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Actions (maps)/RA2YR/101 145

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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
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Set Object's Tech Level 9 ObjectType 0 0 0 0 Tech Level
Sets the specified ObjectType P2 (?) to have tech level P7

107
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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
_
Clear all smudges 0 0 0 0 0 0 A
Deletes all Smudge objects from the map

119
_
Destroy all of 0 House# 0 0 0 0 A
Destroys all objects of house P2

120
_
Destroy all Buildings of 0 House# 0 0 0 0 A
Destroys all buildings of house P2

121
_
Destroy all Land Units of 0 House# 0 0 0 0 A
Destroys all land units of house P2

122
_
Destroy all Naval Units of 0 House# 0 0 0 0 A
Destroys all naval units of house P2

123
_
Mind Control Base of 0 House# 0 0 0 0 A
HOUSE mind controls the base of house P2

124
_
Restore Mind Controlled Base to 0 House# 0 0 0 0 A
HOUSE relinquishes control of the previously mind controlled base to house P2

125
_
Create Building At 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
_
Restore Starting Units of 0 House# 0 0 0 0 A
Recreats all buildings and units house P2 had at the start of the game

127
_
Chrono Screen Effect for 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
_
Teleport All to 0 0 0 0 0 0 Waypoint
All units owned by HOUSE will be teleported to waypoint P7

129
_
Set Superweapon Charge 11 Superweapon 0 0 0 0 number
If HOUSE has superweapon P2, its charge is set to P7 percent.

130
_
Restore Starting Buildings of... 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
_
Flash Buildings of Type... 9 Building 0 0 0 0 number
All buildings P2 owned by HOUSE will flash for P7 frames

132
_
Superweapon Set Recharge Time 11 Superweapon 0 0 0 0 number
Sets the charge time of superweapon P2 to P7 frames

133
_
Superweapon Reset Recharge Time 0 Superweapon 0 0 0 0 A
Resets the charge time of superweapon P2 to normal value([SuperWeaponType]RechargeTime=float)

134
_
Superweapon Reset 0 SuperWeapon 0 0 0 0 A
Resets superweapon P2 as if a spy had gotten in

135
_
Set Preferred Target Cell 0 0 0 0 0 0 Waypoint
HOUSE will aim all future targetable superweapons at waypoint P7

136
_
Clear Preferred Target Cell 0 0 0 0 0 0 A
HOUSE will target its superweapons normally

137
_
Center Base Cell Set 0 0 0 0 0 0 Waypoint
HOUSE will assume waypoint P7 is the center of its base

138
_
Center Base Cell Clear 0 0 0 0 0 0 A
HOUSE will recalculate the center of its base

139
_
Blackout Radar 0 number 0 0 0 0 A
Disables the radar screen of HOUSE for P2 frames

140
_
Set Defensive Target Cell 0 0 0 0 0 0 Waypoint
HOUSE will aim all Force Shields at waypoint P7

141
_
Clear Defensive Target Cell 0 0 0 0 0 0 A
HOUSE will target its Force Shields normally

142
_
Retint Red 0 number 0 0 0 0 A
Retints the Red portion of the screen to P2 percent

143
_
Retint Green 0 number 0 0 0 0 A
Retints the Green portion of the to P2 percent

144
_
Retint Blue 0 number 0 0 0 0 A
Retints the Blue portion of the screen to P2 percent

145
_
Jump camera home 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)
  1. 1.0 1.1 1.2 1.3 This column specifies the code to be written in the Event's "condition" slot, e.g. E1 in the Events page.