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[资料] TR Command

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こはね发表于 2019-10-4 23:34:32
[(      )] trActivateTrigger(<eventID>) : Activates (sets active = true) the trigger specified by the given eventID. 

[( )] trAddArmyToPlan(armyname, planname): Adds the units in the specified army to the specified plan.

[( )] trAICommsAttackUnits(playerID, armyToAttack): playerID will attack armyToAttack, sent via player Comms.

[( )] trAICommsCancelOrder(sendToPlayerID): tell player sendToPlayerID to cancel order, sent via player Comms.

[( )] trAICommsClaim(sendToPlayerID): tell player sendToPlayerID to claim TradePost at (locX, locY, locZ), sent via player Comms.

[( )] trAICommsDefendPoint(playerID, defendX, defendY, defendZ): playerID will defend point(defendX, defendY, defendZ), sent via player Comms.

[( )] trAICommsRequestTribute(fromPlayerID, resource, amount): fromPlayerID will send resource of x amount, sent via player Comms.

[( )] trAICommsTrain(sendToPlayerID, unitTypeName): tell player sendToPlayerID to train Units of type unitTypeName, sent via player Comms.

[( )] trAIFunc(<playerID> <functionName> <param>: Makes the camera shake.

[( )] trArmyDispatch(army info string , string protoname , count , x,y,z , Heading , bool Clear): creates the units in the army specified.

[( )] trArmyPlayerDefakify(armyname) : Defakifies the army.

[( )] trArmyPlayerFakify(armyname, fakeplayerindex) : Fakifies the army to the specified fake player index.

[( )] trArmySelect(army info string): selects the units in the army specified.

[( )] trArmySelectInt(int playerID, int armyID): selects the units in the army specified.

[( )] trAttackUnits(srcArmyname, armyToAttack, planname): srcArmy units will attack armyToAttack in the given planname.

[( )] trBlockAllAmbientSounds(): blocks all ambient sounds from this point forward

[( )] trBlockAllSounds(excludeDialog): Blocks all sounds from playing from this point forward

[( )] trBranchScenario(<dialog message>): pop up a dialog allowing choice to load a scenario.

[( )] trBuildingIsOnCursor(protoname) : Returns true if the proto unit specified is on the cursor and is a building.

[( )] trCameraCut( pos, dir, up, right ): puts the camera in the specified location.

[( )] trCameraLockOnUnit( <enable> <time to orient> <trigger ID>) : Orients the camera to the selected unit, and keeps it locked on that unit. ): puts the camera in the specified location.

[( )] trCameraPanWithUnit( <enable> <trigger ID>) : Moves the camera in the same direction that a particular unit moves.

[( )] trCameraShake(<duration> <strength>: Makes the camera shake.

[( )] trCampaignAdvance(): advances the campaign (advance user profile, AND plays the next scenario).

[( )] trCampaignAdvanceProgress(): advances the user progress through the campaign.(updates user profile only)

[( )] trCampaignPlayCurrent(): plays the current scenario in the campaign

[( )] trCamTrackLoad(<filename>): Loads a camera track.

[( )] trCamTrackPlay(<duration> <eventID>): plays the current camera track.

[( )] trChatHistoryClear: forces the chat history to reset

[( )] trChatHistoryContains(text): returns whether or not the current chat history has any instance (substring) of this text

[( )] trChatSend(fromID message): Changes the chat status.

[( )] trChatSendSpoofed(fromID message): Changes the chat status, but does not append player.

[( )] trChatSendSpoofedToPlayer(fromID toID message): Changes the chat status, but does not append player. Goes to specific player.

[( )] trChatSendToPlayer(fromID toID message): Changes the chat status for one specific player.

[( )] trChatSetStatus(<onOff>): Changes the chat status.

[( )] trCinematicAbort(): returns the abort cinematic status.

[( )] trCinematicDoAbort(): aborts the cinematic.

