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Actions[]
Parameter | Parameter Explanation | Type | Optional | |
---|---|---|---|---|
Tutorial | ||||
TutorialDeckSlotDisable 2008-11-12 Disables the given Deck Slot. | ||||
Slot | The position of the Card in the Deck, starting with 0. | number | N | |
TutorialDeckSlotEnable 2008-11-12 Enables the given Deck Slot. | ||||
Slot | The position of the Card in the Deck, starting with 0. | number | N | |
TutorialMarkerAdd 2008-09-25 Adds a new tutorial marker or moves an existing one with the same tag. | ||||
MarkerTag | The tag of this UI Marker, used to properly (re)move it later. | string | N | |
Widget | The name (reference string) of a Widget. | string | N | |
MarkerFileName | The template file of the marker. Folder: bf1/ui/ | string | N | |
Position | The position of the tutorial marker, or MarkerPosNone for default. | number | Y 1 | |
TutorialDetailMarkerAdd 2008-09-25 Adds a new tutorial marker or moves an existing one with the same tag, with detail info. | ||||
MarkerTag | The tag of this UI Marker, used to properly (re)move it later. | string | N | |
Widget | The name (reference string) of a Widget. | string | N | |
MarkerFileName | The template file of the marker. Folder: bf1/ui/ | string | N | |
DetailFileName | The template file of the detail stuff (optional). Folder: bf1/ui/ | string | Y | |
Position | The position of the tutorial marker, or MarkerPosNone for default. | number | Y 1 | |
TutorialMarkerRemove 2008-09-25 Removes a tutorial marker. | ||||
MarkerTag | The tag of this UI Marker, used to properly (re)move it later. | string | N | |
TutorialEffectStart 2008-09-25 Starts the effect on all Squads with that PvE Type. | ||||
Tag | A ScriptTag or ScriptGroup. | string | Y GetScriptTag() | |
PvEType | The name of a PvE Type. | string | N | |
Effect | file relative to 'bf1/gfx/effects/', no extension! | string | N | |
TutorialEffectStopAll 2008-09-26 Stops all effects started with the TutorialEffect command. | ||||
AudioVisual | ||||
AudioAmbientPlay 2007-09-22 Plays the specified AmbientStream at the TargetTag position. | ||||
Ambient | file relative to 'bf1/sound/streams/', no extension! | string | N | |
TargetTag | The ScriptTag of the 'target' entity. | string | N | |
AudioSoundFXStop 2007-10-05 Stops the Audio if it is playing. | ||||
Sound | file relative to 'bf1/sound/ram/', no extension! | string | N | |
CameraCenterOnTarget 2007-09-19 Centers the Camera on the Tag's position. | ||||
TargetTag | The ScriptTag of the 'target' entity. | string | N | |
AudioMusicPlay 2007-09-22 Plays the specified Music Track. | ||||
Music | file relative to 'bf1/sound/streams/', no extension! | string | N | |
EffectEnable 2008-05-28 Enables (starts) the editor-placed effect. | ||||
Tag | A ScriptTag or ScriptGroup. | string | Y GetScriptTag() | |
EffectDisable 2008-05-28 Disables (stops) the editor-placed effect. | ||||
Tag | A ScriptTag or ScriptGroup. | string | Y GetScriptTag() | |
EffectToggle 2008-05-28 Toggles the editor-placed effect. | ||||
Tag | A ScriptTag or ScriptGroup. | string | Y GetScriptTag() | |
EffectPowerSet 2008-05-27 Sets the Effect's 'power' to the specified percentage. | ||||
Tag | A ScriptTag or ScriptGroup. | string | Y GetScriptTag() | |
Percent | The 'power' percentage of the effect, eg. how big the effect is or which state it is in. | number | Y 100 | |
EffectPowerAdd 2008-05-27 Adds this percentage to the Effect's 'power'. Will never go over 100%. | ||||
Tag | A ScriptTag or ScriptGroup. | string | Y GetScriptTag() | |
Percent | The 'power' percentage of the effect, eg. how big the effect is or which state it is in. | number | Y 100 | |
EffectPowerSubtract 2008-05-27 Subtracts this percentage from the Effect's 'power'. Will never go below 5%. | ||||
Tag | A ScriptTag or ScriptGroup. | string | Y GetScriptTag() | |
Percent | The 'power' percentage of the effect, eg. how big the effect is or which state it is in. | number | Y 100 | |
EffectStart 2007-10-02 Starts the effect on the TargetTag entities. | ||||
Tag | A ScriptTag or ScriptGroup. | string | Y GetScriptTag() | |
Effect | file relative to 'bf1/gfx/effects/', no extension! | string | N | |
Percent | The 'power' percentage of the effect, eg. how big the effect is or which state it is in. | number | Y 100 | |
EffectStartTargeted 2007-10-02 Starts the effect from the Tag entities to the TargetTag entities. | ||||
Tag | A ScriptTag or ScriptGroup. | string | Y GetScriptTag() | |
TargetTag | The ScriptTag of the 'target' entity. | string | N | |
Effect | file relative to 'bf1/gfx/effects/', no extension! | string | N | |
Percent | The 'power' percentage of the effect, eg. how big the effect is or which state it is in. | number | Y 100 | |
EffectStopAll 2007-10-02 Stops all effects on the entities. | ||||
Tag | A ScriptTag or ScriptGroup. | string | Y GetScriptTag() | |
EffectVanish 2008-03-19 Removes the effect entity (editor placed effects) from the map. | ||||
Tag | A ScriptTag or ScriptGroup. | string | Y GetScriptTag() | |
FogOfWarObserve 2008-03-20 Starts observing TargetTag position(s), thus completely removing both Unexplored AND Fog of War indefinetely. | ||||
TargetTag | The ScriptTag of the 'target' entity. | string | N | |
Team | Prefix: tm_
The name of a Team from the map's TeamSetup. |
string | N | |
Range | The Radius around the TargetTag(s) that is considered to be 'in range'. | number | Y 10 | |
FogOfWarGlanceAt 2008-03-20 Takes a glance (quick look) at the TargetTag(s), thus removing only the Unexplored (targets remain shrouded in Fog of War). | ||||
TargetTag | The ScriptTag of the 'target' entity. | string | N | |
Team | Prefix: tm_
The name of a Team from the map's TeamSetup. |
string | N | |
Range | The Radius around the TargetTag(s) that is considered to be 'in range'. | number | Y 10 | |
WeatherSet 2008-09-03 Changes the weather. Similar to performing a raindance in real life. | ||||
Weather | RenderSettings file from 'bf1/map/lighting/' folder, w/o extension! | string | N | |
FadeDuration | Duration in Seconds for Fading between two Weather/Render Settings. | number | Y 3 | |
WeatherSetUserGenerated 2012-12-12 Changes the weather. Similar to performing a raindance in real life. Uses an absolute path instead of relative from the game directory. | ||||
Weather | RenderSettings file absolute path, w/o extension! | string | N | |
FadeDuration | Duration in Seconds for Fading between two Weather/Render Settings. | number | Y 3 | |
AudioSoundFXPlay 2007-09-22 Plays the specified Sound FX at the TargetTag position. | ||||
Sound | file relative to 'bf1/sound/ram/', no extension! | string | N | |
TargetTag | The ScriptTag of the 'target' entity. | string | N | |
AudioSoundUIPlay 2007-09-22 Plays the specified UI Sound at the TargetTag position. | ||||
Sound | file relative to 'bf1/sound/ram/', no extension! | string | N | |
AudioVoicePlay 2007-10-06 Plays the specified Voice Stream. | ||||
Voice | file relative to 'bf1/sound/streams/', no extension! | string | N | |
Volume | The Voice Volume, 1.0 is default, higher means louder. | number | Y 1 | |
Building | ||||
BuildingSpawn 2007-09-10 VerifiedSpawns (creates) an entity on the map. (without setting a Player) | ||||
TargetTag | The ScriptTag where the Building will be placed. | string | N | |
Team | Prefix: tm_
The name of a Team from the map's TeamSetup. Sets only the Team of the Squad (white health bars). To set the Player, please use PlayerBuildingSpawn. If you want to set the Player later, use EntityPlayerSet. You COULD also use just a player in this parameter, but it is not recommended, since validation will fail. (In that case, Player and Team - of that player - would be set) |
string | N | |
BuildingId | The DB ID of a Building. The default Upgrade-Level is 2 (2.000.000 is automatically added). If you need any other Upgrade-Level, you need to subtract 2.000.000 from your desired DB ID. You can also use the function UpgradeLevel_(DB ID) |
number | N | |
Direction | Direction in degrees (0-360°). 0 means 'south' (down), 90 means 'east' (right), etc. | number | Y -180 | |
HealthPercent | The amount of health in percentage of max. health. | number | Y 100 | |
BuildingSpawnWithTag 2007-09-10 VerifiedSpawns (creates) an entity on the map. (without setting a Player) | ||||
Tag | This Tag will be assigned to the new Building. | string | Y GetScriptTag() | |
TargetTag | The ScriptTag where the Building will be placed. | string | N | |
Team | Prefix: tm_
The name of a Team from the map's TeamSetup. Sets only the Team of the Squad (white health bars). To set the Player, please use PlayerBuildingSpawnWithTag. If you want to set the Player later, use EntityPlayerSet. You COULD also use just a player in this parameter, but it is not recommended, since validation will fail. (In that case, Player and Team - of that player - would be set) |
string | N | |
BuildingId | The DB ID of a Building. The default Upgrade-Level is 2 (2.000.000 is automatically added). If you need any other Upgrade-Level, you need to subtract 2.000.000 from your desired DB ID. You can also use the function UpgradeLevel_(DB ID) |
number | N | |
Direction | Direction in degrees (0-360°). 0 means 'south' (down), 90 means 'east' (right), etc. | number | Y -180 | |
HealthPercent | The amount of health in percentage of max. health. | number | Y 100 | |
PlayerBuildingSpawn 2007-09-10 VerifiedSpawns (creates) an entity on the map. (setting both Player and Team) | ||||
TargetTag | The ScriptTag where the Building will be placed. | string | N | |
Player | Prefix: pl_
The name of a Player. Must not be a ScriptGroup and not 'All'/'Any'/etc. Team is automatically set to the Team of the passed Player. |
string | N | |
BuildingId | The DB ID of a Building. The default Upgrade-Level is 2 (2.000.000 is automatically added). If you need any other Upgrade-Level, you need to subtract 2.000.000 from your desired DB ID. You can also use the function UpgradeLevel_(DB ID) |
number | N | |
Direction | Direction in degrees (0-360°). 0 means 'south' (down), 90 means 'east' (right), etc. | number | Y -180 | |
HealthPercent | The amount of health in percentage of max. health. | number | Y 100 | |
PlayerBuildingSpawnWithTag 2007-09-10 VerifiedSpawns (creates) an entity on the map. (setting both Player and Team) | ||||
Tag | This Tag will be assigned to the new Building. | string | Y GetScriptTag() | |
TargetTag | The ScriptTag where the Building will be placed. | string | N | |
Player | Prefix: pl_
The name of a Player. Must not be a ScriptGroup and not 'All'/'Any'/etc. Team is automatically set to the Team of the passed Player. |
string | N | |
BuildingId | The DB ID of a Building. The default Upgrade-Level is 2 (2.000.000 is automatically added). If you need any other Upgrade-Level, you need to subtract 2.000.000 from your desired DB ID. You can also use the function UpgradeLevel_(DB ID) |
number | N | |
Direction | Direction in degrees (0-360°). 0 means 'south' (down), 90 means 'east' (right), etc. | number | Y -180 | |
HealthPercent | The amount of health in percentage of max. health. | number | Y 100 | |
BuildingTypeChange 2007-09-10 Changes the type of an entity. | ||||
Tag | A ScriptTag or ScriptGroup. | string | Y GetScriptTag() | |
BuildingId | The DB ID of a Building. The default Upgrade-Level is 2 (2.000.000 is automatically added). If you need any other Upgrade-Level, you need to subtract 2.000.000 from your desired DB ID. You can also use the function UpgradeLevel_(DB ID) |
number | N | |
BuildingModeChange 2008-03-32 Changes the Building's Mode. Does NOT consume Power from the owning Player. | ||||
Tag | A ScriptTag or ScriptGroup. | string | Y GetScriptTag() | |
ModeId | The DB ID of a Mode | number | N | |
BuildingModeSetEnabled 2008-04-18 Changes the Building's Mode to the 'enabled' mode. Does NOT consume Power from the owning Player. | ||||
Tag | A ScriptTag or ScriptGroup. | string | Y GetScriptTag() | |
BuildingModeSetDisabled 2008-04-18 Changes the Building's Mode to the 'disabled' mode. Does NOT consume Power from the owning Player. | ||||
Tag | A ScriptTag or ScriptGroup. | string | Y GetScriptTag() | |
BuildingModeToggle 2008-04-18 Toggles the Building's Mode to 'enabled' or 'disabled'. Does NOT consume Power from the owning Player. | ||||
Tag | A ScriptTag or ScriptGroup. | string | Y GetScriptTag() | |
BuildingVanish 2007-08-22 Removes the Building from the map. | ||||
Tag | A ScriptTag or ScriptGroup. | string | Y GetScriptTag() | |
BuildingDestroy 2007-08-22 Destroys the Building. | ||||
Tag | A ScriptTag or ScriptGroup. | string | Y GetScriptTag() | |
BuildingKillInRange 2008-09-08 Kills all Buildings in range. | ||||
TargetTag | The ScriptTag of the 'target' entity. | string | N | |
Range | The Radius around the TargetTag(s) that is considered to be 'in range'. | number | Y 10 | |
BuildingAnimPlay 2008-04-22 Plays the Building animation once. | ||||
Tag | A ScriptTag or ScriptGroup. | string | Y GetScriptTag() | |
Anim | Name of the Animation (may include subfolders with forward slashes, eg: 'folder1/folder2/my-anim'). | string | N | |
BuildingAnimPlayLooped 2008-04-22 Plays the Building animation in a loop. | ||||
Tag | A ScriptTag or ScriptGroup. | string | Y GetScriptTag() | |
Anim | Name of the Animation (may include subfolders with forward slashes, eg: 'folder1/folder2/my-anim'). | string | N | |
Special | ||||
MapReset 2008-06-25 Resets the map, all Scripts and Variables (Sandbox restart). | ||||
Cutscene | ||||
CutsceneCameraPlay 2008-05-29 Plays the specified Camera Track. TargetTag is optional, it overwrites TargetTag in Cutscene if used. | ||||
CameraPath | Camera path. | string | Y GetCameraPath() | |
Camera | Camera takes from the 'camera' folder of the map (without extension '.CS'). | string | N | |
TargetTag | The TargetTag for relative positioning of the camera. Can be an empty string. | string | Y | |
CutsceneCameraPlayFullScreen 2008-10-23 Plays the specified Camera Track in fullscreen mode. | ||||
CameraPath | Camera path. | string | Y GetCameraPath() | |
Camera | Camera takes from the 'camera' folder of the map (without extension '.CS'). | string | N | |
TargetTag | The TargetTag for relative positioning of the camera. Can be an empty string. | string | Y | |
CutsceneBegin 2007-09-25 Starts a Cutscene. | ||||
Music | file relative to 'bf1/sound/streams/', no extension! | string | N | |
RenderOnly | ScriptTag/Group with Squads that should be rendered during Cutscene. | string | Y | |
CutsceneEnd 2007-09-03 Ends a running Cutscene. | ||||
CutsceneRenderOnly 2008-08-18 Renders only the entities from the ScriptTag group. Affects only Figures. | ||||
Tag | A ScriptTag or ScriptGroup. | string | Y GetScriptTag() | |
CutsceneRenderAll 2008-08-18 Resets render flags after using CutsceneRenderOnly so all entities are rendered again. | ||||
CutsceneRewardCardShowOff 2007-10-05 Plays the Reward Card ShowOff Animation & Effects on the specified TargetTag. | ||||
TargetTag | The ScriptTag of the 'target' entity. | string | N | |
CardSquadId | The DB ID of a CardSquad | number | N | |
CutsceneSay 2007-09-03 Displays text during a Cutscene. | ||||
Tag | A ScriptTag or ScriptGroup. | string | Y GetScriptTag() | |
TextTag | The Tag of a Text from database. | string | N | |
Text | The text to show if the TextTag text does not exist. | string | N | |
CutsceneEntityTeleport 2007-10-04 Instantly teleports entity(s) to TargetTag location, no questions asked. Skips 'free position' & blocking checks, allows Figure penetration. | ||||
Tag | A ScriptTag or ScriptGroup. | string | Y GetScriptTag() | |
TargetTag | The ScriptTag of the 'target' entity. | string | N | |
CutsceneSquadGoto 2007-08-23 Squad goes to target in straight line (stops when blocked, walks through other figures). Use only for Cutscenes! | ||||
Tag | A ScriptTag or ScriptGroup. | string | Y GetScriptTag() | |
TargetTag | The ScriptTag of the 'target' entity. | string | N | |
Run | Changes WalkSpeed, running is default. Walking may look dull for large figures. | boolean | Y true | |
Direction | Direction in degrees (0-360°). 0 means 'south' (down), 90 means 'east' (right), etc. | number | Y -180 | |
CutsceneCameraPlayAdvanced 2022-08-03 (NEW) Plays the specified Camera Track. TargetTag is optional, it overwrites TargetTag in Cutscene if used. | ||||
Player | The name of a Player or a ScriptGroup of Players or 'All'/'Any'/etc. | string | Y ALL | |
CameraPath | Camera path. | string | Y GetCameraPath() | |
Camera | Camera takes from the 'camera' folder of the map (without extension '.CS'). | string | N | |
TargetTag | The TargetTag for relative positioning of the camera. Can be an empty string. | string | Y | |
Fullscreen | Use fullscreen, or just a small view. | boolean | Y true | |
PortraitFileName | File name number of the portrait. | string | Y | |
Squad | ||||
SquadSpawn 2007-09-10 VerifiedSpawns (creates) an entity on the map. (without setting a Player) | ||||
TargetTag | The ScriptTag where the Squad will be placed. | string | N | |
Team | Prefix: tm_
The name of a Team from the map's TeamSetup. Sets only the Team of the Squad (white health bars). To set the Player, please use PlayerSquadSpawn. If you want to set the Player later, use EntityPlayerSet. You COULD also use just a player in this parameter, but it is not recommended, since validation will fail. (In that case, Player and Team - of that player - would be set) |
string | N | |
SquadId | The DB ID of a Squad. The default Upgrade-Level is 2 (2.000.000 is automatically added). If you need any other Upgrade-Level, you need to subtract 2.000.000 from your desired DB ID. You can also use the function UpgradeLevel_(DB ID) |
number | N | |
Direction | Direction in degrees (0-360°). 0 means 'south' (down), 90 means 'east' (right), etc. | number | Y -180 | |
HealthPercent | The amount of health in percentage of max. health. | number | Y 100 | |
Amount | How many Squads will be spawned. | number | Y 1 | |
SquadSpawnWithTag 2007-09-10 VerifiedSpawns (creates) an entity on the map. (without setting a Player) | ||||
Tag | This Tag will be assigned to the new Squad. | string | Y GetScriptTag() | |
TargetTag | The ScriptTag where the Squad will be placed. | string | N | |
Team | Prefix: tm_
The name of a Team from the map's TeamSetup. Sets only the Team of the Squad (white health bars). To set the Player, please use PlayerSquadSpawnWithTag. If you want to set the Player later, use EntityPlayerSet. You COULD also use just a player in this parameter, but it is not recommended, since validation will fail. (In that case, Player and Team - of that player - would be set) |
string | N | |
SquadId | The DB ID of a Squad. The default Upgrade-Level is 2 (2.000.000 is automatically added). If you need any other Upgrade-Level, you need to subtract 2.000.000 from your desired DB ID. You can also use the function UpgradeLevel_(DB ID) |
number | N | |
Direction | Direction in degrees (0-360°). 0 means 'south' (down), 90 means 'east' (right), etc. | number | Y -180 | |
HealthPercent | The amount of health in percentage of max. health. | number | Y 100 | |
Amount | How many Squads will be spawned. Every spawn gets a incrementing number appended to its Tag, starting with 1. | number | Y 1 | |
SquadSpawnIntoGroup 2008-01-23 VerifiedSpawns (creates) an entity on the map. (without setting a Player) | ||||
Tag | This Tag will be assigned to the new Squad. | string | Y GetScriptTag() | |
Group | A ScriptGroup. | string | N | |
TargetTag | The ScriptTag where the Squad will be placed. | string | N | |
Team | Prefix: tm_
The name of a Team from the map's TeamSetup. Sets only the Team of the Squad (white health bars). To set the Player, please use PlayerSquadSpawnIntoGroup. If you want to set the Player later, use EntityPlayerSet. You COULD also use just a player in this parameter, but it is not recommended, since validation will fail. (In that case, Player and Team - of that player - would be set) |
string | N | |
SquadId | The DB ID of a Squad. The default Upgrade-Level is 2 (2.000.000 is automatically added). If you need any other Upgrade-Level, you need to subtract 2.000.000 from your desired DB ID. You can also use the function UpgradeLevel_(DB ID) |
number | N | |
Direction | Direction in degrees (0-360°). 0 means 'south' (down), 90 means 'east' (right), etc. | number | Y -180 | |
HealthPercent | The amount of health in percentage of max. health. | number | Y 100 | |
Amount | How many Squads will be spawned. Every spawn gets a incrementing number appended to its Tag, starting with 1. | number | Y 1 | |
PlayerSquadSpawn 2007-09-10 VerifiedSpawns (creates) an entity on the map. (setting both Player and Team) | ||||
TargetTag | The ScriptTag where the Squad will be placed. | string | N | |
Player | Prefix: pl_
The name of a Player. Must not be a ScriptGroup and not 'All'/'Any'/etc. Team is automatically set to the Team of the passed Player. |
string | N | |
SquadId | The DB ID of a Squad. The default Upgrade-Level is 2 (2.000.000 is automatically added). If you need any other Upgrade-Level, you need to subtract 2.000.000 from your desired DB ID. You can also use the function UpgradeLevel_(DB ID) |
number | N | |
Direction | Direction in degrees (0-360°). 0 means 'south' (down), 90 means 'east' (right), etc. | number | Y -180 | |
HealthPercent | The amount of health in percentage of max. health. | number | Y 100 | |
Amount | How many Squads will be spawned. | number | Y 1 | |
PlayerSquadSpawnWithTag 2007-09-10 VerifiedSpawns (creates) an entity on the map. (setting both Player and Team) | ||||
Tag | This Tag will be assigned to the new Squad. | string | Y GetScriptTag() | |
TargetTag | The ScriptTag where the Squad will be placed. | string | N | |
Player | Prefix: pl_
The name of a Player. Must not be a ScriptGroup and not 'All'/'Any'/etc. Team is automatically set to the Team of the passed Player. |
string | N | |
SquadId | The DB ID of a Squad. The default Upgrade-Level is 2 (2.000.000 is automatically added). If you need any other Upgrade-Level, you need to subtract 2.000.000 from your desired DB ID. You can also use the function UpgradeLevel_(DB ID) |
number | N | |
Direction | Direction in degrees (0-360°). 0 means 'south' (down), 90 means 'east' (right), etc. | number | Y -180 | |
HealthPercent | The amount of health in percentage of max. health. | number | Y 100 | |
Amount | How many Squads will be spawned. Every spawn gets a incrementing number appended to its Tag, starting with 1. | number | Y 1 | |
PlayerSquadSpawnIntoGroup 2008-01-23 VerifiedSpawns (creates) an entity on the map. (setting both Player and Team) | ||||
Tag | This Tag will be assigned to the new Squad. | string | Y GetScriptTag() | |
Group | A ScriptGroup. | string | N | |
TargetTag | The ScriptTag where the Squad will be placed. | string | N | |
Player | Prefix: pl_
The name of a Player. Must not be a ScriptGroup and not 'All'/'Any'/etc. Team is automatically set to the Team of the passed Player. |
string | N | |
SquadId | The DB ID of a Squad. The default Upgrade-Level is 2 (2.000.000 is automatically added). If you need any other Upgrade-Level, you need to subtract 2.000.000 from your desired DB ID. You can also use the function UpgradeLevel_(DB ID) |
number | N | |
Direction | Direction in degrees (0-360°). 0 means 'south' (down), 90 means 'east' (right), etc. | number | Y -180 | |
HealthPercent | The amount of health in percentage of max. health. | number | Y 100 | |
Amount | How many Squads will be spawned. Every spawn gets a incrementing number appended to its Tag, starting with 1. | number | Y 1 | |
SquadTypeChange 2007-09-10 Changes the type of an entity. | ||||
