Purchase Group Slot
        24. 1.31.8.24 Set Purchase Group State
        25. 1.31.8.25 Set Purchase Group Tooltip
        26. 1.31.8.26 Set Purchase Group Unit
        27. 1.31.8.27 Create Purchase Item
        28. 1.31.8.28 Destroy Purchase Item
        29. 1.31.8.29 Destroy All Purchase Items
        30. 1.31.8.30 Last Created Purchase Item
        31. 1.31.8.31 Set Purchase Item Cost
        32. 1.31.8.32 Set Purchase Item Description
        33. 1.31.8.33 Set Purchase Item Icon
        34. 1.31.8.34 Set Purchase Item Movie
        35. 1.31.8.35 Set Purchase Item Name
        36. 1.31.8.36 Set Purchase Item Players
        37. 1.31.8.37 Set Purchase Item Recently Purchased
        38. 1.31.8.38 Set Purchase Item Slot
        39. 1.31.8.39 Set Purchase Item State
        40. 1.31.8.40 Set Purchase Item Tooltip
      9. 1.31.9 Victory Panel
        1. 1.31.9.1 Selected Victory Difficulty
        2. 1.31.9.2 Enable/Disable Score Tracking
        3. 1.31.9.3 Enable/Disable All Score Tracking
        4. 1.31.9.4 Add Victory Panel Achievement
        5. 1.31.9.5 Add Victory Panel Custom Statistic Line
        6. 1.31.9.6 Add Victory Panel Tracked Statistic
        7. 1.31.9.7 Clear Victory Panel Custom Statistic Table
        8. 1.31.9.8 Set Victory Panel Achievements Title
        9. 1.31.9.9 Set Victory Panel Background Image
        10. 1.31.9.10 Set Victory Panel Custom Statistic Text
        11. 1.31.9.11 Set Victory Panel Custom Statistic Value
        12. 1.31.9.12 Set Victory Panel Mission Text
        13. 1.31.9.13 Set Victory Panel Time Text
        14. 1.31.9.14 Set Victory Panel Time Title
        15. 1.31.9.15 Set Victory Panel Mission Title
        16. 1.31.9.16 Set Victory Panel Background Model
        17. 1.31.9.17 Set Victory Panel Reward Credits
        18. 1.31.9.18 Set Victory Panel Reward Text
        19. 1.31.9.19 Set Victory Panel Reward Title
        20. 1.31.9.20 Set Victory Panel Statistics Title
        21. 1.31.9.21 Set Victory Panel Summary Background Image
        22. 1.31.9.22 Set Victory Panel Victory Text
    32. 1.32 String
      1. 1.32.1 Combining
        1. 1.32.1.1 Combine Strings
        2. 1.32.1.2 Combine Strings Multiple
        3. 1.32.1.3 Combine Text
        4. 1.32.1.4 Combine Text Multiple
      2. 1.32.2 Comparisons
        1. 1.32.2.1 String Comparison
        2. 1.32.2.2 String Length
      3. 1.32.3 Formatting
        1. 1.32.3.1 Convert String Case
        2. 1.32.3.2 Convert Game Text
        3. 1.32.3.3 Convert Text Case
        4. 1.32.3.4 Convert Time To Text
        5. 1.32.3.5 Text With Color
      4. 1.32.4 Substrings
        1. 1.32.4.1 String Containment
        2. 1.32.4.2 Position Of Substring
        3. 1.32.4.3 String With Indexed Replacement
        4. 1.32.4.4 String With Search Replacement
        5. 1.32.4.5 Substring
        6. 1.32.4.6 Word Of String
        7. 1.32.4.7 Text With Search Replacement
    33. 1.33 Tech Tree
      1. 1.33.1 Counts
        1. 1.33.1.1 Ability Count For Player
        2. 1.33.1.2 Behavior Count For Player
        3. 1.33.1.3 Unit Count For Player
        4. 1.33.1.4 Upgrade Count For Player
