ModEnc is currently in Maintenance Mode: Changes could occur at any given moment, without advance warning.

Actions (maps)/RA2YR/050 099

From ModEnc
Jump to navigation Jump to search
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:
  • 0 - No spotlight
  • 1 - Obey rules.ini setting
  • 2 - Circle
  • 3 - Follow
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:
  1. Generic Combat
  2. Generic Noncombat
  3. Dropzone
  4. Base Under Attack
  5. Miner Under Attack
  6. Enemy Object Sensed
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
Logic related to Ratio of team aircraft, as a whole or in part, is obsolete in Yuri's Revenge.

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
Logic related to Ratio of team infantry, as a whole or in part, is obsolete in Yuri's Revenge.

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
Logic related to Ratio of team units, as a whole or in part, is obsolete in Yuri's Revenge.

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.
  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.