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Difference between revisions of "Actions (maps)/RA2YR/050 099"

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(Action 76 description was misleading.)
 
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| style="text-align: center;" | Waypoint
 
| style="text-align: center;" | Waypoint
 
|-
 
|-
| colspan=9 | Creates a radar event of type P2 at waypoint P7
+
| colspan=9 | Creates a radar event of type P2 at waypoint P7. Possible values are:
 +
''1 Generic Combat, 2 Generic Noncombat, 3 Dropzone, 4 Base Under Attack, 5 Miner Under Attack, 6 Enemy Object Sensed''
 
|-
 
|-
 
| rowspan=2 | {{Tt|56}}
 
| rowspan=2 | {{Tt|56}}
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| {{Tt|Meteor Shower}}
 
| {{Tt|Meteor Shower}}
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | 0
| style="text-align: center;" | ?
+
| style="text-align: center;" | Size (0-4)
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | 0
Line 128: Line 129:
 
| {{Tt|Reduce Tiberium}}
 
| {{Tt|Reduce Tiberium}}
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | 0
 +
| style="text-align: center;" | Waypoint#
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | 0
| style="text-align: center;" | 0
+
| style="text-align: center;" | A
| style="text-align: center;" | Waypoint
 
 
|-
 
|-
| Reduces amount of Tiberium around waypoint P7
+
| colspan=9 | Reduces amount of Tiberium around waypoint P7
 
|-
 
|-
 
| rowspan=2 | {{Tt|60}}
 
| rowspan=2 | {{Tt|60}}
Line 351: Line 352:
 
| style="text-align: center;" | A
 
| style="text-align: center;" | A
 
|-
 
|-
| colspan=9 | AI percentage of teams created for AI triggers (P2% are created for AI Triggers, (100-P2)% are for other teams)
+
| colspan=9 | Percentage chance for each of the HOUSE's AI triggers to be created, subject to normal AI trigger conditions. Defaults to 100. See also {{f|RatioAITriggerTeam|link}}.
 
|-
 
|-
 
| rowspan=2 | {{Tt|77}}
 
| rowspan=2 | {{Tt|77}}
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| style="text-align: center;" | A
 
| style="text-align: center;" | A
 
|-
 
|-
| colspan=9 | AI percentage of aircraft created for teams (P2% are created for AI Triggers, (100-P2)% are for other teams)
+
| colspan=9 | {{obsolete|Yuri's Revenge|{{tt|Ratio of team aircraft}}}}AI percentage of aircraft created for teams (P2% are created for AI Triggers, (100-P2)% are for other teams)
 
|-
 
|-
 
| rowspan=2 | {{Tt|78}}
 
| rowspan=2 | {{Tt|78}}
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| style="text-align: center;" | A
 
| style="text-align: center;" | A
 
|-
 
|-
| colspan=9 | AI percentage of infantry created for teams (P2% are created for AI Triggers, (100-P2)% are for other teams)
+
| colspan=9 | {{obsolete|Yuri's Revenge|{{tt|Ratio of team infantry}}}}AI percentage of infantry created for teams (P2% are created for AI Triggers, (100-P2)% are for other teams)
 
|-
 
|-
 
| rowspan=2 | {{Tt|79}}
 
| rowspan=2 | {{Tt|79}}
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| style="text-align: center;" | A
 
| style="text-align: center;" | A
 
|-
 
|-
| colspan=9 | AI percentage of units created for teams (P2% are created for AI Triggers, (100-P2)% are for other teams)
+
| colspan=9 | {{obsolete|Yuri's Revenge|{{tt|Ratio of team units}}}}AI percentage of units created for teams (P2% are created for AI Triggers, (100-P2)% are for other teams)
 
|-
 
|-
 
| rowspan=2 | {{Tt|80}}
 
| rowspan=2 | {{Tt|80}}
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| {{Tt|Remove Particle Anim at}}
 
| {{Tt|Remove Particle Anim at}}
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | 0
| style="text-align: center;" | Waypoint#
 
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | 0
| style="text-align: center;" | A
+
| style="text-align: center;" | 0
 +
| style="text-align: center;" | Waypoint
 
|-
 
|-
| colspan=9 | Remove all particles from waypoint P2
+
| colspan=9 | Remove all particles from waypoint P7
 
|-
 
|-
 
| rowspan=2 | {{Tt|90}}
 
| rowspan=2 | {{Tt|90}}
 
| {{Tt|Lightning strike at}}
 
| {{Tt|Lightning strike at}}
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | 0
| style="text-align: center;" | Waypoint#
 
