Events are a separate section like in TS, so Triggers can have multiple Events with up to two/three
parameters. The game assumes the Trigger, Event and Action all share the same ID. So a Trigger which has ID 12451245 uses the Event list with ID 12451245.
List of available Map Events
| Code 1
| Event
| Parameter types
|
| #1 (P1)
| #2 (P2)
| #3 (P3)
|
| 0
| None
| 0
| 0
| -
|
| No Event - cannot be activated
|
|
|
|
| 1
| Entered by
| 0
| House#
| -
|
| House P2 enters attached building/celltag
|
|
|
|
| 2
| Spied by
| 0
| House#
| -
|
| House P2 sends a spy into attached building
|
|
|
|
| 3
| Thieved by
| 0
| 0
| -
|
| Doesn't work
|
|
|
|
| 4
| Discovered by player
| 0
| 0
| -
|
| House owning the attached object is discovered by the player
|
|
|
|
| 5
| House Discovered
| 0
| House#
| -
|
| House P2 is discovered by the player
|
|
|
|
| 6
| Attacked by anybody
| 0
| 0
| -
|
| Attached object is attacked by anybody
|
|
|
|
| 7
| Destroyed by anybody
| 0
| 0
| -
|
| Attached object is destroyed by anybody
|
|
|
|
| 8
| Any event
| 0
| 0
| -
|
| Any event
|
|
|
|
| 9
| Destroyed, Units, All
| 0
| House#
| -
|
| All units of house P2 are destroyed (does not include civilian objects)
|
|
|
|
| 10
| Destroyed, Buildings, All
| 0
| House#
| -
|
| All buildings of house P2 are destroyed (does not include civilian objects)
|
|
|
|
| 11
| Destroyed, All
| 0
| House#
| -
|
| All objects of house P2 are destroyed (does not include civilian objects)
|
|
|
|
| 12
| Credits exceed
| 0
| credits
| -
|
| HOUSE2 has at least P2 credits
|
|
|
|
| 13
| Elapsed time
| 0
| time
| -
|
| (P2/10) minutes have passed in this mission
|
|
|
|
| 14
| Mission timer expired
| 0
| 0
| -
|
| Mission timer expired
|
|
|
|
| 15
| Destroyed, Buildings, #
| 0
| counter
| -
|
| Exactly P2 buildings owned by HOUSE have been destroyed (does include civilian objects)
|
|
|
|
| Code 1
| Event
| Parameter types
|
| #1 (P1)
| #2 (P2)
| #3 (P3)
|
| 16
| Destroyed, Units, #
| 0
| counter
| -
|
| Exactly P2 units owned by HOUSE have been destroyed (does include civilian objects)
|
|
|
|
| 17
| No factories left
| 0
| 0
| -
|
| HOUSE has no buildings with a valid Factory set
|
|
|
|
| 18
| Civilians evacuated
| 0
| 0
| -
|
| Civilian objects owned by HOUSE have left the map (See CivEvac )
|
|
|
|
| 19
| Build building type
| 0
| Building#
| -
|
| Building whose internal index is P2 is placed on the map
|
|
|
|
| 20
| Build unit type
| 0
| Unit#
| -
|
| Unit whose internal index is P2 is placed on the map
|
|
|
|
| 21
| Build infantry type
| 0
| Infantry#
| -
|
| Infantry whose internal index is P2 is placed on the map
|
|
|
|
| 22
| Build aircraft type
| 0
| Aircraft#
| -
|
| Aircraft whose internal index is P2 is placed on the map
|
|
|
|
| 23
| Leaves map (team)
| TeamType#
| 0
| -
|
| TeamType with index P1 leaves the map
|
|
|
|
| 24
| Zone entry by
| 0
| House#
| -
|
| Attached celltrigger's zone entered by house P2
|
|
|
|
| 25
| Crosses horizontal line
| 0
| House#
| -
|
| House P2 crosses the horizontal line of the attached celltag
|
|
|
|
| 26
| Crosses vertical line
| 0
| House#
| -
|
| House P2 crosses the vertical line of the attached celltag
|
|
|
|
| 27
| Global is set
| 0
| Global#
| -
|
| Global variable with index P2 is set
|
|
|
|
| 28
| Global is clear
| 0
| Global#
| -
|
| Global variable with index P2 is cleared
|
|
|
|
| 29
| Destroyed, Fakes, All
| 0
| 0
| -
|
| Doesn't work, fires immediately
|
|
|
|
| 30
| Low power
| 0
| House#
| -
|
| House P2 is in a low power situation
|
|
|
|
| Code 1
| Event
| Parameter types
|
| #1 (P1)
| #2 (P2)
| #3 (P3)
|
| 31
| All bridges destroyed
| 0
| 0
| -
|
| Attached bridge destroyed
|
|
|
|
| 32
| Building exists
| 0
| Building#
| -
|
| HOUSE owns a building with internal number P2
|
|
|
|
| 33
| Selected by player
| 0
| 0
| -
|
| Attached object is selected by the player (single-player only)
|
|
|
|
| 34
| Comes near waypoint...
