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Events/RA
< Events
In RA, Events were still part of the [Triggers] section, but now Triggers could have up to two Events with up to two parameters each.
The following Events were available:
| Code [1] | Event | Parameter types | |
|---|---|---|---|
| #1 (P1) | #2 (P2) | ||
| 0 | None | -1 | -1 |
| No Event - cannot be activated | |||
| 1 | Entered by | -1 | House# |
| House P2 enters attached building/celltag | |||
| 2 | Spied by | -1 | House# |
| House P2 sends a spy into attached building | |||
| 3 | Thieved by | -1 | -1 |
| Doesn't work | |||
| 4 | Discovered by player | -1 | -1 |
| House owning the attached object is discovered by the player | |||
| 5 | House Discovered | -1 | House# |
| House P2 is discovered by the player | |||
| 6 | Attacked by anybody | -1 | -1 |
| Attached object is attacked by anybody | |||
| 7 | Destroyed by anybody | -1 | -1 |
| Attached object is destroyed by anybody | |||
| 8 | Any event | -1 | -1 |
| Any event | |||
| 9 | Destroyed, Units, All | -1 | House# |
| All units of house P2 are destroyed (does not include civilian objects) | |||
| 10 | Destroyed, Buildings, All | -1 | House# |
| All buildings of house P2 are destroyed (does not include civilian objects) | |||
| 11 | Destroyed, All | -1 | House# |
| All objects of house P2 are destroyed (does not include civilian objects) | |||
| 12 | Credits exceed | -1 | credits |
| HOUSE[2] has at least P2 credits | |||
| 13 | Elapsed time | -1 | time |
| (P2/10) minutes have passed in this mission | |||
| 14 | Mission timer expired | -1 | -1 |
| Mission timer expired | |||
| 15 | Destroyed, Buildings, # | -1 | counter |
| Exactly P2 buildings owned by HOUSE have been destroyed (does include civilian objects) | |||
| Code [1] | Event | Parameter types | |
| #1 (P1) | #2 (P2) | ||
| 16 | Destroyed, Units, # | -1 | counter |
| Exactly P2 units owned by HOUSE have been destroyed (does include civilian objects) | |||
| 17 | No factories left | -1 | -1 |
| HOUSE has no factories left) | |||
| 18 | Civilians evacuated | -1 | -1 |
| Civilian objects owned by HOUSE have left the map (See CivEvac ) | |||
| 19 | Build building type | -1 | Building# |
| Building # P2 is placed on the map | |||
| 20 | Build unit type | -1 | Unit# |
| Unit whose internal index is P2 is placed on the map | |||
| 21 | Build infantry type | -1 | Infantry# |
| Infantry whose internal index is P2 is placed on the map | |||
| 22 | Build aircraft type | -1 | Aircraft# |
| Aircraft whose internal index is P2 is placed on the map | |||
| 23 | Leaves map (team) | TeamType# | -1 |
| TeamType P1 leaves the map | |||
| 24 | Zone entry by | -1 | House# |
| Attached celltrigger's zone entered by house P2 | |||
| 25 | Crosses horizontal line | -1 | House# |
| House P2 crosses the horizontal line of the attached celltag | |||
| 26 | Crosses vertical line | -1 | House# |
| House P2 crosses the vertical line of the attached celltag | |||
| 27 | Global is set | -1 | Global# |
| Global variable with index P2 is set | |||
| 28 | Global is clear | -1 | Global# |
| Global variable with index P2 is cleared | |||
| 29 | Destroyed, Fakes, All | -1 | -1 |
| Doesn't work, fires immediately | |||
| 30 | Low power | -1 | House# |
| House P2 is in a low power situation | |||
| 31 | Attached bridge destroyed | -1 | -1 |
| Attached bridge destroyed | |||
| 32 | Building exists | -1 | Building# |
| HOUSE owns a building # P2 | |||
| Code [1] | Event | Parameter types | |
| #1 (P1) | #2 (P2) | ||
Events took two parameters which, when unused, had to be set to -1.
Footnotes
All parameters are unsigned integers, meaning all objects like structures, houses, etc. are referenced by their internal indexes. Those internal indexes are listed here.