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Actions (maps)/TSFS/000 059

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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
Enables computer-controlled House P2 to produce units for teams and (re)construct buildings according to base nodes. This is necessary if the House's IQ is too low for automatic production.

4
_
Create Team. 1[P1 1] TeamType ID 0 0 0 0 A
Creates an instance of TeamType P2 owned by the team's House. The TaskForce will be recruited from existing units, and if necessary, from units produced from factory. This applies to AI and player owned houses alike. AI houses will automatically try to complete unfilled teams, if able.

If the TaskForce is unable to be filled for any reason, it will dissolve after the duration specified in DissolveUnfilledTeamDelay.


5
_
Destroy Team 1 TeamType ID 0 0 0 0 A
Destroys all instances of TeamType P2. This dissolves the team(s), but leaves the team members alive. However, the teams are regarded as "killed" for purposes like certain trigger events (e.g. event #29 or #48).

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 team type P2 and grants it to its owner house. In most cases, the task force will arrive from the map edge closest to the team's origin waypoint. Units with the tunnel (subterranean) locomotor spawn directly at the waypoint.

If no waypoint is defined or the waypoint is otherwise invalid, then the edge is determined by the Edge parameter of the team's house.

See also action #80.

Note: In case of non-burrowing ground units, the game attempts to determine a clear spot just outside the map's visible area to spawn the task force in. This can often lead to strange results, like the task force spawning far away from the desired waypoint, even on the opposite side of the map.


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

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

11
_
Text Trigger 0 String# 0 0 0 0 A
Displays the text with index P2 from tutorial.ini

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 Tiberian Sun.

In previous games, this action enabled the specified computer-controlled house to periodically build autocreate teams. However, this system is deprecated, most likely in favor of the new and more flexible AI triggers.

14
_
Change House 0 House# 0 0 0 0 A
Attached objects are granted to House P2.

Note that the House will technically "capture" the objects. If there's another trigger with events like #29 or #48 attached to those objects, that trigger will fire due to the House change.

Code [1] Action Parameter types
#1 (P1) #2 (P2) #3 (P3) #4 (P4) #5 (P5) #6 (P6) #7 (P7)

15
_
Allow Win 0 0 0 0 0 0 A
Logic related to Allow Win, as a whole or in part, is obsolete in Tiberian Sun.

In previous games, the mission could only be won once all triggers that had this action had fired. In TS, this was made obsolete by the introduction of local variables.

16
_
Reveal all map 0 0 0 0 0 0 A
Reveals the entire map to the player

17
_
Reveal around waypoint 0 Waypoint# 0 0 0 0 A
Reveals a region of the map to the player around the waypoint specified

18
_
Reveal waypoint zone 0 Waypoint# 0 0 0 0 A
Reveals the zone of waypoint P2

19
_
Play sound effect 0 Sound# 0 0 0 0 A
Plays the sound effect P2

20
_
Play music theme 0 Theme# 0 0 0 0 A
Plays the music theme P2

21
_
Play speech 0 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

24
_
Timer Stop 0 0 0 0 0 0 A
Stops the global mission timer

25
_
Timer Extend 0 Time[2] 0 0 0 0 A
Extends the global mission timer by this many seconds[2].

26
_
Timer Shorten 0 Time[2] 0 0 0 0 A
Reduces the global mission timer by this many seconds[2].

27
_
Timer Set 0 Time[2] 0 0 0 0 A
Sets the global mission timer to this many seconds[2].

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
Code [1] Action Parameter types
#1 (P1) #2 (P2) #3 (P3) #4 (P4) #5 (P5) #6 (P6) #7 (P7)

30
_
Auto Base Building 0 Boolean 0 0 0 0 A
If P2 ≠ 0, enables base construction for HOUSE[3]. See also action no. 3

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

35
_
Preferred target 0 Quarry# 0 0 0 0 A
HOUSE sets the preferred target type for super weapons 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

38
_
Make enemy 0 House# 0 0 0 0 A
Forces HOUSE to un-ally with house P2

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)

40
_
Resize Player View 0 0 X offset Y offset Width Height A
Changes the visible portion of the map. See [Map]LocalSize= for more information on the parameters.

41
_
Play Anim At 0 Animation# 0 0 0 0 Waypoint
Plays animation P2 in the waypoint P7

42
_
Fire Weapon At 0 Weapon# 0 0 0 0 Waypoint
Detonates an explosion with weapon P2 in the waypoint P7

43
_
Meteor Impact At 0 VoxelAnim# 0 0 0 0 Waypoint#
Creates VoxelAnim P2 at waypoint P7 and plays the EVA speech "Meteor storm approaching"

44
_
Ion Storm start 0 Time[2] 0 0 0 0 A
Starts an ion storm sequence to run for P2 seconds[2].
Code [1] Action Parameter types
#1 (P1) #2 (P2) #3 (P3) #4 (P4) #5 (P5) #6 (P6) #7 (P7)

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 (0-4) 0 0 0 0 Waypoint
Moves the tactical view to waypoint P7 with given speed in P2

49
_
Zoom in 0 0 0 0 0 0 A
Zooms the tactical map in

50
_
Zoom out 0 0 0 0 0 0 A
Zooms the tactical map out

51
_
Reshroud Map 0 0 0 0 0 0 A
Reshrouds the entire map

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# 0 0 0 0 A
Enables trigger P2

54
_
Disable Trigger 2 Trigger# 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

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 (0-3) 0 0 0 0 Waypoint
Creates a meteor shower of size P2 around waypoint P7 and plays the EVA speech "Meteor storm approaching". Larger size values indicate more meteors.

59
_
Reduce Tiberium 0 0 0 0 0 0 Waypoint
  1. 1.0 1.1 1.2 1.3 This column specifies the code to be written in the Action's "action" slot, e.g. A1 in the Actions page.
  2. 2.0 2.1 2.2 2.3 2.4 2.5 2.6 2.7 Time is seconds on default game speed (15 FPS).
  3. HOUSE in this document refers to the house owning the Trigger, labeled "HOUSE" in the Triggers page.


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