Events/RA: Difference between revisions
Created |
EvilRenegade (talk | contribs) m Replacing Template:TTL with Template:F. |
||
(8 intermediate revisions by 2 users not shown) | |||
Line 1: | Line 1: | ||
In RA, Events were still part of the [{{Tt|[[Maps/Triggers#RA.2FCS.2FAM|Triggers]]}}] section, but now Triggers could have up to two parameters. | In RA, Events were still part of the [{{Tt|[[Maps/Triggers#RA.2FCS.2FAM|Triggers]]}}] section, but now Triggers could have up to two Events with up to two parameters each. | ||
The following Events were available: | The following Events were available: | ||
{| border=1 class="table_descrow" | {| style="width: 95%;" border=1 class="table_descrow" | ||
! | |- style="background: #ddd; border: 1px solid #000; border-width: 1px 0;" | ||
! style="width: 5em;" rowspan=2 | Code {{Fnl|1}} | |||
! rowspan=2 | Event | |||
! style="text-align: center;" style="border-bottom: 1px solid #000;" colspan=2 | Parameter types | |||
|- style="background: #ddd; border: 1px solid #000; border-width: 1px 0;" | |||
! style="width: 6em; text-align: center;" | #1 (P1) | |||
! style="width: 6em; text-align: center;" | #2 (P2) | |||
|- | |- | ||
| {{Tt| | | {{Tt|0}} || {{Tt|None}} | ||
| style="text-align: center;" | -1 | |||
| style="text-align: center;" | -1 | |||
|- | |- | ||
| | | style="border-bottom: 1px solid #000;" colspan=4 | No Event - cannot be activated | ||
|- | |- | ||
| {{Tt| | | {{Tt|1}} || {{Tt|Entered by}} | ||
| style="text-align: center;" | -1 | |||
| style="text-align: center;" | House# | |||
|- | |- | ||
| | | style="border-bottom: 1px solid #000;" colspan=4 | House P2 enters attached building/celltag | ||
|- | |- | ||
| {{Tt| | | {{Tt|2}} || {{Tt|Spied by}} | ||
| style="text-align: center;" | -1 | |||
| style="text-align: center;" | House# | |||
|- | |- | ||
| | | style="border-bottom: 1px solid #000;" colspan=4 | House P2 sends a spy into attached building | ||
|- | |- | ||
| {{Tt| | | {{Tt|3}} || {{Tt|Thieved by}} | ||
| style="text-align: center;" | -1 | |||
| style="text-align: center;" | -1 | |||
|- | |- | ||
| | | style="border-bottom: 1px solid #000;" colspan=4 | Doesn't work | ||
|- | |- | ||
| {{Tt| | | {{Tt|4}} || {{Tt|Discovered by player}} | ||
| style="text-align: center;" | -1 | |||
| style="text-align: center;" | -1 | |||
|- | |- | ||
| | | style="border-bottom: 1px solid #000;" colspan=4 | House owning the attached object is discovered by the player | ||
|- | |- | ||
| {{Tt| | | {{Tt|5}} || {{Tt|House Discovered}} | ||
| style="text-align: center;" | -1 | |||
| style="text-align: center;" | House# | |||
|- | |- | ||
| | | style="border-bottom: 1px solid #000;" colspan=4 | House P2 is discovered by the player | ||
|- | |- | ||
| {{Tt| | | {{Tt|6}} || {{Tt|Attacked by anybody}} | ||
| style="text-align: center;" | -1 | |||
| style="text-align: center;" | -1 | |||
|- | |- | ||
| | | style="border-bottom: 1px solid #000;" colspan=4 | Attached object is attacked by anybody | ||
|- | |- | ||
| {{Tt| | | {{Tt|7}} || {{Tt|Destroyed by anybody}} | ||
| style="text-align: center;" | -1 | |||
| style="text-align: center;" | -1 | |||
|- | |- | ||
| | | style="border-bottom: 1px solid #000;" colspan=4 | Attached object is destroyed by anybody | ||
|- | |- | ||
| {{Tt| | | {{Tt|8}} || {{Tt|Any event}} | ||
| style="text-align: center;" | -1 | |||
| style="text-align: center;" | -1 | |||
|- | |- | ||
| | | style="border-bottom: 1px solid #000;" colspan=4 | Any event | ||
|- | |- | ||
| {{Tt| | | {{Tt|9}} || {{Tt|Destroyed, Units, All}} | ||
| style="text-align: center;" | -1 | |||
| style="text-align: center;" | House# | |||
|- | |- | ||
| | | style="border-bottom: 1px solid #000;" colspan=4 | All units of house P2 are destroyed (''does '''not''''' include civilian objects) | ||
|- | |- | ||
| {{Tt| | | {{Tt|10}} || {{Tt|Destroyed, Buildings, All}} | ||
| style="text-align: center;" | -1 | |||
| style="text-align: center;" | House# | |||
|- | |- | ||
| | | style="border-bottom: 1px solid #000;" colspan=4 | All buildings of house P2 are destroyed (''does '''not''''' include civilian objects) | ||
|- | |- | ||
| {{Tt| | | {{Tt|11}} || {{Tt|Destroyed, All}} | ||
