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Events are a separate section like in TS, so Triggers can have multiple Events with up to two/three{{yro}} parameters. The game assumes the Trigger, Event and Action all share the same ID. So a Trigger which has ID {{Tt|12451245}} uses the Event list with ID {{Tt|12451245}}.
Events are a separate section like in TS, so Triggers can have multiple Events with up to two/three{{yro}} parameters. The game assumes the Trigger, Event and Action all share the same ID. So a Trigger which has ID {{Tt|12451245}} uses the Event list with ID {{Tt|12451245}}.


The following Events are available:


{| border=1 class="table_descrow"
{| style="width: 100%;" align="center" class="wikitable table_descrow"
! Code {{Fnl|1}} || Event || Meaning
|+ '''List of available Map Events'''
|- style="border-bottom-style: hidden;"
! style="width: 5em;" rowspan="2" style="border-right: 1px solid #aaaaaa;" | Code {{Fnl|1}}
! rowspan="2" style="border-right: 1px solid #aaaaaa;" | Event
! style="text-align: center; border-bottom-style: hidden;" colspan=3 | Parameter types
|- style="border-top-style: hidden; background-color: #e5e5e5;"
! style="width: 6em; text-align: center; border-left: 1px solid #000000; border-right-style: hidden;" | #1 (P1)
! style="width: 6em; text-align: center; border-left-style: hidden;" | #2 (P2)
! style="width: 6em; text-align: center; border-left-style: hidden;" | #3 (P3)
|- style="border-top: 1px solid #000000;"
| rowspan="2" style="border-right: 1px solid #aaaaaa; text-align: center; vertical-align: top;" | {{Tt|0}}
| style="padding-left: 3px;" | {{Tt|None}}
| style="text-align: center;" | 0
| style="text-align: center;" | 0
| style="text-align: center;" | -
|-
|-
| {{Tt|0}} || {{Tt|None}} || No Event - cannot be activated
| style="border-top-style: hidden; padding-left: 3em;" | No Event - cannot be activated
| style="border-top-style: hidden;" |
| style="border-top-style: hidden;" |
| style="border-top-style: hidden;" |
|-
|-
| {{Tt|1}} || {{Tt|Entered by}} || House P2{{Fnl|4}} enters attached building/celltag
| rowspan="2" style="border-right: 1px solid #aaaaaa; text-align: center; vertical-align: top;" | {{Tt|1}}
| style="padding-left: 3px;" | {{Tt|Entered by}}  
| style="text-align: center;" | 0
| style="text-align: center;" | House#
| style="text-align: center;" | -
|-
|-
| {{Tt|2}} || {{Tt|Spied by}} || House P2 sends a spy into attached building
| style="border-top-style: hidden; padding-left: 3em;" | 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.'''{{Fnl|4}}
| style="border-top-style: hidden;" |
| style="border-top-style: hidden;" |
| style="border-top-style: hidden;" |
|-
|-
| {{Tt|3}} || {{Tt|Thieved by}} || Doesn't work
| rowspan="2" style="border-right: 1px solid #aaaaaa; text-align: center; vertical-align: top;" | {{Tt|2}}
| style="padding-left: 3px;" | {{Tt|Spied by}}  
| style="text-align: center;" | 0
| style="text-align: center;" | House#
| style="text-align: center;" | -
|-
|-
| {{Tt|4}} || {{Tt|Discovered by player}} || House owning the attached object is discovered by the player
| style="border-top-style: hidden; padding-left: 3em;" | House P2 sends a spy into attached building
| style="border-top-style: hidden;" |
| style="border-top-style: hidden;" |
| style="border-top-style: hidden;" |
|-
|-
| {{Tt|5}} || {{Tt|House Discovered}} || House P2 is discovered by the player
| rowspan="2" style="border-right: 1px solid #aaaaaa; text-align: center; vertical-align: top;" | {{Tt|3}}
| style="padding-left: 3px;" | {{Tt|Thieved by}}  
| style="text-align: center;" | 0
| style="text-align: center;" | 0
| style="text-align: center;" | -
|-
|-
| {{Tt|6}} || {{Tt|Attacked by anybody}} || Attached object is attacked by anybody
| style="border-top-style: hidden; padding-left: 3em;" | Doesn't work
| style="border-top-style: hidden;" |
| style="border-top-style: hidden;" |
| style="border-top-style: hidden;" |
|-
|-
| {{Tt|7}} || {{Tt|Destroyed by anybody}} || Attached object is destroyed by anybody
| rowspan="2" style="border-right: 1px solid #aaaaaa; text-align: center; vertical-align: top;" | {{Tt|4}}
| style="padding-left: 3px;" | {{Tt|Discovered by player}}  
| style="text-align: center;" | 0
| style="text-align: center;" | 0
| style="text-align: center;" | -
|-
|-
| {{Tt|8}} || {{Tt|Any event}} || Any event
| style="border-top-style: hidden; padding-left: 3em;" | 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 {{f|SpySat|yes|link}} or the objects getting revealed due to their weapon having {{f|RevealOnFire|yes|link}}; 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.
| style="border-top-style: hidden;" |
| style="border-top-style: hidden;" |
| style="border-top-style: hidden;" |
|-
|-
| {{Tt|9}} || {{Tt|Destroyed, Units, All}} || All units of house P2 are destroyed (''does '''not''''' include civilian objects owned by P2)
| rowspan="2" style="border-right: 1px solid #aaaaaa; text-align: center; vertical-align: top;" | {{Tt|5}}
| style="padding-left: 3px;" | {{Tt|House Discovered}}  
| style="text-align: center;" | 0
| style="text-align: center;" | House#
| style="text-align: center;" | -
|-
|-
| {{Tt|10}} || {{Tt|Destroyed, Buildings, All}} || All buildings of house P2 are destroyed (''does '''not''''' include civilian objects owned by P2)
| style="border-top-style: hidden; padding-left: 3em;" | House P2 is discovered by the player
'''Editor's note:''' this event might be bugged too, see above.
| style="border-top-style: hidden;" |
| style="border-top-style: hidden;" |
| style="border-top-style: hidden;" |
|-
|-
| {{Tt|11}} || {{Tt|Destroyed, All}} || All objects of house P2 are destroyed (''does '''not''''' include civilian objects owned by P2)
| rowspan="2" style="border-right: 1px solid #aaaaaa; text-align: center; vertical-align: top;" | {{Tt|6}}
| style="padding-left: 3px;" | {{Tt|Attacked by anybody}}  
| style="text-align: center;" | 0
| style="text-align: center;" | 0
| style="text-align: center;" | -
|-
|-
| {{Tt|12}} || {{Tt|Credits exceed}} || HOUSE{{Fnl|2}} has at least P2 credits
| style="border-top-style: hidden; padding-left: 3em;" | Attached object is attacked by anybody
| style="border-top-style: hidden;" |
| style="border-top-style: hidden;" |
| style="border-top-style: hidden;" |
|-
|-
| {{Tt|13}} || {{Tt|Elapsed time (1/10th min)}} || (P2/10) minutes have passed in this mission
| rowspan="2" style="border-right: 1px solid #aaaaaa; text-align: center; vertical-align: top;" | {{Tt|7}}
| style="padding-left: 3px;" | {{Tt|Destroyed by anybody}}  
| style="text-align: center;" | 0
| style="text-align: center;" | 0
| style="text-align: center;" | -
|-
|-
| {{Tt|14}} || {{Tt|Mission timer expired}} || Mission timer expired
| style="border-top-style: hidden; padding-left: 3em;" | Attached object is destroyed by anybody
| style="border-top-style: hidden;" |
| style="border-top-style: hidden;" |
| style="border-top-style: hidden;" |
|-
|-
