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m Added internal indexes link
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}}.


The following Events are available:


{| style="width: 95%;" border=1 class="table_descrow"
{| style="width: 100%;" align="center" class="wikitable table_descrow"
|- style="background: #ddd; border: 1px solid #000; border-width: 1px 0;"
|+ '''List of available Map Events'''
! style="width: 5em;" rowspan=2 | Code {{Fnl|1}}
|- style="border-bottom-style: hidden;"
! rowspan=2 | Event
! style="width: 5em;" rowspan="2" style="border-right: 1px solid #aaaaaa;" | Code {{Fnl|1}}
! style="text-align: center;" colspan=3 | Parameter types
! rowspan="2" style="border-right: 1px solid #aaaaaa;" | Event
|- style="background: #ddd; border: 1px solid #000; border-width: 1px 0;"
! style="text-align: center; border-bottom-style: hidden;" colspan=3 | Parameter types
! style="width: 6em; text-align: center;" | #1 (P1)
|- style="border-top-style: hidden; background-color: #e5e5e5;"
! style="width: 6em; text-align: center;" | #2 (P2)
! style="width: 6em; text-align: center; border-left: 1px solid #000000; border-right-style: hidden;" | #1 (P1)
! style="width: 6em; text-align: center;" | #3 (P3)
! style="width: 6em; text-align: center; border-left-style: hidden;" | #2 (P2)
|-
! style="width: 6em; text-align: center; border-left-style: hidden;" | #3 (P3)
| {{Tt|0}} || {{Tt|None}}  
|- 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;" | 0
| style="text-align: center;" | 0
| style="text-align: center;" | -  
| style="text-align: center;" | -  
|-
|-
| style="border-bottom: 1px solid #000;" colspan=5 | 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}}  
| 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;" | 0
| style="text-align: center;" | House#
| style="text-align: center;" | House#
| style="text-align: center;" | -  
| style="text-align: center;" | -  
|-
|-
| style="border-bottom: 1px solid #000;" colspan=5 | House P2 enters attached building/celltag
| 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|2}} || {{Tt|Spied by}}  
| 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;" | 0
| style="text-align: center;" | House#
| style="text-align: center;" | House#
| style="text-align: center;" | -  
| style="text-align: center;" | -  
|-
|-
| style="border-bottom: 1px solid #000;" colspan=5 | House P2 sends a spy into attached building
| 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|3}} || {{Tt|Thieved by}}  
| 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;" | 0
| style="text-align: center;" | 0
| style="text-align: center;" | -  
| style="text-align: center;" | -  
|-
|-
| style="border-bottom: 1px solid #000;" colspan=5 | Doesn't work
| 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|4}} || {{Tt|Discovered by player}}  
| 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;" | 0
| style="text-align: center;" | 0
| style="text-align: center;" | -  
| style="text-align: center;" | -  
|-
|-
| style="border-bottom: 1px solid #000;" colspan=5 | House owning the attached object is discovered by the player
| 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|5}} || {{Tt|House Discovered}}  
| 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;" | 0
| style="text-align: center;" | House#
| style="text-align: center;" | House#
| style="text-align: center;" | -  
| style="text-align: center;" | -  
|-
|-
| style="border-bottom: 1px solid #000;" colspan=5 | House P2 is discovered by the player
| 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|6}} || {{Tt|Attacked by anybody}}  
| 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;" | 0
| style="text-align: center;" | 0
| style="text-align: center;" | -  
| style="text-align: center;" | -  
|-
|-
| style="border-bottom: 1px solid #000;" colspan=5 | Attached object is attacked by anybody
| 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|7}} || {{Tt|Destroyed by anybody}}  
| 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;" | 0
| style="text-align: center;" | 0
| style="text-align: center;" | -  
| style="text-align: center;" | -  
|-
|-
| style="border-bottom: 1px solid #000;" colspan=5 | Attached object is destroyed by anybody
| 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|8}} || {{Tt|Any event}}  
| 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;" | 0
| style="text-align: center;" | 0
| style="text-align: center;" | -  
| style="text-align: center;" | -  
|-
|-
| style="border-bottom: 1px solid #000;" colspan=5 | Any event
| 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|9}} || {{Tt|Destroyed, Units, All}}  
| 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;" | 0
| style="text-align: center;" | House#
