--NATIVE LUA GAMESCRIPT FUNCTIONS-- ExecuteAction(action,parameter1,parameter2,...) EvaluateCondition(condition,parameter1,parameter2,...) ObjectDoSpecialPower(object,specialpowername) ObjectCreateAndFireTempWeapon(object,weaponname) ObjectGrantUpgrade(object,upgradename) ObjectRemoveUpgrade(object,upgradename) ObjectHasUpgrade(object,upgradename) ObjectSetObjectStatus(object,statusname) ObjectTestModelCondition(object,modelconditionname) ObjectPlaySound(object,soundname) ObjectSetDelayedDeath ObjectChangeAllegianceFromNonPlayablePlayer(object1,object2) ObjectForbidPlayerCommands(object,true/false) ObjectDispatchEvent ObjectSpy ObjectSetGeometryActive(object,geometryname,true/false) ObjectHideSubObject(object,subobjectname,true/false) ObjectHideSubObjectPermanently(object,subobjectname,true/false) ObjectCountNearbyEnemies(object,radius) ObjectDescription(object) ObjectTeamName(object) ObjectPlayerSide(object) ObjectCapturingObjectPlayerSide(object) ObjectTemplateName(object) HordeBroadcastEventToMembers ObjectBroadcastEventToEnemies(object,eventname,radius) ObjectBroadcastEventToAllies(object,eventname,radius) ObjectBroadcastEventToUnits(object,eventname,radius) ObjectBroadcastEventToCivilians(object,eventname,radius) ObjectSetChanting(object,true/false) ObjectSetFearFactor ObjectTestCanSufferFear(object) ObjectEnterFearState(object1,object2,true/false) ObjectEnterAlertState(object) ObjectEnterCowerState(object1,object2) ObjectEnterRampageState(object) ObjectEnterRunAwayPanicState(object1,object2) ObjectEnterUncontrollableCowerState(object1,object2) GetRandomNumber() GetFrame() --ONLY FOR LUA SCRIPTS IN OBJECT DEFINITIONS (->AnimationState)-- CurDrawableObjectStatus CurDrawableModelcondition CurDrawableGetCurrentTargetBearing CurDrawableGetCurrentTargetHeight CurDrawableGetCurrentTargetDistance CurDrawableIsCurrentTargetKindof CurDrawablePrevAnimation CurDrawablePrevAnimationState CurDrawablePrevAnimFraction GetClientRandomNumberReal GetFrame CurDrawablePlaySound CurDrawableAllowToContinue CurDrawableSetTransitionAnimState CurDrawableShowModule CurDrawableHideModule CurDrawableHideSubObjectPermanently CurDrawableShowSubObjectPermanently CurDrawableShowSubObject CurDrawableHideSubObject --EXECUTE ACTION COMMANDS-- ExecuteAction("SUSPEND_BACKGROUND_SOUNDS",...) ExecuteAction("RESUME_BACKGROUND_SOUNDS",...) ExecuteAction("AUDIO_SET_REVERB_ROOM_TYPE",...) ExecuteAction("AUDIO_REMOVE_REVERB",...) ExecuteAction("AUDIO_SET_REVERB_SUPPRESSION_POLYGON",...) ExecuteAction("AUDIO_REMOVE_REVERB_SUPPRESSION_POLYGON",...) ExecuteAction("AUDIO_REMOVE_ALL_REVERB_SUPPRESSION_POLYGONS",...) ExecuteAction("PLAY_SOUND_EFFECT",...) ExecuteAction("PLAY_SOUND_EFFECT_AT",...) ExecuteAction("PLAY_SOUND_EFFECT_AT_TEAM",...) ExecuteAction("SOUND_PLAY_NAMED",...) ExecuteAction("SPEECH_PLAY",...) ExecuteAction("PLAY_SPEECH_AS_IF_IT_WAS_AN_EVA_EVENT",...) ExecuteAction("PLAY_SPEECH_AS_IF_IT_WAS_AN_EVA_EVENT_WITH_SUBTITLE",...) ExecuteAction("PLAY_SOUND_AS_IF_IT_WAS_AN_EVA_EVENT",...) ExecuteAction("PLAY_SOUND_AS_IF_IT_WAS_AN_EVA_EVENT_WITH_SUBTITLE",...) ExecuteAction("SOUND_AMBIENT_PAUSE",...) ExecuteAction("SOUND_AMBIENT_RESUME",...) ExecuteAction("MUSIC_SET_TRACK",...) ExecuteAction("AUDIO_PUSH_MUSIC",...) ExecuteAction("AUDIO_POP_MUSIC",...) ExecuteAction("MUSIC_PLAY_TRACK_FINITE_TIMES",...) ExecuteAction("MUSIC_PLAY_TRACK_FINITE_TIMES_AND_NOTIFY",...) ExecuteAction("MUSIC_PLAY_TRACK_FINITE_TIMES_AS_SPECIAL_END_OF_LEVEL_MUSIC",...) ExecuteAction("MUSIC_PUSH_TRACK_FINITE_TIMES",...) ExecuteAction("MUSIC_PUSH_TRACK_FINITE_TIMES_AND_NOTIFY",...) ExecuteAction("MUSIC_TURN_OFF_MUSIC_SCRIPTING",...) ExecuteAction("MUSIC_RETURN_TO_MUSIC_SCRIPTING",...) ExecuteAction("MUSIC_RESET_MUSIC_SCRIPTING_SYSTEM",...) ExecuteAction("MUSIC_SCRIPT_SET_TRACK",...) ExecuteAction("MUSIC_SCRIPT_PUSH_MUSIC",...) ExecuteAction("MUSIC_SCRIPT_PLAY_TRACK_FINITE_TIMES",...) ExecuteAction("MUSIC_SCRIPT_PLAY_TRACK_FINITE_TIMES_AND_NOTIFY",...) ExecuteAction("MUSIC_SCRIPT_PUSH_TRACK_FINITE_TIMES",...) ExecuteAction("MUSIC_SCRIPT_PUSH_TRACK_FINITE_TIMES_AND_NOTIFY",...) ExecuteAction("MUSIC_SCRIPT_POP_MUSIC",...) ExecuteAction("MUSIC_SET_VOLUME",...) ExecuteAction("SOUND_DISABLE_TYPE",...) ExecuteAction("SOUND_ENABLE_TYPE",...) ExecuteAction("SOUND_REMOVE_TYPE",...) ExecuteAction("SOUND_ENABLE_ALL",...) ExecuteAction("AUDIO_OVERRIDE_VOLUME_TYPE",...) ExecuteAction("AUDIO_RESTORE_VOLUME_TYPE",...) ExecuteAction("AUDIO_RESTORE_VOLUME_ALL_TYPE",...) ExecuteAction("SOUND_SET_VOLUME",...) ExecuteAction("SPEECH_SET_VOLUME",...) ExecuteAction("AUDIO_FADE_VOLUME",...) ExecuteAction("AUDIO_MAKE_SOUND_IMMUNE_TO_FADE",...) ExecuteAction("AUDIO_MAKE_SOUND_SUBJECT_TO_FADE",...) ExecuteAction("AUDIO_MAKE_ALL_SOUNDS_SUBJECT_TO_FADE",...) ExecuteAction("ENABLE_OBJECT_SOUND",...) ExecuteAction("DISABLE_OBJECT_SOUND",...) ExecuteAction("ADD_TO_INTELL_DATABASE",...) ExecuteAction("BUILD_BASE_BUILDING",...) ExecuteAction("BUILD_LIST_MOVE_TO_TOP",...) ExecuteAction("BUILD_LIST_ELIMINATE_FOOTPRINT",...) ExecuteAction("BUILD_LIST_ELIMINATE_FOOTPRINT_ALL",...) ExecuteAction("BUILD_BASE_BUILDING_IN_SLOT",...) ExecuteAction("BUILD_BUILDING_ON_FOUNDATION",...) ExecuteAction("SKIRMISH_BUILD_BUILDING",...) ExecuteAction("AI_PLAYER_BUILD_SUPPLY_CENTER",...) ExecuteAction("SKIRMISH_BUILD_BASE_DEFENSE_FRONT",...) ExecuteAction("SKIRMISH_BUILD_BASE_DEFENSE_FLANK",...) ExecuteAction("SKIRMISH_BUILD_STRUCTURE_FRONT",...) ExecuteAction("SKIRMISH_BUILD_STRUCTURE_FLANK",...) ExecuteAction("UPGRADE_NEAREST_WALL",...) ExecuteAction("SELL_BUILDING_ON_FOUNDATION",...) ExecuteAction("ZOOM_CAMERA",...) ExecuteAction("FOCAL_LENGTH_CAMERA",...) ExecuteAction("PITCH_CAMERA",...) ExecuteAction("ROLL_CAMERA",...) ExecuteAction("SETUP_CAMERA",...) ExecuteAction("OVERSIZE_TERRAIN",...) ExecuteAction("OPTIONS_SET_PARTICLE_CAP_MODE",...) ExecuteAction("SET_FPS_LIMIT",...) ExecuteAction("CAMERA_FADE_ADD",...) ExecuteAction("CAMERA_FADE_SUBTRACT",...) ExecuteAction("CAMERA_FADE_MULTIPLY",...) ExecuteAction("CAMERA_FADE_SATURATE",...) ExecuteAction("CAMERA_TETHER_NAMED",...) ExecuteAction("CAMERA_STOP_TETHER_NAMED",...