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Update on TAction #35
 
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The following Actions were available:
The following Actions were available:


{| border=1 class="table_descrow"
{| style="width: 95%;" border=1 class="table_descrow"
! rowspan=2 style="width: 5%" | Code {{Fnl|1}}  
|- style="background: #ddd; border: 1px solid #000; border-width: 1px 0;"
! rowspan=2 style="width: 20%;" | Action
! style="width: 5em;" rowspan=2 | Code {{Fnl|1}}
! rowspan=2 | Meaning
! rowspan=2 | Action
! colspan=3 | Parameter types
! style="text-align: center;" colspan=3 | Parameter types
|- style="background: #ddd; border: 1px solid #000; border-width: 1px 0;"
! style="width: 8em; text-align: center;" | #1 (P1)
! style="width: 8em; text-align: center;" | #2 (P2)
! style="width: 8em; text-align: center;" | #3 (P3)
|-
|-
! style="width: 10%;" | #1 (P1) {{Fnl|3}}
| rowspan=2 | {{Tt|0}}
! style="width: 10%;" | #2 (P2) {{Fnl|4}}
| {{Tt|No action}}
! style="width: 10%;" | #3 (P3) {{Fnl|5}}
| style="text-align: center;" | -1
| style="text-align: center;" | -1
| style="text-align: center;" | -1
|-
|-
| {{Tt|0}} || {{Tt|No action}} || No Action - do nothing || - || - || -
| colspan=5 | No Action - do nothing
|-
|-
| {{Tt|1}} || {{Tt|Winner is}} || Declares house P3 the winner || - || - || House#
| rowspan=2 | {{Tt|1}}
| {{Tt|Winner is}}  
| style="text-align: center;" | -1
| style="text-align: center;" | -1
| style="text-align: center;" | House#
|-
|-
| {{Tt|2}} || {{Tt|Loser is}} || Declares house P3 the loser  || - || - || House#
| colspan=5 | Declares house P3 the winner
|-
|-
| {{Tt|3}} || {{Tt|Production begins}} || House P3 is allowed to start autoproduction || - || - || House#
| rowspan=2 | {{Tt|2}}
| {{Tt|Loser is}}  
| style="text-align: center;" | -1
| style="text-align: center;" | -1
| style="text-align: center;" | House#
|-
|-
| {{Tt|4}} || {{Tt|Create team}} || HOUSE{{Fnl|2}} creates a [[Maps/TeamTypes/RA|TeamType]] P1 || TeamType# || - || -
| colspan=5 | Declares house P3 the loser
|-
|-
| {{Tt|5}} || {{Tt|Destroy team}} || All instances of the TeamType P1 are destroyed || TeamType# || - || -
| rowspan=2 | {{Tt|3}}
| {{Tt|Production begins}}  
| style="text-align: center;" | -1
| style="text-align: center;" | -1
| style="text-align: center;" | House#
|-
|-
| {{Tt|6}} || {{Tt|All to hunt}} || House P3 sends all objects it owns to freelance || - || - || House#
| colspan=5 | House P3 is allowed to start autoproduction
|-
|-
| {{Tt|7}} || {{Tt|Reinforcement (team)}} || TeamType P1 is spawned at waypoint P3 and granted to its [[Maps/TeamTypes/RA#Owner|owner house]] || TeamType# || - || Waypoint#
| rowspan=2 | {{Tt|4}}
| {{Tt|Create team}}  
| style="text-align: center;" | TeamType#
| style="text-align: center;" | -1
| style="text-align: center;" | -1
|-
|-
| {{Tt|8}} || {{Tt|Drop zone flare (waypoint)}} || Creates a "Drop Zone Flare" at waypoint P3 and reveals the area around it || - || - || Waypoint#
| colspan=5 | HOUSE{{Fnl|2}} creates a [[Maps/TeamTypes/RA|TeamType]] P1
|-
|-
| {{Tt|9}} || {{Tt|Fire sale}} || House P3 sells all of its buildings || - || - || House#
| rowspan=2 | {{Tt|5}}
| {{Tt|Destroy team}}  
| style="text-align: center;" | TeamType#
| style="text-align: center;" | -1
| style="text-align: center;" | -1
|-
|-
| {{Tt|10}} || {{Tt|Play movie}} || Movie P3 is played || - || - || Movie#
| colspan=5 | All instances of the TeamType P1 are destroyed
|-
|-
| {{Tt|11}} || {{Tt|Text trigger (ID number)}} || The text message with the index P3 from {{TTL|tutorial.ini}} is displayed || - || - || Message#
