Action Types and Subordinate Parameters |
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Consider this a reference to all of the action type parameters. We are not responsible for the psychological trauma that might result from reading through this entire list in one sitting. Refer to it as necessary.
- Universal
- Link - Takes an action identifier, linking another action.
- Debug Flag - If true, used to write debug information.
- Activates on Success - Takes an action identifier, if successful executes all actions in the list.
- Activates on Failure - Takes an action identifier, if failed executes all actions in the list.
- Activates on Trigger - Takes an action identifier, if triggered executes all actions in the list.
- Activates on Execution - Takes an action identifier, if executed executes all actions in the list.
- Activates on Activation - Takes an action identifier, when activated executes all actions in the list.
- Activates on Deactivation - Takes an action identifier, when deactivated executes all actions in the list.
- Activates on Error - Takes an action identifier, when an error occurs all actions in the list are executed.
- Activates on Inhibition - Takes an action identifier, when inhibited all actions in the list are executed.
- Activates on Missing Prerequisites - Takes an action identifier, when missing prerequisites all actions in the list are executed.
- Deactivates on Success - Takes an action identifier, deactivates all actions in the list when successful.
- Deactivates on Activation - Takes an action identifier, deactivates all actions in the list when activated.
- Deactivates on Deactivation - Takes an action identifier, deactivates all actions in the list when deactivated.
- Deactivates on Error - Takes an action identifier, deactivates all actions in the list when an error occurs.
- Inhibitions - Takes an action identifier, will not trigger if all given (and non-linked) actions are successful.
- Prerequisites - Takes an action identifier, will not trigger unless one of the given (and non-linked) actions is successful.
- Activates Simultaneously - Takes an action identifier, triggering the actions triggers all actions in the list.
- None
- No additional subordinate parameters.
- Action List
- Actions to Activate - Takes action identifiers, a list of actions to be activated.
- Random Selection Flag - Takes action identifiers, randomly selects an action to activate.
- Activate Only One - Takes action identifiers, stepping through the list activating until a success occurs.
- Chance of Activating - Takes a number, contains an array giving the chances of listed actions to activate.
- Actions to Deactivate - Takes action identifiers, a list of actions to be deactivated.
- Chance of Deactivating - Takes a number, contains an array giving the chances of listed actions to deactivate.
- Ambient Sound Control
- Sound - Takes a source identifier, determining the sound to be played.
- Volume - Takes a number, determining the volume it is played at.
- Duration - Takes a number, duration in seconds to fade out a sound effect.
- Model Animation
- Model Animation - Takes a model identifier, determining the model to animate.
- Start Forward Flag - Takes a flag, if true starts playing an animation forward from the beginning.
- Start Backward Flag - Takes a flag, if true starts playing an animation backward from the end.
- Stop Flag - Takes a flag, if true stops playing an animation.
- Back and Forth Flag - Takes a flag, if true plays an animation back and forth.
- Cycle Flag - Takes a flag, if true makes an animation cycle.
- Reset Frame Index Flag - Takes a flag, if true resets to the start or end of a sound.
- Advance Animation Flag - Takes a flag, if true moves the animation forward a single frame.
- Frame Greater Than - Takes a number, tests if the current animation frame index is greater than that number.
- Frame Less Than - Takes a number, tests if the current animation frame index is less than that number.
- Frame Equal To - Takes a number, tests if the current animation frame index is equal to that number.
- Assassin (Mahir only)
- Subject - Takes monster identifiers, the suicide monsters to attack with.
- Visibility - Takes a number, the radius around the suicide unit which is visible.
- Fear Duration - Takes a number, the amount of time the suicide unit waits before deciding that an attacking missile unit is no longer paying attention.
- Initial Delay - Takes a number, the maximum random delay in calls to the unit before starting.
- Attack
- Attackers - Takes monster identifiers, monsters that will do the attacking.
- Targets - Takes monster identifiers, monsters that will be the target of the attack.
