Difference between revisions of "Events/RA"
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The following Events were available: | The following Events were available: | ||
− | {| border=1 class="table_descrow" | + | {| style="width: 95%;" border=1 class="table_descrow" |
− | ! | + | |- style="background: #ddd; border: 1px solid #000; border-width: 1px 0;" |
− | ! rowspan=2 style="width: | + | ! style="width: 5em;" rowspan=2 | Code {{Fnl|1}} |
− | ! | + | ! rowspan=2 | Event |
− | ! | + | ! style="text-align: center;" style="border-bottom: 1px solid #000;" 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|0}} || {{Tt|None}} | |
− | + | | style="text-align: center;" | -1 | |
+ | | style="text-align: center;" | -1 | ||
|- | |- | ||
− | | | + | | style="border-bottom: 1px solid #000;" colspan=4 | No Event - cannot be activated |
|- | |- | ||
− | | {{Tt|1}} || {{Tt|Entered by}} || | + | | {{Tt|1}} || {{Tt|Entered by}} |
+ | | style="text-align: center;" | -1 | ||
+ | | style="text-align: center;" | House# | ||
|- | |- | ||
− | | | + | | style="border-bottom: 1px solid #000;" colspan=4 | House P2 enters attached building/celltag |
|- | |- | ||
− | | {{Tt| | + | | {{Tt|2}} || {{Tt|Spied by}} |
+ | | style="text-align: center;" | -1 | ||
+ | | style="text-align: center;" | House# | ||
|- | |- | ||
− | | | + | | style="border-bottom: 1px solid #000;" colspan=4 | House P2 sends a spy into attached building |
|- | |- | ||
− | | {{Tt| | + | | {{Tt|3}} || {{Tt|Thieved by}} |
+ | | style="text-align: center;" | -1 | ||
+ | | style="text-align: center;" | -1 | ||
|- | |- | ||
− | | | + | | style="border-bottom: 1px solid #000;" colspan=4 | Doesn't work |
|- | |- | ||
− | | {{Tt| | + | | {{Tt|4}} || {{Tt|Discovered by player}} |
+ | | style="text-align: center;" | -1 | ||
+ | | style="text-align: center;" | -1 | ||
|- | |- | ||
− | | | + | | style="border-bottom: 1px solid #000;" colspan=4 | House owning the attached object is discovered by the player |
|- | |- | ||
− | | {{Tt| | + | | {{Tt|5}} || {{Tt|House Discovered}} |
+ | | style="text-align: center;" | -1 | ||
+ | | style="text-align: center;" | House# | ||
|- | |- | ||
− | | | + | | style="border-bottom: 1px solid #000;" colspan=4 | House P2 is discovered by the player |
|- | |- | ||
− | | {{Tt| | + | | {{Tt|6}} || {{Tt|Attacked by anybody}} |
+ | | style="text-align: center;" | -1 | ||
+ | | style="text-align: center;" | -1 | ||
|- | |- | ||
− | | | + | | style="border-bottom: 1px solid #000;" colspan=4 | Attached object is attacked by anybody |
|- | |- | ||
− | | {{Tt| | + | | {{Tt|7}} || {{Tt|Destroyed by anybody}} |
+ | | style="text-align: center;" | -1 | ||
+ | | style="text-align: center;" | -1 | ||
|- | |- | ||
− | | | + | | style="border-bottom: 1px solid #000;" colspan=4 | Attached object is destroyed by anybody |
|- | |- | ||
− | | {{Tt| | + | | {{Tt|8}} || {{Tt|Any event}} |
+ | | style="text-align: center;" | -1 | ||
+ | | style="text-align: center;" | -1 | ||
|- | |- | ||
− | | | + | | style="border-bottom: 1px solid #000;" colspan=4 | Any event |
|- | |- | ||
− | | {{Tt| | + | | {{Tt|9}} || {{Tt|Destroyed, Units, All}} |
+ | | style="text-align: center;" | -1 | ||
+ | | style="text-align: center;" | House# | ||
|- | |- | ||
− | | | + | | style="border-bottom: 1px solid #000;" colspan=4 | All units of house P2 are destroyed (''does '''not''''' include civilian objects) |
|- | |- | ||
− | | {{Tt| | + | | {{Tt|10}} || {{Tt|Destroyed, Buildings, All}} |
+ | | style="text-align: center;" | -1 | ||
+ | | style="text-align: center;" | House# | ||
|- | |- | ||