| style="text-align: center;" | House#
| style="text-align: center;" | -  
| style="text-align: center;" | -  
|-
|-
| style="border-bottom: 1px solid #000;" colspan=5 | All units of house P2 are destroyed (''does '''not''''' include civilian objects)
| 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|10}} || {{Tt|Destroyed, Buildings, All}}  
| 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;" | 0
| style="text-align: center;" | House#
| style="text-align: center;" | House#
| style="text-align: center;" | -  
| style="text-align: center;" | -  
|-
|-
| style="border-bottom: 1px solid #000;" colspan=5 | All buildings of house P2 are destroyed (''does '''not''''' include civilian objects)
| 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|11}} || {{Tt|Destroyed, All}}  
| 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;" | 0
| style="text-align: center;" | House#
| style="text-align: center;" | House#
| style="text-align: center;" | -  
| style="text-align: center;" | -  
|-
|-
| style="border-bottom: 1px solid #000;" colspan=5 | All objects of house P2 are destroyed (''does '''not''''' include civilian objects)
| 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|12}} || {{Tt|Credits exceed}}  
| 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;" | 0
| style="text-align: center;" | credits
| style="text-align: center;" | credits
| style="text-align: center;" | -  
| style="text-align: center;" | -  
|-
|-
| style="border-bottom: 1px solid #000;" colspan=5 | HOUSE{{Fnl|2}} has at least P2 credits
| 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|13}} || {{Tt|Elapsed time}}
| 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;" | 0
| style="text-align: center;" | time
| style="text-align: center;" | time
| style="text-align: center;" | -  
| style="text-align: center;" | -  
|-
|-
| style="border-bottom: 1px solid #000;" colspan=5 | (P2/10) minutes have passed in this mission
| 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|14}} || {{Tt|Mission timer expired}}  
| 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;" | 0
| style="text-align: center;" | 0
| style="text-align: center;" | -  
| style="text-align: center;" | -  
|-
|-
| style="border-bottom: 1px solid #000;" colspan=5 | Mission timer expired
| 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|15}} || {{Tt|Destroyed, Buildings, #}}  
| 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;" | 0
| style="text-align: center;" | counter
| style="text-align: center;" | counter
| style="text-align: center;" | -  
| style="text-align: center;" | -  
|-
|-
| style="border-bottom: 1px solid #000;" colspan=5 | Exactly P2 buildings owned by HOUSE have been destroyed (''does'' include civilian objects)
| style="border-top-style: hidden; padding-left: 3em;" | Exactly P2 buildings owned by HOUSE have been destroyed (''does'' include civilian objects)
|- style="background: #ddd; border: 1px solid #000; border-width: 1px 0;"
| style="border-top-style: hidden;" |
! style="width: 5em;" rowspan=2 | Code {{Fnl|1}}
| style="border-top-style: hidden;" |
! rowspan=2 | Event
| style="border-top-style: hidden;" |
! style="text-align: center;" colspan=3 | Parameter types
|- style="border-bottom-style: hidden; background-color: #e5e5e5; border-top: 1px solid #000000;"
|- style="background: #ddd; border: 1px solid #000; border-width: 1px 0;"
! style="width: 5em;" rowspan="2" style="border-right: 1px solid #aaaaaa;" | Code {{Fnl|1}}
! style="width: 6em; text-align: center;" | #1 (P1)
! rowspan="2" style="border-right: 1px solid #aaaaaa;" | Event
! style="width: 6em; text-align: center;" | #2 (P2)
! style="text-align: center; border-bottom-style: hidden;" colspan=3 | Parameter types
! style="width: 6em; text-align: center;" | #3 (P3)
|- 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)
| {{Tt|16}} || {{Tt|Destroyed, Units, #}}  
! 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;" | 0
| style="text-align: center;" | counter
| style="text-align: center;" | counter
| style="text-align: center;" | -  
| style="text-align: center;" | -  
|-
|-
| style="border-bottom: 1px solid #000;" colspan=5 | Exactly P2 units owned by HOUSE have been destroyed (''does'' include civilian objects)
| 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|17}} || {{Tt|No factories left}}  
| 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;" | 0
| style="text-align: center;" | 0
| style="text-align: center;" | -  
| style="text-align: center;" | -  
|-
|-
| style="border-bottom: 1px solid #000;" colspan=5 | HOUSE has no buildings with a valid {{TTL|Factory}} set
| 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|18}} || {{Tt|Civilians evacuated}}  