- Attack All Enemies Flag - Takes a flag, if true attacks all enemies on map.
- Use Special Abilities Flag - Takes a flag, if true use special abilities in attack.
- Attack Ground Location - Takes a world point, attacks the ground at that position.
- Attack Nearest Flag - Takes a flag, if true monsters attack the nearest available targets.
- Don't Retarget Flag - Takes a flag, if true only monsters without targets are used to do move on.
- Polygon - Takes world points, attack only units within the defined clockwise, convex polygon.
- Closed Polygon Flag - Takes a flag, if true indicates that the polygon is closed.
- Reversed Polygon Flag - Takes a flag, if true tests for units outside the polygon rather than within.
- CDAudio
- Play Track - Takes a number, plays the selected track index.
- Repeat Flag - Takes a flag, if true repeats the tracks.
- Fade Out Flag - Takes a flag, if true fades out the track.
- Fade In Flag - Takes a flag, if true fades in the track.
- Chicken
- No additional subordinate parameters--this map action is called from the unit via its Map Action attribute. You can use Fear to edit this characteristic.
- Connector
- Objects - Takes object identifiers, the objects to connect.
- Connection Tag - Takes a connector, to define the projectile.
- Distance to Interpolants - Takes a number, defining the distance between interpolation points.
- Unit Control
- Monsters - Takes monster identifiers, the monsters to affect.
- Received User Control Flag - Takes a flag, if true denotes that user control is received.
- Ignores User Control Flag - Takes a flag, if true monsters ignore user commands.
- Does Not Autotarget Flag - Takes a flag, if true monsters do not autotarget.
- Cannot Be Autotargeted Flag - Takes a flag, if true monsters cannot be autotargeted.
- Delete Monsters - Takes monster identifiers, deletes the monsters.
- Fade Flag - Takes a flag, if true deletes monster by fading them off of the map.
- Visible Flag - Takes a flag, if true makes the monster visible.
- Invisible Flag - Takes a flag, if true makes the monster invisible.
- Monster Source Flag - Takes a flag, if true makes the marker a monster source.
- Health Fraction - Takes a number, setting the health fraction of the monster.
- New Monster Name - Takes a number, setting the monster's name to the indexed name in the monster name list.
- Experience - Takes a number, setting the experience level of the monster.
- Levels Survived - Takes a number, setting the number of levels a unit has survived.
- Use Monster Entrance Flag - Takes a flag, if true uses the monster entrance projectile group.
- World Knot Visibility Flag - Takes a flag - if true makes the monster appear with the world knot appearance method.
- Tain Visibility Flag - Takes a flag, if true makes the monster appear with the tain appearance method.
- Magic Visibility Flag - Takes a flag, if true makes the monster visible/invisible magically.
- Set Marker Height - Takes a number, adds the value to the monster's marker height.
- Give Monster Artifact - Takes an object identifier, gives a monster the artifact.
- Ammunition - Takes a number, sets the amount of ammunition a unit has without regard to normal in-game maximums.
- Remove Artifact - Takes a flag, if true removes the artifact from the monster.
- Default Actions
- No additional subordinate parameters.
- Delay
- Results Action - Takes an action identifer, directs the results of a delay to the target action.
- Delay Time - Takes a number, sets the time in seconds to delay.
- Results Type - Takes a field name, signifies the field name under which subjects are stored.
- Even Distribution Flag - Takes a flag, if true delays the monsters evenly over the given time.
- Endgame Condition
- Dark Victory Flag - Takes a flag, if true Dark side wins.
- Light Victory Flag - Takes a flag, if true Light side wins.
- Failure Flag - Takes a flag, if true Light side fails a victory.
- Suspend Flag - Takes a flag, if true game goes to Sudden Death instead of an abrupt ending.
- Winning Team - Takes a number, denotes the index of the winning team.
- No Celebration - Takes a flag, if true units on winning team don't cheer.
