地编脚本条件列表

红警3地图爱好者大约 21 分钟

地编脚本条件列表

Scripting

True.[3]

翻译:真实 真
命令字:CONDITION_TRUE
xml代码使用:

<CONDITION_TRUE>
</CONDITION_TRUE>     

Compare distance between 2 named objects.[83]

翻译:比较两个命名对象之间的距离
命令字:DISTANCE_BETWEEN_OBJ
xml代码使用:

<DISTANCE_BETWEEN_OBJ>
    <UnitName_0 value="Object"/>
    <UnitName_1 value="Object"/>
    <Comparison_2 value="2"/>
    <RealNumber_3 value="1.1"/>
</DISTANCE_BETWEEN_OBJ>     

Compare distance between 2 teams.[84]

翻译:比较两队之间的距离
命令字:DISTANCE_BETWEEN_TEAM
xml代码使用:

<DISTANCE_BETWEEN_TEAM>
    <TeamName_0 value="Team"/>
    <TeamName_1 value="Team"/>
    <Comparison_2 value="2"/>
    <RealNumber_3 value="1.1"/>
</DISTANCE_BETWEEN_TEAM>     

Counter compared to a value.[1]

翻译:计时器计算出一个值
命令字:COUNTER
xml代码使用:

<COUNTER>
    <CounterName_0 value="Counter"/>
    <Comparison_1 value="2"/>
    <Integer_2 value="1"/>
</COUNTER>     

Counter compared to another Counter.[81]

翻译:计数器与另一个计数器相比较
命令字:COUNTER_COUNTER
xml代码使用:

<COUNTER_COUNTER>
    <CounterName_0 value="Counter"/>
    <Comparison_1 value="2"/>
    <CounterName_2 value="Counter"/>
</COUNTER_COUNTER>     

Counter compared to time in seconds.[82]

翻译:计数器与时间的比较,以秒为单位
命令字:COUNTER_SECONDS
xml代码使用:

<COUNTER_SECONDS>
    <CounterName_0 value="Counter"/>
    <Comparison_1 value="2"/>
    <RealNumber_2 value="1.1"/>
</COUNTER_SECONDS>     

Flag compared to a value.[2]

翻译:标记为一个值
命令字:FLAG
xml代码使用:

<FLAG>
    <FlagName_0 value="Flag"/>
    <Boolean_1 value="1"/>
</FLAG>     

Timer expired.[4]

翻译:计时器已过期
命令字:TIMER_EXPIRED
xml代码使用:

<TIMER_EXPIRED>
    <CounterName_0 value="Timer"/>
</TIMER_EXPIRED>     

Audio

Music

Playing Music is from Script[104]

翻译:演奏音乐来自脚本
命令字:MUSIC_IS_PLAYING_FROM_SCRIPT
xml代码使用:

<MUSIC_IS_PLAYING_FROM_SCRIPT>
</MUSIC_IS_PLAYING_FROM_SCRIPT>     

Sound has completed playing.[43]

翻译:声音已经播放完毕
命令字:HAS_FINISHED_AUDIO
xml代码使用:

<HAS_FINISHED_AUDIO>
    <SoundName_0 value="Sound"/>
</HAS_FINISHED_AUDIO>     

Camera

Camera entered trigger area.[94]

翻译:摄像机进入触发区
命令字:CAMERA_ENTERED_AREA
xml代码使用:

<CAMERA_ENTERED_AREA>
    <TriggerAreaName_0 value="Area"/>
</CAMERA_ENTERED_AREA>     

Camera following spline path hits specified waypoint.[87]

翻译:跟随样条路径的摄像机到达指定的路径点
命令字:CAMERA_HIT_SPECIFIC_SPLINE_WAYPOINT
xml代码使用:

<CAMERA_HIT_SPECIFIC_SPLINE_WAYPOINT>
    <WaypointName_0 value="Waypoint"/>
</CAMERA_HIT_SPECIFIC_SPLINE_WAYPOINT>     

Camera movement finished.[7]

翻译:摄像机运动完成
命令字:CAMERA_MOVEMENT_FINISHED
xml代码使用:

<CAMERA_MOVEMENT_FINISHED>
</CAMERA_MOVEMENT_FINISHED>     

Campaign

Test a campaign flag.[137]

翻译:测试一面竞选旗帜
命令字:TEST_CAMPAIGN_FLAG
xml代码使用:

<TEST_CAMPAIGN_FLAG>
    <CampaignFlag_0 value="Use_Alternate_Campaign_Finale"/>
</TEST_CAMPAIGN_FLAG>     

Game Type

Compares the number of players in game to a value.[114]

翻译:将游戏中的玩家数量与一个值进行比较
命令字:COMPARE_NUM_PLAYERS_IN_GAME
xml代码使用:

<COMPARE_NUM_PLAYERS_IN_GAME>
    <Comparison_0 value="2"/>
    <Integer_1 value="2"/>
</COMPARE_NUM_PLAYERS_IN_GAME>     

Interface

Mission Hot-Spot

Mission hot-spot has been activated.[144]

翻译:任务热点已经激活
命令字:MISSION_HOT_SPOT_ACTIVE
xml代码使用:

<MISSION_HOT_SPOT_ACTIVE>
    <MissionHotSpot_0 value="hotspot"/>
</MISSION_HOT_SPOT_ACTIVE>     

Movie

Movie in the radar has completed playing.[41]

翻译:电影在雷达上已经完成播放
命令字:HAS_FINISHED_VIDEO
xml代码使用:

<HAS_FINISHED_VIDEO>
    <MovieName_0 value="Movie"/>
</HAS_FINISHED_VIDEO>     

Object Type

Area or Path

Named object can path to named object.[99]

翻译:命名对象可以路径到命名对象
命令字:UNIT_CAN_PATH_TO_OBJECT
xml代码使用:

<UNIT_CAN_PATH_TO_OBJECT>
    <UnitName_0 value="Object"/>
    <UnitName_1 value="Object"/>
</UNIT_CAN_PATH_TO_OBJECT>     

Named object can path to waypoint.[98]

翻译:命名对象可以路径到路径点
命令字:UNIT_CAN_PATH_TO_WAYPOINT
xml代码使用:

<UNIT_CAN_PATH_TO_WAYPOINT>
    <UnitName_0 value="Object"/>
    <WaypointName_1 value="Waypoint"/>
</UNIT_CAN_PATH_TO_WAYPOINT>     

Named object exits an area.[32]

翻译:命名对象退出一个区域
命令字:NAMED_EXITED_AREA
xml代码使用:

<NAMED_EXITED_AREA>
    <UnitName_0 value="Object"/>
    <TriggerAreaName_1 value="Area"/>
</NAMED_EXITED_AREA>     

Named object has reached the end of a specific waypoint path. (Unreliable)[28]

翻译:命名对象已到达特定路径点路径的终点。 (不可靠)
命令字:NAMED_REACHED_WAYPOINTS_END
xml代码使用:

<NAMED_REACHED_WAYPOINTS_END>
    <UnitName_0 value="Object"/>
    <WaypointPathName_1 value="WaypointPath"/>
</NAMED_REACHED_WAYPOINTS_END>     

Named object is inside an area.[9]

翻译:命名对象在一个区域内
命令字:NAMED_INSIDE_AREA
xml代码使用:

<NAMED_INSIDE_AREA>
    <UnitName_0 value="Object"/>
    <TriggerAreaName_1 value="Area"/>
</NAMED_INSIDE_AREA>     

Named object is outside an area.[10]

翻译:命名对象在区域之外
命令字:NAMED_OUTSIDE_AREA
xml代码使用:

<NAMED_OUTSIDE_AREA>
    <UnitName_0 value="Object"/>
    <TriggerAreaName_1 value="Area"/>
</NAMED_OUTSIDE_AREA>     

