Adds a waypoint to the next attack wave for a player. In Force Transport Mode, the wave units will attempt to load up in transports before approaching this waypoint. If there are not enough transports available for all of the units, the stranded units will be dropped from the wave.
Sends an attack wave for a player after the specified number of seconds has elapsed. If Wait is used, then the script will wait for the wave to be sent before continuing execution.
Set the next attack wave from a player to stay around even if it has only zero units in it. Only use this if you plan to manually keep track of the wave and add units later.
Sets the target of a player's attack waves to escort a unit group. The escorts will not break combat and return to their charge should they become seperated.
When enabled for a player, this makes it so that bullies for that player can only be replaced by unit producing structures in the town those bullies are closest to.
When enabled for a player, this makes it so that bullies for that player can only be used in attack waves that are gathering near the town those bullies are closest to.
Sets the maximum number of units or maximum number of buildings an AI player should rebuild. This only applies to preplaced units or buildings that do not have an individual rebuild count set.
Sets the maximum number of a specific unit an AI player should rebuild. This only applies to preplaced units or buildings that do not have an individual rebuild count set.
Suggests an order to a unit. If the computer that controls the unit has the ability to execute the order (with respect to its current APM constraint), then it will do so. The order will eventually be dropped if the computer is unable to execute it for a few seconds after it was issued. If you need a unit to do something immediately, use Issue Order instead.
Flags all units owned by a player to suicide. Units flagged to suicide will seek out and attack the nearest enemy unit they can find until they are slain, or there is nothing left to attack.
If suicide is enabled for a unit group, the AI will immediately seek out and repeatedly attack the nearest enemy until the suiciding unit group is destroyed. Setting a bully to suicide it will tag it as missing and cause the AI to rebuilt it, since it should not be returning alive.
If suicide is enabled for a unit, the AI will immediately seek out and repeatedly attack the nearest enemy until the suiciding unit is destroyed. Setting a bully to suicide will tag it as missing and cause the AI to rebuild it, since it should not be returning alive.
Returns true if the unit is being controlled by scripts/triggers instead of by AI. This function only works for units owned by an AI player. Script-controlled units are not used by the AI for attack waves. Units that are issued orders via trigger actions are automatically marked as script-controlled. You can manually mark a unit as script-controlled using the Enable/Disable Script Control trigger actions.
Returns a random point in the given region. Prefers to stay either close or far from enemies units. Also prefers to be within some max distance of enemy buildings. It will also stay away from previously returned random points in the region.
Returns true if the current difficulty setting is this or harder. This is for campaign use (in which all players have the same difficulty setting), so player 1's setting is used.
Returns true if this is the current difficulty setting. This is for campaign use (in which all players have the same difficulty setting), so player 1's setting is used.
Returns true if the current difficulty setting is either of these. This is for campaign use (in which all players have the same difficulty setting), so player 1's setting is used.
Returns true if the current difficulty setting is this or easier. This is for campaign use (in which all players have the same difficulty setting), so player 1's setting is used.
Returns the real parameter that matches the current difficulty setting. This is for campaign use (in which all players have the same difficulty setting), so player 1's setting is used.
Returns the integer parameter that matches the current difficulty setting. This is for campaign use (in which all players have the same difficulty setting), so player 1's setting is used.
Returns the unit type parameter that matches the current difficulty setting. This is for campaign use (in which all players have the same difficulty setting), so player 1's setting is used.