地编脚本动作列表
地编脚本动作列表
Tutorial
Deselects everything.[382]
翻译:取消选择所有
命令字:DESELECT
xml代码使用:
<DESELECT>
</DESELECT>
Disable console command menu button[558]
翻译:关闭控制台命令菜单按钮
命令字:DISABLE_JOYPAD_COMMANDBAR_BUTTON
xml代码使用:
<DISABLE_JOYPAD_COMMANDBAR_BUTTON>
<CommandMenuButton_0 value="commandmenubutton"/>
<Boolean_1 value="1"/>
</DISABLE_JOYPAD_COMMANDBAR_BUTTON>
Disable console HUD fixed element[560]
翻译:关闭控制台HUD固定元素
命令字:DISABLE_JOYPAD_HUD_FIXED_ELEMENT
xml代码使用:
<DISABLE_JOYPAD_HUD_FIXED_ELEMENT>
<FixHUD_0 value="Radar"/>
<Boolean_1 value="1"/>
</DISABLE_JOYPAD_HUD_FIXED_ELEMENT>
Disable named object's UI user ability button[484]
翻译:禁用命名对象的UI用户能力按钮
命令字:DISABLE_UI_UNIT_ABILITY_BUTTON
xml代码使用:
<DISABLE_UI_UNIT_ABILITY_BUTTON>
<UnitName_0 value="Object"/>
<BoundaryName_1 value="ability"/>
<Boolean_2 value="1"/>
</DISABLE_UI_UNIT_ABILITY_BUTTON>
Disable PC HUD fixed element[482]
翻译:禁用PC HUD固定元素
命令字:DISABLE_MOUSE_HUD_FIXED_ELEMENT
xml代码使用:
<DISABLE_MOUSE_HUD_FIXED_ELEMENT>
<MouseHud_0 value="Radar"/>
<Boolean_1 value="1"/>
</DISABLE_MOUSE_HUD_FIXED_ELEMENT>
Disable planning mode[439]
翻译:禁用规划模式
命令字:DISABLE_PLANNING_MODE
xml代码使用:
<DISABLE_PLANNING_MODE>
</DISABLE_PLANNING_MODE>
Disable UI build button[485]
翻译:禁用UI构建按钮
命令字:DISABLE_UI_BUILD_BUTTON
xml代码使用:
<DISABLE_UI_BUILD_BUTTON>
<ObjectName_0 value="alliedsuperweaponeffect"/>
<Boolean_1 value="1"/>
</DISABLE_UI_BUILD_BUTTON>
Disable UI player power button[483]
翻译:禁用UI播放器电源按钮
命令字:DISABLE_UI_PLAYER_POWER_BUTTON
xml代码使用:
<DISABLE_UI_PLAYER_POWER_BUTTON>
<ScienceName_0 value="specialpower"/>
<Boolean_1 value="1"/>
</DISABLE_UI_PLAYER_POWER_BUTTON>
Display tutorial text[474]
翻译:显示文本教程
命令字:DISPLAY_TUTORIAL_TEXT
xml代码使用:
<DISPLAY_TUTORIAL_TEXT>
<LocalizedStringName_0 value="string"/>
</DISPLAY_TUTORIAL_TEXT>
Enable planning mode[438]
翻译:启用规划模式
命令字:ENABLE_PLANNING_MODE
xml代码使用:
<ENABLE_PLANNING_MODE>
</ENABLE_PLANNING_MODE>
Flash console command menu button[557]
翻译:Flash控制台命令菜单按钮
命令字:FLASH_JOYPAD_COMMANDBAR_BUTTON
xml代码使用:
<FLASH_JOYPAD_COMMANDBAR_BUTTON>
<CommandMenuButton_0 value="commandmenubutton"/>
<Boolean_1 value="1"/>
</FLASH_JOYPAD_COMMANDBAR_BUTTON>
Flash console HUD fixed element[559]
翻译:Flash控制台HUD固定元素
命令字:FLASH_JOYPAD_HUD_FIXED_ELEMENT
xml代码使用:
<FLASH_JOYPAD_HUD_FIXED_ELEMENT>
<FixHUD_0 value="Radar"/>
<Boolean_1 value="1"/>
</FLASH_JOYPAD_HUD_FIXED_ELEMENT>
Flash named object's UI user ability button[478]
翻译:Flash命名对象的UI用户能力按钮
命令字:FLASH_UI_UNIT_ABILITY_BUTTON
xml代码使用:
<FLASH_UI_UNIT_ABILITY_BUTTON>
<UnitName_0 value="Object"/>
<BoundaryName_1 value="ability"/>
<Boolean_2 value="1"/>
</FLASH_UI_UNIT_ABILITY_BUTTON>
Flash PC HUD fixed element[476]
翻译:Flash PC HUD固定元素
命令字:FLASH_MOUSE_HUD_FIXED_ELEMENT
xml代码使用:
<FLASH_MOUSE_HUD_FIXED_ELEMENT>
<MouseHud_0 value="Radar"/>
<Boolean_1 value="1"/>
</FLASH_MOUSE_HUD_FIXED_ELEMENT>
Flash UI build button[479]
翻译:Flash UI构建按钮
命令字:FLASH_UI_BUILD_BUTTON
xml代码使用:
<FLASH_UI_BUILD_BUTTON>
<ObjectName_0 value="alliedsuperweaponeffect"/>
<Boolean_1 value="1"/>
</FLASH_UI_BUILD_BUTTON>
Hide tutorial text[475]
翻译:隐藏文本教程
命令字:HIDE_TUTORIAL_TEXT
xml代码使用:
<HIDE_TUTORIAL_TEXT>
</HIDE_TUTORIAL_TEXT>
Lock or unlock camera height and angle (allow scrolling).[400]
翻译:锁定或解锁相机高度和角度(允许滚动)
命令字:LOCK_CAMERA_ANGLE_AND_HEIGHT
xml代码使用:
<LOCK_CAMERA_ANGLE_AND_HEIGHT>
<Boolean_0 value="1"/>
</LOCK_CAMERA_ANGLE_AND_HEIGHT>
Lock or unlock camera reset.[436]
翻译:锁定或解锁相机复位
命令字:LOCK_CAMERA_RESET
xml代码使用:
<LOCK_CAMERA_RESET>
<Boolean_0 value="1"/>
</LOCK_CAMERA_RESET>
Lock or unlock camera rotation.[434]
翻译:锁定或解锁相机旋转
命令字:LOCK_CAMERA_ROTATION
xml代码使用:
<LOCK_CAMERA_ROTATION>
<Boolean_0 value="1"/>
</LOCK_CAMERA_ROTATION>
Lock or unlock camera scroll.[435]
翻译:锁定或解锁相机滚动
命令字:LOCK_CAMERA_SCROLL
xml代码使用:
<LOCK_CAMERA_SCROLL>
<Boolean_0 value="1"/>
</LOCK_CAMERA_SCROLL>
Lock or unlock camera zoom.[433]
翻译:锁定或解锁相机变焦
命令字:LOCK_CAMERA_ZOOM
xml代码使用:
<LOCK_CAMERA_ZOOM>
<Boolean_0 value="1"/>
</LOCK_CAMERA_ZOOM>
Lock or unlock camera.[387]
翻译:锁定或解锁相机
命令字:LOCK_CAMERA
xml代码使用:
<LOCK_CAMERA>
<Boolean_0 value="1"/>
</LOCK_CAMERA>
Player selects object.[381]
翻译:玩家选择对象
命令字:SELECT_OBJECT
xml代码使用:
<SELECT_OBJECT>
<PlayerName_0 value="Player"/>
<UnitName_1 value="Object"/>
</SELECT_OBJECT>
Reset camera tutorial state.[20]
翻译:重置摄像机教程状态
命令字:RESET_CAMERA_TUTORIAL_STATE
xml代码使用:
<RESET_CAMERA_TUTORIAL_STATE>
</RESET_CAMERA_TUTORIAL_STATE>
Show windowed text caption.[116]
翻译:显示窗口文本标题
命令字:SHOW_MILITARY_CAPTION
xml代码使用:
<SHOW_MILITARY_CAPTION>
<LocalizedStringName_0 value="string"/>
<RealNumber_1 value="1.1"/>
</SHOW_MILITARY_CAPTION>
Switch to production queue tab[491]
翻译:切换到生产队列选项卡
命令字:SWITCH_TO_PRODUCTION_QUEUE_TAB
xml代码使用:
<SWITCH_TO_PRODUCTION_QUEUE_TAB>
<ProductionQueueTab_0 value="MAIN_STRUCTURE"/>
</SWITCH_TO_PRODUCTION_QUEUE_TAB>
[477]
翻译:Flash UI播放器电源按钮
命令字:FLASH_UI_PLAYER_POWER_BUTTON
xml代码使用:
<FLASH_UI_PLAYER_POWER_BUTTON>
<ScienceName_0 value="specialpower"/>
<Boolean_1 value="1"/>
</FLASH_UI_PLAYER_POWER_BUTTON>
Win & Loss
Show Victory Screen[386]
翻译:屏幕显示胜利
命令字:VICTORY_SCREEN
xml代码使用:
<VICTORY_SCREEN>
</VICTORY_SCREEN>
Announce defeat.[4]
翻译:宣布失败
命令字:DEFEAT
xml代码使用:
<DEFEAT>
</DEFEAT>
Announce local defeat.[223]
翻译:宣布当地失败
命令字:LOCALDEFEAT
xml代码使用:
<LOCALDEFEAT>
</LOCALDEFEAT>
Announce quick win[247]
翻译:宣布快速赢得
命令字:QUICKVICTORY
xml代码使用:
<QUICKVICTORY>
</QUICKVICTORY>
Announce victory.[3]
翻译:宣布胜利
命令字:VICTORY
xml代码使用:
<VICTORY>
</VICTORY>
ThreeSixty
Override player command points.[380]
翻译:覆盖玩家命令点
命令字:OVERRIDE_PLAYER_COMMAND_POINTS
xml代码使用:
<OVERRIDE_PLAYER_COMMAND_POINTS>
<PlayerName_0 value="Player"/>
<Integer_1 value="4"/>
<Integer_2 value="4"/>
</OVERRIDE_PLAYER_COMMAND_POINTS>
Set command points available to player to counter.[303]
翻译:设置可用于玩家对抗的命令点
命令字:SET_PLAYER_COMMAND_POINTS_AVAILABLE_TO_COUNTER
xml代码使用:
<SET_PLAYER_COMMAND_POINTS_AVAILABLE_TO_COUNTER>
<PlayerName_0 value="Player"/>
<CounterName_1 value="Counter"/>
</SET_PLAYER_COMMAND_POINTS_AVAILABLE_TO_COUNTER>
Set command points required to build team to counter.[305]
翻译:设置小队作战所需的命令点
命令字:SET_COMMAND_POINTS_TO_BUILD_TEAM_TO_COUNTER
xml代码使用:
<SET_COMMAND_POINTS_TO_BUILD_TEAM_TO_COUNTER>
<TeamName_0 value="Player/teamPlayer"/>
<CounterName_1 value="Counter"/>
</SET_COMMAND_POINTS_TO_BUILD_TEAM_TO_COUNTER>
Set command points total of player to counter.[304]
翻译:设置玩家的命令点数
命令字:SET_PLAYER_COMMAND_POINTS_TOTAL_TO_COUNTER
xml代码使用:
<SET_PLAYER_COMMAND_POINTS_TOTAL_TO_COUNTER>
<PlayerName_0 value="Player"/>
<CounterName_1 value="Counter"/>
</SET_PLAYER_COMMAND_POINTS_TOTAL_TO_COUNTER>
Set command points used by player to counter.[302]
翻译:设置玩家用来反击的命令点
命令字:SET_PLAYER_COMMAND_POINTS_USED_TO_COUNTER
xml代码使用:
<SET_PLAYER_COMMAND_POINTS_USED_TO_COUNTER>
<PlayerName_0 value="Player"/>
<CounterName_1 value="Counter"/>
</SET_PLAYER_COMMAND_POINTS_USED_TO_COUNTER>
Unused or Obsolete
Base
Allow or Disallow all buildings[284]
翻译:允许或禁止所有建筑
命令字:ALLOW_DISALLOW_ALL_BUILDINGS
xml代码使用:
<ALLOW_DISALLOW_ALL_BUILDINGS>
<PlayerName_0 value="Player"/>
<Boolean_1 value="1"/>
</ALLOW_DISALLOW_ALL_BUILDINGS>
Camera
Move
Restrict camera movement to area -- REMOVE.[366]
翻译:限制摄像机移动到区域-移除
命令字:CAMERA_REMOVE_AREA_RESTRICTION
xml代码使用:
<CAMERA_REMOVE_AREA_RESTRICTION>
</CAMERA_REMOVE_AREA_RESTRICTION>
Terrain
Enable or Disable Terrain Render.[274]
翻译:启用或禁用地形渲染
命令字:TERRAIN_RENDER_DISABLE
xml代码使用:
<TERRAIN_RENDER_DISABLE>
<Boolean_0 value="1"/>
</TERRAIN_RENDER_DISABLE>
Fog or Reveal
Toggle Fog of War.[364]
翻译:切换战争迷雾
命令字:SET_LOGIC_FOG_STATE
xml代码使用:
<SET_LOGIC_FOG_STATE>
<Boolean_0 value="1"/>
</SET_LOGIC_FOG_STATE>
Interface
Objectives
Hide mission objective[404]
翻译:隐藏任务目标
命令字:HIDE_MISSION_OBJECTIVE
xml代码使用:
<HIDE_MISSION_OBJECTIVE>
<MissionObjective_0 value="MissionObj"/>
</HIDE_MISSION_OBJECTIVE>
Show mission objective[403]
翻译:显示任务目标
命令字:SHOW_MISSION_OBJECTIVE
xml代码使用:
<SHOW_MISSION_OBJECTIVE>
<MissionObjective_0 value="MissionObj"/>
</SHOW_MISSION_OBJECTIVE>
Map
Gameplay
Force ChooseVictim to ignore game difficulty and always use Normal setting.[252]
翻译:强制选择受害者忽略游戏难度,总是使用普通设置
命令字:CHOOSE_VICTIM_ALWAYS_USES_NORMAL
xml代码使用:
<CHOOSE_VICTIM_ALWAYS_USES_NORMAL>
<Boolean_0 value="1"/>
</CHOOSE_VICTIM_ALWAYS_USES_NORMAL>
Supply Source -- set cash value.[171]
翻译:供应来源——设定现金价值
命令字:WAREHOUSE_SET_VALUE
xml代码使用:
<WAREHOUSE_SET_VALUE>
<UnitName_0 value="Object"/>
<Integer_1 value="3"/>
</WAREHOUSE_SET_VALUE>
Turn off scoring.[239]
翻译:关掉得分
命令字:DISABLE_SCORING
xml代码使用:
<DISABLE_SCORING>
</DISABLE_SCORING>
Turn on scoring.[238]
翻译:打开得分
命令字:ENABLE_SCORING
xml代码使用:
<ENABLE_SCORING>
</ENABLE_SCORING>
Modify
Change the speed of the CloudEffect.[273]
翻译:修改“CloudEffect”的运行速度
命令字:MAP_CHANGE_CLOUD_SPEED
xml代码使用:
<MAP_CHANGE_CLOUD_SPEED>
<Percentage2_0 value="0.09999999"/>
</MAP_CHANGE_CLOUD_SPEED>
Shroud or Reveal
Reveal the entire map for Player.[89]
翻译:为玩家揭示整个地图
命令字:MAP_REVEAL_ALL
xml代码使用:
<MAP_REVEAL_ALL>
<PlayerName_0 value="Player"/>
</MAP_REVEAL_ALL>
Shroud the entire map for Player.[120]
翻译:覆盖玩家的整个地图
命令字:MAP_SHROUD_ALL
xml代码使用:
<MAP_SHROUD_ALL>
<PlayerName_0 value="Player"/>
</MAP_SHROUD_ALL>
Media
Audio
Music
Reset music scripting system.[351]
翻译:重置音乐脚本系统
命令字:MUSIC_RESET_MUSIC_SCRIPTING_SYSTEM
xml代码使用:
<MUSIC_RESET_MUSIC_SCRIPTING_SYSTEM>
<Boolean_0 value="1"/>
</MUSIC_RESET_MUSIC_SCRIPTING_SYSTEM>
Return to music scripting.[350]
翻译:回到音乐脚本
命令字:MUSIC_RETURN_TO_MUSIC_SCRIPTING
xml代码使用:
<MUSIC_RETURN_TO_MUSIC_SCRIPTING>
<Boolean_0 value="1"/>
<Boolean_1 value="1"/>
</MUSIC_RETURN_TO_MUSIC_SCRIPTING>
Turn off music scripting.[349]
翻译:关闭音乐脚本
命令字:MUSIC_TURN_OFF_MUSIC_SCRIPTING
xml代码使用:
<MUSIC_TURN_OFF_MUSIC_SCRIPTING>
<Boolean_0 value="1"/>
</MUSIC_TURN_OFF_MUSIC_SCRIPTING>
Sound Effect
Disable object's ambient sound[256]
翻译:禁用对象的环境声音
命令字:DISABLE_OBJECT_SOUND
xml代码使用:
<DISABLE_OBJECT_SOUND>
<UnitName_0 value="Object"/>
</DISABLE_OBJECT_SOUND>
Enable object's ambient sound[255]
翻译:启用对象的环境声音
命令字:ENABLE_OBJECT_SOUND
xml代码使用:
<ENABLE_OBJECT_SOUND>
<UnitName_0 value="Object"/>
</ENABLE_OBJECT_SOUND>
Play a speech file as if it were an EVA event, and subtitle it.[499]
翻译:播放一个语音文件,就像它是一个EVA事件,并为其添加字幕
命令字:PLAY_SPEECH_AS_IF_IT_WAS_AN_EVA_EVENT_WITH_SUBTITLE
xml代码使用:
<PLAY_SPEECH_AS_IF_IT_WAS_AN_EVA_EVENT_WITH_SUBTITLE>
<SpeechName_0 value="Music"/>
<LocalizedStringName_1 value="string"/>
<RealNumber_2 value="3.3"/>
</PLAY_SPEECH_AS_IF_IT_WAS_AN_EVA_EVENT_WITH_SUBTITLE>
Play a speech file as if it were an EVA event.[498]
翻译:播放一个语音文件,就像EVA事件一样
命令字:PLAY_SPEECH_AS_IF_IT_WAS_AN_EVA_EVENT
xml代码使用:
<PLAY_SPEECH_AS_IF_IT_WAS_AN_EVA_EVENT>
<SpeechName_0 value="Music"/>
</PLAY_SPEECH_AS_IF_IT_WAS_AN_EVA_EVENT>
Play a speech file.[75]
翻译:播放语音文件
命令字:SPEECH_PLAY
xml代码使用:
<SPEECH_PLAY>
<SpeechName_0 value="Music"/>
<Boolean_1 value="1"/>
</SPEECH_PLAY>
Sound Events
Sound Events -- override volume -- type.[178]
翻译:声音事件——覆盖卷类型
命令字:AUDIO_OVERRIDE_VOLUME_TYPE
xml代码使用:
<AUDIO_OVERRIDE_VOLUME_TYPE>
<AudioName_0 value="Audio"/>
<RealNumber_1 value="3.3"/>
</AUDIO_OVERRIDE_VOLUME_TYPE>
Sound Events -- remove type.[245]
翻译:声音事件——删除类型
命令字:SOUND_REMOVE_TYPE
xml代码使用:
<SOUND_REMOVE_TYPE>
<AudioName_0 value="Audio"/>
</SOUND_REMOVE_TYPE>
Sound Events -- restore volume -- all.[180]
翻译:声音事件——恢复卷
命令字:AUDIO_RESTORE_VOLUME_ALL_TYPE
xml代码使用:
<AUDIO_RESTORE_VOLUME_ALL_TYPE>
</AUDIO_RESTORE_VOLUME_ALL_TYPE>
Sound Events -- restore volume -- type.[179]
翻译:声音事件——恢复卷类型
命令字:AUDIO_RESTORE_VOLUME_TYPE
xml代码使用:
<AUDIO_RESTORE_VOLUME_TYPE>
<AudioName_0 value="Audio"/>
</AUDIO_RESTORE_VOLUME_TYPE>
Volume
Set the current speech volume.[241]
翻译:设置当前语音音量
命令字:SPEECH_SET_VOLUME
xml代码使用:
<SPEECH_SET_VOLUME>
<RealNumber_0 value="3.3"/>
</SPEECH_SET_VOLUME>
Object Type
CommandButton
Build thing at waypoint.[431]
翻译:在路标处建造东西
命令字:NAMED_BUILD_STRUCTURE_AT_WAYPOINT
xml代码使用:
<NAMED_BUILD_STRUCTURE_AT_WAYPOINT>
<UnitName_0 value="Object"/>
<ObjectName_1 value="AlliedSuperWeaponEffect"/>
<Angle_2 value="0.7853982"/>
<WaypointName_3 value="Waypoint"/>
</NAMED_BUILD_STRUCTURE_AT_WAYPOINT>
Team set CommandButton auto ability to on or off.[362]
翻译:团队设置命令按钮自动开关能力
命令字:NAME_SET_AUTO_ABILITY
xml代码使用:
<NAME_SET_AUTO_ABILITY>
<UnitName_0 value="Object"/>
<FontName_1 value="Command"/>
<Boolean_2 value="1"/>
</NAME_SET_AUTO_ABILITY>
Damage or Remove
Kill off a percentage of the Horde[331]
翻译:杀死一定百分比的部落
命令字:KILL_HORDE_MEMBERS
xml代码使用:
<KILL_HORDE_MEMBERS>
<UnitName_0 value="Object"/>
<RealNumber_1 value="3.3"/>
</KILL_HORDE_MEMBERS>
Shock a specific unit.[66]
翻译:电击一个特定单位
命令字:NAMED_SHOCK
xml代码使用:
<NAMED_SHOCK>
<UnitName_0 value="Object"/>
<RealNumber_1 value="3.3"/>
<RealNumber_2 value="3.3"/>
<RealNumber_3 value="3.3"/>
<Text_4 value="string"/>
</NAMED_SHOCK>
Experience
Gives a unit an experience level.[268]
翻译:给予一个单位一定的经验值
命令字:UNIT_GIVE_EXPERIENCE_LEVEL
xml代码使用:
<UNIT_GIVE_EXPERIENCE_LEVEL>
<UnitName_0 value="Object"/>
<79_1 value="assetId"/>
</UNIT_GIVE_EXPERIENCE_LEVEL>
Sets the unit's maximum level.[441]
翻译:设置单位的最大等级
命令字:UNIT_SET_MAX_LEVEL
xml代码使用:
<UNIT_SET_MAX_LEVEL>
<UnitName_0 value="Object"/>
<Integer_1 value="3"/>
</UNIT_SET_MAX_LEVEL>
gate
close a gate[354]
翻译:剂量门
命令字:GATE_CLOSE
xml代码使用:
<GATE_CLOSE>
<UnitName_0 value="Object"/>
</GATE_CLOSE>
Delay a sequential script until the gate is ready again[373]
翻译:延迟一个顺序脚本,直到门再次准备好
命令字:GATE_READY
xml代码使用:
<GATE_READY>
<UnitName_0 value="Object"/>
</GATE_READY>
open a gate[353]
翻译:开放一个门
命令字:GATE_OPEN
xml代码使用:
<GATE_OPEN>
<UnitName_0 value="Object"/>
</GATE_OPEN>
SequentialScript
Set a specific unit to execute a looping sequential script.[152]
翻译:设置一个特定的单元来执行一个循环顺序脚本
命令字:UNIT_EXECUTE_SEQUENTIAL_SCRIPT_LOOPING
xml代码使用:
<UNIT_EXECUTE_SEQUENTIAL_SCRIPT_LOOPING>
<UnitName_0 value="Object"/>
<ScriptName_1 value="Script"/>
<Integer_2 value="3"/>
</UNIT_EXECUTE_SEQUENTIAL_SCRIPT_LOOPING>
Set a specific unit to execute a script sequentially.[151]
翻译:设置一个特定的单元来按顺序执行脚本
命令字:UNIT_EXECUTE_SEQUENTIAL_SCRIPT
xml代码使用:
<UNIT_EXECUTE_SEQUENTIAL_SCRIPT>
<UnitName_0 value="Object"/>
<ScriptName_1 value="script"/>
</UNIT_EXECUTE_SEQUENTIAL_SCRIPT>
Set to guard for some number of frames.[157]
翻译:设置为某些帧数的保护
命令字:UNIT_GUARD_FOR_FRAMECOUNT
xml代码使用:
<UNIT_GUARD_FOR_FRAMECOUNT>
<UnitName_0 value="Object"/>
<Integer_1 value="3"/>
</UNIT_GUARD_FOR_FRAMECOUNT>
Set to guard for some number of seconds.[306]
翻译:设置为守卫数秒
命令字:UNIT_GUARD_FOR_SECONDS
xml代码使用:
<UNIT_GUARD_FOR_SECONDS>
<UnitName_0 value="Object"/>
<Integer_1 value="3"/>
</UNIT_GUARD_FOR_SECONDS>
Settings
Camera fading -- enable or disable.[402]
翻译:相机衰落——启用或禁用
命令字:NAMED_SET_CAMERA_FADING
xml代码使用:
<NAMED_SET_CAMERA_FADING>
<UnitName_0 value="Object"/>
<Boolean_1 value="1"/>
</NAMED_SET_CAMERA_FADING>
Ignite or quench aflame status.[260]
翻译:点燃或熄灭火焰状态
命令字:UNIT_SET_FLAME_STATUS
xml代码使用:
<UNIT_SET_FLAME_STATUS>
<UnitName_0 value="Object"/>
<Boolean_1 value="1"/>
</UNIT_SET_FLAME_STATUS>
Set stopping distance for current locomotor.[118]
翻译:设置当前运动器停止距离
命令字:NAMED_SET_STOPPING_DISTANCE
xml代码使用:
<NAMED_SET_STOPPING_DISTANCE>
<UnitName_0 value="Object"/>
<RealNumber_1 value="3.3"/>
</NAMED_SET_STOPPING_DISTANCE>
Set the sleep status of a specific unit.[453]
翻译:设置指定单元的休眠状态
命令字:NAMED_SET_SLEEP_STATUS
xml代码使用:
<NAMED_SET_SLEEP_STATUS>
<UnitName_0 value="Object"/>
<Boolean_1 value="1"/>
</NAMED_SET_SLEEP_STATUS>
Set unit to be held in place, ignoring Physics, Locomotors, etc.[181]
翻译:设置要保持的单位,忽略物理,运动等
命令字:NAMED_SET_HELD
xml代码使用:
<NAMED_SET_HELD>
<UnitName_0 value="Object"/>
<Boolean_1 value="1"/>
</NAMED_SET_HELD>
Strict control -- enable or disable.[325]
翻译:严格控制——启用或禁用
命令字:NAMED_SET_STRICT_CONTROL_ENABLED
