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Actions (maps)/RA2YR/101 145
< Actions (maps) | RA2YR
| 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 _ |
Set Object's Tech Level | 9 | ObjectType | 0 | 0 | 0 | 0 | Tech Level |
| Sets the specified ObjectType P2 (?) to have tech level P7 | ||||||||
107 _ |
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 _ |
0 | 0 | 0 | 0 | 0 | 0 | A | |
| Deletes all Smudge objects from the map | ||||||||
119 _ |
0 | House# | 0 | 0 | 0 | 0 | A | |
| Destroys all objects of house P2 | ||||||||
120 _ |
0 | House# | 0 | 0 | 0 | 0 | A | |
| Destroys all buildings of house P2 | ||||||||
121 _ |
0 | House# | 0 | 0 | 0 | 0 | A | |
| Destroys all land units of house P2 | ||||||||
122 _ |
0 | House# | 0 | 0 | 0 | 0 | A | |
| Destroys all naval units of house P2 | ||||||||
123 _ |
0 | House# | 0 | 0 | 0 | 0 | A | |
| HOUSE mind controls the base of house P2 | ||||||||
124 _ |
0 | House# | 0 | 0 | 0 | 0 | A | |
| HOUSE relinquishes control of the previously mind controlled base to house P2 | ||||||||
125 _ |
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 _ |
0 | House# | 0 | 0 | 0 | 0 | A | |
| Recreats all buildings and units house P2 had at the start of the game | ||||||||
127 _ |
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 _ |
0 | 0 | 0 | 0 | 0 | 0 | Waypoint | |
| All units owned by HOUSE will be teleported to waypoint P7 | ||||||||
129 _ |
11 | Superweapon | 0 | 0 | 0 | 0 | number | |
| If HOUSE has superweapon P2, its charge is set to P7 percent. | ||||||||
130 _ |
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 _ |
9 | Building | 0 | 0 | 0 | 0 | number | |
| All buildings P2 owned by HOUSE will flash for P7 frames | ||||||||
132 _ |
11 | Superweapon | 0 | 0 | 0 | 0 | number | |
| Sets the charge time of superweapon P2 to P7 frames | ||||||||
133 _ |
0 | Superweapon | 0 | 0 | 0 | 0 | A | |
| Resets the charge time of superweapon P2 to normal value([SuperWeaponType]→RechargeTime=float) | ||||||||
134 _ |
0 | SuperWeapon | 0 | 0 | 0 | 0 | A | |
| Resets superweapon P2 as if a spy had gotten in | ||||||||
135 _ |
0 | 0 | 0 | 0 | 0 | 0 | Waypoint | |
| HOUSE will aim all future targetable superweapons at waypoint P7 | ||||||||
136 _ |
0 | 0 | 0 | 0 | 0 | 0 | A | |
| HOUSE will target its superweapons normally | ||||||||
137 _ |
0 | 0 | 0 | 0 | 0 | 0 | Waypoint | |
| HOUSE will assume waypoint P7 is the center of its base | ||||||||
138 _ |
0 | 0 | 0 | 0 | 0 | 0 | A | |
| HOUSE will recalculate the center of its base | ||||||||
139 _ |
0 | number | 0 | 0 | 0 | 0 | A | |
| Disables the radar screen of HOUSE for P2 frames | ||||||||
140 _ |
0 | 0 | 0 | 0 | 0 | 0 | Waypoint | |
| HOUSE will aim all Force Shields at waypoint P7 | ||||||||
141 _ |
0 | 0 | 0 | 0 | 0 | 0 | A | |
| HOUSE will target its Force Shields normally | ||||||||
142 _ |
0 | number | 0 | 0 | 0 | 0 | A | |
| Retints the Red portion of the screen to P2 percent | ||||||||
143 _ |
0 | number | 0 | 0 | 0 | 0 | A | |
| Retints the Green portion of the to P2 percent | ||||||||
144 _ |
0 | number | 0 | 0 | 0 | 0 | A | |
| Retints the Blue portion of the screen to P2 percent | ||||||||
145 _ |
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) | ||