地编脚本动作列表

红警3地图爱好者大约 72 分钟

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

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>     

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

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>     

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>     

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>     
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贡献者: wu