| {{Tt|15}} || {{Tt|Destroyed, Buildings, #}} || Exactly P2 buildings owned by HOUSE have been destroyed (''does'' include civilian objects owned by P2)
| rowspan="2" style="border-right: 1px solid #aaaaaa; text-align: center; vertical-align: top;" | {{Tt|8}}
| style="padding-left: 3px;" | {{Tt|Any event}}  
| style="text-align: center;" | 0
| style="text-align: center;" | 0
| style="text-align: center;" | -
|-
|-
| {{Tt|16}} || {{Tt|Destroyed, Units, #}} || Exactly ExP2 units owned by HOUSE have been destroyed (''does'' include civilian objects owned by P2)
| style="border-top-style: hidden; padding-left: 3em;" | Any event
| style="border-top-style: hidden;" |
| style="border-top-style: hidden;" |
| style="border-top-style: hidden;" |
|-
|-
| {{Tt|17}} || {{Tt|No factories left}} || HOUSE has no buildings with a valid {{TTL|Factory}} set
| rowspan="2" style="border-right: 1px solid #aaaaaa; text-align: center; vertical-align: top;" | {{Tt|9}}
| style="padding-left: 3px;" | {{Tt|Destroyed, Units, All}}  
| style="text-align: center;" | 0
| style="text-align: center;" | House#
| style="text-align: center;" | -
|-
|-
| {{Tt|18}} || {{Tt|Civilians evacuated}} || Civilian objects owned by HOUSE have left the map (See {{TTL|CivEvac}} )
| style="border-top-style: hidden; padding-left: 3em;" | All units of house P2 are destroyed (''does '''not''''' include civilian objects)
| style="border-top-style: hidden;" |
| style="border-top-style: hidden;" |
| style="border-top-style: hidden;" |
|-
|-
| {{Tt|19}} || {{Tt|Build building type}} || Building whose internal index{{Fnl|6}} is P2 is placed on the map
| rowspan="2" style="border-right: 1px solid #aaaaaa; text-align: center; vertical-align: top;" | {{Tt|10}}
| style="padding-left: 3px;" | {{Tt|Destroyed, Buildings, All}}  
| style="text-align: center;" | 0
| style="text-align: center;" | House#
| style="text-align: center;" | -
|-
|-
| {{Tt|20}} || {{Tt|Build unit type}} || Unit whose internal index is P2 is placed on the map
| style="border-top-style: hidden; padding-left: 3em;" | All buildings of house P2 are destroyed (''does '''not''''' include civilian objects)
| style="border-top-style: hidden;" |
| style="border-top-style: hidden;" |
| style="border-top-style: hidden;" |
|-
|-
| {{Tt|21}} || {{Tt|Build infantry type}} || Infantry whose internal index is P2 is placed on the map
| rowspan="2" style="border-right: 1px solid #aaaaaa; text-align: center; vertical-align: top;" | {{Tt|11}}
| style="padding-left: 3px;" | {{Tt|Destroyed, All}}  
| style="text-align: center;" | 0
| style="text-align: center;" | House#
| style="text-align: center;" | -
|-
|-
| {{Tt|22}} || {{Tt|Build aircraft type}} || Aircraft whose internal index is P2 is placed on the map
| style="border-top-style: hidden; padding-left: 3em;" | All objects of house P2 are destroyed (''does '''not''''' include civilian objects)
| style="border-top-style: hidden;" |
| style="border-top-style: hidden;" |
| style="border-top-style: hidden;" |
|-
|-
| {{Tt|23}} || {{Tt|Leaves map (team)}} || [[TeamTypes|TeamType]] with index P1{{Fnl|3}} leaves the map
| rowspan="2" style="border-right: 1px solid #aaaaaa; text-align: center; vertical-align: top;" | {{Tt|12}}
| style="padding-left: 3px;" | {{Tt|Credits exceed}}  
| style="text-align: center;" | 0
| style="text-align: center;" | credits
| style="text-align: center;" | -
|-
|-
| {{Tt|24}} || {{Tt|Zone entry by}} || Attached celltrigger's zone entered by house P2
| style="border-top-style: hidden; padding-left: 3em;" | HOUSE{{Fnl|2}} has at least P2 credits
| style="border-top-style: hidden;" |
| style="border-top-style: hidden;" |
| style="border-top-style: hidden;" |
|-
|-
| {{Tt|25}} || {{Tt|Crosses horizontal line}} || House P2 crosses the horizontal line of the attached celltag
| rowspan="2" style="border-right: 1px solid #aaaaaa; text-align: center; vertical-align: top;" | {{Tt|13}}
| style="padding-left: 3px;" | {{Tt|Elapsed time}}
| style="text-align: center;" | 0
| style="text-align: center;" | time
| style="text-align: center;" | -
|-
|-
| {{Tt|26}} || {{Tt|Crosses vertical line}} || House P2 crosses the vertical line of the attached celltag
| style="border-top-style: hidden; padding-left: 3em;" | (P2/10) minutes have passed in this mission
| style="border-top-style: hidden;" |
| style="border-top-style: hidden;" |
| style="border-top-style: hidden;" |
|-
|-
| {{Tt|27}} || {{Tt|Global is set}} || Global variable with index P2 is set
| rowspan="2" style="border-right: 1px solid #aaaaaa; text-align: center; vertical-align: top;" | {{Tt|14}}
| style="padding-left: 3px;" | {{Tt|Mission timer expired}}  
| style="text-align: center;" | 0
| style="text-align: center;" | 0
| style="text-align: center;" | -
|-
|-
| {{Tt|28}} || {{Tt|Global is clear}} || Global variable with index P2 is cleared
| style="border-top-style: hidden; padding-left: 3em;" | Mission timer expired
| style="border-top-style: hidden;" |
| style="border-top-style: hidden;" |
| style="border-top-style: hidden;" |
|-
|-
| {{Tt|29}} || {{Tt|Destroyed, Fakes, All}} || Doesn't work, fires immediately
| rowspan="2" style="border-right: 1px solid #aaaaaa; text-align: center; vertical-align: top;" | {{Tt|15}}
| style="padding-left: 3px;" | {{Tt|Destroyed, Buildings, #}}  
| style="text-align: center;" | 0
| style="text-align: center;" | counter
| style="text-align: center;" | -
|-
|-
| {{Tt|30}} || {{Tt|Low power}} || House P2 is in a low power situation
| style="border-top-style: hidden; padding-left: 3em;" | Exactly P2 buildings owned by HOUSE have been destroyed (''does'' include civilian objects)
| style="border-top-style: hidden;" |
| style="border-top-style: hidden;" |
| style="border-top-style: hidden;" |
|- style="border-bottom-style: hidden; background-color: #e5e5e5; border-top: 1px solid #000000;"
! style="width: 5em;" rowspan="2" style="border-right: 1px solid #aaaaaa;" | Code {{Fnl|1}}
! rowspan="2" style="border-right: 1px solid #aaaaaa;" | Event
! style="text-align: center; border-bottom-style: hidden;" colspan=3 | Parameter types
|- style="border-top-style: hidden; background-color: #e5e5e5;"
! style="width: 6em; text-align: center; border-left: 1px solid #000000; border-right-style: hidden;" | #1 (P1)
! style="width: 6em; text-align: center; border-left-style: hidden;" | #2 (P2)
! style="width: 6em; text-align: center; border-left-style: hidden;" | #3 (P3)
|- style="border-top: 1px solid #000000;"
| rowspan="2" style="border-right: 1px solid #aaaaaa; text-align: center; vertical-align: top;" | {{Tt|16}}
| style="padding-left: 3px;" | {{Tt|Destroyed, Units, #}}  
| style="text-align: center;" | 0
| style="text-align: center;" | counter
| style="text-align: center;" | -
|-
|-
| {{Tt|31}} || {{Tt|All bridges destroyed}} || Attached bridge destroyed
| style="border-top-style: hidden; padding-left: 3em;" | Exactly P2 units owned by HOUSE have been destroyed (''does'' include civilian objects)
| style="border-top-style: hidden;" |
| style="border-top-style: hidden;" |
| style="border-top-style: hidden;" |