Attacked, Destroyed, or Exists

Evaluate if a named object is being attacked but cannot retaliate[110]

翻译:评估指定对象是否正在受到攻击但无法进行报复
命令字:UNIT_IS_ATTACKED_AND_CANNOT_RETALIATE
xml代码使用:

<UNIT_IS_ATTACKED_AND_CANNOT_RETALIATE>
    <UnitName_0 value="Object"/>
</UNIT_IS_ATTACKED_AND_CANNOT_RETALIATE>     

Named object exists and is alive.[12]

翻译:命名对象存在并且是活动的
命令字:NAMED_NOT_DESTROYED
xml代码使用:

<NAMED_NOT_DESTROYED>
    <UnitName_0 value="Object"/>
</NAMED_NOT_DESTROYED>     

Named object has been attacked by Player.[17]

翻译:已命名物体被玩家攻击
命令字:NAMED_ATTACKED_BY_PLAYER
xml代码使用:

<NAMED_ATTACKED_BY_PLAYER>
    <UnitName_0 value="Object"/>
    <PlayerName_1 value="Player"/>
</NAMED_ATTACKED_BY_PLAYER>     

Named object has killed (comparison) number of object type or type list.[149]

翻译:命名对象已终止(比较)对象类型或类型列表的数量
命令字:NAMED_HAS_KILLED_COMPARISON_UNIT_TYPE
xml代码使用:

<NAMED_HAS_KILLED_COMPARISON_UNIT_TYPE>
    <UnitName_0 value="Object"/>
    <Comparison_1 value="2"/>
    <Integer_2 value="2"/>
    <ObjectType_3 value="alliedsuperweaponeffect"/>
</NAMED_HAS_KILLED_COMPARISON_UNIT_TYPE>     

Named object is attacked by a specific object type.[15]

翻译:命名对象受到特定对象类型的攻击
命令字:NAMED_ATTACKED_BY_OBJECTTYPE
xml代码使用:

<NAMED_ATTACKED_BY_OBJECTTYPE>
    <UnitName_0 value="Object"/>
    <ObjectType_1 value="alliedsuperweaponeffect"/>
</NAMED_ATTACKED_BY_OBJECTTYPE>     

Named object is destroyed by a specific object type.[92]

翻译:命名对象由特定的对象类型销毁
命令字:NAMED_DESTROYED_BY_OBJECTTYPE
xml代码使用:

<NAMED_DESTROYED_BY_OBJECTTYPE>
    <UnitName_0 value="Object"/>
    <ObjectType_1 value="alliedsuperweaponeffect"/>
</NAMED_DESTROYED_BY_OBJECTTYPE>     

Named object is destroyed.[11]

翻译:命名对象被销毁
命令字:NAMED_DESTROYED
xml代码使用:

<NAMED_DESTROYED>
    <UnitName_0 value="Object"/>
</NAMED_DESTROYED>     

Named object is dying. (Cinematic)[47]

翻译:命名对象正在死亡。(电影)
命令字:NAMED_DYING
xml代码使用:

<NAMED_DYING>
    <UnitName_0 value="Object"/>
</NAMED_DYING>     

Named object is finished dying. (Cinematic)[48]

翻译:命名对象结束死亡。(电影)
命令字:NAMED_TOTALLY_DEAD
xml代码使用:

<NAMED_TOTALLY_DEAD>
    <UnitName_0 value="Object"/>
</NAMED_TOTALLY_DEAD>     

Named object's health % compared to a value.[46]

翻译:命名对象的运行状况%与某个值的比较
命令字:UNIT_HEALTH
xml代码使用:

<UNIT_HEALTH>
    <UnitName_0 value="Object"/>
    <Comparison_1 value="2"/>
    <Integer_2 value="4"/>
</UNIT_HEALTH>     

Named object's veterancy level compared to a value.[105]

翻译:命名对象的经验等级与一个值的比较
命令字:UNIT_COMPARE_RANK
xml代码使用:

<UNIT_COMPARE_RANK>
    <UnitName_0 value="Object"/>
    <Comparison_1 value="2"/>
    <Integer_2 value="4"/>
</UNIT_COMPARE_RANK>     

Experience

Named object has gained experience level.[85]

翻译:命名对象获得经验等级
命令字:UNIT_HAS_GAINED_LEVEL
xml代码使用:

<UNIT_HAS_GAINED_LEVEL>
    <UnitName_0 value="Object"/>
</UNIT_HAS_GAINED_LEVEL>     

Garrison

Evaluates if named object is currently holding passengers.[109]

翻译:评估指定对象当前是否携带乘客
命令字:UNIT_HAS_PASSENGER
xml代码使用:

<UNIT_HAS_PASSENGER>
    <UnitName_0 value="Object"/>
</UNIT_HAS_PASSENGER>     

Named building is garrisoned by object type owned by specific player.[142]

翻译:命名建筑由特定玩家拥有的对象类型驻守
命令字:BUILDING_GARRISONNED_BY_OBJECT_TYPE
xml代码使用:

<BUILDING_GARRISONNED_BY_OBJECT_TYPE>
    <UnitName_0 value="Object"/>
    <ObjectType_1 value="alliedsuperweaponeffect"/>
    <PlayerName_2 value="Player"/>
</BUILDING_GARRISONNED_BY_OBJECT_TYPE>     

Garrisoned

A specific building is empty.[58]

翻译:一个特定的建筑是空的
命令字:NAMED_BUILDING_IS_EMPTY
xml代码使用:

<NAMED_BUILDING_IS_EMPTY>
    <UnitName_0 value="Object"/>
</NAMED_BUILDING_IS_EMPTY>     

Object Status

Named object has object status.[59]

翻译:命名对象具有对象状态
命令字:UNIT_HAS_OBJECT_STATUS
xml代码使用:

<UNIT_HAS_OBJECT_STATUS>
    <UnitName_0 value="Object"/>
    <TeamAbilityName_1 value="5"/>
</UNIT_HAS_OBJECT_STATUS>     

Selected

Named object is currently selected.[30]

翻译:命名对象当前被选中
命令字:NAMED_SELECTED
xml代码使用:

<NAMED_SELECTED>
    <UnitName_0 value="Object"/>
</NAMED_SELECTED>     

Object Type is currently selected.[135]

翻译:当前已选择对象类型
命令字:TYPE_SELECTED
xml代码使用:

<TYPE_SELECTED>
    <ObjectType_0 value="alliedsuperweaponeffect"/>
</TYPE_SELECTED>     

Settings

Named object has model condition.[150]

翻译:命名对象具有模型条件
命令字:UNIT_HAS_MODELCONDITION
xml代码使用:

<UNIT_HAS_MODELCONDITION>
    <UnitName_0 value="Object"/>
    <ModelCondition_1 value="AFLAME"/>
</UNIT_HAS_MODELCONDITION>     

Test object flags.[136]

翻译:测试对象标志
命令字:UNIT_TEST_OBJECT_PANEL_FLAGS
xml代码使用:

<UNIT_TEST_OBJECT_PANEL_FLAGS>
    <FactionName_0 value="Indestructible"/>
    <UnitName_1 value="Object"/>
</UNIT_TEST_OBJECT_PANEL_FLAGS>     

Sighted

Named object has sighted a type of object belonging to Player.[57]

翻译: 命名对象看到了一个属于玩家的对象类型
命令字:TYPE_SIGHTED
xml代码使用:

<TYPE_SIGHTED>
    <UnitName_0 value="Object"/>
    <ObjectType_1 value="alliedsuperweaponeffect"/>
    <PlayerName_2 value="Player"/>
</TYPE_SIGHTED>     

Unit has sighted a friendly, neutral, or enemy unit belonging to Player.[45]

翻译:单位发现一个属于玩家的友军、中立或敌人单位
命令字:ENEMY_SIGHTED
xml代码使用:

