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Actions (maps)/RA

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In RA, Actions were still part of the [Triggers] section, but now Triggers could have up to two Actions with up to three parameters each.

The following Actions were available:

Code [1] Action Parameter types
#1 (P1) #2 (P2) #3 (P3)

0
_
No action -1 -1 -1
No Action - do nothing

1
_
Winner is -1 -1 House#
Declares house P3 the winner

2
_
Loser is -1 -1 House#
Declares house P3 the loser

3
_
Production begins -1 -1 House#
House P3 is allowed to start autoproduction

4
_
Create team TeamType# -1 -1
HOUSE[2] creates a TeamType P1

5
_
Destroy team TeamType# -1 -1
All instances of the TeamType P1 are destroyed

6
_
All to hunt -1 -1 House#
House P3 sends all objects it owns to freelance

7
_
Reinforcement (team) TeamType# -1 Waypoint#
TeamType P1 is spawned at waypoint P3 and granted to its owner house

8
_
Drop zone flare (waypoint) -1 -1 Waypoint#
Creates a "Drop Zone Flare" at waypoint P3 and reveals the area around it

9
_
Fire sale -1 -1 House#
House P3 sells all of its buildings

10
_
Play movie -1 -1 Movie#
Movie P3 is played

11
_
Text trigger (ID number) -1 -1 Message#
The text message with the index P3 from tutorial.ini is displayed

12
_
Destroy trigger -1 Trigger# -1
Trigger P2 is disabled for the remainder of this mission

13
_
Autocreate begins -1 -1 House#
House P3 starts autocreating teamtypes that have the Autocreate flag set

14
_
? -1 -1 -1
Unknown

15
_
Allow win -1 -1 -1
The 'Win' action will not fire if any triggers with this action have not fired yet

16
_
Reveal all map -1 -1 -1
Reveals the entire map to the player

17
_
Reveal around waypoint -1 -1 Waypoint#
Reveals area (GapRadius cells) around the waypoint P3

18
_
Reveal zone of waypoint -1 -1 Waypoint#
Reveals the zone of the waypoint P3
Code 1 Action Parameter types
#1 (P1) #2 (P2) #3 (P3)

19
_
Play sound effect -1 -1 Sound effect#
Plays the sound effect # P3

20
_
Play music theme -1 -1 Theme#
Plays music theme # P3

21
_
Play speech -1 -1 Speech#
Plays speech # P3

22
_
Force trigger -1 -1 Trigger#
Forces the trigger # P3 to fire

23
_
Timer start -1 -1 Time
The mission timer is started and displayed

24
_
Timer stop -1 -1 Time
The mission timer is paused and hidden

25
_
Timer extend -1 -1 time
The mission timer is extended by (P3/10) minutes

26
_
Timer shorten -1 -1 Time
The mission timer is shortened by (P3/10) minutes

27
_
Timer set -1 -1 Time
The mission timer is set to (P3/10) minutes

28
_
Global set -1 -1 Global variable#
Global variable # P3 is set

29
_
Global clear -1 -1 Global variable#
Global variable # P3 is cleared

30
_
Auto base building -1 -1 House#
Puts house P3 into "Skirmish AI" mode

31
_
Grow shroud one 'step' -1 -1 -1
The shroud grows 1 cell

32
_
Destroy attached building -1 -1 -1
Attached building is destroyed

33
_
Add 1-time special weapon -1 House# Super Weapon#
Grants house P2 a single shot of super weapon P3

34
_
Add repeating special weapon -1 House# Super weapon#
Grants house P2 a repeating super weapon P3

35
_
Preferred target -1 -1 Quarry#
Sets the HOUSE's preferred quarry type for super weapon targeting

36
_
Launch nukes -1 -1 -1
All Missile Silos on the map play their "launching" animation and the EVA warning is created, without the nukes actually landing or exploding
Code 1 Action Parameter types
#1 (P1) #2 (P2) #3 (P3)

Unused parameters should be set to -1.

Notes

All parameters are unsigned integers, meaning all objects like structures, houses, etc. are referenced by their internal indexes. Those internal indexes are listed here.

Footnotes

  1. ↑ This column specifies the code to be written in the Trigger's A1 or A2 slot.
  2. ↑ HOUSE in this document refers to the house owning the Trigger, labeled "HOUSE" in the Triggers page.