| 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;" | 0
| style="text-align: center;" | 0
| style="text-align: center;" | -  
| style="text-align: center;" | -  
|-
|-
| style="border-bottom: 1px solid #000;" colspan=5 | Civilian objects owned by HOUSE have left the map (See {{TTL|CivEvac}} )
| 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|19}} || {{Tt|Build building type}}  
| 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;" | 0
| style="text-align: center;" | Building#
| style="text-align: center;" | Building#
| style="text-align: center;" | -  
| style="text-align: center;" | -  
|-
|-
| style="border-bottom: 1px solid #000;" colspan=5 | Building whose internal index{{Fnl|3}} is P2 is placed on the map
| 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|20}} || {{Tt|Build unit type}}  
| 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;" | 0
| style="text-align: center;" | Unit#
| style="text-align: center;" | Unit#
| style="text-align: center;" | -  
| style="text-align: center;" | -  
|-
|-
| style="border-bottom: 1px solid #000;" colspan=5 | Unit whose internal index is P2 is placed on the map
| 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|21}} || {{Tt|Build infantry type}}  
| 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;" | 0
| style="text-align: center;" | Infantry#
| style="text-align: center;" | Infantry#
| style="text-align: center;" | -  
| style="text-align: center;" | -  
|-
|-
| style="border-bottom: 1px solid #000;" colspan=5 | Infantry whose internal index is P2 is placed on the map
| 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|22}} || {{Tt|Build aircraft type}}  
| 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;" | 0
| style="text-align: center;" | Aircraft#
| style="text-align: center;" | Aircraft#
| style="text-align: center;" | -  
| style="text-align: center;" | -  
|-
|-
| style="border-bottom: 1px solid #000;" colspan=5 | Aircraft whose internal index is P2 is placed on the map
| 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|23}} || {{Tt|Leaves map (team)}}  
| rowspan="2" style="border-right: 1px solid #aaaaaa; text-align: center; vertical-align: top;" | {{Tt|23}}
| style="text-align: center;" | TeamType#
| style="padding-left: 3px;" | {{Tt|Leaves map (team)}}  
| style="text-align: center;" | 0
| style="text-align: center;" | 1
| style="text-align: center;" | TeamType ID
| style="text-align: center;" | -  
| style="text-align: center;" | -  
|-
|-
| style="border-bottom: 1px solid #000;" colspan=5 | TeamType with index P1 leaves the map
| 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|24}} || {{Tt|Zone entry by}}  
| 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;" | 0
| style="text-align: center;" | House#
| style="text-align: center;" | House#
| style="text-align: center;" | -  
| style="text-align: center;" | -  
|-
|-
| style="border-bottom: 1px solid #000;" colspan=5 | Attached celltrigger's zone entered by house P2
| 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|25}} || {{Tt|Crosses horizontal line}}  
| 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;" | 0
| style="text-align: center;" | House#
| style="text-align: center;" | House#
| style="text-align: center;" | -  
| style="text-align: center;" | -  
|-
|-
| style="border-bottom: 1px solid #000;" colspan=5 | House P2 crosses the horizontal line of the attached celltag
| 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|26}} || {{Tt|Crosses vertical line}}  
| 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;" | 0
| style="text-align: center;" | House#
| style="text-align: center;" | House#
| style="text-align: center;" | -  
| style="text-align: center;" | -  
|-
|-
| style="border-bottom: 1px solid #000;" colspan=5 | House P2 crosses the vertical line of the attached celltag
| 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|27}} || {{Tt|Global is set}}  
| 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;" | 0
| style="text-align: center;" | Global#
| style="text-align: center;" | Global#
| style="text-align: center;" | -  
| style="text-align: center;" | -  
|-
|-
| style="border-bottom: 1px solid #000;" colspan=5 | Global variable with index P2 is set
| 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|28}} || {{Tt|Global is clear}}  
| 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;" | 0
| style="text-align: center;" | Global#
| style="text-align: center;" | Global#
| style="text-align: center;" | -  
| style="text-align: center;" | -  
|-
|-
| style="border-bottom: 1px solid #000;" colspan=5 | Global variable with index P2 is cleared
| 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|29}} || {{Tt|Destroyed, Fakes, All}}  
