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Actions (maps)/RA2YR
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Code [1] | Action | Parameter types | ||||||
---|---|---|---|---|---|---|---|---|
#1 (P1) | #2 (P2) | #3 (P3) | #4 (P4) | #5 (P5) | #6 (P6) | #7 (P7) | ||
0 | No Action | 0 | 0 | 0 | 0 | 0 | 0 | A |
No Action - nothing happens | ||||||||
1 | Win | 0 | House# | 0 | 0 | 0 | 0 | A |
House P2 wins the game | ||||||||
2 | Lose | 0 | House# | 0 | 0 | 0 | 0 | A |
House P2 loses the game | ||||||||
3 | Production Begins | 0 | House# | 0 | 0 | 0 | 0 | A |
House P2 will begin production. The game defaults to this behaviour in 'skirmish' mode. | ||||||||
4 | Create Team. | 1 | TeamType ID | 0 | 0 | 0 | 0 | A |
HOUSE[2] creates a TeamType P2. The team members are not automatically created - usually the TeamType is assembled from units already existing on the map. | ||||||||
5 | Destroy Team | 1 | TeamType ID | 0 | 0 | 0 | 0 | A |
Destroys all instances of TeamType P2. The team members are 'dissolved' which means that they are left in their default mission and made available for recruitment into further teams. | ||||||||
6 | All to Hunt | 0 | House# | 0 | 0 | 0 | 0 | A |
House P2 sends all its objects to hunt | ||||||||
7 | Reinforcement | 1 | TeamType ID | 0 | 0 | 0 | 0 | A |
Spawns TeamType P2 and grants it to its owner house. The appearance of the TeamType is accompanied by the EVA_ReinforcementsHaveArrived voice. | ||||||||
8 | Drop Zone Flare | 0 | 0 | 0 | 0 | 0 | 0 | Waypoint |
Displays a drop zone flare at waypoint P7 and reveals map around that location. The flare animation is defined by the [AudioVisual]→DropZoneAnim=, and the radius (in cells) that is revealed is determined by the [General]→RevealTriggerRadius=. | ||||||||
9 | Fire Sale | 0 | House# | 0 | 0 | 0 | 0 | A |
House P2 sells all structures | ||||||||
10 | Play Movie | 0 | Movie# | 0 | 0 | 0 | 0 | A |
Pauses the game and plays the movie P2 in full screen. The game is paused while this occurs and resumes normally after it completes. The movie specified must be from the [Movies] list in Art(md).ini. | ||||||||
11 | Text Trigger | 4 | csf label | 0 | 0 | 0 | 0 | A |
Displays the text entry with label P2 from the CSF file. This action uses two parameters from the [AudioVisual] section of the RULES file for the sound effects which accompany it - IncomingMessage= is used when the message first appears, and MessageCharTyped= is used as each letter of the string appears (a pseudo-typing effect is used to display the text). | ||||||||
12 | Destroy Trigger | 2 | Trigger ID | 0 | 0 | 0 | 0 | A |
Destroy all instances of Trigger P2 | ||||||||
13 | Autocreate Begins | 0 | House# | 0 | 0 | 0 | 0 | A |
Initiates autocreate for the house specified. This will cause the computer's house to build autocreate teams as it sees fit | ||||||||
14 | Change House | 0 | House# | 0 | 0 | 0 | 0 | A |
Attached objects are granted to House P2 | ||||||||
15 | Allow Win | 0 | 0 | 0 | 0 | 0 | 0 | A |
The 'Win' action will not fire if any triggers with this action haven't fired yet | ||||||||
16 | Reveal all map | 0 | 0 | 0 | 0 | 0 | 0 | A |
Reveals the entire map to the player. May cause reconnection error in multiplayer! | ||||||||
