Triggers/Functions

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Contents

Trigger Elements[edit source]

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[edit | edit source]

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[edit | edit source]

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[edit | edit source]

Actor[edit | edit source]

Action Damage[edit | edit source]

  • 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[edit | edit source]

  • 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[edit | edit source]

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

Actor From Actor[edit | edit source]

  • 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[edit | edit source]

  • Returns the actor for the specified dialog item.

Actor From Doodad[edit | edit source]

  • Returns the actor for the specified doodad.

Actor From Portrait[edit | edit source]

  • Returns the actor for the specified portrait.

Actor From Scope[edit | edit source]

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

Actor From Unit[edit | edit source]

  • 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[edit | edit source]

  • 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[edit | edit source]

  • 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[edit | edit source]

  • 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[edit | edit source]

  • 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[edit | edit source]

  • 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[edit | edit source]

  • 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[edit | edit source]

  • 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[edit | edit source]

  • 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[edit | edit source]

  • 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[edit | edit source]

  • 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[edit | edit source]

  • 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[edit | edit source]

  • 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[edit | edit source]

  • 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[edit | edit source]

  • 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[edit | edit source]

  • 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[edit | edit source]

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

Anim Group Apply[edit | edit source]

  • 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[edit | edit source]

  • 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[edit | edit source]

  • 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[edit | edit source]

  • 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[edit | edit source]

  • 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[edit | edit source]

  • 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[edit | edit source]

  • 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[edit | edit source]

  • 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[edit | edit source]

  • 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[edit | edit source]

  • 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[edit | edit source]

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

Attach Set Bearings[edit | edit source]

  • 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[edit | edit source]

  • 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[edit | edit source]

  • 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[edit | edit source]

  • 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[edit | edit source]

  • 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[edit | edit source]

  • 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[edit | edit source]

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

Create Copy[edit | edit source]

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

Death Customize[edit | edit source]

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

Destroy[edit | edit source]

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

HostSiteOpsSet[edit | edit source]

  • 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[edit | edit source]

  • 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[edit | edit source]

  • 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[edit | edit source]

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

Last Created Actor Scope by Message[edit | edit source]

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

List Add[edit | edit source]

  • 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[edit | edit source]

  • 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[edit | edit source]

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

Look At Target From Unit Attach Point[edit | edit source]

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

Missile Tentacle Return[edit | edit source]

  • 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[edit | edit source]

  • 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[edit | edit source]

  • 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[edit | edit source]

  • 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[edit | edit source]

  • 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[edit | edit source]

  • 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[edit | edit source]

  • 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[edit | edit source]

  • 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[edit | edit source]

  • 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[edit | edit source]

  • 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[edit | edit source]

  • 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[edit | edit source]

  • 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[edit | edit source]

  • 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[edit | edit source]

  • 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[edit | edit source]

  • 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[edit | edit source]

  • 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[edit | edit source]

  • 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[edit | edit source]

  • 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[edit | edit source]

  • 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[edit | edit source]

  • 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[edit | edit source]

  • 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[edit | edit source]

  • 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[edit | edit source]

  • 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[edit | edit source]

  • 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[edit | edit source]

  • 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[edit | edit source]

  • 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[edit | edit source]

  • 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[edit | edit source]

  • 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[edit | edit source]

  • 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[edit | edit source]

  • 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[edit | edit source]

  • 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[edit | edit source]

  • 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[edit | edit source]

  • 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[edit | edit source]

  • 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[edit | edit source]

  • 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[edit | edit source]

  • 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[edit | edit source]

  • 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[edit | edit source]

  • 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[edit | edit source]

  • 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[edit | edit source]

  • 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[edit | edit source]

  • 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[edit | edit source]

  • 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[edit | edit source]

  • 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[edit | edit source]

  • 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[edit | edit source]

  • 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[edit | edit source]

  • 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[edit | edit source]

  • 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[edit | edit source]

  • 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[edit | edit source]

  • 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[edit | edit source]

  • 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[edit | edit source]

  • 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[edit | edit source]

  • 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[edit | edit source]

  • 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[edit | edit source]

  • 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[edit | edit source]

  • 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[edit | edit source]

  • 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[edit | edit source]

  • 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[edit | edit source]

  • 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[edit | edit source]

  • 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[edit | edit source]

  • 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[edit | edit source]

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

Texture Dump DB[edit | edit source]

  • 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[edit | edit source]

  • 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[edit | edit source]

  • 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[edit | edit source]

  • 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[edit | edit source]

  • 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[edit | edit source]

  • 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[edit | edit source]

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

Texture Slot Name[edit | edit source]

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

Texture Video Play[edit | edit source]

  • 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)[edit | edit source]

  • 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[edit | edit source]

  • 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)[edit | edit source]

  • 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[edit | edit source]

  • 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)[edit | edit source]

  • 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[edit | edit source]

  • 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)[edit | edit source]

  • 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[edit | edit source]

  • 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)[edit | edit source]

  • 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[edit | edit source]

  • 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[edit | edit source]

  • 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[edit | edit source]

  • 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[edit | edit source]

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

AI[edit | edit source]

AI Time Is Paused[edit | edit source]

  • Returns true if the AI time is paused.

Attack Wave Is On[edit | edit source]

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

Attack Wave Last Created Units[edit | edit source]

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

Attack Wave Last Created Wave[edit | edit source]

  • 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[edit | edit source]

  • 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[edit | edit source]

  • 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)[edit | edit source]

  • 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)[edit | edit source]

  • 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[edit | edit source]

  • 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)[edit | edit source]

  • 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)[edit | edit source]

  • 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)[edit | edit source]

  • 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)[edit | edit source]

  • 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)[edit | edit source]

  • 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)[edit | edit source]

  • 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)[edit | edit source]

  • 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)[edit | edit source]

  • 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)[edit | edit source]

  • 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)[edit | edit source]

  • 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)[edit | edit source]

  • 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[edit | edit source]

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

Escorts Of Unit Group[edit | edit source]

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

Last Created Wave[edit | edit source]

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

Last Created Wave For Personality[edit | edit source]

  • 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[edit | edit source]

  • 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[edit | edit source]

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

Unit Is Script Controlled[edit | edit source]

  • 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[edit | edit source]

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

Unit Is Unavailable For Wave Use[edit | edit source]

  • Returns true if the unit is unusable by waves.

