This is a listing of all scripts from the Generals Worldbuilder. There are a few more scripts in the Zero Hour Worldbuilder. These are missing here. There might be an update for this as well.
In any case, you can use this to conveniently browse and collect scripts before you start scripting.
Additionally, the contents of some drop-down lists within the scripts are still listed.

Generals Worldbuilder Script Index
Generals Worldbuilder Script Index and its dropdown lists in an Excel Sheet.
86 Downloads
# | Folder | Script | Type | Content |
---|---|---|---|---|
1 | Camera | The camera movement has finished. | IF | The camera movement has finished. |
2 | Multimedia | Music Track has completed some number of times. | IF | [???]’???’ has completed at least 0 times. (NOTE: This can only be used to start other music. USING THIS SCRIPT IN ANY OTHER WAY WILL CAUSE REPLAYS TO NOT WORK.) |
3 | Multimedia | Sound has completed playing. | IF | [???]Sound ‘???’ has completed playing. |
4 | Multimedia | Speech has completed playing. | IF | [???]’???’ has completed playing. |
5 | Multimedia | Video has completed playing. | IF | [???]’???’ has completed playing. |
6 | Multiplayer | Multiplayer allied defeat. | IF | The multiplayer game has ended in defeat for the local player and his allies. |
7 | Multiplayer | Multiplayer allied victory. | IF | The multiplayer game has ended in victory for the local player and his allies. |
8 | Multimedia | Multiplayer local player defeat check. | IF | Everything belonging to the local player has been destroyed, but his allies may or may not have been defeated. |
9 | Player | All destroyed. | IF | [???]Everything belonging to Player ‘???’ has been destroyed. |
10 | Player | All factories destroyed. | IF | All factories belonging to Player ‘???’ have been destroyed. |
11 | Player | Player acquired a Science. | IF | Player Player ‘???’ acquired Science ‘???’. |
12 | Player | Player built an upgrade from a named unit. | IF | Player Player ‘???’ built Upgrade ‘???’ from Unit ‘???’. |
13 | Player | Player built an upgrade. | IF | Player Player ‘???’ built Upgrade ‘???’. |
14 | Player | Player can purchase a particular Science (has all prereqs & points). | IF | Player Player ‘???’ can purchase Science ‘???’. |
15 | Player | Player completed using a special power from a named unit. | IF | Player Player ‘???’ completed using Special power ‘???’ from Unit ‘???’. |
16 | Player | Player completed using a special power. | IF | Player Player ‘???’ completed using Special power ‘???’. |
17 | Player | Player currently owns N or fewer buildings. | IF | Player ‘???’ currently owns 0 or fewer buildings. |
18 | Player | Player currently owns N or fewer faction buildings. | IF | Player ‘???’ currently owns 0 or fewer faction buildings. |
19 | Player | Player destroyed N or more of an opponent’s buildings. | IF | Player Player ‘???’ destroyed 0 or more buildings owned by Player ‘???’. |
20 | Player | Player has (comparison) kilowatts excess power supply. | IF | Player ‘???’ has Less Than 0 excess kilowatts power supply. |
21 | Player | Player has (comparison) kind of unit or structure in an area. | IF | Player ‘???’ has Less Than 0 unit or structure with Kind is ‘OBSTACLE’ in the area ‘???’ |
22 | Player | Player has (comparison) percent power supply to consumption. | IF | Player ‘???’ has Less Than 0 percent power supply ratio. |
23 | Player | Player has (comparison) to a number of credits. | IF | 0 is Less Than the number of credits possessed by Player ‘???’ |
24 | Player | Player has (comparison) unit type in area. | IF | Player ‘???’ has Less Than 0 unit or structure of type ‘???’ in the area ‘???’ |
25 | Player | Player has (comparison) unit type. | IF | Player ‘???’ has Less Than 0 unit or structure of type ‘???’ |
26 | Player | Player has a certain number of Science Purchaise Points available. | IF | Player Player ‘???’ has at least 0 Science Purchase Points available. |
27 | Player | Player has attempted the mission a number of times. | IF | Player ‘???’ has attempted the mission Less Than 0 times. |
28 | Player | Player has built an object type. | IF | [???]’???’ has been built by Player ‘???’ |
29 | Player | Player has discovered a specific unit. | IF | Unit ‘???’ has been discovered by Player ‘???’ |
30 | Player | Player has discovered a team. | IF | Team ‘???’ has been discovered by Player ‘???’ |
31 | Player | Player has entered a specific building. | IF | Player ‘???’ has entered building named Unit ‘???’ |
32 | Player | Player has lost an object of type. | IF | Player ‘???’ has lost an object of type ‘???’ (can be an object type list). |
33 | Player | Player is midway through using a special power from a named unit. | IF | Player Player ‘???’ is midway using Special power ‘???’ from Unit ‘???’. |
34 | Player | Player is midway through using a special power. | IF | Player Player ‘???’ is midway using Special power ‘???’. |
35 | Player | Player owns a specific team. | IF | Team ‘???’ is owned by Player ‘???’ |
36 | Player | Player owns the specific Unit. | IF | Unit ‘???’ is owned by Player ‘???’ |
37 | Player | Player start using a special power from a named unit. | IF | Player Player ‘???’ starts using Special power ‘???’ from Unit ‘???’. |
38 | Player | Player starts using a special power. | IF | Player Player ‘???’ starts using Special power ‘???’. |
39 | Player | Player’s base currently has no power. | IF | Player ‘???’ buildings are not powered. |
40 | Player | Player’s base currently has power. | IF | Player ‘???’ buildings are powered. |
41 | Scripting | Counter compared to a value. | IF | Counter ‘???’ IS Less Than 0 |
42 | Scripting | False. | IF | False. |
43 | Scripting | Flag compared to a value. | IF | Flag named ‘???’ IS FALSE |
44 | Scripting | Timer expired. | IF | Timer ‘???’ has expired. |
45 | Scripting | True. | IF | True. |
46 | Skirmish Only | Player has total value in area | IF | Player ‘???’ has Less Than 0 within area area ‘???’ |
47 | Skirmish Only | Supplies are within specified distance. | IF | Player ‘???’ has supplies within 0.00 of area ‘???’ worth at least 0.00 |