17 | Reveal around waypoint | 0 | Waypoint# | 0 | 0 | 0 | 0 | A |
Reveals a region of the map to the player around the waypoint specified. The radius around the waypoint that gets revealed is controlled by the [AudioVisual]→RevealTriggerRadius= | ||||||||
Code [1] | Action | Parameter types | ||||||
#1 (P1) | #2 (P2) | #3 (P3) | #4 (P4) | #5 (P5) | #6 (P6) | #7 (P7) | ||
18 | Reveal waypoint zone | 0 | Waypoint# | 0 | 0 | 0 | 0 | A |
Reveals the zone of waypoint P2 | ||||||||
19 | Play sound effect | 7 | Sound# | 0 | 0 | 0 | 0 | A |
Plays the sound effect P2 | ||||||||
20 | Play music theme | 8 | Theme# | 0 | 0 | 0 | 0 | A |
Plays the music theme P2 | ||||||||
21 | Play speech | 6 | Speech# | 0 | 0 | 0 | 0 | A |
Plays the speech P2 | ||||||||
22 | Force Trigger | 2 | Trigger ID | 0 | 0 | 0 | 0 | A |
Forces trigger P2 to fire | ||||||||
23 | Timer Start | 0 | 0 | 0 | 0 | 0 | 0 | A |
Starts the global mission timer. This is accompanied by the EVA_TimerStarted voice. | ||||||||
24 | Timer Stop | 0 | 0 | 0 | 0 | 0 | 0 | A |
Stops the global mission timer. This is accompanied by the EVA_TimerStopped voice. | ||||||||
25 | Timer Extend | 0 | time | 0 | 0 | 0 | 0 | A |
Extends the global mission timer by (P2/10) minutes | ||||||||
26 | Timer Shorten | 0 | time | 0 | 0 | 0 | 0 | A |
Reduces the global mission timer by the (P2/10) minutes | ||||||||
27 | Timer Set | 0 | time | 0 | 0 | 0 | 0 | A |
Sets the global mission timer to (P2/10) minutes | ||||||||
28 | Global Set | 0 | Global# | 0 | 0 | 0 | 0 | A |
Global variable P2 is set | ||||||||
29 | Global Clear | 0 | Global# | 0 | 0 | 0 | 0 | A |
Global variable P2 is cleared | ||||||||
30 | Auto Base Building | 0 | 0/1 = no/yes | 0 | 0 | 0 | 0 | A |
Enable or disable Skirmish AI for HOUSE | ||||||||
31 | Grow shroud | 0 | 0 | 0 | 0 | 0 | 0 | A |
The shroud expands by one cell | ||||||||
32 | Destroy Attached Object | 0 | 0 | 0 | 0 | 0 | 0 | A |
Attached objects are destroyed | ||||||||
33 | Add 1-time super weapon | 0 | SuperWeapon# | 0 | 0 | 0 | 0 | A |
HOUSE gets one-time superweapon P2 | ||||||||
34 | Add repeating super weapon | 0 | SuperWeapon# | 0 | 0 | 0 | 0 | A |
HOUSE gains repeating superweapon P2 | ||||||||
Code [1] | Action | Parameter types | ||||||
#1 (P1) | #2 (P2) | #3 (P3) | #4 (P4) | #5 (P5) | #6 (P6) | #7 (P7) | ||
35 | Preferred target | 0 | Quarry# | 0 | 0 | 0 | 0 | A |
HOUSE sets its preferred quarry type for super weapon targeting to P2 | ||||||||
36 | All change house | 0 | House# | 0 | 0 | 0 | 0 | A |
All objects of HOUSE are assigned to House P2 | ||||||||
37 | Make ally | 0 | House# | 0 | 0 | 0 | 0 | A |
Forces HOUSE to ally with house P2. This is accompanied by the EVA_AllianceFormed and EVA_EnemyAllianceFormed speeches. | ||||||||
38 | Make enemy | 0 | House# | 0 | 0 | 0 | 0 | A |
Forces HOUSE to un-ally with house P2. This is accompanied by the EVA_AllianceBroken speech. | ||||||||
39 | Change Zoom Level | 0 | Special | 0 | 0 | 0 | 0 | A |
Changes the zoom out level of the player's radar map: (1 - normal view, 2 - zoomed out). The initial zoom factor is controlled by the [AudioVisual]→ZoomInFactor=. | ||||||||
40 | Resize Player View | 0 | L | T | W | H | 0 | A |
Resizes the visible map portion to a rectangle:
| ||||||||
41 | Play Anim At | 0 | Animation# | 0 | 0 | 0 | 0 | Waypoint |