Tag | A ScriptTag or ScriptGroup. | string | Y GetScriptTag() | |
SquadId | The DB ID of a Squad. The default Upgrade-Level is 2 (2.000.000 is automatically added). If you need any other Upgrade-Level, you need to subtract 2.000.000 from your desired DB ID. You can also use the function UpgradeLevel_(DB ID) |
number | N | |
SquadModeChange 2008-03-32 Changes the Squad's Mode. Does NOT consume Power from the owning Player. | ||||
Tag | A ScriptTag or ScriptGroup. | string | Y GetScriptTag() | |
ModeId | The DB ID of a Mode | number | N | |
SquadModeSetEnabled 2008-04-18 Changes the Squad's Mode to the 'enabled' mode. Does NOT consume Power from the owning Player. | ||||
Tag | A ScriptTag or ScriptGroup. | string | Y GetScriptTag() | |
SquadModeSetDisabled 2008-04-18 Changes the Squad's Mode to the 'disabled' mode. Does NOT consume Power from the owning Player. | ||||
Tag | A ScriptTag or ScriptGroup. | string | Y GetScriptTag() | |
SquadModeToggle 2008-04-18 Toggles the Squad's Mode to 'enabled' or 'disabled'. Does NOT consume Power from the owning Player. | ||||
Tag | A ScriptTag or ScriptGroup. | string | Y GetScriptTag() | |
SquadVanish 2007-08-22 Removes the Squad from the map. Squad figures will simply disappear (no 'dying' animation). | ||||
Tag | A ScriptTag or ScriptGroup. | string | Y GetScriptTag() | |
SquadKill 2007-08-22 Kills the Squad by damaging each Figure so they will die and play their death animation. | ||||
Tag | A ScriptTag or ScriptGroup. | string | Y GetScriptTag() | |
SquadKillInRange 2008-09-08 Kills all Squads in range. | ||||
TargetTag | The ScriptTag of the 'target' entity. | string | N | |
Range | The Radius around the TargetTag(s) that is considered to be 'in range'. | number | Y 10 | |
SquadRespawn 2007-08-28 Respawns (recreates) an entity. Entity must be dead and it must have existed before! | ||||
Tag | A ScriptTag or ScriptGroup. | string | Y GetScriptTag() | |
TargetTag | 'WhereDied' for position of death or 'StartPos' for startposition. | string | Y StartPos | |
HealthPercent | The amount of health in percentage of max. health. | number | Y 100 | |
ObjectRespawn 2007-08-28 Respawns (recreates) an entity. Entity must be dead and it must have existed before! | ||||
Tag | A ScriptTag or ScriptGroup. | string | Y GetScriptTag() | |
TargetTag | 'WhereDied' for position of death or 'StartPos' for startposition. | string | Y StartPos | |
HealthPercent | The amount of health in percentage of max. health. | number | Y 100 | |
BuildingRespawn 2007-08-28 Respawns (recreates) an entity. Entity must be dead and it must have existed before! | ||||
Tag | A ScriptTag or ScriptGroup. | string | Y GetScriptTag() | |
TargetTag | 'WhereDied' for position of death or 'StartPos' for startposition. | string | Y StartPos | |
HealthPercent | The amount of health in percentage of max. health. | number | Y 100 | |
SquadTeleportInRange 2007-12-10 Instantly teleports the Squads in range to TargetTag location. | ||||
Tag | A ScriptTag or ScriptGroup. | string | Y GetScriptTag() | |
Range | The Radius around the TargetTag(s) that is considered to be 'in range'. | number | Y 10 | |
TargetTag | The ScriptTag of the 'target' entity. | string | N | |
SquadAttack 2007-09-28 Squad attacks the specified TargetTag entity (even if it is a friendly entity). TargetTag must be alive and attackable! | ||||
Tag | A ScriptTag or ScriptGroup. | string | Y GetScriptTag() | |
TargetTag | The ScriptTag of the 'target' entity. | string | N | |
AttackGroupSize | Squads will attack all available Targets in Groups of this size. | number | Y 0 | |
SquadAttackForced 2008-08-18 Squad attacks the specified TargetTag entity (even if it is a friendly entity). Uses Forced Goto to get to Target. | ||||
Tag | A ScriptTag or ScriptGroup. | string | Y GetScriptTag() | |
TargetTag | The ScriptTag of the 'target' entity. | string | N | |
AttackGroupSize | Squads will attack all available Targets in Groups of this size. | number | Y 0 | |
SquadBarrierMount 2008-03-13 Squad tries to mount TargetTag barrier (module, set or scriptgroup containing modules). | ||||
Tag | A ScriptTag or ScriptGroup. | string | Y GetScriptTag() | |
TargetTag | The ScriptTag of the 'target' entity. | string | N | |
SquadBarrierDismount 2008-03-13 Squad dismounts barrier. | ||||
Tag | A ScriptTag or ScriptGroup. | string | Y GetScriptTag() | |
SquadFlee 2008-06-12 Squads flee from nearest enemy entity by using forced Goto in the opposite Direction. | ||||
Tag | A ScriptTag or ScriptGroup. | string | Y GetScriptTag() | |
Distance | Distance in meters. Decimal places are allowed. | number | N | |
SearchRadius | The (max.) Radius around the Tag that should be searched. | number | N | |
SquadPatrol 2007-08-23 Squad walks waypoints back and forth continously. Continues patrol after being attacked. * Description seems to be incorrect. Behaves more like SquadGridPatrol (Squad does not walk along the waypoints, but walks between first and last waypoint, also seems to consider the Goto Grid). It is currently not used directly in any maps. It is used by: WP_AttackAndPatrolArea, SquadAmountPatrol and SquadIdleAmountPatrol | ||||
Tag | A ScriptTag or ScriptGroup. | string | Y GetScriptTag() | |
TargetTag | The ScriptTag of the 'target' entity. | string | N | |
SquadGoto 2007-08-23 VerifiedSquad goes towards TargetTag or along TargetTag-ScriptGroup waypoints. Continues goto after being attacked. Can open Gates (only works, if Squad is in the same Team as the Barrier and if no Human Player is assigned). Careful: Roots or Taunt can stop Goto if Tag is a single ScriptTag. It seems like ScriptGroups as well as SquadGridGoto are not affected. | ||||
Tag | The Squad. A ScriptTag or ScriptGroup. | string | Y GetScriptTag() | |
TargetTag | The Destination. The ScriptTag of the 'target' entity. | string | N | |
Run | Changes WalkSpeed, running is default. Walking may look dull for large figures. | boolean | Y true | |
Direction | Direction in degrees (0-360°). 0 means 'south' (down), 90 means 'east' (right), etc. | number | Y -180 | |
SquadGotoForced 2007-08-23 VerifiedSame as SquadGoto but Squad does not attack or follow attackers until it has reached its destination. Use with care! Careful: Roots or Taunt can stop Goto. Putting them into a ScriptGroup, does not change this behavior in this case. | ||||
Tag | A ScriptTag or ScriptGroup. | string | Y GetScriptTag() | |
TargetTag | The ScriptTag of the 'target' entity. | string | N | |
Run | Changes WalkSpeed, running is default. Walking may look dull for large figures. | boolean | Y true | |
Direction | Direction in degrees (0-360°). 0 means 'south' (down), 90 means 'east' (right), etc. | number | Y -180 | |
SquadGotoFight 2008-01-17 Squad goes to any TargetTag Squad that is in a fight. | ||||
Tag | A ScriptTag or ScriptGroup. | string | Y GetScriptTag() | |
TargetTag | The ScriptTag of the 'target' entity. | string | N | |
Run | Changes WalkSpeed, running is default. Walking may look dull for large figures. | boolean | Y true | |
Direction | Direction in degrees (0-360°). 0 means 'south' (down), 90 means 'east' (right), etc. | number | Y -180 | |
SquadGotoRandom 2008-03-14 Squad goes randomly towards ONE of the TargetTags. | ||||
Tag | A ScriptTag or ScriptGroup. | string | Y GetScriptTag() | |
TargetTag | The ScriptTag of the 'target' entity. | string | N | |
Run | Changes WalkSpeed, running is default. Walking may look dull for large figures. | boolean | Y true | |
SquadGotoClosestMonumentOrGenerator 2008-03-15 Squad(s) go towards closest Monument or Generator. Continues goto after being attacked. | ||||
Tag | A ScriptTag or ScriptGroup. | string | Y GetScriptTag() | |
Run | Changes WalkSpeed, running is default. Walking may look dull for large figures. | boolean | Y true | |
SearchRadius | The (max.) Radius around the Tag that should be searched. | number | N | |
SquadGotoClosestSquad 2008-03-15 Squad(s) go towards closest Squad. Continues goto after being attacked. | ||||
Tag | A ScriptTag or ScriptGroup. | string | Y GetScriptTag() | |
Run | Changes WalkSpeed, running is default. Walking may look dull for large figures. | boolean | Y true | |
SearchRadius | The (max.) Radius around the Tag that should be searched. | number | N | |
SquadGotoClosestBuilding 2008-03-15 Squad(s) go towards closest Building. Continues goto after being attacked. | ||||
Tag | A ScriptTag or ScriptGroup. | string | Y GetScriptTag() | |
Run | Changes WalkSpeed, running is default. Walking may look dull for large figures. | boolean | Y true | |
SearchRadius | The (max.) Radius around the Tag that should be searched. | number | N | |
SquadGotoClosestBarrier 2008-03-15 Squad(s) go towards closest Barrier. Continues goto after being attacked. | ||||
Tag | A ScriptTag or ScriptGroup. | string | Y GetScriptTag() | |
Run | Changes WalkSpeed, running is default. Walking may look dull for large figures. | boolean | Y true | |
SearchRadius | The (max.) Radius around the Tag that should be searched. | number | N | |
SquadGotoClosestTarget 2008-07-01 Squad(s) go towards closest attackable Target. Continues goto after being attacked. | ||||
Tag | A ScriptTag or ScriptGroup. | string | Y GetScriptTag() | |
Run | Changes WalkSpeed, running is default. Walking may look dull for large figures. | boolean | Y true | |
SearchRadius | The (max.) Radius around the Tag that should be searched. | number | N | |
SquadHoldPosition 2007-09-21 Squad holds position, will attack if enemies are in attack range but will not pursue enemies. | ||||
Tag | A ScriptTag or ScriptGroup. | string | Y GetScriptTag() | |
SquadGotoMapBorder 2008-09-26 Squad walks to Target from outside map border. Target must be a ScriptMarker and close to MapBorder. | ||||
Tag | A ScriptTag or ScriptGroup. | string | Y GetScriptTag() | |
TargetTag | The ScriptTag of the 'target' entity. | string | N | |
SquadAnimPlay 2007-10-02 Plays the animation once for all figures in the Squad. | ||||
Tag | A ScriptTag or ScriptGroup. | string | Y GetScriptTag() | |
Unit | A subfolder from the 'bf1/gfx/units/' folder. | string | N | |
Anim | Name of the Animation (may include subfolders with forward slashes, eg: 'folder1/folder2/my-anim'). | string | N | |
SquadAnimPlayLooped 2007-10-02 Plays the animation continuously for all figures in the Squad. | ||||
Tag | A ScriptTag or ScriptGroup. | string | Y GetScriptTag() | |
Unit | A subfolder from the 'bf1/gfx/units/' folder. | string | N | |
Anim | Name of the Animation (may include subfolders with forward slashes, eg: 'folder1/folder2/my-anim'). | string | N | |
SquadInRangePushBack 2008-01-23 Squad figures are getting pushed back, the epicentre of the pushback is at the TargetTag location. | ||||
TargetTag | The ScriptTag of the 'target' entity. | string | N | |
Range | The Radius around the TargetTag(s) that is considered to be 'in range'. | number | Y 10 | |
Speed | Speed in meters per second. Decimal places allowed. | number | N | |
MaxRadiusType | Can be: RadiusType_S, .._M, .._L, .._XL (see BEE). | number | N | |
SquadStop 2007-10-05 Squad stops movement. | ||||
Tag | A ScriptTag or ScriptGroup. | string | Y GetScriptTag() | |
SquadGroupCheckpointGoto 2008-03-18 SquadGroup goes to next Checkpoint (direct line of sight to Checkpoint is recommended). | ||||
Group | A ScriptGroup. | string | N | |
TargetTag | The ScriptTag of the 'target' entity. | string | N | |
Run | Changes WalkSpeed, running is default. Walking may look dull for large figures. | boolean | Y true | |
SquadCheckpointGoto 2008-03-18 Squad goes to next Checkpoint (direct line of sight to Checkpoint is recommended). | ||||
Tag | A ScriptTag or ScriptGroup. | string | Y GetScriptTag() | |
TargetTag | The ScriptTag of the 'target' entity. | string | N | |
Run | Changes WalkSpeed, running is default. Walking may look dull for large figures. | boolean | Y true | |
SquadGroupCheckpointGotoStop 2008-03-25 Stops a SquadGroup that is currently on a CheckpointGoto. Group will stop at the next checkpoint they reach. | ||||
Group | A ScriptGroup. | string | N | |
SquadGridGoto 2008-10-16 VerifiedStandard Goto that uses the GotoGrid.Can open Gates (only works, if Squad is in the same Team as the Barrier and if no Human Player is assigned) | ||||
Tag | The Squad. A ScriptTag or ScriptGroup. | string | Y GetScriptTag() | |
TargetTag | The Destination. The ScriptTag of the 'target' entity. | string | N | |
Direction | Direction in degrees (0-360°). 0 means 'south' (down), 90 means 'east' (right), etc. | number | Y -180 | |
IgnoreGridIfAllSquadsFly | Ignores grid if (and only if) all Squads of the group are flying units. | boolean | Y false | |
SquadGridPatrol 2008-06-06 Patrol mode on path given by TargetTag (start & end point), uses GotoGrid. | ||||
Tag | A ScriptTag or ScriptGroup. | string | Y GetScriptTag() | |
TargetTag | The ScriptTag of the 'target' entity. | string | N | |
Direction | Direction in degrees (0-360°). 0 means 'south' (down), 90 means 'east' (right), etc. | number | Y -180 | |
SquadSpawnRandomSelection 2007-12-07 Spawns a random selection of Squads, depending on the SpawnTable (see description for table syntax). | ||||
Tag | A ScriptTag or ScriptGroup. | string | Y GetScriptTag() | |
SpawnTable | Must be a table with specific syntax, see command description. | table | N | |
TargetTag | The ScriptTag of the 'target' entity. | string | N | |
Team | Prefix: tm_
The name of a Team from the map's TeamSetup. |
string | N | |
Direction | Direction in degrees (0-360°). 0 means 'south' (down), 90 means 'east' (right), etc. | number | Y -180 | |
HealthPercent | The amount of health in percentage of max. health. | number | Y 100 | |
PlayerSquadSpawnRandomSelection 2007-12-07 Spawns a random selection of Squads, depending on the SpawnTable (see description for table syntax). | ||||
Tag | A ScriptTag or ScriptGroup. | string | Y GetScriptTag() | |
SpawnTable | Must be a table with specific syntax, see command description. | table | N | |
TargetTag | The ScriptTag of the 'target' entity. | string | N | |
Player | Prefix: pl_
The name of a Player. Must not be a ScriptGroup and not 'All'/'Any'/etc. |
string | N | |
Direction | Direction in degrees (0-360°). 0 means 'south' (down), 90 means 'east' (right), etc. | number | Y -180 | |
HealthPercent | The amount of health in percentage of max. health. | number | Y 100 | |
OctoberVersionOnly | ||||
OctoberVersionOnly_DoDamageToTeamSquadInRange 2007-10-01 Does damage to Squads in Range. | ||||
Team | Prefix: tm_
The name of a Team from the map's TeamSetup. |
string | N | |
TargetTag | The ScriptTag of the 'target' entity. | string | N | |
Range | The Radius around the TargetTag(s) that is considered to be 'in range'. | number | Y 10 | |
Amount | Just a simple value, meaning depends on context. | number | N | |
OctoberVersionOnly_DoDamageToTeamSquadInRect 2007-10-01 Does damage to Squads in Range. | ||||
Team | Prefix: tm_
The name of a Team from the map's TeamSetup. |
string | N | |
Tag | A ScriptTag or ScriptGroup. | string | Y GetScriptTag() | |
TargetTag | The ScriptTag of the 'target' entity. | string | N | |
Amount | Just a simple value, meaning depends on context. | number | N | |
OctoberVersionOnly_DoDamageToTeamSquadInRay 2007-10-09 Does damage to Squads in Range. | ||||
Team | Prefix: tm_
The name of a Team from the map's TeamSetup. |
string | N | |
Tag | A ScriptTag or ScriptGroup. | string | Y GetScriptTag() | |
TargetTag | The ScriptTag of the 'target' entity. | string | N | |
Amount | Just a simple value, meaning depends on context. | number | N | |
Debug | ||||
DebugInfoMessage 2007-08-14 Shows a MessageBox to the user (ignored in release builds). | ||||
Message | An important Message from you to whom it may concern. | string | N | |
Popup | If true, message will also popup in a windows Message Box. | boolean | Y false | |
DebugWarningMessage 2007-08-14 Shows a MessageBox to the user (ignored in release builds). | ||||
Message | An important Message from you to whom it may concern. | string | N | |
Popup | If true, message will also popup in a windows Message Box. | boolean | Y false | |
DebugErrorMessage 2007-08-14 Shows a MessageBox to the user (ignored in release builds). | ||||
Message | An important Message from you to whom it may concern. | string | N | |
Popup | If true, message will also popup in a windows Message Box. | boolean | Y false | |
Ability | ||||
AbilitySpawn 2008-11-04 Spawns (creates) an entity on the map. | ||||
TargetTag | The ScriptTag of the 'target' entity. Cannot be a script group! | string | N | |
Team | Prefix: tm_
The name of a Team from the map's TeamSetup. |
string | N | |
AbilityId | The DB ID of an Ability | number | N | |
AbilitySpawnWithTag 2008-11-04 Spawns (creates) an entity on the map. | ||||
Tag | A ScriptTag or ScriptGroup. | string | Y GetScriptTag() | |
TargetTag | The ScriptTag of the 'target' entity. | string | N | |
Team | Prefix: tm_
The name of a Team from the map's TeamSetup. |
string | N | |
AbilityId | The DB ID of an Ability | number | N | |
AbilitySpawnIntoGroup 2008-11-04 Spawns (creates) an entity on the map. | ||||
Tag | A ScriptTag or ScriptGroup. | string | Y GetScriptTag() | |
Group | A ScriptGroup. | string | N | |
TargetTag | The ScriptTag of the 'target' entity. | string | N | |
Team | Prefix: tm_
The name of a Team from the map's TeamSetup. |
string | N | |
AbilityId | The DB ID of an Ability | number | N | |
AbilityVanish 2008-11-04 Removes the Ability from the map. Works with all supported entity types. | ||||
Tag | A ScriptTag or ScriptGroup. | string | Y GetScriptTag() | |
AbilityDestroy 2008-11-04 Kills or destroys the Ability regularly. | ||||
Tag | A ScriptTag or ScriptGroup. | string | Y GetScriptTag() | |
Generator & Monument | ||||
MonumentVanish 2008-12-10 Removes the Monument from the map. | ||||
Tag | A ScriptTag or ScriptGroup. | string | Y GetScriptTag() | |
GeneratorVanish 2008-12-10 Removes the Generator from the map. | ||||
Tag | A ScriptTag or ScriptGroup. | string | Y GetScriptTag() | |
ScriptGroup | ||||
ScriptGroupClear 2008-03-02 Removes all tags from the ScriptGroup. | ||||
Group | A ScriptGroup. | string | N | |
ScriptGroupTagAdd 2008-03-02 Adds the tag to the ScriptGroup. | ||||
Group | A ScriptGroup. | string | N | |
Tag | A ScriptTag or ScriptGroup. | string | Y GetScriptTag() | |
ScriptGroupTagRemove 2008-03-02 Removes the tag from the ScriptGroup. | ||||
Group | A ScriptGroup. | string | N | |
Tag | A ScriptTag or ScriptGroup. | string | Y GetScriptTag() | |
ScriptGroupSquadSpawnCounterReset 2008-03-09 Resets the ScriptGroup's SquadSpawnCounter value (set to 0). | ||||
Group | The name of the ScriptGroup for which a SquadSpawnCounter is registered. | string | N | |
ScriptGroupSquadDeathCounterReset 2008-03-09 Resets the ScriptGroup's SquadDeathCounter value (set to 0). | ||||
Group | The name of the ScriptGroup for which a SquadDeathCounter is registered. | string | N | |
!Functions | ||||
GetScriptTag 2007-08-21 Returns the ScriptTag of the entity currently executing this script. | ||||
GetScriptPath 2007-12-10 Returns the path to the current map's 'script' folder, for use in: dofile(GetScriptPath()..'myscript.lua') | ||||
_ARG0_ | to be analyzed | number | Y | |
GetNumPlayers 2007-08-21 Returns the number of Players that are starting the map. | ||||
GetCurrentWaveNumber 2008-03-02 Returns the current wave number in a SpawnWave 'sp_' script. | ||||
GetTotalWaveNumber 2008-03-02 Returns the total number of waves executing this SpawnWave 'sp_' script. | ||||
ArenaDummyRandom 2007-12-07 'Real' random for 1p Arena Map. MUST NOT BE USED FOR PRODUCTION!!! WILL CAUSE DESYNCH IN MULTIPLAYER!!! | ||||
_ARG0_ | to be analyzed | number | Y | |
_ARG1_ | to be analyzed | number | Y | |
GdsGetConfigBoolean 2007-12-07 Tries to read a Boolean value from config.xml. If value does not exist, value is added to config.xml and 'false' is returned. Key is Case-insensitive. | ||||
_ARG0_ | to be analyzed | ? | Y | |
GdsGetConfigInteger 2007-12-07 Tries to read an Integer value from config.xml. If value does not exist, value is added to config.xml and '0' is returned. Key is Case-insensitive. | ||||
_ARG0_ | to be analyzed | ? | Y | |
GdsGetConfigFloat 2007-12-07 Tries to read a Float value from config.xml. If value does not exist, value is added to config.xml and '0.0' is returned. Key is Case-insensitive. | ||||
_ARG0_ | to be analyzed | ? | Y | |
GdsGetConfigString 2007-12-07 Tries to read a String value from config.xml. If value does not exist, value is added to config.xml and empty string is returned. Key is Case-insensitive. | ||||
_ARG0_ | to be analyzed | ? | Y | |
GetDifficulty 2008-01-30 Returns the current difficulty (a number). | ||||
SetDifficulty 2008-06-19 Sets the game's difficulty (a number). | ||||
difficulty | to be analyzed | number | Y | |
SpawnWaveTemplate 2008-02-15 Creates templates of SpawnWaves for later Spawning. | ||||
SpawnWaveEmitter 2008-02-15 Defines a group of spawn waves that can be emitted at a certain location. | ||||
RegisterSquadSpawnCounter 2008-03-09 Counts all Squad spawns in this ScriptGroup. Must be used outside of any State! | ||||
Group | A ScriptGroup. | string | N | |
RegisterSquadDeathCounter 2008-03-09 Counts all Squad deaths in this ScriptGroup. Must be used outside of any State! | ||||
Group | A ScriptGroup. | string | N | |
UpgradeLevel0 2008-07-16 Changes the base (Upgrade2) ID of an entity to the corresponding UpgradeLevel ID. | ||||
_ARG0_ | to be analyzed | number | N | |
UpgradeLevel1 2008-07-16 Changes the base (Upgrade2) ID of an entity to the corresponding UpgradeLevel ID. | ||||
_ARG0_ | to be analyzed | number | N | |
UpgradeLevel2 2008-07-16 Changes the base (Upgrade2) ID of an entity to the corresponding UpgradeLevel ID. | ||||
_ARG0_ | to be analyzed | number | N | |
UpgradeLevel3 2008-07-16 Changes the base (Upgrade2) ID of an entity to the corresponding UpgradeLevel ID. | ||||
_ARG0_ | to be analyzed | number | N | |
Player | ||||
PlayerCardBuildingFakePlay 2011-12-05 Emulates the playing of a CardBuilding but without Power consumption and for any Player. | ||||
TargetTag | The ScriptTag of the 'target' entity. | string | N | |
Player | Prefix: pl_
The name of a Player. Must not be a ScriptGroup and not 'All'/'Any'/etc. |
string | N | |
CardBuildingIdParam | The DB ID of a CardBuilding | number | N | |
Direction | Direction in degrees (0-360°). 0 means 'south' (down), 90 means 'east' (right), etc. | number | Y -180 | |
PlayerCardBuildingFakePlayWithTag 2011-12-05 Emulates the playing of a CardBuilding but without Power consumption and for any Player. | ||||
Tag | A ScriptTag or ScriptGroup. | string | Y GetScriptTag() | |
TargetTag | The ScriptTag of the 'target' entity. | string | N | |
Player | Prefix: pl_
The name of a Player. Must not be a ScriptGroup and not 'All'/'Any'/etc. |
string | N | |
CardBuildingIdParam | The DB ID of a CardBuilding | number | N | |
Direction | Direction in degrees (0-360°). 0 means 'south' (down), 90 means 'east' (right), etc. | number | Y -180 | |
PlayerCardSpellFakePlay 2008-10-23 Emulates the playing of a CardSpell but without Power consumption and for any Player. | ||||
TargetTag | The ScriptTag of the 'target' entity. | string | N | |
AimTag | Where to aim at (direction). Can be empty if not needed. ScriptGroup not supported. | string | Y | |
Player | Prefix: pl_
The name of a Player. Must not be a ScriptGroup and not 'All'/'Any'/etc. |
string | N | |
CardSpellId | The DB ID of a CardSpell | number | N | |
PlayerCardSquadFakePlay 2007-10-03 Emulates the playing of a CardSquad but without Power consumption and for any Player. | ||||
TargetTag | The ScriptTag of the 'target' entity. | string | N | |
