Skip to content
Shadowphreak edited this page May 6, 2024 · 2 revisions

Welcome to the coh3-mod-tools wiki!

PLAYBILL GUIDE BY SHADOWPHREAK - LAST UPDATED 4/2/2024
PLAYBILLS & BASICS SINGLE PLAYER MULTIPLAYER DESCRIPTION
playbill Yes Yes Where the fun starts. Right click and add under the "Prefabs/mapname" in your right tree.
Prefab Group Yes Yes No in game effect. Simply used for organizing your Playbills.
SGroup Yes Yes SGroup are squads. Armies that are controlled by either AI or Human.
EGroup Yes Yes EGroup are blueprints. Buildings, etc…
Marker Yes Yes Term to specify a particulare area/radius.
Properties/Options/Sgroup Yes Yes Every blueprint entity has a "SGroup" option in the Properties Window. This is a unique name (variable) you give a unit so you can refer to it later. Make the name something that makes sense. This is optional, but good practice.
EGroup Name Yes Yes Name you give blueprint entities for spawning, despawning, warping, garrisoning, etc…
CONDITIONS LIST
CONDITION SINGLE PLAYER MULTIPLAYER DESCRIPTION EXAMPLE
AggregatedCount No idea, not tested yet.
AskScarFunction No idea, not tested yet.
Boolean No idea, not tested yet.
CheckAffectorTable No idea, not tested yet.
CheckDifficultySetting No idea, not tested yet.
CheckLedgerValue No idea, not tested yet.
CheckNarrativeVariable No idea, not tested yet.
CheckPlayerStateModelInt No idea, not tested yet.
CheckRace No idea, not tested yet.
CheckTerritoryFrontlineDistance No idea, not tested yet.
CheckTerritoryOwnedBy YES YES If Capture point is owned by a player.
CompareUnitCounts No idea, not tested yet.
CountConstructedEntities No idea, not tested yet.
CountConstructedSquads No idea, not tested yet.
CountConstructedUpgrades No idea, not tested yet.
EntityAtLocation Not Used. Use UnitAtLocation instead.
GameTime No idea, not tested yet.
GroupCount No idea, not tested yet.
HasBuildings No idea, not tested yet.
HasResources If Player has X amount of resources.
HasUnits IF Player has X amount of units.
HealthPercentage YES YES If player is dead or alive or has some health. If Player 1 is under 50% health, show warning text.
IsGarrisoned YES YES Check to see if Sgroup is in or out of building.
IsOnScreen YES YES If unit is onscreen.
IsSuppressedOrPinnted YES YES IF unit is suppressed or pinned down.
IsUnderAttack YES YES If unit is under attack.
NoEventRunning YES YES No idea - Not used?
None
ObjectiveCounter Not used. Used in DynamicObjective.
ObjectiveIntroCheck Not used. Used in DynamicObjective.
ObjectiveIsComplete Not used. Used in DynamicObjective.
ObjectiveIsFailed Not used. Used in DynamicObjective.
ObjectiveIsStarted Not used. Used in DynamicObjective.
ObjectiveTimer Not used. Used in DynamicObjective.
PlayerCanSee YES YES If Player can see unit on screen.
PlayerHasAbilityOrUpgrade YES YES If player has certain ability or upgrade
PlayerOwner YES YES If unit is owned by Player 1, 2, etc…
PlayerPopulation YES YES If Player Population is X. This is good for it enemy has 100 pop, reinforcement come in, or something happens.
PrefabIsActive YES YES If a prefab is running.
SGroupCanSeeSGroup
TrueForTurns
Turn Duraction
UnitAtLocation YES YES If a Player, SGroup or EGroup is at a location. Player 1 enters area then something happens…
ACTION LIST
ACTION SINGLE PLAYER MULTIPLAYER DESCRIPTION EXAMPLE
AddEGroupToGroup No idea - Not used?
AddObjHintpointTo No idea - Not used?
AddSGroupToGroup YES YES Combining units IF you want to add a new unit to an existing Sgroup. Say you recruit new units, you want to add to a group.
AIClearSoloSquads No idea - Not used?
AILockSquads YES YES Changing units to locked AI This prevents AI from controlling units. This should be done when you spawn units automatically, but in rare cases if you need to change later.
AIPopMilitaryTargetEGroupScore No idea - Not used?
AIPopMilitaryTargetTargetScoreMultiplier No idea - Not used?
AIPopUnitTargetTargetScoreMultiplier No idea - Not used?
AIPrefabChangeIntents No idea - Not used?
AIPrefabSetCanReassign No idea - Not used?
AIPushMilitaryTargetEGroupScore No idea - Not used?
AIPushMilitaryTargetScoreMultiplier No idea - Not used?
AIPushUnitTargetScoreMultiplier No idea - Not used?
AISetLuaPersonalityFile No idea - Not used?
AISetMarkerActive No idea - Not used?
AISetPersonality No idea - Not used?
AISetPlayerStrategy No idea - Not used?
AIUnlockSquads No idea - Not used?