48 | Skirmish Only | Tech building is within specified distance. | IF | Player ‘???’ has a tech building within 0.00 of area ‘???’ |
49 | Skirmish | Area exists. | IF | Player ‘???’. area ‘???’ exists. |
50 | Skirmish | Command Ability is ready – all. | IF | Player ‘???”s Team ‘???’ are ready to use Ability ‘???’ (all applicable members). |
51 | Skirmish | Command Ability is ready – partial. | IF | Player ‘???”s Team ‘???’ are ready to use Ability ‘???’ (at least one member). |
52 | Skirmish | Player doesn’t have units in an area. | IF | Player ‘???’ has doesn’t have units in area ‘???’. |
53 | Skirmish | Player has been attacked by player. | IF | Player ‘???’ has been attacked by Player ‘???’. |
54 | Skirmish | Player has captured units — comparison | IF | Player ‘???’ has captured Less Than 0 units. |
55 | Skirmish | Player has discovered another player. | IF | Player ‘???’ has discovered Player ‘???’. |
56 | Skirmish | Player has garrisoned buildings — comparison. | IF | Player ‘???’ has Less Than 0 garrisoned buildings. |
57 | Skirmish | Player has prerequitsites to build an object type. | IF | Player ‘???’ can build ‘???’. |
58 | Skirmish | Player has units in an area | IF | Player ‘???’ has units in area ‘???’. |
59 | Skirmish | Player is faction. – untested | IF | Player ‘???’ is Faction Name: ??? |
60 | Skirmish | Player’s special power is ready to fire. | IF | Player ‘???’ is ready to fire Special power ‘???’. |
61 | Skirmish | Start position. | IF | Player ‘???’ starting position is 0 . |
62 | Skirmish | Supply source is attacked. | IF | Player ‘???’ supply source is under attack. |
63 | Skirmish | Supply source is safe. | IF | Player ‘???’ closest supply src with at least 0 available resources is SAFE from enemy influence. |
64 | Skirmish | Unowned faction unit — comparison | IF | Player ‘???’. There are Less Than 0 unowned faction units. |
65 | Team | One unit enters an area. | IF | One unit from Team ‘???’ enters area ‘???’ (Surfaces Allowed: ???). |
66 | Team | One unit exits an area. | IF | One unit from Team ‘???’ exits area ‘???’ (Surfaces Allowed: ???). |
67 | Team | Team completely inside an area. | IF | Team ‘???’ is all inside area ‘???’ (Surfaces Allowed: ???). |
68 | Team | Team entirely enters an area. | IF | Team ‘???’ all enter area ‘???’ (Surfaces Allowed: ???). |
69 | Team | Team entirely exits an area. | IF | Team ‘???’ all exit area ‘???’ (Surfaces Allowed: ???). |
70 | Team | Team has been attacked by a player. | IF | Team ‘???’ has been attacked by Player ‘???’ |
71 | Team | Team has been created. | IF | Team ‘???’ has been created. |
72 | Team | Team has object status – all. | IF | Team ‘???’ has Object Status is ‘?^ |
73 | Team | Team has object status – partial. | IF | Team ‘???’ has Object Status is ‘?^ |
74 | Team | Team has reached the end of a specific waypoint path. | IF | Team ‘???’ has reached the end of Waypoint Path ‘???’ |
75 | Team | Team has units in an area. | IF | Team ‘???’ has one or more units in area ‘???’ (Surfaces Allowed: ???). |
76 | Team | Team has units. | IF | Team ‘???’ has one or more units. |
77 | Team | Team is attacked by a specific unit type. | IF | Team ‘???’ has been attacked by a(n) ‘???’ |
78 | Team | Team is completely outside an area. | IF | Team ‘???’ is completely outside area ‘???’ (Surfaces Allowed: ???). |
79 | Team | Team is destroyed. | IF | Team ‘???’ has been destroyed. |
80 | Team | Team state is not. | IF | Team ‘???’ state IS NOT ‘???’ |
81 | Team | Team state is. | IF | Team ‘???’ state IS ‘???’ |
82 | Unit | A specific building is empty. | IF | Unit ‘???’ is empty. |
83 | Unit | Bridge is broken. | IF | Bridge ‘???’ has been broken. |
84 | Unit | Bridge is repaired. | IF | Bridge is repaired. |
85 | Unit | Unit currently selected. | IF | Unit ‘???’ is currently selected. |
86 | Unit | Unit enters an area. | IF | Unit ‘???’ enters area ‘???’ |
87 | Unit | Unit exists and is alive. | IF | Unit ‘???’ exists and is alive. |
88 | Unit | Unit exits an area. | IF | Unit ‘???’ exits area ‘???’ |
89 | Unit | Unit has been attacked by a player. | IF | Unit ‘???’ has been attacked by Player ‘???’ |
90 | Unit | Unit has been created. | IF | Unit ‘???’ has been created. |
91 | Unit | Unit has emptied its contents. | IF | Unit ‘???’ emptied its contents. |
92 | Unit | Unit has object status. | IF | Unit ‘???’ has Object Status is ‘?^ |
93 | Unit | Unit has reached the end of a specific waypoint path. | IF | Unit ‘???’ has reached the end of Waypoint Path ‘???’ |
94 | Unit | Unit has sighted a type of unit belonging to a side. | IF | Unit ‘???’ sees a(n) ‘???’ belonging to Player ‘???’. |
95 | Unit | Unit has sighted a(n) friendly/neutral/enemy unit to a side. | IF | Unit ‘???’ sees a(n) Enemy unit belonging to Player ‘???’. |
96 | Unit | Unit health % compared to a value. | IF | Unit ‘???’ Health IS Less Than 0 percent. |
97 | Unit | Unit inside an area. | IF | Unit ‘???’ is inside area ‘???’ |
98 | Unit | Unit is attacked by a specific unit type. | IF | Unit ‘???’ has been attacked by a(n) ‘???’ |
99 | Unit | Unit is destroyed. | IF | Unit ‘???’ has been destroyed. |
100 | Unit | Unit is dying. | IF | Unit ‘???’ has been killed, but still on screen. |
101 | Unit | Unit is finished dying. | IF | Unit ‘???’ has been killed, and is finished dying. |
102 | Unit | Unit outside an area. | IF | Unit ‘???’ is outside area ‘???’ |
103 | Attack Priority Set | Modify priorities for all of a kind. | True | For Attack priority set ‘???’ set the priority of object type Kind is ‘OBSTACLE’ to 0 |
104 | Attack Priority Set | Modify priority for a single unit type. | True | For Attack priority set ‘???’ set the priority of object type ‘???’ to 0 |
105 | Attack Priority Set | Set the default priority. | True | For Attack priority set ‘???’ set the default priority to 0 |
106 | Camera (M) | Move along a waypoint path. | True | Move along path starting with Waypoint ‘???’ in 0.00 seconds, camera shutter 0.00 seconds. |
107 | Camera (M) | Move the camera to a location. | True | Move camera to Waypoint ‘???’ in 0.00 seconds, camera shutter 0.00 seconds. |
