Scripting

Flags

命令字: SET_FLAG
地编条目: Scripting/Flags/Set flag to value.
地编编号: 1
脚本描述:
参数: et ~ to
参数类型: String, Int32
示例: (SET_FLAG, “TESTFLAG - Player 2 Owns Structures”, 1)

Counters

命令字: SET_COUNTER
地编条目: Scripting/Counters/Set counter to a value.
地编编号: 2
脚本描述:
参数: et ~ to
参数类型: String, Int32
示例: (SET_COUNTER, “Japan05 - COUNTER - Target P1”, -1)

命令字: SET_COUNTER_TO_COUNTER
地编条目: Scripting/Counters/Set counter to another counter.
地编编号: 276
脚本描述:
参数: et ~ to
参数类型: String, String
示例: (SET_COUNTER_TO_COUNTER, “c_transports_left”, “c_transports_spawned”)

命令字: SET_RANDOM_COUNTER
地编条目: Scripting/Counters/Set a random counter.
地编编号: 275
脚本描述:
参数: et ~ randomly between ~ and ~.
参数类型: String, Int32, Int32
示例: (SET_RANDOM_COUNTER, “COUTNER - Trigger Loss Video”, 1, 2)

命令字: INCREMENT_COUNTER
地编条目: Scripting/Counters/Increment counter.
地编编号: 15
脚本描述:
参数: dd ~ to
参数类型: Int32, String
示例: (INCREMENT_COUNTER, 1, “COUNTER - Wave 02 - Infantry Team Destroyed”)

命令字: DECREMENT_COUNTER
地编条目: Scripting/Counters/Decrement counter.
地编编号: 16
脚本描述:
参数: ubtract ~ from
参数类型: Int32, String
示例: (DECREMENT_COUNTER, 1, “KT”)

命令字: COUNTER_MATH_COUNTER
地编条目: Scripting/Counters/Counter do math opertation with another Counter.
地编编号: 291
脚本描述:
参数: ounter ~ , ~ with counter
参数类型: String, Int32, String
示例: (COUNTER_MATH_COUNTER, “c_transports_left”, 1, “c_transports_arrived”)

命令字: COUNTER_MATH_VALUE
地编条目: Scripting/Counters/Counter do math opertation with value.
地编编号: 292
脚本描述:
参数: ounter ~ , ~ with value
参数类型: String, Int32, Int32
示例: (COUNTER_MATH_VALUE, “Allied02 - Counter - Phase 2 - Bombers - Inf Count”, 2, 75)

命令字: SET_PLAYER_MONEY_TO_COUNTER
地编条目: Scripting/Counters/Set players money to counter.
地编编号: 300
脚本描述:
参数: tore amount of ~ money to the counter
参数类型: String, String
示例: (SET_PLAYER_MONEY_TO_COUNTER, “Player_1”, “COUNTER - P1 Money”)

命令字: SET_UNIT_HEALTH_PERCENTAGE_TO_COUNTER
地编条目: Scripting/Counters/Set unit’s health as percentage to counter.
地编编号: 489
脚本描述:
参数: tore ~’s health as percentage to the counter
参数类型: String, String
示例: (SET_UNIT_HEALTH_PERCENTAGE_TO_COUNTER, “STRUCTURE - Objective_4_1”, “Objectives - COUNTER - Objective 4 Structs HP 1”)

命令字: SET_PLAYER_KILLS_OF_TYPE_TO_COUNTER
地编条目: Scripting/Counters/Set number of player kills of a type to counter.
地编编号: 315
脚本描述: Now takes an object type or type list instead of just an object type. Total amount will reflect the total number of units killed by type or by the entirety of the list.
参数: tore the amount of kills by ~ of the type of object(s) ~ to
参数类型: String, String, String
示例: (SET_PLAYER_KILLS_OF_TYPE_TO_COUNTER, “Player_1”, “japanodessaspecialtransportvehicle”, “c_transports_killed_player_1”)

命令字: SET_PLAYER_KILLS_OF_KINDOF_TO_COUNTER
地编条目: Scripting/Counters/Set number of player kills of a kindof to counter.
地编编号: 316
脚本描述:
参数: tore the amount of kills by ~ of the ~ to
参数类型: String, Int32, String
示例: (SET_PLAYER_KILLS_OF_KINDOF_TO_COUNTER, “Player_1”, 5, “????1”)

命令字: SET_PLAYER_OWNERSHIP_OF_TYPE_COUNTER
地编条目: Scripting/Counters/Set number of object types owned by player to counter.
地编编号: 317
脚本描述:
参数: tore the number of ~ owned by ~ to
参数类型: String, String, String
示例: (SET_PLAYER_OWNERSHIP_OF_TYPE_COUNTER, “alliedantivehicleinfantry”, “Player_1”, “COUTNER - Javelins Trained”)

命令字: SET_PLAYER_OWNERSHIP_OF_TYPE_COUNTER_INCLUDE_DEAD
地编条目: Scripting/Counters/Set number of object types owned by player to a counter including dead ones.
地编编号: 394
脚本描述:
参数: tore the number of objects (include dead ones)~ owned by ~ to
参数类型: String, String, String
示例: (SET_PLAYER_OWNERSHIP_OF_TYPE_COUNTER_INCLUDE_DEAD, “_object list_japan all units”, “Player_1”, “Allied01 - COUNTER - P1 Unit Count”)

Debug

命令字: NO_OP
地编条目: Scripting/Debug/Null operation.
地编编号: 5
脚本描述:
参数: ull operation. (Does nothing.)
参数类型:
示例: (NO_OP, )

Timer

命令字: SET_TIMER
地编条目: Scripting/Timer/Frame countdown timer — set.
地编编号: 6
脚本描述:
参数: et ~ to expire in ~ frames.
参数类型: String, Int32
示例: (SET_TIMER, “TH - AMM02 - Play”, 4)

命令字: SET_RANDOM_TIMER
地编条目: Scripting/Timer/Frame countdown timer — set random.
地编编号: 121
脚本描述:
参数: et ~ to expire between ~ and ~ frames.
参数类型: String, Int32, Int32
示例: (SET_RANDOM_TIMER, “r_random”, 1, 25)

命令字: STOP_TIMER
地编条目: Scripting/Timer/Timer — stop.
地编编号: 123
脚本描述:
参数: top
参数类型: String
示例: (STOP_TIMER, “Timer-TimeToProtectRescueBoat”)

命令字: RESTART_TIMER
地编条目: Scripting/Timer/Timer — restart stopped.
地编编号: 124
脚本描述:
参数: estart
参数类型: String
示例: (RESTART_TIMER, “t_relay_stations_timer”)

命令字: SET_MILLISECOND_TIMER
地编条目: Scripting/Timer/Seconds countdown timer — set.
地编编号: 21
脚本描述:
参数: et ~ to expire in ~ seconds.
参数类型: String, Double
示例: (SET_MILLISECOND_TIMER, “KT”, 100)

命令字: SET_RANDOM_MSEC_TIMER
地编条目: Scripting/Timer/Seconds countdown timer — set random.
地编编号: 122
脚本描述:
参数: et ~ to expire between ~ and ~ seconds.
参数类型: String, Double, Double
示例: (SET_RANDOM_MSEC_TIMER, “TIMER - Mig Spawn A”, 1, 4)

命令字: SUB_FROM_MSEC_TIMER
地编条目: Scripting/Timer/Seconds countdown timer — subtract seconds.
地编编号: 126
脚本描述:
参数: ubtract ~ seconds from ~ .
参数类型: Double, String
示例: (SUB_FROM_MSEC_TIMER, 60, “Timer-TimeToProtectRescueBoat”)

Enable Script.

命令字: ENABLE_SCRIPT
地编条目: Scripting/Enable Script.
地编编号: 8
脚本描述:
参数: nable ~.
参数类型: String
示例: (ENABLE_SCRIPT, “TH - Controller”)

Disable script.

命令字: DISABLE_SCRIPT
地编条目: Scripting/Disable script.
地编编号: 9
脚本描述:
参数: isable ~.
参数类型: String
示例: (DISABLE_SCRIPT, “Player_2/XL1”)

Run subroutine script.

命令字: CALL_SUBROUTINE
地编条目: Scripting/Run subroutine script.
地编编号: 10
脚本描述:
参数: un ~.
参数类型: String
示例: (CALL_SUBROUTINE, “Hint 02 - Vindicator Audio Subroutine”)

Object List

命令字: OBJECTLIST_ADDOBJECTTYPE
地编条目: Scripting/Object List/Add Object Type to Object List.
地编编号: 216
脚本描述:
参数: dd ~ to
参数类型: String, String
示例: (OBJECTLIST_ADDOBJECTTYPE, “sovietantiinfantryinfantry”, “objective 01 - soviet infantry”)

Reference

命令字: TEAM_SET_PLAYERS_NEAREST_UNIT_OF_TYPE_TO_REFERENCE
地编条目: Scripting/Reference/Set a reference to an object nearest-to-team, owned by player.
地编编号: 352
脚本描述:
参数: ind an object matching a type in the list ~ nearest the ~ (and owned by the teams Player) and set its reference to
参数类型: String, String, String
示例: (TEAM_SET_PLAYERS_NEAREST_UNIT_OF_TYPE_TO_REFERENCE, “japanantiinfantryvehicle”, “Player_1/teamPlayer_1”, “ref_tengu_p1”)

命令字: SET_REF_TO_NEREST_TEAM_OF_TYPE_OWNED_BY_PLAYER
地编条目: Scripting/Reference/Set reference to object type of player nearest team.
地编编号: 370
脚本描述:
参数: ind ~ Owned by ~ nearest ~ and reference as
参数类型: String, String, String, String
示例: (SET_REF_TO_NEREST_TEAM_OF_TYPE_OWNED_BY_PLAYER, “alliedwarfactory”, “Player_1”, “Player_2/teamPlayer_2”, “UNIT - Player 1 - War Factory”)

命令字: SET_REF_TO_NEREST_TEAM_OF_UNNAMED_TYPE_OWNED_BY_PLAYER
地编条目: Scripting/Reference/Set reference to unnamed object owned by player
地编编号: 371
脚本描述:
参数: ind unnamed ~ Owned by ~ nearest ~ and reference as
参数类型: String, String, String, String
示例: (SET_REF_TO_NEREST_TEAM_OF_UNNAMED_TYPE_OWNED_BY_PLAYER, “alliedwarfactory”, “Player_1”, “Player_1/teamPlayer_1”, “UNIT - Player 1 - War Factory”)

Win & Loss

Show Victory Screen

命令字: VICTORY_SCREEN
地编条目: Win & Loss/ Show Victory Screen
地编编号: 386
脚本描述:
参数: hows the victory screen, but does not behave as a victory.
参数类型:
示例: (VICTORY_SCREEN, )

Announce local defeat.

命令字: LOCALDEFEAT
地编条目: Win & Loss/Announce local defeat.
地编编号: 223
脚本描述:
参数: how ‘Game Over’ window
参数类型:
示例: (LOCALDEFEAT, )

Announce victory.

命令字: VICTORY
地编条目: Win & Loss/Announce victory.
地编编号: 3
脚本描述:
参数: how ‘Victorious’ window and end game
参数类型:
示例: (VICTORY, )

Announce defeat.

命令字: DEFEAT
地编条目: Win & Loss/Announce defeat.
地编编号: 4
脚本描述:
参数: how ‘Defeated’ window and end game
参数类型:
示例: (DEFEAT, )

Media

Audio

命令字: PLAY_SOUND_EFFECT
地编条目: Media/Audio/Sound Effect/Play 2D sound effect.
地编编号: 7
脚本描述:
参数: lay ~ as though it was a 2D sound (NOT RECOMMENDED for 3D sounds).
参数类型: String
示例: (PLAY_SOUND_EFFECT, “MI09_ImperialSoldier01”)

命令字: PLAY_SOUND_EFFECT_AT
地编条目: Media/Audio/Sound Effect/Play sound effect at waypoint.
地编编号: 11
脚本描述:
参数: lay ~ at ~.
参数类型: String, String
示例: (PLAY_SOUND_EFFECT_AT, “MA03_AlliedMCV01”, “Waypoint 18”)

命令字: SUSPEND_BACKGROUND_SOUNDS
地编条目: Media/Audio/All Sounds/Suspend all sounds.
地编编号: 24
脚本描述:
参数: uspend background sounds.
参数类型:
示例: (SUSPEND_BACKGROUND_SOUNDS, )

命令字: RESUME_BACKGROUND_SOUNDS
地编条目: Media/Audio/All Sounds/Resume all sounds.
地编编号: 25
脚本描述:
参数: esume background sounds.
参数类型:
示例: (RESUME_BACKGROUND_SOUNDS, )

命令字: SOUND_PLAY_NAMED
地编条目: Media/Audio/Sound Effect/Play a sound as though coming from a named object.
地编编号: 74
脚本描述:
参数: ~ plays as though coming from
参数类型: String, String
示例: (SOUND_PLAY_NAMED, “MA01_SovietSoldier01”, “UNIT - Conscript 05”)

命令字: PLAY_SOUND_AS_IF_IT_WAS_AN_EVA_EVENT
地编条目: Media/Audio/EVA/Play a sound effect as if it were an EVA event.
地编编号: 496
脚本描述:
参数: ~ plays as if it was an EVA event
参数类型: String
示例: (PLAY_SOUND_AS_IF_IT_WAS_AN_EVA_EVENT, “MA01_AlliedSoldier01”)

命令字: PLAY_SOUND_AS_IF_IT_WAS_AN_EVA_EVENT_WITH_SUBTITLE
地编条目: Media/Audio/EVA/Play a sound effect as if it were an EVA event, and subtitle it.
地编编号: 497
脚本描述:
参数: ~ plays as if it was an EVA event, while displaying ~ for ~ seconds.
参数类型: String, String, Double
示例: (PLAY_SOUND_AS_IF_IT_WAS_AN_EVA_EVENT_WITH_SUBTITLE, “Aeva_CritStrucLost”, “SCRIPT:J04_OBJECTIVE_3_STRUCTS_Destroyed”, 3)

命令字: PLAY_SOUND_AS_AI_COCOMMANDER_DIALOG
地编条目: Media/Audio/EVA/Play a sound effect as AI co-commander dialog.
地编编号: 569
脚本描述:
参数: ~ plays as AI co-commander dialog
参数类型: String
示例: (PLAY_SOUND_AS_AI_COCOMMANDER_DIALOG, “MA01_CoGiles02”)

命令字: SOUND_AMBIENT_PAUSE
地编条目: Media/Audio/Sound Effect/Suspend the ambient sounds.
地编编号: 85
脚本描述:
参数: ause the ambient sounds.
参数类型:
示例: (SOUND_AMBIENT_PAUSE, )