) ExecuteAction("CAMERA_FOLLOW_NAMED",...) ExecuteAction("CAMERA_STOP_FOLLOW",...) ExecuteAction("CAMERA_BLOOM_EFFECT_BEGIN",...) ExecuteAction("CAMERA_BLOOM_EFFECT_END",...) ExecuteAction("MOVE_CAMERA_LOCATOR_ALONG_SPLINE_PATH",...) ExecuteAction("LOCK_CAMERA",...) ExecuteAction("LOCK_CAMERA_ZOOM",...) ExecuteAction("LOCK_CAMERA_ROTATION",...) ExecuteAction("LOCK_CAMERA_SCROLL",...) ExecuteAction("LOCK_CAMERA_RESET",...) ExecuteAction("LOCK_CAMERA_ANGLE_AND_HEIGHT",...) ExecuteAction("CAMERA_LETTERBOX_BEGIN",...) ExecuteAction("CAMERA_LETTERBOX_END",...) ExecuteAction("HIDE_UI",...) ExecuteAction("SHOW_UI",...) ExecuteAction("TOGGLE_AVI_CAPTURE",...) ExecuteAction("MOVE_CAMERA_TO",...) ExecuteAction("MOVE_CAMERA_TO_NAMED",...) ExecuteAction("CAMERA_RESTRICT_TO_AREA",...) ExecuteAction("CAMERA_REMOVE_AREA_RESTRICTION",...) ExecuteAction("MOVE_CAMERA_ALONG_SPLINE_PATH",...) ExecuteAction("RESET_CAMERA",...) ExecuteAction("RESET_CAMERA_TUTORIAL_STATE",...) ExecuteAction("MOVE_CAMERA_TO_SELECTION",...) ExecuteAction("CAMERA_MOD_FREEZE_TIME",...) ExecuteAction("CAMERA_MOD_SET_FINAL_ZOOM",...) ExecuteAction("CAMERA_MOD_SET_FINAL_PITCH",...) ExecuteAction("CAMERA_MOD_LOOK_TOWARD",...) ExecuteAction("CAMERA_MOVE_HOME",...) ExecuteAction("MOVE_CAMERA_BY_ANIMATION",...) ExecuteAction("ROTATE_CAMERA",...) ExecuteAction("ROTATE_CAMERA_TO_ANGLE",...) ExecuteAction("ROTATE_CAMERA_LOCKED",...) ExecuteAction("CAMERA_LOOK_TOWARD_OBJECT",...) ExecuteAction("CAMERA_LOOK_TOWARD_WAYPOINT",...) ExecuteAction("CAMERA_ADD_SHAKER_AT",...) ExecuteAction("SCREEN_SHAKE",...) ExecuteAction("TERRAIN_RENDER_DISABLE",...) ExecuteAction("MOVIE_PLAY_FULLSCREEN",...) ExecuteAction("MOVIE_PLAY_RADAR",...) ExecuteAction("RADAR_CREATE_EVENT",...) ExecuteAction("OBJECT_CREATE_RADAR_EVENT",...) ExecuteAction("TEAM_CREATE_RADAR_EVENT",...) ExecuteAction("DISABLE_INPUT",...) ExecuteAction("ENABLE_INPUT",...) ExecuteAction("SHOW_MILITARY_CAPTION",...) ExecuteAction("DISPLAY_COUNTER",...) ExecuteAction("HIDE_COUNTER",...) ExecuteAction("DISPLAY_COUNTDOWN_TIMER",...) ExecuteAction("HIDE_COUNTDOWN_TIMER",...) ExecuteAction("DISABLE_COUNTDOWN_TIMER_DISPLAY",...) ExecuteAction("ENABLE_COUNTDOWN_TIMER_DISPLAY",...) ExecuteAction("SHOW_MISSION_OBJECTIVE",...) ExecuteAction("HIDE_MISSION_OBJECTIVE",...) ExecuteAction("LINK_MISSION_OBJECTIVE_TO_OBJECT",...) ExecuteAction("LINK_MISSION_OBJECTIVE_TO_WAYPOINT",...) ExecuteAction("LINK_MISSION_OBJECTIVE_TO_OBJECT_WITH_PRESENTATION_SETTINGS",...) ExecuteAction("LINK_MISSION_OBJECTIVE_TO_WAYPOINT_WITH_PRESENTATION_SETTINGS",...) ExecuteAction("MARK_MISSION_OBJECTIVE_COMPLETED",...) ExecuteAction("MARK_MISSION_OBJECTIVE_NOT_COMPLETED",...) ExecuteAction("SET_MISSION_OBJECTIVE_STATUS",...) ExecuteAction("SATELLITE_VIEW_PRESENTATION_FOR_OBJECTIVE",...) ExecuteAction("SATELLITE_VIEW_PRESENTATION_FOR_ALL_OBJECTIVES",...) ExecuteAction("EVA_SET_ENABLED_DISABLED",...) ExecuteAction("OPTIONS_SET_OCCLUSION_MODE",...) ExecuteAction("OPTIONS_SET_DRAWICON_UI_MODE",...) ExecuteAction("ENABLE_PLANNING_MODE",...) ExecuteAction("DISABLE_PLANNING_MODE",...) ExecuteAction("LIVING_WORLD_DESPAWN_ARMY",...) ExecuteAction("LIVING_WORLD_EXIT_TO_REGION_VIEW",...) ExecuteAction("LIVING_WORLD_MOVE_ARMY_TO_POSITION",...) ExecuteAction("LIVING_WORLD_MOVE_ARMY_TO_ZONE",...) ExecuteAction("LIVING_WORLD_SPAWN_ARMY_AT_POSITION",...) ExecuteAction("LIVING_WORLD_SPAWN_ARMY_IN_ZONE",...) ExecuteAction("PLAYER_SET_RANKLEVELLIMIT",...) ExecuteAction("ENABLE_SCORING",...) ExecuteAction("DISABLE_SCORING",...) ExecuteAction("TECHTREE_MODIFY_BUILDABILITY_OBJECT",...) ExecuteAction("WAREHOUSE_SET_VALUE",...) ExecuteAction("CHOOSE_VICTIM_ALWAYS_USES_NORMAL",...) ExecuteAction("OBJECT_ALLOW_BONUSES",...) ExecuteAction("MAP_EXIT",...) ExecuteAction("WATER_CHANGE_HEIGHT",...) ExecuteAction("MAP_SWITCH_BORDER",...) ExecuteAction("MAP_CHANGE_CLOUD_SPEED",...) ExecuteAction("DELETE_ALL_UNMANNED",...) ExecuteAction("SCRIPTING_OVERRIDE_HULK_LIFETIME",...) ExecuteAction("MAP_REVEAL_AT_WAYPOINT",...) ExecuteAction("MAP_REVEAL_IN_TRIGGER",...) ExecuteAction("MAP_SHROUD_AT_WAYPOINT",...) ExecuteAction("MAP_REVEAL_ALL",...) ExecuteAction("MAP_REVEAL_ALL_PERM",...) ExecuteAction("MAP_REVEAL_ALL_UNDO_PERM",...) ExecuteAction("MAP_SHROUD_ALL",...) ExecuteAction("MAP_SHROUD_SET_RESHROUD_TIME",...) ExecuteAction("DISABLE_BORDER_SHROUD",...) ExecuteAction("ENABLE_BORDER_SHROUD",...) ExecuteAction("MAP_REVEAL_PERMANENTLY_AT_WAYPOINT",...) ExecuteAction("MAP_UNDO_REVEAL_PERMANENTLY_AT_WAYPOINT",...) ExecuteAction("MAP_REVEAL_PERMANENTLY_IN_TRIGGER",...) ExecuteAction("MAP_UNDO_REVEAL_PERMANENTLY_IN_TRIGGER",...) ExecuteAction("SET_LOGIC_FOG_STATE",...) ExecuteAction("VICTORY_SCREEN",...) ExecuteAction("VICTORY",...) ExecuteAction("QUICKVICTORY",...) ExecuteAction("OPTIONAL_VICTORY",...) ExecuteAction("DEFEAT",...) ExecuteAction("LOCALDEFEAT",...) ExecuteAction("PLAYER_AI_CHANGEBASEBUILDER",...) ExecuteAction("PLAYER_AI_CHANGEUNITBUILDER",...) ExecuteAction("PLAYER_AI_CHANGETEAMBUILDER",...) ExecuteAction("PLAYER_AI_CHANGEECONOMYBUILDER",...) ExecuteAction("PLAYER_AI_CHANGEWALLBUILDER",...) ExecuteAction("PLAYER_AI_CHANGEUNITUPGRADER",...) ExecuteAction("PLAYER_AI_CHANGESCIENCEUPGRADER",...) ExecuteAction("PLAYER_AI_CHANGETACTICAL",...) ExecuteAction("UNIT_AI_TRANSFER_ALL",...) ExecuteAction("PLAYER_RELATES_PLAYER",...) ExecuteAction("PLAYER_SET_OVERRIDE_RELATION_TO_TEAM",...) ExecuteAction("PLAYER_ASSIMILATE_WITH_ARMY_BY_NAME",...) ExecuteAction("ALLOW_DISALLOW_ONE_BUILDING",...) ExecuteAction("ALLOW_DISALLOW_ALL_BUILDINGS",...) ExecuteAction("SET_BASE_CONSTRUCTION_SPEED",...) ExecuteAction("PLAYER_DISABLE_BASE_CONSTRUCTION",...) ExecuteAction("PLAYER_DISABLE_UNIT_CONSTRUCTION",...) ExecuteAction("PLAYER_ENABLE_BASE_CONSTRUCTION",...) ExecuteAction("PLAYER_ENABLE_UNIT_CONSTRUCTION",...) ExecuteAction("TOGGLE_AUTO_BUILD",...) ExecuteAction("PLAYER_DISABLE_FACTORIES",...) ExecuteAction("PLAYER_ENABLE_FACTORIES",...) ExecuteAction("OVERRIDE_PLAYER_COMMAND_POINTS",...) ExecuteAction("SET_HERO_EXPERIENCE_SHARING",...) ExecuteAction("PLAYER_ADD_RANKLEVEL",...) ExecuteAction("