[( )] trClearCounterDisplay()

[( )] trCounterAbort(name): abort a counter.

[( )] trCounterAddTime(name, start, stop, message, event): start a counter that may or may not fire an event.

[( )] trCounterAddTimeMs(name, start, stop, message, event): start a counter that may or may not fire an event.

[( )] trCounterAddUnit(name, playerid, count, protounit, message, event): start a counter that may or may not fire an event.

[( )] trCounterAddXP(name, playerid, count, message, event): start a counter that may or may not fire an event.

[( )] trCountUnitsInArea(centerUnit, matchPlayer, matchType, range)

[( )] trCreateAttackPlan(armyName, PlanName, attackPlayerID, attackX, attackY, attackZ, engageRange, evaluationFrequency) : No help

[( )] trCreateDefendPlan(armyName, defendPlanName, defendX, defendY, defendZ, engageRange, evaluationFrequency, gatherdistance) : No help

[( )] trCreateRevealer(playerID, revealerName, position, revealerLOS, blackmapOnly) : Creates a revealer with the given attributes.

[( )] trCreateTreaty

[( )] trCurrentPlayer(): returns the current player.

[( )] trDamageUnit(amt): does a specific amount of damage to HP in instant typeless damage.

[( )] trDamageUnitPercent(percent): does % percent of a unit's total HP in instant typeless damage.

[( )] trDamageUnitsInArea(player, unitType, dist, damage): All units within dist of the selected ref object that match type take dmg

[( )] trDefendUnits(srcArmyname, defendedArmyname, planname, evaluationFrequency, gatherdistance): srcArmy units will defend defendedArmyUnits in the given planname.

[( )] trDelayedRuleActivation( <rulename> ): adds a rule to the runtime to be activated on the next update.

[( )] trDisableTrigger(<eventID>) : Disables (sets active = false) the trigger specified by the given eventID.

[( )] trEcho( <echoString> ): Trigger echo.

[( )] trEchoStatValue(player, stat) : fetch a stat value from the KB and echo to chat

[( )] trEndGame: Signal that the game has ended.

[( )] trEventFire(<eventID>): cause an event to occur.

[( )] trEventSetHandler(<eventID> <handler>): sets a handler function for an event id.

[( )] trFadeOutAllSounds(<duration>): Fades out all sounds over a given duration

[( )] trFadeOutMusic(<duration>): Fades out current music over a given duration.

[( )] trForbidProtounit(player, protoname): adds protounit to the forbidden list

[( )] trForceNonCinematicModels(): forces models to be in non cinematic mode

[( )] trFormationScale(scale): scales the formation size of formations in the game.

[( )] trGameLoadScenario(<scenario name>): start a game using scenario.

[( )] trGamePause(<true/false>): pause or unpause the game.

[( )] trGetNumberNuggetsGathered : Returns the number of nuggets gathered by the specified player.

[( )] trGetNumberSelectedUnitIDs()

[( )] trGetSelectedUnitID(int index)

[( )] trGetStatValue(player, stat) : fetch a stat value from the KB

[( )] trGetWorldDifficulty()

[( )] trGrantVP(player, number): Grants a number of Scenario VP to a player

[( )] trHasNuggetBeenCollected : Returns true if the nugget has been collected, the playerID is an optional parameter for querying if the specific player has collected it.

[( )] trHasPlayerSentHCShipment(<targetHCPlayerID>) : Returns true when the player has sent a shipment from the home city.

[( )] trImmediateUnitGarrison( <unitScenarioName> ): Instantly garrisons units inside another unit without considering distance.

[( )] trIsGadgetVisible(<name>): returns true if gadget is real.

[( )] trIsMovieNotPlaying() -- returns false if a movie is currently playing

[( )] trIsPlayerSelectingHCBuilding(<hcBuildingName>) : Returns true if the current player is selecting the building in their HC which has the specified name.

