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Details on TEvent 35
 
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{| border=1 class="table_descrow"
{| border=1 class="table_descrow"
! Code {{Fnl|1}} || Event || Meaning
{| style="max-width: 100em;" border=1 class="table_descrow"
|- style="background: #ddd; border: 1px solid #000; border-width: 1px 0;"
! style="width: 5em;" rowspan=2 | Code {{Fnl|1}}
! rowspan=2 | Event
! style="text-align: center;" colspan=2 | Parameter types
|- style="background: #ddd; border: 1px solid #000; border-width: 1px 0;"
! style="width: 6em; text-align: center;" | #1 (P1){{Fnl|2}}
! style="width: 6em; text-align: center;" | #2 (P2)
|-
|-
| {{Tt|0}} || {{Tt|None}} || No Event - cannot be activated
| rowspan=2 | {{Tt|0}}
| {{Tt|None}}
| style="text-align: center;" | 0
| style="text-align: center;" | 0
|-
|-
| {{Tt|1}} || {{Tt|Entered by}} || House P2{{Fnl|4}} enters attached building/celltag
| colspan=4 | No Event - cannot be activated.
|-
|-
| {{Tt|2}} || {{Tt|Spied by}} || House P2 sends a spy into attached building
| rowspan=2 | {{Tt|1}}
| {{Tt|Entered by}}
| style="text-align: center;" | 0
| style="text-align: center;" | House#
|-
|-
| {{Tt|3}} || {{Tt|Thieved by}} || Doesn't work
| colspan=4 | Any unit belonging to [[house]] P2 enters attached [[BuildingTypes|building]] or [[CellTags|cell tag]]. Use -1 to denote any house.<p>'''Note:''' When attaching a trigger with this event to a cell tag, flying or [[Cloakable|cloaked]] units entering the cell won't trigger this event.</p>
|-
|-
| {{Tt|4}} || {{Tt|Discovered by player}} || House owning the attached object is discovered by the player
| rowspan=2 | {{Tt|2}}
| {{Tt|Spied Upon}}
| style="text-align: center;" | 0
| style="text-align: center;" | 0
|-
|-
| {{Tt|5}} || {{Tt|House Discovered}} || House P2 is discovered by the player
| colspan=4 | A spy has entered the attached building.
|-
|-
| {{Tt|6}} || {{Tt|Attacked by anybody}} || Attached object is attacked by anybody
| rowspan=2 | {{Tt|3}}
| {{Tt|Thieved by}}
| style="text-align: center;" | 0
| style="text-align: center;" | 0
|-
|-
| {{Tt|7}} || {{Tt|Destroyed by anybody}} || Attached object is destroyed by anybody
| colspan=4 | Obsolete. Presumably intended to trigger when an infantry with {{f|Thief|yes|link}} infiltrates the attached [[refinery]] or [[Storage|silo]].
|-
|-
| {{Tt|8}} || {{Tt|Any event}} || Any event
| rowspan=2 | {{Tt|4}}
| {{Tt|Discovered by player or destroyed}}
| style="text-align: center;" | 0
| style="text-align: center;" | 0
|-
|-
| {{Tt|9}} || {{Tt|Destroyed, Units, All}} || All units of house P2 are destroyed (''does '''not''''' include civilian objects owned by P2)
| colspan=4 | The attached object is discovered by the human player ''or'' destroyed by anything.
|-
|-
| {{Tt|10}} || {{Tt|Destroyed, Buildings, All}} || All buildings of house P2 are destroyed (''does '''not''''' include civilian objects owned by P2)
| rowspan=2 | {{Tt|5}}
| {{Tt|House Discovered}}
| style="text-align: center;" | 0
| style="text-align: center;" | House#
|-
|-
| {{Tt|11}} || {{Tt|Destroyed, All}} || All objects of house P2 are destroyed (''does '''not''''' include civilian objects owned by P2)
| colspan=4 | Any object belonging to house P2 is discovered by the player.
|-
|-
| {{Tt|12}} || {{Tt|Credits exceed}} || HOUSE{{Fnl|2}} has at least P2 credits
| rowspan=2 | {{Tt|6}}
| {{Tt|Attacked by enemy}}
| style="text-align: center;" | 0
| style="text-align: center;" | 0
|-
|-
| {{Tt|13}} || {{Tt|Elapsed time (1/10th min)}} || (P2/10) minutes have passed in this mission
| colspan=4 | Attached object ''or'' its owner house's base is attacked by enemy fire. A base attack is triggered when any non-[[insignificant]] [[BuildingType|building]] that is ''not'' a [[DeploysInto|deployed]] unit is attacked by an enemy. For example, if this trigger is attached to a unit, it can fire if the unit owner's base gets attacked regardless of whether the unit itself is attacked or not.
 
