CNC Generals Zero hour Lua Functions - MetaIdea/SageMetaTool GitHub Wiki

Calling original map script actions and conditions:

SMT internally introduces a wrapper function that allows to call any map script action and condition in it's lua scripts. A complete list is available HERE.

Note: There are dozens of usefull new lua utility functions build out of these functions useable and can be found in EssentialScripts.lua and MetaModScripts.lua in Source/Scripts. The MetaModScripts.lua comes from a old project called meta mod and consists out of over 10.000 lines of usefull code you can use as well.

Other new extra functions SMT introduces:

Function Return Values Example Comment
ExecuteAction(...) Use any original map script action.
EvaluateCondition(...) bool Use any original map script condition.
SetScriptTimer(time,function,loops) -
print(text) - Print to ingame console
log(text) - Log to meta.log file
ObjectGetPosition(object) x,y,z coord numbers
ObjectGetDistance(object) distance number
ObjectGetRotation(object) angle number
GetGroundHeight(x,y) height number
ObjectSetPosition(object,x,y) -
ObjectSetRotation(object,angle) -
GetObjectType(object) string
ObjectTestKindOf(object,kindof) bool
GetObjectBuildCost(object) number
GetObjectHealth(object) number
GetObjectEditorSorting(object) string
GetObjectSide(object) string
IterateObjectType(index) string object type

Experimental or unfinished

Function Return Values Example Comment
ObjectTestModelCondition(object) bool
GetTerrainType(x,y) string
GetObjectId(object) number
GetObjectName(object) string
ObjectSetReference(object) -
GetObjectLuaRefZH(object) For compatibility with later sage game lua engine
GetObjectStringRefZH(object) For compatibility with later sage game lua engine
AddWaypoint(waypointname,x,y)
ObjectTestSelected(object) bool

Function for memory manipulation:

Function Return Values Example Comment
MemRead(AdressWithOffsetString,ValueTypeString) string MemRead(format("%X",tonumber(ObjectGetPointer(object),16)+4) .. "+3CC+0","int") Read any value from game memory
MemWrite(AdressWithOffsetString,ValueTypeString,NewValue) Write any value in game memory
ObjectGetPointer(object)
ThingTemplateGetPointer(object)

ExecuteAction/EvaluateCondition:

ExecuteAction List
ExecuteAction("DEBUG_MESSAGE_BOX", Text)
ExecuteAction("SET_FLAG", FLAG, BOOLEAN)
ExecuteAction("SET_COUNTER", COUNTER, INT)
ExecuteAction("VICTORY")
ExecuteAction("DEFEAT")
ExecuteAction("NO_OP")
ExecuteAction("SET_TIMER", COUNTER, INT)
ExecuteAction("PLAY_SOUND_EFFECT", SOUND)
ExecuteAction("ENABLE_SCRIPT", SCRIPT)
ExecuteAction("DISABLE_SCRIPT", SCRIPT)
ExecuteAction("CALL_SUBROUTINE", SCRIPT_SUBROUTINE)
ExecuteAction("PLAY_SOUND_EFFECT_AT", SOUND, WAYPOINT)
ExecuteAction("DAMAGE_MEMBERS_OF_TEAM", TEAM, REAL)
ExecuteAction("MOVE_TEAM_TO", TEAM, WAYPOINT)
ExecuteAction("MOVE_CAMERA_TO", CAMERA, REAL, REAL, REAL, REAL)
ExecuteAction("INCREMENT_COUNTER", INT, COUNTER)
ExecuteAction("DECREMENT_COUNTER", INT, COUNTER)
ExecuteAction("MOVE_CAMERA_ALONG_WAYPOINT_PATH", WAYPOINT, REAL, REAL, REAL, REAL)
ExecuteAction("ROTATE_CAMERA", REAL, REAL, REAL, REAL)
ExecuteAction("RESET_CAMERA", WAYPOINT, REAL, REAL, REAL)
ExecuteAction("SET_MILLISECOND_TIMER", COUNTER, REAL)
ExecuteAction("CAMERA_MOD_FREEZE_TIME")
ExecuteAction("SET_VISUAL_SPEED_MULTIPLIER", INT)
ExecuteAction("CREATE_OBJECT", OBJECT_TYPE, TEAM, COORD3D, ANGLE)
ExecuteAction("SUSPEND_BACKGROUND_SOUNDS")
ExecuteAction("RESUME_BACKGROUND_SOUNDS")
ExecuteAction("CAMERA_MOD_SET_FINAL_ZOOM", REAL, PERCENT, PERCENT)
