| Code [1]
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Event
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Parameter types
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| #1 (P1)
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#2 (P2)
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#3 (P3)
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| 0
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None
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0
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0
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-
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| No Event - cannot be activated
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| 1
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Entered by
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0
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House#
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-
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| House P2 enters attached building/celltag.
Caution: on multiplayer, if house P2 is a country (America, Yuri etc) it only detects the first player that is the given house. Additionally, color seems to play a role in this (confirmation needed). Therefore, you may want to use -1 (anyone) as house.[2]
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| 2
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Spied by
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0
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House#
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-
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| House P2 sends a spy into attached building
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| 3
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Thieved by
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0
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0
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-
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| Doesn't work
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| 4
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Discovered by player
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0
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0
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-
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| House owning the attached object is discovered by the player.
Editor's note: this event is irreversibly bugged for the remainder of the mission if the attached objects are discovered by non-convential means like Player building a SpySat=yes or the objects getting revealed due to their weapon having RevealOnFire=yes; only a mission restart fixes it. It hasn't been researched if reveal via crates or map triggers has the same effect; exercise caution using this event and try using events 1 (TS/RA2/YR) or 59 (YR) instead.
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| 5
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House Discovered
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0
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House#
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-
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| House P2 is discovered by the player
Editor's note: this event might be bugged too, see above.
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| 6
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Attacked by anybody
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0
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0
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-
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| Attached object is attacked by anybody
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| 7
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Destroyed by anybody
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0
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0
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-
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| Attached object is destroyed by anybody
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| 8
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Any event
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0
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0
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-
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| Any event
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| 9
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Destroyed, Units, All
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0
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House#
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-
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All units of house P2 are destroyed (does not include Insignificant=yes[3] objects, but this be broken in Yuri's Revenge.[4])
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| 10
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Destroyed, Buildings, All
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0
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House#
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-
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| All buildings of house P2 are destroyed (does not include Insignificant=yes[3] objects)
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| 11
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Destroyed, All
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0
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House#
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-
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| All objects of house P2 are destroyed (does not include Insignificant=yes[3] objects)
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| 12
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Credits exceed
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0
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credits
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-
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| HOUSE[5] has at least P2 credits
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| 13
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Elapsed time
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0
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time
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-
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| (P2/10) minutes have passed in this mission
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| 14
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Mission timer expired
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0
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0
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-
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| Mission timer expired
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| 15
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Destroyed, Buildings, #
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0
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counter
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-
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| Exactly P2 buildings owned by HOUSE have been destroyed (does include civilian objects)
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| Code [1]
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Event
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Parameter types
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| #1 (P1)
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#2 (P2)
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#3 (P3)
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| 16
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Destroyed, Units, #
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0
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counter
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-
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| Exactly P2 units owned by HOUSE have been destroyed (does include civilian objects)
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| 17
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No factories left
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0
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0
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-
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| HOUSE has no buildings with a valid Factory set
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| 18
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Civilians evacuated
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0
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0
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-
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| Civilian objects owned by HOUSE have left the map (See CivEvac )
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| 19
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Build building type
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0
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Building#
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-
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| Building whose internal index is P2 is placed on the map
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| 20
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Build unit type
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0
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Unit#
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-
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| Unit whose internal index is P2 is placed on the map
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| 21
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Build infantry type
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0
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Infantry#
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-
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| Infantry whose internal index is P2 is placed on the map
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| 22
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Build aircraft type
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0
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Aircraft#
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-
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| Aircraft whose internal index is P2 is placed on the map
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| 23
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Leaves map (team)
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1
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TeamType ID
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-
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| TeamType with ID P2 leaves the map
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| 24
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Zone entry by
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0
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House#
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-
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| Attached celltrigger's zone entered by house P2
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| 25
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Crosses horizontal line
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0
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House#
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-
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| House P2 crosses the horizontal line of the attached celltag
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| 26
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Crosses vertical line
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0
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House#
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-
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| House P2 crosses the vertical line of the attached celltag
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| 27
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Global is set
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0
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Global#
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-
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| Global variable with index P2 is set. Takes priority over other events[6]
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| 28
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Global is clear
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0
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Global#
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-
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| Global variable with index P2 is cleared. Takes priority over other events[6]
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| 29
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Destroyed by anything (not infiltrate)
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0
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0
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-
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| Attached unit is destroyed, but not when infiltrating
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| 30
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Low power
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0
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House#
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-
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| House P2 is in a low power situation
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| Code [1]
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Event
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Parameter types
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| #1 (P1)
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#2 (P2)
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#3 (P3)
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| 31
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All bridges destroyed
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0
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0
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-
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| Attached bridge destroyed
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| 32
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Building exists
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0
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Building#
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-
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| HOUSE owns a building with internal number P2
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| 33
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Selected by player
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0
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0
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-
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| Attached object is selected by the player (single-player only)
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| 34
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Comes near waypoint...