− | | | + | | style="border-bottom: 1px solid #000;" colspan=4 | All buildings of house P2 are destroyed (''does '''not''''' include civilian objects) |
|- | |- | ||
− | | {{Tt| | + | | {{Tt|11}} || {{Tt|Destroyed, All}} |
+ | | style="text-align: center;" | -1 | ||
+ | | style="text-align: center;" | House# | ||
|- | |- | ||
− | | | + | | style="border-bottom: 1px solid #000;" colspan=4 | All objects of house P2 are destroyed (''does '''not''''' include civilian objects) |
|- | |- | ||
− | | {{Tt| | + | | {{Tt|12}} || {{Tt|Credits exceed}} |
+ | | style="text-align: center;" | -1 | ||
+ | | style="text-align: center;" | credits | ||
|- | |- | ||
− | | | + | | style="border-bottom: 1px solid #000;" colspan=4 | HOUSE{{Fnl|2}} has at least P2 credits |
|- | |- | ||
− | | {{Tt| | + | | {{Tt|13}} || {{Tt|Elapsed time}} |
+ | | style="text-align: center;" | -1 | ||
+ | | style="text-align: center;" | time | ||
|- | |- | ||
− | | | + | | style="border-bottom: 1px solid #000;" colspan=4 | (P2/10) minutes have passed in this mission |
|- | |- | ||
− | | {{Tt| | + | | {{Tt|14}} || {{Tt|Mission timer expired}} |
+ | | style="text-align: center;" | -1 | ||
+ | | style="text-align: center;" | -1 | ||
|- | |- | ||
− | | | + | | style="border-bottom: 1px solid #000;" colspan=4 | Mission timer expired |
|- | |- | ||
− | | {{Tt| | + | | {{Tt|15}} || {{Tt|Destroyed, Buildings, #}} |
+ | | style="text-align: center;" | -1 | ||
+ | | style="text-align: center;" | counter | ||
|- | |- | ||
− | | | + | | style="border-bottom: 1px solid #000;" colspan=4 | 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="width: 5em;" rowspan=2 | Code {{Fnl|1}} | ||
+ | ! rowspan=2 | Event | ||
+ | ! style="text-align: center;" style="border-bottom: 1px solid #000;" 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| | + | | {{Tt|16}} || {{Tt|Destroyed, Units, #}} |
+ | | style="text-align: center;" | -1 | ||
+ | | style="text-align: center;" | counter | ||
|- | |- | ||
− | | {{Tt|32}} || {{Tt|Building exists}} || HOUSE owns a building # P2 || - || | + | | style="border-bottom: 1px solid #000;" colspan=4 | Exactly P2 units owned by HOUSE have been destroyed (''does'' include civilian objects) |
+ | |- | ||
+ | | {{Tt|17}} || {{Tt|No factories left}} | ||
+ | | style="text-align: center;" | -1 | ||
+ | | style="text-align: center;" | -1 | ||
+ | |- | ||
+ | | style="border-bottom: 1px solid #000;" colspan=4 | HOUSE has no factories left) | ||
+ | |- | ||
+ | | {{Tt|18}} || {{Tt|Civilians evacuated}} | ||
+ | | style="text-align: center;" | -1 | ||
+ | | style="text-align: center;" | -1 | ||
+ | |- | ||
+ | | style="border-bottom: 1px solid #000;" colspan=4 | Civilian objects owned by HOUSE have left the map (See {{f|CivEvac|link}} ) | ||
+ | |- | ||
+ | | {{Tt|19}} || {{Tt|Build building type}} | ||
+ | | style="text-align: center;" | -1 | ||
+ | | style="text-align: center;" | Building# | ||
+ | |- | ||
+ | | style="border-bottom: 1px solid #000;" colspan=4 | Building # P2 is placed on the map | ||
+ | |- | ||
+ | | {{Tt|20}} || {{Tt|Build unit type}} | ||
+ | | style="text-align: center;" | -1 | ||
+ | | style="text-align: center;" | Unit# | ||
+ | |- | ||
+ | | style="border-bottom: 1px solid #000;" colspan=4 | Unit whose internal index is P2 is placed on the map | ||
+ | |- | ||
+ | | {{Tt|21}} || {{Tt|Build infantry type}} | ||
+ | | style="text-align: center;" | -1 | ||
+ | | style="text-align: center;" | Infantry# | ||
+ | |- | ||
+ | | style="border-bottom: 1px solid #000;" colspan=4 | Infantry whose internal index is P2 is placed on the map | ||
+ | |- | ||
+ | | {{Tt|22}} || {{Tt|Build aircraft type}} | ||
