Script Information - Full Reference/old

This is an archived older version of Script Information - Full Reference

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## Actions

Tutorial

* **TutorialDeckSlotDisable**

Disables the given Deck Slot.

+ number Slot - The position of the Card in the Deck, starting with 0.

* **TutorialDeckSlotEnable**

Enables the given Deck Slot.

	+ number Slot - The position of the Card in the Deck, starting with 0.
* **TutorialMarkerAdd**

Adds a new tutorial marker or moves an existing one with the same tag.

	+ string MarkerTag - The tag of this UI Marker, used to properly (re)move it later.
	+ string Widget - The name (reference string) of a Widget.
	+ string MarkerFileName - The template file of the marker. Folder: bf1/ui/
	+ number Position - (Optional) The position of the tutorial marker, or MarkerPosNone for default.
* **TutorialDetailMarkerAdd**

Adds a new tutorial marker or moves an existing one with the same tag, with detail info.

	+ string MarkerTag - The tag of this UI Marker, used to properly (re)move it later.
	+ string Widget - The name (reference string) of a Widget.
	+ string MarkerFileName - The template file of the marker. Folder: bf1/ui/
	+ string DetailFileName - (Optional) The template file of the detail stuff (optional). Folder: bf1/ui/
	+ number Position - (Optional) The position of the tutorial marker, or MarkerPosNone for default.
* **TutorialMarkerRemove**

Removes a tutorial marker.

	+ string MarkerTag - The tag of this UI Marker, used to properly (re)move it later.
* **TutorialEffectStart**

Starts the effect on all Squads with that PvE Type.

	+ string Tag - (Optional) A ScriptTag or ScriptGroup.
	+ string PvEType - The name of a PvE Type.
	+ string Effect - file relative to 'bf1/gfx/effects/', no extension!
* **TutorialEffectStopAll**

Stops all effects started with the TutorialEffect command.

AudioVisual

* **AudioAmbientPlay**

Plays the specified AmbientStream at the TargetTag position.

	+ string Ambient - file relative to 'bf1/sound/streams/', no extension!
	+ string TargetTag - The ScriptTag of the 'target' entity.
* **AudioSoundFXStop**

Stops the Audio if it is playing.

	+ string Sound - file relative to 'bf1/sound/ram/', no extension!
* **CameraCenterOnTarget**

Centers the Camera on the Tag's position.

	+ string TargetTag - The ScriptTag of the 'target' entity.
* **AudioMusicPlay**

Plays the specified Music Track.

	+ string Music - file relative to 'bf1/sound/streams/', no extension!
* **EffectEnable**

Enables (starts) the editor-placed effect.

	+ string Tag - (Optional) A ScriptTag or ScriptGroup.
* **EffectDisable**

Disables (stops) the editor-placed effect.

	+ string Tag - (Optional) A ScriptTag or ScriptGroup.
* **EffectToggle**

Toggles the editor-placed effect.

	+ string Tag - (Optional) A ScriptTag or ScriptGroup.
* **EffectPowerSet**

Sets the Effect's 'power' to the specified percentage.

	+ string Tag - (Optional) A ScriptTag or ScriptGroup.
	+ number Percent - (Optional) The 'power' percentage of the effect, eg. how big the effect is or which state it is in.
* **EffectPowerAdd**

Adds this percentage to the Effect's 'power'. Will never go over 100%.

	+ string Tag - (Optional) A ScriptTag or ScriptGroup.
	+ number Percent - (Optional) The 'power' percentage of the effect, eg. how big the effect is or which state it is in.
* **EffectPowerSubtract**

Subtracts this percentage from the Effect's 'power'. Will never go below 5%.

	+ string Tag - (Optional) A ScriptTag or ScriptGroup.
	+ number Percent - (Optional) The 'power' percentage of the effect, eg. how big the effect is or which state it is in.
* **EffectStart**

Starts the effect on the TargetTag entities.

	+ string Tag - (Optional) A ScriptTag or ScriptGroup.
	+ string Effect - file relative to 'bf1/gfx/effects/', no extension!
	+ number Percent - (Optional) The 'power' percentage of the effect, eg. how big the effect is or which state it is in.
* **EffectStartTargeted**

Starts the effect from the Tag entities to the TargetTag entities.

	+ string Tag - (Optional) A ScriptTag or ScriptGroup.
	+ string TargetTag - The ScriptTag of the 'target' entity.
	+ string Effect - file relative to 'bf1/gfx/effects/', no extension!
	+ number Percent - (Optional) The 'power' percentage of the effect, eg. how big the effect is or which state it is in.
* **EffectStopAll**

Stops all effects on the entities.

	+ string Tag - (Optional) A ScriptTag or ScriptGroup.
* **EffectVanish**

Removes the effect entity (editor placed effects) from the map.

	+ string Tag - (Optional) A ScriptTag or ScriptGroup.
* **FogOfWarObserve**

Starts observing TargetTag position(s), thus completely removing both Unexplored AND Fog of War indefinetely.

	+ string TargetTag - The ScriptTag of the 'target' entity.
	+ string Team - The name of a Team from the map's TeamSetup.
	+ number Range - (Optional) The Radius around the TargetTag(s) that is considered to be 'in range'.
* **FogOfWarGlanceAt**

Takes a glance (quick look) at the TargetTag(s), thus removing only the Unexplored (targets remain shrouded in Fog of War).

	+ string TargetTag - The ScriptTag of the 'target' entity.
	+ string Team - The name of a Team from the map's TeamSetup.
	+ number Range - (Optional) The Radius around the TargetTag(s) that is considered to be 'in range'.
* **WeatherSet**

Changes the weather. Similar to performing a raindance in real life.

	+ string Weather - RenderSettings file from 'bf1/map/lighting/' folder, w/o extension!
	+ number FadeDuration - (Optional) Duration in Seconds for Fading between two Weather/Render Settings.
* **AudioSoundFXPlay**

Plays the specified Sound FX at the TargetTag position.

	+ string Sound - file relative to 'bf1/sound/ram/', no extension!
	+ string TargetTag - The ScriptTag of the 'target' entity.
* **AudioSoundUIPlay**

Plays the specified UI Sound at the TargetTag position.

	+ string Sound - file relative to 'bf1/sound/ram/', no extension!
* **AudioVoicePlay**

Plays the specified Voice Stream.

	+ string Voice - file relative to 'bf1/sound/streams/', no extension!
	+ number Volume - (Optional) The Voice Volume, 1.0 is default, higher means louder.

Building

* **BuildingSpawn**

Spawns (creates) an entity on the map.

	+ string TargetTag - The ScriptTag of the 'target' entity.
	+ string Team - The name of a Team from the map's TeamSetup.
	+ number BuildingId - The DB ID of a Building - to be replaced by DB ScriptTag!
	+ number Direction - (Optional) Direction in degrees (0-360°). 0 means 'south' (down), 90 means 'east' (right), etc.
* **BuildingSpawnWithTag**

Spawns (creates) an entity on the map.

	+ string Tag - (Optional) A ScriptTag or ScriptGroup.
	+ string TargetTag - The ScriptTag of the 'target' entity.
	+ string Team - The name of a Team from the map's TeamSetup.
	+ number BuildingId - The DB ID of a Building - to be replaced by DB ScriptTag!
	+ number Direction - (Optional) Direction in degrees (0-360°). 0 means 'south' (down), 90 means 'east' (right), etc.
* **PlayerBuildingSpawn**

Spawns (creates) an entity on the map.

	+ string TargetTag - The ScriptTag of the 'target' entity.
	+ string Player - The name of a Player. Must not be a ScriptGroup and not 'All'/'Any'/etc.
	+ number BuildingId - The DB ID of a Building - to be replaced by DB ScriptTag!
	+ number Direction - (Optional) Direction in degrees (0-360°). 0 means 'south' (down), 90 means 'east' (right), etc.
* **PlayerBuildingSpawnWithTag**

Spawns (creates) an entity on the map.

	+ string Tag - (Optional) A ScriptTag or ScriptGroup.
	+ string TargetTag - The ScriptTag of the 'target' entity.
	+ string Player - The name of a Player. Must not be a ScriptGroup and not 'All'/'Any'/etc.
	+ number BuildingId - The DB ID of a Building - to be replaced by DB ScriptTag!
	+ number Direction - (Optional) Direction in degrees (0-360°). 0 means 'south' (down), 90 means 'east' (right), etc.
* **BuildingTypeChange**

Changes the type of an entity.

	+ string Tag - (Optional) A ScriptTag or ScriptGroup.
	+ number BuildingId - The DB ID of a Building - to be replaced by DB ScriptTag!
* **BuildingModeChange**

Changes the Building's Mode. Does NOT consume Power from the owning Player.

	+ string Tag - (Optional) A ScriptTag or ScriptGroup.
	+ number ModeId - The DB ID of a Mode - to be replaced by DB ScriptTag!
* **BuildingModeSetEnabled**

Changes the Building's Mode to the 'enabled' mode. Does NOT consume Power from the owning Player.

	+ string Tag - (Optional) A ScriptTag or ScriptGroup.
* **BuildingModeSetDisabled**

Changes the Building's Mode to the 'disabled' mode. Does NOT consume Power from the owning Player.

	+ string Tag - (Optional) A ScriptTag or ScriptGroup.
* **BuildingModeToggle**

Toggles the Building's Mode to 'enabled' or 'disabled'. Does NOT consume Power from the owning Player.

	+ string Tag - (Optional) A ScriptTag or ScriptGroup.
* **BuildingVanish**

Removes the Building from the map.

	+ string Tag - (Optional) A ScriptTag or ScriptGroup.
* **BuildingDestroy**

Destroys the Building.

	+ string Tag - (Optional) A ScriptTag or ScriptGroup.
* **BuildingKillInRange**

Kills all Buildings in range.

	+ string TargetTag - The ScriptTag of the 'target' entity.
	+ number Range - (Optional) The Radius around the TargetTag(s) that is considered to be 'in range'.
* **BuildingAnimPlay**

Plays the Building animation once.

	+ string Tag - (Optional) A ScriptTag or ScriptGroup.
	+ string Anim - Name of the Animation (may include subfolders with forward slashes, eg: 'folder1/folder2/my-anim').
* **BuildingAnimPlayLooped**

Plays the Building animation in a loop.

	+ string Tag - (Optional) A ScriptTag or ScriptGroup.
	+ string Anim - Name of the Animation (may include subfolders with forward slashes, eg: 'folder1/folder2/my-anim').

Special

* **MapReset**

Resets the map, all Scripts and Variables (Sandbox restart).

Cutscene

* **CutsceneCameraPlay**

Plays the specified Camera Track. TargetTag is optional, it overwrites TargetTag in Cutscene if used.

	+ string CameraPath - (Optional) Camera path.
	+ string Camera - Camera takes from the 'camera' folder of the map (without extension '.CS').
	+ string TargetTag - (Optional) The TargetTag for relative positioning of the camera. Can be an empty string.
* **CutsceneCameraPlayFullScreen**

Plays the specified Camera Track in fullscreen mode.

	+ string CameraPath - (Optional) Camera path.
	+ string Camera - Camera takes from the 'camera' folder of the map (without extension '.CS').
	+ string TargetTag - (Optional) The TargetTag for relative positioning of the camera. Can be an empty string.
* **CutsceneBegin**

Starts a Cutscene.

	+ string Music - file relative to 'bf1/sound/streams/', no extension!
	+ string RenderOnly - (Optional) ScriptTag/Group with Squads that should be rendered during Cutscene.
* **CutsceneEnd**

Ends a running Cutscene.
* **CutsceneRenderOnly**

Renders only the entities from the ScriptTag group. Affects only Figures.

	+ string Tag - (Optional) A ScriptTag or ScriptGroup.
* **CutsceneRenderAll**

Resets render flags after using CutsceneRenderOnly so all entities are rendered again.
* **CutsceneRewardCardShowOff**

Plays the Reward Card ShowOff Animation & Effects on the specified TargetTag.

	+ string TargetTag - The ScriptTag of the 'target' entity.
	+ number CardSquadId - The DB ID of a CardSquad - to be replaced by DB ScriptTag!
* **CutsceneSay**

Displays text during a Cutscene.

	+ string Tag - (Optional) A ScriptTag or ScriptGroup.
	+ string TextTag - The Tag of a Text from database.
	+ string Text - The text to show if the TextTag text does not exist.
* **CutsceneEntityTeleport**

Instantly teleports entity(s) to TargetTag location, no questions asked. Skips 'free position' & blocking checks, allows Figure penetration.

	+ string Tag - (Optional) A ScriptTag or ScriptGroup.
	+ string TargetTag - The ScriptTag of the 'target' entity.
* **CutsceneSquadGoto**

Squad goes to target in straight line (stops when blocked, walks through other figures). **Use only for Cutscenes!**

	+ string Tag - (Optional) A ScriptTag or ScriptGroup.
	+ string TargetTag - The ScriptTag of the 'target' entity.
	+ boolean Run - (Optional) Changes WalkSpeed, running is default. Walking may look dull for large figures.
	+ number Direction - (Optional) Direction in degrees (0-360°). 0 means 'south' (down), 90 means 'east' (right), etc.

Squad

* **SquadSpawn**

Spawns (creates) an entity on the map.

	+ string TargetTag - The ScriptTag of the 'target' entity.
	+ string Team - The name of a Team from the map's TeamSetup.
	+ number SquadId - The DB ID of a Squad - to be replaced by DB ScriptTag!
	+ number Direction - (Optional) Direction in degrees (0-360°). 0 means 'south' (down), 90 means 'east' (right), etc.
* **SquadSpawnWithTag**

Spawns (creates) an entity on the map.

	+ string Tag - (Optional) A ScriptTag or ScriptGroup.
	+ string TargetTag - The ScriptTag of the 'target' entity.
	+ string Team - The name of a Team from the map's TeamSetup.
	+ number SquadId - The DB ID of a Squad - to be replaced by DB ScriptTag!
	+ number Direction - (Optional) Direction in degrees (0-360°). 0 means 'south' (down), 90 means 'east' (right), etc.
* **SquadSpawnIntoGroup**

Spawns (creates) an entity on the map.

	+ string Tag - (Optional) A ScriptTag or ScriptGroup.
	+ string Group - A ScriptGroup.
	+ string TargetTag - The ScriptTag of the 'target' entity.
	+ string Team - The name of a Team from the map's TeamSetup.
	+ number SquadId - The DB ID of a Squad - to be replaced by DB ScriptTag!
	+ number Direction - (Optional) Direction in degrees (0-360°). 0 means 'south' (down), 90 means 'east' (right), etc.
* **PlayerSquadSpawn**

Spawns (creates) an entity on the map.

	+ string TargetTag - The ScriptTag of the 'target' entity.
	+ string Player - The name of a Player. Must not be a ScriptGroup and not 'All'/'Any'/etc.
	+ number SquadId - The DB ID of a Squad - to be replaced by DB ScriptTag!
	+ number Direction - (Optional) Direction in degrees (0-360°). 0 means 'south' (down), 90 means 'east' (right), etc.
* **PlayerSquadSpawnWithTag**

Spawns (creates) an entity on the map.

	+ string Tag - (Optional) A ScriptTag or ScriptGroup.
	+ string TargetTag - The ScriptTag of the 'target' entity.
	+ string Player - The name of a Player. Must not be a ScriptGroup and not 'All'/'Any'/etc.
	+ number SquadId - The DB ID of a Squad - to be replaced by DB ScriptTag!
	+ number Direction - (Optional) Direction in degrees (0-360°). 0 means 'south' (down), 90 means 'east' (right), etc.
* **PlayerSquadSpawnIntoGroup**

Spawns (creates) an entity on the map.

	+ string Tag - (Optional) A ScriptTag or ScriptGroup.
	+ string Group - A ScriptGroup.
	+ string TargetTag - The ScriptTag of the 'target' entity.
	+ string Player - The name of a Player. Must not be a ScriptGroup and not 'All'/'Any'/etc.
	+ number SquadId - The DB ID of a Squad - to be replaced by DB ScriptTag!
	+ number Direction - (Optional) Direction in degrees (0-360°). 0 means 'south' (down), 90 means 'east' (right), etc.
* **SquadTypeChange**

Changes the type of an entity.

	+ string Tag - (Optional) A ScriptTag or ScriptGroup.
	+ number SquadId - The DB ID of a Squad - to be replaced by DB ScriptTag!
* **SquadModeChange**

Changes the Squad's Mode. Does NOT consume Power from the owning Player.

	+ string Tag - (Optional) A ScriptTag or ScriptGroup.
	+ number ModeId - The DB ID of a Mode - to be replaced by DB ScriptTag!
* **SquadModeSetEnabled**

Changes the Squad's Mode to the 'enabled' mode. Does NOT consume Power from the owning Player.

	+ string Tag - (Optional) A ScriptTag or ScriptGroup.
* **SquadModeSetDisabled**

Changes the Squad's Mode to the 'disabled' mode. Does NOT consume Power from the owning Player.

	+ string Tag - (Optional) A ScriptTag or ScriptGroup.
* **SquadModeToggle**

Toggles the Squad's Mode to 'enabled' or 'disabled'. Does NOT consume Power from the owning Player.