Player | Prefix: pl_
The name of a Player. Must not be a ScriptGroup and not 'All'/'Any'/etc. |
string | N | |
CardSquadId | The DB ID of a CardSquad | number | N | |
Direction | Direction in degrees (0-360°). 0 means 'south' (down), 90 means 'east' (right), etc. | number | Y -180 | |
DoSpell | Wether the CardSquad's Spell should be executed or not. | boolean | Y true | |
DoCheer | Wether the Squad's cheer animation should be played or not. | boolean | Y true | |
PlayerCardSquadFakePlayWithTag 2007-10-03 Emulates the playing of a CardSquad but without Power consumption and for any Player. | ||||
Tag | A ScriptTag or ScriptGroup. | string | Y GetScriptTag() | |
TargetTag | The ScriptTag of the 'target' entity. | string | N | |
Player | Prefix: pl_
The name of a Player. Must not be a ScriptGroup and not 'All'/'Any'/etc. |
string | N | |
CardSquadId | The DB ID of a CardSquad | number | N | |
Direction | Direction in degrees (0-360°). 0 means 'south' (down), 90 means 'east' (right), etc. | number | Y -180 | |
DoSpell | Wether the CardSquad's Spell should be executed or not. | boolean | Y true | |
DoCheer | Wether the Squad's cheer animation should be played or not. | boolean | Y true | |
PlayerGameOver 2007-10-02 GameOver man, GameOver! | ||||
Player | The name of a Player or a ScriptGroup of Players or 'All'/'Any'/etc. | string | Y ALL | |
TargetTag | The ScriptTag of the 'target' entity. | string | N | |
Message | An important Message from you to whom it may concern. | string | N | |
PlayerGameWon 2007-10-02 GameOver man, GameOver! | ||||
Player | The name of a Player or a ScriptGroup of Players or 'All'/'Any'/etc. | string | Y ALL | |
PlayerGameOverCheckEnabled 2008-08-25 Enables the GameOver check. | ||||
Player | The name of a Player or a ScriptGroup of Players or 'All'/'Any'/etc. | string | Y ALL | |
PlayerGameOverCheckDisabled 2008-08-25 Disables the GameOver check. | ||||
Player | The name of a Player or a ScriptGroup of Players or 'All'/'Any'/etc. | string | Y ALL | |
PlayerPowerGive 2007-09-11 Gives Power to or takes Power from a Player. | ||||
Player | The name of a Player or a ScriptGroup of Players or 'All'/'Any'/etc. | string | Y ALL | |
Amount | Just a simple value, meaning depends on context. | number | N | |
PlayerPowerTake 2007-09-11 Gives Power to or takes Power from a Player. | ||||
Player | The name of a Player or a ScriptGroup of Players or 'All'/'Any'/etc. | string | Y ALL | |
Amount | Just a simple value, meaning depends on context. | number | N | |
PlayerGeneratorActivate 2008-06-26 Builds a Generator so it generates energy for that Player. | ||||
Tag | A ScriptTag or ScriptGroup. | string | Y GetScriptTag() | |
Player | Prefix: pl_
The name of a Player. Must not be a ScriptGroup and not 'All'/'Any'/etc. |
string | N | |
PlayerMonumentActivate 2008-06-26 VerifiedBuilds an Orb on a Monument for that Player. * Does not activate orb, if it is already half-activated via setting the Player Kit parameter. | ||||
Tag | A ScriptTag or ScriptGroup. | string | Y GetScriptTag() | |
Player | Prefix: pl_
The name of a Player. Must not be a ScriptGroup and not 'All'/'Any'/etc. |
string | N | |
Power | Can be any of: PowerShadow, PowerNature, PowerFrost, PowerFire, PowerAll, ... | number | N | |
PlayerGeneratorDeactivate 2008-06-26 Crushes Generator so it stops producing Energy. | ||||
Tag | A ScriptTag or ScriptGroup. | string | Y GetScriptTag() | |
PlayerMonumentDeactivate 2008-06-26 Destroys the Orb of a Monument. | ||||
Tag | A ScriptTag or ScriptGroup. | string | Y GetScriptTag() | |
PlayerSquadCheer 2008-06-13 Squads in range play their Cheer Anim/FX! | ||||
Player | The name of a Player or a ScriptGroup of Players or 'All'/'Any'/etc. | string | Y ALL | |
TargetTag | The ScriptTag of the 'target' entity. | string | N | |
Range | The Radius around the TargetTag(s) that is considered to be 'in range'. | number | Y 10 | |
PlayerGeneratorRefresh 2021-08-01 (NEW) Refresh a Generator to its full power. | ||||
Tag | A ScriptTag or ScriptGroup. | string | Y GetScriptTag() | |
Player | The name of a Player or a ScriptGroup of Players or 'All'/'Any'/etc. | string | Y ALL | |
SetUiVisibility 2022-07-03 (NEW) Show or hide UI for a player. | ||||
Tag | A ScriptTag or ScriptGroup. | string | Y GetScriptTag() | |
Player | The name of a Player or a ScriptGroup of Players or 'All'/'Any'/etc. | string | Y ALL | |
InterfaceState | Show or hide UI. | boolean | Y true | |
PlayerVoidPowerGive 2022-08-02 (NEW) Gives Void Power to a Player. | ||||
Player | The name of a Player or a ScriptGroup of Players or 'All'/'Any'/etc. | string | Y ALL | |
Amount | Just a simple value, meaning depends on context. | number | N | |
PlayerVoidPowerTake 2022-08-02 (NEW) Takes Void Power from a Player. | ||||
Player | The name of a Player or a ScriptGroup of Players or 'All'/'Any'/etc. | string | Y ALL | |
Amount | Just a simple value, meaning depends on context. | number | N | |
Object | ||||
ObjectSpawn 2007-09-10 Spawns (creates) an entity on the map. | ||||
TargetTag | The ScriptTag of the 'target' entity. | string | N | |
ObjectId | The DB ID of an Object | number | N | |
Direction | Direction in degrees (0-360°). 0 means 'south' (down), 90 means 'east' (right), etc. | number | Y -180 | |
Height | Height in meters. Decimal places and negative values are ok, 0 == on the ground | number | Y 0 | |
Scaling | Scaling Factor, 1.0 is default scaling (100%). | number | Y 1 | |
ObjectSpawnWithTag 2007-09-10 Spawns (creates) an entity on the map. | ||||
Tag | A ScriptTag or ScriptGroup. | string | Y GetScriptTag() | |
TargetTag | The ScriptTag of the 'target' entity. | string | N | |
ObjectId | The DB ID of an Object | number | N | |
Direction | Direction in degrees (0-360°). 0 means 'south' (down), 90 means 'east' (right), etc. | number | Y -180 | |
Height | Height in meters. Decimal places and negative values are ok, 0 == on the ground | number | Y 0 | |
Scaling | Scaling Factor, 1.0 is default scaling (100%). | number | Y 1 | |
ObjectTypeChange 2007-09-10 Changes the type of an entity. | ||||
Tag | A ScriptTag or ScriptGroup. | string | Y GetScriptTag() | |
ObjectId | The DB ID of an Object | number | N | |
ObjectVanish 2007-08-22 Removes the Object from the map. | ||||
Tag | A ScriptTag or ScriptGroup. | string | Y GetScriptTag() | |
ObjectDestroy 2007-08-22 Destroys the Object, Object MUST be destructible! | ||||
Tag | A ScriptTag or ScriptGroup. | string | Y GetScriptTag() | |
ObjectAnimPlay 2007-10-09 Plays the animation once on the Object. | ||||
Tag | A ScriptTag or ScriptGroup. | string | Y GetScriptTag() | |
Anim | Name of the Animation (may include subfolders with forward slashes, eg: 'folder1/folder2/my-anim'). | string | N | |
ObjectAnimPlayLooped 2007-10-09 Plays the animation continuously on the Object. | ||||
Tag | A ScriptTag or ScriptGroup. | string | Y GetScriptTag() | |
Anim | Name of the Animation (may include subfolders with forward slashes, eg: 'folder1/folder2/my-anim'). | string | N | |
Entity | ||||
EntityAbilityAdd 2007-09-11 Adds or removes Abilities of an entity. | ||||
Tag | A ScriptTag or ScriptGroup. | string | Y GetScriptTag() | |
AbilityId | The DB ID of an Ability | number | N | |
ApplyToFigures | Add to/remove from the Squad's figures, not the Squad itself. | boolean | Y true | |
EntityAbilityRemove 2007-09-11 Adds or removes Abilities of an entity. | ||||
Tag | A ScriptTag or ScriptGroup. | string | Y GetScriptTag() | |
AbilityId | The DB ID of an Ability | number | N | |
ApplyToFigures | Add to/remove from the Squad's figures, not the Squad itself. | boolean | Y true | |
EntitySpellCast 2007-09-29 Lets the Entity(s) cast the given Spell on the TargetEntity. Target must be valid for the given Spell. *Careful! This has the same requirements as if you used the spell yourself. The Spell-Cast uses energy. If the Player has not enough energy, the spell will not run. You have to make sure, that the Player has enough energy, or use NPC unit spells, which have no power cost. It also can be blocked (eg. recast-time, ...) - you can check the blocked-part with EntitySpellCastIsBlocked. | ||||
Tag | A ScriptTag or ScriptGroup. | string | Y GetScriptTag() | |
TargetTag | The ScriptTag of the 'target' entity. | string | N | |
SpellId | The DB ID of a Spell | number | N | |
EntitySpellCastOnClosestSquad 2008-03-17 Lets the Entity(s) cast the given Spell on the closest Squad. Target must be valid for the given Spell. *Careful! This has the same requirements as if you used the spell yourself. The Spell-Cast uses energy. If the Player has not enough energy, the spell will not run. You have to make sure, that the Player has enough energy, or use NPC unit spells, which have no power cost. It also can be blocked (eg. recast-time, ...) - you can check the blocked-part with EntitySpellCastIsBlocked. | ||||
Tag | A ScriptTag or ScriptGroup. | string | Y GetScriptTag() | |
SpellId | The DB ID of a Spell | number | N | |
EntitySpellCastOnClosestBuilding 2008-03-20 Lets the Entity(s) cast the given Spell on the closest Building. Target must be valid for the given Spell. *Careful! This has the same requirements as if you used the spell yourself. The Spell-Cast uses energy. If the Player has not enough energy, the spell will not run. You have to make sure, that the Player has enough energy, or use NPC unit spells, which have no power cost. It also can be blocked (eg. recast-time, ...) - you can check the blocked-part with EntitySpellCastIsBlocked. | ||||
Tag | A ScriptTag or ScriptGroup. | string | Y GetScriptTag() | |
SpellId | The DB ID of a Spell | number | N | |
EntitySpellCastOnClosestGenerator 2008-06-25 Lets the Entity(s) cast the given Spell on the closest Power Generator. Target must be valid for the given Spell. *Careful! This has the same requirements as if you used the spell yourself. The Spell-Cast uses energy. If the Player has not enough energy, the spell will not run. You have to make sure, that the Player has enough energy, or use NPC unit spells, which have no power cost. It also can be blocked (eg. recast-time, ...) - you can check the blocked-part with EntitySpellCastIsBlocked. | ||||
Tag | A ScriptTag or ScriptGroup. | string | Y GetScriptTag() | |
SpellId | The DB ID of a Spell | number | N | |
IgnoreEmpty | Wether empty (no more energy left) Generators will be ignored. | boolean | Y false | |
EntitySpellCastOnClosestTarget 2008-04-23 Lets the Entity(s) cast the given Spell on the closest attackable Target. Target must be valid for the given Spell. *Careful! This has the same requirements as if you used the spell yourself. The Spell-Cast uses energy. If the Player has not enough energy, the spell will not run. You have to make sure, that the Player has enough energy, or use NPC unit spells, which have no power cost. It also can be blocked (eg. recast-time, ...) - you can check the blocked-part with EntitySpellCastIsBlocked. | ||||
Tag | A ScriptTag or ScriptGroup. | string | Y GetScriptTag() | |
SpellId | The DB ID of a Spell | number | N | |
EntityPlayerSet 2007-09-04 Sets the Player (Owner) the entity belongs to, changing who can select & control the entity. | ||||
Tag | A ScriptTag or ScriptGroup. | string | Y GetScriptTag() | |
Player | Prefix: pl_
The name of a Player. Must not be a ScriptGroup and not 'All'/'Any'/etc. |
string | N | |
EntityTeamSet 2007-09-03 Sets the Team the entity belongs to, possibly changing it's friend-foe relationships. | ||||
Tag | A ScriptTag or ScriptGroup. | string | Y GetScriptTag() | |
Team | Prefix: tm_
The name of a Team from the map's TeamSetup. |
string | N | |
EntityDirectionSet 2007-10-03 Changes Direction of an Entity. | ||||
Tag | A ScriptTag or ScriptGroup. | string | Y GetScriptTag() | |
Direction | Direction in degrees (0-360°). 0 means 'south' (down), 90 means 'east' (right), etc. | number | Y -180 | |
Variation | Direction in degrees (0-360°). 0 means 'south' (down), 90 means 'east' (right), etc. | number | Y -180 | |
EntityDirectionSetRelative 2007-10-03 Changes Direction of an Entity. | ||||
Tag | A ScriptTag or ScriptGroup. | string | Y GetScriptTag() | |
Direction | Direction in degrees (0-360°). 0 means 'south' (down), 90 means 'east' (right), etc. | number | Y -180 | |
Variation | Direction in degrees (0-360°). 0 means 'south' (down), 90 means 'east' (right), etc. | number | Y -180 | |
EntityDirectionLookAtTarget 2007-10-03 Changes Direction of an Entity. | ||||
Tag | A ScriptTag or ScriptGroup. | string | Y GetScriptTag() | |
TargetTag | The ScriptTag of the 'target' entity. | string | N | |
Variation | Direction in degrees (0-360°). 0 means 'south' (down), 90 means 'east' (right), etc. | number | Y -180 | |
EntityHealthSet 2007-09-06 Modifies the health (lifepoints) of the entity in percentage of its max. health. | ||||
Tag | A ScriptTag or ScriptGroup. | string | Y GetScriptTag() | |
Percent | A percentage from 0-100 (do not write the % sign). | number | N | |
EntityHealthAdd 2007-09-06 Modifies the health (lifepoints) of the entity in percentage of its max. health. | ||||
Tag | A ScriptTag or ScriptGroup. | string | Y GetScriptTag() | |
Percent | A percentage from 0-100 (do not write the % sign). | number | N | |
EntityHealthSubtract 2007-09-06 Modifies the health (lifepoints) of the entity in percentage of its max. health. | ||||
Tag | A ScriptTag or ScriptGroup. | string | Y GetScriptTag() | |
Percent | A percentage from 0-100 (do not write the % sign). | number | N | |
DoDamage | Does damage instead of setting health. | boolean | Y true | |
EntitySetMaxHealthAbsolute 2011-12-06 Set the max health (lifepoints) of the entity in absolute number | ||||
TargetTag | The ScriptTag of the 'target' entity. | string | N | |
MaxHealthAbsolute | A number > than 0. The amount of max health in absolute number. | number | N | |
EntityVanish 2008-03-19 Removes the Entity from the map. Works with all supported entity types. | ||||
Tag | A ScriptTag or ScriptGroup. | string | Y GetScriptTag() | |
EntityKill 2008-03-19 Kills or destroys the Entity, entity MUST be destructible! Works with all supported entity types. | ||||
Tag | A ScriptTag or ScriptGroup. | string | Y GetScriptTag() | |
EntityKillInRange 2008-09-08 Kills all entities in range. Should not be used! Basis for filtered Actions. | ||||
TargetTag | The ScriptTag of the 'target' entity. | string | N | |
Range | The Radius around the TargetTag(s) that is considered to be 'in range'. | number | Y 10 | |
EntitySpellAdd 2007-10-04 Adds the Spell to the Entity unless it already exists. | ||||
Tag | A ScriptTag or ScriptGroup. | string | Y GetScriptTag() | |
SpellId | The DB ID of a Spell (for upgraded spells use "SpellId = UpgradeLevel1-3{id}") | number | N | |
EntitySpellRemove 2009-03-17 Removes the Spell from the Entity if it exists (otherwise command is ignored). | ||||
Tag | A ScriptTag or ScriptGroup. | string | Y GetScriptTag() | |
SpellId | The DB ID of a Spell | number | N | |
EntityTeleport 2007-10-04 Instantly teleports entity(s) to TargetTag location, no questions asked. | ||||
Tag | A ScriptTag or ScriptGroup. | string | Y GetScriptTag() | |
TargetTag | The ScriptTag of the 'target' entity. | string | N | |
EntityNameTagShow 2022-11-17 (NEW) Displays the target entity's name tag. Only updates when out of view. | ||||
TargetTag | The ScriptTag of the 'target' entity. | string | N | |
EntityNameTagHide 2022-11-17 (NEW) Hides the target entity's name tag. Only updates when out of view. | ||||
TargetTag | The ScriptTag of the 'target' entity. | string | N | |
EntityCustomNameTagSet 2022-11-18 (NEW) Sets and displays a custom name tag for the target entity. An empty sName will hide the custom name tag. Only updates when out of view. | ||||
TargetTag | The ScriptTag of the 'target' entity. | string | N | |
CustomNameTag | A custom name tag. | string | N | |
Variable | ||||
NetworkFlagSetTrue 2008-09-01 Changes the flag accordingly. | ||||
Name | Prefix: nf_
The name of the network variable. |
string | N | |
NetworkFlagSetFalse 2008-09-01 Changes the flag accordingly. | ||||
Name | Prefix: nf_
The name of the network variable. |
string | N | |
NetworkFlagToggle 2008-09-01 Toggles the flag, eg if it is true it will be set to false and vice versa. | ||||
Name | Prefix: nf_
The name of the network variable. |
string | N | |
NetworkValueSet 2008-09-01 Changes the value accordingly. | ||||
Name | Prefix: nv_
The name of the network variable. Value is limited to 0-255 range! |
string | N | |
Value | Just a simple value, meaning depends on context. | number | N | |
NetworkValueAdd 2008-09-01 Changes the value accordingly. | ||||
Name | Prefix: nv_
The name of the network variable. Value is limited to 0-255 range! |
string | N | |
Value | Just a simple value, meaning depends on context. | number | N | |
NetworkValueSubtract 2008-09-01 Changes the value accordingly. | ||||
Name | Prefix: nv_
The name of the network variable. Value is limited to 0-255 range! |
string | N | |
Value | Just a simple value, meaning depends on context. | number | N | |
NetworkValueIncrease 2008-09-01 Increases the value by one, shorthand for Add with Value 1. | ||||
Name | Prefix: nv_
The name of the network variable. Value is limited to 0-255 range! |
string | N | |
NetworkValueDecrease 2008-09-01 Decreases the value by one, shorthand for Subtract with Value 1. | ||||
Name | Prefix: nv_
The name of the network variable. Value is limited to 0-255 range! |
string | N | |
PlayerFlagSetTrue 2007-08-14 Changes the flag accordingly. | ||||
Player | The name of a Player or a ScriptGroup of Players or 'All'/'Any'/etc. | string | Y ALL | |
Name | Prefix: pf_
The name of the player variable. |
string | N | |
PlayerFlagSetFalse 2007-08-14 Changes the flag accordingly. | ||||
Player | The name of a Player or a ScriptGroup of Players or 'All'/'Any'/etc. | string | Y ALL | |
Name | Prefix: pf_
The name of the player variable. |
string | N | |
PlayerFlagToggle 2007-08-14 Toggles the flag, eg if it is true it will be set to false and vice versa. | ||||
Player | The name of a Player or a ScriptGroup of Players or 'All'/'Any'/etc. | string | Y ALL | |
Name | Prefix: pf_
The name of the player variable. |
string | N | |
PlayerValueSet 2007-08-14 Changes the value accordingly. | ||||
Player | The name of a Player or a ScriptGroup of Players or 'All'/'Any'/etc. | string | Y ALL | |
Name | Prefix: pv_
The name of the player variable. |
string | N | |
Value | Just a simple value, meaning depends on context. | number | N | |
PlayerValueAdd 2007-08-14 Changes the value accordingly. | ||||
Player | The name of a Player or a ScriptGroup of Players or 'All'/'Any'/etc. | string | Y ALL | |
Name | Prefix: pv_
The name of the player variable. |
string | N | |
Value | Just a simple value, meaning depends on context. | number | N | |
PlayerValueSubtract 2007-08-14 Changes the value accordingly. | ||||
Player | The name of a Player or a ScriptGroup of Players or 'All'/'Any'/etc. | string | Y ALL | |
Name | Prefix: pv_
The name of the player variable. |
string | N | |
Value | Just a simple value, meaning depends on context. | number | N | |
PlayerValueIncrease 2007-08-14 Increases the value by one, shorthand for Add with Value 1. | ||||
Player | The name of a Player or a ScriptGroup of Players or 'All'/'Any'/etc. | string | Y ALL | |
Name | Prefix: pv_
The name of the player variable. |
string | N | |
PlayerValueDecrease 2007-08-14 Decreases the value by one, shorthand for Subtract with Value 1. | ||||
Player | The name of a Player or a ScriptGroup of Players or 'All'/'Any'/etc. | string | Y ALL | |
Name | Prefix: pv_
The name of the player variable. |
string | N | |
PlayerValueRandomize 2007-08-14 Changes the value accordingly. | ||||
Player | The name of a Player or a ScriptGroup of Players or 'All'/'Any'/etc. | string | Y ALL | |
Name | Prefix: pv_
The name of the player variable. |
string | N | |
MaxValue | The upper limit value the Randomize command will generate. | number | N | |
PlayerTimerStart 2007-08-14 Starts/Stops a Timer. | ||||
Player | The name of a Player or a ScriptGroup of Players or 'All'/'Any'/etc. | string | Y ALL | |
Name | Prefix: pt_
The name of the player timer. |
string | N | |
PlayerTimerStop 2007-08-14 Starts/Stops a Timer. | ||||
Player | The name of a Player or a ScriptGroup of Players or 'All'/'Any'/etc. | string | Y ALL | |
Name | Prefix: pt_
The name of the player timer. |
string | N | |
MapFlagSetTrue 2007-08-14 Changes the flag accordingly. | ||||
Name | Prefix: mf_
The name of the map variable. |
string | N | |
MapFlagSetFalse 2007-08-14 Changes the flag accordingly. | ||||
Name | Prefix: mf_
The name of the map variable. |
string | N | |
MapFlagToggle 2007-08-14 Toggles the flag, eg if it is true it will be set to false and vice versa. | ||||
Name | Prefix: mf_
The name of the map variable. |
string | N | |
EntityFlagSetTrue 2007-08-14 Changes the flag accordingly. | ||||
Name | Prefix: ef_
The name of the entity variable. |
string | N | |
EntityFlagSetFalse 2007-08-14 Changes the flag accordingly. | ||||
Name | Prefix: ef_
The name of the entity variable. |
string | N | |
EntityFlagToggle 2007-08-14 Toggles the flag, eg if it is true it will be set to false and vice versa. | ||||
Name | Prefix: ef_
The name of the entity variable. |
string | N | |
MapValueSet 2007-08-14 Changes the value accordingly. | ||||
Name | Prefix: mv_
The name of the map variable. |
string | N | |
Value | Just a simple value, meaning depends on context. | number | N | |
MapValueAdd 2007-08-14 Changes the value accordingly. | ||||
Name | Prefix: mv_
The name of the map variable. |
string | N | |
Value | Just a simple value, meaning depends on context. | number | N | |
MapValueSubtract 2007-08-14 Changes the value accordingly. | ||||
Name | Prefix: mv_
The name of the map variable. |
string | N | |
Value | Just a simple value, meaning depends on context. | number | N | |
MapValueIncrease 2007-08-14 Increases the value by one, shorthand for Add with Value 1. | ||||
Name | Prefix: mv_
The name of the map variable. |
string | N | |
MapValueDecrease 2007-08-14 Decreases the value by one, shorthand for Subtract with Value 1. | ||||
Name | Prefix: mv_
The name of the map variable. |
string | N | |
MapValueRandomize 2007-08-14 Changes the value accordingly. | ||||
Name | Prefix: mv_
The name of the map variable. |
string | N | |
MaxValue | The upper limit value the Randomize command will generate. | number | N | |
EntityValueSet 2007-08-14 Changes the value accordingly. | ||||
Name | Prefix: ev_
The name of the entity variable. |
string | N | |
Value | Just a simple value, meaning depends on context. | number | N | |
EntityValueAdd 2007-08-14 Changes the value accordingly. | ||||
Name | Prefix: ev_
The name of the entity variable. |
string | N | |
Value | Just a simple value, meaning depends on context. | number | N | |
EntityValueSubtract 2007-08-14 Changes the value accordingly. | ||||
Name | Prefix: ev_
The name of the entity variable. |
string | N | |
Value | Just a simple value, meaning depends on context. | number | N | |
EntityValueIncrease 2007-08-14 Increases the value by one, shorthand for Add with Value 1. | ||||
Name | Prefix: ev_
The name of the entity variable. |
string | N | |
EntityValueDecrease 2007-08-14 Decreases the value by one, shorthand for Subtract with Value 1. | ||||
Name | Prefix: ev_
The name of the entity variable. |
string | N | |
EntityValueRandomize 2007-08-14 Changes the value accordingly. | ||||
Name | Prefix: ev_
The name of the entity variable. |
string | N | |
MaxValue | The upper limit value the Randomize command will generate. | number | N | |
MapTimerStart 2007-08-14 VerifiedStarts a Timer. Also re-starts a timer from 0 | ||||