命令字: SOUND_AMBIENT_RESUME
地编条目: Media/Audio/Sound Effect/Resume the ambient sounds.
地编编号: 86
脚本描述:
参数: esume the ambient sounds.
参数类型:
示例: (SOUND_AMBIENT_RESUME, )

命令字: MUSIC_SET_TRACK
地编条目: Media/Audio/Music/Play a music track.
地编编号: 87
脚本描述:
参数: lay ~ using fadeout (~) and fadein (~).
参数类型: String, Int32, Int32
示例: (MUSIC_SET_TRACK, “TEMP_RA2_Sco”, 1, 1)

命令字: AUDIO_POP_MUSIC
地编条目: Media/Audio/Music/Pop music track.
地编编号: 344
脚本描述:
参数: op the current music track off the stack using fadeout (~) and fadein (~).
参数类型: Int32, Int32
示例: (AUDIO_POP_MUSIC, 1, 1)

命令字: PATH_MUSIC_PLAY_EVENT
地编条目: Media/Audio/PathfinderMusic/Play Event.
地编编号: 543
脚本描述:
参数: lay a specific Path Music Event(~), also Suspends Dynamic State System( if running ).
参数类型: String
示例: (PATH_MUSIC_PLAY_EVENT, “S_A07Nanocores”)

命令字: PATH_MUSIC_ENABLE_DYNAMIC_SYSTEM
地编条目: Media/Audio/PathfinderMusic/Enable Standard Dynamic System.
地编编号: 545
脚本描述:
参数: nable the Standard Path Music Dynamic State System
参数类型:
示例: (PATH_MUSIC_ENABLE_DYNAMIC_SYSTEM, )

命令字: PATH_MUSIC_ENABLE_SPECIFIC_DYNAMIC_SYSTEM
地编条目: Media/Audio/PathfinderMusic/Enable Specific Dynamic System.
地编编号: 555
脚本描述:
参数: nables a specific Path Music Dynamic State System(~)
参数类型: String
示例: (PATH_MUSIC_ENABLE_SPECIFIC_DYNAMIC_SYSTEM, “Standard_Full”)

命令字: PATH_MUSIC_ENABLE_RESUME_SYSTEM
地编条目: Media/Audio/PathfinderMusic/Resume Dynamic System.
地编编号: 556
脚本描述:
参数: esume a Suspended Path Music Dynamic State System
参数类型:
示例: (PATH_MUSIC_ENABLE_RESUME_SYSTEM, )

命令字: PATH_MUSIC_STOP_MUSIC
地编条目: Media/Audio/PathfinderMusic/Stop Music.
地编编号: 546
脚本描述:
参数: top any Path Music currently playing.
参数类型:
示例: (PATH_MUSIC_STOP_MUSIC, )

命令字: PATH_MUSIC_FADE_OUT_MUSIC
地编条目: Media/Audio/PathfinderMusic/Fade Out Music.
地编编号: 564
脚本描述:
参数: ade Out Path Music Volume( Stop Music after fade ) over (~) seconds.
参数类型: Double
示例: (PATH_MUSIC_FADE_OUT_MUSIC, 2)

命令字: PATH_MUSIC_FADE_IN_MUSIC
地编条目: Media/Audio/PathfinderMusic/Fade In Music.
地编编号: 565
脚本描述:
参数: ade In Path Music Volume over (~) seconds.
参数类型: Double
示例: (PATH_MUSIC_FADE_IN_MUSIC, 2)

命令字: MUSIC_SET_VOLUME
地编条目: Media/Audio/Volume/Set the current music volume.
地编编号: 119
脚本描述:
参数: et the desired music volume to ~%. (0-100)
参数类型: Double
示例: (MUSIC_SET_VOLUME, 90)

命令字: SOUND_DISABLE_TYPE
地编条目: Media/Audio/Sound Events/Sound Events — disable type.
地编编号: 175
脚本描述:
参数: ~ is disabled.
参数类型: String
示例: (SOUND_DISABLE_TYPE, “Seva_EnemyUnitDet”)

命令字: SOUND_ENABLE_TYPE
地编条目: Media/Audio/Sound Events/Sound Events — enable type.
地编编号: 176
脚本描述:
参数: ~ is enabled.
参数类型: String
示例: (SOUND_ENABLE_TYPE, “Aeva_NewConOptons”)

命令字: SOUND_ENABLE_ALL
地编条目: Media/Audio/Sound Events/Sound Events — enable all.
地编编号: 177
脚本描述:
参数: nable all sound events.
参数类型:
示例: (SOUND_ENABLE_ALL, )

命令字: EVA_SET_ENABLED_DISABLED
地编条目: Media/Audio/EVA/Enable or Disable EVA.
地编编号: 221
脚本描述:
参数: et EVA to be enabled ~ (False to disable.)
参数类型: Int32
示例: (EVA_SET_ENABLED_DISABLED, 1)

Video

命令字: MOVIE_PLAY_RADAR
地编条目: Media/Video/Play a movie in the radar.
地编编号: 73
脚本描述:
参数: ~ plays in the radar window.
参数类型: String
示例: (MOVIE_PLAY_RADAR, “J06TH01”)

Team

Damage or Remove

命令字: DAMAGE_MEMBERS_OF_TEAM
地编条目: Team/Damage or Remove/Damage the members of Team.
地编编号: 12
脚本描述:
参数: amage ~, amount=~ (-1==kill).
参数类型: String, Double
示例: (DAMAGE_MEMBERS_OF_TEAM, “PlyrCivilian/TEAM_Civ - Endgame - Buildings”, 1800)

命令字: TEAM_SET_HEALTH
地编条目: Team/Damage or Remove/Set the health of the team members (in percentage).
地编编号: 318
脚本描述:
参数: et health of ~ to percentage (0.0 - 100.0)
参数类型: String, Double
示例: (TEAM_SET_HEALTH, “Player_1/teamPlayer_1”, 50)

命令字: TEAM_DELETE
地编条目: Team/Damage or Remove/Delete Team.
地编编号: 65
脚本描述:
参数: ~ is removed from the world.
参数类型: String
示例: (TEAM_DELETE, “Player_1/SH Q”)

命令字: TEAM_KILL
地编条目: Team/Damage or Remove/Kill an entire team.
地编编号: 68
脚本描述:
参数: ~ is dealt a lethal amount of damage.
参数类型: String
示例: (TEAM_KILL, “Civilian_1/Rubble”)

Move

命令字: MOVE_TEAM_TO
地编条目: Team/Move/Set team to move to a location.
地编编号: 13
脚本描述:
参数: ove ~ to ~.
参数类型: String, String
示例: (MOVE_TEAM_TO, “Player_1/BINGDONG”, “YD18.5”)

命令字: TEAM_FOLLOW_WAYPOINTS
地编条目: Team/Move/Set team to follow a waypoint path.
地编编号: 32
脚本描述:
参数: ave ~ follow ~ , as a team is ~ , in formation is
参数类型: String, String, Int32, Int32
示例: (TEAM_FOLLOW_WAYPOINTS, “Soviet_1/TEAM - Intro Bears”, “WPP - Soviet Intro Bear Path”, 1, 1)

命令字: TEAM_FOLLOW_WAYPOINTS_EXACT
地编条目: Team/Move/Set to EXACTLY follow a waypoint path.
地编编号: 213
脚本描述:
参数: ave ~ EXACTLY follow ~ , as a team is
参数类型: String, String, Int32
示例: (TEAM_FOLLOW_WAYPOINTS_EXACT, “Player_1/teamPlayer_1”, “WPP - Japan01 - Scout the Player”, 1)

命令字: TEAM_STOP
地编条目: Team/Move/Team stops.
地编编号: 141
脚本描述:
参数: ~ stops.
参数类型: String
示例: (TEAM_STOP, “Player_1/teamPlayer_1”)

命令字: TEAM_FACE_NAMED
地编条目: Team/Move/Face another unit.
地编编号: 232
脚本描述:
参数: ~ begin facing
参数类型: String, String
示例: (TEAM_FACE_NAMED, “IntroUnits/teamIntroUnits”, “Gen1”)

命令字: TEAM_FACE_WAYPOINT
地编条目: Team/Move/Face a waypoint.
地编编号: 233
脚本描述:
参数: ~ begin facing
参数类型: String, String
示例: (TEAM_FACE_WAYPOINT, “Player_1/teamPlayer_1”, “WP - Objective_2_1”)

命令字: TEAM_MOVE_TO_NEAREST_OBJECT_OF_TYPE
地编条目: Team/Move/Team will move to the nearest object that matches type specified.
地编编号: 289
脚本描述:
参数: ~ will move to the nearest object of type ~.
参数类型: String, String
示例: (TEAM_MOVE_TO_NEAREST_OBJECT_OF_TYPE, “Team-AntiCryoCopter”, “alliedlimo1”)

命令字: TEAM_TELEPORT_TO_WAYPOINT
地编条目: Team/Move/Teleport team to waypoint.
地编编号: 379
脚本描述:
参数: eleport ~ to ~.
参数类型: String, String
示例: (TEAM_TELEPORT_TO_WAYPOINT, “TEAM - P1 Carry Over”, “WP - Japan01 - Left Overs Hang out”)

命令字: TEAM_FOLLOW_WAYPOINTS_STARTING_AT_WAYPOINT
地编条目: Team/Move/Set team to follow a waypoint path starting at waypoint.
地编编号: 541
脚本描述: Please note that this script will allow you to specify a Waypoint to start on but doesn’t check if that Waypoint is part of the path you specified. Please be careful with this.
参数: ave ~ follow ~ , as a team is ~ , in formation is ~ , starting at waypoint
参数类型: String, String, Int32, Int32, String
示例: (TEAM_FOLLOW_WAYPOINTS_STARTING_AT_WAYPOINT, “Allied_01/TEAM - Allied01 - Intro”, “WPP - Intro - UnitPath”, 1, 1, “WP - Intro - UnitPath - A”)

Attack

命令字: ATTACK_MOVE_TEAM_TO
地编条目: Team/Attack/Set team to attack-move to a location.
地编编号: 413
脚本描述:
参数: ttackMove ~ to ~.
参数类型: String, String
示例: (ATTACK_MOVE_TEAM_TO, “MJ HJ1”, “MJ HJ1.5”)

命令字: ATTACK_MOVE_TEAM_TO_NAMED_OBJECT
地编条目: Team/Attack/Attack move a team to a named object.
地编编号: 425
脚本描述:
参数: ttackMove ~ to ~.
参数类型: String, String
示例: (ATTACK_MOVE_TEAM_TO_NAMED_OBJECT, “Japan04_NavalAttack01”, “Unit-Soviet05-RescueBoat”)

命令字: TEAM_ATTACK_MOVE_FOLLOW_WAYPOINTS
地编条目: Team/Attack/Set team to attack-move along a waypoint path.
地编编号: 414
脚本描述:
参数: ave ~ AttackMove along ~ , as a team is ~ , in formation is
参数类型: String, String, Int32, Int32
示例: (TEAM_ATTACK_MOVE_FOLLOW_WAYPOINTS, “Player_1/QJBD”, “RW1”, 1, 1)

命令字: TEAM_ATTACK_TEAM
地编条目: Team/Attack/Set team to attack another team.
地编编号: 29
脚本描述:
参数: ~ begin attack on
参数类型: String, String
示例: (TEAM_ATTACK_TEAM, “Player_2/VX G1.1”, “Player_1/teamPlayer_1”)

命令字: TEAM_ATTACK_NAMED
地编条目: Team/Attack/Team attacks a named object.
地编编号: 43
脚本描述:
参数: ~ attacks
参数类型: String, String
示例: (TEAM_ATTACK_NAMED, “HX HM QSZ”, “QIAN SHAO ZHAN”)

命令字: TEAM_HUNT
地编条目: Team/Attack/Hunt (choose enemy target, move towards it, and attack when within range).
地编编号: 53
脚本描述:
参数: ~ begins hunting.
参数类型: String
示例: (TEAM_HUNT, “TEAM - Wave 02 - Infantry Invaders 01”)

命令字: TEAM_ATTACK_MOVE_TOWARDS_NEAREST_OBJECT_TYPE
地编条目: Team/Attack/Move team towards the nearest object of a specific type
地编编号: 418
脚本描述:
参数: ~ will AttackMove towards the nearest
参数类型: String, String
示例: (TEAM_ATTACK_MOVE_TOWARDS_NEAREST_OBJECT_TYPE, “Player_1/teamPlayer_1”, “sovietminer”)

命令字: ATTACK_MOVE_TEAM_TO_NEAREST_OBJECT_OF_TYPE_OF_PLAYER
地编条目: Team/Attack/Move team towards the nearest object of a specific type owned by a player
地编编号: 426
脚本描述:
参数: ~ will AttackMove towards the nearest ~ owned by
参数类型: String, String, String
示例: (ATTACK_MOVE_TEAM_TO_NEAREST_OBJECT_OF_TYPE_OF_PLAYER, “Player_1/teamPlayer_1”, “sovietwarfactory”, “Japan02”)

命令字: TEAM_CONTEXT_SENSITIVE_ATTACK
地编条目: Team/Attack/Set team to capture a named object.
地编编号: 488
脚本描述: begin context-sensitive attack on
参数: his script should be used to tell a team of Engineer’s and/or Infiltration type units to capture/infiltrate another object.
参数类型: String, String
示例: (TEAM_CONTEXT_SENSITIVE_ATTACK, “Player_3/JIANG J”, “SYS”)

Spawn, Build, or Merge

命令字: CREATE_REINFORCEMENT_TEAM
地编条目: Team/Spawn, Build, or Merge/Spawn a reinforcement team at location.
地编编号: 30
脚本描述:
参数: pawn an instance of ~ at ~.
参数类型: String, String
示例: (CREATE_REINFORCEMENT_TEAM, “MJ HJ1”, “MJ HJ1”)

命令字: CREATE_REINFORCEMENT_TEAM_AT_UNIT_POSITION
地编条目: Team/Spawn, Build, or Merge/Spawn a reinforcement team at named object’s position.
地编编号: 337
脚本描述:
参数: pawn an instance of ~ at ~.
参数类型: String, String
示例: (CREATE_REINFORCEMENT_TEAM_AT_UNIT_POSITION, “Hostile01/Civ_Garrison_A”, “o_civbuilding_a”)

命令字: TEAM_MERGE_INTO_TEAM
地编条目: Team/Spawn, Build, or Merge/Merge Team into another team.
地编编号: 82
脚本描述:
参数: ~ merges onto
参数类型: String, String
示例: (TEAM_MERGE_INTO_TEAM, “PlyrCivilian/TEAM - Parked Battleships”, “teamJapan04”)

