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Difference between revisions of "Actions (maps)/RA2YR/050 099"
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< Actions (maps) | RA2YR
Nighthawk200 (talk | contribs) m |
(Action 76 description was misleading.) |
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(7 intermediate revisions by 5 users not shown) | |||
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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}} | ||
Line 116: | Line 117: | ||
| {{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;" | | + | | style="text-align: center;" | A |
− | |||
|- | |- | ||
− | | 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 | | + | | 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}} | ||
Line 363: | Line 364: | ||
| 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}} | ||
Line 375: | Line 376: | ||
| 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}} | ||
Line 387: | Line 388: | ||
| 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}} | ||
Line 512: | Line 513: | ||
| {{Tt|Remove Particle Anim at}} | | {{Tt|Remove Particle Anim at}} | ||
| 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;" | 0 | ||
− | | style="text-align: center;" | | + | | style="text-align: center;" | 0 |
+ | | style="text-align: center;" | Waypoint | ||
|- | |- | ||
− | | colspan=9 | Remove all particles from waypoint | + | | 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;" | 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;" | | + | | style="text-align: center;" | 0 |
+ | | style="text-align: center;" | Waypoint | ||
|- | |- | ||
− | | colspan=9 | A single Ion Storm lightning bolt strikes at waypoint | + | | colspan=9 | A single Ion Storm lightning bolt strikes at waypoint P7 |
|- | |- | ||
| rowspan=2 | {{Tt|91}} | | rowspan=2 | {{Tt|91}} | ||
Line 543: | Line 544: | ||
| style="text-align: center;" | A | | style="text-align: center;" | A | ||
|- | |- | ||
− | | colspan=9 | Attached object goes berzerk (only works on {{ | + | | colspan=9 | Attached object goes berzerk (only works on {{f|Cyborg|yes|link}} infantry) |
|- | |- | ||
| rowspan=2 | {{Tt|92}} | | rowspan=2 | {{Tt|92}} | ||
Line 572: | Line 573: | ||
| {{Tt|Ion-cannon strike}} | | {{Tt|Ion-cannon strike}} | ||
| 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;" | 0 | ||
− | | style="text-align: center;" | | + | | style="text-align: center;" | 0 |
+ | | style="text-align: center;" | Waypoint | ||
|- | |- | ||
− | | colspan=9 | Fires Ion-Cannon at waypoint | + | | colspan=9 | Fires Ion-Cannon at waypoint P7 |
|- | |- | ||
| rowspan=2 | {{Tt|95}} | | rowspan=2 | {{Tt|95}} | ||
Line 596: | Line 597: | ||
| {{Tt|Chem-missile strike}} | | {{Tt|Chem-missile strike}} | ||
| 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;" | 0 | ||
− | | style="text-align: center;" | | + | | style="text-align: center;" | 0 |
+ | | style="text-align: center;" | Waypoint | ||
|- | |- | ||
− | | colspan=9 | Fires Chemical missile at waypoint | + | | colspan=9 | Fires Chemical missile at waypoint P7 |
|- | |- | ||
| rowspan=2 | {{Tt|97}} | | rowspan=2 | {{Tt|97}} | ||
Line 615: | Line 616: | ||
| style="text-align: center;" | A | | style="text-align: center;" | A | ||
|- | |- | ||
− | | colspan=9 | Toggles state of [{{ | + | | 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:
| ||||||||
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 |
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 |
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 |
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 |