ExecuteAction("CAMERA_MOD_SET_FINAL_PITCH", REAL, PERCENT, PERCENT)
ExecuteAction("CAMERA_MOD_FREEZE_ANGLE")
ExecuteAction("CAMERA_MOD_SET_FINAL_SPEED_MULTIPLIER", INT)
ExecuteAction("CAMERA_MOD_SET_ROLLING_AVERAGE", INT)
ExecuteAction("CAMERA_MOD_FINAL_LOOK_TOWARD", WAYPOINT)
ExecuteAction("CAMERA_MOD_LOOK_TOWARD", WAYPOINT)
ExecuteAction("TEAM_ATTACK_TEAM", TEAM, TEAM)
ExecuteAction("CREATE_REINFORCEMENT_TEAM", TEAM, WAYPOINT)
ExecuteAction("MOVE_CAMERA_TO_SELECTION")
ExecuteAction("TEAM_FOLLOW_WAYPOINTS", TEAM, WAYPOINT_PATH, BOOLEAN, BOOLEAN)
ExecuteAction("TEAM_SET_STATE", TEAM, TEAM_STATE)
ExecuteAction("MOVE_NAMED_UNIT_TO", UNIT, WAYPOINT)
ExecuteAction("NAMED_ATTACK_NAMED", UNIT, UNIT)
ExecuteAction("CREATE_NAMED_ON_TEAM_AT_WAYPOINT", UNIT, OBJECT_TYPE, TEAM, WAYPOINT)
ExecuteAction("CREATE_UNNAMED_ON_TEAM_AT_WAYPOINT", OBJECT_TYPE, TEAM, WAYPOINT)
ExecuteAction("NAMED_APPLY_ATTACK_PRIORITY_SET", UNIT, ATTACK_PRIORITY_SET)
ExecuteAction("TEAM_APPLY_ATTACK_PRIORITY_SET", TEAM, ATTACK_PRIORITY_SET)
ExecuteAction("SET_BASE_CONSTRUCTION_SPEED", PLAYER, INT)
ExecuteAction("NAMED_SET_ATTITUDE", UNIT, AI_MOOD)
ExecuteAction("TEAM_SET_ATTITUDE", TEAM, AI_MOOD)
ExecuteAction("NAMED_ATTACK_AREA", UNIT, TRIGGER_AREA)
ExecuteAction("NAMED_ATTACK_TEAM", UNIT, TEAM)
ExecuteAction("TEAM_ATTACK_AREA", TEAM, TRIGGER_AREA)
ExecuteAction("TEAM_ATTACK_NAMED", TEAM, UNIT)
ExecuteAction("TEAM_LOAD_TRANSPORTS", TEAM)
ExecuteAction("NAMED_ENTER_NAMED", UNIT, UNIT)
ExecuteAction("TEAM_ENTER_NAMED", TEAM, UNIT)
ExecuteAction("NAMED_EXIT_ALL", UNIT)
ExecuteAction("TEAM_EXIT_ALL", TEAM)
ExecuteAction("NAMED_FOLLOW_WAYPOINTS", UNIT, WAYPOINT_PATH)
ExecuteAction("NAMED_GUARD", UNIT)
ExecuteAction("TEAM_GUARD", TEAM)
ExecuteAction("NAMED_HUNT", UNIT)
ExecuteAction("TEAM_HUNT", TEAM)
ExecuteAction("PLAYER_SELL_EVERYTHING", PLAYER)
ExecuteAction("PLAYER_DISABLE_BASE_CONSTRUCTION", PLAYER)
ExecuteAction("PLAYER_DISABLE_FACTORIES", PLAYER, OBJECT_TYPE)
ExecuteAction("PLAYER_DISABLE_UNIT_CONSTRUCTION", PLAYER)
ExecuteAction("PLAYER_ENABLE_BASE_CONSTRUCTION", PLAYER)
ExecuteAction("PLAYER_ENABLE_FACTORIES", PLAYER, OBJECT_TYPE)
ExecuteAction("PLAYER_ENABLE_UNIT_CONSTRUCTION", PLAYER)
ExecuteAction("CAMERA_MOVE_HOME")
ExecuteAction("BUILD_TEAM", TEAM)
ExecuteAction("NAMED_DAMAGE", UNIT, INT)
ExecuteAction("NAMED_DELETE", UNIT)
ExecuteAction("TEAM_DELETE", TEAM)
ExecuteAction("NAMED_KILL", UNIT)
ExecuteAction("TEAM_KILL", TEAM)
ExecuteAction("PLAYER_KILL", PLAYER)
ExecuteAction("DISPLAY_TEXT", LOCALIZED_TEXT)
ExecuteAction("CAMEO_FLASH", COMMAND_BUTTON, INT)
ExecuteAction("NAMED_FLASH", UNIT, INT)
ExecuteAction("TEAM_FLASH", TEAM, INT)
ExecuteAction("MOVIE_PLAY_FULLSCREEN", MOVIE, BOOLEAN)
ExecuteAction("MOVIE_PLAY_RADAR", MOVIE)
ExecuteAction("SOUND_PLAY_NAMED", SOUND, UNIT)
ExecuteAction("SPEECH_PLAY", DIALOG, BOOLEAN)
ExecuteAction("PLAYER_TRANSFER_OWNERSHIP_PLAYER", PLAYER, PLAYER)
ExecuteAction("NAMED_TRANSFER_OWNERSHIP_PLAYER", UNIT, PLAYER)
ExecuteAction("PLAYER_RELATES_PLAYER", PLAYER, PLAYER, RELATION)
ExecuteAction("RADAR_CREATE_EVENT", COORD3D, RADAR_EVENT)
ExecuteAction("RADAR_DISABLE")
ExecuteAction("RADAR_ENABLE")
ExecuteAction("MAP_REVEAL_AT_WAYPOINT", WAYPOINT, REAL, PLAYER)
ExecuteAction("TEAM_AVAILABLE_FOR_RECRUITMENT", TEAM, BOOLEAN)
ExecuteAction("TEAM_COLLECT_NEARBY_FOR_TEAM", TEAM)
ExecuteAction("TEAM_MERGE_INTO_TEAM", TEAM, TEAM)
ExecuteAction("DISABLE_INPUT")
ExecuteAction("ENABLE_INPUT")
ExecuteAction("PLAYER_HUNT", PLAYER)
ExecuteAction("SOUND_AMBIENT_PAUSE")