Guard

命令字: TEAM_GUARD_OBJECT
地编条目: Team/Guard/Team guard a named object.
地编编号: 165
脚本描述:
参数: ~ begins guarding
参数类型: String, String
示例: (TEAM_GUARD_OBJECT, “OpeningBullfrogs”, “Unit-Soviet05-RescueBoat”)

命令字: TEAM_GUARD_AREA
地编条目: Team/Guard/Team guard an area.
地编编号: 166
脚本描述: Please note that units guarding an area that is fogged will not be able to see a unit that enters the area and thus not attack so be sure that the area they are guarding is not fogged.
参数: ~ begins guarding
参数类型: String, String
示例: (TEAM_GUARD_AREA, “TEAM - Allied01 - Carrier Base Defense”, “TRIG - Main Base - Lake - W”)

命令字: TEAM_GUARD_AREA_FROM_POSITION
地编条目: Team/Guard/Team guard an area from a location.
地编编号: 368
脚本描述: Please note that units guarding an area that is fogged will not be able to see a unit that enters the area and thus not attack so be sure that the area they are guarding is not fogged.
参数: ~ begins guarding ~ from
参数类型: String, String, String
示例: (TEAM_GUARD_AREA_FROM_POSITION, “Player_1/teamPlayer_1”, “AREA - Soviet HQ”, “WP - Apoc Defend Point 01”)

Flash

命令字: TEAM_FLASH
地编条目: Team/Flash/Flash Team for a specified amount of time.
地编编号: 71
脚本描述:
参数: ~ flashes for ~ seconds.
参数类型: String, Int32
示例: (TEAM_FLASH, “TEAM - Suppressed Infantry 01”, 10)

命令字: TEAM_FLASH_WHITE
地编条目: Team/Flash/Flash Team white for a specified amount of time.
地编编号: 195
脚本描述:
参数: ~ flashes white for ~ seconds.
参数类型: String, Int32
示例: (TEAM_FLASH_WHITE, “Player_1/BU BING”, 10)

Garrison

命令字: TEAM_GARRISON_SPECIFIC_BUILDING
地编条目: Team/Garrison/Garrison a named object with Team.
地编编号: 90
脚本描述:
参数: ~ enters into
参数类型: String, String
示例: (TEAM_GARRISON_SPECIFIC_BUILDING, “TEAM - Garrison 01”, “STRUCTURE - Intro Garrison 01”)

命令字: TEAM_GARRISON_NEAREST_BUILDING
地编条目: Team/Garrison/Garrison a nearby structure with Team.
地编编号: 92
脚本描述:
参数: ~ garrison a nearby object.
参数类型: String
示例: (TEAM_GARRISON_NEAREST_BUILDING, “Player_1/teamPlayer_1”)

命令字: TEAM_EXIT_ALL_BUILDINGS
地编条目: Team/Garrison/Exit all objects a team is in.
地编编号: 93
脚本描述:
参数: ~ exits all objects.
参数类型: String
示例: (TEAM_EXIT_ALL_BUILDINGS, “PlyrCivilian/P1-Ninjas”)

命令字: TEAM_GARRISON_SPECIFIC_BUILDING_INSTANTLY
地编条目: Team/Garrison/Garrison a named object instantly with a team.
地编编号: 429
脚本描述: Note that this Script will not do any proper checks to make sure the objects container is valid for the unit entering it. If you add a unit that is not valid for the container the behavior thereafter is undefined and could possibly crash.
参数: ~ garrison’s ~ instantly.
参数类型: String, String
示例: (TEAM_GARRISON_SPECIFIC_BUILDING_INSTANTLY, “Player_1/TY”, “TAN YA L”)

命令字: TEAM_GARRISON_TEAM_INSTANTLY
地编条目: Team/Garrison/Garrison a team instantly with a team.
地编编号: 432
脚本描述: Note that this Script will not do any proper checks to make sure the objects container is valid for the unit entering it. If you add a unit that is not valid for the container the behavior thereafter is undefined and could possibly crash.
参数: ~ garrison’s ~ instantly.
参数类型: String, String
示例: (TEAM_GARRISON_TEAM_INSTANTLY, “TEAM - Sudden Transports Infantry”, “Player_1/teamPlayer_1”)

Allegiance

命令字: TEAM_TRANSFER_TO_PLAYER
地编条目: Team/Allegiance/Transfer control of Team to Player.
地编编号: 127
脚本描述:
参数: ontrol of ~ transfers to
参数类型: String, String
示例: (TEAM_TRANSFER_TO_PLAYER, “Allied_1/TEAM - Player 1 Starting Team”, “Player_1”)

命令字: TEAM_SET_OVERRIDE_RELATION_TO_TEAM
地编条目: Team/Allegiance/Override Team’s relationship to a Team.
地编编号: 145
脚本描述:
参数: ~ considers ~ to be ~ (rather than using the the player relationship).
参数类型: String, String, Int32
示例: (TEAM_SET_OVERRIDE_RELATION_TO_TEAM, “Player_1/TEAM_P1 - Commando”, “Soviet01/TEAM - Soviet 01 Docks”, 1)

命令字: TEAM_REMOVE_ALL_OVERRIDE_RELATIONS
地编条目: Team/Allegiance/Remove all overrides to Team’s relationship to Teams and Players.
地编编号: 147
脚本描述:
参数: ~ uses the player relationship to all other teams and players.
参数类型: String
示例: (TEAM_REMOVE_ALL_OVERRIDE_RELATIONS, “TEAM - Legion 01”)

命令字: TEAM_SET_OVERRIDE_RELATION_TO_PLAYER
地编条目: Team/Allegiance/Override Team’s relationship to a Player.
地编编号: 149
脚本描述:
参数: ~ considers ~ to be ~ (rather than using the the player relationship).
参数类型: String, String, String
示例: (TEAM_SET_OVERRIDE_RELATION_TO_PLAYER, “TEAM - Wave 04 - Naval Group 01”, “Player_1”, “Enemy”)

SequentialScript

命令字: TEAM_STOP_SEQUENTIAL_SCRIPT
地编条目: Team/SequentialScript/Execute script sequentially — stop.
地编编号: 156
脚本描述:
参数: ~ stops executing.
参数类型: String
示例: (TEAM_STOP_SEQUENTIAL_SCRIPT, “StartingUnits/TEAM - MCV 02 Group”)

命令字: TEAM_IDLE_FOR_FRAMECOUNT
地编条目: Team/SequentialScript/Idle for some number of frames.
地编编号: 160
脚本描述:
参数: ~ idles for ~ frames.
参数类型: String, Int32
示例: (TEAM_IDLE_FOR_FRAMECOUNT, “Player_1/teamPlayer_1”, 1)

命令字: TEAM_IDLE_FOR_SECONDS
地编条目: Team/SequentialScript/Idle for some number of seconds.
地编编号: 309
脚本描述:
参数: ~ idles for ~ seconds.
参数类型: String, Int32
示例: (TEAM_IDLE_FOR_SECONDS, “TEAM - Intro Patrol 01”, 5)

Settings

命令字: TEAM_SET_MODELCONDITION
地编条目: Team/Settings/Change Custom Model Condition flag - all.
地编编号: 249
脚本描述:
参数: ~ sets custom model condition number (1-4) ~ to ~.
参数类型: String, Int32, Int32
示例: (TEAM_SET_MODELCONDITION, “TEAM - Soviet Saluting Conscripts”, 2, 1)

命令字: TEAM_AFFECT_OBJECT_PANEL_FLAGS
地编条目: Team/Settings/Change Object flags - all.
地编编号: 227
脚本描述:
参数: ~ change the value of ~ to ~.
参数类型: String, String, Int32
示例: (TEAM_AFFECT_OBJECT_PANEL_FLAGS, “TEAM - Vindicators”, “Enabled”, 1)

命令字: TEAM_ENABLE_HOUSE_COLOR
地编条目: Team/Settings/Enables or disables the house color
地编编号: 389
脚本描述:
参数: nable the house color for ~ to ~ .
参数类型: String, Int32
示例: (TEAM_ENABLE_HOUSE_COLOR, “TEAM - P1 - Refineries”, 1)

命令字: TEAM_CHANGE_OBJECT_STATUS
地编条目: Team/Settings/Change object status.
地编编号: 412
脚本描述: .
参数: or all units in ~ set ~ to ~.
参数类型: String, Int32, Int32
示例: (TEAM_CHANGE_OBJECT_STATUS, “PlyrNeutral/TEAM - Boats 01”, 199, 1)

命令字: TEAM_SET_STANCE
地编条目: Team/Settings/Set a Team’s current stance
地编编号: 537
脚本描述:
参数: ets ~ stance to ~.
参数类型: String, Int32
示例: (TEAM_SET_STANCE, “Player_3/JIANG J”, 1)

CommandButton

命令字: TEAM_USE_COMMANDBUTTON_ABILITY
地编条目: Team/CommandButton/Use commandbutton ability.
地编编号: 193
脚本描述:
参数: ~ use ~.
参数类型: String, String
示例: (TEAM_USE_COMMANDBUTTON_ABILITY, “Player_2/VX G1.1”, “Command_JAAVT1_Transform”)

命令字: TEAM_USE_COMMANDBUTTON_ABILITY_ON_NAMED
地编条目: Team/CommandButton/Use commandbutton ability on a named object.
地编编号: 190
脚本描述:
参数: ~ use ~ on ~.
参数类型: String, String, String
示例: (TEAM_USE_COMMANDBUTTON_ABILITY_ON_NAMED, “EMP1”, “Command_ActivateEMPCruiseMissleSpecialPower”, “????1”)

命令字: TEAM_USE_COMMANDBUTTON_ABILITY_AT_WAYPOINT
地编条目: Team/CommandButton/Use commandbutton ability at a waypoint.
地编编号: 191
脚本描述:
参数: ~ use ~ at ~.
参数类型: String, String, String
示例: (TEAM_USE_COMMANDBUTTON_ABILITY_AT_WAYPOINT, “Player_1/Team-P1MCV”, “Command_UnPackAlliedMCV”, “WP_AlliedMCV”)

命令字: TEAM_PARTIAL_USE_COMMANDBUTTON
地编条目: Team/CommandButton/Use command ability — partial — self.
地编编号: 210
脚本描述:
参数: ~% of ~ perform ~.
参数类型: Double, String, String
示例: (TEAM_PARTIAL_USE_COMMANDBUTTON, 100, “TEAM - Rocket Angel Reinforcements P1”, “Command_ToggleLockDownGunSpecialPower”)

Experience

命令字: TEAM_GIVE_EXPERIENCE_POINTS
地编条目: Team/Experience/Gives the team experience points.
地编编号: 266
脚本描述:
参数: ives ~ experience points ~.
参数类型: String, Int32
示例: (TEAM_GIVE_EXPERIENCE_POINTS, “????”, 10000)

命令字: TEAM_SET_EXPERIENCE_POINTS
地编条目: Team/Experience/Sets the team’s experience points.
地编编号: 267
脚本描述:
参数: ets ~ experience points’ to ~.
参数类型: String, Int32
示例: (TEAM_SET_EXPERIENCE_POINTS, “TEAM - West Base Defense 2”, 6000)

Upgrades

命令字: TEAM_UPGRADE
地编条目: Team/Upgrades/Give Team the specified upgrade
地编编号: 299
脚本描述:
参数: ive Team ~ the upgrade ~.
参数类型: String, String
示例: (TEAM_UPGRADE, “TEAM - Wave 1 - MCVs”, “upgrade_j05_easy”)

Object Type

Move

命令字: MOVE_NAMED_UNIT_TO
地编条目: Object Type/Move/Named object move to a location.
地编编号: 33
脚本描述:
参数: ove ~ to ~.
参数类型: String, String
示例: (MOVE_NAMED_UNIT_TO, “MJ JIAN DIE”, “DENG LU1”)

命令字: NAMED_FOLLOW_WAYPOINTS
地编条目: Object Type/Move/Named object follow a waypoint path.
地编编号: 49
脚本描述:
参数: ~ follow
参数类型: String, String
示例: (NAMED_FOLLOW_WAYPOINTS, “SHI J Y1”, “SHI J LX1”)

命令字: NAMED_FOLLOW_WAYPOINTS_EXACT
地编条目: Object Type/Move/Named object follow a waypoint path — exactly.
地编编号: 214
脚本描述:
参数: ~ EXACTLY follow
参数类型: String, String
示例: (NAMED_FOLLOW_WAYPOINTS_EXACT, “YJ DD”, “YJ DD”)

命令字: NAMED_STOP
地编条目: Object Type/Move/Unit stops.
地编编号: 140
脚本描述:
参数: ~ stops.
参数类型: String
示例: (NAMED_STOP, “UNIT - Peacekeeper 05”)

命令字: NAMED_FACE_NAMED
地编条目: Object Type/Move/Face another unit.
地编编号: 230
脚本描述:
参数: ~ begin facing
参数类型: String, String
示例: (NAMED_FACE_NAMED, “IGuardian”, “PPlant Sell”)

命令字: NAMED_FACE_WAYPOINT
地编条目: Object Type/Move/Face a waypoint.
地编编号: 231
脚本描述:
参数: ~ begin facing
参数类型: String, String
示例: (NAMED_FACE_WAYPOINT, “UNIT - Tanya”, “WP - End Cine - Tanya Face”)

命令字: UNIT_TELEPORT_TO_WAYPOINT
地编条目: Object Type/Move/Teleport named object to waypoint.
地编编号: 378
脚本描述:
参数: eleport ~ to ~.
参数类型: String, String
示例: (UNIT_TELEPORT_TO_WAYPOINT, “CSK C”, “SL”)

命令字: NAMED_FOLLOW_WAYPOINTS_STARTING_AT_WAYPOINT
地编条目: Object Type/Move/Named object follow a waypoint path starting at waypoint.
地编编号: 542
脚本描述: Please note that this script will allow you to specify a Waypoint to start on but doesn’t check if that Waypoint is part of the path you specified. Please be careful with this.
参数: ~ follow ~ starting at
参数类型: String, String, String
示例: (NAMED_FOLLOW_WAYPOINTS_STARTING_AT_WAYPOINT, “UNIT - MCV 01”, “WPP - MCV 01 Final Destination”, “Waypoint 76”)

Attack

命令字: ATTACK_MOVE_NAMED_UNIT_TO
地编条目: Object Type/Attack/Named object attack-move to a location.
地编编号: 415
脚本描述:
参数: ttackMove ~ to ~.
参数类型: String, String
示例: (ATTACK_MOVE_NAMED_UNIT_TO, “UNIT - Wave 03 - Stingray 01”, “WP - Wave 03 - Bullfrog 02 Shoot Point”)