+ | | style="text-align: center;" | -1 | ||
+ | | style="text-align: center;" | Aircraft# | ||
+ | |- | ||
+ | | style="border-bottom: 1px solid #000;" colspan=4 | Aircraft whose internal index is P2 is placed on the map | ||
+ | |- | ||
+ | | {{Tt|23}} || {{Tt|Leaves map (team)}} | ||
+ | | style="text-align: center;" | TeamType# | ||
+ | | style="text-align: center;" | -1 | ||
+ | |- | ||
+ | | style="border-bottom: 1px solid #000;" colspan=4 | TeamType P1 leaves the map | ||
+ | |- | ||
+ | | {{Tt|24}} || {{Tt|Zone entry by}} | ||
+ | | style="text-align: center;" | -1 | ||
+ | | style="text-align: center;" | House# | ||
+ | |- | ||
+ | | style="border-bottom: 1px solid #000;" colspan=4 | Attached celltrigger's zone entered by house P2 | ||
+ | |- | ||
+ | | {{Tt|25}} || {{Tt|Crosses horizontal line}} | ||
+ | | style="text-align: center;" | -1 | ||
+ | | style="text-align: center;" | House# | ||
+ | |- | ||
+ | | style="border-bottom: 1px solid #000;" colspan=4 | House P2 crosses the horizontal line of the attached celltag | ||
+ | |- | ||
+ | | {{Tt|26}} || {{Tt|Crosses vertical line}} | ||
+ | | style="text-align: center;" | -1 | ||
+ | | style="text-align: center;" | House# | ||
+ | |- | ||
+ | | style="border-bottom: 1px solid #000;" colspan=4 | House P2 crosses the vertical line of the attached celltag | ||
+ | |- | ||
+ | | {{Tt|27}} || {{Tt|Global is set}} | ||
+ | | style="text-align: center;" | -1 | ||
+ | | style="text-align: center;" | Global# | ||
+ | |- | ||
+ | | style="border-bottom: 1px solid #000;" colspan=4 | Global variable with index P2 is set | ||
+ | |- | ||
+ | | {{Tt|28}} || {{Tt|Global is clear}} | ||
+ | | style="text-align: center;" | -1 | ||
+ | | style="text-align: center;" | Global# | ||
+ | |- | ||
+ | | style="border-bottom: 1px solid #000;" colspan=4 | Global variable with index P2 is cleared | ||
+ | |- | ||
+ | | {{Tt|29}} || {{Tt|Destroyed, Fakes, All}} | ||
+ | | style="text-align: center;" | -1 | ||
+ | | style="text-align: center;" | -1 | ||
+ | |- | ||
+ | | style="border-bottom: 1px solid #000;" colspan=4 | Doesn't work, fires immediately | ||
+ | |- | ||
+ | | {{Tt|30}} || {{Tt|Low power}} | ||
+ | | style="text-align: center;" | -1 | ||
+ | | style="text-align: center;" | House# | ||
+ | |- | ||
+ | | style="border-bottom: 1px solid #000;" colspan=4 | House P2 is in a low power situation | ||
+ | |- | ||
+ | | {{Tt|31}} || {{Tt|Attached bridge destroyed}} | ||
+ | | style="text-align: center;" | -1 | ||
+ | | style="text-align: center;" | -1 | ||
+ | |- | ||
+ | | style="border-bottom: 1px solid #000;" colspan=4 | Attached bridge destroyed | ||
+ | |- | ||
+ | | {{Tt|32}} || {{Tt|Building exists}} | ||
+ | | style="text-align: center;" | -1 | ||
+ | | style="text-align: center;" | Building# | ||
+ | |- | ||
+ | | style="border-bottom: 1px solid #000;" colspan=4 | HOUSE owns a building # P2 | ||
+ | |- 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;" style="border-bottom: 1px solid #000;" 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) | ||
|} | |} | ||
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{{Fn|4|P2 in this document refers to the event's second parameter in the [[Maps/Triggers#RA.2FCS.2FAM|Triggers]] page.}} | {{Fn|4|P2 in this document refers to the event's second parameter in the [[Maps/Triggers#RA.2FCS.2FAM|Triggers]] page.}} | ||
+ | [[Category:Map_Information]] |
Latest revision as of 09:58, 27 November 2009
In RA, Events were still part of the [Triggers] section, but now Triggers could have up to two Events with up to two parameters each.