xml代码使用:
<NAMED_SET_STRICT_CONTROL_ENABLED>
<UnitName_0 value="Object"/>
<Boolean_1 value="1"/>
</NAMED_SET_STRICT_CONTROL_ENABLED>
Spawn
Spawn -- named unit on Team at an object type with specified orientation.[468]
翻译:刷出——团队中指定方向和对象类型的命名单位
命令字:CREATE_NAMED_ON_TEAM_AT_OBJECTTYPE_WITH_ORIENTATION
xml代码使用:
<CREATE_NAMED_ON_TEAM_AT_OBJECTTYPE_WITH_ORIENTATION>
<UnitName_0 value="Object"/>
<ObjectName_1 value="AlliedSuperWeaponEffect"/>
<TeamName_2 value="Team"/>
<ObjectName_3 value="AlliedSuperWeaponEffect"/>
<Angle_4 value="0.7853982"/>
</CREATE_NAMED_ON_TEAM_AT_OBJECTTYPE_WITH_ORIENTATION>
Spawn -- named unit on Team at an object type.[440]
翻译:刷出——团队中指定单位的对象类型
命令字:CREATE_NAMED_ON_TEAM_AT_OBJECTTYPE
xml代码使用:
<CREATE_NAMED_ON_TEAM_AT_OBJECTTYPE>
<UnitName_0 value="Object"/>
<ObjectName_1 value="AlliedSuperWeaponEffect"/>
<TeamName_2 value="Team"/>
<ObjectName_3 value="AlliedSuperWeaponEffect"/>
</CREATE_NAMED_ON_TEAM_AT_OBJECTTYPE>
Spawn object.[23]
翻译:产生对象
命令字:CREATE_OBJECT
xml代码使用:
<CREATE_OBJECT>
<ObjectName_0 value="AlliedSuperWeaponEffect"/>
<TeamName_1 value="Team"/>
<PositionCoordinate_2 value="(1,2,3)"/>
<Angle_3 value="0.7853982"/>
</CREATE_OBJECT>
Status
Team Set Stand Ground Status.[377]
翻译:团队设置站位地面状态…
命令字:TEAM_STAND_GROUND
xml代码使用:
<TEAM_STAND_GROUND>
<TeamName_0 value="Team"/>
<Boolean_1 value="1"/>
</TEAM_STAND_GROUND>
Unit Set Stand Ground Status.[376]
翻译:Unit Set Stand地面状态
命令字:UNIT_STAND_GROUND
xml代码使用:
<UNIT_STAND_GROUND>
<UnitName_0 value="Object"/>
<Boolean_1 value="1"/>
</UNIT_STAND_GROUND>
Transport
Transport -- load unit into specific.[45]
翻译:运输——装载单位成具体
命令字:NAMED_ENTER_NAMED
xml代码使用:
<NAMED_ENTER_NAMED>
<UnitName_0 value="Object"/>
<UnitName_1 value="Object"/>
</NAMED_ENTER_NAMED>
Transport -- unload units from specific.[47]
翻译:运输——从特定单位卸下
命令字:NAMED_EXIT_ALL
xml代码使用:
<NAMED_EXIT_ALL>
<UnitName_0 value="Object"/>
</NAMED_EXIT_ALL>
Player
Build
Turn on or off a player's structures that auto build units. (Starts ON)[313]
翻译:开启或关闭玩家能够自动建造单位的建筑。 (开始)
命令字:TOGGLE_AUTO_BUILD
xml代码使用:
<TOGGLE_AUTO_BUILD>
<PlayerName_0 value="Player"/>
<Boolean_1 value="1"/>
</TOGGLE_AUTO_BUILD>
Upgrades and Sciences
AI Player build an Upgrade.[215]
翻译:AI玩家建立一个升级
命令字:AI_PLAYER_BUILD_UPGRADE
xml代码使用:
<AI_PLAYER_BUILD_UPGRADE>
<PlayerName_0 value="Player"/>
<UnitAbilityName_1 value="Upgrade"/>
</AI_PLAYER_BUILD_UPGRADE>
Set the skillset for an AI Player.[228]
翻译:为AI玩家设置技能
命令字:PLAYER_SELECT_SKILLSET
xml代码使用:
<PLAYER_SELECT_SKILLSET>
<PlayerName_0 value="Player"/>
<Integer_1 value="4"/>
</PLAYER_SELECT_SKILLSET>
PlayMovie
Plays a movie in game.[272]
翻译:在游戏中播放电影
命令字:PLAY_MOVIE_IN_GAME
xml代码使用:
<PLAY_MOVIE_IN_GAME>
<MovieName_0 value="Movie"/>
<Boolean_1 value="1"/>
</PLAY_MOVIE_IN_GAME>
Scripting
Reference
Set reference to another team reference.[281]
翻译:设置引用到另一个团队引用
命令字:SET_TEAM_REFERENCE_TO_REFERNECE
xml代码使用:
<SET_TEAM_REFERENCE_TO_REFERNECE>
<TeamReference_0 value="TeamRef"/>
<TeamReference_1 value="TeamRef"/>
</SET_TEAM_REFERENCE_TO_REFERNECE>
Set reference to a team.[279]
翻译:设置引用到一个团队
命令字:SET_TEAM_REFERENCE
xml代码使用:
<SET_TEAM_REFERENCE>
<TeamReference_0 value="TeamRef"/>
<TeamName_1 value="Team"/>
</SET_TEAM_REFERENCE>
Set reference to a unit.[278]
翻译:设置一个单位的引用
命令字:SET_UNIT_REFERENCE
xml代码使用:
<SET_UNIT_REFERENCE>
<UnitReference_0 value="ObjRef"/>
<UnitName_1 value="Object"/>
</SET_UNIT_REFERENCE>
Set reference to another unit reference.[280]
翻译:设置引用到另一个单位引用
命令字:SET_UNIT_REFERENCE_TO_REFERENCE
xml代码使用:
<SET_UNIT_REFERENCE_TO_REFERENCE>
<UnitReference_0 value="ObjRef"/>
<UnitReference_1 value="ObjRef"/>
</SET_UNIT_REFERENCE_TO_REFERENCE>
Win & Loss
End the mission in victory if the user chooses to[79]
翻译:如果用户选择胜利结束任务
命令字:OPTIONAL_VICTORY
xml代码使用:
<OPTIONAL_VICTORY>
</OPTIONAL_VICTORY>
Team
Attack
Harvest around waypoint.[355]
翻译:收获在路标
命令字:TEAM_HARVEST
xml代码使用:
<TEAM_HARVEST>
<TeamName_0 value="Team"/>
<WaypointName_1 value="Waypoint"/>
</TEAM_HARVEST>
Capture-Recruit
Team recruits from another specific team.[294]
翻译: 从另一个特定团队招募的团队成员
命令字:TEAM_RECRUIT_UNITS_FROM_TEAM
xml代码使用:
<TEAM_RECRUIT_UNITS_FROM_TEAM>
<TeamName_0 value="Team"/>
<Integer_1 value="3"/>
<ObjectType_2 value="AlliedSuperWeaponEffect"/>
<TeamName_3 value="Team"/>
</TEAM_RECRUIT_UNITS_FROM_TEAM>
Team recruits from same player and nearby allied AI teams.[293]
翻译:从同一玩家和附近的盟军AI队伍中招募团队成员
命令字:TEAM_RECRUIT_UNITS
xml代码使用:
<TEAM_RECRUIT_UNITS>
<TeamName_0 value="Team"/>
<Integer_1 value="3"/>
<ObjectType_2 value="AlliedSuperWeaponEffect"/>
</TEAM_RECRUIT_UNITS>
CommandButton
Team set auto ability to on or off.[363]
翻译:团队设置自动能力开启或关闭
命令字:TEAM_SET_AUTO_ABILITY
xml代码使用:
<TEAM_SET_AUTO_ABILITY>
<TeamName_0 value="Team"/>
<FontName_1 value="Command"/>
<Boolean_2 value="1"/>
</TEAM_SET_AUTO_ABILITY>
Experience
Gives the team an experience level.[265]
翻译:给团队一个经验水平
命令字:TEAM_GIVE_EXPERIENCE_LEVEL
xml代码使用:
<TEAM_GIVE_EXPERIENCE_LEVEL>
<TeamName_0 value="Team"/>
<79_1 value="assetid"/>
</TEAM_GIVE_EXPERIENCE_LEVEL>
Guard
Guard -- from inside tunnel network.[246]
翻译:保安,来自隧道网络内部
命令字:TEAM_GUARD_IN_TUNNEL_NETWORK
xml代码使用:
<TEAM_GUARD_IN_TUNNEL_NETWORK>
<TeamName_0 value="Team"/>
</TEAM_GUARD_IN_TUNNEL_NETWORK>
Misc
Set or clear a team-needs-gate open flag [374]
翻译:设置或关闭一个团队需要大门的旗帜
命令字:TEAM_NEEDS_OPEN_GATE
xml代码使用:
<TEAM_NEEDS_OPEN_GATE>
<TeamName_0 value="Team"/>
<UnitName_1 value="Object"/>
<Boolean_2 value="1"/>
</TEAM_NEEDS_OPEN_GATE>
Move
Team follow approach path.[196]
翻译:团队遵循进场路径
命令字:SKIRMISH_FOLLOW_APPROACH_PATH
xml代码使用:
<SKIRMISH_FOLLOW_APPROACH_PATH>
<TeamName_0 value="Team"/>
<Color_1 value="Flank"/>
<Boolean_2 value="1"/>
</SKIRMISH_FOLLOW_APPROACH_PATH>
Team move to approach path.[199]
翻译:团队移至进场路径
命令字:SKIRMISH_MOVE_TO_APPROACH_PATH
xml代码使用:
<SKIRMISH_MOVE_TO_APPROACH_PATH>
<TeamName_0 value="Team"/>
<Color_1 value="Flank"/>
</SKIRMISH_MOVE_TO_APPROACH_PATH>
Repair
Repair nearest building that needs it.[361]
翻译:修理最近的需要它的建筑物
命令字:TEAM_REPAIR_NEREST
xml代码使用:
<TEAM_REPAIR_NEREST>
<TeamName_0 value="Team"/>
<RealNumber_1 value="3.3"/>
</TEAM_REPAIR_NEREST>
SequentialScript
Execute script sequentially -- looping.[155]
翻译:按顺序执行脚本——循环
命令字:TEAM_EXECUTE_SEQUENTIAL_SCRIPT_LOOPING
xml代码使用:
<TEAM_EXECUTE_SEQUENTIAL_SCRIPT_LOOPING>
<TeamName_0 value="Team"/>
<ScriptName_1 value="script"/>
<Integer_2 value="4"/>
</TEAM_EXECUTE_SEQUENTIAL_SCRIPT_LOOPING>
Execute script sequentially -- start.[154]
翻译:执行脚本sequentially-start
命令字:TEAM_EXECUTE_SEQUENTIAL_SCRIPT
xml代码使用:
<TEAM_EXECUTE_SEQUENTIAL_SCRIPT>
<TeamName_0 value="Team"/>
<ScriptName_1 value="scirpt"/>
</TEAM_EXECUTE_SEQUENTIAL_SCRIPT>
Guard -- number of frames.[159]
翻译:警卫队的帧数
命令字:TEAM_GUARD_FOR_FRAMECOUNT
xml代码使用:
<TEAM_GUARD_FOR_FRAMECOUNT>
<TeamName_0 value="Team"/>
<Integer_1 value="3"/>
</TEAM_GUARD_FOR_FRAMECOUNT>
Guard -- number of seconds.[308]
翻译:警卫队的秒数
命令字:TEAM_GUARD_FOR_SECONDS
xml代码使用:
<TEAM_GUARD_FOR_SECONDS>
<TeamName_0 value="Team"/>
<Integer_1 value="3"/>
</TEAM_GUARD_FOR_SECONDS>
Settings
Ignite or quench aflame status - all.[261]
翻译:点燃或熄灭火焰状态-所有
命令字:TEAM_SET_FLAME_STATUS
xml代码使用:
<TEAM_SET_FLAME_STATUS>
<UnitName_0 value="Object"/>
<Boolean_1 value="1"/>
</TEAM_SET_FLAME_STATUS>
Set a model condition flag on a team (and horde members) for duration. % specifies # of members in team that get this.[329]
翻译:在团队(和部落成员)上设置一个持续时间的模型状态标志。 指定团队中的成员得到这个
命令字:TEAM_SET_MODELCONDITION_FOR_DURATION
xml代码使用:
<TEAM_SET_MODELCONDITION_FOR_DURATION>
<TeamName_0 value="Team"/>
<ModelCondition_1 value="AFLAME"/>
<RealNumber_2 value="3.3"/>
<Percentage2_3 value="0.09999999"/>
</TEAM_SET_MODELCONDITION_FOR_DURATION>
Set stopping distance for each unit's current locomotor.[117]
翻译:设置每个单元当前移动装置的停止距离
命令字:SET_STOPPING_DISTANCE
xml代码使用:
<SET_STOPPING_DISTANCE>
<TeamName_0 value="Team"/>
<RealNumber_1 value="3.3"/>
</SET_STOPPING_DISTANCE>
Set the Sleep status of Team.[454]
翻译:设置团队的睡眠状态
命令字:TEAM_SET_SLEEP_STATUS
xml代码使用:
<TEAM_SET_SLEEP_STATUS>
<TeamName_0 value="Team"/>
<Boolean_1 value="1"/>
</TEAM_SET_SLEEP_STATUS>
Spawn, Build, or Merge
Change priority by Failure Priority Decrease amount.[187]
翻译:Change priority by Failure priority减少数量
命令字:TEAM_DECREASE_PRIORITY
xml代码使用:
<TEAM_DECREASE_PRIORITY>
<TeamName_0 value="Team"/>
</TEAM_DECREASE_PRIORITY>
Change priority by Success Priority Increase amount.[186]
翻译:Change priority by Success priority增加数量
命令字:TEAM_INCREASE_PRIORITY
xml代码使用:
<TEAM_INCREASE_PRIORITY>
<TeamName_0 value="Team"/>
</TEAM_INCREASE_PRIORITY>
Recruit Team at location of another team.[144]
翻译:在另一队地点招募一队
命令字:RECRUIT_TEAM_AT_TEAM
xml代码使用:
<RECRUIT_TEAM_AT_TEAM>
<TeamName_0 value="Team"/>
<RealNumber_1 value="3.3"/>
<TeamName_2 value="Team"/>
</RECRUIT_TEAM_AT_TEAM>
Recruit Team.[143]
翻译:招聘团队
命令字:RECRUIT_TEAM
xml代码使用:
<RECRUIT_TEAM>
<TeamName_0 value="Team"/>
<RealNumber_1 value="3.3"/>
</RECRUIT_TEAM>
Status
Strict Control set enabled or disabled.[326]
翻译:启用或禁用严格控制设置
命令字:TEAM_SET_STRICT_CONTROL_ENABLED
xml代码使用:
<TEAM_SET_STRICT_CONTROL_ENABLED>
<TeamName_0 value="Team"/>
<Boolean_1 value="1"/>
</TEAM_SET_STRICT_CONTROL_ENABLED>
Transport
Transport -- automatically load.[44]
翻译:把——自动加载
命令字:TEAM_LOAD_TRANSPORTS
xml代码使用:
<TEAM_LOAD_TRANSPORTS>
<TeamName_0 value="Team"/>
</TEAM_LOAD_TRANSPORTS>
Transport -- load team into specific.[46]
翻译:运输-装载小组到特定的
命令字:TEAM_ENTER_NAMED
xml代码使用:
<TEAM_ENTER_NAMED>
<TeamName_0 value="Team"/>
<UnitName_1 value="Object"/>
</TEAM_ENTER_NAMED>
Transport -- unload team from all.[48]
翻译:运输,将所有队伍撤离
命令字:TEAM_EXIT_ALL
xml代码使用:
<TEAM_EXIT_ALL>
<TeamName_0 value="Team"/>
</TEAM_EXIT_ALL>
Upgrades
Team will give nearest team upgrade (Giving Team must have upgrade)[282]
翻译:队伍会给最近的队伍升级(给予队伍必须有升级)
命令字:TEAM_GIVE_NEAREST_TEAM_UPGRADE
xml代码使用:
<TEAM_GIVE_NEAREST_TEAM_UPGRADE>
<TeamName_0 value="Team"/>
</TEAM_GIVE_NEAREST_TEAM_UPGRADE>
Team will give team upgrade (Giving Team must have upgrade)[298]
翻译:团队会给予团队升级(给予团队必须有升级)
命令字:TEAM_GIVE_TEAM_UPGRADE
xml代码使用:
<TEAM_GIVE_TEAM_UPGRADE>
<TeamName_0 value="Team"/>
<TeamName_1 value="Team"/>
</TEAM_GIVE_TEAM_UPGRADE>
Team
Allegiance
Override Team's relationship to a Player.[149]
翻译:重写团队与玩家的关系
命令字:TEAM_SET_OVERRIDE_RELATION_TO_PLAYER
xml代码使用:
<TEAM_SET_OVERRIDE_RELATION_TO_PLAYER>
<TeamName_0 value="Player/teamPlayer"/>
<PlayerName_1 value="Player"/>
<Relation_2 value="2"/>
</TEAM_SET_OVERRIDE_RELATION_TO_PLAYER>
Override Team's relationship to a Team.[145]
翻译:覆盖团队与团队的关系
命令字:TEAM_SET_OVERRIDE_RELATION_TO_TEAM
xml代码使用:
<TEAM_SET_OVERRIDE_RELATION_TO_TEAM>
<TeamName_0 value="Player/teamPlayer"/>
<TeamName_1 value="Player/teamPlayer"/>
<Relation_2 value="2"/>
</TEAM_SET_OVERRIDE_RELATION_TO_TEAM>
Remove all overrides to Team's relationship to Teams and Players.[147]
翻译:删除所有团队与团队和球员的关系
命令字:TEAM_REMOVE_ALL_OVERRIDE_RELATIONS
xml代码使用:
<TEAM_REMOVE_ALL_OVERRIDE_RELATIONS>
<TeamName_0 value="Player/teamPlayer"/>
</TEAM_REMOVE_ALL_OVERRIDE_RELATIONS>
Remove an override to Team's relationship to a Team.[146]
翻译:删除一个覆盖到Team和Team的关系
命令字:TEAM_REMOVE_OVERRIDE_RELATION_TO_TEAM
xml代码使用:
<TEAM_REMOVE_OVERRIDE_RELATION_TO_TEAM>
<TeamName_0 value="Player/teamPlayer"/>
<TeamName_1 value="Player/teamPlayer"/>
</TEAM_REMOVE_OVERRIDE_RELATION_TO_TEAM>
Transfer control of Team to Player.[127]
翻译:将团队控制权移交给玩家
命令字:TEAM_TRANSFER_TO_PLAYER
xml代码使用:
<TEAM_TRANSFER_TO_PLAYER>
<TeamName_0 value="Player/teamPlayer"/>
<PlayerName_1 value="Player"/>
</TEAM_TRANSFER_TO_PLAYER>
Attack
Attack move a team to a named object.[425]
翻译:攻击移动一个团队到一个命名的对象
命令字:ATTACK_MOVE_TEAM_TO_NAMED_OBJECT
xml代码使用:
<ATTACK_MOVE_TEAM_TO_NAMED_OBJECT>
<TeamName_0 value="Player/teamPlayer"/>
<UnitName_1 value="Object"/>
</ATTACK_MOVE_TEAM_TO_NAMED_OBJECT>
Hunt (choose enemy target, move towards it, and attack when within range).[53]
翻译:狩猎(选择目标,向其移动,并在射程内攻击)
命令字:TEAM_HUNT
xml代码使用:
<TEAM_HUNT>
<TeamName_0 value="Team"/>
</TEAM_HUNT>
Move team towards the nearest object of a specific type owned by a player[426]
翻译:将队伍移动到玩家拥有的最近的特定类型的目标
命令字:ATTACK_MOVE_TEAM_TO_NEAREST_OBJECT_OF_TYPE_OF_PLAYER
xml代码使用:
<ATTACK_MOVE_TEAM_TO_NEAREST_OBJECT_OF_TYPE_OF_PLAYER>
<TeamName_0 value="Team"/>
<ObjectType_1 value="alliedsuperweaponeffect"/>
<PlayerName_2 value="Player"/>
</ATTACK_MOVE_TEAM_TO_NEAREST_OBJECT_OF_TYPE_OF_PLAYER>
Move team towards the nearest object of a specific type[418]
翻译:将队伍移动到最近的特定类型的目标
命令字:TEAM_ATTACK_MOVE_TOWARDS_NEAREST_OBJECT_TYPE
xml代码使用:
<TEAM_ATTACK_MOVE_TOWARDS_NEAREST_OBJECT_TYPE>
<TeamName_0 value="Team"/>
<ObjectName_1 value="alliedsuperweaponeffect"/>
</TEAM_ATTACK_MOVE_TOWARDS_NEAREST_OBJECT_TYPE>
Set team to attack another team.[29]
翻译:设置团队攻击另一个团队
命令字:TEAM_ATTACK_TEAM
xml代码使用:
<TEAM_ATTACK_TEAM>
<TeamName_0 value="Team"/>
<TeamName_1 value="Team"/>
</TEAM_ATTACK_TEAM>
Set team to attack-move along a waypoint path.[414]
翻译:设置团队攻击-沿着路径点路径移动
命令字:TEAM_ATTACK_MOVE_FOLLOW_WAYPOINTS
xml代码使用:
<TEAM_ATTACK_MOVE_FOLLOW_WAYPOINTS>
<TeamName_0 value="Team"/>
<WaypointPathName_1 value="WaypointPath"/>
<Boolean_2 value="1"/>
<Boolean_3 value="1"/>
</TEAM_ATTACK_MOVE_FOLLOW_WAYPOINTS>
Set team to attack-move to a location.[413]
翻译:设置团队攻击-移动到一个地点
命令字:ATTACK_MOVE_TEAM_TO
xml代码使用:
<ATTACK_MOVE_TEAM_TO>
<TeamName_0 value="Team"/>
<WaypointName_1 value="Waypoint"/>
</ATTACK_MOVE_TEAM_TO>
Set team to capture a named object.[488]
翻译:设置团队捕获一个命名的对象
命令字:TEAM_CONTEXT_SENSITIVE_ATTACK
xml代码使用:
<TEAM_CONTEXT_SENSITIVE_ATTACK>
<TeamName_0 value="Team"/>
<UnitName_1 value="Object"/>
</TEAM_CONTEXT_SENSITIVE_ATTACK>
Team attacks a named object.[43]
翻译:团队攻击一个已命名的物体
命令字:TEAM_ATTACK_NAMED
xml代码使用:
<TEAM_ATTACK_NAMED>
<TeamName_0 value="Team"/>
<UnitName_1 value="Object"/>
</TEAM_ATTACK_NAMED>
Capture
Capture unowned faction unit -- nearest.[211]
翻译:捕获无主派系单位-最近
命令字:TEAM_CAPTURE_NEAREST_UNOWNED_FACTION_UNIT
xml代码使用:
<TEAM_CAPTURE_NEAREST_UNOWNED_FACTION_UNIT>
<TeamName_0 value="Team"/>
</TEAM_CAPTURE_NEAREST_UNOWNED_FACTION_UNIT>
CommandButton
Use command ability -- all -- nearest enemy building kindof.[208]
翻译:使用命令能力-所有-最近的敌人建筑类
命令字:TEAM_ALL_USE_COMMANDBUTTON_ON_NEAREST_ENEMY_BUILDING_CLASS
xml代码使用:
<TEAM_ALL_USE_COMMANDBUTTON_ON_NEAREST_ENEMY_BUILDING_CLASS>
<TeamName_0 value="Team"/>
<SkirmishApproachPath_1 value="SpecialPower"/>
<UnitOrStructureKind_2 value="5"/>
</TEAM_ALL_USE_COMMANDBUTTON_ON_NEAREST_ENEMY_BUILDING_CLASS>
Use command ability -- all -- nearest enemy building.[207]
翻译:使用命令能力-所有-最近的敌人建筑
命令字:TEAM_ALL_USE_COMMANDBUTTON_ON_NEAREST_ENEMY_BUILDING
xml代码使用:
<TEAM_ALL_USE_COMMANDBUTTON_ON_NEAREST_ENEMY_BUILDING>
<TeamName_0 value="Player/teamPlayer"/>
<SkirmishApproachPath_1 value="SpecialPower"/>
</TEAM_ALL_USE_COMMANDBUTTON_ON_NEAREST_ENEMY_BUILDING>
Use command ability -- all -- nearest enemy garrisoned building.[205]
翻译:使用命令能力-所有-最近的敌人驻守建筑
命令字:TEAM_ALL_USE_COMMANDBUTTON_ON_NEAREST_GARRISONED_BUILDING
xml代码使用:
<TEAM_ALL_USE_COMMANDBUTTON_ON_NEAREST_GARRISONED_BUILDING>
<TeamName_0 value="Player/teamPlayer"/>
<SkirmishApproachPath_1 value="SpecialPower"/>
</TEAM_ALL_USE_COMMANDBUTTON_ON_NEAREST_GARRISONED_BUILDING>
Use command ability -- all -- nearest enemy object with kind of.[206]
翻译:使用命令能力-所有-最近的敌人目标
命令字:TEAM_ALL_USE_COMMANDBUTTON_ON_NEAREST_KINDOF
xml代码使用:
<TEAM_ALL_USE_COMMANDBUTTON_ON_NEAREST_KINDOF>
<TeamName_0 value="Player/teamPlayer"/>
<SkirmishApproachPath_1 value="SpecialPower"/>
<UnitOrStructureKind_2 value="5"/>
</TEAM_ALL_USE_COMMANDBUTTON_ON_NEAREST_KINDOF>
Use command ability -- all -- nearest enemy unit[204]
翻译:使用命令能力-所有-最近的敌人单位
命令字:TEAM_ALL_USE_COMMANDBUTTON_ON_NEAREST_ENEMY_UNIT
xml代码使用:
<TEAM_ALL_USE_COMMANDBUTTON_ON_NEAREST_ENEMY_UNIT>
<TeamName_0 value="Player/teamPlayer"/>
<SkirmishApproachPath_1 value="SpecialPower"/>
</TEAM_ALL_USE_COMMANDBUTTON_ON_NEAREST_ENEMY_UNIT>
Use command ability -- all -- nearest object type.[209]
翻译:使用命令能力——all——最接近的对象类型
命令字:TEAM_ALL_USE_COMMANDBUTTON_ON_NEAREST_OBJECTTYPE
xml代码使用:
<TEAM_ALL_USE_COMMANDBUTTON_ON_NEAREST_OBJECTTYPE>
<TeamName_0 value="Player/teamPlayer"/>
<SkirmishApproachPath_1 value="SpecialPower"/>
<ObjectName_2 value="alliedsuperweaponeffect"/>
</TEAM_ALL_USE_COMMANDBUTTON_ON_NEAREST_OBJECTTYPE>
Use command ability -- partial -- self.[210]
翻译:用命令的能力——部分自我
命令字:TEAM_PARTIAL_USE_COMMANDBUTTON
xml代码使用:
<TEAM_PARTIAL_USE_COMMANDBUTTON>
<RealNumber_0 value="1.1"/>
<TeamName_1 value="Player/teamPlayer"/>
<SkirmishApproachPath_2 value="SpecialPower"/>
</TEAM_PARTIAL_USE_COMMANDBUTTON>
Use commandbutton ability at a waypoint.[191]
翻译:在一个路标点使用命令按钮能力
命令字:TEAM_USE_COMMANDBUTTON_ABILITY_AT_WAYPOINT
xml代码使用:
<TEAM_USE_COMMANDBUTTON_ABILITY_AT_WAYPOINT>
<TeamName_0 value="Player/teamPlayer"/>
<SkirmishApproachPath_1 value="SpecialPower"/>
<WaypointName_2 value="Waypoint"/>
</TEAM_USE_COMMANDBUTTON_ABILITY_AT_WAYPOINT>
Use commandbutton ability on a named object.[190]
翻译:在命名对象上使用命令按钮功能
命令字:TEAM_USE_COMMANDBUTTON_ABILITY_ON_NAMED
xml代码使用:
<TEAM_USE_COMMANDBUTTON_ABILITY_ON_NAMED>
<TeamName_0 value="Player/teamPlayer"/>
<SkirmishApproachPath_1 value="SpecialPower"/>
<UnitName_2 value="Object"/>
</TEAM_USE_COMMANDBUTTON_ABILITY_ON_NAMED>
Use commandbutton ability.[193]
翻译:用命令按钮的能力
命令字:TEAM_USE_COMMANDBUTTON_ABILITY
xml代码使用:
<TEAM_USE_COMMANDBUTTON_ABILITY>
<TeamName_0 value="Player/teamPlayer"/>
<SkirmishApproachPath_1 value="SpecialPower"/>
</TEAM_USE_COMMANDBUTTON_ABILITY>
Damage or Remove
Damage the members of Team.[12]
翻译:破坏团队成员
命令字:DAMAGE_MEMBERS_OF_TEAM
xml代码使用:
<DAMAGE_MEMBERS_OF_TEAM>
<TeamName_0 value="Player/teamPlayer"/>
<RealNumber_1 value="-0.3"/>
</DAMAGE_MEMBERS_OF_TEAM>
Delete Team, but ignore dead guys.[250]
翻译:删除团队,但忽略死人
命令字:TEAM_DELETE_LIVING
xml代码使用:
<TEAM_DELETE_LIVING>
<TeamName_0 value="Player/teamPlayer"/>
</TEAM_DELETE_LIVING>
Delete Team.[65]
翻译:删除团队
命令字:TEAM_DELETE
xml代码使用:
<TEAM_DELETE>
<TeamName_0 value="Player/teamPlayer"/>
</TEAM_DELETE>
Kill an entire team.[68]
翻译:干掉一整支队伍
命令字:TEAM_KILL
xml代码使用:
<TEAM_KILL>
<TeamName_0 value="Player/teamPlayer"/>
</TEAM_KILL>
Set the health of the team members (in percentage).[318]
翻译:设置团队成员的生命值(百分比)
命令字:TEAM_SET_HEALTH
xml代码使用:
<TEAM_SET_HEALTH>
<TeamName_0 value="Player/teamPlayer"/>
<RealNumber_1 value="1.1"/>
</TEAM_SET_HEALTH>
Experience
Gives the team experience points.[266]
翻译:给予团队经验值
命令字:TEAM_GIVE_EXPERIENCE_POINTS
xml代码使用:
<TEAM_GIVE_EXPERIENCE_POINTS>
<TeamName_0 value="Player/teamPlayer"/>
<Integer_1 value="4"/>
</TEAM_GIVE_EXPERIENCE_POINTS>
Sets the team's experience points.[267]
翻译:设置团队经验值
命令字:TEAM_SET_EXPERIENCE_POINTS
xml代码使用:
<TEAM_SET_EXPERIENCE_POINTS>
<TeamName_0 value="Player/teamPlayer"/>
<Integer_1 value="4"/>
</TEAM_SET_EXPERIENCE_POINTS>
Team levels up with visual FX.[396]
翻译:使用视觉特效升级团队
命令字:TEAM_GAIN_LEVEL
xml代码使用:
<TEAM_GAIN_LEVEL>
<TeamName_0 value="Player/teamPlayer"/>
<Boolean_1 value="1"/>
</TEAM_GAIN_LEVEL>
Flash
Flash Team for a specified amount of time.[71]
翻译:flashteam的一段指定的时间
命令字:TEAM_FLASH
xml代码使用:
<TEAM_FLASH>
<TeamName_0 value="Player/teamPlayer"/>
<Integer_1 value="4"/>
</TEAM_FLASH>
Flash Team white for a specified amount of time.[195]
翻译:闪光队在指定的时间内保持白色
命令字:TEAM_FLASH_WHITE
xml代码使用:
<TEAM_FLASH_WHITE>
<TeamName_0 value="Player/teamPlayer"/>
<Integer_1 value="4"/>
</TEAM_FLASH_WHITE>
Garrison
Exit all objects a team is in.[93]
翻译:退出团队所在的所有对象
命令字:TEAM_EXIT_ALL_BUILDINGS
xml代码使用:
<TEAM_EXIT_ALL_BUILDINGS>
<TeamName_0 value="Player/teamPlayer"/>
</TEAM_EXIT_ALL_BUILDINGS>
Garrison a named object instantly with a team.[429]
翻译:立即组队加成一个命名的物体
命令字:TEAM_GARRISON_SPECIFIC_BUILDING_INSTANTLY
xml代码使用:
<TEAM_GARRISON_SPECIFIC_BUILDING_INSTANTLY>
<TeamName_0 value="Player/teamPlayer"/>
<UnitName_1 value="Object"/>
</TEAM_GARRISON_SPECIFIC_BUILDING_INSTANTLY>
Garrison a named object with Team.[90]
翻译:与团队一起驻守一个命名的物体
命令字:TEAM_GARRISON_SPECIFIC_BUILDING
xml代码使用:
<TEAM_GARRISON_SPECIFIC_BUILDING>
<TeamName_0 value="Player/teamPlayer"/>
<UnitName_1 value="Object"/>
</TEAM_GARRISON_SPECIFIC_BUILDING>
Garrison a nearby structure with Team.[92]
翻译:在附近建造一个建筑
命令字:TEAM_GARRISON_NEAREST_BUILDING
xml代码使用:
<TEAM_GARRISON_NEAREST_BUILDING>
<TeamName_0 value="Player/teamPlayer"/>
</TEAM_GARRISON_NEAREST_BUILDING>
Garrison a team instantly with a team.[432]
翻译:立即组队进驻一支队伍
命令字:TEAM_GARRISON_TEAM_INSTANTLY
xml代码使用:
<TEAM_GARRISON_TEAM_INSTANTLY>
<TeamName_0 value="Player/teamPlayer"/>
<TeamName_1 value="Player/teamPlayer"/>
</TEAM_GARRISON_TEAM_INSTANTLY>
Guard
Guard a supply source.[237]
翻译:守卫供给源
命令字:TEAM_GUARD_SUPPLY_CENTER
xml代码使用:
<TEAM_GUARD_SUPPLY_CENTER>
<TeamName_0 value="Player/teamPlayer"/>
<Integer_1 value="4"/>
</TEAM_GUARD_SUPPLY_CENTER>
Team guard a named object.[165]
翻译:团队守卫一个命名的物体
命令字:TEAM_GUARD_OBJECT
xml代码使用:
<TEAM_GUARD_OBJECT>
<TeamName_0 value="Player/teamPlayer"/>
<UnitName_1 value="Object"/>
</TEAM_GUARD_OBJECT>
Team guard a specific team.[295]
翻译:团队守卫一个特定的团队
命令字:TEAM_GUARD_TEAM
xml代码使用:
<TEAM_GUARD_TEAM>
<TeamName_0 value="Player/teamPlayer"/>
<TeamName_1 value="Player/teamPlayer"/>
</TEAM_GUARD_TEAM>
Team guard an area from a location.[368]
翻译:从一个地点守卫一个区域
命令字:TEAM_GUARD_AREA_FROM_POSITION
xml代码使用:
<TEAM_GUARD_AREA_FROM_POSITION>
<TeamName_0 value="Player/teamPlayer"/>
<TriggerAreaName_1 value="Area"/>
<WaypointName_2 value="Waypoint"/>
</TEAM_GUARD_AREA_FROM_POSITION>
Team guard an area.[166]
翻译:团队守卫一个区域
命令字:TEAM_GUARD_AREA
xml代码使用:
<TEAM_GUARD_AREA>
<TeamName_0 value="Player/teamPlayer"/>
<TriggerAreaName_1 value="Area"/>
</TEAM_GUARD_AREA>
Team guard at location.[164]
翻译:位置有队员守卫
命令字:TEAM_GUARD_POSITION
xml代码使用:
<TEAM_GUARD_POSITION>
<TeamName_0 value="Player/teamPlayer"/>
<WaypointName_1 value="Waypoint"/>
</TEAM_GUARD_POSITION>
Team guard current location.[51]
翻译:小队守卫当前位置
命令字:TEAM_GUARD
xml代码使用:
<TEAM_GUARD>
<TeamName_0 value="Player/teamPlayer"/>
</TEAM_GUARD>
Team guard nearest kindof.[296]
翻译:最接近的队员后卫
命令字:TEAM_GUARD_NEAREST_KINDOF
xml代码使用:
<TEAM_GUARD_NEAREST_KINDOF>
<TeamName_0 value="Player/teamPlayer"/>
<UnitOrStructureKind_1 value="5"/>
</TEAM_GUARD_NEAREST_KINDOF>
Move
Face a waypoint.[233]
翻译:面对一个路标
命令字:TEAM_FACE_WAYPOINT
xml代码使用:
<TEAM_FACE_WAYPOINT>
<TeamName_0 value="Player/teamPlayer"/>
<WaypointName_1 value="Waypoint"/>
</TEAM_FACE_WAYPOINT>
Face another unit.[232]
翻译:面对另一个单位
命令字:TEAM_FACE_NAMED
xml代码使用:
<TEAM_FACE_NAMED>
<TeamName_0 value="Player/teamPlayer"/>
<UnitName_1 value="Object"/>
</TEAM_FACE_NAMED>
Follow a waypoint path -- wander.[98]
翻译:遵循路标路径-漫步
命令字:TEAM_WANDER
xml代码使用:
<TEAM_WANDER>
<TeamName_0 value="Player/teamPlayer"/>
<WaypointPathName_1 value="WaypointPath"/>
</TEAM_WANDER>
Set team to follow a waypoint path starting at waypoint.[541]
翻译:设置团队从路点开始遵循路点路径
命令字:TEAM_FOLLOW_WAYPOINTS_STARTING_AT_WAYPOINT
xml代码使用:
<TEAM_FOLLOW_WAYPOINTS_STARTING_AT_WAYPOINT>
<TeamName_0 value="Player/teamPlayer"/>
<WaypointPathName_1 value="WaypointPath"/>
<Boolean_2 value="1"/>
<Boolean_3 value="1"/>
<WaypointName_4 value="Waypoint"/>
</TEAM_FOLLOW_WAYPOINTS_STARTING_AT_WAYPOINT>
Set team to move to a location.[13]
翻译: 设置团队移动到一个位置
命令字:MOVE_TEAM_TO
xml代码使用:
<MOVE_TEAM_TO>
<TeamName_0 value="Player/teamPlayer"/>
<WaypointName_1 value="Waypoint"/>
</MOVE_TEAM_TO>
Set team to move to home position (designated in team template).[348]
翻译:设置团队移动到本队位置(在团队模板中指定)
命令字:MOVE_TEAM_HOME
xml代码使用:
<MOVE_TEAM_HOME>
<TeamName_0 value="Player/teamPlayer"/>
</MOVE_TEAM_HOME>
Set to EXACTLY follow a waypoint path.[213]
翻译:设置精确跟随路径点路径
命令字:TEAM_FOLLOW_WAYPOINTS_EXACT
xml代码使用:
<TEAM_FOLLOW_WAYPOINTS_EXACT>
<TeamName_0 value="Player/teamPlayer"/>
<WaypointPathName_1 value="WaypointPath"/>
<Boolean_2 value="1"/>
</TEAM_FOLLOW_WAYPOINTS_EXACT>
Set to wander around current location.[185]
翻译:设置在当前位置徘徊
命令字:TEAM_WANDER_IN_PLACE
xml代码使用:
<TEAM_WANDER_IN_PLACE>
<TeamName_0 value="Player/teamPlayer"/>
</TEAM_WANDER_IN_PLACE>
Team stops, then disbands.[142]
翻译:团队停止,然后解散
命令字:TEAM_STOP_AND_DISBAND
xml代码使用:
<TEAM_STOP_AND_DISBAND>
<TeamName_0 value="Player/teamPlayer"/>
</TEAM_STOP_AND_DISBAND>
Team stops.[141]
翻译:团队停止
命令字:TEAM_STOP
xml代码使用:
<TEAM_STOP>
<TeamName_0 value="Player/teamPlayer"/>
</TEAM_STOP>
Team will move to the nearest object that matches both kindof and player specified.[288]
翻译:队伍会移动到最接近的目标,同时匹配指定的种类和玩家
命令字:TEAM_MOVE_TO_NEAREST_OBJECT_OF_KINDOF_OWNED_BY_PLAYER
xml代码使用:
<TEAM_MOVE_TO_NEAREST_OBJECT_OF_KINDOF_OWNED_BY_PLAYER>
<TeamName_0 value="Player/teamPlayer"/>
<UnitOrStructureKind_1 value="5"/>
<PlayerName_2 value="Player"/>
</TEAM_MOVE_TO_NEAREST_OBJECT_OF_KINDOF_OWNED_BY_PLAYER>
Team will move to the nearest object that matches both type and player specified.[290]
翻译:队伍会移动到最近的匹配类型和玩家的物体上
命令字:TEAM_MOVE_TO_NEAREST_OBJECT_OF_TYPE_OWNED_BY_PLAYER
xml代码使用:
<TEAM_MOVE_TO_NEAREST_OBJECT_OF_TYPE_OWNED_BY_PLAYER>
<TeamName_0 value="Player/teamPlayer"/>
<ObjectType_1 value="alliedsuperweaponeffect"/>
<PlayerName_2 value="Player"/>
</TEAM_MOVE_TO_NEAREST_OBJECT_OF_TYPE_OWNED_BY_PLAYER>
Team will move to the nearest object that matches kindof specified.[287]
翻译:队伍会移动到最近的匹配kindof指定的对象
命令字:TEAM_MOVE_TO_NEAREST_OBJECT_OF_KINDOF
xml代码使用:
<TEAM_MOVE_TO_NEAREST_OBJECT_OF_KINDOF>
<TeamName_0 value="Player/teamPlayer"/>
<UnitOrStructureKind_1 value="5"/>
</TEAM_MOVE_TO_NEAREST_OBJECT_OF_KINDOF>
Team will move to the nearest object that matches type specified.[289]
翻译:Team将移动到最近的匹配指定类型的对象
命令字:TEAM_MOVE_TO_NEAREST_OBJECT_OF_TYPE
xml代码使用:
<TEAM_MOVE_TO_NEAREST_OBJECT_OF_TYPE>
<TeamName_0 value="Player/teamPlayer"/>
<ObjectType_1 value="alliedsuperweaponeffect"/>
</TEAM_MOVE_TO_NEAREST_OBJECT_OF_TYPE>
Teleport team to waypoint.[379]
翻译:传送小队到导航点
命令字:TEAM_TELEPORT_TO_WAYPOINT
xml代码使用:
<TEAM_TELEPORT_TO_WAYPOINT>
<TeamName_0 value="Player/teamPlayer"/>
<WaypointName_1 value="Waypoint"/>
</TEAM_TELEPORT_TO_WAYPOINT>
SequentialScript
Delay a sequential script until the specified command ability is ready - all.[202]
翻译:延迟顺序脚本,直到指定的命令能力就绪为止
命令字:SKIRMISH_WAIT_FOR_COMMANDBUTTON_AVAILABLE_ALL
xml代码使用:
<SKIRMISH_WAIT_FOR_COMMANDBUTTON_AVAILABLE_ALL>
<PlayerName_0 value="Player"/>
<TeamName_1 value="Player/teamPlayer"/>
<SkirmishApproachPath_2 value="SpecialPower"/>
</SKIRMISH_WAIT_FOR_COMMANDBUTTON_AVAILABLE_ALL>
Delay a sequential script until the specified command ability is ready - partial.[203]
翻译:延迟一个连续的脚本,直到指定的命令能力是部分的
命令字:SKIRMISH_WAIT_FOR_COMMANDBUTTON_AVAILABLE_PARTIAL
xml代码使用:
<SKIRMISH_WAIT_FOR_COMMANDBUTTON_AVAILABLE_PARTIAL>
<PlayerName_0 value="Player"/>
<TeamName_1 value="Player/teamPlayer"/>
<SkirmishApproachPath_2 value="SpecialPower"/>
</SKIRMISH_WAIT_FOR_COMMANDBUTTON_AVAILABLE_PARTIAL>
Delay a sequential script until the team is no longer contained - all[212]
翻译:延迟一个顺序脚本,直到团队不再包含-全部
命令字:TEAM_WAIT_FOR_NOT_CONTAINED_ALL
xml代码使用:
<TEAM_WAIT_FOR_NOT_CONTAINED_ALL>
<TeamName_0 value="Player/teamPlayer"/>
</TEAM_WAIT_FOR_NOT_CONTAINED_ALL>
Execute script sequentially -- stop.[156]
翻译:执行脚本顺序——停止
命令字:TEAM_STOP_SEQUENTIAL_SCRIPT
xml代码使用:
<TEAM_STOP_SEQUENTIAL_SCRIPT>
<TeamName_0 value="Player/teamPlayer"/>
</TEAM_STOP_SEQUENTIAL_SCRIPT>
Idle for some number of frames.[160]
翻译:空闲一定数量的帧
命令字:TEAM_IDLE_FOR_FRAMECOUNT
xml代码使用:
<TEAM_IDLE_FOR_FRAMECOUNT>
<TeamName_0 value="Player/teamPlayer"/>
<Integer_1 value="4"/>
</TEAM_IDLE_FOR_FRAMECOUNT>
Idle for some number of seconds.[309]
翻译:空闲几秒钟
命令字:TEAM_IDLE_FOR_SECONDS
xml代码使用:
<TEAM_IDLE_FOR_SECONDS>
<TeamName_0 value="Player/teamPlayer"/>
<Integer_1 value="4"/>
</TEAM_IDLE_FOR_SECONDS>
Settings
Change Custom Model Condition flag - all.[249]
翻译:更改自定义模型条件标志-全部
命令字:TEAM_SET_MODELCONDITION
xml代码使用:
<TEAM_SET_MODELCONDITION>
<TeamName_0 value="Player/teamPlayer"/>
<Integer_1 value="4"/>
<Boolean_2 value="1"/>
</TEAM_SET_MODELCONDITION>
Change Object flags - all.[227]
翻译:全部更改对象标志
命令字:TEAM_AFFECT_OBJECT_PANEL_FLAGS
xml代码使用:
<TEAM_AFFECT_OBJECT_PANEL_FLAGS>
<TeamName_0 value="Player/teamPlayer"/>
<FactionName_1 value="Indestructible"/>
<Boolean_2 value="1"/>
</TEAM_AFFECT_OBJECT_PANEL_FLAGS>
Change object status.[412]
翻译:更改对象状态
命令字:TEAM_CHANGE_OBJECT_STATUS
xml代码使用:
<TEAM_CHANGE_OBJECT_STATUS>
<TeamName_0 value="Player/teamPlayer"/>
<TeamAbilityName_1 value="1"/>
<Boolean_2 value="1"/>
</TEAM_CHANGE_OBJECT_STATUS>
Change status of the Scripted AI Recruitable flag for team members.[427]
翻译:改变脚本AI可招募标志的状态
命令字:TEAM_SET_AI_RECRUITABLE_FLAG
xml代码使用:
<TEAM_SET_AI_RECRUITABLE_FLAG>
<TeamName_0 value="Player/teamPlayer"/>
<Boolean_1 value="1"/>
</TEAM_SET_AI_RECRUITABLE_FLAG>
Clear model condition flag on a team.[330]
翻译:清除队伍的模型状态标志
命令字:TEAM_CLEAR_MODELCONDITION
xml代码使用:
<TEAM_CLEAR_MODELCONDITION>
<TeamName_0 value="Player/teamPlayer"/>
<ModelCondition_1 value="AFLAME"/>
</TEAM_CLEAR_MODELCONDITION>
Enables or disables the house color[389]
翻译:启用或禁用房子的颜色
命令字:TEAM_ENABLE_HOUSE_COLOR
xml代码使用:
<TEAM_ENABLE_HOUSE_COLOR>
<TeamName_0 value="Player/teamPlayer"/>
<Boolean_1 value="1"/>
</TEAM_ENABLE_HOUSE_COLOR>
Set a Team's current stance[537]
翻译:设置一个队伍的当前姿态
命令字:TEAM_SET_STANCE
xml代码使用:
<TEAM_SET_STANCE>
<TeamName_0 value="Player/teamPlayer"/>
<ObjectStance_1 value="3"/>
</TEAM_SET_STANCE>
Spawn, Build, or Merge
Decrease priority by specific amount.[424]
翻译:按特定数量降低优先级
命令字:TEAM_DECREASE_PRIORITY_BY_VALUE
xml代码使用:
<TEAM_DECREASE_PRIORITY_BY_VALUE>
<TeamName_0 value="Player/teamPlayer"/>
<Integer_1 value="4"/>
</TEAM_DECREASE_PRIORITY_BY_VALUE>
Increase priority by specific amount.[423]
翻译:按特定数量增加优先级
命令字:TEAM_INCREASE_PRIORITY_BY_VALUE
xml代码使用:
<TEAM_INCREASE_PRIORITY_BY_VALUE>
<TeamName_0 value="Player/teamPlayer"/>
<Integer_1 value="4"/>
</TEAM_INCREASE_PRIORITY_BY_VALUE>
Merge Team into another team.[82]
翻译:将团队合并到另一个团队
命令字:TEAM_MERGE_INTO_TEAM
xml代码使用:
<TEAM_MERGE_INTO_TEAM>
<TeamName_0 value="Player/teamPlayer"/>
<TeamName_1 value="Player/teamPlayer"/>
</TEAM_MERGE_INTO_TEAM>
Spawn a reinforcement team at location.[30]
翻译:在某个地点生成一个增援小队
命令字:CREATE_REINFORCEMENT_TEAM
xml代码使用:
<CREATE_REINFORCEMENT_TEAM>
<TeamName_0 value="Player/teamPlayer"/>
<WaypointName_1 value="Waypoint"/>
</CREATE_REINFORCEMENT_TEAM>
Spawn a reinforcement team at named object's position.[337]
翻译:在指定目标的位置生成一个增援小队
命令字:CREATE_REINFORCEMENT_TEAM_AT_UNIT_POSITION
xml代码使用:
<CREATE_REINFORCEMENT_TEAM_AT_UNIT_POSITION>
<TeamName_0 value="Player/teamPlayer"/>
<UnitName_1 value="Object"/>
</CREATE_REINFORCEMENT_TEAM_AT_UNIT_POSITION>
Start building Team.[62]
翻译:启动构建团队
命令字:BUILD_TEAM
xml代码使用:
<BUILD_TEAM>
<TeamName_0 value="Player/teamPlayer"/>
</BUILD_TEAM>
Upgrades
Give Team the specified upgrade[299]
翻译:给团队指定的升级
命令字:TEAM_UPGRADE
xml代码使用:
<TEAM_UPGRADE>
<TeamName_0 value="Player/teamPlayer"/>
<UnitAbilityName_1 value="upgrade"/>
</TEAM_UPGRADE>
SkirmishAI
Allow AI Auto-Acquire for named object.[463]
翻译:允许AI自动获取命名对象
命令字:UNIT_ALLOW_AI_AUTOACQUIRE
xml代码使用:
<UNIT_ALLOW_AI_AUTOACQUIRE>
<UnitName_0 value="Object"/>
<Boolean_1 value="1"/>
</UNIT_ALLOW_AI_AUTOACQUIRE>
Allow AI Auto-Acquire for Player.[461]
翻译:允许玩家自动获取AI
命令字:PLAYER_ALLOW_AI_AUTOACQUIRE
xml代码使用:
<PLAYER_ALLOW_AI_AUTOACQUIRE>
<PlayerName_0 value="Player"/>
<Boolean_1 value="1"/>
</PLAYER_ALLOW_AI_AUTOACQUIRE>
Allow AI Auto-Acquire for team.[462]
翻译:允许AI自动获取团队
命令字:TEAM_ALLOW_AI_AUTOACQUIRE
xml代码使用:
<TEAM_ALLOW_AI_AUTOACQUIRE>
<TeamName_0 value="Team"/>