108 | Camera (M) | Move the camera to the home position. | True | The camera moves to the home base. |
109 | Camera (M) | Reset to the default view. | True | Reset to Waypoint ‘???’, taking 0.00 seconds. |
110 | Camera (R) | Rotate around the current viewpoint. | True | Rotate 0.00 times, taking 0.00 seconds total. |
111 | Camera (R) | Rotate to look at a waypoint. | True | Rotate to look at Waypoint ‘???’, taking 0.00 seconds. |
112 | Camera (R) | Rotate toward Unit. | True | Rotate toward Unit ‘???’, taking 0.00 seconds and holding 0.00 seconds. |
113 | Camera mod (M) | Camera look toward point. | True | Look toward Waypoint ‘???’ during the camera movement. |
114 | Camera mod (M) | End movement at selected unit. | True | End movement at selected unit. |
115 | Camera mod (M) | Final camera look point. | True | Look toward Waypoint ‘???’ at the end of the camera movement. |
116 | Camera mod (M) | Freeze camera angle during the camera movement. | True | Freeze camera angle during the camera movement. |
117 | Camera mod (M) | Number of frames to average movements. | True | Average position and angle changes over 0 frames. (1=no smoothing, 5 = very smooth) |
118 | Camera mod (RM) | Final pitch for camera movement. | True | Adjust pitch to 0.00 (1.0==default, 0.0==toward horizon, >1 = toward ground.) |
119 | Camera mod (RM) | Final visual game time for camera movement. | True | Adjust game time to 0 times normal (1=normal, 2 = twice as fast, …). |
120 | Camera mod (RM) | Final zoom for camera movement. | True | Adjust zoom to 0.00 (1.0==max height, 0.0==in the ground.) |
121 | Camera mod (RM) | Freeze time during the camera movement. | True | Freeze time during the camera movement. |
122 | Camera | Change the camera pitch. | True | Change camera pitch to 0.00 in 0.00 seconds. |
123 | Camera | Change the camera zoom. | True | Change camera zoom to 0.00 in 0.00 seconds. |
124 | Camera | End black & white mode. | True | Frames to fade into color mode = 0 |
125 | Camera | End letterbox mode. | True | End letterbox mode (show UI, remove border). |
126 | Camera | End motion blur as the camera moves. | True | End motion blur as the camera moves. |
127 | Camera | End skybox mode. | True | End skybox mode (draw black background). |
128 | Camera | Fade using a multiply blend to black. | True | Fade (1-0) from 0.00 to 0.00 multiplying toward black. Take 0 frames to increase, hold for 0 fames, and decrease 0 frames. |
129 | Camera | Fade using a saturate blend. | True | Fade (0.5-1) from 0.00 to 0.00 increasing saturation. Take 0 frames to increase, hold for 0 fames, and decrease 0 frames. |
130 | Camera | Fade using a subtractive blend to black. | True | Fade (0-1) from 0.00 to 0.00 subtracting toward black. Take 0 frames to increase, hold for 0 fames, and decrease 0 frames. |
131 | Camera | Fade using an add blend to white. | True | Fade (0-1) from 0.00 to 0.00 adding toward white. Take 0 frames to increase, hold for 0 fames, and decrease 0 frames. |
132 | Camera | Follow a specific unit. | True | Have the camera follow Unit ‘???’. Snap camera to object is FALSE. |
133 | Camera | Motion blur zoom with jump cut. | True | Blur zoom, zoom in at current location, zoom out at Waypoint ‘???’, saturate colors = FALSE |
134 | Camera | Motion bur zoom. | True | Blur zoom, zoom in = FALSE (true=zoom in, false = zoom out), saturate colors = FALSE |
135 | Camera | Oversize the terrain. | True | Oversize the terrain 0 tiles on each side [0 = reset to normal]. |
136 | Camera | Set default camera. | True | Camera Pitch = 0.00(0.0==default), angle = 0.00(0.0 is N, 90.0 is W, etc), height = 0.00(1.0==default). |
137 | Camera | Set the audible distance for camera-up shots. | True | Set the audible range during camera-up shots to 0.00 |
138 | Camera | Set up the camera. | True | Position camera at Waypoint ‘???’, zoom = 0.00(0.0 to 1.0), pitch = 0.00(1.0==default), looking towards Waypoint ‘???’. |
139 | Camera | Shake Screen. | True | The screen will shake with Shake Intensity: ??? |
140 | Camera | Start black & white mode. | True | Frames to fade into black & white mode = 0 |
141 | Camera | Start letterbox mode. | True | Start letterbox mode (hide UI, add border). |
142 | Camera | Start motion blur as the camera moves. | True | Start motion blur as the camera moves, amount= 0 (start with 30 and adjust up or down). |
143 | Camera | Start skybox mode. | True | Start skybox mode (draw sky background). |
144 | Camera | Stop following any units. | True | Stop following any units. |
145 | Camera | Stop tether to any units. | True | Stop tether to any units. |
146 | Camera | Thether camera to a specific unit. | True | Have the camera tethered to Unit ‘???’. Snap camera to object is FALSE. Amount of play is 0.00. |
147 | Map | Adjust Object Bonuses based on difficulty. | True | Enable Object Bonuses based on difficulty FALSE (true to enable, false to disable). |
148 | Map | Adjust the tech tree for a scecific object type. | True | ???’ becomes Buildable (Yes) |
149 | Map | Adjust water height to a new level. | True | area ‘???’ changes altitude to 0.00 |
150 | Map | Adjust water height to a new level with damage over time. | True | area ‘???’ changes altitude to 0.00 in 0.00 seconds doing 0.00 dam/sec. |
151 | Map | Border Shroud is turned off. | True | Shroud off the map edges is turned off. |
152 | Map | Border Shroud is turned on. | True | Shroud off the map edges is turned on. |
153 | Map | Change the active boundary. | True | Boundary Orange becomes the active border. |
154 | Map | Force ChooseVictim to ignore game difficulty and always use Normal setting. | True | Force Choose Victim to ignore game difficulty and always use Normal setting FALSE (true to enable, false to disable). |
155 | Map | Infantry Lighting – Reset. | True | Reset infantry lighting to the normal setting. 1.0 for the two day states, 2.0 for the two night states. (Look in GamesData.ini) |
156 | Map | Infantry Lighting – Set. | True | Set lighting percent on infantry to 0.00 (0.0==min, 1.0==normal day, 2.0==max (which is normal night).) |
