Here are described skriptovye procedures of " the Damned Grounds ". Before continuation of reading it is useful to familiarize with introduction in scripts. With some procedures to me to understand and it was not possible - you can see their list here. For performance of a call of procedure in the console it is necessary to take advantage of a console command. 

Procedures of management by units 
Procedures of change of parameters of a unit 
Additional procedures of influence 
Procedures AI 
Procedures of management by areas 
Procedures of the dynamic task of the purposes of a quest 
Various procedures of reproduction 
Generation of subjects and spells 
Audiovisual effects: sources of particles, illumination, lightnings 
Other procedures 

Procedures of management by units 

Attack (objUnitA, objUnitB) 
The unit objUnitA starts to attack a unit objUnitB

BlockUnit (objUnit, bfBlock) 
If bfBlock - the true blocks a unit, depriving with its opportunity to move and apply a spell, otherwise will unblock it. See also IsUnitBlocked (). 

Crawl (objUnit) 
Changes a mode of moving of a unit objUnit on sit down. 

Guard (objUnit, x, y, rad) 
The unit objUnit starts to protect territory of radius rad with the center in a point (x, y), patroling her and destroying enemies in sight. See also Sentry () and UMSentry (). 

Follow (objUnitA, objUnitB) 
The unit objUnitA starts to follow a unit objUnitB. See also UMFollow (). 

Lie (objUnit) 
Changes a mode of moving of a unit objUnit to crawling. 

MoveToObject (objUnitA, objUnitB) 
Forces a unit objUnitA to move in the current mode of moving to that point in which commands at the moment of performance there was a unit objUnitB. 

MoveToPoint (objUnit, x, y) 
Forces a unit objUnit to move in the current mode of moving to a point (x, y). 

Rest (objUnit) 
Translates a unit objUnit in a mode of "rest" if it is possible, - the unit takes seat on the ground. 

RotateTo (objUnit, x, y) 
Focuss a unit objUnit on a direction on a point (x, y). 

Run (objUnit) 
Changes a mode of moving of a unit objUnit to run. 

SetCP (objUnit, x, y, h) 
Moves a unit objUnit to a point with coordinates (x, y) on height h above a surface of the ground. This command has some subtleties: the matter is that PZ at definition of an opportunity of a unit to proceed in some point uses only bidimentional coordinates of a unit, physical model in PZ is absent completely. Differently the coordinate z object is used only for its drawing at the necessary height. So though you also can force "to fly up" a unit in air, for game it on former will remain at ground level - difference will be only visual. If h it is distinct from zero a unit and prodozhit to go by air. To return it to a normal mode of moving, h it is necessary to set equal to zero. On seen, synonym SetCPFast (). 

SetCPFast (objUnit, x, y, h) 
Moves a unit objUnit to a point with coordinates (x, y) on height h above a surface of the ground. On seen, synonym SetCP (). 

Stand (objUnit) 
Changes a mode of moving of a unit objUnit to a step. Synonym Walk (). 

Sentry (objUnit, x, y) 
The unit objUnit protects a point (x, y), attacking enemies in the field of visibility. After destruction of the opponent comes back in the specified point. Synonym UMSentry (). See also Guard (). 

UMAg (objUnit, float) 
The unit objUnit tries to avoid enemies (the aggressive behaviour should be reset with help UMClear ()). 

UMAggression (objUnit) 
The unit objUnit automatically attacks the purposes in visibility limits. 

UMClear (objUnit) 
For a unit objUnit modes of behaviour are dumped - it ignores all. The unit of the player-person nevertheless keeps ability to change a way of movement by pressing corresponding keys (by default - Z, X, C, V). 

UMFollow (objUnitA, objUnitB) 
The unit objUnitA starts to follow a unit objUnitB. See also Follow (). 
The note of the player nexys: 
Applying procedure Follow we force object to move behind another, but after battle or other change of behaviour it falls back into place (in sense to the previous command, up to follow), and after UMFollow it will go behind object indefatigably:-) 

UMPlayer (objUnit) 
The unit objUnit submits to the player, not undertaking independent actions (monsters do not attack). This mode is used for units of the player-person. 

UMSuspection (objUnit) 
The unit objUnit goes to any enemy within the limits of area of visibility, but does not attack it. 

UMStandard (objUnit) 
The unit objUnit goes to any enemy within the limits of area of visibility and attacks it. It is a mode by default for monsters. 

UMSentry (objUnit, x, y) 
The unit objUnit protects a point (x, y), attacking enemies in the field of visibility. After destruction of the opponent comes back in the specified point. Synonym Sentry (). See also Guard (). 

Walk (objUnit) 
Changes a mode of moving of a unit objUnit to a step. Synonym Stand (). 

