Trigger Archive

About
This page attempts to contain every predefined trigger in the editor with a description of it from the editor. Each trigger may link to a dedicated page for more advanced guides.

Events
AI
 * Player sends AI Wave
 * Player Any Player sends an AI wave.


 * This event fires when an AI wave is sent by the specified player.

Camera

 * Camera Moves
 * Player 0 moves the camera for Any reason.


 * This event fires when the specified player moves the camera. Use "Camera Move Reason" to get the way in which the camera was moved.

Cinematics

 * Movie Function
 * A movie function event with the name Function Name happens for player.


 * This event is only usable if you play a movie texture on a model, and that movie texture has a event file with the same name as the movie texture. The event file can specif times when the movie should send an event to the trigger system. Each event in the event file has a name that must be specified in the Function Name parameter if you want to respond to that event.

Conversation

 * Conversation Reply Selected
 * Player Any Player selects Any Reply from Any Conversation.


 * This event fires when the specified player selects the specified reply from the specified conversation. Use "Selected Conversation to get the conversation and "Selected Conversation Reply" to get the reply.


 * Data Conversation State Changed
 * Data conversation state Any Conversation State changed.


 * This event fires when the specified conversation state is changed during a data conversation or when it is changed through the "Set Data Conversation State" action. Use "Triggering Converation State" to get the converstation state.

Dialog

 * Dialog Item is Used
 * Any Dialog Item is used by Player Any Player with event type Clicked.


 * This event fires when a dialog item is used. Use "Dialog Item Event Type" to find out how the event was triggered. Use "Used Dialog Item" to get the dialog item that triggered this event. Use "Triggering Player" to get the player that used the dialog item.

Environment

 * Effect Used
 * Player 1 uses Effect No Game Link.


 * This event fires when the specified effect is used by the specified player.

Game

 * Chat Message
 * Player Any Player types a chat message containing Text, matching Exactly


 * This even fires when the specified chat message is typed by the specified player. If exact match is selected, then the string the player enters must be identical to the specific string for the event to fire. If partial match is selected, then the event will fire if the player enters the specified string plus any number of additional characters after it. Use the "Chat String" function to refer to the message being entered. Use "Triggered Player" to get the player that typed the message.


 * Cheat Used
 * Player Any Player uses Any cheat code.


 * This event fires then the specified player uses the specified cheat. Use "Cheat Type Used" to get the cheat that was used.


 * Map Initialization
 * Map Initialization
 * This event fires when a map starts running.


 * Save Game Finished
 * Save game finished
 * This event fres just after a game is saved.


 * Save Game Started
 * Save game started
 * This event fires just before a game is saved.

Player

 * Player Changed Alliances
 * Player Any Player changes alliance


 * This event fires when a player changes alliances. Use "Triggering Player" to get the player.


 * Player Leaves Game
 * Player Any Player leaves the game with Victory


 * This event fires when a player leaves the game with the specified victory type. Use "Triggering Player" to get the player.


 * Player Property Changed
 * Player 1 Minerals changes


 * This event fires when the specifed property for the specified player changes. Use "Triggering Player" to get the player. Use "triggering Player Property to get the property that changed.

Story

 * Mercenary Panel Exited
 * This event fires when a player closes the mercenary panel.


 * Mercenary Panel Purchase
 * This event fires when a player clicks the purchase button on the mercenary panel.


 * Mercenary Panel Selection Changed
 * This event fires when a player selects the specified MercenaryID on the mercenary panel.


 * Mission Archive Panel Play Scene
 * Mission Archive Panel Play Scene


 * Mission Archives Panel Exited
 * This event fires when a player closes the mission archives panel.


 * Mission Archives Panel Play Mission
 * This event fires when a player chooses to replay a mission through the mission archives panel. Use "Selected Mission Archive Difficulty" to get the difficulty the player selected. "Use Selected Mission Archive Mission" to get the mission the player selected.


 * Mission Archives Panel Selection Changed
 * This event fires when a player changes the active selection in the mission archives panel.