ExecuteAction("SOUND_AMBIENT_RESUME")
ExecuteAction("MUSIC_SET_TRACK", MUSIC, BOOLEAN, BOOLEAN)
ExecuteAction("SET_TREE_SWAY", ANGLE, ANGLE, ANGLE, INT, REAL)
ExecuteAction("DEBUG_STRING", Text)
ExecuteAction("MAP_REVEAL_ALL", PLAYER)
ExecuteAction("TEAM_GARRISON_SPECIFIC_BUILDING", TEAM, UNIT)
ExecuteAction("EXIT_SPECIFIC_BUILDING", UNIT)
ExecuteAction("TEAM_GARRISON_NEAREST_BUILDING", TEAM)
ExecuteAction("TEAM_EXIT_ALL_BUILDINGS", TEAM)
ExecuteAction("NAMED_GARRISON_SPECIFIC_BUILDING", UNIT, UNIT)
ExecuteAction("NAMED_GARRISON_NEAREST_BUILDING", UNIT)
ExecuteAction("NAMED_EXIT_BUILDING", UNIT)
ExecuteAction("PLAYER_GARRISON_ALL_BUILDINGS", PLAYER)
ExecuteAction("PLAYER_EXIT_ALL_BUILDINGS", PLAYER)
ExecuteAction("TEAM_WANDER", TEAM, WAYPOINT_PATH)
ExecuteAction("TEAM_PANIC", TEAM, WAYPOINT_PATH)
ExecuteAction("SETUP_CAMERA", WAYPOINT, REAL, REAL, WAYPOINT)
ExecuteAction("CAMERA_LETTERBOX_BEGIN")
ExecuteAction("CAMERA_LETTERBOX_END")
ExecuteAction("ZOOM_CAMERA", REAL, REAL, REAL, REAL)
ExecuteAction("PITCH_CAMERA", REAL, REAL, REAL, REAL)
ExecuteAction("CAMERA_FOLLOW_NAMED", UNIT, BOOLEAN, REAL)
ExecuteAction("OVERSIZE_TERRAIN", INT)
ExecuteAction("CAMERA_FADE_ADD", REAL, REAL, INT, INT, INT)
ExecuteAction("CAMERA_FADE_SUBTRACT", REAL, REAL, INT, INT, INT)
ExecuteAction("CAMERA_FADE_SATURATE", REAL, REAL, INT, INT, INT)
ExecuteAction("CAMERA_FADE_MULTIPLY", REAL, REAL, INT, INT, INT)
ExecuteAction("CAMERA_BW_MODE_BEGIN", INT)
ExecuteAction("CAMERA_BW_MODE_END")
ExecuteAction("DRAW_SKYBOX_BEGIN")
ExecuteAction("DRAW_SKYBOX_END")
ExecuteAction("SET_ATTACK_PRIORITY_THING", ATTACK_PRIORITY_SET, OBJECT_TYPE_LIST, INT)
ExecuteAction("SET_ATTACK_PRIORITY_KIND_OF", ATTACK_PRIORITY_SET, KIND_OF, INT)
ExecuteAction("SET_DEFAULT_ATTACK_PRIORITY", ATTACK_PRIORITY_SET, INT)
ExecuteAction("CAMERA_STOP_FOLLOW")
ExecuteAction("CAMERA_MOTION_BLUR", BOOLEAN, BOOLEAN)
ExecuteAction("CAMERA_MOTION_BLUR_JUMP", WAYPOINT, BOOLEAN)
ExecuteAction("CAMERA_MOTION_BLUR_FOLLOW", INT)
ExecuteAction("CAMERA_MOTION_BLUR_END_FOLLOW")
ExecuteAction("FREEZE_TIME")
ExecuteAction("UNFREEZE_TIME")
ExecuteAction("SHOW_MILITARY_CAPTION", LOCALIZED_TEXT, REAL)
ExecuteAction("CAMERA_SET_AUDIBLE_DISTANCE", REAL)
ExecuteAction("SET_STOPPING_DISTANCE", TEAM, REAL)
ExecuteAction("NAMED_SET_STOPPING_DISTANCE", UNIT, REAL)
ExecuteAction("SET_FPS_LIMIT", INT)
ExecuteAction("MUSIC_SET_VOLUME", REAL)
ExecuteAction("MAP_SHROUD_AT_WAYPOINT", WAYPOINT, REAL, PLAYER)
ExecuteAction("MAP_SHROUD_ALL", PLAYER)
ExecuteAction("SET_RANDOM_TIMER", COUNTER, INT, INT)
ExecuteAction("SET_RANDOM_MSEC_TIMER", COUNTER, REAL, REAL)
ExecuteAction("STOP_TIMER", COUNTER)
ExecuteAction("RESTART_TIMER", COUNTER)
ExecuteAction("ADD_TO_MSEC_TIMER", REAL, COUNTER)
ExecuteAction("SUB_FROM_MSEC_TIMER", REAL, COUNTER)
ExecuteAction("TEAM_TRANSFER_TO_PLAYER", TEAM, PLAYER)
ExecuteAction("PLAYER_SET_MONEY", PLAYER, INT)
ExecuteAction("PLAYER_GIVE_MONEY", PLAYER, INT)
ExecuteAction("DISABLE_SPECIAL_POWER_DISPLAY")
ExecuteAction("ENABLE_SPECIAL_POWER_DISPLAY")
ExecuteAction("NAMED_HIDE_SPECIAL_POWER_DISPLAY", UNIT)
ExecuteAction("NAMED_SHOW_SPECIAL_POWER_DISPLAY", UNIT)
ExecuteAction("DISPLAY_COUNTDOWN_TIMER", COUNTER, LOCALIZED_TEXT)
ExecuteAction("HIDE_COUNTDOWN_TIMER", COUNTER)
ExecuteAction("ENABLE_COUNTDOWN_TIMER_DISPLAY")
ExecuteAction("DISABLE_COUNTDOWN_TIMER_DISPLAY")
ExecuteAction("NAMED_STOP_SPECIAL_POWER_COUNTDOWN", UNIT, SPECIAL_POWER)
ExecuteAction("NAMED_START_SPECIAL_POWER_COUNTDOWN", UNIT, SPECIAL_POWER)