- Follow
- Radius - Takes a number, denotes the radius to determin spatial groups.
- Follow Radius - Takes a number, determines the distance to follow at.
- Falling Behind Actions - Takes action identifiers, determines actions to activate the first time that the units start to fall behind.
- Abandoned Actions - Takes action identifiers, determines which actions to activate once the units are abandoned.
- Follower Elimination Actions - Takes action identifiers, determines which actions to activate if all of the following monsters are eliminated.
- Followed Elimination Actions - Takes action identifiers, determines which actions to activate if all of the followed monsters are eliminated.
- Stop When Idle Flag - Takes a flag, if true following monsters will not attack.
- General Action
- Command Type - Takes a number of action to do:
- 0: Stop
- 1: Scatter
- 2: Retreat
- 3: Special Ability (immediate)
- 4: Guard
- 5: Taunt
- Monsters - Takes a monster identifier, determines which monsters follow the command type.
- Geometry Filter
- Monsters - Takes monster identifiers, monsters to check for in the geometry.
- Object Type - Takes object types, objects to check for in the geometry.
- Object Identifier - Takes object identifiers, object identifiers to check for in the geometry.
- Polygon Points - Takes world points, points to define a polygon. Must be in clockwise order.
- Polygon Closed Flag - Takes a flag, if true polygon is closed.
- Circle Centerpoint - Takes a world point, defines the center point of a circle.
- Circle Centerpoint (Monster) - Takes a monster identifier, defines the center point of a circle as a monster's location.
- Circle Radius - Takes a number, defines the radius of a circle.
- Holding Object - Takes an object identifier, defines which units are holding that object.
- Not Holding Object - Takes an object identifier, defines which units are not holding that object.
- Entire Map - Takes the map itself, defines the entire map as the geometry.
- Results Action Identifier - Takes an action identifier, defines where to place the results of a geometry test.
- Tested Items Inside Field Name - Takes a field name, defines the field name in the results action identifier in which to place monster or object identifiers that are inside the geometry.
- Tested Items Outside Field Name - Takes a field name, defines the field name in the results action identifier in which to place monster or object identifiers that are outside the geometry.
- Tested Items Inside Location Field Name - Takes a field name, defines the field name in the results action identifier in which to place monster or object locations that are inside the geometry.
- Tested Items Outside Location Field Name - Takes a field name, defines the field name in the results action identifier in which to place monster or object locations that are outside the geometry.
- Maximum Number of Items - Takes a number, restricts the number of items added to the result to this number if set.
- Use Markers Instead of Monsters - Takes a flag, if true uses monster markers instead of marker positions.
- Harass (for ghols)
- Subject - Takes monster identifiers, defines the monsters doing the harassment.
- Visibility Radius - Takes a number, defines the area around the harassing units that can be seen.
- Initial Delay - Takes a number, defines the amount of time each unit will delay before beginning evaluation.
- Activate On Casualty - Takes action identifiers, defines the actions to activate if the unit takes a casualty.
- Reevaluation Delay - Takes a number, defines how long to delay before reevaluation.
- Projectile Radius - Takes a number, defines the radius around the unit to look for projectiles to throw.
- Guard Waypoint - Takes a world point, defines where a unit should go to if no enemies are in range.
- Netgame Goal
- Polygon - Takes a polygon, defines the area around the goal.
- Team Index - Takes a number, defines the index of the team who currently owns the goal.
- Group
- Initial State - Takes an action identifier, which must be either a guard or split up action. Defines how the unit wtarts on the map.
- Group Guard
- Guard Point - Takes a world point, defines where the unit is guarding.
- Guard Radius - Takes a radius, defines the inner and outer radius to guard within.
- Actions - Takes two action identifiers, the first of which is used to set up the group, the second of which is the action used to attack.
- Invisible Pursuit
- Invisible Unit - Takes a monster identifier, defining the invisible unit.
- Pursuers - Takes monster identifiers, defining which monsters are pursuing.
