Scripting

Counter compared to a value.

命令字: COUNTER
地编条目: Scripting/Counter compared to a value.
地编编号: 1
脚本描述:
参数: ounter ~ IS ~
参数类型: String, Int32, Int32
示例: (COUNTER, “Player_1/COUTNER - Trigger Loss Video”, 2, 1)

Counter compared to time in seconds.

命令字: COUNTER_SECONDS
地编条目: Scripting/Counter compared to time in seconds.
地编编号: 82
脚本描述:
参数: ounter ~ IS ~ time ~ secs.
参数类型: String, Int32, Double
示例: (COUNTER_SECONDS, “KT”, 2, 98)

Counter compared to another Counter.

命令字: COUNTER_COUNTER
地编条目: Scripting/Counter compared to another Counter.
地编编号: 81
脚本描述:
参数: ounter ~ IS ~ counter
参数类型: String, Int32, String
示例: (COUNTER_COUNTER, “c_alt_transport_existing”, 5, “c_alt_transport_total”)

Flag compared to a value.

命令字: FLAG
地编条目: Scripting/Flag compared to a value.
地编编号: 2
脚本描述:
参数: ~ is
参数类型: String, Int32
示例: (FLAG, “FLAG - Intro Bomber 01 Evacuated”, 1)

True.

命令字: CONDITION_TRUE
地编条目: Scripting/True.
地编编号: 3
脚本描述:
参数: rue.
参数类型:
示例: (CONDITION_TRUE, )

Timer expired.

命令字: TIMER_EXPIRED
地编条目: Scripting/Timer expired.
地编编号: 4
脚本描述:
参数: imer ~ has expired.
参数类型: String
示例: (TIMER_EXPIRED, “TIMER - Trigger Autosave 01”)

Object Type

Attacked, Destroyed, or Exists

命令字: UNIT_HEALTH
地编条目: Object Type/Attacked, Destroyed, or Exists/Named object’s health % compared to a value.
地编编号: 46
脚本描述: Compares the unit’s current health relative to the initial health (which may be modified in World Builder) to the value.
参数: ~ health is ~ ~ percent.
参数类型: String, Int32, Int32
示例: (UNIT_HEALTH, “UNIT - Civ Building 01”, 1, 50)

命令字: NAMED_DESTROYED
地编条目: Object Type/Attacked, Destroyed, or Exists/Named object is destroyed.
地编编号: 11
脚本描述: This will return true if the unit is dead or does not exist. It will also return true if the unit doesn
参数: ~ has been destroyed.
参数类型: String
示例: (NAMED_DESTROYED, “VIP YS1”)

命令字: NAMED_DYING
地编条目: Object Type/Attacked, Destroyed, or Exists/Named object is dying. (Cinematic)
地编编号: 47
脚本描述: Returns true if the unit is currently dead, if the unit doesn
参数: ~ has been killed, but is still on screen.
参数类型: String
示例: (NAMED_DYING, “STRUC_Civ - FutureTech HQ - A 1”)

命令字: NAMED_NOT_DESTROYED
地编条目: Object Type/Attacked, Destroyed, or Exists/Named object exists and is alive.
地编编号: 12
脚本描述: This checks to see if the object exists on the level, and is not effectively dead. This means it will fire if the unit is around and not dead, a unit in its slow death will cause this to return false.
参数: ~ exists and is alive.
参数类型: String
示例: (NAMED_NOT_DESTROYED, “UNIT - Conscript 01”)

命令字: NAMED_ATTACKED_BY_OBJECTTYPE
地编条目: Object Type/Attacked, Destroyed, or Exists/Named object is attacked by a specific object type.
地编编号: 15
脚本描述:
参数: ~ has been attacked by a(n)
参数类型: String, String
示例: (NAMED_ATTACKED_BY_OBJECTTYPE, “UNIT_P1 - Spy - A”, “sovietscoutinfantry”)

命令字: NAMED_ATTACKED_BY_PLAYER
地编条目: Object Type/Attacked, Destroyed, or Exists/Named object has been attacked by Player.
地编编号: 17
脚本描述:
参数: ~ has been attacked by
参数类型: String, String
示例: (NAMED_ATTACKED_BY_PLAYER, “RW3 WC1”, “Player_2”)