Name | Prefix: mt_
The name of the map timer. |
string | N | |
MapTimerStop 2007-08-14 Stops a Timer. | ||||
Name | Prefix: mt_
The name of the map timer. |
string | N | |
EntityTimerStart 2007-08-14 Starts/Stops a Timer. | ||||
Name | Prefix: et_
The name of the entity timer. |
string | N | |
EntityTimerStop 2007-08-14 Starts/Stops a Timer. | ||||
Name | Prefix: et_
The name of the entity timer. |
string | N | |
MapValueSetToVarValue 2008-03-01 Changes the value accordingly. | ||||
Name | Prefix: mv_
The name of the map variable. |
string | N | |
VarName | Prefix: mv_
The name of the map variable to use in the computation. |
string | N | |
MapValueAddVarValue 2008-03-01 Changes the value accordingly. | ||||
Name | Prefix: mv_
The name of the map variable. |
string | N | |
VarName | Prefix: mv_
The name of the map variable to use in the computation. |
string | N | |
MapValueSubtractVarValue 2008-03-01 Changes the value accordingly. | ||||
Name | Prefix: mv_
The name of the map variable. |
string | N | |
VarName | Prefix: mv_
The name of the map variable to use in the computation. |
string | N | |
MapValueMultiplyByVarValue 2008-03-01 Changes the value accordingly. | ||||
Name | Prefix: mv_
The name of the map variable. |
string | N | |
VarName | Prefix: mv_
The name of the map variable to use in the computation. |
string | N | |
MapValueDivideByVarValue 2008-03-01 Changes the value accordingly. | ||||
Name | Prefix: mv_
The name of the map variable. |
string | N | |
VarName | Prefix: mv_
The name of the map variable to use in the computation. |
string | N | |
EntityValueSetToVarValue 2008-03-01 Changes the value accordingly. | ||||
Name | Prefix: ev_
The name of the entity variable. |
string | N | |
VarName | Prefix: ev_
The name of the entity variable to use in the computation. |
string | N | |
EntityValueAddVarValue 2008-03-01 Changes the value accordingly. | ||||
Name | Prefix: ev_
The name of the entity variable. |
string | N | |
VarName | Prefix: ev_
The name of the entity variable to use in the computation. |
string | N | |
EntityValueSubtractVarValue 2008-03-01 Changes the value accordingly. | ||||
Name | Prefix: ev_
The name of the entity variable. |
string | N | |
VarName | Prefix: ev_
The name of the entity variable to use in the computation. |
string | N | |
EntityValueMultiplyByVarValue 2008-03-01 Changes the value accordingly. | ||||
Name | Prefix: ev_
The name of the entity variable. |
string | N | |
VarName | Prefix: ev_
The name of the entity variable to use in the computation. |
string | N | |
EntityValueDivideByVarValue 2008-03-01 Changes the value accordingly. | ||||
Name | Prefix: ev_
The name of the entity variable. |
string | N | |
VarName | Prefix: ev_
The name of the entity variable to use in the computation. |
string | N | |
Barrier | ||||
BarrierBuildOrRepair 2008-04-19 Builds the specified BarrierSet and gives it to the Player, or repairs it if the Player owns that BarrierSet. | ||||
Tag | A ScriptTag or ScriptGroup. | string | Y GetScriptTag() | |
Player | Prefix: pl_
The name of a Player. Must not be a ScriptGroup and not 'All'/'Any'/etc. |
string | N | |
BarrierGateToggle 2008-01-22 Opens or closes all Gates of the BarrierSet, depending on their current state. | ||||
Tag | A ScriptTag or ScriptGroup. | string | Y GetScriptTag() | |
BarrierGateOpen 2008-01-22 Opens all Gates of the BarrierSet. | ||||
Tag | A ScriptTag or ScriptGroup. | string | Y GetScriptTag() | |
BarrierGateClose 2008-01-22 Closes all Gates of the BarrierSet. | ||||
Tag | A ScriptTag or ScriptGroup. | string | Y GetScriptTag() | |
BarrierVanish 2007-10-05 Removes the Barrier from the map. | ||||
Tag | A ScriptTag or ScriptGroup. | string | Y GetScriptTag() | |
BarrierDestroy 2007-10-05 Destroys the Barrier. | ||||
Tag | A ScriptTag or ScriptGroup. | string | Y GetScriptTag() | |
Mission | ||||
MissionEventInfo 2007-09-26 Puts a message into the EventQueue. | ||||
Player | The name of a Player or a ScriptGroup of Players or 'All'/'Any'/etc. | string | Y ALL | |
TargetTag | The ScriptTag of the 'target' entity. | string | N | |
Summary | A short summary for the MissionGoal or EventQueue message. | string | N | |
Description | The detailed text for the MissionGoal or EventQueue message. | string | Y <no description> | |
MissionEventWarning 2007-09-26 Puts a message into the EventQueue. | ||||
Player | The name of a Player or a ScriptGroup of Players or 'All'/'Any'/etc. | string | Y ALL | |
TargetTag | The ScriptTag of the 'target' entity. | string | N | |
Summary | A short summary for the MissionGoal or EventQueue message. | string | N | |
Description | The detailed text for the MissionGoal or EventQueue message. | string | Y <no description> | |
MissionEventSuccess 2007-09-26 Puts a message into the EventQueue. | ||||
Player | The name of a Player or a ScriptGroup of Players or 'All'/'Any'/etc. | string | Y ALL | |
TargetTag | The ScriptTag of the 'target' entity. | string | N | |
Summary | A short summary for the MissionGoal or EventQueue message. | string | N | |
Description | The detailed text for the MissionGoal or EventQueue message. | string | Y <no description> | |
MissionEventFailure 2007-09-26 Puts a message into the EventQueue. | ||||
Player | The name of a Player or a ScriptGroup of Players or 'All'/'Any'/etc. | string | Y ALL | |
TargetTag | The ScriptTag of the 'target' entity. | string | N | |
Summary | A short summary for the MissionGoal or EventQueue message. | string | N | |
Description | The detailed text for the MissionGoal or EventQueue message. | string | Y <no description> | |
MiniMapAlert 2007-09-19 Show an Alert on MiniMap at the specified TargetTag location. | ||||
TargetTag | The ScriptTag of the 'target' entity. | string | N | |
AlertType | The type of a MiniMap Alert (determines gfx & color). | number | N | |
MissionOutcry 2007-10-23 VerifiedDisplays a (voiced) text outside a Cutscene. Several Outcries can be queued as a conversation. *Careful! If you want to use this as Debug-Information, use a DurationSeconds of 0, otherwise you won't see new messages for 5 seconds | ||||
Player | The name of a Player or a ScriptGroup of Players or 'All'/'Any'/etc. | string | Y ALL | |
Tag | A ScriptTag or ScriptGroup. *What does that do? | string | Y GetScriptTag() | |
TextTag | The Tag of a Text (+Voice) from database. If the Tag does not exist in the database, the outcry will only be shown as Text, without any sound: [Outcry]: [TextTag] Text. If you dont want the [TextTag] (including Brackets) visible, leave TextTag empty (TextTag = "") |
string | N | |
Text | The text to show if the TextTag text does not exist. (In the database) | string | N | |
DurationSeconds | Duration for the outcry in integer seconds, default is 5. | number | Y 5 | |
PortraitFileName | File name number of the portrait. | string | Y | |
Log 2020-08-23 (NEW) As opposed to MissionOutcry, which relies on the chat, Log directly logs to the log files in Documents/BattleForge/Diag. | ||||
Player | The name of a Player or a ScriptGroup of Players or 'All'/'Any'/etc. | string | Y ALL | |
Tag | A ScriptTag or ScriptGroup. | string | Y GetScriptTag() | |
TextTag | The Tag of a Text from database. | string | N | |
Text | The text to show if the TextTag text does not exist. | string | N | |
DurationSeconds | Duration for the outcry in integer seconds, default is 5. | number | Y 5 | |
PortraitFileName | File name number of the portrait. | string | Y | |
MissionTaskSetActive 2007-09-26 Adds, removes or modifies a Mission Task. | ||||
Player | The name of a Player or a ScriptGroup of Players or 'All'/'Any'/etc. | string | Y ALL | |
TaskTag | The 'tag' of the MissionTask to be modified. | string | N | |
TargetTag | The ScriptTag of the 'target' entity. | string | N | |
Summary | A short summary for the MissionGoal or EventQueue message. | string | N | |
Description | The detailed text for the MissionGoal or EventQueue message. | string | Y <no description> | |
MissionTaskSetSolved 2007-09-26 Adds, removes or modifies a Mission Task. | ||||
Player | The name of a Player or a ScriptGroup of Players or 'All'/'Any'/etc. | string | Y ALL | |
TaskTag | The 'tag' of the MissionTask to be modified. | string | N | |
TargetTag | The ScriptTag of the 'target' entity. | string | N | |
Summary | A short summary for the MissionGoal or EventQueue message. | string | N | |
Description | The detailed text for the MissionGoal or EventQueue message. | string | Y <no description> | |
MissionTaskSetFailed 2007-09-26 Adds, removes or modifies a Mission Task. | ||||
Player | The name of a Player or a ScriptGroup of Players or 'All'/'Any'/etc. | string | Y ALL | |
TaskTag | The 'tag' of the MissionTask to be modified. | string | N | |
TargetTag | The ScriptTag of the 'target' entity. | string | N | |
Summary | A short summary for the MissionGoal or EventQueue message. | string | N | |
Description | The detailed text for the MissionGoal or EventQueue message. | string | Y <no description> | |
MissionTaskRemove 2007-09-26 Adds, removes or modifies a Mission Task. | ||||
Player | The name of a Player or a ScriptGroup of Players or 'All'/'Any'/etc. | string | Y ALL | |
TaskTag | The 'tag' of the MissionTask to be modified. | string | N | |
MissionTaskOnlyTransferXP 2009-02-12 Adds, removes or modifies a Mission Task. | ||||
TaskTag | The 'tag' of the MissionTask to be modified. | string | N | |
MissionCounterShow 2008-03-07 Shows a Mission Counter onscreen (eg 'Bosses Killed: 0/3'). | ||||
Player | The name of a Player or a ScriptGroup of Players or 'All'/'Any'/etc. | string | Y ALL | |
CounterTag | A unique Tag for the Mission Counter. | string | N | |
LocaTag | A LocaTag from database, if LocaTag does not exist it's simply the Text displayed. | string | N | |
MaxValue | The upper limit for the Mission Counter. | number | N | |
MissionCounterHide 2008-03-07 Hides the Mission Counter from display (the counter's value itself can still be queried/modified). | ||||
Player | The name of a Player or a ScriptGroup of Players or 'All'/'Any'/etc. | string | Y ALL | |
CounterTag | A unique Tag for the Mission Counter. | string | N | |
MissionTimerStart 2008-03-07 Adds a Mission Timer displayed onscreen. | ||||
Player | The name of a Player or a ScriptGroup of Players or 'All'/'Any'/etc. | string | Y ALL | |
TimerTag | A unique Tag for the Mission Timer. | string | N | |
LocaTag | A LocaTag from database, if LocaTag does not exist it's simply the Text displayed. | string | N | |
Seconds | Number, in Seconds. Fractions are also allowed, in 0.1 increments. | number | Y 0 | |
Minutes | Number, in Minutes. Fractions are also allowed. | number | Y 0 | |
MissionTimerChange 2008-05-30 Changes the text of an existing Mission Timer without changing the timer. | ||||
Player | The name of a Player or a ScriptGroup of Players or 'All'/'Any'/etc. | string | Y ALL | |
TimerTag | A unique Tag for the Mission Timer. | string | N | |
TimerTagOld | The TimerTag of the existing timer whose text should be changed. | string | N | |
LocaTag | A LocaTag from database, if LocaTag does not exist it's simply the Text displayed. | string | N | |
MissionTimerStop 2008-03-07 Removes the Mission Timer from onscreen display and stops it. | ||||
Player | The name of a Player or a ScriptGroup of Players or 'All'/'Any'/etc. | string | Y ALL | |
TimerTag | A unique Tag for the Mission Timer. | string | N | |
MissionTimerPause 2008-03-07 Pauses the Mission Timer if not already paused. NOT YET IMPLEMENTED - please ask if needed! | ||||
Player | The name of a Player or a ScriptGroup of Players or 'All'/'Any'/etc. | string | Y ALL | |
TimerTag | A unique Tag for the Mission Timer. | string | N | |
MissionTimerResume 2008-03-07 Resumes a Mission Timer if it is currently paused. NOT YET IMPLEMENTED - please ask if needed! | ||||
Player | The name of a Player or a ScriptGroup of Players or 'All'/'Any'/etc. | string | Y ALL | |
TimerTag | A unique Tag for the Mission Timer. | string | N | |
MissionCounterSet 2008-03-07 Changes the value accordingly. | ||||
Player | The name of a Player or a ScriptGroup of Players or 'All'/'Any'/etc. | string | Y ALL | |
CounterTag | The name of the Mission Counter. | string | N | |
Value | Just a simple value, meaning depends on context. | number | N | |
MissionCounterIncrease 2008-03-07 Increases the value by one, shorthand for Add with Value 1. | ||||
Player | The name of a Player or a ScriptGroup of Players or 'All'/'Any'/etc. | string | Y ALL | |
CounterTag | The name of the Mission Counter. | string | N | |
MissionCounterDecrease 2008-03-07 Decreases the value by one, shorthand for Subtract with Value 1. | ||||
Player | The name of a Player or a ScriptGroup of Players or 'All'/'Any'/etc. | string | Y ALL | |
CounterTag | The name of the Mission Counter. | string | N | |
MissionCounterSetToHealthPercent 2008-05-06 Sets the Mission Counter to the entity's health percent. | ||||
Player | The name of a Player or a ScriptGroup of Players or 'All'/'Any'/etc. | string | Y ALL | |
Tag | A ScriptTag or ScriptGroup. | string | Y GetScriptTag() | |
CounterTag | The name of the Mission Counter. | string | N | |
MiniMapAlertPerPlayer 2023-01-24 (NEW) Show an Alert on MiniMap at the specified TargetTag location for the specified Player. | ||||
TargetTag | The ScriptTag of the 'target' entity. | string | N | |
Player | The name of a Player or a ScriptGroup of Players or 'All'/'Any'/etc. | string | Y ALL | |
AlertType | The type of a MiniMap Alert (determines gfx & color). | number | N | |
MissionTimerSet 2024-03-10 (NEW) Changes the value accordingly. | ||||
Player | The name of a Player or a ScriptGroup of Players or 'All'/'Any'/etc. | string | Y ALL | |
TimerTag | A unique Tag for the Mission Timer. | string | N | |
Seconds | Number, in Seconds. Fractions are also allowed, in 0.1 increments. | number | Y 0 | |
MissionTimerAdd 2024-03-10 (NEW) Increases the value by set amount. | ||||
Player | The name of a Player or a ScriptGroup of Players or 'All'/'Any'/etc. | string | Y ALL | |
TimerTag | A unique Tag for the Mission Timer. | string | N | |
Seconds | Number, in Seconds. Fractions are also allowed, in 0.1 increments. | number | Y 0 | |
MissionTimerSubtract 2024-03-10 (NEW) Decreases the value by set amount. | ||||
Player | The name of a Player or a ScriptGroup of Players or 'All'/'Any'/etc. | string | Y ALL | |
TimerTag | A unique Tag for the Mission Timer. | string | N | |
Seconds | Number, in Seconds. Fractions are also allowed, in 0.1 increments. | number | Y 0 | |
MissionTimerMultiply 2024-03-10 (NEW) Multiplies the value by set amount. | ||||
Player | The name of a Player or a ScriptGroup of Players or 'All'/'Any'/etc. | string | Y ALL | |
TimerTag | A unique Tag for the Mission Timer. | string | N | |
Value | Just a simple value, meaning depends on context. | number | N | |
MissionTimerDivide 2024-03-10 (NEW) Divides the value by set amount. | ||||
Player | The name of a Player or a ScriptGroup of Players or 'All'/'Any'/etc. | string | Y ALL | |
TimerTag | A unique Tag for the Mission Timer. | string | N | |
Value | Just a simple value, meaning depends on context. | number | N | |
MissionCounterAdd 2024-03-10 (NEW) Increases the value by set amount. | ||||
Player | The name of a Player or a ScriptGroup of Players or 'All'/'Any'/etc. | string | Y ALL | |
CounterTag | The name of the Mission Counter. | string | N | |
Value | Just a simple value, meaning depends on context. | number | N | |
MissionCounterSubtract 2024-03-10 (NEW) Decreases the value by set amount. | ||||
Player | The name of a Player or a ScriptGroup of Players or 'All'/'Any'/etc. | string | Y ALL | |
CounterTag | The name of the Mission Counter. | string | N | |
Value | Just a simple value, meaning depends on context. | number | N | |
MissionCounterMultiply 2024-03-10 (NEW) Multiplies the value by set amount. | ||||
Player | The name of a Player or a ScriptGroup of Players or 'All'/'Any'/etc. | string | Y ALL | |
CounterTag | The name of the Mission Counter. | string | N | |
Value | Just a simple value, meaning depends on context. | number | N | |
MissionCounterDivide 2024-03-10 (NEW) Divides the value by set amount. | ||||
Player | The name of a Player or a ScriptGroup of Players or 'All'/'Any'/etc. | string | Y ALL | |
CounterTag | The name of the Mission Counter. | string | N | |
Value | Just a simple value, meaning depends on context. | number | N | |
MissionCounterCopy 2024-03-14 (NEW) Copies from a mission counter to another mission counter | ||||
Player | The name of a Player or a ScriptGroup of Players or 'All'/'Any'/etc. | string | Y ALL | |
FromCounterTag | The name of the Mission Counter. | string | N | |
ToCounterTag | The name of the Mission Counter. | string | N
|
Conditions[]
Parameter | Parameter Explanation | Type | Optional | |
---|---|---|---|---|
Tutorial | ||||
TutorialEntityPvETypeIsSelected 2008-09-25 TutorialEntityPvETypeIsNotSelected Checks if any entity with the specified PvE Type is in the current selection. | ||||
PvEType | The name of a PvE Type. | string | N | |
TutorialEntityIsSelected 2008-10-07 TutorialEntityIsNotSelected Checks if any entity with the specified ScriptTag is in the current selection. | ||||
Tag | A ScriptTag or ScriptGroup. | string | Y GetScriptTag() | |
AudioVisual | ||||
AudioAmbientIsPlaying 2007-10-05 AudioAmbientIsNotPlaying Checks if the respective audio file is currently playing. | ||||
Ambient | file relative to 'bf1/sound/streams/', no extension! | string | N | |
AudioMusicIsPlaying 2007-10-05 AudioMusicIsNotPlaying Checks if the respective audio file is currently playing. | ||||
Music | file relative to 'bf1/sound/streams/', no extension! | string | N | |
AudioSoundFXIsPlaying 2007-10-05 AudioSoundFXIsNotPlaying Checks if the respective audio file is currently playing. | ||||
Sound | file relative to 'bf1/sound/ram/', no extension! | string | N | |
AudioSoundUIIsPlaying 2007-10-05 AudioSoundUIIsNotPlaying Checks if the respective audio file is currently playing. | ||||
Sound | file relative to 'bf1/sound/ram/', no extension! | string | N | |
AudioVoiceIsPlaying 2007-10-05 AudioVoiceIsNotPlaying Checks if the respective audio file is currently playing. | ||||
Sound | file relative to 'bf1/sound/ram/', no extension! | string | N | |
Building | ||||
BuildingWasJustHit 2008-05-20 BuildingWasNotJustHit Checks if the Building has just been hit by an attack or any other form of damage. | ||||
For | Determines when the condition is satisfied if multiple entities are used. | string | Y ALL | |
Tag | A ScriptTag or ScriptGroup. | string | Y GetScriptTag() | |
BuildingIsAlive 2007-08-18 BuildingIsDestroyed Checks intact/destroyed status of Buildings. | ||||
For | Determines when the condition is satisfied if multiple entities are used. | string | Y ALL | |
Tag | A ScriptTag or ScriptGroup. | string | Y GetScriptTag() | |
BuildingIsInRange 2008-02-26 BuildingIsNotInRange Checks if *any* Building is in range. Used as basis for filtered 'in range' checks, eg. 'PlayerBuildingIsInRange'. | ||||
TargetTag | The ScriptTag of the 'target' entity. | string | N | |
Range | The Radius around the TargetTag(s) that is considered to be 'in range'. | number | Y 10 | |
BuildingModeIsActive 2008-04-19 BuildingModeIsNotActive Checks if the currently active Mode has the specified ModeId. | ||||
For | Determines when the condition is satisfied if multiple entities are used. | string | Y ALL | |
Tag | A ScriptTag or ScriptGroup. | string | Y GetScriptTag() | |
ModeId | The DB ID of a Mode | number | N | |
BuildingModeIsEnabled 2008-04-19 BuildingModeIsDisabled Checks if the currently active Mode is an 'enabled' or 'disabled' Mode. | ||||
For | Determines when the condition is satisfied if multiple entities are used. | string | Y ALL | |
Tag | A ScriptTag or ScriptGroup. | string | Y GetScriptTag() | |
ScriptGroup | ||||
ScriptGroupIsEmpty 2008-03-02 ScriptGroupIsNotEmpty Checks if the ScriptGroup contains tags or wether it is empty. | ||||
Group | A ScriptGroup. | string | N | |
ScriptGroupAliveAmountIsEqual 2008-03-09 ScriptGroupAliveAmountIsNotEqual Checks the amount/percentage of living/dead members of the ScriptGroup. | ||||
Group | A ScriptGroup. | string | N | |
Value | Just a simple value, meaning depends on context. | number | N | |
ScriptGroupAliveAmountIsGreater 2008-03-09 ScriptGroupAliveAmountIsLessOrEqual Checks the amount/percentage of living/dead members of the ScriptGroup. | ||||
Group | A ScriptGroup. | string | N | |
Value | Just a simple value, meaning depends on context. | number | N | |
ScriptGroupAliveAmountIsLess 2008-03-09 ScriptGroupAliveAmountIsGreaterOrEqual Checks the amount/percentage of living/dead members of the ScriptGroup. | ||||
Group | A ScriptGroup. | string | N | |
Value | Just a simple value, meaning depends on context. | number | N | |
ScriptGroupAlivePercentIsEqual 2008-03-09 ScriptGroupAlivePercentIsNotEqual Checks the amount/percentage of living/dead members of the ScriptGroup. | ||||
Group | A ScriptGroup. | string | N | |
Percent | A percentage from 0-100 (do not write the % sign). | number | N | |
ScriptGroupAlivePercentIsGreater 2008-03-09 ScriptGroupAlivePercentIsLessOrEqual Checks the amount/percentage of living/dead members of the ScriptGroup. | ||||
Group | A ScriptGroup. | string | N | |
Percent | A percentage from 0-100 (do not write the % sign). | number | N | |
ScriptGroupAlivePercentIsLess 2008-03-09 ScriptGroupAlivePercentIsGreaterOrEqual Checks the amount/percentage of living/dead members of the ScriptGroup. | ||||
Group | A ScriptGroup. | string | N | |
Percent | A percentage from 0-100 (do not write the % sign). | number | N | |
ScriptGroupDeadAmountIsEqual 2008-03-09 ScriptGroupDeadAmountIsNotEqual Checks the amount/percentage of living/dead members of the ScriptGroup. | ||||
Group | A ScriptGroup. | string | N | |
Value | Just a simple value, meaning depends on context. | number | N | |
ScriptGroupDeadAmountIsGreater 2008-03-09 ScriptGroupDeadAmountIsLessOrEqual Checks the amount/percentage of living/dead members of the ScriptGroup. | ||||
Group | A ScriptGroup. | string | N | |
Value | Just a simple value, meaning depends on context. | number | N | |
ScriptGroupDeadAmountIsLess 2008-03-09 ScriptGroupDeadAmountIsGreaterOrEqual Checks the amount/percentage of living/dead members of the ScriptGroup. | ||||
Group | A ScriptGroup. | string | N | |
Value | Just a simple value, meaning depends on context. | number | N | |
ScriptGroupDeadPercentIsEqual 2008-03-09 ScriptGroupDeadPercentIsNotEqual Checks the amount/percentage of living/dead members of the ScriptGroup. | ||||
Group | A ScriptGroup. | string | N | |
Percent | A percentage from 0-100 (do not write the % sign). | number | N | |
ScriptGroupDeadPercentIsGreater 2008-03-09 ScriptGroupDeadPercentIsLessOrEqual Checks the amount/percentage of living/dead members of the ScriptGroup. | ||||
Group | A ScriptGroup. | string | N | |
Percent | A percentage from 0-100 (do not write the % sign). | number | N | |
ScriptGroupDeadPercentIsLess 2008-03-09 ScriptGroupDeadPercentIsGreaterOrEqual Checks the amount/percentage of living/dead members of the ScriptGroup. | ||||
Group | A ScriptGroup. | string | N | |
Percent | A percentage from 0-100 (do not write the % sign). | number | N | |
ScriptGroupSquadSpawnCounterIsGreater 2008-03-09 ScriptGroupSquadSpawnCounterIsLessOrEqual Checks the ScriptGroups current SquadSpawnCounter value. Requires that ScriptGroup count has been registered via RegisterSquadSpawnCounter{Group = } | ||||
Group | The name of the ScriptGroup for which a SquadSpawnCounter is registered. | string | N | |