- Meander Points - Takes world points, defining which places the unit should meander to.
- Activate on Casualty - Takes action identifiers, defining a list of actions to activate when the team recieves a casualty.
- Activate on Visible - Takes action identifiers, defining a list of actions to activate when the unit becomes visible.
- World Knot
- Models - Takes model identifiers, defining the models composing the world knot.
- Duration - Takes a number, defining the duration of the teleportation effect.
- Model Animations - Takes model identifiers, defining animations to perform on the world knot models. NEVER EVER EVER EVER run a model animation while the world knot is doing something!
- Teleporting Out Flag - Takes a flag, if true the world knot teleports out.
- Activate On Wave - Takes action identifiers, defining a set of actions to activate when matching waves come through. One action per wave only.
- Monsters to bring in - Takes action identifiers, each defining subject fields of monster to bring in.
- Next world knot to go to - Takes an action identifier, places the next world knot onto the end of a linked list.
- Trigger on Teleport In - Takes action identifiers, defines actions to trigger when the world knot begins a teleport in sequence.
- Use Bounding Box For Knot Center Flag - Takes a flag, if true uses a point bounding box to determine the center of the world knot. If false, an average is used.
- Use Bounding Box For Wave Center Flag - Takes a flag, if true uses a point bounding box to determine the center of the wave. If false, an average is used.
- World Knot Centerpoint - Takes a world point, defining the center of the world knot if you know the map action would specify it wrong otherwise.
- World Knot Radius - Takes a radius, defining the radius of the world knot if you know that the map action would specify it wrong otherwise.
- Leading
- Leader - Takes a monster identifier, defining the leader.
- Maximum Distance - Takes a number, defining the distance between the maximum range between leader and the group.
- Desired Range - Takes a number, defining the desired distance between the leader and the group.
- Minimum Range - Takes a number, defining the minimum distance between the leader and the group.
- Target Type - Takes a number, defining the type of the target:
- 0: Waypoint
- 1: Monster
- 2: Object
- The Group - Takes monster identifiers, defining the group.
- Range To Target - Takes a number, defining the distance between the leader and the target at which the leader thinks the target has been found.
- Target Waypoints - Takes world points, defining the waypoints to lead the group to.
- Target Object - Takes object identifiers, defining the objects to lead the group to.
- Target Monster - Takes monster identifiers, defining the monsters to lead the group to.
- Beckoning Actions - Takes action identifiers, determining the actions to execute when beckoning to the group.
- Fleeing Actions - Takes action identifiers, determining the actions to execute when the leader flees from the enemy.
- Leader Died Actions - Takes action identifiers, determining the actions to execute when the leader is killed.
- Target Gone Actions - Takes action identifiers, determining the actions to execute when the target is eliminated.
- Success Actions - Takes action identifiers, determining the actions to execute when the group is led to the target.
- Delay Before Yelling - Takes numbers, defining the lower bound and delta to delay before successive yells.
- Maximum Times To Yell - Takes a number, defining the maximum number of times to yell before stopping.
- Delay Before Beckoning - Takes numbers, defining the lower bound and delta to delay before successive beckons.
- Maximum Times To Yell - Takes a number, defining the maximum number of times to beckon before stopping.
- Minimum Radius Before Fleeing - Takes a radius, defining how close the leader can get to the enemy before running.
- Fleeing Radius - Takes a radius, defining how far behind the group the leader will flee when he cowers.
- Legion (defensive)
- Group Count - Takes a number, defining how many groups there are in the legion.
- Line - Takes numbers, the first of which defines the point to retreat towards, and the second of which is the point to advance towards.
- Group Centerpoint Array - Takes world points, defining an array of group centerpoints.
- Group Unit Container Array - Takes action identifiers, defining an array of map actions which contain the subject lists for each group.
- Power Ratio - Takes a number, defining the strength ratio at which the legion attacks.
- Maximum Damage Before Attack - Takes a number, defining how much damage a unit will sustain before attacking.
