[( )] trActivateTrigger(<eventID>) : Activates (sets active = true) the trigger specified by the given eventID.
[( )] trAddArmyToPlan(armyname, planname): Adds the units in the specified army to the specified plan.
[( )] trAICommsAttackUnits(playerID, armyToAttack): playerID will attack armyToAttack, sent via player Comms.
[( )] trAICommsCancelOrder(sendToPlayerID): tell player sendToPlayerID to cancel order, sent via player Comms.
[( )] trAICommsClaim(sendToPlayerID): tell player sendToPlayerID to claim TradePost at (locX, locY, locZ), sent via player Comms.
[( )] trAICommsDefendPoint(playerID, defendX, defendY, defendZ): playerID will defend point(defendX, defendY, defendZ), sent via player Comms.
[( )] trAICommsRequestTribute(fromPlayerID, resource, amount): fromPlayerID will send resource of x amount, sent via player Comms.
[( )] trAICommsTrain(sendToPlayerID, unitTypeName): tell player sendToPlayerID to train Units of type unitTypeName, sent via player Comms.
[( )] trAIFunc(<playerID> <functionName> <param>: Makes the camera shake.
[( )] trArmyDispatch(army info string , string protoname , count , x,y,z , Heading , bool Clear): creates the units in the army specified.
[( )] trArmyPlayerDefakify(armyname) : Defakifies the army.
[( )] trArmyPlayerFakify(armyname, fakeplayerindex) : Fakifies the army to the specified fake player index.
[( )] trArmySelect(army info string): selects the units in the army specified.
[( )] trArmySelectInt(int playerID, int armyID): selects the units in the army specified.
[( )] trAttackUnits(srcArmyname, armyToAttack, planname): srcArmy units will attack armyToAttack in the given planname.
[( )] trBlockAllAmbientSounds(): blocks all ambient sounds from this point forward
[( )] trBlockAllSounds(excludeDialog): Blocks all sounds from playing from this point forward
[( )] trBranchScenario(<dialog message>): pop up a dialog allowing choice to load a scenario.
[( )] trBuildingIsOnCursor(protoname) : Returns true if the proto unit specified is on the cursor and is a building.
[( )] trCameraCut( pos, dir, up, right ): puts the camera in the specified location.
[( )] trCameraLockOnUnit( <enable> <time to orient> <trigger ID>) : Orients the camera to the selected unit, and keeps it locked on that unit. ): puts the camera in the specified location.
[( )] trCameraPanWithUnit( <enable> <trigger ID>) : Moves the camera in the same direction that a particular unit moves.
[( )] trCameraShake(<duration> <strength>: Makes the camera shake.
[( )] trCampaignAdvance(): advances the campaign (advance user profile, AND plays the next scenario).
[( )] trCampaignAdvanceProgress(): advances the user progress through the campaign.(updates user profile only)
[( )] trCampaignPlayCurrent(): plays the current scenario in the campaign
[( )] trCamTrackLoad(<filename>): Loads a camera track.
[( )] trCamTrackPlay(<duration> <eventID>): plays the current camera track.
[( )] trChatHistoryClear: forces the chat history to reset
[( )] trChatHistoryContains(text): returns whether or not the current chat history has any instance (substring) of this text
[( )] trChatSend(fromID message): Changes the chat status.
[( )] trChatSendSpoofed(fromID message): Changes the chat status, but does not append player.
[( )] trChatSendSpoofedToPlayer(fromID toID message): Changes the chat status, but does not append player. Goes to specific player.
[( )] trChatSendToPlayer(fromID toID message): Changes the chat status for one specific player.
[( )] trChatSetStatus(<onOff>): Changes the chat status.
[( )] trCinematicAbort(): returns the abort cinematic status.
[( )] trCinematicDoAbort(): aborts the cinematic.
[( )] trClearCounterDisplay()
[( )] trCounterAbort(name): abort a counter.
[( )] trCounterAddTime(name, start, stop, message, event): start a counter that may or may not fire an event.
[( )] trCounterAddTimeMs(name, start, stop, message, event): start a counter that may or may not fire an event.
[( )] trCounterAddUnit(name, playerid, count, protounit, message, event): start a counter that may or may not fire an event.
[( )] trCounterAddXP(name, playerid, count, message, event): start a counter that may or may not fire an event.