Value | Just a simple value, meaning depends on context. | number | N | |
ScriptGroupSquadSpawnCounterIsLess 2008-03-09 ScriptGroupSquadSpawnCounterIsGreaterOrEqual Checks the ScriptGroups current SquadSpawnCounter value. Requires that ScriptGroup count has been registered via RegisterSquadSpawnCounter{Group = } | ||||
Group | The name of the ScriptGroup for which a SquadSpawnCounter is registered. | string | N | |
Value | Just a simple value, meaning depends on context. | number | N | |
ScriptGroupSquadDeathCounterIsGreater 2008-03-09 ScriptGroupSquadDeathCounterIsLessOrEqual Checks the ScriptGroups current SquadDeathCounter value. Requires that ScriptGroup count has been registered via RegisterSquadDeathCounter{Group = } | ||||
Group | The name of the ScriptGroup for which a SquadDeathCounter is registered. | string | N | |
Value | Just a simple value, meaning depends on context. | number | N | |
ScriptGroupSquadDeathCounterIsLess 2008-03-09 ScriptGroupSquadDeathCounterIsGreaterOrEqual Checks the ScriptGroups current SquadDeathCounter value. Requires that ScriptGroup count has been registered via RegisterSquadDeathCounter{Group = } | ||||
Group | The name of the ScriptGroup for which a SquadDeathCounter is registered. | string | N | |
Value | Just a simple value, meaning depends on context. | number | N | |
Barrier | ||||
BarrierIsPreview 2008-03-12 BarrierIsBuilt Checks if the Barrier is in prebuilt state or not. | ||||
For | Determines when the condition is satisfied if multiple entities are used. | string | Y ALL | |
Tag | A ScriptTag or ScriptGroup. | string | Y GetScriptTag() | |
BarrierIsMirrored 2008-09-25 BarrierIsNotMirrored Checks if the Barrier is in mirrored state or not. | ||||
For | Determines when the condition is satisfied if multiple entities are used. | string | Y ALL | |
Tag | A ScriptTag or ScriptGroup. | string | Y GetScriptTag() | |
BarrierIsMounted 2008-10-08 BarrierIsNotMounted Checks if the Barrier is mounted by any Squad. | ||||
For | Determines when the condition is satisfied if multiple entities are used. | string | Y ALL | |
Tag | A ScriptTag or ScriptGroup. | string | Y GetScriptTag() | |
BarrierIsMountedByPlayer 2008-10-08 BarrierIsNotMountedByPlayer Checks if the Barrier is mounted by a Squad owned by the given Player. | ||||
For | Determines when the condition is satisfied if multiple entities are used. | string | Y ALL | |
Tag | A ScriptTag or ScriptGroup. | string | Y GetScriptTag() | |
Player | Prefix: pl_
The name of a Player. Must not be a ScriptGroup and not 'All'/'Any'/etc. |
string | N | |
BarrierIsAlive 2007-10-01 BarrierIsDestroyed Checks intact/destroyed status of Barriers. | ||||
For | Determines when the condition is satisfied if multiple entities are used. | string | Y ALL | |
Tag | A ScriptTag or ScriptGroup. | string | Y GetScriptTag() | |
BarrierGateIsOpen 2008-01-21 BarrierGateIsNotOpen Checks if the BarrierGate is open or not. | ||||
For | Determines when the condition is satisfied if multiple entities are used. | string | Y ALL | |
Tag | A ScriptTag or ScriptGroup. | string | Y GetScriptTag() | |
BarrierGateIsClosed 2008-01-21 BarrierGateIsNotClosed Checks if the BarrierGate is closed or not. | ||||
For | Determines when the condition is satisfied if multiple entities are used. | string | Y ALL | |
Tag | A ScriptTag or ScriptGroup. | string | Y GetScriptTag() | |
BarrierModuleAmountIsAlive 2007-10-06 BarrierModuleAmountIsDead Compares the remaining (alive) number of Barrier Modules in the BarrierSet. | ||||
For | Determines when the condition is satisfied if multiple entities are used. | string | Y ALL | |
Tag | A ScriptTag or ScriptGroup. | string | Y GetScriptTag() | |
Amount | Just a simple value, meaning depends on context. | number | N | |
BarrierModulePercentageIsAlive 2007-10-06 BarrierModulePercentageIsDead Compares the remaining (alive) number of Barrier Modules in the BarrierSet. | ||||
For | Determines when the condition is satisfied if multiple entities are used. | string | Y ALL | |
Tag | A ScriptTag or ScriptGroup. | string | Y GetScriptTag() | |
Percent | A percentage from 0-100 (do not write the % sign). | number | N | |
Player | ||||
PlayerIsHuman 2008-09-05 PlayerIsNotHuman Checks if Player is a human player (== connected?). | ||||
Player | The name of a Player or a ScriptGroup of Players or 'All'/'Any'/etc. | string | Y ALL | |
PlayerHasJustPlayedCardId 2007-09-24 PlayerHasNotJustPlayedCardId Checks if the Player has just played the specified Card, or any Card if CardId = AnyCard | ||||
Player | The name of a Player or a ScriptGroup of Players or 'All'/'Any'/etc. | string | Y ALL | |
CardId | The DB ID of a Card | number | N | |
PlayerHasJustPlayedCardPvEType 2008-07-24 PlayerHasNotJustPlayedCardPvEType Checks if the Player has just played a Card whose entity has the specified PvE Type. | ||||
Player | The name of a Player or a ScriptGroup of Players or 'All'/'Any'/etc. | string | Y ALL | |
PvEType | The name of a PvE Type. | string | N | |
PlayerSquadAmountIsEqual 2008-03-12 PlayerSquadAmountIsNotEqual Checks if the Player(s) own the specified amount of the given entity type. | ||||
Player | The name of a Player or a ScriptGroup of Players or 'All'/'Any'/etc. | string | Y ALL | |
Amount | Just a simple value, meaning depends on context. | number | N | |
PlayerSquadAmountIsGreater 2008-03-12 PlayerSquadAmountIsLessOrEqual Checks if the Player(s) own the specified amount of the given entity type. | ||||
Player | The name of a Player or a ScriptGroup of Players or 'All'/'Any'/etc. | string | Y ALL | |
Amount | Just a simple value, meaning depends on context. | number | N | |
PlayerSquadAmountIsLess 2008-03-12 PlayerSquadAmountIsGreaterOrEqual Checks if the Player(s) own the specified amount of the given entity type. | ||||
Player | The name of a Player or a ScriptGroup of Players or 'All'/'Any'/etc. | string | Y ALL | |
Amount | Just a simple value, meaning depends on context. | number | N | |
PlayerBuildingAmountIsEqual 2008-03-12 PlayerBuildingAmountIsNotEqual Checks if the Player(s) own the specified amount of the given entity type. | ||||
Player | The name of a Player or a ScriptGroup of Players or 'All'/'Any'/etc. | string | Y ALL | |
Amount | Just a simple value, meaning depends on context. | number | N | |
PlayerBuildingAmountIsGreater 2008-03-12 PlayerBuildingAmountIsLessOrEqual Checks if the Player(s) own the specified amount of the given entity type. | ||||
Player | The name of a Player or a ScriptGroup of Players or 'All'/'Any'/etc. | string | Y ALL | |
Amount | Just a simple value, meaning depends on context. | number | N | |
PlayerBuildingAmountIsLess 2008-03-12 PlayerBuildingAmountIsGreaterOrEqual Checks if the Player(s) own the specified amount of the given entity type. | ||||
Player | The name of a Player or a ScriptGroup of Players or 'All'/'Any'/etc. | string | Y ALL | |
Amount | Just a simple value, meaning depends on context. | number | N | |
PlayerMonumentAmountIsEqual 2008-03-12 PlayerMonumentAmountIsNotEqual Checks if the Player(s) own the specified amount of the given entity type. | ||||
Player | The name of a Player or a ScriptGroup of Players or 'All'/'Any'/etc. | string | Y ALL | |
Amount | Just a simple value, meaning depends on context. | number | N | |
PlayerMonumentAmountIsGreater 2008-03-12 PlayerMonumentAmountIsLessOrEqual Checks if the Player(s) own the specified amount of the given entity type. | ||||
Player | The name of a Player or a ScriptGroup of Players or 'All'/'Any'/etc. | string | Y ALL | |
Amount | Just a simple value, meaning depends on context. | number | N | |
PlayerMonumentAmountIsLess 2008-03-12 PlayerMonumentAmountIsGreaterOrEqual Checks if the Player(s) own the specified amount of the given entity type. | ||||
Player | The name of a Player or a ScriptGroup of Players or 'All'/'Any'/etc. | string | Y ALL | |
Amount | Just a simple value, meaning depends on context. | number | N | |
PlayerGeneratorAmountIsEqual 2008-03-12 PlayerGeneratorAmountIsNotEqual Checks if the Player(s) own the specified amount of the given entity type. | ||||
Player | The name of a Player or a ScriptGroup of Players or 'All'/'Any'/etc. | string | Y ALL | |
Amount | Just a simple value, meaning depends on context. | number | N | |
PlayerGeneratorAmountIsGreater 2008-03-12 PlayerGeneratorAmountIsLessOrEqual Checks if the Player(s) own the specified amount of the given entity type. | ||||
Player | The name of a Player or a ScriptGroup of Players or 'All'/'Any'/etc. | string | Y ALL | |
Amount | Just a simple value, meaning depends on context. | number | N | |
PlayerGeneratorAmountIsLess 2008-03-12 PlayerGeneratorAmountIsGreaterOrEqual Checks if the Player(s) own the specified amount of the given entity type. | ||||
Player | The name of a Player or a ScriptGroup of Players or 'All'/'Any'/etc. | string | Y ALL | |
Amount | Just a simple value, meaning depends on context. | number | N | |
PlayerOrbAmountIsEqual 2008-03-12 PlayerOrbAmountIsNotEqual Checks the amount of Orbs on Monuments of a specific color. Use PowerAll to count all Power Orbs together. | ||||
Player | The name of a Player or a ScriptGroup of Players or 'All'/'Any'/etc. | string | Y ALL | |
Amount | Just a simple value, meaning depends on context. | number | N | |
Power | Can be any of: PowerShadow, PowerNature, PowerFrost, PowerFire, PowerAll, ... | number | N | |
PlayerOrbAmountIsGreater 2008-03-12 PlayerOrbAmountIsLessOrEqual Checks the amount of Orbs on Monuments of a specific color. Use PowerAll to count all Power Orbs together. | ||||
Player | The name of a Player or a ScriptGroup of Players or 'All'/'Any'/etc. | string | Y ALL | |
Amount | Just a simple value, meaning depends on context. | number | N | |
Power | Can be any of: PowerShadow, PowerNature, PowerFrost, PowerFire, PowerAll, ... | number | N | |
PlayerOrbAmountIsLess 2008-03-12 PlayerOrbAmountIsGreaterOrEqual Checks the amount of Orbs on Monuments of a specific color. Use PowerAll to count all Power Orbs together. | ||||
Player | The name of a Player or a ScriptGroup of Players or 'All'/'Any'/etc. | string | Y ALL | |
Amount | Just a simple value, meaning depends on context. | number | N | |
Power | Can be any of: PowerShadow, PowerNature, PowerFrost, PowerFire, PowerAll, ... | number | N | |
PlayerOrbBuildInProgressAmountIsEqual 2008-09-25 PlayerOrbBuildInProgressAmountIsNotEqual Checks the amount of Orbs of a specific color that are currently being built. Use PowerAll to count all in progress. | ||||
Player | The name of a Player or a ScriptGroup of Players or 'All'/'Any'/etc. | string | Y ALL | |
Amount | Just a simple value, meaning depends on context. | number | N | |
Power | Can be any of: PowerShadow, PowerNature, PowerFrost, PowerFire, PowerAll, ... | number | N | |
PlayerOrbBuildInProgressAmountIsGreater 2008-09-25 PlayerOrbBuildInProgressAmountIsLessOrEqual Checks the amount of Orbs of a specific color that are currently being built. Use PowerAll to count all in progress. | ||||
Player | The name of a Player or a ScriptGroup of Players or 'All'/'Any'/etc. | string | Y ALL | |
Amount | Just a simple value, meaning depends on context. | number | N | |
Power | Can be any of: PowerShadow, PowerNature, PowerFrost, PowerFire, PowerAll, ... | number | N | |
PlayerOrbBuildInProgressAmountIsLess 2008-09-25 PlayerOrbBuildInProgressAmountIsGreaterOrEqual Checks the amount of Orbs of a specific color that are currently being built. Use PowerAll to count all in progress. | ||||
Player | The name of a Player or a ScriptGroup of Players or 'All'/'Any'/etc. | string | Y ALL | |
Amount | Just a simple value, meaning depends on context. | number | N | |
Power | Can be any of: PowerShadow, PowerNature, PowerFrost, PowerFire, PowerAll, ... | number | N | |
PlayerHasGameLost 2008-03-01 PlayerHasNotGameLost Checks if the Player is GameOver man, GameOver! | ||||
Player | The name of a Player or a ScriptGroup of Players or 'All'/'Any'/etc. | string | Y ALL | |
PlayerHasGameWon 2008-03-01 PlayerHasNotGameWon Checks if the Player has won the Game (match). | ||||
Player | The name of a Player or a ScriptGroup of Players or 'All'/'Any'/etc. | string | Y ALL | |
PlayerPowerAmountIsEqual 2011-12-05 PlayerPowerAmountIsNotEqual Checks if the Player(s) own the specified amount of Power. | ||||
Player | The name of a Player or a ScriptGroup of Players or 'All'/'Any'/etc. | string | Y ALL | |
Amount | Just a simple value, meaning depends on context. | number | N | |
PlayerPowerAmountIsGreater 2011-12-05 PlayerPowerAmountIsLessOrEqual Checks if the Player(s) own the specified amount of Power. | ||||
Player | The name of a Player or a ScriptGroup of Players or 'All'/'Any'/etc. | string | Y ALL | |
Amount | Just a simple value, meaning depends on context. | number | N | |
PlayerPowerAmountIsLess 2011-12-05 PlayerPowerAmountIsGreaterOrEqual Checks if the Player(s) own the specified amount of Power. | ||||
Player | The name of a Player or a ScriptGroup of Players or 'All'/'Any'/etc. | string | Y ALL | |
Amount | Just a simple value, meaning depends on context. | number | N | |
PlayerVoidPowerAmountIsEqual 2011-12-05 PlayerVoidPowerAmountIsNotEqual Checks if the Player(s) own the specified amount of Power. | ||||
Player | The name of a Player or a ScriptGroup of Players or 'All'/'Any'/etc. | string | Y ALL | |
Amount | Just a simple value, meaning depends on context. | number | N | |
PlayerVoidPowerAmountIsGreater 2011-12-05 PlayerVoidPowerAmountIsLessOrEqual Checks if the Player(s) own the specified amount of Power. | ||||
Player | The name of a Player or a ScriptGroup of Players or 'All'/'Any'/etc. | string | Y ALL | |
Amount | Just a simple value, meaning depends on context. | number | N | |
PlayerVoidPowerAmountIsLess 2011-12-05 PlayerVoidPowerAmountIsGreaterOrEqual Checks if the Player(s) own the specified amount of Power. | ||||
Player | The name of a Player or a ScriptGroup of Players or 'All'/'Any'/etc. | string | Y ALL | |
Amount | Just a simple value, meaning depends on context. | number | N | |
!Functions | ||||
DifficultyIsEqual 2007-11-15 DifficultyIsNotEqual Checks the mission's current difficulty level. | ||||
Difficulty | One of: DifficultyStandard, DifficultyAdvanced, DifficultyExpert | number | N | |
DifficultyIsLess 2007-11-15 DifficultyIsGreaterOrEqual Checks the mission's current difficulty level. | ||||
Difficulty | One of: DifficultyStandard, DifficultyAdvanced, DifficultyExpert | number | N | |
DifficultyIsGreater 2007-11-15 DifficultyIsLessOrEqual Checks the mission's current difficulty level. | ||||
Difficulty | One of: DifficultyStandard, DifficultyAdvanced, DifficultyExpert | number | N | |
Object | ||||
ObjectIsOnMap 2007-08-18 ObjectIsNotOnMap Checks wether Objects are existent on the map. | ||||
For | Determines when the condition is satisfied if multiple entities are used. | string | Y ALL | |
Tag | A ScriptTag or ScriptGroup. | string | Y GetScriptTag() | |
Squad | ||||
SquadIsAlive 2007-08-18 SquadIsDead Checks living/dead status of Squads. | ||||
For | Determines when the condition is satisfied if multiple entities are used. | string | Y ALL | |
Tag | A ScriptTag or ScriptGroup. | string | Y GetScriptTag() | |
SquadIsIdle 2007-08-30 SquadIsBusy Checks if the Squad is Idle (has nothing to do) or is somehow busy (fighting, walking, etc.). | ||||
For | Determines when the condition is satisfied if multiple entities are used. | string | Y ALL | |
Tag | A ScriptTag or ScriptGroup. | string | Y GetScriptTag() | |
SquadIsInGotoMode 2007-10-03 SquadIsNotInGotoMode Checks if the Squad is in Goto mode, eg on the way to some target location. | ||||
For | Determines when the condition is satisfied if multiple entities are used. | string | Y ALL | |
Tag | A ScriptTag or ScriptGroup. | string | Y GetScriptTag() | |
SquadIsSpellCasting 2007-10-03 SquadIsNotSpellCasting Checks if the Squad is casting a Spell. | ||||
For | Determines when the condition is satisfied if multiple entities are used. | string | Y ALL | |
Tag | A ScriptTag or ScriptGroup. | string | Y GetScriptTag() | |
SquadHasAbility 2007-08-31 SquadHasNotAbility Checks if (any member of) the Squad has the given Ability. | ||||
For | Determines when the condition is satisfied if multiple entities are used. | string | Y ALL | |
Tag | A ScriptTag or ScriptGroup. | string | Y GetScriptTag() | |
AbilityId | The DB ID of an Ability | number | N | |
SquadHasAbilityLine 2007-11-12 SquadHasNotAbilityLine Checks if (any member of) the Squad has an Ability based on the given AbilityLine. | ||||
For | Determines when the condition is satisfied if multiple entities are used. | string | Y ALL | |
Tag | A ScriptTag or ScriptGroup. | string | Y GetScriptTag() | |
AbilityLineId | The DB ID of an AbilityLine | number | N | |
SquadHasHate 2008-04-28 SquadHasNotHate Checks if the Squad has Hate (eg. it would like to or is about to attack something). | ||||
For | Determines when the condition is satisfied if multiple entities are used. | string | Y ALL | |
Tag | A ScriptTag or ScriptGroup. | string | Y GetScriptTag() | |
SquadIsFighting 2008-04-28 SquadIsNotFighting Checks if the Squad is fighting. | ||||
For | Determines when the condition is satisfied if multiple entities are used. | string | Y ALL | |
Tag | A ScriptTag or ScriptGroup. | string | Y GetScriptTag() | |
SquadIsInRange 2008-02-26 SquadIsNotInRange Checks if *any* Squad is in range. Used as basis for filtered 'in range' checks, eg. 'PlayerSquadIsInRange'. | ||||
TargetTag | The ScriptTag of the 'target' entity. | string | N | |
Range | The Radius around the TargetTag(s) that is considered to be 'in range'. | number | Y 10 | |
SquadModeIsActive 2008-04-19 SquadModeIsNotActive Checks if the currently active Mode has the specified ModeId. | ||||
For | Determines when the condition is satisfied if multiple entities are used. | string | Y ALL | |
Tag | A ScriptTag or ScriptGroup. | string | Y GetScriptTag() | |
ModeId | The DB ID of a Mode | number | N | |
SquadModeIsEnabled 2008-04-19 SquadModeIsDisabled Checks if the currently active Mode is an 'enabled' or 'disabled' Mode. | ||||
For | Determines when the condition is satisfied if multiple entities are used. | string | Y ALL | |
Tag | A ScriptTag or ScriptGroup. | string | Y GetScriptTag() | |
SquadWasJustHit 2008-09-05 SquadWasNotJustHit Checks if the Squad has just been hit by an attack or any other form of damage. | ||||
For | Determines when the condition is satisfied if multiple entities are used. | string | Y ALL | |
Tag | A ScriptTag or ScriptGroup. | string | Y GetScriptTag() | |
SquadWasJustHitByPlayer 2008-09-05 SquadWasNotJustHitByPlayer Checks if the Squad has just been hit by a specific Player entity's attack/spell. | ||||
For | Determines when the condition is satisfied if multiple entities are used. | string | Y ALL | |
Tag | A ScriptTag or ScriptGroup. | string | Y GetScriptTag() | |
Player | Prefix: pl_
The name of a Player. Must not be a ScriptGroup and not 'All'/'Any'/etc. |
string | N | |
SquadWasJustHitByTeam 2008-09-05 SquadWasNotJustHitByTeam Checks if the Squad has just been hit by a specific Team entity's attack/spell. | ||||
For | Determines when the condition is satisfied if multiple entities are used. | string | Y ALL | |
Tag | A ScriptTag or ScriptGroup. | string | Y GetScriptTag() | |
Team | Prefix: tm_
The name of a Team from the map's TeamSetup. |
string | N | |
SquadIdleTimerIsElapsed 2008-05-30 SquadIdleTimerIsNotElapsed Checks if the Squad was (continuously) idle for (at least) the given time. | ||||
For | Determines when the condition is satisfied if multiple entities are used. | string | Y ALL | |
Tag | A ScriptTag or ScriptGroup. | string | Y GetScriptTag() | |
Seconds | Number, in Seconds. Fractions are also allowed, in 0.1 increments. | number | Y 0 | |
Minutes | Number, in Minutes. Fractions are also allowed. | number | Y 0 | |
ConsiderDeadAsIdle | Dead Squads are considered idle. Idle timer is immediately elapsed when unit dies!!! | boolean | Y false | |
SquadHasMeleeAttackerInRange 2007-10-02 SquadHasNotMeleeAttackerInRange Checks if there are any Melee units attacking this Squad in Range. | ||||
For | Determines when the condition is satisfied if multiple entities are used. | string | Y ALL | |
Tag | A ScriptTag or ScriptGroup. | string | Y GetScriptTag() | |
Range | The Radius around the TargetTag(s) that is considered to be 'in range'. | number | Y 10 | |
SquadMemberAmountIsAlive 2007-09-07 SquadMemberAmountIsDead Compares the remaining (alive) number of Squad members with the original amount. | ||||
For | Determines when the condition is satisfied if multiple entities are used. | string | Y ALL | |
Tag | A ScriptTag or ScriptGroup. | string | Y GetScriptTag() | |
Amount | Just a simple value, meaning depends on context. | number | N | |
SquadMemberPercentageIsAlive 2007-09-07 SquadMemberPercentageIsDead Compares the remaining (alive) number of Squad members with the original amount. | ||||
For | Determines when the condition is satisfied if multiple entities are used. | string | Y ALL | |
Tag | A ScriptTag or ScriptGroup. | string | Y GetScriptTag() | |
Percent | A percentage from 0-100 (do not write the % sign). | number | N | |
SquadIsMountedOnBarrier 2008-04-24 SquadIsNotMountedOnBarrier Checks if the Squas has mounted a Barrier. | ||||
For | Determines when the condition is satisfied if multiple entities are used. | string | Y ALL | |
Tag | A ScriptTag or ScriptGroup. | string | Y GetScriptTag() | |
Entity | ||||
EntityHealthPercentIsLowest 2007-10-04 EntityHealthPercentIsNotLowest Checks if the entity has the lowest/greatest health among the other entities. | ||||
Tag | A ScriptTag or ScriptGroup. | string | Y GetScriptTag() | |
TargetTag | The ScriptTag of the 'target' entity. | string | N | |
EntityHealthPercentIsGreatest 2007-10-04 EntityHealthPercentIsNotGreatest Checks if the entity has the lowest/greatest health among the other entities. | ||||
Tag | A ScriptTag or ScriptGroup. | string | Y GetScriptTag() | |
TargetTag | The ScriptTag of the 'target' entity. | string | N | |
EntityIsAlive 2007-09-25 EntityIsDead Checks living/dead status of Entity, means different things for different Entity types. | ||||
For | Determines when the condition is satisfied if multiple entities are used. | string | Y ALL | |
Tag | A ScriptTag or ScriptGroup. | string | Y GetScriptTag() | |
EntityHealthIsGreater 2007-09-05 EntityHealthIsLessOrEqual Checks the health (lifepoints) status of entities. | ||||
For | Determines when the condition is satisfied if multiple entities are used. | string | Y ALL | |
Tag | A ScriptTag or ScriptGroup. | string | Y GetScriptTag() | |
Percent | A percentage from 0-100 (do not write the % sign). | number | N | |
EntityHealthIsLess 2007-09-05 EntityHealthIsGreaterOrEqual Checks the health (lifepoints) status of entities. | ||||
For | Determines when the condition is satisfied if multiple entities are used. | string | Y ALL | |
Tag | A ScriptTag or ScriptGroup. | string | Y GetScriptTag() | |
Percent | A percentage from 0-100 (do not write the % sign). | number | N | |
EntityIsInPlayableArea 2008-06-30 EntityIsNotInPlayableArea Checks if the entity is inside the map's playable area. | ||||
For | Determines when the condition is satisfied if multiple entities are used. | string | Y ALL | |
Tag | A ScriptTag or ScriptGroup. | string | Y GetScriptTag() | |
EntityIsInVisibleArea 2008-06-30 EntityIsNotInVisibleArea Checks if the entity is inside the map's visible area. | ||||
For | Determines when the condition is satisfied if multiple entities are used. | string | Y ALL | |
Tag | A ScriptTag or ScriptGroup. | string | Y GetScriptTag() | |
