SC2Mapster Wiki
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Achievements[ | ]

Award Achievement[ | ]

  • Action. This feature only works on Blizzard-signed maps.

Erase Achievement[ | ]

  • Action. This feature only works on Blizzard-signed maps.

Set Achievement Panel Category[ | ]

  • Action. This feature only works on Blizzard-signed maps.

Get Achievement Percent Text[ | ]

  • Action. This feature only works on Blizzard-signed maps.

Set Achievement Term Quantity[ | ]

  • Action. This feature only works on Blizzard-signed maps.

Disable Achievements[ | ]

  • Action.

Charges And Cooldowns[ | ]

Add Charge Regen Time For Game[ | ]

  • Action. Adds to the amount of time it takes to regenerate the specified global charge link.

Add Charge Used For Game[ | ]

  • Action. Consumes the specified number of charges for the specified global charge link.

Add Cooldown For Game[ | ]

  • Action. Adds time to the specified global cooldown link.

Game Charge Regen[ | ]

  • Function. Returns the charge regen time for the specified global charge link.

Game Charge Used[ | ]

  • Function. Returns the number of charges used for the specified global charge link.

Game Cooldown[ | ]

  • Function. Returns the cooldown time for the specified global cooldown link.

Pause/Unpause All Charges For Game[ | ]

  • Action. Pauses or unpauses regen for all charges in the game.

Pause/Unpause All Cooldowns For Game[ | ]

  • Action. Pauses or unpauses all cooldowns in the game.

Remove Charge Regen Time For Game[ | ]

  • Action. Clears the amount of time it takes to regenerate the specified global charge link.

Remove Charge Used For Game[ | ]

  • Action. Clears the number of used charges for the specified global charge link.

Remove Cooldown For Game[ | ]

  • Action. Clears the specified global cooldown link.

Chat And Console[ | ]

Console Command[ | ]

  • Action. Runs a console command.

Chat String[ | ]

  • Function. Returns a chat message entered by a player. Only works in conjunction with the "Chat Message" Event. Use the "Word Of String" function to identify individual words within the string.

Cheat Type Used[ | ]

  • Function. Returns the cheat a player used. Only usable in response to a Cheat Used event.

Allow Cheat[ | ]

  • Action.

Cheats Enabled[ | ]

  • Function. Returns true if cheats are enabled for the specified category.

Game Settings[ | ]

Attribute Game Value[ | ]

  • Function. Returns a game-level attribute value which was configured in the lobby before starting the game.

Attribute Player Value[ | ]

  • Function. Returns a player-specific attribute value which was configured in the lobby before starting the game.

Players On Team[ | ]

  • Function. Returns players on a given team, as determined by the game lobby before the game started.

Mission Time[ | ]

  • Function. Returns the elapsed Mission Time in seconds

Game Speed Factor[ | ]

  • Function. Returns the game speed factor.

Game Speed[ | ]

  • Function. Returns the game speed.

Game Speed Minimum[ | ]

  • Function. Returns the minimum game speed.

Mission Time Paused[ | ]

  • Function. Returns whether Mission Time is currently paused or not

Random Seed Is Locked[ | ]

  • Function. Returns true if fixed random seed is enabled.

Game Speed Is Locked[ | ]

  • Function. Returns true if the game speed is locked and cannot be changed.

Create Saved Game[ | ]

  • Action. Creates a saved game. This action has the side effect of suspending the current trigger until the next game loop.

Set Mission Time Paused[ | ]

  • Action. Pauses or unpauses Mission Time

Turn Fixed Random Seed On/Off[ | ]

  • Action. Enables or disables fixed random seed. When fixed random seed is enabled, the pattern of random numbers generated will be consistent every time the map runs. This action is primarily used to ensure that cinematic sequences involving units that have abilities with lots of randomness play out the same way each time.

Lock Game Speed[ | ]

  • Action. Lock the game speed, rendering it unable to be changed.

Set Game Speed[ | ]

  • Action. Sets the current game speed.

Set Minimum Game Speed[ | ]

  • Action. Sets the minimum game speed. If necessary, the current game speed will be adjusted to be at least as fast as the new minimum game speed.

Game Play Time[ | ]

  • Function. Returns the elapsed play time for a player in game time seconds.

Preloading[ | ]

Preload Asset[ | ]

  • Action. Preloads an asset file. The file must be explicitly identified (it won't work if you plug in a variable to that parameter). Preloading will force an asset or data entry to be loaded into memory before the map starts, rather than be loaded on demand as the map runs.