[( )] trCountUnitsInArea(centerUnit, matchPlayer, matchType, range)
[( )] trCreateAttackPlan(armyName, PlanName, attackPlayerID, attackX, attackY, attackZ, engageRange, evaluationFrequency) : No help
[( )] trCreateDefendPlan(armyName, defendPlanName, defendX, defendY, defendZ, engageRange, evaluationFrequency, gatherdistance) : No help
[( )] trCreateRevealer(playerID, revealerName, position, revealerLOS, blackmapOnly) : Creates a revealer with the given attributes.
[( )] trCreateTreaty
[( )] trCurrentPlayer(): returns the current player.
[( )] trDamageUnit(amt): does a specific amount of damage to HP in instant typeless damage.
[( )] trDamageUnitPercent(percent): does % percent of a unit's total HP in instant typeless damage.
[( )] trDamageUnitsInArea(player, unitType, dist, damage): All units within dist of the selected ref object that match type take dmg
[( )] trDefendUnits(srcArmyname, defendedArmyname, planname, evaluationFrequency, gatherdistance): srcArmy units will defend defendedArmyUnits in the given planname.
[( )] trDelayedRuleActivation( <rulename> ): adds a rule to the runtime to be activated on the next update.
[( )] trDisableTrigger(<eventID>) : Disables (sets active = false) the trigger specified by the given eventID.
[( )] trEcho( <echoString> ): Trigger echo.
[( )] trEchoStatValue(player, stat) : fetch a stat value from the KB and echo to chat
[( )] trEndGame: Signal that the game has ended.
[( )] trEventFire(<eventID>): cause an event to occur.
[( )] trEventSetHandler(<eventID> <handler>): sets a handler function for an event id.
[( )] trFadeOutAllSounds(<duration>): Fades out all sounds over a given duration
[( )] trFadeOutMusic(<duration>): Fades out current music over a given duration.
[( )] trForbidProtounit(player, protoname): adds protounit to the forbidden list
[( )] trForceNonCinematicModels(): forces models to be in non cinematic mode
[( )] trFormationScale(scale): scales the formation size of formations in the game.
[( )] trGameLoadScenario(<scenario name>): start a game using scenario.
[( )] trGamePause(<true/false>): pause or unpause the game.
[( )] trGetNumberNuggetsGathered : Returns the number of nuggets gathered by the specified player.
[( )] trGetNumberSelectedUnitIDs()
[( )] trGetSelectedUnitID(int index)
[( )] trGetStatValue(player, stat) : fetch a stat value from the KB
[( )] trGetWorldDifficulty()
[( )] trGrantVP(player, number): Grants a number of Scenario VP to a player
[( )] trHasNuggetBeenCollected : Returns true if the nugget has been collected, the playerID is an optional parameter for querying if the specific player has collected it.
[( )] trHasPlayerSentHCShipment(<targetHCPlayerID>) : Returns true when the player has sent a shipment from the home city.
[( )] trImmediateUnitGarrison( <unitScenarioName> ): Instantly garrisons units inside another unit without considering distance.
[( )] trIsGadgetVisible(<name>): returns true if gadget is real.
[( )] trIsMovieNotPlaying() -- returns false if a movie is currently playing
[( )] trIsPlayerSelectingHCBuilding(<hcBuildingName>) : Returns true if the current player is selecting the building in their HC which has the specified name.
[( )] trIsPlayerSendingHCShipment(<targetHCPlayerID>) : Returns true when the player sends a shipment from home city.
[( )] trIsPlayerVisitingHC(<targetHCPlayerID>) : Returns true if the current player is looking at (visiting) the home city of the player specified by the player ID passed in.
[( )] trKillAIPlan(playerID, planName) : No help
[( )] trLetterBox(<onOff>): Turns letter box mode on or off.
[( )] trMessageSetText(<text><timeout>): displays the message text.
[( )] trMinimapFlare(<playerID> <duration> <position> <flash>): Sends a Minimap flare to a certain player.
[( )] trModeEnter(<name>): enters the mode specified.
[( )] trModifyProtounit(unit, player, field, delta): modifies proto unit data for this scenario only.
[( )] trMusicPlay(<filename> <duration>): Plays the music file.
[( )] trMusicPlayCurrent(): Plays the current music.
[( )] trMusicSetCurrentMusicSet(): sets the current music set.
[( )] trMusicSetMood(<moodID>): Changes the music to mood associated with mood id.
[( )] trMusicStop(): Stops the current music.
[( )] trObjectGettingWorked(objectScenarioName): Returns true if the object is currently being worked.
[( )] trObjectiveComplete(objectiveID, forceComplete, playSound): Completes the specified objective. Forces a reoccurring objective complete if forceComplete is true.
[( )] trObjectiveDiscover(objectiveID, playSound): 'Discovers' a previously unknown (to the player) objective.