Units In Waves With Target[edit | edit source]

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

Units Of Wave[edit | edit source]

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

Wave Of Unit[edit | edit source]

  • Returns the wave a unit belongs to.

AI Advanced[edit | edit source]

AI Pathing Cost Map[edit | edit source]

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

AI Pathing Cost Unit[edit | edit source]

  • Returns the pathing cost from a unit.

AI Self Reinforce Point[edit | edit source]

  • No information

Beacon Get Ally PlayerId[edit | edit source]

  • Get playerId for the given beacon ally.

Beacon Get Num Allies[edit | edit source]

  • Get the number of beacon allies this player has.

Beacon Get Target Point[edit | edit source]

  • Gets the target point of the specified beacon.

Beacon Get Target Unit[edit | edit source]

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

Beacon Is Auto Cast[edit | edit source]

  • Is autocast enabled for the specified beacon.

Beacon Is From User[edit | edit source]

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

Beacon Is Set[edit | edit source]

  • Is the specified beacon currently enabled.

Beacon Num Minerals Requested[edit | edit source]

  • Get the outstanding minerals requested by this player.

Beacon Num Vespene Requested[edit | edit source]

  • Get the outstanding vespene requested by this player.

Combat Diff Flag Bonus Damage[edit | edit source]

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

Combat Diff Flag Detector[edit | edit source]

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

Combat Diff Flag Healers[edit | edit source]

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

Combat Diff Flag Injured[edit | edit source]

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

Combat Diff Flag Low Health[edit | edit source]

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

Combat Diff Flag Siege Range[edit | edit source]

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

Combat Diff Flag Sort Buildings Priority[edit | edit source]

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

Combat Diff Flag Special High Priority[edit | edit source]

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

Combat Diff Flag Splash High Priority[edit | edit source]

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

Combat Diff Flag Timed Low Priority[edit | edit source]

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

Combat Diff Flag Workers Normal Priority[edit | edit source]

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

Create Wave[edit | edit source]

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

Create Wave Info[edit | edit source]

  • Returns a newly initialized Wave Info object.

Create Wave Info From Wave[edit | edit source]

  • Returns a new wave info from the specified wave.

Default/Code Get First Missing Req[edit | edit source]

  • 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[edit | edit source]

  • 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[edit | edit source]

  • 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[edit | edit source]

  • 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[edit | edit source]

  • 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[edit | edit source]

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

Eval Ratio[edit | edit source]

  • Returns the global eval ratio for a player.

Expand[edit | edit source]

  • 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[edit | edit source]

  • 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[edit | edit source]

  • No information

Get Base Name[edit | edit source]

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

Get Best Attack Target Point[edit | edit source]

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

Get Best Target Point On Group[edit | edit source]

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

Get BuildAt Name[edit | edit source]

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

Get Building Count In Town[edit | edit source]

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

Get Cloaked Attacker[edit | edit source]

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

Get Closest Town[edit | edit source]

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

Get Coop Flag[edit | edit source]

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

Get Current Harvest Peon Count[edit | edit source]

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

Get Default Build Flags[edit | edit source]

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

Get Default Combat Priority[edit | edit source]

  • 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[edit | edit source]

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

Get Difficulty Parameter[edit | edit source]

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

Get Flag[edit | edit source]

  • 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[edit | edit source]

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

Get Max Desired Harvest Peon Count[edit | edit source]

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

Get Min Desired Harvest Peon Count[edit | edit source]

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

Get Mineral Amount Left[edit | edit source]

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

Get Next Scout Location[edit | edit source]

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

Get Next Unused Town Slot[edit | edit source]

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

Get Num Mineral Spots[edit | edit source]

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

Get Num RawGas Spots[edit | edit source]

  • 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[edit | edit source]

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

Get State[edit | edit source]

  • 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[edit | edit source]

  • Returns the location of a town for a player.

Get Town State[edit | edit source]

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

Get Town Threats[edit | edit source]

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

Get Wants To Move Status[edit | edit source]

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

Grab Unit[edit | edit source]

  • 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[edit | edit source]

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

Is Ignored By Wave[edit | edit source]

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

Is Point In Shrub[edit | edit source]

  • Returns whether a point is in a shrub.

Is Town Harvesting[edit | edit source]

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

Is Wave In Combat[edit | edit source]

  • Returns true if the specified wave is in combat.

Known Unit Count[edit | edit source]

  • 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[edit | edit source]

  • 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[edit | edit source]

  • 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[edit | edit source]

  • 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[edit | edit source]

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

Lane Waypoint Get Closest Lane[edit | edit source]

  • 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[edit | edit source]

  • Returns the time the specified unit was last attacked.

Last Attacker[edit | edit source]

  • Returns the unit who last attacked the specified unit.

Player Has Resources[edit | edit source]

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

Same Command[edit | edit source]

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

Script Get First Missing Req[edit | edit source]

  • 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[edit | edit source]

  • 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[edit | edit source]

  • 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[edit | edit source]

  • 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[edit | edit source]

  • 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[edit | edit source]

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

Tactical AI Filter - Create Marker[edit | edit source]

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

Tactical AI Filter - Run[edit | edit source]

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

Tech Count[edit | edit source]

  • 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[edit | edit source]

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

Wants To Surrender[edit | edit source]

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

Wave Eval[edit | edit source]

  • Returns the eval of the specified wave.

Wave Eval Ratio[edit | edit source]

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

Wave Get[edit | edit source]

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

Wave Get Target[edit | edit source]

  • Returns the wave target for the specified wave.

Wave State[edit | edit source]

  • Returns the state of a wave.