PLAYER_SET_RANKLEVEL",...) ExecuteAction("PLAYER_AFFECT_RECEIVING_EXPERIENCE",...) ExecuteAction("PLAYER_EXIT_ALL_BUILDINGS",...) ExecuteAction("PLAYER_HUNT",...) ExecuteAction("PLAYER_SET_MONEY",...) ExecuteAction("PLAYER_GIVE_MONEY",...) ExecuteAction("PLAYER_SELL_EVERYTHING",...) ExecuteAction("PLAYER_KILL",...) ExecuteAction("PLAYER_TRANSFER_OWNERSHIP_PLAYER",...) ExecuteAction("PLAYER_EXCLUDE_FROM_SCORE_SCREEN",...) ExecuteAction("SELECT_OBJECT",...) ExecuteAction("DESELECT",...) ExecuteAction("FIRE_SPECIAL_POWER_ON_NEAREST_OBJECTTYPE",...) ExecuteAction("FIRE_SPECIAL_POWER_ON_NEAREST_OBJECTTYPE_BY_PLAYER",...) ExecuteAction("FIRE_SPECIAL_POWER_ON_TEAM",...) ExecuteAction("PLAYER_SPECIAL_POWER_AVAILABILITY",...) ExecuteAction("AI_PLAYER_BUILD_UPGRADE",...) ExecuteAction("GIVE_PLAYER_UPGRADE",...) ExecuteAction("PLAYER_GRANT_SCIENCE",...) ExecuteAction("PLAYER_PURCHASE_SCIENCE",...) ExecuteAction("PLAYER_SCIENCE_AVAILABILITY",...) ExecuteAction("PLAYER_SELECT_SKILLSET",...) ExecuteAction("PLAYER_SET_MAX_SPELLPOINTS",...) ExecuteAction("PLAYER_UNIT_TYPE_SPECIAL_POWER_IGNORE_REQUIREMENTS",...) ExecuteAction("NAMED_APPLY_ATTACK_PRIORITY_SET",...) ExecuteAction("TEAM_APPLY_ATTACK_PRIORITY_SET",...) ExecuteAction("SET_ATTACK_PRIORITY_THING",...) ExecuteAction("SET_ATTACK_PRIORITY_KIND_OF",...) ExecuteAction("SET_DEFAULT_ATTACK_PRIORITY",...) ExecuteAction("SET_COUNTER",...) ExecuteAction("SET_COUNTER_IN_SECONDS",...) ExecuteAction("SET_COUNTER_TO_COUNTER",...) ExecuteAction("SET_PLAYER_MONEY_TO_COUNTER",...) ExecuteAction("SET_UNIT_EXPERIENCE_TO_COUNTER",...) ExecuteAction("SET_UNIT_HEALTH_PERCENTAGE_TO_COUNTER",...) ExecuteAction("SET_UNIT_UNREST_PERCENTAGE_TO_COUNTER",...) ExecuteAction("SET_PLAYER_COMMAND_POINTS_USED_TO_COUNTER",...) ExecuteAction("SET_PLAYER_COMMAND_POINTS_AVAILABLE_TO_COUNTER",...) ExecuteAction("SET_PLAYER_COMMAND_POINTS_TOTAL_TO_COUNTER",...) ExecuteAction("SET_COMMAND_POINTS_TO_BUILD_TEAM_TO_COUNTER",...) ExecuteAction("SET_PLAYER_KILLS_OF_TYPE_TO_COUNTER",...) ExecuteAction("SET_PLAYER_KILLS_OF_KINDOF_TO_COUNTER",...) ExecuteAction("SET_PLAYER_OWNERSHIP_OF_TYPE_COUNTER",...) ExecuteAction("SET_PLAYER_OWNERSHIP_OF_TYPE_COUNTER_INCLUDE_DEAD",...) ExecuteAction("SET_COUNTER_TO_NUMBER_OBJECTS_PLAYER_OWNES_WITH_MODELCONDITION",...) ExecuteAction("SET_COUNTER_TO_NUMBER_OBJECTS_PLAYER_OWNS_WITH_KINDOF",...) ExecuteAction("SET_RANDOM_COUNTER",...) ExecuteAction("SET_COUNTER_TO_CLIENT_RANDOM_VALUE",...) ExecuteAction("SET_RANDOM_COUNTER_IN_SECONDS",...) ExecuteAction("COUNTER_MATH_COUNTER",...) ExecuteAction("COUNTER_MATH_VALUE",...) ExecuteAction("INCREMENT_COUNTER",...) ExecuteAction("DECREMENT_COUNTER",...) ExecuteAction("NO_OP",...) ExecuteAction("DEBUG_MESSAGE_BOX",...) ExecuteAction("DEBUG_STRING",...) ExecuteAction("DEBUG_CRASH_BOX",...) ExecuteAction("SET_FLAG",...) ExecuteAction("SET_FLAG_TO_FLAG",...) ExecuteAction("ENABLE_HOUSE_COLOR",...) ExecuteAction("IDLE_ALL_UNITS",...) ExecuteAction("OBJECTLIST_ADDOBJECTTYPE",...) ExecuteAction("OBJECTLIST_REMOVEOBJECTTYPE",...) ExecuteAction("SET_UNIT_REFERENCE",...) ExecuteAction("SET_TEAM_REFERENCE",...) ExecuteAction("SET_UNIT_REFERENCE_TO_REFERENCE",...) ExecuteAction("SET_TEAM_REFERENCE_TO_REFERNECE",...) ExecuteAction("FIND_HOME_BASE_OF_PLAYER",...) ExecuteAction("SET_REF_TO_NEREST_TEAM_OF_TYPE_OWNED_BY_PLAYER",...) ExecuteAction("SET_REF_TO_NEREST_TEAM_OF_UNNAMED_TYPE_OWNED_BY_PLAYER",...) ExecuteAction("ENABLE_SCRIPT",...) ExecuteAction("DISABLE_SCRIPT",...) ExecuteAction("CALL_SUBROUTINE",...) ExecuteAction("FREEZE_TIME",...) ExecuteAction("UNFREEZE_TIME",...) ExecuteAction("SET_TIMER",...) ExecuteAction("SET_RANDOM_TIMER",...) ExecuteAction("SET_METAGAME_TURN_TIMER",...) ExecuteAction("STOP_TIMER",...) ExecuteAction("RESTART_TIMER",...) ExecuteAction("SET_MILLISECOND_TIMER",...) ExecuteAction("SET_RANDOM_MSEC_TIMER",...) ExecuteAction("ADD_TO_MSEC_TIMER",...) ExecuteAction("SUB_FROM_MSEC_TIMER",...) ExecuteAction("TEAM_HUNT",...) ExecuteAction("TEAM_HARVEST",...) ExecuteAction("TEAM_ATTACK_TEAM",...) ExecuteAction("TEAM_ATTACK_NAMED",...) ExecuteAction("TEAM_CAPTURE_NEAREST_UNOWNED_FACTION_UNIT",...) ExecuteAction("TEAM_RECRUIT_UNITS",...) ExecuteAction("TEAM_RECRUIT_UNITS_FROM_TEAM",...) ExecuteAction("RECRUIT_COMBO_UNITS_FROM_TEAM",...) ExecuteAction("TEAM_USE_COMMANDBUTTON_ABILITY",...) ExecuteAction("TEAM_USE_COMMANDBUTTON_ABILITY_ON_NAMED",...) ExecuteAction("TEAM_USE_COMMANDBUTTON_ABILITY_AT_WAYPOINT",...) ExecuteAction("TEAM_ALL_USE_COMMANDBUTTON_ON_NEAREST_ENEMY_UNIT",...) ExecuteAction("TEAM_ALL_USE_COMMANDBUTTON_ON_NEAREST_GARRISONED_BUILDING",...) ExecuteAction("TEAM_ALL_USE_COMMANDBUTTON_ON_NEAREST_KINDOF",...) ExecuteAction("TEAM_ALL_USE_COMMANDBUTTON_ON_NEAREST_ENEMY_BUILDING",...) ExecuteAction("TEAM_ALL_USE_COMMANDBUTTON_ON_NEAREST_ENEMY_BUILDING_CLASS",...) ExecuteAction("TEAM_ALL_USE_COMMANDBUTTON_ON_NEAREST_OBJECTTYPE",...) ExecuteAction("TEAM_PARTIAL_USE_COMMANDBUTTON",...) ExecuteAction("TEAM_SET_AUTO_ABILITY",...) ExecuteAction("TEAM_GIVE_EXPERIENCE_LEVEL",...) ExecuteAction("TEAM_GIVE_EXPERIENCE_POINTS",...) ExecuteAction("TEAM_SET_EXPERIENCE_POINTS",...) ExecuteAction("TEAM_GAIN_LEVEL",...) ExecuteAction("TEAM_GARRISON_SPECIFIC_BUILDING",...) ExecuteAction("TEAM_GARRISON_SPECIFIC_BUILDING_INSTANTLY",...) ExecuteAction("TEAM_GARRISON_TEAM_INSTANTLY",...) ExecuteAction("TEAM_GARRISON_NEAREST_BUILDING",...) ExecuteAction("TEAM_EXIT_ALL_BUILDINGS",...) ExecuteAction("TEAM_GUARD",...) ExecuteAction("TEAM_GUARD_POSITION",...) ExecuteAction("TEAM_GUARD_OBJECT",...) ExecuteAction("TEAM_GUARD_TEAM",...) ExecuteAction("TEAM_GUARD_AREA",...) ExecuteAction("TEAM_GUARD_AREA_FROM_POSITION",...) ExecuteAction("TEAM_GUARD_NEAREST_KINDOF",...) ExecuteAction("TEAM_GUARD_IN_TUNNEL_NETWORK",...) ExecuteAction("TEAM_GUARD_SUPPLY_CENTER",...) ExecuteAction("MOVE_TEAM_TO",...) ExecuteAction("MOVE_TEAM_HOME",...) ExecuteAction("TEAM_FOLLOW_WAYPOINTS",...) ExecuteAction("TEAM_FOLLOW_WAYPOINTS_EXACT",...) ExecuteAction("TEAM_WANDER_IN_PLACE",...) ExecuteAction("TEAM_WANDER",...) ExecuteAction("TEAM_PANIC",...) ExecuteAction("SKIRMISH_FOLLOW_APPROACH_PATH",...) ExecuteAction("SKIRMISH_MOVE_TO_APPROACH_PATH",...) ExecuteAction("TEAM_MOVE_TO_NEAREST_OBJECT_OF_TYPE",...) ExecuteAction("TEAM_MOVE_TO_NEAREST_OBJECT_OF_TYPE_OWNED_BY_PLAYER",...) ExecuteAction("TEAM_MOVE_TO_NEAREST_OBJECT_OF_KINDOF",...) ExecuteAction("TEAM_MOVE_TO_NEAREST_OBJECT_OF_KINDOF_OWNED_BY_PLAYER",...) ExecuteAction("TEAM_FACE_NAMED",...) ExecuteAction("TEAM_FACE_WAYPOINT",...) ExecuteAction("TEAM_TELEPORT_TO_WAYPOINT",...) ExecuteAction("ATTACK_MOVE_TEAM_TO",...) ExecuteAction("ATTACK_MOVE_TEAM_TO_NAMED_OBJECT",...) ExecuteAction("TEAM_ATTACK_MOVE_FOLLOW_WAYPOINTS",...) ExecuteAction("TEAM_ATTACK_MOVE_TOWARDS_NEAREST_OBJECT_TYPE",...) ExecuteAction("ATTACK_MOVE_TEAM_TO_NEAREST_OBJECT_OF_TYPE_OF_PLAYER",...) ExecuteAction("TEAM_REPAIR_NEREST",...) ExecuteAction("DEPLOY_SIEGE_ON_WAYPOINT",...) ExecuteAction("DEPLOY_SIEGE_NEAR_TEAM",...) ExecuteAction("TEAM_STOP",...) ExecuteAction("TEAM_STOP_AND_DISBAND",...) ExecuteAction("TEAM_LOAD_TRANSPORTS",...) ExecuteAction("TEAM_ENTER_NAMED",...) ExecuteAction("TEAM_EXIT_ALL",...) ExecuteAction("TEAM_GIVE_NEAREST_TEAM_UPGRADE",...) ExecuteAction("TEAM_GIVE_TEAM_UPGRADE",...) ExecuteAction("TEAM_UPGRADE",...) ExecuteAction("TEAM_TOGGLE_CLOSE_RANGE_WEAPON",...) ExecuteAction("TEAM_AI_TRANSFER",...) ExecuteAction("TEAM_TRANSFER_TO_PLAYER",...) ExecuteAction("TEAM_SET_OVERRIDE_RELATION_TO_TEAM",...) ExecuteAction("TEAM_REMOVE_OVERRIDE_RELATION_TO_TEAM",...) ExecuteAction("TEAM_REMOVE_ALL_OVERRIDE_RELATIONS",...) ExecuteAction("TEAM_SET_OVERRIDE_RELATION_TO_PLAYER",...) ExecuteAction("TEAM_ASSIMILATE_WITH_FIRST_WALK_ON_ARMY",...) ExecuteAction("TEAM_ASSIMILATE_WITH_ARMY_BY_NAME",...) ExecuteAction("DAMAGE_MEMBERS_OF_TEAM",...) ExecuteAction("TEAM_DELETE",...) ExecuteAction("TEAM_DELETE_LIVING",...) ExecuteAction("TEAM_KILL",...) ExecuteAction("TEAM_FLASH",...) ExecuteAction("TEAM_FLASH_WHITE",...) ExecuteAction("TEAM_SET_HEALTH",...) ExecuteAction("REMOVE_REINFORCEMENT_ARMY",...) ExecuteAction("CALL_IN_REINFORCEMENTS_WITHOUT_MOVIE",...) ExecuteAction("TEAM_EXECUTE_SEQUENTIAL_SCRIPT",...) ExecuteAction("TEAM_EXECUTE_SEQUENTIAL_SCRIPT_LOOPING",...) ExecuteAction("TEAM_STOP_SEQUENTIAL_SCRIPT",...) ExecuteAction("TEAM_GUARD_FOR_FRAMECOUNT",...) ExecuteAction("TEAM_IDLE_FOR_FRAMECOUNT",...) ExecuteAction("TEAM_GUARD_FOR_SECONDS",...) ExecuteAction("TEAM_IDLE_FOR_SECONDS",...) ExecuteAction("SKIRMISH_WAIT_FOR_COMMANDBUTTON_AVAILABLE_ALL",...) ExecuteAction("SKIRMISH_WAIT_FOR_COMMANDBUTTON_AVAILABLE_PARTIAL",...) ExecuteAction("TEAM_WAIT_FOR_NOT_CONTAINED_ALL",...) ExecuteAction("TEAM_STAND_GROUND",...) ExecuteAction("TEAM_SET_ATTITUDE",...) ExecuteAction("TEAM_SET_SLEEP_STATUS",...) ExecuteAction("SET_STOPPING_DISTANCE",...) ExecuteAction("TEAM_SET_MODELCONDITION",...) ExecuteAction("TEAM_SET_MODELCONDITION_FOR_DURATION",...) ExecuteAction("TEAM_CLEAR_MODELCONDITION",...) ExecuteAction("TEAM_SET_FLAME_STATUS",...) ExecuteAction("TEAM_ENABLE_HOUSE_COLOR",...) ExecuteAction("TEAM_AFFECT_OBJECT_PANEL_FLAGS",...) ExecuteAction("TEAM_SET_AI_RECRUITABLE_FLAG",...) ExecuteAction("TEAM_INCREASE_PRIORITY",...) ExecuteAction("TEAM_INCREASE_PRIORITY_BY_VALUE",...) ExecuteAction("TEAM_DECREASE_PRIORITY",...) ExecuteAction("TEAM_DECREASE_PRIORITY_BY_VALUE",...) ExecuteAction("RECRUIT_TEAM",...) ExecuteAction("RECRUIT_TEAM_AT_TEAM",...) ExecuteAction("CREATE_REINFORCEMENT_TEAM",...) ExecuteAction("CREATE_REINFORCEMENT_TEAM_AT_UNIT_POSITION",...) ExecuteAction("BUILD_TEAM",...) ExecuteAction("TEAM_MERGE_INTO_TEAM",...) ExecuteAction("TEAM_SET_STATE",...) ExecuteAction("TEAM_SET_CUSTOM_STATE",...) ExecuteAction("NAMED_ATTACK_NAMED",...) ExecuteAction("NAMED_ATTACK_AREA",...) ExecuteAction("NAMED_ATTACK_AREA_FOR_SECONDS",...) ExecuteAction("NAMED_HUNT",...) ExecuteAction("NAMED_ATTACK_TEAM",...) ExecuteAction("NAMED_USE_COMMANDBUTTON_ABILITY",...) ExecuteAction("NAMED_USE_COMMANDBUTTON_ABILITY_ON_NAMED",...) ExecuteAction("NAMED_USE_COMMANDBUTTON_ABILITY_AT_WAYPOINT",...) ExecuteAction("NAMED_USE_COMMANDBUTTON_ON_NEAREST_ENEMY_UNIT",...) ExecuteAction("NAMED_USE_COMMANDBUTTON_ON_NEAREST_GARRISONED_BUILDING",...) ExecuteAction("NAMED_USE_COMMANDBUTTON_ON_NEAREST_KINDOF",...) ExecuteAction("NAMED_USE_COMMANDBUTTON_ON_NEAREST_ENEMY_BUILDING",...) ExecuteAction("NAMED_USE_COMMANDBUTTON_ON_NEAREST_ENEMY_BUILDING_CLASS",...) ExecuteAction("NAMED_USE_COMMANDBUTTON_ON_NEAREST_OBJECTTYPE",...) ExecuteAction("NAMED_BUILD_STRUCTURE_AT_WAYPOINT",...) ExecuteAction("NAME_SET_AUTO_ABILITY",...) ExecuteAction("UNIT_GIVE_EXPERIENCE_LEVEL",...) ExecuteAction("UNIT_GIVE_EXPERIENCE_POINTS",...) ExecuteAction("UNIT_SET_EXPERIENCE_POINTS",...) ExecuteAction("UNIT_SET_MAX_LEVEL",...) ExecuteAction("UNIT_GAIN_LEVEL",...) ExecuteAction("EXIT_SPECIFIC_BUILDING",...) ExecuteAction("NAMED_GARRISON_SPECIFIC_BUILDING",...) ExecuteAction("NAMED_GARRISON_SPECIFIC_BUILDING_INSTANTLY",...) ExecuteAction("NAMED_GARRISON_NEAREST_BUILDING",...) ExecuteAction("NAMED_EXIT_BUILDING",...) ExecuteAction("NAMED_GUARD",...) ExecuteAction("UNIT_GUARD_NEAREST_KINDOF",...) ExecuteAction("UNIT_GUARD_POSITION",...) ExecuteAction("UNIT_GUARD_OBJECT",...) ExecuteAction("UNIT_GUARD_AREA",...) ExecuteAction("UNIT_GUARD_AREA_FROM_POSITION",...) ExecuteAction("UNIT_IDLE_FOR_FRAMECOUNT",...) ExecuteAction("UNIT_IDLE_FOR_SECONDS",...) ExecuteAction("MOVE_NAMED_UNIT_TO",...) ExecuteAction("NAMED_FOLLOW_WAYPOINTS",...) ExecuteAction("NAMED_FOLLOW_WAYPOINTS_EXACT",...) ExecuteAction("NAMED_FACE_NAMED",...) ExecuteAction("NAMED_FACE_WAYPOINT",...) ExecuteAction("UNIT_TELEPORT_TO_WAYPOINT",...) ExecuteAction("ATTACK_MOVE_NAMED_UNIT_TO",...) ExecuteAction("UNIT_ATTACK_MOVE_TOWARDS_NEAREST_OBJECT_TYPE",...) ExecuteAction("NAMED_ATTACK_FOLLOW_WAYPOINTS",...) ExecuteAction("DEPLOY_SIEGE_ON_NAMED_WALL",...) ExecuteAction("RETRACT_SIEGE_FROM_WALL",...) ExecuteAction("DEPLOY_NAMED_SIEGE_ON_WAYPOINT",...) ExecuteAction("NAMED_STOP",...) ExecuteAction("NAMED_ENTER_NAMED",...) ExecuteAction("NAMED_EXIT_ALL",...) ExecuteAction("NAMED_RECEIVE_UPGRADE",...) ExecuteAction("NAMED_REMOVE_UPGRADE",...) ExecuteAction("UNIT_AI_TRANSFER",...) ExecuteAction("NAMED_TRANSFER_OWNERSHIP_PLAYER",...) ExecuteAction("UNIT_SET_TEAM",...) ExecuteAction("UNIT_ASSIMILATE_WITH_FIRST_WALK_ON_ARMY",...) ExecuteAction("UNIT_ASSIMILATE_WITH_ARMY_BY_NAME",...) ExecuteAction("NAMED_DAMAGE",...) ExecuteAction("KILL_HORDE_MEMBERS",...) ExecuteAction("NAMED_DELETE",...) ExecuteAction("NAMED_SHOCK",...) ExecuteAction("NAMED_KILL",...) ExecuteAction("UNIT_DESTROY_ALL_CONTAINED",...) ExecuteAction("NAMED_FLASH",...) ExecuteAction("NAMED_CUSTOM_COLOR",...) ExecuteAction("NAMED_FLASH_WHITE",...) ExecuteAction("UNIT_EXECUTE_SEQUENTIAL_SCRIPT",...) ExecuteAction("UNIT_EXECUTE_SEQUENTIAL_SCRIPT_LOOPING",...) ExecuteAction("UNIT_STOP_SEQUENTIAL_SCRIPT",...) ExecuteAction("UNIT_GUARD_FOR_FRAMECOUNT",...) ExecuteAction("UNIT_GUARD_FOR_SECONDS",...) ExecuteAction("UNIT_STAND_GROUND",...) ExecuteAction("NAMED_SET_ATTITUDE",...) ExecuteAction("NAMED_SET_SLEEP_STATUS",...) ExecuteAction("NAMED_SET_CAMERA_FADING",...) ExecuteAction("NAMED_SET_STEALTH_ENABLED",...) ExecuteAction("NAMED_SET_STRICT_CONTROL_ENABLED",...) ExecuteAction("NAMED_SET_HELD",...) ExecuteAction("NAMED_SET_STOPPING_DISTANCE",...) ExecuteAction("NAMED_SET_TOPPLE_DIRECTION",...) ExecuteAction("UNIT_AFFECT_OBJECT_PANEL_FLAGS",...) ExecuteAction("UNIT_SET_MODELCONDITION",...) ExecuteAction("UNIT_SET_MODELCONDITION_FOR_DURATION",...) ExecuteAction("UNIT_CLEAR_MODELCONDITION",...) ExecuteAction("UNIT_SET_FLAME_STATUS",...) ExecuteAction("UNIT_ENABLE_HOUSE_COLOR",...) ExecuteAction("CREATE_OBJECT",...) ExecuteAction("CREATE_NAMED_ON_TEAM_AT_WAYPOINT",...) ExecuteAction("CREATE_NAMED_STRIKE_FORCE_ON_TEAM_AT_WAYPOINT",...) ExecuteAction("CREATE_NAMED_ON_TEAM_AT_WAYPOINT_WITH_ORIENTATION",...) ExecuteAction("CREATE_UNNAMED_ON_TEAM_AT_WAYPOINT",...) ExecuteAction("CREATE_UNNAMED_ON_TEAM_AT_WAYPOINT_WITH_ORIENTATION",...) ExecuteAction("CREATE_NAMED_ON_TEAM_AT_OBJECTTYPE",...) ExecuteAction("CREATE_NAMED_ON_TEAM_AT_OBJECTTYPE_WITH_ORIENTATION",...) ExecuteAction("UNIT_SPAWN_NAMED_LOCATION_ORIENTATION",...) ExecuteAction("CREATE_DELAYED_CARRYOVER_UNIT_AT_WAYPOINT",...) ExecuteAction("CREATE_UNIT_REVIVAL_ENTRY_FROM_DELAYED_CARRYOVER_HERO",...) ExecuteAction("CREATE_UNIT_REVIVAL_ENTRY",...) ExecuteAction("CREATE_UNIT_REVIVAL_ENTRY_AT_LEVEL",...) ExecuteAction("NAMED_TOGGLE_CLOSE_RANGE_WEAPON",...) ExecuteAction("NAMED_SET_SPECIAL_WEAPONSET",...) ExecuteAction("UNIT_CONTEXT_SENSITIVE_ATTACK",...) ExecuteAction("SET_TREE_SWAY",...) ExecuteAction("CAMERA_MOD_FREEZE_ANGLE",...) ExecuteAction("SET_VISUAL_SPEED_MULTIPLIER",...) ExecuteAction("CAMERA_MOD_SET_FINAL_SPEED_MULTIPLIER",...) ExecuteAction("CAMERA_MOD_SET_ROLLING_AVERAGE",...) ExecuteAction("CAMERA_MOD_FINAL_LOOK_TOWARD",...) ExecuteAction("PLAYER_ADD_SKILLPOINTS",...) ExecuteAction("NAMED_SET_REPULSOR",...) ExecuteAction("TEAM_SET_REPULSOR",...) ExecuteAction("DISPLAY_TEXT",...) ExecuteAction("DISPLAY_CINEMATIC_TEXT",...) ExecuteAction("RESUME_SUPPLY_TRUCKING",...) ExecuteAction("TEAM_AVAILABLE_FOR_RECRUITMENT",...) ExecuteAction("TEAM_COLLECT_NEARBY_FOR_TEAM",...) ExecuteAction("PLAYER_GARRISON_ALL_BUILDINGS",...) ExecuteAction("TEAM_SET_STEALTH_ENABLED",...) ExecuteAction("CAMERA_SET_AUDIBLE_DISTANCE",...) ExecuteAction("NAMED_STOP_SPECIAL_POWER_COUNTDOWN",...) ExecuteAction("NAMED_START_SPECIAL_POWER_COUNTDOWN",...) ExecuteAction("NAMED_SET_SPECIAL_POWER_COUNTDOWN",...) ExecuteAction("PLAYER_SET_SPECIAL_POWER_COUNTDOWN",...) ExecuteAction("NAMED_ADD_SPECIAL_POWER_COUNTDOWN",...) ExecuteAction("PLAYER_FIRE_SPECIAL_POWER_AT_WAYPOINT",...) ExecuteAction("SKIRMISH_FIRE_SPECIAL_POWER_AT_MOST_COST",...) ExecuteAction("PLAYER_REPAIR_NAMED_STRUCTURE",...) ExecuteAction("NAMED_FIRE_SPECIAL_POWER_AT_WAYPOINT",...) ExecuteAction("NAMED_FIRE_SPECIAL_POWER_AT_NAMED",...) ExecuteAction("CAMERA_SET_DEFAULT",...) ExecuteAction("NAMED_FIRE_WEAPON_FOLLOWING_WAYPOINT_PATH",...) ExecuteAction("TEAM_REMOVE_OVERRIDE_RELATION_TO_PLAYER",...) ExecuteAction("TEAM_ATTACK_AREA",...) ExecuteAction("PLAYER_REMOVE_OVERRIDE_RELATION_TO_TEAM",...) ExecuteAction("OBJECT_FORCE_SELECT",...) ExecuteAction("SET_CAVE_INDEX",...) ExecuteAction("SOUND_REMOVE_ALL_DISABLED",...) ExecuteAction("UNIT_MOVE_TOWARDS_NEAREST_OBJECT_TYPE",...) ExecuteAction("TEAM_MOVE_TOWARDS_NEAREST_OBJECT_TYPE",...) ExecuteAction("SKIRMISH_ATTACK_NEAREST_GROUP_WITH_VALUE",...) ExecuteAction("SKIRMISH_PERFORM_COMMANDBUTTON_ON_MOST_VALUABLE_OBJECT",...) ExecuteAction("TEAM_SPIN_FOR_FRAMECOUNT",...) ExecuteAction("TEAM_SPIN_FOR_SECONDS",...) ExecuteAction("TEAM_ALL_USE_COMMANDBUTTON_ON_NAMED",...) ExecuteAction("PLAYER_CREATE_TEAM_FROM_CAPTURED_UNITS",...) ExecuteAction("TEAM_WAIT_FOR_NOT_CONTAINED_PARTIAL",...) ExecuteAction("CAMERA_ENABLE_SLAVE_MODE",...) ExecuteAction("CAMERA_DISABLE_SLAVE_MODE",...) ExecuteAction("SET_CAMPAIGN_FLAG",...) ExecuteAction("REGISTER_OBJECT_VS_OBJECT_KILL_RECORDING",...) ExecuteAction("STORE_OBJECT_KILL_COUNT_TO_COUNTER",...) ExecuteAction("UNIT_KILL_ALL_IN_AREA",...) ExecuteAction("UNIT_SET_STANCE",...) --EXECUTE ACTION COMMANDS NOT IN "script.ini" FILE-- ExecuteAction("BUILD_BASE_BUILDING_WITH_TACTIC",...) ExecuteAction("BUILD_BASE_BUILDING_PER_TACTIC",...) ExecuteAction("BUILD_BASE_BUILDING_PER_TACTICAL_MARKER",...) ExecuteAction("CAMEO_FLASH",...) ExecuteAction("CHANGE_BURN_RATE_AT_WAYPOINT",...) ExecuteAction("CHANGE_BURN_RATE_IN_AREA",...) ExecuteAction("CLEAR_MGBATTLE_RESTRICTION",...) ExecuteAction("CLOSE_OBJECTIVES_SCREEN",...) ExecuteAction("COMMANDBAR_ADD_BUTTON_OBJECTTYPE_SLOT",...) ExecuteAction("DIM_WORLD_LIGHTS",...) ExecuteAction("DISABLE_OBJECTIVES_SCREEN",...) ExecuteAction("DISABLE_SPECIAL_POWER_DISPLAY",...) ExecuteAction("DISABLE_SPELL_STORE",...) ExecuteAction("DISABLE_UI_BUILD_BUTTON",...) ExecuteAction("DISABLE_UI_FIXED_ELEMENT",...) ExecuteAction("DISABLE_UI_PLAYER_POWER_BUTTON",...) ExecuteAction("DISABLE_UI_UNIT_ABILITY_BUTTON",...) ExecuteAction("DISPLAY_NOTIFICATION_BOX",...) ExecuteAction("DISPLAY_NOTIFICATION_BOX_WITH_OBJECT_TYPE_IMAGE_OVERRIDE",...) ExecuteAction("DISPLAY_TUTORIAL_TEXT",...) ExecuteAction("ENABLE_OBJECTIVES_SCREEN",...) ExecuteAction