[( )] trObjectiveHide(objectiveID): Hides the specified objective on the UI.
[( )] trObjectiveShow(objectiveID): Shows the specified objective on the UI.
[( )] trOverlayText(message, time, x, y, width, background) : puts up a big movie-credits style text overlay, optionally in a strange location, and now with a background
[( )] trPlayerActive(playerID): returns true/false if the player is active.
[( )] trPlayerAtPopCap(playerID): returns true if player is at pop cap.
[( )] trPlayerBuildingCount(playerID): returns the number of buildings for the player.
[( )] trPlayerControlsSocket(playerID, objectScenarioName): Returns true if the specified player is built on the specified socket.
[( )] trPlayerCountBuildingInProgress(playerID protoname): returns true if building is being built.
[( )] trPlayerCurrentXPCount(playerID): Returns the current (not total) XP for the player.
[( )] trPlayerDefeated(playerID): returns true/false if the player has been defeated.
[( )] trPlayerGetDiplomacy(playerID playerID): gets the diplomacy status between players.
[( )] trPlayerGetPopulation(playerID): returns the player population.
[( )] trPlayerGrantResources(player, resource, amount): advances the campaign.
[( )] trPlayerKillAllBuildings(<playerID> Kills all of the buildings of a given player.
[( )] trPlayerKillAllUnits(<playerID> Kills all of the units of a given player.
[( )] trPlayerModifyLOS(playerID cansee playerID): Adds/removes LOS between players.
[( )] trPlayerOverrideArtCulture(playerID, culture) : Overrides the culture used for choosing the player's art.
[( )] trPlayerOverrideSoundCiv(playerID, civilization) : Overrides the civilization used for choosing the player's vocal sound effects.
[( )] trPlayerResetBlackMap(<playerID>: Resets the black map for a given HUMAN player.
[( )] trPlayerResetBlackMapForAllPlayers(Resets the black map for all HUMAN players.
[( )] trPlayerResourceCount(playerID, resource): returns the number of resources for the player.
[( )] trPlayerSetActive(playerID): sets the active player.
[( )] trPlayerSetAge(playerID, age, displayEffect): Sets the age of the specified player.
[( )] trPlayerSetDiplomacy(playerID playerID status): sets the diplomacy status between players.
[( )] trPlayerSetHCAccess(playerID, hcAccess): Sets whether the player has access to the HC.
[( )] trPlayerToggleAllowNewCWSpawning(playerID, allowSpawning) : Toggles whether the player can spawn new covered wagons.
[( )] trPlayerToggleAllowTCSpawning(playerID, allowSpawning) : Toggles whether the player's TC can spawn units.
[( )] trPlayerTribute(from, resource, amount to): tributes resources to a player.
[( )] trPlayerUnitAndBuildingCount(playerID): returns the number of units and buildings for the player.
[( )] trPlayerUnitCount(playerID): returns the number of units for the player.
[( )] trPlayerUnitCountSpecific(playerID, protoName): returns the number of units for the player.
[( )] trPlayerVPCount(playerID): returns the number of victory points for the player.
[( )] trPlayMovie(<FileName>) -- plays movies from the AVI directory
[( )] trPlayNextMusicTrack(): Plays the next song in the music play list.
[( )] trQuestVarCopy(var1, var2) : copies value of one of the trigger scratch variables
[( )] trQuestVarEcho(varname, value) : chats out the value of one of the trigger scratch variables
[( )] trQuestVarGet(varname) : retrieve value of a trigger scratch variable, returns zero if unset
[( )] trQuestVarSet(varname, value) : sets one of the trigger scratch variables
[( )] trQuestVarSetFromRand(varname, minval, maxval, round) : sets one of the trigger scratch variables within a random range
[( )] trRateConstruction(<rate>): modify construction rate.
[( )] trRateResearch(<rate>): modify research rate.
[( )] trRatesNormal(void): restore all rates to normal.
[( )] trRateTrain(<rate>): modify training rate.
[( )] trRenderRain(<float percent>): controls rain rendering.
[( )] trRenderSky(<true/false> <skyName>): turn sky rendering on/off and set which sky to use.
[( )] trRenderSnow(<float percent>): controls snow rendering.
[( )] trRevealEntireMap(): shows whole map, similar to how revealed mode works
[( )] trSetCinematicUnitSpeaking(objectScenarioName, speaking, duration): Sets the unit as speaking or not.
[( )] trSetCounterDisplay(text)
[( )] trSetCurrentPlayerStatus(<active>): sets the current player as active or inactive.