Wave Target Escort[edit | edit source]

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

Wave Target Escort No Leash[edit | edit source]

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

Wave Target Gather Defense[edit | edit source]

  • 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[edit | edit source]

  • 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[edit | edit source]

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

Wave Target Melee[edit | edit source]

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

Wave Target Melee Harass[edit | edit source]

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

Wave Target Merge[edit | edit source]

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

Wave Target Patrol[edit | edit source]

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

Wave Target Player[edit | edit source]

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

Wave Target Point[edit | edit source]

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

Wave Target Region[edit | edit source]

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

Wave Target Unit[edit | edit source]

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

Wave Target Unit Point[edit | edit source]

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

Wave Target UnitGroup[edit | edit source]

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

Wave Time In Combat[edit | edit source]

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

Wave Time Since Combat[edit | edit source]

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

Wave Time Since Ordered[edit | edit source]

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

Wave To String[edit | edit source]

  • Converts a wave tag to a string.

Wave Type[edit | edit source]

  • Returns the wave type of a wave.

Wave Unit Count[edit | edit source]

  • Returns the number of units in a wave.

Bank[edit | edit source]

Bank Exists[edit | edit source]

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

Bank Key Count[edit | edit source]

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

Bank Key Exists[edit | edit source]

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

Bank Key Name[edit | edit source]

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

Bank Name[edit | edit source]

  • Returns the name of the chosen bank.

Bank Option[edit | edit source]

  • No information

Bank Player[edit | edit source]

  • Returns the player associated with the chosen bank.

Bank Section Count[edit | edit source]

  • Returns the number of sections in the chosen Bank.

Bank Section Exists[edit | edit source]

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

Bank Section Name[edit | edit source]

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

Bank Value Is Type[edit | edit source]

  • 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[edit | edit source]

  • No information

Last Opened Bank[edit | edit source]

  • Returns the last bank that was opened.

Last Restored Unit[edit | edit source]

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

Load Boolean Value[edit | edit source]

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

Load Integer Value[edit | edit source]

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

Load Point Value[edit | edit source]

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

Load Real Value[edit | edit source]

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

Load String Value[edit | edit source]

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

Verify Bank[edit | edit source]

  • 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[edit | edit source]

Camera Distance of Player[edit | edit source]

  • 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[edit | edit source]

  • Returns the source of the last camera movement.

Camera Object Property[edit | edit source]

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

Set Camera Object Target[edit | edit source]

  • Sets a camera object to a selected point.

Camera Pitch of Player[edit | edit source]

  • 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[edit | edit source]

  • 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[edit | edit source]

  • 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[edit | edit source]

  • Returns a copy of a set camera object.

Default Game Camera[edit | edit source]

  • Returns the default game camera settings.

Unit Group Followed By Camera[edit | edit source]

  • Follows a unit group with the camera.

Catalog[edit | edit source]

Catalog Entry Class[edit | edit source]

  • 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[edit | edit source]

  • 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[edit | edit source]

  • 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[edit | edit source]

  • 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[edit | edit source]

  • 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[edit | edit source]

  • 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[edit | edit source]

  • 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[edit | edit source]

  • 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[edit | edit source]

  • 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[edit | edit source]

  • 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[edit | edit source]

  • 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[edit | edit source]

  • 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[edit | edit source]

  • 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[edit | edit source]

  • 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[edit | edit source]

  • 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[edit | edit source]

  • 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[edit | edit source]

  • 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[edit | edit source]

  • 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[edit | edit source]

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

Catalog Reference Count[edit | edit source]

  • 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[edit | edit source]

  • 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[edit | edit source]

  • 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[edit | edit source]

  • 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[edit | edit source]

  • 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[edit | edit source]

Player In Cinematic Mode[edit | edit source]

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

Conversation[edit | edit source]

Active Data Conversation Camera[edit | edit source]

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

Active Data Conversation Line[edit | edit source]

  • Returns the active line in the running data conversation

Active Data Conversation Sound[edit | edit source]

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

Conversation Is Visible[edit | edit source]

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

Conversation Reply Index[edit | edit source]

  • Returns the index of the specified conversation reply.

Conversation Reply State[edit | edit source]

  • Returns the reply state for the specified conversation reply.

Convert Integer To Conversation State Index[edit | edit source]

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

Data Conversation Can Be Run[edit | edit source]

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

Data Conversation Choice Count[edit | edit source]

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

Data Conversation Choice Name[edit | edit source]

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

Data Conversation Choice Count[edit | edit source]

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

Data Conversation Choice Picked[edit | edit source]

  • Returns the picked state of a conversation choice.

Data Conversation Choice Picked Count[edit | edit source]

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

Data Conversation Choice State[edit | edit source]

  • Returns the reply state of a conversation choice.

Data Conversation Line Count[edit | edit source]

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

Data Conversation Line Name[edit | edit source]

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

Data Conversation Line Picked Count[edit | edit source]

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

Data Conversation Line With Tag[edit | edit source]

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

Data Conversation Sound[edit | edit source]

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

Data Conversation Speaker[edit | edit source]

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

Data Conversation State[edit | edit source]

  • Converts a conversation state index to an integer.

Data Conversation State Ability Command[edit | edit source]

  • 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[edit | edit source]

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

Data Conversation State Count[edit | edit source]

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

Data Conversation State Custom Value[edit | edit source]

  • 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[edit | edit source]

  • Returns the image associated with the given conversation state.

Data Conversation State Model[edit | edit source]

  • 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[edit | edit source]

  • Returns the movie associated with the given conversation state.

Data Conversation State Text Tag Edge[edit | edit source]

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

Data Conversation State Upgrade[edit | edit source]

  • 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[edit | edit source]

  • Returns the last created conversation.

Last Created Conversation Reply[edit | edit source]

  • Returns the last created conversation reply.

Last Data Conversation Was Skipped[edit | edit source]

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

Selected Conversation[edit | edit source]

  • Returns the selected conversation.

Selected Conversation Reply[edit | edit source]

  • Returns the selected conversation reply.

