# Difficulty Is (one)
Grammar — Difficulty is difficulty
Flags —Operator
|CustomScript
|Function
Returns true if this is the current difficulty setting. This is for campaign use (in which all players have the same difficulty setting), so player 1’s setting is used.
# Arguments
int
[ difficulty ] — Difficulty
Returns — bool
(PlayerDifficulty(1) == #PARAM(difficulty))
# Related
Category: AI / MiscCampaign / Functions
- [F] —
bool
— AI Time Is Paused — ( AITimeIsPaused ) - [F] —
fixed
— Elapsed AI Time — ( AIGetTime ) - [F] —
wave
— Wave Of Unit — ( AIUnitGetWave ) - [F] —
unitgroup
— Units Of Wave — ( AIWaveGetUnits ) - [F] —
unitgroup
— Escorts Of Unit — ( AIGetAllEscorts ) - [F] —
unitgroup
— Escorts Of Unit Group — ( AIGetAllEscortsGroup ) - [F] —
unitgroup
— Units In Waves With Target — ( AIGetUnitsInWavesWithTarget ) - [F] —
bool
— Unit Is Script Controlled — ( AIIsScriptControlled ) - [F] —
bool
— Unit Is Unavailable For Wave Use — ( AIIsNotUsableInWaves ) - [F] —
bool
— Unit Is Suicidal — ( AIIsSuicideUnit ) - [F] —
int
— Difficulty Value (Integer) — ( libNtve_gf_DifficultyValueInt ) - [F] —
fixed
— Difficulty Value (Real) — ( libNtve_gf_DifficultyValueFixed ) - [F] —
string
[ gamelink::Unit ] — Difficulty Value (Unit Type) — ( libNtve_gf_DifficultyValueUnitType ) - [F] —
bool
— Difficulty Is (one) — ( ) - [F] —
bool
— Difficulty Is (two) — ( ) - [F] —
bool
— Difficulty High — ( ) - [F] —
bool
— Difficulty Low — ( ) - [F] —
point
— Random Spawn Point — ( AIRandomSpawnPoint )
# Examples
— None found —