| style="text-align: center;" | -1 | |||
| style="text-align: center;" | House# | |||
|- | |- | ||
| | | style="border-bottom: 1px solid #000;" colspan=4 | All objects of house P2 are destroyed (''does '''not''''' include civilian objects) | ||
|- | |- | ||
| {{Tt| | | {{Tt|12}} || {{Tt|Credits exceed}} | ||
| style="text-align: center;" | -1 | |||
| style="text-align: center;" | credits | |||
|- | |- | ||
| | | style="border-bottom: 1px solid #000;" colspan=4 | HOUSE{{Fnl|2}} has at least P2 credits | ||
|- | |- | ||
| {{Tt| | | {{Tt|13}} || {{Tt|Elapsed time}} | ||
| style="text-align: center;" | -1 | |||
| style="text-align: center;" | time | |||
|- | |- | ||
| | | style="border-bottom: 1px solid #000;" colspan=4 | (P2/10) minutes have passed in this mission | ||
|- | |- | ||
| {{Tt| | | {{Tt|14}} || {{Tt|Mission timer expired}} | ||
| style="text-align: center;" | -1 | |||
| style="text-align: center;" | -1 | |||
|- | |- | ||
| | | style="border-bottom: 1px solid #000;" colspan=4 | Mission timer expired | ||
|- | |- | ||
| {{Tt| | | {{Tt|15}} || {{Tt|Destroyed, Buildings, #}} | ||
| style="text-align: center;" | -1 | |||
| style="text-align: center;" | counter | |||
|- | |- | ||
| | | style="border-bottom: 1px solid #000;" colspan=4 | Exactly P2 buildings owned by HOUSE have been destroyed (''does'' include civilian objects) | ||
|- style="background: #ddd; border: 1px solid #000; border-width: 1px 0;" | |||
! style="width: 5em;" rowspan=2 | Code {{Fnl|1}} | |||
! rowspan=2 | Event | |||
! style="text-align: center;" style="border-bottom: 1px solid #000;" colspan=2 | Parameter types | |||
|- style="background: #ddd; border: 1px solid #000; border-width: 1px 0;" | |||
! style="width: 6em; text-align: center;" | #1 (P1) | |||
! style="width: 6em; text-align: center;" | #2 (P2) | |||
|- | |- | ||
| {{Tt|Building | | {{Tt|16}} || {{Tt|Destroyed, Units, #}} | ||
| style="text-align: center;" | -1 | |||
| style="text-align: center;" | counter | |||
|- | |||
| style="border-bottom: 1px solid #000;" colspan=4 | Exactly P2 units owned by HOUSE have been destroyed (''does'' include civilian objects) | |||
|- | |||
| {{Tt|17}} || {{Tt|No factories left}} | |||
| style="text-align: center;" | -1 | |||
| style="text-align: center;" | -1 | |||
|- | |||
| style="border-bottom: 1px solid #000;" colspan=4 | HOUSE has no factories left) | |||
|- | |||
| {{Tt|18}} || {{Tt|Civilians evacuated}} | |||
| style="text-align: center;" | -1 | |||
| style="text-align: center;" | -1 | |||
|- | |||
| style="border-bottom: 1px solid #000;" colspan=4 | Civilian objects owned by HOUSE have left the map (See {{f|CivEvac|link}} ) | |||
|- | |||
| {{Tt|19}} || {{Tt|Build building type}} | |||
| style="text-align: center;" | -1 | |||
| style="text-align: center;" | Building# | |||
|- | |||
| style="border-bottom: 1px solid #000;" colspan=4 | Building # P2 is placed on the map | |||
|- | |||
| {{Tt|20}} || {{Tt|Build unit type}} | |||
| style="text-align: center;" | -1 | |||
| style="text-align: center;" | Unit# | |||
|- | |||
| style="border-bottom: 1px solid #000;" colspan=4 | Unit whose internal index is P2 is placed on the map | |||
|- | |||
| {{Tt|21}} || {{Tt|Build infantry type}} | |||
| style="text-align: center;" | -1 | |||
| style="text-align: center;" | Infantry# | |||
|- | |||
| style="border-bottom: 1px solid #000;" colspan=4 | Infantry whose internal index is P2 is placed on the map | |||
|- | |||
| {{Tt|22}} || {{Tt|Build aircraft type}} | |||
| style="text-align: center;" | -1 | |||
| style="text-align: center;" | Aircraft# | |||
|- | |||
| style="border-bottom: 1px solid #000;" colspan=4 | Aircraft whose internal index is P2 is placed on the map | |||
|- | |||
| {{Tt|23}} || {{Tt|Leaves map (team)}} | |||
| style="text-align: center;" | TeamType# | |||
| style="text-align: center;" | -1 | |||
|- | |||
| style="border-bottom: 1px solid #000;" colspan=4 | TeamType P1 leaves the map | |||
|- | |||
| {{Tt|24}} || {{Tt|Zone entry by}} | |||
| style="text-align: center;" | -1 | |||
| style="text-align: center;" | House# | |||
|- | |||
| style="border-bottom: 1px solid #000;" colspan=4 | Attached celltrigger's zone entered by house P2 | |||