Triggering Conversation State[edit | edit source]

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

Conversion[edit | edit source]

Color Component[edit | edit source]

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

Convert 3D Rotation To String[edit | edit source]

  • 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[edit | edit source]

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

Convert Bearings To String[edit | edit source]

  • 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[edit | edit source]

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

Convert Boolean To String[edit | edit source]

  • Converts a boolean value to a string value.

Convert Catalog Entry To String[edit | edit source]

  • Converts a catalog entry to a string value.

Convert Catalog Field Name To String[edit | edit source]

  • Converts a catalog field name to a string value.

Convert Catalog Field Path To String[edit | edit source]

  • Converts a catalog field path to a string value.

Convert Catalog Scope To String[edit | edit source]

  • Converts a catalog scope to a string value.

Convert Color Index To Color[edit | edit source]

  • 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[edit | edit source]

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

Convert Conversation State Index To String[edit | edit source]

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

Convert Font Style To String[edit | edit source]

Converts a font style value to a string value.

Convert Game Link To String[edit | edit source]

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

Convert Game User To Integer[edit | edit source]

  • Converts a game user id to an integer value

Convert Image To String[edit | edit source]

  • Converts an image to a string value.

Convert Integer To Real[edit | edit source]

  • Converts an integer into a real value.

Convert Integer To String[edit | edit source]

  • Converts an integer to a string value.

Convert Player Color To Color[edit | edit source]

  • Converts a player color value to an actual color

Convert Point To String[edit | edit source]

  • Converts a point value to a string value.

Convert Preset To Color[edit | edit source]

  • Converts a preset value to a color value.

Convert Preset To Conversation[edit | edit source]

  • Converts a preset value to a conversation value.

Convert Preset To Game Link - Unit[edit | edit source]

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

Convert Preset To Identifier[edit | edit source]

  • 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[edit | edit source]

  • Converts a preset value to an integer value.

Convert Preset To Point[edit | edit source]

  • Converts a preset value to a point value.

Convert Preset To Real[edit | edit source]

  • Converts a preset value to a real value.

Convert Preset To Region[edit | edit source]

  • Converts a preset value to a region value.

Convert Preset To Reply[edit | edit source]

  • Converts a preset value to a reply value.

Convert Preset To Revealer[edit | edit source]

  • Converts a preset value to a revealer value.

Convert Preset To String[edit | edit source]

  • Converts a preset value to an string value.

Convert Preset To Transmission[edit | edit source]

  • Converts a preset value to a transmission value.

Convert Preset To Trigger[edit | edit source]

  • Converts a preset value to a trigger value.

Convert Preset To Unit[edit | edit source]

  • Converts a preset value to a unit value.

Convert Preset To Unit Filter[edit | edit source]

  • Converts a preset value to a unit filter value.

Convert Real To Integer[edit | edit source]

  • Converts a real value into an integer value.

Convert Real To String[edit | edit source]

  • Converts a real value to a string value.

Convert Reals To Color[edit | edit source]

  • Converts a real value into a color.

Convert Reals To Color With Alpha[edit | edit source]

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

Convert String To Ability Command[edit | edit source]

  • 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[edit | edit source]

  • Converts a string value to an actor message.

Convert String To Boolean[edit | edit source]

  • Converts a string value to a boolean value.

Convert String To Catalog Entry[edit | edit source]

  • Converts a string value to a catalog entry value.

Convert String To Catalog Field Name[edit | edit source]

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

Convert String To Catalog Field Path[edit | edit source]

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

Convert String To Catalog Scope[edit | edit source]

  • Converts a string value to a catalog scope value.

Convert String To Conversation State Index[edit | edit source]

  • Converts a string value to a conversation state value.

Convert String To Cutscene File[edit | edit source]

  • Converts a string value to a cutscene file.

Convert String To Game Link[edit | edit source]

  • Converts a string value to a game link value.

Convert String To Image File[edit | edit source]

  • Converts a string value to a image file.

Convert String To Integer[edit | edit source]

  • Converts a string value to an integer value.

Convert String To Movie File[edit | edit source]

  • Converts a string value to a movie file.

Convert String To Point[edit | edit source]

  • Converts a string value to a point value.

Convert String To Real[edit | edit source]

  • Converts a string value to a real value.

Convert String To UI Layout Frame Name[edit | edit source]

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

Convert User Data Instance To String[edit | edit source]

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

Convert XY To String[edit | edit source]

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

Cutscene[edit | edit source]

Last Created Cutscene[edit | edit source]

  • 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[edit | edit source]

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

Triggering Cutscene Bookmark[edit | edit source]

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

Data Table[edit | edit source]

Data Table Value Exists[edit | edit source]

  • Returns true if a data table value exists.

Name Of Data Table Value[edit | edit source]

  • Returns the name of a data table value.

Number Of Data Table Values[edit | edit source]

  • Returns the number of values in a data table.

Type Of Data Table Value[edit | edit source]

  • Returns the type of a data table value.

Value From Data Table (Ability Command)[edit | edit source]

  • 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)[edit | edit source]

  • 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)[edit | edit source]

  • 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)[edit | edit source]

  • 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)[edit | edit source]

  • 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)[edit | edit source]

  • 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)[edit | edit source]

  • 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)[edit | edit source]

  • 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)[edit | edit source]

  • 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)[edit | edit source]

  • 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)[edit | edit source]

  • 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)[edit | edit source]

  • 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)[edit | edit source]

  • 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)[edit | edit source]

  • 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)[edit | edit source]

  • 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)[edit | edit source]

  • 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)[edit | edit source]

  • 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)[edit | edit source]

  • 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)[edit | edit source]

  • 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)[edit | edit source]

  • 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)[edit | edit source]

  • 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)[edit | edit source]

  • 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)[edit | edit source]

  • 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)[edit | edit source]

  • 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)[edit | edit source]

  • 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)[edit | edit source]

  • 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)[edit | edit source]

  • 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)[edit | edit source]

  • 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)[edit | edit source]

  • 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)[edit | edit source]

  • 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)[edit | edit source]

  • 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)[edit | edit source]

  • 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)[edit | edit source]

  • 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)[edit | edit source]

  • 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)[edit | edit source]

  • 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)[edit | edit 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)[edit | edit source]

  • 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)[edit | edit source]

  • 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)[edit | edit source]

  • 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)[edit | edit source]

  • 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)[edit | edit source]

  • 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)[edit | edit source]

  • 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)[edit | edit source]

  • 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)[edit | edit source]

  • 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)[edit | edit source]

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

Debug[edit | edit source]

Convert Integer To Debug Message Type[edit | edit source]

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

Dialog[edit | edit source]

Count Of List Items[edit | edit source]

  • 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[edit | edit source]

  • Returns the anchor for a dialog.

