# AI Scripting and Mapping This page describes all AI scripting and mapping related additions and changes introduced by Phobos. ## Bugfixes and Miscellanous - Script action `Move to cell` now obeys YR cell calculation now. Using `1000 * Y + X` as its cell value. (was `128 * Y + X` as it's a RA1 leftover) - The game now can reads waypoints ranges in [0, 2147483647]. (was [0,701]) - Map trigger action `125 Build At...` can now play buildup anim optionally (needs [following changes to `fadata.ini`](Whats-New.md#for-map-editor-final-alert-2). - Both Global Variables (`VariableNames` in `rulesmd.ini`) and Local Variables (`VariableNames` in map) are now unlimited. - Script action `Deploy` now has vehicles with `DeploysInto` searching for free space to deploy at if failing to do so at initial location, instead of simply getting stuck. ## Script Actions ### `10000-10999` Ingame Actions #### `10000-10049` Attack Actions - These actions instruct the TeamType to use the TaskForce to approach and attack the target specified by the second parameter which is an index of a generic pre-defined group. Look at the tables below for the possible actions (first parameter value) and arguments (the second parameter value). - For threat-based attack actions `TargetSpecialThreatCoefficientDefault` and `EnemyHouseThreatBonus` tags from `rulesmd.ini` are accounted. - All aircraft that attack other air units will end the script. This behavior is intentional because without it aircraft had some bugs that weren't fixable at the time of developing the feature. - `AITargetTypes` actions instruct the TeamType to use the TaskForce to approach and attack the target specified by the second parameter which is an index of a modder-defined group from `AITargetTypess`. Look at the tables below for the possible actions (first parameter value) and arguments (the second parameter value). In `aimd.ini`: ```ini [SOMESCRIPTTYPE] ; ScriptType x=i,n ; For i values check the next table ``` | *Action* | *Argument* | *Repeats* | *Target Priority* | *Description* | | :------: | :--------------------: | :-------: | :--------------------: | :------------------------------------------------: | | 10000 | Target Type# | Yes | Closer | | | 10001 | Target Type# | No | Closer | Ends when a team member kill the designated target | | 10002 | `AITargetTypes` index# | Yes | Closer | | | 10003 | `AITargetTypes` index# | No | Closer | Ends when a team member kill the designated target | | 10004 | `AITargetTypes` index# | Yes | Closer | Picks 1 random target from the list | | 10005 | Target Type# | Yes | Farther | | | 10006 | Target Type# | No | Farther | Ends when a team member kill the designated target | | 10007 | `AITargetTypes` index# | Yes | Farther | | | 10008 | `AITargetTypes` index# | No | Farther | Ends when a team member kill the designated target | | 10009 | `AITargetTypes` index# | Yes | Farther | Picks 1 random target from the list | | 10010 | Target Type# | Yes | Closer, higher threat | | | 10011 | Target Type# | No | Closer, higher threat | Ends when a team member kill the designated target | | 10012 | `AITargetTypes` index# | Yes | Closer, higher threat | | | 10013 | `AITargetTypes` index# | No | Closer, higher threat | Ends when a team member kill the designated target | | 10014 | Target Type# | Yes | Farther, higher threat | | | 10015 | Target Type# | No | Farther, higher threat | Ends when a team member kill the designated target | | 10016 | `AITargetTypes` index# | Yes | Farther, higher threat | | | 10017 | `AITargetTypes` index# | No | Farther, higher threat | Ends when a team member kill the designated target | - The following values are the *Target Type#* which can be used as second parameter of the new attack script actions: | *Value* | *Target Type* | *Description* | | :-----: | :----------------------: | :-------------------------------------------: | | 1 | Anything | Any enemy `VehicleTypes`, `AircraftTypes`, `InfantryTypes` and `BuildingTypes` | | 2 | Structures | Any enemy `BuildingTypes` without `Artillary=yes`, `TickTank=yes`, `ICBMLauncher=yes` or `SensorArray=yes` | | 3 | Ore Miners | Any enemy `VehicleTypes` with `Harvester=yes` or `ResourceGatherer=yes`, `BuildingTypes` with `ResourceGatherer=yes` | | 4 | Infantry | Any enemy `InfantryTypes` | | 5 | Vehicles | Any enemy `VehicleTypes`, `AircraftTypes`, `BuildingTypes` with `Artillary=yes`, `TickTank=yes`, `ICBMLauncher=yes` & `SensorArray=yes` | | 6 | Factories | Any enemy `BuildingTypes` with a Factory= setting | | 7 | Base Defenses | Any enemy `BuildingTypes` with `IsBaseDefense=yes` | | 8 | House Threats | Any object that targets anything of the Team's House or any enemy that is near to the Team Leader | | 9 | Power Plants | Any enemy `BuildingTypes` with positive `Power=` values | | 10 | Occupied | Any `BuildingTypes` with garrisoned infantry | | 11 | Tech Buildings | Any `BuildingTypes` with `Unsellable=yes`, `Capturable=yes`, negative `TechLevel=` values or appears in `[AI]>NeutralTechBuildings=` list | | 12 | Refinery | Any enemy `BuildingTypes` with `Refinery=yes` or `ResourceGatherer=yes`, `VehicleTypes` with `ResourceGatherer=yes` & `Harvester=no` (i.e. Slave Miner) | | 13 | Mind Controller | Anything `VehicleTypes`, `AircraftTypes`, `InfantryTypes` and `BuildingTypes` with `MindControl=yes` in the weapons Warheads | | 14 | Air Units | Any enemy `AircraftTypes`, flying `VehicleTypes` or `InfantryTypes` | | 15 | Naval | Any enemy `BuildingTypes` and `VehicleTypes` with a `Naval=yes`, any enemy `VehicleTypes`, `AircraftTypes`, `InfantryTypes` in a water cell | | 16 | Disruptors | Any enemy objects with positive `InhibitorRange=` values, positive `RadarJamRadius=` values, `CloakGenerator=yes` or `GapGenerator=yes` | | 17 | Ground Vehicles | Any enemy `VehicleTypes` without `Naval=yes`, landed `AircraftTypes`, Deployed vehicles into `BuildingTypes` | | 18 | Economy | Any enemy `VehicleTypes` with `Harvester=yes` or `ResourceGatherer=yes`, `BuildingTypes` with `Refinery=yes`, `ResourceGatherer=yes` or `OrePurifier=yes` | | 19 | Infantry Factory | Any enemy `BuildingTypes` with `Factory=InfantryType` | | 20 | Vehicle Factory | Any enemy `BuildingTypes` with with `Naval=no` and `Factory=UnitType` | | 21 | Aircraft Factory | Any enemy `BuildingTypes` with `Factory=AircraftType` | | 22 | Radar | Any enemy `BuildingTypes` with `Radar=yes` or `SpySat=yes` | | 23 | Tech Lab | Any enemy `BuildingTypes` in `[AI]>BuildTech=` list | | 24 | Naval Factory | Any enemy `BuildingTypes` with `Naval=yes` and `Factory=UnitType` | | 25 | Super Weapon | Any enemy `BuildingTypes` with `SuperWeapon=`, `SuperWeapon2=` or `SuperWeapons=` | | 26 | Construction Yard | Any enemy `BuildingTypes` with `ConstructionYard=yes` and `Factory=BuildingType` | | 27 | Neutrals | Any neutral object (Civilian) | | 28 | Generators | Any enemy `BuildingTypes` with `CloakGenerator=yes` or `GapGenerator=yes` | | 29 | Radar Jammer | Any enemy objects with positive `RadarJamRadius=` values | | 30 | Inhibitors | Any enemy objects with positive `InhibitorRange=` values | | 31 | Naval Units | Any enemy `VehicleTypes` with a `Naval=yes` or any enemy `VehicleTypes`, `AircraftTypes`, `InfantryTypes` in a water cell | | 32 | Mobile Units | Anything `VehicleTypes`, `AircraftTypes` and `InfantryTypes` | | 33 | Capturable | Any `BuildingTypes` with `Capturable=yes` or any `BuildingTypes` with `BridgeRepairHut=yes` and `Repairable=yes` | | 34 | Area Threats | Any enemy object that is inside of the Team Leader's Guard Area | | 35 | Vehicle & Naval Factory | Any enemy `BuildingTypes` with `Factory=UnitType` | | 36 | Non-defensive Structures | Any enemy `BuildingTypes` with `IsBaseDefense=no` | - The second parameter with a 0-based index for the `AITargetTypes` section specifies the list of possible `VehicleTypes`, `AircraftTypes`, `InfantryTypes` and `BuildingTypes` that can be evaluated. - The *`AITargetTypes` index#* values are obtained in the new `AITargetTypes` section that must be declared in `rulesmd.ini`: In `rulesmd.ini`: ```ini [AITargetTypes] ; List of TechnoType lists 0=SOMETECHNOTYPE,SOMEOTHERTECHNOTYPE,SAMPLETECHNOTYPE 1=ANOTHERTECHNOTYPE,YETANOTHERTECHNOTYPE ; ... ``` #### `10050-10099` Move Team to Techno Location actions - These actions instructs the TeamType to use the TaskForce to approach the target specified by the second parameter. Look at the tables below for the possible actions (first parameter value). In `aimd.ini`: ```ini [SOMESCRIPTTYPE] ; ScriptType x=i,n ; For i values check the next table ``` | *Action* | *Argument* | *Target Owner* | *Target Priority* | *Description* | | :------: | :-------------------: | :------------: | :--------------------: | :------------------------------------------: | | 10050 | Target Type# | Enemy | Closer, higher threat | | | 10051 | [AITargetType] index# | Enemy | Closer, higher threat | | | 10052 | [AITargetType] index# | Enemy | Closer | Picks 1 random target from the selected list | | 10053 | Target Type# | Friendly | Closer | | | 10054 | [AITargetType] index# | Friendly | Closer | | | 10055 | [AITargetType] index# | Friendly | Closer | Picks 1 random target from the selected list | | 10056 | Target Type# | Enemy | Farther, higher threat | | | 10057 | [AITargetType] index# | Enemy | Farther, higher threat | | | 10058 | [AITargetType] index# | Enemy | Farther | Picks 1 random target from the selected list | | 10059 | Target Type# | Friendly | Farther | | | 10060 | [AITargetType] index# | Friendly | Farther | | | 10061 | [AITargetType] index# | Friendly | Farther | Picks 1 random target from the selected list | #### `10000-10049` General Purpose ##### `10100` Timed Area Guard - Puts the TaskForce into Area Guard mode for the given units of time. Unlike the original timed Guard script action (`5,n`) that just stays in place doing a basic guard operation this action has a more active role attacking nearby invaders or defending units that needs protection. In `aimd.ini`: ```ini [SOMESCRIPTTYPE] ; ScriptType x=10100,n ; integer, time in ingame seconds ``` ##### `10101` Wait Until Ammo is Full - If the TaskForce contains unit(s) that use ammo then the the script will not continue until all these units have fully refilled the ammo. In `aimd.ini`: ```ini [SOMESCRIPTTYPE] ; ScriptType x=10101,0 ``` ##### `10102` Regroup Temporarily Around the Team Leader - Puts the TaskForce into Area Guard mode for the given amount of time around the Team Leader (this unit remains almost immobile until the action ends). The default radius around the leader is `[General] > CloseEnough` and the units will not leave that area. In `aimd.ini`: ```ini [SOMESCRIPTTYPE] ; ScriptType x=10102,n ``` ##### `10103` Load onto Transports - If the TaskForce contains unit(s) that can be carried by the transports of the same TaskForce then this action will make the units enter the transports. In single player missions the next action must be "Wait until fully loaded" (`43,0`) or the script will not continue. In `aimd.ini`: ```ini [SOMESCRIPTTYPE] ; ScriptType x=10103,0 ``` ### `12000-12999` Suplementary/Setup Pre-actions #### `12000` Wait if No Target Found - When executed before a new Attack ScriptType actions like `Generic Target Type Attack` actions and `AITargetTypes Attack` actions the TeamType will remember that must wait 1 second if no target was selected. The second parameter is a positive value that specifies how much retries the Attack will do when no target was found before new Attack ScriptType Action is discarded & the script execution jumps to the next line. The value `0` means infinite retries. In `aimd.ini`: ```ini [SOMESCRIPTTYPE] ; ScriptType x=12000,n ; integer n=0 ``` #### `12001` Modify Target Distance - By default `Moving Team to techno location` actions ends when the Team Leader reaches a distance declared in rulesmd.ini called `CloseEnough`. When this action is executed before the actions `Moving Team to techno location` overwrites `CloseEnough` value. This action works only the first time and `CloseEnough` will be used again the next Movement action. In `aimd.ini`: ```ini [SOMESCRIPTTYPE] ; ScriptType x=12001,n ``` #### `12002` Set Move Action End Mode - Sets how the Movement actions ends and jumps to the next line. This action works only the first time and `CloseEnough` will be used again the next Movement action. In `aimd.ini`: ```ini [SOMESCRIPTTYPE] ; ScriptType x=12002,n ``` - The possible argument values are: | *Argument* | *Action ends when...