Unlike in {{ra}}, this event doesn't require for the house to be the player house.
 
In both cases, incidental damage and friendly fire are ignored.
|-
| rowspan=2 | {{Tt|7}}
| {{Tt|Destroyed by enemy}}
| style="text-align: center;" | 0
| style="text-align: center;" | 0
|-
| colspan=4 | Attached object is destroyed by enemy fire. Incidental damage and friendly fire are ignored. See also Events 29 and 48.
|-
| rowspan=2 | {{Tt|8}}
| {{Tt|Any event}}
| style="text-align: center;" | 0
| style="text-align: center;" | 0
|-
| colspan=4 | No condition, triggers immediately.<br/>{{W}} '''Note:''' This event may oerride other events occurring at the same time. It's recommended to use event 13 ("Elapsed time...") with 0 seconds instead.
|-
| rowspan=2 | {{Tt|9}}
| {{Tt|Destroyed, Units, All}}
| style="text-align: center;" | 0
| style="text-align: center;" | House#
|-
| colspan=4 | All [[UnitTypes|units]] of house P2 are destroyed (''does '''not''''' include civilian objects).
|-
| rowspan=2 | {{Tt|10}}
| {{Tt|Destroyed, Buildings, All}}
| style="text-align: center;" | 0
| style="text-align: center;" | House#
|-
| colspan=4 | All buildings of house P2 are destroyed (''does '''not''''' include civilian objects).
|-
| rowspan=2 | {{Tt|11}}
| {{Tt|Destroyed, All}}
| style="text-align: center;" | 0
| style="text-align: center;" | House#
|-
| colspan=4 | All objects of house P2 are destroyed (''does '''not''''' include civilian object).
|-
| rowspan=2 | {{Tt|12}}
| {{Tt|Credits exceed}}
| style="text-align: center;" | 0
| style="text-align: center;" | credits
|-
| colspan=4 | HOUSE{{Fnl|3}} has at least P2 credits.
|-
| rowspan=2 | {{Tt|13}}
| {{Tt|Elapsed time}}
| style="text-align: center;" | 0
| style="text-align: center;" | time
|-
|-
| {{Tt|14}} || {{Tt|Mission timer expired}} || Mission timer expired
| colspan=4 | P2 seconds{{fnl|4}} has passed since this trigger was enabled. If the trigger is repeating, this timer is reset on every loop.
|-
|-
| {{Tt|15}} || {{Tt|Destroyed, Buildings, #}} || Exactly P2 buildings owned by HOUSE have been destroyed (''does'' include civilian objects owned by P2)
| rowspan=2 | {{Tt|14}}
| {{Tt|Mission timer expired}}
| style="text-align: center;" | 0
| style="text-align: center;" | 0
|-
|-
| {{Tt|16}} || {{Tt|Destroyed, Units, #}} || Exactly ExP2 units owned by HOUSE have been destroyed (''does'' include civilian objects owned by P2)
| colspan=4 | Timer expires.
|-
|-
| {{Tt|17}} || {{Tt|No factories left}} || HOUSE has no factories left ("factories" include only {{Tt|FACT, AFLD, BARR, TENT, WEAP}})
| rowspan=2 | {{Tt|15}}
| {{Tt|Destroyed, Buildings, #}}
| style="text-align: center;" | 0
| style="text-align: center;" | counter
|-
|-
| {{Tt|18}} || {{Tt|Civilians evacuated}} || Civilian objects owned by HOUSE have left the map (See {{TTL|CivEvac}} )
| colspan=4 | Exactly P2 buildings owned by HOUSE have been destroyed (''does'' include civilian objects).
|-
|-
| {{Tt|19}} || {{Tt|Build building type}} || Building whose internal index{{Fnl|5}} is P2 is placed on the map
| rowspan=2 | {{Tt|16}}
| {{Tt|Destroyed, Units, #}}
| style="text-align: center;" | 0
| style="text-align: center;" | counter
|-
|-
| {{Tt|20}} || {{Tt|Build unit type}} || Unit whose internal index is P2 is placed on the map
| colspan=4 | Exactly P2 units owned by HOUSE have been destroyed (''does'' include civilian objects).
|-
|-
| {{Tt|21}} || {{Tt|Build infantry type}} || Infantry whose internal index is P2 is placed on the map
| rowspan=2 | {{Tt|17}}
| {{Tt|No factories left}}
| style="text-align: center;" | 0
| style="text-align: center;" | 0
|-
|-
| {{Tt|22}} || {{Tt|Build aircraft type}} || Aircraft whose internal index is P2 is placed on the map
| colspan=4 | HOUSE has no structures with valid {{f|Factory|link}} set.
|- style="background: #ddd; border: 1px solid #000; border-width: 1px 0;"
! style="width: 5em;" rowspan=2 | Code {{Fnl|1}}
! rowspan=2 | Event