命令字: NAMED_DESTROYED_BY_OBJECTTYPE
地编条目: Object Type/Attacked, Destroyed, or Exists/Named object is destroyed by a specific object type.
地编编号: 92
脚本描述:
参数: ~ has been destroyed by a(n)
参数类型: String, String
示例: (NAMED_DESTROYED_BY_OBJECTTYPE, “UNIT - King Oni 01”, “alliedcommandotech1”)

命令字: NAMED_HAS_KILLED_COMPARISON_UNIT_TYPE
地编条目: Object Type/Attacked, Destroyed, or Exists/Named object has killed (comparison) number of object type or type list.
地编编号: 149
脚本描述: Script will compare if a unit has killed (x) number of object type(s).
参数: ~ has killed ~ ~
参数类型: String, Int32, Int32, String
示例: (NAMED_HAS_KILLED_COMPARISON_UNIT_TYPE, “UNIT - Natasha”, 3, 1, “japanantiinfantryinfantry”)

Area or Path

命令字: NAMED_INSIDE_AREA
地编条目: Object Type/Area or Path/Named object is inside an area.
地编编号: 9
脚本描述:
参数: ~ is inside
参数类型: String, String
示例: (NAMED_INSIDE_AREA, “YJ DD”, “YJ DD”)

命令字: NAMED_OUTSIDE_AREA
地编条目: Object Type/Area or Path/Named object is outside an area.
地编编号: 10
脚本描述:
参数: ~ is outside
参数类型: String, String
示例: (NAMED_OUTSIDE_AREA, “o_executioner”, “area_north”)

命令字: NAMED_REACHED_WAYPOINTS_END
地编条目: Object Type/Area or Path/Named object has reached the end of a specific waypoint path. (Unreliable)
地编编号: 28
脚本描述:
参数: ~ has reached the end of
参数类型: String, String
示例: (NAMED_REACHED_WAYPOINTS_END, “IGuardian”, “GuardianEntry”)

命令字: NAMED_EXITED_AREA
地编条目: Object Type/Area or Path/Named object exits an area.
地编编号: 32
脚本描述:
参数: ~ exits
参数类型: String, String
示例: (NAMED_EXITED_AREA, “UNIT_P1 - Spy - A”, “TRIG - Entering Water”)

Garrisoned

命令字: NAMED_BUILDING_IS_EMPTY
地编条目: Object Type/Garrisoned/A specific building is empty.
地编编号: 58
脚本描述:
参数: ~ is empty.
参数类型: String
示例: (NAMED_BUILDING_IS_EMPTY, “STRUCTURE - Garrison 01”)

Sighted

命令字: ENEMY_SIGHTED
地编条目: Object Type/Sighted/Unit has sighted a friendly, neutral, or enemy unit belonging to Player.
地编编号: 45
脚本描述:
参数: ~ sees a(n) ~ unit belonging to ~.
参数类型: String, String, String
示例: (ENEMY_SIGHTED, “UNIT_P1 - Spy - A”, “Enemy”, “Soviet05”)

命令字: TYPE_SIGHTED
地编条目: Object Type/Sighted/Named object has sighted a type of object belonging to Player.
地编编号: 57
脚本描述:
参数: ~ sees a(n) ~ belonging to ~.
参数类型: String, String, String
示例: (TYPE_SIGHTED, “UNIT_P1 - Spy - A”, “sovietantiinfantryinfantry”, “Soviet01”)

Selected

命令字: NAMED_SELECTED
地编条目: Object Type/Selected/Named object is currently selected.
地编编号: 30
脚本描述:
参数: ~ is currently selected.
参数类型: String
示例: (NAMED_SELECTED, “Unit-Soviet05-RescueBoat”)

命令字: TYPE_SELECTED
地编条目: Object Type/Selected/Object Type is currently selected.
地编编号: 135
脚本描述:
参数: ~ is currently selected.
参数类型: String
示例: (TYPE_SELECTED, “alliedbasedefenseadvanced”)

Object Status

命令字: UNIT_HAS_OBJECT_STATUS
地编条目: Object Type/Object Status/Named object has object status.
地编编号: 59
脚本描述:
参数: ~ has
参数类型: String, Int32
示例: (UNIT_HAS_OBJECT_STATUS, “UNIT - Civ Building 04”, 164)