* | | :--------: | :-------------------------------------------: | | 0 | Team Leader reaches the minimum distance | | 1 | One unit reaches the minimum distance | | 2 | All team members reached the minimum distance | ### `14000-14999` Utility Actions #### `14000` Team's Trigger Weight Reward - When executed before a new Attack ScriptType actions like `Generic Target Type Attack` actions and `AITargetTypes Attack` actions the TeamType will remember that must be rewarded increasing the current weight of the AI Trigger when the TeamType Target was killed by any of the Team members. The current weight will never surprass the minimum weight and maximum weight limits of the AI Trigger. The second parameter is a positive value. In `aimd.ini`: ```ini [SOMESCRIPTTYPE] ; ScriptType x=14000,n ; integer n=0 ``` #### `14001` Increase AI Trigger Current Weight - When executed this increases the current weight of the AI Trigger. The current weight will never surprass the minimum weight and maximum weight limits of the AI Trigger. Take note that all TeamTypes of the same AI Trigger will update the AI Trigger Current Weight sooner or later. The second parameter is a positive value. Take note that the original game only uses the first of the two Teams for calculating the AI Trigger Current weight at the end of the Trigger life, this action ignores if the Team is the first or the second of the AI Trigger and the Current weight is calculated when is executed the action. In `aimd.ini`: ```ini [SOMESCRIPTTYPE] ; ScriptType x=14001,n ``` #### `14002` Decrease AI Trigger Current Weight - When executed this decreases the current weight of the AI Trigger. Details same as above. In `aimd.ini`: ```ini [SOMESCRIPTTYPE] ; ScriptType x=14002,n ``` #### `14003` Unregister Team Success - Is just the opposite effect of the script action `49,0`. Like if the Team failed. In `aimd.ini`: ```ini [SOMESCRIPTTYPE] ; ScriptType x=14003,0 ``` ### `16000-16999` Flow Control #### `16000` Start a Timed Jump to the Same Line - When the timer ends the current script action ends and start again the same script action. The timer jump repeats again (infinite loop) until is stopped with action `16002` or the team is destroyed. In `aimd.ini`: ```ini [SOMESCRIPTTYPE] ; ScriptType x=16000,n ; integer n=0, in ingame seconds ``` #### `16001` Start a Timed Jump to the Next Line - When the timer ends the current script action ends and start the next one in the script type list. In `aimd.ini`: ```ini [SOMESCRIPTTYPE] ; ScriptType x=16001,n ; integer n=0, in ingame seconds ``` #### `16002` Stop the Timed Jumps - If the Timed Jumps were activated this action stop the process. In `aimd.ini`: ```ini [SOMESCRIPTTYPE] ; ScriptType x=16002,0 ``` #### `16003` Randomly Skip Next Action - When executed this action picks a random value between 1 and 100. If the value is equal or below the second parameter then the next action will be skipped. If the second parameter is 0 means that the next action will never be skipped and 100 means thay always will be skipped. In `aimd.ini`: ```ini [SOMESCRIPTTYPE] ; ScriptType x=16003,n ; where 0 > n <= 100 ``` #### `16004` Pick a Random Script - When executed this action picks a random Script Type and replaces the current script by the new picked one. The second parameter is a 0-based index from the new section `AIScriptsList` explained below. In `aimd.ini`: ```ini [SOMESCRIPTTYPE] ; ScriptType x=16004,n ``` The second parameter is a 0-based index for the `AIScriptsList` section that specifies the list of possible `ScriptTypes` that can be evaluated. The new `AIScriptsList` section must be declared in `rulesmd.ini` for making this script work: In `rulesmd.ini`: ```ini [AIScriptsList] ; List of ScriptType lists 0=SOMESCRIPTTYPE,SOMEOTHERSCRIPTTYPE,SAMPLESCRIPTTYPE 1=ANOTHERSCRIPTTYPE,YETANOTHERSCRIPTTYPE ; ... ``` ### `18000-18999` Variable Manipulation #### `18000-18023` Edit Variable - Operate a variable's value - The variable's value type is int16 instead of int32 in trigger actions for some reason, which means it ranges from -2^15 to 2^15-1. - Any numbers exceeding this limit will lead to unexpected results! In `aimd.ini`: ```ini [SOMESCRIPTTYPE] ; ScriptType x=i,n ; where 18000 <= i <= 18023, n is made up of two parts, the low 16 bits is being used to store the variable index, the high 16 bits is being used for storing the param value. ``` #### `18024 - 18047` Edit Variable using Local Variable - Operate a variable's value using a local variable's value - Similar to 18000-18023, but the number to operate the value is being read from a local variable In `aimd.ini`: ```ini [SOMESCRIPTTYPE] ; ScriptType x=i,n ; where 18024 <= i <= 18047, n is made up of two parts, the low 16 bits is being used to store the variable index, the high 16 bits is being used for storing the local variable index. ``` #### `18000 - 18071` Edit Variable using Global Variable - Operate a variable's value using a global variable's value - Similar to 18000-18023, but the number to operate the value is being read from a global variable In `aimd.ini`: ```ini [SOMESCRIPTTYPE] ; ScriptType x=i,n ; where 18048 <= i <= 18071, n is made up of two parts, the low 16 bits is being used to store the variable index, the high 16 bits is being used for storing the global variable index. ``` ### `19000-19999` Miscellanous/Uncategorized This category is empty for now. ## Trigger Actions ### `500` Save Game - Save the current game immediately (singleplayer game only). - These vanilla CSF entries will be used: `TXT_SAVING_GAME`, `TXT_GAME_WAS_SAVED` and `TXT_ERROR_SAVING_GAME`. - The save's description will look like `MapDescName - CSFText`. - For example: `Allied Mission 25: Esther's Money - Money Stolen`. In `mycampaign.map`: ```ini [Actions] ... ID=ActionCount,[Action1],500,4,[CSFKey],0,0,0,0,A,[ActionX] ... ``` ### `501` Edit Variable - Operate a variable's value - The variable's value type is int32, which means it ranges from -2^31 to 2^31-1. - Any numbers exceeding this limit will lead to unexpected results! In `mycampaign.map`: ```ini [Actions] ... ID=ActionCount,[Action1],501,0,[VariableIndex],[Operation],[Number],[IsGlobalVariable],0,A,[ActionX] ... ``` | *Operation* | *Description* | | :---------: | :-------------------------------------------: | | 0 | CurrentValue = Number | | 1 | CurrentValue = CurrentValue + Number | | 2 | CurrentValue = CurrentValue - Number | | 3 | CurrentValue = CurrentValue * Number | | 4 | CurrentValue = CurrentValue / Number | | 5 | CurrentValue = CurrentValue % Number | | 6 | CurrentValue = CurrentValue leftshift Number | | 7 | CurrentValue = CurrentValue rightshift Number | | 8 | CurrentValue = ~CurrentValue | | 9 | CurrentValue = CurrentValue xor Number | | 10 | CurrentValue = CurrentValue or Number | | 11 | CurrentValue = CurrentValue and Number | ### `502` Generate random number - Generate a random integer ranged in [Min, Max] and store it in a given variable In `mycampaign.map`: ```ini [Actions] ... ID=ActionCount,[Action1],502,0,[VariableIndex],[Min],[Max],[IsGlobalVariable],0,A,[ActionX] ... ``` ### `503` Print variable value - Print a variable value to the message list In `mycampaign.map`: ```ini [Actions] ... ID=ActionCount,[Action1],503,[VariableIndex],0,[IsGlobalVariable],0,0,0,A,[ActionX] ... ``` ### `504` Binary Operation - Operate a variable's value with another variable's value - Similar to 501, but the operation number is read from another variable In `mycampaign.map`: ```ini [Actions] ... ID=ActionCount,[Action1],504,0,[VariableIndex],[Operation],[VariableForOperationIndex],[IsGlobalVariable],[IsOperationGlobalVariable],A,[ActionX] ... ``` `Operation` can be looked up at action `501` ### `505` Fire Super Weapon at specified location - Launch a Super Weapon from [SuperWeaponTypes] list at a specified location. - `HouseIndex` can take various values: | *House Index* | *Description* | | :-----------: | :---------------------------------------: | | >= 0 | The index of the current House in the map | | 4475-4482 | Like in the index range 0-7 | | -1 | Pick a random House that isn't Neutral | | -2 | Pick the first Neutral House | | -3 | Pick a random Human Player | - Coordinates X & Y can take possitive values or -1, in which case these values can take a random value from the visible map area. In `mycampaign.map`: ```ini [Actions] ... ID=ActionCount,[Action1],505,0,0,[SuperWeaponTypesIndex],[HouseIndex],[CoordinateX],[CoordinateY],A,[ActionX] ... ``` ### `506` Fire Super Weapon at specified Waypoint - Launch a Super Weapon from [SuperWeaponTypes] list at a specified waypoint. In `mycampaign.map`: ```ini [Actions] ... ID=ActionCount,[Action1],506,0,0,[SuperWeaponTypesIndex],[HouseIndex],[WaypointIndex],0,A,[ActionX] ... ``` ## Trigger events ### `500-511` Variable comparation - Compares the variable's value with given number In `mycampaign.map`: ```ini [Events] ... ID=EventCount,[Event1],[EVENTID],2,[VariableIndex],[Param],[EventX] ... ``` | *Event ID* | *Description* | *Global* | | :--------: | :--------------------: | :------: | | 500 | CurrentValue > Number | No | | 501 | CurrentValue < Number | No | | 502 | CurrentValue = Number | No | | 503 | CurrentValue >= Number | No | | 504 | CurrentValue <= Number | No | | 505 | CurrentValue & Number | No | | 506 | CurrentValue > Number | Yes | | 507 | CurrentValue < Number | Yes | | 508 | CurrentValue = Number | Yes | | 509 | CurrentValue >= Number | Yes | | 510 | CurrentValue <= Number | Yes | | 511 | CurrentValue & Number | Yes | ### `512-523` Variable comparation with local variable - Compares the variable's value with given local variable value In `mycampaign.map`: ```ini [Events] ... ID=EventCount,[Event1],[EVENTID],2,[VariableIndex],[LocalVariableIndex],[EventX] ... ``` | *Event ID* | *Description* | *Global* | | :--------: | :--------------------------------: | :------: | | 512 | CurrentValue > LocalVariableValue | No | | 513 | CurrentValue < LocalVariableValue | No | | 514 | CurrentValue = LocalVariableValue | No | | 515 | CurrentValue >= LocalVariableValue | No | | 516 | CurrentValue <= LocalVariableValue | No | | 517 | CurrentValue & LocalVariableValue | No | | 518 | CurrentValue > LocalVariableValue | Yes | | 519 | CurrentValue < LocalVariableValue | Yes | | 520 | CurrentValue = LocalVariableValue | Yes | | 521 | CurrentValue >= LocalVariableValue | Yes | | 522 | CurrentValue <= LocalVariableValue | Yes | | 523 | CurrentValue & LocalVariableValue | Yes | ### `524-535` Variable comparation with global variable - Compares the variable's value with given global variable value In `mycampaign.map`: ```ini [Events] ... ID=EventCount,[Event1],[EVENTID],2,[VariableIndex],[GlobalVariableIndex],[EventX] ... ``` | *Event ID* | *Description* | *Global* | | :--------: | :---------------------------------: | :------: | | 524 | CurrentValue > GlobalVariableValue | No | | 525 | CurrentValue < GlobalVariableValue | No | | 526 | CurrentValue = GlobalVariableValue | No | | 527 | CurrentValue >= GlobalVariableValue | No | | 528 | CurrentValue <= GlobalVariableValue | No | | 529 | CurrentValue & GlobalVariableValue | No | | 530 | CurrentValue > GlobalVariableValue | Yes | | 531 | CurrentValue < GlobalVariableValue | Yes | | 532 | CurrentValue = GlobalVariableValue | Yes | | 533 | CurrentValue >= GlobalVariableValue | Yes | | 534 | CurrentValue <= GlobalVariableValue | Yes | | 535 | CurrentValue & GlobalVariableValue | Yes | ### `600` The shield of the attached object is broken In `mycampaign.map`: ```ini [Events] ... ID=EventCount,...,600,2,0,0,... ... ```