EntityIsInRange 2007-08-24 EntityIsNotInRange Checks if an Entity/Group (with the given Tag) is in Range to (any of) the Target(s). | ||||
For | Determines when the condition is satisfied if multiple entities are used. | string | Y ALL | |
Tag | A ScriptTag or ScriptGroup. | string | Y GetScriptTag() | |
TargetTag | The ScriptTag of the 'target' entity. | string | N | |
Range | The Radius around the TargetTag(s) that is considered to be 'in range'. | number | Y 10 | |
EntityIsOwnedByPlayer 2008-02-25 EntityIsNotOwnedByPlayer Checks if the entity is owned by the specified Player. | ||||
For | Determines when the condition is satisfied if multiple entities are used. | string | Y ALL | |
Tag | A ScriptTag or ScriptGroup. | string | Y GetScriptTag() | |
Player | Prefix: pl_
The name of a Player. Must not be a ScriptGroup and not 'All'/'Any'/etc. |
string | N | |
EntityIsOwnedByTeam 2008-02-25 EntityIsNotOwnedByTeam Checks if the entity is owned by the specified Player. | ||||
For | Determines when the condition is satisfied if multiple entities are used. | string | Y ALL | |
Tag | A ScriptTag or ScriptGroup. | string | Y GetScriptTag() | |
Team | Prefix: tm_
The name of a Team from the map's TeamSetup. |
string | N | |
EntitySpellCastIsBlocked 2007-10-03 EntitySpellCastIsNotBlocked Checks if casting of this Spell is currently blocked (Recast-Time, already casting Spell, etc.). | ||||
For | Determines when the condition is satisfied if multiple entities are used. | string | Y ALL | |
Tag | A ScriptTag or ScriptGroup. | string | Y GetScriptTag() | |
SpellId | The DB ID of a Spell | number | N | |
DoGotoCheck | Additionally checks if entity is in Goto mode. | boolean | Y true | |
EntityHasJustCastedSpell 2008-04-19 EntityHasNotJustCastedSpell Checks if the Entity has just casted the specified Spell, or any Spell if SpellId = AnySpell | ||||
For | Determines when the condition is satisfied if multiple entities are used. | string | Y ALL | |
Tag | A ScriptTag or ScriptGroup. | string | Y GetScriptTag() | |
SpellId | The DB ID of a Spell | number | N | |
EntityWasJustKilledByPlayer 2024-02-04 EntityWasNotJustKilledByPlayer (NEW) Checks if the Squad has just been killed by a specific Player entity's attack/spell. | ||||
For | Determines when the condition is satisfied if multiple entities are used. | string | Y ALL | |
Tag | A ScriptTag or ScriptGroup. | string | Y GetScriptTag() | |
Player | Prefix: pl_
The name of a Player. Must not be a ScriptGroup and not 'All'/'Any'/etc. |
string | N | |
Variable | ||||
PlayerFlagIsTrue 2007-08-14 PlayerFlagIsFalse Checks if the flag has the desired value. | ||||
Player | The name of a Player or a ScriptGroup of Players or 'All'/'Any'/etc. | string | Y ALL | |
Name | Prefix: pf_
The name of the player variable. |
string | N | |
PlayerValueIsEqual 2007-08-14 PlayerValueIsNotEqual Checks if the value satisfies the condition. | ||||
Player | The name of a Player or a ScriptGroup of Players or 'All'/'Any'/etc. | string | Y ALL | |
Name | Prefix: pv_
The name of the player variable. |
string | N | |
Value | Just a simple value, meaning depends on context. | number | N | |
PlayerValueIsGreater 2007-08-14 PlayerValueIsLessOrEqual Checks if the value satisfies the condition. | ||||
Player | The name of a Player or a ScriptGroup of Players or 'All'/'Any'/etc. | string | Y ALL | |
Name | Prefix: pv_
The name of the player variable. |
string | N | |
Value | Just a simple value, meaning depends on context. | number | N | |
PlayerValueIsLess 2007-08-14 PlayerValueIsGreaterOrEqual Checks if the value satisfies the condition. | ||||
Player | The name of a Player or a ScriptGroup of Players or 'All'/'Any'/etc. | string | Y ALL | |
Name | Prefix: pv_ The name of the player variable. |
string | N | |
Value | Just a simple value, meaning depends on context. | number | N | |
PlayerTimerIsElapsed 2007-08-14 PlayerTimerIsNotElapsed Checks if the given amount of time has passed since Timer was started. | ||||
Player | The name of a Player or a ScriptGroup of Players or 'All'/'Any'/etc. | string | Y ALL | |
Name | Prefix: pt_ The name of the player timer. |
string | N | |
Seconds | Number, in Seconds. Fractions are also allowed, in 0.1 increments. | number | Y 0 | |
Minutes | Number, in Minutes. Fractions are also allowed. | number | Y 0 | |
PlayerTimerIsRunning 2008-03-14 PlayerTimerIsNotRunning Checks if the Timer is running or not. | ||||
Player | The name of a Player or a ScriptGroup of Players or 'All'/'Any'/etc. | string | Y ALL | |
Name | Prefix: pt_ The name of the player timer. |
string | N | |
MapFlagIsTrue 2007-08-14 MapFlagIsFalse Checks if the flag has the desired value. | ||||
Name | Prefix: mf_ The name of the map variable. |
string | N | |
EntityFlagIsTrue 2007-08-14 EntityFlagIsFalse Checks if the flag has the desired value. | ||||
Name | Prefix: ef_ The name of the entity variable. |
string | N | |
NetworkFlagIsTrue 2008-09-01 NetworkFlagIsFalse Checks if the flag has the desired value. | ||||
Name | Prefix: nf_ The name of the network variable. |
string | N | |
MapValueIsEqual 2007-08-14 MapValueIsNotEqual Checks if the value satisfies the condition. | ||||
Name | Prefix: mv_ The name of the map variable. |
string | N | |
Value | Just a simple value, meaning depends on context. | number | N | |
MapValueIsGreater 2007-08-14 MapValueIsLessOrEqual Checks if the value satisfies the condition. | ||||
Name | Prefix: mv_ The name of the map variable. |
string | N | |
Value | Just a simple value, meaning depends on context. | number | N | |
MapValueIsLess 2007-08-14 MapValueIsGreaterOrEqual Checks if the value satisfies the condition. | ||||
Name | Prefix: mv_ The name of the map variable. |
string | N | |
Value | Just a simple value, meaning depends on context. | number | N | |
EntityValueIsEqual 2007-08-14 EntityValueIsNotEqual Checks if the value satisfies the condition. | ||||
Name | Prefix: ev_ The name of the entity variable. |
string | N | |
Value | Just a simple value, meaning depends on context. | number | N | |
EntityValueIsGreater 2007-08-14 EntityValueIsLessOrEqual Checks if the value satisfies the condition. | ||||
Name | Prefix: ev_ The name of the entity variable. |
string | N | |
Value | Just a simple value, meaning depends on context. | number | N | |
EntityValueIsLess 2007-08-14 EntityValueIsGreaterOrEqual Checks if the value satisfies the condition. | ||||
Name | Prefix: ev_ The name of the entity variable. |
string | N | |
Value | Just a simple value, meaning depends on context. | number | N | |
NetworkValueIsEqual 2008-09-01 NetworkValueIsNotEqual Checks if the value satisfies the condition. | ||||
Name | Prefix: nv_ The name of the network variable. Value is limited to 0-255 range! |
string | N | |
Value | Just a simple value, meaning depends on context. | number | N | |
NetworkValueIsGreater 2008-09-01 NetworkValueIsLessOrEqual Checks if the value satisfies the condition. | ||||
Name | Prefix: nv_ The name of the network variable. Value is limited to 0-255 range! |
string | N | |
Value | Just a simple value, meaning depends on context. | number | N | |
NetworkValueIsLess 2008-09-01 NetworkValueIsGreaterOrEqual Checks if the value satisfies the condition. | ||||
Name | Prefix: nv_ The name of the network variable. Value is limited to 0-255 range! |
string | N | |
Value | Just a simple value, meaning depends on context. | number | N | |
MapTimerIsElapsed 2007-08-14 [Show Sample]MapTimerIsNotElapsed Checks if the given amount of time has passed since Timer was started. -- first attack on souls
OnOneTimeEvent
{
Conditions =
{
MapTimerIsElapsed {Name = "mt_timerName", Seconds = 5, Minutes = 0},
},
Actions =
{
-- actions here
},
}; | ||||
Name | Prefix: mt_ The name of the map timer. |
string | N | |
Seconds | Number, in Seconds. Fractions are also allowed, in 0.1 increments. | number | Y 0 | |
Minutes | Number, in Minutes. Fractions are also allowed. | number | Y 0 | |
EntityTimerIsElapsed 2007-08-14 EntityTimerIsNotElapsed Checks if the given amount of time has passed since Timer was started. | ||||
Name | Prefix: et_ The name of the entity timer. |
string | N | |
Seconds | Number, in Seconds. Fractions are also allowed, in 0.1 increments. | number | Y 0 | |
Minutes | Number, in Minutes. Fractions are also allowed. | number | Y 0 | |
MapTimerIsRunning 2008-03-14 MapTimerIsNotRunning Checks whether the Timer is running or stopped. | ||||
Name | Prefix: mt_ The name of the map timer. |
string | N | |
EntityTimerIsRunning 2008-03-14 EntityTimerIsNotRunning Checks whether the Timer is running or stopped. | ||||
Name | Prefix: et_ The name of the entity timer. |
string | N | |
MapValueIsEqualComparedTo 2008-03-01 MapValueIsNotEqualComparedTo Checks if the value satisfies the condition. | ||||
Name | Prefix: mv_ The name of the map variable. |
string | N | |
CompareTo | Prefix: mv_ The name of the map variable to compare with. |
string | N | |
MapValueIsGreaterComparedTo 2008-03-01 MapValueIsLessOrEqualComparedTo Checks if the value satisfies the condition. | ||||
Name | Prefix: mv_ The name of the map variable. |
string | N | |
CompareTo | Prefix: mv_ The name of the map variable to compare with. |
string | N | |
MapValueIsLessComparedTo 2008-03-01 MapValueIsGreaterOrEqualComparedTo Checks if the value satisfies the condition. | ||||
Name | Prefix: mv_ The name of the map variable. |
string | N | |
CompareTo | Prefix: mv_ The name of the map variable to compare with. |
string | N | |
EntityValueIsEqualComparedTo 2008-03-01 EntityValueIsNotEqualComparedTo Checks if the value satisfies the condition. | ||||
Name | Prefix: ev_ The name of the entity variable. |
string | N | |
CompareTo | Prefix: ev_ The name of the entity variable to compare with. |
string | N | |
EntityValueIsGreaterComparedTo 2008-03-01 EntityValueIsLessOrEqualComparedTo Checks if the value satisfies the condition. | ||||
Name | Prefix: ev_ The name of the entity variable. |
string | N | |
CompareTo | Prefix: ev_ The name of the entity variable to compare with. |
string | N | |
EntityValueIsLessComparedTo 2008-03-01 EntityValueIsGreaterOrEqualComparedTo Checks if the value satisfies the condition. | ||||
Name | Prefix: ev_ The name of the entity variable. |
string | N | |
CompareTo | Prefix: ev_ The name of the entity variable to compare with. |
string | N | |
Boolean | ||||
AND 2007-08-14 NotAND All/NotAll contained Conditions must be true. | ||||
UpdateInterval | How often Condition is updated, default is 0 (== update every GD step). | number | Y 0 | |
OR 2007-08-14 NotOR Any/No contained Condition must be true. | ||||
UpdateInterval | How often Condition is updated, default is 0 (== update every GD step). | number | Y 0 | |
Mission | ||||
MissionDifficultyIsEqual 2008-03-12 MissionDifficultyIsNotEqual Checks the game's current difficulty. Note: difficulty NEVER changes during a match! | ||||
Difficulty | One of: DifficultyStandard, DifficultyAdvanced, DifficultyExpert | number | N | |
MissionDifficultyIsGreater 2008-03-12 MissionDifficultyIsLessOrEqual Checks the game's current difficulty. Note: difficulty NEVER changes during a match! | ||||
Difficulty | One of: DifficultyStandard, DifficultyAdvanced, DifficultyExpert | number | N | |
MissionDifficultyIsLess 2008-03-12 MissionDifficultyIsGreaterOrEqual Checks the game's current difficulty. Note: difficulty NEVER changes during a match! | ||||
Difficulty | One of: DifficultyStandard, DifficultyAdvanced, DifficultyExpert | number | N | |
MissionCounterIsEqual 2008-03-07 MissionCounterIsNotEqual Checks if the value satisfies the condition. | ||||
Player | The name of a Player or a ScriptGroup of Players or 'All'/'Any'/etc. | string | Y ALL | |
CounterTag | The name of the Mission Counter. | string | N | |
Value | Just a simple value, meaning depends on context. | number | N | |
MissionCounterIsGreater 2008-03-07 MissionCounterIsLessOrEqual Checks if the value satisfies the condition. | ||||
Player | The name of a Player or a ScriptGroup of Players or 'All'/'Any'/etc. | string | Y ALL | |
CounterTag | The name of the Mission Counter. | string | N | |
Value | Just a simple value, meaning depends on context. | number | N | |
MissionCounterIsLess 2008-03-07 MissionCounterIsGreaterOrEqual Checks if the value satisfies the condition. | ||||
Player | The name of a Player or a ScriptGroup of Players or 'All'/'Any'/etc. | string | Y ALL | |
CounterTag | The name of the Mission Counter. | string | N | |
Value | Just a simple value, meaning depends on context. | number | N | |
MissionTimerHasRunOut 2008-03-07 MissionTimerHasNotRunOut Checks if the Mission Timer has run out of time (reached 00:00). | ||||
Player | The name of a Player or a ScriptGroup of Players or 'All'/'Any'/etc. | string | Y ALL | |
TimerTag | The name of the Mission Timer. | string | N | |
MissionTimerIsElapsed 2008-03-07 MissionTimerIsNotElapsed Checks if the (forward running) Mission Timer has elapsed. | ||||
Player | The name of a Player or a ScriptGroup of Players or 'All'/'Any'/etc. | string | Y ALL | |
TimerTag | The name of the Mission Timer. | string | N | |
Seconds | Number, in Seconds. Fractions are also allowed, in 0.1 increments. | number | Y 0 | |
Minutes | Number, in Minutes. Fractions are also allowed. | number | Y 0 | |
MissionTimerIsDisplayed 2008-03-07 MissionTimerIsNotDisplayed Checks if the Mission Timer is displayed (running but could also be paused). | ||||
Player | The name of a Player or a ScriptGroup of Players or 'All'/'Any'/etc. | string | Y ALL | |
TimerTag | The name of the Mission Timer. | string | N | |
MissionStartTimerIsElapsed 2007-10-29 MissionStartTimerIsNotElapsed Checks if the given amount of time has passed since the Mission started. | ||||
Seconds | Number, in Seconds. Fractions are also allowed, in 0.1 increments. | number | Y 0 | |
Minutes | Number, in Minutes. Fractions are also allowed. | number | Y 0 |
FilterActions[]
Parameter | Parameter Explanation | Type | Optional | |
---|---|---|---|---|
Squad | ||||
SquadVanishInRange 2008-10-08 Removes Squads of the given ScriptGroup in range. | ||||
Tag | A ScriptTag or ScriptGroup. | string | Y GetScriptTag() | |
TargetTag | The ScriptTag of the 'target' entity. | string | N | |
Range | The Radius around the TargetTag(s) that is considered to be 'in range'. | number | Y 10 | |
TeamSquadTeleportInRange 2007-12-10 Teleports Squads in Range of the specified Team to the TargetTag location. | ||||
Tag | A ScriptTag or ScriptGroup. | string | Y GetScriptTag() | |
Range | The Radius around the TargetTag(s) that is considered to be 'in range'. | number | Y 10 | |
TargetTag | The ScriptTag of the 'target' entity. | string | N | |
Team | Prefix: tm_ The name of a Team from the map's TeamSetup. |
string | N | |
PlayerSquadTeleportInRange 2007-12-10 Teleports Squads in Range of the specified Player to the TargetTag location. | ||||
Tag | A ScriptTag or ScriptGroup. | string | Y GetScriptTag() | |
Range | The Radius around the TargetTag(s) that is considered to be 'in range'. | number | Y 10 | |
TargetTag | The ScriptTag of the 'target' entity. | string | N | |
Player | The name of a Player or a ScriptGroup of Players or 'All'/'Any'/etc. | string | Y ALL | |
SquadRangedBarrierMount 2008-03-14 Only ranged Squads try to mount the TargetTag Barrier. | ||||
Tag | A ScriptTag or ScriptGroup. | string | Y GetScriptTag() | |
TargetTag | The ScriptTag of the 'target' entity. | string | N | |
SquadIdleBarrierMount 2008-03-14 Only idle Squads try to mount the TargetTag Barrier. | ||||
Tag | A ScriptTag or ScriptGroup. | string | Y GetScriptTag() | |
TargetTag | The ScriptTag of the 'target' entity. | string | N | |
SquadRangedIdleBarrierMount 2008-03-14 Only ranged idle Squads try to mount the TargetTag Barrier. | ||||
Tag | A ScriptTag or ScriptGroup. | string | Y GetScriptTag() | |
TargetTag | The ScriptTag of the 'target' entity. | string | N | |
SquadIdBarrierMount 2008-03-14 Only Squads with specified database ID try to mount the TargetTag Barrier. | ||||
Tag | A ScriptTag or ScriptGroup. | string | Y GetScriptTag() | |
TargetTag | The ScriptTag of the 'target' entity. | string | N | |
SquadId | The DB ID of a Squad. The default Upgrade-Level is 2 (2.000.000 is automatically added). If you need any other Upgrade-Level, you need to subtract 2.000.000 from your desired DB ID. You can also use the function UpgradeLevel_(DB ID) |
number | N | |
SquadIdIdleBarrierMount 2008-03-14 Only idle Squads with specified database ID try to mount the TargetTag Barrier. | ||||
Tag | A ScriptTag or ScriptGroup. | string | Y GetScriptTag() | |
TargetTag | The ScriptTag of the 'target' entity. | string | N | |
SquadId | The DB ID of a Squad. The default Upgrade-Level is 2 (2.000.000 is automatically added). If you need any other Upgrade-Level, you need to subtract 2.000.000 from your desired DB ID. You can also use the function UpgradeLevel_(DB ID) |
number | N | |
SquadIdleGoto 2008-01-15 Only Squads that are currently idle execute the Goto command. | ||||
Tag | A ScriptTag or ScriptGroup. | string | Y GetScriptTag() | |
TargetTag | The ScriptTag of the 'target' entity. | string | N | |
Run | Changes WalkSpeed, running is default. Walking may look dull for large figures. | boolean | Y true | |
Direction | Direction in degrees (0-360°). 0 means 'south' (down), 90 means 'east' (right), etc. | number | Y -180 | |
SquadIdleGotoRandom 2008-03-14 Only Squads that are currently idle execute the Goto command. | ||||
Tag | A ScriptTag or ScriptGroup. | string | Y GetScriptTag() | |
TargetTag | The ScriptTag of the 'target' entity. | string | N | |
Run | Changes WalkSpeed, running is default. Walking may look dull for large figures. | boolean | Y true | |
SquadIdleGotoFight 2008-01-17 Only Squads that are currently idle execute the Goto command. | ||||
Tag | A ScriptTag or ScriptGroup. | string | Y GetScriptTag() | |
TargetTag | The ScriptTag of the 'target' entity. | string | N | |
Run | Changes WalkSpeed, running is default. Walking may look dull for large figures. | boolean | Y true | |
Direction | Direction in degrees (0-360°). 0 means 'south' (down), 90 means 'east' (right), etc. | number | Y -180 | |
SquadRandomGoto 2008-03-14 Only a random amount of Squads execute the Goto command. | ||||
Tag | A ScriptTag or ScriptGroup. | string | Y GetScriptTag() | |
TargetTag | The ScriptTag of the 'target' entity. | string | N | |
Run | Changes WalkSpeed, running is default. Walking may look dull for large figures. | boolean | Y true | |
Direction | Direction in degrees (0-360°). 0 means 'south' (down), 90 means 'east' (right), etc. | number | Y -180 | |
Percent | A percentage from 0-100 (do not write the % sign). | number | N | |
SquadIdleRandomGoto 2008-03-14 Only a random amount of Squads that are currently idle execute the Goto command. | ||||
Tag | A ScriptTag or ScriptGroup. | string | Y GetScriptTag() | |
TargetTag | The ScriptTag of the 'target' entity. | string | N | |
Run | Changes WalkSpeed, running is default. Walking may look dull for large figures. | boolean | Y true | |
Direction | Direction in degrees (0-360°). 0 means 'south' (down), 90 means 'east' (right), etc. | number | Y -180 | |
Percent | A percentage from 0-100 (do not write the % sign). | number | N | |
SquadRandomGotoRandom 2008-03-14 Only randomly picked Squads that are execute the Goto command. | ||||
Tag | A ScriptTag or ScriptGroup. | string | Y GetScriptTag() | |
TargetTag | The ScriptTag of the 'target' entity. | string | N | |
Run | Changes WalkSpeed, running is default. Walking may look dull for large figures. | boolean | Y true | |
Percent | A percentage from 0-100 (do not write the % sign). | number | N | |
SquadIdleRandomGotoRandom 2008-03-14 Only randomly picked Squads that are execute the Goto command. | ||||
Tag | A ScriptTag or ScriptGroup. | string | Y GetScriptTag() | |
TargetTag | The ScriptTag of the 'target' entity. | string | N | |
Run | Changes WalkSpeed, running is default. Walking may look dull for large figures. | boolean | Y true | |
Percent | A percentage from 0-100 (do not write the % sign). | number | N | |
SquadAmountPatrol 2008-01-15 Only the specified amount of Squads in the ScriptGroup execute the Goto command. | ||||
Tag | A ScriptTag or ScriptGroup. | string | Y GetScriptTag() | |
TargetTag | The ScriptTag of the 'target' entity. | string | N | |
Amount | Just a simple value, meaning depends on context. | number | N | |
SquadIdleAmountPatrol 2008-01-16 Only the specified amount of Squads and if they are idle execute the Goto command. | ||||
Tag | A ScriptTag or ScriptGroup. | string | Y GetScriptTag() | |
TargetTag | The ScriptTag of the 'target' entity. | string | N | |
Amount | Just a simple value, meaning depends on context. | number | N | |
SquadGotoClosestPlayerMonumentOrGenerator 2008-03-15 Squad(s) go towards closest M/G owned by Player. Continues goto after being attacked. *Careful! This method relies on FilterEntityIsOwnedByPlayer . If a Player can't be found (eg. if playing a two-player map solo), the Filter works on Entities, that have NO Player assigned! You can use PlayerIsHuman in combination with this function, to make sure a player is actually present.
| ||||
Tag | A ScriptTag or ScriptGroup. | string | Y GetScriptTag() | |
Run | Changes WalkSpeed, running is default. Walking may look dull for large figures. | boolean | Y true | |
SearchRadius | The (max.) Radius around the Tag that should be searched. | number | N | |
Player | Prefix: pl_ The name of a Player. Must not be a ScriptGroup and not 'All'/'Any'/etc. |
string | N | |
SquadGotoClosestTeamMonumentOrGenerator 2008-03-15 Squad(s) go towards closest M/G owned by Team. Continues goto after being attacked. | ||||
Tag | A ScriptTag or ScriptGroup. | string | Y GetScriptTag() | |
Run | Changes WalkSpeed, running is default. Walking may look dull for large figures. | boolean | Y true | |
SearchRadius | The (max.) Radius around the Tag that should be searched. | number | N | |
Team | Prefix: tm_ The name of a Team from the map's TeamSetup. |
string | N | |
SquadGotoClosestPlayerSquad 2008-03-15 Squad(s) go towards closest Squad owned by Player. Continues goto after being attacked. *Careful! This method relies on FilterEntityIsOwnedByPlayer . If a Player can't be found (eg. if playing a two-player map solo), the Filter works on Entities, that have NO Player assigned! You can use PlayerIsHuman in combination with this function, to make sure a player is actually present.
| ||||
Tag | A ScriptTag or ScriptGroup. | string | Y GetScriptTag() | |
Run | Changes WalkSpeed, running is default. Walking may look dull for large figures. | boolean | Y true | |
SearchRadius | The (max.) Radius around the Tag that should be searched. | number | N | |
Player | Prefix: pl_ The name of a Player. Must not be a ScriptGroup and not 'All'/'Any'/etc. |
string | N | |
SquadGotoClosestTeamSquad 2008-03-15 Squad(s) go towards closest Squad owned by Team. Continues goto after being attacked. | ||||
Tag | A ScriptTag or ScriptGroup. | string | Y GetScriptTag() | |
Run | Changes WalkSpeed, running is default. Walking may look dull for large figures. | boolean | Y true | |
SearchRadius | The (max.) Radius around the Tag that should be searched. | number | N | |
Team | Prefix: tm_ The name of a Team from the map's TeamSetup. |
string | N | |
SquadGotoClosestPlayerBuilding 2008-03-15 Squad(s) go towards closest Building owned by Player. Continues goto after being attacked. *Careful! This method relies on FilterEntityIsOwnedByPlayer . If a Player can't be found (eg. if playing a two-player map solo), the Filter works on Entities, that have NO Player assigned! You can use PlayerIsHuman in combination with this function, to make sure a player is actually present.