Settings

命令字: UNIT_HAS_MODELCONDITION
地编条目: Object Type/Settings/Named object has model condition.
地编编号: 150
脚本描述:
参数: ~ has
参数类型: String, String
示例: (UNIT_HAS_MODELCONDITION, “UNIT_P1 - Spy - A”, “DISGUISED”)

Stance

命令字: UNIT_USING_STANCE
地编条目: Object Type/Stance/Named object is using stance.
地编编号: 133
脚本描述:
参数: s ~ in the ~.
参数类型: String, Int32
示例: (UNIT_USING_STANCE, “GT1”, 2)

Upgrades

命令字: UNIT_HAS_UPGRADE
地编条目: Object Type/Upgrades/Unit has upgrade.
地编编号: 138
脚本描述:
参数: ~ has ~.
参数类型: String, String
示例: (UNIT_HAS_UPGRADE, “????1”, “upgrade_alliedtech3”)

Garrison

命令字: BUILDING_GARRISONNED_BY_OBJECT_TYPE
地编条目: Object Type/Garrison/Named building is garrisoned by object type owned by specific player.
地编编号: 142
脚本描述:
参数: ~ is garrisoned by object type ~ owned by ~.
参数类型: String, String, String
示例: (BUILDING_GARRISONNED_BY_OBJECT_TYPE, “UNIT - Port Authority”, “alliedcommandotech1”, “Player_1”)

Team

Area or Path

命令字: TEAM_INSIDE_AREA_PARTIALLY
地编条目: Team/Area or Path/Team has units in an area.
地编编号: 5
脚本描述:
参数: ~ has one or more units in ~ (~).
参数类型: String, String, Int32
示例: (TEAM_INSIDE_AREA_PARTIALLY, “TEAM - Japanese Fleet Wave 1”, “AREA - J2 FLEET - hunt enable”, 7)

命令字: TEAM_INSIDE_AREA_ENTIRELY
地编条目: Team/Area or Path/Team is completely inside an area.
地编编号: 13
脚本描述:
参数: ~ is all inside ~ (~).
参数类型: String, String, Int32
示例: (TEAM_INSIDE_AREA_ENTIRELY, “Player_1/teamPlayer_1”, “area_hinds_delete”, 3)

命令字: TEAM_CAN_PATH_TO_WAYPOINT
地编条目: Team/Area or Path/Team can path to waypoint.
地编编号: 101
脚本描述:
参数: he first unit of ~ can path to ~.
参数类型: String, String
示例: (TEAM_CAN_PATH_TO_WAYPOINT, “Allies02/Bridge_02”, “wp_jinzatsu_goto_p1”)

Attacked, Destroyed, or Exists

命令字: TEAM_DESTROYED
地编条目: Team/Attacked, Destroyed, or Exists/Team is destroyed.
地编编号: 6
脚本描述: This condition is only true for the single logic frame when the team dies.
参数: ~ has been destroyed.
参数类型: String
示例: (TEAM_DESTROYED, “XT”)

命令字: TEAM_HAS_FEWER_THAN_X_UNITS_WITH_KINDOF
地编条目: Team/Attacked, Destroyed, or Exists/Team has fewer than X units left of KindOf.
地编编号: 115
脚本描述:
参数: ~ has fewer than ~ units left of type ~.
参数类型: String, Int32, Int32
示例: (TEAM_HAS_FEWER_THAN_X_UNITS_WITH_KINDOF, “AIState_A08_LandDefense_StaticDefense_0_0”, 12, 5)

命令字: TEAM_HAS_UNITS
地编条目: Team/Attacked, Destroyed, or Exists/Team has units.
地编编号: 8
脚本描述:
参数: ~ has one or more units.
参数类型: String
示例: (TEAM_HAS_UNITS, “Soviet02/Hind_EnRoute_A”)

命令字: TEAM_ATTACKED_BY_OBJECTTYPE
地编条目: Team/Attacked, Destroyed, or Exists/Team is attacked by a specific object type.
地编编号: 16
脚本描述:
参数: ~ has been attacked by a(n)
参数类型: String, String
示例: (TEAM_ATTACKED_BY_OBJECTTYPE, “Soviet02/Entrance_Walls”, “japanmechaking”)

