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Actions (maps)/RA2YR/000 049

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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 [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
Logic related to Autocreate Begins, as a whole or in part, is obsolete in Red Alert 2 and Yuri's Revenge.

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
Logic related to Allow Win, as a whole or in part, is obsolete in Red Alert 2 and Yuri's Revenge.

The 'Win' action will not fire if any triggers with this action haven't fired yet.
  • Known to cause game freezing in some cases.

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:
  • top left corner is (L[eft], T[op])
  • width is W
  • height is H

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.
There is a slight display problem with this in Red Alert 2 due to the presence of the Advanced Command Bar.

  1. 1.0 1.1 1.2 This column specifies the code to be written in the Event's "condition" slot, e.g. E1 in the Events page.
  2. HOUSE in this document refers to the house owning the Trigger, labeled "HOUSE" in the Triggers page.