<ENEMY_SIGHTED>
    <UnitName_0 value="Object"/>
    <Relation_1 value="2"/>
    <PlayerName_2 value="Player"/>
</ENEMY_SIGHTED>     

Special Power

Unit's special power is ready to fire.[139]

翻译:部队的特殊力量已经准备好开火
命令字:UNIT_SPECIAL_POWER_READY
xml代码使用:

<UNIT_SPECIAL_POWER_READY>
    <UnitName_0 value="Object"/>
    <ScienceName_1 value="specialpower"/>
</UNIT_SPECIAL_POWER_READY>     

Stance

Named object is using stance.[133]

翻译:命名对象正在使用姿态
命令字:UNIT_USING_STANCE
xml代码使用:

<UNIT_USING_STANCE>
    <UnitName_0 value="Object"/>
    <ObjectStance_1 value="3"/>
</UNIT_USING_STANCE>     

Unowned

There are (comparison) unowned faction objects.[70]

翻译:有(比较而言)无主的派系对象
命令字:SKIRMISH_UNOWNED_FACTION_UNIT_EXISTS
xml代码使用:

<SKIRMISH_UNOWNED_FACTION_UNIT_EXISTS>
    <PlayerName_0 value="Player"/>
    <Comparison_1 value="2"/>
    <Integer_2 value="4"/>
</SKIRMISH_UNOWNED_FACTION_UNIT_EXISTS>     

Upgrades

Unit has upgrade.[138]

翻译:单位已经升级
命令字:UNIT_HAS_UPGRADE
xml代码使用:

<UNIT_HAS_UPGRADE>
    <UnitName_0 value="Object"/>
    <UnitAbilityName_1 value="upgrade"/>
</UNIT_HAS_UPGRADE>     

Platform

Is game running on platform.[154]

翻译:游戏是否在平台上运行
命令字:CURRENT_PLATFORM
xml代码使用:

<CURRENT_PLATFORM>
    <Platform_0 value="PS3"/>
</CURRENT_PLATFORM>     

Player

Area

Player has (comparison) completely built unit types in an area.[128]

翻译:玩家在一个区域中拥有完整的单位类型
命令字:PLAYER_HAS_COMPARISON_UNIT_TYPE_IN_TRIGGER_AREA_COMPLETELY_BUILT
xml代码使用:

<PLAYER_HAS_COMPARISON_UNIT_TYPE_IN_TRIGGER_AREA_COMPLETELY_BUILT>
    <PlayerName_0 value="Player"/>
    <Comparison_1 value="2"/>
    <Integer_2 value="4"/>
    <ObjectType_3 value="alliedsuperweaponeffect"/>
    <TriggerAreaName_4 value="Area"/>
</PLAYER_HAS_COMPARISON_UNIT_TYPE_IN_TRIGGER_AREA_COMPLETELY_BUILT>     

Player has (comparison) object type in an area with a specified upgrade.[80]

翻译:玩家在指定的升级区域中拥有(比较)对象类型
命令字:PLAYER_HAS_COMPARISON_UNIT_TYPE_IN_TRIGGER_AREA_WITH_UPGRADE
xml代码使用:

<PLAYER_HAS_COMPARISON_UNIT_TYPE_IN_TRIGGER_AREA_WITH_UPGRADE>
    <PlayerName_0 value="Player"/>
    <Comparison_1 value="2"/>
    <Integer_2 value="4"/>
    <ObjectType_3 value="alliedsuperweaponeffect"/>
    <TriggerAreaName_4 value="Area"/>
    <UnitAbilityName_5 value="upgrade"/>
</PLAYER_HAS_COMPARISON_UNIT_TYPE_IN_TRIGGER_AREA_WITH_UPGRADE>     

Player has (comparison) object type in an area.[55]

翻译:玩家在一个区域中拥有(比较)对象类型
命令字:PLAYER_HAS_COMPARISON_UNIT_TYPE_IN_TRIGGER_AREA
xml代码使用:

<PLAYER_HAS_COMPARISON_UNIT_TYPE_IN_TRIGGER_AREA>
    <PlayerName_0 value="Player"/>
    <Comparison_1 value="2"/>
    <Integer_2 value="4"/>
    <ObjectType_3 value="alliedsuperweaponeffect"/>
    <TriggerAreaName_4 value="Area"/>
</PLAYER_HAS_COMPARISON_UNIT_TYPE_IN_TRIGGER_AREA>     

Player has (comparison) object types with kindof in an area.[56]

翻译:玩家有(比较)物体类型和区域中的种类
命令字:PLAYER_HAS_COMPARISON_UNIT_KIND_IN_TRIGGER_AREA
xml代码使用:

<PLAYER_HAS_COMPARISON_UNIT_KIND_IN_TRIGGER_AREA>
    <PlayerName_0 value="Player"/>
    <Comparison_1 value="2"/>
    <Integer_2 value="4"/>
    <UnitOrStructureKind_3 value="5"/>
    <TriggerAreaName_4 value="Area"/>
</PLAYER_HAS_COMPARISON_UNIT_KIND_IN_TRIGGER_AREA>     

Player has units in an area[72]

翻译:玩家在某个区域拥有单位
命令字:SKIRMISH_PLAYER_HAS_UNITS_IN_AREA
xml代码使用:

<SKIRMISH_PLAYER_HAS_UNITS_IN_AREA>
    <PlayerName_0 value="Player"/>
    <TriggerAreaName_1 value="Area"/>
</SKIRMISH_PLAYER_HAS_UNITS_IN_AREA>     

Attacked or Destroyed

Player destroyed N or more of an opponent's buildings.[54]

翻译:玩家摧毁了N个或更多个对手的建筑
命令字:PLAYER_DESTROYED_N_BUILDINGS_PLAYER
xml代码使用:

<PLAYER_DESTROYED_N_BUILDINGS_PLAYER>
    <PlayerName_0 value="Player"/>
    <Integer_1 value="4"/>
    <PlayerName_2 value="Player"/>
</PLAYER_DESTROYED_N_BUILDINGS_PLAYER>     

Player has been attacked by Player.[73]

翻译:玩家被玩家攻击了
命令字:SKIRMISH_PLAYER_HAS_BEEN_ATTACKED_BY_PLAYER
xml代码使用:

<SKIRMISH_PLAYER_HAS_BEEN_ATTACKED_BY_PLAYER>
    <PlayerName_0 value="Player"/>
    <PlayerName_1 value="Player"/>
</SKIRMISH_PLAYER_HAS_BEEN_ATTACKED_BY_PLAYER>     

Player has destroyed N or more objects of kindof.[90]

翻译:玩家已经摧毁了N个或更多的物体。
命令字:PLAYER_HAS_KILLED_KINDOF_UNITS
xml代码使用:

<PLAYER_HAS_KILLED_KINDOF_UNITS>
    <PlayerName_0 value="Player"/>
    <Integer_1 value="4"/>
    <UnitOrStructureKind_2 value="5"/>
</PLAYER_HAS_KILLED_KINDOF_UNITS>     

Player has destroyed N or more objects of type.[91]

翻译:玩家已摧毁N个或更多类型的物体
命令字:PLAYER_HAS_KILLED_TYPE_UNITS
xml代码使用:

<PLAYER_HAS_KILLED_TYPE_UNITS>
    <PlayerName_0 value="Player"/>
    <Integer_1 value="4"/>
    <ObjectType_2 value="alliedsuperweaponeffect"/>
</PLAYER_HAS_KILLED_TYPE_UNITS>     

Player has killed Named Unit[147]

翻译: 玩家杀死了命名单位
命令字:PLAYER_HAS_KILLED_NAMED_UNIT
xml代码使用:

<PLAYER_HAS_KILLED_NAMED_UNIT>
    <PlayerName_0 value="Player"/>
    <UnitName_1 value="Object"/>
</PLAYER_HAS_KILLED_NAMED_UNIT>     