| ||||
Tag | A ScriptTag or ScriptGroup. | string | Y GetScriptTag() | |
Run | Changes WalkSpeed, running is default. Walking may look dull for large figures. | boolean | Y true | |
SearchRadius | The (max.) Radius around the Tag that should be searched. | number | N | |
Player | Prefix: pl_ The name of a Player. Must not be a ScriptGroup and not 'All'/'Any'/etc. |
string | N | |
SquadGotoClosestTeamBuilding 2008-03-15 Squad(s) go towards closest Building owned by Team. Continues goto after being attacked. | ||||
Tag | A ScriptTag or ScriptGroup. | string | Y GetScriptTag() | |
Run | Changes WalkSpeed, running is default. Walking may look dull for large figures. | boolean | Y true | |
SearchRadius | The (max.) Radius around the Tag that should be searched. | number | N | |
Team | Prefix: tm_ The name of a Team from the map's TeamSetup. |
string | N | |
SquadGotoClosestPlayerBarrier 2008-03-15 Squad(s) go towards closest Barrier owned by Player. Continues goto after being attacked. *Careful! This method relies on FilterEntityIsOwnedByPlayer . If a Player can't be found (eg. if playing a two-player map solo), the Filter works on Entities, that have NO Player assigned! You can use PlayerIsHuman in combination with this function, to make sure a player is actually present.
| ||||
Tag | A ScriptTag or ScriptGroup. | string | Y GetScriptTag() | |
Run | Changes WalkSpeed, running is default. Walking may look dull for large figures. | boolean | Y true | |
SearchRadius | The (max.) Radius around the Tag that should be searched. | number | N | |
Player | Prefix: pl_ The name of a Player. Must not be a ScriptGroup and not 'All'/'Any'/etc. |
string | N | |
SquadGotoClosestTeamBarrier 2008-03-15 Squad(s) go towards closest Barrier owned by Team. Continues goto after being attacked. | ||||
Tag | A ScriptTag or ScriptGroup. | string | Y GetScriptTag() | |
Run | Changes WalkSpeed, running is default. Walking may look dull for large figures. | boolean | Y true | |
SearchRadius | The (max.) Radius around the Tag that should be searched. | number | N | |
Team | Prefix: tm_ The name of a Team from the map's TeamSetup. |
string | N | |
SquadGotoClosestPlayerTarget 2008-07-01 Squad(s) go towards closest attackable Target owned by Player. Continues goto after being attacked. *Careful! This method relies on FilterEntityIsOwnedByPlayer . If a Player can't be found (eg. if playing a two-player map solo), the Filter works on Entities, that have NO Player assigned! You can use PlayerIsHuman in combination with this function, to make sure a player is actually present.
| ||||
Tag | A ScriptTag or ScriptGroup. | string | Y GetScriptTag() | |
Run | Changes WalkSpeed, running is default. Walking may look dull for large figures. | boolean | Y true | |
SearchRadius | The (max.) Radius around the Tag that should be searched. | number | N | |
Player | Prefix: pl_ The name of a Player. Must not be a ScriptGroup and not 'All'/'Any'/etc. |
string | N | |
IgnoreUnattackable | Wether targets with 'Unattackable' AbilityLine will be ignored. | boolean | Y false | |
SquadGotoClosestTeamTarget 2008-07-01 Squad(s) go towards closest attackable Target owned by Team. Continues goto after being attacked. | ||||
Tag | A ScriptTag or ScriptGroup. | string | Y GetScriptTag() | |
Run | Changes WalkSpeed, running is default. Walking may look dull for large figures. | boolean | Y true | |
SearchRadius | The (max.) Radius around the Tag that should be searched. | number | N | |
Team | Prefix: tm_ The name of a Team from the map's TeamSetup. |
string | N | |
IgnoreUnattackable | Wether targets with 'Unattackable' AbilityLine will be ignored. | boolean | Y false | |
TeamSquadInRangePushBack 2008-01-22 PushBack only for Squads from the specified Team. | ||||
TargetTag | The ScriptTag of the 'target' entity. | string | N | |
Range | The Radius around the TargetTag(s) that is considered to be 'in range'. | number | Y 10 | |
Speed | Speed in meters per second. Decimal places allowed. | number | N | |
MaxRadiusType | Can be: RadiusType_S, .._M, .._L, .._XL (see BEE). | number | N | |
Team | Prefix: tm_ The name of a Team from the map's TeamSetup. |
string | N | |
PlayerSquadInRangePushBack 2008-01-22 PushBack only for Squads from the specified Player. *Careful! This method relies on FilterEntityIsOwnedByPlayer . If a Player can't be found (eg. if playing a two-player map solo), the Filter works on Entities, that have NO Player assigned! You can use PlayerIsHuman in combination with this function, to make sure a player is actually present.
| ||||
TargetTag | The ScriptTag of the 'target' entity. | string | N | |
Range | The Radius around the TargetTag(s) that is considered to be 'in range'. | number | Y 10 | |
Speed | Speed in meters per second. Decimal places allowed. | number | N | |
MaxRadiusType | Can be: RadiusType_S, .._M, .._L, .._XL (see BEE). | number | N | |
Player | Prefix: pl_ The name of a Player. Must not be a ScriptGroup and not 'All'/'Any'/etc. |
string | N | |
Building | ||||
TeamBuildingKillInRange 2008-09-08 Kills buildings in range. | ||||
Team | Prefix: tm_ The name of a Team from the map's TeamSetup. |
string | N | |
TargetTag | The ScriptTag of the 'target' entity. | string | N | |
Range | The Radius around the TargetTag(s) that is considered to be 'in range'. | number | Y 10 | |
PlayerBuildingKillInRange 2008-09-08 Kills buildings in range. *Careful! This method relies on FilterEntityIsOwnedByPlayer . If a Player can't be found (eg. if playing a two-player map solo), the Filter works on Entities, that have NO Player assigned! You can use PlayerIsHuman in combination with this function, to make sure a player is actually present.
| ||||
Player | Prefix: pl_ The name of a Player. Must not be a ScriptGroup and not 'All'/'Any'/etc. |
string | N | |
TargetTag | The ScriptTag of the 'target' entity. | string | N | |
Range | The Radius around the TargetTag(s) that is considered to be 'in range'. | number | Y 10 | |
TeamBuildingKillableKillInRange 2008-09-11 Kills buildings in range, unless it is unkillable. *Careful! This method relies on FilterEntityIsOwnedByPlayer . If a Player can't be found (eg. if playing a two-player map solo), the Filter works on Entities, that have NO Player assigned! You can use PlayerIsHuman in combination with this function, to make sure a player is actually present.
| ||||
Team | Prefix: tm_ The name of a Team from the map's TeamSetup. |
string | N | |
TargetTag | The ScriptTag of the 'target' entity. | string | N | |
Range | The Radius around the TargetTag(s) that is considered to be 'in range'. | number | Y 10 | |
PlayerBuildingKillableKillInRange 2008-09-11 Kills buildings in range, unless it is unkillable. | ||||
Player | Prefix: pl_ The name of a Player. Must not be a ScriptGroup and not 'All'/'Any'/etc. |
string | N | |
TargetTag | The ScriptTag of the 'target' entity. | string | N | |
Range | The Radius around the TargetTag(s) that is considered to be 'in range'. | number | Y 10 | |
Entity | ||||
EntitySpellCastOnClosestPlayerSquad 2008-03-17 Lets the Entity(s) cast the given Spell on the closest Squad. Target must be valid for the given Spell. *Careful! This has the same requirements as if you used the spell yourself. The Spell-Cast uses energy. If the Player has not enough energy, the spell will not run. You have to make sure, that the Player has enough energy, or use NPC unit spells, which have no power cost. It also can be blocked (eg. recast-time, ...) - you can check the blocked-part with EntitySpellCastIsBlocked. *Careful! This method relies on FilterEntityIsOwnedByPlayer . If a Player can't be found (eg. if playing a two-player map solo), the Filter works on Entities, that have NO Player assigned! You can use PlayerIsHuman in combination with this function, to make sure a player is actually present.
| ||||
Tag | A ScriptTag or ScriptGroup. | string | Y GetScriptTag() | |
SpellId | The DB ID of a Spell | number | N | |
Player | Prefix: pl_ The name of a Player. Must not be a ScriptGroup and not 'All'/'Any'/etc. |
string | N | |
EntitySpellCastOnClosestTeamSquad 2008-03-17 Lets the Entity(s) cast the given Spell on the closest Squad. Target must be valid for the given Spell. *Careful! This has the same requirements as if you used the spell yourself. The Spell-Cast uses energy. If the Player has not enough energy, the spell will not run. You have to make sure, that the Player has enough energy, or use NPC unit spells, which have no power cost. It also can be blocked (eg. recast-time, ...) - you can check the blocked-part with EntitySpellCastIsBlocked. | ||||
Tag | A ScriptTag or ScriptGroup. | string | Y GetScriptTag() | |
SpellId | The DB ID of a Spell | number | N | |
Team | Prefix: tm_ The name of a Team from the map's TeamSetup. |
string | N | |
EntitySpellCastOnClosestPlayerBuilding 2008-03-20 Lets the Entity(s) cast the given Spell on the closest Building. Target must be valid for the given Spell. *Careful! This has the same requirements as if you used the spell yourself. The Spell-Cast uses energy. If the Player has not enough energy, the spell will not run. You have to make sure, that the Player has enough energy, or use NPC unit spells, which have no power cost. It also can be blocked (eg. recast-time, ...) - you can check the blocked-part with EntitySpellCastIsBlocked. *Careful! This method relies on FilterEntityIsOwnedByPlayer . If a Player can't be found (eg. if playing a two-player map solo), the Filter works on Entities, that have NO Player assigned! You can use PlayerIsHuman in combination with this function, to make sure a player is actually present.
| ||||
Tag | A ScriptTag or ScriptGroup. | string | Y GetScriptTag() | |
SpellId | The DB ID of a Spell | number | N | |
Player | Prefix: pl_ The name of a Player. Must not be a ScriptGroup and not 'All'/'Any'/etc. |
string | N | |
EntitySpellCastOnClosestTeamBuilding 2008-03-20 Lets the Entity(s) cast the given Spell on the closest Building. Target must be valid for the given Spell. *Careful! This has the same requirements as if you used the spell yourself. The Spell-Cast uses energy. If the Player has not enough energy, the spell will not run. You have to make sure, that the Player has enough energy, or use NPC unit spells, which have no power cost. It also can be blocked (eg. recast-time, ...) - you can check the blocked-part with EntitySpellCastIsBlocked. | ||||
Tag | A ScriptTag or ScriptGroup. | string | Y GetScriptTag() | |
SpellId | The DB ID of a Spell | number | N | |
Team | Prefix: tm_ The name of a Team from the map's TeamSetup. |
string | N | |
EntitySpellCastOnClosestPlayerGenerator 2008-06-25 Lets the Entity(s) cast the given Spell on the closest Generator. Target must be valid for the given Spell. *Careful! This has the same requirements as if you used the spell yourself. The Spell-Cast uses energy. If the Player has not enough energy, the spell will not run. You have to make sure, that the Player has enough energy, or use NPC unit spells, which have no power cost. It also can be blocked (eg. recast-time, ...) - you can check the blocked-part with EntitySpellCastIsBlocked. *Careful! This method relies on FilterEntityIsOwnedByPlayer . If a Player can't be found (eg. if playing a two-player map solo), the Filter works on Entities, that have NO Player assigned! You can use PlayerIsHuman in combination with this function, to make sure a player is actually present.
| ||||
Tag | A ScriptTag or ScriptGroup. | string | Y GetScriptTag() | |
SpellId | The DB ID of a Spell | number | N | |
IgnoreEmpty | Wether empty (no more energy left) Generators will be ignored. | boolean | Y false | |
Player | Prefix: pl_ The name of a Player. Must not be a ScriptGroup and not 'All'/'Any'/etc. |
string | N | |
EntitySpellCastOnClosestTeamGenerator 2008-06-25 Lets the Entity(s) cast the given Spell on the closest Generator. Target must be valid for the given Spell. *Careful! This has the same requirements as if you used the spell yourself. The Spell-Cast uses energy. If the Player has not enough energy, the spell will not run. You have to make sure, that the Player has enough energy, or use NPC unit spells, which have no power cost. It also can be blocked (eg. recast-time, ...) - you can check the blocked-part with EntitySpellCastIsBlocked. | ||||
Tag | A ScriptTag or ScriptGroup. | string | Y GetScriptTag() | |
SpellId | The DB ID of a Spell | number | N | |
IgnoreEmpty | Wether empty (no more energy left) Generators will be ignored. | boolean | Y false | |
Team | Prefix: tm_ The name of a Team from the map's TeamSetup. |
string | N | |
EntitySpellCastOnClosestPlayerTarget 2008-04-23 Lets the Entity(s) cast the given Spell on the closest attackable Target. Target must be valid for the given Spell. *Careful! This has the same requirements as if you used the spell yourself. The Spell-Cast uses energy. If the Player has not enough energy, the spell will not run. You have to make sure, that the Player has enough energy, or use NPC unit spells, which have no power cost. It also can be blocked (eg. recast-time, ...) - you can check the blocked-part with EntitySpellCastIsBlocked. *Careful! This method relies on FilterEntityIsOwnedByPlayer . If a Player can't be found (eg. if playing a two-player map solo), the Filter works on Entities, that have NO Player assigned! You can use PlayerIsHuman in combination with this function, to make sure a player is actually present.
| ||||
Tag | A ScriptTag or ScriptGroup. | string | Y GetScriptTag() | |
SpellId | The DB ID of a Spell | number | N | |
Player | Prefix: pl_ The name of a Player. Must not be a ScriptGroup and not 'All'/'Any'/etc. |
string | N | |
IgnoreUnattackable | Wether targets with 'Unattackable' AbilityLine will be ignored. | boolean | Y false | |
EntitySpellCastOnClosestTeamTarget 2008-04-23 Lets the Entity(s) cast the given Spell on the closest attackable Target. Target must be valid for the given Spell. *Careful! This has the same requirements as if you used the spell yourself. The Spell-Cast uses energy. If the Player has not enough energy, the spell will not run. You have to make sure, that the Player has enough energy, or use NPC unit spells, which have no power cost. It also can be blocked (eg. recast-time, ...) - you can check the blocked-part with EntitySpellCastIsBlocked. | ||||
Tag | A ScriptTag or ScriptGroup. | string | Y GetScriptTag() | |
SpellId | The DB ID of a Spell | number | N | |
Team | Prefix: tm_ The name of a Team from the map's TeamSetup. |
string | N | |
IgnoreUnattackable | Wether targets with 'Unattackable' AbilityLine will be ignored. | boolean | Y false | |
EntityPvETypeKillInRange 2008-09-08 Kills entities with specified PvEType in range. | ||||
TargetTag | The ScriptTag of the 'target' entity. | string | N | |
Range | The Radius around the TargetTag(s) that is considered to be 'in range'. | number | Y 10 | |
PvEType | The name of a PvE Type. | string | N | |
TeamEntityPvETypeKillInRange 2008-09-08 Kills entities with specified PvEType in range. | ||||
Team | Prefix: tm_ The name of a Team from the map's TeamSetup. |
string | N | |
TargetTag | The ScriptTag of the 'target' entity. | string | N | |
Range | The Radius around the TargetTag(s) that is considered to be 'in range'. | number | Y 10 | |
PvEType | The name of a PvE Type. | string | N | |
PlayerEntityPvETypeKillInRange 2008-09-08 Kills entities with specified PvEType in range. *Careful! This method relies on FilterEntityIsOwnedByPlayer . If a Player can't be found (eg. if playing a two-player map solo), the Filter works on Entities, that have NO Player assigned! You can use PlayerIsHuman in combination with this function, to make sure a player is actually present.
| ||||
Player | Prefix: pl_ The name of a Player. Must not be a ScriptGroup and not 'All'/'Any'/etc. |
string | N | |
TargetTag | The ScriptTag of the 'target' entity. | string | N | |
Range | The Radius around the TargetTag(s) that is considered to be 'in range'. | number | Y 10 | |
PvEType | The name of a PvE Type. | string | N |
FilterConditions[]
Parameter | Parameter Explanation | Type | Optional | |
---|---|---|---|---|
Squad | ||||
SquadAliveIsIdle 2008-03-14 SquadAliveIsBusy Checks if the living Squads are idle or busy (avoids trap if one squad of group is dead but check is for all). | ||||
For | Determines when the condition is satisfied if multiple entities are used. | string | Y ALL | |
Tag | A ScriptTag or ScriptGroup. | string | Y GetScriptTag() | |
SquadIdleIsInRange 2008-01-16 SquadIdleIsNotInRange Checks if an idle Squad is in Range to (any of) the Target(s). | ||||
For | Determines when the condition is satisfied if multiple entities are used. | string | Y ALL | |
Tag | A ScriptTag or ScriptGroup. | string | Y GetScriptTag() | |
TargetTag | The ScriptTag of the 'target' entity. | string | N | |
Range | The Radius around the TargetTag(s) that is considered to be 'in range'. | number | Y 10 | |
SquadPvETypeIsInRange 2008-06-13 SquadPvETypeIsNotInRange Checks if a Squad with given PvE Type is in Range to (any of) the Target(s). | ||||
TargetTag | The ScriptTag of the 'target' entity. | string | N | |
Range | The Radius around the TargetTag(s) that is considered to be 'in range'. | number | Y 10 | |
PvEType | The name of a PvE Type. | string | N | |
SquadPvETypeAmountIsInRange 2008-06-13 SquadPvETypeAmountIsNotInRange Checks if amount Squads with PvE Type are in Range to (any of) the Target(s). | ||||
TargetTag | The ScriptTag of the 'target' entity. | string | N | |
Range | The Radius around the TargetTag(s) that is considered to be 'in range'. | number | Y 10 | |
PvEType | The name of a PvE Type. | string | N | |
Amount | Just a simple value, meaning depends on context. | number | N | |
SquadFlyingIsInRange 2008-10-28 SquadFlyingIsNotInRange Checks if a flying Squad is in Range to (any of) the Target(s). | ||||
TargetTag | The ScriptTag of the 'target' entity. | string | N | |
Range | The Radius around the TargetTag(s) that is considered to be 'in range'. | number | Y 10 | |
SquadOnGroundIsInRange 2008-10-28 SquadOnGroundIsNotInRange Checks if a Squad that is NOT flying is in Range to (any of) the Target(s). | ||||
TargetTag | The ScriptTag of the 'target' entity. | string | N | |
Range | The Radius around the TargetTag(s) that is considered to be 'in range'. | number | Y 10 | |
PlayerSquadIsInRange 2008-02-26 PlayerSquadIsNotInRange Checks if a Squad of a specified Player is in Range to (any of) the Target(s). *Careful! This method relies on FilterEntityIsOwnedByPlayer . If a Player can't be found (eg. if playing a two-player map solo), the Filter works on Entities, that have NO Player assigned! You can use PlayerIsHuman in combination with this function, to make sure a player is actually present.
| ||||
Player | Prefix: pl_ The name of a Player. Must not be a ScriptGroup and not 'All'/'Any'/etc. |
string | N | |
TargetTag | The ScriptTag of the 'target' entity. | string | N | |
Range | The Radius around the TargetTag(s) that is considered to be 'in range'. | number | Y 10 | |
PlayerSquadFlyingIsInRange 2008-10-28 PlayerSquadFlyingIsNotInRange Checks if a Squad of a specified Player is in Range to (any of) the Target(s). *Careful! This method relies on FilterEntityIsOwnedByPlayer . If a Player can't be found (eg. if playing a two-player map solo), the Filter works on Entities, that have NO Player assigned! You can use PlayerIsHuman in combination with this function, to make sure a player is actually present.
| ||||
Player | Prefix: pl_ The name of a Player. Must not be a ScriptGroup and not 'All'/'Any'/etc. |
string | N | |
TargetTag | The ScriptTag of the 'target' entity. | string | N | |
Range | The Radius around the TargetTag(s) that is considered to be 'in range'. | number | Y 10 | |
PlayerSquadOnGroundIsInRange 2008-10-28 PlayerSquadOnGroundIsNotInRange Checks if a Squad of a specified Player is in Range to (any of) the Target(s). *Careful! This method relies on FilterEntityIsOwnedByPlayer . If a Player can't be found (eg. if playing a two-player map solo), the Filter works on Entities, that have NO Player assigned! You can use PlayerIsHuman in combination with this function, to make sure a player is actually present.
| ||||
Player | Prefix: pl_ The name of a Player. Must not be a ScriptGroup and not 'All'/'Any'/etc. |
string | N | |
TargetTag | The ScriptTag of the 'target' entity. | string | N | |
Range | The Radius around the TargetTag(s) that is considered to be 'in range'. | number | Y 10 | |
TeamSquadIsInRange 2008-02-26 TeamSquadIsNotInRange Checks if a Squad of a specified Team is in Range to (any of) the Target(s). | ||||
Team | Prefix: tm_ The name of a Team from the map's TeamSetup. |
string | N | |
TargetTag | The ScriptTag of the 'target' entity. | string | N | |
Range | The Radius around the TargetTag(s) that is considered to be 'in range'. | number | Y 10 | |
TeamSquadFlyingIsInRange 2008-10-28 TeamSquadFlyingIsNotInRange Checks if a Squad of a specified Team is in Range to (any of) the Target(s). | ||||
Team | Prefix: tm_ The name of a Team from the map's TeamSetup. |
string | N | |
TargetTag | The ScriptTag of the 'target' entity. | string | N | |
Range | The Radius around the TargetTag(s) that is considered to be 'in range'. | number | Y 10 | |
TeamSquadOnGroundIsInRange 2008-10-28 TeamSquadOnGroundIsNotInRange Checks if a Squad of a specified Team is in Range to (any of) the Target(s). | ||||
Team | Prefix: tm_ The name of a Team from the map's TeamSetup. |
string | N | |
TargetTag | The ScriptTag of the 'target' entity. | string | N | |
Range | The Radius around the TargetTag(s) that is considered to be 'in range'. | number | Y 10 | |
SquadIdIsInRange 2008-03-01 SquadIdIsNotInRange Checks if a Squad with the specified ID is in Range to (any of) the Target(s). | ||||
SquadId | The DB ID of a Squad. The default Upgrade-Level is 2 (2.000.000 is automatically added). If you need any other Upgrade-Level, you need to subtract 2.000.000 from your desired DB ID. You can also use the function UpgradeLevel_(DB ID) |
number | N | |
TargetTag | The ScriptTag of the 'target' entity. | string | N | |
Range | The Radius around the TargetTag(s) that is considered to be 'in range'. | number | Y 10 | |
Building | ||||
PlayerBuildingIsInRange 2008-02-26 PlayerBuildingIsNotInRange Checks if a Building of a specified Player is in Range to (any of) the Target(s). *Careful! This method relies on FilterEntityIsOwnedByPlayer . If a Player can't be found (eg. if playing a two-player map solo), the Filter works on Entities, that have NO Player assigned! You can use PlayerIsHuman in combination with this function, to make sure a player is actually present.
| ||||
Player | Prefix: pl_ The name of a Player. Must not be a ScriptGroup and not 'All'/'Any'/etc. |
string | N | |
TargetTag | The ScriptTag of the 'target' entity. | string | N | |
Range | The Radius around the TargetTag(s) that is considered to be 'in range'. | number | Y 10 | |
TeamBuildingIsInRange 2008-02-26 TeamBuildingIsNotInRange Checks if a Building of a specified Team is in Range to (any of) the Target(s). | ||||
Team | Prefix: tm_ The name of a Team from the map's TeamSetup. |
string | N | |
TargetTag | The ScriptTag of the 'target' entity. | string | N | |
Range | The Radius around the TargetTag(s) that is considered to be 'in range'. | number | Y 10 | |
PlayerBuildingKillableIsInRange 2008-09-24 PlayerBuildingKillableIsNotInRange Checks if a Building of a specified Player is in Range to (any of) the Target(s). *Careful! This method relies on FilterEntityIsOwnedByPlayer . If a Player can't be found (eg. if playing a two-player map solo), the Filter works on Entities, that have NO Player assigned! You can use PlayerIsHuman in combination with this function, to make sure a player is actually present.
