[( )] 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.