<Boolean_1 value="1"/>
</TEAM_ALLOW_AI_AUTOACQUIRE>
Beacon
Spawn an AI Beacon at a waypoint.[571]
翻译:在一个路标点生成一个AI 信标
命令字:PLACE_AI_BEACON_LOCATION
xml代码使用:
<PLACE_AI_BEACON_LOCATION>
<PlayerName_0 value="Player"/>
<AiBeaconType_1 value="HoldPosition"/>
<WaypointName_2 value="Waypoint"/>
</PLACE_AI_BEACON_LOCATION>
Spawn an AI Beacon on a named object[572]
翻译:在指定对象上生成一个AI 信标
命令字:PLACE_AI_BEACON_OBJECT
xml代码使用:
<PLACE_AI_BEACON_OBJECT>
<PlayerName_0 value="Player"/>
<AiBeaconType_1 value="HoldPosition"/>
<UnitName_2 value="Object"/>
</PLACE_AI_BEACON_OBJECT>
Build Control
Consider all enemies when deciding what to build[525]
翻译:在决定建造什么时考虑所有的敌人
命令字:SKIRMISH_AI_CONSIDER_ALL_ENEMIES_WHEN_BUILDING
xml代码使用:
<SKIRMISH_AI_CONSIDER_ALL_ENEMIES_WHEN_BUILDING>
<PlayerName_0 value="Player"/>
</SKIRMISH_AI_CONSIDER_ALL_ENEMIES_WHEN_BUILDING>
Consider specific enemy when deciding what to build[523]
翻译:在决定造什么东西的时候要考虑特定的敌人
命令字:SKIRMISH_AI_CONSIDER_ENEMY_WHEN_BUILDING
xml代码使用:
<SKIRMISH_AI_CONSIDER_ENEMY_WHEN_BUILDING>
<PlayerName_0 value="Player"/>
<PlayerName_1 value="Player"/>
</SKIRMISH_AI_CONSIDER_ENEMY_WHEN_BUILDING>
Don't consider any enemies when deciding what to build[526]
翻译:在决定建造什么东西时不要考虑任何敌人
命令字:SKIRMISH_AI_DONT_CONSIDER_ANY_ENEMIES_WHEN_BUILDING
xml代码使用:
<SKIRMISH_AI_DONT_CONSIDER_ANY_ENEMIES_WHEN_BUILDING>
<PlayerName_0 value="Player"/>
</SKIRMISH_AI_DONT_CONSIDER_ANY_ENEMIES_WHEN_BUILDING>
Don't consider specific enemy when deciding what to build[524]
翻译:在决定造什么东西的时候不要考虑特定的敌人
命令字:SKIRMISH_AI_DONT_CONSIDER_ENEMY_WHEN_BUILDING
xml代码使用:
<SKIRMISH_AI_DONT_CONSIDER_ENEMY_WHEN_BUILDING>
<PlayerName_0 value="Player"/>
<PlayerName_1 value="Player"/>
</SKIRMISH_AI_DONT_CONSIDER_ENEMY_WHEN_BUILDING>
Create a skirmish AI base[472]
翻译:创建一个小规模AI基地
命令字:SKIRMISH_AI_MAKE_BASE
xml代码使用:
<SKIRMISH_AI_MAKE_BASE>
<PlayerName_0 value="Player"/>
<WaypointName_1 value="Waypoint"/>
</SKIRMISH_AI_MAKE_BASE>
Enemy Target Control
Clear all enemy players' priority[518]
翻译:清除所有敌方玩家的优先级
命令字:SKIRMISH_AI_CLEAR_ALL_ENEMY_PLAYERS_PRIORITIES
xml代码使用:
<SKIRMISH_AI_CLEAR_ALL_ENEMY_PLAYERS_PRIORITIES>
<PlayerName_0 value="Player"/>
</SKIRMISH_AI_CLEAR_ALL_ENEMY_PLAYERS_PRIORITIES>
Clear enemy player priority[516]
翻译:清除敌人玩家优先级
命令字:SKIRMISH_AI_CLEAR_ENEMY_PLAYER_PRIORITY
xml代码使用:
<SKIRMISH_AI_CLEAR_ENEMY_PLAYER_PRIORITY>
<PlayerName_0 value="Player"/>
<PlayerName_1 value="Player"/>
</SKIRMISH_AI_CLEAR_ENEMY_PLAYER_PRIORITY>
Set all enemy players' priority[517]
翻译:设置所有敌方玩家的优先级
命令字:SKIRMISH_AI_SET_ALL_ENEMY_PLAYERS_PRIORITIES
xml代码使用:
<SKIRMISH_AI_SET_ALL_ENEMY_PLAYERS_PRIORITIES>
<PlayerName_0 value="Player"/>
<Integer_1 value="4"/>
</SKIRMISH_AI_SET_ALL_ENEMY_PLAYERS_PRIORITIES>
Set enemy player priority[515]
翻译:设置敌方玩家的优先级
命令字:SKIRMISH_AI_SET_ENEMY_PLAYER_PRIORITY
xml代码使用:
<SKIRMISH_AI_SET_ENEMY_PLAYER_PRIORITY>
<PlayerName_0 value="Player"/>
<PlayerName_1 value="Player"/>
<Integer_2 value="4"/>
</SKIRMISH_AI_SET_ENEMY_PLAYER_PRIORITY>
Set Skirmish AI favored enemy[459]
翻译:设置遭遇战AI的敌人
命令字:SKIRMISH_AI_SET_FAVORED_ENEMY
xml代码使用:
<SKIRMISH_AI_SET_FAVORED_ENEMY>
<PlayerName_0 value="Player"/>
<PlayerName_1 value="Player"/>
</SKIRMISH_AI_SET_FAVORED_ENEMY>
Use automatic enemy player prioritization scheme[519]
翻译:使用敌人玩家自动优先排序机制
命令字:SKIRMISH_AI_USE_AUTOMATIC_ENEMY_PLAYER_PRIORITY_SCHEME
xml代码使用:
<SKIRMISH_AI_USE_AUTOMATIC_ENEMY_PLAYER_PRIORITY_SCHEME>
<PlayerName_0 value="Player"/>
<SkimishPriorityScheme_1 value="NearestFirst_BreakTies"/>
</SKIRMISH_AI_USE_AUTOMATIC_ENEMY_PLAYER_PRIORITY_SCHEME>
Use default automatic enemy player prioritization scheme[520]
翻译:使用默认的敌人玩家自动优先排序机制
命令字:SKIRMISH_AI_USE_DEFAULT_AUTOMATIC_ENEMY_PLAYER_PRIORITY_SCHEME
xml代码使用:
<SKIRMISH_AI_USE_DEFAULT_AUTOMATIC_ENEMY_PLAYER_PRIORITY_SCHEME>
<PlayerName_0 value="Player"/>
</SKIRMISH_AI_USE_DEFAULT_AUTOMATIC_ENEMY_PLAYER_PRIORITY_SCHEME>
Skirmish AI may repair buildings[481]
翻译:战斗AI可以修复建筑
命令字:SKIRMISH_AI_USE_REPAIRS
xml代码使用:
<SKIRMISH_AI_USE_REPAIRS>
<PlayerName_0 value="Player"/>
<Boolean_1 value="1"/>
</SKIRMISH_AI_USE_REPAIRS>
Skirmish AI Structure Rebuilds Rescan[501]
翻译:小规模AI结构重建重新扫描
命令字:SKIRMISH_AI_REBUILD_SYSTEM_SCAN
xml代码使用:
<SKIRMISH_AI_REBUILD_SYSTEM_SCAN>
<PlayerName_0 value="Player"/>
</SKIRMISH_AI_REBUILD_SYSTEM_SCAN>
Start AI Opening moves and timers(Turn on the Skirmish AI).[530]
翻译:开始AI开启动作和计时器(打开小冲突AI)
命令字:SKIRMISH_AI_START
xml代码使用:
<SKIRMISH_AI_START>
<PlayerName_0 value="Player"/>
</SKIRMISH_AI_START>
Toggle SkirmishAI On-Off.[568]
翻译:切换SkirmishAI开关
命令字:PLAYER_TOGGLE_SKIRMISH_AI
xml代码使用:
<PLAYER_TOGGLE_SKIRMISH_AI>
<PlayerName_0 value="Player"/>
<Boolean_1 value="1"/>
</PLAYER_TOGGLE_SKIRMISH_AI>
Transfer control of all player's units to or from Skirmish AI -- Enable Skirmish AI.[452]
翻译:将所有玩家的单位的控制权转移给或从小规模战斗AI转移——启用小规模战斗AI
命令字:UNIT_AI_TRANSFER_ALL
xml代码使用:
<UNIT_AI_TRANSFER_ALL>
<PlayerName_0 value="Player"/>
<NewBoolean_1 value="1"/>
</UNIT_AI_TRANSFER_ALL>
Transfer control of Team to or from Skirmish AI.[450]
翻译:将团队控制权转移给或从Skirmish AI那里转移
命令字:TEAM_AI_TRANSFER
xml代码使用:
<TEAM_AI_TRANSFER>
<TeamName_0 value="Team"/>
<NewBoolean_1 value="1"/>
</TEAM_AI_TRANSFER>
Transfer control of Unit to or from Skirmish AI.[451]
翻译:将单位的控制权转移给或从小规模战斗的AI手中转移
命令字:UNIT_AI_TRANSFER
xml代码使用:
<UNIT_AI_TRANSFER>
<UnitName_0 value="Object"/>
<NewBoolean_1 value="1"/>
</UNIT_AI_TRANSFER>
Transfer ownership of all player's units to or from Skirmish AI -- Don't Enable Skirmish AI.[529]
翻译:将所有玩家单位的所有权转让给或从Skirmish AI转移-不启用Skirmish AI
命令字:SKIRMISH_AI_TRANSFER_ALL
xml代码使用:
<SKIRMISH_AI_TRANSFER_ALL>
<PlayerName_0 value="Player"/>
<NewBoolean_1 value="1"/>
</SKIRMISH_AI_TRANSFER_ALL>
Turn on or off AI Base Builder.[442]
翻译:开启或关闭AI基地建设者
命令字:PLAYER_AI_CHANGEBASEBUILDER
xml代码使用:
<PLAYER_AI_CHANGEBASEBUILDER>
<PlayerName_0 value="Player"/>
<NewBoolean_1 value="1"/>
</PLAYER_AI_CHANGEBASEBUILDER>
Turn on or off AI Economy Manager.[445]
翻译:开启或关闭AI经济管理器
命令字:PLAYER_AI_CHANGE_ECONOMY_MANAGER
xml代码使用:
<PLAYER_AI_CHANGE_ECONOMY_MANAGER>
<PlayerName_0 value="Player"/>
<NewBoolean_1 value="1"/>
</PLAYER_AI_CHANGE_ECONOMY_MANAGER>
Turn on or off AI Party Builder.[444]
翻译:开启或关闭AI团队建造者
命令字:PLAYER_AI_CHANGETEAMBUILDER
xml代码使用:
<PLAYER_AI_CHANGETEAMBUILDER>
<PlayerName_0 value="Player"/>
<NewBoolean_1 value="1"/>
</PLAYER_AI_CHANGETEAMBUILDER>
Turn on or off AI Science Upgrader.[448]
翻译:开启或关闭人工智能科学升级
命令字:PLAYER_AI_CHANGESCIENCEUPGRADER
xml代码使用:
<PLAYER_AI_CHANGESCIENCEUPGRADER>
<PlayerName_0 value="Player"/>
<NewBoolean_1 value="1"/>
</PLAYER_AI_CHANGESCIENCEUPGRADER>
Turn on or off AI Unit Builder.[443]
翻译:开启或关闭AI单位建造者
命令字:PLAYER_AI_CHANGEUNITBUILDER
xml代码使用:
<PLAYER_AI_CHANGEUNITBUILDER>
<PlayerName_0 value="Player"/>
<NewBoolean_1 value="1"/>
</PLAYER_AI_CHANGEUNITBUILDER>
Turn on or off AI Unit Upgrader.[447]
翻译:开启或关闭AI单位升级
命令字:PLAYER_AI_CHANGEUNITUPGRADER
xml代码使用:
<PLAYER_AI_CHANGEUNITUPGRADER>
<PlayerName_0 value="Player"/>
<NewBoolean_1 value="1"/>
</PLAYER_AI_CHANGEUNITUPGRADER>
Turn on or off AI Wall Builder.[446]
翻译:打开或关闭AI墙建造者
命令字:PLAYER_AI_CHANGEWALLBUILDER
xml代码使用:
<PLAYER_AI_CHANGEWALLBUILDER>
<PlayerName_0 value="Player"/>
<NewBoolean_1 value="1"/>
</PLAYER_AI_CHANGEWALLBUILDER>
Turn on or off Tactical AI.[449]
翻译:开启或关闭战术AI
命令字:PLAYER_AI_CHANGETACTICAL
xml代码使用:
<PLAYER_AI_CHANGETACTICAL>
<PlayerName_0 value="Player"/>
<NewBoolean_1 value="1"/>
</PLAYER_AI_CHANGETACTICAL>
Use Skirmish AI Structure Rebuilds[460]
翻译:使用小规模AI建筑重建
命令字:SKIRMISH_AI_USE_REBUILD_SYSTEM
xml代码使用:
<SKIRMISH_AI_USE_REBUILD_SYSTEM>
<PlayerName_0 value="Player"/>
<Boolean_1 value="1"/>
</SKIRMISH_AI_USE_REBUILD_SYSTEM>
Scripting
Attack Priority Set
Apply a team's attack priority set.[38]
翻译:应用团队的攻击优先级设置
命令字:TEAM_APPLY_ATTACK_PRIORITY_SET
xml代码使用:
<TEAM_APPLY_ATTACK_PRIORITY_SET>
<TeamName_0 value="Team"/>
<AttackPrioritySetName_1 value="attackPriority"/>
</TEAM_APPLY_ATTACK_PRIORITY_SET>
Apply named object's attack priority set.[37]
翻译:应用命名对象的攻击优先级集
命令字:NAMED_APPLY_ATTACK_PRIORITY_SET
xml代码使用:
<NAMED_APPLY_ATTACK_PRIORITY_SET>
<UnitName_0 value="Object"/>
<AttackPrioritySetName_1 value="attackPriority"/>
</NAMED_APPLY_ATTACK_PRIORITY_SET>
Modify a set's priorities for all of a kind.[111]
翻译:修改一个集合中所有类型的优先级
命令字:SET_ATTACK_PRIORITY_KIND_OF
xml代码使用:
<SET_ATTACK_PRIORITY_KIND_OF>
<AttackPrioritySetName_0 value="attackPriority"/>
<UnitOrStructureKind_1 value="5"/>
<Integer_2 value="4"/>
</SET_ATTACK_PRIORITY_KIND_OF>
Modify a set's priority for a single object type.[110]
翻译:为单个对象类型修改一个集合的优先级
命令字:SET_ATTACK_PRIORITY_THING
xml代码使用:
<SET_ATTACK_PRIORITY_THING>
<AttackPrioritySetName_0 value="attackPriority"/>
<ObjectType_1 value="alliedsuperweaponeffect"/>
<Integer_2 value="4"/>
</SET_ATTACK_PRIORITY_THING>
Specify the set's default priority.[112]
翻译:指定设置的默认优先级
命令字:SET_DEFAULT_ATTACK_PRIORITY
xml代码使用:
<SET_DEFAULT_ATTACK_PRIORITY>
<AttackPrioritySetName_0 value="attackPriority"/>
<Integer_1 value="4"/>
</SET_DEFAULT_ATTACK_PRIORITY>
Counters
Counter do math opertation with another Counter.[291]
翻译:Counter用另一个Counter做数学运算
命令字:COUNTER_MATH_COUNTER
xml代码使用:
<COUNTER_MATH_COUNTER>
<CounterName_0 value="Counter"/>
<MathOperator_1 value="2"/>
<CounterName_2 value="Counter"/>
</COUNTER_MATH_COUNTER>
Counter do math opertation with value.[292]
翻译:counter用value做数学运算
命令字:COUNTER_MATH_VALUE
xml代码使用:
<COUNTER_MATH_VALUE>
<CounterName_0 value="Counter"/>
<MathOperator_1 value="2"/>
<Integer_2 value="4"/>
</COUNTER_MATH_VALUE>
Decrement counter.[16]
翻译:减少计数器
命令字:DECREMENT_COUNTER
xml代码使用:
<DECREMENT_COUNTER>
<Integer_0 value="4"/>
<CounterName_1 value="Counter"/>
</DECREMENT_COUNTER>
Increment counter.[15]
翻译: 增加计数器
命令字:INCREMENT_COUNTER
xml代码使用:
<INCREMENT_COUNTER>
<Integer_0 value="4"/>
<CounterName_1 value="Counter"/>
</INCREMENT_COUNTER>
Set a random counter in seconds.[311]
翻译:设置一个以秒为单位的随机计数器
命令字:SET_RANDOM_COUNTER_IN_SECONDS
xml代码使用:
<SET_RANDOM_COUNTER_IN_SECONDS>
<CounterName_0 value="Counter"/>
<RealNumber_1 value="1.1"/>
<RealNumber_2 value="1.1"/>
</SET_RANDOM_COUNTER_IN_SECONDS>
Set a random counter.[275]
翻译:设置一个随机计数器
命令字:SET_RANDOM_COUNTER
xml代码使用:
<SET_RANDOM_COUNTER>
<CounterName_0 value="Counter"/>
<Integer_1 value="4"/>
<Integer_2 value="4"/>
</SET_RANDOM_COUNTER>
Set counter to a time in seconds.[310]
翻译:将计数器设置为以秒为单位的时间
命令字:SET_COUNTER_IN_SECONDS
xml代码使用:
<SET_COUNTER_IN_SECONDS>
<CounterName_0 value="Counter"/>
<RealNumber_1 value="1.1"/>
</SET_COUNTER_IN_SECONDS>
Set counter to a value.[2]
翻译: 将计数器设置为值
命令字:SET_COUNTER
xml代码使用:
<SET_COUNTER>
<CounterName_0 value="Counter"/>
<Integer_1 value="4"/>
</SET_COUNTER>
Set counter to another counter.[276]
翻译:设置counter为另一个计数器
命令字:SET_COUNTER_TO_COUNTER
xml代码使用:
<SET_COUNTER_TO_COUNTER>
<CounterName_0 value="Counter"/>
<CounterName_1 value="Counter"/>
</SET_COUNTER_TO_COUNTER>
Set counter to number of objects owned by player with a model condition[384]
翻译:将计数器设置为玩家在模型条件下拥有的物体数量
命令字:SET_COUNTER_TO_NUMBER_OBJECTS_PLAYER_OWNES_WITH_MODELCONDITION
xml代码使用:
<SET_COUNTER_TO_NUMBER_OBJECTS_PLAYER_OWNES_WITH_MODELCONDITION>
<PlayerName_0 value="Player"/>
<ModelCondition_1 value="AFLAME"/>
<CounterName_2 value="Counter"/>
</SET_COUNTER_TO_NUMBER_OBJECTS_PLAYER_OWNES_WITH_MODELCONDITION>
Set counter to number of objects owned by player with kindof[493]
翻译:设置玩家拥有的物品数量
命令字:SET_COUNTER_TO_NUMBER_OBJECTS_PLAYER_OWNS_WITH_KINDOF
xml代码使用:
<SET_COUNTER_TO_NUMBER_OBJECTS_PLAYER_OWNS_WITH_KINDOF>
<PlayerName_0 value="Player"/>
<UnitOrStructureKind_1 value="5"/>
<CounterName_2 value="Counter"/>
<Boolean_3 value="1"/>
<Boolean_4 value="1"/>
</SET_COUNTER_TO_NUMBER_OBJECTS_PLAYER_OWNS_WITH_KINDOF>
Set number of object types owned by player to a counter including dead ones.[394]
翻译:将玩家拥有的对象类型的数量设置为一个计数器,包括死亡的对象
命令字:SET_PLAYER_OWNERSHIP_OF_TYPE_COUNTER_INCLUDE_DEAD
xml代码使用:
<SET_PLAYER_OWNERSHIP_OF_TYPE_COUNTER_INCLUDE_DEAD>
<ObjectType_0 value="alliedsuperweaponeffect"/>
<PlayerName_1 value="Player"/>
<CounterName_2 value="Counter"/>
</SET_PLAYER_OWNERSHIP_OF_TYPE_COUNTER_INCLUDE_DEAD>
Set number of object types owned by player to counter.[317]
翻译:设置玩家可以对抗的对象类型的数量
命令字:SET_PLAYER_OWNERSHIP_OF_TYPE_COUNTER
xml代码使用:
<SET_PLAYER_OWNERSHIP_OF_TYPE_COUNTER>
<ObjectType_0 value="alliedsuperweaponeffect"/>
<PlayerName_1 value="Player"/>
<CounterName_2 value="Counter"/>
</SET_PLAYER_OWNERSHIP_OF_TYPE_COUNTER>
Set number of player kills of a kindof to counter.[316]
翻译:设置玩家杀死某种敌人的次数
命令字:SET_PLAYER_KILLS_OF_KINDOF_TO_COUNTER
xml代码使用:
<SET_PLAYER_KILLS_OF_KINDOF_TO_COUNTER>
<PlayerName_0 value="Player"/>
<UnitOrStructureKind_1 value="5"/>
<CounterName_2 value="Counter"/>
</SET_PLAYER_KILLS_OF_KINDOF_TO_COUNTER>
Set number of player kills of a type to counter.[315]
翻译:设置玩家杀死某种类型的敌人的次数
命令字:SET_PLAYER_KILLS_OF_TYPE_TO_COUNTER
xml代码使用:
<SET_PLAYER_KILLS_OF_TYPE_TO_COUNTER>
<PlayerName_0 value="Player"/>
<ObjectType_1 value="alliedsuperweaponeffect"/>
<CounterName_2 value="Counter"/>
</SET_PLAYER_KILLS_OF_TYPE_TO_COUNTER>
Set players money to counter.[300]
翻译:设置玩家的金钱来对抗
命令字:SET_PLAYER_MONEY_TO_COUNTER
xml代码使用:
<SET_PLAYER_MONEY_TO_COUNTER>
<PlayerName_0 value="Player"/>
<CounterName_1 value="Counter"/>
</SET_PLAYER_MONEY_TO_COUNTER>
Set units experience points to counter.[301]
翻译:设置单位经验值来对抗
命令字:SET_UNIT_EXPERIENCE_TO_COUNTER
xml代码使用:
<SET_UNIT_EXPERIENCE_TO_COUNTER>
<UnitName_0 value="Object"/>
<CounterName_1 value="Counter"/>
</SET_UNIT_EXPERIENCE_TO_COUNTER>
Set unit's health as percentage to counter.[489]
翻译:设置单位生命值作为反击的百分比
命令字:SET_UNIT_HEALTH_PERCENTAGE_TO_COUNTER
xml代码使用:
<SET_UNIT_HEALTH_PERCENTAGE_TO_COUNTER>
<UnitName_0 value="Object"/>
<CounterName_1 value="Counter"/>
</SET_UNIT_HEALTH_PERCENTAGE_TO_COUNTER>
Data Tracking
Record object vs. object kills[494]
翻译:记录对象对对象的杀戮
命令字:REGISTER_OBJECT_VS_OBJECT_KILL_RECORDING
xml代码使用:
<REGISTER_OBJECT_VS_OBJECT_KILL_RECORDING>
<ObjectName_0 value="alliedsuperweaponeffect"/>
<PlayerName_1 value="Player"/>
<ObjectName_2 value="alliedsuperweaponeffect"/>
<PlayerName_3 value="Player"/>
</REGISTER_OBJECT_VS_OBJECT_KILL_RECORDING>
Store object vs. object kills to counter[495]
翻译:存储对象vs.对象杀死计数器
命令字:STORE_OBJECT_KILL_COUNT_TO_COUNTER
xml代码使用:
<STORE_OBJECT_KILL_COUNT_TO_COUNTER>
<ObjectName_0 value="alliedsuperweaponeffect"/>
<PlayerName_1 value="Player"/>
<ObjectName_2 value="alliedsuperweaponeffect"/>
<PlayerName_3 value="Player"/>
<CounterName_4 value="Counter"/>
</STORE_OBJECT_KILL_COUNT_TO_COUNTER>
Debug
Display a crash box (debug|internal builds only).[174]
翻译:显示崩溃框(仅调试内部版本)
命令字:DEBUG_CRASH_BOX
xml代码使用:
<DEBUG_CRASH_BOX>
<Text_0 value="string"/>
</DEBUG_CRASH_BOX>
Display message and pause[0]
翻译:显示消息和暂停
命令字:DEBUG_MESSAGE_BOX
xml代码使用:
<DEBUG_MESSAGE_BOX>
<Text_0 value="string"/>
</DEBUG_MESSAGE_BOX>
Display string[88]
翻译:显示字符串
命令字:DEBUG_STRING
xml代码使用:
<DEBUG_STRING>
<Text_0 value="string"/>
</DEBUG_STRING>
Null operation.[5]
翻译:空操作
命令字:NO_OP
xml代码使用:
<NO_OP>
</NO_OP>
Disable script.[9]
翻译:禁用脚本
命令字:DISABLE_SCRIPT
xml代码使用:
<DISABLE_SCRIPT>
<ScriptName_0 value="Script 3"/>
</DISABLE_SCRIPT>
Enable Script.[8]
翻译:启用脚本
命令字:ENABLE_SCRIPT
xml代码使用:
<ENABLE_SCRIPT>
<ScriptName_0 value="Script 3"/>
</ENABLE_SCRIPT>
Flags
Set flag to another flag.[277]
翻译:设置另一个标志
命令字:SET_FLAG_TO_FLAG
xml代码使用:
<SET_FLAG_TO_FLAG>
<FlagName_0 value="Flag"/>
<FlagName_1 value="Flag"/>
</SET_FLAG_TO_FLAG>
Set flag to value.[1]
翻译:将标志设置为值
命令字:SET_FLAG
xml代码使用:
<SET_FLAG>
<FlagName_0 value="Flag"/>
<Boolean_1 value="1"/>
</SET_FLAG>
Object List
Add Object Type to Object List.[216]
翻译:添加对象类型到对象列表