Preload Image[ | ]

  • Action. Preloads an image file. The file must be explicitly identified (it won't work if you plug in a variable to that parameter). Preloading will force an asset or data entry to be loaded into memory before the map starts, rather than be loaded on demand as the map runs.

Preload Model[ | ]

  • Action. Preloads a model file. The file must be explicitly identified (it won't work if you plug in a variable to that parameter). Preloading will force an asset or data entry to be loaded into memory before the map starts, rather than be loaded on demand as the map runs.

Preload Model Animation[ | ]

  • Action. Preloads a model animation. The file must be explicitly identified (it won't work if you plug in a variable to that parameter). Preloading will force an asset or data entry to be loaded into memory before the map starts, rather than be loaded on demand as the map runs.

Preload Model Object[ | ]

  • Action. Preloads a model data entry and its associated assets. The model must be explicitly identified (it won't work if you plug in a variable to that parameter). Preloading will force an asset or data entry to be loaded into memory before the map starts, rather than be loaded on demand as the map runs.

Preload Movie[ | ]

  • Action. Preloads a movie. The file must be explicitly identified (it won't work if you plug in a variable to that parameter). Preloading will force an asset or data entry to be loaded into memory before the map starts, rather than be loaded on demand as the map runs.

Preload Object[ | ]

  • Action. Preloads a data entry and its associated assets. The object must be explicitly identified (it won't work if you plug in a variable to that parameter). Preloading will force an asset or data entry to be loaded into memory before the map starts, rather than be loaded on demand as the map runs.

Preload Scene[ | ]

  • Action. Preloads a scene file. The file must be explicitly identified (it won't work if you plug in a variable to that parameter). Preloading will force an asset or data entry to be loaded into memory before the map starts, rather than be loaded on demand as the map runs.

Preload Script[ | ]

  • Action. Preloads a script file. The file must be explicitly identified (it won't work if you plug in a variable to that parameter). Preloading will force an asset or data entry to be loaded into memory before the map starts, rather than be loaded on demand as the map runs.

Preload Sound[ | ]

  • Action. Preloads a sound file. The file must be explicitly identified (it won't work if you plug in a variable to that parameter). Preloading will force an asset or data entry to be loaded into memory before the map starts, rather than be loaded on demand as the map runs.

Preload Sound Object[ | ]

  • Action. Preloads a sound data entry and its associated assets. The sound must be explicitly identified (it won't work if you plug in a variable to that parameter). Preloading will force an asset or data entry to be loaded into memory before the map starts, rather than be loaded on demand as the map runs.

Preload Soundtrack[ | ]

  • Action. Preloads a soundtrack. The soundtrack must be explicitly identified (it won't work if you plug in a variable to that parameter). Preloading will force an asset or data entry to be loaded into memory before the map starts, rather than be loaded on demand as the map runs.

Preload Unit[ | ]

  • Action. Preloads a unit and its associated assets. The unit must be explicitly identified (it won't work if you plug in a variable to that parameter). Preloading will force an asset or data entry to be loaded into memory before the map starts, rather than be loaded on demand as the map runs.

Transitions[ | ]

Game Is Debug Option Set[ | ]

  • Function. Returns true if the specified debug option is true for a given player. Only works in debug builds of the game.

Game Is Test[ | ]

  • Function. Returns true if the game is running in the specified test mode.

Game Is Transitioned[ | ]

  • Function. Returns true if the game is transistioned. A game is transitioned if it has started as a result of a previous map (IE: Was not simply loaded from a lobby).

Map Description[ | ]

  • Function. Returns the description text of the map currently being played.

Map Is Blizzard[ | ]

  • Function. Returns true if the map currently being played is an official Blizzard map.

Map Name[ | ]

  • Function. Returns the name of the map currently being played.

End Game For Player[ | ]

  • Action. Finishes the game in Victory or Defeat for the specified player. This action can also choose to hide or show the victory dialog and the score screen for the chosen player.

Set Next Map[ | ]

  • Action. Sets the next map to be run after current map finishes.

Set Transition Map[ | ]

  • Action. Sets the transition map for transition saves.

Map Texture Set[ | ]

  • Function. Returns the terrain texture set of the map currently being played.

Restart Game[ | ]

  • Action. Restarts the current level for all the players in the specified player group.

Set Next Mission Difficulty[ | ]

  • Action. Sets the difficulty for the specified player for the next map.
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