Dialog Background Image[edit | edit source]

  • Returns the background image of the specified dialog.

Dialog Background Image Is Visible[edit | edit source]

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

Dialog Channel[edit | edit source]

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

Dialog Containing Dialog Item[edit | edit source]

  • Returns the dialog containing the specified dialog item.

Dialog Height[edit | edit source]

  • Returns the height of a dialog.

Dialog Is Enabled[edit | edit source]

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

Dialog Is Fullscreen[edit | edit source]

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

Dialog Is Modal[edit | edit source]

  • Returns true if the specified dialog is modal.

Dialog Is Offscreen[edit | edit source]

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

Dialog Is Visible[edit | edit source]

  • Returns true if the dialog is visible.

Dialog Item Anchor[edit | edit source]

  • 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[edit | edit source]

  • Returns the color of a dialog item.

Dialog Item Current Value[edit | edit source]

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

Dialog Item Edit Value[edit | edit source]

  • Returns the string edit value for a dialog item.

Dialog Item Event Type[edit | edit source]

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

Dialog Item Height[edit | edit source]

  • Returns the height of a dialog item.

Dialog Item Image[edit | edit source]

  • Returns the image of an image dialog item.

Dialog Item Image Type[edit | edit source]

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

Dialog Item Is Checked[edit | edit source]

  • Returns true if the dialog item is checked.

Dialog Item Is Enabled[edit | edit source]

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

Dialog Item Is Full Dialog[edit | edit source]

  • 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[edit | edit source]

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

Dialog Item Maximum Value[edit | edit source]

  • Returns the maximum value of a dialog item.

Dialog Item Minimum Value[edit | edit source]

  • Returns the minimum value of a dialog item.

Dialog Item Mouse Button[edit | edit source]

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

Dialog Item Offset X[edit | edit source]

  • Returns the horizontal offset of a dialog item.

Dialog Item Offset Y[edit | edit source]

  • Returns the vertical offset of a dialog item.

Dialog Item Relative Anchor[edit | edit source]

  • 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[edit | edit source]

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

Dialog Item Type[edit | edit source]

  • Returns the type of the specified dialog item.

Dialog Item Width[edit | edit source]

  • Returns the width of a dialog item.

Dialog Offset X[edit | edit source]

  • Returns the horizontal offset of a dialog.

Dialog Offset Y[edit | edit source]

  • Returns the vertical offset of a dialog.

Dialog Relative Anchor[edit | edit source]

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

Dialog Render Priority[edit | edit source]

  • Returns the render priority for the specified dialog.

Dialog Transparency[edit | edit source]

  • Returns the transparency level of the specified dialog.

Dialog Width[edit | edit source]

  • Returns the width of a dialog.

Get Graph Maximum X Value[edit | edit source]

  • Get the maximum X data point value for a graph

Get Graph Maximum Y Value[edit | edit source]

  • Get the maximum Y data point value for a graph

Get Graph Minimum X Value[edit | edit source]

  • Get the minimum X data point value for a graph

Get Graph Minimum Y Value[edit | edit source]

  • Get the minimum Y data point value for a graph

Last Created Dialog[edit | edit source]

  • Returns the last created dialog.

Last Created Dialog Item[edit | edit source]

  • Returns the last created dialog item.

Last Created HelpItem[edit | edit source]

  • Returns the last created help item.

Relative Dialog[edit | edit source]

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

Relative Dialog Item[edit | edit source]

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

Screen Button[edit | edit source]

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

Screen Button Dialog[edit | edit source]

  • Returns the dialog the specified screen button belongs to.

Screen Image Dialog[edit | edit source]

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

Screen Image Dialog Item[edit | edit source]

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

Screen Label Dialog[edit | edit source]

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

Screen Label Dialog Item[edit | edit source]

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

Selected List Item[edit | edit source]

  • 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[edit | edit source]

  • Returns the dialog item that was used.

Effect History[edit | edit source]

Effect History Count[edit | edit source]

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

Effect History Entry Ability[edit | edit source]

  • 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[edit | edit source]

  • No information

Effect History Entry Amount As Integer[edit | edit source]

  • No information

Effect History Entry Effect[edit | edit source]

  • 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[edit | edit source]

  • 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[edit | edit source]

  • 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[edit | edit source]

  • No information

Effect History Entry Weapon[edit | edit source]

  • 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[edit | edit source]

  • 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[edit | edit source]

Cliff Level Of Point (Integer)[edit | edit source]

  • Returns what cliff level a point is on.

Cliff Level Of Point (Real)[edit | edit source]

  • Returns what cliff level a point is on.

Creep Adjacent[edit | edit source]

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

Creep Is Present[edit | edit source]

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

Current Time Of Day[edit | edit source]

  • Returns the current game time of day.

Day Length[edit | edit source]

  • Returns the current day length in game seconds.

Height At Point[edit | edit source]

  • Returns the height at a point.

Line Crosses Cliff[edit | edit source]

  • No information

Player Can Create Effect At Point[edit | edit source]

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

Player Can Create Effect On Unit[edit | edit source]

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

Power Is Provided By[edit | edit source]

  • 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[edit | edit source]

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

Terrain Has Custom Attribute[edit | edit source]

  • 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[edit | edit source]

  • Returns the dominant terrain texture at a point.