 * Planet Panel Birth Complete
 * This event fires when the planet panel finishes playing its birth animation.


 * Planet Panel Death Complete
 * This event fires when the planet panel finishes playing its death animation.


 * Planet Panel Launched
 * This event fires when the specified player opens the planet panel.


 * Planet Panel Mission Selected
 * This event fires when a player clicks on a planet on the planet panel. Use "Clicked Planet" to get the planet that was clicked.


 * Planet Panel Pressed Replay Button
 * This event fires when the specified player presses the replay button on the planet panel.


 * Purchase Category Selected
 * This event fires when the specified player selects the specified purchase category from the storymode armory.


 * Purchase Exit
 * This event fires when the specified player exits the storymode armory tech purchase interface.


 * Purchase Item Selected
 * This event fires when the specified player selects the specified purchase item from the storymode armory.


 * Purchase Made
 * This event fires when the specified player purchases the specifeid tech from the storymode armory. Use "Purchased Purchase Item" to get the item that was purchased.


 * Research Panel Close Button Clicked
 * This event fires when a player closes the research panel.


 * Research Panel Research Button Clicked
 * This event fires when a player clicks the research button on the research panel.


 * Research Panel Selection Changed
 * This event fires when a player selects the specified Research Item on the research panel.


 * Victory Panel Exited
 * This event fires when a player closes the victory panel.


 * Victory Panel Play Mission Again
 * This event fires when a player clicks the play again button on the victory panel.

Timer

 * Periodic Event
 * This event fires periodically whenever the time specified elapses.


 * Time Elapsed
 * This event fires once the specified amount of time has passed.


 * Timer Expires
 * This event fires whenever the specified timer reaches zero. This catches both one shot and repeating timer. Use the "Triggering Timer" function to refer to the expiring timer.

UI
 * Abort Mission
 * This event fires when the player clicks the Abort Mission button.


 * Button Pressed
 * Only register for this event when you absolutely need it, as it will generate network traffic from all players for every button they press. This event fires when a player pressed a command card button. Use "Button Pressed" to get the button that was pressed.


 * Custom Dialog Dismissed
 * This event fires when a player selects an option on the Custom Dialog. Use "Custom Dialog Result" to get the option the player selected. Use "Triggering Player" to get the player.


 * Game Credit Finished
 * Event is triggered when the end game credits finish rolling for the specified player.


 * Game Menu Item Selected
 * This event fires when a player selects an item on the Game Menu Dialog. Use "Game Menu Item selected" to get the menu item that the player selected.


 * Key Pressed
 * Only register for this even when you absolutely need it, as it will generate network traffic from all players for every button they press. This event fires when a player presses the specified key. Use "Key Pressed" to get the key that was pressed. Use "Alt Key Pressed", "Control Key Pressed", and "Shift Key Pressed" to find out what modifer keys were pressed.


 * Mouse Clicked
 * Only register for this for this event when you absolutely need it, as it will generate network traffic from all players for every mouse click they make. This event fires when a player clicks a mouse button. Use "Mouse Clicked Button" to get the button that was clicked. Use "Mouse Clicked UI Pos X" and Mouse Clicked UI Pos Y" to get the UI X and Y position where the player clicked the mouse. Use "Mouse Clicked World Pos X", "Mouse Clicked World Pos Y" and "Mouse Clicked World Pos Z" to get the X, Y, and Z world position where the player clicked the mouse. Use "Alt Key Pressed", "Control Key Pressed" and "Shift Key Pressed" to find out what modifier keys were pressed.


 * Mouse Moved
 * Only register for this event when you absolutely need it, as it will generate network traffic from all players fr every mouse move they make. This event fires when a player moves the mouse. Use "Mouse Moved UI Pos X" and "Mouse Moved UI Pos Y" to get the UI X and Y position where the player moved the mouse. Use "Mouse Moved World Pos X", "Mouse Moved World Pos Y" and "Mouse Moved World Pos Z" to get the X, Y and Z world position where the player moved the mouse.