Plays animation P2 in the waypoint P7 | ||||||||
42 | Do Explosion At | 0 | Weapon# | 0 | 0 | 0 | 0 | Waypoint |
Detonates an explosion of Weapon P2 in the waypoint P7 | ||||||||
43 | Create VoxelAnim At | 0 | VoxelAnim# | 0 | 0 | 0 | 0 | Waypoint |
Creates a VoxelAnim of P2 at waypoint P7 | ||||||||
44 | Ion Storm start | 0 | time | 0 | 0 | 0 | 0 | A |
Starts an ion storm sequence to run for P2 frames | ||||||||
45 | Ion Storm stop | 0 | 0 | 0 | 0 | 0 | 0 | A |
Stops any Ion storm in progress | ||||||||
46 | Lock input | 0 | 0 | 0 | 0 | 0 | 0 | A |
Disables user input | ||||||||
47 | Unlock input | 0 | 0 | 0 | 0 | 0 | 0 | A |
Enables user input | ||||||||
48 | Center Camera at waypoint | 0 | Speed | 0 | 0 | 0 | 0 | Waypoint |
Moves the tactical view with a velocity of P2 to waypoint P7 | ||||||||
49 | Zoom in | 0 | 0 | 0 | 0 | 0 | 0 | A |
Zooms the tactical map in. The factor of zooming is controlled by the [AudioVisual]→ZoomInFactor= and can be adjusted during the game with action #39. The zoom takes place at the current position of the 'camera'. Player control and input is locked while the map is zoomed in. |
Code [1] | Action | Parameter types | ||||||
---|---|---|---|---|---|---|---|---|
#1 (P1) | #2 (P2) | #3 (P3) | #4 (P4) | #5 (P5) | #6 (P6) | #7 (P7) | ||
50 | Zoom out | 0 | 0 | 0 | 0 | 0 | 0 | A |
Zooms the tactical map out. The factor of zooming is controlled by the [AudioVisual]→ZoomInFactor= and can be adjusted during the game with action #39. The zoom takes place at the current position of the 'camera'. You should only zoom out after first zooming in. | ||||||||
51 | Reshroud Map | 0 | 0 | 0 | 0 | 0 | 0 | A |
Reshrouds the entire map, negating the effect of any BuildingType with SpySat=yes set | ||||||||
52 | Change Light Behavior | 0 | Special | 0 | 0 | 0 | 0 | A |
Changes the way a building spotlight behaves:
| ||||||||
53 | Enable Trigger | 2 | Trigger ID | 0 | 0 | 0 | 0 | A |
Enables trigger P2 | ||||||||
54 | Disable Trigger | 2 | Trigger ID | 0 | 0 | 0 | 0 | A |
Disables trigger P2 | ||||||||
55 | Create Radar Event | 0 | Radar Event# | 0 | 0 | 0 | 0 | Waypoint |
Creates a radar event of type P2 at waypoint P7. Possible values are:
| ||||||||
56 | Local Set | 0 | Local# | 0 | 0 | 0 | 0 | A |
Local P2 is set | ||||||||
57 | Local Clear | 0 | Local# | 0 | 0 | 0 | 0 | A |
Local is cleared | ||||||||
58 | Meteor Shower | 0 | Size (0-4) | 0 | 0 | 0 | 0 | Waypoint |
Creates a meteor shower around waypoint P7. The effect is created by displaying the animations defined by the [METLARGE]} and [METSMALL] entries in the ART file around the specified waypoint so by editing those entries you can customize the effect. | ||||||||
59 | Reduce Tiberium | 0 | Waypoint# | 0 | 0 | 0 | 0 | A |
Reduces amount of Tiberium around waypoint P7 | ||||||||
60 | Sell building | 0 | 0 | 0 | 0 | 0 | 0 | A |
Attached building is sold | ||||||||
61 | Turn off building | 0 | 0 | 0 | 0 | 0 | 0 | A |
Attached building is turned off. Works only if the building has a positive Power= value with Powered=yes and/or TogglePower=yes set. | ||||||||
62 | Turn on building | 0 | 0 | 0 | 0 | 0 | 0 | A |
Attached building is turned on. Works only if the building has a positive Power= value with Powered=yes and/or TogglePower=yes set. | ||||||||