! style="text-align: center;" colspan=2 | Parameter types
|- style="background: #ddd; border: 1px solid #000; border-width: 1px 0;"
! style="width: 6em; text-align: center;" | #1 (P1)
! style="width: 6em; text-align: center;" | #2 (P2)
|-
|-
| {{Tt|23}} || {{Tt|Leaves map (team)}} || [[TeamTypes|TeamType]] with index P1{{Fnl|3}} leaves the map
| rowspan=2 | {{Tt|18}}
| {{Tt|Civilians evacuated}}
| style="text-align: center;" | 0
| style="text-align: center;" | 0
|-
|-
| {{Tt|24}} || {{Tt|Zone entry by}} || Attached celltrigger's zone entered by house P2
| colspan=4 | Civilian objects owned by HOUSE have left the map (See {{f|CivEvac|link}} ).
|-
|-
| {{Tt|25}} || {{Tt|Crosses horizontal line}} || House P2 crosses the horizontal line of the attached celltag
| rowspan=2 | {{Tt|19}}
| {{Tt|Build building type}}
| style="text-align: center;" | 0
| style="text-align: center;" | Building#
|-
|-
| {{Tt|26}} || {{Tt|Crosses vertical line}} || House P2 crosses the vertical line of the attached celltag
| colspan=4 | Building whose internal index is P2 is placed on the map.
|-
|-
| {{Tt|27}} || {{Tt|Global is set}} || Global variable with index P2 is set
| rowspan=2 | {{Tt|20}}
| {{Tt|Build unit type}}
| style="text-align: center;" | 0
| style="text-align: center;" | Unit#
|-
|-
| {{Tt|28}} || {{Tt|Global is clear}} || Global variable with index P2 is cleared
| colspan=4 | Unit whose internal index is P2 is placed on the map.
|-
|-
| {{Tt|29}} || {{Tt|Destroyed, Fakes, All}} || Doesn't work, fires immediately
| rowspan=2 | {{Tt|21}}
| {{Tt|Build infantry type}}
| style="text-align: center;" | 0
| style="text-align: center;" | Infantry
|-
|-
| {{Tt|30}} || {{Tt|Low power}} || House P2 is in a low power situation
| colspan=4 | Infantry whose internal index is P2 is placed on the map.
|-
|-
| {{Tt|31}} || {{Tt|All bridges destroyed}} || Attached bridge destroyed
| rowspan=2 | {{Tt|22}}
| {{Tt|Build aircraft type}}
| style="text-align: center;" | 0
| style="text-align: center;" | Aircraft#
|-
|-
| {{Tt|32}} || {{Tt|Building exists}} || HOUSE owns a building with internal number P2
| colspan=4 | Aircraft whose internal index is P2 is placed on the map.
|-
|-
| {{Tt|33}} || {{Tt|Selected by player}} || attached object is selected by the player (single-player only)
| rowspan=2 | {{Tt|23}}
| {{Tt|Leaves map (team)}}
| style="text-align: center;" | 1
| style="text-align: center;" | TeamType
|-
|-
| {{Tt|34}} || {{Tt|Comes near waypoint...}} || HOUSE approaches specified waypoint
| colspan=4 | [[TeamTypes|Team]] with index P1 leaves the map.
|-
|-
| {{Tt|35}} || {{Tt|Enemy In Spotlight...}} || enemy unit enters the spotlight cast by the attached building
| rowspan=2 | {{Tt|24}}
| {{Tt|Zone entry by}}
| style="text-align: center;" | 0
| style="text-align: center;" | House#
|-
|-
| {{Tt|36}} || {{Tt|Local is set...}} || local with index P2 is turned on
| colspan=4 | Attached [[CellTags|CellTag]]'s zone entered by house P2. Zones are continuous areas bounded by cliffs and other impassable terrain.
|-
|-
| {{Tt|37}} || {{Tt|Local is clear...}} || local with index P2 is turned off.
| rowspan=2 | {{Tt|25}}
| {{Tt|Crosses horizontal line}}
| style="text-align: center;" | 0
| style="text-align: center;" | House#
|-
|-
| {{Tt|38}} || {{Tt|First damaged (combat only)}} || attached object suffering first damage from combat damage from combat damage only
| colspan=4 | House P2 crosses the horizontal line of the attached [[CellTags|CellTag]].<br />'''Note''': In this context, "horizontal" refers to the [[cell]] grid's horizontal (X) axis, ''not'' the apparent left–right axis. It runs from top-left to bottom-right.
|-
|-
| {{Tt|39}} || {{Tt|Half health (combat only)}} || attached object damaged to half health from combat damage only
| rowspan=2 | {{Tt|26}}
| {{Tt|Crosses vertical line}}
| style="text-align: center;" | 0
| style="text-align: center;" | House#
|-
|-