[( )] trIsPlayerSendingHCShipment(<targetHCPlayerID>) : Returns true when the player sends a shipment from home city.

[( )] trIsPlayerVisitingHC(<targetHCPlayerID>) : Returns true if the current player is looking at (visiting) the home city of the player specified by the player ID passed in.

[( )] trKillAIPlan(playerID, planName) : No help

[( )] trLetterBox(<onOff>): Turns letter box mode on or off.

[( )] trMessageSetText(<text><timeout>): displays the message text.

[( )] trMinimapFlare(<playerID> <duration> <position> <flash>): Sends a Minimap flare to a certain player.

[( )] trModeEnter(<name>): enters the mode specified.

[( )] trModifyProtounit(unit, player, field, delta): modifies proto unit data for this scenario only.

[( )] trMusicPlay(<filename> <duration>): Plays the music file.

[( )] trMusicPlayCurrent(): Plays the current music.

[( )] trMusicSetCurrentMusicSet(): sets the current music set.

[( )] trMusicSetMood(<moodID>): Changes the music to mood associated with mood id.

[( )] trMusicStop(): Stops the current music.

[( )] trObjectGettingWorked(objectScenarioName): Returns true if the object is currently being worked.

[( )] trObjectiveComplete(objectiveID, forceComplete, playSound): Completes the specified objective. Forces a reoccurring objective complete if forceComplete is true.

[( )] trObjectiveDiscover(objectiveID, playSound): 'Discovers' a previously unknown (to the player) objective.

[( )] trObjectiveHide(objectiveID): Hides the specified objective on the UI.

[( )] trObjectiveShow(objectiveID): Shows the specified objective on the UI.

[( )] trOverlayText(message, time, x, y, width, background) : puts up a big movie-credits style text overlay, optionally in a strange location, and now with a background

[( )] trPlayerActive(playerID): returns true/false if the player is active.

[( )] trPlayerAtPopCap(playerID): returns true if player is at pop cap.

[( )] trPlayerBuildingCount(playerID): returns the number of buildings for the player.

[( )] trPlayerControlsSocket(playerID, objectScenarioName): Returns true if the specified player is built on the specified socket.

[( )] trPlayerCountBuildingInProgress(playerID protoname): returns true if building is being built.

[( )] trPlayerCurrentXPCount(playerID): Returns the current (not total) XP for the player.

[( )] trPlayerDefeated(playerID): returns true/false if the player has been defeated.

[( )] trPlayerGetDiplomacy(playerID playerID): gets the diplomacy status between players.

[( )] trPlayerGetPopulation(playerID): returns the player population.

[( )] trPlayerGrantResources(player, resource, amount): advances the campaign.

[( )] trPlayerKillAllBuildings(<playerID> Kills all of the buildings of a given player.

[( )] trPlayerKillAllUnits(<playerID> Kills all of the units of a given player.

[( )] trPlayerModifyLOS(playerID cansee playerID): Adds/removes LOS between players.

[( )] trPlayerOverrideArtCulture(playerID, culture) : Overrides the culture used for choosing the player's art.

[( )] trPlayerOverrideSoundCiv(playerID, civilization) : Overrides the civilization used for choosing the player's vocal sound effects.

[( )] trPlayerResetBlackMap(<playerID>: Resets the black map for a given HUMAN player.

[( )] trPlayerResetBlackMapForAllPlayers(Resets the black map for all HUMAN players.

[( )] trPlayerResourceCount(playerID, resource): returns the number of resources for the player.

[( )] trPlayerSetActive(playerID): sets the active player.

[( )] trPlayerSetAge(playerID, age, displayEffect): Sets the age of the specified player.

[( )] trPlayerSetDiplomacy(playerID playerID status): sets the diplomacy status between players.

[( )] trPlayerSetHCAccess(playerID, hcAccess): Sets whether the player has access to the HC.