63 | Apply 100 damage | 0 | Waypoint# | 0 | 0 | 0 | 0 | A |
Detonates an explosion of [HE] warhead (with 100 points of Damage) at waypoint P2 | ||||||||
64 | Small Light flash | 0 | Waypoint# | 0 | 0 | 0 | 0 | A |
Shows a small light flash at waypoint P2 | ||||||||
65 | Medium Light flash | 0 | Waypoint# | 0 | 0 | 0 | 0 | A |
Shows a medium light flash at waypoint P2 | ||||||||
66 | Large Light flash | 0 | Waypoint# | 0 | 0 | 0 | 0 | A |
Shows a large light flash at waypoint P2 | ||||||||
67 | Announce Win | 0 | 0 | 0 | 0 | 0 | 0 | A |
Announcement that the player has won. This is accompanied by the EVA_MissionAccomplished speech. | ||||||||
Code [1] | Action | Parameter types | ||||||
#1 (P1) | #2 (P2) | #3 (P3) | #4 (P4) | #5 (P5) | #6 (P6) | #7 (P7) | ||
68 | Announce Lose | 0 | 0 | 0 | 0 | 0 | 0 | A |
Announcement that the player has lost. This is accompanied by the EVA_MissionFailed speech. | ||||||||
69 | Force end | 0 | 0 | 0 | 0 | 0 | 0 | A |
Forces end of scenario. This is accompanied by the EVA_BattleControlTerminated speech. | ||||||||
70 | Destroy Tag | 3 | Tag ID | 0 | 0 | 0 | 0 | A |
Destroy tag P2 and all attached triggers | ||||||||
71 | Set ambient step | 0 | Number | 0 | 0 | 0 | 0 | A |
Sets ambient light fade step value to P2. The default value for all maps is defined by the [AudioVisual]→AmbientChangeStep=. | ||||||||
72 | Set ambient rate | 0 | Number | 0 | 0 | 0 | 0 | A |
Sets ambient light fade rate to P2. The default value for all maps is defined by the [AudioVisual]→AmbientChangeRate=. | ||||||||
73 | Set ambient light | 0 | Number | 0 | 0 | 0 | 0 | A |
Sets ambient light to level P2. The initial value is specified by the [Lighting]→Level=. | ||||||||
74 | AI triggers begin | 0 | House# | 0 | 0 | 0 | 0 | A |
Start AI triggers for house P2 | ||||||||
75 | AI triggers stop | 0 | House# | 0 | 0 | 0 | 0 | A |
Stop AI triggers for house P2 | ||||||||
76 | Ratio of AI trigger teams | 0 | Number | 0 | 0 | 0 | 0 | A |
Percentage chance for each of the HOUSE's AI triggers to be created, subject to normal AI trigger conditions. Defaults to 100. See also RatioAITriggerTeam. | ||||||||
77 | Ratio of team aircraft | 0 | Number | 0 | 0 | 0 | 0 | A |
AI percentage of aircraft created for teams (P2% are created for AI Triggers, (100-P2)% are for other teams) | ||||||||
78 | Ratio of team infantry | 0 | Number | 0 | 0 | 0 | 0 | A |
AI percentage of infantry created for teams (P2% are created for AI Triggers, (100-P2)% are for other teams) | ||||||||
79 | Ratio of team units | 0 | Number | 0 | 0 | 0 | 0 | A |
AI percentage of units created for teams (P2% are created for AI Triggers, (100-P2)% are for other teams) | ||||||||
80 | Reinforcement | 1 | TeamType ID | 0 | 0 | 0 | 0 | Waypoint |
Create reinforcement team P2 at waypoint P7. The appearance of the TeamType is accompanied by the EVA_ReinforcementsHaveArrived voice | ||||||||
81 | Wakeup self | 0 | 0 | 0 | 0 | 0 | 0 | A |
Breaks attached object out of sleep or harmless mode so as to enter guard mode. | ||||||||
82 | Wakeup all sleepers | 0 | 0 | 0 | 0 | 0 | 0 | A |
Breaks all HOUSE's units out of sleep mode so as to enter guard mode. | ||||||||
83 | Wakeup all harmless | 0 | 0 | 0 | 0 | 0 | 0 | A |