命令字: NAMED_ATTACK_NAMED
地编条目: Object Type/Attack/Set unit to attack another unit.
地编编号: 34
脚本描述:
参数: ~ begin attack on
参数类型: String, String
示例: (NAMED_ATTACK_NAMED, “UNIT - Bear Fodder 02”, “UNIT - Peacekeeper 03”)

命令字: NAMED_ATTACK_AREA
地编条目: Object Type/Attack/Named object attacks an area.
地编编号: 40
脚本描述:
参数: ~ attacks anything in
参数类型: String, String
示例: (NAMED_ATTACK_AREA, “UNIT - Soviet 01 Leviathan 01”, “TRIG_S1 - Bombard”)

命令字: NAMED_ATTACK_TEAM
地编条目: Object Type/Attack/Named object attacks Team.
地编编号: 42
脚本描述:
参数: ~ attacks
参数类型: String, String
示例: (NAMED_ATTACK_TEAM, “JIANGJ1.1”, “Player_1/teamPlayer_1”)

命令字: NAMED_ATTACK_FOLLOW_WAYPOINTS
地编条目: Object Type/Attack/Named object attack-move along a waypoint path.
地编编号: 416
脚本描述:
参数: ~ AttackMove follows waypoints, beginning at
参数类型: String, String
示例: (NAMED_ATTACK_FOLLOW_WAYPOINTS, “XL VX1”, “XL VX”)

命令字: NAMED_HUNT
地编条目: Object Type/Attack/Hunt (choose enemy target, move towards it, and attack when within range).
地编编号: 52
脚本描述:
参数: ~ begins hunting.
参数类型: String
示例: (NAMED_HUNT, “UNIT - Kirov East”)

命令字: UNIT_CONTEXT_SENSITIVE_ATTACK
地编条目: Object Type/Attack/Set named object to capture a named object.
地编编号: 458
脚本描述: begin context-sensitive attack on
参数: his script should be used to tell Engineer and Infiltration type units to capture/infiltrate another object.
参数类型: String, String
示例: (UNIT_CONTEXT_SENSITIVE_ATTACK, “WWJ1”, “WWJ1”)

命令字: NAMED_FORCE_ATTACK_NAMED
地编条目: Object Type/Attack/Named Object force attack a named object.
地编编号: 549
脚本描述: Sets a named object to force attack another named object. Useful to make friendly units attack each other.
参数: ~ force attacks
参数类型: String, String
示例: (NAMED_FORCE_ATTACK_NAMED, “HZ MCV1”, “HZ MCV”)

命令字: NAMED_FORCE_ATTACK_WAYPOINT
地编条目: Object Type/Attack/Named Object force attack a waypoint.
地编编号: 550
脚本描述: Sets a named object to force attack a waypoint. Useful to make a unit bombard the ground at a particular location.
参数: ~ force attacks
参数类型: String, String
示例: (NAMED_FORCE_ATTACK_WAYPOINT, “UNIT - Conscript 01”, “WP - Conscript 01 Fire At”)

Allegiance

命令字: UNIT_SET_TEAM
地编条目: Object Type/Allegiance/Force named object to join team.
地编编号: 375
脚本描述:
参数: ~ will join ~.
参数类型: String, String
示例: (UNIT_SET_TEAM, “o_castle”, “Soviet01/teamSoviet01”)

命令字: NAMED_TRANSFER_OWNERSHIP_PLAYER
地编条目: Object Type/Allegiance/Transfer a named object to the control of a Player.
地编编号: 77
脚本描述:
参数: ~ is transferred to the command of
参数类型: String, String
示例: (NAMED_TRANSFER_OWNERSHIP_PLAYER, “QX DG BY”, “Player_2”)

Spawn

命令字: CREATE_NAMED_ON_TEAM_AT_WAYPOINT
地编条目: Object Type/Spawn/Spawn a named object on a team at a waypoint.
地编编号: 35
脚本描述:
参数: pawn ~ of type ~ on ~ at
参数类型: String, String, String, String
示例: (CREATE_NAMED_ON_TEAM_AT_WAYPOINT, “UNIT - Chrono Effect 1”, “fxprop_chronoflash”, “PlyrCivilian/teamPlyrCivilian”, “WP - P1 - Reinforcements Spawn”)

命令字: CREATE_NAMED_ON_TEAM_AT_WAYPOINT_WITH_ORIENTATION
地编条目: Object Type/Spawn/Spawn a named object on a team at a waypoint with an orientation.
地编编号: 466
脚本描述:
参数: pawn ~ of type ~ on ~ at ~, rotated ~.
参数类型: String, String, String, String, Double
示例: (CREATE_NAMED_ON_TEAM_AT_WAYPOINT_WITH_ORIENTATION, “MCV JZ2”, “alliedconstructionyard”, “Player_4/teamPlayer_4”, “MCV JZ2”, 0.7853982)

命令字: CREATE_UNNAMED_ON_TEAM_AT_WAYPOINT
地编条目: Object Type/Spawn/Spawn an unnamed object on a team at a waypoint.
地编编号: 36
脚本描述:
参数: pawn unit of type ~ on ~ at
参数类型: String, String, String
示例: (CREATE_UNNAMED_ON_TEAM_AT_WAYPOINT, “alliedsuperweaponeffect”, “Player_1/teamPlayer_1”, “Waypoint 79”)

命令字: CREATE_UNNAMED_ON_TEAM_AT_WAYPOINT_WITH_ORIENTATION
地编条目: Object Type/Spawn/Spawn an unnamed object on a team at a waypoint with an orientation.
地编编号: 467
脚本描述:
参数: pawn unit of type ~ on ~ at ~, rotated ~.
参数类型: String, String, String, Double
示例: (CREATE_UNNAMED_ON_TEAM_AT_WAYPOINT_WITH_ORIENTATION, “alliedrefinery”, “Player_1/teamPlayer_1”, “MJ KC1.1”, 0.7853982)

命令字: UNIT_SPAWN_NAMED_OBJECT_ON_TEAM_AT_NAMED_OBJECT_LOCATION
地编条目: Object Type/Spawn/Spawn — named object on Team at a named object’s position.
地编编号: 527
脚本描述:
参数: pawn ~ of type ~ on ~ at named object ~ .
参数类型: String, String, String, String
示例: (UNIT_SPAWN_NAMED_OBJECT_ON_TEAM_AT_NAMED_OBJECT_LOCATION, “UNIT - Bonus Crate”, “moneycrate”, “PlyrCivilian/teamPlyrCivilian”, “UNIT - King Oni 01”)

Guard

命令字: UNIT_GUARD_AREA
地编条目: Object Type/Guard/Named object guard area.
地编编号: 347
脚本描述:
参数: ~ begins guarding
参数类型: String, String
示例: (UNIT_GUARD_AREA, “myMcvName1”, “AT-Base01”)

Damage or Remove

命令字: NAMED_DAMAGE
地编条目: Object Type/Damage or Remove/Deal damage to a named object.
地编编号: 63
脚本描述:
参数: ~ takes ~ points of damage.
参数类型: String, Int32
示例: (NAMED_DAMAGE, “Unit-KillShip02”, 500)

命令字: NAMED_DELETE
地编条目: Object Type/Damage or Remove/Delete a named object.
地编编号: 64
脚本描述:
参数: ~ is removed from the world.
参数类型: String
示例: (NAMED_DELETE, “DC1”)

命令字: NAMED_KILL
地编条目: Object Type/Damage or Remove/Kill a named object.
地编编号: 67
脚本描述:
参数: ~is dealt a lethal amount of damage.
参数类型: String
示例: (NAMED_KILL, “HZ MCV1”)

命令字: SELL_OBJECT
地编条目: Object Type/Damage or Remove/Sell off named Object.
地编编号: 54
脚本描述: This script will attempt to sell the named object regardless who it belongs to even if the player is a human. Also, it should only be called on sellable objects. Be careful!
参数: ell off
参数类型: String
示例: (SELL_OBJECT, “UNIT - Soviet AA Gun 01”)

命令字: UNIT_SET_HEALTH
地编条目: Object Type/Damage or Remove/Set the health of the unit (in percentage).
地编编号: 486
脚本描述:
参数: et health of ~ to percentage (0.0 - 100.0)
参数类型: String, Double
示例: (UNIT_SET_HEALTH, “UNIT - Coastal Gun 01”, 100)

命令字: UNIT_KILL_ALL_IN_AREA
地编条目: Object Type/Damage or Remove/Kill all units belonging to the specified player in the specified area.
地编编号: 500
脚本描述:
参数: ill all units belonging to ~ in ~.
参数类型: String, String
示例: (UNIT_KILL_ALL_IN_AREA, “Player_2”, “SL”)

Flash or Color

命令字: NAMED_OUTLINE
地编条目: Object Type/Flash or Color/Outline a specific unit with an outline type.
地编编号: 512
脚本描述:
参数: ~ is set to ~ outline type.
参数类型: String, String
示例: (NAMED_OUTLINE, “Player02 - Mirage Tank 1”, “NONE”)

命令字: NAMED_FLASH
地编条目: Object Type/Flash or Color/Flash a specific unit for a specified amount of time.
地编编号: 70
脚本描述:
参数: ~ flashes for ~ seconds.
参数类型: String, Int32
示例: (NAMED_FLASH, “UNIT - Soviet Iron Curtain”, 10)

命令字: NAMED_CUSTOM_COLOR
地编条目: Object Type/Flash or Color/Set a named object to use a special indicator color.
地编编号: 198
脚本描述:
参数: ~ uses the color ~ .
参数类型: String, Int32
示例: (NAMED_CUSTOM_COLOR, “JI DI 10”, -32768)

命令字: NAMED_FLASH_WHITE
地编条目: Object Type/Flash or Color/Flash a named object white for a specified amount of time.
地编编号: 194
脚本描述:
参数: ~ flashes white for ~ seconds.
参数类型: String, Int32
示例: (NAMED_FLASH_WHITE, “MCV “, 5)

Settings

命令字: NAMED_SET_DISABLED
地编条目: Object Type/Settings/Disable — enable or disable.
地编编号: 536
脚本描述: Enable/Disable a unit by type. The types you should most be interested in are UNMANNED(pilot sniped), HELD(Standard disable), EMP(No Power). The others can be used but the ones listed here are probably the most popular.
参数: et ~ ~ to ~.
参数类型: String, String, Int32
示例: (NAMED_SET_DISABLED, “CNB”, “EMP”, 1)

命令字: UNIT_SET_MODELCONDITION
地编条目: Object Type/Settings/Change Custom Model Condition flag.
地编编号: 248
脚本描述: Sets the USER_x model state up to 10 currently on a given object.
参数: ~ sets custom model condition number (1-10) ~ to ~.
参数类型: String, Int32, Int32
示例: (UNIT_SET_MODELCONDITION, “relay_station_01”, 1, 1)

命令字: UNIT_SET_MODELCONDITION_FOR_DURATION
地编条目: Object Type/Settings/Set a model condition flag on a named object for duration. % specifies # of members in horde that get this.
地编编号: 327
脚本描述:
参数: ~ sets ~ for ~ seconds. Percentage (hordes) ~.
参数类型: String, String, Double, Double
示例: (UNIT_SET_MODELCONDITION_FOR_DURATION, “STRUCTURE - KLF 2”, “USER_1”, 1E+08, 1)

命令字: UNIT_SET_MODELCONDITION_GENERIC
地编条目: Object Type/Settings/Set a model condition flag on a named object for duration(optional).
地编编号: 547
脚本描述: Sets a model state on the given object. Can optionally set the state to expire after (x) seconds, 0 sets the state permanently until manually cleared via the cleear model state script.
参数: ~ sets ~ for ~ seconds(optional).
参数类型: String, String, Double
示例: (UNIT_SET_MODELCONDITION_GENERIC, “FST”, “USER_1”, 99999)

命令字: UNIT_CLEAR_MODELCONDITION
地编条目: Object Type/Settings/Clear model condition flag on a named object.
地编编号: 328
脚本描述:
参数: ~ clears ~.
参数类型: String, String
示例: (UNIT_CLEAR_MODELCONDITION, “Struct-JapanFIFReactor01”, “USER_1”)

命令字: UNIT_AFFECT_OBJECT_PANEL_FLAGS
地编条目: Object Type/Settings/Change Object flags.
地编编号: 226
脚本描述:
参数: ~ changes the value of ~ to ~.
参数类型: String, String, Int32
示例: (UNIT_AFFECT_OBJECT_PANEL_FLAGS, “CSK”, “Indestructible”, 1)

命令字: NAMED_RECEIVE_UPGRADE
地编条目: Object Type/Settings/Give upgrade to named object.
地编编号: 201
脚本描述:
参数: ive ~ to ~.
参数类型: String, String
示例: (NAMED_RECEIVE_UPGRADE, “upgrade_riptidelocomotormodifier”, “UNIT - Transport 01”)

命令字: NAMED_REMOVE_UPGRADE
地编条目: Object Type/Settings/Remove upgrade from named object.
地编编号: 502
脚本描述:
参数: emove ~ from ~.
参数类型: String, String
示例: (NAMED_REMOVE_UPGRADE, “upgrade_riptidelocomotormodifier”, “UNIT - Transport 01”)

命令字: UNIT_ENABLE_HOUSE_COLOR
地编条目: Object Type/Settings/Enables or disables the house color
地编编号: 388
脚本描述:
参数: nable house color for ~ to ~ .
参数类型: String, Int32
示例: (UNIT_ENABLE_HOUSE_COLOR, “Player02 - Mirage Tank 1”, 1)

命令字: UNIT_CHANGE_OBJECT_STATUS
地编条目: Object Type/Settings/Change object status.
地编编号: 411
脚本描述:
参数: or ~ set ~ to ~.
参数类型: String, Int32, Int32
示例: (UNIT_CHANGE_OBJECT_STATUS, “NS HB MCV1”, 3, 1)

命令字: UNIT_SET_STANCE
地编条目: Object Type/Settings/Sets a unit’s current stance
地编编号: 473
脚本描述:
参数: ets ~ stance to ~.
参数类型: String, Int32
示例: (UNIT_SET_STANCE, “FAN HUI1”, 2)

命令字: NAMED_SET_MAX_HEALTH
地编条目: Object Type/Settings/Set the max health of a unit.
地编编号: 551
脚本描述: Sets the maximum health of a unit to the value specified and optionally sets the units current health to this value as well. (Note if setting the max health lower than the current health the current health will automatically be set to max.
参数: et health of ~ to ~ set current health to max
参数类型: String, Int32, Int32
示例: (NAMED_SET_MAX_HEALTH, “UNIT - Tanya”, 4250, 1)

