# Set Player Difficulty Level
Grammar — Set player player difficulty level to difficultyLevel
Flags —Native
|Action
Sets the difficulty level for the specified player.
# Arguments
int
— Playerint
<difficulty> — Difficulty Level
Returns — void
native void PlayerSetDifficulty(
int inPlayer,
int inDifficulty,
);
# Related
Category: Player / Difficulty Levels
- Set Player Difficulty Level —
void
— PlayerSetDifficulty - Difficulty Level For Player —
int
<difficulty> — PlayerDifficulty - Difficulty Level Is Enabled —
bool
— DifficultyEnabled - Name Of Difficulty Level —
text
— DifficultyName - Name Of Campaign Difficulty Level —
text
— DifficultyNameCampaign - APM Of Difficulty Level —
int
— DifficultyAPM
# Examples
campaigns/void.sc2campaign — base.sc2maps/maps/campaign/void/paiur06.sc2map/MapScript.galaxy:1345
autoF0CFB556_var = PlayerGroupNextPlayer(autoF0CFB556_g, autoF0CFB556_var);
if (autoF0CFB556_var < 0) { break; }
PlayerSetDifficulty(autoF0CFB556_var, 4);
AISetAPM(autoF0CFB556_var, 3000);
TechTreeUpgradeAddLevel(autoF0CFB556_var, "ExtendedThermalLance", 1);
campaigns/void.sc2campaign/base.sc2maps/maps/campaign/void/paiur06.sc2map — MapScript.galaxy:1345
autoF0CFB556_var = PlayerGroupNextPlayer(autoF0CFB556_g, autoF0CFB556_var);
if (autoF0CFB556_var < 0) { break; }
PlayerSetDifficulty(autoF0CFB556_var, 4);
AISetAPM(autoF0CFB556_var, 3000);
TechTreeUpgradeAddLevel(autoF0CFB556_var, "ExtendedThermalLance", 1);
campaigns/voidstory.sc2campaign — base.sc2data/TriggerLibs/VoidCampaignStoryLib.galaxy:5469
}
PlayerSetDifficulty(1, libVCUI_gf_PU_MissionSelectedDifficulty());
libVoiC_gf_CinematicFade(false, 0.3, Color(0.00, 0.00, 0.00), true);
libVCST_gf_EnterRoom(libVCST_ge_Rooms_StoryRoomArmyUpgrade);
campaigns/voidstory.sc2campaign — base.sc2data/TriggerLibs/VoidCampaignStoryLib.galaxy:5492
}
PlayerSetDifficulty(1, libVCUI_gf_PU_MissionSelectedDifficulty());
libVoiC_gf_CinematicFade(false, 0.3, Color(0.00, 0.00, 0.00), true);
libVCST_gf_EnterRoom(libVCST_ge_Rooms_StoryRoomShipUpgrade);
campaigns/voidstory.sc2campaign — base.sc2data/TriggerLibs/VoidCampaignUILib.galaxy:7868
TriggerEnable(libVCUI_gt_PU_MissionQuitOKClicked, false);
PlayerSetDifficulty(1, libVCUI_gf_PU_MissionSelectedDifficulty());
libVCUI_gf_PU_MissionRemoveAliasedUnits();
libVoiC_gf_DispatchCampaignEvent(libVoiC_ge_PC_Event_UIMissionQuit, "", "", false);
mods/missionpacks/novacampaign.sc2mod — base.sc2data/LibNCUI.galaxy:5703
TriggerEnable(libNCUI_gt_NU_MissionQuitOKClicked, false);
PlayerSetDifficulty(1, libNCUI_gf_NU_MissionSelectedDifficulty());
libComC_gf_CC_EventDispatch(libNovC_ge_NC_Event_UIMissionQuit, "", "", false);
return true;
mods/starcoop/starcoop.sc2mod — base.sc2data/LibCOMI.galaxy:1090
lv_aIPlayerRace = libCOOC_gf_CC_AIPersonalityRace(lp_aICommander);
PlayerSetRace(lp_player, lv_aIPlayerRace);
PlayerSetDifficulty(lp_player, libCOMI_gf_GetMissionDifficulty());
PlayerGroupAdd(libCOMI_gv_cM_CoopAI_Players, lp_player);
libCOMI_gv_cM_CoopAIPlayer_InstantAttackGroupSpawn[lp_player] = PlayerStartLocation(lp_player);
mods/starcoop/starcoop.sc2mod — base.sc2data/LibCOMI.galaxy:12346
libLbty_gf_EnableDisablePingPanel(true, PlayerGroupAll());
if ((libCOOC_gf_CC_DifficultyIndex(PlayerDifficulty(3)) != 0)) {
PlayerSetDifficulty(1, PlayerDifficulty(3));
}
mods/starcoop/starcoop.sc2mod — base.sc2data/LibCOMI.galaxy:12350
if ((libCOOC_gf_CC_DifficultyIndex(PlayerDifficulty(4)) != 0)) {
PlayerSetDifficulty(2, PlayerDifficulty(4));
}
mods/starcoop/starcoop.sc2mod — base.sc2data/LibCOOC.galaxy:4629
if (lv_indexPlayer < 0) { break; }
if ((PlayerType(lv_indexPlayer) == c_playerTypeNone)) {
PlayerSetDifficulty(lv_indexPlayer, 2);
}
mods/starcoop/starcoop.sc2mod — base.sc2data/LibCOOC.galaxy:4698
if (lv_indexPlayer < 0) { break; }
if ((PlayerType(lv_indexPlayer) == c_playerTypeNone)) {
PlayerSetDifficulty(lv_indexPlayer, 2);
}