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This entry was copied from DeeZire's Red Alert 2 and Yuris Revenge INI Editing Guide for the sake of completeness. As it is not our intention to rip off DeeZire's work, this article is subject to a re-write and update with the latest community knowledge.
For further information, please read Inclusion of The Guide.
A trigger is 'fired' when a condition (the associated Event= ) has been met. The purpose of the Trigger= is to define the owner of the resultant Action= (i.e. who it should affect and/or happen to) and specify whether or not that action is to be repeated and if so how (often). The section forms a list of each trigger and associates the trigger with its owner (house). Note that the list is not numbered, each trigger is simply added in sequence. Each entry takes the following format;-
Is the hexadecimal numbered string which is the unique identifier for this Trigger. For convention, it is wise to stick to this hex numbering system although this is not strictly necessary. NOTE: this ID should match the ID for the corresponding Event= and also the corresponding Action=. The associated Tag= (see later) is what strings the whole process together.
Specifies the House= which either (i) owns the trigger (i.e. is affected by its Action=) or (ii) activates the trigger (i.e. meets the condition specified by the Event=). It is the associated Event= and Action= which determine which case is used, as many of the events and actions use the owner of the trigger in different ways.
Specifies a further trigger (by its ID) which is in turn fired by activation of this trigger. This allows for 'nested' triggers, a complicated system which is seldom used in Red Alert 2, Yuri's Revenge or even Tiberian Sun. You can set this to <none> to indicate that there is no further trigger.
A simple plain text name which you can use to identify this trigger.
Can bet set to 0 or 1 and indicates whether or not the trigger is enabled (1) or disabled (0) by default. Disabled triggers must be enabled by the relevant Action=. This is useful in ensuring that specific triggers can only be fired by some other pre-determined condition has been met (e.g. another trigger has previously been fired).
Can bet set to 0 or 1 and indicate whether or not the trigger is used on the Easy, Medium and Hard difficulty levels respectively.
Can bet set to 0 or 2 and indicates whether or not the trigger is fired only once ever (0) or is repeating (2). It is not known what a value of 1 represents.
[content]Tags are used to tie together events, triggers and actions, and are also used to associate them with specific objects on the map. In the same way a CellTag= is used to produce some effect related to a specific Waypoint= (see later), a Tag= can be used to associate some effect with an object such as a unit or structure or even a TaskForce. NOTE: you must have a tag for every action, event and trigger to tie them all up together, even if the tag itself goes unused. An event, its action and its trigger must be assigned to a tag.
The section takes the form of an un-numbered list comprising of all the tags. A typical entry looks like this;-
Is the hexadecimal numbered string which is the unique identifier for this Tag. For convention, it is wise to stick to this hex numbering system although this is not strictly necessary. NOTE: this ID should be unique - it should not be shared elsewhere throughout the map file or Internal Errors will occur.
Can bet set to 0 or 2 and indicates whether or not the associated trigger is fired only once ever (0) or is repeating (2). It is not known what a value of 1 represents.
A simple plain text name which you can use to identify this tag. By convention, it is wise to use the same name as the associated trigger as this will aid any debugging and assist in identifying your triggers, actions and events as well as the tag to which they are assigned.