[( )] trSetFogAndBlackmap(<true/false> <true/false>): turn fog and black map on/off.
[( )] trSetLighting(setname, fadetime): fades to the specified lighting set over fadetime.
[( )] trSetObscuredUnits( <bool> ): Sets whether or not units can be drawn obscured or not.
[( )] trSetPauseInObjectiveWindow()
[( )] trSetPauseOnAgeUpgrade()
[( )] trSetPlayerDefeated: call this when a player is defeated on the local machine (meaning that this func must be called synchronously on all machines, it will not pass around a command.)
[( )] trSetPlayerWon: call this when a player has won on the local machine (meaning that this func must be called synchronously on all machines, it will not pass around a command.)
[( )] trSetRevealerActiveState(revealerName, active) : Finds the specified revealer and sets it to active or inactive.
[( )] trSetShadowFarClip( <enable>, <distance> ): Enable or disables the shadow far clippping plane.
[( )] trSetUnitIdleProcessing( <bool> ): Sets whether or not units can do their idle processing.
[( )] trSetUserControls(<active>): sets the player controls on or off.
[( )] trShowCampaignDlg(NextCampaign): .
[( )] trShowChoiceDialog(maintext, choice1, event1, choice2, event2) : displays dialog with 2 choices, and activates a trigger in response
[( )] trShowDamage
[( )] trShowHCView(playerID): Sets the view to the HC if the player specified is the current player.
[( )] trShowImageDialog(texture, subtitle) : displays a custom image in a dialog, with a subtitle
[( )] trShowSPCNote(<Title> <Text>): Displays the SPC Note Dlg with the specified title and text.
[( )] trShowWinLose(text, soundfile): message and sound.
[( )] trShowWorldView(playerID): Sets the view to the world if the player specified is the current player.
[( )] trSoundPlayDialog(<filename>, <event>, <ignoreOnAbort>, <subtitle>, <portrait>): Plays the sound associated with the filename.
[( )] trSoundPlayDialogue(<stringID>, <eventID>, <ignoreOnAbort>, <seconds>): Plays the sound associated with the dialogue.
[( )] trSoundPlayFN(<filename>): Plays the sound associated with the filename.
[( )] trSoundPlayPaused(<filename>): Plays the sound associated with the filename.
[( )] trSoundTimer(long milliseconds, long eventID) creates a high performance sound timer and passes the eventID as data.
[( )] trStartGameRecord: add help string.
[( )] trStopGameRecord: add help string.
[( )] trTechSetStatus(playerID techID status): sets the tech status for the player.
[( )] trTechStatusActive(playerID techID): returns true if tech is active for player.
[( )] trTechStatusCheck(playerID, techID, techStatus): returns true if tech's status is techStatus.
[( )] trTechStatusResearching(playerID techID): returns true if tech is being researched for player.
[( )] trTime( void ): Returns the current gametime in Seconds.
[( )] trTimeMS( void ): Returns the current gametime in Milliseconds.
[( )] trTradeRouteSetLevel(traderouteindex, level) : Sets the specified trade route to the specified level from a trigger.
[( )] trTradeRouteSetPosition(position): Places train on a specified position on the route.
[( )] trTradeRouteToggleState(position): Enable or disables the unit from showing.
[( )] trUIFadeToColor(<r> <g> <b> <duration> <delay> <inout>): fade in/out using color specified.
[( )] trUIFlash(<gadget name> <flashLimit> <colorR> <colorG> <colorB>): flashes a UI element.
[( )] trUIFlashCategory(<category> <flash>): flashes a UI element (maybe).
[( )] trUIFlashTech(<tech id> <flash>): flashes a UI element (maybe).
[( )] trUIFlashTrain(<proto name> <flash>): flashes a UI element (maybe).
[( )] trUIStopFlash(<gadget name>): stops the flashing of a UI element.
[( )] trUnBlockAllAmbientSounds(): Unblocks all ambient sounds that were previously blocked from playing
[( )] trUnblockAllSounds(): Unblocks all sounds that were previously blocked from playing
[( )] trUnforbidProtounit(player, protoname): removes protounit from the forbidden list
[( )] trUnitAlive( void ): Returns true if all selected units are alive.
[( )] trUnitBuildUnit( <protoUnitName> <BVector position (x,y,z): Selects units and makes the build a unit at specified location
[( )] trUnitChangeName(name): set an override name for a specific unit
[( )] trUnitChangeProtoUnit : changes the proto unit for a given set of units.
[( )] trUnitCinematicRemoveControlAction() - Removes the current control action so the next thing can take effect immediately. (For IGC)
[( )] trUnitConvert(playerID): converts the selected units to player.