CommandPoints

Player has enough command points to build a team. (May be broken. -JB)[88]

翻译:玩家有足够的指挥点来组建团队。(可能损坏。-JB)
命令字:HAS_COMMAND_POINTS_TO_BUILD_TEAM
xml代码使用:

<HAS_COMMAND_POINTS_TO_BUILD_TEAM>
    <PlayerName_0 value="Player"/>
    <TeamName_1 value="Team"/>
</HAS_COMMAND_POINTS_TO_BUILD_TEAM>     

Player has enough command points to build object type.[89]

翻译:玩家有足够的命令点来构建对象类型
命令字:HAS_COMMAND_POINTS_TO_BUILD_UNIT
xml代码使用:

<HAS_COMMAND_POINTS_TO_BUILD_UNIT>
    <PlayerName_0 value="Player"/>
    <ObjectType_1 value="alliedsuperweaponeffect"/>
</HAS_COMMAND_POINTS_TO_BUILD_UNIT>     

Controlled By

Is player controlled by human or AI Personality.[146]

翻译:玩家是受人类人格还是AI人格控制
命令字:PLAYER_IS_HUMAN_OR_AI_PERSONALITY
xml代码使用:

<PLAYER_IS_HUMAN_OR_AI_PERSONALITY>
    <PlayerName_0 value="Player"/>
    <Personality_1 value="Human"/>
</PLAYER_IS_HUMAN_OR_AI_PERSONALITY>     

Eva

Has EVA event played recently.[126]

翻译:最近有EVA活动吗
命令字:HAS_EVA_EVENT_PLAYED_IN_LAST_N_SECONDS
xml代码使用:

<HAS_EVA_EVENT_PLAYED_IN_LAST_N_SECONDS>
    <EVA_0 value="EVA"/>
    <RealNumber_1 value="1.1"/>
</HAS_EVA_EVENT_PLAYED_IN_LAST_N_SECONDS>     

Experience

Player has object of veterancy level compared to a value.[106]

翻译:玩家将对象的老练程度与价值相比较
命令字:PLAYER_HAS_OBJECT_OF_VETERANCY
xml代码使用:

<PLAYER_HAS_OBJECT_OF_VETERANCY>
    <PlayerName_0 value="Player"/>
    <ObjectType_1 value="alliedsuperweaponeffect"/>
    <Comparison_2 value="2"/>
    <Integer_3 value="4"/>
</PLAYER_HAS_OBJECT_OF_VETERANCY>     

Faction and Start Position

Player is faction.[66]

翻译:玩家是派系.
命令字:SKIRMISH_PLAYER_FACTION
xml代码使用:

<SKIRMISH_PLAYER_FACTION>
    <PlayerName_0 value="Player"/>
    <ObjectTypeListName_1 value="allies"/>
</SKIRMISH_PLAYER_FACTION>     

Start Position.[79]

翻译:起始位置
命令字:START_POSITION_IS
xml代码使用:

<START_POSITION_IS>
    <PlayerName_0 value="Player"/>
    <Integer_1 value="4"/>
</START_POSITION_IS>     

Garrisoned

Player has (comparison) garrisoned buildings.[71]

翻译:玩家拥有驻守的建筑
命令字:SKIRMISH_PLAYER_HAS_COMPARISON_GARRISONED
xml代码使用:

<SKIRMISH_PLAYER_HAS_COMPARISON_GARRISONED>
    <PlayerName_0 value="Player"/>
    <Comparison_1 value="2"/>
    <Integer_2 value="4"/>
</SKIRMISH_PLAYER_HAS_COMPARISON_GARRISONED>     

Player has garrisoned a specific building.[44]

翻译:玩家已驻守特定建筑
命令字:BUILDING_ENTERED_BY_PLAYER
xml代码使用:

<BUILDING_ENTERED_BY_PLAYER>
    <PlayerName_0 value="Player"/>
    <UnitName_1 value="Object"/>
</BUILDING_ENTERED_BY_PLAYER>     

Owns

Does Player have objects that have Toggled Weapon sets.[123]

翻译:玩家是否拥有带有“切换武器”设置的对象
命令字:UNIT_HAS_TOGGLED_WEAPON
xml代码使用:

<UNIT_HAS_TOGGLED_WEAPON>
    <PlayerName_0 value="Player"/>
    <ObjectName_1 value="alliedsuperweaponeffect"/>
</UNIT_HAS_TOGGLED_WEAPON>     

Num objects has specified upgrade.[121]

翻译:Num对象已指定升级
命令字:PLAYER_HAS_NUM_UNITS_WITH_UPGRADE
xml代码使用:

<PLAYER_HAS_NUM_UNITS_WITH_UPGRADE>
    <PlayerName_0 value="Player"/>
    <Integer_1 value="4"/>
    <UnitAbilityName_2 value="upgrade"/>
</PLAYER_HAS_NUM_UNITS_WITH_UPGRADE>     

Num objects leveled up during game.[120]

翻译:Num对象在游戏中升级
命令字:NUM_UNITS_LEVELED_UP
xml代码使用:

<NUM_UNITS_LEVELED_UP>
    <PlayerName_0 value="Player"/>
    <Integer_1 value="4"/>
</NUM_UNITS_LEVELED_UP>     

Num objects of type loaded on transport.[122]

翻译:传输时加载的类型对象的数目
命令字:PLAYER_HAS_NUM_UNITS_LOADED_WITH_OBJECT
xml代码使用:

<PLAYER_HAS_NUM_UNITS_LOADED_WITH_OBJECT>
    <PlayerName_0 value="Player"/>
    <Integer_1 value="4"/>
    <ObjectName_2 value="alliedsuperweaponeffect"/>
    <ObjectName_3 value="alliedsuperweaponeffect"/>
</PLAYER_HAS_NUM_UNITS_LOADED_WITH_OBJECT>     

Player has (comparison) number of credits.[22]

翻译:玩家拥有(比较)数量的积分
命令字:PLAYER_HAS_CREDITS
xml代码使用:

<PLAYER_HAS_CREDITS>
    <PlayerName_0 value="Player"/>
    <Comparison_1 value="2"/>
    <Integer_2 value="4"/>
</PLAYER_HAS_CREDITS>     

Player has (comparison) obejcts more than x distance from named object.[108]

翻译:玩家与指定对象之间的距离大于x
命令字:PLAYER_HAS_NUMBER_UNITS_DISTANCE_FROM_OBJECT
xml代码使用:

<PLAYER_HAS_NUMBER_UNITS_DISTANCE_FROM_OBJECT>
    <PlayerName_0 value="Player"/>
    <Comparison_1 value="2"/>
    <Integer_2 value="4"/>
    <RealNumber_3 value="1.1"/>
    <UnitName_4 value="Object"/>
</PLAYER_HAS_NUMBER_UNITS_DISTANCE_FROM_OBJECT>     

Player has (comparison) object type.[49]

翻译:玩家拥有(比较)对象类型
命令字:PLAYER_HAS_OBJECT_COMPARISON
xml代码使用:

<PLAYER_HAS_OBJECT_COMPARISON>
    <PlayerName_0 value="Player"/>
    <Comparison_1 value="2"/>
    <Integer_2 value="1"/>
    <ObjectType_3 value="alliedsuperweaponeffect"/>
</PLAYER_HAS_OBJECT_COMPARISON>     

Player has (comparison) object types with kindof.[155]

翻译:玩家有(比较)对象类型和类型
命令字:PLAYER_HAS_COMPARISON_UNIT_KIND
xml代码使用:

<PLAYER_HAS_COMPARISON_UNIT_KIND>
    <PlayerName_0 value="Player"/>
    <Comparison_1 value="2"/>
    <Integer_2 value="4"/>
    <UnitOrStructureKind_3 value="5"/>
</PLAYER_HAS_COMPARISON_UNIT_KIND>     