|-
|-
| {{Tt|32}} || {{Tt|Building exists}} || HOUSE owns a building with internal number P2
| rowspan="2" style="border-right: 1px solid #aaaaaa; text-align: center; vertical-align: top;" | {{Tt|17}}
| style="padding-left: 3px;" | {{Tt|No factories left}}  
| style="text-align: center;" | 0
| style="text-align: center;" | 0
| style="text-align: center;" | -
|-
|-
| {{Tt|33}} || {{Tt|Selected by player}} || attached object is selected by the player (single-player only)
| style="border-top-style: hidden; padding-left: 3em;" | HOUSE has no buildings with a valid {{f|Factory|link}} set
| style="border-top-style: hidden;" |
| style="border-top-style: hidden;" |
| style="border-top-style: hidden;" |
|-
|-
| {{Tt|34}} || {{Tt|Comes near waypoint...}} || HOUSE approaches specified waypoint
| rowspan="2" style="border-right: 1px solid #aaaaaa; text-align: center; vertical-align: top;" | {{Tt|18}}
| style="padding-left: 3px;" | {{Tt|Civilians evacuated}}  
| style="text-align: center;" | 0
| style="text-align: center;" | 0
| style="text-align: center;" | -
|-
|-
| {{Tt|35}} || {{Tt|Enemy In Spotlight...}} || enemy unit enters the spotlight cast by the attached building
| style="border-top-style: hidden; padding-left: 3em;" | Civilian objects owned by HOUSE have left the map (See {{f|CivEvac|link}} )
| style="border-top-style: hidden;" |
| style="border-top-style: hidden;" |
| style="border-top-style: hidden;" |
|-
|-
| {{Tt|36}} || {{Tt|Local is set...}} || local with index P2 is turned on
| rowspan="2" style="border-right: 1px solid #aaaaaa; text-align: center; vertical-align: top;" | {{Tt|19}}
| style="padding-left: 3px;" | {{Tt|Build building type}}  
| style="text-align: center;" | 0
| style="text-align: center;" | Building#
| style="text-align: center;" | -
|-
|-
| {{Tt|37}} || {{Tt|Local is clear...}} || local with index P2 is turned off.
| style="border-top-style: hidden; padding-left: 3em;" | Building whose internal index is P2 is placed on the map
| style="border-top-style: hidden;" |
| style="border-top-style: hidden;" |
| style="border-top-style: hidden;" |
|-
|-
| {{Tt|38}} || {{Tt|First damaged (combat only)}} || attached object suffering first damage from combat damage from combat damage only
| rowspan="2" style="border-right: 1px solid #aaaaaa; text-align: center; vertical-align: top;" | {{Tt|20}}
| style="padding-left: 3px;" | {{Tt|Build unit type}}  
| style="text-align: center;" | 0
| style="text-align: center;" | Unit#
| style="text-align: center;" | -
|-
|-
| {{Tt|39}} || {{Tt|Half health (combat only)}} || attached object damaged to half health from combat damage only
| style="border-top-style: hidden; padding-left: 3em;" | Unit whose internal index is P2 is placed on the map
| style="border-top-style: hidden;" |
| style="border-top-style: hidden;" |
| style="border-top-style: hidden;" |
|-
|-
| {{Tt|40}} || {{Tt|Quarter health (combat only)}} || attached object damaged to quarter health from combat damage only.
| rowspan="2" style="border-right: 1px solid #aaaaaa; text-align: center; vertical-align: top;" | {{Tt|21}}
| style="padding-left: 3px;" | {{Tt|Build infantry type}}  
| style="text-align: center;" | 0
| style="text-align: center;" | Infantry#
| style="text-align: center;" | -
|-
|-
| {{Tt|41}} || {{Tt|First damaged (any source)}} || attached object first suffering from combat damage from any source.
| style="border-top-style: hidden; padding-left: 3em;" | Infantry whose internal index is P2 is placed on the map
| style="border-top-style: hidden;" |
| style="border-top-style: hidden;" |
| style="border-top-style: hidden;" |
|-
|-
| {{Tt|42}} || {{Tt|Half health (any source)}} || attached object damaged to half health from any source
| rowspan="2" style="border-right: 1px solid #aaaaaa; text-align: center; vertical-align: top;" | {{Tt|22}}
| style="padding-left: 3px;" | {{Tt|Build aircraft type}}  
| style="text-align: center;" | 0
| style="text-align: center;" | Aircraft#
| style="text-align: center;" | -
|-
|-
| {{Tt|43}} || {{Tt|Quarter health (any source)}} || attached object damaged to quarter health from any source
| style="border-top-style: hidden; padding-left: 3em;" | Aircraft whose internal index is P2 is placed on the map
| style="border-top-style: hidden;" |
| style="border-top-style: hidden;" |
| style="border-top-style: hidden;" |
|-
|-
| {{Tt|44}} || {{Tt|Attacked by (house)...}} || attached object attacked by some unit of house P2
| rowspan="2" style="border-right: 1px solid #aaaaaa; text-align: center; vertical-align: top;" | {{Tt|23}}
| style="padding-left: 3px;" | {{Tt|Leaves map (team)}}  
| style="text-align: center;" | 1
| style="text-align: center;" | TeamType ID
| style="text-align: center;" | -
|-
|-
| {{Tt|45}} || {{Tt|Ambient light below}} || ambient light drops below a certain percentage (P2)
| style="border-top-style: hidden; padding-left: 3em;" | TeamType with ID P2 leaves the map
| style="border-top-style: hidden;" |
| style="border-top-style: hidden;" |
| style="border-top-style: hidden;" |
|-
|-
| {{Tt|46}} || {{Tt|Ambient light above}} || ambient light rises above a certain percentage (P2)
| rowspan="2" style="border-right: 1px solid #aaaaaa; text-align: center; vertical-align: top;" | {{Tt|24}}
| style="padding-left: 3px;" | {{Tt|Zone entry by}}  
| style="text-align: center;" | 0
| style="text-align: center;" | House#
| style="text-align: center;" | -
|-
|-
| {{Tt|47}} || {{Tt|Elapsed Scenario Time}} || When exactly P2 seconds have elapsed since start of scenario
| style="border-top-style: hidden; padding-left: 3em;" | Attached celltrigger's zone entered by house P2
| style="border-top-style: hidden;" |
| style="border-top-style: hidden;" |
| style="border-top-style: hidden;" |
|-
|-
| {{Tt|48}} || {{Tt|Destroyed by anything}} || attached object destroyed by anything
| rowspan="2" style="border-right: 1px solid #aaaaaa; text-align: center; vertical-align: top;" | {{Tt|25}}
| style="padding-left: 3px;" | {{Tt|Crosses horizontal line}}  
| style="text-align: center;" | 0
| style="text-align: center;" | House#
| style="text-align: center;" | -
|-
|-
| {{Tt|49}} || {{Tt|Pickup Crate}} || crate is picked up by the attached object
| style="border-top-style: hidden; padding-left: 3em;" | House P2 crosses the horizontal line of the attached celltag
| style="border-top-style: hidden;" |
| style="border-top-style: hidden;" |
| style="border-top-style: hidden;" |
|-
|-
| {{Tt|50}} || {{Tt|Pickup Crate (any)}} || crate picked up by any unit
| rowspan="2" style="border-right: 1px solid #aaaaaa; text-align: center; vertical-align: top;" | {{Tt|26}}
| style="padding-left: 3px;" | {{Tt|Crosses vertical line}}  
| style="text-align: center;" | 0
| style="text-align: center;" | House#
| style="text-align: center;" | -
|-
|-
| {{Tt|51}} || {{Tt|Random delay...}} || Delays a random time between 50 and 150 percent of time specified in P2 (frames)
| style="border-top-style: hidden; padding-left: 3em;" | House P2 crosses the vertical line of the attached celltag