- Visibility Radius - Takes a radius, determining the radius around its current centerpoint within which it will look for enemies.
- Outer Attack Radius - Takes a radius, determining the radius around its current centerpoint within which the legion will attack enemies.
- Inner Attack Radius - Takes a radius, determining the radius around its current centerpoint within which the legion never stop attacking enemies.
- Global Centerpoint - Takes a world point, defining the absolute center of the legion.
- Global Facing - Takes an angle, determining which direction the legion is facing.
- Fallback Actions - Takes action identifiers, determining which actions will be activated when the legion starts to fall back.
- Advancing Actions - Takes action identifiers, determining which actions to activate when the legion reaches the end of its advance.
- Activate On Attack - Takes action identifiers, determining which actions to activate when the legion attacks.
- Deactivate On Attack - Takes action identifiers, determining which actions to deactivate when the legion attacks.
- Activate After Attacking - Takes action identifiers, determining which actions to activate after the legion stops attacking.
- Deactivate After Attacking - Takes action identifiers, determining which actions to deactivate after the legion stops attacking.
- Group Facing Array - Takes angles, defining an array of the group facings.
- Group Formation Array - Takes numbers, defining an array of the indices of the group formations:
- 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
- Group Position Dependency Array - Takes numbers, defining an array of which groups are guarding which.
- Allied Legions - Takes action identifiers, defining which legion actions will act with the legion.
- Lightning
- Central Sound Source - Takes a sound, defining where the lightning will be shot from.
- Radius - Takes a radius, defining the radius around the center to scan for monsters.
- Lock
- Keys - Takes action identifers, defining keys.
- Actions To Activate - Takes action identifiers, defining actions to be activated when the lock is opened.
- Actions To Deactivate - Takes action identifers, defining actions to be deactivated when the lock is opened.
- Look
- No additional subordinate parameters.
- Local Projectile Group Action
- Groups - Takes local projectile groups, defining the groups to use.
- Turn On Flag - If true, turns on the groups.
- Turn Off Flag - If true, turns off the groups.
- Opacity - Takes a number, determining how opaque the groups are.
- Meander Action (wander aimlessly)
- Meanderers - Takes monster identifiers, defining which monsters will meander.
- Meander Points - Takes world points, defining locations to wander to.
- Activate On Casualty - Takes action identifiers, defining actions to activate when a casualty occurs.
- Scan For Threats - Takes a flag, if true the units will scan for nearby threats.
- Threat Scan Width - Takes a number, designating the width in cells to scan for threats.
- Mesh Cell Modifier
- Mesh Cells To Affect - Takes world points. Each cell with a world point in it is modified.
- Kill This Cell - Takes a flag, if true kills the cell. If false unkills the cell. Killing a cell is used under models so that the pathfinding treats it all as a single big block.
- Terrain Cost - Takes a number:
- 0: Dwarf-Depth Media
- 1: Human-Depth Media
- 2: Giant-Depth Media
- 3: Deep Media
- 4: Sloped
- 5: Steep
- 6: Grass
- 7: Desert
- 8: Rocky
- 9: Marsh
- 10: Snow
- 11: Forest
- 12: Unused
- 13: Unused
- 14: Walking Impassable
- 15: Flying Impassable
- Melee
- Formation - Takes a number, defining the formation to use:
- 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
- Power Over Distance Threshhold - Takes a number, the distance at which to choose a more powerful group isntead of a closer one.
- Subjects - Takes monster identifiers, defines the subjects of the action.
- Mission
- Advance Flag - Takes a flag, if true advances the mission objective.
- Model Effect
- Model - Takes a model identifier, defining the model to use.
- Model Animation - Takes a model identifier, defining the model animation to affect.
- Duration - Takes a number, determines the duration in seconds.
- Delta Yaw - Takes an angle, defining the change in yaw per second.
- Delta Pitch - Takes an angle, defining the change in pitch per second.