[( )] trUnitCreate( <protoName> <scenarioName> <x> <y> <z> <heading> <playerID> ): creates a new unit.
[( )] trUnitDead( void ): Returns true if all selected units are dead.
[( )] trUnitDelete( remove ): removes or kills the selected unit(s).
[( )] trUnitDestroy(void): destroys the selected unit(s).
[( )] trUnitDistanceToPoint( <x> <y> <z> ): Returns the shortest distance between the trRT units and the point.
[( )] trUnitDistanceToUnit( <unitScenarioName> ): Returns the shortest distance between the trRT units and the given unit.
[( )] trUnitDistanceToUnitID( <unitID> ): Returns the shortest distance between the trRT units and the given unit.
[( )] trUnitDoWorkOnUnit( <unitScenarioName> <eventID> ): Tasks the selected unit(s) to perform work on the given unit.
[( )] trUnitEjectContained : ejects all contained units.
[( )] trUnitFaceUnit( <unitScenarioName> <eventID> : Moves the selected unit(s) to face the given unit.
[( )] trUnitGarrison( <unitScenarioName> <eventID> ): Tasks the selected unit(s) to garrision into another unit.
[( )] trUnitGetContained : returns the number of units contained.
[( )] trUnitGetHeading( <scenarioName> ): returns the units heading.
[( )] trUnitGetIsContained(protounit) : returns true if this unit is contained by the specified protounit.
[( )] trUnitHasLOS(playerID): returns true if the player can see the selected unit, otherwise returns false.
[( )] trUnitHighlight(seconds) : does something to highlight the units selected.
[( )] trUnitIsOwnedBy(playerID): determines if the selected units are owned by the player specified.
[( )] trUnitIsSelected : returns if the specified unit is selected.
[( )] trUnitMakeInvulnerable( <enable> ) : Makes a unit invulnerable to damage. Turn it off to return the unit to normal.
[( )] trUnitMoveFromArea( <x> <y> <z> <eventID> <bAttackMove> <player> <unitType> <radius>): Moves all matching units near the selected unit(s) to the given position.
[( )] trUnitMoveToPoint( <x> <y> <z> <eventID> <bAttackMove> <bUnitRun> <runSpeedMultiplier>): Moves the selected unit(s) to the given position.
[( )] trUnitMoveToUnit( <unitScenarioName> <eventID> <bAttackMove> <bUnitRun> <runSpeedMultiplier>): Moves the selected unit(s) to the spot occupied by the given unit.
[( )] trUnitPercentComplete : returns the percent complete as 0 to 100
[( )] trUnitPercentDamaged : returns the percent damaged as 0 to 100
[( )] trUnitPlayerDefakify() : Sets the selected unit as not having a fake player
[( )] trUnitPlayerFakify(fakePlayerIndex) : Sets the selected unit as having the fake player with the specified index (0-7)
[( )] trUnitSelect( <unitScenarioName> ): 'Selects' the unit in the trigger selection system.
[( )] trUnitSelectByID( <unitID> ): 'Selects' the unit in the trigger selection system.
[( )] trUnitSelectClear( void ): Clears the units in the trigger selection system.
[( )] trUnitSetAnimation( <AnimName> <versionIndex> <loop> <eventID> <destroyOnNextControlAction> ): Sets the cinematic animation version for the selected unit(s).
[( )] trUnitSetHeading( <degrees> ): sets the units heading.
[( )] trUnitSetHP( <hitpoints> ): set the hitpoints for all selected units.
[( )] trUnitSetStance : set the stance for the given set of units.
[( )] trUnitSuspendAction( actionName, <suspend> ) : Makes an action on a unit suspened or not.
[( )] trUnitTeleport : moves units from current position to position specified
[( )] trUnitTypeIsSelected : returns if the specified unit is selected.
[( )] trUnitVisToPlayer(playerID): returns true if the player can see the selected unit, and it is on screen.
[( )] trVPAnnualAwards(enable): enables/disables the award of VP's each year.
[( )] trWaypointAddPoint( <vector> ): Adds the waypoint into the trigger selection system.
[( )] trWaypointAddUnit( <unitScenarioName> ): Adds the unit's position as a waypoint in the trigger selection system.
[( )] trWaypointClear( void ): Clears the waypoints in the trigger selection system.
[( )] trWriteToLog(message): Writes text to the Age3Log
[( )] trYouLose(text): player loses, specifies message.
[( )] trYouWin(directToMenu): player wins. If you set directToMenu to true, you go directly to Campaign Menu.