Trigger Syntax

Trigger("Players"){

Conditions:

	Accumulate("Players", At least/At most/Exactly, Resource Amount(#), Resource Type);

	Always();

	Bring("Players", "Unit Name", "Location", At least/At most/Exactly, Unit Amount(#));

	Command("Players", "Unit Name", At least/At most/Exactly, Unit Amount(#));

	Command the Least("Unit Name");

	Command the Least At("Unit Name", "Location");

	Command the Most("Unit Name");

	Commands the Most At("Unit Name", "Location");

	Countdown Timer(At least/At most/Exactly, Time in Seconds);

	Deaths("Players", "Unit Name", At least/At most/Exactly, Deaths Amount(#));

	Elapsed Time(At least/At most/Exactly, Time in seconds);

	Highest Score(Score Type);

	Kill("Players", "Unit Name", At least/At most/Exactly, Unit Amount(#));

	Least Kills("Unit Name");

	Least Resources(Resource Type);

	Lowest Score(Score Type);

	Most Kills("Unit Name");

	Most Resources(Resource Type);

	Never();

	Opponents("Players", At least/At most/Exactly, Player Amount(#));

	Score("Players", Score Type, At least/At most/Exactly, Score Amount(#));

	Switch("Switch Name", set/not set);

Actions:

	Center View("Location");

	Create Unit("Players", "Unit Name", Unit Amount(#), "Location");

	Create Unit with Properties("Players", "Unit Name", Unit Amount(#), "Location", CUWP Slot(#));

	Defeat();

	Display Text Message(Always Display, "Text here");

	Draw();

	Give Units to Player("Units owned by Players", "Given to Players", "Unit Name", Unit Amount(#), "Location");

	Kill Unit("Players", "Unit Name");

	Leader Board Control At Location("Label", "Unit Name", "Location");

	Leader Board Control("Label", "Unit Name");

	Leaderboard Greed(Resource Amount(#));

	Leader Board Kills("Label", "Unit Name");

	Leader Board Points("Label", Score Type);

	Leader Board Resources("Label", Resource Type);

	Leaderboard Goal Control At Location("Label", "Unit Name", Goal Amount(#), "Location");

	Leaderboard Goal Control("Label", "Unit Name", Goal Amount(#));

	Leaderboard Goal Kills("Label", "Unit Name", Goal Amount(#));

	Leaderboard Goal Points("Label", Score Type, Goal Amount(#));

	Leaderboard Goal Resources("Label", Goal Amount(#), Resource Type);

	Leaderboard Computer Players(State);

	Minimap Ping("Location");

	Modify Unit Energy("Players", "Unit Name", Energy%, Unit Amount(#), "Location");

	Modify Unit Hanger Count("Players", "Unit Name", Hanger Amount(#) Added, Unit Amount(#), "Location");

	Modify Unit Hit Points("Players", "Unit Name", Health%, Unit Amount(#), "Anywhere");

	Modify Unit Resource Amount(#)("Players", Resource Amount(#), Unit Amount(#), "Location");

	Modify Unit Shield Points("Players", "Unit Name", Shield%, Unit Amount(#), "Location");

	Move Location("Players", "Unit Name", "Location moved", "Location");

	Move Unit("Players", "Unit Name", Unit Amount(#), "Location from", "Location to");

	Mute Unit Speech();

	Order("Players", "Unit Name", "Location from", "Location to", Movement Type);

	Pause Game();

	Pause Timer();

	Play WAV("WAV path", WAV length in ms);

	Preserve Trigger();

	Remove Unit("Players", "Unit Name");

	Remove Unit At Location("Players", "Unit Name", Unit Amount(#), "Location");

	Run AI Script("Script Name");

	Run AI Script At Location("Script Name", "Location");

	Set Alliance Status("Players", Alliance Status);

	Set Countdown Timer(Edit Type, Time in Seconds);

	Set Deaths("Players", "Unit Name", Edit Type, Death Amount(#));

	Set Doodad State("Players", "Unit Name", "Location", State);

	Set Invincibility("Players", "Unit Name", "Location", State);

	Set Mission Objectives("Text here");

	Set Next Scenario("Scenario name");

	Set Resources("Players", Edit Type, Resource Amount(#), Resource Type);

	Set Score("Players", Edit Type, Score Amount(#), Score Type);

	Set Switch("Switch Name", set/clear/toggle/randomize);

	Talking Portrait("Unit Name", Time in ms);

	Transmission(Always Display, "Text here", "Unit Name", "Location", Edit Type, Time in ms, "WAV path", WAV length in ms);

	Unmute Unit Speech();

	Unpause Game();

	Unpause Timer();

	Victory();

	Wait(Time in ms);
}

//-----------------------------------------------------------------//

Briefing("Players"){
	Display Speaking Portrait(Portrait location(#), Time in ms);

	Hide Portrait(Portrait location(#));

	Mission Objectives("Text here");

	Play WAV("WAV path", WAV length in ms);

	Show Portrait("Unit Name", Portrait location(#));

	Text Message("Text here", Time in ms);

	Transmission("Text here", Portrait location(#), Edit Type, Time in ms, "WAV path", WAV length in ms);

	Wait(Time in ms);
}

//-----------------------------------------------------------------//


Reference Lists:
DO NOT WRITE WHAT IS IN PARENTHESIS

Alliance Status:
Enemy
Ally
Allied Victory

Edit Types:
Set To
Add
Subtract

Movement Types:
move
patrol
attack

Unit Amounts:
All
0 (All)
#

States:
enabled
disabled
toggle

Resource Types:
ore
gas
ore and gas

Score Types:
Total
Units
Buildings
Units and buildings
Kills
Razings
Kills and razings
Custom

Unit Names:
Any unit
Men
Factories
Specific Unit Name

Players:
Player #
All players
Current player
Foes
Allies
Neutral players
"Force Name"

Text:
Enter (aka Line Break) = \r\n\
Quotation Mark = \"
Backslash = \\

Triggers Colored Text:
Light blue (1) = <1>
Light blue (2) = <2>
Yellow = <3>
White = <4>
Grey = <5>
Red = <6>
Light green = <7>
Invisible = <8>
Overlap back (Center align) = <C>
Overlap front (Right align) = <R>

Forces Colored Text:
Light blue (1) = <1>
Light blue (2) = <2>
Green = <3>
Light green = <4>
Grey = <5>
White = <6>
Red = <7>
Invisible = <8>
Overlap back (Center align) = <C>
Overlap front (Right align) = <R>

CUWP Slots:
HP: (Health Points/Hit Points)
SP: (Shield Points)
EP: (Energy Points)
Res: (Amount of Resources)
Hangar Units: (Number of units in Hanger)

Flags:
BURROWED
HALLUCINATED
INVINCIBLE
INTRANSIT
CLOAKED