命令字: TEAM_COMPARE_NUM_MEMBERS
地编条目: Team/Attacked, Destroyed, or Exists/Team has (comparison) number of objects.
地编编号: 148
脚本描述: Compares the number of objects in a team to the passed in comparison values. Note that this script does not count dead, under construction, projectiles, or units with the IGNORE_FOR_VICTORY kind of.
参数: ~ has~ ~ members.
参数类型: String, Int32, Int32
示例: (TEAM_COMPARE_NUM_MEMBERS, “Allies02/Bridge_02”, 3, 1)

命令字: TEAM_ATTACKED_BY_PLAYER
地编条目: Team/Attacked, Destroyed, or Exists/Team has been attacked by Player.
地编编号: 18
脚本描述:
参数: ~ has been attacked by
参数类型: String, String
示例: (TEAM_ATTACKED_BY_PLAYER, “Player_2/MCV1”, “Player_1”)

命令字: TEAM_CREATED
地编条目: Team/Attacked, Destroyed, or Exists/Team has been created.
地编编号: 21
脚本描述:
参数: ~ has been created.
参数类型: String
示例: (TEAM_CREATED, “TEAM - Tatsu Fleet”)

命令字: TEAM_IS_ATTACKED_AND_CANNOT_RETALIATE_ANY
地编条目: Team/Attacked, Destroyed, or Exists/Evaluate if any member of a team is being attacked but cannot retaliate
地编编号: 111
脚本描述:
参数: Evaluate if any team member of ~ is being attacked and cannot retaliate.
参数类型: String
示例: (TEAM_IS_ATTACKED_AND_CANNOT_RETALIATE_ANY, “TEAM - Objective 3”)

Sighted

命令字: ENEMY_SIGHTED_BY_TEAM
地编条目: Team/Sighted/Team has sighted a friendly, neutral, or enemy unit belonging to Player.
地编编号: 95
脚本描述:
参数: ~ sees a(n) ~ unit belonging to ~.
参数类型: String, String, String
示例: (ENEMY_SIGHTED_BY_TEAM, “Soviet01/TEAM - Soviet 01 Patrol 01”, “Enemy”, “Player_1”)

Object Status

命令字: TEAM_ALL_HAS_OBJECT_STATUS
地编条目: Team/Object Status/Team has object status - all.
地编编号: 60
脚本描述: (all applicable members).
参数: ~ has
参数类型: String, Int32
示例: (TEAM_ALL_HAS_OBJECT_STATUS, “TEAM - Phase 3 - BObj1 - 1 Troops”, 64)

命令字: TEAM_SOME_HAVE_OBJECT_STATUS
地编条目: Team/Object Status/Team has object status - partial.
地编编号: 61
脚本描述: (at least one member).
参数: ~ has
参数类型: String, Int32
示例: (TEAM_SOME_HAVE_OBJECT_STATUS, “Player_1/teamPlayer_1”, 163)

Tutorial

Camera

命令字: CAMERA_SCROLL_DISTANCE
地编条目: Tutorial/Camera/Camera scroll distance.
地编编号: 129
脚本描述:
参数: layer has scrolled camera ~ units.
参数类型: Double
示例: (CAMERA_SCROLL_DISTANCE, 1500)

命令字: CAMERA_ROTATE_DISTANCE
地编条目: Tutorial/Camera/Camera rotate distance.
地编编号: 130
脚本描述:
参数: layer has rotated camera ~ degrees.
参数类型: Double
示例: (CAMERA_ROTATE_DISTANCE, 360)

命令字: CAMERA_ZOOM_DISTANCE
地编条目: Tutorial/Camera/Camera zoom distance.
地编编号: 131
脚本描述:
参数: layer has zoomed camera ~ units.
参数类型: Double
示例: (CAMERA_ZOOM_DISTANCE, 200)

UI state proposition is true.