[( )] trPlayerToggleAllowNewCWSpawning(playerID, allowSpawning) : Toggles whether the player can spawn new covered wagons.

[( )] trPlayerToggleAllowTCSpawning(playerID, allowSpawning) : Toggles whether the player's TC can spawn units.

[( )] trPlayerTribute(from, resource, amount to): tributes resources to a player.

[( )] trPlayerUnitAndBuildingCount(playerID): returns the number of units and buildings for the player.

[( )] trPlayerUnitCount(playerID): returns the number of units for the player.

[( )] trPlayerUnitCountSpecific(playerID, protoName): returns the number of units for the player.

[( )] trPlayerVPCount(playerID): returns the number of victory points for the player.

[( )] trPlayMovie(<FileName>) -- plays movies from the AVI directory

[( )] trPlayNextMusicTrack(): Plays the next song in the music play list.

[( )] trQuestVarCopy(var1, var2) : copies value of one of the trigger scratch variables

[( )] trQuestVarEcho(varname, value) : chats out the value of one of the trigger scratch variables

[( )] trQuestVarGet(varname) : retrieve value of a trigger scratch variable, returns zero if unset

[( )] trQuestVarSet(varname, value) : sets one of the trigger scratch variables

[( )] trQuestVarSetFromRand(varname, minval, maxval, round) : sets one of the trigger scratch variables within a random range

[( )] trRateConstruction(<rate>): modify construction rate.

[( )] trRateResearch(<rate>): modify research rate.

[( )] trRatesNormal(void): restore all rates to normal.

[( )] trRateTrain(<rate>): modify training rate.

[( )] trRenderRain(<float percent>): controls rain rendering.

[( )] trRenderSky(<true/false> <skyName>): turn sky rendering on/off and set which sky to use.

[( )] trRenderSnow(<float percent>): controls snow rendering.

[( )] trRevealEntireMap(): shows whole map, similar to how revealed mode works

[( )] trSetCinematicUnitSpeaking(objectScenarioName, speaking, duration): Sets the unit as speaking or not.

[( )] trSetCounterDisplay(text)

[( )] trSetCurrentPlayerStatus(<active>): sets the current player as active or inactive.

[( )] trSetFogAndBlackmap(<true/false> <true/false>): turn fog and black map on/off.

[( )] trSetLighting(setname, fadetime): fades to the specified lighting set over fadetime.

[( )] trSetObscuredUnits( <bool> ): Sets whether or not units can be drawn obscured or not.

[( )] trSetPauseInObjectiveWindow()

[( )] trSetPauseOnAgeUpgrade()

[( )] trSetPlayerDefeated: call this when a player is defeated on the local machine (meaning that this func must be called synchronously on all machines, it will not pass around a command.)

[( )] trSetPlayerWon: call this when a player has won on the local machine (meaning that this func must be called synchronously on all machines, it will not pass around a command.)

[( )] trSetRevealerActiveState(revealerName, active) : Finds the specified revealer and sets it to active or inactive.

[( )] trSetShadowFarClip( <enable>, <distance> ): Enable or disables the shadow far clippping plane.

[( )] trSetUnitIdleProcessing( <bool> ): Sets whether or not units can do their idle processing.

[( )] trSetUserControls(<active>): sets the player controls on or off.

[( )] trShowCampaignDlg(NextCampaign): .

[( )] trShowChoiceDialog(maintext, choice1, event1, choice2, event2) : displays dialog with 2 choices, and activates a trigger in response

[( )] trShowDamage

[( )] trShowHCView(playerID): Sets the view to the HC if the player specified is the current player.

[( )] trShowImageDialog(texture, subtitle) : displays a custom image in a dialog, with a subtitle

[( )] trShowSPCNote(<Title> <Text>): Displays the SPC Note Dlg with the specified title and text.

[( )] trShowWinLose(text, soundfile): message and sound.

[( )] trShowWorldView(playerID): Sets the view to the world if the player specified is the current player.