- New Permutation - Takes a number, determining which permutation to crossfade to over the duration.
- Permutation - Takes a number, determining which permutation to force immediately.
- Fade In Flag - Takes a flag, if true fades in the model.
- Fade Out Flag - Takes a flag, if true fades out the model.
- Delete Model Flag - Takes a flag, if true deletes the model upon completion.
- Permutation Only Flag - Takes a flag, if true only change the model permutation.
- Material Index - Takes a number, defining the material index to fade in or out.
- Material Final Opacity - Takes a number, defining what opacity to fade the material index to fade to.
- Initial Scale - Takes a number, defining the initial scale of the model.
- Final Scale - Takes a number, defining the final scale of the model.
- Projectile Type To Detonate - Takes a projectile type, defining a projectile type to create and detonate immediately.
- Projectile Origin - Takes a world point, defining a the point to create the projectile at.
- Move Marker
- Team Index - Takes a number, defining the index of the team to move the marker near.
- Subject - Takes a monster identifier, defining the monster to move. The monster MUST NOT have been created before you attempt to move the marker.
- Movement
- Waypoints - Takes world points, defining the locations to move to.
- Monsters - Takes monster identifiers, defining which monsters to move.
- Cycle Flag - Takes a flag, if true the units repeatedly move through the waypoints.
- Back And Forth Flag - Takes a flag, if true the units move back and forth through the waypoints.
- Preserve Target Flag - Takes a flag, if true the target is kept.
- Formation Index - Takes a number, defining which formation to use:
- 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
- Final Facing - Takes an angle, defining which facing to assume at the last waypoint.
- Munger
- * This is something that by general Bungie consensus, users should NEVER mess around with. It is included simply for the purposes of comprehensive documentation.
- Insert Parameters - Takes action identifiers, defines parameters to insert.
- Replace Parameters - Takes action identifiers, defines parameters to replace.
- Delete Parameters - Takes action identifiers, defines parameters to delete.
- Append Parameters - Takes action identifiers, defines parameters to append.
- Deactivate Actions - Takes action identifiers, defining the actions to deactivate.
- Activate Actions - Takes action identifiers, defining the actions to activate.
- Delete Actions - Takes action identifiers, defining the actions to delete.
- Actions To Make Successful - Takes action identifiers, defining the actions to make successful.
- Netgame Type
- Type - Takes numbers corresponding to each netgame type, if true the action succeeds.
- Winning Team Index - Takes number corresponding to team number, if true the action succeeds.
- Winning Team Can Tie - Takes a flag, if true the action can succeed even if the winning team is tied.
- Winning Team Minimum Score - Takes number corresponding to minimum score of winning team, if true the action succeeds.
- Object Control
- Projectile Tag - Takes a field name, defining which projectile tag to affect.
- Reveal All Flag - Takes a flag, if true reveals all instances of the object.
- Reveal Random Flag - Takes a flag, if true reveal a random instance of the object.
- Observer Movement
- Camera Mode - Takes a number, defining the camera mode:
- -1: Controlled by user
- 0: Uncontrollable by user
- 1: Controlled by map actions
- 2: Object tracking
- Destination - Takes a world point, defining where to move the observer to.
- Final Facing - Takes an angle, defining where the observer needs to face when it reaches the destination.
- Viewing subject - Takes a monster identifier, defining which monster to follow if desired.
- Linear Interpolant Separation - Takes a number, defining the distance between linearly interpolated camera positions.
- Angular Interpolant Separation - Takes a number, defining the distance between angularly interpolated camera positions.
- Maximum Time Before Cutting - Takes a number, defining how long to move the camera through interpolation before snapping to the destination.
- Particle System Control
- Switch Particle System State - Takes a flag, if true toggles between snowing and not snowing.
- Target Multiplier - Takes a number, defining a multiplier to determine number of particles.
- Peasant
- No additional subordinate parameters.
- Pick Up Object
- Object - Takes an object identifier, defining which object to pick up.