命令字: UI_STATE_PROPOSITION_STATE
地编条目: Tutorial/UI state proposition is true.
地编编号: 152
脚本描述: The condition is only guaranteed to work correctly in a tutorial game
参数: ~ is true.
参数类型: String
示例: (UI_STATE_PROPOSITION_STATE, “AdvancedCommandPanelIsOpen”)

Player

Owns

命令字: BUILT_BY_PLAYER
地编条目: Player/Owns/Player has built an object type.
地编编号: 19
脚本描述:
参数: ~ has been built by
参数类型: String, String
示例: (BUILT_BY_PLAYER, “alliedwarfactory”, “Player_1”)

命令字: PLAYER_HAS_CREDITS
地编条目: Player/Owns/Player has (comparison) number of credits.
地编编号: 22
脚本描述:
参数: ~ has ~ ~ credits.
参数类型: String, Int32, Int32
示例: (PLAYER_HAS_CREDITS, “Player_1”, 1, 1500)

命令字: NAMED_OWNED_BY_PLAYER
地编条目: Player/Owns/Player owns Unit.
地编编号: 25
脚本描述:
参数: ~ owns ~.
参数类型: String, String
示例: (NAMED_OWNED_BY_PLAYER, “Player_1”, “QIAN SHAO ZHAN”)

命令字: PLAYER_HAS_OBJECT_COMPARISON
地编条目: Player/Owns/Player has (comparison) object type.
地编编号: 49
脚本描述:
参数: ~ has ~ ~ object of type ~.
参数类型: String, Int32, Int32, String
示例: (PLAYER_HAS_OBJECT_COMPARISON, “Soviet_1”, 1, 6, “sovietbomberaircraft”)

命令字: PLAYER_HAS_NUMBER_OBJECTS_WITH_MODELCONDITION
地编条目: Player/Owns/Player has (comparison) objects with a model condition.
地编编号: 107
脚本描述:
参数: ~ has ~ ~ objects with ~.
参数类型: String, Int32, Int32, String
示例: (PLAYER_HAS_NUMBER_OBJECTS_WITH_MODELCONDITION, “Allies01”, 3, 1, “SUCKED_UP_HIGH”)

命令字: PLAYER_LOST_OBJECT_TYPE
地编条目: Player/Owns/Player has lost an object of type.
地编编号: 76
脚本描述:
参数: ~ has lost an object of type ~.
参数类型: String, String
示例: (PLAYER_LOST_OBJECT_TYPE, “Player_1”, “_object list_japan all structs”)

命令字: PLAYER_HAS_NUM_UNITS_WITH_UPGRADE
地编条目: Player/Owns/Num objects has specified upgrade.
地编编号: 121
脚本描述:
参数: Does ~ have ~ units that have ~.
参数类型: String, Int32, String
示例: (PLAYER_HAS_NUM_UNITS_WITH_UPGRADE, “Player_1”, 1, “upgrade_alliedtech3”)

Sighted

命令字: NAMED_DISCOVERED
地编条目: Player/Sighted/Player has sighted named object.
地编编号: 23
脚本描述:
参数: ~ has seen
参数类型: String, String
示例: (NAMED_DISCOVERED, “Player_1”, “UNIT - Japan06 - BD Egg 3”)

命令字: TEAM_DISCOVERED
地编条目: Player/Sighted/Player has sighted Team.
地编编号: 24
脚本描述:
参数: ~ has seen ~.
参数类型: String, String
示例: (TEAM_DISCOVERED, “Player_1”, “Soviet03/TEAM_S3 - Bonus Objectives”)

Power

命令字: PLAYER_HAS_POWER
地编条目: Player/Power/Player’s base currently has power.
地编编号: 27
脚本描述:
参数: ~ buildings are powered.
参数类型: String
示例: (PLAYER_HAS_POWER, “Japan_05_Gen1”)

命令字: PLAYER_HAS_NO_POWER
地编条目: Player/Power/Player’s base currently has no power.
地编编号: 40
脚本描述:
参数: ~ buildings are not powered.
参数类型: String
示例: (PLAYER_HAS_NO_POWER, “Soviet_3”)

Special Power

命令字: PLAYER_TRIGGERED_SPECIAL_POWER
地编条目: Player/Special Power/Player starts using a special power.
地编编号: 50
脚本描述:
参数: ~ starts using ~.
参数类型: String, String
示例: (PLAYER_TRIGGERED_SPECIAL_POWER, “Player_1”, “specialpower_bribe”)