	+ string Tag - (Optional) A ScriptTag or ScriptGroup.
* **SquadVanish**

Removes the Squad from the map. Squad figures will simply disappear (no 'dying' animation).

	+ string Tag - (Optional) A ScriptTag or ScriptGroup.
* **SquadKill**

Kills the Squad by damaging each Figure so they will die and play their death animation.

	+ string Tag - (Optional) A ScriptTag or ScriptGroup.
* **SquadKillInRange**

Kills all Squads in range.

	+ string TargetTag - The ScriptTag of the 'target' entity.
	+ number Range - (Optional) The Radius around the TargetTag(s) that is considered to be 'in range'.
* **SquadRespawn**

Respawns (recreates) an entity. Entity must be dead and it must have existed before!

	+ string Tag - (Optional) A ScriptTag or ScriptGroup.
	+ string TargetTag - (Optional) 'WhereDied' for position of death or 'StartPos' for startposition.
	+ number HealthPercent - (Optional) The amount of health in percentage of max. health.
* **ObjectRespawn**

Respawns (recreates) an entity. Entity must be dead and it must have existed before!

	+ string Tag - (Optional) A ScriptTag or ScriptGroup.
	+ string TargetTag - (Optional) 'WhereDied' for position of death or 'StartPos' for startposition.
	+ number HealthPercent - (Optional) The amount of health in percentage of max. health.
* **BuildingRespawn**

Respawns (recreates) an entity. Entity must be dead and it must have existed before!

	+ string Tag - (Optional) A ScriptTag or ScriptGroup.
	+ string TargetTag - (Optional) 'WhereDied' for position of death or 'StartPos' for startposition.
	+ number HealthPercent - (Optional) The amount of health in percentage of max. health.
* **SquadTeleportInRange**

Instantly teleports the Squads in range to TargetTag location.

	+ string Tag - (Optional) A ScriptTag or ScriptGroup.
	+ number Range - (Optional) The Radius around the TargetTag(s) that is considered to be 'in range'.
* **SquadAttack**

Squad attacks the specified TargetTag entity (even if it is a friendly entity). TargetTag must be alive and attackable!

	+ string Tag - (Optional) A ScriptTag or ScriptGroup.
	+ string TargetTag - The ScriptTag of the 'target' entity.
	+ number AttackGroupSize - (Optional) Squads will attack all available Targets in Groups of this size.
* **SquadAttackForced**

Squad attacks the specified TargetTag entity (even if it is a friendly entity). Uses Forced Goto to get to Target.

	+ string Tag - (Optional) A ScriptTag or ScriptGroup.
	+ string TargetTag - The ScriptTag of the 'target' entity.
	+ number AttackGroupSize - (Optional) Squads will attack all available Targets in Groups of this size.
* **SquadBarrierMount**

Squad tries to mount TargetTag barrier (module, set or scriptgroup containing modules).

	+ string Tag - (Optional) A ScriptTag or ScriptGroup.
	+ string TargetTag - The ScriptTag of the 'target' entity.
* **SquadBarrierDismount**

Squad dismounts barrier.

	+ string Tag - (Optional) A ScriptTag or ScriptGroup.
* **SquadFlee**

Squads flee from nearest enemy entity by using forced Goto in the opposite Direction.

	+ string Tag - (Optional) A ScriptTag or ScriptGroup.
	+ number Distance - Distance in meters. Decimal places are allowed.
	+ number SearchRadius - The (max.) Radius around the Tag that should be searched.
* **SquadPatrol**

Squad walks waypoints back and forth continously. Continues patrol after being attacked.

	+ string Tag - (Optional) A ScriptTag or ScriptGroup.
	+ string TargetTag - The ScriptTag of the 'target' entity.
* **SquadGoto**

Squad goes towards TargetTag or along TargetTag-ScriptGroup waypoints. Continues goto after being attacked.

	+ string Tag - (Optional) A ScriptTag or ScriptGroup.
	+ string TargetTag - The ScriptTag of the 'target' entity.
	+ boolean Run - (Optional) Changes WalkSpeed, running is default. Walking may look dull for large figures.
	+ number Direction - (Optional) Direction in degrees (0-360°). 0 means 'south' (down), 90 means 'east' (right), etc.
* **SquadGotoForced**

Same as SquadGoto but Squad does not attack or follow attackers until it has reached its destination. **Use with care!**

	+ string Tag - (Optional) A ScriptTag or ScriptGroup.
	+ string TargetTag - The ScriptTag of the 'target' entity.
	+ boolean Run - (Optional) Changes WalkSpeed, running is default. Walking may look dull for large figures.
	+ number Direction - (Optional) Direction in degrees (0-360°). 0 means 'south' (down), 90 means 'east' (right), etc.
* **SquadGotoFight**

Squad goes to any TargetTag Squad that is in a fight.

	+ string Tag - (Optional) A ScriptTag or ScriptGroup.
	+ string TargetTag - The ScriptTag of the 'target' entity.
	+ boolean Run - (Optional) Changes WalkSpeed, running is default. Walking may look dull for large figures.
	+ number Direction - (Optional) Direction in degrees (0-360°). 0 means 'south' (down), 90 means 'east' (right), etc.
* **SquadGotoRandom**

Squad goes randomly towards ONE of the TargetTags.

	+ string Tag - (Optional) A ScriptTag or ScriptGroup.
	+ string TargetTag - The ScriptTag of the 'target' entity.
	+ boolean Run - (Optional) Changes WalkSpeed, running is default. Walking may look dull for large figures.
* **SquadGotoClosestMonumentOrGenerator**

Squad(s) go towards closest Monument or Generator. Continues goto after being attacked.

	+ string Tag - (Optional) A ScriptTag or ScriptGroup.
	+ boolean Run - (Optional) Changes WalkSpeed, running is default. Walking may look dull for large figures.
	+ number SearchRadius - The (max.) Radius around the Tag that should be searched.
* **SquadGotoClosestSquad**

Squad(s) go towards closest Squad. Continues goto after being attacked.

	+ string Tag - (Optional) A ScriptTag or ScriptGroup.
	+ boolean Run - (Optional) Changes WalkSpeed, running is default. Walking may look dull for large figures.
	+ number SearchRadius - The (max.) Radius around the Tag that should be searched.
* **SquadGotoClosestBuilding**

Squad(s) go towards closest Building. Continues goto after being attacked.

	+ string Tag - (Optional) A ScriptTag or ScriptGroup.
	+ boolean Run - (Optional) Changes WalkSpeed, running is default. Walking may look dull for large figures.
	+ number SearchRadius - The (max.) Radius around the Tag that should be searched.
* **SquadGotoClosestBarrier**

Squad(s) go towards closest Barrier. Continues goto after being attacked.

	+ string Tag - (Optional) A ScriptTag or ScriptGroup.
	+ boolean Run - (Optional) Changes WalkSpeed, running is default. Walking may look dull for large figures.
	+ number SearchRadius - The (max.) Radius around the Tag that should be searched.
* **SquadGotoClosestTarget**

Squad(s) go towards closest attackable Target. Continues goto after being attacked.

	+ string Tag - (Optional) A ScriptTag or ScriptGroup.
	+ boolean Run - (Optional) Changes WalkSpeed, running is default. Walking may look dull for large figures.
	+ number SearchRadius - The (max.) Radius around the Tag that should be searched.
* **SquadHoldPosition**

Squad holds position, will attack if enemies are in attack range but will not pursue enemies.

	+ string Tag - (Optional) A ScriptTag or ScriptGroup.
* **SquadGotoMapBorder**

Squad walks to Target from outside map border. Target must be a ScriptMarker and close to MapBorder.

	+ string Tag - (Optional) A ScriptTag or ScriptGroup.
	+ string TargetTag - The ScriptTag of the 'target' entity.
* **SquadAnimPlay**

Plays the animation once for all figures in the Squad.

	+ string Tag - (Optional) A ScriptTag or ScriptGroup.
	+ string Unit - A subfolder from the 'bf1/gfx/units/' folder.
	+ string Anim - Name of the Animation (may include subfolders with forward slashes, eg: 'folder1/folder2/my-anim').
* **SquadAnimPlayLooped**

Plays the animation continuously for all figures in the Squad.

	+ string Tag - (Optional) A ScriptTag or ScriptGroup.
	+ string Unit - A subfolder from the 'bf1/gfx/units/' folder.
	+ string Anim - Name of the Animation (may include subfolders with forward slashes, eg: 'folder1/folder2/my-anim').
* **SquadInRangePushBack**

Squad figures are getting pushed back, the epicentre of the pushback is at the TargetTag location.

	+ string TargetTag - The ScriptTag of the 'target' entity.
	+ number Range - (Optional) The Radius around the TargetTag(s) that is considered to be 'in range'.
* **SquadStop**

Squad stops movement.

	+ string Tag - (Optional) A ScriptTag or ScriptGroup.
* **SquadGroupCheckpointGoto**

SquadGroup goes to next Checkpoint (direct line of sight to Checkpoint is recommended).

	+ string Group - A ScriptGroup.
	+ string TargetTag - The ScriptTag of the 'target' entity.
	+ boolean Run - (Optional) Changes WalkSpeed, running is default. Walking may look dull for large figures.
* **SquadCheckpointGoto**

Squad goes to next Checkpoint (direct line of sight to Checkpoint is recommended).

	+ string Tag - (Optional) A ScriptTag or ScriptGroup.
	+ string TargetTag - The ScriptTag of the 'target' entity.
	+ boolean Run - (Optional) Changes WalkSpeed, running is default. Walking may look dull for large figures.
* **SquadGroupCheckpointGotoStop**

Stops a SquadGroup that is currently on a CheckpointGoto. Group will stop at the next checkpoint they reach.

	+ string Group - A ScriptGroup.
* **SquadGridGoto**

Standard Goto that uses the GotoGrid.

	+ string Tag - (Optional) A ScriptTag or ScriptGroup.
	+ string TargetTag - The ScriptTag of the 'target' entity.
	+ number Direction - (Optional) Direction in degrees (0-360°). 0 means 'south' (down), 90 means 'east' (right), etc.
	+ boolean IgnoreGridIfAllSquadsFly - (Optional) Ignores grid if (and only if) all Squads of the group are flying units.
* **SquadGridPatrol**

Patrol mode on path given by TargetTag (start & end point), uses GotoGrid.

	+ string Tag - (Optional) A ScriptTag or ScriptGroup.
	+ string TargetTag - The ScriptTag of the 'target' entity.
	+ number Direction - (Optional) Direction in degrees (0-360°). 0 means 'south' (down), 90 means 'east' (right), etc.
* **SquadSpawnRandomSelection**

Spawns a random selection of Squads, depending on the SpawnTable (see description for table syntax).

	+ string Tag - (Optional) A ScriptTag or ScriptGroup.
	+ table SpawnTable - Must be a table with specific syntax, see command description.
	+ string TargetTag - The ScriptTag of the 'target' entity.
	+ string Team - The name of a Team from the map's TeamSetup.
	+ number Direction - (Optional) Direction in degrees (0-360°). 0 means 'south' (down), 90 means 'east' (right), etc.
	+ number HealthPercent - (Optional) The amount of health in percentage of max. health.
* **PlayerSquadSpawnRandomSelection**

Spawns a random selection of Squads, depending on the SpawnTable (see description for table syntax).

	+ string Tag - (Optional) A ScriptTag or ScriptGroup.
	+ table SpawnTable - Must be a table with specific syntax, see command description.
	+ string TargetTag - The ScriptTag of the 'target' entity.
	+ string Player - The name of a Player. Must not be a ScriptGroup and not 'All'/'Any'/etc.
	+ number Direction - (Optional) Direction in degrees (0-360°). 0 means 'south' (down), 90 means 'east' (right), etc.
	+ number HealthPercent - (Optional) The amount of health in percentage of max. health.

OctoberVersionOnly

* **OctoberVersionOnly\_DoDamageToTeamSquadInRange**

Does damage to Squads in Range.

	+ string Team - The name of a Team from the map's TeamSetup.
	+ string TargetTag - The ScriptTag of the 'target' entity.
	+ number Range - (Optional) The Radius around the TargetTag(s) that is considered to be 'in range'.
	+ number Amount - Just a simple value, meaning depends on context.
* **OctoberVersionOnly\_DoDamageToTeamSquadInRect**

Does damage to Squads in Range.

	+ string Team - The name of a Team from the map's TeamSetup.
	+ string Tag - (Optional) A ScriptTag or ScriptGroup.
	+ string TargetTag - The ScriptTag of the 'target' entity.
	+ number Amount - Just a simple value, meaning depends on context.
* **OctoberVersionOnly\_DoDamageToTeamSquadInRay**

Does damage to Squads in Range.

	+ string Team - The name of a Team from the map's TeamSetup.
	+ string Tag - (Optional) A ScriptTag or ScriptGroup.
	+ string TargetTag - The ScriptTag of the 'target' entity.
	+ number Amount - Just a simple value, meaning depends on context.

Debug

* **DebugInfoMessage**

Shows a MessageBox to the user (ignored in release builds).

	+ string Message - An important Message from you to whom it may concern.
	+ boolean Popup - (Optional) If true, message will also popup in a windows Message Box.
* **DebugWarningMessage**

Shows a MessageBox to the user (ignored in release builds).

	+ string Message - An important Message from you to whom it may concern.
	+ boolean Popup - (Optional) If true, message will also popup in a windows Message Box.
* **DebugErrorMessage**

Shows a MessageBox to the user (ignored in release builds).

	+ string Message - An important Message from you to whom it may concern.
	+ boolean Popup - (Optional) If true, message will also popup in a windows Message Box.

Ability

* **AbilitySpawn**

Spawns (creates) an entity on the map.

	+ string TargetTag - The ScriptTag of the 'target' entity. Cannot be a script group!
	+ string Team - The name of a Team from the map's TeamSetup.
	+ number AbilityId - The DB ID of an Ability - to be replaced by DB ScriptTag!
* **AbilitySpawnWithTag**

Spawns (creates) an entity on the map.

	+ string Tag - (Optional) A ScriptTag or ScriptGroup.
	+ string TargetTag - The ScriptTag of the 'target' entity.
	+ string Team - The name of a Team from the map's TeamSetup.
	+ number AbilityId - The DB ID of an Ability - to be replaced by DB ScriptTag!
* **AbilitySpawnIntoGroup**

Spawns (creates) an entity on the map.

	+ string Tag - (Optional) A ScriptTag or ScriptGroup.
	+ string Group - A ScriptGroup.
	+ string TargetTag - The ScriptTag of the 'target' entity.
	+ string Team - The name of a Team from the map's TeamSetup.
	+ number AbilityId - The DB ID of an Ability - to be replaced by DB ScriptTag!
* **AbilityVanish**

Removes the Ability from the map. Works with all supported entity types.

	+ string Tag - (Optional) A ScriptTag or ScriptGroup.
* **AbilityDestroy**

Kills or destroys the Ability regularly.

	+ string Tag - (Optional) A ScriptTag or ScriptGroup.

Generator & Monument

* **MonumentVanish**

Removes the Monument from the map.

	+ string Tag - (Optional) A ScriptTag or ScriptGroup.
* **GeneratorVanish**

Removes the Generator from the map.

	+ string Tag - (Optional) A ScriptTag or ScriptGroup.

ScriptGroup

* **ScriptGroupClear**

Removes all tags from the ScriptGroup.

	+ string Group - A ScriptGroup.
* **ScriptGroupTagAdd**

Adds the tag to the ScriptGroup.

	+ string Group - A ScriptGroup.
	+ string Tag - (Optional) A ScriptTag or ScriptGroup.
* **ScriptGroupTagRemove**

Removes the tag from the ScriptGroup.

	+ string Group - A ScriptGroup.
	+ string Tag - (Optional) A ScriptTag or ScriptGroup.
* **ScriptGroupSquadSpawnCounterReset**

Resets the ScriptGroup's SquadSpawnCounter value (set to 0).

	+ string Group - The name of the ScriptGroup for which a SquadSpawnCounter is registered.
* **ScriptGroupSquadDeathCounterReset**

Resets the ScriptGroup's SquadDeathCounter value (set to 0).

	+ string Group - The name of the ScriptGroup for which a SquadDeathCounter is registered.