Time Of Day Is Paused[edit | edit source]

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

Triggering Effect Amount (Integer)[edit | edit source]

  • No information

Triggering Effect Amount (Real)[edit | edit source]

  • No information

Triggering Effect Impact Unit[edit | edit source]

  • No information

Triggering Effect Launch Unit[edit | edit source]

  • No information

Triggering Effect Point[edit | edit source]

  • No information

Triggering Effect Source Behavior[edit | edit source]

  • No information

Triggering Effect Unit[edit | edit source]

  • No information

Triggering Effect Unit Owner[edit | edit source]

  • No information

Triggering Effect Unit Type[edit | edit source]

  • No information

Triggering Effect Used[edit | edit source]

  • No information

Unit Can Create Effect At Point[edit | edit source]

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

Unit Can Create Effect On Unit[edit | edit source]

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

Game[edit | edit source]

Achievements Are Disabled[edit | edit source]

  • No information

Attribute Game Value[edit | edit source]

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

Attribute Player Value[edit | edit source]

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

Charge Regen Full For Game[edit | edit source]

  • 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[edit | edit source]

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

Chat String[edit | edit source]

  • 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[edit | edit source]

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

Cheats Enabled[edit | edit source]

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

Game Allows Duplicate Heros[edit | edit source]

  • Returns true if the game allows duplicate heroes

Game Charge Used[edit | edit source]

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

Game Cooldown[edit | edit source]

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

Game Get Test Config Type[edit | edit source]

  • 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[edit | edit source]

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

Game Is Cooperative[edit | edit source]

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

Game Is Debug Option Set[edit | edit source]

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

Game Is Examinable[edit | edit source]

  • 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[edit | edit source]

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

Game Is Online[edit | edit source]

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

Game Is Practice[edit | edit source]

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

Game Is Test[edit | edit source]

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

Game Is Transitioned[edit | edit source]

  • 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[edit | edit source]

  • Returns the game speed.

Game Speed Factor[edit | edit source]

  • Returns the game speed factor.

Game Speed Is Locked[edit | edit source]

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

Game Speed Minimum[edit | edit source]

  • Returns the minimum game speed.

Global Time Scale[edit | edit source]

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

Map Is Blizzard[edit | edit source]

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

Map Path[edit | edit source]

  • Returns the path of the map currently being played.

Map Texture Set[edit | edit source]

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

Mission Time[edit | edit source]

  • Returns the elapsed Mission Time in seconds

Mission Time Paused[edit | edit source]

  • Returns whether Mission Time is currently paused or not

Players On Team[edit | edit source]

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

Random Seed Is Locked[edit | edit source]

  • Returns true if fixed random seed is enabled.

Game User[edit | edit source]

Handle of Game User[edit | edit source]

  • 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[edit | edit source]

  • Returns the name of the Game User.

Triggering Game User[edit | edit source]

  • Returns the triggering Game User as an integer.

General[edit | edit source]

Picked Integer[edit | edit source]

  • 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[edit | edit source]

Last Created Leaderboard[edit | edit source]

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

Logic[edit | edit source]

And Or[edit | edit source]

  • 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[edit | edit source]

  • 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[edit | edit source]

  • Returns the inverse of the boolean value.

Math[edit | edit source]

Absolute Value (Integer)[edit | edit source]

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

Absolute Value (Real)[edit | edit source]

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

Arccosine[edit | edit source]

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

Arcsine[edit | edit source]

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

Arctangent From Deltas[edit | edit source]

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

Arctangent From Value[edit | edit source]

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

Arithmetic (Integer)[edit | edit source]

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

Arithmetic (Real)[edit | edit source]

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

Arithmetic Multiple (Integer)[edit | edit source]

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

Arithmetic Multiple (Real)[edit | edit source]

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

Bitwise Arithmetic Multiple (Integer)[edit | edit source]

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

Ceiling (Integer)[edit | edit source]

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

Ceiling (Real)[edit | edit source]

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

Clamp (Integer)[edit | edit source]

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

Clamp (Real)[edit | edit source]

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

Cosine[edit | edit source]

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

Floor (Integer)[edit | edit source]

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

Floor (Real)[edit | edit source]

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

Log2 (Integer)[edit | edit source]

  • Returns the log base 2 of a number.

Log2 (Real)[edit | edit source]

  • Returns the log base 2 of a number.

Maximum (Integer)[edit | edit source]

  • Returns the highest of the two integer values specified.

Maximum (Real)[edit | edit source]

  • Returns the highest of the two real values specified.

Minimum (Integer)[edit | edit source]

  • Returns the lowest of the two integer values specified.

Minimum (Real)[edit | edit source]

  • Returns the lowest of the two real values specified.

Modulo (Integer)[edit | edit source]

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

Modulo (Real)[edit | edit source]

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

Pow2 (Integer)[edit | edit source]

  • Returns 2 to the power of a value.

Pow2 (Real)[edit | edit source]

  • Returns 2 to the power of a value.

Power (Integer)[edit | edit source]

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

Power (Real)[edit | edit source]

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

Random Angle[edit | edit source]

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

Random Integer[edit | edit source]

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

Random Percent[edit | edit source]

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

Random Real[edit | edit source]

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

Round (Integer)[edit | edit source]

  • Returns the value rounded to zero decimal places.

Round (Real)[edit | edit source]

  • Returns the value rounded to zero decimal places.

Sine[edit | edit source]

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

Square Root (Integer)[edit | edit source]

  • Returns the square root of a number.

Square Root (Real)[edit | edit source]

  • Returns the square root of a number.

Tangent[edit | edit source]

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

Trunc (Integer)[edit | edit source]

  • Strips off the fractional portion of a real.

Trunc (Real)[edit | edit source]

  • Strips off the fractional portion of a real.

Melee[edit | edit source]

Player Melee Option[edit | edit source]

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

Objective[edit | edit source]

Last Created Objective[edit | edit source]

  • Returns the last created objective.

Objective Is Visible[edit | edit source]

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

Objective Players[edit | edit source]

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

Objective Primary[edit | edit source]

  • Returns true if the objective is a primary objective.

