Triggers/Functions

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Contents

Trigger Elements

Ui-editoricon-general triggers.png Trigger Editor Overview Ui-editoricon-triggereditor newevent.png Events
Ui-editoricon-triggereditor newcondition.png Conditions Question.png Functions
Ui-editoricon-triggereditor newvariable.png Variables And Records Ui-editoricon-triggereditor newvariable.png Data Types
Ui-editoricon-triggereditor newpresettype.png Presets/Constants Ui-editoricon-triggereditor newaction.png Actions

Functions

Functions return defined values for specific Parameter Types based on the values of defined input parameters. The most common use for functions is to define the parameters of Actions, Events and Conditions where the required values are situational (eg. the distance between two moving units).

Function Navigation

Ui-editoricon-triggercategories actor.png Actors Ui-editoricon-triggercategories ai.png AI Ui-editoricon-triggercategories aiadvanced.png AI Advanced Ui-editoricon-triggercategories animation.png Animation Ui-editoricon-triggercategories bank.png Bank
Ui-editoricon-triggercategories cameras.png Cameras Ui-editoricon-triggercategoriescampaign.png Campaign Ui-editoricon-triggercategories catalog.png Catalog Ui-editoricon-triggercategories cinematics.png Cinematics Ui-editoricon-triggercategories conversations.png Conversation
Ui-editoricon-triggercategories conversion.png Conversion Ui-editoricon-triggercategories datatable.png Data Table Ui-editoricon-triggercategories debug.png Debug Ui-editoricon-triggercategories dialog.png Dialog Ui-editoricon-triggercategories environment.png Environment
Ui-editoricon-triggercategories game.png Game Ui-editoricon-triggercategories general.png General Ui-editoricon-triggercategories leaderboards.png Leaderboard Ui-editoricon-triggercategories math.png Math Ui-editoricon-triggercategories melee.png Melee
Ui-editoricon-triggercategories objective.png Objective Ui-editoricon-triggercategories orders.png Order Ui-editoricon-triggercategories ping.png Ping Ui-editoricon-triggercategories player.png Player Ui-editoricon-triggercategories playergroup.png Player Group
Ui-editoricon-triggercategories point.png Point Ui-editoricon-triggercategories portrait.png Portrait Ui-editoricon-triggercategories region.png Region Ui-editoricon-triggercategories unitselection.png Unit Selection Ui-editoricon-triggercategories sound.png Sound
Ui-editoricon-triggercategories story.png Story Ui-editoricon-triggercategories strings.png String Ui-editoricon-triggercategories techtree.png Tech Tree Ui-editoricon-triggercategories texttag.png Text Tag Ui-editoricon-triggercategories timer.png Timer
Ui-editoricon-triggercategories transmission.png Transmission Ui-editoricon-triggercategories triggers.png Trigger Ui-editoricon-triggercategories ui.png UI Ui-editoricon-triggercategories unit.png Unit Ui-editoricon-triggercategories unitgroup.png Unit Group
Ui-editoricon-triggercategories variable.png Variable Ui-editoricon-triggercategories visibility.png Visibility Effect History Game User User Data Logic

Functions Index

Actor

Action Damage

  • Constructs and returns an ActionDamage actor message. Sends a notification message to the game that an Impact has happened, so the target can react appropriately.

Action Impact

  • Constructs and returns an ActionImpact actor message. Sends a notification message to the game that an Impact has happened, so the target can react appropriately.

Actor From

  • Returns an actor from the actor reference specified in the Name parameter.

Actor From Actor

  • Returns an actor that is connected to the specified actor. The Name parameter can be either an actor ID or an actor reference, but is typically an actor reference.

Actor From Dialog Item

  • Returns the actor for the specified dialog item.

Actor From Doodad

  • Returns the actor for the specified doodad.

Actor From Portrait

  • Returns the actor for the specified portrait.

Actor From Scope

  • Returns an actor from the specified scope. The Name parameter can be either an actor ID or an actor reference.

Actor From Unit

  • Returns the actor for the specified unit. This will return the primary actor that is responsible for governing the behavior of a specific unit, chosen through the Unit parameter.

Actor Msg 1

  • Constructs and returns an actor message with a single parameter. The actor message returned is formed by combining the Msg Name and Param 1 string parameters. This function is primarily used by other "Actor" type functions to assemble actor messages, although it can be used to assemble any actor message from scratch with the right know-how.

Actor Msg 2

  • Constructs and returns an actor message with two parameters. The actor message returned is formed by combining the Msg Name, Param 1, and Param 2 string parameters. This function is primarily used by other "Actor" type functions to assemble actor messages, although it can be used to assemble any actor message from scratch with the right know-how.

Actor Msg 3

  • Constructs and returns an actor message with three parameters. The actor message returned is formed by combining the Msg Name, Param 1, Param 2, and Param 3 string parameters. This function is primarily used by other "Actor" type functions to assemble actor messages, although it can be used to assemble any actor message from scratch with the right know-how.

Actor Msg 4

  • Constructs and returns an actor message with four parameters. The actor message returned is formed by combining the Msg Name, Param 1, Param 2, Param 3 and Param 4 string parameters. This function is primarily used by other "Actor" type functions to assemble actor messages, although it can be used to assemble any actor message from scratch with the right know-how.

Alias Add

  • Constructs and returns an AliasAdd actor message based on the parameters. This message can be used to associate the Alias parameter with an actor as an alias. Actor aliases are additional names that can be used to refer to an actor in other functions and actions.

Alias Remove

  • Constructs and returns an AliasRemove actor message based on the parameters. AliasRemove messages are used to remove existing aliases associated with an actor. The Alias parameter determines which alias to remove.

Anim Baseline Start

  • Returns an AnimBaselineStart actor message. This message can be used to tell an actor to begin playing its baseline animations, which include animations such as stand and move. It will only work on actors with models that have animations.

Anim Baseline Stop

  • Returns an AnimBaselineStop actor message. This message can be used to tell an actor to stop playing its baseline animations and remain completely still unless specifically told to perform an animation by another actor message. It will only work on actors with models that have animations.

Anim Blend Time Apply

  • Constructs and returns an AnimBlendTimeApply actor message based on the parameters. This message will set the default blend time for animations played by the actor it is sent to. It will only work on actors with models that have animations.

Anim Blend Time Remove

  • Constructs and returns an AnimBlendTimeRemove actor message based on the parameters. This message will remove any existing animation blend time messages on the actor it is sent to, causing it to revert to the default animation blend time. It will only work on actors with models that have animations.

Anim Bracket Resume

  • Constructs and returns an AnimBracketResume actor message based on the parameters. This message will resume a stopped animation bracket being executed by an actor. It will only work on actors with models that have animations.

Anim Bracket Start

  • Constructs and returns an AnimBracketStart actor message based on the parameters. This message tells an actor to begin an anim bracket with the specified parameters. An anim bracket is refered to by its name, determined by the name parameter, and consists of three animations defined as Opening Props, Content Props, and Closing Props. The Opening Props parameter determines which animation the actor will play at the beginning of the anim bracket. The Content Props parameter determines the intermediate animation. If Content Props is set to an animation that loops it will play until the anim bracket is ended, otherwise it will only play once. The Closing Props parameter determines which animation is played when the anim bracket ends. It will only work on actors with models that have animations.

Anim Bracket Stop

  • Constructs and returns an AnimBracketStop actor message based on the parameters. This message will stop an anim bracket with the same name as the Anim Name parameter being played by an actor, causing it to play its closing animation and return to normal behavior. It will only work on actors with models that have animations.

Anim Clear

  • Constructs and returns an AnimClear actor message. This message will clear an animation sequence with the same name as the Anim Name parameter being played by an actor. It will only work on actors with models that have animations.

Anim Clear All But

  • Constructs and returns an AnimClearAllBut actor message. This message will clear all animation sequences except that with the same name as the Anim Name parameter being played by an actor. It will only work on actors with models that have animations.

Anim Dump DB

  • Debug tool. Outputs all animations on a specified model.

Anim Group Apply

  • Constructs and returns an AnimGroupApply actor message based on the parameters. The AnimGroupApply message is used to apply an extra animation group such as Burrow or Flying onto the normal animations such as Walk or Stand.

Anim Group Remove

  • Constructs and returns an AnimGroupRemove actor message based on the parameters. The AnimGroupRemove message is used to remove an extra animation group such as Burrow or Flying that has been apllied onto normal animations such as Walk or Stand.

Anim Group Remove All

  • Constructs and returns an AnimGroupRemoveAll actor message based on the parameters. The AnimGroupRemoveAll message is used to remove all extra animation groups such as Burrow or Flying from an Actor model.

Anim Play

  • Constructs and returns an AnimPlay message. This message will play an animation for the model based on the parameters given. It will only work on actors with models that have animations.

Anim Play Sequence

  • Constructs and returns an AnimPlaySequence message. This message will create an animation sequence based on the animations listed in the Sequence list, and assign it an animation name. It will only work on actors with models that have animations.

Anim Set Completion

  • Constructs and returns an AnimSetCompletion actor message. This message will set the animation to be a percentage complete. It will only work on actors with models that have animations.

Anim Set Duration

  • Constructs and returns an AnimSetDuration actor message. This message will set the duration in seconds it takes to play the animation. It will only work on actors with models that have animations.

Anim Set Paused

  • Constructs and returns an AnimPlayPaused message. This is used to pause or unpause all animations for a model. It will only work on actors with models that have animations.

Anim Set Time

  • Constructs and returns an AnimSetTime actor message. This message will set the animation to be a set time through completion. It will only work on actors with models that have animations.

Anim Set Time Scale

  • Constructs and returns an AnimSetTimeScale actor message. This message will set the time scale of the animation. It will only work on actors with models that have animations.

Anim Set Time Scale Global

  • Constructs and returns a AnimSetTimeScaleGlobal actor message. This message alters the games global animation speed scale.

Attach Set Bearings

  • Constructs and returns an AttachSetBearings message. Sets the bearings of a model's attach point (or potentially multiple attach points if you use an attach method) to the specified world coordinates and rotation.

Attach Set Bearings From

  • Constructs and returns an AttachSetBearingsFrom message. Sets the bearings of a model's attach point (or potentially multiple attach points if you use an attach method) to a location or site op from a specified Actor.

Attach Set Position

  • Constructs and returns an AttachSetPosition message. Sets the position of a model's attach point (or potentially multiple attach points if you use an attach method) to the specified world coordinates.

Attach Set Position From

  • Constructs and returns an AttachSetPositionFrom message. Sets the position of a model's attach point (or potentially multiple attach points if you use an attach method) to a location or site op from a specified actor.

Attach Set Rotation

  • Constructs and returns an AttachSetRotation message. Sets the rotation of a model's attach point (or potentially multiple attach points if you use an attach method) to the specified rotation.

Attach Set Rotation From

  • Constructs and returns an AttachSetRotationFrom message. Sets the rotation of a model's attach point (or potentially multiple attach points if you use an attach method) to a location or site op from a specified actor.

Create

  • Constructs and returns a Create actor message. This message will create an actor. Content parameter is optional. Works on all actor types.

Create Copy

  • Constructs and returns a CreateCopy actor message. This message will create an actor copy of another actor.

Death Customize

  • Constructs and returns a DeathCustomize actor message. Used for alternate death sequences depending on different conditions. Example: burrowed/unburrowed

Destroy

  • Constructs and returns a Destroy actor message. This message destroys the actor it is sent to, removing it from the game entirely.

HostSiteOpsSet

  • Constructs and returns a HostSiteOpsSet actor message. This is used to change the site ops for an actor. The Host Name parameter is used to indicate which host you want to modify the site ops for. Typically, this will just be ::Host, but could refer to other host references as well.

Last Created Actor

  • Returns the last actor successfully created by the user via cheat, data or script. Includes actors created by the Create message, but only if it is sent via cheat or script. Does not include AutoCreates, request creates, or Create messages in response to actor events.

Last Created Actor by Message

  • Returns the last actor successfully created by the user via cheat, data or script. Includes actors created by the Create message, but only if it is sent via cheat or script. Does not include AutoCreates, request creates, or Create messages in response to actor events.

Last Created Actor Scope

  • Returns the last actor scope successfully created by the user via cheat, data or script.

Last Created Actor Scope by Message

  • Returns the last actor scope successfully created by the user via cheat, data or script.

List Add

  • Constructs and returns a ListAdd actor message. This can only be sent to an actor list. Adds the referenced actor to the actor list. The purpose of a list is so all actors in the list could have the same actions applied (example: tree doodads in an area all catch fire).

List Remove

  • Constructs and returns a ListRemove actor message. This can only be sent to an actor list. Removes the referenced actor from the actor list.

Look At Target From Point With Z Offset

  • Returns an actor that is an invisible look at target actor at the specified point.

Look At Target From Unit Attach Point

  • Returns an actor that is an invisible look at target attached to the specified attach point of the specified unit.

Missile Tentacle Return

  • Constructs and returns a MissileTentacleReturn actor message. This message causes an actor to return to its origin point immediately. It will only work on missile actors that are flagged as tentacles.

Model Event Suppress

  • Constructs and returns a ModelEventSuppress message. Suppress a class of model events. This allows you to toggle whether a specific model event affects an actor.

Model Swap

  • Constructs and returns a ModelSwap actor message. This message will swap the current model of an actor with an model to the specified Model and Variation number.

Mover Move

  • Constructs and returns a MoverMove actor message. Starts the actor in motion according to the conditions that have been given to the mover. It will only work on a mover site actor.

Mover Set Acceleration

  • Constructs and returns a MoverSetAcceleration actor message. This will set the acceleration velocity of the mover. It will only work on a mover site actor.

Mover Set Deceleration

  • Constructs and returns a MoverSetDeceleration actor message. This will set the deceleration velocity of the mover. It will only work on a mover site actor.

Mover Set Destination 2D

  • Constructs and returns a SetMoverDestination2D actor message. This message alters an actor's 2D map grid destination based on the X,Y parameters. It will only work on a mover site actor.

Mover Set Destination From

  • Constructs and returns a SetMoverDestinationFrom actor message. This message alters an actor's 2D map grid destination relative to the actor referenced. It will only work on a mover site actor.

Mover Set Destination H

  • Constructs and returns a SetMoverDestinationH actor message. This message alters an actor's relative height based on the ground level and the parameter set. It will only work on a mover site actor.

Mover Set Destination Z

  • Constructs and returns a MoverSetDestinationZ actor message. This message set an actor's absolute height based on the parameter set. It will only work on a mover site actor.

Mover Set Speed

  • Constructs and returns a MoverSetSpeed actor message. This will set the movers current speed. It will only work on a mover site actor.

Mover Set Speed From Duration

  • Constructs and returns a MoverSetSpeedFromDuration actor message. This will set the movers speed based on a duration of time. A shorter time will cause it to move faster. It will only work on a mover site actor.

Mover Set Speed Max

  • Constructs and returns a MoverSetSpeedMax actor message. This will set the movers maximum speed. It will only work on a mover site actor.

Mover Stop

  • Constructs and returns a MoverStop actor message. Tells the mover to stop, it will decelerate based on its current deceleration value before coming to a complete halt. It will only work on a mover site actor.

Mover Stop Now

  • Constructs and returns a MoverStopNow actor message. Stops the mover directly and immediately regardless of deceleration or speed. It will only work on a mover site actor.

Multiply Scale

  • Constructs and returns a MultiplyScale actor message. This will multiply the current scale of the actor by the multipliers specified over the duration specified. Will only work on actors with a model.

Print

  • Constructs and returns a Print actor message. This message will display the String parameter in the debug log. It is a useful debugging tool for ensuring that an actor is behaving as desired, as oftentimes actors are behind the scenes.

Query Persistent

  • Constructs and returns a QueryPersistent actor message. This message will instruct a region actor to send a message to other actors when they enter or leave that region actor. The Enter Response Actor parameter determines what message will be sent to actors entering the region actor, and the Leave Response Actor determines the actor message sent to actors exiting the region actor. This message only works on region actors.

Query Radius

  • Constructs and returns a QueryRadius actor message. This message will search a radius equal to the Radius parameter around an actor, and send an actor message determined by the Response Actor parameter to any actors it finds in that radius.

Query Region

  • Constructs and returns a QueryRegion actor message. This message searches a region actor determined by the Region Actor parameter and sends a message determined by the Response Actor parameter to any actors found inside of the region actor.