!Functions

* **GetScriptTag**

Returns the ScriptTag of the entity currently executing this script.
* **GetScriptPath**

Returns the path to the current map's 'script' folder, for use in: dofile(GetScriptPath()..'myscript.lua')
* **GetNumPlayers**

Returns the number of Players that are starting the map.
* **GetCurrentWaveNumber**

Returns the current wave number in a SpawnWave 'sp\_' script.
* **GetTotalWaveNumber**

Returns the total number of waves executing this SpawnWave 'sp\_' script.
* **ArenaDummyRandom**

'Real' random for 1p Arena Map. MUST NOT BE USED FOR PRODUCTION!!! WILL CAUSE DESYNCH IN MULTIPLAYER!!!
* **GdsGetConfigBoolean**

Tries to read a Boolean value from config.xml. If value does not exist, value is added to config.xml and 'false' is returned. Key is Case-insensitive.
* **GdsGetConfigInteger**

Tries to read an Integer value from config.xml. If value does not exist, value is added to config.xml and '0' is returned. Key is Case-insensitive.
* **GdsGetConfigFloat**

Tries to read a Float value from config.xml. If value does not exist, value is added to config.xml and '0.0' is returned. Key is Case-insensitive.
* **GdsGetConfigString**

Tries to read a String value from config.xml. If value does not exist, value is added to config.xml and empty string is returned. Key is Case-insensitive.
* **GetDifficulty**

Returns the current difficulty (a number).
* **SetDifficulty**

Sets the game's difficulty (a number).
* **SpawnWaveTemplate**

Creates templates of SpawnWaves for later Spawning.
* **SpawnWaveEmitter**

Defines a group of spawn waves that can be emitted at a certain location.
* **RegisterSquadSpawnCounter**

Counts all Squad spawns in this ScriptGroup. Must be used **outside** of any State!

	+ string Group - A ScriptGroup.
* **RegisterSquadDeathCounter**

Counts all Squad deaths in this ScriptGroup. Must be used **outside** of any State!

	+ string Group - A ScriptGroup.
* **UpgradeLevel0**

Changes the base (Upgrade2) ID of an entity to the corresponding UpgradeLevel ID.
* **UpgradeLevel1**

Changes the base (Upgrade2) ID of an entity to the corresponding UpgradeLevel ID.
* **UpgradeLevel2**

Changes the base (Upgrade2) ID of an entity to the corresponding UpgradeLevel ID.
* **UpgradeLevel3**

Changes the base (Upgrade2) ID of an entity to the corresponding UpgradeLevel ID.

Player

* **PlayerCardSpellFakePlay**

Emulates the playing of a CardSpell but without Power consumption and for any Player.

	+ string TargetTag - The ScriptTag of the 'target' entity.
	+ string AimTag - (Optional) Where to aim at (direction). Can be empty if not needed. ScriptGroup not supported.
	+ string Player - The name of a Player. Must not be a ScriptGroup and not 'All'/'Any'/etc.
	+ number CardSpellId - The DB ID of a CardSpell - to be replaced by DB ScriptTag!
* **PlayerCardSquadFakePlay**

Emulates the playing of a CardSquad but without Power consumption and for any Player.

	+ string TargetTag - The ScriptTag of the 'target' entity.
	+ string Player - The name of a Player. Must not be a ScriptGroup and not 'All'/'Any'/etc.
	+ number CardSquadId - The DB ID of a CardSquad - to be replaced by DB ScriptTag!
	+ number Direction - (Optional) Direction in degrees (0-360°). 0 means 'south' (down), 90 means 'east' (right), etc.
	+ boolean DoSpell - (Optional) Wether the CardSquad's Spell should be executed or not.
	+ boolean DoCheer - (Optional) Wether the Squad's cheer animation should be played or not.
* **PlayerCardSquadFakePlayWithTag**

Emulates the playing of a CardSquad but without Power consumption and for any Player.

	+ string Tag - (Optional) A ScriptTag or ScriptGroup.
	+ string TargetTag - The ScriptTag of the 'target' entity.
	+ string Player - The name of a Player. Must not be a ScriptGroup and not 'All'/'Any'/etc.
	+ number CardSquadId - The DB ID of a CardSquad - to be replaced by DB ScriptTag!
	+ number Direction - (Optional) Direction in degrees (0-360°). 0 means 'south' (down), 90 means 'east' (right), etc.
	+ boolean DoSpell - (Optional) Wether the CardSquad's Spell should be executed or not.
	+ boolean DoCheer - (Optional) Wether the Squad's cheer animation should be played or not.
* **PlayerGameOver**

GameOver man, GameOver!

	+ string Player - (Optional) The name of a Player or a ScriptGroup of Players or 'All'/'Any'/etc.
	+ string TargetTag - The ScriptTag of the 'target' entity.
	+ string Message - An important Message from you to whom it may concern.
* **PlayerGameWon**

GameOver man, GameOver!

	+ string Player - (Optional) The name of a Player or a ScriptGroup of Players or 'All'/'Any'/etc.
* **PlayerGameOverCheckEnabled**

Enables the GameOver check.

	+ string Player - (Optional) The name of a Player or a ScriptGroup of Players or 'All'/'Any'/etc.
* **PlayerGameOverCheckDisabled**

Disables the GameOver check.

	+ string Player - (Optional) The name of a Player or a ScriptGroup of Players or 'All'/'Any'/etc.
* **PlayerPowerGive**

Gives Power to or takes Power from a Player.

	+ string Player - (Optional) The name of a Player or a ScriptGroup of Players or 'All'/'Any'/etc.
	+ number Amount - Just a simple value, meaning depends on context.
* **PlayerPowerTake**

Gives Power to or takes Power from a Player.

	+ string Player - (Optional) The name of a Player or a ScriptGroup of Players or 'All'/'Any'/etc.
	+ number Amount - Just a simple value, meaning depends on context.
* **PlayerGeneratorActivate**

Builds a Generator so it generates energy for that Player.

	+ string Tag - (Optional) A ScriptTag or ScriptGroup.
	+ string Player - The name of a Player. Must not be a ScriptGroup and not 'All'/'Any'/etc.
* **PlayerMonumentActivate**

Builds an Orb on a Monument for that Player.

	+ string Tag - (Optional) A ScriptTag or ScriptGroup.
	+ string Player - The name of a Player. Must not be a ScriptGroup and not 'All'/'Any'/etc.
	+ number Power - Can be any of: PowerShadow, PowerNature, PowerFrost, PowerFire, PowerAll, ...
* **PlayerGeneratorRefresh**

Refreshes capacity of the Generator, so it can be rebuild if depleted.

	+ string Tag -  A ScriptTag or ScriptGroup.
* **PlayerGeneratorDeactivate**

Crushes Generator so it stops producing Energy.

	+ string Tag - (Optional) A ScriptTag or ScriptGroup.
* **PlayerMonumentDeactivate**

Destroys the Orb of a Monument.

	+ string Tag - (Optional) A ScriptTag or ScriptGroup.
* **PlayerSquadCheer**

Squads in range play their Cheer Anim/FX!

	+ string Player - (Optional) The name of a Player or a ScriptGroup of Players or 'All'/'Any'/etc.
	+ string TargetTag - The ScriptTag of the 'target' entity.
	+ number Range - (Optional) The Radius around the TargetTag(s) that is considered to be 'in range'.

Object

* **ObjectSpawn**

Spawns (creates) an entity on the map.

	+ string TargetTag - The ScriptTag of the 'target' entity.
	+ number ObjectId - The DB ID of an Object - to be replaced by DB ScriptTag!
	+ number Direction - (Optional) Direction in degrees (0-360°). 0 means 'south' (down), 90 means 'east' (right), etc.
	+ number Height - (Optional) Height in meters. Decimal places and negative values are ok, 0 == on the ground
	+ number Scaling - (Optional) Scaling Factor, 1.0 is default scaling (100%).
* **ObjectSpawnWithTag**

Spawns (creates) an entity on the map.

	+ string Tag - (Optional) A ScriptTag or ScriptGroup.
	+ string TargetTag - The ScriptTag of the 'target' entity.
	+ number ObjectId - The DB ID of an Object - to be replaced by DB ScriptTag!
	+ number Direction - (Optional) Direction in degrees (0-360°). 0 means 'south' (down), 90 means 'east' (right), etc.
	+ number Height - (Optional) Height in meters. Decimal places and negative values are ok, 0 == on the ground
	+ number Scaling - (Optional) Scaling Factor, 1.0 is default scaling (100%).
* **ObjectTypeChange**

Changes the type of an entity.

	+ string Tag - (Optional) A ScriptTag or ScriptGroup.
	+ number ObjectId - The DB ID of an Object - to be replaced by DB ScriptTag!
* **ObjectVanish**

Removes the Object from the map.

	+ string Tag - (Optional) A ScriptTag or ScriptGroup.
* **ObjectDestroy**

Destroys the Object, Object MUST be destructible!

	+ string Tag - (Optional) A ScriptTag or ScriptGroup.
* **ObjectAnimPlay**

Plays the animation once on the Object.

	+ string Tag - (Optional) A ScriptTag or ScriptGroup.
	+ string Anim - Name of the Animation (may include subfolders with forward slashes, eg: 'folder1/folder2/my-anim').
* **ObjectAnimPlayLooped**

Plays the animation continuously on the Object.

	+ string Tag - (Optional) A ScriptTag or ScriptGroup.
	+ string Anim - Name of the Animation (may include subfolders with forward slashes, eg: 'folder1/folder2/my-anim').

Entity

* **EntityAbilityAdd**

Adds or removes Abilities of an entity.

	+ string Tag - (Optional) A ScriptTag or ScriptGroup.
	+ number AbilityId - The DB ID of an Ability - to be replaced by DB ScriptTag!
	+ boolean ApplyToFigures - (Optional) Add to/remove from the Squad's figures, not the Squad itself.
* **EntityAbilityRemove**

Adds or removes Abilities of an entity.

	+ string Tag - (Optional) A ScriptTag or ScriptGroup.
	+ number AbilityId - The DB ID of an Ability - to be replaced by DB ScriptTag!
	+ boolean ApplyToFigures - (Optional) Add to/remove from the Squad's figures, not the Squad itself.
* **EntitySpellCast**

Lets the Entity(s) cast the given Spell on the TargetEntity. Target must be valid for the given Spell.

	+ string Tag - (Optional) A ScriptTag or ScriptGroup.
	+ string TargetTag - The ScriptTag of the 'target' entity.
	+ number SpellId - The DB ID of a Spell - to be replaced by DB ScriptTag!
* **EntitySpellCastOnClosestSquad**

Lets the Entity(s) cast the given Spell on the closest Squad. Target must be valid for the given Spell.

	+ string Tag - (Optional) A ScriptTag or ScriptGroup.
	+ number SpellId - The DB ID of a Spell - to be replaced by DB ScriptTag!
* **EntitySpellCastOnClosestBuilding**

Lets the Entity(s) cast the given Spell on the closest Building. Target must be valid for the given Spell.

	+ string Tag - (Optional) A ScriptTag or ScriptGroup.
	+ number SpellId - The DB ID of a Spell - to be replaced by DB ScriptTag!
* **EntitySpellCastOnClosestGenerator**

Lets the Entity(s) cast the given Spell on the closest Power Generator. Target must be valid for the given Spell.

	+ string Tag - (Optional) A ScriptTag or ScriptGroup.
	+ number SpellId - The DB ID of a Spell - to be replaced by DB ScriptTag!
	+ boolean IgnoreEmpty - (Optional) Wether empty (no more energy left) Generators will be ignored.
* **EntitySpellCastOnClosestTarget**

Lets the Entity(s) cast the given Spell on the closest attackable Target. Target must be valid for the given Spell.

	+ string Tag - (Optional) A ScriptTag or ScriptGroup.
	+ number SpellId - The DB ID of a Spell - to be replaced by DB ScriptTag!
* **EntityPlayerSet**

Sets the Player (Owner) the entity belongs to, changing who can select & control the entity.

	+ string Tag - (Optional) A ScriptTag or ScriptGroup.
	+ string Player - The name of a Player. Must not be a ScriptGroup and not 'All'/'Any'/etc.
* **EntityTeamSet**

Sets the Team the entity belongs to, possibly changing it's friend-foe relationships.

	+ string Tag - (Optional) A ScriptTag or ScriptGroup.
	+ string Team - The name of a Team from the map's TeamSetup.
* **EntityDirectionSet**

Changes Direction of an Entity.

	+ string Tag - (Optional) A ScriptTag or ScriptGroup.
	+ number Direction - (Optional) Direction in degrees (0-360°). 0 means 'south' (down), 90 means 'east' (right), etc.
	+ number Variation - (Optional) Direction in degrees (0-360°). 0 means 'south' (down), 90 means 'east' (right), etc.
* **EntityDirectionSetRelative**

Changes Direction of an Entity.

	+ string Tag - (Optional) A ScriptTag or ScriptGroup.
	+ number Direction - (Optional) Direction in degrees (0-360°). 0 means 'south' (down), 90 means 'east' (right), etc.
	+ number Variation - (Optional) Direction in degrees (0-360°). 0 means 'south' (down), 90 means 'east' (right), etc.
* **EntityDirectionLookAtTarget**

Changes Direction of an Entity.

	+ string Tag - (Optional) A ScriptTag or ScriptGroup.
	+ string TargetTag - The ScriptTag of the 'target' entity.
	+ number Variation - (Optional) Direction in degrees (0-360°). 0 means 'south' (down), 90 means 'east' (right), etc.
* **EntityHealthSet**

Modifies the health (lifepoints) of the entity in percentage of its max. health.

	+ string Tag - (Optional) A ScriptTag or ScriptGroup.
	+ number Percent - A percentage from 0-100 (do not write the % sign).
* **EntityHealthAdd**

Modifies the health (lifepoints) of the entity in percentage of its max. health.

	+ string Tag - (Optional) A ScriptTag or ScriptGroup.
	+ number Percent - A percentage from 0-100 (do not write the % sign).
* **EntityHealthSubtract**

Modifies the health (lifepoints) of the entity in percentage of its max. health.

	+ string Tag - (Optional) A ScriptTag or ScriptGroup.
	+ number Percent - A percentage from 0-100 (do not write the % sign).
	+ boolean DoDamage - (Optional) Does damage instead of setting health.
* **EntitySetMaxHealthAbsolute**

Set the max health (lifepoints) of the entity.

	+ string TargetTag - The ScriptTag of the 'target' entity.
	+ number MaxHealthAbsolute - A number > than 0.
* **EntityVanish**

Removes the Entity from the map. Works with all supported entity types.

	+ string Tag - (Optional) A ScriptTag or ScriptGroup.
* **EntityKill**

Kills or destroys the Entity, entity MUST be destructible! Works with all supported entity types.

	+ string Tag - (Optional) A ScriptTag or ScriptGroup.
* **EntityKillInRange**

Kills all entities in range. Should not be used! Basis for filtered Actions.

	+ string TargetTag - The ScriptTag of the 'target' entity.
	+ number Range - (Optional) The Radius around the TargetTag(s) that is considered to be 'in range'.
* **EntitySpellAdd**

Adds the Spell to the Entity unless it already exists.

	+ string Tag - (Optional) A ScriptTag or ScriptGroup.
	+ number SpellId - The DB ID of a Spell - to be replaced by DB ScriptTag! (for upgraded spells use "SpellId = UpgradeLevel1-3{id}")
* **EntitySpellRemove**

Removes the Spell from the Entity if it exists (otherwise command is ignored).

	+ string Tag - (Optional) A ScriptTag or ScriptGroup.
	+ number SpellId - The DB ID of a Spell - to be replaced by DB ScriptTag!
* **EntityTeleport**

Instantly teleports entity(s) to TargetTag location, no questions asked.

	+ string Tag - (Optional) A ScriptTag or ScriptGroup.
	+ string TargetTag - The ScriptTag of the 'target' entity.

Variable

* **NetworkFlagSetTrue**

Changes the flag accordingly.

	+ string Name - The name of the network variable.
* **NetworkFlagSetFalse**

Changes the flag accordingly.

	+ string Name - The name of the network variable.
* **NetworkFlagToggle**

Toggles the flag, eg if it is true it will be set to false and vice versa.

	+ string Name - The name of the network variable.
* **NetworkValueSet**

Changes the value accordingly.

	+ string Name - The name of the network variable. Value is limited to 0-255 range!
	+ number Value - Just a simple value, meaning depends on context.
* **NetworkValueAdd**

Changes the value accordingly.

	+ string Name - The name of the network variable. Value is limited to 0-255 range!
	+ number Value - Just a simple value, meaning depends on context.
* **NetworkValueSubtract**

Changes the value accordingly.

	+ string Name - The name of the network variable. Value is limited to 0-255 range!
	+ number Value - Just a simple value, meaning depends on context.
* **NetworkValueIncrease**

Increases the value by one, shorthand for Add with Value 1.

	+ string Name - The name of the network variable. Value is limited to 0-255 range!
* **NetworkValueDecrease**

Decreases the value by one, shorthand for Subtract with Value 1.

	+ string Name - The name of the network variable. Value is limited to 0-255 range!
* **PlayerFlagSetTrue**

Changes the flag accordingly.

	+ string Player - (Optional) The name of a Player or a ScriptGroup of Players or 'All'/'Any'/etc.
	+ string Name - The name of the player variable.
* **PlayerFlagSetFalse**

Changes the flag accordingly.

	+ string Player - (Optional) The name of a Player or a ScriptGroup of Players or 'All'/'Any'/etc.
	+ string Name - The name of the player variable.
* **PlayerFlagToggle**

Toggles the flag, eg if it is true it will be set to false and vice versa.

	+ string Player - (Optional) The name of a Player or a ScriptGroup of Players or 'All'/'Any'/etc.
	+ string Name - The name of the player variable.
* **PlayerValueSet**

Changes the value accordingly.