ExecuteAction("NAMED_SET_SPECIAL_POWER_COUNTDOWN", UNIT, SPECIAL_POWER, INT)
ExecuteAction("NAMED_ADD_SPECIAL_POWER_COUNTDOWN", UNIT, SPECIAL_POWER, INT)
ExecuteAction("NAMED_FIRE_SPECIAL_POWER_AT_WAYPOINT", UNIT, SPECIAL_POWER, WAYPOINT)
ExecuteAction("NAMED_FIRE_SPECIAL_POWER_AT_NAMED", UNIT, SPECIAL_POWER, UNIT)
ExecuteAction("REFRESH_RADAR")
ExecuteAction("CAMERA_TETHER_NAMED", UNIT, BOOLEAN, REAL)
ExecuteAction("CAMERA_STOP_TETHER_NAMED")
ExecuteAction("CAMERA_SET_DEFAULT", REAL, REAL, REAL)
ExecuteAction("NAMED_STOP", UNIT)
ExecuteAction("TEAM_STOP", TEAM)
ExecuteAction("TEAM_STOP_AND_DISBAND", TEAM)
ExecuteAction("RECRUIT_TEAM", TEAM, REAL)
ExecuteAction("TEAM_SET_OVERRIDE_RELATION_TO_TEAM", TEAM, TEAM, RELATION)
ExecuteAction("TEAM_REMOVE_OVERRIDE_RELATION_TO_TEAM", TEAM, TEAM)
ExecuteAction("TEAM_REMOVE_ALL_OVERRIDE_RELATIONS", TEAM)
ExecuteAction("CAMERA_LOOK_TOWARD_OBJECT", UNIT, REAL, REAL, REAL, REAL, REAL)
ExecuteAction("NAMED_FIRE_WEAPON_FOLLOWING_WAYPOINT_PATH", UNIT, WAYPOINT_PATH)
ExecuteAction("TEAM_SET_OVERRIDE_RELATION_TO_PLAYER", TEAM, PLAYER, RELATION)
ExecuteAction("TEAM_REMOVE_OVERRIDE_RELATION_TO_PLAYER", TEAM, PLAYER)
ExecuteAction("PLAYER_SET_OVERRIDE_RELATION_TO_TEAM", PLAYER, TEAM, RELATION)
ExecuteAction("PLAYER_REMOVE_OVERRIDE_RELATION_TO_TEAM", PLAYER, TEAM)
ExecuteAction("UNIT_EXECUTE_SEQUENTIAL_SCRIPT", UNIT, SCRIPT)
ExecuteAction("UNIT_EXECUTE_SEQUENTIAL_SCRIPT_LOOPING", UNIT, SCRIPT, INT)
ExecuteAction("UNIT_STOP_SEQUENTIAL_SCRIPT", UNIT)
ExecuteAction("TEAM_EXECUTE_SEQUENTIAL_SCRIPT", TEAM, SCRIPT)
ExecuteAction("TEAM_EXECUTE_SEQUENTIAL_SCRIPT_LOOPING", TEAM, SCRIPT, INT)
ExecuteAction("TEAM_STOP_SEQUENTIAL_SCRIPT", TEAM)
ExecuteAction("UNIT_GUARD_FOR_FRAMECOUNT", UNIT, INT)
ExecuteAction("UNIT_IDLE_FOR_FRAMECOUNT", UNIT, INT)
ExecuteAction("TEAM_GUARD_FOR_FRAMECOUNT", TEAM, INT)
ExecuteAction("TEAM_IDLE_FOR_FRAMECOUNT", TEAM, INT)
ExecuteAction("WATER_CHANGE_HEIGHT", TRIGGER_AREA, REAL)
ExecuteAction("NAMED_USE_COMMANDBUTTON_ABILITY_ON_NAMED", UNIT, COMMANDBUTTON_ABILITY_UNIT, UNIT)
ExecuteAction("NAMED_USE_COMMANDBUTTON_ABILITY_AT_WAYPOINT", UNIT, COMMANDBUTTON_ABILITY_UNIT, WAYPOINT)
ExecuteAction("WATER_CHANGE_HEIGHT_OVER_TIME", TRIGGER_AREA, REAL, REAL, REAL)
ExecuteAction("MAP_SWITCH_BORDER", MAP_BOUNDARY)
ExecuteAction("TEAM_GUARD_POSITION", TEAM, WAYPOINT)
ExecuteAction("TEAM_GUARD_OBJECT", TEAM, UNIT)
ExecuteAction("TEAM_GUARD_AREA", TEAM, TRIGGER_AREA)
ExecuteAction("OBJECT_FORCE_SELECT", TEAM, OBJECT_TYPE, BOOLEAN, DIALOG)
ExecuteAction("CAMERA_LOOK_TOWARD_WAYPOINT", WAYPOINT, REAL, REAL, REAL, BOOLEAN)
ExecuteAction("UNIT_DESTROY_ALL_CONTAINED", UNIT)
ExecuteAction("RADAR_FORCE_ENABLE")
ExecuteAction("RADAR_REVERT_TO_NORMAL")
ExecuteAction("SCREEN_SHAKE", SHAKE_INTENSITY)
ExecuteAction("TECHTREE_MODIFY_BUILDABILITY_OBJECT", OBJECT_TYPE, BUILDABILITY_TYPE)
ExecuteAction("WAREHOUSE_SET_VALUE", UNIT, INT)
ExecuteAction("OBJECT_CREATE_RADAR_EVENT", UNIT, RADAR_EVENT)
ExecuteAction("TEAM_CREATE_RADAR_EVENT", TEAM, RADAR_EVENT)
ExecuteAction("DISPLAY_CINEMATIC_TEXT", LOCALIZED_TEXT, FONT_TYPE, INT)
ExecuteAction("DEBUG_CRASH_BOX", Text)
ExecuteAction("SOUND_DISABLE_TYPE", AUDIO)
ExecuteAction("SOUND_ENABLE_TYPE", AUDIO)
ExecuteAction("SOUND_ENABLE_ALL")
ExecuteAction("AUDIO_OVERRIDE_VOLUME_TYPE", AUDIO, REAL)
ExecuteAction("AUDIO_RESTORE_VOLUME_TYPE", AUDIO)
ExecuteAction("AUDIO_RESTORE_VOLUME_ALL_TYPE")
ExecuteAction("INGAME_POPUP_MESSAGE", TEXT_STRING, INT, INT,INT, BOOL)
ExecuteAction("SET_CAVE_INDEX", UNIT, INT)
ExecuteAction("NAMED_SET_HELD", UNIT, BOOLEAN)
