Map Actions Reference List
Posted: Sat Sep 12, 2009 11:28 pm
I found this on the Myth 2 Handbook CD. It's a like of Map Actions References. It might be completely out of date, but I thought I'd post it just in case:
Attack
deactivates_on_trigger
optional monster_identifier subj / Attackers / Monsters that will be attacking
optional monster_identifier obje / Targets / The targets to attack
optional flag _all / Attack All Enemies Flag / Attack all enemies on map
optional flag spec / Use Special Ability Flag / Use special ability when attacking
optional world_point2d wayp / Attack Ground Location / Attack the ground here.
optional flag near / Attack Nearest Flag / All attackers gang up on the nearest listed target.
optional flag dore / Don't Retarget Flag / Only attackers without valid targets or target locations will be used.
optional world_point2d poly / Polygon / Attack only units within the polygon (must be clockwise and convex)
optional flag clpo / Closed Polygon Flag / Indicates that the polygon is closed (i.e., the last point is connected to the first point)
optional flag repo / Reversed Polygon Flag / Tests for monsters outside polygon, rather than inside
Deer
deactivates_on_trigger
Default Actions
deactivates_never
required string name / Name / Name of the map action
optional action_identifier link / Link / Link to another action
optional flag debg / Debug Flag / If set, the map action reports debugging information
optional action_identifier acos / Activates on Success / Will activate all actions in this list when success occurs
optional action_identifier acof / Activates on Failure / Will activate all actions in this list when failure occurs
optional action_identifier acot / Activates on Trigger / Will activate all actions in this list when triggered
optional action_identifier acoe / Activates On Execution / Will activate all actions in this list when execution (success or failure) occurs
optional action_identifier acoa / Activates On Activation / Will activate all actions in this list when activated
optional action_identifier acod / Activates on Deactivation / Will activate all actions in this list when deactivated
optional action_identifier acer / Activates on Error / Will activate all actions in this list when an error occurs
optional action_identifier acin / Activates on Inhibition / Will activate all actions in this list when inhibited
optional action_identifier acmp / Activates on Missing Prerequisites / Will activate all actions in this list when missing prerequisites
optional action_identifier deos / Deactivates On Success / Will deactivate all actions in this list when success occurs
optional action_identifier deoa / Deactivates On Activation / Will deactivate all actions in this list when activated
optional action_identifier deod / Deactivates on Deactivation / Will deactivate all actions in this list when deactivated
optional action_identifier deer / Deactivates on Error / Will deactivate all actions in this list when an error occurs
optional action_identifier inhi / Inhibitions / Will fail to trigger if all of the given actions have succeeded (not valid if linked to)
optional action_identifier prer / Prerequisites / Will fail to trigger unless one of the given actions succeeded (not valid if linked to)
optional action_identifier trsi / Triggers Simultaneously / Triggering this action simultaneously triggers these actions
Delay
deactivates_on_successful_execution
required action_identifier resu / Results Action / Where the subjects of the delay are sent
required fixed time / Delay Time / The delay time in seconds over which subjects are submitted to the result action
optional field_name type / Results Type / Field name under which subjects are stored (default is 'subj')
optional flag dist / Even Distribution Flag / Delays the monsters evenly over the delay time
General Action
deactivates_on_trigger
optional monster_identifier subj / Monsters / Monsters to execute the general command
required integer type / Command Type / 0=stop, 1=scatter, 2=retreat, 3=special ability (immediate), 4=guard, 5= taunt
Geometry Filter
deactivates_on_successful_execution
optional monster_identifier subj / Monsters / Monsters to check for in the geometry
optional field_name type / Object Type / Object type to check for in the geometry
optional object_identifier obje / Object Identifiers / Object identifiers to check for in the geometry
optional world_point2d poly / Polygon Points / Points to define a polygon (in clockwise order) (must be convex)
optional flag clpo / Polygon Closed Flag / Is polygon a closed surface (Must be convex)
optional world_point2d cent / Circle Centerpoint / Centerpoint of circle
optional monster_identifier cemo / Circle Centerpoint (Monster) / Centerpoint of circle is monster’s location
optional world_distance radi / Circle Radius / Radius of circle
optional field_name hold / Holding Object / Subjects which are holding this type of object
optional field_name noho / Not Holding Object / Subjects which are not holding this type of object
optional fixed hef> / Health Fraction Greater Than / Subjects have a health fraction (vitality max. vitality) > the specified amount.
optional fixed hef< / Health Fraction Less Than / Subjects have a health fraction (vitality max. vitality) < the specified amount.
optional flag ---2 / -Entire Map / Entire map type geometries
optional flag _map / Entire Map / Geometry is composed of entire map
optional action_identifier resu / Results Action Identifier / Location to place results of geometry test
optional field_name insi / Tested items Inside Field Name / Field name in results action identifier to place monster or object identifiers that are inside the geometry.
optional field_name outs / Tested items Outside Field Name / Field name in results action identifier to place monster or object identifiers that are outside the geometry.
optional field_name inlo / Tested Items Inside Location Field Name / Field name in results action identifier to place monster or object locations (world_point2d) that are inside the geometry.
optional field_name oulo / Tested Items Outside Location Field Name / Field name in results action identifier to place monster or object locations (world_point2d) that are outside the geometry.
optional integer _max / Maximum Number of Items / If this is set, it will restrict the number of items added to the result to this number.
optional flag mark / Use Markers instead of Monsters / If this is set, will use monster markers instead of monster positions.
optional flag uncr / Only Use Uncreated Monsters / If this is set, will only use monster markers that have not yet been created.
optional integer team / Tests For Monsters On a Given Team Index / Returns all monsters on a given team index
optional flag bmon / Tests For Berserk Monsters / Returns all berserk monsters on map
Harass (for ghols)
deactivates_never
optional monster_identifier subj / Subject / The harassing monsters (max. 64)
optional world_distance radi / Visibility Radius / the area around the harassing unit he can see
optional integer dela / Initial Delay / The initial amount of time (measured in consecutive calls to this action) each unit in the harassing group waits before starting to evaluate
optional action_identifier casu / Activate On Casualty / A list of actions to activate when we suffer a casualty
optional integer reev / Reevaluation Delay / Delay (measured in consecutive calls to this action) before reevaluating.
optional integer prra / Projectile Radius / The radius about the unit to look for projectiles to throw.
optional world_point2d wayp / Guard Waypoint / The location the unit goes to if no enemies are in range.
Invisible Pursuit
deactivates_never
required monster_identifier invi / Invisible Unit / The invisible unit
optional monster_identifier subj / Pursuers / The pursuing monsters
optional world_point2d wayp / Meander Points / Locations to go to
optional action_identifier casu / Activate On Casualty / A list of actions to activate when we suffer a casualty
optional action_identifier visi / Activate On Visible / A list of actions to activate when the unit becomes visible
Legion (defensive)
deactivates_never
optional fixed pora / Power Ratio / The power ratio (friends/enemies) above which the legion attacks
optional fixed vide / Maximum Damage Before Attack / The amount of damage the legion can take before it gets angry and attacks (default is 1.0, 25% of a ghol)
optional world_distance vira / Visibility Radius / The radius about it's current centerpoint within which the legion considers enemies
optional world_distance atra / Outer Attack Radius / The radius about it's current centerpoint within which the legion will attack enemies
optional world_distance crra / Inner Attack Radius / The radius about it's current centerpoint within which the legion will never stop attacking
optional world_point2d cent / Global Centerpoint / The legion's centerpoint (default is the centerpoint of the first group)
optional angle faci / Global Facing / The legion's facing (default is the facing of the first group)
optional action_identifier fall / Fallback Actions / A list of actions which get activated when the legion retreats to the end of it's line
optional action_identifier adva / Advancing Actions / A list of actions which get activated when the legion advances to the end of it's line
optional action_identifier acat / Activate on Attack / A list of actions which get activated when the legion attacks
optional action_identifier deat / Deactivate on Attack / A list of actions which get deactivated when the legion attacks
optional action_identifier acmo / Activate after Attacking / A list of actions which get activated when the legion stops attacking
optional action_identifier demo / Deactivate after Attacking / A list of actions which get deactivated when the stops attacking
optional angle grfa / Group Facing Array / An array of group facings
optional integer grfo / Group Formation Array / An array of group formation indexes (0=short line, 1=long line, 2=loose line, 3=staggered line, 4=box, 5=rabble, 6=shallow encirclement, 7=deep encirclement, 8-vanguard, 9=circle)
optional integer grgd / Group Position Depndency Array / An array of group indexes which specify which group (none if -1) a given group is guarding
optional action_identifier alli / Allied Legions / An array of legion actions which will attack simultaneously with this legion
required integer coun / Group Count / Number of groups in this legion
required world_point2d line / Line / 2 Points defining the line along which the legion moves (retreating is toward point zero, advancing is toward point one)
required world_point2d grce / Group Centerpoint Array / An array of group centerpoints
required action_identifier grun / Group Unit Container Array / An array of map actions which contain the subject lists for each group
Lightning
deactivates_on_trigger
required sound_source_identifier soun / Central Sound Source / The central sound source (where the lightning will be shot from)
required world_distance radi / Radius / The radius about the center to scan for monsters
required projectile_tag proj / Projectile Tag / The projectile tag used for the lightning attack
Meander Action (wander aimlessly)
deactivates_never
optional monster_identifier subj / Meanderers / The monsters to meander (max. 64)
optional world_point2d wayp / Meander Points / Locations to wander to (max. 32)
optional action_identifier casu / Activate On Casualty / A list of actions to activate when we suffer a casualty
optional flag thre / Scan For Threats / If present, this indicates to scan for nearby threats
optional integer tscw / Threat Scan Width / The width in cells to scan for threats
Melee (for Thrall, Myrmidons, etc.)