157 | Map | Resize view guardband. | True | Allow bigger objects to be perceived as onscreen near the edge (0.00,0.00) Width then height, in world units. |
158 | Map | Reveal map at waypoint — fog. | True | The map is revealed at Waypoint ‘???’ with a radius of 0.00 feet for Player ‘???’. |
159 | Map | Reveal map at waypoint — permanently. | True | The map is permanently revealed at Waypoint ‘???’ with a radius of 0.00 for Player ‘???’. (Afterwards referred to as Reveal Name: ???). |
160 | Map | Reveal map at waypoint — undo fog. | True | The map is shrouded at Waypoint ‘???’ with a radius of 0.00 feet for Player ‘???’. |
161 | Map | Reveal map at waypoint — undo permanently. | True | Reveal Name: ??? is undone. |
162 | Map | Reveal the entire map for a player. | True | The world is revealed for Player ‘???’. |
163 | Map | Reveal the entire map permanently for a player. | True | The world is revealed permanently for Player ‘???’. |
164 | Map | Reveal the entire map permanently is un-done for a player. | True | Undo the permanent reveal for Player ‘???’. This will mess things up badly if called when there has been no permanent reveal. |
165 | Map | Set Rank Level Limit for current Map. | True | The current map is given a Rank Level Limit of 0 . |
166 | Map | Set wind sway amount and direction. | True | Set wind direction to 0.00 degrees, amount to sway 0.00 degrees, amount to lean with the wind 0.00 degrees, frames to take to sway once 0 , randomness 0.00(0=lock step, 1=large random variation). |
167 | Map | Shroud the entire map for a player. | True | The world is shrouded for Player ‘???’. |
168 | Multimedia | Modify visual game time. | True | Make visual time 0 time normal (1=normal, 2 = twice as fast, …). |
169 | Multimedia | Pause the ambient sounds. | True | Pause the ambient sounds. |
170 | Multimedia | Play a movie in fullscreen mode. | True | ???’ plays fullscreen. |
171 | Multimedia | Play a movie in the radar. | True | ???’ plays in the radar window. |
172 | Multimedia | Play a music track. | True | Play ‘???’ using fadeout (FALSE) and fadein (FALSE). |
173 | Multimedia | Play a sound as though coming from a specific unit. | True | String: ‘???’ plays as though coming from Unit ‘???’ |
174 | Multimedia | Play a speech file. | True | ???’ plays, allowing overlap FALSE (true to allow, false to disallow). |
175 | Multimedia | Play a sound effect at waypoint. | True | Play Sound ‘???’ at Waypoint ‘???’. |
176 | Multimedia | Play a sound effect. | True | Play Sound ‘???’. |
177 | Multimedia | Resume all sounds. | True | Resume background sounds. |
178 | Multimedia | Resume the ambient sounds. | True | Resume the ambient sounds. |
179 | Multimedia | Set the current music volume. | True | Set the desired music volume to 0.00%. (0-100) |
180 | Multimedia | Set the current sound volume. | True | Set the desired sound volume to 0.00%. (0-100) |
181 | Multimedia | Set the current speech volume. | True | Set the desired speech volume to 0.00%. (0-100) |
182 | Multimedia | Sound Events — disable type. | True | Sound ‘???’ is disabled. |
183 | Multimedia | Sound Events — enable all. | True | Enable all sound events. |
184 | Multimedia | Sound Events — enable type. | True | Sound ‘???’ is enabled. |
185 | Multimedia | Sound Events — override volume — type. | True | Sound ‘???’ play at 0.00% of full volume. |
186 | Multimedia | Sound Events — remove all disabled. | True | Remove all disabled sound events. |
187 | Multimedia | Sound Events – remove type. | True | Sound ‘???’ is removed. |
188 | Multimedia | Sound Events — restore volume — all. | True | All sound events play at normal volume. |
189 | Multimedia | Sound Events — restore volume — type. | True | Sound ‘???’ play at normal volume. |
190 | Multimedia | Suspend all sounds. | True | Suspend background sounds. |
191 | Multimedia | Announce defeat. | True | Show ‘Defeated’ window and end game |
192 | Multimedia | Announce local defeat. | True | Show ‘Game Over’ window |
193 | Multimedia | Announce victory. | True | Show ‘Victorious’ window and end game |
194 | Player | Add/Subtract Rank Levels. | True | Player ‘???’ is given 0 Rank Levels. |
195 | Player | Add/Subtract Skill Points. | True | Player ‘???’ is given 0 Skill Points. |
196 | Player | AI player build an upgrade. | True | Have AI Player ‘???’ build this upgrade: Upgrade ‘???’ |
197 | Player | AI player build near a supply source. | True | Have AI Player ‘???’ build a ‘???’ near a supply src with at least 0 available resources. |
198 | Player | All units leave their garrisons. | True | Player ‘???’ evacuate. |
199 | Player | Change how a player relates to another player. | True | Player ‘???’ considers Player ‘???’ to be Enemy |
200 | Player | Change the modifier to generals experience that a player receives. | True | Player ‘???’ gains experience at 0.00 times the usual rate (0.0 for no gain, 1.0 for normal rate) |
201 | Player | Create team from all captured units. | True | Player ‘???’ creates a new Team ‘???’ from units it has captured. (There’s nothing quite like being assaulted by your own captured units!) |
202 | Player | Exclude this player from the score screen. | True | Exclude Player ‘???’ from the score screen. |
203 | Player | Garrison as many buildings as player has units for. | True | Player ‘???’ garrison buildings. |
204 | Player | Gives/takes from player’s money. | True | Player ‘???’ gets $ 0 |
205 | Player | Grant a Science to a given Player (ignoring prequisites). | True | Player ‘???’ is granted Science ‘???’. |
206 | Player | Kill a player. | True | All of Player ‘???”s buildings and units are dealt a lethal amount of damage. |
207 | Player | Overrides a player’s relationship to another team. | True | Player ‘???’ considers Team ‘???’ to be Enemy (rather than using the the player relationship). |
208 | Player | Player attempts to purchase a Science. | True | Player ‘???’ attempts to purchase Science Science ‘???’. |
209 | Player | Remove an override to a player’s relationship to another team. | True | Player ‘???’ uses the player relationship to Team ‘???’ |
210 | Player | Repair named bridge or structure. | True | Have Player ‘???’ repair Unit ‘???’. |