| rowspan=2 | {{Tt|6}}
| {{Tt|All to hunt}}  
| style="text-align: center;" | -1
| style="text-align: center;" | -1
| style="text-align: center;" | House#
|-
|-
| {{Tt|12}} || {{Tt|Destroy trigger}} || Trigger P2 is disabled for the remainder of this mission || - || Trigger# || -
| colspan=5 | House P3 sends all objects it owns to freelance
|-
|-
| {{Tt|13}} || {{Tt|Autocreate begins}} || House P3 starts autocreating teamtypes that have the [[TeamTypes/RA#Autocreate|Autocreate flag]] set || - || - || House#
| rowspan=2 | {{Tt|7}}
| {{Tt|Reinforcement (team)}}  
| style="text-align: center;" | TeamType#
| style="text-align: center;" | -1
| style="text-align: center;" | Waypoint#
|-
|-
| {{Tt|14}} || {{Tt|?}} || Unknown || - || - || -
| colspan=5 | TeamType P1 is spawned at waypoint P3 and granted to its [[Maps/TeamTypes/RA#Owner|owner house]]
|-
|-
| {{Tt|15}} || {{Tt|Allow win}} || The 'Win' action will not fire if any triggers with this action have not fired yet || - || - || -
| rowspan=2 | {{Tt|8}}
| {{Tt|Drop zone flare (waypoint)}}  
| style="text-align: center;" | -1
| style="text-align: center;" | -1
| style="text-align: center;" | Waypoint#
|-
|-
| {{Tt|16}} || {{Tt|Reveal all map}} || Reveals the entire map to the player || - || - || -
| colspan=5 | Creates a "Drop Zone Flare" at waypoint P3 and reveals the area around it
|-
|-
| {{Tt|17}} || {{Tt|Reveal around waypoint}} || Reveals area ({{TTL|GapRadius}} cells) around the waypoint P3 || - || - || Waypoint#
| rowspan=2 | {{Tt|9}}
| {{Tt|Fire sale}}  
| style="text-align: center;" | -1
| style="text-align: center;" | -1
| style="text-align: center;" | House#
|-
|-
| {{Tt|18}} || {{Tt|Reveal zone of waypoint}} || Reveals the [[Maps/Waypoint Zone|zone]] of the waypoint P3 || - || - || Waypoint#
| colspan=5 | House P3 sells all of its buildings
|-
|-
| {{Tt|19}} || {{Tt|Play sound effect}} || Plays the sound effect # P3 || - || - || Sound effect#
| rowspan=2 | {{Tt|10}}
| {{Tt|Play movie}}  
| style="text-align: center;" | -1
| style="text-align: center;" | -1
| style="text-align: center;" | Movie#
|-
|-
| {{Tt|20}} || {{Tt|Play music theme}} || Plays music theme # P3 || - || - || Theme#
| colspan=5 | Movie P3 is played
|-
|-
| {{Tt|21}} || {{Tt|Play speech}} || Plays speech # P3 || - || - || Speech#
| rowspan=2 | {{Tt|11}}
| {{Tt|Text trigger (ID number)}}  
| style="text-align: center;" | -1
| style="text-align: center;" | -1
| style="text-align: center;" | Message#
|-
|-
| {{Tt|22}} || {{Tt|Force trigger}} || Forces the trigger # P3 to fire || - || - || Trigger#
| colspan=5 | The text message with the index P3 from {{f|tutorial.ini|link}} is displayed
|-
|-
| {{Tt|23}} || {{Tt|Timer start}} || The mission timer is started and displayed || - || - || Time
| rowspan=2 | {{Tt|12}}
| {{Tt|Destroy trigger}}  
| style="text-align: center;" | -1
| style="text-align: center;" | Trigger#
| style="text-align: center;" | -1
|-
|-
| {{Tt|24}} || {{Tt|Timer stop}} || The mission timer is paused and hidden || - || - || Time
| colspan=5 | Trigger P2 is disabled for the remainder of this mission
|-
|-
| {{Tt|25}} || {{Tt|Timer extend}} || The mission timer is extended by (P3/10) minutes || - || - || time
| rowspan=2 | {{Tt|13}}
| {{Tt|Autocreate begins}}  
| style="text-align: center;" | -1
| style="text-align: center;" | -1
| style="text-align: center;" | House#
|-
|-
| {{Tt|26}} || {{Tt|Timer shorten}} || The mission timer is shortened by (P3/10) minutes || - || - || Time
| colspan=5 | House P3 starts autocreating teamtypes that have the [[TeamTypes/RA#Autocreate|Autocreate flag]] set
|-
|-