Objective Priority[edit | edit source]

  • Returns the Priority of an objective.

Objective State[edit | edit source]

  • Returns the state of an objective.

Order[edit | edit source]

Ability Command[edit | edit source]

  • 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[edit | edit source]

  • Returns the ability command for the order.

Ability Of Ability Command[edit | edit source]

  • 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[edit | edit source]

  • 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[edit | edit source]

  • 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[edit | edit source]

  • Returns true if the specified flag is enabled.

Index Of Ability Command[edit | edit source]

  • 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[edit | edit source]

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

Order Targeting Item[edit | edit source]

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

Order Targeting Point[edit | edit source]

  • 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[edit | edit source]

  • 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[edit | edit source]

  • 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[edit | edit source]

  • 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[edit | edit source]

  • 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[edit | edit source]

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

Revive Order Targeting Point[edit | edit source]

  • 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[edit | edit source]

  • 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[edit | edit source]

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

Target Point For Order[edit | edit source]

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

Target Position For Order[edit | edit source]

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

Target Type For Order[edit | edit source]

  • Returns the target type for the specified order.

Target Unit For Order[edit | edit source]

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

Ping[edit | edit source]

Color Of Ping[edit | edit source]

  • Returns the ping color.

Duration of Ping[edit | edit source]

  • Returns the ping duration as a real value.

Facing Angle Of Ping[edit | edit source]

  • Returns the current facing angle of the specified ping.

Last Created Ping[edit | edit source]

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

Ping Depth[edit | edit source]

  • Returns the ping depth as a real value.

Ping Is Visible[edit | edit source]

  • Returns true if the ping is visible.

Ping Players[edit | edit source]

  • Returns the player group that sees the ping.

Ping Scale[edit | edit source]

  • Returns the ping size as a real value.

Ping Unit[edit | edit source]

  • Returns the unit that is being pinged.

Player Ping Is From Minimap[edit | edit source]

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

Player Ping Location[edit | edit source]

  • Returns the location pinged by a player.

Player Ping Option[edit | edit source]

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

Player Ping Unit[edit | edit source]

  • Returns the unit pinged by a player.

Player Ping Unit ControlPlayer[edit | edit source]

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

Player Ping Unit Is Under Construction[edit | edit source]

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

Player Ping Unit Position[edit | edit source]

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

Player Ping Unit Type[edit | edit source]

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

Player Ping Unit UpkeepPlayer[edit | edit source]

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

Position Of Ping[edit | edit source]

  • Returns the position of the specified ping.

Player[edit | edit source]

Alliance Aspect[edit | edit source]

  • 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[edit | edit source]

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

Artifact Of Player[edit | edit source]

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

Artifact Rank Of Player[edit | edit source]

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

Charge Regen Full For Player[edit | edit source]

  • 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[edit | edit source]

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

Commander Level Of Player[edit | edit source]

  • Returns the commander level of the player.

Commander Mastery Level Of Player[edit | edit source]

  • Returns the commander mastery level of the player.

Commander Mastery Talent Of Player[edit | edit source]

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

Commander Of Player[edit | edit source]

  • Returns the commander of the player.

Controller Of Player[edit | edit source]

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

Difficulty Level For Player[edit | edit source]

  • Returns the difficulty level for the specified player.

Difficulty Level Is Enabled[edit | edit source]

  • Returns true if the difficulty level is enabled.

Get Relationship Between Players[edit | edit source]

  • 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[edit | edit source]

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

Hero Of Player[edit | edit source]

  • Returns the hero of the player.

Mount Of Player[edit | edit source]

  • Returns the mount of the player.

Player Access Check[edit | edit source]

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

Player Charge Used[edit | edit source]

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

Player Color[edit | edit source]

  • Returns the player color of the player.

Player Cooldown[edit | edit source]

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

Player Flag Check[edit | edit source]

  • Returns true if the specified flag is enabled.

Player Hotkey Profile[edit | edit source]

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

Player License Check[edit | edit source]

  • Returns true if the player has the specified license.

Player Property (Integer)[edit | edit source]

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

Player Property (Real)[edit | edit source]

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

Race Of Player[edit | edit source]

  • Returns the race of the player.

Skin Of Player[edit | edit source]

  • Returns the skin of the player.

Start Location Of Player[edit | edit source]

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

Status Of Player[edit | edit source]

  • Returns the status of the player.

Triggering Player[edit | edit source]

  • Returns the triggering player as an integer.

Triggering Player Property[edit | edit source]

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

Triggering Player Property Change (Integer)[edit | edit source]

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

Triggering Player Property Change (Real)[edit | edit source]

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

Player Group[edit | edit source]

Active Players[edit | edit source]

  • Returns a player group containing all active players.

All Players[edit | edit source]

  • Returns a player group containing all players.

Allies/Enemies Of Player[edit | edit source]

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

Convert Player To Player Group[edit | edit source]

  • 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[edit | edit source]

  • Returns the copy of a player group.

Empty Player Group[edit | edit source]

  • Returns an empty player group.

Number Of Players In Player Group[edit | edit source]

  • Returns the number of players in a player group.

Picked Player[edit | edit source]

  • 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[edit | edit source]

  • 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[edit | edit source]

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

Point[edit | edit source]

Angle Between Points[edit | edit source]

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

Distance Between Points[edit | edit source]

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

Distance Squared Between Points[edit | edit source]

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

Facing Angle Of Point[edit | edit source]

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

Height Of Point[edit | edit source]

  • 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[edit | edit source]

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

Pathing Type At Points[edit | edit source]

  • 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[edit | edit source]

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

Point From Name[edit | edit source]

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

Point From XY[edit | edit source]

  • 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[edit | edit source]

  • 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[edit | edit source]

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

Point Offset Towards Point[edit | edit source]

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

Point With Offset[edit | edit source]

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

Point With Polar Offset[edit | edit source]

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

Point With Z Offset[edit | edit source]

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

Points Connected By Pathing[edit | edit source]

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

Random Point Between Points[edit | edit source]

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

Reflected Point[edit | edit source]

  • 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[edit | edit source]

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

Y Of Point[edit | edit source]

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

Portrait[edit | edit source]

Cinematic Portrait[edit | edit source]

  • Returns the cinematic portrait at the specified position.