Ref Clear

  • Constructs and returns a RefClear actor message. The Actor Ref name parameter determines the actor ref to clear. This will remove the actor associated with that reference, but leave the reference for future use. An actor ref can have any type of actor assigned to it.

Ref Create

  • Constructs and returns a RefCreate actor message. This message creates an actor reference that client code and data can use to store references to other living actors. The Actor Ref Name parameter determines the name of the actor reference, which is used to call it through other actor messages.

Ref Destroy

  • Constructs and returns a RefDestroy actor message based on the parameters. This message destroys an existing actor reference with a name equal to the Actor Ref Name parameter. Once it is destroyed it will no loner be accessible.

Ref Dump

  • Constructs and returns a RefDump actor message based on the parameters. This message will display the contents of an actor reference, chosen through the Actor Ref Name parameter, to the debug log. This is a useful debugging tool as it allows you to see what is being stored inside of the selected actor reference.

Ref Notify

  • Constructs and returns a RefNotify actor message based on the parameters. Typically used with a target, this message allows one actor to send a ref to another actor. The signal parameter allows you to differentiate RefNotify messages if multiple messages are used in the same context.

Ref Set

  • Constructs and returns a RefSet actor message based on the parameters. This message will store an actor determined by the Ref Source parameter, into an existing actor reference determined by the Actor Ref Name parameter. Note: This will only set a value in an actor reference that already exists, it will not create a new reference.

Ref Set From Actor

  • Constructs and returns a RefSetFromActor actor message based on the parameters. This message will set an actor relative to another actor. For example, "RefSetFromActor ::global.test ::Creator ::Host" would set the ::global.test ref to the host of the actor that created the actor from which this message is being sent. Note: This will only set a value in an actor reference that already exists, it will not create a new reference.

Ref Set From Msg

  • Constructs and returns a RefSetFromMsg actor message based on the parameters. This message will store an actor determined by the Message parameter, into an existing actor reference determined by the Actor Ref Name parameter. Note: This will only set a value in an actor reference that already exists, it will not create a new reference.

Ref Set From Request

  • Constructs and returns a RefSetFromRequest actor message based on the parameters. This message uses an actor request to determine what actor should be stored in the reference. The Ref Name parameter is the reference to store the actor in once it is found. Note: Utilizing this function requires a strong knowledge of the actor system.

Ref Set Refresh Name

  • Constructs and returns a RefSetRefreshName actor message based on the parameters. This can be used to update a ref which doesnt update automatically in the actor system, although most should update automatically. Actor should automatically refresh references in special cases (for instance, you have a squib hosted off a hydralisk which turns into an egg. Actor needs to update the host of the squib to host off an analogous attach point on the egg), but this is there just in case it's needed at some point. Note: This will only set a value in an actor reference that already exists, it will not create a new reference.

Ref Table Dump

  • Constructs and returns a RefTableDump actor message based on the parameters. This message dumps an entire actor reference table. The Space parameter determines which ref table will be dumped: 1 will dump the global ref table, 2 will dump the scope ref table, and 3 will dump the actor ref table. When a table is dumped, all existing actor references in that table's category will be printed to the debug log.

Set Bearings

  • Constructs and returns a SetBearings actor message based on the parameters. This message will set the 3D position and 3D rotation of an actor. The Position X, Y, and Z parameters correspond to the 3D map grid location. The Forward X,Y,Z parameters and the Up X,Y,Z parameters correspond to the 3D rotation of the actor. It will only work on actors that have bearings, such as model actors or doodad actors.

Set Bearings From

  • Constructs and returns a SetBearingsFrom actor message based on the parameters. This message will set the 3D position and 3D rotation of an actor to the same 3D position and 3D rotation of another actor chosen with the Actor parameter. It will only work on actors that have bearings, such as model actors or doodad actors.

Set Bearings H

  • Constructs and returns a SetBearingsH actor message based on the parameters. This message operates similarly to a SetBearings message but rather than specifying an absolute Z value you specify a Height value, which is relative to the game terrain level. It will only work on actors that have bearings, such as model actors or doodad actors.

Set Facing

  • Constructs and returns a SetFacing actor message based on the parameters. This message will set the 2D facing of an actor according to the Facing parameter. It will only work on actors that have bearings, such as model actors or doodad actors.

Set Height

  • Constructs and returns a SetHeight actor message based on the parameters. This message sets the actor at a height relative to the terrain, rather than specifying an absolute Z axis value. It will only work on actors that have bearings, such as model actors or doodad actors.

Set Local Tint Color

  • Constructs and returns a SetLocalTintColor actor message based on the parameters. This will set an actors tint color for only the current player. This will only work on actor's with a model.

Set Opacity

  • Constructs and returns a SetOpacity actor message based on the parameters. This message sets an actor's opacity to the Opacity parameter value. The available range 0 to 1. The Blend Duration parameter determines how long it should take to blend from the actor's current opacity to the desired opacity. If the Blend Duration parameter is left at 0, it will change opacity instantly.

Set Position

  • Constructs and returns a SetPosition actor message based on the parameters. This message will set the 3D position of an actor, determined by the X,Y,Z parameters.

Set Position 2D

  • Constructs and returns a SetPosition2D actor message based on the parameters. This message sets the 2D position of an actor, determined by the X,Y parameters. Note: Using this message will set the Z position of the actor to the default terrain level.

Set Position 2D H

  • Constructs and returns a SetPosition2DH actor message based on the parameters. This message sets the 2D position of an actor, determined by the X,Y parameters, while preserving the current height value.

Set Position From

  • Constructs and returns a SetPositionFrom actor message based on the parameters. This message will set the 3D position of an actor to the 3D position of another actor, specified through the Actor parameter.

Set Position H

  • Constructs and returns a SetPositionH actor message based on the parameters. This message will set the 2D position of an actor to the X,Y parameters, while adjusting its height relative to the terrain determined by the Height parameter.

Set Render To Texture Enabled

  • Constructs and returns a SetRenderToTextureEnabled actor message. This will enable or disable a model's ability to use render to texture. Only works on actors with models that are set up for render to texture in the model file.

Set Rotation

  • Constructs and returns a SetRotation actor message based on the parameters. This message will set the 3D rotation of the actor according to the Forward X,Y,Z parameters and the Up X,Y,Z parameters.

Set Rotation From

  • Constructs and returns a SetRotationFrom actor message based on the parameters. This message will set the 3D rotation of an actor to the 3D rotation of another actor specified through the Actor parameter.

Set Scale

  • Constructs and returns a SetScale actor message based on the parameters. This message sets the X,Y,Z scale of an actor's model, relative to the model's data entry X,Y,Z scale value, to the X,Y,Z parameter values. This will take place over a number of game time seconds determined by the Blend Duration parameter. If Blend Duration is left at 0, the change in scale will occur immediately. Note: This only works on actors with models.

Set Scale Absolute

  • Constructs and returns a SetScaleAbsolute actor message based on the parameters. This message sets the absolute X,Y,Z scale of an actor's model to the X,Y,Z parameter values. This will take place over a number of game time seconds determined by the Blend Duration parameter. If Blend Duration is left at 0, the change in scale will occur immediately. Note: This only works on actors with models.

Set Team Color

  • Constructs and returns a SetTeamColor actor message based on the parameters. The Diffuse R,G,B parameter values determine the color of any diffuse textures on the model, such as the areas that display the color associated with their controlling player. The Emissive R,G,B parameter values determine the color of any emissive textures on the model, such as the energy blades on the Zealot model. This will only work on actor's with a model.

Set Tint Color

  • Constructs and returns a SetLocalTintColor actor message based on the parameters. This will set an actors tint color for all players. This will only work on actor's with a model.

Set Visibility

  • Constructs and returns a SetVisibility actor message based on the parameters. This message will set the visibility state for the actor's model on or off, depending on the visibility parameter value. If set to 0, the model will not show up. If set to 1, the model will show up. Other factors (such as if the model is under the fog of war) can affect an actor's visibility - this message cannot force an actor to be visibile if the game engine is causing it to be invisible. The reverse is possible, however - this message can force an actor to be invisible. In other words, invisibility always wins.

Set Walk Anim Move Speed

  • Constructs and returns a SetWalkAnimMoveSpeed actor message. This message alters an actor's relative walking animation speed, 1=normal, less is faster, more is slower.

Set Z

  • Constructs and returns a SetZ actor message based on the parameters. This message sets the absolute height of the actor, determined by the Z parameter.

Signal

  • Constructs and returns a Signal actor message based on the parameters. This message will send a signal with a name determined by the Signal parameter to an actor. If the actor is set up to respond to a signal by that name it will do so, otherwise it will have no effect. Note: This is a relatively advanced actor message, as the actor you are sending the signal to must be pre-configured to respond to a signal message with the same name.

Sound Add DSP

  • Constructs and returns a SoundAddDSP actor message based on the parameters. This message will add a reverb effect, chosen by the Effect parameter, to a sound. This will only work on sound actors.

Sound Set Muted

  • Constructs and returns a SoundSetMuted actor message based on the parameters. This message will mute or unmute a sound depending on the Muted State parameter: 1 is muted, 0 is unmuted. It can mute or unmute with or without a fade depending on the Fade parameter: 1 is fade, 0 is do not fade.

Sound Set Offset

  • Constructs and returns a SoundSetOffset actor message based on the parameters. This message will offset the sound playback, in milliseconds, by a value equal to the Offset parameter. This can be used to skip a portion of a sound played by a sound actor. It will only work on sound actors.

Sound Set Paused

  • Constructs and returns a SoundSetPaused actor message based on the parameters. This message will paused or unpause a sound depending on the Paused State parameter: 1 is paused, 0 is unpaused. It can pause or unpause with or without fade depending on the Fade parameter: 1 is fade, 0 is do not fade.

Status Decrement

  • Constructs and returns a StatusDecrement actor message. This message is used to decrement an existing status variable, specified by the Status Variable parameter, on an actor. If the status variable count is 0 a StatusOff message tied to that status variable is sent to the actor, which would respond in a pre-determined fashion to no longer having that status. Note: This is a relatively advanced actor concept, as it requires an actor be setup to respond to a StatusOn or StatusOff message to have any effect.

Status Increment

  • Constructs and returns a StatusIncrement actor message. This message is used to increment an existing status variable, specified by the Status Variable parameter, on an actor. If the status variable count is raised above 0 a StatusOn message tied to that status variable is sent to the actor, which would respond in a pre-determined fashion to having that status. Note: This is a relatively advanced actor concept, as it requires an actor be setup to respond to a StatusOn or StatusOff message to have any effect.

Texture Dump

  • Constructs and returns a TextureDump actor message. Prints the current texture list for an actor. Works on actors with a model.

Texture Dump DB

  • Constructs and returns a TextureDumpDB actor message. This message prints out all of the possible textures that could be applied to the model of an actor to the debug log. It only works on actors with models.

Texture Group Apply

  • Constructs and returns a TextureGroupApply message based on the parameters. This message will change which set of textures are being displayed on an actor. An example of this is the Vespene Geyser unit, which has a different texture set (or prop) for each tileset. Note: This is a relatively advanced actor concept, as the textures must be set up in the data in order for a model to display them.

Texture Group Remove

  • Constructs and returns a TextureGroupRemove actor message based on the parameters. This message will remove a set of texture props associated with the name given in the Texture Props parameter. The unit will revert to its default texture, if it is not already using it.

Texture Select By ID

  • Constructs and returns a TextureSelectById actor message. Selects a texture that is defined in game data. Works on actors with a model.

Texture Select By Match

  • Constructs and returns a TextureSelectByMatch actor message. Selects a texture into the specified slot so as to best match the contents of the source slot. Useful for populating Normal, Specular and Emissive slot components from the diffuse component. Works on actors with a model.

Texture Select By Slot

  • Constructs and returns a TextureSelectBySlot actor message. Select a texture into a texture slot based on the specified texture expression. Works on actors with a model.

Texture Slot Component

  • Query a texture and returns which component this texture belongs to. (Diffuse, Normal, Specular or Emissive)

Texture Slot Name

  • Query a texture and return the slot name that the texture is assigned to.

Texture Video Play

  • Constructs and returns a TextureVideoPlay actor message. Plays a video texture in a texture slot with the specified rate and flags. Works on actors with a model.

Texture Video Play (Advanced)

  • Constructs and returns a TextureVideoPlay actor message. Plays a video texture in a texture slot with the specified rate and flags. Works on actors with a model.

Texture Video Set Frame

  • Constructs and returns a TextureVideoSetFrame actor message. Sets the frame of a video texture that is playing on the specified slot. Works on actors with a model.

Texture Video Set Frame (Advanced)

  • Constructs and returns a TextureVideoSetFrame actor message. Sets the frame of a video texture that is playing on the specified slot. Works on actors with a model.

Texture Video Set Paused

  • Constructs and returns a TextureVideoSetPaused actor message. Sets the pause state of the video texture in the specified texture slot. Works on actors with a model.

Texture Video Set Paused (Advanced)

  • Constructs and returns a TextureVideoSetPaused actor message. Sets the pause state of the video texture in the specified texture slot. Works on actors with a model.

Texture Video Set Time

  • Constructs and returns a TextureVideoSetTime actor message. Sets the play position (in seconds) of the video texture in the specified texture slot. Works on actors with a model.

Texture Video Set Time (Advanced)

  • Constructs and returns a TextureVideoSetTime actor message. Sets the play position (in seconds) of the video texture in the specified texture slot. Works on actors with a model.

Texture Video Stop

  • Constructs and returns a TextureVideoStop actor message. Stops a video texture in the specified texture slot. Works on actors with a model.

Texture Video Stop (Advanced)

  • Constructs and returns a TextureVideoStop actor message. Stops a video texture in the specified texture slot. Works on actors with a model.

Texture Video Stop All

  • Constructs and returns a TextureVideoStopAll actor message. Stops all video textures on the actor it is sent to. Works on actors with a model.

Timer Kill

  • Constructs and returns a TimerKill message based on the parameters. This message will remove a timer currently ticking on an actor. It will not trigger its expiration effect.

Timer Set

  • Constructs and returns a TimerSet message based on the parameters. This message will create a timer on the actor that will last for the Duration parameter in game time seconds. The Timer Name parameter determines the name of the timer. When the timer expires a TimerExpired actor message is sent to the target actor, who would behave in a pre-determined fashion. Note: This is a relatively advanced actor concept, as it requires an actor to be setup to respond to a TimerExpired actor message to have any effect.

Transition

  • Constructs and returns a Transition actor message. Signals a generic transition "in" or "out" over a duration. Works on rocker site actors.

AI

AI Time Is Paused

  • Returns true if the AI time is paused.

Attack Wave Is On

  • Use the Turn Attack Wave On/Off action to turn attack waves on or off.

Attack Wave Last Created Units

  • Attack waves only create units if the Create Units Instantly option is enabled in the AI module.

Attack Wave Last Created Wave

  • Returns the wave data associated with the last attack wave created for a specific wave definition within an AI personality defined in the AI module. To get the last wave for the personality regardless of wave definition, use Last Created Wave for Personality.

Custom Data For Last Attack Wave

  • Returns the custom data associated with the last attack wave started by the given player. Custom data strings for attack waves can be defined in the AI module.

Difficulty High

  • Returns true if the current difficulty setting is this or harder. This is for campaign use (in which all players have the same difficulty setting), so player 1's setting is used.

Difficulty Is (one)

  • Returns true if this is the current difficulty setting. This is for campaign use (in which all players have the same difficulty setting), so player 1's setting is used.

Difficulty Is (two)

  • Returns true if the current difficulty setting is either of these. This is for campaign use (in which all players have the same difficulty setting), so player 1's setting is used.

Difficulty Low

  • Returns true if the current difficulty setting is this or easier. This is for campaign use (in which all players have the same difficulty setting), so player 1's setting is used.

Difficulty Value (Integer)

  • Returns the integer parameter that matches the current difficulty setting. This is for campaign use (in which all players have the same difficulty setting), so player 1's setting is used.

Difficulty Value (Real)

  • Returns the real parameter that matches the current difficulty setting. This is for campaign use (in which all players have the same difficulty setting), so player 1's setting is used.

Difficulty Value (Unit Type)

  • Returns the unit type parameter that matches the current difficulty setting. This is for campaign use (in which all players have the same difficulty setting), so player 1's setting is used.