命令字:OBJECTLIST_ADDOBJECTTYPE
xml代码使用:
<OBJECTLIST_ADDOBJECTTYPE>
<ObjectName_0 value="alliedsuperweaponeffect"/>
<MapRevealName_1 value="objectlist"/>
</OBJECTLIST_ADDOBJECTTYPE>
Remove Object Type from Object List.[217]
翻译:从对象列表中删除对象类型
命令字:OBJECTLIST_REMOVEOBJECTTYPE
xml代码使用:
<OBJECTLIST_REMOVEOBJECTTYPE>
<ObjectName_0 value="alliedsuperweaponeffect"/>
<MapRevealName_1 value="objectlist"/>
</OBJECTLIST_REMOVEOBJECTTYPE>
Reference
Find home base of player[369]
翻译:找到玩家的大本营
命令字:FIND_HOME_BASE_OF_PLAYER
xml代码使用:
<FIND_HOME_BASE_OF_PLAYER>
<PlayerName_0 value="Player"/>
<UnitReference_1 value="UnitReference"/>
<Boolean_2 value="1"/>
</FIND_HOME_BASE_OF_PLAYER>
Set a reference to an object nearest-to-team, owned by player.[352]
翻译:设置一个玩家拥有的,离队伍最近的物体的引用
命令字:TEAM_SET_PLAYERS_NEAREST_UNIT_OF_TYPE_TO_REFERENCE
xml代码使用:
<TEAM_SET_PLAYERS_NEAREST_UNIT_OF_TYPE_TO_REFERENCE>
<ObjectType_0 value="object lists"/>
<TeamName_1 value="Team"/>
<UnitReference_2 value="UnitReference"/>
</TEAM_SET_PLAYERS_NEAREST_UNIT_OF_TYPE_TO_REFERENCE>
Set reference to object type of player nearest team.[370]
翻译:设置参考对象类型的球员最近的队伍
命令字:SET_REF_TO_NEREST_TEAM_OF_TYPE_OWNED_BY_PLAYER
xml代码使用:
<SET_REF_TO_NEREST_TEAM_OF_TYPE_OWNED_BY_PLAYER>
<ObjectType_0 value="alliedsuperweaponeffect"/>
<PlayerName_1 value="Player"/>
<TeamName_2 value="Team"/>
<UnitReference_3 value="UnitReference"/>
</SET_REF_TO_NEREST_TEAM_OF_TYPE_OWNED_BY_PLAYER>
Set reference to unnamed object owned by player [371]
翻译:设置引用玩家拥有的未命名物体
命令字:SET_REF_TO_NEREST_TEAM_OF_UNNAMED_TYPE_OWNED_BY_PLAYER
xml代码使用:
<SET_REF_TO_NEREST_TEAM_OF_UNNAMED_TYPE_OWNED_BY_PLAYER>
<ObjectType_0 value="alliedsuperweaponeffect"/>
<PlayerName_1 value="Player"/>
<TeamName_2 value="Team"/>
<UnitReference_3 value="UnitReference"/>
</SET_REF_TO_NEREST_TEAM_OF_UNNAMED_TYPE_OWNED_BY_PLAYER>
Run subroutine script.[10]
翻译:运行子程序脚本
命令字:CALL_SUBROUTINE
xml代码使用:
<CALL_SUBROUTINE>
<SubroutineName_0 value="subscript"/>
</CALL_SUBROUTINE>
Timer
Frame countdown timer -- set random.[121]
翻译: 帧倒计时计时器-设置为随机
命令字:SET_RANDOM_TIMER
xml代码使用:
<SET_RANDOM_TIMER>
<CounterName_0 value="Counter"/>
<Integer_1 value="4"/>
<Integer_2 value="4"/>
</SET_RANDOM_TIMER>
Frame countdown timer -- set.[6]
翻译:帧倒计时计时器--设置
命令字:SET_TIMER
xml代码使用:
<SET_TIMER>
<CounterName_0 value="Counter"/>
<Integer_1 value="4"/>
</SET_TIMER>
Seconds countdown timer -- add seconds.[125]
翻译:秒倒计时计时器——增加秒数
命令字:ADD_TO_MSEC_TIMER
xml代码使用:
<ADD_TO_MSEC_TIMER>
<RealNumber_0 value="1.1"/>
<CounterName_1 value="Counter"/>
</ADD_TO_MSEC_TIMER>
Seconds countdown timer -- set random.[122]
翻译:秒倒计时-设置随机
命令字:SET_RANDOM_MSEC_TIMER
xml代码使用:
<SET_RANDOM_MSEC_TIMER>
<CounterName_0 value="Counter"/>
<RealNumber_1 value="1.1"/>
<RealNumber_2 value="1.1"/>
</SET_RANDOM_MSEC_TIMER>
Seconds countdown timer -- set.[21]
翻译:秒倒计时计时器--设置
命令字:SET_MILLISECOND_TIMER
xml代码使用:
<SET_MILLISECOND_TIMER>
<CounterName_0 value="Counter"/>
<RealNumber_1 value="1.1"/>
</SET_MILLISECOND_TIMER>
Seconds countdown timer -- subtract seconds.[126]
翻译:秒倒计时计时器——减去秒
命令字:SUB_FROM_MSEC_TIMER
xml代码使用:
<SUB_FROM_MSEC_TIMER>
<RealNumber_0 value="1.1"/>
<CounterName_1 value="Counter"/>
</SUB_FROM_MSEC_TIMER>
Timer -- restart stopped.[124]
翻译:重启已停止-计时器
命令字:RESTART_TIMER
xml代码使用:
<RESTART_TIMER>
<CounterName_0 value="Counter"/>
</RESTART_TIMER>
Timer -- stop.[123]
翻译:计时器停止
命令字:STOP_TIMER
xml代码使用:
<STOP_TIMER>
<CounterName_0 value="Counter"/>
</STOP_TIMER>
Player
Allegiance
Change how Player relates to another player.[78]
翻译:改变玩家与其他玩家的关系
命令字:PLAYER_RELATES_PLAYER
xml代码使用:
<PLAYER_RELATES_PLAYER>
<PlayerName_0 value="PlyrAllies"/>
<PlayerName_1 value="Player"/>
<Relation_2 value="2"/>
</PLAYER_RELATES_PLAYER>
Override Player's relationship to another team.[150]
翻译:覆盖玩家与其他队伍的关系
命令字:PLAYER_SET_OVERRIDE_RELATION_TO_TEAM
xml代码使用:
<PLAYER_SET_OVERRIDE_RELATION_TO_TEAM>
<PlayerName_0 value="Player"/>
<TeamName_1 value="Team"/>
<Relation_2 value="2"/>
</PLAYER_SET_OVERRIDE_RELATION_TO_TEAM>
Build
Adjust the tech tree for a specific object type.[170]
翻译:调整特定对象类型的科技树
命令字:TECHTREE_MODIFY_BUILDABILITY_OBJECT
xml代码使用:
<TECHTREE_MODIFY_BUILDABILITY_OBJECT>
<ObjectName_0 value="alliedsuperweaponeffect"/>
<SurfaceType_1 value="2"/>
</TECHTREE_MODIFY_BUILDABILITY_OBJECT>
Allow or Disallow one building of a specific type[283]
翻译:允许或不允许一个特定类型的建筑
命令字:ALLOW_DISALLOW_ONE_BUILDING
xml代码使用:
<ALLOW_DISALLOW_ONE_BUILDING>
<PlayerName_0 value="Player"/>
<ObjectName_1 value="alliedsuperweaponeffect"/>
<Boolean_2 value="1"/>
</ALLOW_DISALLOW_ONE_BUILDING>
Permissions
Player is allowed to build buildings.[59]
翻译:玩家可以建造建筑
命令字:PLAYER_ENABLE_BASE_CONSTRUCTION
xml代码使用:
<PLAYER_ENABLE_BASE_CONSTRUCTION>
<PlayerName_0 value="Player"/>
</PLAYER_ENABLE_BASE_CONSTRUCTION>
Player is allowed to build units.[61]
翻译:玩家可以建造单位
命令字:PLAYER_ENABLE_UNIT_CONSTRUCTION
xml代码使用:
<PLAYER_ENABLE_UNIT_CONSTRUCTION>
<PlayerName_0 value="Player"/>
</PLAYER_ENABLE_UNIT_CONSTRUCTION>
Player is not allowed to build buildings.[56]
翻译:玩家不允许建造建筑
命令字:PLAYER_DISABLE_BASE_CONSTRUCTION
xml代码使用:
<PLAYER_DISABLE_BASE_CONSTRUCTION>
<PlayerName_0 value="Player"/>
</PLAYER_DISABLE_BASE_CONSTRUCTION>
Player is not allowed to build units.[58]
翻译:玩家不允许建造单位
命令字:PLAYER_DISABLE_UNIT_CONSTRUCTION
xml代码使用:
<PLAYER_DISABLE_UNIT_CONSTRUCTION>
<PlayerName_0 value="Player"/>
</PLAYER_DISABLE_UNIT_CONSTRUCTION>
Player can build from an object type.[60]
翻译:玩家可以从一个对象类型建造
命令字:PLAYER_ENABLE_FACTORIES
xml代码使用:
<PLAYER_ENABLE_FACTORIES>
<PlayerName_0 value="Player"/>
<ObjectName_1 value="alliedsuperweaponeffect"/>
</PLAYER_ENABLE_FACTORIES>
Player cannot build from an object type.[57]
翻译:玩家不能从一个对象类型建造
命令字:PLAYER_DISABLE_FACTORIES
xml代码使用:
<PLAYER_DISABLE_FACTORIES>
<PlayerName_0 value="Player"/>
<ObjectName_1 value="alliedsuperweaponeffect"/>
</PLAYER_DISABLE_FACTORIES>
Player cannot build in a specific ally's buildability radii (ground control).[509]
翻译:玩家不能在特定盟友的可建造范围内建造(地面控制)
命令字:PLAYER_SET_ALLY_BUILDABILITY
xml代码使用:
<PLAYER_SET_ALLY_BUILDABILITY>
<PlayerName_0 value="Player"/>
<PlayerName_1 value="Player"/>
<NewBoolean_2 value="1"/>
</PLAYER_SET_ALLY_BUILDABILITY>
Set the delay between building teams.[39]
翻译:设置建筑团队之间的延迟
命令字:SET_BASE_CONSTRUCTION_SPEED
xml代码使用:
<SET_BASE_CONSTRUCTION_SPEED>
<PlayerName_0 value="Player"/>
<Integer_1 value="4"/>
</SET_BASE_CONSTRUCTION_SPEED>
Garrison
All of Player's units leave their garrisons.[97]
翻译:所有玩家的单位离开他们的驻军
命令字:PLAYER_EXIT_ALL_BUILDINGS
xml代码使用:
<PLAYER_EXIT_ALL_BUILDINGS>
<PlayerName_0 value="Player"/>
</PLAYER_EXIT_ALL_BUILDINGS>
Money
Increase or Decrease Player's money.[129]
翻译:增加或减少玩家的金钱
命令字:PLAYER_GIVE_MONEY
xml代码使用:
<PLAYER_GIVE_MONEY>
<PlayerName_0 value="Player"/>
<Integer_1 value="4"/>
</PLAYER_GIVE_MONEY>
Set player's money cap.[490]
翻译:设置玩家的金钱上限
命令字:PLAYER_SET_MONEY_CAP
xml代码使用:
<PLAYER_SET_MONEY_CAP>
<PlayerName_0 value="Player"/>
<Integer_1 value="4"/>
</PLAYER_SET_MONEY_CAP>
Set Player's money.[128]
翻译:设置玩家的钱
命令字:PLAYER_SET_MONEY
xml代码使用:
<PLAYER_SET_MONEY>
<PlayerName_0 value="Player"/>
<Integer_1 value="4"/>
</PLAYER_SET_MONEY>
Toggle allied resource sharing on-off.[540]
翻译:切换联合资源共享开关
命令字:PLAYER_TOGGLE_RESOURCE_SHARING
xml代码使用:
<PLAYER_TOGGLE_RESOURCE_SHARING>
<PlayerName_0 value="Player"/>
<NewBoolean_1 value="1"/>
</PLAYER_TOGGLE_RESOURCE_SHARING>
Power
Set the base power for the player.[487]
翻译:设置玩家的基础能量
命令字:PLAYER_SET_BASE_POWER
xml代码使用:
<PLAYER_SET_BASE_POWER>
<PlayerName_0 value="Player"/>
<Integer_1 value="4"/>
</PLAYER_SET_BASE_POWER>
Red Alerts
Disable Threat Level Bonus[521]
翻译:取消威胁等级加成
命令字:REDALERT_DISABLE_THREAT_LEVEL_BONUS
xml代码使用:
<REDALERT_DISABLE_THREAT_LEVEL_BONUS>
<PlayerName_0 value="Player"/>
</REDALERT_DISABLE_THREAT_LEVEL_BONUS>
Remove, Sell, or Transfer All
Kill Player.[69]
翻译:杀死玩家
命令字:PLAYER_KILL
xml代码使用:
<PLAYER_KILL>
<PlayerName_0 value="Player"/>
</PLAYER_KILL>
Player sells everything.[55]
翻译:玩家出售一切
命令字:PLAYER_SELL_EVERYTHING
xml代码使用:
<PLAYER_SELL_EVERYTHING>
<PlayerName_0 value="Player"/>
</PLAYER_SELL_EVERYTHING>
Transfer assets from one player to another player.[76]
翻译:将资产从一个玩家转移到另一个玩家
命令字:PLAYER_TRANSFER_OWNERSHIP_PLAYER
xml代码使用:
<PLAYER_TRANSFER_OWNERSHIP_PLAYER>
<PlayerName_0 value="Player"/>
<PlayerName_1 value="Player"/>
</PLAYER_TRANSFER_OWNERSHIP_PLAYER>
Retreat
Set all units on player to flee off map.[562]
翻译:设置玩家的所有单位逃离地图
命令字:PLAYER_SET_ALL_UNITS_TO_FLEE
xml代码使用:
<PLAYER_SET_ALL_UNITS_TO_FLEE>
<PlayerName_0 value="Player"/>
</PLAYER_SET_ALL_UNITS_TO_FLEE>
Scoring
Exclude this player from the score screen.[236]
翻译:把这个玩家从得分屏幕上移除
命令字:PLAYER_EXCLUDE_FROM_SCORE_SCREEN
xml代码使用:
<PLAYER_EXCLUDE_FROM_SCORE_SCREEN>
<PlayerName_0 value="Player"/>
</PLAYER_EXCLUDE_FROM_SCORE_SCREEN>
Special Power
Grant power to player.[528]
翻译:给某个玩家协议
命令字:PLAYER_GRANT_SPECIAL_POWER
xml代码使用:
<PLAYER_GRANT_SPECIAL_POWER>
<ScienceName_0 value="specialpower"/>
<PlayerName_1 value="Player"/>
</PLAYER_GRANT_SPECIAL_POWER>
Lock or Unlock a player tech.[534]
翻译:锁定或解锁一个玩家科技
命令字:PLAYER_LOCK_PLAYER_TECH
xml代码使用:
<PLAYER_LOCK_PLAYER_TECH>
<PlayerName_0 value="Player"/>
<PlayerTech_1 value="PlayerTech"/>
<Boolean_2 value="1"/>
</PLAYER_LOCK_PLAYER_TECH>
Player's object's special power ignores requirements.[471]
翻译:玩家目标的特殊能量会忽略要求
命令字:PLAYER_UNIT_TYPE_SPECIAL_POWER_IGNORE_REQUIREMENTS
xml代码使用:
<PLAYER_UNIT_TYPE_SPECIAL_POWER_IGNORE_REQUIREMENTS>
<ScienceName_0 value="specialpower"/>
<MapRevealName_1 value="objectlist"/>
<PlayerName_2 value="Player"/>
<Boolean_3 value="1"/>
</PLAYER_UNIT_TYPE_SPECIAL_POWER_IGNORE_REQUIREMENTS>
Set maximum player power points.[533]
翻译:设定玩家的最大力量点
命令字:PLAYER_SET_MAX_PLAYER_POWER_POINTS
xml代码使用:
<PLAYER_SET_MAX_PLAYER_POWER_POINTS>
<PlayerName_0 value="Player"/>
<Integer_1 value="4"/>
</PLAYER_SET_MAX_PLAYER_POWER_POINTS>
Set special power availability.[470]
翻译:设置特殊电源可用性
命令字:PLAYER_SPECIAL_POWER_AVAILABILITY
xml代码使用:
<PLAYER_SPECIAL_POWER_AVAILABILITY>
<PlayerName_0 value="Player"/>
<ScienceName_1 value="specialpower"/>
<Availability_2 value="Hidden"/>
</PLAYER_SPECIAL_POWER_AVAILABILITY>
Set the players current power point total.[548]
翻译:设置玩家当前的总功率点
命令字:PLAYER_SET_PLAYER_POWER_POINTS
xml代码使用:
<PLAYER_SET_PLAYER_POWER_POINTS>
<PlayerName_0 value="Player"/>
<Integer_1 value="4"/>
</PLAYER_SET_PLAYER_POWER_POINTS>
Special power -- fire at enemy's highest cost area.[200]
翻译:特殊能力-向敌人的最高成本区域开火
命令字:SKIRMISH_FIRE_SPECIAL_POWER_AT_MOST_COST
xml代码使用:
<SKIRMISH_FIRE_SPECIAL_POWER_AT_MOST_COST>
<PlayerName_0 value="Player"/>
<ScienceName_1 value="specialpower"/>
</SKIRMISH_FIRE_SPECIAL_POWER_AT_MOST_COST>
Special power -- fire at waypoint.[430]
翻译:特殊力量——在航路点开火
命令字:PLAYER_FIRE_SPECIAL_POWER_AT_WAYPOINT
xml代码使用:
<PLAYER_FIRE_SPECIAL_POWER_AT_WAYPOINT>
<PlayerName_0 value="Player"/>
<ScienceName_1 value="specialpower"/>
<WaypointName_2 value="Waypoint"/>
</PLAYER_FIRE_SPECIAL_POWER_AT_WAYPOINT>
Special power -- fire on nearest object type to team owned by player.[339]
翻译:特殊能力-对距离玩家队伍最近的物体类型开火
命令字:FIRE_SPECIAL_POWER_ON_NEAREST_OBJECTTYPE_BY_PLAYER
xml代码使用:
<FIRE_SPECIAL_POWER_ON_NEAREST_OBJECTTYPE_BY_PLAYER>
<PlayerName_0 value="Player"/>
<ScienceName_1 value="specialpower"/>
<ObjectType_2 value="alliedsuperweaponeffect"/>
<TeamName_3 value="Team"/>
<PlayerName_4 value="Player"/>
</FIRE_SPECIAL_POWER_ON_NEAREST_OBJECTTYPE_BY_PLAYER>
Special power -- fire on nearest object type to team.[338]
翻译:特殊火力——对离队伍最近的目标开火
命令字:FIRE_SPECIAL_POWER_ON_NEAREST_OBJECTTYPE
xml代码使用:
<FIRE_SPECIAL_POWER_ON_NEAREST_OBJECTTYPE>
<PlayerName_0 value="Player"/>
<ScienceName_1 value="specialpower"/>
<ObjectType_2 value="alliedsuperweaponeffect"/>
<TeamName_3 value="Team"/>
</FIRE_SPECIAL_POWER_ON_NEAREST_OBJECTTYPE>
Special power -- fire on team.[340]
翻译:特殊力量——向团队开火
命令字:FIRE_SPECIAL_POWER_ON_TEAM
xml代码使用:
<FIRE_SPECIAL_POWER_ON_TEAM>
<PlayerName_0 value="Player"/>
<ScienceName_1 value="specialpower"/>
<TeamName_2 value="Team"/>
</FIRE_SPECIAL_POWER_ON_TEAM>
Special power -- set countdown timer.[437]
翻译:特殊功率-设置倒计时计时器
命令字:PLAYER_SET_SPECIAL_POWER_COUNTDOWN
xml代码使用:
<PLAYER_SET_SPECIAL_POWER_COUNTDOWN>
<PlayerName_0 value="Player"/>
<ScienceName_1 value="specialpower"/>
<Integer_2 value="4"/>
</PLAYER_SET_SPECIAL_POWER_COUNTDOWN>
Upgrades and Sciences
Allow or Disallow one upgrade[535]
翻译:允许或不允许一次升级
命令字:ALLOW_DISALLOW_ONE_UPGRADE
xml代码使用:
<ALLOW_DISALLOW_ONE_UPGRADE>
<PlayerName_0 value="Player"/>
<UnitAbilityName_1 value="upgrade"/>
<Boolean_2 value="1"/>
</ALLOW_DISALLOW_ONE_UPGRADE>
Give Player an Upgrade.[314]
翻译:给予玩家升级
命令字:GIVE_PLAYER_UPGRADE
xml代码使用:
<GIVE_PLAYER_UPGRADE>
<PlayerName_0 value="Player"/>
<UnitAbilityName_1 value="upgrade"/>
</GIVE_PLAYER_UPGRADE>
Remove upgrade from Player.[504]
翻译:从播放器中移除升级
命令字:REMOVE_PLAYER_UPGRADE
xml代码使用:
<REMOVE_PLAYER_UPGRADE>
<UnitAbilityName_0 value="upgrade"/>
<PlayerName_1 value="Player"/>
</REMOVE_PLAYER_UPGRADE>
Object Type
Allegiance
Force named object to join team.[375]
翻译:强制指定对象加入团队
命令字:UNIT_SET_TEAM
xml代码使用:
<UNIT_SET_TEAM>
<UnitName_0 value="Object"/>
<TeamName_1 value="Team"/>
</UNIT_SET_TEAM>
Transfer a named object to the control of a Player.[77]
翻译:将指定对象转移到玩家的控件上
命令字:NAMED_TRANSFER_OWNERSHIP_PLAYER
xml代码使用:
<NAMED_TRANSFER_OWNERSHIP_PLAYER>
<UnitName_0 value="Object"/>
<PlayerName_1 value="Player"/>
</NAMED_TRANSFER_OWNERSHIP_PLAYER>
Attack
Hunt (choose enemy target, move towards it, and attack when within range).[52]
翻译:狩猎(选择敌人目标,向其移动,在射程内攻击)
命令字:NAMED_HUNT
xml代码使用:
<NAMED_HUNT>
<UnitName_0 value="Object"/>
</NAMED_HUNT>
Move unit towards the nearest object of a specific type[417]
翻译:将单位移动到最近的特定类型的对象
命令字:UNIT_ATTACK_MOVE_TOWARDS_NEAREST_OBJECT_TYPE
xml代码使用:
<UNIT_ATTACK_MOVE_TOWARDS_NEAREST_OBJECT_TYPE>
<UnitName_0 value="Object"/>
<ObjectName_1 value="alliedsuperweaponeffect"/>
</UNIT_ATTACK_MOVE_TOWARDS_NEAREST_OBJECT_TYPE>
Named object attack-move along a waypoint path.[416]
翻译:命名对象攻击-沿着路径点移动
命令字:NAMED_ATTACK_FOLLOW_WAYPOINTS
xml代码使用:
<NAMED_ATTACK_FOLLOW_WAYPOINTS>
<UnitName_0 value="Object"/>
<WaypointPathName_1 value="WaypointPath"/>
</NAMED_ATTACK_FOLLOW_WAYPOINTS>
Named object attack-move to a location.[415]
翻译:命名对象攻击-移动到一个位置
命令字:ATTACK_MOVE_NAMED_UNIT_TO
xml代码使用:
<ATTACK_MOVE_NAMED_UNIT_TO>
<UnitName_0 value="Object"/>
<WaypointName_1 value="Waypoint"/>
</ATTACK_MOVE_NAMED_UNIT_TO>
Named object attacks an area for a given number of seconds.[41]
翻译:命名对象在给定的秒数内攻击一个区域
命令字:NAMED_ATTACK_AREA_FOR_SECONDS
xml代码使用:
<NAMED_ATTACK_AREA_FOR_SECONDS>
<UnitName_0 value="Object"/>
<TriggerAreaName_1 value="Area"/>
<Integer_2 value="4"/>
</NAMED_ATTACK_AREA_FOR_SECONDS>
Named object attacks an area.[40]
翻译:命名对象攻击区域
命令字:NAMED_ATTACK_AREA
xml代码使用:
<NAMED_ATTACK_AREA>
<UnitName_0 value="Object"/>
<TriggerAreaName_1 value="Area"/>
</NAMED_ATTACK_AREA>
Named object attacks Team.[42]
翻译:命名对象攻击
命令字:NAMED_ATTACK_TEAM
xml代码使用:
<NAMED_ATTACK_TEAM>
<UnitName_0 value="Object"/>
<TeamName_1 value="Team"/>
</NAMED_ATTACK_TEAM>
Named Object force attack a named object.[549]
翻译:命名对象强制攻击一个命名对象
命令字:NAMED_FORCE_ATTACK_NAMED
xml代码使用:
<NAMED_FORCE_ATTACK_NAMED>
<UnitName_0 value="Object"/>
<UnitName_1 value="Object"/>
</NAMED_FORCE_ATTACK_NAMED>
Named Object force attack a waypoint.[550]
翻译:命名物体强制攻击一个路径点
命令字:NAMED_FORCE_ATTACK_WAYPOINT
xml代码使用:
<NAMED_FORCE_ATTACK_WAYPOINT>
<UnitName_0 value="Object"/>
<WaypointName_1 value="Waypoint"/>
</NAMED_FORCE_ATTACK_WAYPOINT>
Set named object to capture a named object.[458]
翻译:设置命名对象以捕获命名对象
命令字:UNIT_CONTEXT_SENSITIVE_ATTACK
xml代码使用:
<UNIT_CONTEXT_SENSITIVE_ATTACK>
<UnitName_0 value="Object"/>