Procedures of change of parameters of a unit 

GiveDexterity (objUnit, flAmount) 
Adds to a unit objUnit flAmount items of dexterity. To give a command follows outside of shop. 

GiveIntelligence (objUnit, flAmount) 
Adds to a unit objUnit flAmount items of reason. To give a command follows outside of shop. 

GiveSkill (objUnit, strSkill, flAmount) 
Adds to a unit objUnit flAmount items in skill strSkill. Possible values of a line strSkill: 
melee - near fight 
archery - shooting 
science - sleight of hand 
elemental - magic of elements 
sense - magic of feelings 
astral - magic of an astral 
To give a command follows outside of shop. 

GiveStrength (objUnit, flAmount) 
Adds to a unit objUnit flAmount items of force. To give a command follows outside of shop. 

GodMode (0, nMode) 
Switches a mode of "god" for the leader of a command of the player-person. Possible values nMode: 
0 - to disconnect a mode of "god" 
1 - the leader neunichtozhim, at run mana is not spent 
2 - the leader neunichtozhim, at run mana is not spent, all opponents are killed from one impact 

Additional procedures of influence 

AddMob (strMob) 
Loads a .mob-file strMob from subdirectory MAPS. The name of a file is underlined with expansion. In these files units and in particular are set to their position on a card. At loading a file units appear on a card. Thus in PZ ambushes - for example, an ambush at the main gate on a single-card "Portal" are realized. 

CastSpellPoint (strSpell, x1, y1, x2, y2) 
Applies spell strSpell from a point (x1, y1) in a point (x2, y2). In the given procedure can be used only spelly, working on area. See also the task spellov and CastSpellUnit (). 

CastSpellUnit (strSpell, x, y, objUnit) 
Applies spell strSpell from a point (x, y) on a unit objUnit. In the given procedure can be used spelly, working both on area, and on the purpose. See also the task spellov and CastSpellPoint (). 

InflictDamage (objUnit, flAmount) 
Renders to a unit objUnit damages in flAmount items. Thus parameters of the reservation of a unit and the protection imposed on it are taken into account. 

KillUnit (objUnit) 
Renders damages to a unit objUnit, killing it. 

RemoveUnitFromServer (objUnit) 
Deletes a unit objUnit from a server. This procedure should not be confused to console commands ban and kick: at application RemoveUnitFromServer () for a unit of the player-person the unit will disappear only, but the player remain connected to to a server - amusing enough situation. 

Procedures AI 

SetDiplomacy (nPlayerA, nPlayerB, flDiplomacy) 
Changes diplomacy - whom is the player nPlayerB for the player nPlayerA. Possible values flDiplomacy: 
1 - the ally 
0 - nejtral 
-1 - the enemy 
See also SetPlayer (), GetDiplomacy () and GetPlayer (). 
Examples: 
SetDiplomacy (0, 

SetPlayer (objUnit, nPlayer) 
Declares a unit objUnit belonging to the player nPlayer. See also SetDiplomacy (), GetDiplomacy () and GetPlayer (). 

Procedures of management by areas 

AddRectToArea (idArea, x1, y1, x2, y2) 
Adds to area idArea a rectangular (x1, y1) - (x2. 

AddRoundToArea (idArea, x, y, rad) 
Adds to area idArea a circle of radius rad with the center in a point (x, y). 

DeleteArea (idArea) 
Deletes area idArea. 

Procedures of the dynamic task of the purposes of a quest 

QFinish () 
Finishes the current transfer of the purposes. See also QStart 

QuestComplete (nPlayer, strQuestName) 
Declares a quest strQuestName executed (it is not reflected in windows of quests), see *.mq. 

QObjGetItem (idItem) 
Adds the purpose: reception of a subject idItem. 

QObjUse (strObject, bfState) 
Adds the purpose: to transfer "lever" strObject in a condition bfState. 
Example: 
QObjUse (" GetObject (44456) ", 1) - to include "lever" with the identifier 44456. 

QObjKillGroup (strGroupName) 
Adds the purpose: to destroy group with a name strGroupName. 

QObjKillUnit (strUnitName) 
Adds the purpose: to destroy a unit with a name strUnitName. 

Example: 
QObjKillUnit (" GetObject (1001936) ") - to kill a unit with the identifier 1001936. 

QObjSeeUnit (strUnitName) 
Adds the purpose: to see a unit with a name strUnitName. 
Example: 
QObjSeeUnit (" GetObject (4517) ") - to see a unit with the identifier 4517. 

QObjArea (idArea) 
Adds the purpose: to get in area with the identifier idArea. 