| 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;" | 0
| style="text-align: center;" | 0
| style="text-align: center;" | -  
| style="text-align: center;" | -  
|-
|-
| style="border-bottom: 1px solid #000;" colspan=5 | Doesn't work, fires immediately
| 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|30}} || {{Tt|Low power}}  
| 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;" | 0
| style="text-align: center;" | House#
| style="text-align: center;" | House#
| style="text-align: center;" | -  
| style="text-align: center;" | -  
|-
|-
| style="border-bottom: 1px solid #000;" colspan=5 | House P2 is in a low power situation
| style="border-top-style: hidden; padding-left: 3em;" | House P2 is in a low power situation
|- style="background: #ddd; border: 1px solid #000; border-width: 1px 0;"
| style="border-top-style: hidden;" |
! style="width: 5em;" rowspan=2 | Code {{Fnl|1}}
| style="border-top-style: hidden;" |
! rowspan=2 | Event
| style="border-top-style: hidden;" |
! style="text-align: center;" colspan=3 | Parameter types
|- style="border-bottom-style: hidden; background-color: #e5e5e5; border-top: 1px solid #000000;"
|- style="background: #ddd; border: 1px solid #000; border-width: 1px 0;"
! style="width: 5em;" rowspan="2" style="border-right: 1px solid #aaaaaa;" | Code {{Fnl|1}}
! style="width: 6em; text-align: center;" | #1 (P1)
! rowspan="2" style="border-right: 1px solid #aaaaaa;" | Event
! style="width: 6em; text-align: center;" | #2 (P2)
! style="text-align: center; border-bottom-style: hidden;" colspan=3 | Parameter types
! style="width: 6em; text-align: center;" | #3 (P3)
|- 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)
| {{Tt|31}} || {{Tt|All bridges destroyed}}  
! 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;" | 0
| style="text-align: center;" | 0
| style="text-align: center;" | -  
| style="text-align: center;" | -  
|-
|-
| style="border-bottom: 1px solid #000;" colspan=5 | Attached bridge destroyed
| 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|32}} || {{Tt|Building exists}}  
| 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;" | 0
| style="text-align: center;" | Building#
| style="text-align: center;" | Building#
| style="text-align: center;" | -  
| style="text-align: center;" | -  
|-
|-
| style="border-bottom: 1px solid #000;" colspan=5 | HOUSE owns a building with internal number P2
| 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;" |
|-
|-
| {{Tt|33}} || {{Tt|Selected by player}}  
| 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;" | 0
| style="text-align: center;" | 0
| style="text-align: center;" | -  
| style="text-align: center;" | -  
|-
|-
| style="border-bottom: 1px solid #000;" colspan=5 | Attached object is selected by the player (single-player only)
| 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;" |
|-
|-
| {{Tt|34}} || {{Tt|Comes near waypoint...}}  
| 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;" | 0
| style="text-align: center;" | Waypoint#
| style="text-align: center;" | Waypoint#
| style="text-align: center;" | -  
| style="text-align: center;" | -  
|-
|-
| style="border-bottom: 1px solid #000;" colspan=5 | HOUSE approaches waypoint P2
| 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;" |
|-
|-
| {{Tt|35}} || {{Tt|Enemy In Spotlight...}}  
| 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;" | 0
| style="text-align: center;" | 0
| style="text-align: center;" | -  
| style="text-align: center;" | -  
|-
|-
| style="border-bottom: 1px solid #000;" colspan=5 | Enemy unit enters the spotlight cast by the attached building
| 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;" |
|-
|-
| {{Tt|36}} || {{Tt|Local is set...}}  
| 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;" | 0
| style="text-align: center;" | Local#
| style="text-align: center;" | Local#
| style="text-align: center;" | -  
| style="text-align: center;" | -  
|-
|-
| style="border-bottom: 1px solid #000;" colspan=5 | Local variable with index P2 is set
| 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;" |
|-
|-
| {{Tt|37}} || {{Tt|Local is clear...}}  
| 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;" | 0
| style="text-align: center;" | Local#
| style="text-align: center;" | Local#
| style="text-align: center;" | -  
| style="text-align: center;" | -  
|-
|-
| style="border-bottom: 1px solid #000;" colspan=5 | Local variable with index P2 is cleared
| 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;" |
|-
|-
| {{Tt|38}} || {{Tt|First damaged (combat only)}}  
| 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;" | 0
| style="text-align: center;" | 0
| style="text-align: center;" | -  
| style="text-align: center;" | -  