ExecuteAction("NAMED_SET_TOPPLE_DIRECTION", UNIT, COORD3D)
ExecuteAction("UNIT_MOVE_TOWARDS_NEAREST_OBJECT_TYPE", UNIT, OBJECT_TYPE, TRIGGER_AREA)
ExecuteAction("TEAM_MOVE_TOWARDS_NEAREST_OBJECT_TYPE", TEAM, OBJECT_TYPE, TRIGGER_AREA)
ExecuteAction("MAP_REVEAL_ALL_PERM", PLAYER)
ExecuteAction("MAP_REVEAL_ALL_UNDO_PERM", PLAYER)
ExecuteAction("NAMED_SET_REPULSOR", UNIT, BOOL)
ExecuteAction("NAMED_SET_REPULSOR", UNIT, BOOLEAN)
ExecuteAction("TEAM_SET_REPULSOR", TEAM, BOOL)
ExecuteAction("TEAM_SET_REPULSOR", TEAM, BOOLEAN)
ExecuteAction("TEAM_WANDER_IN_PLACE", TEAM)
ExecuteAction("TEAM_INCREASE_PRIORITY", TEAM)
ExecuteAction("TEAM_DECREASE_PRIORITY", TEAM)
ExecuteAction("DISPLAY_COUNTER", COUNTER, LOCALIZED_TEXT)
ExecuteAction("HIDE_COUNTER", COUNTER)
ExecuteAction("TEAM_USE_COMMANDBUTTON_ABILITY_ON_NAMED", TEAM, COMMANDBUTTON_ABILITY_TEAM, UNIT)
ExecuteAction("TEAM_USE_COMMANDBUTTON_ABILITY_AT_WAYPOINT", TEAM, COMMANDBUTTON_ABILITY_TEAM, WAYPOINT)
ExecuteAction("NAMED_USE_COMMANDBUTTON_ABILITY", UNIT, COMMANDBUTTON_ABILITY_UNIT)
ExecuteAction("TEAM_USE_COMMANDBUTTON_ABILITY", TEAM, COMMANDBUTTON_ABILITY_TEAM)
ExecuteAction("NAMED_FLASH_WHITE", UNIT, INT)
ExecuteAction("TEAM_FLASH_WHITE", TEAM, INT)
ExecuteAction("SKIRMISH_BUILD_BUILDING", OBJECT_TYPE)
ExecuteAction("SKIRMISH_FOLLOW_APPROACH_PATH", TEAM, SKIRMISH_APPROACH_PATH, BOOLEAN)
ExecuteAction("IDLE_ALL_UNITS")
ExecuteAction("RESUME_SUPPLY_TRUCKING")
ExecuteAction("NAMED_CUSTOM_COLOR", UNIT, COLOR)
ExecuteAction("SKIRMISH_MOVE_TO_APPROACH_PATH", TEAM, SKIRMISH_APPROACH_PATH)
ExecuteAction("SKIRMISH_BUILD_BASE_DEFENSE_FRONT")
ExecuteAction("SKIRMISH_FIRE_SPECIAL_POWER_AT_MOST_COST", PLAYER, SPECIAL_POWER)
ExecuteAction("PLAYER_REPAIR_NAMED_STRUCTURE", PLAYER, UNIT)
ExecuteAction("SKIRMISH_BUILD_BASE_DEFENSE_FLANK")
ExecuteAction("SKIRMISH_BUILD_STRUCTURE_FRONT", OBJECT_TYPE)
ExecuteAction("SKIRMISH_BUILD_STRUCTURE_FLANK", OBJECT_TYPE)
ExecuteAction("SKIRMISH_ATTACK_NEAREST_GROUP_WITH_VALUE", TEAM, COMPARISON, INT)
ExecuteAction("SKIRMISH_PERFORM_COMMANDBUTTON_ON_MOST_VALUABLE_OBJECT", TEAM, COMMANDBUTTON_ABILITY_TEAM, REAL, BOOLEAN)
ExecuteAction("SKIRMISH_WAIT_FOR_COMMANDBUTTON_AVAILABLE_ALL", PLAYER, TEAM, COMMANDBUTTON_ABILITY_TEAM)
ExecuteAction("SKIRMISH_WAIT_FOR_COMMANDBUTTON_AVAILABLE_PARTIAL", PLAYER, TEAM, COMMANDBUTTON_ABILITY_TEAM)
ExecuteAction("TEAM_SPIN_FOR_FRAMECOUNT", TEAM, INT)
ExecuteAction("TEAM_ALL_USE_COMMANDBUTTON_ON_NAMED", TEAM, COMMANDBUTTON_ABILITY_TEAM, UNIT)
ExecuteAction("TEAM_ALL_USE_COMMANDBUTTON_ON_NEAREST_ENEMY_UNIT", TEAM, COMMANDBUTTON_ABILITY_TEAM)
ExecuteAction("TEAM_ALL_USE_COMMANDBUTTON_ON_NEAREST_GARRISONED_BUILDING", TEAM, COMMANDBUTTON_ABILITY_TEAM)
ExecuteAction("TEAM_ALL_USE_COMMANDBUTTON_ON_NEAREST_KINDOF", TEAM, COMMANDBUTTON_ABILITY_TEAM, KIND_OF)
ExecuteAction("TEAM_ALL_USE_COMMANDBUTTON_ON_NEAREST_ENEMY_BUILDING", TEAM, COMMANDBUTTON_ABILITY_TEAM)
ExecuteAction("TEAM_ALL_USE_COMMANDBUTTON_ON_NEAREST_ENEMY_BUILDING_CLASS", TEAM, COMMANDBUTTON_ABILITY_TEAM, KIND_OF)
ExecuteAction("TEAM_ALL_USE_COMMANDBUTTON_ON_NEAREST_OBJECTTYPE", TEAM, COMMANDBUTTON_ABILITY_TEAM, OBJECT_TYPE)
ExecuteAction("TEAM_PARTIAL_USE_COMMANDBUTTON", REAL, TEAM, COMMANDBUTTON_ABILITY_TEAM)
ExecuteAction("TEAM_CAPTURE_NEAREST_UNOWNED_FACTION_UNIT", TEAM)
ExecuteAction("PLAYER_CREATE_TEAM_FROM_CAPTURED_UNITS", PLAYER, TEAM)
ExecuteAction("PLAYER_ADD_SKILLPOINTS", PLAYER, INT)
ExecuteAction("PLAYER_ADD_RANKLEVEL", PLAYER, INT)
ExecuteAction("PLAYER_SET_RANKLEVEL", PLAYER, INT)