	+ string Player - (Optional) The name of a Player or a ScriptGroup of Players or 'All'/'Any'/etc.
	+ string Name - The name of the player variable.
	+ number Value - Just a simple value, meaning depends on context.
* **PlayerValueAdd**

Changes the value accordingly.

	+ string Player - (Optional) The name of a Player or a ScriptGroup of Players or 'All'/'Any'/etc.
	+ string Name - The name of the player variable.
	+ number Value - Just a simple value, meaning depends on context.
* **PlayerValueSubtract**

Changes the value accordingly.

	+ string Player - (Optional) The name of a Player or a ScriptGroup of Players or 'All'/'Any'/etc.
	+ string Name - The name of the player variable.
	+ number Value - Just a simple value, meaning depends on context.
* **PlayerValueIncrease**

Increases the value by one, shorthand for Add with Value 1.

	+ string Player - (Optional) The name of a Player or a ScriptGroup of Players or 'All'/'Any'/etc.
	+ string Name - The name of the player variable.
* **PlayerValueDecrease**

Decreases the value by one, shorthand for Subtract with Value 1.

	+ string Player - (Optional) The name of a Player or a ScriptGroup of Players or 'All'/'Any'/etc.
	+ string Name - The name of the player variable.
* **PlayerValueRandomize**

Changes the value accordingly.

	+ string Player - (Optional) The name of a Player or a ScriptGroup of Players or 'All'/'Any'/etc.
	+ string Name - The name of the player variable.
	+ number MaxValue - The upper limit value the Randomize command will generate.
* **PlayerTimerStart**

Starts/Stops a Timer.

	+ string Player - (Optional) The name of a Player or a ScriptGroup of Players or 'All'/'Any'/etc.
	+ string Name - The name of the player timer.
* **PlayerTimerStop**

Starts/Stops a Timer.

	+ string Player - (Optional) The name of a Player or a ScriptGroup of Players or 'All'/'Any'/etc.
	+ string Name - The name of the player timer.
* **MapFlagSetTrue**

Changes the flag accordingly.

	+ string Name - The name of the map variable.
* **MapFlagSetFalse**

Changes the flag accordingly.

	+ string Name - The name of the map variable.
* **MapFlagToggle**

Toggles the flag, eg if it is true it will be set to false and vice versa.

	+ string Name - The name of the map variable.
* **EntityFlagSetTrue**

Changes the flag accordingly.

	+ string Name - The name of the entity variable.
* **EntityFlagSetFalse**

Changes the flag accordingly.

	+ string Name - The name of the entity variable.
* **EntityFlagToggle**

Toggles the flag, eg if it is true it will be set to false and vice versa.

	+ string Name - The name of the entity variable.
* **MapValueSet**

Changes the value accordingly.

	+ string Name - The name of the map variable.
	+ number Value - Just a simple value, meaning depends on context.
* **MapValueAdd**

Changes the value accordingly.

	+ string Name - The name of the map variable.
	+ number Value - Just a simple value, meaning depends on context.
* **MapValueSubtract**

Changes the value accordingly.

	+ string Name - The name of the map variable.
	+ number Value - Just a simple value, meaning depends on context.
* **MapValueIncrease**

Increases the value by one, shorthand for Add with Value 1.

	+ string Name - The name of the map variable.
* **MapValueDecrease**

Decreases the value by one, shorthand for Subtract with Value 1.

	+ string Name - The name of the map variable.
* **MapValueRandomize**

Changes the value accordingly.

	+ string Name - The name of the map variable.
	+ number MaxValue - The upper limit value the Randomize command will generate.
* **EntityValueSet**

Changes the value accordingly.

	+ string Name - The name of the entity variable.
	+ number Value - Just a simple value, meaning depends on context.
* **EntityValueAdd**

Changes the value accordingly.

	+ string Name - The name of the entity variable.
	+ number Value - Just a simple value, meaning depends on context.
* **EntityValueSubtract**

Changes the value accordingly.

	+ string Name - The name of the entity variable.
	+ number Value - Just a simple value, meaning depends on context.
* **EntityValueIncrease**

Increases the value by one, shorthand for Add with Value 1.

	+ string Name - The name of the entity variable.
* **EntityValueDecrease**

Decreases the value by one, shorthand for Subtract with Value 1.

	+ string Name - The name of the entity variable.
* **EntityValueRandomize**

Changes the value accordingly.

	+ string Name - The name of the entity variable.
	+ number MaxValue - The upper limit value the Randomize command will generate.
* **MapTimerStart**

Starts/Stops a Timer.

	+ string Name - The name of the map timer.
* **MapTimerStop**

Starts/Stops a Timer.

	+ string Name - The name of the map timer.
* **EntityTimerStart**

Starts/Stops a Timer.

	+ string Name - The name of the entity timer.
* **EntityTimerStop**

Starts/Stops a Timer.

	+ string Name - The name of the entity timer.
* **MapValueSetToVarValue**

Changes the value accordingly.

	+ string Name - The name of the map variable.
	+ string VarName - The name of the map variable to use in the computation.
* **MapValueAddVarValue**

Changes the value accordingly.

	+ string Name - The name of the map variable.
	+ string VarName - The name of the map variable to use in the computation.
* **MapValueSubtractVarValue**

Changes the value accordingly.

	+ string Name - The name of the map variable.
	+ string VarName - The name of the map variable to use in the computation.
* **MapValueMultiplyByVarValue**

Changes the value accordingly.

	+ string Name - The name of the map variable.
	+ string VarName - The name of the map variable to use in the computation.
* **MapValueDivideByVarValue**

Changes the value accordingly.

	+ string Name - The name of the map variable.
	+ string VarName - The name of the map variable to use in the computation.
* **EntityValueSetToVarValue**

Changes the value accordingly.

	+ string Name - The name of the entity variable.
	+ string VarName - The name of the entity variable to use in the computation.
* **EntityValueAddVarValue**

Changes the value accordingly.

	+ string Name - The name of the entity variable.
	+ string VarName - The name of the entity variable to use in the computation.
* **EntityValueSubtractVarValue**

Changes the value accordingly.

	+ string Name - The name of the entity variable.
	+ string VarName - The name of the entity variable to use in the computation.
* **EntityValueMultiplyByVarValue**

Changes the value accordingly.

	+ string Name - The name of the entity variable.
	+ string VarName - The name of the entity variable to use in the computation.
* **EntityValueDivideByVarValue**

Changes the value accordingly.

	+ string Name - The name of the entity variable.
	+ string VarName - The name of the entity variable to use in the computation.

Barrier

* **BarrierBuildOrRepair**

Builds the specified BarrierSet and gives it to the Player, or repairs it if the Player owns that BarrierSet.

	+ string Tag - (Optional) A ScriptTag or ScriptGroup.
	+ string Player - The name of a Player. Must not be a ScriptGroup and not 'All'/'Any'/etc.
* **BarrierGateToggle**

Opens or closes all Gates of the BarrierSet, depending on their current state.

	+ string Tag - (Optional) A ScriptTag or ScriptGroup.
* **BarrierGateOpen**

Opens all Gates of the BarrierSet.

	+ string Tag - (Optional) A ScriptTag or ScriptGroup.
* **BarrierGateClose**

Closes all Gates of the BarrierSet.

	+ string Tag - (Optional) A ScriptTag or ScriptGroup.
* **BarrierVanish**

Removes the Barrier from the map.

	+ string Tag - (Optional) A ScriptTag or ScriptGroup.
* **BarrierDestroy**

Destroys the Barrier.

	+ string Tag - (Optional) A ScriptTag or ScriptGroup.

Mission

* **MissionEventInfo**

Puts a message into the EventQueue.

	+ string Player - (Optional) The name of a Player or a ScriptGroup of Players or 'All'/'Any'/etc.
	+ string TargetTag - The ScriptTag of the 'target' entity.
	+ string Summary - A short summary for the MissionGoal or EventQueue message.
	+ string Description - (Optional) The detailed text for the MissionGoal or EventQueue message.
* **MissionEventWarning**

Puts a message into the EventQueue.

	+ string Player - (Optional) The name of a Player or a ScriptGroup of Players or 'All'/'Any'/etc.
	+ string TargetTag - The ScriptTag of the 'target' entity.
	+ string Summary - A short summary for the MissionGoal or EventQueue message.
	+ string Description - (Optional) The detailed text for the MissionGoal or EventQueue message.
* **MissionEventSuccess**

Puts a message into the EventQueue.

	+ string Player - (Optional) The name of a Player or a ScriptGroup of Players or 'All'/'Any'/etc.
	+ string TargetTag - The ScriptTag of the 'target' entity.
	+ string Summary - A short summary for the MissionGoal or EventQueue message.
	+ string Description - (Optional) The detailed text for the MissionGoal or EventQueue message.
* **MissionEventFailure**

Puts a message into the EventQueue.

	+ string Player - (Optional) The name of a Player or a ScriptGroup of Players or 'All'/'Any'/etc.
	+ string TargetTag - The ScriptTag of the 'target' entity.
	+ string Summary - A short summary for the MissionGoal or EventQueue message.
	+ string Description - (Optional) The detailed text for the MissionGoal or EventQueue message.
* **MiniMapAlert**

Show an Alert on MiniMap at the specified TargetTag location.

	+ string TargetTag - The ScriptTag of the 'target' entity.
	+ number AlertType - The type of a MiniMap Alert (determines gfx & color).
* **MissionOutcry** (Log)

Displays a voiced text outside a Cutscene. Several Outcries can be queued as a conversation. (As opposed to MissionOutcry, which relies on the chat, Log directly logs to the log files in Documents/BattleForge/Diag.

	+ string Player - (Optional) The name of a Player or a ScriptGroup of Players or 'All'/'Any'/etc.
	+ string Tag - (Optional) A ScriptTag or ScriptGroup.
	+ string TextTag - The Tag of a Text from database.
	+ string Text - The text to show if the TextTag text does not exist.
	+ number DurationSeconds - (Optional) Duration for the outcry in integer seconds, default is 5.
	+ string PortraitFileName - (Optional) File name number of the portrait.
* **MissionTaskSetActive**

Adds, removes or modifies a Mission Task.

	+ string Player - (Optional) The name of a Player or a ScriptGroup of Players or 'All'/'Any'/etc.
	+ string TaskTag - The 'tag' of the MissionTask to be modified.
	+ string TargetTag - The ScriptTag of the 'target' entity.
	+ string Summary - A short summary for the MissionGoal or EventQueue message.
	+ string Description - (Optional) The detailed text for the MissionGoal or EventQueue message.
* **MissionTaskSetSolved**

Adds, removes or modifies a Mission Task.

	+ string Player - (Optional) The name of a Player or a ScriptGroup of Players or 'All'/'Any'/etc.
	+ string TaskTag - The 'tag' of the MissionTask to be modified.
	+ string TargetTag - The ScriptTag of the 'target' entity.
	+ string Summary - A short summary for the MissionGoal or EventQueue message.
	+ string Description - (Optional) The detailed text for the MissionGoal or EventQueue message.
* **MissionTaskSetFailed**

Adds, removes or modifies a Mission Task.

	+ string Player - (Optional) The name of a Player or a ScriptGroup of Players or 'All'/'Any'/etc.
	+ string TaskTag - The 'tag' of the MissionTask to be modified.
	+ string TargetTag - The ScriptTag of the 'target' entity.
	+ string Summary - A short summary for the MissionGoal or EventQueue message.
	+ string Description - (Optional) The detailed text for the MissionGoal or EventQueue message.
* **MissionTaskRemove**

Adds, removes or modifies a Mission Task.

	+ string Player - (Optional) The name of a Player or a ScriptGroup of Players or 'All'/'Any'/etc.
	+ string TaskTag - The 'tag' of the MissionTask to be modified.
* **MissionTaskOnlyTransferXP**

Adds, removes or modifies a Mission Task.

	+ string TaskTag - The 'tag' of the MissionTask to be modified.
* **MissionCounterShow**

Shows a Mission Counter onscreen (eg 'Bosses Killed: 0/3').

	+ string Player - (Optional) The name of a Player or a ScriptGroup of Players or 'All'/'Any'/etc.
	+ string CounterTag - A unique Tag for the Mission Counter.
	+ string LocaTag - A LocaTag from database, if LocaTag does not exist it's simply the Text displayed.
	+ number MaxValue - The upper limit value the Randomize command will generate.
* **MissionCounterHide**

Hides the Mission Counter from display (the counter's value itself can still be queried/modified).

	+ string Player - (Optional) The name of a Player or a ScriptGroup of Players or 'All'/'Any'/etc.
	+ string CounterTag - A unique Tag for the Mission Counter.
* **MissionTimerStart**

Adds a Mission Timer displayed onscreen.

	+ string Player - (Optional) The name of a Player or a ScriptGroup of Players or 'All'/'Any'/etc.
	+ string TimerTag - A unique Tag for the Mission Timer.
	+ string LocaTag - A LocaTag from database, if LocaTag does not exist it's simply the Text displayed.
	+ number Seconds - (Optional) Number, in Seconds. Fractions are also allowed, in 0.1 increments.
	+ number Minutes - (Optional) Number, in Minutes. Fractions are also allowed.
* **MissionTimerChange**

Changes the text of an existing Mission Timer without changing the timer.

	+ string Player - (Optional) The name of a Player or a ScriptGroup of Players or 'All'/'Any'/etc.
	+ string TimerTag - A unique Tag for the Mission Timer.
	+ string TimerTagOld - The TimerTag of the existing timer whose text should be changed.
	+ string LocaTag - A LocaTag from database, if LocaTag does not exist it's simply the Text displayed.
* **MissionTimerStop**

Removes the Mission Timer from onscreen display and stops it.

	+ string Player - (Optional) The name of a Player or a ScriptGroup of Players or 'All'/'Any'/etc.
	+ string TimerTag - A unique Tag for the Mission Timer.
* **MissionTimerPause**

Pauses the Mission Timer if not already paused. NOT YET IMPLEMENTED - please ask if needed!

	+ string Player - (Optional) The name of a Player or a ScriptGroup of Players or 'All'/'Any'/etc.
	+ string TimerTag - A unique Tag for the Mission Timer.
* **MissionTimerResume**

Resumes a Mission Timer if it is currently paused. NOT YET IMPLEMENTED - please ask if needed!

	+ string Player - (Optional) The name of a Player or a ScriptGroup of Players or 'All'/'Any'/etc.
	+ string TimerTag - A unique Tag for the Mission Timer.
* **MissionCounterSet**

Changes the value accordingly.

	+ string Player - (Optional) The name of a Player or a ScriptGroup of Players or 'All'/'Any'/etc.
	+ string CounterTag - The name of the Mission Counter.
	+ number Value - Just a simple value, meaning depends on context.
* **MissionCounterIncrease**

Increases the value by one, shorthand for Add with Value 1.

	+ string Player - (Optional) The name of a Player or a ScriptGroup of Players or 'All'/'Any'/etc.
	+ string CounterTag - The name of the Mission Counter.
* **MissionCounterDecrease**

Decreases the value by one, shorthand for Subtract with Value 1.

	+ string Player - (Optional) The name of a Player or a ScriptGroup of Players or 'All'/'Any'/etc.
	+ string CounterTag - The name of the Mission Counter.
* **MissionCounterSetToHealthPercent**

Sets the Mission Counter to the entity's health percent.

	+ string Player - (Optional) The name of a Player or a ScriptGroup of Players or 'All'/'Any'/etc.
	+ string Tag - (Optional) A ScriptTag or ScriptGroup.
	+ string CounterTag - The name of the Mission Counter.

## Conditions

Tutorial

* **TutorialEntityPvETypeIsSelected**

**TutorialEntityPvETypeIsNotSelected**

Checks if any entity with the specified PvE Type is in the current selection.

	+ string PvEType - The name of a PvE Type.
* **TutorialEntityIsSelected**

**TutorialEntityIsNotSelected**

Checks if any entity with the specified ScriptTag is in the current selection.

	+ string Tag - (Optional) A ScriptTag or ScriptGroup.

AudioVisual

* **AudioAmbientIsPlaying**

**AudioAmbientIsNotPlaying**

Checks if the respective audio file is currently playing.

	+ string Ambient - file relative to 'bf1/sound/streams/', no extension!
* **AudioMusicIsPlaying**

**AudioMusicIsNotPlaying**

Checks if the respective audio file is currently playing.

	+ string Music - file relative to 'bf1/sound/streams/', no extension!
* **AudioSoundFXIsPlaying**

**AudioSoundFXIsNotPlaying**

Checks if the respective audio file is currently playing.

	+ string Sound - file relative to 'bf1/sound/ram/', no extension!
* **AudioSoundUIIsPlaying**

**AudioSoundUIIsNotPlaying**

Checks if the respective audio file is currently playing.

	+ string Sound - file relative to 'bf1/sound/ram/', no extension!
* **AudioVoiceIsPlaying**

**AudioVoiceIsNotPlaying**

Checks if the respective audio file is currently playing.

	+ string Sound - file relative to 'bf1/sound/ram/', no extension!

Building

* **BuildingWasJustHit**

**BuildingWasNotJustHit**

Checks if the Building has just been hit by an attack or any other form of damage.