命令字: PLAYER_TRIGGERED_SPECIAL_POWER_FROM_NAMED
地编条目: Player/Special Power/Player start using a special power from a named object.
地编编号: 52
脚本描述:
参数: ~ starts using ~ from ~.
参数类型: String, String, String
示例: (PLAYER_TRIGGERED_SPECIAL_POWER_FROM_NAMED, “Player_1”, “specialpower_timebelt”, “UNIT_P1 - Commando”)

命令字: SKIRMISH_SPECIAL_POWER_READY
地编条目: Player/Special Power/Player’s special power is ready to fire.
地编编号: 64
脚本描述:
参数: ~ is ready to fire ~.
参数类型: String, String
示例: (SKIRMISH_SPECIAL_POWER_READY, “Player_1”, “specialpowernanoswarmhive”)

命令字: PLAYER_TRIGGERED_SPECIAL_POWER_IN_AREA
地编条目: Player/Special Power/Player starts using a special power in trigger area.
地编编号: 143
脚本描述:
参数: ~ starts using ~ in ~.
参数类型: String, String, String
示例: (PLAYER_TRIGGERED_SPECIAL_POWER_IN_AREA, “Player_1”, “specialpowernanoswarmhive”, “area_relay_01”)

命令字: PLAYER_HAS_COMPARISON_POWER_POINTS
地编条目: Player/Special Power/Player has power points.
地编编号: 151
脚本描述: Determines if a player has x amount of player power points.
参数: ~ has ~ ~ power points.
参数类型: String, Int32, Int32
示例: (PLAYER_HAS_COMPARISON_POWER_POINTS, “Player_1”, 3, 1)

命令字: PLAYER_HAS_PLAYER_TECH
地编条目: Player/Special Power/Player has player tech.
地编编号: 153
脚本描述: Determines if a player has purchased a player tech.
参数: ~ has ~ player tech.
参数类型: String, String
示例: (PLAYER_HAS_PLAYER_TECH, “Player_1”, “PlayerTech_Soviet_MagneticSatellite_Rank_1”)

Attacked or Destroyed

命令字: PLAYER_DESTROYED_N_BUILDINGS_PLAYER
地编条目: Player/Attacked or Destroyed/Player destroyed N or more of an opponent’s buildings.
地编编号: 54
脚本描述:
参数: ~ has destroyed ~ or more buildings owned by ~.
参数类型: String, Int32, String
示例: (PLAYER_DESTROYED_N_BUILDINGS_PLAYER, “Player_1”, 1, “Soviet02”)

命令字: SKIRMISH_PLAYER_HAS_BEEN_ATTACKED_BY_PLAYER
地编条目: Player/Attacked or Destroyed/Player has been attacked by Player.
地编编号: 73
脚本描述:
参数: ~ has been attacked by ~.
参数类型: String, String
示例: (SKIRMISH_PLAYER_HAS_BEEN_ATTACKED_BY_PLAYER, “Soviet06”, “Player_1”)

命令字: PLAYER_HAS_KILLED_TYPE_UNITS
地编条目: Player/Attacked or Destroyed/Player has destroyed N or more objects of type.
地编编号: 91
脚本描述:
参数: ~ has killed ~ or more ~.
参数类型: String, Int32, String
示例: (PLAYER_HAS_KILLED_TYPE_UNITS, “Allied04_PresidentBase”, 18, “_object list_allied all units”)

命令字: PLAYER_HAS_KILLED_NAMED_UNIT
地编条目: Player/Attacked or Destroyed/Player has killed Named Unit
地编编号: 147
脚本描述:
参数: ~ has killed object named:
参数类型: String, String
示例: (PLAYER_HAS_KILLED_NAMED_UNIT, “Player_1”, “Struct-FIFConYard”)

Area

命令字: PLAYER_HAS_COMPARISON_UNIT_TYPE_IN_TRIGGER_AREA
地编条目: Player/Area/Player has (comparison) object type in an area.
地编编号: 55
脚本描述:
参数: ~ has ~ ~ object of type ~ in the ~.
参数类型: String, Int32, Int32, String, String
示例: (PLAYER_HAS_COMPARISON_UNIT_TYPE_IN_TRIGGER_AREA, “Player_1”, 3, 8, “alliedantiinfantryvehicle”, “XS”)