| {{Tt|40}} || {{Tt|Quarter health (combat only)}} || attached object damaged to quarter health from combat damage only.
| colspan=4 | House P2 crosses the vertical line of the attached [[CellTags|CellTag]].<br />'''Note''': In this context, "vertical" refers to the [[cell]] grid's vertical (Y) axis, ''not'' the apparent top–bottom axis. It runs from top-right to bottom-left.
|-
|-
| {{Tt|41}} || {{Tt|First damaged (any source)}} || attached object first suffering from combat damage from any source.
| rowspan=2 | {{Tt|27}}
| {{Tt|Global is set}}
| style="text-align: center;" | 0
| style="text-align: center;" | Global#
|-
|-
| {{Tt|42}} || {{Tt|Half health (any source)}} || attached object damaged to half health from any source
| colspan=4 | [[VariableNames|Global variable]] with index P2 is set. Takes priority over other events{{fnl|5}}.
|-
|-
| {{Tt|43}} || {{Tt|Quarter health (any source)}} || attached object damaged to quarter health from any source
| rowspan=2 | {{Tt|28}}
| {{Tt|Global is clear}}
| style="text-align: center;" | 0
| style="text-align: center;" | Global#
|-
|-
| {{Tt|44}} || {{Tt|Attacked by (house)...}} || attached object attacked by some unit of house P2
| colspan=4 | Global variable with index P2 is cleared. Takes priority over other events{{fnl|5}}.
|-
|-
| {{Tt|45}} || {{Tt|Ambient light below}} || ambient light drops below a certain percentage (P2)
| rowspan=2 | {{Tt|29}}
| {{Tt|Captured or destroyed}}
| style="text-align: center;" | 0
| style="text-align: center;" | 0
|-
|-
| {{Tt|46}} || {{Tt|Ambient light above}} || ambient light rises above a certain percentage (P2)
| colspan=4 | Attached object is captured or destroyed by anything. See also Events 7 and 48.
|-
|-
| {{Tt|47}} || {{Tt|Elapsed Scenario Time}} || When exactly P2 seconds have elapsed since start of scenario
| rowspan=2 | {{Tt|30}}
| {{Tt|Low power}}
| style="text-align: center;" | 0
| style="text-align: center;" | House#
|-
|-
| {{Tt|48}} || {{Tt|Destroyed by anything}} || attached object destroyed by anything
| colspan=4 | House P2 is in a low power situation.
|-
|-
| {{Tt|49}} || {{Tt|Pickup Crate}} || crate is picked up by the attached object
| rowspan=2 | {{Tt|31}}
| {{Tt|Attached bridge destroyed}}
| style="text-align: center;" | 0
| style="text-align: center;" | 0
|-
|-
| {{Tt|50}} || {{Tt|Pickup Crate (any)}} || crate picked up by any unit
| colspan=4 | Attached bridge destroyed. To link a trigger to a bridge, place the [[CellTags|CellTag]] under any of the bridge [[OverlayTypes|overlays]].
|-
|-
| {{Tt|51}} || {{Tt|Random delay...}} || Delays a random time between 50 and 150 percent of time specified in P2 (frames)
| rowspan=2 | {{Tt|32}}
| {{Tt|Building exists}}
| style="text-align: center;" | 0
| style="text-align: center;" | Building#
|-
|-
| {{Tt|52}} || {{Tt|Credits below...}} || HOUSE owns less than P2 credits
| colspan=4 | Building with internal number P2 is preplaced, deployed or ordered (icon clicked on in sidebar) onto the map by HOUSE.
|-
|-
| {{Tt|53}} || {{Tt|Player under EMP effect}} || HOUSE is under EMP effect
| rowspan=2 | {{Tt|33}}
| {{Tt|Selected by player}}
| style="text-align: center;" | 0
| style="text-align: center;" | 0
|-
|-
| {{Tt|54}} || {{Tt|Unknown}} || Unknown <br /> FS/2.x patched only
| colspan=4 | Attached object is selected by the player (single-player only).
|-
|-
| {{Tt|55}} || {{Tt|Attached object bugged}} || Attached object is infected by a Limpet Drone <br /> FS/2.x patched only
| rowspan=2 | {{Tt|34}}
| {{Tt|Comes near waypoint}}
| style="text-align: center;" | 0
| style="text-align: center;" | Waypoint#
|-
| colspan=4 | Attached object comes within 1,000 [[leptons|leptons]] (3-4 [[cells]]) from [[waypoints|waypoint]] P2.
|-
| rowspan=2 | {{Tt|35}}
| {{Tt|Enemy In Spotlight}}
| style="text-align: center;" | 0
| style="text-align: center;" | 0
|-
| colspan=4 | Enemy unit enters the spotlight cast by the attached building. The attached tag(s) must be set to repeat.
 