Unit

 * Unit Acquires Powerup
 * This event fires when a unit acquires a powerup. Use "Triggering Powerup" to get the powerup.


 * Unit Acquires Target
 * This event fires when a unit acquires a target. Use "Acquired Target" to get the target that was acquired. use "Triggering Player" to get the owner of the unit that acquired a target. Use "Triggering Unit" to get the unit that acquired a target.


 * Unit Arming Progress
 * This event fires when a unit's arming progress reaches a certain stage. Use "triggering Player" to get the player that triggered the arm ability. Use "triggering Unit" to get the arming unit. Use "Triggering Progress Unit Type" to get the unit type of the unit in the queue. Use "Triggering Progress Unit's to get the unit in the queue.


 * Unit Attribute Changed
 * This event fires when a unit's attribute points change. Use "triggering Attribute Point" to get the number of attribute point. Use "triggering Behavior" to get the behavior.


 * Unit Becomes Idle
 * This event fires when a unit becomes or stop idling.


 * Unit Construction Progress
 * This event fires when a unit's construction stage reaches a certain progress. Use "Triggering Player" to get the player that triggered construction. "Use "Triggering Unit" to get the unit that is doing the constructing. Use "Triggering Progress Unit Type" to get the unit type of the unit that is under construction. Use "triggering Progress Unit" to get the unit that is under construction.


 * Unit Dies
 * This event fires when a unit dies. Use "Damage Source Position" to get the position of the unit that dealt the killing blow. Use "Killing Player" to get the owner of the unit that dealth the killing blow. Use "Killing Unit" to get the unit that dealt the killing blow. Use "triggering Death Type Check" to get the death type. Use "Triggering Player" to get the owner ofthe unit that died. Use "Triggering Unit" to get the unit that died. Use "Experience Level of Unit" to get the experience level of the unit that died. Use "Total Experience of Unit" to get the total number of experience points the unit had before it died.


 * Unit Enters/Leaves Point
 * This event fires when a unit enters or leaves a certain distant around a point. Use "triggering Unit" to get the unit.


 * Unit Enters/Leaves Range of Unit
 * This event fires when a unit enters or leaves a distance around another unit. Use "Triggering Player" to get the player that was controlling the unit. Use "Triggering Unit" to get the unit.


 * Unit Enters/Leaves Region
 * This event fires when a unit enters or leaves a region. Use "triggering Player" to get the player that was controlling the unit. Use "Triggering Region" to get the region that the unit either entered or left. Use "Triggering Unit" to get the unit.


 * Unit Gains Experience
 * This event fires when a unit gains experience. Use "Triggering Behavior" to get the behavior. use "triggering Experience Gained" to get the amount of experience. Use "Triggering Player" to get the owner of the unit that gained experience. Use "Triggering Unit" to get the unit that gained experience.


 * Unit Gains Experience Level
 * This event fires when a unit gains an experience level. Use "Triggering Behavior" to get the behavior. Use "Triggering Player" to get the owner of the unit that gained a level. Use "Triggering Unit" to get the unit that gained a level.


 * Unit is Attacked
 * This even fires when a unit is attacked. Use "Attacking Unit" to refer to the unit performing the attack. Use "Triggering Unit" to refer to the unit being attacked. Use "Triggering Player" to get the owner of the unit being attacked.


 * Unit is Being Removed
 * This event fires when a unit is removed from the game. Use "Triggering Player" to get the owner of the unit. Use "Triggering Unit" to get the unit.


 * Unit is Created
 * This event fires when a unit is created. Use "Created Unit" to refer to the unit created. Use "Ability that Created Unit" to get the ability that created the unit. Use "Behavior Unit" to get the behavior that created the unit.


 * Unit is Issued Order
 * This event fires when a unit is issued an order. Use "Triggering Order" to get the order. Use "Triggering Player" to get the player that issued the order. Use "Triggering Unit" to get the unit that was issued the order.