The following Events were available:
Code 1 | Event | Parameter types | |
---|---|---|---|
#1 (P1) | #2 (P2) | ||
0 | None | -1 | -1 |
No Event - cannot be activated | |||
1 | Entered by | -1 | House# |
House P2 enters attached building/celltag | |||
2 | Spied by | -1 | House# |
House P2 sends a spy into attached building | |||
3 | Thieved by | -1 | -1 |
Doesn't work | |||
4 | Discovered by player | -1 | -1 |
House owning the attached object is discovered by the player | |||
5 | House Discovered | -1 | House# |
House P2 is discovered by the player | |||
6 | Attacked by anybody | -1 | -1 |
Attached object is attacked by anybody | |||
7 | Destroyed by anybody | -1 | -1 |
Attached object is destroyed by anybody | |||
8 | Any event | -1 | -1 |
Any event | |||
9 | Destroyed, Units, All | -1 | House# |
All units of house P2 are destroyed (does not include civilian objects) | |||
10 | Destroyed, Buildings, All | -1 | House# |
All buildings of house P2 are destroyed (does not include civilian objects) | |||
11 | Destroyed, All | -1 | House# |
All objects of house P2 are destroyed (does not include civilian objects) | |||
12 | Credits exceed | -1 | credits |
HOUSE2 has at least P2 credits | |||
13 | Elapsed time | -1 | time |
(P2/10) minutes have passed in this mission | |||
14 | Mission timer expired | -1 | -1 |
Mission timer expired | |||
15 | Destroyed, Buildings, # | -1 | counter |
Exactly P2 buildings owned by HOUSE have been destroyed (does include civilian objects) | |||
Code 1 | Event | Parameter types | |
#1 (P1) | #2 (P2) | ||
16 | Destroyed, Units, # | -1 | counter |
Exactly P2 units owned by HOUSE have been destroyed (does include civilian objects) | |||
17 | No factories left | -1 | -1 |
HOUSE has no factories left) | |||
18 | Civilians evacuated | -1 | -1 |
Civilian objects owned by HOUSE have left the map (See CivEvac ) | |||
19 | Build building type | -1 | Building# |
Building # P2 is placed on the map | |||
20 | Build unit type | -1 | Unit# |
Unit whose internal index is P2 is placed on the map | |||
21 | Build infantry type | -1 | Infantry# |
Infantry whose internal index is P2 is placed on the map | |||
22 | Build aircraft type | -1 | Aircraft# |
Aircraft whose internal index is P2 is placed on the map | |||
23 | Leaves map (team) | TeamType# | -1 |
TeamType P1 leaves the map | |||
24 | Zone entry by | -1 | House# |
Attached celltrigger's zone entered by house P2 | |||
25 | Crosses horizontal line | -1 | House# |
House P2 crosses the horizontal line of the attached celltag | |||
26 | Crosses vertical line | -1 | House# |
House P2 crosses the vertical line of the attached celltag | |||
27 | Global is set | -1 | Global# |
Global variable with index P2 is set | |||
28 | Global is clear | -1 | Global# |
Global variable with index P2 is cleared | |||
29 | Destroyed, Fakes, All | -1 | -1 |
Doesn't work, fires immediately | |||
30 | Low power | -1 | House# |
House P2 is in a low power situation | |||
31 | Attached bridge destroyed | -1 | -1 |
Attached bridge destroyed | |||
32 | Building exists | -1 | Building# |
HOUSE owns a building # P2 | |||
Code 1 | Event | Parameter types | |
#1 (P1) | #2 (P2) |
Events took two parameters which, when unused, had to 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 E1 or E2 slot.
2 ↑ HOUSE in this document refers to the house owning the Trigger, labeled "HOUSE" in the Triggers page.
3 ↑ P1 in this document refers to the event's first parameter in the Triggers page.
4 ↑ P2 in this document refers to the event's second parameter in the Triggers page.