<UnitName_1 value="Object"/>
</UNIT_CONTEXT_SENSITIVE_ATTACK>
Set unit to attack another unit.[34]
翻译:让一个单位攻击另一个单位
命令字:NAMED_ATTACK_NAMED
xml代码使用:
<NAMED_ATTACK_NAMED>
<UnitName_0 value="Object"/>
<UnitName_1 value="Object"/>
</NAMED_ATTACK_NAMED>
CommandButton
Use commandbutton ability at a waypoint.[162]
翻译:在一个路标点使用命令按钮能力
命令字:NAMED_USE_COMMANDBUTTON_ABILITY_AT_WAYPOINT
xml代码使用:
<NAMED_USE_COMMANDBUTTON_ABILITY_AT_WAYPOINT>
<UnitName_0 value="Object"/>
<BoundaryName_1 value="ability"/>
<WaypointName_2 value="Waypoint"/>
</NAMED_USE_COMMANDBUTTON_ABILITY_AT_WAYPOINT>
Use commandbutton ability at nearest enemy building kindof.[323]
翻译:在离敌人最近的地方使用命令按钮技能
命令字:NAMED_USE_COMMANDBUTTON_ON_NEAREST_ENEMY_BUILDING_CLASS
xml代码使用:
<NAMED_USE_COMMANDBUTTON_ON_NEAREST_ENEMY_BUILDING_CLASS>
<UnitName_0 value="Object"/>
<SkirmishApproachPath_1 value="ability"/>
<UnitOrStructureKind_2 value="5"/>
</NAMED_USE_COMMANDBUTTON_ON_NEAREST_ENEMY_BUILDING_CLASS>
Use commandbutton ability at nearest enemy building.[322]
翻译:在最近的敌人建筑使用命令按钮技能
命令字:NAMED_USE_COMMANDBUTTON_ON_NEAREST_ENEMY_BUILDING
xml代码使用:
<NAMED_USE_COMMANDBUTTON_ON_NEAREST_ENEMY_BUILDING>
<UnitName_0 value="Object"/>
<SkirmishApproachPath_1 value="ability"/>
</NAMED_USE_COMMANDBUTTON_ON_NEAREST_ENEMY_BUILDING>
Use commandbutton ability at nearest enemy garrisoned building.[320]
翻译:在最近的敌人驻守建筑上使用命令按钮技能
命令字:NAMED_USE_COMMANDBUTTON_ON_NEAREST_GARRISONED_BUILDING
xml代码使用:
<NAMED_USE_COMMANDBUTTON_ON_NEAREST_GARRISONED_BUILDING>
<UnitName_0 value="Object"/>
<SkirmishApproachPath_1 value="ability"/>
</NAMED_USE_COMMANDBUTTON_ON_NEAREST_GARRISONED_BUILDING>
Use commandbutton ability at nearest enemy object with kind of.[321]
翻译:在最近的敌人物体上使用命令按钮能力
命令字:NAMED_USE_COMMANDBUTTON_ON_NEAREST_KINDOF
xml代码使用:
<NAMED_USE_COMMANDBUTTON_ON_NEAREST_KINDOF>
<UnitName_0 value="Object"/>
<SkirmishApproachPath_1 value="ability"/>
<UnitOrStructureKind_2 value="5"/>
</NAMED_USE_COMMANDBUTTON_ON_NEAREST_KINDOF>
Use commandbutton ability at nearest enemy unit[319]
翻译:在最近的敌人单位使用命令按钮技能
命令字:NAMED_USE_COMMANDBUTTON_ON_NEAREST_ENEMY_UNIT
xml代码使用:
<NAMED_USE_COMMANDBUTTON_ON_NEAREST_ENEMY_UNIT>
<UnitName_0 value="Object"/>
<SkirmishApproachPath_1 value="ability"/>
</NAMED_USE_COMMANDBUTTON_ON_NEAREST_ENEMY_UNIT>
Use commandbutton ability at nearest object type.[324]
翻译:在最接近的对象类型上使用命令按钮功能
命令字:NAMED_USE_COMMANDBUTTON_ON_NEAREST_OBJECTTYPE
xml代码使用:
<NAMED_USE_COMMANDBUTTON_ON_NEAREST_OBJECTTYPE>
<UnitName_0 value="Object"/>
<SkirmishApproachPath_1 value="ability"/>
<ObjectName_2 value="alliedsuperweaponeffect"/>
</NAMED_USE_COMMANDBUTTON_ON_NEAREST_OBJECTTYPE>
Use commandbutton ability on a specific Unit.[161]
翻译:在特定单位上使用命令按钮能力
命令字:NAMED_USE_COMMANDBUTTON_ABILITY_ON_NAMED
xml代码使用:
<NAMED_USE_COMMANDBUTTON_ABILITY_ON_NAMED>
<UnitName_0 value="Object"/>
<BoundaryName_1 value="ability"/>
<UnitName_2 value="Object"/>
</NAMED_USE_COMMANDBUTTON_ABILITY_ON_NAMED>
Use commandbutton ability.[192]
翻译:使用命令按钮的能力
命令字:NAMED_USE_COMMANDBUTTON_ABILITY
xml代码使用:
<NAMED_USE_COMMANDBUTTON_ABILITY>
<UnitName_0 value="Object"/>
<BoundaryName_1 value="ability"/>
</NAMED_USE_COMMANDBUTTON_ABILITY>
Damage or Remove
Deal damage to a named object.[63]
翻译:对指定对象造成伤害
命令字:NAMED_DAMAGE
xml代码使用:
<NAMED_DAMAGE>
<UnitName_0 value="Object"/>
<Integer_1 value="4"/>
</NAMED_DAMAGE>
Delete a named object.[64]
翻译:删除命名对象
命令字:NAMED_DELETE
xml代码使用:
<NAMED_DELETE>
<UnitName_0 value="Object"/>
</NAMED_DELETE>
Kill a named object.[67]
翻译:杀死一个命名对象
命令字:NAMED_KILL
xml代码使用:
<NAMED_KILL>
<UnitName_0 value="Object"/>
</NAMED_KILL>
Kill all units belonging to the specified player in the specified area.[500]
翻译:在指定区域内杀死所有属于指定玩家的单位
命令字:UNIT_KILL_ALL_IN_AREA
xml代码使用:
<UNIT_KILL_ALL_IN_AREA>
<PlayerName_0 value="Player"/>
<TriggerAreaName_1 value="Area"/>
</UNIT_KILL_ALL_IN_AREA>
Kill all units contained within a specific transport or structure.[168]
翻译:杀死特定运输工具或建筑内的所有单位
命令字:UNIT_DESTROY_ALL_CONTAINED
xml代码使用:
<UNIT_DESTROY_ALL_CONTAINED>
<UnitName_0 value="Object"/>
</UNIT_DESTROY_ALL_CONTAINED>
Sell off named Object.[54]
翻译:出售命名对象
命令字:SELL_OBJECT
xml代码使用:
<SELL_OBJECT>
<UnitName_0 value="Object"/>
</SELL_OBJECT>
Set the health of the unit (in percentage).[486]
翻译:设置单位的运行状况(以百分比计)
命令字:UNIT_SET_HEALTH
xml代码使用:
<UNIT_SET_HEALTH>
<UnitName_0 value="Object"/>
<RealNumber_1 value="1.1"/>
</UNIT_SET_HEALTH>
Delete all unmanned (sniped) vehicles.[251]
翻译:删除所有无人(狙击)车辆
命令字:DELETE_ALL_UNMANNED
xml代码使用:
<DELETE_ALL_UNMANNED>
</DELETE_ALL_UNMANNED>
Experience
Gives a named object experience points.[269]
翻译:给出一个命名对象的经验点
命令字:UNIT_GIVE_EXPERIENCE_POINTS
xml代码使用:
<UNIT_GIVE_EXPERIENCE_POINTS>
<UnitName_0 value="Object"/>
<Integer_1 value="4"/>
</UNIT_GIVE_EXPERIENCE_POINTS>
Named object levels up with visual FX.[395]
翻译:命名对象等级与视觉特效
命令字:UNIT_GAIN_LEVEL
xml代码使用:
<UNIT_GAIN_LEVEL>
<UnitName_0 value="Object"/>
<Boolean_1 value="1"/>
</UNIT_GAIN_LEVEL>
Sets a named object's experience points.[270]
翻译:设置一个命名对象的经验值
命令字:UNIT_SET_EXPERIENCE_POINTS
xml代码使用:
<UNIT_SET_EXPERIENCE_POINTS>
<UnitName_0 value="Object"/>
<Integer_1 value="4"/>
</UNIT_SET_EXPERIENCE_POINTS>
Flash or Color
Flash a named object white for a specified amount of time.[194]
翻译:在指定的时间内将指定的对象Flash为白色
命令字:NAMED_FLASH_WHITE
xml代码使用:
<NAMED_FLASH_WHITE>
<UnitName_0 value="Object"/>
<Integer_1 value="4"/>
</NAMED_FLASH_WHITE>
Flash a specific unit for a specified amount of time.[70]
翻译:在指定的时间内闪现一个特定的单元
命令字:NAMED_FLASH
xml代码使用:
<NAMED_FLASH>
<UnitName_0 value="Object"/>
<Integer_1 value="4"/>
</NAMED_FLASH>
Outline a specific unit with an outline type.[512]
翻译:用大纲类型概括一个特定的单元
命令字:NAMED_OUTLINE
xml代码使用:
<NAMED_OUTLINE>
<UnitName_0 value="Object"/>
<ObjectOutline_1 value="SELECTED"/>
</NAMED_OUTLINE>
Set a named object to use a special indicator color.[198]
翻译:设置一个命名对象使用一个特殊的指示颜色
命令字:NAMED_CUSTOM_COLOR
xml代码使用:
<NAMED_CUSTOM_COLOR>
<UnitName_0 value="Object"/>
<EmoticonName_1 value="-128"/>
</NAMED_CUSTOM_COLOR>
Garrison
Empty a named object.[91]
翻译:清空指定对象
命令字:EXIT_SPECIFIC_BUILDING
xml代码使用:
<EXIT_SPECIFIC_BUILDING>
<UnitName_0 value="Object"/>
</EXIT_SPECIFIC_BUILDING>
Garrison a named object instantly with a named object.[428]
翻译:用一个命名对象加里森一个命名对象实例
命令字:NAMED_GARRISON_SPECIFIC_BUILDING_INSTANTLY
xml代码使用:
<NAMED_GARRISON_SPECIFIC_BUILDING_INSTANTLY>
<UnitName_0 value="Object"/>
<UnitName_1 value="Object"/>
</NAMED_GARRISON_SPECIFIC_BUILDING_INSTANTLY>
Garrison a named object with a named object.[94]
翻译:用一个命名的物体加成一个命名的物体
命令字:NAMED_GARRISON_SPECIFIC_BUILDING
xml代码使用:
<NAMED_GARRISON_SPECIFIC_BUILDING>
<UnitName_0 value="Object"/>
<UnitName_1 value="Object"/>
</NAMED_GARRISON_SPECIFIC_BUILDING>
Garrison a nearby structure with a named object.[95]
翻译:用命名的物体在附近的建筑上驻军
命令字:NAMED_GARRISON_NEAREST_BUILDING
xml代码使用:
<NAMED_GARRISON_NEAREST_BUILDING>
<UnitName_0 value="Object"/>
</NAMED_GARRISON_NEAREST_BUILDING>
Named object exit whatever object it's in.[96]
翻译:命名对象退出它所在的任何对象
命令字:NAMED_EXIT_BUILDING
xml代码使用:
<NAMED_EXIT_BUILDING>
<UnitName_0 value="Object"/>
</NAMED_EXIT_BUILDING>
Guard
Named object guard an area from a location.[367]
翻译:指定的对象从一个位置保护一个区域
命令字:UNIT_GUARD_AREA_FROM_POSITION
xml代码使用:
<UNIT_GUARD_AREA_FROM_POSITION>
<UnitName_0 value="Object"/>
<TriggerAreaName_1 value="Area"/>
<WaypointName_2 value="Waypoint"/>
</UNIT_GUARD_AREA_FROM_POSITION>
Named object guard another named object.[346]
翻译:命名对象保护另一个命名对象
命令字:UNIT_GUARD_OBJECT
xml代码使用:
<UNIT_GUARD_OBJECT>
<UnitName_0 value="Object"/>
<UnitName_1 value="Object"/>
</UNIT_GUARD_OBJECT>
Named object guard area.[347]
翻译:命名的对象保护区域
命令字:UNIT_GUARD_AREA
xml代码使用:
<UNIT_GUARD_AREA>
<UnitName_0 value="Object"/>
<TriggerAreaName_1 value="Area"/>
</UNIT_GUARD_AREA>
Named object guard at location.[345]
翻译:指定位置的对象保护
命令字:UNIT_GUARD_POSITION
xml代码使用:
<UNIT_GUARD_POSITION>
<UnitName_0 value="Object"/>
<WaypointName_1 value="Waypoint"/>
</UNIT_GUARD_POSITION>
Named object guards nearest kindof.[297]
翻译:指定位置的对象保护
命令字:UNIT_GUARD_NEAREST_KINDOF
xml代码使用:
<UNIT_GUARD_NEAREST_KINDOF>
<UnitName_0 value="Object"/>
<UnitOrStructureKind_1 value="5"/>
</UNIT_GUARD_NEAREST_KINDOF>
Named object guards.[50]
翻译:命名对象防护
命令字:NAMED_GUARD
xml代码使用:
<NAMED_GUARD>
<UnitName_0 value="Object"/>
</NAMED_GUARD>
Hulk set override lifetime.[229]
翻译:浩克设置覆盖寿命
命令字:SCRIPTING_OVERRIDE_HULK_LIFETIME
xml代码使用:
<SCRIPTING_OVERRIDE_HULK_LIFETIME>
<RealNumber_0 value="1.1"/>
</SCRIPTING_OVERRIDE_HULK_LIFETIME>
Move
Face a waypoint.[231]
翻译:面对一个路标
命令字:NAMED_FACE_WAYPOINT
xml代码使用:
<NAMED_FACE_WAYPOINT>
<UnitName_0 value="Object"/>
<WaypointName_1 value="Waypoint"/>
</NAMED_FACE_WAYPOINT>
Face another unit.[230]
翻译:面对另一个单位
命令字:NAMED_FACE_NAMED
xml代码使用:
<NAMED_FACE_NAMED>
<UnitName_0 value="Object"/>
<UnitName_1 value="Object"/>
</NAMED_FACE_NAMED>
Named object follow a waypoint path -- exactly.[214]
翻译:命名的对象遵循路径点路径——完全正确
命令字:NAMED_FOLLOW_WAYPOINTS_EXACT
xml代码使用:
<NAMED_FOLLOW_WAYPOINTS_EXACT>
<UnitName_0 value="Object"/>
<WaypointPathName_1 value="WaypointPath"/>
</NAMED_FOLLOW_WAYPOINTS_EXACT>
Named object follow a waypoint path starting at waypoint.[542]
翻译:命名对象遵循从路径点开始的路径点路径
命令字:NAMED_FOLLOW_WAYPOINTS_STARTING_AT_WAYPOINT
xml代码使用:
<NAMED_FOLLOW_WAYPOINTS_STARTING_AT_WAYPOINT>
<UnitName_0 value="Object"/>
<WaypointPathName_1 value="WaypointPath"/>
<WaypointName_2 value="Waypoint"/>
</NAMED_FOLLOW_WAYPOINTS_STARTING_AT_WAYPOINT>
Named object follow a waypoint path.[49]
翻译:命名对象遵循路径点路径
命令字:NAMED_FOLLOW_WAYPOINTS
xml代码使用:
<NAMED_FOLLOW_WAYPOINTS>
<UnitName_0 value="Object"/>
<WaypointPathName_1 value="WaypointPath"/>
</NAMED_FOLLOW_WAYPOINTS>
Named object move to a location.[33]
翻译:命名对象移动到一个位置
命令字:MOVE_NAMED_UNIT_TO
xml代码使用:
<MOVE_NAMED_UNIT_TO>
<UnitName_0 value="Object"/>
<WaypointName_1 value="Waypoint"/>
</MOVE_NAMED_UNIT_TO>
Teleport named object to waypoint.[378]
翻译:将命名对象传送到路径点
命令字:UNIT_TELEPORT_TO_WAYPOINT
xml代码使用:
<UNIT_TELEPORT_TO_WAYPOINT>
<UnitName_0 value="Object"/>
<WaypointName_1 value="Waypoint"/>
</UNIT_TELEPORT_TO_WAYPOINT>
Unit stops.[140]
翻译:单位停止
命令字:NAMED_STOP
xml代码使用:
<NAMED_STOP>
<UnitName_0 value="Object"/>
</NAMED_STOP>
Repair
Repair named Object.[360]
翻译:修复命名对象
命令字:REPAIR_OBJECT
xml代码使用:
<REPAIR_OBJECT>
<UnitName_0 value="Object"/>
<Boolean_1 value="1"/>
<Boolean_2 value="1"/>
</REPAIR_OBJECT>
SequentialScript
Named object idles for some number of frames.[158]
翻译:指定的对象空闲一定数量的帧
命令字:UNIT_IDLE_FOR_FRAMECOUNT
xml代码使用:
<UNIT_IDLE_FOR_FRAMECOUNT>
<UnitName_0 value="Object"/>
<Integer_1 value="4"/>
</UNIT_IDLE_FOR_FRAMECOUNT>
Named object idles for some number of seconds.[307]
翻译:命名对象空闲一定的秒数
命令字:UNIT_IDLE_FOR_SECONDS
xml代码使用:
<UNIT_IDLE_FOR_SECONDS>
<UnitName_0 value="Object"/>
<Integer_1 value="4"/>
</UNIT_IDLE_FOR_SECONDS>
Set a named object to stop executing a sequential script.[153]
翻译:设置一个命名对象停止执行顺序脚本
命令字:UNIT_STOP_SEQUENTIAL_SCRIPT
xml代码使用:
<UNIT_STOP_SEQUENTIAL_SCRIPT>
<UnitName_0 value="Object"/>
</UNIT_STOP_SEQUENTIAL_SCRIPT>
Settings
Change Custom Model Condition flag.[248]
翻译:改变自定义模型条件标志
命令字:UNIT_SET_MODELCONDITION
xml代码使用:
<UNIT_SET_MODELCONDITION>
<UnitName_0 value="Object"/>
<Integer_1 value="4"/>
<Boolean_2 value="1"/>
</UNIT_SET_MODELCONDITION>
Change Object flags.[226]
翻译:更改对象标志
命令字:UNIT_AFFECT_OBJECT_PANEL_FLAGS
xml代码使用:
<UNIT_AFFECT_OBJECT_PANEL_FLAGS>
<UnitName_0 value="Object"/>
<FactionName_1 value="Indestructible"/>
<Boolean_2 value="1"/>
</UNIT_AFFECT_OBJECT_PANEL_FLAGS>
Change object status.[411]
翻译:更改对象状态
命令字:UNIT_CHANGE_OBJECT_STATUS
xml代码使用:
<UNIT_CHANGE_OBJECT_STATUS>
<UnitName_0 value="Object"/>
<TeamAbilityName_1 value="1"/>
<Boolean_2 value="1"/>
</UNIT_CHANGE_OBJECT_STATUS>
Clear model condition flag on a named object.[328]
翻译:清除指定对象上的模型条件标志
命令字:UNIT_CLEAR_MODELCONDITION
xml代码使用:
<UNIT_CLEAR_MODELCONDITION>
<UnitName_0 value="Object"/>
<ModelCondition_1 value="AFLAME"/>
</UNIT_CLEAR_MODELCONDITION>
Disable -- enable or disable.[536]
翻译:禁用-启用或禁用
命令字:NAMED_SET_DISABLED
xml代码使用:
<NAMED_SET_DISABLED>
<UnitName_0 value="Object"/>
<ObjectDisableType_1 value="PARALYZED"/>
<Boolean_2 value="1"/>
</NAMED_SET_DISABLED>
Enables or disables the house color[388]
翻译:启用或禁用房子的颜色
命令字:UNIT_ENABLE_HOUSE_COLOR
xml代码使用:
<UNIT_ENABLE_HOUSE_COLOR>
<UnitName_0 value="Object"/>
<Boolean_1 value="1"/>
</UNIT_ENABLE_HOUSE_COLOR>
Give upgrade to named object.[201]
翻译:升级指定对象
命令字:NAMED_RECEIVE_UPGRADE
xml代码使用:
<NAMED_RECEIVE_UPGRADE>
<UnitAbilityName_0 value="upgrade"/>
<UnitName_1 value="Object"/>
</NAMED_RECEIVE_UPGRADE>
Remove upgrade from named object.[502]
翻译:从命名对象中移除升级
命令字:NAMED_REMOVE_UPGRADE
xml代码使用:
<NAMED_REMOVE_UPGRADE>
<UnitAbilityName_0 value="upgrade"/>
<UnitName_1 value="Object"/>
</NAMED_REMOVE_UPGRADE>
Set a model condition flag on a named object for duration(optional).[547]
翻译:在命名对象上设置一个持续时间的模型条件标志(可选)
命令字:UNIT_SET_MODELCONDITION_GENERIC
xml代码使用:
<UNIT_SET_MODELCONDITION_GENERIC>
<UnitName_0 value="Object"/>
<ModelCondition_1 value="AFLAME"/>
<RealNumber_2 value="1.1"/>
</UNIT_SET_MODELCONDITION_GENERIC>
Set a model condition flag on a named object for duration. % specifies # of members in horde that get this.[327]
翻译:在指定对象上设置一个模型条件标志,持续时间。 指定在部落中得到这个的成员
命令字:UNIT_SET_MODELCONDITION_FOR_DURATION
xml代码使用:
<UNIT_SET_MODELCONDITION_FOR_DURATION>
<UnitName_0 value="Object"/>
<ModelCondition_1 value="AFLAME"/>
<RealNumber_2 value="1.1"/>
<Percentage2_3 value="0.011"/>
</UNIT_SET_MODELCONDITION_FOR_DURATION>
Set the max health of a unit.[551]
翻译:设置一个单位的最大生命值
命令字:NAMED_SET_MAX_HEALTH
xml代码使用:
<NAMED_SET_MAX_HEALTH>
<UnitName_0 value="Object"/>
<Integer_1 value="4"/>
<Boolean_2 value="1"/>
</NAMED_SET_MAX_HEALTH>
Set topple direction.[182]
翻译:设置推翻方向
命令字:NAMED_SET_TOPPLE_DIRECTION
xml代码使用:
<NAMED_SET_TOPPLE_DIRECTION>
<UnitName_0 value="Object"/>
<PositionCoordinate_1 value="(1.1,1.1,1.1)"/>
</NAMED_SET_TOPPLE_DIRECTION>
Sets a unit's current stance[473]
翻译:设置一个单位的当前姿态
命令字:UNIT_SET_STANCE
xml代码使用:
<UNIT_SET_STANCE>
<UnitName_0 value="Object"/>
<ObjectStance_1 value="3"/>
</UNIT_SET_STANCE>
Stealth -- enable or disable.[220]
翻译:隐形,启用或禁用
命令字:NAMED_SET_STEALTH_ENABLED
xml代码使用:
<NAMED_SET_STEALTH_ENABLED>
<UnitName_0 value="Object"/>
<Boolean_1 value="1"/>
</NAMED_SET_STEALTH_ENABLED>
Spawn
Spawn -- named object on Team at a named object's position.[527]
翻译:刷出——团队中指定对象的位置
命令字:UNIT_SPAWN_NAMED_OBJECT_ON_TEAM_AT_NAMED_OBJECT_LOCATION
xml代码使用:
<UNIT_SPAWN_NAMED_OBJECT_ON_TEAM_AT_NAMED_OBJECT_LOCATION>
<UnitName_0 value="Object"/>
<ObjectName_1 value="alliedsuperweaponeffect"/>
<TeamName_2 value="Team"/>
<UnitName_3 value="Object"/>
</UNIT_SPAWN_NAMED_OBJECT_ON_TEAM_AT_NAMED_OBJECT_LOCATION>
Spawn a named object on a team at a waypoint with an orientation.[466]
翻译:在团队中一个方向的路标点生成一个命名的物体
命令字:CREATE_NAMED_ON_TEAM_AT_WAYPOINT_WITH_ORIENTATION
xml代码使用:
<CREATE_NAMED_ON_TEAM_AT_WAYPOINT_WITH_ORIENTATION>
<UnitName_0 value="Object"/>
<ObjectName_1 value="alliedsuperweaponeffect"/>
<TeamName_2 value="Team"/>
<WaypointName_3 value="Waypoint"/>
<Angle_4 value="0.01919862"/>
</CREATE_NAMED_ON_TEAM_AT_WAYPOINT_WITH_ORIENTATION>
Spawn a named object on a team at a waypoint.[35]
翻译:在一个路径点生成一个命名的物体
命令字:CREATE_NAMED_ON_TEAM_AT_WAYPOINT
xml代码使用:
<CREATE_NAMED_ON_TEAM_AT_WAYPOINT>
<UnitName_0 value="Object"/>
<ObjectName_1 value="alliedsuperweaponeffect"/>
<TeamName_2 value="Team"/>
<WaypointName_3 value="Waypoint"/>
</CREATE_NAMED_ON_TEAM_AT_WAYPOINT>
Spawn an unnamed object on a team at a waypoint with an orientation.[467]
翻译:在一个团队中在一个有方向的路标点刷出一个未命名的物体
命令字:CREATE_UNNAMED_ON_TEAM_AT_WAYPOINT_WITH_ORIENTATION
xml代码使用:
