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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"
! Code {{Fnl|1}} || Event || Meaning
|- 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|0}} || {{Tt|None}} || No Event - cannot be activated
| {{Tt|0}} || {{Tt|None}}  
| style="text-align: center;" | -1
| style="text-align: center;" | -1
|-
|-
| {{Tt|1}} || {{Tt|Entered by}} || House ExP2{{Fnl|4}} enters attached building/celltag
| style="border-bottom: 1px solid #000;"  colspan=4 | No Event - cannot be activated
|-
|-
| {{Tt|2}} || {{Tt|Spied by}} || House ExP2 sends a spy into attached building
| {{Tt|1}} || {{Tt|Entered by}}  
| style="text-align: center;" | -1
| style="text-align: center;" | House#
|-
|-
| {{Tt|3}} || {{Tt|Thieved by}} || Doesn't work
| style="border-bottom: 1px solid #000;"  colspan=4 | House P2 enters attached building/celltag
|-
|-
| {{Tt|4}} || {{Tt|Discovered by player}} || House owning the attached object is discovered by the player
| {{Tt|2}} || {{Tt|Spied by}}  
| style="text-align: center;" | -1
| style="text-align: center;" | House#
|-
|-
| {{Tt|5}} || {{Tt|House Discovered}} || House ExP2 is discovered by the player
| style="border-bottom: 1px solid #000;"  colspan=4 | House P2 sends a spy into attached building
|-
|-
| {{Tt|6}} || {{Tt|Attacked by anybody}} || Attached object is attacked by anybody
| {{Tt|3}} || {{Tt|Thieved by}}  
| style="text-align: center;" | -1
| style="text-align: center;" | -1
|-
|-
| {{Tt|7}} || {{Tt|Destroyed by anybody}} || Attached object is destroyed by anybody
| style="border-bottom: 1px solid #000;"  colspan=4 | Doesn't work
|-
|-
| {{Tt|8}} || {{Tt|Any event}} || Any event
| {{Tt|4}} || {{Tt|Discovered by player}}  
| style="text-align: center;" | -1
| style="text-align: center;" | -1
|-
|-
| {{Tt|9}} || {{Tt|Destroyed, Units, All}} || All units of house ExP2 are destroyed (''does '''not''''' include civilian objects owned by ExP2)
| style="border-bottom: 1px solid #000;"  colspan=4 | House owning the attached object is discovered by the player
|-
|-
| {{Tt|10}} || {{Tt|Destroyed, Buildings, All}} || All buildings of house ExP2 are destroyed (''does '''not''''' include civilian objects owned by ExP2)
| {{Tt|5}} || {{Tt|House Discovered}}  
| style="text-align: center;" | -1
| style="text-align: center;" | House#
|-
|-
| {{Tt|11}} || {{Tt|Destroyed, All}} || All objects of house ExP2 are destroyed (''does '''not''''' include civilian objects owned by ExP2)
| style="border-bottom: 1px solid #000;"  colspan=4 | House P2 is discovered by the player
|-
|-
| {{Tt|12}} || {{Tt|Credits exceed}} || HOUSE{{Fnl|2}} has at least ExP2 credits
| {{Tt|6}} || {{Tt|Attacked by anybody}}  
| style="text-align: center;" | -1
| style="text-align: center;" | -1
|-
|-
| {{Tt|13}} || {{Tt|Elapsed time (1/10th min)}} || ExP2 / 10 minutes have passed in this mission
| style="border-bottom: 1px solid #000;"  colspan=4 | Attached object is attacked by anybody
|-
|-
| {{Tt|14}} || {{Tt|Mission timer expired}} || Mission timer expired
| {{Tt|7}} || {{Tt|Destroyed by anybody}}  
| style="text-align: center;" | -1
| style="text-align: center;" | -1
|-
|-
| {{Tt|15}} || {{Tt|Destroyed, Buildings, #}} || Exactly ExP2 buildings owned by HOUSE have been destroyed (''does'' include civilian objects owned by ExP2)
| style="border-bottom: 1px solid #000;"  colspan=4 | Attached object is destroyed by anybody
|-
|-
| {{Tt|16}} || {{Tt|Destroyed, Units, #}} || Exactly ExP2 units owned by HOUSE have been destroyed (''does'' include civilian objects owned by ExP2)
| {{Tt|8}} || {{Tt|Any event}}  
| style="text-align: center;" | -1
| style="text-align: center;" | -1
|-
|-
| {{Tt|17}} || {{Tt|No factories left}} || HOUSE has no factories left ("factories" include only {{Tt|FACT, AFLD, BARR, TENT, WEAP}})
| style="border-bottom: 1px solid #000;" colspan=4 | Any event