	+ string For - (Optional) Determines when the condition is satisfied if multiple entities are used.
	+ string Tag - (Optional) A ScriptTag or ScriptGroup.
* **BuildingIsAlive**

**BuildingIsDestroyed**

Checks intact/destroyed status of Buildings.

	+ string For - (Optional) Determines when the condition is satisfied if multiple entities are used.
	+ string Tag - (Optional) A ScriptTag or ScriptGroup.
* **BuildingIsInRange**

**BuildingIsNotInRange**

Checks if \*any\* Building is in range. Used as basis for filtered 'in range' checks, eg. 'PlayerBuildingIsInRange'.
* **BuildingModeIsActive**

**BuildingModeIsNotActive**

Checks if the currently active Mode has the specified ModeId.

	+ string For - (Optional) Determines when the condition is satisfied if multiple entities are used.
	+ string Tag - (Optional) A ScriptTag or ScriptGroup.
	+ number ModeId - The DB ID of a Mode - to be replaced by DB ScriptTag!
* **BuildingModeIsEnabled**

**BuildingModeIsDisabled**

Checks if the currently active Mode is an 'enabled' or 'disabled' Mode.

	+ string For - (Optional) Determines when the condition is satisfied if multiple entities are used.
	+ string Tag - (Optional) A ScriptTag or ScriptGroup.

ScriptGroup

* **ScriptGroupIsEmpty**

**ScriptGroupIsNotEmpty**

Checks if the ScriptGroup contains tags or wether it is empty.

	+ string Group - A ScriptGroup.
* **ScriptGroupAliveAmountIsEqual**

**ScriptGroupAliveAmountIsNotEqual**

Checks the amount/percentage of living/dead members of the ScriptGroup.

	+ string Group - A ScriptGroup.
	+ number Value - Just a simple value, meaning depends on context.
* **ScriptGroupAliveAmountIsGreater**

**ScriptGroupAliveAmountIsLessOrEqual**

Checks the amount/percentage of living/dead members of the ScriptGroup.

	+ string Group - A ScriptGroup.
	+ number Value - Just a simple value, meaning depends on context.
* **ScriptGroupAliveAmountIsLess**

**ScriptGroupAliveAmountIsGreaterOrEqual**

Checks the amount/percentage of living/dead members of the ScriptGroup.

	+ string Group - A ScriptGroup.
	+ number Value - Just a simple value, meaning depends on context.
* **ScriptGroupAlivePercentIsEqual**

**ScriptGroupAlivePercentIsNotEqual**

Checks the amount/percentage of living/dead members of the ScriptGroup.

	+ string Group - A ScriptGroup.
	+ number Percent - A percentage from 0-100 (do not write the % sign).
* **ScriptGroupAlivePercentIsGreater**

**ScriptGroupAlivePercentIsLessOrEqual**

Checks the amount/percentage of living/dead members of the ScriptGroup.

	+ string Group - A ScriptGroup.
	+ number Percent - A percentage from 0-100 (do not write the % sign).
* **ScriptGroupAlivePercentIsLess**

**ScriptGroupAlivePercentIsGreaterOrEqual**

Checks the amount/percentage of living/dead members of the ScriptGroup.

	+ string Group - A ScriptGroup.
	+ number Percent - A percentage from 0-100 (do not write the % sign).
* **ScriptGroupDeadAmountIsEqual**

**ScriptGroupDeadAmountIsNotEqual**

Checks the amount/percentage of living/dead members of the ScriptGroup.

	+ string Group - A ScriptGroup.
	+ number Value - Just a simple value, meaning depends on context.
* **ScriptGroupDeadAmountIsGreater**

**ScriptGroupDeadAmountIsLessOrEqual**

Checks the amount/percentage of living/dead members of the ScriptGroup.

	+ string Group - A ScriptGroup.
	+ number Value - Just a simple value, meaning depends on context.
* **ScriptGroupDeadAmountIsLess**

**ScriptGroupDeadAmountIsGreaterOrEqual**

Checks the amount/percentage of living/dead members of the ScriptGroup.

	+ string Group - A ScriptGroup.
	+ number Value - Just a simple value, meaning depends on context.
* **ScriptGroupDeadPercentIsEqual**

**ScriptGroupDeadPercentIsNotEqual**

Checks the amount/percentage of living/dead members of the ScriptGroup.

	+ string Group - A ScriptGroup.
	+ number Percent - A percentage from 0-100 (do not write the % sign).
* **ScriptGroupDeadPercentIsGreater**

**ScriptGroupDeadPercentIsLessOrEqual**

Checks the amount/percentage of living/dead members of the ScriptGroup.

	+ string Group - A ScriptGroup.
	+ number Percent - A percentage from 0-100 (do not write the % sign).
* **ScriptGroupDeadPercentIsLess**

**ScriptGroupDeadPercentIsGreaterOrEqual**

Checks the amount/percentage of living/dead members of the ScriptGroup.

	+ string Group - A ScriptGroup.
	+ number Percent - A percentage from 0-100 (do not write the % sign).
* **ScriptGroupSquadSpawnCounterIsGreater**

**ScriptGroupSquadSpawnCounterIsLessOrEqual**

Checks the ScriptGroups current SquadSpawnCounter value. Requires that ScriptGroup count has been registered via RegisterSquadSpawnCounter{Group = *}*

	+ string Group - The name of the ScriptGroup for which a SquadSpawnCounter is registered.
	+ number Value - Just a simple value, meaning depends on context.
* **ScriptGroupSquadSpawnCounterIsLess**

**ScriptGroupSquadSpawnCounterIsGreaterOrEqual**

Checks the ScriptGroups current SquadSpawnCounter value. Requires that ScriptGroup count has been registered via RegisterSquadSpawnCounter{Group = *}*

	+ string Group - The name of the ScriptGroup for which a SquadSpawnCounter is registered.
	+ number Value - Just a simple value, meaning depends on context.
* **ScriptGroupSquadDeathCounterIsGreater**

**ScriptGroupSquadDeathCounterIsLessOrEqual**

Checks the ScriptGroups current SquadDeathCounter value. Requires that ScriptGroup count has been registered via RegisterSquadDeathCounter{Group = *}*

	+ string Group - The name of the ScriptGroup for which a SquadDeathCounter is registered.
	+ number Value - Just a simple value, meaning depends on context.
* **ScriptGroupSquadDeathCounterIsLess**

**ScriptGroupSquadDeathCounterIsGreaterOrEqual**

Checks the ScriptGroups current SquadDeathCounter value. Requires that ScriptGroup count has been registered via RegisterSquadDeathCounter{Group = *}*

	+ string Group - The name of the ScriptGroup for which a SquadDeathCounter is registered.
	+ number Value - Just a simple value, meaning depends on context.

Barrier

* **BarrierIsPreview**

**BarrierIsBuilt**

Checks if the Barrier is in prebuilt state or not.

	+ string For - (Optional) Determines when the condition is satisfied if multiple entities are used.
	+ string Tag - (Optional) A ScriptTag or ScriptGroup.
* **BarrierIsMirrored**

**BarrierIsNotMirrored**

Checks if the Barrier is in mirrored state or not.

	+ string For - (Optional) Determines when the condition is satisfied if multiple entities are used.
	+ string Tag - (Optional) A ScriptTag or ScriptGroup.
* **BarrierIsMounted**

**BarrierIsNotMounted**

Checks if the Barrier is mounted by any Squad.

	+ string For - (Optional) Determines when the condition is satisfied if multiple entities are used.
	+ string Tag - (Optional) A ScriptTag or ScriptGroup.
* **BarrierIsMountedByPlayer**

**BarrierIsNotMountedByPlayer**

Checks if the Barrier is mounted by a Squad owned by the given Player.

	+ string For - (Optional) Determines when the condition is satisfied if multiple entities are used.
	+ string Tag - (Optional) A ScriptTag or ScriptGroup.
	+ string Player - The name of a Player. Must not be a ScriptGroup and not 'All'/'Any'/etc.
* **BarrierIsAlive**

**BarrierIsDestroyed**

Checks intact/destroyed status of Barriers.

	+ string For - (Optional) Determines when the condition is satisfied if multiple entities are used.
	+ string Tag - (Optional) A ScriptTag or ScriptGroup.
* **BarrierGateIsOpen**

**BarrierGateIsNotOpen**

Checks if the BarrierGate is open or not.

	+ string For - (Optional) Determines when the condition is satisfied if multiple entities are used.
	+ string Tag - (Optional) A ScriptTag or ScriptGroup.
* **BarrierGateIsClosed**

**BarrierGateIsNotClosed**

Checks if the BarrierGate is closed or not.

	+ string For - (Optional) Determines when the condition is satisfied if multiple entities are used.
	+ string Tag - (Optional) A ScriptTag or ScriptGroup.
* **BarrierModuleAmountIsAlive**

**BarrierModuleAmountIsDead**

Compares the remaining (alive) number of Barrier Modules in the BarrierSet.

	+ string For - (Optional) Determines when the condition is satisfied if multiple entities are used.
	+ string Tag - (Optional) A ScriptTag or ScriptGroup.
	+ number Amount - Just a simple value, meaning depends on context.
* **BarrierModulePercentageIsAlive**

**BarrierModulePercentageIsDead**

Compares the remaining (alive) number of Barrier Modules in the BarrierSet.

	+ string For - (Optional) Determines when the condition is satisfied if multiple entities are used.
	+ string Tag - (Optional) A ScriptTag or ScriptGroup.
	+ number Percent - A percentage from 0-100 (do not write the % sign).

Player

* **PlayerIsHuman**

**PlayerIsNotHuman**

Checks if Player is a human player (== connected?).

	+ string Player - (Optional) The name of a Player or a ScriptGroup of Players or 'All'/'Any'/etc.
* **PlayerHasJustPlayedCardId**

**PlayerHasNotJustPlayedCardId**

Checks if the Player has just played the specified Card, or any Card if CardId = AnyCard

	+ string Player - (Optional) The name of a Player or a ScriptGroup of Players or 'All'/'Any'/etc.
	+ number CardId - The DB ID of a Card - to be replaced by DB ScriptTag!
* **PlayerHasJustPlayedCardPvEType**

**PlayerHasNotJustPlayedCardPvEType**

Checks if the Player has just played a Card whose entity has the specified PvE Type.

	+ string Player - (Optional) The name of a Player or a ScriptGroup of Players or 'All'/'Any'/etc.
	+ string PvEType - The name of a PvE Type.
* **PlayerSquadAmountIsEqual**

**PlayerSquadAmountIsNotEqual**

Checks if the Player(s) own the specified amount of the given entity type.

	+ string Player - (Optional) The name of a Player or a ScriptGroup of Players or 'All'/'Any'/etc.
	+ number Amount - Just a simple value, meaning depends on context.
* **PlayerSquadAmountIsGreater**

**PlayerSquadAmountIsLessOrEqual**

Checks if the Player(s) own the specified amount of the given entity type.

	+ string Player - (Optional) The name of a Player or a ScriptGroup of Players or 'All'/'Any'/etc.
	+ number Amount - Just a simple value, meaning depends on context.
* **PlayerSquadAmountIsLess**

**PlayerSquadAmountIsGreaterOrEqual**

Checks if the Player(s) own the specified amount of the given entity type.

	+ string Player - (Optional) The name of a Player or a ScriptGroup of Players or 'All'/'Any'/etc.
	+ number Amount - Just a simple value, meaning depends on context.
* **PlayerBuildingAmountIsEqual**

**PlayerBuildingAmountIsNotEqual**

Checks if the Player(s) own the specified amount of the given entity type.

	+ string Player - (Optional) The name of a Player or a ScriptGroup of Players or 'All'/'Any'/etc.
	+ number Amount - Just a simple value, meaning depends on context.
* **PlayerBuildingAmountIsGreater**

**PlayerBuildingAmountIsLessOrEqual**

Checks if the Player(s) own the specified amount of the given entity type.

	+ string Player - (Optional) The name of a Player or a ScriptGroup of Players or 'All'/'Any'/etc.
	+ number Amount - Just a simple value, meaning depends on context.
* **PlayerBuildingAmountIsLess**

**PlayerBuildingAmountIsGreaterOrEqual**

Checks if the Player(s) own the specified amount of the given entity type.

	+ string Player - (Optional) The name of a Player or a ScriptGroup of Players or 'All'/'Any'/etc.
	+ number Amount - Just a simple value, meaning depends on context.
* **PlayerMonumentAmountIsEqual**

**PlayerMonumentAmountIsNotEqual**

Checks if the Player(s) own the specified amount of the given entity type.

	+ string Player - (Optional) The name of a Player or a ScriptGroup of Players or 'All'/'Any'/etc.
	+ number Amount - Just a simple value, meaning depends on context.
* **PlayerMonumentAmountIsGreater**

**PlayerMonumentAmountIsLessOrEqual**

Checks if the Player(s) own the specified amount of the given entity type.

	+ string Player - (Optional) The name of a Player or a ScriptGroup of Players or 'All'/'Any'/etc.
	+ number Amount - Just a simple value, meaning depends on context.
* **PlayerMonumentAmountIsLess**

**PlayerMonumentAmountIsGreaterOrEqual**

Checks if the Player(s) own the specified amount of the given entity type.

	+ string Player - (Optional) The name of a Player or a ScriptGroup of Players or 'All'/'Any'/etc.
	+ number Amount - Just a simple value, meaning depends on context.
* **PlayerGeneratorAmountIsEqual**

**PlayerGeneratorAmountIsNotEqual**

Checks if the Player(s) own the specified amount of the given entity type.

	+ string Player - (Optional) The name of a Player or a ScriptGroup of Players or 'All'/'Any'/etc.
	+ number Amount - Just a simple value, meaning depends on context.
* **PlayerGeneratorAmountIsGreater**

**PlayerGeneratorAmountIsLessOrEqual**

Checks if the Player(s) own the specified amount of the given entity type.

	+ string Player - (Optional) The name of a Player or a ScriptGroup of Players or 'All'/'Any'/etc.
	+ number Amount - Just a simple value, meaning depends on context.
* **PlayerGeneratorAmountIsLess**

**PlayerGeneratorAmountIsGreaterOrEqual**

Checks if the Player(s) own the specified amount of the given entity type.

	+ string Player - (Optional) The name of a Player or a ScriptGroup of Players or 'All'/'Any'/etc.
	+ number Amount - Just a simple value, meaning depends on context.
* **PlayerOrbAmountIsEqual**

**PlayerOrbAmountIsNotEqual**

Checks the amount of Orbs on Monuments of a specific color. Use PowerAll to count all Power Orbs together.

	+ string Player - (Optional) The name of a Player or a ScriptGroup of Players or 'All'/'Any'/etc.
	+ number Amount - Just a simple value, meaning depends on context.
* **PlayerOrbAmountIsGreater**

**PlayerOrbAmountIsLessOrEqual**

Checks the amount of Orbs on Monuments of a specific color. Use PowerAll to count all Power Orbs together.

	+ string Player - (Optional) The name of a Player or a ScriptGroup of Players or 'All'/'Any'/etc.
	+ number Amount - Just a simple value, meaning depends on context.
* **PlayerOrbAmountIsLess**

**PlayerOrbAmountIsGreaterOrEqual**

Checks the amount of Orbs on Monuments of a specific color. Use PowerAll to count all Power Orbs together.

	+ string Player - (Optional) The name of a Player or a ScriptGroup of Players or 'All'/'Any'/etc.
	+ number Amount - Just a simple value, meaning depends on context.
* **PlayerOrbBuildInProgressAmountIsEqual**

**PlayerOrbBuildInProgressAmountIsNotEqual**

Checks the amount of Orbs of a specific color that are currently being built. Use PowerAll to count all in progress.

	+ string Player - (Optional) The name of a Player or a ScriptGroup of Players or 'All'/'Any'/etc.
	+ number Amount - Just a simple value, meaning depends on context.
* **PlayerOrbBuildInProgressAmountIsGreater**

**PlayerOrbBuildInProgressAmountIsLessOrEqual**

Checks the amount of Orbs of a specific color that are currently being built. Use PowerAll to count all in progress.

	+ string Player - (Optional) The name of a Player or a ScriptGroup of Players or 'All'/'Any'/etc.
	+ number Amount - Just a simple value, meaning depends on context.
* **PlayerOrbBuildInProgressAmountIsLess**

**PlayerOrbBuildInProgressAmountIsGreaterOrEqual**

Checks the amount of Orbs of a specific color that are currently being built. Use PowerAll to count all in progress.

	+ string Player - (Optional) The name of a Player or a ScriptGroup of Players or 'All'/'Any'/etc.
	+ number Amount - Just a simple value, meaning depends on context.
* **PlayerHasGameLost**

**PlayerHasNotGameLost**

Checks if the Player is GameOver man, GameOver!

	+ string Player - (Optional) The name of a Player or a ScriptGroup of Players or 'All'/'Any'/etc.
* **PlayerHasGameWon**

**PlayerHasNotGameWon**

Checks if the Player has won the Game (match).

	+ string Player - (Optional) The name of a Player or a ScriptGroup of Players or 'All'/'Any'/etc.

