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Actions (maps)/TSFS/060 106: Difference between revisions
< Actions (maps) | TSFS
m Added links to AmbientChangeStep and AmbientChangeRate |
Note about action 80. |
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(13 intermediate revisions by 2 users not shown) | |||
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|- | |- | ||
| rowspan=2 | {{Tt|60}} | | rowspan=2 | {{Tt|60}} | ||
| {{Tt|Sell | | {{Tt|Sell Building}} | ||
| style="text-align: center;" | 0 | | style="text-align: center;" | 0 | ||
| style="text-align: center;" | 0 | | style="text-align: center;" | 0 | ||
Line 26: | Line 26: | ||
|- | |- | ||
| rowspan=2 | {{Tt|61}} | | rowspan=2 | {{Tt|61}} | ||
| {{Tt|Turn | | {{Tt|Turn Off Building}} | ||
| style="text-align: center;" | 0 | | style="text-align: center;" | 0 | ||
| style="text-align: center;" | 0 | | style="text-align: center;" | 0 | ||
Line 38: | Line 38: | ||
|- | |- | ||
| rowspan=2 | {{Tt|62}} | | rowspan=2 | {{Tt|62}} | ||
| {{Tt|Turn | | {{Tt|Turn On Building}} | ||
| style="text-align: center;" | 0 | | style="text-align: center;" | 0 | ||
| style="text-align: center;" | 0 | | style="text-align: center;" | 0 | ||
Line 50: | Line 50: | ||
|- | |- | ||
| rowspan=2 | {{Tt|63}} | | rowspan=2 | {{Tt|63}} | ||
| {{Tt|Apply 100 | | {{Tt|Apply 100 Damage }} | ||
| style="text-align: center;" | 0 | | style="text-align: center;" | 0 | ||
| style="text-align: center;" | Waypoint# | | style="text-align: center;" | Waypoint# | ||
Line 62: | Line 62: | ||
|- | |- | ||
| rowspan=2 | {{Tt|64}} | | rowspan=2 | {{Tt|64}} | ||
| {{Tt|Small Light | | {{Tt|Small Light Flash}} | ||
| style="text-align: center;" | 0 | | style="text-align: center;" | 0 | ||
| style="text-align: center;" | Waypoint# | | style="text-align: center;" | Waypoint# | ||
Line 74: | Line 74: | ||
|- | |- | ||
| rowspan=2 | {{Tt|65}} | | rowspan=2 | {{Tt|65}} | ||
| {{Tt|Medium Light | | {{Tt|Medium Light Flash}} | ||
| style="text-align: center;" | 0 | | style="text-align: center;" | 0 | ||
| style="text-align: center;" | Waypoint# | | style="text-align: center;" | Waypoint# | ||
Line 86: | Line 86: | ||
|- | |- | ||
| rowspan=2 | {{Tt|66}} | | rowspan=2 | {{Tt|66}} | ||
| {{Tt|Large Light | | {{Tt|Large Light Flash}} | ||
| style="text-align: center;" | 0 | | style="text-align: center;" | 0 | ||
| style="text-align: center;" | Waypoint# | | style="text-align: center;" | Waypoint# | ||
Line 122: | Line 122: | ||
|- | |- | ||
| rowspan=2 | {{Tt|69}} | | rowspan=2 | {{Tt|69}} | ||
| {{Tt|Force | | {{Tt|Force End}} | ||
| style="text-align: center;" | 0 | | style="text-align: center;" | 0 | ||
| style="text-align: center;" | 0 | | style="text-align: center;" | 0 | ||
Line 146: | Line 146: | ||
|- | |- | ||
| rowspan=2 | {{Tt|71}} | | rowspan=2 | {{Tt|71}} | ||
| {{Tt|Set | | {{Tt|Set Ambient Step}} | ||
| style="text-align: center;" | 0 | | style="text-align: center;" | 0 | ||
| style="text-align: center;" | Number{{fnl|3}} | | style="text-align: center;" | Number{{fnl|3}} | ||
Line 158: | Line 158: | ||
|- | |- | ||
| rowspan=2 | {{Tt|72}} | | rowspan=2 | {{Tt|72}} | ||
| {{Tt|Set | | {{Tt|Set Ambient Rate}} | ||
| style="text-align: center;" | 0 | | style="text-align: center;" | 0 | ||
| style="text-align: center;" | Number{{fnl|3}} | | style="text-align: center;" | Number{{fnl|3}} | ||
Line 170: | Line 170: | ||
|- | |- | ||
| rowspan=2 | {{Tt|73}} | | rowspan=2 | {{Tt|73}} | ||