ExecuteAction("PLAYER_SET_RANKLEVELLIMIT", INT)
ExecuteAction("PLAYER_GRANT_SCIENCE", PLAYER, SCIENCE)
ExecuteAction("PLAYER_PURCHASE_SCIENCE", PLAYER, SCIENCE)
ExecuteAction("TEAM_HUNT_WITH_COMMAND_BUTTON", TEAM, COMMANDBUTTON_ABILITY_TEAM)
ExecuteAction("TEAM_WAIT_FOR_NOT_CONTAINED_ALL", TEAM)
ExecuteAction("TEAM_WAIT_FOR_NOT_CONTAINED_PARTIAL", TEAM)
ExecuteAction("TEAM_FOLLOW_WAYPOINTS_EXACT", TEAM, WAYPOINT_PATH, BOOLEAN)
ExecuteAction("NAMED_FOLLOW_WAYPOINTS_EXACT", UNIT, WAYPOINT_PATH)
ExecuteAction("TEAM_SET_EMOTICON", TEAM, EMOTICON, REAL)
ExecuteAction("NAMED_SET_EMOTICON", UNIT, EMOTICON, REAL)
ExecuteAction("AI_PLAYER_BUILD_SUPPLY_CENTER", PLAYER, OBJECT_TYPE, INT)
ExecuteAction("AI_PLAYER_BUILD_UPGRADE", PLAYER, UPGRADE)
ExecuteAction("OBJECTLIST_ADDOBJECTTYPE", OBJECT_TYPE_LIST, OBJECT_TYPE)
ExecuteAction("OBJECTLIST_REMOVEOBJECTTYPE", OBJECT_TYPE_LIST, OBJECT_TYPE)
ExecuteAction("MAP_REVEAL_PERMANENTLY_AT_WAYPOINT", WAYPOINT, REAL, PLAYER, REVEAL_NAME)
ExecuteAction("MAP_UNDO_REVEAL_PERMANENTLY_AT_WAYPOINT", REVEAL_NAME)
ExecuteAction("NAMED_SET_STEALTH_ENABLED", UNIT, BOOLEAN)
ExecuteAction("TEAM_SET_STEALTH_ENABLED", TEAM, BOOLEAN)
ExecuteAction("EVA_SET_ENABLED_DISABLED", BOOLEAN)
ExecuteAction("OPTIONS_SET_OCCLUSION_MODE", BOOLEAN)
ExecuteAction("LOCALDEFEAT")
ExecuteAction("OPTIONS_SET_DRAWICON_UI_MODE", BOOLEAN)
ExecuteAction("OPTIONS_SET_PARTICLE_CAP_MODE", BOOLEAN)
ExecuteAction("PLAYER_SCIENCE_AVAILABILITY", PLAYER, SCIENCE, SCIENCE_AVAILABILITY)
ExecuteAction("UNIT_AFFECT_OBJECT_PANEL_FLAGS", UNIT, OBJECT_PANEL_FLAG, BOOLEAN)
ExecuteAction("TEAM_AFFECT_OBJECT_PANEL_FLAGS", TEAM, OBJECT_PANEL_FLAG, BOOLEAN)
ExecuteAction("PLAYER_SELECT_SKILLSET", PLAYER, INT)
ExecuteAction("SCRIPTING_OVERRIDE_HULK_LIFETIME", REAL)
ExecuteAction("NAMED_FACE_NAMED", UNIT, UNIT)
ExecuteAction("NAMED_FACE_WAYPOINT", UNIT, WAYPOINT)
ExecuteAction("TEAM_FACE_NAMED", TEAM, UNIT)
ExecuteAction("TEAM_FACE_WAYPOINT", TEAM, WAYPOINT)
ExecuteAction("COMMANDBAR_REMOVE_BUTTON_OBJECTTYPE", COMMAND_BUTTON, OBJECT_TYPE)
ExecuteAction("COMMANDBAR_ADD_BUTTON_OBJECTTYPE_SLOT", COMMAND_BUTTON, OBJECT_TYPE, INT)
ExecuteAction("UNIT_SPAWN_NAMED_LOCATION_ORIENTATION", UNIT, OBJECT_TYPE, TEAM, COORD3D, ANGLE)
ExecuteAction("PLAYER_AFFECT_RECEIVING_EXPERIENCE", PLAYER, REAL)
ExecuteAction("PLAYER_EXCLUDE_FROM_SCORE_SCREEN", PLAYER)
ExecuteAction("TEAM_GUARD_SUPPLY_CENTER", TEAM, INT)
ExecuteAction("ENABLE_SCORING")
ExecuteAction("DISABLE_SCORING")
ExecuteAction("SOUND_SET_VOLUME", REAL)
ExecuteAction("SPEECH_SET_VOLUME", REAL)
ExecuteAction("DISABLE_BORDER_SHROUD")
ExecuteAction("ENABLE_BORDER_SHROUD")
ExecuteAction("OBJECT_ALLOW_BONUSES", BOOLEAN)
ExecuteAction("SOUND_REMOVE_ALL_DISABLED")
ExecuteAction("SOUND_REMOVE_TYPE", AUDIO)
ExecuteAction("TEAM_GUARD_IN_TUNNEL_NETWORK", TEAM)
ExecuteAction("QUICKVICTORY")
ExecuteAction("SET_INFANTRY_LIGHTING_OVERRIDE", REAL)
ExecuteAction("RESET_INFANTRY_LIGHTING_OVERRIDE")
ExecuteAction("TEAM_DELETE_LIVING", TEAM)
ExecuteAction("RESIZE_VIEW_GUARDBAND", REAL, REAL)
ExecuteAction("DELETE_ALL_UNMANNED")
ExecuteAction("CHOOSE_VICTIM_ALWAYS_USES_NORMAL", BOOLEAN)
ExecuteAction("CAMERA_ENABLE_SLAVE_MODE")
ExecuteAction("CAMERA_DISABLE_SLAVE_MODE")
ExecuteAction("CAMERA_ADD_SHAKER_AT", WAYPOINT, REAL, REAL, REAL)
ExecuteAction("SET_TRAIN_HELD", UNIT, BOOL)
ExecuteAction("NAMED_SET_EVAC_LEFT_OR_RIGHT", UNIT, EVACUATE_CONTAINER_SIDE_CHOICE)
ExecuteAction("ENABLE_OBJECT_SOUND", UNIT)
ExecuteAction("DISABLE_OBJECT_SOUND", UNIT)
ExecuteAction("NAMED_USE_COMMANDBUTTON_ABILITY_USING_WAYPOINT_PATH", REAL)