211 | Player | Set a player to be able to build buildings. | True | Player ‘???’ is able to build buildings. |
212 | Player | Set a player to be able to build from a scecific building. | True | Player ‘???’ is able to build from ‘???’ |
213 | Player | Set a player to be able to build units. | True | Player ‘???’ is able to build units. |
214 | Player | Set a player to be unable to build buildings. | True | Player ‘???’ is unable to build buildings. |
215 | Player | Set a player to be unable to build from a specific buildings. | True | Player ‘???’ is unable to build from ‘???’ |
216 | Player | Set a player to be unable to build units. | True | Player ‘???’ is unable to build units. |
217 | Player | Set a player to sell everything. | True | Player ‘???’ sells everything. |
218 | Player | Set all of a player’s units to hunt. | True | Player ‘???’ begins hunting. |
219 | Player | Set player’s money. | True | Set Player ‘???”s money to $ 0 |
220 | Player | Set rank Level. | True | Player ‘???’ is given a Rank Level of 0 . |
221 | Player | Set science availability. | True | Player ‘???’ set Science ‘???’ availability to Science availability ‘???’. |
222 | Player | Set the delay between building teams. | True | Player ‘???’ seconds between building teams. 0 |
223 | Player | Set the skillset for a computer player. | True | Player ‘???’ uses skillset number 0 (1-5). |
224 | Player | Tansfer a specific unit to the control of a player. | True | Unit ‘???’ is transferred to the command of Player ‘???’ |
225 | Player | Transfer assets from one player to another player. | True | All assets of Player ‘???’ are transferred to Player ‘???’ |
226 | Radar | Create a radar event at a specific object. | True | A radar event occurs at Unit ‘???’ of type Construction |
227 | Radar | Create a radar event at a specific team. | True | A radar event occurs at Team ‘???’ of type Construction |
228 | Radar | Create a radar event at a specific location. | True | A radar event occurs at (0.00,0.00,0.00) of type Construction |
229 | Radar | Disable the radar. | True | The radar is disabled. |
230 | Radar | Enable the radar. | True | The radar is enabled. |
231 | Radar | Force enable the radar. | True | The radar is now forced to be enabled. |
232 | Radar | Revert radar to normal behavior. | True | The radar is now reverting to its normal behavior. |
233 | Scripting | Add a command button to an object type. | True | Command button: ‘???’ is added to all objects of type ‘???’ in slot number 0 (1-12). |
234 | Scripting | All idle Supply Trucks attempt to resume supply routes. | True | All idle Supply Trucks attempt to resume supply routes. |
235 | Scripting | Counter — decrement. | True | Subtract 0 from counter ‘???’ |
236 | Scripting | Counter — display an individual counter to the user. | True | Show ‘???’ with text Localized String: ‘???’ |
237 | Scripting | Counter — hides an individual counter from the user. | True | Hide ‘???’ |
238 | Scripting | Counter — increment. | True | Add 0 to counter ‘???’ |
239 | Scripting | Counter — set to a value. | True | Set ‘???’ to 0 |
240 | Scripting | Debug message and pause | True | Show debug string and pause: String: ‘???’ |
241 | Scripting | Debug string | True | Show debug string without pausing: String: ‘???’ |
242 | Scripting | Delete all unmanned (sniped) vehicles. | True | Delete all unmanned (sniped) vehicles. |
243 | Scripting | Display a crash box (debug/internal builds only). | True | Display a crash box with the text: String: ‘???’ |
244 | Scripting | Enable or Disable Draw-icon UI. | True | Set Draw-icon UI to be enabled FALSE (False to disable.) |
245 | Scripting | Enable or Disable EVA. | True | Set EVA to be enabled FALSE (False to disable.) |
246 | Scripting | Enable or Disable Occlusion (Drawing Behind Buildings). | True | Set Occlusion to be enabled FALSE (False to disable.) |
247 | Scripting | Enable or Disable Particle Cap. | True | Set Particle Cap to be enabled FALSE (False to disable.) |
248 | Scripting | Frame countdown timer — set random. | True | Set timer ‘???’ to expire between 0 and 0 frames. |
249 | Scripting | Frame countdown timer — set. | True | Set timer ‘???’ to expire in 0 frames. |
250 | Scripting | Hulk set override lifetime. | True | Override hulk lifetime to 0.00 seconds. Negative value reverts to normal behavior. |
251 | Scripting | Idle all units for all players. | True | Idle all units for all players. |
252 | Scripting | Null operation. | True | Null operation. (Does nothing.) |
253 | Scripting | Object Type List — Add Object Type. | True | ???’ : add ‘???’ |
254 | Scripting | Object Type List — Remove Object Type. | True | ???’ : remove ‘???’ |
255 | Scripting | Refresh radar terrain | True | Refresh radar terrain. |
256 | Scripting | Remove a command buttom from an object type. | True | Command button: ‘???’ is removed from all objects of type ‘???’. |
257 | Scripting | Script — disable. | True | Disable Script ‘???’. |
258 | Scripting | Script — enable. | True | Enable Script ‘???’. |
259 | Scripting | Script — run. | True | Run Subroutine ‘???’. |
260 | Scripting | Seconds countdown timer — add seconds. | True | Add 0.00 seconds to timer ‘???’ . |
261 | Scripting | Seconds countdown timer — set random. | True | Set timer ‘???’ to expire between 0.00 and 0.00 seconds. |
262 | Scripting | Seconds countdown timer — set. | True | Set timer ‘???’ to expire in 0.00 seconds. |
263 | Scripting | Seconds countdown timer — subtract seconds. | True | Subtract 0.00 seconds from timer ‘???’ . |
264 | Scripting | Select the first object type on a team. | True | Team ‘???’ ‘s first ‘???’, centers in view (FALSE) while playing ‘???’ |
265 | Scripting | Set a flag to value. | True | Set Flag named ‘???’ to FALSE |
266 | Scripting | Set max frames per second. | True | Set max FPS to 0 . (0 sets to default.) |
267 | Scripting | Show military briefing caption. | True | Show military briefing String: ‘???’ for 0 milliseconds. |
268 | Scripting | Special power countdown display — disable. | True | Disables special power countdown display. |