!Functions

* **DifficultyIsEqual**

**DifficultyIsNotEqual**

Checks the mission's current difficulty level.
* **DifficultyIsLess**

**DifficultyIsGreaterOrEqual**

Checks the mission's current difficulty level.
* **DifficultyIsGreater**

**DifficultyIsLessOrEqual**

Checks the mission's current difficulty level.

Object

* **ObjectIsOnMap**

**ObjectIsNotOnMap**

Checks wether Objects are existent on the map.

	+ string For - (Optional) Determines when the condition is satisfied if multiple entities are used.
	+ string Tag - (Optional) A ScriptTag or ScriptGroup.

Squad

* **SquadIsAlive**

**SquadIsDead**

Checks living/dead status of Squads.

	+ string For - (Optional) Determines when the condition is satisfied if multiple entities are used.
	+ string Tag - (Optional) A ScriptTag or ScriptGroup.
* **SquadIsIdle**

**SquadIsBusy**

Checks if the Squad is Idle (has nothing to do) or is somehow busy (fighting, walking, etc.).

	+ string For - (Optional) Determines when the condition is satisfied if multiple entities are used.
	+ string Tag - (Optional) A ScriptTag or ScriptGroup.
* **SquadIsInGotoMode**

**SquadIsNotInGotoMode**

Checks if the Squad is in Goto mode, eg on the way to some target location.

	+ string For - (Optional) Determines when the condition is satisfied if multiple entities are used.
	+ string Tag - (Optional) A ScriptTag or ScriptGroup.
* **SquadIsSpellCasting**

**SquadIsNotSpellCasting**

Checks if the Squad is casting a Spell.

	+ string For - (Optional) Determines when the condition is satisfied if multiple entities are used.
	+ string Tag - (Optional) A ScriptTag or ScriptGroup.
* **SquadHasAbility**

**SquadHasNotAbility**

Checks if (any member of) the Squad has the given Ability.

	+ string For - (Optional) Determines when the condition is satisfied if multiple entities are used.
	+ string Tag - (Optional) A ScriptTag or ScriptGroup.
* **SquadHasAbilityLine**

**SquadHasNotAbilityLine**

Checks if (any member of) the Squad has an Ability based on the given AbilityLine.

	+ string For - (Optional) Determines when the condition is satisfied if multiple entities are used.
	+ string Tag - (Optional) A ScriptTag or ScriptGroup.
* **SquadHasHate**

**SquadHasNotHate**

Checks if the Squad has Hate (eg. it would like to or is about to attack something).

	+ string For - (Optional) Determines when the condition is satisfied if multiple entities are used.
	+ string Tag - (Optional) A ScriptTag or ScriptGroup.
* **SquadIsFighting**

**SquadIsNotFighting**

Checks if the Squad is fighting.

	+ string For - (Optional) Determines when the condition is satisfied if multiple entities are used.
	+ string Tag - (Optional) A ScriptTag or ScriptGroup.
* **SquadIsInRange**

**SquadIsNotInRange**

Checks if \*any\* Squad is in range. Used as basis for filtered 'in range' checks, eg. 'PlayerSquadIsInRange'.
* **SquadModeIsActive**

**SquadModeIsNotActive**

Checks if the currently active Mode has the specified ModeId.

	+ string For - (Optional) Determines when the condition is satisfied if multiple entities are used.
	+ string Tag - (Optional) A ScriptTag or ScriptGroup.
	+ number ModeId - The DB ID of a Mode - to be replaced by DB ScriptTag!
* **SquadModeIsEnabled**

**SquadModeIsDisabled**

Checks if the currently active Mode is an 'enabled' or 'disabled' Mode.

	+ string For - (Optional) Determines when the condition is satisfied if multiple entities are used.
	+ string Tag - (Optional) A ScriptTag or ScriptGroup.
* **SquadWasJustHit**

**SquadWasNotJustHit**

Checks if the Squad has just been hit by an attack or any other form of damage.

	+ string For - (Optional) Determines when the condition is satisfied if multiple entities are used.
	+ string Tag - (Optional) A ScriptTag or ScriptGroup.
* **SquadWasJustHitByPlayer**

**SquadWasNotJustHitByPlayer**

Checks if the Squad has just been hit by a specific Player entity's attack/spell.

	+ string For - (Optional) Determines when the condition is satisfied if multiple entities are used.
	+ string Tag - (Optional) A ScriptTag or ScriptGroup.
	+ string Player - The name of a Player. Must not be a ScriptGroup and not 'All'/'Any'/etc.
* **SquadWasJustHitByTeam**

**SquadWasNotJustHitByTeam**

Checks if the Squad has just been hit by a specific Team entity's attack/spell.

	+ string For - (Optional) Determines when the condition is satisfied if multiple entities are used.
	+ string Tag - (Optional) A ScriptTag or ScriptGroup.
	+ string Team - The name of a Team from the map's TeamSetup.
* **SquadIdleTimerIsElapsed**

**SquadIdleTimerIsNotElapsed**

Checks if the Squad was (continuously) idle for (at least) the given time.

	+ string For - (Optional) Determines when the condition is satisfied if multiple entities are used.
	+ string Tag - (Optional) A ScriptTag or ScriptGroup.
	+ number Seconds - (Optional) Number, in Seconds. Fractions are also allowed, in 0.1 increments.
	+ number Minutes - (Optional) Number, in Minutes. Fractions are also allowed.
	+ boolean ConsiderDeadAsIdle - (Optional) Dead Squads are considered idle. Idle timer is immediately elapsed when unit dies!!!
* **SquadHasMeleeAttackerInRange**

**SquadHasNotMeleeAttackerInRange**

Checks if there are any Melee units attacking this Squad in Range.

	+ string For - (Optional) Determines when the condition is satisfied if multiple entities are used.
	+ string Tag - (Optional) A ScriptTag or ScriptGroup.
	+ number Range - (Optional) The Radius around the TargetTag(s) that is considered to be 'in range'.
* **SquadMemberAmountIsAlive**

**SquadMemberAmountIsDead**

Compares the remaining (alive) number of Squad members with the original amount.

	+ string For - (Optional) Determines when the condition is satisfied if multiple entities are used.
	+ string Tag - (Optional) A ScriptTag or ScriptGroup.
	+ number Amount - Just a simple value, meaning depends on context.
* **SquadMemberPercentageIsAlive**

**SquadMemberPercentageIsDead**

Compares the remaining (alive) number of Squad members with the original amount.

	+ string For - (Optional) Determines when the condition is satisfied if multiple entities are used.
	+ string Tag - (Optional) A ScriptTag or ScriptGroup.
	+ number Percent - A percentage from 0-100 (do not write the % sign).
* **SquadIsMountedOnBarrier**

**SquadIsNotMountedOnBarrier**

Checks if the Squas has mounted a Barrier.

	+ string For - (Optional) Determines when the condition is satisfied if multiple entities are used.
	+ string Tag - (Optional) A ScriptTag or ScriptGroup.

Entity

* **EntityHealthPercentIsLowest**

**EntityHealthPercentIsNotLowest**

Checks if the entity has the lowest/greatest health among the other entities.

	+ string Tag - (Optional) A ScriptTag or ScriptGroup.
	+ string TargetTag - The ScriptTag of the 'target' entity.
* **EntityHealthPercentIsGreatest**

**EntityHealthPercentIsNotGreatest**

Checks if the entity has the lowest/greatest health among the other entities.

	+ string Tag - (Optional) A ScriptTag or ScriptGroup.
	+ string TargetTag - The ScriptTag of the 'target' entity.
* **EntityIsAlive**

**EntityIsDead**

Checks living/dead status of Entity, means different things for different Entity types.

	+ string For - (Optional) Determines when the condition is satisfied if multiple entities are used.
	+ string Tag - (Optional) A ScriptTag or ScriptGroup.
* **EntityHealthIsGreater**

**EntityHealthIsLessOrEqual**

Checks the health (lifepoints) status of entities.

	+ string For - (Optional) Determines when the condition is satisfied if multiple entities are used.
	+ string Tag - (Optional) A ScriptTag or ScriptGroup.
	+ number Percent - A percentage from 0-100 (do not write the % sign).
* **EntityHealthIsLess**

**EntityHealthIsGreaterOrEqual**

Checks the health (lifepoints) status of entities.

	+ string For - (Optional) Determines when the condition is satisfied if multiple entities are used.
	+ string Tag - (Optional) A ScriptTag or ScriptGroup.
	+ number Percent - A percentage from 0-100 (do not write the % sign).
* **EntityIsInPlayableArea**

**EntityIsNotInPlayableArea**

Checks if the entity is inside the map's playable area.

	+ string For - (Optional) Determines when the condition is satisfied if multiple entities are used.
	+ string Tag - (Optional) A ScriptTag or ScriptGroup.
* **EntityIsInVisibleArea**

**EntityIsNotInVisibleArea**

Checks if the entity is inside the map's visible area.

	+ string For - (Optional) Determines when the condition is satisfied if multiple entities are used.
	+ string Tag - (Optional) A ScriptTag or ScriptGroup.
* **EntityIsInRange**

**EntityIsNotInRange**

Checks if an Entity/Group (with the given Tag) is in Range to (any of) the Target(s).

	+ string For - (Optional) Determines when the condition is satisfied if multiple entities are used.
	+ string Tag - (Optional) A ScriptTag or ScriptGroup.
	+ string TargetTag - The ScriptTag of the 'target' entity.
	+ number Range - (Optional) The Radius around the TargetTag(s) that is considered to be 'in range'.
* **EntityIsOwnedByPlayer**

**EntityIsNotOwnedByPlayer**

Checks if the entity is owned by the specified Player.

	+ string For - (Optional) Determines when the condition is satisfied if multiple entities are used.
	+ string Tag - (Optional) A ScriptTag or ScriptGroup.
	+ string Player - The name of a Player. Must not be a ScriptGroup and not 'All'/'Any'/etc.
* **EntityIsOwnedByTeam**

**EntityIsNotOwnedByTeam**

Checks if the entity is owned by the specified Player.

	+ string For - (Optional) Determines when the condition is satisfied if multiple entities are used.
	+ string Tag - (Optional) A ScriptTag or ScriptGroup.
	+ string Team - The name of a Team from the map's TeamSetup.
* **EntitySpellCastIsBlocked**

**EntitySpellCastIsNotBlocked**

Checks if casting of this Spell is currently blocked (Recast-Time, already casting Spell, etc.).

	+ string For - (Optional) Determines when the condition is satisfied if multiple entities are used.
	+ string Tag - (Optional) A ScriptTag or ScriptGroup.
	+ number SpellId - The DB ID of a Spell - to be replaced by DB ScriptTag!
	+ boolean DoGotoCheck - (Optional) Additionally checks if entity is in Goto mode.
* **EntityHasJustCastedSpell**

**EntityHasNotJustCastedSpell**

Checks if the Entity has just casted the specified Spell, or any Spell if SpellId = AnySpell

	+ string For - (Optional) Determines when the condition is satisfied if multiple entities are used.
	+ string Tag - (Optional) A ScriptTag or ScriptGroup.
	+ number SpellId - The DB ID of a Spell - to be replaced by DB ScriptTag!

Variable

* **PlayerFlagIsTrue**

**PlayerFlagIsFalse**

Checks if the flag has the desired value.

	+ string Player - (Optional) The name of a Player or a ScriptGroup of Players or 'All'/'Any'/etc.
	+ string Name - The name of the player variable.
* **PlayerValueIsEqual**

**PlayerValueIsNotEqual**

Checks if the value satisfies the condition.

	+ string Player - (Optional) The name of a Player or a ScriptGroup of Players or 'All'/'Any'/etc.
	+ string Name - The name of the player variable.
	+ number Value - Just a simple value, meaning depends on context.
* **PlayerValueIsGreater**

**PlayerValueIsLessOrEqual**

Checks if the value satisfies the condition.

	+ string Player - (Optional) The name of a Player or a ScriptGroup of Players or 'All'/'Any'/etc.
	+ string Name - The name of the player variable.
	+ number Value - Just a simple value, meaning depends on context.
* **PlayerValueIsLess**

**PlayerValueIsGreaterOrEqual**

Checks if the value satisfies the condition.

	+ string Player - (Optional) The name of a Player or a ScriptGroup of Players or 'All'/'Any'/etc.
	+ string Name - The name of the player variable.
	+ number Value - Just a simple value, meaning depends on context.
* **PlayerTimerIsElapsed**

**PlayerTimerIsNotElapsed**

Checks if the given amount of time has passed since Timer was started.

	+ string Player - (Optional) The name of a Player or a ScriptGroup of Players or 'All'/'Any'/etc.
	+ string Name - The name of the player timer.
	+ number Seconds - (Optional) Number, in Seconds. Fractions are also allowed, in 0.1 increments.
	+ number Minutes - (Optional) Number, in Minutes. Fractions are also allowed.
* **PlayerTimerIsRunning**

**PlayerTimerIsNotRunning**

Checks if the Timer is running or not.

	+ string Player - (Optional) The name of a Player or a ScriptGroup of Players or 'All'/'Any'/etc.
	+ string Name - The name of the player timer.
* **MapFlagIsTrue**

**MapFlagIsFalse**

Checks if the flag has the desired value.

	+ string Name - The name of the map variable.
* **EntityFlagIsTrue**

**EntityFlagIsFalse**

Checks if the flag has the desired value.

	+ string Name - The name of the entity variable.
* **NetworkFlagIsTrue**

**NetworkFlagIsFalse**

Checks if the flag has the desired value.

	+ string Name - The name of the network variable.
* **MapValueIsEqual**

**MapValueIsNotEqual**

Checks if the value satisfies the condition.

	+ string Name - The name of the map variable.
	+ number Value - Just a simple value, meaning depends on context.
* **MapValueIsGreater**

**MapValueIsLessOrEqual**

Checks if the value satisfies the condition.

	+ string Name - The name of the map variable.
	+ number Value - Just a simple value, meaning depends on context.
* **MapValueIsLess**

**MapValueIsGreaterOrEqual**

Checks if the value satisfies the condition.

	+ string Name - The name of the map variable.
	+ number Value - Just a simple value, meaning depends on context.
* **EntityValueIsEqual**

**EntityValueIsNotEqual**

Checks if the value satisfies the condition.

	+ string Name - The name of the entity variable.
	+ number Value - Just a simple value, meaning depends on context.
* **EntityValueIsGreater**

**EntityValueIsLessOrEqual**

Checks if the value satisfies the condition.

	+ string Name - The name of the entity variable.
	+ number Value - Just a simple value, meaning depends on context.
* **EntityValueIsLess**

**EntityValueIsGreaterOrEqual**

Checks if the value satisfies the condition.

	+ string Name - The name of the entity variable.
	+ number Value - Just a simple value, meaning depends on context.
* **NetworkValueIsEqual**

**NetworkValueIsNotEqual**

Checks if the value satisfies the condition.

	+ string Name - The name of the network variable. Value is limited to 0-255 range!
	+ number Value - Just a simple value, meaning depends on context.
* **NetworkValueIsGreater**

**NetworkValueIsLessOrEqual**

Checks if the value satisfies the condition.

	+ string Name - The name of the network variable. Value is limited to 0-255 range!
	+ number Value - Just a simple value, meaning depends on context.
* **NetworkValueIsLess**

**NetworkValueIsGreaterOrEqual**

Checks if the value satisfies the condition.

	+ string Name - The name of the network variable. Value is limited to 0-255 range!
	+ number Value - Just a simple value, meaning depends on context.
* **MapTimerIsElapsed**

**MapTimerIsNotElapsed**

Checks if the given amount of time has passed since Timer was started.

	+ string Name - The name of the map timer.
	+ number Seconds - (Optional) Number, in Seconds. Fractions are also allowed, in 0.1 increments.
	+ number Minutes - (Optional) Number, in Minutes. Fractions are also allowed.
* **EntityTimerIsElapsed**

**EntityTimerIsNotElapsed**

Checks if the given amount of time has passed since Timer was started.

	+ string Name - The name of the entity timer.
	+ number Seconds - (Optional) Number, in Seconds. Fractions are also allowed, in 0.1 increments.
	+ number Minutes - (Optional) Number, in Minutes. Fractions are also allowed.
* **MapTimerIsRunning**

**MapTimerIsNotRunning**

Checks whether the Timer is running or stopped.

	+ string Name - The name of the map timer.
* **EntityTimerIsRunning**

**EntityTimerIsNotRunning**

Checks whether the Timer is running or stopped.

	+ string Name - The name of the entity timer.
* **MapValueIsEqualComparedTo**

**MapValueIsNotEqualComparedTo**

Checks if the value satisfies the condition.

	+ string Name - The name of the map variable.
	+ string CompareTo - The name of the map variable to compare with.
* **MapValueIsGreaterComparedTo**

**MapValueIsLessOrEqualComparedTo**

Checks if the value satisfies the condition.

	+ string Name - The name of the map variable.
	+ string CompareTo - The name of the map variable to compare with.
* **MapValueIsLessComparedTo**

**MapValueIsGreaterOrEqualComparedTo**

Checks if the value satisfies the condition.