deactivates_never
optional monster_identifier obje / Targets / Only attack groups which contain these targets
optional integer form / Formation / (0=short line, 1=long line, 2=loose line, 3=staggered line, 4=box, 5=rabble, 6=shallow encirclement, 7=deep encirclement, 8-vanguard, 9=circle
optional world_distance dith / Power Over Distance Threshhold / The difference in radius within which we'll choose a more powerful group instead of a closer one
optional monster_identifier subj / Subject / The attackers
Mesh Cell Modifier
deactivates_on_successful_execution
required world_point2d pnts / Mesh Cells To Affect / Place a point in each mesh cell (square) that you want this action to affect.
optional flag kill / Kill this cell / If TRUE, will kill this cell. If FALSE, will unkill the cell.
optional integer teco / Terrain Cost / Terrain cost- 0=Dwarf Depth, 1=Human Depth,2=GiantDepth,3=Deep,4=Sloped,5=Steep,6=Grass,7=Desert,8=Rocky,9=Marsh,10=Snow,11=Forest,14=Walking Impass 15=Flying Impass
Mission
deactivates_on_trigger
optional flag adva / Advance Flag / Advance the mission objective
Model Animation
deactivates_on_successful_execution
required model_animation_identifier subj / Model Animation / Model animation to affect
optional flag stfo / Start Forward Flag / Start animation going forward from the beginning
optional flag stba / Start Backward Flag / Start animation going backward from the end
optional flag stop / Stop Flag / Stop model animation
optional flag back / Back and Forth Flag / Make animation go back and forth
optional flag cycle / Cycle Flag / Make animation cycle
optional flag rese / Reset Frame Index Flag / Resets the frame to the start or end when you tell an animation to start forward or backward
optional flag adva / Advance Animation Flag / Advance the animation one frame
optional integer ___> / Frame Greater Than / Tests that the current frame index is greater than the specified number.
optional integer ___< / Frame Less Than / Tests that the current frame index is less than the specified number.
optional integer ___= / Frame Equal To / Tests that the current frame index is equal to the specified number.
Model Effect
deactivates_on_trigger
required model_identifier mode / Model / Model to affect
optional model_animation_identifier anim / Model Animation / Model animation to affect
optional fixed dura / Duration / Duration in seconds (when not present, it's infinite)
optional angle dyaw / Delta Yaw / Change in yaw per tick
optional angle dpit / Delta Pitch / Change in pitch per tick
optional integer newp / New Permutation / Crossfade to this permutation over the duration
optional integer perm / Permutation / Forces this permutation immediately.
optional flag fain / Fade In Flag / Fade model in
optional flag faou / Fade Out Flag / Fade model out
optional flag dele / Delete Model Flag / Delete the model on completion
optional flag peon / Permutation Only Flag / Only change the model permutation
optional integer mate / Material Index / Material Index to Fade in/out
optional fixed mafi / Material Final Opacity / Material index is faded to this opacity over the duration
optional fixed insc / Initial Scale / Intial scale of the model (.2 is min)
optional fixed fisc / Final Scale / Final scale of the model (3 is max)
optional field_name proj / Projectile Type To Detonate / Projectile type to create (detonates immediately)
optional world_point3d orig / Projectile Origin / Origin for projectile to create
Movement
deactivates_on_trigger
optional monster_identifier subj / Monsters / Monsters to move
optional world_point2d wayp / Waypoints / The waypoints to move to
optional flag cycl / Cycle Flag / Cycle through the waypoints
optional flag back / Back and Forth Flag / Go back and forth through the waypoints
optional flag prta / Preserve Target Flag / Preserves the target
optional integer form / Formation Index / 0=short line, 1=long line, 2=loose line, 3=staggered line, 4=box, 5=rabble, 6=shallow encirclement, 7=deep encirclement, 8=vanguard, 9=circle
optional angle fifa / Final Facing / The final facing to assume at the last waypoint
optional monster_identifier obfa / Object to Point At / A list of monsters to face at the end of the movement order.
Netgame Type
deactivates_on_trigger
optional integer type / Type / The netgame scoring type(s) to test for. 0=BC, 1=Bacon, 2=LMOTH, 3=S.Hunt, 4=F.Rally, 5=CTF, 6=Balls, 7=Terr, 8=Cpturs, 9= KOTH, 10=C. Drive, 11=Assassin, 12=Hunt, 13=Solo
optional integer team / Winning Team Index / Tests to see if this team index is currently winning the game.
optional flag ties / Winning Team Can Tie / Allows the "Winning Team Index" test to succeed when tied with another team.
optional integer scor / Winning Team Minimum Score / The winning team must have at least this score.
Observer Movement
deactivates_on_trigger
required integer mode / Camera Mode / The camera mode (-1 = user control, 0= uncontrollable by user, 1= controlled by map actions, 2= object tracking)
optional world_point2d dest / Destination / The camera destination
optional angle faci / Final Facing / The final facing for the camera
optional monster_identifier subj / Viewing Subject / If you want the camera to move to view a monster, supply the monster here.
optional world_distance line / Linear Interpolant Separation / Distance between linearly interpolated camera positions. Default is .0625 (1/16) WU.
optional integer angu / Angular Interpolant Separation / Distance between angularly interpolated camera positions. Default is 2.8125 (FULL_CIRCLE/128).
optional fixed time / Maximum Time Before Cutting / If moving the camera using interpolation would take longer than this time, then we cut to the destination.
optional flag drco / Don't Return User Control Flag / If present, we don't return user control when the camera movement is through.
optional flag shak / Shake Camera Flag / If present, we start shaking the camera like in an earthquake.
optional fixed dura / Shake Duration / The shake duration in seconds. If not provided, it defaults to 8.0 sec.
optional world_distance inte / Shake Intensity / The shake intensity in WU. If not provided, it defaults to 0.5 WU.
Netgame Time
deactivates_on_trigger
optional flag plan / Planning Time Over / Tests to see if planning time has expired.
optional flag deth / Sudden Death / Tests to see if the game is currently in sudden death.
optional flag over / Game Over / Tests to see if the game is over and the postgame screen will be displayed soon.
optional integer time / Time Remaining Less Than / Tests to see if there are fewer than this number of seconds remaining in the game.
Prohibited Netgame Teams
deactivates_on_trigger
optional integer type / Game Type + Team Indexes / The first number is a game type followed by prohibited team indexes ( 0=BC, 1=Bacon, 2=LMOTH, 3=S.Hunt, 4=F.Rally, 5=CTF, 6=Balls, 7=Terr, 8=Cpturs, 9= KOTH, 10=C. Drive, 11=Assassin, 12=Hunt, 13=Solo).