269 | Scripting | Special power countdown display — enable. | True | Enables special power countdown display. |
270 | Scripting | Time — freeze. | True | Freeze time. |
271 | Scripting | Time – unfreeze. | True | Unfreeze time. |
272 | Scripting | Timer — display all timers to the user. | True | Enables timer display. |
273 | Scripting | Timer — display an individual timer to the user. | True | Show ‘???’ with text Localized String: ‘???’ |
274 | Scripting | Timer — hide all timers from the user. | True | Disables timer display. |
275 | Scripting | Timer — hides an individual timer from the user. | True | Hide ‘???’ |
276 | Scripting | Timer — restart stopped. | True | Restart timer ‘???’ |
277 | Scripting | Timer — stop. | True | Stop timer ‘???’ |
278 | Scripting | Turn off scoring. | True | Turn off scoring. |
279 | Scripting | Turn on scoring. | True | Turn on scoring. |
280 | Skirmish Only | Build a building. | True | Build a building of type ‘???’ |
281 | Skirmish Only | Build base defense on flank perimeter. | True | Build one additional perimeter base defenses, on the flank. |
282 | Skirmish Only | Build base defense on front perimeter. | True | Build one additional perimeter base defenses, on the front. |
283 | Skirmish Only | Build structure on flank perimeter. | True | Build one additional ‘???’, on the flank. |
284 | Skirmish Only | Build structure on front perimeter. | True | Build one additional ‘???’, on the front. |
285 | Skirmish Only | Team follow approach path. | True | Have Team ‘???’ approach the enemy using path ‘???’, as a team is FALSE |
286 | Skirmish Only | Team move to approach path. | True | Have Team ‘???’ move to the start of enemy path ‘???’. |
287 | Skirmish | Delay a sequential script until the scecified command ability is ready. | True | Player ‘???’ ‘s Team ‘???’ all wait until Ability ‘???’ is ready. |
288 | Skirmish | Delay a sequential script until the scecified command ability is ready at last member. | True | Player ‘???’ ‘s Team ‘???’ wait until at least one member is Ability ‘???’ ready. |
289 | Skirmish | Special power — fire at enemy’s highest cost area. | True | Player ‘???’ fire Special power ‘???’ |
290 | Skirmish | Team attacks nearest group matching value comparison. | True | Team ‘???’ attacks nearest group worth Less Than 0 |
291 | Skirmish | Team performs command ability on most valueable object. | True | Team ‘???’ performs Ability ‘???’ on most expensive object within 0.00 FALSE (true = all valid sources, false = first valid source). |
292 | Team | Affect flags set on object panel – all. | True | Team ‘???’ change the value of flag Object Flag: ??? to FALSE. |
293 | Team | AI – Increase priority by Success Priority Increase amount. | True | Increase the AI priority forTeam ‘???’ by its Success Priority Increase amount. |
294 | Team | AI – Reduce priority by Failure Priority Decrease amount. | True | Reduce the AI priority forTeam ‘???’ by its Failure Priority Decrease amount. |
295 | Team | Apply a team’s attack priority set. | True | Have Team ‘???’ use Attack priority set ‘???’. |
296 | Team | Build a team. | True | Build team Team ‘???’ |
297 | Team | Capture unowned faction unit — nearest. | True | Team ‘???’ capture the nearest unowned faction unit. |
298 | Team | Damage the members of a team. | True | Damage Team ‘???’, amount=0.00 (-1==kill). |
299 | Team | Delay a sequential script until the team is no longer contained – all. | True | Team ‘???’ all delay until they are no longer contained. |
300 | Team | Delay a sequential script until the team is no longer contained – partial. | True | Team ‘???’ delay until at least one of them is no longer contained. |
301 | Team | Delete a team, but ignore dead guys. | True | Each living member of team Team ‘???’ is removed from the world. |
302 | Team | Delete a team. | True | Team ‘???’ is removed from the world. |
303 | Team | Execute script sequentially — looping. | True | Team ‘???’ executes Script ‘???’ sequentially, 0 times. (0=forever) |
304 | Team | Execute script sequentially — start. | True | Team ‘???’ executes Script ‘???’ sequentially. |
305 | Team | Execute script sequentially — stop. | True | Team ‘???’ stops executing. |
306 | Team | Exit all buildings a team is in. | True | Team ‘???’ exits all buildings. |
307 | Team | Garrison a nearby building with a team. | True | Team ‘???’ garrison a nearby building. |
308 | Team | Garrison a specific building with a team. | True | Team ‘???’ enters into building named Unit ‘???’ |
309 | Team | Kill an entire team. | True | Team ‘???’ is dealt a lethal amount of damage. |
310 | Team | Merge a team into another team. | True | Team ‘???’ merges onto Team ‘???’ |
311 | Team | Move team towards the nearest object of a specific type. | True | Team ‘???’ will move towards the nearest ‘???’ within area ‘???’ |
312 | Team | Overrides a team’s relationship to another player. | True | Team ‘???’ considers Player ‘???’ to be Enemy (rather than using the the player relationship). |
313 | Team | Overrides a team’s relationship to another team. | True | Team ‘???’ considers Team ‘???’ to be Enemy (rather than using the the player relationship). |
314 | Team | Recruit a team. | True | Recruit an instance of Team ‘???’, maximum recruiting distance (feet):0.00. |
315 | Team | Remove all overrides to team’s relationship to teams and/or players. | True | Team ‘???’ uses the player relationship to all other teams and players. |
316 | Team | Remove an override to a team’s relationship to another player. | True | Team ‘???’ uses the player relationship to Player ‘???’ |
317 | Team | Remove an override to a team’s relationship to another team. | True | Team ‘???’ uses the player relationship to Team ‘???’ |
318 | Team | Set emoticon for duration (-1.0 permanent, otherwise duration in sec). | True | Team ‘???’ use Emoticon ‘???’ emoticon for 0.00 seconds. |
319 | Team | Set stopping distance for each unit’s current locomotor. | True | Set stopping distances for Team ‘???’ to 0.00. |
320 | Team | Set team to face a waypoint. | True | Team ‘???’ begin facing Waypoint ‘???’ |