<CREATE_UNNAMED_ON_TEAM_AT_WAYPOINT_WITH_ORIENTATION>
<ObjectName_0 value="alliedsuperweaponeffect"/>
<TeamName_1 value="Team"/>
<WaypointName_2 value="Waypoint"/>
<Angle_3 value="0.01919862"/>
</CREATE_UNNAMED_ON_TEAM_AT_WAYPOINT_WITH_ORIENTATION>
Spawn an unnamed object on a team at a waypoint.[36]
翻译:在一个路标点生成一个未命名的物体
命令字:CREATE_UNNAMED_ON_TEAM_AT_WAYPOINT
xml代码使用:
<CREATE_UNNAMED_ON_TEAM_AT_WAYPOINT>
<ObjectName_0 value="alliedsuperweaponeffect"/>
<TeamName_1 value="Team"/>
<WaypointName_2 value="Waypoint"/>
</CREATE_UNNAMED_ON_TEAM_AT_WAYPOINT>
Special Power
Countdown timer -- pause.[134]
翻译:节目计时器——暂停
命令字:NAMED_STOP_SPECIAL_POWER_COUNTDOWN
xml代码使用:
<NAMED_STOP_SPECIAL_POWER_COUNTDOWN>
<UnitName_0 value="Object"/>
<ScienceName_1 value="specialpower"/>
</NAMED_STOP_SPECIAL_POWER_COUNTDOWN>
Countdown timer -- resume.[135]
翻译:节目计时器——简历
命令字:NAMED_START_SPECIAL_POWER_COUNTDOWN
xml代码使用:
<NAMED_START_SPECIAL_POWER_COUNTDOWN>
<UnitName_0 value="Object"/>
<ScienceName_1 value="specialpower"/>
</NAMED_START_SPECIAL_POWER_COUNTDOWN>
Countdown timer -- set.[136]
翻译:节目计时器——简历
命令字:NAMED_SET_SPECIAL_POWER_COUNTDOWN
xml代码使用:
<NAMED_SET_SPECIAL_POWER_COUNTDOWN>
<UnitName_0 value="Object"/>
<ScienceName_1 value="specialpower"/>
<Integer_2 value="4"/>
</NAMED_SET_SPECIAL_POWER_COUNTDOWN>
Special Power -- fire at location.[137]
翻译:节目计时器——简历
命令字:NAMED_FIRE_SPECIAL_POWER_AT_WAYPOINT
xml代码使用:
<NAMED_FIRE_SPECIAL_POWER_AT_WAYPOINT>
<UnitName_0 value="Object"/>
<ScienceName_1 value="specialpower"/>
<WaypointName_2 value="Waypoint"/>
</NAMED_FIRE_SPECIAL_POWER_AT_WAYPOINT>
Map
Fog or Reveal
Border Shroud is turned off.[242]
翻译:边境裹尸布关闭
命令字:DISABLE_BORDER_SHROUD
xml代码使用:
<DISABLE_BORDER_SHROUD>
</DISABLE_BORDER_SHROUD>
Border Shroud is turned on.[243]
翻译:边境裹尸布打开
命令字:ENABLE_BORDER_SHROUD
xml代码使用:
<ENABLE_BORDER_SHROUD>
</ENABLE_BORDER_SHROUD>
Reveal map at waypoint -- fog.[81]
翻译:在路标处显示地图——雾
命令字:MAP_REVEAL_AT_WAYPOINT
xml代码使用:
<MAP_REVEAL_AT_WAYPOINT>
<WaypointName_0 value="Waypoint"/>
<RealNumber_1 value="1.1"/>
<PlayerName_2 value="Player"/>
</MAP_REVEAL_AT_WAYPOINT>
Reveal map at waypoint -- permanently.[218]
翻译:在路标处显示地图——永久
命令字:MAP_REVEAL_PERMANENTLY_AT_WAYPOINT
xml代码使用:
<MAP_REVEAL_PERMANENTLY_AT_WAYPOINT>
<WaypointName_0 value="Waypoint"/>
<RealNumber_1 value="1.1"/>
<PlayerName_2 value="Player"/>
<ScienceAvailabilityName_3 value="reveal"/>
</MAP_REVEAL_PERMANENTLY_AT_WAYPOINT>
Reveal map at waypoint -- undo permanently.[219]
翻译:在路标处显示地图——永久撤销
命令字:MAP_UNDO_REVEAL_PERMANENTLY_AT_WAYPOINT
xml代码使用:
<MAP_UNDO_REVEAL_PERMANENTLY_AT_WAYPOINT>
<ScienceAvailabilityName_0 value="reveal"/>
</MAP_UNDO_REVEAL_PERMANENTLY_AT_WAYPOINT>
Reveal map in polytrigger -- permanently.[421]
翻译:在多触发器中显示地图——永久
命令字:MAP_REVEAL_PERMANENTLY_IN_TRIGGER
xml代码使用:
<MAP_REVEAL_PERMANENTLY_IN_TRIGGER>
<TriggerAreaName_0 value="Area"/>
<PlayerName_1 value="Player"/>
<ScienceAvailabilityName_2 value="reveal"/>
</MAP_REVEAL_PERMANENTLY_IN_TRIGGER>
Reveal map in polytrigger -- undo permanently.[422]
翻译:揭示地图在多触发器-撤消永久
命令字:MAP_UNDO_REVEAL_PERMANENTLY_IN_TRIGGER
xml代码使用:
<MAP_UNDO_REVEAL_PERMANENTLY_IN_TRIGGER>
<ScienceAvailabilityName_0 value="reveal"/>
</MAP_UNDO_REVEAL_PERMANENTLY_IN_TRIGGER>
Reveal map in trigger -- fog.[420]
翻译:在触发雾中显示地图
命令字:MAP_REVEAL_IN_TRIGGER
xml代码使用:
<MAP_REVEAL_IN_TRIGGER>
<TriggerAreaName_0 value="Area"/>
<PlayerName_1 value="Player"/>
</MAP_REVEAL_IN_TRIGGER>
Reveal the entire map permanently for Player.[183]
翻译:为Playe永久揭示整个地图
命令字:MAP_REVEAL_ALL_PERM
xml代码使用:
<MAP_REVEAL_ALL_PERM>
<PlayerName_0 value="Player"/>
</MAP_REVEAL_ALL_PERM>
Set Re-Fog delay.[513]
翻译:设置Re-Fog延迟
命令字:MAP_SHROUD_SET_RESHROUD_TIME
xml代码使用:
<MAP_SHROUD_SET_RESHROUD_TIME>
<RealNumber_0 value="1.1"/>
</MAP_SHROUD_SET_RESHROUD_TIME>
Un-Reveal the entire map permanently for Player.[184]
翻译:为玩家永久取消显示整个地图
命令字:MAP_REVEAL_ALL_UNDO_PERM
xml代码使用:
<MAP_REVEAL_ALL_UNDO_PERM>
<PlayerName_0 value="Player"/>
</MAP_REVEAL_ALL_UNDO_PERM>
Gameplay
Adjust Object Bonuses based on difficulty.[244]
翻译:根据难度调整对象奖励
命令字:OBJECT_ALLOW_BONUSES
xml代码使用:
<OBJECT_ALLOW_BONUSES>
<Boolean_0 value="1"/>
</OBJECT_ALLOW_BONUSES>
Make area impassable for human player.[383]
翻译:让人类玩家无法通过区域
命令字:HUMAN_IMPASSABLE_AREA
xml代码使用:
<HUMAN_IMPASSABLE_AREA>
<TriggerAreaName_0 value="Area"/>
<Boolean_1 value="1"/>
</HUMAN_IMPASSABLE_AREA>
Modify
Change the active border of the map.[163]
翻译:改变地图的活动边界
命令字:MAP_SWITCH_BORDER
xml代码使用:
<MAP_SWITCH_BORDER>
<Buildability_0 value="1"/>
</MAP_SWITCH_BORDER>
Enables or disables the house color for all units[390]
翻译:为所有单位启用或禁用房子的颜色
命令字:ENABLE_HOUSE_COLOR
xml代码使用:
<ENABLE_HOUSE_COLOR>
<Boolean_0 value="1"/>
</ENABLE_HOUSE_COLOR>
Exit Map[372]
翻译:退出地图
命令字:MAP_EXIT
xml代码使用:
<MAP_EXIT>
</MAP_EXIT>
Media
Audio
All Sounds
Remove all reverb effects[342]
翻译:移除所有混响效果
命令字:AUDIO_REMOVE_REVERB
xml代码使用:
<AUDIO_REMOVE_REVERB>
</AUDIO_REMOVE_REVERB>
Resume all sounds.[25]
翻译:恢复所有的声音
命令字:RESUME_BACKGROUND_SOUNDS
xml代码使用:
<RESUME_BACKGROUND_SOUNDS>
</RESUME_BACKGROUND_SOUNDS>
Set global reverb room type.[341]
翻译:设置全局混响室类型
命令字:AUDIO_SET_REVERB_ROOM_TYPE
xml代码使用:
<AUDIO_SET_REVERB_ROOM_TYPE>
<ReverbRoomType_0 value="City"/>
</AUDIO_SET_REVERB_ROOM_TYPE>
Suppress reverb within an area[397]
翻译:在一个区域内抑制混响
命令字:AUDIO_SET_REVERB_SUPPRESSION_POLYGON
xml代码使用:
<AUDIO_SET_REVERB_SUPPRESSION_POLYGON>
<TriggerAreaName_0 value="Area"/>
<Percentage2_1 value="0.011"/>
</AUDIO_SET_REVERB_SUPPRESSION_POLYGON>
Suspend all sounds.[24]
翻译:暂停一切听起来
命令字:SUSPEND_BACKGROUND_SOUNDS
xml代码使用:
<SUSPEND_BACKGROUND_SOUNDS>
</SUSPEND_BACKGROUND_SOUNDS>
Unsuppress all reverb[399]
翻译:Unsuppress所有混响
命令字:AUDIO_REMOVE_ALL_REVERB_SUPPRESSION_POLYGONS
xml代码使用:
<AUDIO_REMOVE_ALL_REVERB_SUPPRESSION_POLYGONS>
</AUDIO_REMOVE_ALL_REVERB_SUPPRESSION_POLYGONS>
Unsuppress reverb in an area[398]
翻译:在一个区域内不抑制混响
命令字:AUDIO_REMOVE_REVERB_SUPPRESSION_POLYGON
xml代码使用:
<AUDIO_REMOVE_REVERB_SUPPRESSION_POLYGON>
<TriggerAreaName_0 value="Area"/>
</AUDIO_REMOVE_REVERB_SUPPRESSION_POLYGON>
EVA
Enable or Disable EVA.[221]
翻译:启用/禁用EVA
命令字:EVA_SET_ENABLED_DISABLED
xml代码使用:
<EVA_SET_ENABLED_DISABLED>
<Boolean_0 value="1"/>
</EVA_SET_ENABLED_DISABLED>
Play a sound effect as AI co-commander dialog, and subtitle it.[570]
翻译:播放AI联合指挥官对话框的音效,并添加字幕
命令字:PLAY_SOUND_AS_AI_COCOMMANDER_DIALOG_WITH_SUBTITLE
xml代码使用:
<PLAY_SOUND_AS_AI_COCOMMANDER_DIALOG_WITH_SUBTITLE>
<SoundName_0 value="Sound"/>
<LocalizedStringName_1 value="string"/>
<RealNumber_2 value="1.1"/>
</PLAY_SOUND_AS_AI_COCOMMANDER_DIALOG_WITH_SUBTITLE>
Play a sound effect as AI co-commander dialog.[569]
翻译:播放AI联合指挥官对话的音效
命令字:PLAY_SOUND_AS_AI_COCOMMANDER_DIALOG
xml代码使用:
<PLAY_SOUND_AS_AI_COCOMMANDER_DIALOG>
<SoundName_0 value="Sound"/>
</PLAY_SOUND_AS_AI_COCOMMANDER_DIALOG>
Play a sound effect as if it were an EVA event, and subtitle it.[497]
翻译:播放一个声音效果,就像它是一个EVA事件,并字幕
命令字:PLAY_SOUND_AS_IF_IT_WAS_AN_EVA_EVENT_WITH_SUBTITLE
xml代码使用:
<PLAY_SOUND_AS_IF_IT_WAS_AN_EVA_EVENT_WITH_SUBTITLE>
<SoundName_0 value="Sound"/>
<LocalizedStringName_1 value="string"/>
<RealNumber_2 value="1.1"/>
</PLAY_SOUND_AS_IF_IT_WAS_AN_EVA_EVENT_WITH_SUBTITLE>
Play a sound effect as if it were an EVA event.[496]
翻译:播放一个声音效果,好像它是一个EVA事件
命令字:PLAY_SOUND_AS_IF_IT_WAS_AN_EVA_EVENT
xml代码使用:
<PLAY_SOUND_AS_IF_IT_WAS_AN_EVA_EVENT>
<SoundName_0 value="Sound"/>
</PLAY_SOUND_AS_IF_IT_WAS_AN_EVA_EVENT>
Music
Play a music track a certain number of times, then set a flag.[357]
翻译:播放音乐曲目一定次数,然后设置一个标志
命令字:MUSIC_PLAY_TRACK_FINITE_TIMES_AND_NOTIFY
xml代码使用:
<MUSIC_PLAY_TRACK_FINITE_TIMES_AND_NOTIFY>
<MusicName_0 value="Music"/>
<Integer_1 value="4"/>
<Boolean_2 value="1"/>
<Boolean_3 value="1"/>
<FlagName_4 value="Flag"/>
</MUSIC_PLAY_TRACK_FINITE_TIMES_AND_NOTIFY>
Play a music track a certain number of times.[356]
翻译:播放音乐曲目一定次数
命令字:MUSIC_PLAY_TRACK_FINITE_TIMES
xml代码使用:
<MUSIC_PLAY_TRACK_FINITE_TIMES>
<MusicName_0 value="Music"/>
<Integer_1 value="4"/>
<Boolean_2 value="1"/>
<Boolean_3 value="1"/>
</MUSIC_PLAY_TRACK_FINITE_TIMES>
Play a music track.[87]
翻译:播放音乐架
命令字:MUSIC_SET_TRACK
xml代码使用:
<MUSIC_SET_TRACK>
<MusicName_0 value="Music"/>
<Boolean_1 value="1"/>
<Boolean_2 value="1"/>
</MUSIC_SET_TRACK>
Play SPECIAL END-OF-LEVEL music a certain number of times.[505]
翻译:播放特定次数的特殊关卡结束音乐
命令字:MUSIC_PLAY_TRACK_FINITE_TIMES_AS_SPECIAL_END_OF_LEVEL_MUSIC
xml代码使用:
<MUSIC_PLAY_TRACK_FINITE_TIMES_AS_SPECIAL_END_OF_LEVEL_MUSIC>
<MusicName_0 value="Music"/>
<Integer_1 value="4"/>
<Boolean_2 value="1"/>
<Boolean_3 value="1"/>
</MUSIC_PLAY_TRACK_FINITE_TIMES_AS_SPECIAL_END_OF_LEVEL_MUSIC>
Pop music track.[344]
翻译:流行音乐跟踪
命令字:AUDIO_POP_MUSIC
xml代码使用:
<AUDIO_POP_MUSIC>
<Boolean_0 value="1"/>
<Boolean_1 value="1"/>
</AUDIO_POP_MUSIC>
Push music track and play it a certain number of times.[358]
翻译:推动音乐轨道,并播放一定的次数
命令字:MUSIC_PUSH_TRACK_FINITE_TIMES
xml代码使用:
<MUSIC_PUSH_TRACK_FINITE_TIMES>
<MusicName_0 value="Music"/>
<Integer_1 value="4"/>
<Boolean_2 value="1"/>
<Boolean_3 value="1"/>
</MUSIC_PUSH_TRACK_FINITE_TIMES>
Push music track, play it a certain number of times, then set a flag.[359]
翻译:推动音乐轨道,播放一定次数,然后设置一个标志
命令字:MUSIC_PUSH_TRACK_FINITE_TIMES_AND_NOTIFY
xml代码使用:
<MUSIC_PUSH_TRACK_FINITE_TIMES_AND_NOTIFY>
<MusicName_0 value="Music"/>
<Integer_1 value="4"/>
<Boolean_2 value="1"/>
<Boolean_3 value="1"/>
<FlagName_4 value="Flag"/>
</MUSIC_PUSH_TRACK_FINITE_TIMES_AND_NOTIFY>
Push music track.[343]
翻译:推动音乐跟踪
命令字:AUDIO_PUSH_MUSIC
xml代码使用:
<AUDIO_PUSH_MUSIC>
<MusicName_0 value="Music"/>
<Boolean_1 value="1"/>
<Boolean_2 value="1"/>
</AUDIO_PUSH_MUSIC>
PathfinderMusic
Disable Dynamic System.[544]
翻译:禁用动态系统
命令字:PATH_MUSIC_DISABLE_DYNAMIC_SYSTEM
xml代码使用:
<PATH_MUSIC_DISABLE_DYNAMIC_SYSTEM>
</PATH_MUSIC_DISABLE_DYNAMIC_SYSTEM>
Enable Specific Dynamic System.[555]
翻译:启用特定动态系统
命令字:PATH_MUSIC_ENABLE_SPECIFIC_DYNAMIC_SYSTEM
xml代码使用:
<PATH_MUSIC_ENABLE_SPECIFIC_DYNAMIC_SYSTEM>
<PathMusicDynamicSystem_0 value="Standard_Full"/>
</PATH_MUSIC_ENABLE_SPECIFIC_DYNAMIC_SYSTEM>
Enable Standard Dynamic System.[545]
翻译:启用标准动态系统
命令字:PATH_MUSIC_ENABLE_DYNAMIC_SYSTEM
xml代码使用:
<PATH_MUSIC_ENABLE_DYNAMIC_SYSTEM>
</PATH_MUSIC_ENABLE_DYNAMIC_SYSTEM>
Fade In Music.[565]
翻译:消失在音乐
命令字:PATH_MUSIC_FADE_IN_MUSIC
xml代码使用:
<PATH_MUSIC_FADE_IN_MUSIC>
<RealNumber_0 value="1.1"/>
</PATH_MUSIC_FADE_IN_MUSIC>
Fade Out Music.[564]
翻译:淡出音乐
命令字:PATH_MUSIC_FADE_OUT_MUSIC
xml代码使用:
<PATH_MUSIC_FADE_OUT_MUSIC>
<RealNumber_0 value="1.1"/>
</PATH_MUSIC_FADE_OUT_MUSIC>
Play Event.[543]
翻译:游戏活动
命令字:PATH_MUSIC_PLAY_EVENT
xml代码使用:
<PATH_MUSIC_PLAY_EVENT>
<PathMusic_0 value="pathmusic"/>
</PATH_MUSIC_PLAY_EVENT>
Resume Dynamic System.[556]
翻译:简历动态系统
命令字:PATH_MUSIC_ENABLE_RESUME_SYSTEM
xml代码使用:
<PATH_MUSIC_ENABLE_RESUME_SYSTEM>
</PATH_MUSIC_ENABLE_RESUME_SYSTEM>
Stop Music.[546]
翻译:停止音乐
命令字:PATH_MUSIC_STOP_MUSIC
xml代码使用:
<PATH_MUSIC_STOP_MUSIC>
</PATH_MUSIC_STOP_MUSIC>
Sound Effect
Play 2D sound effect.[7]
翻译:播放2D音效
命令字:PLAY_SOUND_EFFECT
xml代码使用:
<PLAY_SOUND_EFFECT>
<SoundName_0 value="Sound"/>
</PLAY_SOUND_EFFECT>
Play a sound as though coming from a named object.[74]
翻译:播放一个声音,仿佛来自一个命名的对象
命令字:SOUND_PLAY_NAMED
xml代码使用:
<SOUND_PLAY_NAMED>
<SoundName_0 value="Sound"/>
<UnitName_1 value="Object"/>
</SOUND_PLAY_NAMED>
Play sound effect at waypoint.[11]
翻译:在导航点播放音效
命令字:PLAY_SOUND_EFFECT_AT
xml代码使用:
<PLAY_SOUND_EFFECT_AT>
<SoundName_0 value="Sound"/>
<WaypointName_1 value="Waypoint"/>
</PLAY_SOUND_EFFECT_AT>
Play sound effect from team.[385]
翻译:从团队中播放音效
命令字:PLAY_SOUND_EFFECT_AT_TEAM
xml代码使用:
<PLAY_SOUND_EFFECT_AT_TEAM>
<SoundName_0 value="Sound"/>
<TeamName_1 value="Team"/>
</PLAY_SOUND_EFFECT_AT_TEAM>
Resume the ambient sounds.[86]
翻译:恢复环境声音
命令字:SOUND_AMBIENT_RESUME
xml代码使用:
<SOUND_AMBIENT_RESUME>
</SOUND_AMBIENT_RESUME>
Suspend the ambient sounds.[85]
翻译:暂停环境声音
命令字:SOUND_AMBIENT_PAUSE
xml代码使用:
<SOUND_AMBIENT_PAUSE>
</SOUND_AMBIENT_PAUSE>
Sound Events
Sound Events -- disable type.[175]
翻译:声音——禁用事件类型
命令字:SOUND_DISABLE_TYPE
xml代码使用:
<SOUND_DISABLE_TYPE>
<AudioName_0 value="Sound"/>
</SOUND_DISABLE_TYPE>
Sound Events -- enable all.[177]
翻译:声音——让所有的事件
命令字:SOUND_ENABLE_ALL
xml代码使用:
<SOUND_ENABLE_ALL>
</SOUND_ENABLE_ALL>
Sound Events -- enable type.[176]
翻译:声音事件,使类型
命令字:SOUND_ENABLE_TYPE
xml代码使用:
<SOUND_ENABLE_TYPE>
<AudioName_0 value="Sound"/>
</SOUND_ENABLE_TYPE>
Volume
Fade all audio[312]
翻译:褪去所有的音频
命令字:AUDIO_FADE_VOLUME
xml代码使用:
<AUDIO_FADE_VOLUME>
<RealNumber_0 value="1.1"/>
<RealNumber_1 value="1.1"/>
<RealNumber_2 value="1.1"/>
<RealNumber_3 value="1.1"/>
<RealNumber_4 value="1.1"/>
</AUDIO_FADE_VOLUME>
Make all sounds subject to fade[336]
翻译: 使所有的声音都变得微弱
命令字:AUDIO_MAKE_ALL_SOUNDS_SUBJECT_TO_FADE
xml代码使用:
<AUDIO_MAKE_ALL_SOUNDS_SUBJECT_TO_FADE>
</AUDIO_MAKE_ALL_SOUNDS_SUBJECT_TO_FADE>
Make sound immune to fade[334]
翻译:使声音免疫褪色
命令字:AUDIO_MAKE_SOUND_IMMUNE_TO_FADE
xml代码使用:
<AUDIO_MAKE_SOUND_IMMUNE_TO_FADE>
<AudioName_0 value="Sound"/>
</AUDIO_MAKE_SOUND_IMMUNE_TO_FADE>
Make sound subject to fade[335]
翻译:使声音渐弱
命令字:AUDIO_MAKE_SOUND_SUBJECT_TO_FADE
xml代码使用:
<AUDIO_MAKE_SOUND_SUBJECT_TO_FADE>
<AudioName_0 value="Sound"/>
</AUDIO_MAKE_SOUND_SUBJECT_TO_FADE>
Set the current music volume.[119]
翻译:设置当前音乐音量
命令字:MUSIC_SET_VOLUME
xml代码使用:
<MUSIC_SET_VOLUME>
<RealNumber_0 value="1.1"/>
</MUSIC_SET_VOLUME>
Set the current sound volume.[240]
翻译:设置当前音量
命令字:SOUND_SET_VOLUME
xml代码使用:
<SOUND_SET_VOLUME>
<RealNumber_0 value="1.1"/>
</SOUND_SET_VOLUME>
Video
Play a movie in fullscreen mode.[72]
翻译:以全屏模式播放电影
命令字:MOVIE_PLAY_FULLSCREEN
xml代码使用:
<MOVIE_PLAY_FULLSCREEN>
<MovieName_0 value="movie"/>
<Boolean_1 value="1"/>
</MOVIE_PLAY_FULLSCREEN>
Play a movie in the radar.[73]
翻译:在雷达上播放一部电影
命令字:MOVIE_PLAY_RADAR
xml代码使用:
<MOVIE_PLAY_RADAR>
<MovieName_0 value="movie"/>
</MOVIE_PLAY_RADAR>
Interface
Counters and Timers
All timers -- display.[132]
翻译:所有计时器,显示
命令字:ENABLE_COUNTDOWN_TIMER_DISPLAY
xml代码使用:
<ENABLE_COUNTDOWN_TIMER_DISPLAY>
</ENABLE_COUNTDOWN_TIMER_DISPLAY>
All timers -- hide.[133]
翻译:所有计时器——隐藏
命令字:DISABLE_COUNTDOWN_TIMER_DISPLAY
xml代码使用:
<DISABLE_COUNTDOWN_TIMER_DISPLAY>
</DISABLE_COUNTDOWN_TIMER_DISPLAY>
Specific counter -- display.[188]
翻译:特定的计数器,显示
命令字:DISPLAY_COUNTER
xml代码使用:
<DISPLAY_COUNTER>
<CounterName_0 value="Counter"/>
<LocalizedStringName_1 value="string"/>
</DISPLAY_COUNTER>
Specific counter -- hide.[189]
翻译:特定的计数器,隐藏
命令字:HIDE_COUNTER
xml代码使用:
<HIDE_COUNTER>
<CounterName_0 value="Counter"/>
</HIDE_COUNTER>
Specific timer -- display.[130]
翻译:特定的计时器,显示
命令字:DISPLAY_COUNTDOWN_TIMER
xml代码使用:
<DISPLAY_COUNTDOWN_TIMER>
<CounterName_0 value="Counter"/>
<LocalizedStringName_1 value="string"/>
</DISPLAY_COUNTDOWN_TIMER>
Specific timer -- hide.[131]
翻译:特定的计时器——隐藏
命令字:HIDE_COUNTDOWN_TIMER
xml代码使用:
<HIDE_COUNTDOWN_TIMER>
<CounterName_0 value="Counter"/>
</HIDE_COUNTDOWN_TIMER>
Enable or disable the co-op AI command panel[522]
翻译:启用或禁用合作AI命令面板
命令字:SET_COOP_AI_COMMAND_UI_ENABLED
xml代码使用:
<SET_COOP_AI_COMMAND_UI_ENABLED>
<Boolean_0 value="1"/>
</SET_COOP_AI_COMMAND_UI_ENABLED>
Fade
Fade-in from black[511]
翻译:淡入从黑
命令字:FADE_IN_FROM_BLACK
xml代码使用:
<FADE_IN_FROM_BLACK>
<RealNumber_0 value="1.1"/>
</FADE_IN_FROM_BLACK>
Fade-out to black[510]
翻译:消失在黑暗中
命令字:FADE_OUT_TO_BLACK
xml代码使用:
<FADE_OUT_TO_BLACK>
<RealNumber_0 value="1.1"/>
</FADE_OUT_TO_BLACK>
Info Box
Remove Info Box[539]
翻译:删除信息框
命令字:NAMED_REMOVE_INFOBOX
xml代码使用:
<NAMED_REMOVE_INFOBOX>
<UnitName_0 value="Object"/>
</NAMED_REMOVE_INFOBOX>
Show Info Box[538]
翻译:显示信息框
命令字:NAMED_SHOW_INFOBOX
xml代码使用:
<NAMED_SHOW_INFOBOX>
<UnitName_0 value="Object"/>
<LocalizedStringName_1 value="string"/>
<RealNumber_2 value="1.1"/>