ExecuteAction("NAMED_SET_UNMANNED_STATUS", UNIT)
ExecuteAction("TEAM_SET_UNMANNED_STATUS", TEAM)
ExecuteAction("NAMED_SET_BOOBYTRAPPED", OBJECT_TYPE, UNIT)
ExecuteAction("TEAM_SET_BOOBYTRAPPED", OBJECT_TYPE, TEAM)
ExecuteAction("AI_PLAYER_BUILD_TYPE_NEAREST_TEAM", PLAYER, OBJECT_TYPE, TEAM)
EvaluateCondition List
EvaluateCondition("CONDITION_FALSE")
EvaluateCondition("COUNTER", COUNTER, COMPARISON, INT)
EvaluateCondition("FLAG", FLAG, BOOLEAN)
EvaluateCondition("CONDITION_TRUE")
EvaluateCondition("TIMER_EXPIRED", COUNTER)
EvaluateCondition("PLAYER_ALL_DESTROYED", PLAYER)
EvaluateCondition("PLAYER_ALL_BUILDFACILITIES_DESTROYED", PLAYER)
EvaluateCondition("TEAM_INSIDE_AREA_PARTIALLY", TEAM, TRIGGER_AREA, SURFACE_TYPE)
EvaluateCondition("TEAM_DESTROYED", TEAM)
EvaluateCondition("CAMERA_MOVEMENT_FINISHED")
EvaluateCondition("TEAM_HAS_UNITS", TEAM)
EvaluateCondition("TEAM_STATE_IS", TEAM, TEAM_STATE)
EvaluateCondition("TEAM_STATE_IS_NOT", TEAM, TEAM_STATE)
EvaluateCondition("NAMED_INSIDE_AREA", UNIT, TRIGGER_AREA)
EvaluateCondition("NAMED_INSIDE_AREA", UNIT, TRIGGER_AREA)
EvaluateCondition("NAMED_OUTSIDE_AREA", UNIT, TRIGGER_AREA)
EvaluateCondition("NAMED_DESTROYED", UNIT)
EvaluateCondition("NAMED_NOT_DESTROYED", UNIT)
EvaluateCondition("TEAM_INSIDE_AREA_ENTIRELY", TEAM, TRIGGER_AREA, SURFACE_TYPE)
EvaluateCondition("TEAM_OUTSIDE_AREA_ENTIRELY", TEAM, TRIGGER_AREA, SURFACE_TYPE)
EvaluateCondition("NAMED_ATTACKED_BY_OBJECTTYPE", UNIT, OBJECT_TYPE)
EvaluateCondition("TEAM_ATTACKED_BY_OBJECTTYPE", TEAM, OBJECT_TYPE)
EvaluateCondition("NAMED_ATTACKED_BY_PLAYER", UNIT, PLAYER)
EvaluateCondition("TEAM_ATTACKED_BY_PLAYER", TEAM, PLAYER)
EvaluateCondition("BUILT_BY_PLAYER", OBJECT_TYPE, PLAYER)
EvaluateCondition("NAMED_CREATED", UNIT)
EvaluateCondition("TEAM_CREATED", TEAM)
EvaluateCondition("PLAYER_HAS_CREDITS", INT, COMPARISON, PLAYER)
EvaluateCondition("NAMED_DISCOVERED", UNIT, PLAYER)
EvaluateCondition("TEAM_DISCOVERED", TEAM, PLAYER)
EvaluateCondition("MISSION_ATTEMPTS", PLAYER, COMPARISON, INT)
EvaluateCondition("NAMED_OWNED_BY_PLAYER", UNIT, PLAYER)
EvaluateCondition("TEAM_OWNED_BY_PLAYER", TEAM, PLAYER)
EvaluateCondition("PLAYER_HAS_N_OR_FEWER_BUILDINGS", PLAYER, INT)
EvaluateCondition("PLAYER_HAS_POWER", PLAYER)
EvaluateCondition("NAMED_REACHED_WAYPOINTS_END", UNIT, WAYPOINT_PATH)
EvaluateCondition("TEAM_REACHED_WAYPOINTS_END", TEAM, WAYPOINT_PATH)
EvaluateCondition("NAMED_SELECTED", UNIT)
EvaluateCondition("NAMED_ENTERED_AREA", UNIT, TRIGGER_AREA)
EvaluateCondition("NAMED_EXITED_AREA", UNIT, TRIGGER_AREA)
EvaluateCondition("TEAM_ENTERED_AREA_ENTIRELY", TEAM, TRIGGER_AREA, SURFACE_TYPE)
EvaluateCondition("TEAM_ENTERED_AREA_PARTIALLY", TEAM, TRIGGER_AREA, SURFACE_TYPE)
EvaluateCondition("TEAM_EXITED_AREA_ENTIRELY", TEAM, TRIGGER_AREA, SURFACE_TYPE)
EvaluateCondition("TEAM_EXITED_AREA_PARTIALLY", TEAM, TRIGGER_AREA, SURFACE_TYPE)
EvaluateCondition("MULTIPLAYER_ALLIED_VICTORY")
EvaluateCondition("MULTIPLAYER_ALLIED_DEFEAT")
EvaluateCondition("MULTIPLAYER_PLAYER_DEFEAT")
EvaluateCondition("PLAYER_HAS_NO_POWER", PLAYER)
EvaluateCondition("HAS_FINISHED_VIDEO", MOVIE)
EvaluateCondition("HAS_FINISHED_SPEECH", DIALOG)
EvaluateCondition("HAS_FINISHED_AUDIO", SOUND)
EvaluateCondition("BUILDING_ENTERED_BY_PLAYER", PLAYER, UNIT)
EvaluateCondition("ENEMY_SIGHTED", UNIT, RELATION, PLAYER)
EvaluateCondition("UNIT_HEALTH", UNIT, COMPARISON, INT)
EvaluateCondition("BRIDGE_REPAIRED", BRIDGE)
EvaluateCondition("BRIDGE_BROKEN", BRIDGE)
EvaluateCondition("NAMED_DYING", UNIT)