Garrison

命令字: EXIT_SPECIFIC_BUILDING
地编条目: Object Type/Garrison/Empty a named object.
地编编号: 91
脚本描述:
参数: ~ empties.
参数类型: String
示例: (EXIT_SPECIFIC_BUILDING, “UNIT - Transport 01”)

命令字: NAMED_GARRISON_SPECIFIC_BUILDING
地编条目: Object Type/Garrison/Garrison a named object with a named object.
地编编号: 94
脚本描述:
参数: ~ garrison
参数类型: String, String
示例: (NAMED_GARRISON_SPECIFIC_BUILDING, “UNIT - Salvaged Tank 01”, “STRUCTURE - Salvage Yard 01”)

命令字: NAMED_GARRISON_SPECIFIC_BUILDING_INSTANTLY
地编条目: Object Type/Garrison/Garrison a named object instantly with a named object.
地编编号: 428
脚本描述: Note that this Script will not do any proper checks to make sure the objects container is valid for the unit entering it. If you add a unit that is not valid for the container the behavior thereafter is undefined and could possibly crash.
参数: ~ garrison’s ~ instantly.
参数类型: String, String
示例: (NAMED_GARRISON_SPECIFIC_BUILDING_INSTANTLY, “UNIT - Tanya”, “UNIT - Tanya Garrison”)

命令字: NAMED_EXIT_BUILDING
地编条目: Object Type/Garrison/Named object exit whatever object it’s in.
地编编号: 96
脚本描述:
参数: ~ leaves it’s garrison.
参数类型: String
示例: (NAMED_EXIT_BUILDING, “UNIT - Tanya”)

Special Power

命令字: NAMED_SET_SPECIAL_POWER_COUNTDOWN
地编条目: Object Type/Special Power/Countdown timer — set.
地编编号: 136
脚本描述:
参数: et ~’s ~ to ~ seconds.
参数类型: String, String, Int32
示例: (NAMED_SET_SPECIAL_POWER_COUNTDOWN, “o_allied_super”, “specialpowerchronosphereobjectselect”, 480)

命令字: NAMED_FIRE_SPECIAL_POWER_AT_WAYPOINT
地编条目: Object Type/Special Power/Special Power — fire at location.
地编编号: 137
脚本描述:
参数: ~ fires ~ at ~.
参数类型: String, String, String
示例: (NAMED_FIRE_SPECIAL_POWER_AT_WAYPOINT, “POWERSTORE - Bomberdrop - 2”, “specialpowercampalliedbomberdrop2”, “WP - Allied02 - Deploy - Bomber - 2”)

SequentialScript

命令字: UNIT_STOP_SEQUENTIAL_SCRIPT
地编条目: Object Type/SequentialScript/Set a named object to stop executing a sequential script.
地编编号: 153
脚本描述:
参数: ~ stops executing.
参数类型: String
示例: (UNIT_STOP_SEQUENTIAL_SCRIPT, “UNIT - Trooper 1 - Tankbuster A”)

命令字: UNIT_IDLE_FOR_FRAMECOUNT
地编条目: Object Type/SequentialScript/Named object idles for some number of frames.
地编编号: 158
脚本描述:
参数: ~ idles for ~ frames.
参数类型: String, Int32
示例: (UNIT_IDLE_FOR_FRAMECOUNT, “myMcvName1”, 1)

命令字: UNIT_IDLE_FOR_SECONDS
地编条目: Object Type/SequentialScript/Named object idles for some number of seconds.
地编编号: 307
脚本描述:
参数: ~ idles for ~ seconds.
参数类型: String, Int32
示例: (UNIT_IDLE_FOR_SECONDS, “UNIT - Soviet 04 Twinblade 01”, 4)

CommandButton

命令字: NAMED_USE_COMMANDBUTTON_ABILITY
地编条目: Object Type/CommandButton/Use commandbutton ability.
地编编号: 192
脚本描述:
参数: ~ use ~.
参数类型: String, String
示例: (NAMED_USE_COMMANDBUTTON_ABILITY, “YJ DD”, “Command_ActivateEjectPassengersSpecialPowerUntargeted”)

命令字: NAMED_USE_COMMANDBUTTON_ABILITY_ON_NAMED
地编条目: Object Type/CommandButton/Use commandbutton ability on a specific Unit.
地编编号: 161
脚本描述:
参数: ~ use ~ on ~.
参数类型: String, String, String
示例: (NAMED_USE_COMMANDBUTTON_ABILITY_ON_NAMED, “UNIT - Wave 01 - Bear 01”, “Command_ActivateRoarSpecialPower”, “UNIT - Peacekeeper 01”)

命令字: NAMED_USE_COMMANDBUTTON_ABILITY_AT_WAYPOINT
地编条目: Object Type/CommandButton/Use commandbutton ability at a waypoint.
地编编号: 162
脚本描述:
参数: ~ use ~ at ~.
参数类型: String, String, String
示例: (NAMED_USE_COMMANDBUTTON_ABILITY_AT_WAYPOINT, “MCV “, “Command_UnPackAlliedMCV”, “MCV BS “)

Experience

命令字: UNIT_GIVE_EXPERIENCE_POINTS
地编条目: Object Type/Experience/Gives a named object experience points.
地编编号: 269
脚本描述:
参数: ives ~ experience points ~.
参数类型: String, Int32
示例: (UNIT_GIVE_EXPERIENCE_POINTS, “UNIT - Soviet Commando”, 99999)

Player

Upgrades and Sciences

命令字: GIVE_PLAYER_UPGRADE
地编条目: Player/Upgrades and Sciences/Give Player an Upgrade.
地编编号: 314
脚本描述:
参数: ive ~ this upgrade:
参数类型: String, String
示例: (GIVE_PLAYER_UPGRADE, “Player_2”, “upgrade_alliedtech2”)

命令字: ALLOW_DISALLOW_ONE_UPGRADE
地编条目: Player/Upgrades and Sciences/Allow or Disallow one upgrade
地编编号: 535
脚本描述:
参数: ~ allowed to build ~ is ~.
参数类型: String, String, Int32
示例: (ALLOW_DISALLOW_ONE_UPGRADE, “Player_1”, “upgrade_japannavalyardtech3”, 1)

Build

命令字: PLAYER_DISABLE_BASE_CONSTRUCTION
地编条目: Player/Build/Permissions/Player is not allowed to build buildings.
地编编号: 56
脚本描述:
参数: ~ is not allowed to build buildings.
参数类型: String
示例: (PLAYER_DISABLE_BASE_CONSTRUCTION, “Player_2”)

命令字: PLAYER_DISABLE_FACTORIES
地编条目: Player/Build/Player cannot build from an object type.
地编编号: 57
脚本描述:
参数: ~ is not allowed to build from
参数类型: String, String
示例: (PLAYER_DISABLE_FACTORIES, “Player_1”, “japanconstructionyard”)

命令字: PLAYER_DISABLE_UNIT_CONSTRUCTION
地编条目: Player/Build/Permissions/Player is not allowed to build units.
地编编号: 58
脚本描述:
参数: ~ is not allowed to build units.
参数类型: String
示例: (PLAYER_DISABLE_UNIT_CONSTRUCTION, “Player_1”)

命令字: PLAYER_ENABLE_BASE_CONSTRUCTION
地编条目: Player/Build/Permissions/Player is allowed to build buildings.
地编编号: 59
脚本描述:
参数: ~ is allowed to build buildings.
参数类型: String
示例: (PLAYER_ENABLE_BASE_CONSTRUCTION, “Player_2”)

命令字: PLAYER_ENABLE_UNIT_CONSTRUCTION
地编条目: Player/Build/Permissions/Player is allowed to build units.
地编编号: 61
脚本描述:
参数: ~ is able to build units.
参数类型: String
示例: (PLAYER_ENABLE_UNIT_CONSTRUCTION, “Player_2”)

命令字: TECHTREE_MODIFY_BUILDABILITY_OBJECT
地编条目: Player/Build/Adjust the tech tree for a specific object type.
地编编号: 170
脚本描述:
参数: ~ becomes
参数类型: String, Int32
示例: (TECHTREE_MODIFY_BUILDABILITY_OBJECT, “alliednavalyard”, 1)

命令字: ALLOW_DISALLOW_ONE_BUILDING
地编条目: Player/Build/Allow or Disallow one building of a specific type
地编编号: 283
脚本描述:
参数: ~ allowed to build ~ is ~.
参数类型: String, String, Int32
示例: (ALLOW_DISALLOW_ONE_BUILDING, “Player_1”, “japanantivehicleinfantry”, 1)

Remove, Sell, or Transfer All

命令字: PLAYER_KILL
地编条目: Player/Remove, Sell, or Transfer All/Kill Player.
地编编号: 69
脚本描述:
参数: ll of ~’s buildings and units are dealt a lethal amount of damage.
参数类型: String
示例: (PLAYER_KILL, “Allied01”)

命令字: PLAYER_TRANSFER_OWNERSHIP_PLAYER
地编条目: Player/Remove, Sell, or Transfer All/Transfer assets from one player to another player.
地编编号: 76
脚本描述:
参数: ll assets of ~ are transferred to
参数类型: String, String
示例: (PLAYER_TRANSFER_OWNERSHIP_PLAYER, “Japan_04_Scripted”, “Japan_03”)

命令字: PLAYER_SELL_EVERYTHING
地编条目: Player/Remove, Sell, or Transfer All/Player sells everything.
地编编号: 55
脚本描述: This script will attempt to sell all of a players structures, even if the player is a human. Be careful!
参数: ell everything belonging to
参数类型: String
示例: (PLAYER_SELL_EVERYTHING, “Japan06”)

Allegiance

命令字: PLAYER_RELATES_PLAYER
地编条目: Player/Allegiance/Change how Player relates to another player.
地编编号: 78
脚本描述:
参数: ~ considers ~ to be
参数类型: String, String, Int32
示例: (PLAYER_RELATES_PLAYER, “Soviet_1”, “Player_1”, 1)

命令字: PLAYER_SET_OVERRIDE_RELATION_TO_TEAM
地编条目: Player/Allegiance/Override Player’s relationship to another team.
地编编号: 150
脚本描述:
参数: ~ considers ~ to be ~ (rather than using the the player relationship).
参数类型: String, String, Int32
示例: (PLAYER_SET_OVERRIDE_RELATION_TO_TEAM, “Player_1”, “Soviet04/TEAM - Dock 01”, 2)

Garrison

命令字: PLAYER_EXIT_ALL_BUILDINGS
地编条目: Player/Garrison/All of Player’s units leave their garrisons.
地编编号: 97
脚本描述:
参数: ll of ~ units leave their garrisons.
参数类型: String
示例: (PLAYER_EXIT_ALL_BUILDINGS, “Player_2”)

Money

命令字: PLAYER_SET_MONEY
地编条目: Player/Money/Set Player’s money.
地编编号: 128
脚本描述:
参数: et ~’s money to $
参数类型: String, Int32
示例: (PLAYER_SET_MONEY, “Player_1”, 18000)

命令字: PLAYER_SET_MONEY_CAP
地编条目: Player/Money/Set player’s money cap.
地编编号: 490
脚本描述:
参数: et ~’s money cap to $
参数类型: String, Int32
示例: (PLAYER_SET_MONEY_CAP, “Player_1”, 9999)

命令字: PLAYER_GIVE_MONEY
地编条目: Player/Money/Increase or Decrease Player’s money.
地编编号: 129
脚本描述:
参数: ~ gets $
参数类型: String, Int32
示例: (PLAYER_GIVE_MONEY, “Player_3”, 20000)

命令字: PLAYER_TOGGLE_RESOURCE_SHARING
地编条目: Player/Money/Toggle allied resource sharing on-off.
地编编号: 540
脚本描述: Toggles resource sharing for this player on/off. When on this player will share all gathered resources with it’s allies.
参数: ~ turn resource sharing:
参数类型: String, Int32
示例: (PLAYER_TOGGLE_RESOURCE_SHARING, “Player_1”, 1)

Special Power

命令字: PLAYER_SET_SPECIAL_POWER_COUNTDOWN
地编条目: Player/Special Power/Special power — set countdown timer.
地编编号: 437
脚本描述:
参数: et ~’s ~ to ~ seconds.
参数类型: String, String, Int32
示例: (PLAYER_SET_SPECIAL_POWER_COUNTDOWN, “Allied03”, “specialpowerparticlecannon”, 420)

命令字: PLAYER_FIRE_SPECIAL_POWER_AT_WAYPOINT
地编条目: Player/Special Power/Special power — fire at waypoint.
地编编号: 430
脚本描述:
参数: ~ fires ~ at ~.
参数类型: String, String, String
示例: (PLAYER_FIRE_SPECIAL_POWER_AT_WAYPOINT, “Player_2”, “specialpowerfinalsquadron_l1”, “XYZJ1”)

命令字: SKIRMISH_FIRE_SPECIAL_POWER_AT_MOST_COST
地编条目: Player/Special Power/Special power — fire at enemy’s highest cost area.
地编编号: 200
脚本描述:
参数: ~ fire ~ at enemy’s most costly area.
参数类型: String, String
示例: (SKIRMISH_FIRE_SPECIAL_POWER_AT_MOST_COST, “Player_2”, “specialpowerjapannavalpower”)

命令字: FIRE_SPECIAL_POWER_ON_NEAREST_OBJECTTYPE_BY_PLAYER
地编条目: Player/Special Power/Special power — fire on nearest object type to team owned by player.
地编编号: 339
脚本描述:
参数: ~ fire ~ on nearest object of ~ to ~ owned by
参数类型: String, String, String, String, String
示例: (FIRE_SPECIAL_POWER_ON_NEAREST_OBJECTTYPE_BY_PLAYER, “Japan03_Emperor”, “specialpowerfinalsquadron_l1”, “_object list_soviet all units”, “teamJapan03_Emperor”, “Player_1”)

命令字: FIRE_SPECIAL_POWER_ON_TEAM
地编条目: Player/Special Power/Special power — fire on team.
地编编号: 340
脚本描述:
参数: ~ fire ~ on
参数类型: String, String, String
示例: (FIRE_SPECIAL_POWER_ON_TEAM, “Japan03_Emperor”, “specialpower_pointdefensedrones”, “EmperorMecha”)