 * Unit is Revived
 * This event fries when a unit is revived. Use "Triggering Unit" to get the unit that was revived.


 * Unit Learn Progress
 * This event fires when a unit's learning stage reaches a certain progress. Use "Triggering Player" to get the player that triggered construction. Use "Triggering Unit" to get the unit that is doing the learning. Use "Triggering Progress Ability" to get the ability being learned.


 * Unit Loads/Unloads Cargo
 * This event fire when a unit loads or unloads cargo. Use "triggering Cargo Unit" to get the unit that was loaded or unloaded. Use "triggering Player" to get the owner of the transport unit. Use "Triggering Unit" to get the transport unit.


 * Unit Manipulates Inventory
 * This event fires when a unit performs the specifeid action on the specified inventory item. Use "Triggering Inventory Item" to get the inventory item, "Triggering Inventory Item Container" to get the container the item resides in, "Triggering Inventory Item Slot" to get the slot the item occupies, "Triggering Inventory Item Target Point" to get the point targeted by the action, and "Triggering Inventory Item Target Unit" to get the unit targeted by the action.


 * Unit Owner Changes
 * This event fires when the owning player of a unit changes. Use "Triggering Unit" to get the unit, and "Old Unit Owner" and "new Unit Owner" to get the old and new owners.


 * Unit Property Changes
 * This event fires when a unit's property changes. Use "triggering Player" to get the owner of the unit whose property changed. Use "Triggering Unit" to get the unit whose property changed.


 * Unit Research Progress
 * This event fires when a unit's research progress reaches a certain point. Use "Triggering Player" to get the player that started the research. Use "Triggering Unit" to get the unit that is doing the research. Use "triggering Progress Upgrade" to get the upgrade being researched.


 * Unit Revive Progress
 * This event fires when a unit's revive progress reaches a certain stage. Use "Triggering Player" to get the player that started the revive. Use "triggering Unit" to get the unit doing the reviving. Use "Triggering Progress Unit" to get the unit type of the unit being revived. Use "triggering Progress Unit" to get the unit being revived.


 * Unit Specialization Progress
 * This event fires when the unit's specialization reaches a specifed point. Use "Triggering Player" to get the player that started the specialization. Use "Triggering Progress Effect" to get the effect that will run when specialization completes. use "Triggering Unit" to get the unit doing the specializing.


 * Unit Starts Attacking
 * This event fires when a unit starts attacking. Use "Attacking Unit" or "Triggering Unit" to get the attacker. Use "Triggering Player" to get the owner of the attacker.


 * Unit Takes Damage
 * This event fires when a unit takes damage. Use "Damage Source Position" to get the position of the damage source. Use "damaging Player" to get the owner of the unit that is dealing damage. Use "Damaging Unit" to get the unit that is dealing damage. Use "triggering Damage Amount" to get the amount of damage being dealt. Use "Triggering Player" to get the owner of the unit that is taking damage. Use "Triggering Unit" to get the unit that is taking damage.


 * Unit Training Progress
 * This event fres when a unit's training progress reaches a certain stage. Use "Triggering Player" to get the player that sarted the tarining. Use "Triggering Unit" to get the unit doing the training. Use "Triggering Progress Unit Type" to get the unit type of the unit being trained. Use "Triggering Progress Unit" to get the unit being trained.


 * Unit Uses Ability
 * This event fires when a unit uses an ability. Use "triggering Ability" to get the ability that was used. Use "Triggering Ability Stage" to get the stage the ability was in when the event fired. Use "Triggering Ability Point" to get the target point for the ability. Use "triggering Ability Target Unit" to get the target unit for the ability. Use "Triggering Player" to get the player that used the ability. Use "Triggering Unit" to get the unit that used the ability.

Unit Selection

 * Unit is Clicked
 * This event fires when a unit is clicked by a player. Use "Triggering Unit" to refer to the unit being clicked. Use "Triggering Player" to get the player.