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0
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Waypoint#
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-
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| HOUSE approaches waypoint P2
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| 35
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Enemy In Spotlight...
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0
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0
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-
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| Enemy unit enters the spotlight cast by the attached building
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| 36
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Local is set...
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0
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Local#
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-
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| Local variable with index P2 is set. Takes priority over other events[6]
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| 37
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Local is clear...
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0
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Local#
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-
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| Local variable with index P2 is cleared. Takes priority over other events[6]
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| 38
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First damaged (combat only)
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0
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0
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-
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| Attached object suffering first damage from combat damage from combat damage only
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| 39
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Half health (combat only)
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0
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0
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-
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| Attached object damaged to half health from combat damage only
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| 40
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Quarter health (combat only)
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0
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0
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-
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| Attached object damaged to quarter health from combat damage only.
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| 41
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First damaged (any source)
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0
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0
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-
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| Attached object first suffering from combat damage from any source.
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| 42
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Half health (any source)
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0
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0
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-
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| Attached object damaged to half health from any source
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| 43
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Quarter health (any source)
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0
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0
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-
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| Attached object damaged to quarter health from any source
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| 44
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Attacked by (house)...
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0
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House#
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-
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| Attached object attacked by some unit of house P2
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| 45
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Ambient light below
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0
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number
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-
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| Ambient light drops below a certain percentage (P2%)
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| Code [1]
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Event
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Parameter types
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| #1 (P1)
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#2 (P2)
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#3 (P3)
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| 46
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Ambient light above
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0
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number
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-
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| Ambient light rises above a certain percentage (P2%)
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| 47
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Elapsed Scenario Time
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0
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time
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-
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| Exactly P2 seconds have elapsed since start of scenario
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| 48
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Destroyed by anything
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0
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0
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-
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| Attached object destroyed by anything
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| 49
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Pickup Crate
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0
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0
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-
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| Crate is picked up by the attached object
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| 50
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Pickup Crate (any)
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0
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0
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-
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| Crate picked up by any unit
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| 51
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Random delay...
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0
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time
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-
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| Fires after a random time between 50 and 150 % of time specified in P2 (frames) elapses since trigger was enabled
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| 52
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Credits below...
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0
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credits
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-
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| HOUSE owns less than P2 credits
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| 53
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Spy entering as House...
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0
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House#
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-
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| A spy disguised as house P2 enters attached object
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| 54
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Spy entering as Infantry...
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0
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Infantry#
|
-
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| A spy disguised as infantry index P2 enters the attached object
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| 55
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Destroyed Units, Naval...
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0
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House#
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-
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| All naval units of house P2 have been destroyed
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| 56
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Destroyed Units, Land...
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0
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House#
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-
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| All land units of house P2 have been destroyed
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| 57
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Building does not exist
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0
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Building#
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-
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| No buildings with index P2 (owned by HOUSE) exist on the map
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| 58
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Power Full...
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0
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House#
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-
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| House P2's power is at 100%.
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| 59
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Entered or Overflown By...
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0
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House#
|
-
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| Objects owned by house P2 move over the attached cell.
Caution: on multiplayer, if house P2 is a country (America, Yuri etc) it only detects the first player that is the given house. Additionally, color seems to play a role in this (confirmation needed). Therefore, you may want to use -1 (anyone) as house.[2]
|
|
|
|
| 60
|
TechType Exists
|
2
|
counter
|
Techno ID
|
| At least this many (P2) technos (ID=P3) exist on the map
|
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| 61
|
TechType does not Exist
|
2
|
0
|
Techno ID
|
| There are no technos P3 on the map
|
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| Code [1]
|
Event
|
Parameter types
|
| #1 (P1)
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#2 (P2)
|
#3 (P3)
|