命令字: PLAYER_SPECIAL_POWER_AVAILABILITY
地编条目: Player/Special Power/Set special power availability.
地编编号: 470
脚本描述: This script will prevent a player from casting a player power, even if it’s not locked.
参数: ~ set ~ availability to ~.
参数类型: String, String, String
示例: (PLAYER_SPECIAL_POWER_AVAILABILITY, “Soviet_1”, “specialpower_roar”, “Disabled”)

命令字: PLAYER_LOCK_PLAYER_TECH
地编条目: Player/Special Power/Lock or Unlock a player tech.
地编编号: 534
脚本描述:
参数: ~ set ~ locked to ~.
参数类型: String, String, Int32
示例: (PLAYER_LOCK_PLAYER_TECH, “Player_1”, “PlayerTech_Allied_TimeBomb_Rank2”, 1)

命令字: PLAYER_SET_MAX_PLAYER_POWER_POINTS
地编条目: Player/Special Power/Set maximum player power points.
地编编号: 533
脚本描述:
参数: ~ set maximum power points to ~.
参数类型: String, Int32
示例: (PLAYER_SET_MAX_PLAYER_POWER_POINTS, “Player_1”, 1)

命令字: PLAYER_SET_PLAYER_POWER_POINTS
地编条目: Player/Special Power/Set the players current power point total.
地编编号: 548
脚本描述: Sets the current total of points for this player. Note you cannot set this value to be greater than the maximum amount of points set via script or below 0.
参数: ~ set power points to ~.
参数类型: String, Int32
示例: (PLAYER_SET_PLAYER_POWER_POINTS, “Player_1”, 1)

命令字: PLAYER_UNIT_TYPE_SPECIAL_POWER_IGNORE_REQUIREMENTS
地编条目: Player/Special Power/Player’s object’s special power ignores requirements.
地编编号: 471
脚本描述:
参数: he ~ for ~ owned by ~ ignores requirements: ~.
参数类型: String, String, String, Int32
示例: (PLAYER_UNIT_TYPE_SPECIAL_POWER_IGNORE_REQUIREMENTS, “specialpower_pointdefensedrones”, “_object list_japan all units”, “Japan03_Emperor”, 1)

命令字: PLAYER_GRANT_SPECIAL_POWER
地编条目: Player/Special Power/Grant power to player.
地编编号: 528
脚本描述: This will grant a power to the player, it will grant whatever tech level it needs to access the power.
参数: rant ~to player
参数类型: String, String
示例: (PLAYER_GRANT_SPECIAL_POWER, “specialpowertimebomblvl3”, “Player_1”)

Power

命令字: PLAYER_SET_BASE_POWER
地编条目: Player/Power/Set the base power for the player.
地编编号: 487
脚本描述:
参数: et base power for ~ to
参数类型: String, Int32
示例: (PLAYER_SET_BASE_POWER, “Player_2”, 10000)

Red Alerts

命令字: REDALERT_DISABLE_THREAT_LEVEL_BONUS
地编条目: Player/Red Alerts/Disable Threat Level Bonus
地编编号: 521
脚本描述: threat level bonus.
参数: his will disable the attribute modifiers associated with each area of the red alert system(yellow, orange, red). Currently these give modifiers to this players objects experience gain.
参数类型: String
示例: (REDALERT_DISABLE_THREAT_LEVEL_BONUS, “Player_1”)

Retreat

命令字: PLAYER_SET_ALL_UNITS_TO_FLEE
地编条目: Player/Retreat/Set all units on player to flee off map.
地编编号: 562
脚本描述: Units that need to flee are required to have a RunOffMapBehavior in their object definition for the unit to be affected. Any units without it will ignore this script. The RunOffMapBehavior has two modes of operation one is to have the unit run to a waypoint specified in the behavior or go 100
0 units in the direction the unit is currently facing, if it can’t path to either point the unit will kill itself. Please be careful with this as some units may not be able to go to whatever exit point and will kill themselves at their current location.
参数: et ~ units to flee off map
参数类型: String
示例: (PLAYER_SET_ALL_UNITS_TO_FLEE, “Japan06”)

Cinematics

Camera

命令字: MOVE_CAMERA_TO
地编条目: Cinematics/Camera/Move the camera to a location.
地编编号: 14
脚本描述:
参数: ove camera to ~ in ~ seconds, camera shutter ~ seconds, ease-in ~ seconds, ease-out ~ seconds.
参数类型: String, Double, Double, Double, Double
示例: (MOVE_CAMERA_TO, “WP - Reveal - Baseball Stadium 1”, 3, 3, 1, 1)

命令字: ZOOM_CAMERA
地编条目: Cinematics/Camera/Change the camera zoom.
地编编号: 103
脚本描述:
参数: hange camera zoom to ~ in ~ seconds, ease-in ~ seconds, ease-out ~ seconds.
参数类型: Double, Double, Double, Double
示例: (ZOOM_CAMERA, 0.85, 2, 1, 1)

命令字: CAMERA_FOLLOW_NAMED
地编条目: Cinematics/Camera/Follow a specific unit.
地编编号: 105
脚本描述:
参数: ave the camera follow ~. Snap camera to object is ~. Camera will be ~ higher than the unit.
参数类型: String, Int32, Double
示例: (CAMERA_FOLLOW_NAMED, “UNIT - Tanya”, 1, 350)

命令字: CAMERA_STOP_FOLLOW
地编条目: Cinematics/Camera/Stop following any units.
地编编号: 113
脚本描述:
参数: top following any units.
参数类型:
示例: (CAMERA_STOP_FOLLOW, )

命令字: SETUP_CAMERA
地编条目: Cinematics/Camera/Set up the camera.
地编编号: 100
脚本描述:
参数: osition camera at ~, zoom = ~(0.0 to 1.0), pitch = ~(1.0==default), looking towards ~.
参数类型: String, Double, Double, String
示例: (SETUP_CAMERA, “YD1.1”, 0.6, 0.7, “YD1.3”)

命令字: ROTATE_CAMERA
地编条目: Cinematics/Camera/Rotate around the current viewpoint.
地编编号: 18
脚本描述:
参数: otate ~ times, taking ~ seconds, ease-in ~ seconds, ease-out ~ seconds.
参数类型: Double, Double, Double, Double
示例: (ROTATE_CAMERA, 5, 240, 2, 2)

命令字: RESET_CAMERA
地编条目: Cinematics/Camera/Reset to the default view.
地编编号: 19
脚本描述:
参数: eset to ~, taking ~ seconds, ease-in ~ seconds, ease-out ~ seconds.
参数类型: String, Double, Double, Double
示例: (RESET_CAMERA, “WP - Player_1_Base”, 3, 1, 1)

命令字: PLAYER_CAMERA_TETHER_NAMED
地编条目: Cinematics/Camera/Begin tether player’s camera to a specific unit.
地编编号: 566
脚本描述:
参数: ~ have player camera tethered to ~. Snap camera to object is ~. Amount of play is ~.
参数类型: String, String, Int32, Double
示例: (PLAYER_CAMERA_TETHER_NAMED, “Player_2”, “UNIT - P2 Human Transport 02”, 1, 500)

命令字: CAMERA_STOP_TETHER_NAMED
地编条目: Cinematics/Camera/End tether to any units.
地编编号: 139
脚本描述:
参数: top tether to any units.
参数类型:
示例: (CAMERA_STOP_TETHER_NAMED, )

命令字: SCREEN_SHAKE
地编条目: Cinematics/Camera/Shake Screen.
地编编号: 169
脚本描述:
参数: he screen will shake with
参数类型: Int32
示例: (SCREEN_SHAKE, 1)

Settings

命令字: CAMERA_LETTERBOX_BEGIN
地编条目: Cinematics/Settings/Start letterbox mode.
地编编号: 101
脚本描述: This will hide ALL UI elements including the radar.
参数: tart letterbox mode (hide UI, add border).
参数类型:
示例: (CAMERA_LETTERBOX_BEGIN, )

命令字: CAMERA_LETTERBOX_BEGIN_WITH_RADAR
地编条目: Cinematics/Settings/Start letterbox mode(shows radar).
地编编号: 563
脚本描述: This will display letterbox mode and leave the radar up.
参数: tart letterbox mode (hide UI, add border), but keep the Radar visible.
参数类型:
示例: (CAMERA_LETTERBOX_BEGIN_WITH_RADAR, )

命令字: CAMERA_LETTERBOX_END
地编条目: Cinematics/Settings/End letterbox mode.
地编编号: 102
脚本描述:
参数: nd letterbox mode (show UI, remove border).
参数类型:
示例: (CAMERA_LETTERBOX_END, )

命令字: HIDE_UI
地编条目: Cinematics/Settings/Hide UI
地编编号: 263
脚本描述: Hide UI (like letterbox mode, but with no border).
参数: ike letterbox mode, but without the borders
参数类型:
示例: (HIDE_UI, )

命令字: SHOW_UI
地编条目: Cinematics/Settings/Show UI
地编编号: 264
脚本描述:
参数: how UI
参数类型:
示例: (SHOW_UI, )

命令字: FREEZE_TIME
地编条目: Cinematics/Settings/Freeze time.
地编编号: 114
脚本描述:
参数: reeze time.
参数类型:
示例: (FREEZE_TIME, )

命令字: UNFREEZE_TIME
地编条目: Cinematics/Settings/Unfreeze time.
地编编号: 115
脚本描述:
参数: nfreeze time.
参数类型:
示例: (UNFREEZE_TIME, )

命令字: OPTIONS_SET_OCCLUSION_MODE
地编条目: Cinematics/Settings/Enable or Disable Occlusion (Drawing Behind Buildings).
地编编号: 222
脚本描述:
参数: et Occlusion to be enabled ~ (False to disable.)
参数类型: Int32
示例: (OPTIONS_SET_OCCLUSION_MODE, 1)

Lighting

命令字: CAMERA_BLOOM_EFFECT_BEGIN
地编条目: Cinematics/Lighting/Begin bloom lighting effect.
地编编号: 258
脚本描述:
参数: et Bloom Filter to be enabled
参数类型:
示例: (CAMERA_BLOOM_EFFECT_BEGIN, )

Unused or Obsolete

Object Type

命令字: NAMED_ENTER_NAMED
地编条目: Unused or Obsolete/Object Type/Transport/Transport — load unit into specific.
地编编号: 45
脚本描述:
参数: ~ loads into
参数类型: String, String
示例: (NAMED_ENTER_NAMED, “????1”, “????1”)

命令字: UNIT_EXECUTE_SEQUENTIAL_SCRIPT
地编条目: Unused or Obsolete/Object Type/SequentialScript/Set a specific unit to execute a script sequentially.
地编编号: 151
脚本描述:
参数: ~ executes ~ sequentially.
参数类型: String, String
示例: (UNIT_EXECUTE_SEQUENTIAL_SCRIPT, “REFERENCE - Object A”, “Objective 5 - Object A - Link”)

Team

命令字: TEAM_ENTER_NAMED
地编条目: Unused or Obsolete/Team/Transport/Transport — load team into specific.
地编编号: 46
脚本描述:
参数: ~ attempt to load into
参数类型: String, String
示例: (TEAM_ENTER_NAMED, “Allies01/TEAM - Transport Bombers”, “UNIT - Airfield 1”)

命令字: TEAM_EXECUTE_SEQUENTIAL_SCRIPT
地编条目: Unused or Obsolete/Team/SequentialScript/Execute script sequentially — start.
地编编号: 154
脚本描述:
参数: ~ executes ~ sequentially.
参数类型: String, String
示例: (TEAM_EXECUTE_SEQUENTIAL_SCRIPT, “TEAM - Obj1 - Destroyers - 1”, “Allied02 - Objective 1 - Destroyers 1 - GO”)

命令字: TEAM_SET_MODELCONDITION_FOR_DURATION
地编条目: Unused or Obsolete/Team/Settings/Set a model condition flag on a team (and horde members) for duration. % specifies # of members in team that get this.
地编编号: 329
脚本描述:
参数: ~ sets model condition ~ for ~ seconds. Percentage ~.
参数类型: String, String, Double, Double
示例: (TEAM_SET_MODELCONDITION_FOR_DURATION, “Japan04/TEAM - Engineers”, “EMOTION_CELEBRATING”, 10, 1)

命令字: TEAM_GUARD_FOR_SECONDS
地编条目: Unused or Obsolete/Team/SequentialScript/Guard — number of seconds.
地编编号: 308
脚本描述:
参数: ~ guards for ~ seconds.
参数类型: String, Int32
示例: (TEAM_GUARD_FOR_SECONDS, “Player_1/teamPlayer_1”, 6)

Map

命令字: MAP_REVEAL_ALL
地编条目: Unused or Obsolete/Map/Shroud or Reveal/Reveal the entire map for Player.
地编编号: 89
脚本描述:
参数: he world is revealed for ~.
参数类型: String
示例: (MAP_REVEAL_ALL, “Player_1”)

Interface

命令字: SHOW_MISSION_OBJECTIVE
地编条目: Unused or Obsolete/Interface/Objectives/Show mission objective
地编编号: 403
脚本描述:
参数: ake mission objective ‘~’ visible.
参数类型: String
示例: (SHOW_MISSION_OBJECTIVE, “A08_Objective_1”)

Interface

Radar

命令字: RADAR_CREATE_EVENT
地编条目: Interface/Radar/Create a radar event at a specified location.
地编编号: 80
脚本描述:
参数: radar event occurs at ~ of type
参数类型: Vec3D, Int32
示例: (RADAR_CREATE_EVENT, (1846.65, 3643.64, 280.00), 1)

命令字: OBJECT_CREATE_RADAR_EVENT
地编条目: Interface/Radar/Create a radar event at a named object.
地编编号: 172
脚本描述:
参数: radar event occurs at ~ of type
参数类型: String, Int32
示例: (OBJECT_CREATE_RADAR_EVENT, “UNIT - Tanya”, 3)

命令字: TEAM_CREATE_RADAR_EVENT
地编条目: Interface/Radar/Create a radar event at a Team.
地编编号: 173
脚本描述:
参数: radar event occurs at ~ of type
参数类型: String, Int32
示例: (TEAM_CREATE_RADAR_EVENT, “Player_1/teamPlayer_1”, 4)

Input

命令字: DISABLE_INPUT
地编条目: Interface/Input/User input — disable.
地编编号: 83
脚本描述:
参数: isable mouse and keyboard input.
参数类型:
示例: (DISABLE_INPUT, )

命令字: ENABLE_INPUT
地编条目: Interface/Input/User input — enable.
地编编号: 84
脚本描述:
参数: nable mouse and keyboard input.
参数类型:
示例: (ENABLE_INPUT, )