Difficulty Value Swarm (Boolean)

  • Returns the boolean parameter that matches the current difficulty setting. This is for campaign use (in which all players have the same difficulty setting), so player 1's setting is used.

Difficulty Value Swarm (Integer)

  • Returns the integer parameter that matches the current difficulty setting. This is for campaign use (in which all players have the same difficulty setting), so player 1's setting is used.

Difficulty Value Swarm (Real)

  • Returns the real parameter that matches the current difficulty setting. This is for campaign use (in which all players have the same difficulty setting), so player 1's setting is used.

Difficulty Value Swarm (Unit Type)

  • Returns the unit type parameter that matches the current difficulty setting. This is for campaign use (in which all players have the same difficulty setting), so player 1's setting is used.

Difficulty Value Void (Boolean)

  • Returns the boolean parameter that matches the current difficulty setting. This is for Void campaign use (in which all players have the same difficulty setting), so player 1's setting is used.

Difficulty Value Void (Integer)

  • Returns the integer parameter that matches the current difficulty setting. This is for Void campaign use (in which all players have the same difficulty setting), so player 1's setting is used.

Difficulty Value Void (Real)

  • Returns the real parameter that matches the current difficulty setting. This is for Void campaign use (in which all players have the same difficulty setting), so player 1's setting is used.

Difficulty Value Void (Unit Type)

  • Returns the real parameter that matches the current difficulty setting. This is for Void campaign use (in which all players have the same difficulty setting), so player 1's setting is used.

Escorts Of Unit

  • Returns a group of all of the units assigned to escort a unit.

Escorts Of Unit Group

  • Returns a group of all of the units assigned to escort a unit group.

Last Created Wave

  • Returns the last attack wave created by trigger script. This will get set after Send Attack Wave is called.

Last Created Wave For Personality

  • Returns the wave data associated with the last attack wave created for an AI personality defined in the AI module. This may correspond to any wave definition. To get the last wave for a specific wave definition, use Attack Wave Last Created Wave.

Random Spawn Point

  • Returns a random point in the given region. Prefers to stay either close or far from enemies units. Also prefers to be within some max distance of enemy buildings. It will also stay away from previously returned random points in the region.

Triggering Wave

  • Returns the triggering attack wave in response to "Player Sends AI Wave" events.

Unit Is Script Controlled

  • Returns true if the unit is being controlled by scripts/triggers instead of by AI. This function only works for units owned by an AI player. Script-controlled units are not used by the AI for attack waves. Units that are issued orders via trigger actions are automatically marked as script-controlled. You can manually mark a unit as script-controlled using the Enable/Disable Script Control trigger actions.

Unit Is Suicidal

  • Returns true if the unit is flagged as a suicide unit.

Unit Is Unavailable For Wave Use

  • Returns true if the unit is unusable by waves.

Units In Waves With Target

  • Returns a group of all the units owned by a player in any waves that are targeting the specified wave target.

Units Of Wave

  • Returns the group of units that belong to a wave.

Wave Of Unit

  • Returns the wave a unit belongs to.

AI Advanced

AI Pathing Cost Map

  • Returns the map pathing cost between two points, ignores all units.

AI Pathing Cost Unit

  • Returns the pathing cost from a unit.

AI Self Reinforce Point

  • No information

Beacon Get Ally PlayerId

  • Get playerId for the given beacon ally.

Beacon Get Num Allies

  • Get the number of beacon allies this player has.

Beacon Get Target Point

  • Gets the target point of the specified beacon.

Beacon Get Target Unit

  • Gets the target unit of the specified beacon, if there is one.

Beacon Is Auto Cast

  • Is autocast enabled for the specified beacon.

Beacon Is From User

  • Was the specified beacon set by a human player or by the computer.

Beacon Is Set

  • Is the specified beacon currently enabled.

Beacon Num Minerals Requested

  • Get the outstanding minerals requested by this player.

Beacon Num Vespene Requested

  • Get the outstanding vespene requested by this player.

Combat Diff Flag Bonus Damage

  • When enabled, allows the combat AI to target unit types it would do bonus damage to before certain other targets.

Combat Diff Flag Detector

  • When enabled, allows the combat AI to target detectors before certain other targets.

Combat Diff Flag Healers

  • When enabled, allows the combat AI to target healers before certain other targets.

Combat Diff Flag Injured

  • When enabled, allows the combat AI to target injured units before certain other targets.

Combat Diff Flag Low Health

  • When enabled, allows the combat AI to target low health units before certain other targets.

Combat Diff Flag Siege Range

  • When enabled, allows the combat AI to target siege range units before certain other targets.

Combat Diff Flag Sort Buildings Priority

  • When enabled, allows the combat AI to prioritize the order it will attack buildings in.

Combat Diff Flag Special High Priority

  • When enabled, allows the combat AI to target squishy high damage casters before certain other targets.

Combat Diff Flag Splash High Priority

  • When enabled, allows the combat AI to target AoE/Splash damage enemies before certain other targets.

Combat Diff Flag Timed Low Priority

  • When enabled, allows the combat AI to target limited time units below certain other targets.

Combat Diff Flag Workers Normal Priority

  • When enabled, allows the combat AI to target workers normally, instead of below most other targets.

Create Wave

  • Create a wave from the specified wave info for a player. Returns the wave.

Create Wave Info

  • Returns a newly initialized Wave Info object.

Create Wave Info From Wave

  • Returns a new wave info from the specified wave.

Default/Code Get First Missing Req

  • Returns the first completely missing requirment to make an object for a player. Same as the script version, except this version cannot be modified to handle custom requirements.

Default/Code Get First Unfinished Req

  • Returns the first unfinished requirment to make an object for a player. Same as the script version, except this version cannot be modified to handle custom requirements.

Default/Code Get Full Make Time

  • Returns the total amount of time required to make the specified object (including the time it would take to tech up to that object's requirements). Returned value is in sixteenths of a second. Same as the script version, except this version cannot be modified to handle custom requirements.

Default/Code Get Maker

  • Returns the ID of the unit type that directly makes the specified object for a player. Same as the script version, except this version cannot be modified to handle custom requirements.

Default/Code Get Object Type

  • Takes an Object ID and returns 0 if it is a unit, 1 if it is a building, 2 if it is an upgrade, and -1 if it does not fall into any of those categories. Same as the script version, except this version cannot be modified to handle custom requirements.

Does Unit Have Tactical Disabled

  • Returns true if the unit has tactical disabled via the special flag.

Eval Ratio

  • Returns the global eval ratio for a player.

Expand

  • Instructs the AI for a player to expand starting the search at the specified point, and builds the specified building at the new expansion. Returns the town index for the new town.

Find Units

  • Returns a group of all of the units of the specified type owned by a player within the specified range of a point up to max count units.

Get AI Suggested Build Loc

  • No information

Get Base Name

  • Returns the internal string ID of the object specified by the String parameter.

Get Best Attack Target Point

  • Get the best target point to attack for a player, optionally considering only the specified enemies.

Get Best Target Point On Group

  • Returns the best location to place an AOE attack on a group of units with the specified parameters.

Get BuildAt Name

  • Returns the build at name contained in the specified string.

Get Building Count In Town

  • Returns the number of buildings of the specified type in the specified town for a player.

Get Cloaked Attacker

  • Returns the position of the last attack from a cloaked unit against a player specified by the Player parameter.

Get Closest Town

  • Returns the index of the town closest to the specified point.

Get Coop Flag

  • Gets the current value of the specified coop flag index for a player.

Get Current Harvest Peon Count

  • Returns the number of peons currently harvesting in a town for a player.

Get Default Build Flags

  • Returns the default build flags for a type of building made by a player.

Get Default Combat Priority

  • Returns a unit that is the best target for the specified attackers from the list of possible units in the specified enemy unit group. It then also changes the attackers group to only include the limited number of attackers wanting to switch to that target.

Get Defense Gather Location

  • Returns the default defensive gather location for a town of a player.

Get Difficulty Parameter

  • Returns the state of a particular difficulty parameter for a player.

Get Flag

  • Gets the current value of the specified flag index for a player. The flag is a per player boolean array that can be useful to AI scripting.

Get Gas Amount Left

  • Returns the total gas left to be harvested in a town for a player.

Get Max Desired Harvest Peon Count

  • Returns the maximum number of peons the AI wants to have harvesting in a town for a player.

Get Min Desired Harvest Peon Count

  • Returns the minimum number of peons the AI wants to have harvesting in a town for a player.

Get Mineral Amount Left

  • Returns the total minerals left to be harvested in a town for a player.

Get Next Scout Location

  • Returns the next location needing to be scouted for a player.

Get Next Unused Town Slot

  • Returns the index of the next unused town slot for a player.

Get Num Mineral Spots

  • Returns number of mineral locations in a town for a player.

Get Num RawGas Spots

  • Returns number of raw gas locations in a town for a player. To get harvestable gas, query for the gas harvesting building in the town.

Get Offense Gather Location

  • Returns the default offensive gather location for a town of a player.

Get State

  • Gets the current value of the specified state index for a player. The state is a per player integer array that can be useful to AI scripting.

Get Town Location

  • Returns the location of a town for a player.

Get Town State

  • Returns the current state of a town for a player.

Get Town Threats

  • Returns a unit group of all the threats near the given town of a player.

Get Wants To Move Status

  • Returns true if the AI logic wants to move the specified unit.

Grab Unit

  • Finds a player's lowest priority unit of the specified unit type, closest to the specified location, and claims it for a task, setting the priority of the new task.

Is Campaign AI

  • Returns whether a player is running campaign AI (as opposed to melee AI).

Is Ignored By Wave

  • Returns true if the specified unit is ignored by the wave it is in (for purposes of regrouping, etc.).

Is Point In Shrub

  • Returns whether a point is in a shrub.

Is Town Harvesting

  • Returns whether the given town for a player is harvesting.

Is Wave In Combat

  • Returns true if the specified wave is in combat.

Known Unit Count

  • Returns the number of units of of the specified unit type owned by another player that have been seen by the specified player.

Lane Waypoint Get Calc Data Closest Dist

  • Returns the distance to the closest point along the lane calculated by the last call to "Lane Waypoint Calc Closest Data For Lane".

Lane Waypoint Get Calc Data Closest Point

  • Returns the closest point along the lane calculated by the last call to "Lane Waypoint Calc Closest Data For Lane".

Lane Waypoint Get Calc Data Closest Waypoint Index

  • Returns the closest waypoint index calculated by the last call to "Lane Waypoint Calc Closest Data For Lane".

Lane Waypoint Get Calc Data Second Waypoint Index

  • Returns the secondary waypoint index calculated by the last call to "Lane Waypoint Calc Closest Data For Lane".

Lane Waypoint Get Closest Lane

  • Finds the lane closest to TestPoint (note this function can be called any time and is not dependent on "Lane Waypoint Calc Closest Data For Lane").

Last Attack

  • Returns the time the specified unit was last attacked.

Last Attacker

  • Returns the unit who last attacked the specified unit.

Player Has Resources

  • Returns whether a player has at least the specified amounts of Minerals and Gas.

Same Command

  • Tells a unit to do the same action that another is currently doing. Returns true if the action succeeded.

Script Get First Missing Req

  • Returns the first completely missing requirment to make an object for a player. Same as the default/code version, except this version could potentially be modified to handle custom requirements.

Script Get First Unfinished Req

  • Returns the first unfinished requirment to make an object for a player. Same as the default/code version, except this version could potentially be modified to handle custom requirements.

Script Get Full Make Time

  • Returns the total amount of time required to make the specified object (including the time it would take to tech up to that object's requirements). Returned value is in sixteenths of a second. Same as the default/code version, except this version could potentially be modified to handle custom requirements.

Script Get Maker

  • Returns the ID of the unit type that directly makes the specified object for a player. Same as the default/code version, except this version could potentially be modified to handle custom requirements.

Script Get Object Type

  • Takes an Object ID and returns 0 if it is a unit, 1 if it is a building, 2 if it is an upgrade, and -1 if it does not fall into any of those categories. Same as the default/code version, except this version could potentially be modified to handle custom requirements.

Tactical AI Filter - Create Filter

  • Create an AI filter for use with tactical AI routines.

Tactical AI Filter - Create Marker

  • Create a marker for use with the tactical AI functions.

Tactical AI Filter - Run

  • Use a tactical AI filter to trim a unit group and return a new one.

Tech Count

  • Returns the number of units of the specified unit type that are in progress/made by a player. Includes units in AI queues.

Unit Has AI Option

  • Returns true if the unit has the specified AI option enabled.

Wants To Surrender

  • Check if this player wants to concede a skirmish game.

Wave Eval

  • Returns the eval of the specified wave.

Wave Eval Ratio

  • Returns the eval ratio of the specified wave against enemies within the specified range.

Wave Get

  • Returns the wave at the specified index for a player.

Wave Get Target

  • Returns the wave target for the specified wave.

Wave State

  • Returns the state of a wave.

Wave Target Escort

  • Creates a new wave target set to escort the specified unit group. Returns the wave target.

Wave Target Escort No Leash

  • Creates a new wave target set to escort the specified unit group. Returns the wave target.

Wave Target Gather Defense

  • Creates a new wave target set to gather at the defensive gather point of the specified town. Returns the wave target.

Wave Target Gather Offense

  • Creates a new wave target set to gather at the offensive gather point of the specified town. Returns the wave target.

Wave Target Harass Retreat

  • Creates a new wave target set to harass and retreat. Returns the wave target.

Wave Target Melee

  • Creates a new wave target set to attack enemies of the specified player. Returns the wave target.

Wave Target Melee Harass

  • Creates a new wave target set to harass enemies of the specified player. Returns the wave target.

Wave Target Merge

  • Creates a new wave target set to merge with the specified wave. Returns the wave target.

Wave Target Patrol

  • Creates a new wave target set to repeatedly patrol through its waypoint list. Returns the wave target.

Wave Target Player

  • Creates a new wave target set to attack a player group. Returns the wave target.

Wave Target Point

  • Creates a new wave target set to attack a point. Returns the wave target.

Wave Target Region

  • Creates a new wave target set to defend the specified region. Returns the wave target.

Wave Target Unit

  • Creates a new wave target set to attack a unit. Returns the wave target.

Wave Target Unit Point

  • Creates a new wave target set to attack the location where a unit currently resides. Returns the wave target.

Wave Target UnitGroup

  • Creates a new wave target set to attack a unit group. Returns the wave target.

Wave Time In Combat

  • Returns how long the specified wave has been in combat.

Wave Time Since Combat

  • Returns how long since the specified wave has been in combat.

Wave Time Since Ordered

  • Returns how long since the specified wave has been ordered.

Wave To String

  • Converts a wave tag to a string.

Wave Type

  • Returns the wave type of a wave.

Wave Unit Count

  • Returns the number of units in a wave.

Bank

Bank Exists

  • Returns true if a bank, chosen by the Name parameter, exists for the chosen Player.

Bank Key Count

  • Returns the number of keys in the specified Section of the chosen Bank.

Bank Key Exists

  • Returns true if the chosen Bank has an entry at the specified Key of the specified Section.

Bank Key Name

  • Returns the string name of the Key, chosen by Integer position, of the specified Section of the chosen Bank.

Bank Name

  • Returns the name of the chosen bank.

Bank Option

  • No information

Bank Player

  • Returns the player associated with the chosen bank.

Bank Section Count

  • Returns the number of sections in the chosen Bank.

Bank Section Exists

  • Returns true if the specified Section exists in the chosen Bank.

Bank Section Name

  • Returns the name of the Section, chosen by Integer position, of the chosen Bank.

Bank Value Is Type

  • Returns true if the value contained in the chosen Bank at the specified Key of the specified Section is of the chosen Type.

Evaluate Bank Condition

  • No information

Last Opened Bank

  • Returns the last bank that was opened.

Last Restored Unit

  • Returns the last unit that was restored from a bank.

Load Boolean Value

  • Returns a Boolean value contained in the chosen Bank at the specified Key of the specified Section.

Load Integer Value

  • Returns an Integer value contained in the chosen Bank at the specified Key of the specified Section.

Load Point Value

  • Returns a Point value contained in the chosen Bank at the specified Key of the specified Section.

Load Real Value

  • Returns a Real value contained in the chosen Bank at the specified Key of the specified Section.