This event will also trigger if an enemy unit attacks the building ''after'' an enemy unit has entered its spotlight. The attacker doesn't have to be the same unit that entered the spotlight. In case they are the same unit, then the spotlight will also snap at the attacker regardless of the spotlight's current position or trajectory, provided that the attacker is within range of the building.
 
{{W}} '''Note:''' This event cannot coexist on a trigger with an event that checks for an attack on or destruction of the building, e.g. event #6. Doing so will cause the game to freeze sometime after the tower is attacked.
 
See also event 54.
|- style="background: #ddd; border: 1px solid #000; border-width: 1px 0;"
! style="width: 5em;" rowspan=2 | Code {{Fnl|1}}
! rowspan=2 | Event
! style="text-align: center;" colspan=2 | Parameter types
|- style="background: #ddd; border: 1px solid #000; border-width: 1px 0;"
! style="width: 6em; text-align: center;" | #1 (P1)
! style="width: 6em; text-align: center;" | #2 (P2)
|-
| rowspan=2 | {{Tt|36}}
| {{Tt|Local is set}}
| style="text-align: center;" | 0
| style="text-align: center;" | Local#
|-
| colspan=4 | Local with index P2 is set. Takes priority over other events{{fnl|5}}.
|-
| rowspan=2 | {{Tt|37}}
| {{Tt|Local is clear}}
| style="text-align: center;" | 0
| style="text-align: center;" | Local#
|-
| colspan=4 | Local with index P2 is cleared. Takes priority over other events{{fnl|5}}.
|-
| rowspan=2 | {{Tt|38}}
| {{Tt|First damaged (combat only)}}
| style="text-align: center;" | 0
| style="text-align: center;" | 0
|-
| colspan=4 | Attached object suffering first damage from combat damage from combat damage only.
|-
| rowspan=2 | {{Tt|39}}
| {{Tt|Half health (combat only)}}
| style="text-align: center;" | 0
| style="text-align: center;" | 0
|-
| colspan=4 | Attached object damaged to half health from combat damage only.
|-
| rowspan=2 | {{Tt|40}}
| {{Tt|Quarter health (combat only)}}
| style="text-align: center;" | 0
| style="text-align: center;" | 0
|-
| colspan=4 | Attached object damaged to quarter health from combat damage only.
|-
| rowspan=2 | {{Tt|41}}
| {{Tt|First damaged (any source)}}
| style="text-align: center;" | 0
| style="text-align: center;" | 0
|-
| colspan=4 | Attached object first suffering from combat damage from any source.
|-
| rowspan=2 | {{Tt|42}}
| {{Tt|Half health (any source)}}
| style="text-align: center;" | 0
| style="text-align: center;" | 0
|-
| colspan=4 | Attached object damaged to half health from any source.
|-
| rowspan=2 | {{Tt|43}}
| {{Tt|Quarter health (any source)}}
| style="text-align: center;" | 0
| style="text-align: center;" | 0
|-
| colspan=4 | Attached object damaged to quarter health by any source.
|-
| rowspan=2 | {{Tt|44}}
| {{Tt|Attacked by (house)}}
| style="text-align: center;" | 0
| style="text-align: center;" | House#
|-
| colspan=4 | Attached object attacked by some unit of house P2.