Sound Action
deactivates_on_trigger
optional monster_identifier subj / Monster / Monster that is the sound source (not necessary)
required sound_tag soun / Sound Tag / The sound tag to play
optional flag over / Override Flag / Plays the sound even if the monster has been issued commands by the user
Suicide (for wights)
deactivates_never
optional monster_identifier subj / Subject / The suicide monsters to attack with (Max. 64)
optional world_distance radi / Visibility Radius / the area around the suicide unit he can see
optional integer fedu / Fear Duration / The amount of time (measured in consecutive calls to this action) the suicide unit waits before trusting an attacking missile group isn't paying attention any longer
optional integer deth / Enemy Detonation Threshhold / The number of adjacent enemy units required for us to detonate
optional world_distance dith / Power Over Distance Threshhold / The difference in radius within which we'll attack a more powerful enemy group instead of a closer one
optional world_distance dera / Detonation Radius / The radius of our detonation effect (roughly)
optional fixed mipt / Minimum Power Threshhold / The minimum enemy power which we will attack
optional integer dela / Initial Delay / The maximum random delay, in calls to this action, before starting (evaluated separately for each unit)
optional action_identifier casu / Activate On Casualty / A list of actions to activate when we suffer a casualty
optional action_identifier suin / Inhibition / Prevents new units (i.e., those still with a delay) from being created
optional flag dumb / Never Avoid / Charges at an enemy without avoiding
Test Unit
deactivates_on_successful_execution
optional integer ___> / Unit Count Greater Than / Tests for unit count greater than n
optional integer ___< / Unit Count Less Than / Tests for unit count less than n
optional integer ___= / Unit Count Equal To / Tests for unit count equal to n
optional world_point2d poly / Polygon / Polygon used for the test (must be clockwise and convex)
optional flag clpo / Closed Polygon Flag / Indicates that the polygon is closed (i.e., the last point is connected to the first point)
optional flag repo / Reversed Polygon Flag / Tests for monsters outside polygon (or circle), rather than inside
optional fixed >vit / Vitality Greater Than / Test for cumulative vitality (between 0.0==dead and 1.0==undamaged) greater than n.
optional fixed <vit / Vitality Less Than / Test for cumulative vitality (between 0.0==dead and 1.0==undamaged) less than n.
optional fixed devi / Change in vitality / Test for a change in vitality greater than n (as a percentage of the group's total vitality)
optional fixed >pow / Power Greater Than / Tests for cumulative power greater than n
optional fixed <pow / Power Less Than / Tests for cumulative power less than n
optional integer >dif / Difficulty Greater Than or Equal To / Tests for difficulty level greater than or equal to n (2==normal, 3==major damage, 4==total carnage)
optional integer <dif / Difficulty Less Than or Equal To / Tests for difficulty level less than or equal to n (2==normal, 3==major damage, 4==total carnage)
optional integer =dif / Difficulty Equal To / Tests for difficulty equal to n (2==normal, 3==major damage, 4==total carnage)
optional fixed por< / Power Ratio Less Than / Tests for power ratio less than n
optional fixed por> / Power Ratio Greater Than / Tests for power ratio greater than n
optional flag user / Received User Command / Tests if the units have been given a command by the user
optional field_name hold / Object Held / Tests if the unit is holding an object
optional flag _all / Object Held By All Units Flag / All units must be holding the object
optional world_point2d radi / Object Test Radius / First is the centerpoint for the test, second is an optional radial point.
optional world_distance crad / Radius About Centerpoint / Required for object test radius if a point on the circle wasn't provided.
optional monster_identifier enem / Enemy List / List of enemies to use for the Enemy Closer Than Radius test. If not provided, all non-teammate monsters are considered enemies.
optional world_distance clos / Enemy Closer Than Radius / Tests if there is an enemy closer to the subjects than the provided radius
optional flag igin / Ignore Invisible Units Flag / Don't test for magically invisible enemies within the radius.
optional flag sele / Units Must Be Selected Flag / Tests to make sure all the given units are currently selected (WILL CAUSE NETGAMES AND REPLAYS TO GO OUT OF SYNC!!!)
optional integer ammo / Ammunition Greater Than / Tests to make sure the given units have more than this amount of ammo.
optional fixed mana / Mana Percent Greater Than / Tests to make sure the given units have more than this fraction (0.0 to 1.0) of their original mana.
optional flag taun / Unit Is Taunting / Tests to make sure any of the given units are giving the raspberry
optional flag fwan / Unit Has a Waypoint Near / Tests whether a unit has a waypoint within 3 world units of a given point
Unit Control
deactivates_on_trigger
optional monster_identifier subj / Monsters / Monsters to affect
optional flag user / Received Use Control Flag / Received user control
optional flag igno / Ignores User Control Flag / Ignores user control
optional flag dnat / Does Not Autotarget Flag / Monster does not automatically attack nearby enemies (default flag is FALSE)
optional flag cnba / Cannot Be Autotargeted Flag / Monster is not included in spatial groups and is not automatically targeted by enemies (default flag is FALSE)
optional flag dele / Delete Monsters / Delete these monsters (reducing units for harder difficulties)
optional flag fade / Fade Flag / Remove this monster by fading them off the map
optional flag visi / Visible Flag / Make subjects visible
optional flag invi / Invisible Flag / Make subjects invisible
optional flag moso / Monster Source Flag / Makes this marker a monster source
optional fixed hefr / Health Fraction / Sets the health fraction of the subject (0.0 to 1.0)
optional integer nena / New Monster Name / Sets the name of the monster to the given index in the monster's name string list
optional integer expe / Experience / Sets the experience of the unit
optional integer lesu / Levels Survived / Sets the number of levels survived for a unit
optional flag moen / Use Monster Entrance Flag / Uses the monster's entrance projectile group
optional flag blam / World Knot Visibility Flag / Make this monster appear with the world knot appearance method.
optional flag tain / Tain Visibility Flag / Make this monster appear with the tain appearance method.
optional flag majk / Magic Visibility Flag / Make this monster magically invisible/visible (Ring of Invisibility)
optional world_distance heig / Set Marker Height / Adds this value (or random range) to the monster’s marker height.
optional object_identifier proj / Give Monster Artifact or Projectile / Force the subject monster to pick up the given object identifier (without walking over to it)
optional integer ammo / Ammunition / Sets the ammunition of a unit (doesn't pay attention to the maximum!)
optional flag remo / Remove Artifact Flag / Remove artifact from unit (don't confuse removing with dropping!)
optional flag rein / Reinforcements Alert / If new troops are being made visible, play the New Units Received sound.
optional flag tran / Transparent Flag / Makes unit 50% transparent
World Knot
deactivates_on_trigger
required model_identifier mode / Models / The models composing the world knot
optional model_animation_identifier anim / Model Animations / The model animations composing the world knot. Do NOT animate them when the world knot is doing something!
required fixed dura / Duration / The duration of the teleportation effect
optional flag _out / Teleporting Out Flag / Teleporting out
optional action_identifier acow / Activate on wave / Array of map actions (one per wave) to activate each time a wave successfully completes.
optional action_identifier wave / Monsters to bring in / Array of map actions (one per wave) containing subj fields of monsters to bring in.
optional action_identifier next / World knot to go to (linked list) / Next world knot’s knot action identifier
optional action_identifier strt / Trigger on Teleport in / Triggered when world knot starts a teleportation in sequence
optional flag knce / Use Bounding Box for Knot Center Flag / If this flag exists, we use the point bounding box to determine the knot center. If not, we average to find it.
optional flag wace / Use Bounding Box for Wave Center Flag / If this flag exists, we use the point bounding box to determine the wave center. If not, we average to find it.
optional world_point2d dist / World Knot Centerpoint / Only specify this if you know the centerpoint computed by the map action would be wrong (as it was on Pools of Iron)
optional world_distance radi / World Knot Radius / Only specify this if you know the radius computed by the map action
Action List
deactivates_on_trigger
optional action_identifier acti / Actions to Activate / The list of actions to be activated
optional flag rand / Random Selection Flag / Only activates one randomly selected action (does not work with deactivation)
optional flag only / Activate Only One / Tries to activate just the first action, if this fails, it tries the second, etc ...
optional fixed acch / Chance of Activating / An array which contains the chance each action will actually activate when asked to.
optional action_identifier deac / Actions to Deactivate / The list of actions to be deactivated
optional fixed dech / Chance of Deactivating / An array which contains the chance each action will actually deactivate when asked to.
Action Sniffing
deactivates_on_trigger
required integer case / Test Case / The case to test for
optional flag nclr / Don't Clear Flag / Don't clear the test case after success
optional flag keep / Keep Reporting Errors After Initial Success / Keep reporting errors after the action was successful the first time.
optional integer time / Time Between Errors / The minimum and delta time between error messages (in ticks)
optional integer inde / Delay Before Announcing Errors / The initial delay before paying attention to errors and announcing them.