Load String Value

  • Returns a String value contained in the chosen Bank at the specified Key of the specified Section.

Verify Bank

  • Returns true if the signature option is enabled and the signature matches the data in the bank. The signature is only computed when a bank is loaded at startup.

Camera

Camera Distance of Player

  • Returns the current camera distance of a player. Camera distance is tracked for all players in a multiplayer game, but the queried locations will be slightly old due to network latency.

Camera Move Reason

  • Returns the source of the last camera movement.

Camera Object Property

  • Returns the value of the specified Property for the chosen Camera Object.

Set Camera Object Target

  • Sets a camera object to a selected point.

Camera Pitch of Player

  • Returns the current camera pitch of a player. Camera pitch is tracked for all players in a multiplayer game, but the queried locations will be slightly old due to network latency.

Camera Target Of Player

  • Returns the current camera target of a player. Camera targets are tracked for all players in a multiplayer game, but the queried locations will be slightly old due to network latency.

Camera Yaw of Player

  • Returns the current camera yaw of a player. Camera yaw is tracked for all players in a multiplayer game, but the queried locations will be slightly old due to network latency.

Copy Of Camera Object

  • Returns a copy of a set camera object.

Default Game Camera

  • Returns the default game camera settings.

Unit Group Followed By Camera

  • Follows a unit group with the camera.

Catalog

Catalog Entry Class

  • Returns the scope (essentially, the type) of the specified entry in integer form. Use catalog lookup functions to retrieve a data value or other information from the game data.

Catalog Entry Count

  • Returns the number of entries in a catalog. Use catalog lookup functions to retrieve a data value or other information from the game data.

Catalog Entry Get

  • Returns the ID of a catalog entry from its index in the catalog. Use catalog lookup functions to retrieve a data value or other information from the game data.

Catalog Entry Is Default

  • Returns true if the specified catalog entry is a default entry. Use catalog lookup functions to retrieve a data value or other information from the game data.

Catalog Entry Is Valid

  • Returns true if the specified catalog entry is valid. Use catalog lookup functions to retrieve a data value or other information from the game data.

Catalog Entry Parent

  • Returns the ID of the parent of the specified entry. Use catalog lookup functions to retrieve a data value or other information from the game data.

Catalog Entry Scope

  • Returns the scope (essentially, the type) of the specified entry. Use catalog lookup functions to retrieve a data value or other information from the game data.

Catalog Field Count

  • Returns the number of fields for the specified scope. Use catalog lookup functions to retrieve a data value or other information from the game data.

Catalog Field Exists

  • Returns true if the specified field exists in the specified scope. Use catalog lookup functions to retrieve a data value or other information from the game data.

Catalog Entry Get

  • Returns the ID of a catalog entry from its index in the catalog. Use catalog lookup functions to retrieve a data value or other information from the game data.

Catalog Field Is Array

  • Returns true if the specified field is an array in the specified scope. Use catalog lookup functions to retrieve a data value or other information from the game data.

Catalog Field Is Scope

  • Returns true if the specified field exists in the specified scope. Use catalog lookup functions to retrieve a data value or other information from the game data.

Catalog Field Type

  • Returns the data type for the specified field in the specified scope. Use catalog lookup functions to retrieve a data value or other information from the game data.

Catalog Field Type Category

  • Returns the data type category for the specified field in the specified scope. Use catalog lookup functions to retrieve a data value or other information from the game data.

Catalog Field Value Count

  • Returns the count of the values for a field for an entry. Returns 0 if the specified field is not an array. Use catalog lookup functions to retrieve a data value or other information from the game data. To find the name of a field path, open the data editor and turn on View Raw Data. For example, if you wanted to get the number of active indicies for a train ability, your field path string would be "InfoArray".

Catalog Field Value Get

  • Returns the value of a field for an entry. Use catalog lookup functions to retrieve a data value or other information from the game data. To find the name of a field path, open the data editor and turn on View Raw Data. For example, if you wanted to get the unit for the first index of a train ability, your field path string would be "InfoArray[0].Unit".

Catalog Field Value Get As Integer

  • Returns the value of a field for an entry as an integer. Use catalog lookup functions to retrieve a data value or other information from the game data. To find the name of a field path, open the data editor and turn on View Raw Data. For example, if you wanted to get the unit for the first index of a train ability, your field path string would be "InfoArray[0].Unit".

Catalog Field Value Get Flags As Integer

  • Returns the value of a CFlags or CFlagArray field for an entry as an integer so bitwise math can be done on it. Use catalog lookup functions to retrieve a data value or other information from the game data. To find the name of a field path, open the data editor and turn on View Raw Data.

Catalog Link Replacement

  • Most game functionality will switch to using the replacement value when possible instead of the original value.

Catalog Reference Count

  • Returns the count of the values for a field for an entry. Returns 0 if the specified field is not an array. Use catalog lookup functions to retrieve a data value or other information from the game data. To find the name of a field path, open the data editor and turn on View Raw Data. For example, if you wanted to get the number of active indicies for a train ability, your field path string would be "InfoArray".

Catalog Reference Get

  • Returns the value of a field for an entry. Use catalog lookup functions to retrieve a data value or other information from the game data. To find the name of a field path, open the data editor and turn on View Raw Data. For example, if you wanted to get the unit for the first index of a train ability, your field path string would be "InfoArray[0].Unit".

Catalog Reference Get As Integer

  • Returns the value of a field for an entry as an integer. Use catalog lookup functions to retrieve a data value or other information from the game data. To find the name of a field path, open the data editor and turn on View Raw Data. For example, if you wanted to get the unit for the first index of a train ability, your field path string would be "InfoArray[0].Unit".

Class Of Ability

  • Returns the ability type of an ability. This is the non raw data version of an ability's scope. Use catalog lookup functions to retrieve a data value or other information from the game data.

Cost Of Ability

  • Returns one of the costs of an ability. Use catalog lookup functions to retrieve a data value or other information from the game data.

Cinematics

Player In Cinematic Mode

  • Returns true if the specified player has cinematic mode turned on.

Conversation

Active Data Conversation Camera

  • Returns the state index for the last camera to be applied in the running data conversation

Active Data Conversation Line

  • Returns the active line in the running data conversation

Active Data Conversation Sound

  • Returns the sound associated with the active line in the running data conversation

Conversation Is Visible

  • Returns true if the conversation is visible for the specified player.

Conversation Reply Index

  • Returns the index of the specified conversation reply.

Conversation Reply State

  • Returns the reply state for the specified conversation reply.

Convert Integer To Conversation State Index

  • Returns the conversation state index for the given conversation state and integer index.

Data Conversation Can Be Run

  • Returns true if the conversation has any active lines or choices to be run using the current state.

Data Conversation Choice Count

  • Returns the total number of choices defined in a conversation.

Data Conversation Choice Name

  • Returns the name of a conversation choice at the specified index.

Data Conversation Choice Count

  • Returns the total number of choices defined in a conversation.

Data Conversation Choice Picked

  • Returns the picked state of a conversation choice.

Data Conversation Choice Picked Count

  • Returns the number of times a conversation choice has been picked.

Data Conversation Choice State

  • Returns the reply state of a conversation choice.

Data Conversation Line Count

  • Returns the total number of lines defined in a conversation.

Data Conversation Line Name

  • Returns the name of a conversation line at the specified index.

Data Conversation Line Picked Count

  • Returns the number of times a conversation line has been picked.

Data Conversation Line With Tag

  • Tags may be defined for lines or groups within the conversation data in the Data module.

Data Conversation Sound

  • Returns the sound associated with the given conversation line. If conditions are checked and fail, no line will be returned.

Data Conversation Speaker

  • Returns the speaker character associated with the given conversation line.

Data Conversation State

  • Converts a conversation state index to an integer.

Data Conversation State Ability Command

  • Returns an ability command associated with the given conversation state. The info name corresponds with the 'Info Name' field defined in the state.

Data Conversation State Attachment Point

  • Returns the attachment point associated with the given conversation state.

Data Conversation State Count

  • Returns the number of individual state values within a state definition.

Data Conversation State Custom Value

  • Returns a custom value associated with the given conversation state. The info name corresponds with the 'Info Name' field defined in the state.

Data Conversation State Image

  • Returns the image associated with the given conversation state.

Data Conversation State Model

  • Returns a model associated with the given conversation state. The info name corresponds with the 'Info Name' field defined in the state.

Data Conversation State Movie

  • Returns the movie associated with the given conversation state.

Data Conversation State Text Tag Edge

  • Returns the text tag edge associated with the given conversation state.

Data Conversation State Upgrade

  • Returns an upgrade associated with the given conversation state. The info name corresponds with the 'Info Name' field defined in the state.

Last Created Conversation

  • Returns the last created conversation.

Last Created Conversation Reply

  • Returns the last created conversation reply.

Last Data Conversation Was Skipped

  • Returns true if the last run data conversation was skipped by the user.

Selected Conversation

  • Returns the selected conversation.

Selected Conversation Reply

  • Returns the selected conversation reply.

Triggering Conversation State

  • Returns the conversation state in response to Data Conversation State Changed events.

Conversion

Color Component

  • Returns the percentage value of a color component in the specified color.

Convert 3D Rotation To String

  • Converts and combines the Forward X,Y,Z parameters, and the Up X,Y,Z parameters, into a string with the format "<Forward Vector>,<Up Vector>".

Convert 3D Vector To String

  • Converts the X, Y, and Z parameters into a string with the format "X,Y,Z".

Convert Bearings To String

  • Turns a 3D position and a 3D rotation (via forward an up vectors) into a string that can be used in an actor message.

Convert Boolean To Integer

  • Converts a boolean to 1 (true) or 0 (false).

Convert Boolean To String

  • Converts a boolean value to a string value.

Convert Catalog Entry To String

  • Converts a catalog entry to a string value.

Convert Catalog Field Name To String

  • Converts a catalog field name to a string value.

Convert Catalog Field Path To String

  • Converts a catalog field path to a string value.

Convert Catalog Scope To String

  • Converts a catalog scope to a string value.

Convert Color Index To Color

  • Returns the color at the specified color index. The color index is an index into the array of colors that appear when you select a color in a SC2 game lobby.

Convert Color To String

  • Converts the RGB values of the specified Color to a string value with the format "<Red>,<Green>,<Blue>".

Convert Conversation State Index To String

  • Converts a conversation state index value to a string value.

Convert Font Style To String

Converts a font style value to a string value.

Convert Game Link To String

  • Converts a game link value to a string value.o

Convert Game User To Integer

  • Converts a game user id to an integer value

Convert Image To String

  • Converts an image to a string value.

Convert Integer To Real

  • Converts an integer into a real value.

Convert Integer To String

  • Converts an integer to a string value.

Convert Player Color To Color

  • Converts a player color value to an actual color

Convert Point To String

  • Converts a point value to a string value.

Convert Preset To Color

  • Converts a preset value to a color value.

Convert Preset To Conversation

  • Converts a preset value to a conversation value.

Convert Preset To Game Link - Unit

  • Converts a preset value to a unit game link value.

Convert Preset To Identifier

  • Converts a preset value to a string containing the identifier of the value. The preset must enable the Generate Identifier Conversion Function option for this to work.

Convert Preset To Integer

  • Converts a preset value to an integer value.

Convert Preset To Point

  • Converts a preset value to a point value.

Convert Preset To Real

  • Converts a preset value to a real value.

Convert Preset To Region

  • Converts a preset value to a region value.

Convert Preset To Reply

  • Converts a preset value to a reply value.

Convert Preset To Revealer

  • Converts a preset value to a revealer value.

Convert Preset To String

  • Converts a preset value to an string value.

Convert Preset To Transmission

  • Converts a preset value to a transmission value.

Convert Preset To Trigger

  • Converts a preset value to a trigger value.

Convert Preset To Unit

  • Converts a preset value to a unit value.

Convert Preset To Unit Filter

  • Converts a preset value to a unit filter value.

Convert Real To Integer

  • Converts a real value into an integer value.

Convert Real To String

  • Converts a real value to a string value.

Convert Reals To Color

  • Converts a real value into a color.

Convert Reals To Color With Alpha

  • Converts a real value to a color value with alpha settings.

Convert String To Ability Command

  • Converts a string value to an ability command value. This is primarily for use with catalog fields that store ability commands.

Convert String To Actor Message

  • Converts a string value to an actor message.

Convert String To Boolean

  • Converts a string value to a boolean value.

Convert String To Catalog Entry

  • Converts a string value to a catalog entry value.

Convert String To Catalog Field Name

  • Converts a string value to a catalog field name value.

Convert String To Catalog Field Path

  • Converts a string value to a catalog field path value.

Convert String To Catalog Scope

  • Converts a string value to a catalog scope value.

Convert String To Conversation State Index

  • Converts a string value to a conversation state value.

Convert String To Cutscene File

  • Converts a string value to a cutscene file.

Convert String To Game Link

  • Converts a string value to a game link value.

Convert String To Image File

  • Converts a string value to a image file.

Convert String To Integer

  • Converts a string value to an integer value.

Convert String To Movie File

  • Converts a string value to a movie file.

Convert String To Point

  • Converts a string value to a point value.

Convert String To Real

  • Converts a string value to a real value.

Convert String To UI Layout Frame Name

  • Converts a string value to a relative UI layout frame name.

Convert User Data Instance To String

  • Converts a user data instance value to a string value.

Convert XY To String

  • Converts the X and Y parameters into a string with the format "X,Y".

Cutscene

Last Created Cutscene

  • Returns the last cutscene created via a "Create Cutscene" action. Cutscenes are destroyed when they stop via a trigger or the end of the scene. At that point, the Cutscene ID is invalid.

Triggering Cutscene

  • Returns the triggering cutscene. Use in conjunction with "Cutscene Bookmark Fired".

Triggering Cutscene Bookmark

  • Returns the triggering cutscene bookmark name. Use in conjunction with "Cutscene Bookmark Fired".

Data Table

Data Table Value Exists

  • Returns true if a data table value exists.

Name Of Data Table Value

  • Returns the name of a data table value.

Number Of Data Table Values

  • Returns the number of values in a data table.

Type Of Data Table Value

  • Returns the type of a data table value.

Value From Data Table (Ability Command)

  • Returns an ability command value from a data table. Data tables allow you to store and recall values using a string identifier.

Value From Data Table (Actor Scope)

  • Returns an actor scope value from a data table. Data tables allow you to store and recall values using a string identifier.

Value From Data Table (Actor)

  • Returns an actor value from a data table. Data tables allow you to store and recall values using a string identifier.

Value From Data Table (AI Filter)

  • Returns an AI filter value from a data table. Data tables allow you to store and recall values using a string identifier.

Value From Data Table (Bank)

  • Returns a bank value from a data table. Data tables allow you to store and recall values using a string identifier.

Value From Data Table (Boolean)

  • Returns a boolean value from a data table. Data tables allow you to store and recall values using a string identifier.

Value From Data Table (Byte)

  • Returns a byte value from a data table. Data tables allow you to store and recall values using a string identifier.

Value From Data Table (Camera Object)

  • Returns a camera object value from a data table. Data tables allow you to store and recall values using a string identifier.

Value From Data Table (Cinematic)

  • Returns a cinematic value from a data table. Data tables allow you to store and recall values using a string identifier.

Value From Data Table (Color)

  • Returns a color value from a data table. Data tables allow you to store and recall values using a string identifier.

Value From Data Table (Control)

  • Returns a control value from a data table. Data tables allow you to store and recall values using a string identifier.

Value From Data Table (Conversation Reply)

  • Returns a conversation reply value from a data table. Data tables allow you to store and recall values using a string identifier.

Value From Data Table (Conversation)

  • Returns a conversation value from a data table. Data tables allow you to store and recall values using a string identifier.

Value From Data Table (Dialog Item)

  • Returns a dialog item value from a data table. Data tables allow you to store and recall values using a string identifier.

Value From Data Table (Dialog)

  • Returns a dialog value from a data table. Data tables allow you to store and recall values using a string identifier.

Value From Data Table (Difficulty Level)

  • Returns a difficulty level value from a data table. Data tables allow you to store and recall values using a string identifier.

Value From Data Table (Doodad)

  • Returns a doodad value from a data table. Data tables allow you to store and recall values using a string identifier.

Value From Data Table (Integer)

  • Returns an integer value from a data table. Data tables allow you to store and recall values using a string identifier.