        5. 1.33.1.5 Tech Tree Behavior Count For Unit
        6. 1.33.1.6 Tech Tree Unit Count For Unit
        7. 1.33.1.7 Tech Tree Upgrade Count For Unit
      2. 1.33.2 Global Restrictions
        1. 1.33.2.1 Enable/Disable Tech Tree Requirements
        2. 1.33.2.2 Enable/Disable Tech Tree Restrictions
        3. 1.33.2.3 Restrictions Are Enabled For Player
      3. 1.33.3 Individual Restrictions
        1. 1.33.3.1 Set Upgrade Level For Player
        2. 1.33.3.2 Allow/Disallow Ability For Player
        3. 1.33.3.3 Ability Is Allowed For Player
        4. 1.33.3.4 Allow/Disallow Behavior For Player
        5. 1.33.3.5 Behavior Is Allowed For Player
        6. 1.33.3.6 Allow/Disallow Unit For Player
        7. 1.33.3.7 Unit Is Allowed For Player
        8. 1.33.3.8 Add Upgrade Level For Player
        9. 1.33.3.9 Allow/Disallow Upgrade For Player
        10. 1.33.3.10 Upgrade Is Allowed For Player
    34. 1.34 Template
      1. 1.34.1 Algorithms
        1. 1.34.1.1 Shuffle Scores
        2. 1.34.1.2 Sort Scores (Bubble Sort)
        3. 1.34.1.3 Sort Scores (Selection Sort)
        4. 1.34.1.4 Sort Scores (Insertion Sort)
        5. 1.34.1.5 Sort Scores (Quick Sort)
        6. 1.34.1.6 Index Of Minimum Score
        7. 1.34.1.7 Index Of Maximum Score
      2. 1.34.2 Useful Tools
        1. 1.34.2.1 Units In Unit Group With Custom Value
        2. 1.34.2.2 Change Unit Height At Rate
        3. 1.34.2.3 Debug Unit Info
        4. 1.34.2.4 Order Unit To Target Point Match Facing
    35. 1.35 Text Tag
      1. 1.35.1 Basic
        1. 1.35.1.1 Attach Text Tag To Unit
        2. 1.35.1.2 Attach Text Tag To Unit Attach Point
        3. 1.35.1.3 Create Text Tag
        4. 1.35.1.4 Destroy Text Tag
        5. 1.35.1.5 Last Created Text Tag
        6. 1.35.1.6 Pause/Unpause Text Tag
        7. 1.35.1.7 Set Position Of Text Tag
        8. 1.35.1.8 Set Text Of Text Tag
        9. 1.35.1.9 Set Time Of Text Tag
        10. 1.35.1.10 Set Velocity Of Text Tag
        11. 1.35.1.11 Show/Hide Text Tag
        12. 1.35.1.12 Text Tag Is Visible
      2. 1.35.2 Formatting
        1. 1.35.2.1 Set Enforce Fog Of War Of Text Tag
        2. 1.35.2.2 Set Alignment Of Text Tag
        3. 1.35.2.3 Set Background Border Size Of Text Tag
        4. 1.35.2.4 Set Background Image Of Text Tag
        5. 1.35.2.5 Set Background Offset Of Text Tag
        6. 1.35.2.6 Set Color Of Text Tag
        7. 1.35.2.7 Set Edge Image Of Text Tag
        8. 1.35.2.8 Set Faded Transparency Of Text Tag
        9. 1.35.2.9 Set Visibility Type Of Text Tag
        10. 1.35.2.10 Set Font Size Of Text Tag
        11. 1.35.2.11 Set Maximum Size Of Text Tag
        12. 1.35.2.12 Set Text Alignment Of Text Tag
        13. 1.35.2.13 Show/Hide Text Shadow For Text Tag
        14. 1.35.2.14 Show/Hide Background For Text Tag
    36. 1.36 Timer
      1. 1.36.1 Timer Windows
        1. 1.36.1.1 Elapsed Time Of Timer
        2. 1.36.1.2 Remaining Time Of Timer
        3. 1.36.1.3 Create Timer Window
        4. 1.36.1.4 Destroy Timer Window
        5. 1.36.1.5 Last Created Timer Window
        6. 1.36.1.6 Reset Timer Window Position
        7. 1.36.1.7 Set Timer Window Color