EvaluateCondition("NAMED_TOTALLY_DEAD", UNIT)
EvaluateCondition("PLAYER_HAS_OBJECT_COMPARISON", PLAYER, COMPARISON, INT, OBJECT_TYPE)
EvaluateCondition("PLAYER_TRIGGERED_SPECIAL_POWER", PLAYER, SPECIAL_POWER)
EvaluateCondition("PLAYER_COMPLETED_SPECIAL_POWER", PLAYER, SPECIAL_POWER)
EvaluateCondition("PLAYER_MIDWAY_SPECIAL_POWER", PLAYER, SPECIAL_POWER)
EvaluateCondition("PLAYER_TRIGGERED_SPECIAL_POWER_FROM_NAMED", PLAYER, SPECIAL_POWER, UNIT)
EvaluateCondition("PLAYER_COMPLETED_SPECIAL_POWER_FROM_NAMED", PLAYER, SPECIAL_POWER, UNIT)
EvaluateCondition("PLAYER_MIDWAY_SPECIAL_POWER_FROM_NAMED", PLAYER, SPECIAL_POWER, UNIT)
EvaluateCondition("PLAYER_BUILT_UPGRADE", PLAYER, UPGRADE)
EvaluateCondition("PLAYER_BUILT_UPGRADE_FROM_NAMED", PLAYER, UPGRADE, UNIT)
EvaluateCondition("PLAYER_DESTROYED_N_BUILDINGS_PLAYER", PLAYER, INT, PLAYER)
EvaluateCondition("PLAYER_HAS_COMPARISON_UNIT_TYPE_IN_TRIGGER_AREA", PLAYER, COMPARISON, INT, OBJECT_TYPE, TRIGGER_AREA)
EvaluateCondition("PLAYER_HAS_COMPARISON_UNIT_KIND_IN_TRIGGER_AREA", PLAYER, COMPARISON, INT, KIND_OF, TRIGGER_AREA)
EvaluateCondition("UNIT_EMPTIED", UNIT)
EvaluateCondition("TYPE_SIGHTED", UNIT, OBJECT_TYPE, PLAYER)
EvaluateCondition("NAMED_BUILDING_IS_EMPTY", UNIT)
EvaluateCondition("PLAYER_HAS_N_OR_FEWER_FACTION_BUILDINGS", PLAYER, INT)
EvaluateCondition("UNIT_HAS_OBJECT_STATUS", UNIT, OBJECT_STATUS)
EvaluateCondition("TEAM_ALL_HAS_OBJECT_STATUS", TEAM, OBJECT_STATUS)
EvaluateCondition("TEAM_SOME_HAVE_OBJECT_STATUS", TEAM, OBJECT_STATUS)
EvaluateCondition("PLAYER_POWER_COMPARE_PERCENT", PLAYER, COMPARISON, INT)
EvaluateCondition("PLAYER_EXCESS_POWER_COMPARE_VALUE", PLAYER, COMPARISON, INT)
EvaluateCondition("SKIRMISH_SPECIAL_POWER_READY", PLAYER, SPECIAL_POWER)
EvaluateCondition("SKIRMISH_VALUE_IN_AREA", PLAYER, COMPARISON, REAL, TRIGGER_AREA)
EvaluateCondition("SKIRMISH_PLAYER_FACTION", PLAYER, FACTION)
EvaluateCondition("SKIRMISH_SUPPLIES_VALUE_WITHIN_DISTANCE", PLAYER, REAL, TRIGGER_AREA, REAL)
EvaluateCondition("SKIRMISH_TECH_BUILDING_WITHIN_DISTANCE", PLAYER, REAL, AREA)
EvaluateCondition("SKIRMISH_COMMAND_BUTTON_READY_ALL", PLAYER, TEAM, COMMANDBUTTON_ABILITY_TEAM)
EvaluateCondition("SKIRMISH_COMMAND_BUTTON_READY_PARTIAL", PLAYER, TEAM, COMMANDBUTTON_ABILITY_TEAM)
EvaluateCondition("SKIRMISH_UNOWNED_FACTION_UNIT_EXISTS", PLAYER, COMPARISON, INT)
EvaluateCondition("SKIRMISH_PLAYER_HAS_PREREQUISITE_TO_BUILD", PLAYER, OBJECT_TYPE)
EvaluateCondition("SKIRMISH_PLAYER_HAS_COMPARISON_GARRISONED", PLAYER, COMPARISON, INT)
EvaluateCondition("SKIRMISH_PLAYER_HAS_COMPARISON_CAPTURED_UNITS", PLAYER, COMPARISON, INT)
EvaluateCondition("SKIRMISH_NAMED_AREA_EXIST", PLAYER, TRIGGER_AREA)
EvaluateCondition("SKIRMISH_PLAYER_HAS_UNITS_IN_AREA", PLAYER, TRIGGER_AREA)
EvaluateCondition("SKIRMISH_PLAYER_HAS_BEEN_ATTACKED_BY_PLAYER", PLAYER, PLAYER)
EvaluateCondition("SKIRMISH_PLAYER_IS_OUTSIDE_AREA", PLAYER, TRIGGER_AREA)
EvaluateCondition("SKIRMISH_PLAYER_HAS_DISCOVERED_PLAYER", PLAYER, PLAYER)
EvaluateCondition("PLAYER_ACQUIRED_SCIENCE", PLAYER, SCIENCE)
EvaluateCondition("PLAYER_HAS_SCIENCEPURCHASEPOINTS", PLAYER, INT)
EvaluateCondition("PLAYER_CAN_PURCHASE_SCIENCE", PLAYER, SCIENCE)
EvaluateCondition("MUSIC_TRACK_HAS_COMPLETED", MUSIC, INT)
EvaluateCondition("PLAYER_LOST_OBJECT_TYPE", PLAYER, OBJECT_TYPE)
EvaluateCondition("SUPPLY_SOURCE_SAFE", PLAYER, INT)
EvaluateCondition("SUPPLY_SOURCE_ATTACKED", PLAYER)
EvaluateCondition("START_POSITION_IS", PLAYER, INT)
EvaluateCondition("NAMED_HAS_FREE_CONTAINER_SLOTS", UNIT)