Ambient Sound Control
deactivates_on_trigger
required sound_source_identifier subj / Sound / The ambient sound identifier.
optional fixed volu / Volume / The volume, from 0.0 to 1.0 (1.0 is full volume)
optional fixed dura / Duration / Duration in seconds for fade to desired volume
Assassin (for Mahir)
deactivates_never
optional monster_identifier subj / Subject / The suicide monsters to attack with
optional world_distance radi / Visibility Radius / the area around the suicide unit he can see
optional integer fedu / Fear Duration / The amount of time (measured in consecutive calls to this action) the suicide unit waits before trusting an attacking missile group isn't paying attention any longer
optional integer dela / Initial Delay / The maximum random delay, in calls to this action, before starting (evaluated separately for each unit)
CD Audio
deactivates_on_trigger
optional integer trak / Play Track / The track to play
optional flag repe / Repeat Flag / Repeat the tracks
optional flag faou / Fade Out Flag / Fade out the current track
optional flag fain / Fade In Flag / Fade in the current track
Chicken
deactivates_on_trigger
Connector
deactivates_on_trigger
required object_identifier obje / Objects / The objects to connect
required connector_tag conn / Connection Tag / The connection tag to use
optional world_distance dist / Distance Between Interpolants / Defaults to 1.0 WU
Endgame Condition
deactivates_on_trigger
optional flag dark / Dark Victory Flag / Indicates dark victory
optional flag ligh / Light Victory Flag / Indicates light victory
optional flag fail / Failure Flag / Indicates failure (only valid for light victories)
optional flag susp / Suspend Flag / The game will enter sudden death instead of ending if this is set
optional integer team / Winning Team / Winning team index
optional flag noce / No Celebration / Does not allow the units of the winning team to celebrate
Follow
deactivates_never
optional world_distance radi / Radius / The radius within which we consider spatial groups
optional world_distance fora / Follow Radius / The radius at which we follow units or groups (defaults to WORLD_ONE/2)
optional action_identifier acfa / Falling Behind Actions / The actions to activate the first time we decide we're falling behind
optional action_identifier acab / Abandoned Actions / The actions to activate the first time we get abandoned
optional action_identifier erel / Follower Elimination Actions / The actions to activate if all the follower monsters die
optional action_identifier edel / Followed Elimination Actions / The actions to activate if all the followed monsters die
optional flag stop / Stop When Idle Flag / Prevents following monster(s) from attacking
Netgame Goal
deactivates_on_trigger
required world_point2d poly / Polygon / The goal polygon (must be clockwise)
required integer team / Team Index / The team index who owns the goal
Group
deactivates_never
required action_identifier stat / Initial State / Must be guard or split up action
Group Guard
deactivates_on_trigger
required world_point2d poin / Guard Point / Point to guard
required world_distance radi / Guard Radii / Inner and outer radius to guard within
required action_identifier acti / Actions / 0=action used to set up this group (usually movement), 1=action used to attack
Group Split Up
deactivates_on_trigger
required integer thre / Thresholds / Surviving monster counts; each number in this list corresponds to an element in the setup list
required field_name setu / Setup Action Pointers / The field names of each of the setup action lists; there must be one more setup action list than threshold
Leading
deactivates_never
optional monster_identifier subj / The Group / The monsters to lead around
required monster_identifier lead / Leader / The leader
optional world_distance rata / Range to Target / Leader-to-target distance at which the leader thinks they've found the target.
required world_distance mara / Maximum Range / Maximum range separating leader and group
required world_distance dera / Desired Range / Desired range separating leader and group
required world_distance mira / Minimum Range / Minimum range separating leader and group
required integer type / Target Type / Type of target (0= waypoint, 1= monster, 2= object)
optional world_point2d wayp / Target Waypoints / The waypoints to lead the group to
optional object_identifier obje / Target Object / The object to lead the group to
optional monster_identifier mons / Target Monster / The monster to lead the group to
optional action_identifier beck / Beckoning Actions / Actions to execute when beckoning to the group
optional action_identifier flee / Fleeing Actions / Actions to execute when the leader flees from enemies
optional action_identifier died / Leader Died Actions / Actions to execute when the leader dies
optional action_identifier gone / Target Gone Actions / Actions to execute when the target is gone
optional action_identifier succ / Success Actions / Actions to execute when the group is successfully led to the target
optional integer deby / Delay Before Yelling / The lower bound and delta (in ticks) to delay before successive yells. Default is (120, 0).
optional integer yect / Maximum Times to Yell / The maximum number of times a unit can yell until it changes states. Default is NONE (no limit)
optional integer debe / Delay Before Beckoning / The lower bound and delta (in ticks) to delay before successive beckonings. Default is (120, 0).
optional integer bect / Maximum Times to Beckon / The maximum number of times a unit can beckon until it changes states. Default is NONE (no limit)
optional world_distance mrbf / Minimum Radius Before Fleeing / How close the leader can get to the enemy before running. Default is 6.0.
optional world_distance flra / Fleeing Radius / How far behind the friendlies the leader will cower when he flees. Default is 2.0
Local Projectile Group Action
deactivates_on_trigger
required local_projectile_group_identifier grou / Groups / The projectile groups to affect
optional flag __on / Turn On Flag / Turns the groups on
optional flag _off / Turn Off Flag / Turns the groups off
optional fixed opac / Opacity / 1.0 is completely opaque, 0.0 is completely transparent.
Lock
deactivates_on_trigger
required action_identifier keys / Keys / Keys
required action_identifier acti / Actions to Activate / Actions to activate
required action_identifier deac / Actions to Deactivate / Actions to deactivate
Look
deactivates_on_successful_executionMove Marker
deactivates_on_trigger
optional monster_identifier subj / Subject / The monster marker to move. The monster cannot have been created before you attempt to move the marker.
optional integer team / Team Index / The team index to move the marker near.
optional world_point2d dest / Destination / The point to move the markers to (only works with live monsters, not markers)
Munger
deactivates_on_trigger
optional action_identifier pins / Insert Parameters / Parameters to insert
optional action_identifier prep / Replace Parameters / Parameters to replace
optional action_identifier pdel / Delete Parameters / Parameters to delete
optional action_identifier papp / Append Parameters / Parameters to append
optional action_identifier adea / Deactivate Actions / Actions to deactivate
optional action_identifier aact / Activate Actions / Actions to activate
optional action_identifier adel / Delete Actions / Actions to delete
optional action_identifier asuc / Actions to Make Successful / Actions to mark as successful
Object Control
deactivates_on_trigger
required field_name type / Projectile Tag / The projectile tag to affect
optional flag real / Reveal All Flag / Reveal all instances of this object
optional flag rera / Reveal Random Instance Flag / Reveal a random instance of this object
Particle System Control
deactivates_on_trigger
optional flag swit / Switch Particle System State / Toggles between snowing/not snowing
optional fixed mult / Target Multiplier / The target particle number multiplier
Peasant
deactivates_on_trigger
Pick Up Object
deactivates_on_trigger
optional monster_identifier subj / Monsters / Monsters to pick up the object
required object_identifier obje / Object / The object to pick up
Platoon
deactivates_never
required action_identifier stat / Initial State / The initial state (movement, scouting)
required action_identifier init / Initial Squads / The initial squads comprising the platoon
required world_point2d cent / Centerpoint / The initial centerpoint
required angle faci / Facing / The initial facing
optional action_identifier alli / Allies / Other platoons marked as allies, called when attacking
Platoon Movement
deactivates_on_trigger
required world_point2d wayp / Waypoints / The list of waypoints
required world_distance wayr / Waypoint Radii / The random radius around each waypoint
required world_distance radi / Radii / The minimum and maximum radii for detecting and attacking enemies.
optional flag loop / Loop Flag / Loop through the waypoints
optional flag chrg / Charge Flag / Charge when told to attack
optional flag ntrp / Interpolate Flag / Interpolate between waypoints
optional world_distance spac / Interpolant Spacing / Space between successive interpolated waypoints. Default is WORLD_ONE
optional flag cong / Congregate Flag / Congregate at your apparent center before moving towards the first waypoint
Platoon Scouting
deactivates_on_trigger
required world_point2d wayp / Waypoints / The list of waypoints
required world_distance wayr / Waypoint Radii / The random radius around each waypoint
required world_distance radi / Radii / The minimum and maximum radii for detecting and attacking enemies.
optional flag loop / Loop Flag / Loop through the waypoints
optional flag chrg / Charge Flag / Charge when told to attack
optional flag ntrp / Interpolate Flag / Interpolate every WORLD_ONE/4 between waypoints
optional world_distance spac / Interpolant Spacing / Space between successive interpolated waypoints. Default is WORLD_ONE
optional flag cong / Congregate Flag / Congregate at your apparent center before moving towards the first waypoint
Rout
deactivates_never
optional monster_identifier subj / Subject / The monsters to rout
required world_point2d dest / Destinations / The destinations to run to when routed (picks closest)
Shaman
deactivates_never
required monster_identifier subj / Shaman / The shamans to control (only handles 1 currently)
required monster_identifier ally / Allies / Allies that shaman tries to heal
required fixed <vit / Vitality Threshold / Shaman heals allies if their vitality is less than this.
optional action_identifier fall / Fallback Action Identifier / Triggered if the shaman has no one to heal
Soaring
deactivates_on_trigger
Squad
deactivates_on_trigger
optional monster_identifier subj / Monsters / Monsters in the squad
required world_point2d cent / Centerpoint / The centerpoint
required angle faci / Facing / The facing (should always be 0)
required integer form / Formation / The formation to assume when walking the waypoints
Surround
deactivates_never
optional integer loss / Units Lost Before Attacking / The number of units which can die before we attack
optional integer time / Time Before Attacking / The amount of time (in number of calls to this action) before we attack
optional action_identifier acat / Activate On Attack / The actions we activate on attacking
optional monster_identifier subj / Subject / The monsters to surround with
Wandering Movement
deactivates_never
optional monster_identifier subj / Monsters / Monsters which will wander
required world_point2d cent / Centerpoint / Centerpoint of the wandering
required world_distance radi / Wander Radius / Radius of the wandering
Attack
deactivates_on_trigger
optional monster_identifier subj / Attackers / Monsters that will be attacking
optional monster_identifier obje / Targets / The targets to attack
optional flag _all / Attack All Enemies Flag / Attack all enemies on map
optional flag spec / Use Special Ability Flag / Use special ability when attacking
optional world_point2d wayp / Attack Ground Location / Attack the ground here.