ApplyModifier YES YES Adjust unit speed, damage, armor, etc…
Attack YES YES Orders unit to attack a location or SGroup
AttackMove YES YES Orders unit to move to location or SGroup. Attack anything on its way.
BookmarkTime Not used. Used in DynamicObjective.
CallScanFuntion Not used. Used in DynamicObjective.
CameraFocusEvent No idea - Not used?
CameraSplinePan No idea - Not used?
CameraUnFocus No idea - Not used?
ChangePartisanHubRelationPoint No idea - Not used?
ClearSGroup No idea - Not used?
CompleteObjective Not used. Used in DynamicObjective.
Construct YES YES Orders engineer/builder unit to construct defense/sandbag/etc.. Building must be available to that particular unit to work.
ConvertToFieldSupport
CreateDynamicObjective YES NO Used for creating Single Player Mission Objective. Will create a new tutorial for this. It's a lot of information.
CreateWarningObjective
DeSpawn YES YES Removing visbility in game of SGroup or EGroup. If I want to hide a unit because of an action - like a crashed plane - and have it appear after something happens in game.
EnableEntityExtension No idea - Not used?
EventDelay No idea - Not used?
FadeFromBlack YES YES Work with FadeToBlack. Brings screen from darkness.
FadeSequence No idea - Not used?
FadeToBlack YES YES Works with FadeFromBlack. Turn screen into dark.
FailObjective Not used. Used in DynamicObjective.
FillSGroupFromMarker No idea - Not used?
FillSGroupWithPlayerSquads No idea - Not used?
FOWReveal YES YES Show an area on the map remove FOW If there is a new objective or army entering map. I usually use this with a short duration to show players.
FOWUnReveal Remove FOW Vision, works with FOWReveal.
GameTextTitleFade YES YES Small text msg bottom center of screen. 2 or 3 words max.
Garrison YES NO Order unit to hold up in building/vehicle and vice versa. Unit doesn’t need to be close to building. Building must be named. Unit will run to building and enter it regardless where they are.
GroupKill YES YES Kill any SGroup or EGroup. Ideal for wiping out complete armies after a mission/task is complete.
InstantCaptureStrategicPoint Instantly convert capture point to player or enemy.
KillNeutralEntitiesNearPosition No idea - Not used?
LaunchCustomMission No idea - Not used?
LaunchPrefabOrPlaybill YES YES Load another Playbill. Very important. If a task/mission is finished, simply call a new playbill. Always use this instead of Instantly starting new playbills on start. If you start too many playbills at start of game, users will get bugsplat.
LoadAtmosphere YES YES Change Atmosphere. Create a couple atmospheres with different lighting, sun orbit, and/or fog. Simply calling this action and setting the duration will automatically adjust/fade into new one. Great for night/day transition.
Loop YES YES Repeat Playbill. Dangerous but important action. It will repeat this playbill. I use this for attack commands. I'll have one playbill that spawns, and then launch another playbill that simply attacks, waits, attacks, etc…
MaxSpeed Not used. Use APPLYMODIFER instead.
MetamapLinkAttachmentToCompany No idea - Not used?
MissionComplete YES YES Mission Complete screen (end game)
MIssionFail YES YES Mission Fail screen (end game)
ModifyAccuracy Not used. Use APPLYMODIFER instead.
ModifyScatter Not used. Use APPLYMODIFER instead.
MoveUnit Move a unit without attacking. Not really used, as I use AttackMove instead. Rarely used for NPC units.
MultiplayerComplete YES YES Multiplayer Complete screen (end game)
NISEnd No idea - Not used?
None
ObjectiveAddHealthBar Not used. Used in DynamicObjective.
ObjectiveIncreaseCounter Not used. Used in DynamicObjective.
ObjectivePauseTimer Not used. Used in DynamicObjective.
ObjectiveRemoveHealthBar Not used. Used in DynamicObjective.
ObjectiveSetCanFail Not used. Used in DynamicObjective.
ObjectiveSetCounter Not used. Used in DynamicObjective.
ObjectiveSetEnableTitlecard Not used. Used in DynamicObjective.
ObjectiveShowTitle Not used. Used in DynamicObjective.
ObjectiveStartTimer Not used. Used in DynamicObjective.
ObjectiveStopCounter Not used. Used in DynamicObjective.
ObjectiveStopTimer Not used. Used in DynamicObjective.
ObjectiveUnPauseTimer Not used. Used in DynamicObjective.
PlayAnimation No idea - Not used?
PlayCampaignBattleSitrep No idea - Not used?
PlayCaptureCamera No idea - Not used?
PlayerAddAbility No idea - Not used?
PlayerInstantUpgrade No idea - Not used?
PlayerSetPopulationCap YES YES Set Player Population cap. Sets population of player. Warning, if you do this for any player other than player 1, those players MUST be present as Human or AI in game, otherwise map will not load.
PlayerSetResource YES YES Add/Remove specific resources from player. Sets resources of player. Warning, if you do this for any player other than player 1, those players MUST be present as Human or AI in game, otherwise map will not load.
PlayerSetResourceCap YES YES Set specific resource cap (ammo/fuel/etc..) Sets resource cap of player. Warning, if you do this for any player other than player 1, those players MUST be present as Human or AI in game, otherwise map will not load.