QStart (strQuestName) 
Begins transfer of the purposes for a quest strQuestName. See also QFinish 

Various procedures of reproduction 

PlayAnimation (objUnit, strAnimation) 
Reproduces animation-sound sequence of model for a unit objUnit. Names of sequences and their maintenance are various for different kinds of units - see res\database.res\*.adb. 
Example: 
PlayAnimation (GetLeader (), "uattack01") 

PlayCamera (strName) 
Reproduces sequence of movings of the chamber of a file with a name strName from subdirectory CAMERA. The name of a file is underlined with expansion. 

PlayCamera (strName) 
Reproduces a videoclip with a name strName from subdirectory MOVIES. The name of a file is underlined with expansion. 

PlayMusic (0, strName) 
Begins reproduction of a melody with a name strName from subdirectory MOVIES. The name of a file is underlined without expansion. 

Generation of subjects and spells 

EraseQuestItem (0, idQItem) 
Cleans from a transport of the player kvestovyj a subject with a code idQItem. kvestovyh subjects and their codes you can see the list here. See also GiveQuestItem (). 

FixItems () 
Repairs all subjects in a transport and on units of a command of the player-person. 

GiveItem (0, strItem) 
Places in a transport a subject described in the line strItem. See also the task of subjects. 

GiveMoney (0, flAmount) 
Gives the player flAmount money. See also give. 

GiveQuestItem (0, strQItem) 
Gives the player kvestovyj a subject with a name strQItem. kvestovyh subjects you can see the list here. See also EraseQuestItem (). 

GiveUnitSpell (objUnit, strSpell) 
Gives a unit objUnit spell, described in the line strSpell. Spell is located not in a transport, and in a set active spellov - if it is full, occurs nothing. In shop this procedure does not operate, and in a game zone though actually spell it is given to the player, does not update a set spellov. See also the task spellov. 

Audiovisual effects: sources of particles, illumination, lightnings 

CreateLightning (id, x1, y1, z1, x2, y2, z2, flIntensity) 
Creates a lightning with the identifier id, beating of a point (x1, y1, z1) in a point (x2, y2, z2). At parameter flIntensity distinct from the lightning looks like zero spella "lightning" and beats with intensity flIntensity. If flIntensity it is equal to zero the lightning looks like spella " a wall of lightnings " and intensity by default. 

CreateParticleSource (id, x, y, z, rad, strType) 
Creates a source of particles such as strType with radius rad and the identifier id in a point (x, y, z). The following types of a source of particles are possible: 
transform 
portalstar 
portal 
mushroom 
nuke 
geyser 
poisonfog 
smoke 
fire 
lightningblast 
fireblast 
campfire 
fireball 
firearrow 

CreatePointLight (id, x, y, z, rad, flR, flG, flB) 
Creates a light source with the identifier id, radius rad and color (flR, flG, flB) in a point (x, y, z). 

DeleteLightning (id) 
Deletes a lightning with the identifier id. 

DeleteParticleSource (id) 
Deletes a source of particles with the identifier id. 

DeletePointLight (id) 
Deletes a light source with the identifier id. 

MoveParticleSource (id, x, y, z, flTime, bfRemove) 
Moves a source of particles with the identifier id to a point (x, y, z) in time flTime (it is measured in 1/15 seconds). If bfRemove - true after moving deletes a source. 

MovePointLight (id, x, y, z, flTime, bfRemove) 
Moves a light source with the identifier id to a point (x, y, z) in time flTime (it is measured in 1/15 seconds). If bfRemove - true after moving deletes a source. 

SetParticleSourceSize (id, rad) 
Changes radius of a source of particles with the identifier id on rad. 

Other procedures 

ConsoleString (str) 
Deduces in the console a line str. See also $, * and ConsoleFloat (). 

ConsoleFloat (fl) 
Deduces in the console number fl. In quality fl the call skriptovoj functions can act. See also skriptovye functions, $, * and ConsoleString (). 

FixWorldTime (flTime) 
Establishes current time of intragame day in flTime (it is measured in hours), forbidding its course. See also GetWorldTime (), IsNight (), RunWorldTime (). 

LeaveToZone (0, strZone, 0) 
Moves a party to a location with a name strZone. It is necessary to take into account, however, that this command does not cooperate with logic of quests, therefore its use can lead to unforeseen consequences. See also the list of locations. 

RunWorldTime (flTime) 
Establishes current time of intragame day in flTime (it is measured in hours), allowing its course. See also GetWorldTime (), IsNight (), FixWorldTime (). 

SetBackgroudColor (flR, flG, flB) 
Establishes background color on a card in (flR, flG, flB) (the background is blocked by structures of the sky, therefore the result will be swept up only in cave cards).