|-
| rowspan=2 | {{Tt|45}}
| {{Tt|Ambient light below}}
| style="text-align: center;" | 0
| style="text-align: center;" | 0
|-
| colspan=4 | Ambient light drops below a certain percentage (P2 %).
|-
| rowspan=2 | {{Tt|46}}
| {{Tt|Ambient light above}}
| style="text-align: center;" | 0
| style="text-align: center;" | 0
|-
| colspan=4 | Ambient light rises above a certain percentage (P2 %).
|-
| rowspan=2 | {{Tt|47}}
| {{Tt|Elapsed Scenario Time}}
| style="text-align: center;" | 0
| style="text-align: center;" | time
|-
| colspan=4 | P2 seconds{{fnl|4}} have elapsed since start of scenario.
|-
| rowspan=2 | {{Tt|48}}
| {{Tt|Captured, Destroyed or Infiltrated}}
| style="text-align: center;" | 0
| style="text-align: center;" | 0
|-
| colspan=4 | Attached object is captured, destroyed, or it successfully [[Infiltrate|infiltrates]] another object. See also Events 7 and 29.
|-
| rowspan=2 | {{Tt|49}}
| {{Tt|Pickup Crate}}
| style="text-align: center;" | 0
| style="text-align: center;" | 0
|-
| colspan=4 | A [[Powerups|powerup]] [[crate]] is picked up by the attached object.
|-
| rowspan=2 | {{Tt|50}}
| {{Tt|Pickup Crate (any)}}
| style="text-align: center;" | 0
| style="text-align: center;" | 0
|-
| colspan=4 | A powerup crate is picked up by any unit belonging to HOUSE{{Fnl|3}}.
|-
| rowspan=2 | {{Tt|51}}
| {{Tt|Random delay...}}
| style="text-align: center;" | 0
| style="text-align: center;" | time
|-
| colspan=4 | Delays a random time between 50% and 150 % of time specified in P2 (in seconds{{fnl|4}}).
|-
| rowspan=2 | {{Tt|52}}
| {{Tt|Credits below...}}
| style="text-align: center;" | 0
| style="text-align: center;" | credits
|-
| colspan=4 | HOUSE owns less than P2 credits.
|-
| rowspan=2 | {{Tt|53}}
| {{Tt|Paralyzed}}{{fso}}
| style="text-align: center;" | 0
| style="text-align: center;" | 0
|-
| colspan=4 | Attached object is struck by [[EMEffect|EMP]] (if {{f|Cyborg|true|link}} or {{f|NonVehicle|false|link}}) or [[Webby|web]] (if {{f|IsWebImmune|false|link}}).<br /> FS/2.x patched only.
|-if
| rowspan=2 | {{Tt|54}}
| {{Tt|Enemy in spotlight 2}}{{fso}}
| style="text-align: center;" | 0
| style="text-align: center;" | 0
|-
| colspan=4 | Same as event 35, except tags are not required to repeat. See also event 35.<br /> FS/2.x patched only.
|-
| rowspan=2 | {{Tt|55}}
| {{Tt|Attached object bugged}}{{fso}}
| style="text-align: center;" | 0
| style="text-align: center;" | 0
|-
| colspan=4 | Attached object is infected by a [[LimpetFactor|Limpet Drone]] <br /> FS/2.x patched only.
|- style="background: #ddd; border: 1px solid #000; border-width: 1px 0;"
! style="width: 5em;" rowspan=2 | Code {{Fnl|1}}
! rowspan=2 | Event
! style="text-align: center;" colspan=2 | Parameter types
|- style="background: #ddd; border: 1px solid #000; border-width: 1px 0;"
! style="width: 6em; text-align: center;" | #1 (P1)
! style="width: 6em; text-align: center;" | #2 (P2)
|}
|}