| style="border-top-style: hidden;" |
| style="border-top-style: hidden;" |
| style="border-top-style: hidden;" |
|-
|-
| {{Tt|52}} || {{Tt|Credits below...}} || HOUSE owns less than P2 credits
| rowspan="2" style="border-right: 1px solid #aaaaaa; text-align: center; vertical-align: top;" | {{Tt|27}}
| style="padding-left: 3px;" | {{Tt|Global is set}}  
| style="text-align: center;" | 0
| style="text-align: center;" | Global#
| style="text-align: center;" | -
|-
|-
| {{Tt|53}} || {{Tt|Spy entering as House...}} || a spy disguised as house P2 enters attached object
| style="border-top-style: hidden; padding-left: 3em;" | Global variable with index P2 is set. Takes priority over other events{{fnl|3}}
| style="border-top-style: hidden;" |
| style="border-top-style: hidden;" |
| style="border-top-style: hidden;" |
|-
|-
| {{Tt|54}} || {{Tt|Spy entering as Infantry...}} || a spy disguised as infantry index P2 enters the attached object
| rowspan="2" style="border-right: 1px solid #aaaaaa; text-align: center; vertical-align: top;" | {{Tt|28}}
| style="padding-left: 3px;" | {{Tt|Global is clear}}  
| style="text-align: center;" | 0
| style="text-align: center;" | Global#
| style="text-align: center;" | -
|-
|-
| {{Tt|55}} || {{Tt|Destroyed Units, Naval...}} || all naval units of house P2 have been destroyed
| style="border-top-style: hidden; padding-left: 3em;" | Global variable with index P2 is cleared. Takes priority over other events{{fnl|3}}
| style="border-top-style: hidden;" |
| style="border-top-style: hidden;" |
| style="border-top-style: hidden;" |
|-
|-
| {{Tt|56}} || {{Tt|Destroyed Units, Land...}} || all land units of house P2 have been destroyed
| rowspan="2" style="border-right: 1px solid #aaaaaa; text-align: center; vertical-align: top;" | {{Tt|29}}
| style="padding-left: 3px;" | {{Tt|Destroyed by anything (not infiltrate)}}  
| style="text-align: center;" | 0
| style="text-align: center;" | 0
| style="text-align: center;" | -
|-
|-
| {{Tt|57}} || {{Tt|Building does not exist}} || the building index P2 (owned by HOUSE) does not exist on the map
| style="border-top-style: hidden; padding-left: 3em;" | Attached unit is destroyed, but not when infiltrating
| style="border-top-style: hidden;" |
| style="border-top-style: hidden;" |
| style="border-top-style: hidden;" |
|-
|-
| {{Tt|58}} || {{Tt|Power Full...}} || house P2's power is at 100%.
| rowspan="2" style="border-right: 1px solid #aaaaaa; text-align: center; vertical-align: top;" | {{Tt|30}}
| style="padding-left: 3px;" | {{Tt|Low power}}  
| style="text-align: center;" | 0
| style="text-align: center;" | House#
| style="text-align: center;" | -
|-
|-
| {{Tt|59}} || {{Tt|Entered or Overflown By...}} || Objects owned by house P2 move over the attached cell
| style="border-top-style: hidden; padding-left: 3em;" | House P2 is in a low power situation
| style="border-top-style: hidden;" |
| style="border-top-style: hidden;" |
| style="border-top-style: hidden;" |
|- style="border-bottom-style: hidden; background-color: #e5e5e5; border-top: 1px solid #000000;"
! style="width: 5em;" rowspan="2" style="border-right: 1px solid #aaaaaa;" | Code {{Fnl|1}}
! rowspan="2" style="border-right: 1px solid #aaaaaa;" | Event
! style="text-align: center; border-bottom-style: hidden;" colspan=3 | Parameter types
|- style="border-top-style: hidden; background-color: #e5e5e5;"
! style="width: 6em; text-align: center; border-left: 1px solid #000000; border-right-style: hidden;" | #1 (P1)
! style="width: 6em; text-align: center; border-left-style: hidden;" | #2 (P2)
! style="width: 6em; text-align: center; border-left-style: hidden;" | #3 (P3)
|- style="border-top: 1px solid #000000;"
| rowspan="2" style="border-right: 1px solid #aaaaaa; text-align: center; vertical-align: top;" | {{Tt|31}}
| style="padding-left: 3px;" | {{Tt|All bridges destroyed}}  
| style="text-align: center;" | 0
| style="text-align: center;" | 0
| style="text-align: center;" | -
|-
|-
| {{Tt|60}} || {{yro}}{{Tt|TechType Exists}} || At least this many (P2) buildings (ID P3{{Fnl|5}}) exist on the map<br />Takes '''3''' parameters
| style="border-top-style: hidden; padding-left: 3em;" | Attached bridge destroyed
| style="border-top-style: hidden;" |
| style="border-top-style: hidden;" |
| style="border-top-style: hidden;" |
|-
|-
| {{Tt|61}} || {{yro}}{{Tt|TechType does not Exist}} || there are no buildings (ID P3{{Fnl|5}}) on the map<br />Takes '''3''' parameters
| rowspan="2" style="border-right: 1px solid #aaaaaa; text-align: center; vertical-align: top;" | {{Tt|32}}
| style="padding-left: 3px;" | {{Tt|Building exists}}
| style="text-align: center;" | 0
| style="text-align: center;" | Building#
| style="text-align: center;" | -
|-
| style="border-top-style: hidden; padding-left: 3em;" | HOUSE owns a building with internal number P2
| style="border-top-style: hidden;" |
| style="border-top-style: hidden;" |
| style="border-top-style: hidden;" |
|-
| rowspan="2" style="border-right: 1px solid #aaaaaa; text-align: center; vertical-align: top;" | {{Tt|33}}
| style="padding-left: 3px;" | {{Tt|Selected by player}}
| style="text-align: center;" | 0
| style="text-align: center;" | 0
| style="text-align: center;" | -
|-
| style="border-top-style: hidden; padding-left: 3em;" | Attached object is selected by the player (single-player only)
| style="border-top-style: hidden;" |
| style="border-top-style: hidden;" |
| style="border-top-style: hidden;" |
|-
| rowspan="2" style="border-right: 1px solid #aaaaaa; text-align: center; vertical-align: top;" | {{Tt|34}}
| style="padding-left: 3px;" | {{Tt|Comes near waypoint...}}
| style="text-align: center;" | 0
| style="text-align: center;" | Waypoint#
| style="text-align: center;" | -
|-
| style="border-top-style: hidden; padding-left: 3em;" | HOUSE approaches waypoint P2
| style="border-top-style: hidden;" |
| style="border-top-style: hidden;" |
| style="border-top-style: hidden;" |
|-
| rowspan="2" style="border-right: 1px solid #aaaaaa; text-align: center; vertical-align: top;" | {{Tt|35}}
| style="padding-left: 3px;" | {{Tt|Enemy In Spotlight...}}
| style="text-align: center;" | 0
| style="text-align: center;" | 0
| style="text-align: center;" | -
|-
| style="border-top-style: hidden; padding-left: 3em;" | Enemy unit enters the spotlight cast by the attached building
| style="border-top-style: hidden;" |
| style="border-top-style: hidden;" |
| style="border-top-style: hidden;" |
|-
| rowspan="2" style="border-right: 1px solid #aaaaaa; text-align: center; vertical-align: top;" | {{Tt|36}}
| style="padding-left: 3px;" | {{Tt|Local is set...}}
| style="text-align: center;" | 0
| style="text-align: center;" | Local#
| style="text-align: center;" | -
|-
| style="border-top-style: hidden; padding-left: 3em;" | Local variable with index P2 is set. Takes priority over other events{{fnl|3}}
| style="border-top-style: hidden;" |
| style="border-top-style: hidden;" |
| style="border-top-style: hidden;" |
|-
