Events/RA2YR: Difference between revisions
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Vananabanana (talk | contribs) m Correct the entered info for multiplayer |
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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}}. | ||
{| | {| style="width: 100%;" align="center" class="wikitable table_descrow" | ||
! Code {{Fnl|1}} || | |+ '''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;" | - | |||
|- | |- | ||
| | | 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 | | 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;" | - | |||
|- | |- | ||
| {{ | | 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| | | 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;" | - | |||
|- | |- | ||
| | | 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| | | 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;" | - | |||
|- | |- | ||
| | | 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| | | 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;" | - | |||
|- | |- | ||
| {{ | | 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| | | 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;" | - | |||
|- | |- | ||
| | | 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| | | 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;" | - | |||
|- | |- | ||
| | | 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| | | 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;" | - | |||
|- | |- | ||
| | | 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| | | 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;" | - | |||
|- | |- | ||
| | | 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| | | 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;" | - | |||
|- | |- | ||
| | | 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| | | 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;" | - | |||
|- | |- | ||
| | | 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| | | 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;" | - | |||
|- | |- | ||
| | | 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| | | 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;" | - | |||
|- | |- | ||
| {{ | | 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| | | 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;" | - | |||
|- | |- | ||
| | | 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| | | 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;" | - | |||
|- | |- | ||
| | | 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| | | 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| | | 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;" | - | |||
|- | |- | ||
| | | 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| | | 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;" | - | |||
|- | |- | ||
| {{ | | 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| | | 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;" | - | |||
|- | |- | ||
| {{ | | 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| | | 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;" | - | |||
|- | |- | ||
| | | 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| | | 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;" | - | |||
|- | |- | ||
| | | 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| | | 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;" | - | |||
|- | |- | ||
| | | 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| | | 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;" | - | |||
|- | |- | ||
| | | 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| | | 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;" | - | |||
|- | |- | ||
| | | 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| | | 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;" | - | |||
|- | |- | ||
| | | 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| | | 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;" | - | |||
|- | |- | ||
| | | 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| | | 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;" | - | |||
|- | |- | ||
| | | 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| | | 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;" | - | |||
|- | |- | ||
| {{ | | 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| | | 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;" | - | |||
|- | |- | ||
| {{ | | 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| | | 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;" | - | |||
|- | |- | ||
| | | 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| | | 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| | | 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;" | - | |||
|- | |- | ||
| | | 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| | | 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 | 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| | {{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| | {{Fn|4|Read: https://forums.cncnet.org/topic/9841-trigger-entered-by-any-house-how-to-make-solved/}} | ||
{{ | {{: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.
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.