optional flag near / Attack Nearest Flag / All attackers gang up on the nearest listed target.
optional flag dore / Don't Retarget Flag / Only attackers without valid targets or target locations will be used.
optional world_point2d poly / Polygon / Attack only units within the polygon (must be clockwise and convex)
optional flag clpo / Closed Polygon Flag / Indicates that the polygon is closed (i.e., the last point is connected to the first point)
optional flag repo / Reversed Polygon Flag / Tests for monsters outside polygon, rather than inside
Deer
deactivates_on_trigger
Default Actions
deactivates_never
required string name / Name / Name of the map action
optional action_identifier link / Link / Link to another action
optional flag debg / Debug Flag / If set, the map action reports debugging information
optional action_identifier acos / Activates on Success / Will activate all actions in this list when success occurs
optional action_identifier acof / Activates on Failure / Will activate all actions in this list when failure occurs
optional action_identifier acot / Activates on Trigger / Will activate all actions in this list when triggered
optional action_identifier acoe / Activates On Execution / Will activate all actions in this list when execution (success or failure) occurs
optional action_identifier acoa / Activates On Activation / Will activate all actions in this list when activated
optional action_identifier acod / Activates on Deactivation / Will activate all actions in this list when deactivated
optional action_identifier acer / Activates on Error / Will activate all actions in this list when an error occurs
optional action_identifier acin / Activates on Inhibition / Will activate all actions in this list when inhibited
optional action_identifier acmp / Activates on Missing Prerequisites / Will activate all actions in this list when missing prerequisites
optional action_identifier deos / Deactivates On Success / Will deactivate all actions in this list when success occurs
optional action_identifier deoa / Deactivates On Activation / Will deactivate all actions in this list when activated
optional action_identifier deod / Deactivates on Deactivation / Will deactivate all actions in this list when deactivated
optional action_identifier deer / Deactivates on Error / Will deactivate all actions in this list when an error occurs
optional action_identifier inhi / Inhibitions / Will fail to trigger if all of the given actions have succeeded (not valid if linked to)
optional action_identifier prer / Prerequisites / Will fail to trigger unless one of the given actions succeeded (not valid if linked to)
optional action_identifier trsi / Triggers Simultaneously / Triggering this action simultaneously triggers these actions
Delay
deactivates_on_successful_execution
required action_identifier resu / Results Action / Where the subjects of the delay are sent
required fixed time / Delay Time / The delay time in seconds over which subjects are submitted to the result action
optional field_name type / Results Type / Field name under which subjects are stored (default is 'subj')
optional flag dist / Even Distribution Flag / Delays the monsters evenly over the delay time
General Action
deactivates_on_trigger
optional monster_identifier subj / Monsters / Monsters to execute the general command
required integer type / Command Type / 0=stop, 1=scatter, 2=retreat, 3=special ability (immediate), 4=guard, 5= taunt
Geometry Filter
deactivates_on_successful_execution
optional monster_identifier subj / Monsters / Monsters to check for in the geometry
optional field_name type / Object Type / Object type to check for in the geometry
optional object_identifier obje / Object Identifiers / Object identifiers to check for in the geometry
optional world_point2d poly / Polygon Points / Points to define a polygon (in clockwise order) (must be convex)
optional flag clpo / Polygon Closed Flag / Is polygon a closed surface (Must be convex)
optional world_point2d cent / Circle Centerpoint / Centerpoint of circle
optional monster_identifier cemo / Circle Centerpoint (Monster) / Centerpoint of circle is monster’s location
optional world_distance radi / Circle Radius / Radius of circle
optional field_name hold / Holding Object / Subjects which are holding this type of object
optional field_name noho / Not Holding Object / Subjects which are not holding this type of object
optional fixed hef> / Health Fraction Greater Than / Subjects have a health fraction (vitality max. vitality) > the specified amount.
optional fixed hef< / Health Fraction Less Than / Subjects have a health fraction (vitality max. vitality) < the specified amount.
optional flag ---2 / -Entire Map / Entire map type geometries
optional flag _map / Entire Map / Geometry is composed of entire map
optional action_identifier resu / Results Action Identifier / Location to place results of geometry test
optional field_name insi / Tested items Inside Field Name / Field name in results action identifier to place monster or object identifiers that are inside the geometry.
optional field_name outs / Tested items Outside Field Name / Field name in results action identifier to place monster or object identifiers that are outside the geometry.
optional field_name inlo / Tested Items Inside Location Field Name / Field name in results action identifier to place monster or object locations (world_point2d) that are inside the geometry.
optional field_name oulo / Tested Items Outside Location Field Name / Field name in results action identifier to place monster or object locations (world_point2d) that are outside the geometry.
optional integer _max / Maximum Number of Items / If this is set, it will restrict the number of items added to the result to this number.
optional flag mark / Use Markers instead of Monsters / If this is set, will use monster markers instead of monster positions.
optional flag uncr / Only Use Uncreated Monsters / If this is set, will only use monster markers that have not yet been created.
optional integer team / Tests For Monsters On a Given Team Index / Returns all monsters on a given team index
optional flag bmon / Tests For Berserk Monsters / Returns all berserk monsters on map
Harass (for ghols)
deactivates_never
optional monster_identifier subj / Subject / The harassing monsters (max. 64)
optional world_distance radi / Visibility Radius / the area around the harassing unit he can see
optional integer dela / Initial Delay / The initial amount of time (measured in consecutive calls to this action) each unit in the harassing group waits before starting to evaluate
optional action_identifier casu / Activate On Casualty / A list of actions to activate when we suffer a casualty
optional integer reev / Reevaluation Delay / Delay (measured in consecutive calls to this action) before reevaluating.
optional integer prra / Projectile Radius / The radius about the unit to look for projectiles to throw.
optional world_point2d wayp / Guard Waypoint / The location the unit goes to if no enemies are in range.
Invisible Pursuit
deactivates_never
required monster_identifier invi / Invisible Unit / The invisible unit
optional monster_identifier subj / Pursuers / The pursuing monsters
optional world_point2d wayp / Meander Points / Locations to go to
optional action_identifier casu / Activate On Casualty / A list of actions to activate when we suffer a casualty
optional action_identifier visi / Activate On Visible / A list of actions to activate when the unit becomes visible
Legion (defensive)
deactivates_never
optional fixed pora / Power Ratio / The power ratio (friends/enemies) above which the legion attacks
optional fixed vide / Maximum Damage Before Attack / The amount of damage the legion can take before it gets angry and attacks (default is 1.0, 25% of a ghol)
optional world_distance vira / Visibility Radius / The radius about it's current centerpoint within which the legion considers enemies
optional world_distance atra / Outer Attack Radius / The radius about it's current centerpoint within which the legion will attack enemies
optional world_distance crra / Inner Attack Radius / The radius about it's current centerpoint within which the legion will never stop attacking
optional world_point2d cent / Global Centerpoint / The legion's centerpoint (default is the centerpoint of the first group)
optional angle faci / Global Facing / The legion's facing (default is the facing of the first group)
optional action_identifier fall / Fallback Actions / A list of actions which get activated when the legion retreats to the end of it's line
optional action_identifier adva / Advancing Actions / A list of actions which get activated when the legion advances to the end of it's line
optional action_identifier acat / Activate on Attack / A list of actions which get activated when the legion attacks
optional action_identifier deat / Deactivate on Attack / A list of actions which get deactivated when the legion attacks
optional action_identifier acmo / Activate after Attacking / A list of actions which get activated when the legion stops attacking
optional action_identifier demo / Deactivate after Attacking / A list of actions which get deactivated when the stops attacking
optional angle grfa / Group Facing Array / An array of group facings
optional integer grfo / Group Formation Array / An array of group formation indexes (0=short line, 1=long line, 2=loose line, 3=staggered line, 4=box, 5=rabble, 6=shallow encirclement, 7=deep encirclement, 8-vanguard, 9=circle)
optional integer grgd / Group Position Depndency Array / An array of group indexes which specify which group (none if -1) a given group is guarding
optional action_identifier alli / Allied Legions / An array of legion actions which will attack simultaneously with this legion
required integer coun / Group Count / Number of groups in this legion
required world_point2d line / Line / 2 Points defining the line along which the legion moves (retreating is toward point zero, advancing is toward point one)
required world_point2d grce / Group Centerpoint Array / An array of group centerpoints
required action_identifier grun / Group Unit Container Array / An array of map actions which contain the subject lists for each group
Lightning
deactivates_on_trigger
required sound_source_identifier soun / Central Sound Source / The central sound source (where the lightning will be shot from)
required world_distance radi / Radius / The radius about the center to scan for monsters
required projectile_tag proj / Projectile Tag / The projectile tag used for the lightning attack
Meander Action (wander aimlessly)
deactivates_never
optional monster_identifier subj / Meanderers / The monsters to meander (max. 64)
optional world_point2d wayp / Meander Points / Locations to wander to (max. 32)
optional action_identifier casu / Activate On Casualty / A list of actions to activate when we suffer a casualty
optional flag thre / Scan For Threats / If present, this indicates to scan for nearby threats
optional integer tscw / Threat Scan Width / The width in cells to scan for threats
Melee (for Thrall, Myrmidons, etc.)