|-
|-
| style="border-bottom: 1px solid #000;" colspan=5 | Attached object suffering first damage from combat damage from combat damage only
| 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;" |
|-
|-
| {{Tt|39}} || {{Tt|Half health (combat only)}}  
| 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;" | 0
| style="text-align: center;" | 0
| style="text-align: center;" | -  
| style="text-align: center;" | -  
|-
|-
| style="border-bottom: 1px solid #000;" colspan=5 | Attached object damaged to half health from combat damage only
| 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;" |
|-
|-
| {{Tt|40}} || {{Tt|Quarter health (combat only)}}  
| 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;" | 0
| style="text-align: center;" | 0
| style="text-align: center;" | -  
| style="text-align: center;" | -  
|-
|-
| style="border-bottom: 1px solid #000;" colspan=5 | Attached object damaged to quarter health from combat damage only.
| 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;" |
|-
|-
| {{Tt|41}} || {{Tt|First damaged (any source)}}  
| 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;" | 0
| style="text-align: center;" | 0
| style="text-align: center;" | -  
| style="text-align: center;" | -  
|-
|-
| style="border-bottom: 1px solid #000;" colspan=5 | Attached object first suffering from combat damage from any source.
| 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;" |
|-
|-
| {{Tt|42}} || {{Tt|Half health (any source)}}  
| 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;" | 0
| style="text-align: center;" | 0
| style="text-align: center;" | -  
| style="text-align: center;" | -  
|-
|-
| style="border-bottom: 1px solid #000;" colspan=5 | Attached object damaged to half health from any source
| 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;" |
|-
|-
| {{Tt|43}} || {{Tt|Quarter health (any source)}}  
| 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;" | 0
| style="text-align: center;" | 0
| style="text-align: center;" | -  
| style="text-align: center;" | -  
|-
|-
| style="border-bottom: 1px solid #000;" colspan=5 | Attached object damaged to quarter health from any source
| 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;" |
|-
|-
| {{Tt|44}} || {{Tt|Attacked by (house)...}}  
| 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;" | 0
| style="text-align: center;" | House#
| style="text-align: center;" | House#
| style="text-align: center;" | -  
| style="text-align: center;" | -  
|-
|-
| style="border-bottom: 1px solid #000;" colspan=5 | Attached object attacked by some unit of house P2
| 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;" |
|-
|-
| {{Tt|45}} || {{Tt|Ambient light below}}  
| 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;" | 0
| style="text-align: center;" | number
| style="text-align: center;" | number
| style="text-align: center;" | -  
| style="text-align: center;" | -  
|-
|-
| style="border-bottom: 1px solid #000;" colspan=5 | Ambient light drops below a certain percentage (P2%)
| style="border-top-style: hidden; padding-left: 3em;" | Ambient light drops below a certain percentage (P2%)
|- style="background: #ddd; border: 1px solid #000; border-width: 1px 0;"
| style="border-top-style: hidden;" |
! style="width: 5em;" rowspan=2 | Code {{Fnl|1}}
| style="border-top-style: hidden;" |
! rowspan=2 | Event
| style="border-top-style: hidden;" |
! style="text-align: center;" colspan=3 | Parameter types
|- style="border-bottom-style: hidden; background-color: #e5e5e5; border-top: 1px solid #000000;"
|- style="background: #ddd; border: 1px solid #000; border-width: 1px 0;"
! style="width: 5em;" rowspan="2" style="border-right: 1px solid #aaaaaa;" | Code {{Fnl|1}}
! style="width: 6em; text-align: center;" | #1 (P1)
! rowspan="2" style="border-right: 1px solid #aaaaaa;" | Event
! style="width: 6em; text-align: center;" | #2 (P2)
! style="text-align: center; border-bottom-style: hidden;" colspan=3 | Parameter types
! style="width: 6em; text-align: center;" | #3 (P3)
|- 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)
| {{Tt|46}} || {{Tt|Ambient light above}}  
! 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;" | 0
| style="text-align: center;" | number
| style="text-align: center;" | number
| style="text-align: center;" | -  
| style="text-align: center;" | -  
|-
|-
| style="border-bottom: 1px solid #000;" colspan=5 | Ambient light rises above a certain percentage (P2%)
| 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;" |
|-
|-
| {{Tt|47}} || {{Tt|Elapsed Scenario Time}}  
| 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;" | 0
| style="text-align: center;" | time
| style="text-align: center;" | time
| style="text-align: center;" | -  