 * Unit is Highlighted
 * This event fries when a unit is highlighted or unhighlighted by a player. Use "Triggering Unit" to refer to the unit being highlighted or unhighlighted. Use "Triggering Player" to get the player.


 * Unit is Selected


 * This event fires when a unit is selected. Use "Triggering Unit" to refer to the unit being selected or deselected. Use "Triggering Player" to get the player that selected the unit.

Actor

 * Apply Globla Texture Group
 * Attach Actor to Unit
 * Attach Model to Unit
 * Create Actor
 * Create Actor at Point
 * Create Actor Region
 * Create Actor Scope
 * Create Look At Target At Point
 * Create Look At Target At Unit Attach Point
 * Create Model At Point
 * Kill Actor Scope
 * Kill All Particles
 * Kill Model
 * Make Actor Face Angle
 * Make Actor Look At Actor
 * Make Actor Look At Actor (Custom)
 * Make Actor Stop Looking
 * Make Actor Stop Looking (Custom)
 * Make Unit Look At Actor
 * Make Unit Look At Point
 * Make Unit Look At Unit
 * Make Unit Stop Looking
 * Orphan Actor Scope
 * Play Movie Texture on Unit Actor
 * Remove Death Models in Region
 * Remove Global Texture Group
 * Send Actor Message
 * Send Actor Message to Actor Region
 * Send Actor Message to Actor Region with Filters
 * Send Actor Message to Game Region
 * Send Actor Message to Game Region with Filters
 * Send Actor Message to Scope
 * Send Actor Message to Unit
 * Send Actor Message via Name
 * Stop All Video Textures on Unit

AI

 * Activate / Deactivate Bullies in Region
 * Add Attack Wave Unit Types
 * Add Attack Wave Waypoing
 * Add Escort Unit to Attack Wave
 * Add Escort Unit Type to Attack Wave
 * Add New Bully
 * Add Unit to Attack Wave
 * Add UnitGroup to Attack Wave
 * Cancel Attack Wave
 * Enable/Disable Script Control for Unit
 * Enable/Disable Script Control for Unit Group
 * Enable/Disable Suicide for Unit
 * Enable/Disable Suicide for Unit Group
 * Enable/Disable Wave Use for Unit
 * Enable/Disable Wave Use for Unit Group
 * Global Suicide
 * Init Campaign Harvesting
 * Init Campaign Towns
 * Issue AI Order
 * Limit Bully Rebuilt to Nearest Town
 * Limit Bully Wave Gather to Nearest Town
 * Pause AI Time
 * Remove All Bullies
 * Remove Unit from All Waves
 * Remove Unit From All Waves and Set Home
 * Remove Unit Group from All Waves
 * Remove Unit Group from All Waves and Set Home
 * Reset Bully Rebuild Counts in Region
 * Send Attack Wave
 * Set Attack Wave Bully Percent
 * Set Attack Wave Gather Early No Replace
 * Set Attack Wave Gather Point
 * Set Attack Wave Keep Alive
 * Set Minimum Bully Count
 * Set Rebuild Count
 * Set Rebuilt Count (Default)
 * Set Rebuild Count (Specific)
 * Set Target Escort for Attack Waves
 * Set Target Escort for Attack Waves, No Leashing
 * Set Target Gather Defense for Attack Waves
 * Set Target Gather Offense for Attack Waves
 * Set Target Melee for Attack Waves
 * Set Target Melee Harass for Attack Waves
 * Set Target Merge for Attack Waves
 * Set Target Patrol for Attack Waves
 * Set Target Player for Attack Waves
 * Set Target Point for Attack Waves
 * Set Target Region for Attack/Defense Waves
 * Set Target Unit for Attack Waves
 * Set Target UnitArea fro Attack Waves
 * Set Target UnitGroup for Attack Waves
 * Start Campaign AI for All Players
 * Start Campaign AI for Player