321 | Team | Set team to face another unit. | True | Team ‘???’ begin facing Unit ‘???’ |
322 | Team | Set the general attitude of a team. | True | Team ‘???’ change their attitude to Normal |
323 | Team | Set the REPULSOR flag of a team. | True | Team ‘???’ REPULSOR flag is FALSE |
324 | Team | Set to attack — another team. | True | Team ‘???’ begin attack on Team ‘???’ |
325 | Team | Set to attack — specific unit. | True | Team ‘???’ attacks Unit ‘???’ |
326 | Team | Set to attack — trigger area. | True | Team ‘???’ attack anything in area ‘???’ |
327 | Team | Set to collect nearby units. | True | Team ‘???’ attempts to collect nearby units for a team. |
328 | Team | Set to continue current action for some number of frames. | True | Team ‘???’ continue their current action for at least 0 frames. |
329 | Team | Set to EXACTLY follow a waypoint path. | True | Have Team ‘???’ EXACTLY follow Waypoint Path ‘???’ , as a team is FALSE |
330 | Team | Set to follow a waypoint path — panic. | True | Have Team ‘???’ move in panic along Waypoint Path ‘???’ |
331 | Team | Set to follow a waypoint path — wander. | True | Have Team ‘???’ wander along Waypoint Path ‘???’ |
332 | Team | Set to follow a waypoint path. | True | Have Team ‘???’ follow Waypoint Path ‘???’ , as a team is FALSE |
333 | Team | Set to guard – a supply source. | True | Have Team Team ‘???’ guard attacked or closest supply src with at least 0 available resources |
334 | Team | Set to guard — area. | True | Team ‘???’ begins guarding area ‘???’ |
335 | Team | Set to guard — current location. | True | Team ‘???’ begins guarding. |
336 | Team | Set to guard — from inside tunnel network. | True | Team ‘???’ Enter and guard from tunnel network. |
337 | Team | Set to guard — location. | True | Team ‘???’ begins guarding at Waypoint ‘???’ |
338 | Team | Set to guard — number of frames. | True | Team ‘???’ guards for 0 frames. |
339 | Team | Set to guard — specific unit. | True | Team ‘???’ begins guarding Unit ‘???’ |
340 | Team | Set to hunt using commandbutton ability. | True | Team ‘???’ begins hunting using Ability ‘???’. |
341 | Team | Set to hunt. | True | Team ‘???’ begins hunting. |
342 | Team | Set to idle for some number of frames. | True | Team ‘???’ idles for 0 frames. |
343 | Team | Set to move to a location. | True | Move Team ‘???’ to Waypoint ‘???’. |
344 | Team | Set to stop, then disband. | True | Team ‘???’ stops, then disbands. |
345 | Team | Set to stop. | True | Team ‘???’ stops. |
346 | Team | Set to wander around current location. | True | Have Team ‘???’ wander around it’s current location. |
347 | Team | Set whether members of a team can be recruited into another team. | True | Team ‘???’ sets their willingness to join teams to FALSE |
348 | Team | Spawn a reinforcement team. | True | Spawn an instance of Team ‘???’ at Waypoint ‘???’. |
349 | Team | Stealth set enabled or disabled. | True | Set Team ‘???’ stealth ability to FALSE. |
350 | Team | Team custom state – set state. | True | Set Team ‘???’ to ‘???’. |
351 | Team | Transfer control of a team to a player. | True | Control of Team ‘???’ transfers to Player ‘???’ |
352 | Team | Tansport — automatically load. | True | Team ‘???’ load into transports. |
353 | Team | Tansport — load team into specific. | True | Team ‘???’ attempt to load into Unit ‘???’ |
354 | Team | Tansport — unload team from all. | True | Team ‘???’ unload. |
355 | Team | Use command ability — all — named enemy | True | Team ‘???’ use Ability ‘???’ on |
356 | Team | Use command ability — all — nearest enemy building kindof. | True | Team ‘???’ use Ability ‘???’ on nearest enemy building with Kind is ‘OBSTACLE’ |
357 | Team | Use command ability — all — nearest enemy building. | True | Team ‘???’ use Ability ‘???’ on nearest enemy building. |
358 | Team | Use command ability — all — nearest eneny garrisoned building. | True | Team ‘???’ use Ability ‘???’ on nearest enemy garrisoned building. |
359 | Team | Use command ability — all — nearest enemy object with kind of. | True | Team ‘???’ use Ability ‘???’ on nearest enemy with Kind is ‘OBSTACLE’ |
360 | Team | Use command ability — all — nearest enemy unit. | True | Team ‘???’ use Ability ‘???’ on nearest enemy unit. |
361 | Team | Use command ability — all — nearest enemy object type. | True | Team ‘???’ use Ability ‘???’ on nearest object of type ‘???’. |
362 | Team | Use command ability — partial — self. | True | 0.00% of Team ‘???’ perform Ability ‘???’. |
363 | Team | Use commandbutton ability at a waypoint. | True | Team ‘???’ use Ability ‘???’ at Waypoint ‘???’. |
364 | Team | Use commandbutton ability on an object. | True | Team ‘???’ use Ability ‘???’ on Unit ‘???’. |
365 | Team | Use commandbutton ability. | True | Team ‘???’ use Ability ‘???’. |
366 | Unit | Affect flags set on object panel. | True | Unit ‘???’ changes the value of flag Object Flag: ??? to FALSE. |
367 | Unit | Apply unit’s attack priority set. | True | Have Unit ‘???’ use Attack priority set ‘???’. |
368 | Unit | Deal damage to a specific unit. | True | Unit ‘???’ takes 0 points of damage. |
369 | Unit | Delete a specific unit. | True | Unit ‘???’ is removed from the world. |
370 | Unit | Empty a specific building. | True | Unit ‘???’ empties. |
371 | Unit | Exit the building the units is in. | True | Unit ‘???’ leaves the building. |
372 | Unit | Fire waypoint-weapon following waypoint path. | True | Unit ‘???’ fire waypoint-weapon following waypoints starting at Waypoint Path ‘???’. |
373 | Unit | Garrison a nearby building with a specific unit. | True | Unit ‘???’ garrison a nearby building. |
374 | Unit | Garrison a specific building with a specific unit. | True | Unit ‘???’ garrison building Unit ‘???’ |
375 | Unit | Kill a specific unit. | True | Unit ‘???’is dealt a lethal amount of damage. |
376 | Unit | Kill all units contained within a specific transport or structure. | True | All units inside Unit ‘???’ are killed. |
377 | Unit | Move a specific unit to a location. | True | Move Unit ‘???’ to Waypoint ‘???’. |