Counters and Timers

命令字: DISPLAY_COUNTER
地编条目: Interface/Counters and Timers/Specific counter — display.
地编编号: 188
脚本描述:
参数: how ~ with text
参数类型: String, String
示例: (DISPLAY_COUNTER, “COUTNER - Javelins Trained”, “SCRIPT:A01_Javelin_Counter”)

命令字: HIDE_COUNTER
地编条目: Interface/Counters and Timers/Specific counter — hide.
地编编号: 189
脚本描述:
参数: ide
参数类型: String
示例: (HIDE_COUNTER, “COUTNER - Javelins Trained”)

命令字: DISPLAY_COUNTDOWN_TIMER
地编条目: Interface/Counters and Timers/Specific timer — display.
地编编号: 130
脚本描述:
参数: how ~ with text
参数类型: String, String
示例: (DISPLAY_COUNTDOWN_TIMER, “SJ”, “SCRIPT:A07_OBJECTIVE_1_SUPWEP_COUNTDOWN”)

命令字: HIDE_COUNTDOWN_TIMER
地编条目: Interface/Counters and Timers/Specific timer — hide.
地编编号: 131
脚本描述:
参数: ide
参数类型: String
示例: (HIDE_COUNTDOWN_TIMER, “SJ”)

命令字: DISABLE_COUNTDOWN_TIMER_DISPLAY
地编条目: Interface/Counters and Timers/All timers — hide.
地编编号: 133
脚本描述:
参数: isables timer display.
参数类型:
示例: (DISABLE_COUNTDOWN_TIMER_DISPLAY, )

命令字: ENABLE_COUNTDOWN_TIMER_DISPLAY
地编条目: Interface/Counters and Timers/All timers — display.
地编编号: 132
脚本描述:
参数: nables timer display.
参数类型:
示例: (ENABLE_COUNTDOWN_TIMER_DISPLAY, )

Objectives

命令字: LINK_MISSION_OBJECTIVE_TO_OBJECT
地编条目: Interface/Objectives/Link mission objective to object
地编编号: 405
脚本描述:
参数: et mission objective ‘~’ linked to ~ to ~.
参数类型: String, String, Int32
示例: (LINK_MISSION_OBJECTIVE_TO_OBJECT, “RW1”, “VIP YS1”, 1)

命令字: LINK_MISSION_OBJECTIVE_TO_OBJECT_WITH_CATEGORY
地编条目: Interface/Objectives/Link mission objective to object using icon
地编编号: 553
脚本描述: Links an objective to an object and specifies a particular icon type to display.
参数: et mission objective ‘~’ linked to ~ to ~ using icon ~.
参数类型: String, String, Int32, String
示例: (LINK_MISSION_OBJECTIVE_TO_OBJECT_WITH_CATEGORY, “RW01”, “CH1”, 1, “Attack”)

命令字: LINK_MISSION_OBJECTIVE_TO_WAYPOINT_WITH_CATEGORY
地编条目: Interface/Objectives/Link mission objective to waypoint using icon
地编编号: 552
脚本描述: Links an objective to a waypoint and specifies a particular icon type to display.
参数: et mission objective ‘~’ linked to ~ to ~ using icon ~.
参数类型: String, String, Int32, String
示例: (LINK_MISSION_OBJECTIVE_TO_WAYPOINT_WITH_CATEGORY, “RW1”, “RW1”, 1, “Move”)

命令字: MARK_MISSION_OBJECTIVE_NOT_COMPLETED
地编条目: Interface/Objectives/Mark mission objective as not completed
地编编号: 408
脚本描述:
参数: ark mission objective ‘~’ as not completed.
参数类型: String
示例: (MARK_MISSION_OBJECTIVE_NOT_COMPLETED, “J07_Bonus_Destroy_Soviets”)

命令字: SET_MISSION_OBJECTIVE_STATUS
地编条目: Interface/Objectives/Set mission objective status
地编编号: 492
脚本描述:
参数: et status of mission objective ‘~’ to ~.
参数类型: String, Int32
示例: (SET_MISSION_OBJECTIVE_STATUS, “RW1”, 1)

Mission Hot-Spot

命令字: LINK_MISSION_HOT_SPOT_TO_OBJECT
地编条目: Interface/Mission Hot-Spot/Link mission hot-spot to object
地编编号: 506
脚本描述:
参数: et mission hot-spot ~ linked to object ~ to ~.
参数类型: String, String, Int32
示例: (LINK_MISSION_HOT_SPOT_TO_OBJECT, “A05-HotSpot01-DestroyGenerator1”, “Struct-Japan04-Island1Generator01”, 1)

命令字: LINK_MISSION_HOT_SPOT_TO_WAYPOINT
地编条目: Interface/Mission Hot-Spot/Link mission hot-spot to waypoint
地编编号: 507
脚本描述:
参数: et mission hot-spot ~ linked to waypoint ~ to ~.
参数类型: String, String, Int32
示例: (LINK_MISSION_HOT_SPOT_TO_WAYPOINT, “RW1”, “RW1”, 1)

命令字: SET_MISSION_HOT_SPOT_VISIBILITY
地编条目: Interface/Mission Hot-Spot/Set visibility of mission hot-spot
地编编号: 508
脚本描述:
参数: et visibility of mission hot-spot ~ to ~.
参数类型: String, Int32
示例: (SET_MISSION_HOT_SPOT_VISIBILITY, “RW1”, 1)

命令字: SET_MISSION_HOT_SPOT_ACTIVENESS
地编条目: Interface/Mission Hot-Spot/Set mission hot-spot to be active or inactive
地编编号: 514
脚本描述:
参数: et ‘active’ status of mission hot-spot ~ to ~.
参数类型: String, Int32
示例: (SET_MISSION_HOT_SPOT_ACTIVENESS, “S03_Hotspot_1_ClearIsland”, 1)

Fade

命令字: FADE_OUT_TO_BLACK
地编条目: Interface/Fade/Fade-out to black
地编编号: 510
脚本描述:
参数: ade-out the entire screen to black in ~ seconds.
参数类型: Double
示例: (FADE_OUT_TO_BLACK, 2)

命令字: FADE_IN_FROM_BLACK
地编条目: Interface/Fade/Fade-in from black
地编编号: 511
脚本描述:
参数: ade-in the entire screen from black in ~ seconds.
参数类型: Double
示例: (FADE_IN_FROM_BLACK, 2)

Enable or disable the co-op AI command panel

命令字: SET_COOP_AI_COMMAND_UI_ENABLED
地编条目: Interface/Enable or disable the co-op AI command panel
地编编号: 522
脚本描述:
参数: et the enabled status of the co-op AI command panel to
参数类型: Int32
示例: (SET_COOP_AI_COMMAND_UI_ENABLED, 1)

Info Box

命令字: NAMED_SHOW_INFOBOX
地编条目: Interface/Info Box/Show Info Box
地编编号: 538
脚本描述: Displays an info box over the top of the named object. Optionally the 4th parameter takes a string of an image id to display an image. If the image is found it will display this image in the info box. Note that a time of 0 will result in a never ending info box that will only be removed when
the script Remove Info Box is used on the unit.
参数: ~ Show info box text ~ for ~ seconds. Display Image from button
参数类型: String, String, Double, String
示例: (NAMED_SHOW_INFOBOX, “UNIT - P1 - Peacekeeper 01”, “SCRIPT:A01_INFO_Peacekeeper”, 20, “Allied_UnitIntro”)

命令字: NAMED_REMOVE_INFOBOX
地编条目: Interface/Info Box/Remove Info Box
地编编号: 539
脚本描述: Removes…..wait for it…. The info box on this unit.
参数: ~ remove info box
参数类型: String
示例: (NAMED_REMOVE_INFOBOX, “UNIT_P1 - Commando”)

Toggle CoOp AI interface.

命令字: PLAYER_ALLOWED_TOBE_COOPAI
地编条目: Interface/Toggle CoOp AI interface.
地编编号: 567
脚本描述: Toggle the CoOp AI’s interface on and off. It defaults to on.
参数: et ~ CoOp AI’s interface to
参数类型: String, Int32
示例: (PLAYER_ALLOWED_TOBE_COOPAI, “Player_2”, 1)

Map

Fog or Reveal

命令字: MAP_REVEAL_AT_WAYPOINT
地编条目: Map/Fog or Reveal/Reveal map at waypoint — fog.
地编编号: 81
脚本描述:
参数: he map is revealed at ~ with a radius of ~ feet for ~.
参数类型: String, Double, String
示例: (MAP_REVEAL_AT_WAYPOINT, “WP - Expand Point”, 100, “Player_1”)

命令字: MAP_REVEAL_ALL_PERM
地编条目: Map/Fog or Reveal/Reveal the entire map permanently for Player.
地编编号: 183
脚本描述:
参数: he world is revealed permanently for ~.
参数类型: String
示例: (MAP_REVEAL_ALL_PERM, “Player_1”)

命令字: MAP_REVEAL_ALL_UNDO_PERM
地编条目: Map/Fog or Reveal/Un-Reveal the entire map permanently for Player.
地编编号: 184
脚本描述:
参数: ndo the permanent reveal for ~. This will mess things up badly if called when there has been no permanent reveal.
参数类型: String
示例: (MAP_REVEAL_ALL_UNDO_PERM, “Player_1”)

命令字: DISABLE_BORDER_SHROUD
地编条目: Map/Fog or Reveal/Border Shroud is turned off.
地编编号: 242
脚本描述:
参数: hroud off the map edges is turned off.
参数类型:
示例: (DISABLE_BORDER_SHROUD, )

命令字: MAP_SHROUD_SET_RESHROUD_TIME
地编条目: Map/Fog or Reveal/Set Re-Fog delay.
地编编号: 513
脚本描述: This will set the length of time it takes for the fog of war to come back after a unit leaves the area. Defined in seconds, can use decimals like .5 for half a second.
参数: et Fog Delay(In Seconds) to
参数类型: Double
示例: (MAP_SHROUD_SET_RESHROUD_TIME, 1)

命令字: MAP_REVEAL_PERMANENTLY_AT_WAYPOINT
地编条目: Map/Fog or Reveal/Reveal map at waypoint — permanently.
地编编号: 218
脚本描述:
参数: he map is permanently revealed at ~ with a radius of ~ for ~. (Afterwards referred to as ~).
参数类型: String, Double, String, String
示例: (MAP_REVEAL_PERMANENTLY_AT_WAYPOINT, “WP - Obj - Island A Shroud Reveal”, 200, “Player_1”, “REVEAL - WP - Obj - Island A Shroud Reveal”)

命令字: MAP_REVEAL_PERMANENTLY_IN_TRIGGER
地编条目: Map/Fog or Reveal/Reveal map in polytrigger — permanently.
地编编号: 421
脚本描述:
参数: he map is permanently revealed in trigger ~ for ~. (Afterwards referred to as ~).
参数类型: String, String, String
示例: (MAP_REVEAL_PERMANENTLY_IN_TRIGGER, “TRIG - Intro - Reveal Shroud”, “Player_1”, “TRIG - Intro - Reveal Shroud - REVEAL”)

命令字: MAP_UNDO_REVEAL_PERMANENTLY_AT_WAYPOINT
地编条目: Map/Fog or Reveal/Reveal map at waypoint — undo permanently.
地编编号: 219
脚本描述:
参数: ~ is undone.
参数类型: String
示例: (MAP_UNDO_REVEAL_PERMANENTLY_AT_WAYPOINT, “REVEAL - WP - Obj - Island A Shroud Reveal”)

命令字: MAP_UNDO_REVEAL_PERMANENTLY_IN_TRIGGER
地编条目: Map/Fog or Reveal/Reveal map in polytrigger — undo permanently.
地编编号: 422
脚本描述:
参数: ~ is undone.
参数类型: String
示例: (MAP_UNDO_REVEAL_PERMANENTLY_IN_TRIGGER, “TRIG - Intro - Reveal Shroud - REVEAL”)

Make area impassable for human player.

命令字: HUMAN_IMPASSABLE_AREA
地编条目: Map/Make area impassable for human player.
地编编号: 383
脚本描述:
参数: Make area ~ impassable for human player:
参数类型: String, Int32
示例: (HUMAN_IMPASSABLE_AREA, “AREA - Protect InfTeam”, 1)

Modify

命令字: MAP_SWITCH_BORDER
地编条目: Map/Modify/Change the active border of the map.
地编编号: 163
脚本描述:
参数: ~ becomes the active border.
参数类型: Int32
示例: (MAP_SWITCH_BORDER, 1)

Tutorial

Show windowed text caption.

命令字: SHOW_MILITARY_CAPTION
地编条目: Tutorial/Show windowed text caption.
地编编号: 116
脚本描述:
参数: how ~ for ~ seconds.
参数类型: String, Double
示例: (SHOW_MILITARY_CAPTION, “SCRIPT:A01_HELPTEXT_06”, 8)

Player selects object.

命令字: SELECT_OBJECT
地编条目: Tutorial/Player selects object.
地编编号: 381
脚本描述:
参数: or ~ select object
参数类型: String, String
示例: (SELECT_OBJECT, “Player_1”, “UNIT - Commando”)

Deselects everything.

命令字: DESELECT
地编条目: Tutorial/Deselects everything.
地编编号: 382
脚本描述:
参数: eselects everything
参数类型:
示例: (DESELECT, )

Lock or unlock camera scroll.

