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Actions (maps)/RA
(Redirected from Maps/Actions/RA)
In RA, Actions were still part of the [Triggers] section, but now Triggers could have up to two Actions with up to three parameters each.
The following Actions were available:
| Code [1] | Action | Parameter types | ||
|---|---|---|---|---|
| #1 (P1) | #2 (P2) | #3 (P3) | ||
0 _ |
No action | -1 | -1 | -1 |
| No Action - do nothing | ||||
1 _ |
Winner is | -1 | -1 | House# |
| Declares house P3 the winner | ||||
2 _ |
Loser is | -1 | -1 | House# |
| Declares house P3 the loser | ||||
3 _ |
Production begins | -1 | -1 | House# |
| House P3 is allowed to start autoproduction | ||||
4 _ |
Create team | TeamType# | -1 | -1 |
| HOUSE[2] creates a TeamType P1 | ||||
5 _ |
Destroy team | TeamType# | -1 | -1 |
| All instances of the TeamType P1 are destroyed | ||||
6 _ |
All to hunt | -1 | -1 | House# |
| House P3 sends all objects it owns to freelance | ||||
7 _ |
Reinforcement (team) | TeamType# | -1 | Waypoint# |
| TeamType P1 is spawned at waypoint P3 and granted to its owner house | ||||
8 _ |
Drop zone flare (waypoint) | -1 | -1 | Waypoint# |
| Creates a "Drop Zone Flare" at waypoint P3 and reveals the area around it | ||||
9 _ |
Fire sale | -1 | -1 | House# |
| House P3 sells all of its buildings | ||||
10 _ |
Play movie | -1 | -1 | Movie# |
| Movie P3 is played | ||||
11 _ |
Text trigger (ID number) | -1 | -1 | Message# |
| The text message with the index P3 from tutorial.ini is displayed | ||||
12 _ |
Destroy trigger | -1 | Trigger# | -1 |
| Trigger P2 is disabled for the remainder of this mission | ||||
13 _ |
Autocreate begins | -1 | -1 | House# |
| House P3 starts autocreating teamtypes that have the Autocreate flag set | ||||
14 _ |
? | -1 | -1 | -1 |
| Unknown | ||||
15 _ |
Allow win | -1 | -1 | -1 |
| The 'Win' action will not fire if any triggers with this action have not fired yet | ||||
16 _ |
Reveal all map | -1 | -1 | -1 |
| Reveals the entire map to the player | ||||
17 _ |
Reveal around waypoint | -1 | -1 | Waypoint# |
| Reveals area (GapRadius cells) around the waypoint P3 | ||||
18 _ |
Reveal zone of waypoint | -1 | -1 | Waypoint# |
| Reveals the zone of the waypoint P3 | ||||
| Code 1 | Action | Parameter types | ||
| #1 (P1) | #2 (P2) | #3 (P3) | ||
19 _ |
Play sound effect | -1 | -1 | Sound effect# |
| Plays the sound effect # P3 | ||||
20 _ |
Play music theme | -1 | -1 | Theme# |
| Plays music theme # P3 | ||||
21 _ |
Play speech | -1 | -1 | Speech# |
| Plays speech # P3 | ||||
22 _ |
Force trigger | -1 | -1 | Trigger# |
| Forces the trigger # P3 to fire | ||||
23 _ |
Timer start | -1 | -1 | Time |
| The mission timer is started and displayed | ||||
24 _ |
Timer stop | -1 | -1 | Time |
| The mission timer is paused and hidden | ||||
25 _ |
Timer extend | -1 | -1 | time |
| The mission timer is extended by (P3/10) minutes | ||||
26 _ |
Timer shorten | -1 | -1 | Time |
| The mission timer is shortened by (P3/10) minutes | ||||
27 _ |
Timer set | -1 | -1 | Time |
| The mission timer is set to (P3/10) minutes | ||||
28 _ |
Global set | -1 | -1 | Global variable# |
| Global variable # P3 is set | ||||
29 _ |
Global clear | -1 | -1 | Global variable# |
| Global variable # P3 is cleared | ||||
30 _ |
Auto base building | -1 | -1 | House# |
| Puts house P3 into "Skirmish AI" mode | ||||
31 _ |
Grow shroud one 'step' | -1 | -1 | -1 |
| The shroud grows 1 cell | ||||
32 _ |
Destroy attached building | -1 | -1 | -1 |
| Attached building is destroyed | ||||
33 _ |
Add 1-time special weapon | -1 | House# | Super Weapon# |
| Grants house P2 a single shot of super weapon P3 | ||||
34 _ |
Add repeating special weapon | -1 | House# | Super weapon# |
| Grants house P2 a repeating super weapon P3 | ||||
35 _ |
Preferred target | -1 | -1 | Quarry# |
| Sets the HOUSE's preferred quarry type for super weapon targeting | ||||
36 _ |
Launch nukes | -1 | -1 | -1 |
| All Missile Silos on the map play their "launching" animation and the EVA warning is created, without the nukes actually landing or exploding | ||||
| Code 1 | Action | Parameter types | ||
| #1 (P1) | #2 (P2) | #3 (P3) | ||
Unused parameters should be set to -1.
Notes
All parameters are unsigned integers, meaning all objects like structures, houses, etc. are referenced by their internal indexes. Those internal indexes are listed here.