        8. 1.36.1.8 Set Time Format For Timer Window
        9. 1.36.1.9 Set Gap Width For Timer Window
        10. 1.36.1.10 Move Timer Window
        11. 1.36.1.11 Set Style For Timer Window
        12. 1.36.1.12 Set Timer For Timer Window
        13. 1.36.1.13 Set Title For Timer Window
        14. 1.36.1.14 Show/Hide Timer Window
        15. 1.36.1.15 Timer Window Is Visible
      2. 1.36.2 Timers
        1. 1.36.2.1 Triggering Timer
        2. 1.36.2.2 New Timer
        3. 1.36.2.3 Duration Of Timer
        4. 1.36.2.4 Timer Is Paused
        5. 1.36.2.5 Last Started Timer
        6. 1.36.2.6 Pause/Unpause Timer
        7. 1.36.2.7 Restart Timer
        8. 1.36.2.8 Start Timer
    37. 1.37 Transmission
      1. 1.37.1 Basics
        1. 1.37.1.1 Send Transmission (Simple)
        2. 1.37.1.2 Stop Transmission
        3. 1.37.1.3 Stop All Transmissions
        4. 1.37.1.4 Transmission Comment
        5. 1.37.1.5 Last Sent Transmission
        6. 1.37.1.6 Send Transmission
        7. 1.37.1.7 Turn Transmission Option On/Off
        8. 1.37.1.8 Wait For Transmission
      2. 1.37.2 Sources
        1. 1.37.2.1 No Transmission Source
        2. 1.37.2.2 Model Transmission Source
        3. 1.37.2.3 Movie Transmission Source
        4. 1.37.2.4 Unit Transmission Source
        5. 1.37.2.5 Unit Type Transmission Source
    38. 1.38 Trigger
      1. 1.38.1 Action Queue
        1. 1.38.1.1 Add Actions To Action Queue
        2. 1.38.1.2 Clear Action Queue
        3. 1.38.1.3 Action Queue Is Empty
        4. 1.38.1.4 Pause/Unpause Action Queue
      2. 1.38.2 Basic
        1. 1.38.2.1 Turn Trigger On/Off
        2. 1.38.2.2 Evaluate Trigger Conditions
        3. 1.38.2.3 Run Trigger
        4. 1.38.2.4 Current Trigger
        5. 1.38.2.5 Trigger Evaluation Count
        6. 1.38.2.6 Trigger Execution Count
        7. 1.38.2.7 Trigger Is On
        8. 1.38.2.8 Allow Trigger To Be Skipped
        9. 1.38.2.9 Stop Trigger
        10. 1.38.2.10 Wait For Trigger
    39. 1.39 UI
      1. 1.39.1 Alerts
        1. 1.39.1.1 Create Alert With No Source
        2. 1.39.1.2 Clear Alerts
        3. 1.39.1.3 Create Alert At Point
        4. 1.39.1.4 Create Alert At Unit
      2. 1.39.2 Boss Bar
        1. 1.39.2.1 Display Boss Bar
        2. 1.39.2.2 Move Boss Bar
        3. 1.39.2.3 Refresh Boss Bar
        4. 1.39.2.4 Set Boss Bar Boss
        5. 1.39.2.5 Set Boss Bar Current Value
        6. 1.39.2.6 Set Boss Bar Maximum Value
        7. 1.39.2.7 Set Boss Bar Race
        8. 1.39.2.8 Show/Hide Boss Bar
        9. 1.39.2.9 _BB_HPBarChange
        10. 1.39.2.10 _BB_HPBarCurrentWidth
        11. 1.39.2.11 _BB_HPBarFormatLabel
        12. 1.39.2.12 _BB_HPBarHeight
        13. 1.39.2.13 _BB_HPBarWidth
        14. 1.39.2.14 _BB_HPBorderHeight
        15. 1.39.2.15 _BB_HPBorderWidth
        16. 1.39.2.16 _BB_PortraitBorderHeight
        17. 1.39.2.17 _BB_PortraitBorderWidth
        18. 1.39.2.18 _BB_PortraitHeight
        19. 1.39.2.19 _BB_PortraitWidth
        20. 1.39.2.20 _BB_TitleBarHeight
        21. 1.39.2.21 _BB_TitleBarWidth
      3. 1.39.3 Challenges
        1. 1.39.3.1 Get Challenge High Score
        2. 1.39.3.2 Set Challenge Completed