- Monsters - Takes monster identifiers, defining which monsters to pick the object up.
- Netgame Time
- Planning Time Over - Takes a flag, if true the action succeeds if planning time has expired.
- Sudden Death - Takes a flag, if true the action succeeds if sudden death is in progress.
- Game Over - Takes a flag, if true the action succeeds if the game is over.
- Time Remaining Less Than - Takes a number, if remaining game time (not including Sudden Death) is less than this number, the action succeeds.
- Platoon
- Initial State - Takes an action identifier, defining the starting state.
- Initial Squads - Takes action identifiers, defining the the initial squads comprising the platoon.
- Centerpoint - Takes a world point, defining the unit's initial centerpoint.
- Facing - Takes an angle, defining the unit's initial facing.
- Allies - Takes action identifiers, defining the other platoons which may be called when attacking.
- Platoon Movement
- Waypoints - Takes world points, defining which points to use as waypoints.
- Waypoint Radii - Takes radii, defining the random radius at each waypoint.
- Radii - Takes radii, defining the minimum and maximum distances for detecting and attacking enemies.
- Loop Flag - Takes a flag, if true loops through the waypoints.
- Charge Flag - Takes a flag, if true charge when an attack is ordered.
- Interpolate Flag - Takes a flag, if true interpolates between waypoints.
- Interpolant Spacing - Takes a number, defining the distance between interpolated waypoints.
- Congregate Flag - Takes a flag, if true the platoon will congregate toward its apparent center before moving toward the first waypoint.
- Platoon Scouting
- Waypoints - Takes world points, defining the list of waypoints to use.
- Waypoint Radii - Takes radii, defining the random radius at each waypoint.
- Radii - Takes radii, defining the minimum and maximum distances for detecting and attacking enemies.
- Loop Flag - Takes a flag, if true loops through the waypoints.
- Charge Flag - Takes a flag, if true charge when an attack is ordered.
- Interpolate Flag - Takes a flag, if true interpolates between waypoints.
- Interpolant Spacing - Takes a number, defining the distance between interpolated waypoints.
- Congregate Flag - Takes a flag, if true the platoon will congregate toward its apparent center before moving toward the first waypoint.
- Prohibited Netgame Teams
- * This Map Action is not fully implemented and can cause problems such as incorrect team counts and false game reporting.
- Game Type + Team Indexes - Takes two numbers, the first is the number of the game type and the second is the team to be removed. As many of these as required can be added to the same action.
- Rout
- Destinations - Takes world points, defining the positions to run to when routed.
- Subject - Takes monster identifiers, defining the monsters to rout.
- Shaman
- Shaman - Takes a monster identifier, defining the shaman to control.
- Allies - Takes monster identifiers, defining the allies that the shaman tries to heal.
- Vitality Threshhold - Takes a number, determining the health level of allies before the shaman tries to heal them.
- Fallback Action Identifier - Takes an action identifier, defining which action to trigger if the shaman has nobody to heal.
- Action Sniffing
- Test Case - Takes a number, defining which case to test for.
- Don't Clear Flag - Takes a flag, if true don't clear the test case after success.
- Keep Reporting Errors After Initial Success Flag - Takes a flag, if true keep reporting errors after the action is successful the first time.
- Time Between Errors - Takes a number, defining the minimum time between reporting errors.
- Delay Before Announcing Errors - Takes a number, defining how long to wait before beginning to report errors.
- Soaring
- No additional subordinate parameters--this map action is called from the unit via its Map Action attribute. You can use Fear to edit this characteristic.
- Sound Action
- Sound Tag - Takes a sound, defines the sound to use.
- Monster - Takes a monster identifier, defining which monster generates the sound.
- Override Flag - Takes a flag, if true the monster will generate the sound despite any player commands that have been issued.
- Group Split Up
- Threshholds - Takes numbers, defining surviving monster counts.
- Setup Action Pointers - Takes field names, defining setup action lists.