| {{Tt|27}} || {{Tt|Timer set}} || The mission timer is set to (P3/10) minutes || - || - || Time
| rowspan=2 | {{Tt|14}}
| {{Tt|?}}  
| style="text-align: center;" | -1
| style="text-align: center;" | -1
| style="text-align: center;" | -1
|-
|-
| {{Tt|28}} || {{Tt|Global set}} || Global variable # P3 is set || - || - || Global variable#
| colspan=5 | Unknown
|-
|-
| {{Tt|29}} || {{Tt|Global clear}} || Global variable # P3 is cleared || - || - || Global variable#
| rowspan=2 | {{Tt|15}}
| {{Tt|Allow win}}  
| style="text-align: center;" | -1
| style="text-align: center;" | -1
| style="text-align: center;" | -1
|-
|-
| {{Tt|30}} || {{Tt|Auto base building}} || Puts house P3 into "Skirmish AI" mode || - || - || House#
| colspan=5 | The 'Win' action will not fire if any triggers with this action have not fired yet
|-
|-
| {{Tt|31}} || {{Tt|Grow shroud one 'step'}} || The shroud grows 1 cell || - || - || -
| rowspan=2 | {{Tt|16}}
| {{Tt|Reveal all map}}  
| style="text-align: center;" | -1
| style="text-align: center;" | -1
| style="text-align: center;" | -1
|-
|-
| {{Tt|32}} || {{Tt|Destroy attached building}} || Attached building is destroyed || - || - || -
| colspan=5 | Reveals the entire map to the player
|-
|-
| {{Tt|33}} || {{Tt|Add 1-time special weapon}} || Grants house P2 a single shot of super weapon P3 || - || House# || Super Weapon#
| rowspan=2 | {{Tt|17}}
| {{Tt|Reveal around waypoint}}  
| style="text-align: center;" | -1
| style="text-align: center;" | -1
| style="text-align: center;" | Waypoint#
|-
|-
| {{Tt|34}} || {{Tt|Add repeating special weapon}} || Grants house P2 a repeating super weapon P3 || - || House# || Super weapon#
| colspan=5 | Reveals area ({{f|GapRadius|link}} cells) around the waypoint P3
|-
|-
| {{Tt|35}} || {{Tt|Preferred target}} || Sets the HOUSE's preferred target || - || - || ?
| rowspan=2 | {{Tt|18}}
| {{Tt|Reveal zone of waypoint}}  
| style="text-align: center;" | -1
| style="text-align: center;" | -1
| style="text-align: center;" | Waypoint#
|-
|-
| {{Tt|36}} || {{Tt|Launch nukes}} || All Missile Silos on the map play their "launching" animation and the EVA warning is created, without the nukes actually landing or exploding || - || - || -
| colspan=5 | Reveals the [[Maps/Waypoint Zone|zone]] of the waypoint P3
|- style="background: #ddd; border: 1px solid #000; border-width: 1px 0;"
! style="width: 5em;" rowspan=2 | Code {{Fnl|1}}
! rowspan=2 | Action
! style="text-align: center;" colspan=3 | Parameter types
|- style="background: #ddd; border: 1px solid #000; border-width: 1px 0;"
! style="width: 8em; text-align: center;" | #1 (P1)
! style="width: 8em; text-align: center;" | #2 (P2)
! style="width: 8em; text-align: center;" | #3 (P3)
|-
| rowspan=2 | {{Tt|19}}
| {{Tt|Play sound effect}}
| style="text-align: center;" | -1
| style="text-align: center;" | -1
| style="text-align: center;" | Sound effect#
|-
| colspan=5 | Plays the sound effect # P3
|-
| rowspan=2 | {{Tt|20}}
| {{Tt|Play music theme}}
| style="text-align: center;" | -1
| style="text-align: center;" | -1
| style="text-align: center;" | Theme#
|-
| colspan=5 | Plays music theme # P3
|-
| rowspan=2 | {{Tt|21}}
| {{Tt|Play speech}}
| style="text-align: center;" | -1
| style="text-align: center;" | -1
| style="text-align: center;" | Speech#
|-
| colspan=5 | Plays speech # P3
|-
| rowspan=2 | {{Tt|22}}
| {{Tt|Force trigger}}
| style="text-align: center;" | -1
| style="text-align: center;" | -1
| style="text-align: center;" | Trigger#
|-
| colspan=5 | Forces the trigger # P3 to fire
|-
| rowspan=2 | {{Tt|23}}
| {{Tt|Timer start}}
| style="text-align: center;" | -1
| style="text-align: center;" | -1