        3. 1.39.3.3 Set Challenge High Score
        4. 1.39.3.4 Challenge Mode
        5. 1.39.3.5 Set Challenge Score Text
      4. 1.39.4 Custom Dialog
        1. 1.39.4.1 Custom Dialog Result
        2. 1.39.4.2 Display Custom Dialog
      5. 1.39.5 Game Menu
        1. 1.39.5.1 Game Menu Item Selected
        2. 1.39.5.2 Hide All Custom Menu Dialog Items
        3. 1.39.5.3 Set Custom Menu Dialog Item Text
        4. 1.39.5.4 Show/Hide Custom Menu Dialog Item
        5. 1.39.5.5 Set Game Menu Dialog Item Text
        6. 1.39.5.6 Show/Hide Game Menu Dialog Item
        7. 1.39.5.7 Show Custom Menu
      6. 1.39.6 Game UI
        1. 1.39.6.1 Show/Hide Achievement Panel
        2. 1.39.6.2 For Each UI Frame
        3. 1.39.6.3 Show/Hide Game UI
        4. 1.39.6.4 Clear BattleNet Button Offset
        5. 1.39.6.5 Unlock Flyer Helper Display
        6. 1.39.6.6 Lock Flyer Helper Display
        7. 1.39.6.7 UI Frame Is Visible
        8. 1.39.6.8 Set BattleNet Button Offset
        9. 1.39.6.9 Turn Ability Highlight On/Off
        10. 1.39.6.10 Enable/Disable Command Type
        11. 1.39.6.11 Set Command Type Disabled Message
        12. 1.39.6.12 Enable/Disable Mouse Cursor Auto Hide
        13. 1.39.6.13 Show/Hide Mouse Cursor
        14. 1.39.6.14 Enable/Disable Drag Selection
        15. 1.39.6.15 Show/Hide UI Frame
        16. 1.39.6.16 Set Minimap Background Color
        17. 1.39.6.17 Show/Hide Minimap Camera Field of View
        18. 1.39.6.18 Set Screen Mode
        19. 1.39.6.19 Show/Hide World
        20. 1.39.6.20 Unlock Ally Color Setting
        21. 1.39.6.21 Lock Ally Color Setting
        22. 1.39.6.22 _Store Game UI Visible States
      7. 1.39.7 Help Panel
        1. 1.39.7.1 Format Tip Title
        2. 1.39.7.2 Create Cheat
        3. 1.39.7.3 Create Tip
        4. 1.39.7.4 Create Tutorial
        5. 1.39.7.5 Destroy All Tips
        6. 1.39.7.6 Destroy All Tutorials
        7. 1.39.7.7 Display Help Page
        8. 1.39.7.8 Enable/Disable Help Panel Tech Glossary Button
        9. 1.39.7.9 Enable/Disable Help Panel Tech Tree Button
        10. 1.39.7.10 Show/Hide Help Panel Tech Tree Race
        11. 1.39.7.11 Show/Hide Help For Unit
        12. 1.39.7.12 Set Help Panel Default Visibility
        13. 1.39.7.13 Clear All Tip Alerts
      8. 1.39.8 Input
        1. 1.39.8.1 Button Pressed
        2. 1.39.8.2 Alt Key Pressed
        3. 1.39.8.3 Control Key Pressed
        4. 1.39.8.4 Key Pressed
        5. 1.39.8.5 Shift Key Pressed
        6. 1.39.8.6 Mouse Clicked Button
        7. 1.39.8.7 Mouse Clicked UI Pos X
        8. 1.39.8.8 Mouse Clicked World Pos X
        9. 1.39.8.9 Mouse Clicked UI Pos Y
        10. 1.39.8.10 Mouse Clicked World Pos Y
        11. 1.39.8.11 Mouse Clicked World Pos Z
        12. 1.39.8.12 Mouse Moved UI Pos X
        13. 1.39.8.13 Mouse Moved World Pos X
        14. 1.39.8.14 Mouse Moved UI Pos Y
        15. 1.39.8.15 Mouse Moved World Pos Y
        16. 1.39.8.16 Mouse Moved World Pos Z
      9. 1.39.9 Resource Trading
        1. 1.39.9.1 Set Resource Trade Countdown Time
        2. 1.39.9.2 Set Resource Trading Allowed
        3. 1.39.9.3 Set Resource Trading Major Step