Value From Data Table (Marker)

  • Returns a marker value from a data table. Data tables allow you to store and recall values using a string identifier.

Value From Data Table (Objective)

  • Returns an objective value from a data table. Data tables allow you to store and recall values using a string identifier.

Value From Data Table (Order)

  • Returns an order value from a data table. Data tables allow you to store and recall values using a string identifier.

Value From Data Table (Ping)

  • Returns ping value from a data table. Data tables allow you to store and recall values using a string identifier.

Value From Data Table (Planet)

  • Returns a planet value from a data table. Data tables allow you to store and recall values using a string identifier.

Value From Data Table (Player Color)

  • Returns a player color value from a data table. Data tables allow you to store and recall values using a string identifier.

Value From Data Table (Player Group)

  • Returns a player group value from a data table. Data tables allow you to store and recall values using a string identifier.

Value From Data Table (Point)

  • Returns a point value from a data table. Data tables allow you to store and recall values using a string identifier.

Value From Data Table (Portrait)

  • Returns a portrait value from a data table. Data tables allow you to store and recall values using a string identifier.

Value From Data Table (Real)

  • Returns a real value from a data table. Data tables allow you to store and recall values using a string identifier.

Value From Data Table (Region)

  • Returns a region value from a data table. Data tables allow you to store and recall values using a string identifier.

Value From Data Table (Revealer)

  • Returns a revealer value from a data table. Data tables allow you to store and recall values using a string identifier.

Value From Data Table (Sound Link)

  • Returns a sound link value from a data table. Data tables allow you to store and recall values using a string identifier.

Value From Data Table (Sound)

  • Returns a sound value from a data table. Data tables allow you to store and recall values using a string identifier.

Value From Data Table (String)

  • Returns a string value from a data table. Data tables allow you to store and recall values using a string identifier.

Value From Data Table (Text Tag)

  • Returns a text tag value from a data table. Data tables allow you to store and recall values using a string identifier.

Value From Data Table (Timer)

  • Returns a timer value from a data table. Data tables allow you to store and recall values using a string identifier.

Value From Data Table (Transmission Source)

  • Returns a transmission source value from a data table. Data tables allow you to store and recall values using a string identifier.

Value From Data Table (Transmission)

  • Returns a transmission value from a data table. Data tables allow you to store and recall values using a string identifier.

Value From Data Table (Trigger)

  • Returns a trigger value from a data table. Data tables allow you to store and recall values using a string identifier.

Value From Data Table (Unit Filter)

  • Returns a unit filter value from a data table. Data tables allow you to store and recall values using a string identifier.

Value From Data Table (Unit Group)

  • Returns a unit group value from a data table. Data tables allow you to store and recall values using a string identifier.

Value From Data Table (Unit Reference)

  • Returns a unit value from a data table, which may be stored as either a unit value or a unit variable. Data tables allow you to store and recall values using a string identifier.

Value From Data Table (Unit)

  • Returns a unit value from a data table. Data tables allow you to store and recall values using a string identifier.

Value From Data Table (Wave Info)

  • Returns a wave info value from a data table. Data tables allow you to store and recall values using a string identifier.

Value From Data Table (Wave Target)

  • Returns a wave target value from a data table. Data tables allow you to store and recall values using a string identifier.

Value From Data Table (Wave)

  • Returns a wave value from a data table. Data tables allow you to store and recall values using a string identifier.

Debug

Convert Integer To Debug Message Type

  • Converts an integer to a Debug Message Type. If the value is not valid, Type 01 will be returned.

Dialog

Count Of List Items

  • Returns the count of list items in the dialog item. Only works with dialog items that have lists, such as pulldowns or list boxes.

Dialog Anchor

  • Returns the anchor for a dialog.

Dialog Background Image

  • Returns the background image of the specified dialog.

Dialog Background Image Is Visible

  • Returns true if the specified dialog's background image is visible.

Dialog Channel

  • Returns the render-to-texture channel the specified dialog is using.

Dialog Containing Dialog Item

  • Returns the dialog containing the specified dialog item.

Dialog Height

  • Returns the height of a dialog.

Dialog Is Enabled

  • Returns true if the specified dialog is flagged as being enabled.

Dialog Is Fullscreen

  • Returns true if the specified dialog is set to always be sized to the entire screen.

Dialog Is Modal

  • Returns true if the specified dialog is modal.

Dialog Is Offscreen

  • Returns true if the specified dialog is flagged as being offscreen.

Dialog Is Visible

  • Returns true if the dialog is visible.

Dialog Item Anchor

  • Returns the anchor for the specified dialog item in relationship to its parent dialog. Requires a Player parameter as different players may have dialogs set up differently.

Dialog Item Color

  • Returns the color of a dialog item.

Dialog Item Current Value

  • Returns the current value that is set for a dialog item.

Dialog Item Edit Value

  • Returns the string edit value for a dialog item.

Dialog Item Event Type

  • Returns the event type of the dialog item that was used.

Dialog Item Height

  • Returns the height of a dialog item.

Dialog Item Image

  • Returns the image of an image dialog item.

Dialog Item Image Type

  • Returns the image type setting for an image dialog item.

Dialog Item Is Checked

  • Returns true if the dialog item is checked.

Dialog Item Is Enabled

  • Returns true if the dialog item is enabled for the specified player.

Dialog Item Is Full Dialog

  • Returns true if the specified dialog item is ignoring any size and position set, and instead is using the full size and position of the parent dialog.

Dialog Item Is Visible

  • Returns true if the dialog item is visible for the specified player.

Dialog Item Maximum Value

  • Returns the maximum value of a dialog item.

Dialog Item Minimum Value

  • Returns the minimum value of a dialog item.

Dialog Item Mouse Button

  • Returns the mouse button used to interact with the dialog item that was used.

Dialog Item Offset X

  • Returns the horizontal offset of a dialog item.

Dialog Item Offset Y

  • Returns the vertical offset of a dialog item.

Dialog Item Relative Anchor

  • Returns the relative anchor for the specified dialog item. Relative anchor for dialog items is only used by the Move Dialog Item (Relative) action.

Dialog Item Style

  • Returns the string value of a dialog item's font style.

Dialog Item Type

  • Returns the type of the specified dialog item.

Dialog Item Width

  • Returns the width of a dialog item.

Dialog Offset X

  • Returns the horizontal offset of a dialog.

Dialog Offset Y

  • Returns the vertical offset of a dialog.

Dialog Relative Anchor

  • Returns the relative anchor for the specified dialog. Relative anchor for dialogs is only used by the"Move Dialog (Relative)" action.

Dialog Render Priority

  • Returns the render priority for the specified dialog.

Dialog Transparency

  • Returns the transparency level of the specified dialog.

Dialog Width

  • Returns the width of a dialog.

Get Graph Maximum X Value

  • Get the maximum X data point value for a graph

Get Graph Maximum Y Value

  • Get the maximum Y data point value for a graph

Get Graph Minimum X Value

  • Get the minimum X data point value for a graph

Get Graph Minimum Y Value

  • Get the minimum Y data point value for a graph

Last Created Dialog

  • Returns the last created dialog.

Last Created Dialog Item

  • Returns the last created dialog item.

Last Created HelpItem

  • Returns the last created help item.

Relative Dialog

  • Returns the dialog that the specified dialog is anchored relative to.

Relative Dialog Item

  • Returns the dialog item that the specified dialog item is anchored relative to.

Screen Button

  • Returns the dialog item that is the specified screen button.

Screen Button Dialog

  • Returns the dialog the specified screen button belongs to.

Screen Image Dialog

  • Returns the dialog the specified screen button image to. Use "Display Screen Image" to create screen images.

Screen Image Dialog Item

  • Returns the dialog item that is the specified screen image. Use "Display Screen Image" to create screen images.

Screen Label Dialog

  • Returns the dialog the specified screen label to. Use "Display Screen Label" to create screen labels.

Screen Label Dialog Item

  • Returns the dialog item that is the specified screen label. Use "Display Screen Label" to create screen labels.

Selected List Item

  • Returns the index of the selected list item for the specified dialog item. Only works with dialog items that have lists, such as pulldowns or list boxes.

Used Dialog Item

  • Returns the dialog item that was used.

Effect History

Effect History Count

  • Returns the number of entries in the specified Effect History. Use Effect History Of Unit to get an Effect History.

Effect History Entry Ability

  • Returns the ability that originated the effect that was logged in the Effect History at the specified Index. If the effect came from a weapon rather than an ability, this will return No Game Link.

Effect History Entry Amount

  • No information

Effect History Entry Amount As Integer

  • No information

Effect History Entry Effect

  • If the Effect parameter is set to Root, this will return the effect that was at the root of the effect tree for the effect that was logged in the Effect History at the specified Index. If the Effect parameter is set to Current, then this will return the effect that was logged in the Effect History at the specified Index.

Effect History Entry Time

  • Returns the game time (in seconds) when the effect that was logged in the Effect History at the specified Index occurred.

Effect History Entry Type

  • Returns the type of effect that was logged in the Effect History at the specified Index. The type for the effect is set in the effect data in the Caster History field.

Effect History Entry Unit

  • No information

Effect History Entry Weapon

  • Returns the weapon that originated the effect that was logged in the Effect History at the specified Index. If the effect came from an ability rather than a weapon, this will return No Game Link.

Effect History Entry Unit

  • Returns an Effect History object that can be used to inspect the history of effects for a unit. In order for a unit to register effects to its history, the unit must specify an Effect History Limit value, and any effects you want to track must specify a Caster History value. The Caster History value specifies the category under which you want to track the effect. You can use Effect History Entry Type to query the category for an Effect History entry. A max count of 0 (the default) will get all available entries.

Environment

Cliff Level Of Point (Integer)

  • Returns what cliff level a point is on.

Cliff Level Of Point (Real)

  • Returns what cliff level a point is on.

Creep Adjacent

  • Returns the number of creep tiles adjacent to a point.

Creep Is Present

  • Returns true if creep is present at a specified point.

Current Time Of Day

  • Returns the current game time of day.

Day Length

  • Returns the current day length in game seconds.

Height At Point

  • Returns the height at a point.

Line Crosses Cliff

  • No information

Player Can Create Effect At Point

  • Returns true if the specified player can execute the specified effect at the specified point.

Player Can Create Effect On Unit

  • Returns true if the specified player can execute the specified effect on the specified unit.

Power Is Provided By

  • Returns true if power is provided to a point by a specific unit. Note: The Minimum Power parameter should not be set past 1, unless you have custom units that provide more than a single power level.

Power Level

  • Returns the power level provided to a player at the specified point.

Terrain Has Custom Attribute

  • Returns true if the custom attribute exists at the given terrain point. Custom attributes may be painted in the Terrain module.

Terrain Texture At Point

  • Returns the dominant terrain texture at a point.

Time Of Day Is Paused

  • Returns true if the game time of day cycle is paused.

Triggering Effect Amount (Integer)

  • No information

Triggering Effect Amount (Real)

  • No information

Triggering Effect Impact Unit

  • No information

Triggering Effect Launch Unit

  • No information

Triggering Effect Point

  • No information

Triggering Effect Source Behavior

  • No information

Triggering Effect Unit

  • No information

Triggering Effect Unit Owner

  • No information

Triggering Effect Unit Type

  • No information

Triggering Effect Used

  • No information

Unit Can Create Effect At Point

  • Returns true if the specified unit can execute the specified effect at the specified point.

Unit Can Create Effect On Unit

  • Returns true if the specified unit can execute the specified effect on the specified target unit.

Game

Achievements Are Disabled

  • No information

Attribute Game Value

  • Returns a game-level attribute value which was configured in the lobby before starting the game.

Attribute Player Value

  • Returns a player-specific attribute value which was configured in the lobby before starting the game.

Charge Regen Full For Game

  • Returns the charge regen time for the specified global charge link. If Adjustment Only is true, it will only return the "bonus" amount added to (or subtracted from) the full regen time.

Charge Regen Remaining For Game

  • Returns the charge regen time for the specified global charge link.

Chat String

  • Returns a chat message entered by a player. Only works in conjunction with the "Chat Message" Event. Use the "Word Of String" function to identify individual words within the string.

Cheat Type Used

  • Returns the cheat a player used. Only usable in response to a Cheat Used event.

Cheats Enabled

  • Returns true if cheats are enabled for the specified category.

Game Allows Duplicate Heros

  • Returns true if the game allows duplicate heroes

Game Charge Used

  • Returns the number of charges used for the specified global charge link.

Game Cooldown

  • Returns the cooldown time for the specified global cooldown link.

Game Get Test Config Type

  • Returns the game test config type. This will only be non-zero if it is requested via the command line and the game is examinable.

Game Is Competitive

  • Returns true if the game was started from a Competitive queue on Battle.net.

Game Is Cooperative

  • Returns true if the game was started from the Cooperative queue on Battle.net.

Game Is Debug Option Set

  • Returns true if the specified debug option is true for a given player. Only works in debug builds of the game.

Game Is Examinable

  • Returns true if the game is running in examinable mode. The game will only be examinable if requested via the command line.

Game Is Matchmade

  • Returns true if the game was started from queueing in the matchmaker on Battle.net.

Game Is Online

  • Returns true if the game is running online through Battle.net.

Game Is Practice

  • Returns true if the game was started from the Practice queue on Battle.net.

Game Is Test

  • Returns true if the game is running in the specified test mode.

Game Is Transitioned

  • Returns true if the game is transistioned. A game is transitioned if it has started as a result of a previous map (IE: Was not simply loaded from a lobby).

Game Speed

  • Returns the game speed.

Game Speed Factor

  • Returns the game speed factor.

Game Speed Is Locked

  • Returns true if the game speed is locked and cannot be changed.

Game Speed Minimum

  • Returns the minimum game speed.

Global Time Scale

  • Returns the global time scale that affects the time scale of all units.

Map Is Blizzard

  • Returns true if the map currently being played is an official Blizzard map.

Map Path

  • Returns the path of the map currently being played.

Map Texture Set

  • Returns the terrain texture set of the map currently being played.

Mission Time

  • Returns the elapsed Mission Time in seconds

Mission Time Paused

  • Returns whether Mission Time is currently paused or not

Players On Team

  • Returns players on a given team, as determined by the game lobby before the game started.

Random Seed Is Locked

  • Returns true if fixed random seed is enabled.

Game User

Handle of Game User

  • Returns the handle of the Game User. A handle is a guaranteed unique string representation of the game user. It can be useful for debugging or lookup but isn't ever appropriate to display to the players in the game.

Name of Game User

  • Returns the name of the Game User.

Triggering Game User

  • Returns the triggering Game User as an integer.

General

Picked Integer

  • Returns the picked integer. This function is only for use with the "Pick Each Integer" action. It will do nothing when used outside of a pick each integer loop.

Leaderboard

Last Created Leaderboard

  • Returns the last leaderboard created via a "Create Leaderboard" action.

Logic

And Or

  • Returns the result of two Boolean comparisons. If the Operator is set to And, both comparisons must be met to pass the conditions. If the Operator is set to Or, the condition will pass if either comparison is met.

And Or Multiple

  • Returns the result of all of the specified Boolean comparison cases. If the Operator is set to And, all comparisons must be met to pass the conditions. If the Operator is set to Or, the condition will pass if any comparison is met.

Not

  • Returns the inverse of the boolean value.

Math

Absolute Value (Integer)

  • Returns the value of the integer without regard to the sign of the integer.

Absolute Value (Real)

  • Returns the value of the real without regard to the sign of the real.

Arccosine

  • Returns the arccosine of a number. Allowed range is -1 to 1. The returned value is given in degrees.

Arcsine

  • Returns the arcsine of a number. Allowed range is -1 to 1. The returned value is given in degrees.

Arctangent From Deltas

  • Returns the arctangent of a set of X and Y deltas. The returned value is given in degrees.

Arctangent From Value

  • Returns the arctangent of a number. The returned value is given in degrees.

Arithmetic (Integer)

  • Returns the addition, subtraction, multiplication or division of the specified integer values.

Arithmetic (Real)

  • Returns the addition, subtraction, multiplication or division of the specified real values.

Arithmetic Multiple (Integer)

  • Returns the addition, subtraction, multiplication or division of the specified integer values in multiple instances.

Arithmetic Multiple (Real)

  • Returns the addition, subtraction, multiplication or division of the specified real values in multiple instances.