378 | Unit | Move unit towards the nearest object of a specific type. | True | Unit ‘???’ will move towards the nearest ‘???’ within area ‘???’ |
379 | Unit | Set a specific unit to attack a specific trigger area. | True | Unit ‘???’ attacks anything in area ‘???’ |
380 | Unit | Set a specific unit to attack a team. | True | Unit ‘???’ attacks Team ‘???’ |
381 | Unit | Set a specific unit to EXACTLY follow a waypoint path. | True | Unit ‘???’ EXACTLY follows waypoints, beginning at Waypoint Path ‘???’ |
382 | Unit | Set a specific unit to execute a looping sequential script. | True | Unit ‘???’ executes Script ‘???’ sequentially, 0 times. (0=forever) |
383 | Unit | Set a specific unit to execute script sequentially. | True | Unit ‘???’ executes Script ‘???’ sequentially. |
384 | Unit | Set a specific unit to follow a waypoint path. | True | Unit ‘???’ follows waypoints, beginning at Waypoint Path ‘???’ |
385 | Unit | Set a specific unit to hunt. | True | Unit ‘???’ begins hunting. |
386 | Unit | Set a specific unit to stop executing a sequential script. | True | Unit ‘???’ stops executing. |
387 | Unit | Set a specific unit to stop. | True | Unit ‘???’ stops. |
388 | Unit | Set cash value of Warehouse. | True | Warehouse named Unit ‘???’ is set to having 0 dollars worth of boxes. |
389 | Unit | Set Cave connectivity index. | True | Cave named Unit ‘???’ is set to being connected to all caves of index 0 , but only if both Cave listings have no occupants. |
390 | Unit | Set emoticon for duration (-1.0 permanent, otherwise duration in sec). | True | Unit ‘???’ use Emoticon ‘???’ emoticon for 0.00 seconds. |
391 | Unit | Set stopping distance for current locomotor. | True | Set stopping distance for Unit ‘???’ to 0.00. |
392 | Unit | Set the general attitude of a specific unit. | True | Unit ‘???’ changes his attitude to Normal |
393 | Unit | Set the REPULSOR flag of a specific unit. | True | Unit ‘???’ REPULSOR flag is FALSE |
394 | Unit | Set to guard for some number of frames. | True | Unit ‘???’ guards for 0 frames. |
395 | Unit | Set to guard. | True | Unit ‘???’ begins guarding. |
396 | Unit | Set to idle for some number of frames. | True | Unit ‘???’ idles for 0 frames. |
397 | Unit | Set topple direction. | True | Unit ‘???’ will topple towards (0.00,0.00,0.00) if destroyed. |
398 | Unit | Set unit to attack another unit. | True | Unit ‘???’ begin attack on Unit ‘???’ |
399 | Unit | Set unit to be held in place, ignoring Physics, Locomotors, etc. | True | Set Held status for Unit ‘???’ to FALSE. |
400 | Unit | Set unit to face a waypoint. | True | Unit ‘???’ begin facing Waypoint ‘???’ |
401 | Unit | Set unit to face another unit. | True | Unit ‘???’ begin facing Unit ‘???’ |
402 | Unit | Spawn — named unit on a team at a position with orientation. | True | Spawn Unit ‘???’ of type ‘???’ on team Team ‘???’ at position ((0.00,0.00,0.00)), rotated 0.00 degrees . |
403 | Unit | Spawn — named unit on a team at a waypoint. | True | Spawn Unit ‘???’ of type ‘???’ on Team ‘???’ at waypoint Waypoint ‘???’ |
404 | Unit | Spawn — object. | True | Spawn object ‘???’ in Team ‘???’ at position ((0.00,0.00,0.00)), rotated 0.00 degrees . |
405 | Unit | Spawn — unnamed unit on a team at a waypoint. | True | Spawn unit of type ‘???’ on Team ‘???’ at waypoint Waypoint ‘???’ |
406 | Unit | Special power — fire at location. | True | Unit ‘???’ fires Special power ‘???’ at Waypoint ‘???’. |
407 | Unit | Special power — fire at unit. | True | Unit ‘???’ fires Special power ‘???’ at Unit ‘???’. |
408 | Unit | Special power countdown timer — add seconds. | True | Unit ‘???”s Special power ‘???’ has 0 seconds added to it. |
409 | Unit | Special power countdown timer — display. | True | Shows special power countdowns for Unit ‘???’. |
410 | Unit | Special power countdown timer — hide. | True | Hides special power countdowns for Unit ‘???’. |
411 | Unit | Special power countdown timer — pause. | True | Pause Unit ‘???”s Special power ‘???’ countdown. |
412 | Unit | Special power countdown timer — resume. | True | Resume Unit ‘???”s Special power ‘???’ countdown. |
413 | Unit | Special power countdown timer — set. | True | Set Unit ‘???”s Special power ‘???’ to 0 seconds. |
414 | Unit | Stealth set enabled or disabled. | True | Set Unit ‘???’ stealth ability to FALSE. |
415 | Unit | Transport — load unit into specific. | True | Unit ‘???’ loads into Unit ‘???’ |
416 | Unit | Transport — unload unit into specific. | True | Unit ‘???’ unloads. |
417 | Unit | Use commandbutton ability at a waypoint. | True | Unit ‘???’ use Ability ‘???’ at Waypoint ‘???’. |
418 | Unit | Use commandbutton ability on an object. | True | Unit ‘???’ use Ability ‘???’ on Unit ‘???’. |
419 | Unit | Use commandbutton ability. | True | Unit ‘???’ use Ability ‘???’. |
420 | User | Announce quick win. | True | End game in victory immediately. |
421 | User | Display a cinematic string. | True | Displays Localized String: ‘???’ with font type Font: ‘???’ in the bottom letterbox for 0 seconds. |
422 | User | Display a string. | True | Displays Localized String: ‘???’ in the text log and message area. |
423 | User | Display Popup Message Box. | True | Displays Localized String: ‘???’ at 0 percent of the screen Width 0 percent of the screen Height and a width of 0 pixels and pauses the game (FALSE ) |
424 | User | Flash a cameo for a specified amount of time. | True | Command button: ‘???’ flashes for 0 seconds. |
425 | User | Flash a specific unit for a specified amount of time. | True | Unit ‘???’ flashes for 0 seconds. |
426 | User | Flash a specific unit white for a specified amount of time. | True | Unit ‘???’ flashes white for 0 seconds. |
427 | User | Flash a team for a specified amount of time. | True | Team ‘???’ flashes for 0 seconds. |
428 | User | Flash a team white for a specified amount of time. | True | Team ‘???’ flashes white for 0 seconds. |
429 | User | Set a specific unit to use a special indicator color. | True | Unit ‘???’ uses the color R:0 G:0 B:0 . |
430 | User | User input — disable. | True | Disable mouse and keyboard input. |
431 | User | User input — enable. | True | Enable mouse and keyboard input. |