| style="text-align: center;" | -  
|-
|-
| style="border-bottom: 1px solid #000;" colspan=5 | Exactly P2 seconds have elapsed since start of scenario
| 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;" |
|-
|-
| {{Tt|48}} || {{Tt|Destroyed by anything}}  
| 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;" | 0
| style="text-align: center;" | 0
| style="text-align: center;" | -  
| style="text-align: center;" | -  
|-
|-
| style="border-bottom: 1px solid #000;" colspan=5 | Attached object destroyed by anything
| 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;" |
|-
|-
| {{Tt|49}} || {{Tt|Pickup Crate}}  
| 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;" | 0
| style="text-align: center;" | 0
| style="text-align: center;" | -  
| style="text-align: center;" | -  
|-
|-
| style="border-bottom: 1px solid #000;" colspan=5 | Crate is picked up by the attached object
| 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;" |
|-
|-
| {{Tt|50}} || {{Tt|Pickup Crate (any)}}  
| 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;" | 0
| style="text-align: center;" | 0
| style="text-align: center;" | -  
| style="text-align: center;" | -  
|-
|-
| style="border-bottom: 1px solid #000;" colspan=5 | Crate picked up by any unit
| 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;" |
|-
|-
| {{Tt|51}} || {{Tt|Random delay...}}  
| 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;" | 0
| style="text-align: center;" | time
| style="text-align: center;" | time
| style="text-align: center;" | -  
| style="text-align: center;" | -  
|-
|-
| style="border-bottom: 1px solid #000;" colspan=5 | 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; 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;" |
|-
|-
| {{Tt|52}} || {{Tt|Credits below...}}  
| 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;" | 0
| style="text-align: center;" | credits
| style="text-align: center;" | credits
| style="text-align: center;" | -  
| style="text-align: center;" | -  
|-
|-
| style="border-bottom: 1px solid #000;" colspan=5 | HOUSE owns less than P2 credits
| 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;" |
|-
|-
| {{Tt|53}} || {{Tt|Spy entering as House...}}  
| 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;" | 0
| style="text-align: center;" | House#
| style="text-align: center;" | House#
| style="text-align: center;" | -  
| style="text-align: center;" | -  
|-
|-
| style="border-bottom: 1px solid #000;" colspan=5 | A spy disguised as house P2 enters attached object
| 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;" |
|-
|-
| {{Tt|54}} || {{Tt|Spy entering as Infantry...}}  
| 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;" | 0
| style="text-align: center;" | Infantry#
| style="text-align: center;" | Infantry#
| style="text-align: center;" | -  
| style="text-align: center;" | -  
|-
|-
| style="border-bottom: 1px solid #000;" colspan=5 | A spy disguised as infantry index P2 enters the attached object
| 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;" |
|-
|-
| {{Tt|55}} || {{Tt|Destroyed Units, Naval...}}  
| 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;" | 0
| style="text-align: center;" | House#
| style="text-align: center;" | House#
| style="text-align: center;" | -  
| style="text-align: center;" | -  
|-
|-
| style="border-bottom: 1px solid #000;" colspan=5 | All naval units of house P2 have been destroyed
| 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;" |
|-
|-
| {{Tt|56}} || {{Tt|Destroyed Units, Land...}}  
| 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;" | 0
| style="text-align: center;" | House#
| style="text-align: center;" | House#
| style="text-align: center;" | -  
| style="text-align: center;" | -  
|-
|-
| style="border-bottom: 1px solid #000;" colspan=5 | All land units of house P2 have been destroyed
| 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;" |
|-
|-
| {{Tt|57}} || {{Tt|Building does not exist}}  
| 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;" | 0
| style="text-align: center;" | Building#
| style="text-align: center;" | Building#
| style="text-align: center;" | -  
| style="text-align: center;" | -  
|-
|-
| style="border-bottom: 1px solid #000;" colspan=5 | No buildings with index P2 (owned by HOUSE) exist on the map
| 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;" |
|-
|-
| {{Tt|58}} || {{Tt|Power Full...}}  
| 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;" | 0
| style="text-align: center;" | House#
| style="text-align: center;" | House#
| style="text-align: center;" | -  
| style="text-align: center;" | -  
|-
|-
| style="border-bottom: 1px solid #000;" colspan=5 | House P2's power is at 100%.