Bitwise Arithmetic Multiple (Integer)

  • Returns the bitwise operation of the specified integer values in multiple instances.

Ceiling (Integer)

  • Returns the smallest value that is not less than the argument.

Ceiling (Real)

  • Returns the smallest value that is not less than the argument.

Clamp (Integer)

  • Adjust the value to make sure it stays within the provided bounds.

Clamp (Real)

  • Adjust the value to make sure it stays within the provided bounds.

Cosine

  • Returns the cosine of an angle. The angle should be specified in degrees.

Floor (Integer)

  • Returns the largest value less than or equal to the specified number.

Floor (Real)

  • Returns the largest value less than or equal to the specified number.

Log2 (Integer)

  • Returns the log base 2 of a number.

Log2 (Real)

  • Returns the log base 2 of a number.

Maximum (Integer)

  • Returns the highest of the two integer values specified.

Maximum (Real)

  • Returns the highest of the two real values specified.

Minimum (Integer)

  • Returns the lowest of the two integer values specified.

Minimum (Real)

  • Returns the lowest of the two real values specified.

Modulo (Integer)

  • Uses integer values. Returns the remainder after the dividend has been divided by the divisor.

Modulo (Real)

  • Uses real values. Returns the remainder after the dividend has been divided by the divisor.

Pow2 (Integer)

  • Returns 2 to the power of a value.

Pow2 (Real)

  • Returns 2 to the power of a value.

Power (Integer)

  • Returns a value raised to a given power or exponent.

Power (Real)

  • Returns a value raised to a given power or exponent.

Random Angle

  • Returns a random angle between 0 and 360 (inclusive).

Random Integer

  • Returns a random integer between the specified values (inclusive).

Random Percent

  • Returns a random percentage between 0 and 100 (inclusive).

Random Real

  • Returns a random real between the specified values (inclusive).

Round (Integer)

  • Returns the value rounded to zero decimal places.

Round (Real)

  • Returns the value rounded to zero decimal places.

Sine

  • Returns the sine of an angle. The angle should be specified in degrees.

Square Root (Integer)

  • Returns the square root of a number.

Square Root (Real)

  • Returns the square root of a number.

Tangent

  • Returns the tangent of an angle. The angle should be specified in degrees.

Trunc (Integer)

  • Strips off the fractional portion of a real.

Trunc (Real)

  • Strips off the fractional portion of a real.

Melee

Player Melee Option

  • Returns whether or not a specified melee option is enabled for a player.

Objective

Last Created Objective

  • Returns the last created objective.

Objective Is Visible

  • Returns true if the objective is visible for the specified player.

Objective Players

  • Returns the player group that has been set for the objective.

Objective Primary

  • Returns true if the objective is a primary objective.

Objective Priority

  • Returns the Priority of an objective.

Objective State

  • Returns the state of an objective.

Order

Ability Command

  • Constructs an ability command from an ability and an index. An ability command is the combination of an ability and an index for a command within that ability. Command indexes are 0 based.

Ability Command For Order

  • Returns the ability command for the order.

Ability Of Ability Command

  • Returns the ability being used for an ability command. An ability command is the combination of an ability and an index for a command within that ability.

Action Type For Ability Command

  • Returns the action type of an ability command. An ability command is the combination of an ability and an index for a command within that ability.

Change Autocast Mode

  • Returns an order to change the autocast mode for an ability command. This is primarily for use in "Issue Order" and "Issue Order To Unit Group" Functions.

Flag Is Enabled For Order

  • Returns true if the specified flag is enabled.

Index Of Ability Command

  • Returns the index value of an ability command. An ability command is the combination of an ability and an index for a command within that ability.

Order Is Valid

  • Returns true if the order is valid for the specified unit.

Order Targeting Item

  • Returns an order targeting an item. This is primarily for use in "Issue Order" and "Issue Order To Unit Group" Functions.

Order Targeting Point

  • Returns an order targeting a point. This is primarily for use in "Issue Order" and "Issue Order To Unit Group" Functions.

Order Targeting Relative Points

  • Returns an order targeting relative points near a given point. This is primarily for use in "Issue Order To Unit Group" Functions.

Order Targeting Unit

  • Returns an order targeting a unit. This is primarily for use in "Issue Order" and "Issue Order To Unit Group" Functions.

Order Targeting Unit Group

  • Returns an order targeting a unit group. This is primarily for use in "Issue Order" and "Issue Order To Unit Group" Functions.

Order With No Target

  • Returns an order with no target. This is primarily for use in "Issue Order" and "Issue Order To Unit Group" actions. Use this action in conjunction with the Order Set Target Passenger action to unload a specific unit from a transport.

Player For Order

  • Returns the player number that the order is issued for.

Revive Order Targeting Point

  • Returns an order targeting a point and will revive a specific unit. This is primarily for use in "Issue Order To Unit Group" actions.

Revive Order With No Target

  • Returns an order with no target that will revive a specific unit. This is primarily for use in "Issue Order To Unit Group" actions.

Target Item For Order

  • Returns the target for the order if the target is an item.

Target Point For Order

  • Returns the target for the order if the target is a point.

Target Position For Order

  • Returns the position of the target for an order, regardless of what type of target it is.

Target Type For Order

  • Returns the target type for the specified order.

Target Unit For Order

  • Returns the target for the order if the target is a unit.

Ping

Color Of Ping

  • Returns the ping color.

Duration of Ping

  • Returns the ping duration as a real value.

Facing Angle Of Ping

  • Returns the current facing angle of the specified ping.

Last Created Ping

  • Returns the last minimap ping created via a "Create Ping" action.

Ping Depth

  • Returns the ping depth as a real value.

Ping Is Visible

  • Returns true if the ping is visible.

Ping Players

  • Returns the player group that sees the ping.

Ping Scale

  • Returns the ping size as a real value.

Ping Unit

  • Returns the unit that is being pinged.

Player Ping Is From Minimap

  • Returns whether the player ping originated from clicking the Minimap or not.

Player Ping Location

  • Returns the location pinged by a player.

Player Ping Option

  • Returns an index into the specific ping option chosen in the ping panel.

Player Ping Unit

  • Returns the unit pinged by a player.

Player Ping Unit ControlPlayer

  • Returns the controlling player of the unit/snapshot by a player.

Player Ping Unit Is Under Construction

  • Returns whether or not the unit or snapshot pinged in a Player Ping event is under construction.

Player Ping Unit Position

  • Returns the position of the unit/snapshot pinged by a player.

Player Ping Unit Type

  • Returns the unit type of the unit/snapshot pinged by a player.

Player Ping Unit UpkeepPlayer

  • Returns the upkeep player of the unit/snapshot pinged by a player.

Position Of Ping

  • Returns the position of the specified ping.

Player

Alliance Aspect

  • Returns true of the source player is treating the target player with the specified alliance aspect. To check if two players are mutually treating each other with a given alliance aspect, use this function again with the players in reverse order.

APM Of Difficulty Level

  • Returns the actions per minute for the difficulty level specified.

Artifact Of Player

  • Returns the chosen artifact at the specified index for the player.

Artifact Rank Of Player

  • Returns the rank of the chosen artifact at the specified index for the player.

Charge Regen Full For Player

  • Returns the charge regen time for the specified player charge link. If Adjustment Only is true, it will only return the "bonus" amount added to (or subtracted from) the full regen time.

Charge Regen Remaining For Player

  • Returns the charge regen time for the specified player charge link.

Commander Level Of Player

  • Returns the commander level of the player.

Commander Mastery Level Of Player

  • Returns the commander mastery level of the player.

Commander Mastery Talent Of Player

  • Returns the rank of the chosen mastery talent at the specified index for the player.

Commander Of Player

  • Returns the commander of the player.

Controller Of Player

  • Returns the controller of the specified player. This function can return as Computer, User, None, or Neutral.

Difficulty Level For Player

  • Returns the difficulty level for the specified player.

Difficulty Level Is Enabled

  • Returns true if the difficulty level is enabled.

Get Relationship Between Players

  • Returns true of the source player is treating the target player as ally, enemy, or neutral. Use the Mutual options to check if two players treat each other as mutual allies, enemies, or neutrals.

Handle Of Player

  • Returns a unique Battle.net identifier for the player that will persist between name changes.

Hero Of Player

  • Returns the hero of the player.

Mount Of Player

  • Returns the mount of the player.

Player Access Check

  • Returns true if the player has purchased the specified entity.

Player Charge Used

  • Returns the number of charges used for the specified player charge link.

Player Color

  • Returns the player color of the player.

Player Cooldown

  • Returns the cooldown time for the specified player cooldown link.

Player Flag Check

  • Returns true if the specified flag is enabled.

Player Hotkey Profile

  • Currently this only provides their initial hotkey profile when the game starts.

Player License Check

  • Returns true if the player has the specified license.

Player Property (Integer)

  • Returns the value of the specified player property as an integer.

Player Property (Real)

  • Returns the value of the specified player property as a real.

Race Of Player

  • Returns the race of the player.

Skin Of Player

  • Returns the skin of the player.

Start Location Of Player

  • Returns the point value of the start location for the player.

Status Of Player

  • Returns the status of the player.

Triggering Player

  • Returns the triggering player as an integer.

Triggering Player Property

  • Returns the triggering player property in response to "Player Property Changed" events.

Triggering Player Property Change (Integer)

  • Returns the triggering player property amount changed in response to "Player Property Changed" events.

Triggering Player Property Change (Real)

  • Returns the triggering player property amount changed in response to "Player Property Changed" events.

Player Group

Active Players

  • Returns a player group containing all active players.

All Players

  • Returns a player group containing all players.

Allies/Enemies Of Player

  • Returns all players that are considered allies or enemies, determined by the Alliance parameter, of the specified player.

Convert Player To Player Group

  • Returns a player group containing the specified player. This allows you to call a specific player as a player group parameter in triggers.

Copy Of Player Group

  • Returns the copy of a player group.

Empty Player Group

  • Returns an empty player group.

Number Of Players In Player Group

  • Returns the number of players in a player group.

Picked Player

  • Returns an integer value equal to the iterating value inside of a "Pick Each Player In Player Group" action. This function will return 0 if used outisde of a pick each player in group loop.

Player From Player Group

  • Returns the player stored at the specified Index of the specified player group. For example: If you have players 4, 5, and 6 in a player group Index 1 would be Player 4, and this function would return 4.

Player In Player Group

  • Returns true if the specified player is in the specified player group.

Point

Angle Between Points

  • Returns the angle from point 1 to point 2 as a real value, in degrees.

Distance Between Points

  • Returns the distance between two points as a real value.

Distance Squared Between Points

  • Returns the squared distance between two points as a real value.

Facing Angle Of Point

  • Returns the facing angle of the specified point as a real value, in degrees.

Height Of Point

  • Returns the height of the specified point, relative to the terrain, as a real value. To place a point with a non-zero height in the Terrain Editor, use the Three Dimensional point type.

Pathing Cost Between Points

  • Returns the ground pathing cost between two points as an integer.

Pathing Type At Points

  • Returns the type of pathing at the specific point. Ground pathing allows all units, Building pathing means a building has blocked pathing, Cliff pathing means the terrain cliffs are blocking pathing, and Unpathable means that units can never move through the point.

Point Facing Angle

  • Returns a point with the position of the specified point, and the facing of the specified angle.

Point From Name

  • Returns a pre-placed point with the given name.

Point From XY

  • Returns a 2D location as a point. This allows you to specify any location on the map grid as a viable value for a point parameter.

Point From XYZ

  • Returns a 3D location as a point. This allows you to specify any 3D location on the map as a viable value for a point parameter.

Point Is Passable

  • Returns true if the specified point is pathable to ground units.

Point Offset Towards Point

  • Returns a point offset by a specified distance toward a target point.

Point With Offset

  • Returns a point offset by given horizontal and vertical distances.

Point With Polar Offset

  • Returns a point offset by a distance toward an angle, specified in degrees.

Point With Z Offset

  • Returns a point with the X and Y position of the specified point, and Z position of the specified Z.

Points Connected By Pathing

  • Returns true if the specified points are connected by ground pathing.

Random Point Between Points

  • Returns a random point along the line segment connecting the specified points.

Reflected Point

  • Returns the point that an object would bounce to if it was travelling from the source point and hit a wall with the specified normal angle at the target point.

X Of Point

  • Returns the X coordinate of the specified point as a real value.

Y Of Point

  • Returns the Y coordinate of the specified point as a real value.

Portrait

Cinematic Portrait

  • Returns the cinematic portrait at the specified position.

Dialog Item Cutscene

  • Converts a Dialog Item of type Cutscene into a Cutscene that can be manipulated

Dialog Item Portrait

  • Converts a Dialog Item of type Portrait into a Portrait that can be used to send transmissions etc.

Fullscreen Portrait

  • Returns the fullscreen portrait.

Game Portrait

  • Returns the game portrait.

Last Created Portrait

  • Returns the last created portrait.

Planet Panel Portrait

  • Returns the planet panel portrait.

Portrait Is Visible

  • Returns true if the specified portrait is visible for the specified player.

Region

Bottom-Left Of Region Bounds

  • Returns the minimum bounds of a region. For a rectangle region, this is the bottom-left corner of the rectangle. In the general case, this is a point comprising the left-most X coordinate and the bottom-most Y coordinate of the region.

Center Of Region

  • Returns the center point of a region.

Convert Circle To Region

  • Returns a circular region from a center point and a radius.

Convert Rectangle To Region

  • Returns a rectangular region from 4 bound values.

Empty Region

  • Returns an empty region.

Entire Map

  • Returns the entire map.

Height Of Region

  • Returns the height of the specified region.

Playable Map Area

  • Returns the playable map area.

Point Is In Region

  • Returns true if the specified point is located within the specified region.

Random Point In Region

  • Returns a random point in the specified region. For regions with multiple shapes, this is not guaranteed to work.

Region From Name

  • Returns a pre-placed region with the given name.

Top-Right Of Region Bounds

  • Returns the maximum bounds of a region. For a rectangle region, this is the top-right corner of the rectangle. In the general case, this is a point comprising the right-most X coordinate and the top-most Y coordinate of the region.

Unit Attached To Region

  • Returns a unit attached to a region.

Width Of Region

  • Returns the width of the specified region.

Sound

Last Played Sound

  • Returns the last sound played via a "Play Sound" action.

Sound Asset Index

  • Returns the sound asset index for a Sound Link. Sound Links are used to refer to specific sounds. Sound links are comprised of a sound ID (to identify the sound data entry) and an asset index (to identify the asset within that data entry).

Sound Duration

  • Returns the duration of the sound.

Sound ID

  • Returns the sound ID for a given Sound Link. Sound Links are used to refer to specific sounds. Sound links are comprised of a sound ID (to identify the sound data entry) and an asset index (to identify the asset within that data entry).

Sound Link

  • Returns a Sound Link for a given sound ID and asset index. Sound Links are used to refer to specific sounds. Sound links are comprised of a sound ID (to identify the sound data entry) and an asset index (to identify the asset within that data entry).

Sound Portrait Model

  • Returns the portrait model, if any, defined for the sound in data.

Story

Clicked Planet

  • Returns the planet that triggered "Planet Panel Mission Selected".

Get Mission Archive Button Image

  • Gets the button image for the specified mission archive.

Get Mission Archive Difficulty Completed

  • Gets whether a difficulty level as completed for the specified mission archive.

Get Mission Archive Mission Image

  • Gets the mission image for the specified mission archive.

Get Mission Archive Priority

  • Gets the priority for the specified mission archive.

Get Mission Archive Scene Image

  • Gets the scene image for the specified mission archive.

Get Mission Archive State

  • Gets the visibility state for the specified mission archive.

Last Created Mercenary

  • Returns the last mercenary created using "Create Mercenary".

Last Created Mission Archive

  • Returns the last mission archive created using "Add Mission Archive".

Last Created Planet

  • Returns the last planet created with "Create Planet".

Last Created Purchase Category

  • Returns the last purchase category created using "Create Purchase Category".

Last Created Purchase Group

  • Returns the last purchase group created by the "Create Purchase Group" action.

Last Created Purchase Item

  • Returns the last purchase item created by the "Create Purchase Item" action.

Last Created Research Item

  • Returns the last research item created using "Create Research Item".

Last Created Research Tier

  • Returns the last research tier created using "Create Research Tier".