| 0
| Waypoint#
| -
|
| HOUSE approaches waypoint P2
|
|
|
|
| 35
| Enemy In Spotlight...
| 0
| 0
| -
|
| Enemy unit enters the spotlight cast by the attached building
|
|
|
|
| 36
| Local is set...
| 0
| Local#
| -
|
| Local variable with index P2 is set
|
|
|
|
| 37
| Local is clear...
| 0
| Local#
| -
|
| Local variable with index P2 is cleared
|
|
|
|
| 38
| First damaged (combat only)
| 0
| 0
| -
|
| Attached object suffering first damage from combat damage from combat damage only
|
|
|
|
| 39
| Half health (combat only)
| 0
| 0
| -
|
| Attached object damaged to half health from combat damage only
|
|
|
|
| 40
| Quarter health (combat only)
| 0
| 0
| -
|
| Attached object damaged to quarter health from combat damage only.
|
|
|
|
| 41
| First damaged (any source)
| 0
| 0
| -
|
| Attached object first suffering from combat damage from any source.
|
|
|
|
| 42
| Half health (any source)
| 0
| 0
| -
|
| Attached object damaged to half health from any source
|
|
|
|
| 43
| Quarter health (any source)
| 0
| 0
| -
|
| Attached object damaged to quarter health from any source
|
|
|
|
| 44
| Attacked by (house)...
| 0
| House#
| -
|
| Attached object attacked by some unit of house P2
|
|
|
|
| 45
| Ambient light below
| 0
| number
| -
|
| Ambient light drops below a certain percentage (P2%)
|
|
|
|
| Code 1
| Event
| Parameter types
|
| #1 (P1)
| #2 (P2)
| #3 (P3)
|
| 46
| Ambient light above
| 0
| number
| -
|
| Ambient light rises above a certain percentage (P2%)
|
|
|
|
| 47
| Elapsed Scenario Time
| 0
| time
| -
|
| Exactly P2 seconds have elapsed since start of scenario
|
|
|
|
| 48
| Destroyed by anything
| 0
| 0
| -
|
| Attached object destroyed by anything
|
|
|
|
| 49
| Pickup Crate
| 0
| 0
| -
|
| Crate is picked up by the attached object
|
|
|
|
| 50
| Pickup Crate (any)
| 0
| 0
| -
|
| Crate picked up by any unit
|
|
|
|
| 51
| Random delay...
| 0
| time
| -
|
| Fires after a random time between 50 and 150 % of time specified in P2 (frames) elapses since trigger was enabled
|
|
|
|
| 52
| Credits below...
| 0
| credits
| -
|
| HOUSE owns less than P2 credits
|
|
|
|
| 53
| Spy entering as House...
| 0
| House#
| -
|
| A spy disguised as house P2 enters attached object
|
|
|
|
| 54
| Spy entering as Infantry...
| 0
| Infantry#
| -
|
| A spy disguised as infantry index P2 enters the attached object
|
|
|
|
| 55
| Destroyed Units, Naval...
| 0
| House#
| -
|
| All naval units of house P2 have been destroyed
|
|
|
|
| 56
| Destroyed Units, Land...
| 0
| House#
| -
|
| All land units of house P2 have been destroyed
|
|
|
|
| 57
| Building does not exist
| 0
| Building#
| -
|
| No buildings with index P2 (owned by HOUSE) exist on the map
|
|
|
|
| 58
| Power Full...
| 0
| House#
| -
|
| House P2's power is at 100%.
|
|
|
|
| 59
| Entered or Overflown By...
| 0
| House#
| -
|
| Objects owned by house P2 move over the attached cell
|
|
|
|
| 60
| TechType Exists
| 0
| counter
| Building ID
|
| At least this many (P2) buildings (ID=P3) exist on the map
|
|
|
|
| 61
| TechType does not Exist
| 0
| 0
| Building ID
|
| There are no buildings P3 on the map
|
|
|
|
| Code 1
| Event
| Parameter types
|
| #1 (P1)
| #2 (P2)
| #3 (P3)
|
Events take two parameters (third parameter - string - is needed for events #60 and #61), which default to 0.