deactivates_never
optional monster_identifier obje / Targets / Only attack groups which contain these targets
optional integer form / Formation / (0=short line, 1=long line, 2=loose line, 3=staggered line, 4=box, 5=rabble, 6=shallow encirclement, 7=deep encirclement, 8-vanguard, 9=circle
optional world_distance dith / Power Over Distance Threshhold / The difference in radius within which we'll choose a more powerful group instead of a closer one
optional monster_identifier subj / Subject / The attackers
Mesh Cell Modifier
deactivates_on_successful_execution
required world_point2d pnts / Mesh Cells To Affect / Place a point in each mesh cell (square) that you want this action to affect.
optional flag kill / Kill this cell / If TRUE, will kill this cell. If FALSE, will unkill the cell.
optional integer teco / Terrain Cost / Terrain cost- 0=Dwarf Depth, 1=Human Depth,2=GiantDepth,3=Deep,4=Sloped,5=Steep,6=Grass,7=Desert,8=Rocky,9=Marsh,10=Snow,11=Forest,14=Walking Impass 15=Flying Impass
Mission
deactivates_on_trigger
optional flag adva / Advance Flag / Advance the mission objective
Model Animation
deactivates_on_successful_execution
required model_animation_identifier subj / Model Animation / Model animation to affect
optional flag stfo / Start Forward Flag / Start animation going forward from the beginning
optional flag stba / Start Backward Flag / Start animation going backward from the end
optional flag stop / Stop Flag / Stop model animation
optional flag back / Back and Forth Flag / Make animation go back and forth
optional flag cycle / Cycle Flag / Make animation cycle
optional flag rese / Reset Frame Index Flag / Resets the frame to the start or end when you tell an animation to start forward or backward
optional flag adva / Advance Animation Flag / Advance the animation one frame
optional integer ___> / Frame Greater Than / Tests that the current frame index is greater than the specified number.
optional integer ___< / Frame Less Than / Tests that the current frame index is less than the specified number.
optional integer ___= / Frame Equal To / Tests that the current frame index is equal to the specified number.
Model Effect
deactivates_on_trigger
required model_identifier mode / Model / Model to affect
optional model_animation_identifier anim / Model Animation / Model animation to affect
optional fixed dura / Duration / Duration in seconds (when not present, it's infinite)
optional angle dyaw / Delta Yaw / Change in yaw per tick
optional angle dpit / Delta Pitch / Change in pitch per tick
optional integer newp / New Permutation / Crossfade to this permutation over the duration
optional integer perm / Permutation / Forces this permutation immediately.
optional flag fain / Fade In Flag / Fade model in
optional flag faou / Fade Out Flag / Fade model out
optional flag dele / Delete Model Flag / Delete the model on completion
optional flag peon / Permutation Only Flag / Only change the model permutation
optional integer mate / Material Index / Material Index to Fade in/out
optional fixed mafi / Material Final Opacity / Material index is faded to this opacity over the duration
optional fixed insc / Initial Scale / Intial scale of the model (.2 is min)
optional fixed fisc / Final Scale / Final scale of the model (3 is max)
optional field_name proj / Projectile Type To Detonate / Projectile type to create (detonates immediately)
optional world_point3d orig / Projectile Origin / Origin for projectile to create
Movement
deactivates_on_trigger
optional monster_identifier subj / Monsters / Monsters to move
optional world_point2d wayp / Waypoints / The waypoints to move to
optional flag cycl / Cycle Flag / Cycle through the waypoints
optional flag back / Back and Forth Flag / Go back and forth through the waypoints
optional flag prta / Preserve Target Flag / Preserves the target
optional integer form / Formation Index / 0=short line, 1=long line, 2=loose line, 3=staggered line, 4=box, 5=rabble, 6=shallow encirclement, 7=deep encirclement, 8=vanguard, 9=circle
optional angle fifa / Final Facing / The final facing to assume at the last waypoint
optional monster_identifier obfa / Object to Point At / A list of monsters to face at the end of the movement order.
Netgame Type
deactivates_on_trigger
optional integer type / Type / The netgame scoring type(s) to test for. 0=BC, 1=Bacon, 2=LMOTH, 3=S.Hunt, 4=F.Rally, 5=CTF, 6=Balls, 7=Terr, 8=Cpturs, 9= KOTH, 10=C. Drive, 11=Assassin, 12=Hunt, 13=Solo
optional integer team / Winning Team Index / Tests to see if this team index is currently winning the game.
optional flag ties / Winning Team Can Tie / Allows the "Winning Team Index" test to succeed when tied with another team.
optional integer scor / Winning Team Minimum Score / The winning team must have at least this score.
Observer Movement
deactivates_on_trigger
required integer mode / Camera Mode / The camera mode (-1 = user control, 0= uncontrollable by user, 1= controlled by map actions, 2= object tracking)
optional world_point2d dest / Destination / The camera destination
optional angle faci / Final Facing / The final facing for the camera
optional monster_identifier subj / Viewing Subject / If you want the camera to move to view a monster, supply the monster here.
optional world_distance line / Linear Interpolant Separation / Distance between linearly interpolated camera positions. Default is .0625 (1/16) WU.
optional integer angu / Angular Interpolant Separation / Distance between angularly interpolated camera positions. Default is 2.8125 (FULL_CIRCLE/128).
optional fixed time / Maximum Time Before Cutting / If moving the camera using interpolation would take longer than this time, then we cut to the destination.
optional flag drco / Don't Return User Control Flag / If present, we don't return user control when the camera movement is through.
optional flag shak / Shake Camera Flag / If present, we start shaking the camera like in an earthquake.
optional fixed dura / Shake Duration / The shake duration in seconds. If not provided, it defaults to 8.0 sec.
optional world_distance inte / Shake Intensity / The shake intensity in WU. If not provided, it defaults to 0.5 WU.
Netgame Time
deactivates_on_trigger
optional flag plan / Planning Time Over / Tests to see if planning time has expired.
optional flag deth / Sudden Death / Tests to see if the game is currently in sudden death.
optional flag over / Game Over / Tests to see if the game is over and the postgame screen will be displayed soon.
optional integer time / Time Remaining Less Than / Tests to see if there are fewer than this number of seconds remaining in the game.
Prohibited Netgame Teams
deactivates_on_trigger
optional integer type / Game Type + Team Indexes / The first number is a game type followed by prohibited team indexes ( 0=BC, 1=Bacon, 2=LMOTH, 3=S.Hunt, 4=F.Rally, 5=CTF, 6=Balls, 7=Terr, 8=Cpturs, 9= KOTH, 10=C. Drive, 11=Assassin, 12=Hunt, 13=Solo).
Sound Action
deactivates_on_trigger
optional monster_identifier subj / Monster / Monster that is the sound source (not necessary)
required sound_tag soun / Sound Tag / The sound tag to play
optional flag over / Override Flag / Plays the sound even if the monster has been issued commands by the user
Suicide (for wights)
deactivates_never
optional monster_identifier subj / Subject / The suicide monsters to attack with (Max. 64)
optional world_distance radi / Visibility Radius / the area around the suicide unit he can see
optional integer fedu / Fear Duration / The amount of time (measured in consecutive calls to this action) the suicide unit waits before trusting an attacking missile group isn't paying attention any longer
optional integer deth / Enemy Detonation Threshhold / The number of adjacent enemy units required for us to detonate
optional world_distance dith / Power Over Distance Threshhold / The difference in radius within which we'll attack a more powerful enemy group instead of a closer one
optional world_distance dera / Detonation Radius / The radius of our detonation effect (roughly)
optional fixed mipt / Minimum Power Threshhold / The minimum enemy power which we will attack
optional integer dela / Initial Delay / The maximum random delay, in calls to this action, before starting (evaluated separately for each unit)
optional action_identifier casu / Activate On Casualty / A list of actions to activate when we suffer a casualty
optional action_identifier suin / Inhibition / Prevents new units (i.e., those still with a delay) from being created
optional flag dumb / Never Avoid / Charges at an enemy without avoiding
Test Unit
deactivates_on_successful_execution
optional integer ___> / Unit Count Greater Than / Tests for unit count greater than n
optional integer ___< / Unit Count Less Than / Tests for unit count less than n
optional integer ___= / Unit Count Equal To / Tests for unit count equal to n
optional world_point2d poly / Polygon / Polygon used for the test (must be clockwise and convex)
optional flag clpo / Closed Polygon Flag / Indicates that the polygon is closed (i.e., the last point is connected to the first point)
optional flag repo / Reversed Polygon Flag / Tests for monsters outside polygon (or circle), rather than inside
optional fixed >vit / Vitality Greater Than / Test for cumulative vitality (between 0.0==dead and 1.0==undamaged) greater than n.