        4. 1.39.9.4 Set Resource Trading Minor Step
      10. 1.39.10 Text
        1. 1.39.10.1 Clear Text Messages
        2. 1.39.10.2 Text Message
        3. 1.39.10.3 Error Message
        4. 1.39.10.4 Hide Cinematic Text
        5. 1.39.10.5 Hide Text Crawl
        6. 1.39.10.6 Show Cinematic Text
        7. 1.39.10.7 Show Text Crawl
      11. 1.39.11 Transitions
        1. 1.39.11.1 Set Next Movie
        2. 1.39.11.2 Set Next Loading Screen
        3. 1.39.11.3 Set Next Loading Screen Image Scale
        4. 1.39.11.4 Set Next Loading Screen Text Position
        5. 1.39.11.5 Set Restart Loading Screen Tip
    40. 1.40 Unit
      1. 1.40.1 Abilities
        1. 1.40.1.1 Triggering Ability
        2. 1.40.1.2 Triggering Ability Stage
        3. 1.40.1.3 Ability That Created Unit
        4. 1.40.1.4 Behavior That Created Unit
        5. 1.40.1.5 Created Unit
        6. 1.40.1.6 Triggering Ability Target Point
        7. 1.40.1.7 Triggering Ability Target Unit
        8. 1.40.1.8 Change Level For Unit Ability
        9. 1.40.1.9 Ability Enabled For Unit
        10. 1.40.1.10 Number Of Abilities On Unit
        11. 1.40.1.11 Enable/Disable Ability For Unit
        12. 1.40.1.12 Unit Has Ability
        13. 1.40.1.13 Unit Ability
        14. 1.40.1.14 Current Level For Unit Ability
        15. 1.40.1.15 Maximum Level For Unit Ability
        16. 1.40.1.16 Show/Hide Ability For Unit
        17. 1.40.1.17 Unit Ability Command State
      2. 1.40.2 Attributes And Experience
        1. 1.40.2.1 Triggering Attribute Points
        2. 1.40.2.2 Triggering Behavior
        3. 1.40.2.3 Triggering Experience Gained
        4. 1.40.2.4 Experience Level Of Unit
        5. 1.40.2.5 Enable/Disable Experience Gain For Unit
        6. 1.40.2.6 Total Experience Of Unit
      3. 1.40.3 Basic
        1. 1.40.3.1 Create Units With Point Facing
        2. 1.40.3.2 Create Units With Default Facing
        3. 1.40.3.3 Triggering Unit
        4. 1.40.3.4 New Unit Owner
        5. 1.40.3.5 Old Unit Owner
        6. 1.40.3.6 Triggering Region
        7. 1.40.3.7 Last Replaced Unit
        8. 1.40.3.8 Make Unit Face Point
        9. 1.40.3.9 Pause/Unpause Unit
        10. 1.40.3.10 Replace Unit
        11. 1.40.3.11 Rescue Unit
        12. 1.40.3.12 Rescue Unit Group
        13. 1.40.3.13 Share Vision of Unit
        14. 1.40.3.14 Show/Hide Unit
        15. 1.40.3.15 Agent Of Player For Unit
        16. 1.40.3.16 Create Units Facing Angle
        17. 1.40.3.17 Create Units Facing Point
        18. 1.40.3.18 Custom Value Of Unit
        19. 1.40.3.19 Facing Angle Of Unit
        20. 1.40.3.20 Owner Of Unit
        21. 1.40.3.21 Position Of Unit
        22. 1.40.3.22 Unit Group Is Dead
        23. 1.40.3.23 Unit In Region
        24. 1.40.3.24 Unit Is Alive
        25. 1.40.3.25 Unit Is Hidden
        26. 1.40.3.26 Unit Is Paused
        27. 1.40.3.27 Unit Is Valid
        28. 1.40.3.28 Unit Is Visible To Player
        29. 1.40.3.29 Kill Unit
        30. 1.40.3.30 Last Created Unit
        31. 1.40.3.31 Last Created Units
        32. 1.40.3.32 Load Unit Model
        33. 1.40.3.33 Pause/Unpause All Units
        34. 1.40.3.34 Remove Unit
