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Actions (maps)/RA2YR/000 049
< Actions (maps) | RA2YR
| 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 [AudioVisual]→DropZoneRadius=. | ||||||||
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. | ||||||||