[( )] trSoundPlayDialog(<filename>, <event>, <ignoreOnAbort>, <subtitle>, <portrait>): Plays the sound associated with the filename.

[( )] trSoundPlayDialogue(<stringID>, <eventID>, <ignoreOnAbort>, <seconds>): Plays the sound associated with the dialogue.

[( )] trSoundPlayFN(<filename>): Plays the sound associated with the filename.

[( )] trSoundPlayPaused(<filename>): Plays the sound associated with the filename.

[( )] trSoundTimer(long milliseconds, long eventID) creates a high performance sound timer and passes the eventID as data.

[( )] trStartGameRecord: add help string.

[( )] trStopGameRecord: add help string.

[( )] trTechSetStatus(playerID techID status): sets the tech status for the player.

[( )] trTechStatusActive(playerID techID): returns true if tech is active for player.

[( )] trTechStatusCheck(playerID, techID, techStatus): returns true if tech's status is techStatus.

[( )] trTechStatusResearching(playerID techID): returns true if tech is being researched for player.

[( )] trTime( void ): Returns the current gametime in Seconds.

[( )] trTimeMS( void ): Returns the current gametime in Milliseconds.

[( )] trTradeRouteSetLevel(traderouteindex, level) : Sets the specified trade route to the specified level from a trigger.

[( )] trTradeRouteSetPosition(position): Places train on a specified position on the route.

[( )] trTradeRouteToggleState(position): Enable or disables the unit from showing.

[( )] trUIFadeToColor(<r> <g> <b> <duration> <delay> <inout>): fade in/out using color specified.

[( )] trUIFlash(<gadget name> <flashLimit> <colorR> <colorG> <colorB>): flashes a UI element.

[( )] trUIFlashCategory(<category> <flash>): flashes a UI element (maybe).

[( )] trUIFlashTech(<tech id> <flash>): flashes a UI element (maybe).

[( )] trUIFlashTrain(<proto name> <flash>): flashes a UI element (maybe).

[( )] trUIStopFlash(<gadget name>): stops the flashing of a UI element.

[( )] trUnBlockAllAmbientSounds(): Unblocks all ambient sounds that were previously blocked from playing

[( )] trUnblockAllSounds(): Unblocks all sounds that were previously blocked from playing

[( )] trUnforbidProtounit(player, protoname): removes protounit from the forbidden list

[( )] trUnitAlive( void ): Returns true if all selected units are alive.

[( )] trUnitBuildUnit( <protoUnitName> <BVector position (x,y,z): Selects units and makes the build a unit at specified location

[( )] trUnitChangeName(name): set an override name for a specific unit

[( )] trUnitChangeProtoUnit : changes the proto unit for a given set of units.

[( )] trUnitCinematicRemoveControlAction() - Removes the current control action so the next thing can take effect immediately. (For IGC)

[( )] trUnitConvert(playerID): converts the selected units to player.

[( )] trUnitCreate( <protoName> <scenarioName> <x> <y> <z> <heading> <playerID> ): creates a new unit.

[( )] trUnitDead( void ): Returns true if all selected units are dead.

[( )] trUnitDelete( remove ): removes or kills the selected unit(s).

[( )] trUnitDestroy(void): destroys the selected unit(s).

[( )] trUnitDistanceToPoint( <x> <y> <z> ): Returns the shortest distance between the trRT units and the point.

[( )] trUnitDistanceToUnit( <unitScenarioName> ): Returns the shortest distance between the trRT units and the given unit.

[( )] trUnitDistanceToUnitID( <unitID> ): Returns the shortest distance between the trRT units and the given unit.

[( )] trUnitDoWorkOnUnit( <unitScenarioName> <eventID> ): Tasks the selected unit(s) to perform work on the given unit.

[( )] trUnitEjectContained : ejects all contained units.