        35. 1.40.3.35 Revive Unit
        36. 1.40.3.36 Set Unit Custom Value
        37. 1.40.3.37 Make Unit Face Angle
        38. 1.40.3.38 Change Owner
        39. 1.40.3.39 Move Unit Instantly
        40. 1.40.3.40 Unload Unit Model
      4. 1.40.4 Behaviors
        1. 1.40.4.1 Add Behavior
        2. 1.40.4.2 Add Behavior (Player)
        3. 1.40.4.3 Stack Count Of Behavior On Unit
        4. 1.40.4.4 Number Of Behaviors On Unit
        5. 1.40.4.5 Unit Behavior Enabled
        6. 1.40.4.6 Unit Behavior
        7. 1.40.4.7 Behavior Has Flag
        8. 1.40.4.8 Remove Behavior
        9. 1.40.4.9 Remove Behaviors By Category
        10. 1.40.4.10 Remove Behavior (Player)
        11. 1.40.4.11 Set Unit Behavior Duration
        12. 1.40.4.12 Transfer Behavior
        13. 1.40.4.13 Unit Has Behavior
      5. 1.40.5 Cargo
        1. 1.40.5.1 Triggering Cargo Unit
        2. 1.40.5.2 Cargo Unit In Transport
        3. 1.40.5.3 Create Cargo Units
        4. 1.40.5.4 Cargo Units In Transport
        5. 1.40.5.5 Last Created Cargo Unit
        6. 1.40.5.6 Last Created Cargo Units
        7. 1.40.5.7 Transport Property Of Unit
        8. 1.40.5.8 Unit Is Cargo
        9. 1.40.5.9 Transport Of Unit
      6. 1.40.6 Charges And Cooldowns
        1. 1.40.6.1 Add Charge Regen Time For Unit Ability
        2. 1.40.6.2 Add Charge Used For Unit Ability
        3. 1.40.6.3 Add Cooldown For Unit Ability
        4. 1.40.6.4 Ability Charge Info For Unit
        5. 1.40.6.5 Charge Regen For Unit Ability
        6. 1.40.6.6 Charge Used For Unit Ability
        7. 1.40.6.7 Cooldown For Unit Abilty
        8. 1.40.6.8 Remove Charge Regen Time For Unit Ability
        9. 1.40.6.9 Remove Charge Used For Unit Ability
        10. 1.40.6.10 Remove Cooldown For Unit Ability
        11. 1.40.6.11 Reset Ability Cooldowns
        12. 1.40.6.12 Activate Ability Cooldowns
        13. 1.40.6.13 Add Charge Regen Time For Unit
        14. 1.40.6.14 Add Charge Used For Unit
        15. 1.40.6.15 Add Cooldown For Unit
        16. 1.40.6.16 Add Charge Regen Time For Unit Behavior
        17. 1.40.6.17 Add Charge Used For Unit Behavior
        18. 1.40.6.18 Add Cooldown For Unit Behavior
        19. 1.40.6.19 Charge Regen For Unit Behavior
        20. 1.40.6.20 Charge Used For Unit Behavior
        21. 1.40.6.21 Cooldown For Unit Behavior
        22. 1.40.6.22 Remove Charge Regen Time For Unit Behavior
        23. 1.40.6.23 Remove Charge Used For Unit Behavior
        24. 1.40.6.24 Remove Cooldown For Unit Behavior
        25. 1.40.6.25 Charge Regen For Unit
        26. 1.40.6.26 Charge Used For Unit
        27. 1.40.6.27 Cooldown For Unit
        28. 1.40.6.28 Remove Charge Regen Time For Unit
        29. 1.40.6.29 Remove Charge Used For Unit
        30. 1.40.6.30 Remove Cooldown For Unit
      7. 1.40.7 Combat
        1. 1.40.7.1 Triggering Damage Amount
        2. 1.40.7.2 Triggering Death Type Check
        3. 1.40.7.3 Damaging Effect
        4. 1.40.7.4 Killing Player
        5. 1.40.7.5 Damaging Player
        6. 1.40.7.6 Damage Source Position
        7. 1.40.7.7 Killing Unit
        8. 1.40.7.8 Damaging Unit
        9. 1.40.7.9 Attacking Unit