Player has (comparison) objects with a model condition.[107]

翻译:
命令字:PLAYER_HAS_NUMBER_OBJECTS_WITH_MODELCONDITION
xml代码使用:

<PLAYER_HAS_NUMBER_OBJECTS_WITH_MODELCONDITION>
    <PlayerName_0 value="Player"/>
    <Comparison_1 value="2"/>
    <Integer_2 value="4"/>
    <ModelCondition_3 value="AFLAME"/>
</PLAYER_HAS_NUMBER_OBJECTS_WITH_MODELCONDITION>     

Player has (comparison) objects with object status[140]

翻译:玩家拥有带有对象状态的(比较)对象
命令字:PLAYER_HAS_NUMBER_OBJECTS_WITH_OBJECT_STATUS
xml代码使用:

<PLAYER_HAS_NUMBER_OBJECTS_WITH_OBJECT_STATUS>
    <PlayerName_0 value="Player"/>
    <Comparison_1 value="2"/>
    <Integer_2 value="4"/>
    <TeamAbilityName_3 value="1"/>
</PLAYER_HAS_NUMBER_OBJECTS_WITH_OBJECT_STATUS>     

Player has built an object type.[19]

翻译:玩家创建了一个对象类型
命令字:BUILT_BY_PLAYER
xml代码使用:

<BUILT_BY_PLAYER>
    <ObjectType_0 value="alliedsuperweaponeffect"/>
    <PlayerName_1 value="Player"/>
</BUILT_BY_PLAYER>     

Player has lost an object of type.[76]

翻译:玩家丢失了一个类型对象
命令字:PLAYER_LOST_OBJECT_TYPE
xml代码使用:

<PLAYER_LOST_OBJECT_TYPE>
    <PlayerName_0 value="Player"/>
    <ObjectType_1 value="alliedsuperweaponeffect"/>
</PLAYER_LOST_OBJECT_TYPE>     

Player owns Team.[26]

翻译:玩家拥有团队
命令字:TEAM_OWNED_BY_PLAYER
xml代码使用:

<TEAM_OWNED_BY_PLAYER>
    <PlayerName_0 value="Player"/>
    <TeamName_1 value="Team"/>
</TEAM_OWNED_BY_PLAYER>     

Player owns Unit.[25]

翻译:玩家拥有单位
命令字:NAMED_OWNED_BY_PLAYER
xml代码使用:

<NAMED_OWNED_BY_PLAYER>
    <PlayerName_0 value="Player"/>
    <UnitName_1 value="Object"/>
</NAMED_OWNED_BY_PLAYER>     

Player has triggered game event[141]

翻译:玩家触发游戏事件
命令字:PLAYER_TRIGGERED_SCRIPT_EVENT
xml代码使用:

<PLAYER_TRIGGERED_SCRIPT_EVENT>
    <PlayerName_0 value="Player"/>
    <ScriptEvent_1 value="2"/>
</PLAYER_TRIGGERED_SCRIPT_EVENT>     

Power

Player has (comparison) kilowatts excess power supply.[63]

翻译:玩家有(比较)千瓦的过剩电力供应
命令字:PLAYER_EXCESS_POWER_COMPARE_VALUE
xml代码使用:

<PLAYER_EXCESS_POWER_COMPARE_VALUE>
    <PlayerName_0 value="Player"/>
    <Comparison_1 value="2"/>
    <Integer_2 value="4"/>
</PLAYER_EXCESS_POWER_COMPARE_VALUE>     

Player has (comparison) percent power supply to consumption.[62]

翻译:玩家的能量供给与消耗的百分比
命令字:PLAYER_POWER_COMPARE_PERCENT
xml代码使用:

<PLAYER_POWER_COMPARE_PERCENT>
    <PlayerName_0 value="Player"/>
    <Comparison_1 value="2"/>
    <Integer_2 value="4"/>
</PLAYER_POWER_COMPARE_PERCENT>     

Player's base currently has no power.[40]

翻译:玩家的基础目前没有能量。
命令字:PLAYER_HAS_NO_POWER
xml代码使用:

<PLAYER_HAS_NO_POWER>
    <PlayerName_0 value="Player"/>
</PLAYER_HAS_NO_POWER>     

Player's base currently has power.[27]

翻译:玩家的基础现在拥有能量
命令字:PLAYER_HAS_POWER
xml代码使用:

<PLAYER_HAS_POWER>
    <PlayerName_0 value="Player"/>
</PLAYER_HAS_POWER>     

Red Alerts

Player activated their Red Alert.[145]

翻译:玩家启动了红色警报。
命令字:PLAYER_RED_ALERT_ACTIVATED
xml代码使用:

<PLAYER_RED_ALERT_ACTIVATED>
    <PlayerName_0 value="Player"/>
</PLAYER_RED_ALERT_ACTIVATED>     

Sighted

Player has sighted another player.[75]

翻译:玩家看到了另一个玩家
命令字:SKIRMISH_PLAYER_HAS_DISCOVERED_PLAYER
xml代码使用:

<SKIRMISH_PLAYER_HAS_DISCOVERED_PLAYER>
    <PlayerName_0 value="Player"/>
    <PlayerName_1 value="Player"/>
</SKIRMISH_PLAYER_HAS_DISCOVERED_PLAYER>     

Player has sighted named object.[23]

翻译:玩家看到了命名的物体
命令字:NAMED_DISCOVERED
xml代码使用:

<NAMED_DISCOVERED>
    <PlayerName_0 value="Player"/>
    <UnitName_1 value="Object"/>
</NAMED_DISCOVERED>     

Player has sighted Team.[24]

翻译:玩家看到了团队
命令字:TEAM_DISCOVERED
xml代码使用:

<TEAM_DISCOVERED>
    <PlayerName_0 value="Player"/>
    <TeamName_1 value="Team"/>
</TEAM_DISCOVERED>     

Special Power

Player can perform special power on team location.[116]

翻译:玩家可以在团队位置上执行特殊异能
命令字:SKIRMISH_FIRE_SPECIAL_POWER_ON_TEAM
xml代码使用:

<SKIRMISH_FIRE_SPECIAL_POWER_ON_TEAM>
    <PlayerName_0 value="Player"/>
    <ScienceName_1 value="specialpower"/>
    <TeamName_2 value="Team"/>
</SKIRMISH_FIRE_SPECIAL_POWER_ON_TEAM>     

Player completed using a special power.[51]

翻译:玩家使用特殊能力完成
命令字:PLAYER_COMPLETED_SPECIAL_POWER
xml代码使用:

<PLAYER_COMPLETED_SPECIAL_POWER>
    <PlayerName_0 value="Player"/>
    <ScienceName_1 value="specialpower"/>
</PLAYER_COMPLETED_SPECIAL_POWER>     

Player has <comparison><n> power points.[151]

翻译:玩家有“比较”“n”动力点
命令字:PLAYER_HAS_COMPARISON_POWER_POINTS
xml代码使用:

<PLAYER_HAS_COMPARISON_POWER_POINTS>
    <PlayerName_0 value="Player"/>
    <Comparison_1 value="2"/>
    <Integer_2 value="4"/>
</PLAYER_HAS_COMPARISON_POWER_POINTS>     

Player has player tech.[153]

翻译:玩家拥有玩家技术
命令字:PLAYER_HAS_PLAYER_TECH
xml代码使用:

<PLAYER_HAS_PLAYER_TECH>
    <PlayerName_0 value="Player"/>
    <PlayerTech_1 value="PlayerTech"/>
</PLAYER_HAS_PLAYER_TECH>     

Player start using a special power from a named object.[52]