Line 125: Line 443:
{{Fn|1|This column specifies the code to be written in the Event's "condition" slot, e.g. E1 in the [[Maps/Events#TS.2FFS|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#TS.2FFS|Events]] page.}}


{{Fn|2|HOUSE in this document refers to the house owning the Trigger, labeled "HOUSE" in the [[Maps/Triggers#TS.2FFS|Triggers]] page.}}
{{Fn|2|P1 is a [[Help:Values#Booleans|boolean]] variable, which denotes whether P2 refers to a [[TeamTypes|TeamType]] (value 1) or not (value 0).}}
 
{{Fn|3|HOUSE in this document refers to the house owning the Trigger, labeled "HOUSE" in the [[Maps/Triggers#TS.2FFS|Triggers]] page.}}


{{Fn|3|P1 in this document refers to the trigger's first parameter.}}
{{Fn|4|on default game speed (15 FPS)}}


{{Fn|4|P2 in this document refers to the trigger's second parameter.}}
{{Fn|5|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|5|Internal indexes of TS/FS objects are listed [[Internal Indexes/TSFS|here]].}}
{{:Maps/Referencing}}
[[Category:Map_Information]]

Latest revision as of 09:59, 14 August 2024

In TS, Events become a separate section, so Triggers can have multiple Events with up to two parameters. The game assumed the Trigger, Event and Action all share the same ID. So a Trigger which has ID 12451245 uses the Event list with ID 12451245.

The following Events are available:

Code 1 Event Parameter types
#1 (P1)2 #2 (P2)
0 None 0 0
No Event - cannot be activated.
1 Entered by 0 House#
Any unit belonging to house P2 enters attached building or cell tag. Use -1 to denote any house.

Note: When attaching a trigger with this event to a cell tag, flying or cloaked units entering the cell won't trigger this event.

2 Spied Upon 0 0
A spy has entered the attached building.
3 Thieved by 0 0
Obsolete. Presumably intended to trigger when an infantry with Thief=yes infiltrates the attached refinery or silo.
4 Discovered by player or destroyed 0 0
The attached object is discovered by the human player or destroyed by anything.
5 House Discovered 0 House#
Any object belonging to house P2 is discovered by the player.
6 Attacked by enemy 0 0
Attached object or its owner house's base is attacked by enemy fire. A base attack is triggered when any non-insignificant building that is not a deployed unit is attacked by an enemy. For example, if this trigger is attached to a unit, it can fire if the unit owner's base gets attacked regardless of whether the unit itself is attacked or not.

Unlike in Red Alert, this event doesn't require for the house to be the player house.

In both cases, incidental damage and friendly fire are ignored.

