# Difficulty Is (two)
Grammar — Difficulty is difficulty1 or difficulty2
Flags —Operator
|CustomScript
|Function
Returns true if the current difficulty setting is either of these. This is for campaign use (in which all players have the same difficulty setting), so player 1’s setting is used.
# Arguments
int
<difficulty> — Difficulty1int
<difficulty> — Difficulty2
Returns — bool
(PlayerDifficulty(1) == #PARAM(difficulty1) || PlayerDifficulty(1) == #PARAM(difficulty2))
# 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 —