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | 0
| style="text-align: center;" | A
+
| style="text-align: center;" | 0
 +
| style="text-align: center;" | Waypoint
 
|-
 
|-
| colspan=9 | A single Ion Storm lightning bolt strikes at waypoint P2
+
| colspan=9 | A single Ion Storm lightning bolt strikes at waypoint P7
 
|-
 
|-
 
| rowspan=2 | {{Tt|91}}
 
| rowspan=2 | {{Tt|91}}
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| style="text-align: center;" | A
 
| style="text-align: center;" | A
 
|-
 
|-
| colspan=9 | Attached object goes berzerk (only works on {{TTL|Cyborg|yes}} infantry)
+
| colspan=9 | Attached object goes berzerk (only works on {{f|Cyborg|yes|link}} infantry)
 
|-
 
|-
 
| rowspan=2 | {{Tt|92}}
 
| rowspan=2 | {{Tt|92}}
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| {{Tt|Ion-cannon strike}}
 
| {{Tt|Ion-cannon strike}}
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | 0
| style="text-align: center;" | Waypoint#
 
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | 0
| style="text-align: center;" | A
+
| style="text-align: center;" | 0
 +
| style="text-align: center;" | Waypoint
 
|-
 
|-
| colspan=9 | Fires Ion-Cannon at waypoint P2
+
| colspan=9 | Fires Ion-Cannon at waypoint P7
 
|-
 
|-
 
| rowspan=2 | {{Tt|95}}
 
| rowspan=2 | {{Tt|95}}
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| {{Tt|Chem-missile strike}}
 
| {{Tt|Chem-missile strike}}
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | 0
| style="text-align: center;" | Waypoint#
 
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | 0
| style="text-align: center;" | A
+
| style="text-align: center;" | 0
 +
| style="text-align: center;" | Waypoint
 
|-
 
|-
| colspan=9 | Fires Chemical missile at waypoint P2
+
| colspan=9 | Fires Chemical missile at waypoint P7
 
|-
 
|-
 
| rowspan=2 | {{Tt|97}}
 
| rowspan=2 | {{Tt|97}}
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| style="text-align: center;" | A
 
| style="text-align: center;" | A
 
|-
 
|-
| colspan=9 | Toggles state of [{{TTL|Basic}}]{{arr|r}}{{TTL|TrainCrate}}
+
| colspan=9 | Toggles state of [{{f|Basic|link}}]{{arr|r}}{{f|TrainCrate|link}}
 
|-
 
|-
 
| rowspan=2 | {{Tt|98}}
 
| rowspan=2 | {{Tt|98}}

Latest revision as of 14:20, 20 May 2024

Code 1 Action Parameter types
#1 (P1) #2 (P2) #3 (P3) #4 (P4) #5 (P5) #6 (P6) #7 (P7)
50 Zoom out 0 0 0 0 0 0 A
Zooms the tactical map out
51 Reshroud Map 0 0 0 0 0 0 A
Reshrouds the entire map
52 Change Light Behavior 0 Special 0 0 0 0 A
Changes the way a building spotlight behaves:
  • 0 - No spotlight
  • 1 - Obey rules.ini setting
  • 2 - Circle
  • 3 - Follow
53 Enable Trigger 2 Trigger ID 0 0 0 0 A
Enables trigger P2
54 Disable Trigger 2 Trigger ID 0 0 0 0 A
Disables trigger P2
55 Create Radar Event 0 Radar Event# 0 0 0 0 Waypoint
Creates a radar event of type P2 at waypoint P7. Possible values are:

1 Generic Combat, 2 Generic Noncombat, 3 Dropzone, 4 Base Under Attack, 5 Miner Under Attack, 6 Enemy Object Sensed

56 Local Set 0 Local# 0 0 0 0 A
Local P2 is set
57 Local Clear 0 Local# 0 0 0 0 A
Local is cleared
58 Meteor Shower 0 Size (0-4) 0 0 0 0 Waypoint
Creates a meteor shower around waypoint P7
59 Reduce Tiberium 0 Waypoint# 0 0 0 0 A
Reduces amount of Tiberium around waypoint P7
60 Sell building 0 0 0 0 0 0 A
Attached building is sold
61 Turn off building 0 0 0 0 0 0 A
Attached building is turned off
62 Turn on building 0 0 0 0 0 0 A
Attached building is turned on
63 Apply 100 damage 0 Waypoint# 0 0 0 0 A
Detonates an explosion of [HE] warhead (with 100 points of Damage) at waypoint P2
64 Small Light flash 0 Waypoint# 0 0 0 0 A
Shows a small light flash at waypoint P2
65 Medium Light flash 0 Waypoint# 0 0 0 0 A
Shows a medium light flash at waypoint P2
66 Large Light flash 0 Waypoint# 0 0 0 0 A
Shows a large light flash at waypoint P2
67 Announce Win 0 0 0 0 0 0 A
EVA announcement that the player has won
Code 1 Action Parameter types
#1 (P1) #2 (P2) #3 (P3) #4 (P4) #5 (P5) #6 (P6) #7 (P7)
68 Announce Lose 0 0 0 0 0 0 A
EVA announcement that the player has lost
69 Force end 0 0 0 0 0 0 A
Forces end of scenario
70 Destroy Tag 3 Tag ID 0 0 0 0 A
Destroy tag P2 and all attached triggers
71 Set ambient step 0 Number 0 0 0 0 A
Sets ambient light fade step value to P2
72 Set ambient rate 0 Number 0 0 0 0 A
Sets ambient light fade rate to P2
73 Set ambient light 0 Number 0 0 0 0 A
Sets ambient light to level P2
74 AI triggers begin 0 House# 0 0 0 0 A
Start AI triggers for house P2
75 AI triggers stop 0 House# 0 0 0 0 A
Stop AI triggers for house P2
76 Ratio of AI trigger teams 0 Number 0 0 0 0 A
Percentage chance for each of the HOUSE's AI triggers to be created, subject to normal AI trigger conditions. Defaults to 100. See also RatioAITriggerTeam.
77 Ratio of team aircraft 0 Number 0 0 0 0 A
Cc cnrdelete-all.png
Logic related to Ratio of team aircraft, as a whole or in part, is obsolete in Yuri's Revenge.

AI percentage of aircraft created for teams (P2% are created for AI Triggers, (100-P2)% are for other teams)
78 Ratio of team infantry 0 Number 0 0 0 0 A
Cc cnrdelete-all.png
Logic related to Ratio of team infantry, as a whole or in part, is obsolete in Yuri's Revenge.

AI percentage of infantry created for teams (P2% are created for AI Triggers, (100-P2)% are for other teams)
79 Ratio of team units 0 Number 0 0 0 0 A
Cc cnrdelete-all.png
Logic related to Ratio of team units, as a whole or in part, is obsolete in Yuri's Revenge.

AI percentage of units created for teams (P2% are created for AI Triggers, (100-P2)% are for other teams)
80 Reinforcement 1 TeamType ID 0 0 0 0 Waypoint
Create reinforcement team P2 at waypoint P7
81 Wakeup self 0 0 0 0 0 0 A
Breaks attached object out of sleep or harmless mode so as to enter guard mode
82 Wakeup all sleepers 0 0 0 0 0 0 A
Breaks all HOUSE's units out of sleep mode
83 Wakeup all harmless 0 0 0 0 0 0 A
Breaks all HOUSE's units out of harmless mode
84 Wakeup group 0 Group 0 0 0 0 A
Wakeup all HOUSE's units which (as received from their TaskForce) belong to group P2
Code 1 Action Parameter types
#1 (P1) #2 (P2) #3 (P3) #4 (P4) #5 (P5) #6 (P6) #7 (P7)
85 Vein growth 0 0/1 = no/yes 0 0 0 0 A
Sets whether the Veins grow or not
86 Tiberium growth 0 0/1 = no/yes 0 0 0 0 A
Sets whether Tiberium grows or not
87 Ice growth 0 0/1 = no/yes 0 0 0 0 A
Sets whether ice grows or not
88 Particle Anim at 0 Particle# 0 0 0 0 Waypoint
Spawn particle P2 at waypoint P7
89 Remove Particle Anim at 0 0 0 0 0 0 Waypoint
Remove all particles from waypoint P7
90 Lightning strike at 0 0 0 0 0 0 Waypoint
A single Ion Storm lightning bolt strikes at waypoint P7
91 Go Berzerk 0 0 0 0 0 0 A
Attached object goes berzerk (only works on Cyborg=yes infantry)
92 Activate Firestorm 0 0 0 0 0 0 A
Activates HOUSE's firestorm defense
93 Deactivate Firestorm 0 0 0 0 0 0 A
Deactivates HOUSE's firestorm defense
94 Ion-cannon strike 0 0 0 0 0 0 Waypoint
Fires Ion-Cannon at waypoint P7
95 Nuke strike 0 0 0 0 0 0 Waypoint
Fires a Nuclear Missile (Multi Missile) at waypoint P7
96 Chem-missile strike 0 0 0 0 0 0 Waypoint
Fires Chemical missile at waypoint P7
97 Toggle Train Cargo 0 0 0 0 0 0 A
Toggles state of [Basic]→TrainCrate
98 Play Sound Effect 7 Sound# 0 0 0 0 A
Plays sound P2 at random waypoint
99 Play Sound Effect At 7 Sound# 0 0 0 0 Waypoint
Plays sound effect P2 at waypoint P7
100 Play Ingame Movie 0 Movie# 0 0 0 0 A
Displays movie P2 in the minimap window. Player still has control of interface and units