optional fixed <vit / Vitality Less Than / Test for cumulative vitality (between 0.0==dead and 1.0==undamaged) less than n.
optional fixed devi / Change in vitality / Test for a change in vitality greater than n (as a percentage of the group's total vitality)
optional fixed >pow / Power Greater Than / Tests for cumulative power greater than n
optional fixed <pow / Power Less Than / Tests for cumulative power less than n
optional integer >dif / Difficulty Greater Than or Equal To / Tests for difficulty level greater than or equal to n (2==normal, 3==major damage, 4==total carnage)
optional integer <dif / Difficulty Less Than or Equal To / Tests for difficulty level less than or equal to n (2==normal, 3==major damage, 4==total carnage)
optional integer =dif / Difficulty Equal To / Tests for difficulty equal to n (2==normal, 3==major damage, 4==total carnage)
optional fixed por< / Power Ratio Less Than / Tests for power ratio less than n
optional fixed por> / Power Ratio Greater Than / Tests for power ratio greater than n
optional flag user / Received User Command / Tests if the units have been given a command by the user
optional field_name hold / Object Held / Tests if the unit is holding an object
optional flag _all / Object Held By All Units Flag / All units must be holding the object
optional world_point2d radi / Object Test Radius / First is the centerpoint for the test, second is an optional radial point.
optional world_distance crad / Radius About Centerpoint / Required for object test radius if a point on the circle wasn't provided.
optional monster_identifier enem / Enemy List / List of enemies to use for the Enemy Closer Than Radius test. If not provided, all non-teammate monsters are considered enemies.
optional world_distance clos / Enemy Closer Than Radius / Tests if there is an enemy closer to the subjects than the provided radius
optional flag igin / Ignore Invisible Units Flag / Don't test for magically invisible enemies within the radius.
optional flag sele / Units Must Be Selected Flag / Tests to make sure all the given units are currently selected (WILL CAUSE NETGAMES AND REPLAYS TO GO OUT OF SYNC!!!)
optional integer ammo / Ammunition Greater Than / Tests to make sure the given units have more than this amount of ammo.
optional fixed mana / Mana Percent Greater Than / Tests to make sure the given units have more than this fraction (0.0 to 1.0) of their original mana.
optional flag taun / Unit Is Taunting / Tests to make sure any of the given units are giving the raspberry
optional flag fwan / Unit Has a Waypoint Near / Tests whether a unit has a waypoint within 3 world units of a given point
Unit Control
deactivates_on_trigger
optional monster_identifier subj / Monsters / Monsters to affect
optional flag user / Received Use Control Flag / Received user control
optional flag igno / Ignores User Control Flag / Ignores user control
optional flag dnat / Does Not Autotarget Flag / Monster does not automatically attack nearby enemies (default flag is FALSE)
optional flag cnba / Cannot Be Autotargeted Flag / Monster is not included in spatial groups and is not automatically targeted by enemies (default flag is FALSE)
optional flag dele / Delete Monsters / Delete these monsters (reducing units for harder difficulties)
optional flag fade / Fade Flag / Remove this monster by fading them off the map
optional flag visi / Visible Flag / Make subjects visible
optional flag invi / Invisible Flag / Make subjects invisible
optional flag moso / Monster Source Flag / Makes this marker a monster source
optional fixed hefr / Health Fraction / Sets the health fraction of the subject (0.0 to 1.0)
optional integer nena / New Monster Name / Sets the name of the monster to the given index in the monster's name string list
optional integer expe / Experience / Sets the experience of the unit
optional integer lesu / Levels Survived / Sets the number of levels survived for a unit
optional flag moen / Use Monster Entrance Flag / Uses the monster's entrance projectile group
optional flag blam / World Knot Visibility Flag / Make this monster appear with the world knot appearance method.
optional flag tain / Tain Visibility Flag / Make this monster appear with the tain appearance method.
optional flag majk / Magic Visibility Flag / Make this monster magically invisible/visible (Ring of Invisibility)
optional world_distance heig / Set Marker Height / Adds this value (or random range) to the monster’s marker height.
optional object_identifier proj / Give Monster Artifact or Projectile / Force the subject monster to pick up the given object identifier (without walking over to it)
optional integer ammo / Ammunition / Sets the ammunition of a unit (doesn't pay attention to the maximum!)
optional flag remo / Remove Artifact Flag / Remove artifact from unit (don't confuse removing with dropping!)
optional flag rein / Reinforcements Alert / If new troops are being made visible, play the New Units Received sound.
optional flag tran / Transparent Flag / Makes unit 50% transparent
World Knot
deactivates_on_trigger
required model_identifier mode / Models / The models composing the world knot
optional model_animation_identifier anim / Model Animations / The model animations composing the world knot. Do NOT animate them when the world knot is doing something!
required fixed dura / Duration / The duration of the teleportation effect
optional flag _out / Teleporting Out Flag / Teleporting out
optional action_identifier acow / Activate on wave / Array of map actions (one per wave) to activate each time a wave successfully completes.
optional action_identifier wave / Monsters to bring in / Array of map actions (one per wave) containing subj fields of monsters to bring in.
optional action_identifier next / World knot to go to (linked list) / Next world knot’s knot action identifier
optional action_identifier strt / Trigger on Teleport in / Triggered when world knot starts a teleportation in sequence
optional flag knce / Use Bounding Box for Knot Center Flag / If this flag exists, we use the point bounding box to determine the knot center. If not, we average to find it.
optional flag wace / Use Bounding Box for Wave Center Flag / If this flag exists, we use the point bounding box to determine the wave center. If not, we average to find it.
optional world_point2d dist / World Knot Centerpoint / Only specify this if you know the centerpoint computed by the map action would be wrong (as it was on Pools of Iron)
optional world_distance radi / World Knot Radius / Only specify this if you know the radius computed by the map action
Action List
deactivates_on_trigger
optional action_identifier acti / Actions to Activate / The list of actions to be activated
optional flag rand / Random Selection Flag / Only activates one randomly selected action (does not work with deactivation)
optional flag only / Activate Only One / Tries to activate just the first action, if this fails, it tries the second, etc ...
optional fixed acch / Chance of Activating / An array which contains the chance each action will actually activate when asked to.
optional action_identifier deac / Actions to Deactivate / The list of actions to be deactivated
optional fixed dech / Chance of Deactivating / An array which contains the chance each action will actually deactivate when asked to.
Action Sniffing
deactivates_on_trigger
required integer case / Test Case / The case to test for
optional flag nclr / Don't Clear Flag / Don't clear the test case after success
optional flag keep / Keep Reporting Errors After Initial Success / Keep reporting errors after the action was successful the first time.
optional integer time / Time Between Errors / The minimum and delta time between error messages (in ticks)
optional integer inde / Delay Before Announcing Errors / The initial delay before paying attention to errors and announcing them.