| 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;" |
|-
|-
| {{Tt|59}} || {{Tt|Entered or Overflown By...}}  
| 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;" | 0
| style="text-align: center;" | House#
| style="text-align: center;" | House#
| style="text-align: center;" | -  
| style="text-align: center;" | -  
|-
|-
| style="border-bottom: 1px solid #000;" colspan=5 | Objects owned by house P2 move over the attached cell
| 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;" |
|-
|-
| {{Tt|60}} || {{yro}}{{Tt|TechType Exists}}
| rowspan="2" style="border-right: 1px solid #aaaaaa; text-align: center; vertical-align: top;" | {{Tt|60}}
| style="text-align: center;" | 0
| {{Tt|TechType Exists}}{{yro}}
| style="text-align: center;" | 2
| style="text-align: center;" | counter
| style="text-align: center;" | counter
| style="text-align: center;" | Building ID
| style="text-align: center;" | Techno ID
|-
|-
| style="border-bottom: 1px solid #000;" colspan=5 | At least this many (P2) buildings (ID=P3) exist on the map
| 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;" |
|-
|-
| {{Tt|61}} || {{yro}}{{Tt|TechType does not Exist}}
| 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;" | 0
| style="text-align: center;" | 0
| style="text-align: center;" | Techno ID
| style="text-align: center;" | Building ID
|-
|-
| style="border-bottom: 1px solid #000;" colspan=5 | There are no buildings P3 on the map
| style="border-top-style: hidden; padding-left: 3em;" | There are no technos P3 on the map
|- style="background: #ddd; border: 1px solid #000; border-width: 1px 0;"
| style="border-top-style: hidden;" |
! style="width: 5em;" rowspan=2 | Code {{Fnl|1}}
| style="border-top-style: hidden;" |
! rowspan=2 | Event
| style="border-top-style: hidden;" |
! style="text-align: center;" colspan=3 | Parameter types
|- style="border-bottom-style: hidden; background-color: #e5e5e5; border-top: 1px solid #000000;"
|- style="background: #ddd; border: 1px solid #000; border-width: 1px 0;"
! style="width: 5em;" rowspan="2" style="border-right: 1px solid #aaaaaa;" | Code {{Fnl|1}}
! style="width: 6em; text-align: center;" | #1 (P1)
! rowspan="2" style="border-right: 1px solid #aaaaaa;" | Event
! style="width: 6em; text-align: center;" | #2 (P2)
! style="text-align: center; border-bottom-style: hidden;" colspan=3 | Parameter types
! style="width: 6em; text-align: center;" | #3 (P3)
|- 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 needed for events #60 and #61) 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 ==
All parameters are unsigned integers, meaning all objects like structures, houses, etc. are referenced by their internal indexes. Those internal indexes are listed [[Internal Indexes/RA2YR|here]].


{{Fn|1|This column specifies the code to be written in the Event's "condition" slot, e.g. E1 in the [[Maps/Events#RA2.2FYR|Events]] page.}}
{{Fn|1|This column specifies the code to be written in the Event's "condition" slot, e.g. E1 in the [[Maps/Events#RA2.2FYR|Events]] page.}}
Line 490: 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|Internal indexes of RA2/YR objects are listed [[Internal Indexes/RA2YR|here]].}}
{{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|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.


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.