7 Destroyed by enemy 0 0
Attached object is destroyed by enemy fire. Incidental damage and friendly fire are ignored. See also Events 29 and 48.
8 Any event 0 0
No condition, triggers immediately.
Note: This event may oerride other events occurring at the same time. It's recommended to use event 13 ("Elapsed time...") with 0 seconds instead.
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 object).
12 Credits exceed 0 credits
HOUSE3 has at least P2 credits.
13 Elapsed time 0 time
P2 seconds4 has passed since this trigger was enabled. If the trigger is repeating, this timer is reset on every loop.
14 Mission timer expired 0 0
Timer expires.
15 Destroyed, Buildings, # 0 counter
Exactly P2 buildings owned by HOUSE have been destroyed (does include civilian objects).
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 structures with valid Factory set.
Code 1 Event Parameter types
#1 (P1) #2 (P2)
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
Team with index P1 leaves the map.
24 Zone entry by 0 House#
Attached CellTag's zone entered by house P2. Zones are continuous areas bounded by cliffs and other impassable terrain.
25 Crosses horizontal line 0 House#
House P2 crosses the horizontal line of the attached CellTag.
Note: In this context, "horizontal" refers to the cell grid's horizontal (X) axis, not the apparent left–right axis. It runs from top-left to bottom-right.
26 Crosses vertical line 0 House#
House P2 crosses the vertical line of the attached CellTag.
Note: In this context, "vertical" refers to the cell grid's vertical (Y) axis, not the apparent top–bottom axis. It runs from top-right to bottom-left.
27 Global is set 0 Global#
Global variable with index P2 is set. Takes priority over other events5.
28 Global is clear 0 Global#
Global variable with index P2 is cleared. Takes priority over other events5.
29 Captured or destroyed 0 0
Attached object is captured or destroyed by anything. See also Events 7 and 48.
30 Low power 0 House#
House P2 is in a low power situation.
31 Attached bridge destroyed 0 0
Attached bridge destroyed. To link a trigger to a bridge, place the CellTag under any of the bridge overlays.
32 Building exists 0 Building#
Building with internal number P2 is preplaced, deployed or ordered (icon clicked on in sidebar) onto the map by HOUSE.
33 Selected by player 0 0
Attached object is selected by the player (single-player only).
34 Comes near waypoint 0 Waypoint#
Attached object comes within 1,000 leptons (3-4 cells) from waypoint P2.
35 Enemy In Spotlight 0 0
Enemy unit enters the spotlight cast by the attached building. The attached tag(s) must be set to repeat.

This event will also trigger if an enemy unit attacks the building after an enemy unit has entered its spotlight. The attacker doesn't have to be the same unit that entered the spotlight. In case they are the same unit, then the spotlight will also snap at the attacker regardless of the spotlight's current position or trajectory, provided that the attacker is within range of the building.

Note: This event cannot coexist on a trigger with an event that checks for an attack on or destruction of the building, e.g. event #6. Doing so will cause the game to freeze sometime after the tower is attacked.

See also event 54.

Code 1 Event Parameter types
#1 (P1) #2 (P2)
36 Local is set 0 Local#
Local with index P2 is set. Takes priority over other events5.
37 Local is clear 0 Local#
Local with index P2 is cleared. Takes priority over other events5.
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 by any source.
44 Attacked by (house) 0 House#
Attached object attacked by some unit of house P2.
45 Ambient light below 0 0
Ambient light drops below a certain percentage (P2 %).
46 Ambient light above 0 0
Ambient light rises above a certain percentage (P2 %).
47 Elapsed Scenario Time 0 time
P2 seconds4 have elapsed since start of scenario.
48 Captured, Destroyed or Infiltrated 0 0
Attached object is captured, destroyed, or it successfully infiltrates another object. See also Events 7 and 29.
49 Pickup Crate 0 0
A powerup crate is picked up by the attached object.
50 Pickup Crate (any) 0 0
A powerup crate is picked up by any unit belonging to HOUSE3.
51 Random delay... 0 time
Delays a random time between 50% and 150 % of time specified in P2 (in seconds4).
52 Credits below... 0 credits
HOUSE owns less than P2 credits.
53 Paralyzed 0 0
Attached object is struck by EMP (if Cyborg=true or NonVehicle=false) or web (if IsWebImmune=false).
FS/2.x patched only.
54 Enemy in spotlight 2 0 0
Same as event 35, except tags are not required to repeat. See also event 35.
FS/2.x patched only.
55 Attached object bugged 0 0
Attached object is infected by a Limpet Drone
FS/2.x patched only.
Code 1 Event Parameter types
#1 (P1) #2 (P2)

Events take two unsigned integers as parameters, 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 P1 is a boolean variable, which denotes whether P2 refers to a TeamType (value 1) or not (value 0).

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

4 on default game speed (15 FPS)

5 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.

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.