# Set Next Mission Difficulty

Grammar — Set the difficulty level of the next mission to difficulty for players
FlagsNative | Action

Sets the difficulty for the specified player for the next map. Only supported in single player offline games.

# Arguments

  • playergroup — Players
  • int<difficulty> — Difficulty

Returns — void

native void SetNextMissionDifficulty(
	playergroup inPlayerGroup,
	int inDifficultyLevel,
);

Category: Game / Transitions

# Examples

campaigns/libertystory.sc2campaignbase.sc2data/TriggerLibs/CampaignLib.galaxy:8350


    // Implementation
    SetNextMissionDifficulty(PlayerGroupAll(), lp_difficulty);
    if ((lp_nextIsSimulation == false)) {
        libCamp_gf_TS_SetCampaignDifficulty(lp_difficulty);

campaigns/libertystory.sc2campaignbase.sc2data/TriggerLibs/CampaignLib.galaxy:8448


    }
    SetNextMissionDifficulty(PlayerGroupSingle(1), lp_difficulty);
    if (((libCamp_gv_tSX_IsSimulation == true) || (libCamp_gf_MissionStatusCheck(libCamp_ge_MapID_MapTValerian03, libCamp_ge_MissionStatus_Completed) == true))) {
        lv_image = "HyperionLoadingScreenImage";

campaigns/swarmstory.sc2campaignbase.sc2data/TriggerLibs/SwarmCampaignLib.galaxy:12781

    // Automatic Variable Declarations
    // Implementation
    SetNextMissionDifficulty(PlayerGroupAll(), lp_difficulty);
    if ((lp_nextIsSimulation == false)) {
        libSwaC_gf_ZS_SetCampaignDifficulty(lp_difficulty);

campaigns/swarmstory.sc2campaignbase.sc2data/TriggerLibs/SwarmCampaignLib.galaxy:12834

    }

    SetNextMissionDifficulty(PlayerGroupSingle(1), lp_difficulty);
    libSwaC_gf_ZS_SaveAllTransitionData(false, false, (lp_victoryDefeat == c_gameOverDefeat));
    libSwaC_gf_ZS_PrepareLoadingScreen(lv_nextMap, false);

campaigns/voidstory.sc2campaignbase.sc2data/TriggerLibs/VoidCampaignLib.galaxy:6660

    // Automatic Variable Declarations
    // Implementation
    SetNextMissionDifficulty(PlayerGroupAll(), lp_difficulty);
    if ((lp_nextIsSimulation == false)) {
        libVoiC_gf_PC_SetCampaignDifficulty(lp_difficulty);

campaigns/voidstory.sc2campaignbase.sc2data/TriggerLibs/VoidCampaignLib.galaxy:6705

        lv_nextMap = libVoiC_gf_PostMissionStoryMap(libVoiC_gf_CurrentMap(), libVoiC_gv_pCX_IsSimulation, lp_victoryDefeat, false);
    }
    SetNextMissionDifficulty(PlayerGroupSingle(1), lp_difficulty);
    libVoiC_gf_PS_SaveAllTransitionData(false, false, (lp_victoryDefeat == c_gameOverDefeat));
    libVoiC_gf_PC_PrepareLoadingScreen(lv_nextMap, false);

mods/missionpacks/campaigncommon.sc2modbase.sc2data/LibComC.galaxy:2900

void libComC_gf_CC_TransitionPrepareMissionLaunch (string lp_nextMission, bool lp_nextIsSimulation, bool lp_nextIsVictoryAgain, int lp_difficulty) {
    // Implementation
    SetNextMissionDifficulty(PlayerGroupAll(), lp_difficulty);
    if ((lp_nextIsSimulation == false)) {
        libComC_gf_CC_SetCampaignDifficulty(lp_difficulty);

mods/missionpacks/campaigncommon.sc2modbase.sc2data/LibComC.galaxy:2936

    }

    SetNextMissionDifficulty(PlayerGroupSingle(1), lp_difficulty);
    libComC_gf_NS_SaveAllTransitionData(false, false, (lp_victoryDefeat == c_gameOverDefeat));
    libComC_gf_NC_PrepareLoadingScreen(libComC_gv_cC_TransitionNextMap, false);

mods/voidprologue.sc2modbase.sc2data/LibA3DDD02B.galaxy:5937

    // Automatic Variable Declarations
    // Implementation
    SetNextMissionDifficulty(PlayerGroupAll(), lp_difficulty);
    if ((lp_nextIsSimulation == false)) {
        libA3DDD02B_gf_PP_SetCampaignDifficulty(lp_difficulty);

mods/voidprologue.sc2modbase.sc2data/LibA3DDD02B.galaxy:5978

    }

    SetNextMissionDifficulty(PlayerGroupSingle(1), lp_difficulty);
    libA3DDD02B_gf_PP_SaveAllTransitionData(false, false, (lp_victoryDefeat == c_gameOverDefeat));
    libA3DDD02B_gf_PP_PrepareLoadingScreen(lv_nextMap, false);