| rowspan="2" style="border-right: 1px solid #aaaaaa; text-align: center; vertical-align: top;" | {{Tt|37}}
| style="padding-left: 3px;" | {{Tt|Local is clear...}}
| style="text-align: center;" | 0
| style="text-align: center;" | Local#
| style="text-align: center;" | -
|-
| style="border-top-style: hidden; padding-left: 3em;" | Local variable with index P2 is cleared. Takes priority over other events{{fnl|3}}
| style="border-top-style: hidden;" |
| style="border-top-style: hidden;" |
| style="border-top-style: hidden;" |
|-
| rowspan="2" style="border-right: 1px solid #aaaaaa; text-align: center; vertical-align: top;" | {{Tt|38}}
| style="padding-left: 3px;" | {{Tt|First damaged (combat only)}}
| style="text-align: center;" | 0
| style="text-align: center;" | 0
| style="text-align: center;" | -
|-
| style="border-top-style: hidden; padding-left: 3em;" | Attached object suffering first damage from combat damage from combat damage only
| style="border-top-style: hidden;" |
| style="border-top-style: hidden;" |
| style="border-top-style: hidden;" |
|-
| rowspan="2" style="border-right: 1px solid #aaaaaa; text-align: center; vertical-align: top;" | {{Tt|39}}
| style="padding-left: 3px;" | {{Tt|Half health (combat only)}}
| style="text-align: center;" | 0
| style="text-align: center;" | 0
| style="text-align: center;" | -
|-
| style="border-top-style: hidden; padding-left: 3em;" | Attached object damaged to half health from combat damage only
| style="border-top-style: hidden;" |
| style="border-top-style: hidden;" |
| style="border-top-style: hidden;" |
|-
| rowspan="2" style="border-right: 1px solid #aaaaaa; text-align: center; vertical-align: top;" | {{Tt|40}}
| style="padding-left: 3px;" | {{Tt|Quarter health (combat only)}}
| style="text-align: center;" | 0
| style="text-align: center;" | 0
| style="text-align: center;" | -
|-
| style="border-top-style: hidden; padding-left: 3em;" | Attached object damaged to quarter health from combat damage only.
| style="border-top-style: hidden;" |
| style="border-top-style: hidden;" |
| style="border-top-style: hidden;" |
|-
| rowspan="2" style="border-right: 1px solid #aaaaaa; text-align: center; vertical-align: top;" | {{Tt|41}}
| style="padding-left: 3px;" | {{Tt|First damaged (any source)}}
| style="text-align: center;" | 0
| style="text-align: center;" | 0
| style="text-align: center;" | -
|-
| style="border-top-style: hidden; padding-left: 3em;" | Attached object first suffering from combat damage from any source.
| style="border-top-style: hidden;" |
| style="border-top-style: hidden;" |
| style="border-top-style: hidden;" |
|-
| rowspan="2" style="border-right: 1px solid #aaaaaa; text-align: center; vertical-align: top;" | {{Tt|42}}
| style="padding-left: 3px;" | {{Tt|Half health (any source)}}
| style="text-align: center;" | 0
| style="text-align: center;" | 0
| style="text-align: center;" | -
|-
| style="border-top-style: hidden; padding-left: 3em;" | Attached object damaged to half health from any source
| style="border-top-style: hidden;" |
| style="border-top-style: hidden;" |
| style="border-top-style: hidden;" |
|-
| rowspan="2" style="border-right: 1px solid #aaaaaa; text-align: center; vertical-align: top;" | {{Tt|43}}
| style="padding-left: 3px;" | {{Tt|Quarter health (any source)}}
| style="text-align: center;" | 0
| style="text-align: center;" | 0
| style="text-align: center;" | -
|-
| style="border-top-style: hidden; padding-left: 3em;" | Attached object damaged to quarter health from any source
| style="border-top-style: hidden;" |
| style="border-top-style: hidden;" |
| style="border-top-style: hidden;" |
|-
| rowspan="2" style="border-right: 1px solid #aaaaaa; text-align: center; vertical-align: top;" | {{Tt|44}}
| style="padding-left: 3px;" | {{Tt|Attacked by (house)...}}  
| style="text-align: center;" | 0
| style="text-align: center;" | House#
| style="text-align: center;" | -
|-
| style="border-top-style: hidden; padding-left: 3em;" | Attached object attacked by some unit of house P2
| style="border-top-style: hidden;" |
| style="border-top-style: hidden;" |
| style="border-top-style: hidden;" |
|-
| rowspan="2" style="border-right: 1px solid #aaaaaa; text-align: center; vertical-align: top;" | {{Tt|45}}
| style="padding-left: 3px;" | {{Tt|Ambient light below}}
| style="text-align: center;" | 0
| style="text-align: center;" | number
| style="text-align: center;" | -
|-
| style="border-top-style: hidden; padding-left: 3em;" | Ambient light drops below a certain percentage (P2%)
| style="border-top-style: hidden;" |
| style="border-top-style: hidden;" |
| style="border-top-style: hidden;" |
|- style="border-bottom-style: hidden; background-color: #e5e5e5; border-top: 1px solid #000000;"
! style="width: 5em;" rowspan="2" style="border-right: 1px solid #aaaaaa;" | Code {{Fnl|1}}
! rowspan="2" style="border-right: 1px solid #aaaaaa;" | Event
! style="text-align: center; border-bottom-style: hidden;" colspan=3 | Parameter types
|- style="border-top-style: hidden; background-color: #e5e5e5;"
! style="width: 6em; text-align: center; border-left: 1px solid #000000; border-right-style: hidden;" | #1 (P1)
! style="width: 6em; text-align: center; border-left-style: hidden;" | #2 (P2)
! style="width: 6em; text-align: center; border-left-style: hidden;" | #3 (P3)
|- style="border-top: 1px solid #000000;"
| rowspan="2" style="border-right: 1px solid #aaaaaa; text-align: center; vertical-align: top;" | {{Tt|46}}
| style="padding-left: 3px;" | {{Tt|Ambient light above}}
| style="text-align: center;" | 0
| style="text-align: center;" | number
| style="text-align: center;" | -
|-
| style="border-top-style: hidden; padding-left: 3em;" | Ambient light rises above a certain percentage (P2%)
| style="border-top-style: hidden;" |
| style="border-top-style: hidden;" |
| style="border-top-style: hidden;" |
|-
| rowspan="2" style="border-right: 1px solid #aaaaaa; text-align: center; vertical-align: top;" | {{Tt|47}}
| style="padding-left: 3px;" | {{Tt|Elapsed Scenario Time}}
| style="text-align: center;" | 0
| style="text-align: center;" | time
| style="text-align: center;" | -
|-
| style="border-top-style: hidden; padding-left: 3em;" | Exactly P2 seconds have elapsed since start of scenario
| style="border-top-style: hidden;" |
| style="border-top-style: hidden;" |
| style="border-top-style: hidden;" |
|-
| rowspan="2" style="border-right: 1px solid #aaaaaa; text-align: center; vertical-align: top;" | {{Tt|48}}
| style="padding-left: 3px;" | {{Tt|Destroyed by anything}}
| style="text-align: center;" | 0
| style="text-align: center;" | 0
| style="text-align: center;" | -
|-
| style="border-top-style: hidden; padding-left: 3em;" | Attached object destroyed by anything
| style="border-top-style: hidden;" |
| style="border-top-style: hidden;" |
| style="border-top-style: hidden;" |
|-
| rowspan="2" style="border-right: 1px solid #aaaaaa; text-align: center; vertical-align: top;" | {{Tt|49}}
| style="padding-left: 3px;" | {{Tt|Pickup Crate}}