|-
|-
| {{Tt|18}} || {{Tt|Civilians evacuated}} || Civilian objects owned by HOUSE have left the map (See {{TTL|CivEvac}} )
| {{Tt|9}} || {{Tt|Destroyed, Units, All}}  
| style="text-align: center;" | -1
| style="text-align: center;" | House#
|-
|-
| {{Tt|19}} || {{Tt|Build building type}} || Building whose internal index{{Fnl|5}} is ExP2 is placed on the map
| style="border-bottom: 1px solid #000;"  colspan=4 | All units of house P2 are destroyed (''does '''not''''' include civilian objects)
|-
|-
| {{Tt|20}} || {{Tt|Build unit type}} || Unit whose internal index is ExP2 is placed on the map
| {{Tt|10}} || {{Tt|Destroyed, Buildings, All}}  
| style="text-align: center;" | -1
| style="text-align: center;" | House#
|-
|-
| {{Tt|21}} || {{Tt|Build infantry type}} || Infantry whose internal index is ExP2 is placed on the map
| style="border-bottom: 1px solid #000;"  colspan=4 | All buildings of house P2 are destroyed (''does '''not''''' include civilian objects)
|-
|-
| {{Tt|22}} || {{Tt|Build aircraft type}} || Aircraft whose internal index is ExP2 is placed on the map
| {{Tt|11}} || {{Tt|Destroyed, All}}  
| style="text-align: center;" | -1
| style="text-align: center;" | House#
|-
|-
| {{Tt|23}} || {{Tt|Leaves map (team)}} || [[TeamTypes|TeamType]] with index ExP1{{Fnl|3}} leaves the map
| style="border-bottom: 1px solid #000;"  colspan=4 | All objects of house P2 are destroyed (''does '''not''''' include civilian objects)
|-
|-
| {{Tt|24}} || {{Tt|Zone entry by}} || Attached celltrigger's zone entered by house ExP2
| {{Tt|12}} || {{Tt|Credits exceed}}  
| style="text-align: center;" | -1
| style="text-align: center;" | credits
|-
|-
| {{Tt|25}} || {{Tt|Crosses horizontal line}} || House ExP2 crosses the horizontal line of the attached celltag
| style="border-bottom: 1px solid #000;"  colspan=4 | HOUSE{{Fnl|2}} has at least P2 credits
|-
|-
| {{Tt|26}} || {{Tt|Crosses vertical line}} || House ExP2 crosses the vertical line of the attached celltag
| {{Tt|13}} || {{Tt|Elapsed time}}  
| style="text-align: center;" | -1
| style="text-align: center;" | time
|-
|-
| {{Tt|27}} || {{Tt|Global is set}} || Global variable with index ExP2 is set
| style="border-bottom: 1px solid #000;"  colspan=4 | (P2/10) minutes have passed in this mission
|-
|-
| {{Tt|28}} || {{Tt|Global is clear}} || Global variable with index ExP2 is cleared
| {{Tt|14}} || {{Tt|Mission timer expired}}  
| style="text-align: center;" | -1
| style="text-align: center;" | -1
|-
|-
| {{Tt|29}} || {{Tt|Destroyed, Fakes, All}} || Doesn't work, fires immediately
| style="border-bottom: 1px solid #000;"  colspan=4 | Mission timer expired
|-
|-
| {{Tt|30}} || {{Tt|Low power}} || House ExP2 is in a low power situation
| {{Tt|15}} || {{Tt|Destroyed, Buildings, #}}  
| style="text-align: center;" | -1
| style="text-align: center;" | counter
|-
|-
| {{Tt|31}} || {{Tt|All bridges destroyed}} || All destructable bridges destroyed
| 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|32}} || {{Tt|Building exists}} || HOUSE owns a building with internal number ExP2
| {{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 defaulted to {{Tt|-1}}.
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.}}
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{{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|ExP1 in this document refers to the trigger's first parameter in the [[Maps/Triggers#RA.2FCS.2FAM|Triggers]]  page.}}
{{Fn|3|P1 in this document refers to the event's first parameter in the [[Maps/Triggers#RA.2FCS.2FAM|Triggers]]  page.}}
 
{{Fn|4|ExP2 in this document refers to the trigger's second parameter in the [[Maps/Triggers#RA.2FCS.2FAM|Triggers]]  page.}}


{{Fn|5|Internal indexes of RA objects are listed [[Internal Indexes/RA|here]].}}
{{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.