Ambient Sound Control
deactivates_on_trigger
required sound_source_identifier subj / Sound / The ambient sound identifier.
optional fixed volu / Volume / The volume, from 0.0 to 1.0 (1.0 is full volume)
optional fixed dura / Duration / Duration in seconds for fade to desired volume
Assassin (for Mahir)
deactivates_never
optional monster_identifier subj / Subject / The suicide monsters to attack with
optional world_distance radi / Visibility Radius / the area around the suicide unit he can see
optional integer fedu / Fear Duration / The amount of time (measured in consecutive calls to this action) the suicide unit waits before trusting an attacking missile group isn't paying attention any longer
optional integer dela / Initial Delay / The maximum random delay, in calls to this action, before starting (evaluated separately for each unit)
CD Audio
deactivates_on_trigger
optional integer trak / Play Track / The track to play
optional flag repe / Repeat Flag / Repeat the tracks
optional flag faou / Fade Out Flag / Fade out the current track
optional flag fain / Fade In Flag / Fade in the current track
Chicken
deactivates_on_trigger
Connector
deactivates_on_trigger
required object_identifier obje / Objects / The objects to connect
required connector_tag conn / Connection Tag / The connection tag to use
optional world_distance dist / Distance Between Interpolants / Defaults to 1.0 WU
Endgame Condition
deactivates_on_trigger
optional flag dark / Dark Victory Flag / Indicates dark victory
optional flag ligh / Light Victory Flag / Indicates light victory
optional flag fail / Failure Flag / Indicates failure (only valid for light victories)
optional flag susp / Suspend Flag / The game will enter sudden death instead of ending if this is set
optional integer team / Winning Team / Winning team index
optional flag noce / No Celebration / Does not allow the units of the winning team to celebrate
Follow
deactivates_never
optional world_distance radi / Radius / The radius within which we consider spatial groups
optional world_distance fora / Follow Radius / The radius at which we follow units or groups (defaults to WORLD_ONE/2)
optional action_identifier acfa / Falling Behind Actions / The actions to activate the first time we decide we're falling behind
optional action_identifier acab / Abandoned Actions / The actions to activate the first time we get abandoned
optional action_identifier erel / Follower Elimination Actions / The actions to activate if all the follower monsters die
optional action_identifier edel / Followed Elimination Actions / The actions to activate if all the followed monsters die
optional flag stop / Stop When Idle Flag / Prevents following monster(s) from attacking
Netgame Goal
deactivates_on_trigger
required world_point2d poly / Polygon / The goal polygon (must be clockwise)
required integer team / Team Index / The team index who owns the goal
Group
deactivates_never
required action_identifier stat / Initial State / Must be guard or split up action
Group Guard
deactivates_on_trigger
required world_point2d poin / Guard Point / Point to guard
required world_distance radi / Guard Radii / Inner and outer radius to guard within
required action_identifier acti / Actions / 0=action used to set up this group (usually movement), 1=action used to attack
Group Split Up
deactivates_on_trigger
required integer thre / Thresholds / Surviving monster counts; each number in this list corresponds to an element in the setup list
required field_name setu / Setup Action Pointers / The field names of each of the setup action lists; there must be one more setup action list than threshold
Leading
deactivates_never
optional monster_identifier subj / The Group / The monsters to lead around
required monster_identifier lead / Leader / The leader
optional world_distance rata / Range to Target / Leader-to-target distance at which the leader thinks they've found the target.
required world_distance mara / Maximum Range / Maximum range separating leader and group
required world_distance dera / Desired Range / Desired range separating leader and group
required world_distance mira / Minimum Range / Minimum range separating leader and group
required integer type / Target Type / Type of target (0= waypoint, 1= monster, 2= object)
optional world_point2d wayp / Target Waypoints / The waypoints to lead the group to
optional object_identifier obje / Target Object / The object to lead the group to
optional monster_identifier mons / Target Monster / The monster to lead the group to
optional action_identifier beck / Beckoning Actions / Actions to execute when beckoning to the group
optional action_identifier flee / Fleeing Actions / Actions to execute when the leader flees from enemies
optional action_identifier died / Leader Died Actions / Actions to execute when the leader dies
optional action_identifier gone / Target Gone Actions / Actions to execute when the target is gone
optional action_identifier succ / Success Actions / Actions to execute when the group is successfully led to the target
optional integer deby / Delay Before Yelling / The lower bound and delta (in ticks) to delay before successive yells. Default is (120, 0).
optional integer yect / Maximum Times to Yell / The maximum number of times a unit can yell until it changes states. Default is NONE (no limit)
optional integer debe / Delay Before Beckoning / The lower bound and delta (in ticks) to delay before successive beckonings. Default is (120, 0).
optional integer bect / Maximum Times to Beckon / The maximum number of times a unit can beckon until it changes states. Default is NONE (no limit)
optional world_distance mrbf / Minimum Radius Before Fleeing / How close the leader can get to the enemy before running. Default is 6.0.
optional world_distance flra / Fleeing Radius / How far behind the friendlies the leader will cower when he flees. Default is 2.0
Local Projectile Group Action
deactivates_on_trigger
required local_projectile_group_identifier grou / Groups / The projectile groups to affect
optional flag __on / Turn On Flag / Turns the groups on
optional flag _off / Turn Off Flag / Turns the groups off
optional fixed opac / Opacity / 1.0 is completely opaque, 0.0 is completely transparent.
Lock
deactivates_on_trigger
required action_identifier keys / Keys / Keys
required action_identifier acti / Actions to Activate / Actions to activate
required action_identifier deac / Actions to Deactivate / Actions to deactivate
Look
deactivates_on_successful_executionMove Marker
deactivates_on_trigger
optional monster_identifier subj / Subject / The monster marker to move. The monster cannot have been created before you attempt to move the marker.
optional integer team / Team Index / The team index to move the marker near.
optional world_point2d dest / Destination / The point to move the markers to (only works with live monsters, not markers)
Munger
deactivates_on_trigger
optional action_identifier pins / Insert Parameters / Parameters to insert
optional action_identifier prep / Replace Parameters / Parameters to replace
optional action_identifier pdel / Delete Parameters / Parameters to delete
optional action_identifier papp / Append Parameters / Parameters to append
optional action_identifier adea / Deactivate Actions / Actions to deactivate
optional action_identifier aact / Activate Actions / Actions to activate
optional action_identifier adel / Delete Actions / Actions to delete
optional action_identifier asuc / Actions to Make Successful / Actions to mark as successful
Object Control
deactivates_on_trigger
required field_name type / Projectile Tag / The projectile tag to affect
optional flag real / Reveal All Flag / Reveal all instances of this object
optional flag rera / Reveal Random Instance Flag / Reveal a random instance of this object
Particle System Control
deactivates_on_trigger
optional flag swit / Switch Particle System State / Toggles between snowing/not snowing
optional fixed mult / Target Multiplier / The target particle number multiplier
Peasant
deactivates_on_trigger
Pick Up Object
deactivates_on_trigger
optional monster_identifier subj / Monsters / Monsters to pick up the object
required object_identifier obje / Object / The object to pick up
Platoon
deactivates_never
required action_identifier stat / Initial State / The initial state (movement, scouting)
required action_identifier init / Initial Squads / The initial squads comprising the platoon
required world_point2d cent / Centerpoint / The initial centerpoint
required angle faci / Facing / The initial facing
optional action_identifier alli / Allies / Other platoons marked as allies, called when attacking
Platoon Movement
deactivates_on_trigger
required world_point2d wayp / Waypoints / The list of waypoints
required world_distance wayr / Waypoint Radii / The random radius around each waypoint
required world_distance radi / Radii / The minimum and maximum radii for detecting and attacking enemies.
optional flag loop / Loop Flag / Loop through the waypoints
optional flag chrg / Charge Flag / Charge when told to attack
optional flag ntrp / Interpolate Flag / Interpolate between waypoints
optional world_distance spac / Interpolant Spacing / Space between successive interpolated waypoints. Default is WORLD_ONE
optional flag cong / Congregate Flag / Congregate at your apparent center before moving towards the first waypoint
Platoon Scouting
deactivates_on_trigger
required world_point2d wayp / Waypoints / The list of waypoints
required world_distance wayr / Waypoint Radii / The random radius around each waypoint
required world_distance radi / Radii / The minimum and maximum radii for detecting and attacking enemies.
optional flag loop / Loop Flag / Loop through the waypoints
optional flag chrg / Charge Flag / Charge when told to attack
optional flag ntrp / Interpolate Flag / Interpolate every WORLD_ONE/4 between waypoints
optional world_distance spac / Interpolant Spacing / Space between successive interpolated waypoints. Default is WORLD_ONE
optional flag cong / Congregate Flag / Congregate at your apparent center before moving towards the first waypoint
Rout
deactivates_never
optional monster_identifier subj / Subject / The monsters to rout
required world_point2d dest / Destinations / The destinations to run to when routed (picks closest)
Shaman
deactivates_never
required monster_identifier subj / Shaman / The shamans to control (only handles 1 currently)
required monster_identifier ally / Allies / Allies that shaman tries to heal
required fixed <vit / Vitality Threshold / Shaman heals allies if their vitality is less than this.
optional action_identifier fall / Fallback Action Identifier / Triggered if the shaman has no one to heal
Soaring
deactivates_on_trigger
Squad
deactivates_on_trigger
optional monster_identifier subj / Monsters / Monsters in the squad
required world_point2d cent / Centerpoint / The centerpoint
required angle faci / Facing / The facing (should always be 0)
required integer form / Formation / The formation to assume when walking the waypoints
Surround
deactivates_never
optional integer loss / Units Lost Before Attacking / The number of units which can die before we attack
optional integer time / Time Before Attacking / The amount of time (in number of calls to this action) before we attack
optional action_identifier acat / Activate On Attack / The actions we activate on attacking
optional monster_identifier subj / Subject / The monsters to surround with
Wandering Movement
deactivates_never
optional monster_identifier subj / Monsters / Monsters which will wander
required world_point2d cent / Centerpoint / Centerpoint of the wandering
required world_distance radi / Wander Radius / Radius of the wandering