| style="text-align: center;" | 0
| style="text-align: center;" | 0
| style="text-align: center;" | -
|-
| style="border-top-style: hidden; padding-left: 3em;" | Crate is picked up by the attached object
| style="border-top-style: hidden;" |
| style="border-top-style: hidden;" |
| style="border-top-style: hidden;" |
|-
| rowspan="2" style="border-right: 1px solid #aaaaaa; text-align: center; vertical-align: top;" | {{Tt|50}}
| style="padding-left: 3px;" | {{Tt|Pickup Crate (any)}}
| style="text-align: center;" | 0
| style="text-align: center;" | 0
| style="text-align: center;" | -
|-
| style="border-top-style: hidden; padding-left: 3em;" | Crate picked up by any unit
| style="border-top-style: hidden;" |
| style="border-top-style: hidden;" |
| style="border-top-style: hidden;" |
|-
| rowspan="2" style="border-right: 1px solid #aaaaaa; text-align: center; vertical-align: top;" | {{Tt|51}}
| style="padding-left: 3px;" | {{Tt|Random delay...}}
| style="text-align: center;" | 0
| style="text-align: center;" | time
| style="text-align: center;" | -
|-
| style="border-top-style: hidden; padding-left: 3em;" | Fires after a random time between 50 and 150 % of time specified in P2 (frames) elapses since trigger was enabled
| style="border-top-style: hidden;" |
| style="border-top-style: hidden;" |
| style="border-top-style: hidden;" |
|-
| rowspan="2" style="border-right: 1px solid #aaaaaa; text-align: center; vertical-align: top;" | {{Tt|52}}
| style="padding-left: 3px;" | {{Tt|Credits below...}}
| style="text-align: center;" | 0
| style="text-align: center;" | credits
| style="text-align: center;" | -
|-
| style="border-top-style: hidden; padding-left: 3em;" | HOUSE owns less than P2 credits
| style="border-top-style: hidden;" |
| style="border-top-style: hidden;" |
| style="border-top-style: hidden;" |
|-
| rowspan="2" style="border-right: 1px solid #aaaaaa; text-align: center; vertical-align: top;" | {{Tt|53}}
| style="padding-left: 3px;" | {{Tt|Spy entering as House...}}
| style="text-align: center;" | 0
| style="text-align: center;" | House#
| style="text-align: center;" | -
|-
| style="border-top-style: hidden; padding-left: 3em;" | A spy disguised as house P2 enters attached object
| style="border-top-style: hidden;" |
| style="border-top-style: hidden;" |
| style="border-top-style: hidden;" |
|-
| rowspan="2" style="border-right: 1px solid #aaaaaa; text-align: center; vertical-align: top;" | {{Tt|54}}
| style="padding-left: 3px;" | {{Tt|Spy entering as Infantry...}}
| style="text-align: center;" | 0
| style="text-align: center;" | Infantry#
| style="text-align: center;" | -
|-
| style="border-top-style: hidden; padding-left: 3em;" | A spy disguised as infantry index P2 enters the attached object
| style="border-top-style: hidden;" |
| style="border-top-style: hidden;" |
| style="border-top-style: hidden;" |
|-
| rowspan="2" style="border-right: 1px solid #aaaaaa; text-align: center; vertical-align: top;" | {{Tt|55}}
| style="padding-left: 3px;" | {{Tt|Destroyed Units, Naval...}}
| style="text-align: center;" | 0
| style="text-align: center;" | House#
| style="text-align: center;" | -
|-
| style="border-top-style: hidden; padding-left: 3em;" | All naval units of house P2 have been destroyed
| style="border-top-style: hidden;" |
| style="border-top-style: hidden;" |
| style="border-top-style: hidden;" |
|-
| rowspan="2" style="border-right: 1px solid #aaaaaa; text-align: center; vertical-align: top;" | {{Tt|56}}
| style="padding-left: 3px;" | {{Tt|Destroyed Units, Land...}}
| style="text-align: center;" | 0
| style="text-align: center;" | House#
| style="text-align: center;" | -
|-
| style="border-top-style: hidden; padding-left: 3em;" | All land units of house P2 have been destroyed
| style="border-top-style: hidden;" |
| style="border-top-style: hidden;" |
| style="border-top-style: hidden;" |
|-
| rowspan="2" style="border-right: 1px solid #aaaaaa; text-align: center; vertical-align: top;" | {{Tt|57}}
| style="padding-left: 3px;" | {{Tt|Building does not exist}}  
| style="text-align: center;" | 0
| style="text-align: center;" | Building#
| style="text-align: center;" | -
|-
| style="border-top-style: hidden; padding-left: 3em;" | No buildings with index P2 (owned by HOUSE) exist on the map
| style="border-top-style: hidden;" |
| style="border-top-style: hidden;" |
| style="border-top-style: hidden;" |
|-
| rowspan="2" style="border-right: 1px solid #aaaaaa; text-align: center; vertical-align: top;" | {{Tt|58}}
| style="padding-left: 3px;" | {{Tt|Power Full...}}
| style="text-align: center;" | 0
| style="text-align: center;" | House#
| style="text-align: center;" | -
|-
| style="border-top-style: hidden; padding-left: 3em;" | House P2's power is at 100%.
| style="border-top-style: hidden;" |
| style="border-top-style: hidden;" |
| style="border-top-style: hidden;" |
|-
| rowspan="2" style="border-right: 1px solid #aaaaaa; text-align: center; vertical-align: top;" | {{Tt|59}}
| style="padding-left: 3px;" | {{Tt|Entered or Overflown By...}}
| style="text-align: center;" | 0
| style="text-align: center;" | House#
| style="text-align: center;" | -
|-
| style="border-top-style: hidden; padding-left: 3em;" | 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.'''{{Fnl|4}}
| style="border-top-style: hidden;" |
| style="border-top-style: hidden;" |
| style="border-top-style: hidden;" |
|-
| rowspan="2" style="border-right: 1px solid #aaaaaa; text-align: center; vertical-align: top;" | {{Tt|60}}
| {{Tt|TechType Exists}}{{yro}}
| style="text-align: center;" | 2
| style="text-align: center;" | counter
| style="text-align: center;" | Techno ID
|-
| style="border-top-style: hidden; padding-left: 3em;" | At least this many (P2) technos (ID=P3) exist on the map
| style="border-top-style: hidden;" |
| style="border-top-style: hidden;" |
| style="border-top-style: hidden;" |
|-
| rowspan="2" style="border-right: 1px solid #aaaaaa; text-align: center; vertical-align: top;" | {{Tt|61}}
| {{Tt|TechType does not Exist}}{{yro}}
| style="text-align: center;" | 2
| style="text-align: center;" | 0
| style="text-align: center;" | Techno ID
|-
| style="border-top-style: hidden; padding-left: 3em;" | There are no technos P3 on the map
| style="border-top-style: hidden;" |
| style="border-top-style: hidden;" |
| style="border-top-style: hidden;" |
|- style="border-bottom-style: hidden; background-color: #e5e5e5; border-top: 1px solid #000000;"
! style="width: 5em;" rowspan="2" style="border-right: 1px solid #aaaaaa;" | Code {{Fnl|1}}
! rowspan="2" style="border-right: 1px solid #aaaaaa;" | Event
! style="text-align: center; border-bottom-style: hidden;" colspan=3 | Parameter types
|- style="border-top-style: hidden; background-color: #e5e5e5;"
! style="width: 6em; text-align: center; border-left: 1px solid #000000; border-right-style: hidden;" | #1 (P1)
! style="width: 6em; text-align: center; border-left-style: hidden;" | #2 (P2)
! style="width: 6em; text-align: center; border-left-style: hidden;" | #3 (P3)
|}
|}