AI Advanced

 * Accept Surrender
 * Build
 * Call Original tactical AI Think
 * Clear Build Queue
 * Clear Cloaked Attacker
 * Clear Research Queue
 * Clear Stock
 * Clear Train Queue
 * Count Object as Already Made
 * Declare Next Town
 * Declare Town Specific Slot
 * Default Economy
 * Default Expansion
 * Enable Harvesting
 * Enable Stock
 * Enable/Disable AI Option for Unit
 * Init Melee AI
 * Make Always
 * Make Once
 * Release Unit
 * Research
 * Scout
 * Set All States
 * Set APM
 * Set Difficulty Parameter
 * Set Flag
 * Set Harvest Rate
 * Set Ignored by Wave
 * Set Main Town
 * Set Num Scouts
 * Set Scout Times
 * Set State
 * Set Stock
 * Set StockAlias
 * Set StockEx
 * Set StockExpand
 * Set StockFree
 * Set StockOpt
 * Set Stock Town
 * Set Stock UnitNext
 * Set Tactical AI Range
 * Set Tactical AI Think 2
 * Set Tech Flag State
 * Set Unit Evaluation Custom Index
 * Start AI
 * Tactical AI - Cast
 * Tactical AI - Flee
 * Tactical AI Filter Alliance
 * Tactical AI Filter Life
 * Tactical AI Filter Life Modifier
 * Tactical AI Filter Life Per Marker
 * Tactical AI Filter Movement Plane
 * Tactical AI Filter Range
 * Tactical AI Filter Remove Self
 * Tactical AI Filter Shields
 * Tactical AI Filter Unit Filter
 * Train
 * Transport Set Panic
 * Transport Set Retunr
 * Wave Add Info
 * Wave Add Unit
 * Wave Add Unit Priority
 * Wave Delete
 * Wave Info Attack
 * Wave Info Suicide
 * Wave Merge
 * Wave Remove Unit
 * Wave Set
 * Wave Set Type
 * Wave Target Add Waypoint
 * Wave Target Clear Waypoints

Animation

 * Clear Animation
 * Clear Animation on Doodads in Region
 * Kill Doodads in Region
 * Load Animation for Unit Type
 * Load Model Animation
 * Play Animation
 * Play Animation on Doodads in Region
 * Remove Doodads in Region
 * Set Animation Completion
 * Set Animation Duration
 * Set Animation Time
 * Set Animation Time Scale
 * Turn All Animation Properties Off
 * Turn Animation Properties Off
 * Turn Animation Proerties On
 * Turn Animation Properties on With Blend In/Out
 * Unload Animation for Unit Type
 * Unload Model Animation

Bank

 * Delete Saved Campaign Banks
 * Open Bank
 * Preload Bank
 * Remove Bank
 * Remove Bank Key
 * Remove Bank Section
 * Restore Unit
 * Save Bank
 * Set Bank Option
 * Store Boolean
 * Store Integer
 * Store Point
 * Store Real
 * Store String
 * Store text
 * Store Unit

Camera

 * Apply Camera Object
 * Apply Camera Property
 * Clear Camera Channel
 * Clear Camera Channel on Portrait
 * Follow Unit Group with Camera
 * Lock Camera Input
 * Lock Camera Mouse Relative Mode On/Off
 * Make Camera Look At
 * Make Camera Look At and Follow Actor
 * Make Camera Look At and Follow Unit
 * Movie Add Sub Title (String)
 * Movie Start Recording
 * Pan Camera
 * Restore Camera
 * Save Camera
 * Set Camera Bounds
 * Set Camera Channel
 * Set Camera Channel on Portrait
 * Set Camera Data
 * Set Camera Mouse Rotation Speed
 * Set Camera Object Property
 * Set Camera Object Target
 * Shake Camera
 * Stop Shaking Camera
 * Turn Camera Height Displacement On/Off
 * Turn Camera Height Smoothing On/Off
 * Turn Camera Mouse Rotaion On/Off
 * Turn Camera Vertical Field of View On/Off
 * Use Model Camera
 * Zoom Camera