("ENABLE_SPECIAL_POWER_DISPLAY",...) ExecuteAction("ENABLE_SPELL_STORE",...) ExecuteAction("FLASH_OBJECTIVES_BUTTON",...) ExecuteAction("FLASH_PLANNING_MODE_BUTTON",...) ExecuteAction("FLASH_SPELL_STORE_BUTTON",...) ExecuteAction("FLASH_UI_BUILD_BUTTON",...) ExecuteAction("FLASH_UI_FIXED_ELEMENT",...) ExecuteAction("FLASH_UI_PLAYER_POWER_BUTTON",...) ExecuteAction("FLASH_UI_SUDS_ELEMENT",...) ExecuteAction("FLASH_UI_UNIT_ABILITY_BUTTON",...) ExecuteAction("GATE_CLOSE",...) ExecuteAction("GATE_OPEN",...) ExecuteAction("GATE_READY",...) ExecuteAction("GLOBAL_SET_STEALTH_ENABLED",...) ExecuteAction("HERO_SELECT_BUTTON_FLASH",...) ExecuteAction("HIDE_TUTORIAL_TEXT",...) ExecuteAction("HUMAN_IMPASSABLE_AREA",...) ExecuteAction("LIVING_WORLD_ORDER_ARMY_MOVE_TO_ADJACENT_REGION",...) ExecuteAction("LIVING_WORLD_SET_ARMY_REF_TO_HERO_ARMY_BY_INDEX",...) ExecuteAction("LIVING_WORLD_SET_PLAYER_REF_BY_TEMPLATE",...) ExecuteAction("LIVING_WORLD_SET_REGION_REF_TO_ADJACENT_REGION",...) ExecuteAction("LIVING_WORLD_SET_REGION_REF_TO_ARMY_REGION",...) ExecuteAction("MODIFY_METAGAME_MAX_TIBERIUM",...) ExecuteAction("MODIFY_METAGAME_PLAYERS_TIBERIUM",...) ExecuteAction("NAMED_BASE_UNPACK",...) ExecuteAction("NAMED_BASE_UNPACK_FREE",...) ExecuteAction("NAMED_FIRE_METAGAME_OP_INSTANT",...) ExecuteAction("NAMED_FIRE_SPECIAL_POWER",...) ExecuteAction("NAMED_HIDE_SPECIAL_POWER_DISPLAY",...) ExecuteAction("NAMED_SET_EMOTICON",...) ExecuteAction("NAMED_SHOW_SPECIAL_POWER_DISPLAY",...) ExecuteAction("OPEN_COMMAND_BAR",...) ExecuteAction("PLAY_MOVIE_IN_GAME",...) ExecuteAction("PLAYER_ALLOW_AI_AUTOACQUIRE",...) ExecuteAction("PLAYER_FORCE_EMOTION",...) ExecuteAction("PLAYER_GIVE_LIGHT_POINT_LEVEL",...) ExecuteAction("PLAYER_GIVE_LIGHT_POINTS",...) ExecuteAction("PLAYER_REMOVE_LIGHT_POINT_LEVEL",...) ExecuteAction("PLAYER_RESET_LIGHT_POINTS",...) ExecuteAction("PLAYER_SET_BASE_POWER",...) ExecuteAction("PLAYER_SET_MONEY_CAP",...) ExecuteAction("RADAR_DISABLE",...) ExecuteAction("RADAR_ENABLE",...) ExecuteAction("RADAR_FORCE_ENABLE",...) ExecuteAction("RADAR_REVERT_TO_NORMAL",...) ExecuteAction("RECOMMENDED",...) ExecuteAction("REFRESH_RADAR",...) ExecuteAction("REINFORCEMENTS_DISPLAY_BANNER",...) ExecuteAction("REMOVE_PLAYER_UPGRADE",...) ExecuteAction("RESIZE_VIEW_GUARDBAND",...) ExecuteAction("RESTORE_WORLD_LIGHTS",...) ExecuteAction("SELECT_BUILDER_BUTTON_FLASH",...) ExecuteAction("SET_AVAILABLE_STRIKEFORCES",...) ExecuteAction("SET_CAMERA_CLIP_DEPTH_MULTIPLIER",...) ExecuteAction("SET_COUNTER_TO_BASE_POPULATION",...) ExecuteAction("SET_DISABLE_STRATEGIC_BUILDING",...) ExecuteAction("SET_GAMEPLAYMODE_TIMER",...) ExecuteAction("SET_IGNORE_SKIRMISH_VICTORY_CONDITIONS",...) ExecuteAction("SET_METAGAME_MAX_TIBERIUM",...) ExecuteAction("SET_METAGAME_PLAYERS_TIBERIUM",...) ExecuteAction("SET_MG_PLAYER_OPS_POINTS_LIMITS",...) ExecuteAction("SET_MGBATTLE_RESTRICTION",...) ExecuteAction("SET_PLAYER_LIGHT_POINTS_TO_COUNTER",...) ExecuteAction("SET_UI_ELEMENT_ENABLED",...) ExecuteAction("SET_UNIT_POPULATION_PERCENTAGE_TO_COUNTER",...) ExecuteAction("SKIRMISH_AI_MAKE_BASE",...) ExecuteAction("SKIRMISH_AI_REBUILD_SYSTEM_SCAN",...) ExecuteAction("SKIRMISH_AI_SET_FAVORED_ENEMY",...) ExecuteAction("SKIRMISH_AI_USE_REBUILD_SYSTEM",...) ExecuteAction("SKIRMISH_AI_USE_REPAIRS",...) ExecuteAction("STRINGLIST_ADDSTRIKEFORCE",...) ExecuteAction("STRINGLIST_REMOVESTRIKEFORCE",...) ExecuteAction("SWITCH_TO_PRODUCTION_QUEUE_TAB",...) ExecuteAction("TEAM_ALLOW_AI_AUTOACQUIRE",...) ExecuteAction("TEAM_CHANGE_OBJECT_STATUS",...) ExecuteAction("TEAM_CONTEXT_SENSITIVE_ATTACK",...) ExecuteAction("TEAM_FORCE_EMOTION",...) ExecuteAction("TEAM_NEEDS_OPEN_GATE",...) ExecuteAction("TEAM_SET_EMOTICON",...) ExecuteAction("TEAM_SET_PLAYERS_NEAREST_UNIT_OF_TYPE_TO_REFERENCE",...) ExecuteAction("TEAM_SET_STRICT_CONTROL_ENABLED",...) ExecuteAction("UNIT_ALLOW_AI_AUTOACQUIRE",...) ExecuteAction("UNIT_CHANGE_OBJECT_STATUS",...) ExecuteAction("UNIT_FORCE_EMOTION",...) ExecuteAction("UNIT_SET_HEALTH",...) ExecuteAction("WATER_CHANGE_HEIGHT_OVER_TIME",...) --NONUSABLE EXECUTE ACTION COMMANDS-- ExecuteAction("BUILD_BASE_AT_LOCATION",...) ExecuteAction("BUILD_BASE_CLOSEST",...) ExecuteAction("BUILD_ECONOMY_BUILDING_AT_LOCATION",...) ExecuteAction("BUILD_ECONOMY_BUILDING_CLOSEST",...) ExecuteAction("MAP_SHROUD_IN_TRIGGER",...) ExecuteAction("RESET_INFANTRY_LIGHTING_OVERRIDE",...) ExecuteAction("SET_COUNTER_TO_TEAM_THREAT",...) ExecuteAction("SET_COUNTER_TO_THREAT_FINDER_THREAT",...) ExecuteAction("SET_COUNTER_TO_UNIT_THREAT",...) ExecuteAction("SET_INFANTRY_LIGHTING_OVERRIDE",...) ExecuteAction("TEAM_HUNT_WITH_COMMAND_BUTTON",...) ExecuteAction("TEAM_REPAIR_WEAKEST_MEMBER_OF_TEAM",...) --EVALUATE CONDITION COMMANDS-- EvaluateCondition("HAS_FINISHED_SPEECH",...) EvaluateCondition("HAS_FINISHED_AUDIO",...) EvaluateCondition("MUSIC_IS_PLAYING_FROM_SCRIPT",...) EvaluateCondition("REGION_CAMPS_SHOULD_UNPACK",...) EvaluateCondition("OBJECT_OF_TYPE_OR_LIST_INSIDE_REFD_BASE",...) EvaluateCondition("CAMERA_MOVEMENT_FINISHED",...) EvaluateCondition("CAMERA_HIT_SPECIFIC_SPLINE_WAYPOINT",...) EvaluateCondition("CAMERA_ENTERED_AREA",...) EvaluateCondition("CAMERA_SCROLL_DISTANCE",...) EvaluateCondition("CAMERA_ROTATE_DISTANCE",...) EvaluateCondition("CAMERA_ZOOM_DISTANCE",...) EvaluateCondition("CAMERA_RESET",...) EvaluateCondition("COMPARE_NUM_PLAYERS_IN_GAME",...) EvaluateCondition("IS_GAME_IN_SKIRMISH_OR_MULTIPLAYER",...) EvaluateCondition("IS_GAME_MODE_ACTIVE",...) EvaluateCondition("BANNER_PRESSED",...) EvaluateCondition("ZONE_FOCUS_MORE_THAN",...) EvaluateCondition("MULTIPLAYER_ALLIED_VICTORY",...) EvaluateCondition("MULTIPLAYER_ALLIED_DEFEAT",...) EvaluateCondition("MULTIPLAYER_PLAYER_DEFEAT",...) EvaluateCondition("PLAYER_HAS_COMPARISON_UNIT_TYPE_IN_TRIGGER_AREA",...) EvaluateCondition("PLAYER_HAS_COMPARISON_UNIT_TYPE_IN_TRIGGER_AREA_COMPLETELY_BUILT",...) EvaluateCondition("PLAYER_HAS_COMPARISON_UNIT_TYPE_IN_TRIGGER_AREA_WITH_UPGRADE",...) EvaluateCondition("PLAYER_HAS_COMPARISON_UNIT_KIND_IN_TRIGGER_AREA",...) EvaluateCondition("SKIRMISH_VALUE_IN_AREA",...) EvaluateCondition("SKIRMISH_PLAYER_HAS_UNITS_IN_AREA",...) EvaluateCondition("SKIRMISH_PLAYER_IS_OUTSIDE_AREA",...) EvaluateCondition("PLAYER_DESTROYED_N_BUILDINGS_PLAYER",...) EvaluateCondition("PLAYER_HAS_KILLED_KINDOF_UNITS",...) EvaluateCondition("PLAYER_HAS_KILLED_TYPE_UNITS",...) EvaluateCondition("SKIRMISH_PLAYER_HAS_BEEN_ATTACKED_BY_PLAYER",...) EvaluateCondition("NAMED_BASE_UNPACKABLE_FOR_PLAYER",...) EvaluateCondition("CAN_BUILD_OBJECTTYPE_AT_BASE",...) EvaluateCondition("HAS_COMMAND_POINTS_TO_BUILD_TEAM",...) EvaluateCondition("HAS_COMMAND_POINTS_TO_BUILD_UNIT",...) EvaluateCondition("HAS_EVA_EVENT_PLAYED_IN_LAST_N_SECONDS",...) EvaluateCondition("IS_NUM_OF_UNITS_BELONGING_TO_PLAYER_NEAR_EVA_EVENT_LAST_PLAYED_LOCATION_COMPARISON_INT",...) EvaluateCondition("PLAYER_COMPARE_RANK",...) EvaluateCondition("PLAYER_HAS_OBJECT_OF_VETERANCY",...) EvaluateCondition("SKIRMISH_PLAYER_FACTION",...) EvaluateCondition("START_POSITION_IS",...) EvaluateCondition("BUILDING_ENTERED_BY_PLAYER",...) EvaluateCondition("SKIRMISH_PLAYER_HAS_COMPARISON_GARRISONED",...) EvaluateCondition("PLAYER_ISSUED_FORMATION_ORDER",...) EvaluateCondition("ANY_UNITS_USING_BLOODTHIRSTY",...) EvaluateCondition("UNIT_IN_ALT_FORMATION",...) EvaluateCondition("UNIT_HAS_TOGGLED_WEAPON",...) EvaluateCondition("UNIT_USING_AUTOPICKUP",...) EvaluateCondition("ANY_HERO_REACHED_RANK",...) EvaluateCondition("PLAYER_HAS_NUM_UNITS_WITH_UPGRADE",...) EvaluateCondition("NUM_UNITS_LEVELED_UP",...) EvaluateCondition("PLAYER_HAS_NUM_UNITS_LOADED_WITH_OBJECT",...) EvaluateCondition("PLAYER_LOST_OBJECT_TYPE",...) EvaluateCondition("BUILT_BY_PLAYER",...) EvaluateCondition("PLAYER_HAS_NUMBER_OBJECTS_WITH_MODELCONDITION",...) EvaluateCondition("PLAYER_HAS_NUMBER_UNITS_DISTANCE_FROM_OBJECT",...) EvaluateCondition("PLAYER_HAS_CREDITS",...) EvaluateCondition("NAMED_OWNED_BY_PLAYER",...) EvaluateCondition("TEAM_OWNED_BY_PLAYER",...) EvaluateCondition("PLAYER_HAS_OBJECT_COMPARISON",...) EvaluateCondition("PLAYER_HAS_N_OR_FEWER_BASES",...) EvaluateCondition("PLAYER_POWER_COMPARE_PERCENT",...) EvaluateCondition("PLAYER_EXCESS_POWER_COMPARE_VALUE",...) EvaluateCondition("PLAYER_TRIGGERED_SPECIAL_POWER_FROM_NAMED",...) EvaluateCondition("SKIRMISH_FIRE_SPECIAL_POWER_ON_TEAM",...) EvaluateCondition("TEAM_DISCOVERED",...) EvaluateCondition("NAMED_DISCOVERED",...) EvaluateCondition("SKIRMISH_PLAYER_HAS_DISCOVERED_PLAYER",...) EvaluateCondition("SKIRMISH_SUPPLIES_VALUE_WITHIN_DISTANCE",...) EvaluateCondition("SUPPLY_SOURCE_SAFE",...) EvaluateCondition("SUPPLY_SOURCE_ATTACKED",...) EvaluateCondition("PLAYER_ACQUIRED_SCIENCE",...) EvaluateCondition("PLAYER_CAN_PURCHASE_SCIENCE",...) EvaluateCondition("PLAYER_HAS_SCIENCEPURCHASEPOINTS",...) EvaluateCondition("PLAYER_HAS_REACHED_LEVEL_CAP",...) EvaluateCondition("PLAYER_BUILT_UPGRADE",...) EvaluateCondition("DISTANCE_BETWEEN_OBJ",...) EvaluateCondition("DISTANCE_BETWEEN_TEAM",...) EvaluateCondition("COUNTER_SECONDS",...) EvaluateCondition("COUNTER_COUNTER",...) EvaluateCondition("COUNTER",...) EvaluateCondition("FLAG",...) EvaluateCondition("COMPARISON_TREES_IN_TRIGGER_AREA",...) EvaluateCondition("TIMER_EXPIRED",...) EvaluateCondition("CONDITION_TRUE",...) EvaluateCondition("TEAM_INSIDE_AREA_PARTIALLY",...) EvaluateCondition("TEAM_INSIDE_AREA_ENTIRELY",...) EvaluateCondition("TEAM_OUTSIDE_AREA_ENTIRELY",...) EvaluateCondition("TEAM_REACHED_WAYPOINTS_END",...) EvaluateCondition("TEAM_ENTERED_AREA_ENTIRELY",...) EvaluateCondition("TEAM_ENTERED_AREA_PARTIALLY",...) EvaluateCondition("TEAM_EXITED_AREA_ENTIRELY",...) EvaluateCondition("TEAM_EXITED_AREA_PARTIALLY",...) EvaluateCondition("TEAM_ATTACKED_BY_PLAYER",...) EvaluateCondition("TEAM_DESTROYED",...) EvaluateCondition("TEAM_HAS_FEWER_THAN_X_UNITS_WITH_KINDOF",...) EvaluateCondition("TEAM_HAS_UNITS",...) EvaluateCondition("TEAM_ATTACKED_BY_OBJECTTYPE",...) EvaluateCondition("TEAM_CREATED",...) EvaluateCondition("TEAM_ENTERED_NEAREST_BASE_ENTIRELY",...) EvaluateCondition("TEAM_ENTERED_NEAREST_BASE_PARTIALLY",...) EvaluateCondition("TEAM_ENTERED_REFD_BASE_ENTIRELY",...) EvaluateCondition("TEAM_ENTERED_REFD_BASE_PARTIALLY",...) EvaluateCondition("TEAM_EXITED_NEAREST_BASE_ENTIRELY",...) EvaluateCondition("TEAM_EXITED_NEAREST_BASE_PARTIALLY",...) EvaluateCondition("TEAM_EXITED_REFD_BASE_ENTIRELY",...) EvaluateCondition("TEAM_EXITED_REFD_BASE_PARTIALLY",...) EvaluateCondition("SKIRMISH_COMMAND_BUTTON_READY_ALL",...) EvaluateCondition("SKIRMISH_COMMAND_BUTTON_READY_PARTIAL",...) EvaluateCondition("EVAL_TEAM_HEALTH",...) EvaluateCondition("TEAM_ALL_HAS_OBJECT_STATUS",...) EvaluateCondition("TEAM_SOME_HAVE_OBJECT_STATUS",...) EvaluateCondition("ENEMY_SIGHTED_BY_TEAM",...) EvaluateCondition("TEAM_STATE_IS",...) EvaluateCondition("TEAM_STATE_IS_NOT",...) EvaluateCondition("TEAM_HAS_CUSTOM_STATE",...) EvaluateCondition("TEAM_IS_ATTACKED_AND_CANNOT_RETALIATE_ANY",...) EvaluateCondition("TEAM_IS_ATTACKED_AND_CANNOT_RETALIATE_ALL",...) EvaluateCondition("TEAM_THREAT_LEVEL",...) EvaluateCondition("TEAM_IS_LED_BY_UNIT",...) EvaluateCondition("TEAM_CAN_PATH_INTO_PLAYERS_NEAREST_BASE",...) EvaluateCondition("TEAM_CAN_PATH_TO_OBJECT",...) EvaluateCondition("TEAM_CAN_PATH_TO_WAYPOINT",...) EvaluateCondition("NAMED_INSIDE_AREA",...) EvaluateCondition("NAMED_OUTSIDE_AREA",...) EvaluateCondition("NAMED_REACHED_WAYPOINTS_END",...) EvaluateCondition("NAMED_ENTERED_AREA",...) EvaluateCondition("NAMED_EXITED_AREA",...) EvaluateCondition("UNIT_COMPARE_RANK",...) EvaluateCondition("UNIT_HEALTH",...) EvaluateCondition("NAMED_DESTROYED",...) EvaluateCondition("NAMED_DYING",...) EvaluateCondition("NAMED_TOTALLY_DEAD",...) EvaluateCondition("NAMED_NOT_DESTROYED",...) EvaluateCondition("NAMED_ATTACKED_BY_OBJECTTYPE",...) EvaluateCondition("NAMED_DESTROYED_BY_OBJECTTYPE",...) EvaluateCondition("NAMED_CREATED",...) EvaluateCondition("NAMED_ATTACKED_BY_PLAYER",...) EvaluateCondition("NAMED_ENTERED_NEAREST_BASE",...) EvaluateCondition("NAMED_EXITED_NEAREST_BASE",...) EvaluateCondition("NAMED_ENTERED_REFD_BASE",...) EvaluateCondition("NAMED_EXITED_REFD_BASE",...) EvaluateCondition("UNIT_IS_ATTACKED_AND_CANNOT_RETALIATE",...) EvaluateCondition("UNIT_THREAT_LEVEL",...) EvaluateCondition("UNIT_HAS_PASSENGER",...) EvaluateCondition("UNIT_HAS_GAINED_LEVEL",...) EvaluateCondition("UNIT_IS_AT_LEVEL",...) EvaluateCondition("NAMED_RANK_LEVEL",...) EvaluateCondition("NAMED_BUILDING_IS_EMPTY",...) EvaluateCondition("UNIT_HAS_OBJECT_STATUS",...) EvaluateCondition("UNIT_USING_STANCE",...) EvaluateCondition("NAMED_SELECTED",...) EvaluateCondition("TYPE_SELECTED",...) EvaluateCondition("ENEMY_SIGHTED",...) EvaluateCondition("TYPE_SIGHTED",...) EvaluateCondition("UNIT_HAS_NUM_SKILL_POINTS",...) EvaluateCondition("IS_UNIT_WEBBED",...) EvaluateCondition("SKIRMISH_UNOWNED_FACTION_UNIT_EXISTS",...) EvaluateCondition("UNIT_CAN_PATH_TO_OBJECT",...) EvaluateCondition("UNIT_CAN_PATH_TO_WAYPOINT",...) EvaluateCondition("UNIT_CAN_PATH_INTO_PLAYERS_NEAREST_BASE",...) EvaluateCondition("GATE_IS_OPEN",...) EvaluateCondition("IS_SEIGE_ATTACHED_TO_WALL",...) EvaluateCondition("HAS_DELAYED_CARRYOVER_UNIT_OF_TYPE",...) EvaluateCondition("CONDITION_FALSE",...) EvaluateCondition("PLAYER_ALL_DESTROYED",...) EvaluateCondition("PLAYER_ALL_BUILDFACILITIES_DESTROYED",...) EvaluateCondition("MISSION_ATTEMPTS",...) EvaluateCondition("PLAYER_HAS_N_OR_FEWER_BUILDINGS",...) EvaluateCondition("PLAYER_HAS_N_OR_FEWER_FACTION_BUILDINGS",...) EvaluateCondition("PLAYER_HAS_POWER",...) EvaluateCondition("PLAYER_HAS_NO_POWER",...) EvaluateCondition("HAS_FINISHED_VIDEO",...) EvaluateCondition("PLAYER_TRIGGERED_SPECIAL_POWER",...) EvaluateCondition("PLAYER_TRIGGERED_SPECIAL_POWER_IN_AREA",...) EvaluateCondition("PLAYER_MIDWAY_SPECIAL_POWER",...) EvaluateCondition("PLAYER_MIDWAY_SPECIAL_POWER_FROM_NAMED",...) EvaluateCondition("PLAYER_COMPLETED_SPECIAL_POWER",...) EvaluateCondition("PLAYER_COMPLETED_SPECIAL_POWER_FROM_NAMED",...) EvaluateCondition("PLAYER_BUILT_UPGRADE_FROM_NAMED",...) EvaluateCondition("UNIT_EMPTIED",...) EvaluateCondition("SKIRMISH_SPECIAL_POWER_READY",...) EvaluateCondition("SKIRMISH_PLAYER_HAS_PREREQUISITE_TO_BUILD",...) EvaluateCondition("SKIRMISH_PLAYER_HAS_COMPARISON_CAPTURED_UNITS",...) EvaluateCondition("SKIRMISH_NAMED_AREA_EXIST",...) EvaluateCondition("MUSIC_TRACK_HAS_COMPLETED",...) EvaluateCondition("UNIT_TEST_OBJECT_PANEL_FLAGS",...) EvaluateCondition("TEST_CAMPAIGN_FLAG",...) EvaluateCondition("UNIT_HAS_UPGRADE",...) EvaluateCondition("CAN_BUILD_AT_BASE",...) --EVALUATE CONDITION COMMANDS NOT IN "script.ini" FILE-- EvaluateCondition("BUILDING_GARRISONNED_BY_OBJECT_TYPE",...) EvaluateCondition("BUILDING_IS_DEFAULT_PRODUCTION",...) EvaluateCondition("IS_AREA_ON_FIRE",...) EvaluateCondition("LIVING_WORLD_IS_REGION_REF_BOUND",...) EvaluateCondition("LOCAL_PLAYER_TARGETING_SPECIAL_POWER",...) EvaluateCondition("LOCAL_PLAYER_TARGETING_SPECIAL_POWER_FROM_OBJECT",...) EvaluateCondition("METAGAME_DIALOG_STATE_CHANGE",...) EvaluateCondition("MGOP_TRIGGERED_BY_NAMED",...) EvaluateCondition("MGOP_TRIGGERED_BY_NAMED_IN_AREA",...) EvaluateCondition("MGOP_TRIGGERED_BY_NAMED_ON_OBJECT",...) EvaluateCondition("MGOP_TRIGGERED_BY_PLAYER",...) EvaluateCondition("MGOP_TRIGGERED_BY_PLAYER_IN_AREA",...) EvaluateCondition("MGOP_TRIGGERED_BY_PLAYER_ON_OBJECT",...) EvaluateCondition("MUSIC_IS_PLAYING_FROM_SCRIPT",...) EvaluateCondition("OBJECTIVES_SCREEN_IS_OPEN",...) EvaluateCondition("PLAYER_COMPARE_LIGHT_POINTS",...) EvaluateCondition("PLAYER_HAS_NUMBER_OBJECTS_WITH_OBJECT_STATUS",...) EvaluateCondition("PLAYER_IS_IN_PLANNING_MODE",...) EvaluateCondition("PLAYER_TRIGGERED_SCRIPT_EVENT",...) EvaluateCondition("SPELL_STORE_IS_OPEN",...) EvaluateCondition("TEST_METAGAME_KINDOF_IN_AOI_OF_KINDOF",...) EvaluateCondition("TEST_METAGAME_KINDOF_IN_AOI_OF_UNIT",...) EvaluateCondition("TEST_METAGAME_LOCAL_PLAYER_STRIKEFORCE_IN_BATTLE_WITH_UNIT",...) EvaluateCondition("TEST_METAGAME_PLAYER_FLAGS",...) EvaluateCondition("TEST_METAGAME_TOWER_COUNT",...) EvaluateCondition("TEST_METAGAME_UNIT_IN_BATTLE_WITH_UNIT",...) EvaluateCondition("TOGGLE_STANCE_SUBMENU_IS_OPEN",...) EvaluateCondition("UNIT_SPECIAL_POWER_READY",...) --NONUSABLE EVALUATE CONDITION COMMANDS-- EvaluateCondition("BRIDGE_BROKEN",...) EvaluateCondition("BRIDGE_REPAIRED",...) EvaluateCondition("SKIRMISH_TECH_BUILDING_WITHIN_DISTANCE"...) --NATIVE LUA FUNCTIONS-- openfile closefile readfrom read writeto write appendto remove rename flush seek tmpname dofile dostring tremove tinsert sort rawgettable rawsettable getn globals getglobal setglobal rawgetglobal rawsetglobal rawget rawset strlen strfind strupper strlower strchar strbyte strrep strsub gsub tostring tonumber format ascii sin cos tan asin acos atan atan2 mod deg rad exp ldexp frexp log log10 floor ceil min max sqrt abs random randomseed foreachvar foreach foreachi nextvar next tag settag newtag gettagmethod settagmethod copytagmethods execute date clock setlocale numeric monetary ctype collate all end set getenv USERNAME ComputerName OS Tmp ... exit type function table userdata string number nil call print assert error _ALERT _ERRORMESSAGE debug getinfo getlocal setlocal setcallhook setlinehook gcinfo collectgarbage --GLOBAL VARIABLES-- _STDIN _STDOUT _STDERR _INPUT _OUTPUT PI _VERSION --LUA SYNTAX-- true false if else elseif and or not for do while repeat until break end function in local nil return then ~= <= >= < > == = + - * / ^ % ( ) { } [ ] ; , . .. ... -- add sub mul div pow unm lt le concat index gc --GAME SCRIPT EVENTS (NOT LUA)-- OnPowerRestore OnPowerOutage OnClipFull OnClipEmpty OnBuildVariation (self, real) OnGenericEvent (self, string) OnSlaughtered (self, slaughterer) OnBuildingComplete OnCreated (self) OnQuenched (self) OnAflame (self) DamageIncoming (self, other, delay, amount) BeScary OnTeamDestroyed (self) OnTeamExited (self, areaName) OnTeamEntered (self, areaName) OnUnitExited (self, areaName) OnUnitEntered (self, areaName) OnArrived (self) OnDestroyed (self) OnDamaged (self, other) ExampleGuardMe (self, other, string) ExampleSpyMoving (self, spySelf, parameters...) BeAfraidOfRampage BeAfraidOfPhial BeUncontrollablyAfraid BeAfraidOfGateDamaged BeTerrified ChantForUnit StopChantForUnit BeginChanting StopChanting (ObjectStatusEvent) (ModelConditionEvent)