        10. 1.40.7.10 Acquired Target
      8. 1.40.8 Filters
        1. 1.40.8.1 Convert Target Filter String To Unit Filter
        2. 1.40.8.2 State Of Unit Filter
        3. 1.40.8.3 Unit Filter Match
        4. 1.40.8.4 Set State Of Unit Filter
      9. 1.40.9 Items
        1. 1.40.9.1 Triggering Inventory Item
        2. 1.40.9.2 Triggering Inventory Item Container
        3. 1.40.9.3 Triggering Inventory Item Slot
        4. 1.40.9.4 Triggering Inventory Item Target Point
        5. 1.40.9.5 Triggering Inventory Item Target Unit
        6. 1.40.9.6 Triggering Powerup
        7. 1.40.9.7 Inventory Item Container
        8. 1.40.9.8 Inventory Item Count
        9. 1.40.9.9 Create Inventory Item
        10. 1.40.9.10 Inventory Items Carried
        11. 1.40.9.11 Inventory Item Index
        12. 1.40.9.12 Inventory Item Carried
        13. 1.40.9.13 Last Created Inventory Item
        14. 1.40.9.14 Move Inventory Item
        15. 1.40.9.15 Remove Inventory Item
        16. 1.40.9.16 Inventory Item Slot
        17. 1.40.9.17 Inventory Item Carrier
      10. 1.40.10 Orders
        1. 1.40.10.1 Triggering Order
        2. 1.40.10.2 Issue Order To Unit Group
        3. 1.40.10.3 Wait Until Unit Group Becomes Idle
        4. 1.40.10.4 Issue Order
        5. 1.40.10.5 Unit Order
        6. 1.40.10.6 Unit Order Count
        7. 1.40.10.7 Unit Rally Point
        8. 1.40.10.8 Unit Rally Point Count
        9. 1.40.10.9 Unit Rally Point Target Count
        10. 1.40.10.10 Unit Rally Point Target Point
        11. 1.40.10.11 Unit Rally Point Target Unit
        12. 1.40.10.12 Wait Until Unit Becomes Idle
      11. 1.40.11 Progress And Queues
        1. 1.40.11.1 Triggering Progress Effect
        2. 1.40.11.2 Triggering Progress Unit Type
        3. 1.40.11.3 Triggering Progress Upgrade
        4. 1.40.11.4 Triggering Progress Unit
        5. 1.40.11.5 Unit Progress Bar Check
        6. 1.40.11.6 Unit Progress (Percent)
        7. 1.40.11.7 Unit Is Under Construction
        8. 1.40.11.8 Training Queue Property Of Unit
        9. 1.40.11.9 Number Of Items In Training Queue Slot
        10. 1.40.11.10 Queued Behavior Type In Training Queue Slot
        11. 1.40.11.11 Queued Unit Type In Training Queue Slot
        12. 1.40.11.12 Queued Upgrade Type In Training Queue Slot
        13. 1.40.11.13 Training Queue Time
        14. 1.40.11.14 Training Queue Slot Type Check
        15. 1.40.11.15 Set Unit Progress
        16. 1.40.11.16 Pause/Resume/Cancel Unit Progress Bar
      12. 1.40.12 Properties
        1. 1.40.12.1 Change Unit Damage
        2. 1.40.12.2 Triggering Unit Property
        3. 1.40.12.3 Triggering Unit Property Change (Real)
        4. 1.40.12.4 Triggering Unit Property Change (Integer)
        5. 1.40.12.5 Make Unit Invulnerable
        6. 1.40.12.6 Make Unit Uncommandable
        7. 1.40.12.7 Clear Unit Info Text
        8. 1.40.12.8 Set Unit Status Bar State
        9. 1.40.12.9 Unit Attachment Point
        10. 1.40.12.10 Height Of Unit
        11. 1.40.12.11 Unit Property
        12. 1.40.12.12 Unit Kills
        13. 1.40.12.13 Unit Resources
        14. 1.40.12.14 Unit Type Of Unit
        15. 1.40.12.15 Unit Is Invulnerable