| style="text-align: center;" | Time
|-
| colspan=5 | The mission timer is started and displayed
|-
| rowspan=2 | {{Tt|24}}
| {{Tt|Timer stop}}
| style="text-align: center;" | -1
| style="text-align: center;" | -1
| style="text-align: center;" | Time
|-
| colspan=5 | The mission timer is paused and hidden
|-
| rowspan=2 | {{Tt|25}}
| {{Tt|Timer extend}}
| style="text-align: center;" | -1
| style="text-align: center;" | -1
| style="text-align: center;" | time
|-
| colspan=5 | The mission timer is extended by (P3/10) minutes
|-
| rowspan=2 | {{Tt|26}}
| {{Tt|Timer shorten}}
| style="text-align: center;" | -1
| style="text-align: center;" | -1
| style="text-align: center;" | Time
|-
| colspan=5 | The mission timer is shortened by (P3/10) minutes
|-
| rowspan=2 | {{Tt|27}}
| {{Tt|Timer set}}
| style="text-align: center;" | -1
| style="text-align: center;" | -1
| style="text-align: center;" | Time
|-
| colspan=5 | The mission timer is set to (P3/10) minutes
|-
| rowspan=2 | {{Tt|28}}
| {{Tt|Global set}}
| style="text-align: center;" | -1
| style="text-align: center;" | -1
| style="text-align: center;" | Global variable#
|-
| colspan=5 | Global variable # P3 is set
|-
| rowspan=2 | {{Tt|29}}
| {{Tt|Global clear}}
| style="text-align: center;" | -1
| style="text-align: center;" | -1
| style="text-align: center;" | Global variable#
|-
| colspan=5 | Global variable # P3 is cleared
|-
| rowspan=2 | {{Tt|30}}
| {{Tt|Auto base building}}
| style="text-align: center;" | -1
| style="text-align: center;" | -1
| style="text-align: center;" | House#
|-
| colspan=5 | Puts house P3 into "Skirmish AI" mode
|-
| rowspan=2 | {{Tt|31}}
| {{Tt|Grow shroud one 'step'}}
| style="text-align: center;" | -1
| style="text-align: center;" | -1
| style="text-align: center;" | -1
|-
| colspan=5 | The shroud grows 1 cell
|-
| rowspan=2 | {{Tt|32}}
| {{Tt|Destroy attached building}}
| style="text-align: center;" | -1
| style="text-align: center;" | -1
| style="text-align: center;" | -1
|-
| colspan=5 | Attached building is destroyed
|-
| rowspan=2 | {{Tt|33}}
| {{Tt|Add 1-time special weapon}}
| style="text-align: center;" | -1
| style="text-align: center;" | House#
| style="text-align: center;" | Super Weapon#
|-
| colspan=5 | Grants house P2 a single shot of super weapon P3
|-
| rowspan=2 | {{Tt|34}}
| {{Tt|Add repeating special weapon}}
| style="text-align: center;" | -1
| style="text-align: center;" | House#
| style="text-align: center;" | Super weapon#
|-
| colspan=5 | Grants house P2 a repeating super weapon P3
|-
| rowspan=2 | {{Tt|35}}
| {{Tt|Preferred target}}
| style="text-align: center;" | -1
| style="text-align: center;" | -1
| style="text-align: center;" | [[QuarryTypes|Quarry#]]
|-
| colspan=5 | Sets the HOUSE's preferred quarry type for super weapon targeting
|-
| rowspan=2 | {{Tt|36}}
| {{Tt|Launch nukes}}  
| style="text-align: center;" | -1
| style="text-align: center;" | -1
| style="text-align: center;" | -1
|-
| colspan=5 | All Missile Silos on the map play their "launching" animation and the EVA warning is created, without the nukes actually landing or exploding
|- style="background: #ddd; border: 1px solid #000; border-width: 1px 0;"
! style="width: 5em;" rowspan=2 | Code {{Fnl|1}}
! rowspan=2 | Action
! style="text-align: center;" colspan=3 | Parameter types
|- style="background: #ddd; border: 1px solid #000; border-width: 1px 0;"
! style="width: 8em; text-align: center;" | #1 (P1)
! style="width: 8em; text-align: center;" | #2 (P2)
! style="width: 8em; text-align: center;" | #3 (P3)
|}
|}
Unused parameters should be set to {{Tt|-1}}.
Unused parameters should be set to {{Tt|-1}}.


