# 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
- AI Time Is Paused —
bool— AITimeIsPaused - Elapsed AI Time —
fixed— AIGetTime - Wave Of Unit —
wave— AIUnitGetWave - Units Of Wave —
unitgroup— AIWaveGetUnits - Escorts Of Unit —
unitgroup— AIGetAllEscorts - Escorts Of Unit Group —
unitgroup— AIGetAllEscortsGroup - Units In Waves With Target —
unitgroup— AIGetUnitsInWavesWithTarget - Unit Is Script Controlled —
bool— AIIsScriptControlled - Unit Is Unavailable For Wave Use —
bool— AIIsNotUsableInWaves - Unit Is Suicidal —
bool— AIIsSuicideUnit - Difficulty Value (Integer) —
int— libNtve_gf_DifficultyValueInt - Difficulty Value (Real) —
fixed— libNtve_gf_DifficultyValueFixed - Difficulty Value (Unit Type) —
string<gamelink::Unit> — libNtve_gf_DifficultyValueUnitType - Difficulty Is (one)
- Difficulty Is (two)
- Difficulty High
- Difficulty Low
- Random Spawn Point —
point— AIRandomSpawnPoint
# Examples
— None found —