	+ string Name - The name of the map variable.
	+ string CompareTo - The name of the map variable to compare with.
* **EntityValueIsEqualComparedTo**

**EntityValueIsNotEqualComparedTo**

Checks if the value satisfies the condition.

	+ string Name - The name of the entity variable.
	+ string CompareTo - The name of the entity variable to compare with.
* **EntityValueIsGreaterComparedTo**

**EntityValueIsLessOrEqualComparedTo**

Checks if the value satisfies the condition.

	+ string Name - The name of the entity variable.
	+ string CompareTo - The name of the entity variable to compare with.
* **EntityValueIsLessComparedTo**

**EntityValueIsGreaterOrEqualComparedTo**

Checks if the value satisfies the condition.

	+ string Name - The name of the entity variable.
	+ string CompareTo - The name of the entity variable to compare with.

Boolean

* **AND**

**NotAND**

All/NotAll contained Conditions must be true.

	+ number UpdateInterval - (Optional) How often Condition is updated, default is 0 (== update every GD step).
* **OR**

**NotOR**

Any/No contained Condition must be true.

	+ number UpdateInterval - (Optional) How often Condition is updated, default is 0 (== update every GD step).

Mission

* **MissionDifficultyIsEqual**

**MissionDifficultyIsNotEqual**

Checks the game's current difficulty. Note: difficulty NEVER changes during a match!

	+ number Difficulty - One of: DifficultyStandard, DifficultyAdvanced, DifficultyExpert
* **MissionDifficultyIsGreater**

**MissionDifficultyIsLessOrEqual**

Checks the game's current difficulty. Note: difficulty NEVER changes during a match!

	+ number Difficulty - One of: DifficultyStandard, DifficultyAdvanced, DifficultyExpert
* **MissionDifficultyIsLess**

**MissionDifficultyIsGreaterOrEqual**

Checks the game's current difficulty. Note: difficulty NEVER changes during a match!

	+ number Difficulty - One of: DifficultyStandard, DifficultyAdvanced, DifficultyExpert
* **MissionCounterIsEqual**

**MissionCounterIsNotEqual**

Checks if the value satisfies the condition.

	+ string Player - (Optional) The name of a Player or a ScriptGroup of Players or 'All'/'Any'/etc.
	+ string CounterTag - The name of the Mission Counter.
	+ number Value - Just a simple value, meaning depends on context.
* **MissionCounterIsGreater**

**MissionCounterIsLessOrEqual**

Checks if the value satisfies the condition.

	+ string Player - (Optional) The name of a Player or a ScriptGroup of Players or 'All'/'Any'/etc.
	+ string CounterTag - The name of the Mission Counter.
	+ number Value - Just a simple value, meaning depends on context.
* **MissionCounterIsLess**

**MissionCounterIsGreaterOrEqual**

Checks if the value satisfies the condition.

	+ string Player - (Optional) The name of a Player or a ScriptGroup of Players or 'All'/'Any'/etc.
	+ string CounterTag - The name of the Mission Counter.
	+ number Value - Just a simple value, meaning depends on context.
* **MissionTimerHasRunOut**

**MissionTimerHasNotRunOut**

Checks if the Mission Timer has run out of time (reached 00:00).

	+ string Player - (Optional) The name of a Player or a ScriptGroup of Players or 'All'/'Any'/etc.
	+ string TimerTag - The name of the Mission Timer.
* **MissionTimerIsElapsed**

**MissionTimerIsNotElapsed**

Checks if the (forward running) Mission Timer has elapsed.

	+ string Player - (Optional) The name of a Player or a ScriptGroup of Players or 'All'/'Any'/etc.
	+ string TimerTag - The name of the Mission Timer.
	+ number Seconds - (Optional) Number, in Seconds. Fractions are also allowed, in 0.1 increments.
	+ number Minutes - (Optional) Number, in Minutes. Fractions are also allowed.
* **MissionTimerIsDisplayed**

**MissionTimerIsNotDisplayed**

Checks if the Mission Timer is displayed (running but could also be paused).

	+ string Player - (Optional) The name of a Player or a ScriptGroup of Players or 'All'/'Any'/etc.
	+ string TimerTag - The name of the Mission Timer.
* **MissionStartTimerIsElapsed**

**MissionStartTimerIsNotElapsed**

Checks if the given amount of time has passed since the Mission started.

	+ number Seconds - (Optional) Number, in Seconds. Fractions are also allowed, in 0.1 increments.
	+ number Minutes - (Optional) Number, in Minutes. Fractions are also allowed.

## FilterActions

Squad

* **SquadVanishInRange**

Removes Squads of the given ScriptGroup in range.

	+ string Tag - (Optional) A ScriptTag or ScriptGroup.
	+ string TargetTag - The ScriptTag of the 'target' entity.
	+ number Range - (Optional) The Radius around the TargetTag(s) that is considered to be 'in range'.
* **TeamSquadTeleportInRange**

Teleports Squads in Range of the specified Team to the TargetTag location.

	+ string Tag - (Optional) A ScriptTag or ScriptGroup.
	+ number Range - (Optional) The Radius around the TargetTag(s) that is considered to be 'in range'.
	+ string TargetTag - The ScriptTag of the 'target' entity.
	+ string Team - The name of a Team from the map's TeamSetup.
* **PlayerSquadTeleportInRange**

Teleports Squads in Range of the specified Player to the TargetTag location.

	+ string Tag - (Optional) A ScriptTag or ScriptGroup.
	+ number Range - (Optional) The Radius around the TargetTag(s) that is considered to be 'in range'.
	+ string TargetTag - The ScriptTag of the 'target' entity.
	+ string Player - (Optional) The name of a Player or a ScriptGroup of Players or 'All'/'Any'/etc.
* **SquadRangedBarrierMount**

Only ranged Squads try to mount the TargetTag Barrier.

	+ string Tag - (Optional) A ScriptTag or ScriptGroup.
	+ string TargetTag - The ScriptTag of the 'target' entity.
* **SquadIdleBarrierMount**

Only idle Squads try to mount the TargetTag Barrier.

	+ string Tag - (Optional) A ScriptTag or ScriptGroup.
	+ string TargetTag - The ScriptTag of the 'target' entity.
* **SquadRangedIdleBarrierMount**

Only ranged idle Squads try to mount the TargetTag Barrier.

	+ string Tag - (Optional) A ScriptTag or ScriptGroup.
	+ string TargetTag - The ScriptTag of the 'target' entity.
* **SquadIdBarrierMount**

Only Squads with specified database ID try to mount the TargetTag Barrier.

	+ string Tag - (Optional) A ScriptTag or ScriptGroup.
	+ string TargetTag - The ScriptTag of the 'target' entity.
	+ number SquadId - The DB ID of a Squad - to be replaced by DB ScriptTag!
* **SquadIdIdleBarrierMount**

Only idle Squads with specified database ID try to mount the TargetTag Barrier.

	+ string Tag - (Optional) A ScriptTag or ScriptGroup.
	+ string TargetTag - The ScriptTag of the 'target' entity.
	+ number SquadId - The DB ID of a Squad - to be replaced by DB ScriptTag!
* **SquadIdleGoto**

Only Squads that are currently idle execute the Goto command.

	+ string Tag - (Optional) A ScriptTag or ScriptGroup.
	+ string TargetTag - The ScriptTag of the 'target' entity.
	+ boolean Run - (Optional) Changes WalkSpeed, running is default. Walking may look dull for large figures.
	+ number Direction - (Optional) Direction in degrees (0-360°). 0 means 'south' (down), 90 means 'east' (right), etc.
* **SquadIdleGotoRandom**

Only Squads that are currently idle execute the Goto command.

	+ string Tag - (Optional) A ScriptTag or ScriptGroup.
	+ string TargetTag - The ScriptTag of the 'target' entity.
	+ boolean Run - (Optional) Changes WalkSpeed, running is default. Walking may look dull for large figures.
* **SquadIdleGotoFight**

Only Squads that are currently idle execute the Goto command.

	+ string Tag - (Optional) A ScriptTag or ScriptGroup.
	+ string TargetTag - The ScriptTag of the 'target' entity.
	+ boolean Run - (Optional) Changes WalkSpeed, running is default. Walking may look dull for large figures.
	+ number Direction - (Optional) Direction in degrees (0-360°). 0 means 'south' (down), 90 means 'east' (right), etc.
* **SquadRandomGoto**

Only a random amount of Squads execute the Goto command.

	+ string Tag - (Optional) A ScriptTag or ScriptGroup.
	+ string TargetTag - The ScriptTag of the 'target' entity.
	+ boolean Run - (Optional) Changes WalkSpeed, running is default. Walking may look dull for large figures.
	+ number Direction - (Optional) Direction in degrees (0-360°). 0 means 'south' (down), 90 means 'east' (right), etc.
	+ number Percent - A percentage from 0-100 (do not write the % sign).
* **SquadIdleRandomGoto**

Only a random amount of Squads that are currently idle execute the Goto command.

	+ string Tag - (Optional) A ScriptTag or ScriptGroup.
	+ string TargetTag - The ScriptTag of the 'target' entity.
	+ boolean Run - (Optional) Changes WalkSpeed, running is default. Walking may look dull for large figures.
	+ number Direction - (Optional) Direction in degrees (0-360°). 0 means 'south' (down), 90 means 'east' (right), etc.
	+ number Percent - A percentage from 0-100 (do not write the % sign).
* **SquadRandomGotoRandom**

Only randomly picked Squads that are execute the Goto command.

	+ string Tag - (Optional) A ScriptTag or ScriptGroup.
	+ string TargetTag - The ScriptTag of the 'target' entity.
	+ boolean Run - (Optional) Changes WalkSpeed, running is default. Walking may look dull for large figures.
	+ number Percent - A percentage from 0-100 (do not write the % sign).
* **SquadIdleRandomGotoRandom**

Only randomly picked Squads that are execute the Goto command.

	+ string Tag - (Optional) A ScriptTag or ScriptGroup.
	+ string TargetTag - The ScriptTag of the 'target' entity.
	+ boolean Run - (Optional) Changes WalkSpeed, running is default. Walking may look dull for large figures.
	+ number Percent - A percentage from 0-100 (do not write the % sign).
* **SquadAmountPatrol**

Only the specified amount of Squads in the ScriptGroup execute the Goto command.

	+ string Tag - (Optional) A ScriptTag or ScriptGroup.
	+ string TargetTag - The ScriptTag of the 'target' entity.
	+ number Amount - Just a simple value, meaning depends on context.
* **SquadIdleAmountPatrol**

Only the specified amount of Squads and if they are idle execute the Goto command.

	+ string Tag - (Optional) A ScriptTag or ScriptGroup.
	+ string TargetTag - The ScriptTag of the 'target' entity.
	+ number Amount - Just a simple value, meaning depends on context.
* **SquadGotoClosestPlayerMonumentOrGenerator**

Squad(s) go towards closest M/G owned by Player. Continues goto after being attacked.

	+ string Tag - (Optional) A ScriptTag or ScriptGroup.
	+ boolean Run - (Optional) Changes WalkSpeed, running is default. Walking may look dull for large figures.
	+ number SearchRadius - The (max.) Radius around the Tag that should be searched.
	+ string Player - The name of a Player. Must not be a ScriptGroup and not 'All'/'Any'/etc.
* **SquadGotoClosestTeamMonumentOrGenerator**

Squad(s) go towards closest M/G owned by Team. Continues goto after being attacked.

	+ string Tag - (Optional) A ScriptTag or ScriptGroup.
	+ boolean Run - (Optional) Changes WalkSpeed, running is default. Walking may look dull for large figures.
	+ number SearchRadius - The (max.) Radius around the Tag that should be searched.
	+ string Team - The name of a Team from the map's TeamSetup.
* **SquadGotoClosestPlayerSquad**

Squad(s) go towards closest Squad owned by Player. Continues goto after being attacked.

	+ string Tag - (Optional) A ScriptTag or ScriptGroup.
	+ boolean Run - (Optional) Changes WalkSpeed, running is default. Walking may look dull for large figures.
	+ number SearchRadius - The (max.) Radius around the Tag that should be searched.
	+ string Player - The name of a Player. Must not be a ScriptGroup and not 'All'/'Any'/etc.
* **SquadGotoClosestTeamSquad**

Squad(s) go towards closest Squad owned by Team. Continues goto after being attacked.

	+ string Tag - (Optional) A ScriptTag or ScriptGroup.
	+ boolean Run - (Optional) Changes WalkSpeed, running is default. Walking may look dull for large figures.
	+ number SearchRadius - The (max.) Radius around the Tag that should be searched.
	+ string Team - The name of a Team from the map's TeamSetup.
* **SquadGotoClosestPlayerBuilding**

Squad(s) go towards closest Building owned by Player. Continues goto after being attacked.

	+ string Tag - (Optional) A ScriptTag or ScriptGroup.
	+ boolean Run - (Optional) Changes WalkSpeed, running is default. Walking may look dull for large figures.
	+ number SearchRadius - The (max.) Radius around the Tag that should be searched.
	+ string Player - The name of a Player. Must not be a ScriptGroup and not 'All'/'Any'/etc.
* **SquadGotoClosestTeamBuilding**

Squad(s) go towards closest Building owned by Team. Continues goto after being attacked.

	+ string Tag - (Optional) A ScriptTag or ScriptGroup.
	+ boolean Run - (Optional) Changes WalkSpeed, running is default. Walking may look dull for large figures.
	+ number SearchRadius - The (max.) Radius around the Tag that should be searched.
	+ string Team - The name of a Team from the map's TeamSetup.
* **SquadGotoClosestPlayerBarrier**

Squad(s) go towards closest Barrier owned by Player. Continues goto after being attacked.

	+ string Tag - (Optional) A ScriptTag or ScriptGroup.
	+ boolean Run - (Optional) Changes WalkSpeed, running is default. Walking may look dull for large figures.
	+ number SearchRadius - The (max.) Radius around the Tag that should be searched.
	+ string Player - The name of a Player. Must not be a ScriptGroup and not 'All'/'Any'/etc.
* **SquadGotoClosestTeamBarrier**

Squad(s) go towards closest Barrier owned by Team. Continues goto after being attacked.

	+ string Tag - (Optional) A ScriptTag or ScriptGroup.
	+ boolean Run - (Optional) Changes WalkSpeed, running is default. Walking may look dull for large figures.
	+ number SearchRadius - The (max.) Radius around the Tag that should be searched.
	+ string Team - The name of a Team from the map's TeamSetup.
* **SquadGotoClosestPlayerTarget**

Squad(s) go towards closest attackable Target owned by Player. Continues goto after being attacked.

	+ string Tag - (Optional) A ScriptTag or ScriptGroup.
	+ boolean Run - (Optional) Changes WalkSpeed, running is default. Walking may look dull for large figures.
	+ number SearchRadius - The (max.) Radius around the Tag that should be searched.
	+ string Player - The name of a Player. Must not be a ScriptGroup and not 'All'/'Any'/etc.
	+ boolean IgnoreUnattackable - (Optional) Wether targets with 'Unattackable' AbilityLine will be ignored.
* **SquadGotoClosestTeamTarget**

Squad(s) go towards closest attackable Target owned by Team. Continues goto after being attacked.

	+ string Tag - (Optional) A ScriptTag or ScriptGroup.
	+ boolean Run - (Optional) Changes WalkSpeed, running is default. Walking may look dull for large figures.
	+ number SearchRadius - The (max.) Radius around the Tag that should be searched.
	+ string Team - The name of a Team from the map's TeamSetup.
	+ boolean IgnoreUnattackable - (Optional) Wether targets with 'Unattackable' AbilityLine will be ignored.
* **TeamSquadInRangePushBack**

PushBack only for Squads from the specified Team.

	+ string TargetTag - The ScriptTag of the 'target' entity.
	+ number Range - (Optional) The Radius around the TargetTag(s) that is considered to be 'in range'.
	+ number Speed - Speed in meters per second. Decimal places allowed.
	+ number MaxRadiusType - Can be: RadiusType\_S, ..\_M, ..\_L, ..\_XL (see BEE).
	+ string Team - The name of a Team from the map's TeamSetup.
* **PlayerSquadInRangePushBack**

PushBack only for Squads from the specified Player.

	+ string TargetTag - The ScriptTag of the 'target' entity.
	+ number Range - (Optional) The Radius around the TargetTag(s) that is considered to be 'in range'.
	+ number Speed - Speed in meters per second. Decimal places allowed.
	+ number MaxRadiusType - Can be: RadiusType\_S, ..\_M, ..\_L, ..\_XL (see BEE).
	+ string Player - The name of a Player. Must not be a ScriptGroup and not 'All'/'Any'/etc.

Building

* **TeamBuildingKillInRange**

Kills buildings in range.

	+ string Team - The name of a Team from the map's TeamSetup.
	+ string TargetTag - The ScriptTag of the 'target' entity.
	+ number Range - (Optional) The Radius around the TargetTag(s) that is considered to be 'in range'.
* **PlayerBuildingKillInRange**

Kills buildings in range.