|- | |||
| {{Tt|25}} || {{Tt|Crosses horizontal line}} | |||
| style="text-align: center;" | -1 | |||
| style="text-align: center;" | House# | |||
|- | |||
| style="border-bottom: 1px solid #000;" colspan=4 | House P2 crosses the horizontal line of the attached celltag | |||
|- | |||
| {{Tt|26}} || {{Tt|Crosses vertical line}} | |||
| style="text-align: center;" | -1 | |||
| style="text-align: center;" | House# | |||
|- | |||
| style="border-bottom: 1px solid #000;" colspan=4 | House P2 crosses the vertical line of the attached celltag | |||
|- | |||
| {{Tt|27}} || {{Tt|Global is set}} | |||
| style="text-align: center;" | -1 | |||
| style="text-align: center;" | Global# | |||
|- | |||
| style="border-bottom: 1px solid #000;" colspan=4 | Global variable with index P2 is set | |||
|- | |||
| {{Tt|28}} || {{Tt|Global is clear}} | |||
| style="text-align: center;" | -1 | |||
| style="text-align: center;" | Global# | |||
|- | |||
| style="border-bottom: 1px solid #000;" colspan=4 | Global variable with index P2 is cleared | |||
|- | |||
| {{Tt|29}} || {{Tt|Destroyed, Fakes, All}} | |||
| style="text-align: center;" | -1 | |||
| style="text-align: center;" | -1 | |||
|- | |||
| style="border-bottom: 1px solid #000;" colspan=4 | Doesn't work, fires immediately | |||
|- | |||
| {{Tt|30}} || {{Tt|Low power}} | |||
| style="text-align: center;" | -1 | |||
| style="text-align: center;" | House# | |||
|- | |||
| style="border-bottom: 1px solid #000;" colspan=4 | House P2 is in a low power situation | |||
|- | |||
| {{Tt|31}} || {{Tt|Attached bridge destroyed}} | |||
| style="text-align: center;" | -1 | |||
| style="text-align: center;" | -1 | |||
|- | |||
| style="border-bottom: 1px solid #000;" colspan=4 | Attached bridge destroyed | |||
|- | |||
| {{Tt|32}} || {{Tt|Building exists}} | |||
| style="text-align: center;" | -1 | |||
| style="text-align: center;" | Building# | |||
|- | |||
| style="border-bottom: 1px solid #000;" colspan=4 | HOUSE owns a building # P2 | |||
|- style="background: #ddd; border: 1px solid #000; border-width: 1px 0;" | |||
! style="width: 5em;" rowspan=2 | Code {{Fnl|1}} | |||
! rowspan=2 | Event | |||
! style="text-align: center;" style="border-bottom: 1px solid #000;" colspan=2 | Parameter types | |||
|- style="background: #ddd; border: 1px solid #000; border-width: 1px 0;" | |||
! style="width: 6em; text-align: center;" | #1 (P1) | |||
! style="width: 6em; text-align: center;" | #2 (P2) | |||
|} | |} | ||
Events took two parameters which | Events took two parameters which, when unused, had to be set to {{Tt|-1}}. | ||
== Notes == | == Notes == | ||
All parameters are unsigned integers, meaning all objects like structures, houses, etc. are referenced by their internal indexes. Those internal indexes are listed [[Internal Indexes/RA|here]]. | |||
{{Fn|1|This column specifies the code to be written in the Trigger's E1 or E2 slot.}} | {{Fn|1|This column specifies the code to be written in the Trigger's E1 or E2 slot.}} | ||
Line 81: | Line 235: | ||
{{Fn|2|HOUSE in this document refers to the house owning the Trigger, labeled "HOUSE" in the [[Maps/Triggers#RA.2FCS.2FAM|Triggers]] page.}} | {{Fn|2|HOUSE in this document refers to the house owning the Trigger, labeled "HOUSE" in the [[Maps/Triggers#RA.2FCS.2FAM|Triggers]] page.}} | ||
{{Fn|3| | {{Fn|3|P1 in this document refers to the event's first parameter in the [[Maps/Triggers#RA.2FCS.2FAM|Triggers]] page.}} | ||
{{Fn| | {{Fn|4|P2 in this document refers to the event's second parameter in the [[Maps/Triggers#RA.2FCS.2FAM|Triggers]] page.}} | ||
[[Category:Map_Information]] |
Latest revision as of 07:58, 27 November 2009
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 |
HOUSE2 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.
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.
1 ↑ This column specifies the code to be written in the Trigger's E1 or E2 slot.
2 ↑ HOUSE in this document refers to the house owning the Trigger, labeled "HOUSE" in the Triggers page.
3 ↑ P1 in this document refers to the event's first parameter in the Triggers page.
4 ↑ P2 in this document refers to the event's second parameter in the Triggers page.