-----------------
Commands
-----------------
(trTime()-cActivationTime) >= %Param1%
(trTimeMS()-(cActivationTime*1000)) >= %Param1%
trAIFunc(%PlayerID%, "%FnName%", %Parameter%);
trArmyDispatch("%SrcArmy%", "%ProtoName%", %Count%, %Location%, %Heading%, %Clear%);
trArmySelect("%SrcArmy%");
trBlockAllAmbientSounds();
trBlockAllSounds(%Dialog%);
trBranchScenario("%Text%");
trCamTrackLoad("%TrackName%");
trCamTrackPlay(-1, %EventID%);
trCameraCut(CameraInfo%);
trCameraShake(%Duration%, %Strength%);
trCampaignAdvance();
trCampaignAdvanceProgress();
trCampaignPlayCurrent();
trChangeName(unit, Name)
trChatSend(%PlayerID%, "%Message%");
trChatSendSpoofed(%PlayerID%, "%Message%");
trChatSetStatus(active%);
trCinematicAbort()
trClearCounterDisplay();
trCountUnitsInArea("%DistanceObject%",%Player%,"%UnitType%",%Dist%) %Op% %Count%
trCounterAbort("%Name%");
trCounterAddTime("%Name%", %Start%, %Stop%, "%Msg%", %Event%);
trCounterAddUnit("%Name%", %Player%, %Count%, "%ProtoUnit%", "%Msg%", %Event%);
trEndGame();
trEventFire(%EventID%);
trFadeOutAllSounds(%Duration%);
trFadeOutMusic(%Duration%);
trForceNonCinematicModels(%OnOff%);
trGamePause(%Pause%);
trGetWorldDifficulty() %Op% %Level%
trImmediateUnitGarrison("%DstObject%");
trIsGadgetVisible("%Gadget%")
trLetterBox(%Enter%);
trMessageSetText("%Text%", %Timeout%);
trMinimapFlare(%PlayerID%, %Duration%, vector(%Position%), %Flash%);
trModeEnter("Pregame");
trMusicPlay("%Music%", %Duration%);
trMusicPlayCurrent();
trMusicSetCurrentMusicSet(%SetID%);
trMusicSetMood(%MoodID%);
trMusicStop();
trObjectiveSetID(%Mission%, %ID%);
trPlayMovie("%FileName%");
trPlayNextMusicTrack();
trPlayerActive(%PlayerID%)
trPlayerAtPopCap(%PlayerID%)
trPlayerBuildingCount(%PlayerID%)==0
trPlayerCountBuildingInProgress(%PlayerID%, "%ProtoUnit%", %Op% %Count%)
trPlayerDefeated(%PlayerID%)
trPlayerGetDiplomacy(%Player1%, %Player2%) == "%Status%"
trPlayerGetPopulation(%PlayerID%) %Op% %Count%
trPlayerGrantResources(%PlayerID%, "%ResName%", %Amount%);
trPlayerKillAllBuildings(%Player%);
trPlayerKillAllGodPowers(%Player%);
trPlayerKillAllUnits(%Player%);
trPlayerModifyLOS(%Player1%, delta%, %Player2%);
trPlayerResetBlackMap(%Player%);
trPlayerResetBlackMapForAllPlayers();
trPlayerResourceCount(%PlayerID%, "%Resource%") %Op% %Count%
trPlayerSetActive(%Player%);
trPlayerSetDiplomacy(%Player1%, %Player2%, "%Status%");
trPlayerTechTreeEnabledGodPowers(%Player%, %Enable%);
trPlayerTribute(%FromPlayerID%, "%ResName%", %Amount%, %ToPlayerID%);
trPlayerUnitAndBuildingCount(%PlayerID%)==0
trPlayerUnitCount(%PlayerID%)==0
trPlayerUnitCountSpecific(%PlayerID%, "%ProtoUnit%") %Op% %Count%
trRateConstruction(%Rate%);