Mission Archive Dialog Item

  • Gets the Dialog Item for the Mission Archives Panel

Planet Panel Contact Button State

  • Returns the current state of the contact button on the planet panel.

Player In Story Mode

  • Returns true if the specified player is in story mode. Use the "Story Mode" action to turn story mode on and off for a player.

Purchase Item Is Recently Purchased

  • Returns true if the specified purchase item is flagged as recently purchased.

Purchased Purchase Item

  • Returns the purchase item that was purchased. Used in response to a "Purchase Made" event.

Selected Mercenary

  • Returns the mercenary the specified player currently has selected.

Selected Mission Archive

  • Returns the mission archive that the specified player currently has selected.

Selected Mission Archive Difficulty

  • Returns the mission archive mission difficulty that was last selected. Only valid in response to "Mission Archives Panel Play Mission" events.

Selected Mission Archive Mission

  • Returns the mission archive mission selected. Only valid in response to "Mission Archives Panel Play Mission" events.

Selected Mission Archive Scene

  • Returns the mission archive scene selected. Only valid in response to "Mission Archives Panel Play Scene" events.

Selected Mission Difficulty

  • Returns the desired difficulty at which the player wanted to play the mission.

Selected Planet

  • Returns the planet the specified player has selected.

Selected Purchase Category

  • Returns the purchase category that the specified player currently has selected.

Selected Purchase Item

  • Returns the purchase item that the specified player currently has selected.

Selected Research Item

  • Returns the research item the specified player has selected.

Selected Victory Difficulty

  • Returns the desired difficulty at which the player wanted to replay the mission.

String

Combine Strings

  • Combines two strings together.

Combine Strings Multiple

  • Combines multiple strings together. Very useful when returning multiple string variables.

Convert String Case

  • Converts a string to upper case or lower case.

Position Of Substring

  • Searches for a substring within a string and returns the numerical position of the substring within the string.

String Comparison

  • Returns true if the two strings are the same.

String Containment

  • Checks if a string can be found within another string and returns true if present and false if not present.

String Equal

  • Returns true if the two strings are the same.

String Length

  • Returns the number of characters within a string.

String With Indexed Replacement

  • Replaces all characters that exist between two other characters in the string.

String With Search Replacement

  • Replaces one or more occcurrences of a substring inside a string.

Substring

  • Returns a substring that is defined by a starting and ending point in the original string.

Word Of String

  • Returns the indexed word from a string. Words are considered to be separated by whitespace. Returns "No String" if the requested index is beyond the number of words in the given string.

Tech Tree

Ability Count For Player

  • Returns the count of the specified ability that the specified player's unit have.

Ability Is Allowed For Player

  • Returns true if an ability is allowed for the specified player. Use "Allow/Disallow Ability For Player" to modify this.

Behavior Count For Player

  • Returns the count for the specified behavior that the specified player's units have.

Behavior Is Allowed For Player

  • Returns true if a behavior is allowed for the specified player. Use "Allow/Disallow Behavior For Player" to modify this.

Requirements Are Enabled For Player

  • Returns true if a player has tech tree requirements enabled.

Restrictions Are Enabled For Player

  • Returns true if a player has tech tree restrictions enabled.

Specefic Requirements Are Enabled For Player

  • Returns true if a player has a specific tech tree requirement enabled.

Tech Tree Behavior Count For Unit

  • Returns the count of the specified behavior for the specified unit.

Tech Tree Unit Count For Unit

  • Returns the count of the specified type of unit at the specified unit. This is useful for detecting how many units are in another unit's queue.

Tech Tree Upgrade Count For Unit

  • Returns the count of the specified upgrade for the specified unit.

Unit Count For Player

  • Returns the number of units, of a specific unit type determined by the Unit parameter, owned by the chosen player. The Count Type will determine what state the units must be in to be considered for this function.

Unit Is Allowed For Player

  • Returns true if a unit is allowed for the specified player. Use "Allow/Disallow Unit For Player" to modify this.

Upgrade Count For Player

  • Returns the count of the specified upgrade for the specified player.

Upgrade Is Allowed For Player

  • Returns true if an upgrade is allowed for the specified player. Use "Allow/Disallow Upgrade For Player" to modify this.

Text Tag

Last Created Text Tag

  • Returns the last text tag created using the "Create Text Tag" action.

Text Tag Is Visible

  • Returns true if the text tag is shown for a player.

Timer

Duration Of Timer

  • Returns the duration left of the timer.

Elapsed Time Of Timer

  • Returns the amount of time that has elapsed for the specified timer.

Last Created Timer Window

  • Returns the last timer window created using the "Create Timer Window" action.

Last Started Timer

  • Returns the last timer started via a "Start Timer" action in the trigger.

New Timer

  • Creates a new timer.

Remaining Time Of Timer

  • Returns the remaining amount of time left on the specified timer.

Timer Is Paused

  • Returns true if the timer has been paused.

Timer Window Is Visible

  • Returns ture if the timer window is visible for the specified player.

Triggering Timer

  • Returns the timer that set off a trigger's "Timer Expires" event.

Transmission

Last Sent Transmission

  • Returns the last transmission sent via triggers. Use the "Send Transmission" or "Send Transmission (Simple)" action to send a transmission.

Model Transmission Source

  • Applies a model as the transmission source for use in the transmission portrait.

Movie Transmission Source

  • Applies a movie as the transmission source for use in the transmission portrait.

No Transmission Source

  • Uses nothing as the transmission source.

Player Has Active Transmission

  • Returns whether any transmissions are active for the specified player.

Unit Transmission Source

  • Applies a unit as the transmission source for use in the transmission portrait.

Unit Type Transmission Source

  • Applies a unit type as the transmission source for use in the transmission portrait.

Trigger

Action Queue Is Empty

  • Returns true if the action queue is empty.

Current Trigger

  • Returns the trigger that calls this action.

Evaluate Trigger Conditions

  • Tests a trigger's conditions and returns true if they passed. This does not actually run the actions of the trigger. Note that the trigger's event is not actually firing, so functions that normally respond to events, such as "Triggering Unit", will not be meaningful in the context of using this function to testing a trigger's conditions.

Generic Event Parameter

  • Returns the name of a generic event parameter which can be used within the local data table to store or access event parameters. Store parameters in the table before calling Send Generic Event, and access them in response to the event.

Trigger Active Count

  • Returns the number of instances of the specified trigger which are currently executing.

Trigger Evaluation Count

  • Returns the number of times the specified trigger has had its conditions evaluated.

Trigger Execution Count

  • Returns the number of times the specified trigger has been executed.

Trigger Function Name

  • Returns the name of the script function defined for the given trigger.

Trigger Is On

  • Returns true if a trigger is turned on. Use the "Turn Trigger On/Off" action to turn a trigger on or off.

Triggering Event Name

  • Returns the name of the generic event in response to Generic Event.

Triggering Trigger

  • Returns the trigger which was skipped in response to the Player Skips Trigger event.

UI

Alt Key Pressed

  • Returns true if the alt key was pressed. Use in response to a "Key Pressed" or "Mouse Clicked" event.

Button Pressed

  • Returns the button pressed. Use in response to a "Button Pressed" event.

Control Key Pressed

  • Returns true if the control key was pressed. Use in response to a "Key Pressed" or "Mouse Clicked" event.

Custom Dialog Result

  • Returns the custom dialog item a player selected. Use in response to "Custom Dialog Dismissed".

Game Menu Item Selected

  • Returns the menu item a player selected from the game menu dialog. Use in response to "Game Menu Item Selected".

Get Challenge High Score

  • This action will only work for Blizzard maps.

Get Path Display Color

  • No information

Get Path Display Destination Point

  • No information

Get Path Display Destination Unit

  • No information

Get Path Display Line Texture

  • No information

Get Path Display Line Tile Length

  • No information

Get Path Display Line Width

  • No information

Get Path Display Source Point

  • No information

Get Path Display Source Unit

  • No information

Get Path Display Step Midpoint

  • No information

Get Path Display Step Model

  • No information

Get Path Display Step Model Scale

  • No information

Get Path Display Unit

  • No information

Get Path Display Unit Type

  • No information

Get Path Display Visibility

  • No information

Key Pressed

  • Returns the key pressed. Use in response to a "Key Pressed" event.

Last Path Display Created

  • No information

Mercenary Is Recently Purchased

  • Returns true if the specified mercenary is flagged as being recently purchased.

Mouse Clicked Button

  • Returns the mouse button clicked. Use in response to a "Mouse Clicked" event.

Mouse Clicked UI Pos X

  • Returns the mouse position clicked in the X axis. Use in response to a "Mouse Clicked" event.

Mouse Clicked UI Pos Y

  • Returns the mouse position clicked in the Y axis. Use in response to a "Mouse Clicked" event.

Mouse Clicked World Pos X

  • Returns the mouse position clicked in the X axis. Use in response to a "Mouse Clicked" event.

Mouse Clicked World Pos Y

  • Returns the mouse position clicked in the Y axis. Use in response to a "Mouse Clicked" event.

Mouse Clicked World Pos Z

  • Returns the mouse position clicked in the Z axis. Use in response to a "Mouse Clicked" event.

Mouse Moved UI Pos X

  • Returns the mouse position in the X axis. Use in response to a "Mouse Moved" event.

Mouse Moved UI Pos Y

  • Returns the mouse position in the Y axis. Use in response to a "Mouse Moved" event.

Mouse Moved World Pos X

  • Returns the mouse position in the X axis. Use in response to a "Mouse Moved" event.

Mouse Moved World Pos Y

  • Returns the mouse position in the Y axis. Use in response to a "Mouse Moved" event.

Mouse Moved World Pos Z

  • Returns the mouse position in the Z axis. Use in response to a "Mouse Moved" event.

Mouse Wheel Spin

  • Returns the number of mouse wheel clicks. The number may be fractional. Use in response to a "Mouse Wheel" event.

Research Item Is Recently Purchased

  • Returns true if the specified research item is flagged as recently purchased.

Shift Key Pressed

  • Returns true if the shift key was pressed. Use in response to a "Key Pressed" or "Mouse Clicked" event.

UI Frame Is Visible

  • Returns true if the specified UI frame is visible for the specified player.

Unit

Ability That Created Unit

  • Returns the ability that created the unit. Used in response to "Unit Is Created".

Acquired Target

  • Returns the acquired target of a unit.

Actor Stored For Unit

  • Returns the actor value stored for this unit.

Add On Child

  • Returns an add on unit attached to the provided parent

Add On Parent

  • Returns the add on parent of the specified child unit.

Agent Of Player For Unit

  • Returns the unit that is currently assigned as the specified player's purchasing agent for the specified shop unit.

Attacking Unit

  • When called in response to a "Unit Is Attacked" event, this refers to the unit performing the attack.

Behavior Has Flag

  • Returns true if the behavior has a specified flag.

Behavior That Created Unit

  • Returns the behavior that created the unit. Used in response to "Unit Is Created".

Cargo Unit In Transport

  • Returns the unit at the specified index in the specified unit's cargo hold.

Cargo Units In Transport

  • Returns a unit group with all the units in the specified unit's cargo hold.

Charge Regen Full For Unit

  • Returns the full charge regen time for the specified unit charge link. If Adjustment Only is true, it will only return the "bonus" amount added to (or subtracted from) the full regen time.

Charge Regen Full For Unit Ability

  • Returns the full charge regen time for the specified ability charge link. If Adjustment Only is true, it will only return the "bonus" amount added to (or subtracted from) the full regen time.

Charge Regen Full For Unit Behavior

  • Returns the full charge regen time for the specified ability charge link. If Adjustment Only is true, it will only return the "bonus" amount added to (or subtracted from) the full regen time.

Charge Regen Remaining For Unit

  • Returns the charge regen time remaining for the specified unit charge link.

Charge Regen Remaining For Unit Ability

  • Returns the charge regen time remaining for the specified ability charge link.

Charge Regen Remaining For Unit Behavior

  • Returns the charge regen time remaining for the specified behavior charge link.

Charge Used For Unit

  • Returns the number of charges used for the specified unit charge link.

Charge Used For Ability

  • Returns the number of charges used for the specified ability charge link.

Charge Used For Behavior

  • Returns the number of charges used for the specified behavior charge link.

Convert Target Filter String To Unit Filter

  • Takes a target filter string (obtained from the catalog) and returns a unit filter.

Cooldown For Unit

  • Returns the cooldown time for the specified unit cooldown link.

Cooldown For Unit Ability

  • Returns the cooldown time for the specified ability cooldown link.

Cooldown For Unit Behavior

  • Returns the cooldown time for the specified behavior cooldown link.

Created Unit

  • Returns the unit that was created. Used in response to "Unit Is Created".

Current Level For Unit Ability

  • Returns the current level of the specified ability on the specified unit.

Custom Value Of Unit

  • Returns a custom value of a unit.

Damage Source Position

  • Returns the damage source position or where the unit who is dealing damage is standing at.

Damaging Effect

  • Returns the damaging effect.

Damaging Player

  • Returns the damaging player.

Damaging Unit

  • Returns the damaging unit.

Duration Of Behavior On Unit

  • Gets a behavior duration on a unit.

Duration Remaining Of Behavior On Unit

  • Gets a behavior remaining duration on a unit.

Effect That Created Unit

  • Returns the effect that created this unit

Experience Level Of Unit

  • Returns the experience value of a unit.

Facing Angle Of Unit

  • Returns the facing angle of the unit.

Find Placement From Point For Unit Type

  • No information.

Find Placement From Point For Unit Type With Tests

  • No information.

Find Placement From Unit For Unit Type

  • No information.

Find Placement From Unit For Unit Type With Tests

  • No information.

Gender Code Of Unit Type

  • Returns the gender code of a unit type for use within language rules for localized text.

Goal Position Of Unit

  • Returns the goal (target) position of a unit.

Healing Effect

  • Returns the healing effect.

Healing Player

  • Returns the healing player.

Healing Unit

  • Returns the Casting unit.

Height Of Unit

  • Returns the height of the specified unit.

Inventory Item Carried

  • Returns a specific inventory item carried by the unit.

Inventory Item Carrier

  • Returns the unit that is currently carrying the specified inventory item.

Inventory Item Container

  • Returns the container index that the specified inventory item is stored in.

Inventory Item Count

  • Returns the inventory item count for the specified unit.

Inventory Item Index

  • Returns the internal index for the specified inventory item.

Inventory Item Slot

  • Returns the slot index for the specified inventory item.

Inventory Items Carried

  • Returns a unit group containing all items carried by the specified unit.

Item Type Used In Attack

  • Returns the item type that was used. Used in response to "Unit Dies" and "Unit Takes Damage".

Item Type In Attack

  • Returns the item that was used. Used in response to "Unit Dies" and "Unit Takes Damage".

Killing Player

  • Returns the killing player.

Killing Unit

  • Returns the killing unit.

Last Created Cargo Unit

  • Returns the last unit created via the "Create Cargo Units" action. This function ignores units created by other triggers.

Last Created Cargo Units

  • Returns the last group of units created via the "Create Cargo Units" action. This function ignores units created by other triggers.

Last Created Inventory Item

  • Returns the last item created via the "Create Inventory Item" action. This function ignores items created by other triggers.

Last Created Magazine Ammo Unit

  • Returns the last unit created via the "Add Ammo To Magazine" action. This function ignores units created by other triggers.

Last Created Magazine Ammo Units

  • Returns the last group of units created via the "Add Ammo To Magazine" action. This function ignores units created by other triggers.

Last Created Unit

  • Returns the last unit created via a "Create Units" action. This function ignores units created by other triggers.

Last Created Units

  • Returns the last group of units created via a "Create Units" action. This function ignores units created by other triggers.

Last Replaced Unit

  • Returns the last replacement unit created via "Replace Unit".

Magazine Count Of Unit

  • Returns the number of rounds in an ability magazine for a unit.

Magazine Owner Of Unit

  • No information.

Maximum Level For Unit Ability

  • Returns the maximum level for the specified ability on the specified unit.

New Unit Owner

  • Returns the new owner of a unit, when used in response to "Unit Owner Changes".

Number Of Abilities On Unit

  • Returns the number of abilities on a unit.

Number Of Behaviors On Unit

  • Returns the number of behaviors on a unit.

Number Of Items In Training Queue Slot

  • Returns the number of items in the specified training queue slot.