翻译:玩家开始使用来自命名对象的特殊能力
命令字:PLAYER_TRIGGERED_SPECIAL_POWER_FROM_NAMED
xml代码使用:

<PLAYER_TRIGGERED_SPECIAL_POWER_FROM_NAMED>
    <PlayerName_0 value="Player"/>
    <ScienceName_1 value="specialpower"/>
    <UnitName_2 value="Object"/>
</PLAYER_TRIGGERED_SPECIAL_POWER_FROM_NAMED>     

Player starts using a special power in trigger area.[143]

翻译:玩家开始在触发区域使用一种特殊能力
命令字:PLAYER_TRIGGERED_SPECIAL_POWER_IN_AREA
xml代码使用:

<PLAYER_TRIGGERED_SPECIAL_POWER_IN_AREA>
    <PlayerName_0 value="Player"/>
    <ScienceName_1 value="specialpower"/>
    <TriggerAreaName_2 value="Area"/>
</PLAYER_TRIGGERED_SPECIAL_POWER_IN_AREA>     

Player starts using a special power.[50]

翻译:玩家开始使用一种特殊能力
命令字:PLAYER_TRIGGERED_SPECIAL_POWER
xml代码使用:

<PLAYER_TRIGGERED_SPECIAL_POWER>
    <PlayerName_0 value="Player"/>
    <ScienceName_1 value="specialpower"/>
</PLAYER_TRIGGERED_SPECIAL_POWER>     

Player's special power is ready to fire.[64]

翻译:玩家的特殊能力已准备好开火
命令字:SKIRMISH_SPECIAL_POWER_READY
xml代码使用:

<SKIRMISH_SPECIAL_POWER_READY>
    <PlayerName_0 value="Player"/>
    <ScienceName_1 value="specialpower"/>
</SKIRMISH_SPECIAL_POWER_READY>     

Upgrades and Sciences

Player built an Upgrade.[53]

翻译:玩家建造了一种升级
命令字:PLAYER_BUILT_UPGRADE
xml代码使用:

<PLAYER_BUILT_UPGRADE>
    <PlayerName_0 value="Player"/>
    <UnitAbilityName_1 value="upgrade"/>
</PLAYER_BUILT_UPGRADE>     

Win & Loss

Multiplayer local player defeat check.[39]

翻译:多人本地玩家击败检查
命令字:MULTIPLAYER_PLAYER_DEFEAT
xml代码使用:

<MULTIPLAYER_PLAYER_DEFEAT>
</MULTIPLAYER_PLAYER_DEFEAT>     

Team

Area or Path

One unit from team enters an area.[34]

翻译:一个小队进入一个区域
命令字:TEAM_ENTERED_AREA_PARTIALLY
xml代码使用:

<TEAM_ENTERED_AREA_PARTIALLY>
    <TeamName_0 value="Team"/>
    <TriggerAreaName_1 value="Area"/>
    <CameraShakeIntensity_2 value="3"/>
</TEAM_ENTERED_AREA_PARTIALLY>     

One unit from team exits an area.[36]

翻译:一个小队离开一个区域
命令字:TEAM_EXITED_AREA_PARTIALLY
xml代码使用:

<TEAM_EXITED_AREA_PARTIALLY>
    <TeamName_0 value="Team"/>
    <TriggerAreaName_1 value="Area"/>
    <CameraShakeIntensity_2 value="3"/>
</TEAM_EXITED_AREA_PARTIALLY>     

Team can path to named object.[102]

翻译:团队可以路径到命名的对象
命令字:TEAM_CAN_PATH_TO_OBJECT
xml代码使用:

<TEAM_CAN_PATH_TO_OBJECT>
    <TeamName_0 value="Team"/>
    <UnitName_1 value="Object"/>
</TEAM_CAN_PATH_TO_OBJECT>     

Team can path to waypoint.[101]

翻译:团队可以路径到路标
命令字:TEAM_CAN_PATH_TO_WAYPOINT
xml代码使用:

<TEAM_CAN_PATH_TO_WAYPOINT>
    <TeamName_0 value="Team"/>
    <WaypointName_1 value="Waypoint"/>
</TEAM_CAN_PATH_TO_WAYPOINT>     

Team entirely exits an area.[35]

翻译:团队完全离开一个区域
命令字:TEAM_EXITED_AREA_ENTIRELY
xml代码使用:

<TEAM_EXITED_AREA_ENTIRELY>
    <TeamName_0 value="Team"/>
    <TriggerAreaName_1 value="Area"/>
    <CameraShakeIntensity_2 value="3"/>
</TEAM_EXITED_AREA_ENTIRELY>     

Team has reached the end of a specific waypoint path. (Unreliable)[29]

翻译:团队已经到达特定路径点路径的终点。(不可靠)
命令字:TEAM_REACHED_WAYPOINTS_END
xml代码使用:

<TEAM_REACHED_WAYPOINTS_END>
    <TeamName_0 value="Team"/>
    <WaypointPathName_1 value="WaypointPath"/>
</TEAM_REACHED_WAYPOINTS_END>     

Team has units in an area.[5]

翻译:小队已经在一个区域部署了部队
命令字:TEAM_INSIDE_AREA_PARTIALLY
xml代码使用:

<TEAM_INSIDE_AREA_PARTIALLY>
    <TeamName_0 value="Team"/>
    <TriggerAreaName_1 value="Area"/>
    <CameraShakeIntensity_2 value="3"/>
</TEAM_INSIDE_AREA_PARTIALLY>     

Team is completely inside an area.[13]

翻译:团队完全在一个区域内
命令字:TEAM_INSIDE_AREA_ENTIRELY
xml代码使用:

<TEAM_INSIDE_AREA_ENTIRELY>
    <TeamName_0 value="Team"/>
    <TriggerAreaName_1 value="Area"/>
    <CameraShakeIntensity_2 value="3"/>
</TEAM_INSIDE_AREA_ENTIRELY>     

Team is completely outside an area.[14]

翻译:团队完全在一个区域之外
命令字:TEAM_OUTSIDE_AREA_ENTIRELY
xml代码使用:

<TEAM_OUTSIDE_AREA_ENTIRELY>
    <TeamName_0 value="Team"/>
    <TriggerAreaName_1 value="Area"/>
    <CameraShakeIntensity_2 value="3"/>
</TEAM_OUTSIDE_AREA_ENTIRELY>     

Attacked, Destroyed, or Exists

Evaluate if all members of a team being attacked cannot retaliate[112]

翻译:评估是否所有被攻击的团队成员都不能进行报复
命令字:TEAM_IS_ATTACKED_AND_CANNOT_RETALIATE_ALL
xml代码使用:

<TEAM_IS_ATTACKED_AND_CANNOT_RETALIATE_ALL>
    <TeamName_0 value="Team"/>
</TEAM_IS_ATTACKED_AND_CANNOT_RETALIATE_ALL>     

Evaluate if any member of a team is being attacked but cannot retaliate[111]

翻译:评估团队中是否有成员受到攻击但无法反击
命令字:TEAM_IS_ATTACKED_AND_CANNOT_RETALIATE_ANY
xml代码使用:

<TEAM_IS_ATTACKED_AND_CANNOT_RETALIATE_ANY>
    <TeamName_0 value="Team"/>
</TEAM_IS_ATTACKED_AND_CANNOT_RETALIATE_ANY>     

Team has (comparison) number of objects.[148]

翻译:团队有(比较)数量的对象
命令字:TEAM_COMPARE_NUM_MEMBERS
xml代码使用:

<TEAM_COMPARE_NUM_MEMBERS>
    <TeamName_0 value="Team"/>
    <Comparison_1 value="2"/>
    <Integer_2 value="4"/>
</TEAM_COMPARE_NUM_MEMBERS>     

Team has been attacked by Player.[18]

翻译:球队被球员攻击
命令字:TEAM_ATTACKED_BY_PLAYER
xml代码使用:

<TEAM_ATTACKED_BY_PLAYER>
    <TeamName_0 value="Team"/>
    <PlayerName_1 value="Player"/>
</TEAM_ATTACKED_BY_PLAYER>     

Team has been created.[21]

翻译:队伍被产生
命令字:TEAM_CREATED
xml代码使用:

<TEAM_CREATED>
    <TeamName_0 value="Team"/>
</TEAM_CREATED>     

Team has fewer than X units left of KindOf.[115]

翻译:团队剩下不到X个单位
命令字:TEAM_HAS_FEWER_THAN_X_UNITS_WITH_KINDOF
xml代码使用:

<TEAM_HAS_FEWER_THAN_X_UNITS_WITH_KINDOF>
    <TeamName_0 value="Team"/>
    <Integer_1 value="4"/>
    <UnitOrStructureKind_2 value="5"/>
</TEAM_HAS_FEWER_THAN_X_UNITS_WITH_KINDOF>     

Team has units.[8]

翻译:团队有单位
命令字:TEAM_HAS_UNITS
xml代码使用:

<TEAM_HAS_UNITS>
    <TeamName_0 value="Team"/>
</TEAM_HAS_UNITS>     

Team is attacked by a specific object type.[16]

翻译:团队受到特定对象类型的攻击
命令字:TEAM_ATTACKED_BY_OBJECTTYPE
xml代码使用:

<TEAM_ATTACKED_BY_OBJECTTYPE>
    <TeamName_0 value="Team"/>
    <ObjectType_1 value="alliedsuperweaponeffect"/>
</TEAM_ATTACKED_BY_OBJECTTYPE>     

Team is destroyed.[6]

翻译:团队被摧毁
命令字:TEAM_DESTROYED
xml代码使用:

<TEAM_DESTROYED>
    <TeamName_0 value="Team"/>
</TEAM_DESTROYED>     

CommandButton

Team's CommandButton ability is ready - all.[68]

翻译:团队的命令按钮能力是现成的
命令字:SKIRMISH_COMMAND_BUTTON_READY_ALL
xml代码使用:

<SKIRMISH_COMMAND_BUTTON_READY_ALL>
    <PlayerName_0 value="Player"/>
    <TeamName_1 value="Team"/>
    <SkirmishApproachPath_2 value="ability"/>
</SKIRMISH_COMMAND_BUTTON_READY_ALL>     

Team's CommandButton ability is ready - partial[69]

翻译:团队的命令按钮能力是现成的
命令字:SKIRMISH_COMMAND_BUTTON_READY_PARTIAL
xml代码使用:

<SKIRMISH_COMMAND_BUTTON_READY_PARTIAL>
    <PlayerName_0 value="Player"/>
    <TeamName_1 value="Team"/>
    <SkirmishApproachPath_2 value="ability"/>
</SKIRMISH_COMMAND_BUTTON_READY_PARTIAL>     

Health

Team health level compared to a value.[118]

翻译:团队健康水平比较值
命令字:EVAL_TEAM_HEALTH
xml代码使用:

<EVAL_TEAM_HEALTH>
    <TeamName_0 value="Team"/>
    <Comparison_1 value="2"/>
    <Integer_2 value="4"/>
</EVAL_TEAM_HEALTH>     

Object Status

Team has object status - all.[60]

翻译:团队拥有对象状态-所有
命令字:TEAM_ALL_HAS_OBJECT_STATUS
xml代码使用:

<TEAM_ALL_HAS_OBJECT_STATUS>
    <TeamName_0 value="Team"/>
    <TeamAbilityName_1 value="1"/>
</TEAM_ALL_HAS_OBJECT_STATUS>     

Team has object status - partial.[61]

翻译:团队有对象状态部分
命令字:TEAM_SOME_HAVE_OBJECT_STATUS
xml代码使用:

<TEAM_SOME_HAVE_OBJECT_STATUS>
    <TeamName_0 value="Team"/>
    <TeamAbilityName_1 value="1"/>
</TEAM_SOME_HAVE_OBJECT_STATUS>     

Sighted

Team has sighted a friendly, neutral, or enemy unit belonging to Player.[95]

翻译:团队发现一个属于玩家的友好、中立或敌人单位。
命令字:ENEMY_SIGHTED_BY_TEAM
xml代码使用:

<ENEMY_SIGHTED_BY_TEAM>
    <TeamName_0 value="Team"/>
    <Relation_1 value="2"/>
    <PlayerName_2 value="Player"/>
</ENEMY_SIGHTED_BY_TEAM>     

Tutorial

Camera

Camera reset.[132]

翻译:相机重置
命令字:CAMERA_RESET
xml代码使用:

<CAMERA_RESET>
</CAMERA_RESET>     

Camera rotate distance.[130]

翻译:相机旋转的距离
命令字:CAMERA_ROTATE_DISTANCE
xml代码使用:

<CAMERA_ROTATE_DISTANCE>
    <RealNumber_0 value="1.1"/>
</CAMERA_ROTATE_DISTANCE>     

Camera scroll distance.[129]

翻译:相机滚动距离
命令字:CAMERA_SCROLL_DISTANCE
xml代码使用:

<CAMERA_SCROLL_DISTANCE>
    <RealNumber_0 value="1.1"/>
</CAMERA_SCROLL_DISTANCE>     

Camera zoom distance.[131]

翻译:相机变焦距离
命令字:CAMERA_ZOOM_DISTANCE
xml代码使用:

<CAMERA_ZOOM_DISTANCE>
    <RealNumber_0 value="1.1"/>
</CAMERA_ZOOM_DISTANCE>     

Player

Player has issued a formation order.[134]

翻译:牌手已发出队形命令
命令字:PLAYER_ISSUED_FORMATION_ORDER
xml代码使用:

<PLAYER_ISSUED_FORMATION_ORDER>
</PLAYER_ISSUED_FORMATION_ORDER>     

UI state proposition is true.[152]

翻译:UI状态命题为真
命令字:UI_STATE_PROPOSITION_STATE
xml代码使用:

<UI_STATE_PROPOSITION_STATE>
    <UiState_0 value="AircraftBuildPageIsOpen"/>
</UI_STATE_PROPOSITION_STATE>     

Unused or Obsolete

Check if a gate is open. (False, if not a gate, or closed)[97]

翻译:检查门是否开着。 (False,如果不是门或剂量)
命令字:GATE_IS_OPEN
xml代码使用:

<GATE_IS_OPEN>
    <UnitName_0 value="Object"/>
</GATE_IS_OPEN>     

Check unit Webbed Status.[119]

翻译:检查单元网络状态
命令字:IS_UNIT_WEBBED
xml代码使用:

<IS_UNIT_WEBBED>
    <UnitName_0 value="Object"/>
    <Boolean_1 value="1"/>
</IS_UNIT_WEBBED>     

Does Player have Units that are in alternate formation.[125]

翻译:玩家是否拥有可替换的单位
命令字:UNIT_IN_ALT_FORMATION
xml代码使用:

<UNIT_IN_ALT_FORMATION>
    <PlayerName_0 value="Player"/>
    <ObjectName_1 value="alliedsuperweaponeffect"/>
</UNIT_IN_ALT_FORMATION>     

Does Player have Units that have triggered auto pickup.[124]

翻译:玩家是否拥有能够触发自动拾取的单位
命令字:UNIT_USING_AUTOPICKUP
xml代码使用:

<UNIT_USING_AUTOPICKUP>
    <PlayerName_0 value="Player"/>
    <ObjectName_1 value="alliedsuperweaponeffect"/>
</UNIT_USING_AUTOPICKUP>     

Experience

Named object is at experience level.[86]

翻译:命名对象处于经验级别
命令字:UNIT_IS_AT_LEVEL
xml代码使用:

<UNIT_IS_AT_LEVEL>
    <UnitName_0 value="Player"/>
    <Text_1 value="string"/>
</UNIT_IS_AT_LEVEL>     

False.[0]

翻译:
命令字:CONDITION_FALSE
xml代码使用:

<CONDITION_FALSE>
</CONDITION_FALSE>     

Is game in a skirmish or multiplayer game.[113]

翻译:游戏是小规模战斗还是多人游戏
命令字:IS_GAME_IN_SKIRMISH_OR_MULTIPLAYER
xml代码使用:

<IS_GAME_IN_SKIRMISH_OR_MULTIPLAYER>
    <Boolean_0 value="1"/>
</IS_GAME_IN_SKIRMISH_OR_MULTIPLAYER>     

Is number of units belonging to player near EVA event's last played location greater than, less than, or equal to a fixed value.[127]

翻译:在EVA事件的最后一次游戏地点附近,玩家的单位数量是大于,小于,还是等于一个固定值
命令字:IS_NUM_OF_UNITS_BELONGING_TO_PLAYER_NEAR_EVA_EVENT_LAST_PLAYED_LOCATION_COMPARISON_INT
xml代码使用:

<IS_NUM_OF_UNITS_BELONGING_TO_PLAYER_NEAR_EVA_EVENT_LAST_PLAYED_LOCATION_COMPARISON_INT>
    <PlayerName_0 value="Player"/>
    <RealNumber_1 value="1.1"/>
    <EVA_2 value="EVA"/>
    <Comparison_3 value="2"/>
    <Integer_4 value="4"/>
</IS_NUM_OF_UNITS_BELONGING_TO_PLAYER_NEAR_EVA_EVENT_LAST_PLAYED_LOCATION_COMPARISON_INT>     

Multiplayer allied defeat.[38]

翻译:多人盟军击败
命令字:MULTIPLAYER_ALLIED_DEFEAT
xml代码使用:

<MULTIPLAYER_ALLIED_DEFEAT>
</MULTIPLAYER_ALLIED_DEFEAT>     

Multiplayer allied victory.[37]

翻译:多人盟军的胜利
命令字:MULTIPLAYER_ALLIED_VICTORY
xml代码使用:

<MULTIPLAYER_ALLIED_VICTORY>
</MULTIPLAYER_ALLIED_VICTORY>     

Named object can path into (Player's) nearest base or is already inside it.[100]

翻译:命名对象可以进入(玩家)最近的基地,或者已经在基地内
命令字:UNIT_CAN_PATH_INTO_PLAYERS_NEAREST_BASE
xml代码使用:

<UNIT_CAN_PATH_INTO_PLAYERS_NEAREST_BASE>
    <UnitName_0 value="Object"/>
    <PlayerName_1 value="Player"/>
</UNIT_CAN_PATH_INTO_PLAYERS_NEAREST_BASE>     

Named object is rank level or above.[117]

翻译:命名对象的级别或以上
命令字:NAMED_RANK_LEVEL
xml代码使用:

<NAMED_RANK_LEVEL>
    <UnitName_0 value="Object"/>
    <Integer_1 value="4"/>
</NAMED_RANK_LEVEL>     

Player currently controls N or fewer bases.[93]

翻译:玩家目前控制着N个或更少的基地
命令字:PLAYER_HAS_N_OR_FEWER_BASES
xml代码使用:

<PLAYER_HAS_N_OR_FEWER_BASES>
    <PlayerName_0 value="Player"/>
    <Integer_1 value="4"/>
</PLAYER_HAS_N_OR_FEWER_BASES>     

Player doesn't have units in an area.[74]

翻译:玩家在某个区域没有单位
命令字:SKIRMISH_PLAYER_IS_OUTSIDE_AREA
xml代码使用:

<SKIRMISH_PLAYER_IS_OUTSIDE_AREA>
    <PlayerName_0 value="Player"/>
    <TriggerAreaName_1 value="Area"/>
</SKIRMISH_PLAYER_IS_OUTSIDE_AREA>     

Player has (comparison) threat level in area.[65]

翻译:玩家在区域内拥有(比较)威胁等
命令字:SKIRMISH_VALUE_IN_AREA
xml代码使用:

<SKIRMISH_VALUE_IN_AREA>
    <PlayerName_0 value="Player"/>
    <Comparison_1 value="2"/>
    <RealNumber_2 value="1.1"/>
    <TriggerAreaName_3 value="Area"/>
</SKIRMISH_VALUE_IN_AREA>     

Speech has completed playing.[42]

翻译:演讲结束
命令字:HAS_FINISHED_SPEECH
xml代码使用:

<HAS_FINISHED_SPEECH>
    <SpeechName_0 value="Music"/>
</HAS_FINISHED_SPEECH>     

Supplies are within specified distance.[67]

翻译:供应在规定的距离内
命令字:SKIRMISH_SUPPLIES_VALUE_WITHIN_DISTANCE
xml代码使用:

<SKIRMISH_SUPPLIES_VALUE_WITHIN_DISTANCE>
    <PlayerName_0 value="Player"/>
    <RealNumber_1 value="1.1"/>
    <TriggerAreaName_2 value="Area"/>
    <RealNumber_3 value="1.1"/>
</SKIRMISH_SUPPLIES_VALUE_WITHIN_DISTANCE>     

Supply source is attacked.[78]

翻译:供应源被攻击
命令字:SUPPLY_SOURCE_ATTACKED
xml代码使用:

<SUPPLY_SOURCE_ATTACKED>
    <PlayerName_0 value="Player"/>
</SUPPLY_SOURCE_ATTACKED>     

Supply source is safe.[77]

翻译:供应源安全
命令字:SUPPLY_SOURCE_SAFE
xml代码使用:

<SUPPLY_SOURCE_SAFE>
    <PlayerName_0 value="Player"/>
    <Integer_1 value="4"/>
</SUPPLY_SOURCE_SAFE>     

Team can path into (Player's) nearest base or is already inside it.[103]

翻译:队伍可以进入(玩家)最近的基地,或者已经在基地内
命令字:TEAM_CAN_PATH_INTO_PLAYERS_NEAREST_BASE
xml代码使用:

<TEAM_CAN_PATH_INTO_PLAYERS_NEAREST_BASE>
    <TeamName_0 value="Team"/>
    <PlayerName_1 value="Player"/>
</TEAM_CAN_PATH_INTO_PLAYERS_NEAREST_BASE>     

Team entirely enters an area.[33]

翻译:整个团队进入一个区域
命令字:TEAM_ENTERED_AREA_ENTIRELY
xml代码使用:

<TEAM_ENTERED_AREA_ENTIRELY>
    <TeamName_0 value="Player"/>
    <TriggerAreaName_1 value="Area"/>
    <CameraShakeIntensity_2 value="3"/>
</TEAM_ENTERED_AREA_ENTIRELY>     

There are (comparison) trees in an area.[96]

翻译:在一个地区有(比较)树
命令字:COMPARISON_TREES_IN_TRIGGER_AREA
xml代码使用:

<COMPARISON_TREES_IN_TRIGGER_AREA>
    <Comparison_0 value="2"/>
    <Integer_1 value="4"/>
    <TriggerAreaName_2 value="Area"/>
</COMPARISON_TREES_IN_TRIGGER_AREA>     

Unit enters an area.[31]

翻译:单位进入一个区域
命令字:NAMED_ENTERED_AREA
xml代码使用:

<NAMED_ENTERED_AREA>
    <UnitName_0 value="Object"/>
    <TriggerAreaName_1 value="Area"/>
</NAMED_ENTERED_AREA>     

Unit has been created.[20]

翻译:单位已经创建
命令字:NAMED_CREATED
xml代码使用:

<NAMED_CREATED>
    <UnitName_0 value="Object"/>
</NAMED_CREATED>     
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贡献者: wu