PlayMusicStinger No idea - Not used?
PlaySpeech No idea - Not used?
RandomWeightedActions YES YES Randomly chose actions. I use this mainly with AttackMove. Provides random locations where units will attack, so its not the same each gameplay.
RemoveModifier No idea - Not used?
RemoveObjHintpoint Not used. Used in DynamicObjective.
ResourcesDisable YES YES Disable resources from growing. (ammo/fuel/etc..) Disables ability to auto-grow resources. Warning, if you do this for any player other than player 1, those players MUST be present as Human or AI in game, otherwise map will not load.
ResourcesEnable YES YES Enable resources if disabled. Re-enables ability to auto-grow resources. Warning, if you do this for any player other than player 1, those players MUST be present as Human or AI in game, otherwise map will not load.
ReSpawn YES YES Respawn SGroup or EGroup is DeSpawned. Used with DeSpawn action.
Retreat YES YES Tell a unit to retreat.
SetAbilityAvailability No idea - Not used?
SetCrushMode No idea - Not used?
SetDamageRecievedModifier Not used. Use APPLYMODIFER instead.
SetHealth Not used. Use APPLYMODIFER instead.
SetInteractiveStage YES YES Open locked zones on map. Paint interactive zones in your map, name them 2, 3, 4, 5, etc… This opens these zones up for human players. You cannot RELOCK zones. Only unlock. Keep in mind, locked zones don’t apply to AI players/units, they ignore it.
SetInterruptingAction No idea - Not used?
SetInvulnerable YES YES Make object invincible.
SetLedger No idea how to use…
SetMusic No idea how to use…
SetNarrativeActionEnabled. Not used. Used in DynamicObjective.
SetNarrativeInfluenceValueToUse Not used. Used in DynamicObjective.
SetNarrativeVariable Not used. Used in DynamicObjective.
SetOwner YES YES Change owner of SGroup/EGroup. Example, you rescue some troops, they turn to the player controlled.
SetPartisanHubActived
SetSelectable YES YES Change if player can select a SGroup/EGroup Important for single player missions. If you want the unit to not be selectable by the player, but still on its team.
SetStateModelProperty No idea - Not used?
SetTargetingType No idea - Not used?
SGRoupSetAutoTargetting No idea - Not used?
SGroupWarpTo YES YES Immediately move SGroup to new location. I use this if I want to move entity, instant travel.
SoldierStoresClear Not used. Used in DynamicObjective.
SoldierStoresSetNextMissionStory Not used. Used in DynamicObjective.
SoldierStoresSetNextSkirmishStory Not used. Used in DynamicObjective.
SpawnEntities YES YES Spawn EGroup Spawn anything that isn't a army unit. Buildings, etc…
SpawnLiveMunition No idea - Not used?
SpawnMarkerFX No idea - Not used?
SpawnRandomTarget No idea - Not used?
SpawnSquads YES YES SpawnSGroup Most used action. Spawn armies. Keep in mind here you not only control what unit spawns, but the owner, how many units to spawn with the group, and I almost always check "AI LOCK" so I have control of what they do not AI.
SquadPath YES YES Have SGroup follow pre-created path. I use this to control where spawn AI travels. You first create a waypoint entity spline, the simply tell the unit to follow this.
StartIntel Not used. Used in DynamicObjective.
StartObjective Not used. Used in DynamicObjective.
StartPrimaryObjectiveOrPlaybill Not used. Used in DynamicObjective.
StartTimer Not used. Used in DynamicObjective.
StopObjective Not used. Used in DynamicObjective.
StopPrefabOrPlaybill YES YES Stop playbill that’s looping. Impotant! IF you have any playbills with loops, I use this to stop the loop.
ThreatArrowAdd Not used. Used in DynamicObjective.
TrainingGoalSequence Not used. Used in DynamicObjective.
UIAllTErritoryHide No idea - Not used?
UIAllTerritoryShow No idea - Not used?
UIFireEventCue YES YES Displays text box top center of screen. This can hold the most words, usually around 20. This is the only method of telling the player a bunch of information.
UIFireMinimapBlip YES YES Show blip on map for players to see.
UIFlashAbilityButton No idea - Not used?
UIRemoveMinimapBlip Remove blip if you have it without duration.
UISetHUDVisibility YES YES Remove parts of the HUD Hide Map, Abilities, Etc.
UIShowInfoPanel YES YES Displays graphical 2 line text box top right of screen. Two lines, roughly 2-3 words and 3-4 words. Pretty box I use for mission updates and such in multiplayer missions.
UpgradeCommand No idea - Not used?
UseAbility YES YES Orders BG ability in game. Great for calling in airstrikes, and any BG ability.
Wait YES YES Addes a pause between actions. Used the most. This is very important. You don’t want to have too many actions firing at one time can cause bugsplat. This allows you to put pauses. Especially if your using any TEXT messages. If your text message duration is 10 seconds, you want a WAIT command after for 10 seconds. As an example.
WAitForAnyEventComplete No idea - Not used?
WorldEnableSharedLineOfSight No idea - Not used?
Clone this wiki locally