trRateResearch(%Rate%);
trRateTrain(%Rate%);
trRatesNormal();
trRenderSky(%Flag%, "%TextureRootName%");
trRenderSnow(%Percent%);
trRevealEntireMap();
trSetCounterDisplay("%Text%");
trSetCurrentPlayerStatus(active%);
trSetFogAndBlackmap(%Fog%, %Black%);
trSetLighting("%SetName%",fade duration%);
trSetObscuredUnits(%IdleProc%);
trSetPauseInObjectiveWindow(%Pause%);
trSetPauseOnAgeUpgrade(%Pause%);
trSetPlayerDefeated(%Player%);
trSetPlayerWon(%Player%);
trSetRelicType(%TechID%);
trSetUnitIdleProcessing(%IdleProc%);
trShowCampaignDlg("campaign%", "%Text%");
trShowWinLose("%Text%", "%Sound%");
trSoundPlayDialog("%Sound%", %EventID%, %Ignore%, "%Subtitle%", "%Portrait%");
trSoundPlayFN("%Sound%", %EventID%, "%Subtitle%","%Portrait%");
trSoundPlayPaused("%Sound%", %EventID%, "%Subtitle%","%Portrait%");
trSoundTimer(%Time%, %EventID%);
trTechGodPower(%PlayerID%, "%PowerName%", %Count%);
trTechInvokeGodPower(%PlayerID%, "%PowerName%", vector(%DstPoint1%), vector(%DstPoint2%));
trTechSetStatus(%PlayerID%, %TechID%, %Status%);
trTechStatusActive(%PlayerID%, %TechID%)
trTechStatusResearching(%PlayerID%, %TechID%)
trUIFadeToColor(%R%,%G%,%B%,%Duration%,fade%,bool true false%);
trUIFlash("%Name%", %Flash%);
trUIFlashCategory(CategoryID%, %Flash%);
trUIFlashTech(%TechID%, %Flash%);
trUIFlashTrain("%ProtoName%", %Flash%);
trUnBlockAllAmbientSounds();
trUnblockAllSounds();
trUnforbidProtounit(%PlayerID%, "%ProtoUnit%");
trUnitAlive()==true
trUnitBuildUnit("%ProtoUnit%", vector(%DstPoint%));
trUnitChangeProtoUnit("%ProtoUnit%");
trUnitConvert(%PlayerID%);
trUnitCreate("%ProtoName%", "%ScenName%", %Location%, %Heading%, %PlayerID%);
trUnitDead()==true
trUnitDelete();
trUnitDestroy();
trUnitDistanceToPoint(%DstPoint%) %Op% %Dist%
trUnitDistanceToUnit("%DstObject%") %Op% %Dist%
trUnitDoWorkOnUnit("%DstObject%",%EventID%);
trUnitEjectContained();
trUnitGarrison("%DstObject%",%EventID%);
trUnitGetContained() %Op% %Count%
trUnitHasLOS(%PlayerID%)
trUnitHighlight(%Duration%, true);
trUnitIsOwnedBy(%Player%)
trUnitIsSelected()
trUnitMoveToPoint(%DstPoint%, %EventID%, %AttackMove%);
trUnitMoveToUnit("%DstObject%",%EventID%, %AttackMove%);
trUnitPercentComplete() %Op% %Percent%
trUnitPercentDamaged() %Op% %Percent%
trUnitSelect("%SrcObject%");
trUnitSelectClear();
trUnitSetAnimation("%AnimName%",%LoopIt%,%EventID%);
trUnitSetHeading(%Heading%);
trUnitSetHP(%Count%);
trUnitSetStance("%Stance%");
trUnitTeleport(%Area%);
trUnitTypeIsSelected("%ProtoUnit%")
trUnitVisToPlayer()==true
trWriteToLog("%Message%");
trYouLose();
trYouWin("%NextScen%");
A green great dragon.
[This message has been edited by Two_ace_u (edited 12-31-2006 @ 10:14 AM).]