| {{Tt|Set | | {{Tt|Set Ambient Light}} | ||
| style="text-align: center;" | 0 | | style="text-align: center;" | 0 | ||
| style="text-align: center;" | Number | | style="text-align: center;" | Number | ||
Line 179: | Line 179: | ||
| style="text-align: center;" | A | | style="text-align: center;" | A | ||
|- | |- | ||
| colspan=9 | Sets ambient light to level P2 | | colspan=9 | Sets [[Ambient|ambient light]] to level P2 | ||
|- | |- | ||
| rowspan=2 | {{Tt|74}} | | rowspan=2 | {{Tt|74}} | ||
| {{Tt|AI | | {{Tt|AI Triggers Begin}} | ||
| style="text-align: center;" | 0 | | style="text-align: center;" | 0 | ||
| style="text-align: center;" | House# | | style="text-align: center;" | House# | ||
Line 206: | Line 206: | ||
|- | |- | ||
| rowspan=2 | {{Tt|75}} | | rowspan=2 | {{Tt|75}} | ||
| {{Tt|AI | | {{Tt|AI Triggers Stop}} | ||
| style="text-align: center;" | 0 | | style="text-align: center;" | 0 | ||
| style="text-align: center;" | House# | | style="text-align: center;" | House# | ||
Line 218: | Line 218: | ||
|- | |- | ||
| rowspan=2 | {{Tt|76}} | | rowspan=2 | {{Tt|76}} | ||
| {{Tt|Ratio of AI | | {{Tt|Ratio of AI Trigger Teams | ||
| style="text-align: center;" | 0 | | style="text-align: center;" | 0 | ||
| style="text-align: center;" | Number | | style="text-align: center;" | Number | ||
Line 227: | Line 227: | ||
| 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}} | ||
| {{Tt|Ratio of | | {{Tt|Ratio of Team Aircraft | ||
| style="text-align: center;" | 0 | | style="text-align: center;" | 0 | ||
| style="text-align: center;" | Number | | style="text-align: center;" | Number | ||
Line 239: | Line 239: | ||
| style="text-align: center;" | A | | style="text-align: center;" | A | ||
|- | |- | ||
| colspan=9 | | | colspan=9 | HOUSE's percentage of aircraft created for teams (P2% are created for AI Triggers, (100-P2)% are for other teams). Defaults to 75. See also {{f|RatioTeamAircraft|link}}. | ||
|- | |- | ||
| rowspan=2 | {{Tt|78}} | | rowspan=2 | {{Tt|78}} | ||
| {{Tt|Ratio of | | {{Tt|Ratio of Team Infantry | ||
| style="text-align: center;" | 0 | | style="text-align: center;" | 0 | ||
| style="text-align: center;" | Number | | style="text-align: center;" | Number | ||
Line 251: | Line 251: | ||
| style="text-align: center;" | A | | style="text-align: center;" | A | ||
|- | |- | ||
| colspan=9 | | | colspan=9 | HOUSE's percentage of infantry created for teams (P2% are created for AI Triggers, (100-P2)% are for other teams). Defaults to 75. See also {{f|RatioTeamInfantry|link}}. | ||
|- | |- | ||
| rowspan=2 | {{Tt|79}} | | rowspan=2 | {{Tt|79}} | ||
| {{Tt|Ratio of | | {{Tt|Ratio of Team Units | ||
| style="text-align: center;" | 0 | | style="text-align: center;" | 0 | ||
| style="text-align: center;" | Number | | style="text-align: center;" | Number | ||
Line 263: | Line 263: | ||
| style="text-align: center;" | A | | style="text-align: center;" | A | ||
|- | |- | ||
| colspan=9 | | | colspan=9 | HOUSE's percentage of units created for teams (P2% are created for AI Triggers, (100-P2)% are for other teams). Defaults to 75. See also {{f|RatioTeamUnits|link}}. | ||
|- | |- | ||
| rowspan=2 | {{Tt|80}} | | rowspan=2 | {{Tt|80}} | ||
| {{Tt|Reinforcement}} | | {{Tt|Reinforcement Team At}} | ||
| style="text-align: center;" | 1 | | style="text-align: center;" | 1 | ||
| style="text-align: center;" | TeamType ID | | style="text-align: center;" | TeamType ID | ||
Line 275: | Line 275: | ||