Events take two unsigned integers (third parameter - string - is necessary for some events) as parameters, which default to {{Tt|0}}.
Events take two parameters (third parameter - string - is needed for events #60 and #61), which default to {{Tt|0}}.


== Notes ==
== Notes ==
Line 139: Line 740:
{{Fn|2|HOUSE in this document refers to the house owning the Trigger, labeled "HOUSE" in the [[Maps/Triggers#RA2.2FYR|Triggers]] page.}}
{{Fn|2|HOUSE in this document refers to the house owning the Trigger, labeled "HOUSE" in the [[Maps/Triggers#RA2.2FYR|Triggers]] page.}}


{{Fn|3|P1 in this document refers to the trigger's first parameter.}}
{{Fn|3|By default, events are checked in the order they are listed. However, when using local or global variable checks together with other events, the variable check will reset any preceding events. In other words, the variable check is of higher priority than other events. Only after the variable is set/cleared do other events count towards the execution of the trigger.}}
 
{{Fn|4|P2 in this document refers to the trigger's second parameter.}}


{{Fn|5|P3 in this document refers to the trigger's third (optional) parameter.}}
{{Fn|4|Read: https://forums.cncnet.org/topic/9841-trigger-entered-by-any-house-how-to-make-solved/}}


{{Fn|6|Internal indexes of RA2/YR objects are listed [[Internal Indexes/RA2YR|here]].}}
{{:Maps/Referencing}}
[[Category:Map_Information]]

Latest revision as of 14:34, 7 December 2022

Events are a separate section like in TS, so Triggers can have multiple Events with up to two/three parameters. The game assumes the Trigger, Event and Action all share the same ID. So a Trigger which has ID 12451245 uses the Event list with ID 12451245.