	+ string Player - The name of a Player. Must not be a ScriptGroup and not 'All'/'Any'/etc.
	+ string TargetTag - The ScriptTag of the 'target' entity.
	+ number Range - (Optional) The Radius around the TargetTag(s) that is considered to be 'in range'.
* **TeamBuildingKillableKillInRange**

Kills buildings in range, unless it is unkillable.

	+ string Team - The name of a Team from the map's TeamSetup.
	+ string TargetTag - The ScriptTag of the 'target' entity.
	+ number Range - (Optional) The Radius around the TargetTag(s) that is considered to be 'in range'.
* **PlayerBuildingKillableKillInRange**

Kills buildings in range, unless it is unkillable.

	+ string Player - The name of a Player. Must not be a ScriptGroup and not 'All'/'Any'/etc.
	+ string TargetTag - The ScriptTag of the 'target' entity.
	+ number Range - (Optional) The Radius around the TargetTag(s) that is considered to be 'in range'.

Entity

* **EntitySpellCastOnClosestPlayerSquad**

Lets the Entity(s) cast the given Spell on the closest Squad. Target must be valid for the given Spell.

	+ string Tag - (Optional) A ScriptTag or ScriptGroup.
	+ number SpellId - The DB ID of a Spell - to be replaced by DB ScriptTag!
	+ string Player - The name of a Player. Must not be a ScriptGroup and not 'All'/'Any'/etc.
* **EntitySpellCastOnClosestTeamSquad**

Lets the Entity(s) cast the given Spell on the closest Squad. Target must be valid for the given Spell.

	+ string Tag - (Optional) A ScriptTag or ScriptGroup.
	+ number SpellId - The DB ID of a Spell - to be replaced by DB ScriptTag!
	+ string Team - The name of a Team from the map's TeamSetup.
* **EntitySpellCastOnClosestPlayerBuilding**

Lets the Entity(s) cast the given Spell on the closest Building. Target must be valid for the given Spell.

	+ string Tag - (Optional) A ScriptTag or ScriptGroup.
	+ number SpellId - The DB ID of a Spell - to be replaced by DB ScriptTag!
	+ string Player - The name of a Player. Must not be a ScriptGroup and not 'All'/'Any'/etc.
* **EntitySpellCastOnClosestTeamBuilding**

Lets the Entity(s) cast the given Spell on the closest Building. Target must be valid for the given Spell.

	+ string Tag - (Optional) A ScriptTag or ScriptGroup.
	+ number SpellId - The DB ID of a Spell - to be replaced by DB ScriptTag!
	+ string Team - The name of a Team from the map's TeamSetup.
* **EntitySpellCastOnClosestPlayerGenerator**

Lets the Entity(s) cast the given Spell on the closest Generator. Target must be valid for the given Spell.

	+ string Tag - (Optional) A ScriptTag or ScriptGroup.
	+ number SpellId - The DB ID of a Spell - to be replaced by DB ScriptTag!
	+ boolean IgnoreEmpty - (Optional) Wether empty (no more energy left) Generators will be ignored.
	+ string Player - The name of a Player. Must not be a ScriptGroup and not 'All'/'Any'/etc.
* **EntitySpellCastOnClosestTeamGenerator**

Lets the Entity(s) cast the given Spell on the closest Generator. Target must be valid for the given Spell.

	+ string Tag - (Optional) A ScriptTag or ScriptGroup.
	+ number SpellId - The DB ID of a Spell - to be replaced by DB ScriptTag!
	+ boolean IgnoreEmpty - (Optional) Wether empty (no more energy left) Generators will be ignored.
	+ string Team - The name of a Team from the map's TeamSetup.
* **EntitySpellCastOnClosestPlayerTarget**

Lets the Entity(s) cast the given Spell on the closest attackable Target. Target must be valid for the given Spell.

	+ string Tag - (Optional) A ScriptTag or ScriptGroup.
	+ number SpellId - The DB ID of a Spell - to be replaced by DB ScriptTag!
	+ string Player - The name of a Player. Must not be a ScriptGroup and not 'All'/'Any'/etc.
	+ boolean IgnoreUnattackable - (Optional) Wether targets with 'Unattackable' AbilityLine will be ignored.
* **EntitySpellCastOnClosestTeamTarget**

Lets the Entity(s) cast the given Spell on the closest attackable Target. Target must be valid for the given Spell.

	+ string Tag - (Optional) A ScriptTag or ScriptGroup.
	+ number SpellId - The DB ID of a Spell - to be replaced by DB ScriptTag!
	+ string Team - The name of a Team from the map's TeamSetup.
	+ boolean IgnoreUnattackable - (Optional) Wether targets with 'Unattackable' AbilityLine will be ignored.
* **EntityPvETypeKillInRange**

Kills entities with specified PvEType in range.

	+ string TargetTag - The ScriptTag of the 'target' entity.
	+ number Range - (Optional) The Radius around the TargetTag(s) that is considered to be 'in range'.
	+ string PvEType - The name of a PvE Type.
* **TeamEntityPvETypeKillInRange**

Kills entities with specified PvEType in range.

	+ string Team - The name of a Team from the map's TeamSetup.
	+ string TargetTag - The ScriptTag of the 'target' entity.
	+ number Range - (Optional) The Radius around the TargetTag(s) that is considered to be 'in range'.
	+ string PvEType - The name of a PvE Type.
* **PlayerEntityPvETypeKillInRange**

Kills entities with specified PvEType in range.

	+ string Player - The name of a Player. Must not be a ScriptGroup and not 'All'/'Any'/etc.
	+ string TargetTag - The ScriptTag of the 'target' entity.
	+ number Range - (Optional) The Radius around the TargetTag(s) that is considered to be 'in range'.
	+ string PvEType - The name of a PvE Type.

## FilterConditions

Squad

* **SquadAliveIsIdle**

**SquadAliveIsBusy**

Checks if the living Squads are idle or busy (avoids trap if one squad of group is dead but check is for all).

	+ string For - (Optional) Determines when the condition is satisfied if multiple entities are used.
	+ string Tag - (Optional) A ScriptTag or ScriptGroup.
* **SquadIdleIsInRange**

**SquadIdleIsNotInRange**

Checks if an idle Squad is in Range to (any of) the Target(s).

	+ string For - (Optional) Determines when the condition is satisfied if multiple entities are used.
	+ string Tag - (Optional) A ScriptTag or ScriptGroup.
	+ string TargetTag - The ScriptTag of the 'target' entity.
	+ number Range - (Optional) The Radius around the TargetTag(s) that is considered to be 'in range'.
* **SquadPvETypeIsInRange**

**SquadPvETypeIsNotInRange**

Checks if a Squad with given PvE Type is in Range to (any of) the Target(s).

	+ string TargetTag - The ScriptTag of the 'target' entity.
	+ number Range - (Optional) The Radius around the TargetTag(s) that is considered to be 'in range'.
	+ string PvEType - The name of a PvE Type.
* **SquadPvETypeAmountIsInRange**

**SquadPvETypeAmountIsNotInRange**

Checks if amount Squads with PvE Type are in Range to (any of) the Target(s).

	+ string TargetTag - The ScriptTag of the 'target' entity.
	+ number Range - (Optional) The Radius around the TargetTag(s) that is considered to be 'in range'.
	+ string PvEType - The name of a PvE Type.
	+ number Amount - Just a simple value, meaning depends on context.
* **SquadFlyingIsInRange**

**SquadFlyingIsNotInRange**

Checks if a flying Squad is in Range to (any of) the Target(s).

	+ string TargetTag - The ScriptTag of the 'target' entity.
	+ number Range - (Optional) The Radius around the TargetTag(s) that is considered to be 'in range'.
* **SquadOnGroundIsInRange**

**SquadOnGroundIsNotInRange**

Checks if a Squad that is NOT flying is in Range to (any of) the Target(s).

	+ string TargetTag - The ScriptTag of the 'target' entity.
	+ number Range - (Optional) The Radius around the TargetTag(s) that is considered to be 'in range'.
* **PlayerSquadIsInRange**

**PlayerSquadIsNotInRange**

Checks if a Squad of a specified Player is in Range to (any of) the Target(s).

	+ string Player - The name of a Player. Must not be a ScriptGroup and not 'All'/'Any'/etc.
	+ string TargetTag - The ScriptTag of the 'target' entity.
	+ number Range - (Optional) The Radius around the TargetTag(s) that is considered to be 'in range'.
* **PlayerSquadFlyingIsInRange**

**PlayerSquadFlyingIsNotInRange**

Checks if a Squad of a specified Player is in Range to (any of) the Target(s).

	+ string Player - The name of a Player. Must not be a ScriptGroup and not 'All'/'Any'/etc.
	+ string TargetTag - The ScriptTag of the 'target' entity.
	+ number Range - (Optional) The Radius around the TargetTag(s) that is considered to be 'in range'.
* **PlayerSquadOnGroundIsInRange**

**PlayerSquadOnGroundIsNotInRange**

Checks if a Squad of a specified Player is in Range to (any of) the Target(s).

	+ string Player - The name of a Player. Must not be a ScriptGroup and not 'All'/'Any'/etc.
	+ string TargetTag - The ScriptTag of the 'target' entity.
	+ number Range - (Optional) The Radius around the TargetTag(s) that is considered to be 'in range'.
* **TeamSquadIsInRange**

**TeamSquadIsNotInRange**

Checks if a Squad of a specified Team is in Range to (any of) the Target(s).

	+ string Team - The name of a Team from the map's TeamSetup.
	+ string TargetTag - The ScriptTag of the 'target' entity.
	+ number Range - (Optional) The Radius around the TargetTag(s) that is considered to be 'in range'.
* **TeamSquadFlyingIsInRange**

**TeamSquadFlyingIsNotInRange**

Checks if a Squad of a specified Team is in Range to (any of) the Target(s).

	+ string Team - The name of a Team from the map's TeamSetup.
	+ string TargetTag - The ScriptTag of the 'target' entity.
	+ number Range - (Optional) The Radius around the TargetTag(s) that is considered to be 'in range'.
* **TeamSquadOnGroundIsInRange**

**TeamSquadOnGroundIsNotInRange**

Checks if a Squad of a specified Team is in Range to (any of) the Target(s).

	+ string Team - The name of a Team from the map's TeamSetup.
	+ string TargetTag - The ScriptTag of the 'target' entity.
	+ number Range - (Optional) The Radius around the TargetTag(s) that is considered to be 'in range'.
* **SquadIdIsInRange**

**SquadIdIsNotInRange**

Checks if a Squad with the specified ID is in Range to (any of) the Target(s).

	+ number SquadId - The DB ID of a Squad - to be replaced by DB ScriptTag!
	+ string TargetTag - The ScriptTag of the 'target' entity.
	+ number Range - (Optional) The Radius around the TargetTag(s) that is considered to be 'in range'.

Building

* **PlayerBuildingIsInRange**

**PlayerBuildingIsNotInRange**

Checks if a Building of a specified Player is in Range to (any of) the Target(s).

	+ string Player - The name of a Player. Must not be a ScriptGroup and not 'All'/'Any'/etc.
	+ string TargetTag - The ScriptTag of the 'target' entity.
	+ number Range - (Optional) The Radius around the TargetTag(s) that is considered to be 'in range'.
* **TeamBuildingIsInRange**

**TeamBuildingIsNotInRange**

Checks if a Building of a specified Team is in Range to (any of) the Target(s).

	+ string Team - The name of a Team from the map's TeamSetup.
	+ string TargetTag - The ScriptTag of the 'target' entity.
	+ number Range - (Optional) The Radius around the TargetTag(s) that is considered to be 'in range'.
* **PlayerBuildingKillableIsInRange**

**PlayerBuildingKillableIsNotInRange**

Checks if a Building of a specified Player is in Range to (any of) the Target(s).

	+ string Player - The name of a Player. Must not be a ScriptGroup and not 'All'/'Any'/etc.
	+ string TargetTag - The ScriptTag of the 'target' entity.
	+ number Range - (Optional) The Radius around the TargetTag(s) that is considered to be 'in range'.
* **TeamBuildingKillableIsInRange**

**TeamBuildingKillableIsNotInRange**

Checks if a Building of a specified Team is in Range to (any of) the Target(s).

	+ string Team - The name of a Team from the map's TeamSetup.
	+ string TargetTag - The ScriptTag of the 'target' entity.
	+ number Range - (Optional) The Radius around the TargetTag(s) that is considered to be 'in range'.
* **BuildingIdIsInRange**

**BuildingIdIsNotInRange**

Checks if a Building with the specified ID is in Range to (any of) the Target(s).

	+ number BuildingId - The DB ID of a Building - to be replaced by DB ScriptTag!
	+ string TargetTag - The ScriptTag of the 'target' entity.
	+ number Range - (Optional) The Radius around the TargetTag(s) that is considered to be 'in range'.
* **BuildingPvETypeIsInRange**

**BuildingPvETypeIsNotInRange**

Checks if a Building with given PvE Type is in Range to (any of) the Target(s).

	+ string TargetTag - The ScriptTag of the 'target' entity.
	+ number Range - (Optional) The Radius around the TargetTag(s) that is considered to be 'in range'.
	+ string PvEType - The name of a PvE Type.
* **BuildingPvETypeAmountIsInRange**

**BuildingPvETypeAmountIsInRange**

Checks if amount Buildings with PvE Type are in Range to (any of) the Target(s).

	+ string TargetTag - The ScriptTag of the 'target' entity.
	+ number Range - (Optional) The Radius around the TargetTag(s) that is considered to be 'in range'.
	+ string PvEType - The name of a PvE Type.
	+ number Amount - Just a simple value, meaning depends on context.

## Filters

Filter

* **FilterEntityHasAbility**

**FilterEntityHasNotAbility**

Filters based on entity's ability.

	+ number AbilityId - The DB ID of an Ability - to be replaced by DB ScriptTag!
* **FilterEntityHasAbilityLine**

**FilterEntityHasNotAbilityLine**

Filters based on entity's abilityline.

	+ number AbilityLineId - The DB ID of an AbilityLine - to be replaced by DB ScriptTag!
* **FilterEntityIsAlive**

**FilterEntityIsDead**

Filters entity by alive/dead status.
* **FilterEntityAmountIsLess**

**FilterEntityAmountIsGreaterOrEqual**

Filters for a specific number of entities.

	+ number Amount - Just a simple value, meaning depends on context.
* **FilterEntityAmountIsGreater**

**FilterEntityAmountIsLessOrEqual**

Filters for a specific number of entities.

	+ number Amount - Just a simple value, meaning depends on context.
* **FilterEntityAmountIsEqual**

**FilterEntityAmountIsNotEqual**

Filters for a specific number of entities.

	+ number Amount - Just a simple value, meaning depends on context.
* **FilterEntityIsAttackable**

**FilterEntityIsNotAttackable**

Filters entity by attackable status (includes check for 'unattackable' abilities).
* **FilterEntityCanProducePower**

**FilterEntityCanNotProducePower**

Filters for power production (mostly generators).
* **FilterEntityIsBuilding**

**FilterEntityIsNotBuilding**

Filters entity by category Building.
* **FilterEntityIsObject**

**FilterEntityIsNotObject**

Filters entity by category Object.
* **FilterEntityIsSquad**

**FilterEntityIsNotSquad**

Filters entity by category Squad.
* **FilterSquadIsFlying**

**FilterSquadIsNotFlying**

Filters Squad by flying ability.
* **FilterEntityIsInRange**

**FilterEntityIsNotInRange**

Filters entity wether it is in range to any of the TargetTag entities.

	+ string TargetTag - (Optional) The ScriptTag of the 'target' entity. (It should exist!)
	+ number Range - (Optional) The Radius around the TargetTag(s) that is considered to be 'in range'.
* **FilterSquadIsIdle**

**FilterSquadIsBusy**

Filters idle squads.
* **FilterEntityIsOwnedByPlayer**

**FilterEntityIsNotOwnedByPlayer**

Filters entity by player pwnage.

	+ string Player - The name of a Player. Must not be a ScriptGroup and not 'All'/'Any'/etc.
* **FilterSquadIsPrimaryRanged**

**FilterSquadIsMelee**

Filters Squads based on wether they are Melee or PrimaryRanged.
* **FilterEntityHasPvEType**

**FilterEntityHasNotPvEType**

Filters for PvE Type of an entity.

	+ string PvEType - The name of a PvE Type.
* **FilterIsRandomPercent**

**FilterIsNotRandomPercent**

Filters entities by a random-percent chance.

	+ number Percent - A percentage from 0-100 (do not write the % sign).
* **FilterEntityHasResId**

**FilterEntityHasNotResId**

Filters based on entity ResId.

	+ number Id - The DB ID of an entity.
* **FilterEntityIsOwnedByTeam**

**FilterEntityIsNotOwnedByTeam**

Filters entity by team pwnage.

	+ string Team - The name of a Team from the map's TeamSetup.
* **FilterEntityThreatValueIsLess**

**FilterEntityThreatValueIsGreaterOrEqual**

Filters for threatvalue of an entity.

	+ number Value - Just a simple value, meaning depends on context.
* **FilterEntityThreatValueIsGreater**

**FilterEntityThreatValueIsLessOrEqual**

Filters for threatvalue of an entity.

	+ number Value - Just a simple value, meaning depends on context.