Breaks all HOUSE's units out of harmless mode so as to enter guard mode. | ||||||||
84 | Wakeup group | 0 | Group | 0 | 0 | 0 | 0 | A |
Wakeup all HOUSE's units which (as received from their TaskForce) belong to group P2 | ||||||||
Code [1] | Action | Parameter types | ||||||
#1 (P1) | #2 (P2) | #3 (P3) | #4 (P4) | #5 (P5) | #6 (P6) | #7 (P7) | ||
85 | Vein growth | 0 | 0/1 = no/yes | 0 | 0 | 0 | 0 | A |
Sets whether the Veins grow or not. Initially defined by the [Basic]→VeinGrowthEnabled=. | ||||||||
86 | Tiberium growth | 0 | 0/1 = no/yes | 0 | 0 | 0 | 0 | A |
Sets whether Tiberium grows or not. Initially defined by the [Basic]→TiberiumGrowthEnabled=. | ||||||||
87 | Ice growth | 0 | 0/1 = no/yes | 0 | 0 | 0 | 0 | A |
Sets whether ice grows or not. Initially defined by the [Basic]→IceGrowthEnabled=. | ||||||||
88 | Particle Anim at | 0 | Particle# | 0 | 0 | 0 | 0 | Waypoint |
Spawn particle P2 at waypoint P7 | ||||||||
89 | Remove Particle Anim at | 0 | 0 | 0 | 0 | 0 | 0 | Waypoint |
Remove all particles from waypoint P7. Applies only to Persistent=yes types which would continue to exist unless otherwise instructed. | ||||||||
90 | Lightning strike at | 0 | 0 | 0 | 0 | 0 | 0 | Waypoint |
A single Ion Storm lightning bolt strikes at waypoint P7 | ||||||||
91 | Go Berzerk | 0 | 0 | 0 | 0 | 0 | 0 | A |
Attached object goes berzerk (only works on Cyborg=yes infantry), see [CombatDamage]→BerzerkAllowed= | ||||||||
92 | Activate Firestorm | 0 | 0 | 0 | 0 | 0 | 0 | A |
Activates HOUSE's firestorm defense | ||||||||
93 | Deactivate Firestorm | 0 | 0 | 0 | 0 | 0 | 0 | A |
Deactivates HOUSE's firestorm defense | ||||||||
94 | Ion-cannon strike | 0 | 0 | 0 | 0 | 0 | 0 | Waypoint |
Fires Ion-Cannon at waypoint P7. The warhead used is defined by [CombatDamage]→IonCannonWarhead= and damage defined by [CombatDamage]→IonCannonDamage= | ||||||||
95 | Nuke strike | 0 | 0 | 0 | 0 | 0 | 0 | Waypoint |
Fires a Nuclear Missile (Multi Missile) at waypoint P7 | ||||||||
96 | Chem-missile strike | 0 | 0 | 0 | 0 | 0 | 0 | Waypoint |
Fires Chemical missile at waypoint P7 | ||||||||
97 | Toggle Train Cargo | 0 | 0 | 0 | 0 | 0 | 0 | A |
Toggles state of [Basic]→TrainCrate=bool | ||||||||
98 | Play Sound Effect | 7 | Sound# | 0 | 0 | 0 | 0 | A |
Plays sound P2 at random waypoint | ||||||||
99 | Play Sound Effect At | 7 | Sound# | 0 | 0 | 0 | 0 | Waypoint |
Plays sound effect P2 at waypoint P7 | ||||||||
100 | Play Ingame Movie | 0 | Movie# | 0 | 0 | 0 | 0 | A |
Displays movie P2 in the minimap window. Player still has control of interface and units. This is accompanied by the EVA_IncomingTransmission speech, and the sounds defined by the [AudioVisual]→MovieOn= and [AudioVisual]→MovieOff= flags are played before and after the movie respectively. |
Code [1] | Action | Parameter types | ||||||
---|---|---|---|---|---|---|---|---|
#1 (P1) | #2 (P2) | #3 (P3) | #4 (P4) | #5 (P5) | #6 (P6) | #7 (P7) | ||
101 | Reshroud Map At | 0 | Waypoint# | 0 | 0 | 0 | 0 | A |
Reshrouds map around waypoint P2. The radius around the waypoint that gets shrouded is controlled by the [AudioVisual]→RevealTriggerRadius= | ||||||||
102 | Lightning Storm strike | 0 | 0 | 0 | 0 | 0 | 0 | Waypoint |
HOUSE fires an Ion Storm at waypoint P7 | ||||||||
103 | Timer Text | 4 | Text# | 0 | 0 | 0 | 0 | A |