        16. 1.40.12.16 Unit Uses Mover
        17. 1.40.12.17 Unit Type Uses Mover
        18. 1.40.12.18 Reset Movement Speed
        19. 1.40.12.19 Set Unit Highlight Cursor
        20. 1.40.12.20 Change Unit Height
        21. 1.40.12.21 Set Unit Info Text
        22. 1.40.12.22 Set Unit Property
        23. 1.40.12.23 Set Unit Scale
        24. 1.40.12.24 Set Unit State
        25. 1.40.12.25 Set Unit Color
        26. 1.40.12.26 Set Unit Model Variation
        27. 1.40.12.27 Unit Targetable Check
        28. 1.40.12.28 Unit Classification Check
        29. 1.40.12.29 Unit Type From String
        30. 1.40.12.30 Unit Type Cost
        31. 1.40.12.31 Name Of Unit Type
        32. 1.40.12.32 Unit Type Property
        33. 1.40.12.33 Unit Type Is Affected By Upgrade
        34. 1.40.12.34 Unit Type Attribute Check
        35. 1.40.12.35 Unit Type Classification Check
      13. 1.40.13 Weapons
        1. 1.40.13.1 Unit Can Attack Unit
        2. 1.40.13.2 Add Ammo To Magazine
        3. 1.40.13.3 Magazine Count Of Unit
        4. 1.40.13.4 Add Weapon To Unit
        5. 1.40.13.5 Weapon Target Check
        6. 1.40.13.6 Number Of Weapons On Unit
        7. 1.40.13.7 Unit Weapon
        8. 1.40.13.8 Weapon Is Enabled
        9. 1.40.13.9 Weapon Cooldown
        10. 1.40.13.10 Remove Weapon From Unit
    41. 1.41 Unit Group
      1. 1.41.1 Groups
        1. 1.41.1.1 Add Unit Group To Unit Group
        2. 1.41.1.2 Center Of Unit Group
        3. 1.41.1.3 Closest Unit To Point
        4. 1.41.1.4 Remove Unit Group From Unit Group
        5. 1.41.1.5 Add Unit To Unit Group
        6. 1.41.1.6 Remove All Units From Unit Group
        7. 1.41.1.7 Copy Of Unit Group
        8. 1.41.1.8 Number Of Units In Unit Group
        9. 1.41.1.9 Unit In Unit Group
        10. 1.41.1.10 Random Unit From Unit Group
        11. 1.41.1.11 Remove Unit From Unit Group
        12. 1.41.1.12 Unit From Unit Group
      2. 1.41.2 Loops
        1. 1.41.2.1 For Each Unit In Unit Group
        2. 1.41.2.2 Pick Each Unit In Unit Group
        3. 1.41.2.3 Picked Unit
      3. 1.41.3 Useful Unit Groups
        1. 1.41.3.1 Convert Unit To Unit Group
        2. 1.41.3.2 Units In Region Matching Condition
        3. 1.41.3.3 Units In Region With Alliance To Player
        4. 1.41.3.4 Empty Unit Group
        5. 1.41.3.5 Units In Unit Group Matching Condition
        6. 1.41.3.6 Units In Unit Group With Alliance
        7. 1.41.3.7 Units In Unit Group Targetable As
        8. 1.41.3.8 Units In Unit Group For Player
        9. 1.41.3.9 Units In Unit Group Within Region
        10. 1.41.3.10 Idle Units For Player
    42. 1.42 Visibility
      1. 1.42.1 Basic
        1. 1.42.1.1 Show/Hide Placement Models
        2. 1.42.1.2 Enable/Disable Visibility
        3. 1.42.1.3 Explore/Unexplore Area
        4. 1.42.1.4 Visibility Is Enabled
        5. 1.42.1.5 Reveal Area
      2. 1.42.2 Revealers
        1. 1.42.2.1 Create Revealer
        2. 1.42.2.2 Destroy Revealer
        3. 1.42.2.3 Enable/Disable Revealer
        4. 1.42.2.4 Last Created Revealer
        5. 1.42.2.5 Update Revealer

Facts

Date created
Jan 21, 2011
Last updated
Jan 01, 2012