[( )] trUnitFaceUnit( <unitScenarioName> <eventID> : Moves the selected unit(s) to face the given unit.

[( )] trUnitGarrison( <unitScenarioName> <eventID> ): Tasks the selected unit(s) to garrision into another unit.

[( )] trUnitGetContained : returns the number of units contained.

[( )] trUnitGetHeading( <scenarioName> ): returns the units heading.

[( )] trUnitGetIsContained(protounit) : returns true if this unit is contained by the specified protounit.

[( )] trUnitHasLOS(playerID): returns true if the player can see the selected unit, otherwise returns false.

[( )] trUnitHighlight(seconds) : does something to highlight the units selected.

[( )] trUnitIsOwnedBy(playerID): determines if the selected units are owned by the player specified.

[( )] trUnitIsSelected : returns if the specified unit is selected.

[( )] trUnitMakeInvulnerable( <enable> ) : Makes a unit invulnerable to damage. Turn it off to return the unit to normal.

[( )] trUnitMoveFromArea( <x> <y> <z> <eventID> <bAttackMove> <player> <unitType> <radius>): Moves all matching units near the selected unit(s) to the given position.

[( )] trUnitMoveToPoint( <x> <y> <z> <eventID> <bAttackMove> <bUnitRun> <runSpeedMultiplier>): Moves the selected unit(s) to the given position.

[( )] trUnitMoveToUnit( <unitScenarioName> <eventID> <bAttackMove> <bUnitRun> <runSpeedMultiplier>): Moves the selected unit(s) to the spot occupied by the given unit.

[( )] trUnitPercentComplete : returns the percent complete as 0 to 100

[( )] trUnitPercentDamaged : returns the percent damaged as 0 to 100

[( )] trUnitPlayerDefakify() : Sets the selected unit as not having a fake player

[( )] trUnitPlayerFakify(fakePlayerIndex) : Sets the selected unit as having the fake player with the specified index (0-7)

[( )] trUnitSelect( <unitScenarioName> ): 'Selects' the unit in the trigger selection system.

[( )] trUnitSelectByID( <unitID> ): 'Selects' the unit in the trigger selection system.

[( )] trUnitSelectClear( void ): Clears the units in the trigger selection system.

[( )] trUnitSetAnimation( <AnimName> <versionIndex> <loop> <eventID> <destroyOnNextControlAction> ): Sets the cinematic animation version for the selected unit(s).

[( )] trUnitSetHeading( <degrees> ): sets the units heading.

[( )] trUnitSetHP( <hitpoints> ): set the hitpoints for all selected units.

[( )] trUnitSetStance : set the stance for the given set of units.

[( )] trUnitSuspendAction( actionName, <suspend> ) : Makes an action on a unit suspened or not.

[( )] trUnitTeleport : moves units from current position to position specified

[( )] trUnitTypeIsSelected : returns if the specified unit is selected.

[( )] trUnitVisToPlayer(playerID): returns true if the player can see the selected unit, and it is on screen.

[( )] trVPAnnualAwards(enable): enables/disables the award of VP's each year.

[( )] trWaypointAddPoint( <vector> ): Adds the waypoint into the trigger selection system.

[( )] trWaypointAddUnit( <unitScenarioName> ): Adds the unit's position as a waypoint in the trigger selection system.

[( )] trWaypointClear( void ): Clears the waypoints in the trigger selection system.

[( )] trWriteToLog(message): Writes text to the Age3Log

[( )] trYouLose(text): player loses, specifies message.

[( )] trYouWin(directToMenu): player wins. If you set directToMenu to true, you go directly to Campaign Menu.


	


本命令由外挂研究中心-孑影孓导出。
eguxotwadez发表于 2019-10-9 19:37:48
what's this?
ovufaha发表于 2019-10-9 20:17:58
edizuyiakawu发表于 2019-10-10 03:23:42
bazotubimadr发表于 2019-10-10 03:31:55
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