Displays text string with label P2 from CSF as the mission timer text | ||||||||
104 | Flash Team | 5 | TeamType ID | 0 | 0 | 0 | 0 | Duration |
Flashes all members of TeamType P2 for P7 frames | ||||||||
105 | Talk Bubble | 5 | TeamType ID | 0 | 0 | 0 | 0 | number |
Displays frame P7 in talkbubl.shp over first member of first instance of TeamType P2 for TalkBubbleTime | ||||||||
106 | Set Object's Tech Level | 9 | ObjectType | 0 | 0 | 0 | 0 | Tech Level |
Sets the specified ObjectType P2 (?) to have tech level P7 | ||||||||
107 | Reinforcement by Chrono | 1 | TeamType | 0 | 0 | 0 | 0 | Waypoint |
Creates TeamType P2, chronoshifts it into waypoint P7 and grants it to HOUSE. As with all Chronoshifting, there is an inherent delay after the team appears - this delay is specified by the [General]→ChronoReinfDelay=. | ||||||||
108 | Create Crate... | 0 | Crate Type | 0 | 0 | 0 | 0 | Waypoint |
Creates a Crate with specific contents at a waypoint, see [Powerups] | ||||||||
109 | Iron Curtain At | 0 | 0 | 0 | 0 | 0 | 0 | Waypoint |
Fires Iron Curtain at Waypoint | ||||||||
110 | Pause Game | 0 | time | 0 | 0 | 0 | 0 | A |
Pauses the game for P2 seconds | ||||||||
111 | Evict Occupiers | 0 | 0 | 0 | 0 | 0 | 0 | A |
Evicts occupants from attached building | ||||||||
112 | Center (Jump) Camera at Waypoint... | 0 | 0 | 0 | 0 | 0 | 0 | Waypoint |
Moves the tactical view to waypoint P7 | ||||||||
113 | Make house cheer | 0 | House# | 0 | 0 | 0 | 0 | A |
All InfantryTypes of house P2 will play their cheer animation if they can | ||||||||
114 | Set Tab to (0-3)... | 0 | number | 0 | 0 | 0 | 0 | A |
Flips sidebar to tab number P2 | ||||||||
115 | Flash Cameo | 9 | ObjectType | 0 | 0 | 0 | 0 | number |
Flashes the cameo of ObjectType P2 for P7 frames | ||||||||
Code [1] | Action | Parameter types | ||||||
#1 (P1) | #2 (P2) | #3 (P3) | #4 (P4) | #5 (P5) | #6 (P6) | #7 (P7) | ||
116 | Stop Sounds At | 0 | 0 | 0 | 0 | 0 | 0 | Waypoint |
Stops all sounds at waypoint P7 that were started using the Play Sound At trigger | ||||||||
117 | Play Ingame Movie (pause game)... | 0 | Movie | 0 | 0 | 0 | 0 | A |
Pauses game, locks player input and displays the specified movie in the sidebar | ||||||||
118 | ![]() |
0 | 0 | 0 | 0 | 0 | 0 | A |
Deletes all Smudge objects from the map | ||||||||
119 | ![]() |
0 | House# | 0 | 0 | 0 | 0 | A |
Destroys all objects of house P2 | ||||||||
120 | ![]() |
0 | House# | 0 | 0 | 0 | 0 | A |
Destroys all buildings of house P2 | ||||||||
121 | ![]() |
0 | House# | 0 | 0 | 0 | 0 | A |
Destroys all land units of house P2 | ||||||||
122 | ![]() |
0 | House# | 0 | 0 | 0 | 0 | A |
Destroys all naval units of house P2 | ||||||||
123 | ![]() |
0 | House# | 0 | 0 | 0 | 0 | A |
HOUSE mind controls the base of house P2 | ||||||||
124 | ![]() |
0 | House# | 0 | 0 | 0 | 0 | A |
HOUSE relinquishes control of the previously mind controlled base to house P2 | ||||||||
125 | ![]() |
10 | Building | 0 | 0 | 0 | 0 | Waypoint |
A building P2 is created at waypoint P7 and granted to HOUSE, all units obstructing the construction will be moved | ||||||||
126 | ![]() |
0 | House# | 0 | 0 | 0 | 0 | A |
Recreats all buildings and units house P2 had at the start of the game | ||||||||
127 | ![]() |