Number Of Weapons On Unit

  • Returns the number of weapons on a unit.

Old Unit Owner

  • Returns the previous owner of a unit, when used in response to "Unit Owner Changes".

Original Caster Of Unit

  • Returns the unit caster that created this unit

Owner Of Unit

  • Returns the owner of a unit.

Ping Stored For Unit

  • Returns the ping value stored for this unit.

Point Stored For Unit

  • Returns the point value stored for this unit.

Position Of Unit

  • Returns the position of a unit.

Queued Behavior Type In Training Queue Slot

  • Returns the behavior type of a unit in a specific training slot.

Queued Unit Type In Training Queue Slot

  • Returns the unit type of a unit in a specific training slot.

Queued Upgrade Type In Training Queue Slot

  • Returns the type of a unit in a specific training slot.

Stack Count Of Behavior On Unit

  • Returns the stack count of a behavior on a unit.

State Of Unit Filter

  • Returns the state of the specified index of the specified unit filter.

Text Tag Stored For Unit

  • Return the text tag value stored for this unit.

Total Experience Of Unit

  • Returns the total experience a unit possesses.

Training Queue Property Of Unit

  • Returns the training queue property of a unit.

Training Queue Slot Type Check

  • Returns true if a unit in training is training in the specified slot.

Training Queue Time

  • Returns the training queue time for the unit in the specified training slot.

Transport Of Unit

  • Returns the transport a unit is in.

Transport Property Of Unit

  • Returns the specified property for the specified unit.

Triggering Ability

  • Returns the triggering ability. Used in response to "Unit Uses Ability".

Triggering Ability Other Unit

  • Returns the "other unit" when an ability is used. For inventory abilities, this is the item used. For transports, it's the unit being unloaded.

Triggering Ability Stage

  • Returns the triggering ability stage. Used in response to "Unit Uses Ability".

Triggering Ability Target Point

  • Returns the triggering ability target point. Used in response to "Unit Uses Ability".

Triggering Ability Target Unit

  • Returns the triggering ability targeted unit. Used in response to "Unit Uses Ability".

Triggering Attribute Points

  • Returns the triggering attribute points. Used in response to "Unit Attribute Change".

Triggering Behavior

  • Returns the triggering behavior. Used in response to "Unit Attribute Change", "Unit Gains Experience", or "Unit Gains Experience Level".

Triggering Behavior Change

  • No information.

Triggering Cargo Unit

  • Returns the triggering cargo unit. Used in response to a "Unit Loads/Unloads Cargo" event.

Triggering Damage Absorbed

  • Returns the triggering damage amount, including damage absorbed by damage modification behaviors.

Triggering Damage Attempted

  • Returns the triggering damage amount attempted. This is the damage done before clamping against the amount of life the target unit has. Not modified by damage responses.

Triggering Damage Attempted Vitals

  • Returns the triggering damage amount attempted to vitals. This is the damage done before clamping against the amount of life the target unit has. Modified by damage responses.

Triggering Damage Behavior Shield

  • Returns the triggering damage amount absorbed by behavior shields (Damage Response Modify Limit)

Triggering Damage Taken

  • Returns the triggering damage amount, excluding damage absorbed by damage modification behaviors.

Triggering Death Type Check

  • Returns true if a unit is dying from a given type/cause of death. Use this in response to a "Unit Dies" event.

Triggering Effect Used

  • Returns the effect used. Used in response to "Unit Gains Experience".

Triggering Experience Gained

  • Returns the triggering experience gained. Used in response to "Unit Gains Experience".

Triggering Heal Given

  • Returns the triggering heal amount.

Triggering Heal Vital Type

  • Returns the triggering heal vital type.

Triggering Inventory Item

  • Returns the triggering inventory item. Used in response to "Unit Manipulates Inventory".

Triggering Inventory Item Container

  • Returns the triggering inventory item's container. Used in response to "Unit Manipulates Inventory".

Triggering Inventory Item Slot

  • Returns the triggering inventory item's slot. Used in response to "Unit Manipulates Inventory".

Triggering Inventory Item Target Point

  • Returns the point targeted by the action that caused the "Unit Manipulates Inventory" event to fire.

Triggering Inventory Item Target Unit

  • Returns the unit targeted by the action that caused the "Unit Manipulates Inventory" event to fire.

Triggering Inventory Manipulation

  • Returns the inventory manipulation type that triggered this event.

Triggering Item Used

  • Returns the item used in the event. Used in response to "Unit Gains Experience".

Triggering Order

  • Returns the triggering order.

Triggering Powerup

  • Returns the triggering powerup. Used in response to "Unit Acquires Powerup".

Triggering Progress Ability

  • Returns the triggering progress ability. Use in response to "Unit Learn Progress".

Triggering Progress Effect

  • Returns the triggering progress effect. Use in response to "Unit Specialization Progress".

Triggering Progress Unit

  • Returns the triggering progress unit. Used in response to "Unit Arming Progress", "Unit Construction Progress", "Unit Learn Progress", "Unit Research Progress", "Unit Revive Progress", "Unit Specialization Progress", or "Unit Training Progress".

Triggering Progress Unit Type

  • Returns the triggering progress unit type. Used in response to "Unit Arming Progress", "Unit Construction Progress", or "Unit Training Progress".

Triggering Progress Upgrade

  • Returns the triggering progress upgrade. Used in response to "Unit Research Progress".

Triggering Range Unit

  • Returns the unit with which the triggering unit came in range. Used in response to Unit Enters/Leaves Range Of Unit.

Triggering Region

  • Returns the triggering region. Use in response to "Unit Enters/Leaves Region".

Triggering Unit

  • Returns the triggering unit.

Triggering Unit Kill XP

  • Returns the kill XP value of the triggering unit.

Triggering Unit Property

  • Returns the triggering unit property in response to "Unit Property Changes" events.

Triggering Unit Property Change (Integer)

  • Returns the triggering unit property change in response to "Unit Property Changes" events.

Triggering Unit Property Change (Real)

  • Returns the triggering unit property change in response to "Unit Property Changes" events.

Triggering Victim Unit

  • Returns the victim unit of the event. Used in response to "Unit Gains Experience".

Triggering Vitals Leeched

  • Returns the vitals leeched by the damaging unit.

Unit Ability

  • Returns the ability in the specified unit's ability array at the specified index.

Unit Ability Command State

  • Returns true if a unit's ability command is at a certain state.

Unit Attachment Point

  • Returns the current position of a unit attachment point.

Unit Behavior

  • Returns the behavior at the specified index on the specified unit.

Unit Behavior Damage Modify Limit

  • Returns the damage modify limit for the specified behavior's damage response for the given unit

Unit Behavior Damage Modify Remaining

  • Returns the damage modify remaining for the specified behavior's damage response for the given unit

Unit Behavior Effect Player

  • No information.

Unit Behavior Effect Unit

  • No information.

Unit Behavior Enabled

  • Returns true if the specified unit has the specified behavior enabled.

Unit Can Attack Unit Type

  • Returns true if the specified unit has an enabled weapon with target filters that match the specified target unit type.

Unit Classification Check

  • Returns true if a unit is a specific class type.

Unit Filter Match

  • Returns true if the specified unit matches the specified filter criteria from the perspective of the specified player.

Unit Has Ability

  • Returns true if a unit has a specified ability.

Unit Has Behavior

  • Returns true if the specified unit has the specified behavior.

Unit Has Order With Ability

  • Returns true if the unit has an order at any index with the ability

Unit In Range And Able To Attack Target

  • Returns true if the specified unit is in range and currently able to attack the given target. This function does not factor in is weapon cooldowns.

Unit In Region

  • Returns true if a unit is in the specified region.

Unit Is Alive

  • Returns true if a unit is alive.

Unit Is Cargo

  • Returns true if the specified unit is considered a cargo unit.

Unit Is Hidden

  • Returns true if a unit is hidden.

Unit Is Inside Player Tansport

  • Returns true if the specified unit is inside a player-wide transport (e.g., a Nydus network).

Unit Is Inside Unit Tansport

  • Returns true if the specified unit is inside another unit.

Unit Is Invulnerable

  • Returns true if a unit is invulnerable.

Unit Is Paused

  • Returns true if a unit is paused.

Unit Is Sleeping

  • Returns true if a unit is sleeping.

Unit Is Under Construction

  • Returns true if a unit is under construction. This function does not work for dead units.

Unit Is Valid

  • Returns true if a unit is valid.

Unit Is Visible To Player

  • Returns true if the specified unit is visible to the specified player.

Unit Kills

  • Returns the amount of kills a unit possesses.

Unit Order

  • Returns an order for a unit.

Unit Order Count

  • Returns the count of orders on a unit.

Unit Progress (Percent)

  • Returns the unit progress in a training slot.

Unit Progress Bar Check

  • Returns true if a unit progress bar is at a certain state.

Unit Property

  • Returns a unit property.

Unit Rally Point

  • Returns a unit rally point.

Unit Rally Point Count

  • Returns the number of rally points a unit has.

Unit Rally Point Target Count

  • Returns the rally point target count of a unit.

Unit Rally Point Target Point

  • Returns the the target point of a rally point.

Unit Rally Point Target Unit

  • Returns the target unit of a rally point.

Unit Ressources

  • Returns the amount of resources a unit has.

Unit Tag

  • A unit's tag is a unique integer associated with that unit. The tag will never change and will never be associated with a different unit.

Unit Targetable Check

  • Returns true if a unit is targetable.

Unit Type Attribute Check

  • Returns true if the unit has the specified attribute.

Unit Type Classification Check

  • Returns true if the specified unit type has the specified flag.

Unit Type Cost

  • Returns the cost of a unit type.

Unit Type From String

  • Converts a string to a unit type. If the string does not match a valid unit type, the result will be empty.

Unit Type Is Affected By Upgrade

  • Returns true if the specified unit type is listed in the specified upgrade's affected unit array.

Unit Type Of Unit

  • Returns the unit type for the specified unit.

Unit Type Property

  • Returns a unit type property.

Unit Type Uses Mover

  • Returns true if a unit type uses the specified mover.

Unit Uses Mover

  • Returns true if a unit uses the specified mover.

Unit Weapon

  • Returns the weapon at the specified index on the specified unit.

Weapon Cooldown

  • Returns a unit's weapon cooldown.

Weapon Cooldown Remaining

  • Returns a unit's remaining weapon cooldown.

Weapon Damage

  • No information.

Weapon Is Enabled

  • Returns true if a weapon is enabled for a unit.

Weapon Range

  • Returns a unit's weapon range.

Weapon Speed Multiplier

  • No information.

Weapon Target Check

  • Returns true if a unit weapon can target a specific target.

Weapon Used In Attack

  • Returns the weapon that was used. Used in response to "Unit Starts Attacking" and "Unit Is Attacked".

Unit Group

Center Of Unit Group

  • Returns the center of a group of units, defined as the average of their X and Y positions. Returns No Point if the unit group is empty.

Closest Unit To Point

  • Picks the closest unit to the point specified in a unit group.

Convert Unit To Unit Group

  • Takes one unit and creates a unit group out of it.

Copy Of Unit Group

  • Copies the specified unit group.

Empty Unit Group

  • Returns an empty unit group.

Idle Units For Player

  • Returns a unit group that contains all of a player's idle units.

Number Of Units In Unit Group

  • Returns the total number of units in the specified unit group.

Picked Unit

  • Returns the current unit picked in a "Pick Each Unit In Unit Group" loop.

Random Unit From Unit Group

  • Returns a random unit from the specified unit group.

Units Count In Region Matching Condition

  • Returns a count of units that match the specified filters.

Units Count In Region With Alliance To Player

  • Returns a count of units within the alliance filter specified.

Unit From Unit Group

  • Returns a specific unit, by index, from the unit group. Use the "Number Of Units In Unit Group" function to determine how many units are in the unit group.

Unit Group Is Dead

  • Returns true if all units in the unit group are dead. An empty unit group is considered to be dead.

Unit In Unit Group

  • Returns true if the specified unit is part of the specified unit group.

Units In Region Matching Condition

  • Returns a unit group containing all units that match the specified filters.

Units In Region With Alliance To Player

  • Returns a unit group containing all units within the alliance filter specified.

Units In Unit Group For Player

  • Returns a unit group by extracting units from a unit group belonging to the specified player.

Units In Unit Group Matching Condition

  • Returns a unit group that contains units that have passed the specified filters from another unit group.

Units In Unit Group Targetable As

  • Returns a unit group that contains units that have passed the specified filters from another unit group.

Units In Unit Group With Alliance

  • Returns a unit group that contains units that have passed the specified ally filters from another unit group.

Units In Unit Group With Custom Value

  • No information

Units In Unit Group Within Region

  • Returns a unit group that contains units that are in a certain region from another unit group.

Units Bear Point Matching Condition

  • Returns a unit group containing all units that match the specified filters within the radius of the specified point. The player parameter determines the player used for the Unit Filter comparisons. For example, if you specify Enemy in the Unit Filter, it will get units that are an enemy to the specified player.

Unit Selection

Selected Units

  • Returns the selected units for the specified player.

Unit Is Selected

  • Returns true if the specified unit is selected by the specified player.

Unit Type Is Selected

  • Returns true if at least one unit of the specified unit type is selected by the player.

User Data

Index Of User Data Instance

  • Returns the number of instances defined within the given user type. User types are defined within the Data module.

Is User Data Field Modifiable

  • Returns true if the given user data field may be modified through triggers. User types are defined within the Data module.

Number Of User Data Fields

  • Returns the number of fields defined within the given user type. User types are defined within the Data module.

Number Of User Data Instances

  • Returns the number of instances defined within the given user type. User types are defined within the Data module.

Type Of User Data Field

  • Returns the value type associated with the given user data field. User types are defined within the Data module.

User Data (Ability Command)

  • Returns a value from user data for the given type, instance, and field. User data is defined in the Data module.

User Data (Actor)

  • Returns a value from user data for the given type, instance, and field. User data is defined in the Data module.

User Data (Color)

  • Returns a value from user data for the given type, instance, and field. User data is defined in the Data module.

User Data (Compare)

  • Returns a value from user data for the given type, instance, and field. User data is defined in the Data module.

User Data (Game Link)

  • Returns a value from user data for the given type, instance, and field. User data is defined in the Data module.

User Data (Image Attach)

  • Returns a value from user data for the given type, instance, and field. User data is defined in the Data module.

User Data (Image Edge)

  • Returns a value from user data for the given type, instance, and field. User data is defined in the Data module.

User Data (Image)

  • Returns a value from user data for the given type, instance, and field. User data is defined in the Data module.

User Data (Integer)

  • Returns a value from user data for the given type, instance, and field. User data is defined in the Data module.

User Data (Model)

  • Returns a value from user data for the given type, instance, and field. User data is defined in the Data module.

User Data (Movie)

  • Returns a value from user data for the given type, instance, and field. User data is defined in the Data module.

User Data (Real)

  • Returns a value from user data for the given type, instance, and field. User data is defined in the Data module.

User Data (Sound)

  • Returns a value from user data for the given type, instance, and field. User data is defined in the Data module.

User Data (String)

  • Returns a value from user data for the given type, instance, and field. User data is defined in the Data module.

User Data (Unit)

  • Returns a value from user data for the given type, instance, and field. User data is defined in the Data module.

User Data (Upgrade)

  • Returns a value from user data for the given type, instance, and field. User data is defined in the Data module.

User Data (User Instance)

  • Returns a value from user data for the given type, instance, and field. User data is defined in the Data module.

User Data (User Type)

  • Returns a value from user data for the given type, instance, and field. User data is defined in the Data module.

User Data Field

  • Returns a field for the given user type. User types are defined within the Data module.

User Data Instance

  • Returns an instance for the given user type by index. User types are defined within the Data module.

User Instance From Reference

  • Returns the user instance associated with a user reference value stored in catalog data.

User Type From Reference

  • Returns the User Type associated with a user reference value stored in catalog data.

Value Count Of User Data Field

  • Returns the total number of values associated with the given user data field. User types are defined within the Data module.

Visibility

Last Created Revealer

  • Returns the last revealer created via a "Create Revealer" action.

Point Is Visible For Player

  • Returns true if the point is visible (by being within a unit's line of sight or by being revealed) for the specified player.

Visibility Is Enabled

  • Returns true if the visibilty type for the game matches the type specified.