Line 97: Line 334:


{{Fn|2|HOUSE in this document refers to the house owning the Trigger, labeled "HOUSE" in the [[Maps/Triggers#RA.2FCS.2FAM|Triggers]] page.}}
{{Fn|2|HOUSE in this document refers to the house owning the Trigger, labeled "HOUSE" in the [[Maps/Triggers#RA.2FCS.2FAM|Triggers]] page.}}
 
[[Category:Map_Information]]
{{Fn|3|P1 in this document refers to the trigger's first parameter in the [[Maps/Triggers#RA.2FCS.2FAM|Triggers]] page.}}
 
{{Fn|4|P2 in this document refers to the trigger's second parameter in the [[Maps/Triggers#RA.2FCS.2FAM|Triggers]] page.}}
 
{{Fn|5|P3 in this document refers to the trigger's third parameter in the [[Maps/Triggers#RA.2FCS.2FAM|Triggers]] page.}}

Latest revision as of 07:42, 17 February 2023

In RA, Actions were still part of the [Triggers] section, but now Triggers could have up to two Actions with up to three parameters each.

The following Actions were available:

Code 1 Action Parameter types
#1 (P1) #2 (P2) #3 (P3)
0 No action -1 -1 -1
No Action - do nothing
1 Winner is -1 -1 House#
Declares house P3 the winner
2 Loser is -1 -1 House#
Declares house P3 the loser
3 Production begins -1 -1 House#
House P3 is allowed to start autoproduction
4 Create team TeamType# -1 -1
HOUSE2 creates a TeamType P1
5 Destroy team TeamType# -1 -1
All instances of the TeamType P1 are destroyed
6 All to hunt -1 -1 House#
House P3 sends all objects it owns to freelance
7 Reinforcement (team) TeamType# -1 Waypoint#
TeamType P1 is spawned at waypoint P3 and granted to its owner house
8 Drop zone flare (waypoint) -1 -1 Waypoint#
Creates a "Drop Zone Flare" at waypoint P3 and reveals the area around it
9 Fire sale -1 -1 House#
House P3 sells all of its buildings
10 Play movie -1 -1 Movie#
Movie P3 is played
11 Text trigger (ID number) -1 -1 Message#
The text message with the index P3 from tutorial.ini is displayed
12 Destroy trigger -1 Trigger# -1
Trigger P2 is disabled for the remainder of this mission
13 Autocreate begins -1 -1 House#
House P3 starts autocreating teamtypes that have the Autocreate flag set
14 ? -1 -1 -1
Unknown
15 Allow win -1 -1 -1
The 'Win' action will not fire if any triggers with this action have not fired yet
16 Reveal all map -1 -1 -1
Reveals the entire map to the player
17 Reveal around waypoint -1 -1 Waypoint#
Reveals area (GapRadius cells) around the waypoint P3
18 Reveal zone of waypoint -1 -1 Waypoint#
Reveals the zone of the waypoint P3
Code 1 Action Parameter types
#1 (P1) #2 (P2) #3 (P3)
19 Play sound effect -1 -1 Sound effect#
Plays the sound effect # P3
20 Play music theme -1 -1 Theme#
Plays music theme # P3
21 Play speech -1 -1 Speech#
Plays speech # P3
22 Force trigger -1 -1 Trigger#
Forces the trigger # P3 to fire
23 Timer start -1 -1 Time
The mission timer is started and displayed
24 Timer stop -1 -1 Time
The mission timer is paused and hidden
25 Timer extend -1 -1 time
The mission timer is extended by (P3/10) minutes
26 Timer shorten -1 -1 Time
The mission timer is shortened by (P3/10) minutes
27 Timer set -1 -1 Time
The mission timer is set to (P3/10) minutes
28 Global set -1 -1 Global variable#
Global variable # P3 is set
29 Global clear -1 -1 Global variable#
Global variable # P3 is cleared
30 Auto base building -1 -1 House#
Puts house P3 into "Skirmish AI" mode
31 Grow shroud one 'step' -1 -1 -1
The shroud grows 1 cell
32 Destroy attached building -1 -1 -1
Attached building is destroyed
33 Add 1-time special weapon -1 House# Super Weapon#
Grants house P2 a single shot of super weapon P3
34 Add repeating special weapon -1 House# Super weapon#
Grants house P2 a repeating super weapon P3
35 Preferred target -1 -1 Quarry#
Sets the HOUSE's preferred quarry type for super weapon targeting
36 Launch nukes -1 -1 -1
All Missile Silos on the map play their "launching" animation and the EVA warning is created, without the nukes actually landing or exploding
Code 1 Action Parameter types
#1 (P1) #2 (P2) #3 (P3)

Unused parameters should be set to -1.

Notes

All parameters are unsigned integers, meaning all objects like structures, houses, etc. are referenced by their internal indexes. Those internal indexes are listed here.

1 This column specifies the code to be written in the Trigger's A1 or A2 slot.

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