0 | number | 0 | 0 | 0 | 0 | A |
Displays the Chrono Warp effect over the screen for P2 frames. The sounds made by the effect are specified in the [AudioVisual]→LetsDoTheTimeWarpOutAgain= and [AudioVisual]→LetsDoTheTimeWarpInAgain=. | ||||||||
128 | ![]() |
0 | 0 | 0 | 0 | 0 | 0 | Waypoint |
All units owned by HOUSE will be teleported to waypoint P7 | ||||||||
129 | ![]() |
11 | Superweapon | 0 | 0 | 0 | 0 | number |
If HOUSE has superweapon P2, its charge is set to P7 percent. | ||||||||
130 | ![]() |
0 | House# | 0 | 0 | 0 | 0 | A |
Restores all buildings house P2 had at the start of the game to full health | ||||||||
Code [1] | Action | Parameter types | ||||||
#1 (P1) | #2 (P2) | #3 (P3) | #4 (P4) | #5 (P5) | #6 (P6) | #7 (P7) | ||
131 | ![]() |
9 | Building | 0 | 0 | 0 | 0 | number |
All buildings P2 owned by HOUSE will flash for P7 frames | ||||||||
132 | ![]() |
11 | Superweapon | 0 | 0 | 0 | 0 | number |
Sets the charge time of superweapon P2 to P7 frames | ||||||||
133 | ![]() |
0 | Superweapon | 0 | 0 | 0 | 0 | A |
Resets the charge time of superweapon P2 to normal value([SuperWeaponType]→RechargeTime=float) | ||||||||
134 | ![]() |
0 | SuperWeapon | 0 | 0 | 0 | 0 | A |
Resets superweapon P2 as if a spy had gotten in | ||||||||
135 | ![]() |
0 | 0 | 0 | 0 | 0 | 0 | Waypoint |
HOUSE will aim all future targetable superweapons at waypoint P7 | ||||||||
136 | ![]() |
0 | 0 | 0 | 0 | 0 | 0 | A |
HOUSE will target its superweapons normally | ||||||||
137 | ![]() |
0 | 0 | 0 | 0 | 0 | 0 | Waypoint |
HOUSE will assume waypoint P7 is the center of its base | ||||||||
138 | ![]() |
0 | 0 | 0 | 0 | 0 | 0 | A |
HOUSE will recalculate the center of its base | ||||||||
139 | ![]() |
0 | number | 0 | 0 | 0 | 0 | A |
Disables the radar screen of HOUSE for P2 frames | ||||||||
140 | ![]() |
0 | 0 | 0 | 0 | 0 | 0 | Waypoint |
HOUSE will aim all Force Shields at waypoint P7 | ||||||||
141 | ![]() |
0 | 0 | 0 | 0 | 0 | 0 | A |
HOUSE will target its Force Shields normally | ||||||||
142 | ![]() |
0 | number | 0 | 0 | 0 | 0 | A |
Retints the Red portion of the screen to P2 percent | ||||||||
143 | ![]() |
0 | number | 0 | 0 | 0 | 0 | A |
Retints the Green portion of the to P2 percent | ||||||||
144 | ![]() |
0 | number | 0 | 0 | 0 | 0 | A |
Retints the Blue portion of the screen to P2 percent | ||||||||
145 | ![]() |
0 | 0 | 0 | 0 | 0 | 0 | A |
Focuses the player's view on his Conyard/MCV. Just same as you hit the 'H' (Center Base) key | ||||||||
Code [1] | Action | Parameter types | ||||||
#1 (P1) | #2 (P2) | #3 (P3) | #4 (P4) | #5 (P5) | #6 (P6) | #7 (P7) |
Notes
- Referencing items
- As you probably noticed, some of the Parameter descriptions in this table end with "#". The reason for that is:
- Some parameters take their values to be indexes of objects, others assume they are the identifiers of those objects.
- For convenience, if the parameter's description in the table ends with a "#" symbol, you should use the object's index in its appropriate list, otherwise you should use its ID.
- Also note: All entries in column P7 are expected to be literal, so you have to convert all the numbers into letters like this:
- 0 is "A", 1 is "B", 25 is "Z", 26 is "AA", just like the columnm numbering in your favourite spreadsheet program.