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Actions (maps)/TSFS/060 106

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

62
_
Turn On Building 0 0 0 0 0 0 A
Attached building is turned on

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
EVA announcement that the player has won

68
_
Announce Lose 0 0 0 0 0 0 A
EVA announcement that the player has lost

69
_
Force End 0 0 0 0 0 0 A
Forces end of scenario

70
_
Destroy Tag 3 Tag ID 0 0 0 0 A
Destroy tag P2 and all attached triggers

71
_
Set Ambient Step 0 Number[2] 0 0 0 0 A
Sets ambient light fade step value to P2

72
_
Set Ambient Rate 0 Number[2] 0 0 0 0 A
Sets ambient light fade rate to P2

73
_
Set Ambient Light 0 Number 0 0 0 0 A
Sets ambient light to level P2

74
_
AI Triggers Begin 0 House# 0 0 0 0 A
Start AI triggers for house P2
Code [1] Action Parameter types
#1 (P1) #2 (P2) #3 (P3) #4 (P4) #5 (P5) #6 (P6) #7 (P7)

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
HOUSE's percentage of aircraft created for teams (P2% are created for AI Triggers, (100-P2)% are for other teams). Defaults to 75. See also RatioTeamAircraft.

78
_
Ratio of Team Infantry 0 Number 0 0 0 0 A
HOUSE's percentage of infantry created for teams (P2% are created for AI Triggers, (100-P2)% are for other teams). Defaults to 75. See also RatioTeamInfantry.

79
_
Ratio of Team Units 0 Number 0 0 0 0 A
HOUSE's percentage of units created for teams (P2% are created for AI Triggers, (100-P2)% are for other teams). Defaults to 75. See also RatioTeamUnits.

80
_
Reinforcement Team At 1 TeamType ID 0 0 0 0 Waypoint
Creates reinforcement team P2 at waypoint P7. The units will appear magically at the waypoint.

If there is a building or a transport on the waypoint, the task force will spawn inside it, even if the task force members could not normally enter the object. In case of buildings, the task force will exit the building as if produced from it. Transports will not kick out the passengers unless specifically told to (by the player or a script).

Units with the tunnel (subterranean) locomotor spawn underground and emerge at or, if obstructed, as close as possible to the waypoint.


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

83
_
Wakeup All Harmless 0 0 0 0 0 0 A
Breaks all HOUSE's units out of harmless mode

84
_
Wakeup Group 0 Group 0 0 0 0 A
Action Wakeup Group is bugged. In certain circumstances, it will crash the game.

Wakeup all HOUSE's units which (as received from their TaskForce) belong to group P2

85
_
Vein Growth 0 0/1 = no/yes 0 0 0 0 A
Sets whether the Veins grow or not

86
_
Tiberium Growth 0 0/1 = no/yes 0 0 0 0 A
Sets whether Tiberium grows or not

87
_
Ice Growth 0 0/1 = no/yes 0 0 0 0 A
Sets whether ice grows or not

88
_
Particle System Anim At 0 ParticleSystem# 0 0 0 0 Waypoint
Spawn particle system P2 (0-based index) at waypoint P7

89
_
Remove Particle System Anim At 0 0 0 0 0 0 Waypoint
Remove all particle system from waypoint P7
Code [1] Action Parameter types
#1 (P1) #2 (P2) #3 (P3) #4 (P4) #5 (P5) #6 (P6) #7 (P7)

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)

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

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

98
_
Play Sound Effect Random 0 Sound# 0 0 0 0 A
Plays sound P2 at random waypoint

99
_
Play Sound Effect At 0 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

101
_
Flash Team 4 TeamType ID 0 0 0 0 Duration
Flash team P2 for the duration (in frames) specified in P7

102
_
Disable Speech 0 0 0 0 0 0 A
Disables EVA announcements.

103
_
Enable Speech 0 0 0 0 0 0 A
Enables EVA announcements.

104
_
Set Team ID 0 Group 0 0 0 0 A
Assigns all attached objects to Group P2.

105
_
Talk Bubble 4 TeamType ID 0 0 0 0 Frame
Displays talk bubble frame P7 (1-based index) over each member of TeamType P2
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 Action's "action" slot, e.g. A1 in the Actions page.
  2. 2.0 2.1 This value is a floating-point number converted to hexadecimal and expressed as an integer. For example, to set AmbientChangeRate to 0.5, first convert the float to hex (0x3f000000) and further into int (1056964608).