<Text_3 value="string"/>
</NAMED_SHOW_INFOBOX>
Input
User input -- disable.[83]
翻译:用户输入,禁用
命令字:DISABLE_INPUT
xml代码使用:
<DISABLE_INPUT>
</DISABLE_INPUT>
User input -- enable.[84]
翻译:用户输入,使用
命令字:ENABLE_INPUT
xml代码使用:
<ENABLE_INPUT>
</ENABLE_INPUT>
Mission Hot-Spot
Link mission hot-spot to object[506]
翻译:连接任务热点到目标
命令字:LINK_MISSION_HOT_SPOT_TO_OBJECT
xml代码使用:
<LINK_MISSION_HOT_SPOT_TO_OBJECT>
<MissionHotSpot_0 value="hotspot"/>
<UnitName_1 value="Object"/>
<Boolean_2 value="1"/>
</LINK_MISSION_HOT_SPOT_TO_OBJECT>
Link mission hot-spot to waypoint[507]
翻译:连接任务热点到航路点
命令字:LINK_MISSION_HOT_SPOT_TO_WAYPOINT
xml代码使用:
<LINK_MISSION_HOT_SPOT_TO_WAYPOINT>
<MissionHotSpot_0 value="hotspot"/>
<WaypointName_1 value="Waypoint"/>
<Boolean_2 value="1"/>
</LINK_MISSION_HOT_SPOT_TO_WAYPOINT>
Set mission hot-spot to be active or inactive[514]
翻译:将任务热点设置为激活或不激活
命令字:SET_MISSION_HOT_SPOT_ACTIVENESS
xml代码使用:
<SET_MISSION_HOT_SPOT_ACTIVENESS>
<MissionHotSpot_0 value="hotspot"/>
<Boolean_1 value="1"/>
</SET_MISSION_HOT_SPOT_ACTIVENESS>
Set visibility of mission hot-spot[508]
翻译:设置任务热点的可见性
命令字:SET_MISSION_HOT_SPOT_VISIBILITY
xml代码使用:
<SET_MISSION_HOT_SPOT_VISIBILITY>
<MissionHotSpot_0 value="hotspot"/>
<Boolean_1 value="1"/>
</SET_MISSION_HOT_SPOT_VISIBILITY>
Objectives
Link mission objective to object using icon[553]
翻译:使用图标连接任务目标到目标
命令字:LINK_MISSION_OBJECTIVE_TO_OBJECT_WITH_CATEGORY
xml代码使用:
<LINK_MISSION_OBJECTIVE_TO_OBJECT_WITH_CATEGORY>
<MissionObjective_0 value="mission"/>
<UnitName_1 value="Object"/>
<Boolean_2 value="1"/>
<MissionObjectiveCategory_3 value="Move"/>
</LINK_MISSION_OBJECTIVE_TO_OBJECT_WITH_CATEGORY>
Link mission objective to object[405]
翻译:连接任务目标到目标
命令字:LINK_MISSION_OBJECTIVE_TO_OBJECT
xml代码使用:
<LINK_MISSION_OBJECTIVE_TO_OBJECT>
<MissionObjective_0 value="mission"/>
<UnitName_1 value="Object"/>
<Boolean_2 value="1"/>
</LINK_MISSION_OBJECTIVE_TO_OBJECT>
Link mission objective to waypoint using icon[552]
翻译:使用图标连接任务目标到航路点
命令字:LINK_MISSION_OBJECTIVE_TO_WAYPOINT_WITH_CATEGORY
xml代码使用:
<LINK_MISSION_OBJECTIVE_TO_WAYPOINT_WITH_CATEGORY>
<MissionObjective_0 value="mission"/>
<WaypointName_1 value="Waypoint"/>
<Boolean_2 value="1"/>
<MissionObjectiveCategory_3 value="Move"/>
</LINK_MISSION_OBJECTIVE_TO_WAYPOINT_WITH_CATEGORY>
Mark mission objective as completed[407]
翻译:将任务目标标记为已完成
命令字:MARK_MISSION_OBJECTIVE_COMPLETED
xml代码使用:
<MARK_MISSION_OBJECTIVE_COMPLETED>
<MissionObjective_0 value="mission"/>
</MARK_MISSION_OBJECTIVE_COMPLETED>
Mark mission objective as not completed[408]
翻译:将任务目标标记为未完成
命令字:MARK_MISSION_OBJECTIVE_NOT_COMPLETED
xml代码使用:
<MARK_MISSION_OBJECTIVE_NOT_COMPLETED>
<MissionObjective_0 value="mission"/>
</MARK_MISSION_OBJECTIVE_NOT_COMPLETED>
Set mission objective status[492]
翻译:设定任务目标状态
命令字:SET_MISSION_OBJECTIVE_STATUS
xml代码使用:
<SET_MISSION_OBJECTIVE_STATUS>
<MissionObjective_0 value="mission"/>
<MissionObjectiveStatus_1 value="2"/>
</SET_MISSION_OBJECTIVE_STATUS>
Radar
Create a radar event at a named object.[172]
翻译:在指定对象上创建雷达事件
命令字:OBJECT_CREATE_RADAR_EVENT
xml代码使用:
<OBJECT_CREATE_RADAR_EVENT>
<UnitName_0 value="Object"/>
<SpecialPowerName_1 value="3"/>
</OBJECT_CREATE_RADAR_EVENT>
Create a radar event at a specified location.[80]
翻译:在指定位置创建雷达事件
命令字:RADAR_CREATE_EVENT
xml代码使用:
<RADAR_CREATE_EVENT>
<PositionCoordinate_0 value="(1.1,1.1,1.1)"/>
<SpecialPowerName_1 value="3"/>
</RADAR_CREATE_EVENT>
Create a radar event at a Team.[173]
翻译:在Team中创建一个雷达事件
命令字:TEAM_CREATE_RADAR_EVENT
xml代码使用:
<TEAM_CREATE_RADAR_EVENT>
<TeamName_0 value="Team"/>
<SpecialPowerName_1 value="3"/>
</TEAM_CREATE_RADAR_EVENT>
Show unit intro[561]
翻译:显示单位介绍
命令字:SHOW_UNIT_INTRO
xml代码使用:
<SHOW_UNIT_INTRO>
<ObjectName_0 value="alliedsuperweaponeffect"/>
</SHOW_UNIT_INTRO>
Toggle CoOp AI interface.[567]
翻译:切换合作AI界面
命令字:PLAYER_ALLOWED_TOBE_COOPAI
xml代码使用:
<PLAYER_ALLOWED_TOBE_COOPAI>
<PlayerName_0 value="Player"/>
<Boolean_1 value="1"/>
</PLAYER_ALLOWED_TOBE_COOPAI>
Base Builder
Eliminate all building footprints.[457]
翻译:消除所有建筑物的脚印
命令字:BUILD_LIST_ELIMINATE_FOOTPRINT_ALL
xml代码使用:
<BUILD_LIST_ELIMINATE_FOOTPRINT_ALL>
<PlayerName_0 value="Player"/>
</BUILD_LIST_ELIMINATE_FOOTPRINT_ALL>
Eliminate building footprint.[456]
翻译:消除建筑足迹
命令字:BUILD_LIST_ELIMINATE_FOOTPRINT
xml代码使用:
<BUILD_LIST_ELIMINATE_FOOTPRINT>
<UnitName_0 value="Object"/>
</BUILD_LIST_ELIMINATE_FOOTPRINT>
Move structure to top of build list.[455]
翻译:将结构移动到构建列表的顶部
命令字:BUILD_LIST_MOVE_TO_TOP
xml代码使用:
<BUILD_LIST_MOVE_TO_TOP>
<UnitName_0 value="Object"/>
</BUILD_LIST_MOVE_TO_TOP>
Campaign
Create campaign auto save checkpoint.[554]
翻译:创建活动自动保存检查点
命令字:CAMPAIGN_CREATE_AUTO_SAVE
xml代码使用:
<CAMPAIGN_CREATE_AUTO_SAVE>
<LocalizedStringName_0 value="string"/>
</CAMPAIGN_CREATE_AUTO_SAVE>
Set or clear a campaign flag[469]
翻译:插上或挂上一面竞选旗帜
命令字:SET_CAMPAIGN_FLAG
xml代码使用:
<SET_CAMPAIGN_FLAG>
<CampaignFlag_0 value="Use_Alternate_Campaign_Finale"/>
<Boolean_1 value="1"/>
</SET_CAMPAIGN_FLAG>
Cinematics
Camera
Add Camera Shaker Effect at.[254]
翻译:添加相机震动效果
命令字:CAMERA_ADD_SHAKER_AT
xml代码使用:
<CAMERA_ADD_SHAKER_AT>
<WaypointName_0 value="Waypoint"/>
<RealNumber_1 value="1.1"/>
<RealNumber_2 value="1.1"/>
<RealNumber_3 value="1.1"/>
</CAMERA_ADD_SHAKER_AT>
Begin tether camera to a specific unit.[138]
翻译:开始拴相机到一个特定的单位
命令字:CAMERA_TETHER_NAMED
xml代码使用:
<CAMERA_TETHER_NAMED>
<UnitName_0 value="Object"/>
<Boolean_1 value="1"/>
<RealNumber_2 value="1.1"/>
</CAMERA_TETHER_NAMED>
Begin tether player's camera to a specific unit.[566]
翻译:开始将玩家的相机绑定到一个特定的单位上
命令字:PLAYER_CAMERA_TETHER_NAMED
xml代码使用:
<PLAYER_CAMERA_TETHER_NAMED>
<PlayerName_0 value="Player"/>
<UnitName_1 value="Object"/>
<Boolean_2 value="1"/>
<RealNumber_3 value="1.1"/>
</PLAYER_CAMERA_TETHER_NAMED>
Camera look toward point while moving.[28]
翻译:相机在移动时注视点
命令字:CAMERA_MOD_LOOK_TOWARD
xml代码使用:
<CAMERA_MOD_LOOK_TOWARD>
<WaypointName_0 value="Waypoint"/>
</CAMERA_MOD_LOOK_TOWARD>
Change the camera depth of field.[253]
翻译:改变相机的景深
命令字:SET_CAMERA_CLIP_DEPTH_MULTIPLIER
xml代码使用:
<SET_CAMERA_CLIP_DEPTH_MULTIPLIER>
<RealNumber_0 value="4"/>
</SET_CAMERA_CLIP_DEPTH_MULTIPLIER>
Change the camera pitch.[104]
翻译:改变相机俯仰
命令字:PITCH_CAMERA
xml代码使用:
<PITCH_CAMERA>
<RealNumber_0 value="1.1"/>
<RealNumber_1 value="1.1"/>
<RealNumber_2 value="1.1"/>
<RealNumber_3 value="1.1"/>
</PITCH_CAMERA>
Change the camera roll.[262]
翻译:更换摄像机的滚轴
命令字:ROLL_CAMERA
xml代码使用:
<ROLL_CAMERA>
<RealNumber_0 value="1.1"/>
<RealNumber_1 value="1.1"/>
<RealNumber_2 value="1.1"/>
<RealNumber_3 value="1.1"/>
</ROLL_CAMERA>
Change the camera zoom.[103]
翻译:改变相机高度
命令字:ZOOM_CAMERA
xml代码使用:
<ZOOM_CAMERA>
<RealNumber_0 value="1.1"/>
<RealNumber_1 value="1.1"/>
<RealNumber_2 value="1.1"/>
<RealNumber_3 value="1.1"/>
</ZOOM_CAMERA>
Change the camera's focal length (mm).[285]
翻译:改变相机焦距(毫米)
命令字:FOCAL_LENGTH_CAMERA
xml代码使用:
<FOCAL_LENGTH_CAMERA>
<RealNumber_0 value="1.1"/>
<RealNumber_1 value="1.1"/>
<RealNumber_2 value="1.1"/>
<RealNumber_3 value="1.1"/>
</FOCAL_LENGTH_CAMERA>
End movement at selected unit.[31]
翻译:在选定单位结束移动
命令字:MOVE_CAMERA_TO_SELECTION
xml代码使用:
<MOVE_CAMERA_TO_SELECTION>
</MOVE_CAMERA_TO_SELECTION>
End tether to any units.[139]
翻译:结束拴到任何单位
命令字:CAMERA_STOP_TETHER_NAMED
xml代码使用:
<CAMERA_STOP_TETHER_NAMED>
</CAMERA_STOP_TETHER_NAMED>
Follow a specific unit.[105]
翻译:遵循一个特定的单元
命令字:CAMERA_FOLLOW_NAMED
xml代码使用:
<CAMERA_FOLLOW_NAMED>
<UnitName_0 value="Object"/>
<Boolean_1 value="1"/>
<RealNumber_2 value="1.1"/>
</CAMERA_FOLLOW_NAMED>
Move along a spline path.[17]
翻译:沿着样条路径移动
命令字:MOVE_CAMERA_ALONG_SPLINE_PATH
xml代码使用:
<MOVE_CAMERA_ALONG_SPLINE_PATH>
<WaypointPathName_0 value="WaypointPath"/>
<RealNumber_1 value="1.1"/>
<RealNumber_2 value="1.1"/>
<RealNumber_3 value="1.1"/>
<RealNumber_4 value="1.1"/>
<RealNumber_5 value="1.1"/>
</MOVE_CAMERA_ALONG_SPLINE_PATH>
Move the camera for player to a location.[531]
翻译:将玩家的摄像机移动到一个位置
命令字:PLAYER_CAMERA_MOVE_TO
xml代码使用:
<PLAYER_CAMERA_MOVE_TO>
<PlayerName_0 value="Player"/>
<Percentage_1 value="Camera"/>
<RealNumber_2 value="1.1"/>
<RealNumber_3 value="1.1"/>
<RealNumber_4 value="1.1"/>
<RealNumber_5 value="1.1"/>
</PLAYER_CAMERA_MOVE_TO>
Move the camera for player to a named object's location.[532]
翻译:将玩家的摄像机移动到指定对象的位置
命令字:PLAYER_CAMERA_MOVE_TO_NAMED
xml代码使用:
<PLAYER_CAMERA_MOVE_TO_NAMED>
<PlayerName_0 value="Player"/>
<UnitName_1 value="Object"/>
<RealNumber_2 value="1.1"/>
<RealNumber_3 value="1.1"/>
<RealNumber_4 value="1.1"/>
<RealNumber_5 value="1.1"/>
</PLAYER_CAMERA_MOVE_TO_NAMED>
Move the camera to a location.[14]
翻译:移动相机到一个位置
命令字:MOVE_CAMERA_TO
xml代码使用:
<MOVE_CAMERA_TO>
<Percentage_0 value="Camera"/>
<RealNumber_1 value="1.1"/>
<RealNumber_2 value="1.1"/>
<RealNumber_3 value="1.1"/>
<RealNumber_4 value="1.1"/>
</MOVE_CAMERA_TO>
Move the camera to a named object's location.[503]
翻译:将摄像机移动到指定对象的位置
命令字:MOVE_CAMERA_TO_NAMED
xml代码使用:
<MOVE_CAMERA_TO_NAMED>
<UnitName_0 value="Object"/>
<RealNumber_1 value="1.1"/>
<RealNumber_2 value="1.1"/>
<RealNumber_3 value="1.1"/>
<RealNumber_4 value="1.1"/>
</MOVE_CAMERA_TO_NAMED>
Move using camera animation.[419]
翻译:使用摄像机动画移动
命令字:MOVE_CAMERA_BY_ANIMATION
xml代码使用:
<MOVE_CAMERA_BY_ANIMATION>
<CameraAnimation_0 value="cameraAnim"/>
</MOVE_CAMERA_BY_ANIMATION>
Order camera's locator to follow a spline path.[286]
翻译:命令相机的定位器遵循样条路径
命令字:MOVE_CAMERA_LOCATOR_ALONG_SPLINE_PATH
xml代码使用:
<MOVE_CAMERA_LOCATOR_ALONG_SPLINE_PATH>
<WaypointPathName_0 value="WaypointPath"/>
<RealNumber_1 value="1.1"/>
<RealNumber_2 value="1.1"/>
<RealNumber_3 value="1.1"/>
<RealNumber_4 value="1.1"/>
<RealNumber_5 value="1.1"/>
</MOVE_CAMERA_LOCATOR_ALONG_SPLINE_PATH>
Reset to the default view.[19]
翻译:重新设置默认的视角
命令字:RESET_CAMERA
xml代码使用:
<RESET_CAMERA>
<WaypointName_0 value="Waypoint"/>
<RealNumber_1 value="1.1"/>
<RealNumber_2 value="1.1"/>
<RealNumber_3 value="1.1"/>
</RESET_CAMERA>
Restore (un-dim) all global and ambient lights.[333]
翻译:恢复(非昏暗)所有全局和环境灯
命令字:RESTORE_WORLD_LIGHTS
xml代码使用:
<RESTORE_WORLD_LIGHTS>
<RealNumber_0 value="1.1"/>
</RESTORE_WORLD_LIGHTS>
Restrict camera movement to area.[365]
翻译:限制摄像机在区域内移动
命令字:CAMERA_RESTRICT_TO_AREA
xml代码使用:
<CAMERA_RESTRICT_TO_AREA>
<TriggerAreaName_0 value="Area"/>
</CAMERA_RESTRICT_TO_AREA>
Rotate around the current viewpoint.[18]
翻译:围绕当前视点旋转
命令字:ROTATE_CAMERA
xml代码使用:
<ROTATE_CAMERA>
<RealNumber_0 value="4"/>
<RealNumber_1 value="1.1"/>
<RealNumber_2 value="1.1"/>
<RealNumber_3 value="1.1"/>
</ROTATE_CAMERA>
Rotate the camera in place.[257]
翻译:原地旋转摄像机
命令字:ROTATE_CAMERA_LOCKED
xml代码使用:
<ROTATE_CAMERA_LOCKED>
<RealNumber_0 value="1.1"/>
<RealNumber_1 value="1.1"/>
<RealNumber_2 value="1.1"/>
<RealNumber_3 value="1.1"/>
</ROTATE_CAMERA_LOCKED>
Rotate to a specific view angle.[401]
翻译:旋转到特定的视图角度
命令字:ROTATE_CAMERA_TO_ANGLE
xml代码使用:
<ROTATE_CAMERA_TO_ANGLE>
<RealNumber_0 value="1.1"/>
<RealNumber_1 value="1.1"/>
<RealNumber_2 value="1.1"/>
<RealNumber_3 value="1.1"/>
</ROTATE_CAMERA_TO_ANGLE>
Rotate to look at a waypoint.[167]
翻译:旋转以查看路径点
命令字:CAMERA_LOOK_TOWARD_WAYPOINT
xml代码使用:
<CAMERA_LOOK_TOWARD_WAYPOINT>
<WaypointName_0 value="Waypoint"/>
<RealNumber_1 value="1.1"/>
<RealNumber_2 value="1.1"/>
<RealNumber_3 value="1.1"/>
<Boolean_4 value="1"/>
</CAMERA_LOOK_TOWARD_WAYPOINT>
Rotate toward unit.[148]
翻译:向着单位旋转
命令字:CAMERA_LOOK_TOWARD_OBJECT
xml代码使用:
<CAMERA_LOOK_TOWARD_OBJECT>
<UnitName_0 value="Object"/>
<RealNumber_1 value="1.1"/>
<RealNumber_2 value="1.1"/>
<RealNumber_3 value="1.1"/>
<RealNumber_4 value="1.1"/>
<RealNumber_5 value="1.1"/>
</CAMERA_LOOK_TOWARD_OBJECT>
Set Final pitch for camera movement.[27]
翻译:设置摄像机移动的最终间距
命令字:CAMERA_MOD_SET_FINAL_PITCH
xml代码使用:
<CAMERA_MOD_SET_FINAL_PITCH>
<RealNumber_0 value="1.1"/>
<Percentage2_1 value="0.042"/>
<Percentage2_2 value="0.042"/>
</CAMERA_MOD_SET_FINAL_PITCH>
Set Final zoom for camera movement.[26]
翻译:设置相机移动的最终变焦
命令字:CAMERA_MOD_SET_FINAL_ZOOM
xml代码使用:
<CAMERA_MOD_SET_FINAL_ZOOM>
<RealNumber_0 value="1.1"/>
<Percentage2_1 value="0.011"/>
<Percentage2_2 value="0.011"/>
</CAMERA_MOD_SET_FINAL_ZOOM>
Set up the camera.[100]
翻译:设置相机
命令字:SETUP_CAMERA
xml代码使用:
<SETUP_CAMERA>
<WaypointName_0 value="Waypoint"/>
<RealNumber_1 value="1.1"/>
<RealNumber_2 value="1.1"/>
<WaypointName_3 value="Waypoint"/>
</SETUP_CAMERA>
Shake Screen.[169]
翻译:震动屏幕
命令字:SCREEN_SHAKE
xml代码使用:
<SCREEN_SHAKE>
<CommandButtonName_0 value="3"/>
</SCREEN_SHAKE>
Stop following any units.[113]
翻译:停止跟踪任何单位
命令字:CAMERA_STOP_FOLLOW
xml代码使用:
<CAMERA_STOP_FOLLOW>
</CAMERA_STOP_FOLLOW>
Force Emotion
Follow a waypoint path -- panic.[99]
翻译:沿着路径点走,恐慌
命令字:TEAM_PANIC
xml代码使用:
<TEAM_PANIC>
<TeamName_0 value="Team"/>
<WaypointPathName_1 value="WaypointPath"/>
</TEAM_PANIC>
Force a named object to have an emotion for duration.[391]
翻译:强制一个命名的对象有持续的情感
命令字:UNIT_FORCE_EMOTION
xml代码使用:
<UNIT_FORCE_EMOTION>
<UnitName_0 value="Object"/>
<Emotion_1 value="4"/>
<RealNumber_2 value="1.1"/>
</UNIT_FORCE_EMOTION>
Force a team to have an emotion for duration.[392]
翻译:迫使团队拥有持续的情感
命令字:TEAM_FORCE_EMOTION
xml代码使用:
<TEAM_FORCE_EMOTION>
<TeamName_0 value="Team"/>
<Emotion_1 value="4"/>
<RealNumber_2 value="1.1"/>
</TEAM_FORCE_EMOTION>
Force all of player's units to have an emotion for duration.[393]
翻译:迫使玩家的所有单位都有持续的情感
命令字:PLAYER_FORCE_EMOTION
xml代码使用:
<PLAYER_FORCE_EMOTION>
<PlayerName_0 value="Player"/>
<Emotion_1 value="4"/>
<RealNumber_2 value="1.1"/>
</PLAYER_FORCE_EMOTION>
Idle all units for all players.[197]
翻译:为所有玩家闲置所有单位
命令字:IDLE_ALL_UNITS
xml代码使用:
<IDLE_ALL_UNITS>
</IDLE_ALL_UNITS>
Lighting
Begin bloom lighting effect.[258]
翻译:开始绽放照明效果
命令字:CAMERA_BLOOM_EFFECT_BEGIN
xml代码使用:
<CAMERA_BLOOM_EFFECT_BEGIN>
</CAMERA_BLOOM_EFFECT_BEGIN>
Dim all global and ambient lights.[332]
翻译:调暗所有的全局和环境灯
命令字:DIM_WORLD_LIGHTS
xml代码使用:
<DIM_WORLD_LIGHTS>
<RealNumber_0 value="1.1"/>
<RealNumber_1 value="1.1"/>
<RealNumber_2 value="1.1"/>
<RealNumber_3 value="1.1"/>
</DIM_WORLD_LIGHTS>
End bloom lighting effect.[259]
翻译:端花照明效果
命令字:CAMERA_BLOOM_EFFECT_END
xml代码使用:
<CAMERA_BLOOM_EFFECT_END>
</CAMERA_BLOOM_EFFECT_END>
Settings
Enable or Disable Draw-icon UI.[224]
翻译:启用或禁用绘制图标用户界面
命令字:OPTIONS_SET_DRAWICON_UI_MODE
xml代码使用:
<OPTIONS_SET_DRAWICON_UI_MODE>
<Boolean_0 value="1"/>
</OPTIONS_SET_DRAWICON_UI_MODE>
Enable or Disable Occlusion (Drawing Behind Buildings).[222]
翻译:启用或禁用行为(在建筑物后面绘图)
命令字:OPTIONS_SET_OCCLUSION_MODE
xml代码使用:
<OPTIONS_SET_OCCLUSION_MODE>
<Boolean_0 value="1"/>
</OPTIONS_SET_OCCLUSION_MODE>
Enable or Disable Particle Cap.[225]
翻译:启用或禁用“缔约方上限”
命令字:OPTIONS_SET_PARTICLE_CAP_MODE
xml代码使用:
<OPTIONS_SET_PARTICLE_CAP_MODE>
<Boolean_0 value="1"/>
</OPTIONS_SET_PARTICLE_CAP_MODE>
End letterbox mode.[102]
翻译:结束信箱模式
命令字:CAMERA_LETTERBOX_END
xml代码使用:
<CAMERA_LETTERBOX_END>
</CAMERA_LETTERBOX_END>
Freeze time during the camera movement.[22]
翻译:相机移动期间的冻结时间
命令字:CAMERA_MOD_FREEZE_TIME
xml代码使用:
<CAMERA_MOD_FREEZE_TIME>
</CAMERA_MOD_FREEZE_TIME>
Freeze time.[114]
翻译:冻结时间
命令字:FREEZE_TIME
xml代码使用:
<FREEZE_TIME>
</FREEZE_TIME>
Hide UI[263]
翻译:隐藏用户界面
命令字:HIDE_UI
xml代码使用:
<HIDE_UI>
</HIDE_UI>
Show UI[264]
翻译:显示用户界面
命令字:SHOW_UI
xml代码使用:
<SHOW_UI>
</SHOW_UI>
Start letterbox mode(shows radar).[563]
翻译:启动信箱模式(显示雷达)
命令字:CAMERA_LETTERBOX_BEGIN_WITH_RADAR
xml代码使用:
<CAMERA_LETTERBOX_BEGIN_WITH_RADAR>
</CAMERA_LETTERBOX_BEGIN_WITH_RADAR>
Start letterbox mode.[101]
翻译:开始信箱模式
命令字:CAMERA_LETTERBOX_BEGIN
xml代码使用:
<CAMERA_LETTERBOX_BEGIN>
</CAMERA_LETTERBOX_BEGIN>
Unfreeze time.[115]
翻译:解冻时间
命令字:UNFREEZE_TIME
xml代码使用:
<UNFREEZE_TIME>
</UNFREEZE_TIME>
Toggle AVI capture[271]
翻译:切换AVI捕获
命令字:TOGGLE_AVI_CAPTURE
xml代码使用:
<TOGGLE_AVI_CAPTURE>
</TOGGLE_AVI_CAPTURE>