| ||||
Player | Prefix: pl_ The name of a Player. Must not be a ScriptGroup and not 'All'/'Any'/etc. |
string | N | |
TargetTag | The ScriptTag of the 'target' entity. | string | N | |
Range | The Radius around the TargetTag(s) that is considered to be 'in range'. | number | Y 10 | |
TeamBuildingKillableIsInRange 2008-09-24 TeamBuildingKillableIsNotInRange Checks if a Building of a specified Team is in Range to (any of) the Target(s). | ||||
Team | Prefix: tm_ The name of a Team from the map's TeamSetup. |
string | N | |
TargetTag | The ScriptTag of the 'target' entity. | string | N | |
Range | The Radius around the TargetTag(s) that is considered to be 'in range'. | number | Y 10 | |
BuildingIdIsInRange 2008-03-01 BuildingIdIsNotInRange Checks if a Building with the specified ID is in Range to (any of) the Target(s). | ||||
BuildingId | The DB ID of a Building. The default Upgrade-Level is 2 (2.000.000 is automatically added). If you need any other Upgrade-Level, you need to subtract 2.000.000 from your desired DB ID. You can also use the function UpgradeLevel_(DB ID) |
number | N | |
TargetTag | The ScriptTag of the 'target' entity. | string | N | |
Range | The Radius around the TargetTag(s) that is considered to be 'in range'. | number | Y 10 | |
BuildingPvETypeIsInRange 2008-08-24 BuildingPvETypeIsNotInRange Checks if a Building with given PvE Type is in Range to (any of) the Target(s). | ||||
TargetTag | The ScriptTag of the 'target' entity. | string | N | |
Range | The Radius around the TargetTag(s) that is considered to be 'in range'. | number | Y 10 | |
PvEType | The name of a PvE Type. | string | N | |
BuildingPvETypeAmountIsInRange 2008-09-05 BuildingPvETypeAmountIsInRange Checks if amount Buildings with PvE Type are in Range to (any of) the Target(s). | ||||
TargetTag | The ScriptTag of the 'target' entity. | string | N | |
Range | The Radius around the TargetTag(s) that is considered to be 'in range'. | number | Y 10 | |
PvEType | The name of a PvE Type. | string | N | |
Amount | Just a simple value, meaning depends on context. | number | N |
Filters[]
Parameter | Parameter Explanation | Type | Optional | |
---|---|---|---|---|
Filter | ||||
FilterEntityHasAbility 2007-11-12 FilterEntityHasNotAbility Filters based on entity's ability. | ||||
AbilityId | The DB ID of an Ability | number | N | |
FilterEntityHasAbilityLine 2007-11-12 FilterEntityHasNotAbilityLine Filters based on entity's abilityline. | ||||
AbilityLineId | The DB ID of an AbilityLine | number | N | |
FilterEntityIsAlive 2008-03-14 FilterEntityIsDead Filters entity by alive/dead status. | ||||
FilterEntityAmountIsLess 2008-01-15 FilterEntityAmountIsGreaterOrEqual Filters for a specific number of entities. | ||||
Amount | Just a simple value, meaning depends on context. | number | N | |
FilterEntityAmountIsGreater 2008-01-15 FilterEntityAmountIsLessOrEqual Filters for a specific number of entities. | ||||
Amount | Just a simple value, meaning depends on context. | number | N | |
FilterEntityAmountIsEqual 2008-01-15 FilterEntityAmountIsNotEqual Filters for a specific number of entities. | ||||
Amount | Just a simple value, meaning depends on context. | number | N | |
FilterEntityIsAttackable 2008-04-16 FilterEntityIsNotAttackable Filters entity by attackable status (includes check for 'unattackable' abilities). | ||||
FilterEntityCanProducePower 2008-06-27 FilterEntityCanNotProducePower Filters for power production (mostly generators). | ||||
FilterEntityIsBuilding 2007-11-08 FilterEntityIsNotBuilding Filters entity by category Building. | ||||
FilterEntityIsObject 2007-11-08 FilterEntityIsNotObject Filters entity by category Object. | ||||
FilterEntityIsSquad 2007-11-08 FilterEntityIsNotSquad Filters entity by category Squad. | ||||
FilterSquadIsFlying 2008-10-28 FilterSquadIsNotFlying Filters Squad by flying ability. | ||||
FilterEntityIsInRange 2008-03-14 FilterEntityIsNotInRange Filters entity wether it is in range to any of the TargetTag entities. | ||||
TargetTag | The ScriptTag of the 'target' entity. (It should exist!) | string | Y GetScriptTag() | |
Range | The Radius around the TargetTag(s) that is considered to be 'in range'. | number | Y 10 | |
FilterSquadIsIdle 2007-11-12 FilterSquadIsBusy Filters idle squads. | ||||
FilterEntityIsOwnedByPlayer 2007-11-12 FilterEntityIsNotOwnedByPlayer Filters entity by player pwnage. *Careful! If a Player can't be found (eg. if playing a two-player map solo), the Filter works on Entities, that have NO Player assigned! You can use PlayerIsHuman in combination with this function, to make sure a player is actually present.
| ||||
Player | Prefix: pl_ The name of a Player. Must not be a ScriptGroup and not 'All'/'Any'/etc. |
string | N | |
FilterSquadIsPrimaryRanged 2008-03-14 FilterSquadIsMelee Filters Squads based on wether they are Melee or PrimaryRanged. | ||||
FilterEntityHasPvEType 2008-06-13 FilterEntityHasNotPvEType Filters for PvE Type of an entity. | ||||
PvEType | The name of a PvE Type. | string | N | |
FilterIsRandomPercent 2008-03-14 FilterIsNotRandomPercent Filters entities by a random-percent chance. | ||||
Percent | A percentage from 0-100 (do not write the % sign). | number | N | |
FilterEntityHasResId 2007-11-12 FilterEntityHasNotResId Filters based on entity ResId. | ||||
Id | The DB ID of an entity. | number | N | |
FilterEntityIsOwnedByTeam 2007-11-12 FilterEntityIsNotOwnedByTeam Filters entity by team pwnage. | ||||
Team | Prefix: tm_ The name of a Team from the map's TeamSetup. |
string | N | |
FilterEntityThreatValueIsLess 2008-05-08 FilterEntityThreatValueIsGreaterOrEqual Filters for threatvalue of an entity. | ||||
Value | Just a simple value, meaning depends on context. | number | N | |
FilterEntityThreatValueIsGreater 2008-05-08 FilterEntityThreatValueIsLessOrEqual Filters for threatvalue of an entity. | ||||
Value | Just a simple value, meaning depends on context. | number | N |
Events[]
Parameter | Parameter Explanation | Type | Optional | |
---|---|---|---|---|
Events | ||||
OnEvent Event that is being executed continuously as long as the conditions are true. As events are checked 10 times a second, this could mean that an event is executed 10 times a second if the conditions block stays "true" the whole time. The conditions block of an OnEvent must be written in a way, that it is not permanently true! | ||||
EventName | The name of the event (for debugging purposes). | string | Y | |
Conditions | The conditions which need to be satisfied to execute the event. | function[] | Y *empty* | |
Actions | The actions that are to be executed. | function[] | Y *empty* | |
GotoState | Change to this state, after executing Actions. | string | Y self | |
OnOneTimeEvent Event that is only executed once, when the conditions become true for the first time. There is a hidden flag attached to that event, that is checked in the conditions block and set true when executed for the first time. | ||||
EventName | The name of the event (for debugging purposes). | string | Y | |
Conditions | The conditions which need to be satisfied to execute the event. | function[] | Y *empty* | |
Actions | The actions that are to be executed. | function[] | Y *empty* | |
GotoState | Change to this state, after executing Actions. | string | Y self | |
OnKeyPressEvent CURRENTLY NOT IMPLEMENTED! Event that is being executed when a key combo is pressed. | ||||
Player | Prefix: pl_ The name of a Player. |
string | N | |
Key | The type of key as string. | string | N | |
Shift | Wether Shift key must also be pressed. | boolean | Y false | |
Ctrl | Wether Ctrl key must also be pressed. | boolean | Y false | |
Alt | Wether Alt key must also be pressed. | boolean | Y false | |
Conditions | The conditions which need to be satisfied to execute the event. | function[] | Y *empty* | |
Actions | The actions that are to be executed. | function[] | Y *empty* | |
GotoState | Change to this state, after executing Actions. | string | Y self | |
OnOneTimeKeyPressEvent CURRENTLY NOT IMPLEMENTED! Event that is being executed once when a key combo is pressed. | ||||
Player | Prefix: pl_ The name of a Player. |
string | N | |
Key | The type of key as string. | string | N | |
Shift | Wether Shift key must also be pressed. | boolean | Y false | |
Ctrl | Wether Ctrl key must also be pressed. | boolean | Y false | |
Alt | Wether Alt key must also be pressed. | boolean | Y false | |
Conditions | The conditions which need to be satisfied to execute the event. | function[] | Y *empty* | |
Actions | The actions that are to be executed. | function[] | Y *empty* | |
GotoState | Change to this state, after executing Actions. | string | Y self | |
OnToggleEvent This event can be "on" or "off" and can toggle between those two phases. By default it is "off" | ||||
EventName | The name of the event (for debugging purposes). | string | Y | |
OnConditions | Conditions to switch to Phase: on. Only checked in Phase: off. Default: AND | function[] | Y *empty* | |
OnActions | Actions that are executed, once Phase switched to: on. | function[] | Y *empty* | |
OffConditions | Conditions to switch to Phase: off. Only checked in Phase: on. Default: AND | function[] | Y *empty* | |
OffActions | Actions that are executed, once Phase switched to: off. | function[] | Y *empty* | |
OnTimerEvent Starts a timer, once TimerStartConditions are met. As soon as Time (Minutes,Seconds) is elapsed, TimerElapsedActions are executed Event that starts anytime and ends after some time has elapsed, then restarts the timer. Not well documented.. "They enable you to set conditions for when to first start the timer, and which actions to execute, as well as the conditions for every execution starting with the second, and its respective actions. As well, you may enter a minimum time until the 2nd execution happens." | ||||
EventName | The name of the event (for debugging purposes). | string | Y | |
Minutes | How much time must pass before the event fires again. | number | Y 0 | |
Seconds | How much time must pass before the event fires again. | number | Y 3 | |
TimerStartConditions | When these Conditions are satisfied, the timer will be started. | function[] | Y *empty* | |
TimerStartActions | These Actions will be executed when the timer is started. | function[] | Y *empty* | |
TimerElapsedConditions | The timer must be elapsed AND these Conditions must be satisfied to stop the timer. | function[] | Y *empty* | |
TimerElapsedActions | These Actions will be executed when the timer is stopped. | function[] | Y *empty* | |
OneTime | number | Y | ||
OnIntervalEvent Event that is checked/executed only every x seconds. Useful for Filtered Actions or time-consuming conditions. | ||||
EventName | The name of the event (for debugging purposes). | string | Y | |
Seconds | How much time must pass before the event fires again. | number | Y 3 | |
Conditions | The conditions which need to be satisfied to execute the event. | function[] | Y *empty* | |
Actions | The actions that are to be executed. | function[] | Y *empty* | |
OnOneTimeTimerEvent Functions the same as OnTimerEvent, is only executed once. | ||||
EventName | The name of the event (for debugging purposes). | string | Y | |
Minutes | How much time must pass before the event fires again. | number | Y 0 | |
Seconds | How much time must pass before the event fires again. | number | Y 3 | |
TimerStartConditions | When these Conditions are satisfied, the timer will be started. | function[] | Y *empty* | |
TimerStartActions | These Actions will be executed when the timer is started. | function[] | Y *empty* | |
TimerElapsedConditions | The timer must be elapsed AND these Conditions must be satisfied to stop the timer. | function[] | Y *empty* | |
TimerElapsedActions | These Actions will be executed when the timer is stopped. | function[] | Y *empty* | |
OneTime | number | Y | ||
OnRespawnEvent Respawns an entity or group and executes Actions on every respawn. IMPORTANT: This event is only working in Member Scripts of units and squads. It doesn't work in the Main script. If a unit was killed, it keeps on checking the *Conditions* of its respawn event. (but only if this respawn event is in the state the unit was in when it was killed). | ||||
StartDespawned | Determines if entity is to be vanished first (aka SpawnOnlyWhen). Unit will be killed in the first Frame. It will only re-spawn, once *Conditions* are met. SquadIsDead() will be true! |
boolean | Y false | |
TargetTag | 'WhereDied' for position of death or 'StartPos' for startposition. | string | Y StartPos | |
RespawnDelayMinutes | Wait at least this many minutes before respawning. | number | Y 0 | |
RespawnDelaySeconds | Wait at least this many seconds before respawning. | number | Y 0 | |
HealthPercent | The amount of health in percentage of max. health. | number | Y 100 | |
Conditions | The conditions which need to be satisfied to execute the event. | function[] | Y *empty* | |
Actions | The actions that are to be executed. | function[] | Y *empty* | |
OnDeathActions | These actions will be executed when the entity dies. | function[] | Y *empty* | |
GotoState | Change to this state, after executing Actions. | string | Y self | |
OnIdleGoHomeEvent Sends unit *Tag* to Homepoint: *TargetTag* when unit is idle (when *Conditions* are met) If units are not in range of a hostile unit which would draw them into combat and also do not have any task to fulfil (like a "goto" command), for code they are "idle". Please note: The "OnIdleGoHome" does not mean that the unit won't run to an enemy when it sees one. It just means that the unit will come back to its homepoint after it killed the enemy. *Careful! you can only use StartPos as a TargetTag once (per Tag)! | ||||
EventName | The name of the event (for debugging purposes). | string | Y | |
Tag | Entity to be sent home (Can be left out, if Event is inside an Entity-Script) | string | Y GetScriptTag() | |
TargetTag | Home-Point *Careful! you can only use StartPos as a TargetTag once (per Tag)! |
string | N | |
HomeRange | If Squad is not within HomeRange to Target it will return. | number | Y 8 | |
Run | Changes WalkSpeed, running is default. Walking may look dull for large figures. | boolean | Y true | |
Direction | Direction in degrees (0-360°). 0 means 'south' (down), 90 means 'east' (right), etc. | number | Y -180 | |
Conditions | The conditions which need to be satisfied to execute the event. | function[] | Y *empty* | |
GoActions | The actions that are to be executed. | function[] | Y *empty* | |
HomeActions | Actions that are executed, every time unit *Tag* returns to its Home-Point *TargetTag*. | function[] | Y *empty* | |
OneTimeHomeActions | Actions that are executed, when the unit *Tag* returns to its Home-Point *TargetTag* for the very first time. | function[] | Y *empty* | |
OnIdleContinueAttackEvent If the Squad is Idle it will attack the next valid Target from the TargetTag ScriptGroup. | ||||
EventName | The name of the event (for debugging purposes). | string | Y | |
Tag | Entity to be sent. | string | Y GetScriptTag() | |
TargetTag | Target to be attacked | string | N | |
AttackGroupSize | Squads will attack all available Targets in Groups of this size. | number | Y 0 | |
Conditions | The conditions which need to be satisfied to execute the event. | function[] | Y *empty* | |
Actions | The actions that are to be executed. | function[] | Y *empty* | |
OnDeadEvent This event is only active as long as the entity is dead. IMPORTANT: This event is only working in Member Scripts of units and squads. It doesn't work in the Main script. This event is only executed if and when: - the unit dies in the State that contains the DeadEvent - there is a RespawnEvent in that state - the conditions of the DeadEvent are TRUE | ||||
EventName | The name of the event (for debugging purposes). | string | Y | |
Conditions | The conditions which need to be satisfied to execute the event. | function[] | Y *empty* | |
Actions | The actions that are to be executed. | function[] | Y *empty* | |
OnOneTimeDeadEvent This event is only active as long as the entity is dead. It will only be executed once. TODO: test if the Conditions mentioned in OnDeadEvent also apply to this event | ||||
EventName | The name of the event (for debugging purposes). | string | Y | |
Conditions | The conditions which need to be satisfied to execute the event. | function[] | Y *empty* | |
Actions | The actions that are to be executed. | function[] | Y *empty* | |
OnBuildingNotUnderAttackEvent Event that only executes if the Building is not under attack. | ||||
EventName | The name of the event (for debugging purposes). | string | Y | |
Conditions | The conditions which need to be satisfied to execute the event. | function[] | Y *empty* | |
Actions | The actions that are to be executed. | function[] | Y *empty* | |
GotoState | Change to this state, after executing Actions. | string | Y self | |
Tag | Tag of the Building | string | Y GetScriptTag() |
Warfare Patterns[]
Parameter | Parameter Explanation | Type | Optional | |
---|---|---|---|---|
Warfare Patterns | ||||
WP_AttackAndPatrolArea 2008-01-15 Basically a fancy version of the Action: SquadPatrol(). Seems to be used in conjunction with WP_Respawn or WP_SpawnWave. But it can be used standalone aswell - your units will not respawn of course. This works differently than WP_SpawnWave. This Pattern takes units that already exist on the map and works with them. Sends the ScriptGroup of squads to the TargetTag location. They then wait at the TargetTag for 3 seconds and continue moving between the first and the last point defined in PatrolPoints. It also considers the Goto-Grid. It works internally with the Action: SquadPatrol TargetTag should be a single script tag. If you want to (initially) send the Group along a path towards the TargetTag, rather than the TargetTag directly, simply use a SquadGoto command in the StartActions with the path as TargetTags of the Goto command. Be careful with the placement of your squads. They either need to be completely within 16m of the TargetTag, or be completely outside of the 16m radius of the TargetTag. If they are partially inside the 16m radius (one squad is, another not), they will not move initially. | ||||
StateName | Warfare Patterns are considered to be a state. this is the name of that state | string | N | |
StartConditions | These conditions must be satisfied to Start the Event/Pattern. | function[] | Y *empty* | |
StartActions | The actions that are to be executed. | function[] | Y *empty* | |
FinishActions | FinishActions will be executed if WP can 'complete' its task and has completed it. | function[] | Y *empty* | |
ExitConditions | If these Conditions are true the WP will exit/change to the WP's GotoState. | function[] | Y *empty* | |
ExitActions | ExitActions will only be executed if ExitConditions are given. | function[] | Y *empty* | |
FinishState | If the WP can implicitly 'finish' this is the State/WP it will go to. | string | Y self | |
ExitState | If Exit conditions are true pattern will change to this State. | string | Y self | |
DeathState | Change to this State on death. Only use to link with a respawn pattern! | string | Y self | |
AllowExitBeforeStart | Allows ExitConditions to exit WP before it has even started. | boolean | Y false | |
TargetTag | Initial location for the Squads | string | N | |
PatrolPoints | A ScriptGroup of points the squad will patrol Squads will move between the first and last patrolpoint. ; OPTIONAL?! |
string | N | |
NumPatrolSquads | I have no idea what that parameter does. ; OPTIONAL?! |
number | N | |
WP_Respawn 2008-01-16 Respawns the SquadGroup (all at once) after a specified delay. (If all are dead) This works differently than WP_SpawnWave. This Pattern takes units that already exist on the map and works with them. You want the units to be dead when entering this state. Otherwise they will respawn instantly without considering the RespawnDelay. | ||||
StateName | Warfare Patterns are considered to be a state. this is the name of that state | string | N | |
StartConditions | These conditions must be satisfied to Start the Event/Pattern. | function[] | Y *empty* | |
StartActions | The actions that are to be executed. | function[] | Y *empty* | |
FinishActions | FinishActions will be executed if WP can 'complete' its task and has completed it. | function[] | Y *empty* | |
ExitConditions | If these Conditions are true the WP will exit/change to the WP's GotoState. | function[] | Y *empty* | |
ExitActions | ExitActions will only be executed if ExitConditions are given. | function[] | Y *empty* | |
FinishState | This is the State, we will go to, once everything is respawned. This is the usual way to exit this pattern. This can be eg. a WaitForDeath-State or a WP_AttackAndPatrolArea |
string | Y self | |
ExitState | If Exit conditions are true pattern will change to this State. | string | Y self | |
DeathState | Change to this State on death. Only use to link with a respawn pattern! | string | Y self | |
AllowExitBeforeStart | Allows ExitConditions to exit WP before it has even started. | boolean | Y false | |
TargetTag | Where the Squads will respawn | string | N | |
RespawnDelayMinutes | Wait at least this many minutes before respawning. | number | Y 0 | |
RespawnDelaySeconds | Wait at least this many seconds before respawning. | number | Y 0 | |
WP_SpawnWave 2008-02-12 Spawns Waves of Squads based on _SpawnGroups definitions. | ||||
StateName | Warfare Patterns are considered to be a state. this is the name of that state | string | N | |
StartConditions | These conditions must be satisfied to Start the Event/Pattern. Check here if the Spawn Building is still alive (only needed if WP_SpawnWave is not referencing a Building), or similar (re)spawn Conditions. The spawn delay is set in _spawngroups Careful, your StartConditions will not be checked while eg. the RespawnDelay is running! That could result in Squads being spawned even if your SpawnConditions are no longer true. You need to set ExitConditions aswell! Default: AND |
function[] | Y *empty* | |
StartActions | These actions are executed, when *StartConditions* are met. the actions will get called once for every SpawnWaveTemplate instance in _spawngroups. So if you have 2 waves coming with different delays in _spawngroups, these actions will get called 2 times. It runs everytime, the StartConditions are checked, so basically everytime the script prepares for spawning a wave |
function[] | Y *empty* | |
FinishActions | FinishActions will be executed if WP can 'complete' its task and has completed it. Once all Units (of that wave) are spawned, these Actions are executed. Eg. you can send your units somewhere with SquadGridGoto After that, the script will switch to *FinishState* |
function[] | Y *empty* | |
ExitConditions | If these Conditions are true the WP will exit/change to the WP's GotoState. Conditions after which the script will go to the ExitState They are necessary, if you already entered the WP_SpawnWave-State (StartConditions are true) and the (Re)spawn-Timer already started. Exit is only evaluated while waiting for units to be spawned (If AllowExitBeforeStart is not set). They are the only way to check if Spawning Conditions are still true, right before actually spawning the Squads. In the background, an ExitCondition for BuildingIsDestroyed will be added! Keep that in mind, when programming your ExitConditions, since everything added here AND BuildingIsDestroyed will need to be true (AND!!) (You can circumvent that by setting the TargetTag to NOT a building and manually adding your BuildingIsAlive/Destroyed conditions) |
function[] | Y *empty* | |
ExitActions | Actions that are executed before the script goes to ExitState | function[] | Y *empty* | |
FinishState | Cannot be "self"! Switches to a state where the script either waits for the wave to die, or to send the units somewhere else, based on other conditions |
string | Y self | |
ExitState | If Exit conditions are true pattern will change to this State. | string | Y self | |
DeathState | Change to this State on death. Only use to link with a respawn pattern! *I have not yet found a way to enter this state. |
string | Y self | |
AllowExitBeforeStart | Allows ExitConditions to exit WP before it has even started. | boolean | Y false | |
TargetTag | Where this Wave will spawn. If this is not a Building, you can set the Parameter: SpawnBuilding |
string | N | |
Direction | Direction in degrees (0-360°). 0 means 'south' (down), 90 means 'east' (right), etc. | number | Y -180 | |
Team | Prefix: tm_ The name of a Team from the map's TeamSetup (of the spawned units). |
string | N | |
Player | Prefix: pl_ The name of a Player (of the spawned units). Must not be a ScriptGroup and not 'All'/'Any'/etc. |
string | N | |
AfterSpawnGotoTargetTag | Use this parameter to let the individual spawned squads go to a location right after spawning. Intended to avoid that the spawn location is blocked by squads and new squads spawn on the outer "ring" of existing squads. Basically it just looks better when squads move a couple meters after spawn. Don't use with long walkways, it has a limited range -> so more of a meeting place nearby to not block the spawnpoint |
string | Y | |
SpawnWaveTemplate | Can be used to spawn different SpawnWaveTemplate squads for each WP_SpawnWave. Overrides the default Template from the SpawnWaveEmitter. Makes it possible to, for example, switch the same wave from spawning infantry to cavalry by using two WP_SpawnWave with appropriate SpawnWaveTemplates. |
string | Y | |
InitialSpawnDelaySeconds | The delay for the very first spawn of the wave. If 0: wave will begin spawning from the start of the map, otherwise the first Spawn is delayed appropriately and independently from the regular RespawnDelay |
string | Y | |
InitialSpawnDelayMinutes | The delay for the very first spawn of the wave. If 0: wave will begin spawning from the start of the map, otherwise the first Spawn is delayed appropriately and independently from the regular RespawnDelay |
string | Y | |
SpawnBuilding | The tag of the SpawnBuilding. If TargetTag is the SpawnBuilding you don't need this parameter. SpawnBuilding is necessary if you spawn to a TargetTag near the SpawnBuilding, but still want the SpawnBuilding to control the spawning (eg. only spawn if it's alive, don't spawn while building is under attack). |
string | Y |
See also[]
General |
Community Maps ▪ Map Creation ▪ Map Editor ▪ Files & Structure | |
---|---|---|
Map Editor | Functions |
Basics ▪ Camera ▪ Map Settings ▪ Render Filter ▪ View |
Tools |
Blocking & Visualization ▪ Cutscene Editor ▪ Debugging ▪ Entity List ▪ Entity Properties ▪ Goto Grid Tool ▪ Grid Manager ▪ Height Tool ▪ Map Patch Tool ▪ Performance Lights ▪ Script Group Editor ▪ Scripting Tool ▪ Sound Tool ▪ Terrain Cliffs ▪ Texture Tool ▪ Water Tool | |
Map Scripting | Functions |
Basics ▪ States ▪ Events ▪ Actions & Conditions ▪ Script Information - Full Reference ▪ Examples |
ID Lists |
Card IDs ▪ Building IDs ▪ Spell IDs ▪ Unit IDs ▪ Ability IDs ▪ AbilityLineIDs |