命令字: PLAYER_HAS_COMPARISON_UNIT_TYPE_IN_TRIGGER_AREA_COMPLETELY_BUILT
地编条目: Player/Area/Player has (comparison) completely built unit types in an area.
地编编号: 128
脚本描述:
参数: ~ has ~ ~ completely built objects of type ~ in the ~.
参数类型: String, Int32, Int32, String, String
示例: (PLAYER_HAS_COMPARISON_UNIT_TYPE_IN_TRIGGER_AREA_COMPLETELY_BUILT, “Player_2”, 3, 1, “sovietoutpost”, “AT-Player2BuiltStructure”)

命令字: PLAYER_HAS_COMPARISON_UNIT_KIND_IN_TRIGGER_AREA
地编条目: Player/Area/Player has (comparison) object types with kindof in an area.
地编编号: 56
脚本描述:
参数: ~ has ~ ~ objects with ~ in the ~.
参数类型: String, Int32, Int32, Int32, String
示例: (PLAYER_HAS_COMPARISON_UNIT_KIND_IN_TRIGGER_AREA, “Player_2”, 3, 1, 246, “AT-Player2BuiltStructure”)

命令字: SKIRMISH_PLAYER_HAS_UNITS_IN_AREA
地编条目: Player/Area/Player has units in an area
地编编号: 72
脚本描述:
参数: ~ has units in ~.
参数类型: String, String
示例: (SKIRMISH_PLAYER_HAS_UNITS_IN_AREA, “Player_1”, “JING G”)

Garrisoned

命令字: SKIRMISH_PLAYER_HAS_COMPARISON_GARRISONED
地编条目: Player/Garrisoned/Player has (comparison) garrisoned buildings.
地编编号: 71
脚本描述:
参数: ~ has ~ ~ garrisoned buildings.
参数类型: String, Int32, Int32
示例: (SKIRMISH_PLAYER_HAS_COMPARISON_GARRISONED, “Player_2”, 3, 1)

Player has triggered game event

命令字: PLAYER_TRIGGERED_SCRIPT_EVENT
地编条目: Player/Player has triggered game event
地编编号: 141
脚本描述:
参数: ~ has triggered ~.
参数类型: String, String
示例: (PLAYER_TRIGGERED_SCRIPT_EVENT, “Player_1”, “ATTACK_MOVE_ISSUED”)

Controlled By

命令字: PLAYER_IS_HUMAN_OR_AI_PERSONALITY
地编条目: Player/Controlled By/Is player controlled by human or AI Personality.
地编编号: 146
脚本描述:
参数: ~ is controlled by
参数类型: String, String
示例: (PLAYER_IS_HUMAN_OR_AI_PERSONALITY, “Player_3”, “Human”)

Movie

Movie in the radar has completed playing.

命令字: HAS_FINISHED_VIDEO
地编条目: Movie/Movie in the radar has completed playing.
地编编号: 41
脚本描述:
参数: ovie ~ has completed playing.
参数类型: String
示例: (HAS_FINISHED_VIDEO, “A01TH01”)

Audio

Sound has completed playing.

命令字: HAS_FINISHED_AUDIO
地编条目: Audio/Sound has completed playing.
地编编号: 43
脚本描述:
参数: ~ has completed playing.
参数类型: String
示例: (HAS_FINISHED_AUDIO, “MA01_AlliedIntel40”)

Camera

Camera entered trigger area.

命令字: CAMERA_ENTERED_AREA
地编条目: Camera/Camera entered trigger area.
地编编号: 94
脚本描述:
参数: amera enters ~.
参数类型: String
示例: (CAMERA_ENTERED_AREA, “area_nw_statues”)

Interface

Mission Hot-Spot

命令字: MISSION_HOT_SPOT_ACTIVE
地编条目: Interface/Mission Hot-Spot/Mission hot-spot has been activated.
地编编号: 144
脚本描述:
参数: Mission hot-spot ~ has been activated.
参数类型: String
示例: (MISSION_HOT_SPOT_ACTIVE, “RW1”)

Platform

Is game running on platform.

命令字: CURRENT_PLATFORM
地编条目: Platform/Is game running on platform.
地编编号: 154
脚本描述: Returns true if running on the chosen platform. Current options are PC/360/PS3
参数: s game running on
参数类型: String
示例: (CURRENT_PLATFORM, “PC”)