Catalog

 * Catalog Field Value Sset
 * Catalog Link Replace
 * Catalog Link Replacement

Cinematics

 * Cinematic Mode
 * Fade In/Out
 * Global Cinematic Setting
 * Movie Add Sub Title (Text)
 * Movie Add Trigger Function
 * Movie Dynamic Subtitles and Duration
 * Movie Stop Recording
 * Overlay Image
 * Run Cinematic
 * Select Main Shadow Light
 * Stop Cinematic

Comment

 * Transmission Commentate Values
 * Mark Conversation Reply as Read/Unread
 * Mark Data Conversation Choice as Picked/Unpicked
 * Mark Data Conversation Choice as Read/Unread
 * Preload Data Conversation Lines
 * Remove All Conversation Replies
 * Remove All Conversation
 * Remove Conversation
 * Remove Conversation Reply
 * Reset Data Conversation Lines and Choices
 * Reset Data Conversation State Values
 * Run Data Conversation
 * Save Data Conversation Lines and Choices
 * Save Data Conversation State Value
 * Sate Data Conversation State Values
 * Set Conversation Reply Text
 * Set Data Conversation Camera
 * Set Data Conversation Choice Picked Count
 * Set Data Conversation Line Picked Count
 * Set Data Conversation Portrait
 * Set Data Conversation State
 * Set Data Conversation Unit
 * Show/Hide Conversation
 * Stop Data Conversation

Conversation

 * Create Conversation
 * Create Conversation Reply
 * Load Data Conversation Lines and Choices
 * Load Data Conversation State Value
 * Load Data Conversation St

Data Table

 * Clear Data Table
 * Remove Data Table Value
 * Save Data Table Value (Ability Command)
 * Save Data Table Value (Actor Scope)
 * Save Data Table Value (Actor)
 * Save Data Table Value (AI Filter)
 * Save Data Table Value (Bank)
 * Save Data Table Value (Boolean)
 * Save Data Table Value (Byte)
 * Save Data Table Value (Camera Object)
 * Save Data Table Value (Cinematic)
 * Save Data Table Value (Color)
 * Save Data Table Value (Control)
 * Save Data Table Value (Conversation Reply)
 * Save Data Table Value (Conversation)
 * Save Data Table Value (Dialog Item)
 * Save Data Table Value (Dialog)
 * Save Data Table Value (Difficulty Level)
 * Save Data Table Value (Doodad)
 * Save Data Table Value (Integer)
 * Save Data Table Value (Marker)
 * Save Data Table Value (Objective)
 * Save Data Table Value (Order)
 * Save Data Table Value (Ping)
 * Save Data Table Value (Planet)
 * Save Data Table Value (Player Color)
 * Save Data Table Value (Player Gropu)
 * Save Data Table Value (Point)
 * Save Data Table Value (Portrait)
 * Save Data Table Value (Real)
 * Save Data Table Value (Region)
 * Save Data Table Value (Revealer)
 * Save Data Table Value (Sound Link)
 * Save Data Table Value (Sound)
 * Save Data Table Value (String)
 * Save Data Table Value (Text)
 * Save Data Table Value (Timer)
 * Save Data Table Value (Transmission Source)
 * Save Data Table Value (Transmission)
 * Save Data Table Value (Trigger)
 * Save Data Table Value (Unit Filter)
 * Save Data Table Value (Unit Group)
 * Save Data Table Value (Unit Reference)
 * Save Data Table Value (Unit)
 * Save Data Table Value (Wave Info)
 * Save Data Table Value (Wave Target)
 * Save Data Table Value (Wave)

Debug

 * Debug Message
 * Engine Reset
 * Game Wait for Resource to Complete
 * Open or Close Debug Window
 * Perforamcne Test FPS
 * Performacne test Start
 * Performance Test Stop
 * Set Debug Message Color
 * Set Debug Message File
 * Set Debug Message Name
 * Unit Stats Start
 * Unit Stats Stop

Custom Triggers
This section is reserved for tutorials on how to write specific triggers other can implement on their own without having to download an entire mod.