Dialog Item Cutscene[edit | edit source]

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

Dialog Item Portrait[edit | edit source]

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

Fullscreen Portrait[edit | edit source]

  • Returns the fullscreen portrait.

Game Portrait[edit | edit source]

  • Returns the game portrait.

Last Created Portrait[edit | edit source]

  • Returns the last created portrait.

Planet Panel Portrait[edit | edit source]

  • Returns the planet panel portrait.

Portrait Is Visible[edit | edit source]

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

Region[edit | edit source]

Bottom-Left Of Region Bounds[edit | edit source]

  • 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[edit | edit source]

  • Returns the center point of a region.

Convert Circle To Region[edit | edit source]

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

Convert Rectangle To Region[edit | edit source]

  • Returns a rectangular region from 4 bound values.

Empty Region[edit | edit source]

  • Returns an empty region.

Entire Map[edit | edit source]

  • Returns the entire map.

Height Of Region[edit | edit source]

  • Returns the height of the specified region.

Playable Map Area[edit | edit source]

  • Returns the playable map area.

Point Is In Region[edit | edit source]

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

Random Point In Region[edit | edit source]

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

Region From Name[edit | edit source]

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

Top-Right Of Region Bounds[edit | edit source]

  • 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[edit | edit source]

  • Returns a unit attached to a region.

Width Of Region[edit | edit source]

  • Returns the width of the specified region.

Sound[edit | edit source]

Last Played Sound[edit | edit source]

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

Sound Asset Index[edit | edit source]

  • 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[edit | edit source]

  • Returns the duration of the sound.

Sound ID[edit | edit source]

  • 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[edit | edit source]

  • 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[edit | edit source]

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

Story[edit | edit source]

Clicked Planet[edit | edit source]

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

Get Mission Archive Button Image[edit | edit source]

  • Gets the button image for the specified mission archive.

Get Mission Archive Difficulty Completed[edit | edit source]

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

Get Mission Archive Mission Image[edit | edit source]

  • Gets the mission image for the specified mission archive.

Get Mission Archive Priority[edit | edit source]

  • Gets the priority for the specified mission archive.

Get Mission Archive Scene Image[edit | edit source]

  • Gets the scene image for the specified mission archive.

Get Mission Archive State[edit | edit source]

  • Gets the visibility state for the specified mission archive.

Last Created Mercenary[edit | edit source]

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

Last Created Mission Archive[edit | edit source]

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

Last Created Planet[edit | edit source]

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

Last Created Purchase Category[edit | edit source]

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

Last Created Purchase Group[edit | edit source]

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

Last Created Purchase Item[edit | edit source]

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

Last Created Research Item[edit | edit source]

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

Last Created Research Tier[edit | edit source]

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

Mission Archive Dialog Item[edit | edit source]

  • Gets the Dialog Item for the Mission Archives Panel

Planet Panel Contact Button State[edit | edit source]

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

Player In Story Mode[edit | edit source]

  • 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[edit | edit source]

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

Purchased Purchase Item[edit | edit source]

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

Selected Mercenary[edit | edit source]

  • Returns the mercenary the specified player currently has selected.

Selected Mission Archive[edit | edit source]

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

Selected Mission Archive Difficulty[edit | edit source]

  • 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[edit | edit source]

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

Selected Mission Archive Scene[edit | edit source]

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

Selected Mission Difficulty[edit | edit source]

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

Selected Planet[edit | edit source]

  • Returns the planet the specified player has selected.

Selected Purchase Category[edit | edit source]

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

Selected Purchase Item[edit | edit source]

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

Selected Research Item[edit | edit source]

  • Returns the research item the specified player has selected.

Selected Victory Difficulty[edit | edit source]

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

String[edit | edit source]

Combine Strings[edit | edit source]

  • Combines two strings together.

Combine Strings Multiple[edit | edit source]

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

Convert String Case[edit | edit source]

  • Converts a string to upper case or lower case.

Position Of Substring[edit | edit source]

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

String Comparison[edit | edit source]

  • Returns true if the two strings are the same.

String Containment[edit | edit source]

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

String Equal[edit | edit source]

  • Returns true if the two strings are the same.

String Length[edit | edit source]

  • Returns the number of characters within a string.

String With Indexed Replacement[edit | edit source]

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

String With Search Replacement[edit | edit source]

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

Substring[edit | edit source]

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

Word Of String[edit | edit source]

  • 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[edit | edit source]

Ability Count For Player[edit | edit source]

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

Ability Is Allowed For Player[edit | edit source]

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

Behavior Count For Player[edit | edit source]

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

Behavior Is Allowed For Player[edit | edit source]

  • 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[edit | edit source]

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

Restrictions Are Enabled For Player[edit | edit source]

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

Specefic Requirements Are Enabled For Player[edit | edit source]

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

Tech Tree Behavior Count For Unit[edit | edit source]

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

Tech Tree Unit Count For Unit[edit | edit source]

  • 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[edit | edit source]

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

Unit Count For Player[edit | edit source]

  • 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[edit | edit source]

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

Upgrade Count For Player[edit | edit source]

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

Upgrade Is Allowed For Player[edit | edit source]

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

Text Tag[edit | edit source]

Last Created Text Tag[edit | edit source]

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

Text Tag Is Visible[edit | edit source]

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

Timer[edit | edit source]

Duration Of Timer[edit | edit source]

  • Returns the duration left of the timer.

Elapsed Time Of Timer[edit | edit source]

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

Last Created Timer Window[edit | edit source]

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

Last Started Timer[edit | edit source]

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

New Timer[edit | edit source]

  • Creates a new timer.

Remaining Time Of Timer[edit | edit source]

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

Timer Is Paused[edit | edit source]

  • Returns true if the timer has been paused.

Timer Window Is Visible[edit | edit source]

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

Triggering Timer[