- Squad
- Centerpoint - Takes a world point, defining the centerpoint of the squad.
- Facing - Takes an angle, defining the facing of the squad.
- Formation - Takes a number, defining the formation to assume while walking between waypoints.
- Monsters - Takes monster identifiers, defining the monsters in the squad.
- Suicide (for wights)
- Subjects - Takes monster identifiers, defining the monsters to suicide with.
- Visibility Radius - Takes a radius, defining the area around the suiciding area that is visible.
- Fear Duration - Takes a number, defining the amount a time the unit will wait before trusting that enemy missile units are no longer paying attention.
- Enemy Detonation Threshold - Takes a number, defining the number of enemy units must be adjacent before detonating.
- Power Over Distance Threshhold - Takes a radius, defining how far to look for a more powerful unit than the closest one.
- Detonation Radius - Takes a radius, defining how big a detonation radius there will be.
- Minimum Power Threshhold - Takes a number, defining the minimum enemy strength before attacking.
- Initial Delay - Takes a number, defining the minumum amount of time before the units start caring.
- Activate On Casualty - Takes action identifiers, defining which actions to activate when a casualty occurs.
- Inhibition - Takes an action identifier, determining which units to prevent from creating.
- Never Avoid - Takes a flag, if true will never attempt to avoid the enemy during a charge.
- Surround
- Units Lost Before Attacking - Takes a number, defining the maximum number of units which may be lost before triggering an attack.
- Time Before Attacking - Takes a number, defining how long to wait before attacking.
- Activate On Attack - Takes action identifiers, defining which actions to activate when the attack is triggered.
- Subject - Takes monster identifiers, defining the monsters used to surround with.
- Test Unit
- Unit Count Greater Than - Takes a number, and tests for a unit count greater than it.
- Unit Count Less Than - Takes a number, and tests for a unit count less than it.
- Unit Count Equal To - Takes a number, and tests for a unit count equal to it.
- Polygon - Takes world points, defining a polygon to use for the test.
- Closed Polygon Flag - Takes a flag, if true the polygon is closed.
- Reversed Polygon Flag - Takes a flag, if true tests for monsters outside of the polygon.
- Vitality Greater Than - Takes a number, and tests for cumulative vitality greater than it.
- Vitality Less Than - Takes a number, and tests for cumulative vitality less than it.
- Change in Vitality - Takes a number, and tests for a change in vitality greater than it.
- Power Greater Than - Takes a number, and tests for cumulative power greater than it.
- Power Less Than - Takes a number, and tests for cumulative power less than it.
- Difficulty Greater Than or Equal To - Takes a number, and tests for a difficulty greater than or equal to it.
- Difficulty Less Than or Equal To - Takes a number, and tests for a difficulty less than or equal to it.
- Power Ratio Less Than - Takes a number, and tests for a power ratio less than it.
- Power Ratio Greater Than - Takes a number, and tests for a power ratio greater than it.
- Received User Command - Takes a flag, if true tests whether or not the unit has received a command from the user.
- Object Held - Takes an monster identifier, and tests whether the unit is holding anything.
- Object Held By aLl Units Flag - Takes a flag, and tests whether all units are holding the object.
- Object Test Radius - Takes a world point and a radius, and tests whether an object is in the area.
- Radius About Centerpoint - Takes a radius, and tests for points in the resulting circle.
- Enemy List - Takes monster identifiers, defining a list of enemies to use for the Enemy Closer Than radius test.
- Enemy Closer Than Radius - Takes a radius, and tests whether there are enemies within the given radius of the subject.
- Ignore Invisible Units Flag - Takes a flag, if true forbids test from acknowledging magically invisible units withing the radius.
- Wandering Movement
- Centerpoint - Takes a world point, defining the centerpoint of the wandering.
- Wander Radius - Takes a radius, defining the radius within which to wander.
- Monsters - Takes monster identifiers, defining which monsters are wanderers.
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