List of available Map Events
Code 1 Event Parameter types
#1 (P1) #2 (P2) #3 (P3)
0 None 0 0 -
No Event - cannot be activated
1 Entered by 0 House# -
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.4

2 Spied by 0 House# -
House P2 sends a spy into attached building
3 Thieved by 0 0 -
Doesn't work
4 Discovered by player 0 0 -
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.

5 House Discovered 0 House# -
House P2 is discovered by the player

Editor's note: this event might be bugged too, see above.

6 Attacked by anybody 0 0 -
Attached object is attacked by anybody
7 Destroyed by anybody 0 0 -
Attached object is destroyed by anybody
8 Any event 0 0 -
Any event
9 Destroyed, Units, All 0 House# -
All units of house P2 are destroyed (does not include civilian objects)
10 Destroyed, Buildings, All 0 House# -
All buildings of house P2 are destroyed (does not include civilian objects)
11 Destroyed, All 0 House# -
All objects of house P2 are destroyed (does not include civilian objects)
12 Credits exceed 0 credits -
HOUSE2 has at least P2 credits
13 Elapsed time 0 time -
(P2/10) minutes have passed in this mission
14 Mission timer expired 0 0 -
Mission timer expired
15 Destroyed, Buildings, # 0 counter -
Exactly P2 buildings owned by HOUSE have been destroyed (does include civilian objects)
Code 1 Event Parameter types
#1 (P1) #2 (P2) #3 (P3)
16 Destroyed, Units, # 0 counter -
Exactly P2 units owned by HOUSE have been destroyed (does include civilian objects)
17 No factories left 0 0 -
HOUSE has no buildings with a valid Factory set
18 Civilians evacuated 0 0 -
Civilian objects owned by HOUSE have left the map (See CivEvac )
19 Build building type 0 Building# -
Building whose internal index is P2 is placed on the map
20 Build unit type 0 Unit# -
Unit whose internal index is P2 is placed on the map
21 Build infantry type 0 Infantry# -
Infantry whose internal index is P2 is placed on the map
22 Build aircraft type 0 Aircraft# -
Aircraft whose internal index is P2 is placed on the map
23 Leaves map (team) 1 TeamType ID -
TeamType with ID P2 leaves the map
24 Zone entry by 0 House# -
Attached celltrigger's zone entered by house P2
25 Crosses horizontal line 0 House# -
House P2 crosses the horizontal line of the attached celltag
26 Crosses vertical line 0 House# -
House P2 crosses the vertical line of the attached celltag
27 Global is set 0 Global# -
Global variable with index P2 is set. Takes priority over other events3
28 Global is clear 0 Global# -
Global variable with index P2 is cleared. Takes priority over other events3
29 Destroyed by anything (not infiltrate) 0 0 -
Attached unit is destroyed, but not when infiltrating
30 Low power 0 House# -
House P2 is in a low power situation
Code 1 Event Parameter types
#1 (P1) #2 (P2) #3 (P3)
31 All bridges destroyed 0 0 -
Attached bridge destroyed
32 Building exists 0 Building# -
HOUSE owns a building with internal number P2
33 Selected by player 0 0 -
Attached object is selected by the player (single-player only)
34 Comes near waypoint... 0 Waypoint# -
HOUSE approaches waypoint P2
35 Enemy In Spotlight... 0 0 -
Enemy unit enters the spotlight cast by the attached building
36 Local is set... 0 Local# -
Local variable with index P2 is set. Takes priority over other events3
37 Local is clear... 0 Local# -
Local variable with index P2 is cleared. Takes priority over other events3
38 First damaged (combat only) 0 0 -
Attached object suffering first damage from combat damage from combat damage only
39 Half health (combat only) 0 0 -
Attached object damaged to half health from combat damage only
40 Quarter health (combat only) 0 0 -
Attached object damaged to quarter health from combat damage only.
41 First damaged (any source) 0 0 -
Attached object first suffering from combat damage from any source.
42 Half health (any source) 0 0 -
Attached object damaged to half health from any source
43 Quarter health (any source) 0 0 -
Attached object damaged to quarter health from any source
44 Attacked by (house)... 0 House# -
Attached object attacked by some unit of house P2
45 Ambient light below 0 number -
Ambient light drops below a certain percentage (P2%)
Code 1 Event Parameter types
#1 (P1) #2 (P2) #3 (P3)
46 Ambient light above 0 number -
Ambient light rises above a certain percentage (P2%)
47 Elapsed Scenario Time 0 time -
Exactly P2 seconds have elapsed since start of scenario
48 Destroyed by anything 0 0 -
Attached object destroyed by anything
49 Pickup Crate 0 0 -
Crate is picked up by the attached object
50 Pickup Crate (any) 0 0 -
Crate picked up by any unit
51 Random delay... 0 time -
Fires after a random time between 50 and 150 % of time specified in P2 (frames) elapses since trigger was enabled
52 Credits below... 0 credits -
HOUSE owns less than P2 credits
53 Spy entering as House... 0 House# -
A spy disguised as house P2 enters attached object
54 Spy entering as Infantry... 0 Infantry# -
A spy disguised as infantry index P2 enters the attached object
55 Destroyed Units, Naval... 0 House# -
All naval units of house P2 have been destroyed
56 Destroyed Units, Land... 0 House# -
All land units of house P2 have been destroyed
57 Building does not exist 0 Building# -
No buildings with index P2 (owned by HOUSE) exist on the map
58 Power Full... 0 House# -
House P2's power is at 100%.
59 Entered or Overflown By... 0 House# -
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.4

60 TechType Exists 2 counter Techno ID
At least this many (P2) technos (ID=P3) exist on the map
61 TechType does not Exist 2 0 Techno ID
There are no technos P3 on the map
Code 1 Event Parameter types
#1 (P1) #2 (P2) #3 (P3)

Events take two parameters (third parameter - string - is needed for events #60 and #61), which default to 0.

Notes

1 This column specifies the code to be written in the Event's "condition" slot, e.g. E1 in the Events page.

2 HOUSE in this document refers to the house owning the Trigger, labeled "HOUSE" in the Triggers page.

3 By default, events are checked in the order they are listed. However, when using local or global variable checks together with other events, the variable check will reset any preceding events. In other words, the variable check is of higher priority than other events. Only after the variable is set/cleared do other events count towards the execution of the trigger.

4 Read: https://forums.cncnet.org/topic/9841-trigger-entered-by-any-house-how-to-make-solved/

Referencing items
As you probably noticed, some of the Parameter descriptions in this table end with "#". The reason for that is:
Some parameters take their values to be indexes of objects, others assume they are the identifiers of those objects.
For convenience, if the parameter's description in the table ends with a "#" symbol, you should use the object's index in its appropriate list, otherwise you should use its ID.
Also note: All entries in column P7 are expected to be literal, so you have to convert all the numbers into letters like this:
0 is "A", 1 is "B", 25 is "Z", 26 is "AA", just like the columnm numbering in your favourite spreadsheet program.