命令字: LOCK_CAMERA_SCROLL
地编条目: Tutorial/Lock or unlock camera scroll.
地编编号: 435
脚本描述:
参数: et the camera scroll lock to ~ .
参数类型: Int32
示例: (LOCK_CAMERA_SCROLL, 1)

Display tutorial text

命令字: DISPLAY_TUTORIAL_TEXT
地编条目: Tutorial/Display tutorial text
地编编号: 474
脚本描述:
参数: how tutorial text:
参数类型: String
示例: (DISPLAY_TUTORIAL_TEXT, “SCRIPT:A08_HINTS_Objective_1”)

Hide tutorial text

命令字: HIDE_TUTORIAL_TEXT
地编条目: Tutorial/Hide tutorial text
地编编号: 475
脚本描述:
参数: ide the tutorial text.
参数类型:
示例: (HIDE_TUTORIAL_TEXT, )

Flash PC HUD fixed element

命令字: FLASH_MOUSE_HUD_FIXED_ELEMENT
地编条目: Tutorial/Flash PC HUD fixed element
地编编号: 476
脚本描述:
参数: et flash PC HUD fixed element ~ to ~.
参数类型: String, Int32
示例: (FLASH_MOUSE_HUD_FIXED_ELEMENT, “UnitIntroButton”, 1)

Flash console HUD fixed element

命令字: FLASH_JOYPAD_HUD_FIXED_ELEMENT
地编条目: Tutorial/Flash console HUD fixed element
地编编号: 559
脚本描述:
参数: et flash console HUD fixed element ~ to ~.
参数类型: String, Int32
示例: (FLASH_JOYPAD_HUD_FIXED_ELEMENT, “ControllerButtonX”, 1)

Flash named object’s UI user ability button

命令字: FLASH_UI_UNIT_ABILITY_BUTTON
地编条目: Tutorial/Flash named object’s UI user ability button
地编编号: 478
脚本描述:
参数: or ~ set flash UI user ability button ~ to ~.
参数类型: String, String, Int32
示例: (FLASH_UI_UNIT_ABILITY_BUTTON, “UNIT - Tanya”, “Command_TimeBeltSpecialPower”, 1)

Flash UI build button

命令字: FLASH_UI_BUILD_BUTTON
地编条目: Tutorial/Flash UI build button
地编编号: 479
脚本描述:
参数: et flash UI build ‘~’ button to ~.
参数类型: String, Int32
示例: (FLASH_UI_BUILD_BUTTON, “alliedantivehicleinfantry”, 1)

Flash console command menu button

命令字: FLASH_JOYPAD_COMMANDBAR_BUTTON
地编条目: Tutorial/Flash console command menu button
地编编号: 557
脚本描述:
参数: et flash console command menu button ~ to ~.
参数类型: String, Int32
示例: (FLASH_JOYPAD_COMMANDBAR_BUTTON, “buttonaiholdobjectdirective”, 1)

Disable PC HUD fixed element

命令字: DISABLE_MOUSE_HUD_FIXED_ELEMENT
地编条目: Tutorial/Disable PC HUD fixed element
地编编号: 482
脚本描述:
参数: et disable PC HUD fixed element ~ to ~.
参数类型: String, Int32
示例: (DISABLE_MOUSE_HUD_FIXED_ELEMENT, “SellButton”, 1)

Disable named object’s UI user ability button

命令字: DISABLE_UI_UNIT_ABILITY_BUTTON
地编条目: Tutorial/Disable named object’s UI user ability button
地编编号: 484
脚本描述:
参数: or ~ set disable UI user ability button ~ to ~.
参数类型: String, String, Int32
示例: (DISABLE_UI_UNIT_ABILITY_BUTTON, “????1”, “Command_AlliedAntiInfantryVehicleEvacuate”, 1)

Disable UI build button

命令字: DISABLE_UI_BUILD_BUTTON
地编条目: Tutorial/Disable UI build button
地编编号: 485
脚本描述:
参数: et disable UI build ‘~’ button to ~.
参数类型: String, Int32
示例: (DISABLE_UI_BUILD_BUTTON, “alliedpowerplant”, 1)

Disable console command menu button

命令字: DISABLE_JOYPAD_COMMANDBAR_BUTTON
地编条目: Tutorial/Disable console command menu button
地编编号: 558
脚本描述:
参数: et disable console command menu button ~ to ~.
参数类型: String, Int32
示例: (DISABLE_JOYPAD_COMMANDBAR_BUTTON, “buttonaiassaultdirective”, 1)

SkirmishAI

Turn on or off AI Base Builder.

命令字: PLAYER_AI_CHANGEBASEBUILDER
地编条目: SkirmishAI/Turn on or off AI Base Builder.
地编编号: 442
脚本描述:
参数: urn AI Base Builder for ~
参数类型: String, Int32
示例: (PLAYER_AI_CHANGEBASEBUILDER, “Player_2”, 1)

Turn on or off AI Unit Builder.

命令字: PLAYER_AI_CHANGEUNITBUILDER
地编条目: SkirmishAI/Turn on or off AI Unit Builder.
地编编号: 443
脚本描述:
参数: urn AI Unit Builder for ~
参数类型: String, Int32
示例: (PLAYER_AI_CHANGEUNITBUILDER, “Player_2”, 1)

Turn on or off AI Party Builder.

命令字: PLAYER_AI_CHANGETEAMBUILDER
地编条目: SkirmishAI/Turn on or off AI Party Builder.
地编编号: 444
脚本描述:
参数: urn AI Party Builder for ~
参数类型: String, Int32
示例: (PLAYER_AI_CHANGETEAMBUILDER, “Player_2”, 1)

Turn on or off AI Economy Manager.

命令字: PLAYER_AI_CHANGE_ECONOMY_MANAGER
地编条目: SkirmishAI/Turn on or off AI Economy Manager.
地编编号: 445
脚本描述:
参数: urn AI Economy Builder for ~
参数类型: String, Int32
示例: (PLAYER_AI_CHANGE_ECONOMY_MANAGER, “Player_2”, 1)

Turn on or off AI Science Upgrader.

命令字: PLAYER_AI_CHANGESCIENCEUPGRADER
地编条目: SkirmishAI/Turn on or off AI Science Upgrader.
地编编号: 448
脚本描述:
参数: urn AI Science Upgrader for ~
参数类型: String, Int32
示例: (PLAYER_AI_CHANGESCIENCEUPGRADER, “Player_2”, 1)

Transfer control of Team to or from Skirmish AI.

命令字: TEAM_AI_TRANSFER
地编条目: SkirmishAI/Transfer control of Team to or from Skirmish AI.
地编编号: 450
脚本描述:
参数: nsure you have needed components of Skirmish AI turned on.
参数类型: String, Int32
示例: (TEAM_AI_TRANSFER, “Player_1/teamPlayer_1”, 1)

Transfer control of Unit to or from Skirmish AI.

命令字: UNIT_AI_TRANSFER
地编条目: SkirmishAI/Transfer control of Unit to or from Skirmish AI.
地编编号: 451
脚本描述:
参数: nsure you have needed components of Skirmish AI turned on.
参数类型: String, Int32
示例: (UNIT_AI_TRANSFER, “UNIT - Wave 03 - Stingray 01”, 1)

Transfer control of all player’s units to or from Skirmish AI — Enable Skirmish AI.

命令字: UNIT_AI_TRANSFER_ALL
地编条目: SkirmishAI/Transfer control of all player’s units to or from Skirmish AI — Enable Skirmish AI.
地编编号: 452
脚本描述: starting opening moves and timers.
参数: ransfers control of all players objects to or from the Skirmish AI, it also starts the AI timers and opening moves(turns Skirmish AI On, if transferring to the Skirmish AI). Ensure you have needed components of Skirmish AI turned on in the player list.
参数类型: String, Int32
示例: (UNIT_AI_TRANSFER_ALL, “Player_1”, 1)

Transfer ownership of all player’s units to or from Skirmish AI — Don’t Enable Skirmish AI.

命令字: SKIRMISH_AI_TRANSFER_ALL
地编条目: SkirmishAI/Transfer ownership of all player’s units to or from Skirmish AI — Don’t Enable Skirmish AI.
地编编号: 529
脚本描述: without starting opening moves and timers.
参数: ransfers control of all a players units to or from the Skirmish AI, note it does not start its timers or opening moves (doesn’t turn the AI on if transferring to the AI).
参数类型: String, Int32
示例: (SKIRMISH_AI_TRANSFER_ALL, “Player_1”, 1)

Start AI Opening moves and timers(Turn on the Skirmish AI).

命令字: SKIRMISH_AI_START
地编条目: SkirmishAI/Start AI Opening moves and timers(Turn on the Skirmish AI).
地编编号: 530
脚本描述:
参数: nits that have been transferred to the SkirmishAI will now start executing their opening moves and timers. Ensure you have needed components of Skirmish AI turned on in the player list.
参数类型: String
示例: (SKIRMISH_AI_START, “Player_1”)

Enemy Target Control

命令字: SKIRMISH_AI_SET_ENEMY_PLAYER_PRIORITY
地编条目: SkirmishAI/Enemy Target Control/Set enemy player priority
地编编号: 515
脚本描述: a target priority of
参数: I’s target heuristics will always choose a higher-priority enemy’s stuff over a lower-priority enemy’s stuff, if possible. Priority of zero means the target heuristics will never consider that enemy.
参数类型: String, String, Int32
示例: (SKIRMISH_AI_SET_ENEMY_PLAYER_PRIORITY, “Player_1”, “Soviet_1”, 30)

命令字: SKIRMISH_AI_CLEAR_ENEMY_PLAYER_PRIORITY
地编条目: SkirmishAI/Enemy Target Control/Clear enemy player priority
地编编号: 516
脚本描述: : Does not target enemy player
参数: I’s target heuristics will will never target this enemy’s objects.
参数类型: String, String
示例: (SKIRMISH_AI_CLEAR_ENEMY_PLAYER_PRIORITY, “Player_2”, “Japan05_Shinzo”)

命令字: SKIRMISH_AI_SET_ALL_ENEMY_PLAYERS_PRIORITIES
地编条目: SkirmishAI/Enemy Target Control/Set all enemy players’ priority
地编编号: 517
脚本描述: : Give all enemy players a target priority of
参数: I’s target heuristics will always choose a higher-priority enemy’s stuff over a lower-priority enemy’s stuff, if possible. Priority of zero means the target heuristics will never consider that enemy.
参数类型: String, Int32
示例: (SKIRMISH_AI_SET_ALL_ENEMY_PLAYERS_PRIORITIES, “Soviet02”, 10)

命令字: SKIRMISH_AI_CLEAR_ALL_ENEMY_PLAYERS_PRIORITIES
地编条目: SkirmishAI/Enemy Target Control/Clear all enemy players’ priority
地编编号: 518
脚本描述: : Does not target any enemy player.
参数: I’s target heuristics will not target any enemies until ‘Set enemy player priority’ is called
参数类型: String
示例: (SKIRMISH_AI_CLEAR_ALL_ENEMY_PLAYERS_PRIORITIES, “Player_2”)

命令字: SKIRMISH_AI_USE_AUTOMATIC_ENEMY_PLAYER_PRIORITY_SCHEME
地编条目: SkirmishAI/Enemy Target Control/Use automatic enemy player prioritization scheme
地编编号: 519
脚本描述: : Choose enemy players automatically using
参数: I automatically prioritizes enemy players using the given scheme
参数类型: String, String
示例: (SKIRMISH_AI_USE_AUTOMATIC_ENEMY_PLAYER_PRIORITY_SCHEME, “Player_2”, “NearestFirst_AllowTies”)

命令字: SKIRMISH_AI_SET_FAVORED_ENEMY
地编条目: SkirmishAI/Enemy Target Control/Set Skirmish AI favored enemy
地编编号: 459
脚本描述: to
参数: ets the given enemy’s priority to 10, and everyone else’s priority to 0
参数类型: String, String
示例: (SKIRMISH_AI_SET_FAVORED_ENEMY, “Japan01”, “Player_1”)

Build Control

命令字: SKIRMISH_AI_CONSIDER_ALL_ENEMIES_WHEN_BUILDING
地编条目: SkirmishAI/Build Control/Consider all enemies when deciding what to build
地编编号: 525
脚本描述: : Considers all enemies’ units when deciding what the best or worst unit to build is.
参数: I considers the units owned by the all its enemies equally when evaluating BEST_UNIT_EXPECTED, BEST_UNIT_WEIGHTED, WORST_UNIT, FACTORY, and base defense build heuristics. This is the default behavior.
参数类型: String
示例: (SKIRMISH_AI_CONSIDER_ALL_ENEMIES_WHEN_BUILDING, “Soviet03”)

Use Skirmish AI Structure Rebuilds

命令字: SKIRMISH_AI_USE_REBUILD_SYSTEM
地编条目: SkirmishAI/Use Skirmish AI Structure Rebuilds
地编编号: 460
脚本描述:
参数: se structure rebuilds for ~:
参数类型: String, Int32
示例: (SKIRMISH_AI_USE_REBUILD_SYSTEM, “Player_1”, 1)

Skirmish AI may repair buildings

命令字: SKIRMISH_AI_USE_REPAIRS
地编条目: SkirmishAI/Skirmish AI may repair buildings
地编编号: 481
脚本描述:
参数: se structure repair for ~:
参数类型: String, Int32
示例: (SKIRMISH_AI_USE_REPAIRS, “Player_1”, 1)

Allow AI Auto-Acquire for Player.

命令字: PLAYER_ALLOW_AI_AUTOACQUIRE
地编条目: SkirmishAI/Allow AI Auto-Acquire for Player.
地编编号: 461
脚本描述:
参数: se AI AutoAcquire for ~:
参数类型: String, Int32
示例: (PLAYER_ALLOW_AI_AUTOACQUIRE, “Player_1”, 1)

Allow AI Auto-Acquire for team.

命令字: TEAM_ALLOW_AI_AUTOACQUIRE
地编条目: SkirmishAI/Allow AI Auto-Acquire for team.
地编编号: 462
脚本描述:
参数: se AI AutoAcquire for ~:
参数类型: String, Int32
示例: (TEAM_ALLOW_AI_AUTOACQUIRE, “Soviet_1/TEAM - Intro Infantry 01”, 1)

Allow AI Auto-Acquire for named object.

命令字: UNIT_ALLOW_AI_AUTOACQUIRE
地编条目: SkirmishAI/Allow AI Auto-Acquire for named object.
地编编号: 463
脚本描述:
参数: se AI AutoAcquire for ~:
参数类型: String, Int32
示例: (UNIT_ALLOW_AI_AUTOACQUIRE, “UNIT - Wave 03 - Stingray 01”, 1)

Create a skirmish AI base

命令字: SKIRMISH_AI_MAKE_BASE
地编条目: SkirmishAI/Create a skirmish AI base
地编编号: 472
脚本描述:
参数: layer ~ has a base at ~.
参数类型: String, String
示例: (SKIRMISH_AI_MAKE_BASE, “Player_1”, “Player_2_Start”)

Beacon

命令字: PLACE_AI_BEACON_LOCATION
地编条目: SkirmishAI/Beacon/Spawn an AI Beacon at a waypoint.
地编编号: 571
脚本描述: Spawns an AI Beacon of a given type at a waypoint and informs the AI of it’s placement.
参数: ~ place beacon type: ~ at waypoint:
参数类型: String, String, String
示例: (PLACE_AI_BEACON_LOCATION, “Player_1”, “HoldPosition”, “HoldPosition”)

Campaign

Create campaign auto save checkpoint.

命令字: CAMPAIGN_CREATE_AUTO_SAVE
地编条目: Campaign/Create campaign auto save checkpoint.
地编编号: 554
脚本描述: Create a new auto save checkpoint with a description. This script will work both in single player with an AI buddy and in Co-Op.
参数: reate auto save checkpoint with description: ~.
参数类型: String
示例: (CAMPAIGN_CREATE_AUTO_SAVE, “AUTOSAVE:ALLIESCAMPAIGN”)