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Actions (maps)/RA2YR/050 100

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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. If another movie is triggered before the current movie has ended, it will switch immediately after the original movie ends and start playing from the beginning, which is similar to a queuing work mode.

When obtaining the radar and starting to play the video in the upper right corner, start timing. A movie can start playing as early as 4 seconds later. If the set start time does not reach 4 seconds, then after the radar startup animation ends, the radar map will be completely dark, until the time has passed 4 seconds, when the movie starts playing.

  • Specifically, if the player is given the radar and a trigger using Event#13 to play a movie at the same time, then the parameter for Event#13 needs to be set to 5 (or more) to avoid causing the above issue.
  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.