| style="text-align: center;" | Waypoint | | style="text-align: center;" | Waypoint | ||
|- | |- | ||
| colspan=9 | | | colspan=9 | Creates reinforcement team P2 at waypoint P7. The units will appear magically at the waypoint. | ||
If there is a building or a [[Passengers|transport]] on the waypoint, the task force will spawn inside it, even if the task force members could not normally enter the object. In case of buildings, the task force will exit the building as if produced from it. Transports will not kick out the passengers unless specifically told to (by the player or a [[script]]). | |||
Units with the tunnel (subterranean) [[locomotor]] spawn underground and emerge at or, if obstructed, as close as possible to the waypoint. | |||
|- | |- | ||
| rowspan=2 | {{Tt|81}} | | rowspan=2 | {{Tt|81}} | ||
| {{Tt|Wakeup | | {{Tt|Wakeup Self}} | ||
| style="text-align: center;" | 0 | | style="text-align: center;" | 0 | ||
| style="text-align: center;" | 0 | | style="text-align: center;" | 0 | ||
Line 290: | Line 294: | ||
|- | |- | ||
| rowspan=2 | {{Tt|82}} | | rowspan=2 | {{Tt|82}} | ||
| {{Tt|Wakeup | | {{Tt|Wakeup All Sleepers}} | ||
| style="text-align: center;" | 0 | | style="text-align: center;" | 0 | ||
| style="text-align: center;" | 0 | | style="text-align: center;" | 0 | ||
Line 302: | Line 306: | ||
|- | |- | ||
| rowspan=2 | {{Tt|83}} | | rowspan=2 | {{Tt|83}} | ||
| {{Tt|Wakeup | | {{Tt|Wakeup All Harmless}} | ||
| style="text-align: center;" | 0 | | style="text-align: center;" | 0 | ||
| style="text-align: center;" | 0 | | style="text-align: center;" | 0 | ||
Line 314: | Line 318: | ||
|- | |- | ||
| rowspan=2 | {{Tt|84}} | | rowspan=2 | {{Tt|84}} | ||
| {{Tt|Wakeup | | {{Tt|Wakeup Group}} | ||
| style="text-align: center;" | 0 | | style="text-align: center;" | 0 | ||
| style="text-align: center;" | Group | | style="text-align: center;" | Group | ||
Line 323: | Line 327: | ||
| style="text-align: center;" | A | | style="text-align: center;" | A | ||
|- | |- | ||
| colspan=9 | Wakeup all HOUSE's units which (as received from their TaskForce) belong to group P2 | | colspan=9 | {{HorizontalBar|[[Image:Cc_alert.png|24px]][[Category:Bugs and Errors]] Action {{tt|Wakeup Group}} is bugged. In certain circumstances, [https://github.com/Vinifera-Developers/Vinifera/issues/674 it will crash the game].}} Wakeup all HOUSE's units which (as received from their TaskForce) belong to group P2 | ||
|- | |- | ||
| rowspan=2 | {{Tt|85}} | | rowspan=2 | {{Tt|85}} | ||
| {{Tt|Vein | | {{Tt|Vein Growth}} | ||
| style="text-align: center;" | 0 | | style="text-align: center;" | 0 | ||
| style="text-align: center;" | 0/1 = no/yes | | style="text-align: center;" | 0/1 = no/yes | ||
Line 338: | Line 342: | ||
|- | |- | ||
| rowspan=2 | {{Tt|86}} | | rowspan=2 | {{Tt|86}} | ||
| {{Tt|Tiberium | | {{Tt|Tiberium Growth}} | ||
| style="text-align: center;" | 0 | | style="text-align: center;" | 0 | ||
| style="text-align: center;" | 0/1 = no/yes | | style="text-align: center;" | 0/1 = no/yes | ||
Line 350: | Line 354: | ||
|- | |- | ||
| rowspan=2 | {{Tt|87}} | | rowspan=2 | {{Tt|87}} | ||
| {{Tt|Ice | | {{Tt|Ice Growth}} | ||
| style="text-align: center;" | 0 | | style="text-align: center;" | 0 | ||
| style="text-align: center;" | 0/1 = no/yes | | style="text-align: center;" | 0/1 = no/yes | ||
Line 362: | Line 366: | ||
|- | |- | ||
| rowspan=2 | {{Tt|88}} | | rowspan=2 | {{Tt|88}} | ||
| {{Tt|Particle Anim | | {{Tt|Particle System Anim At}} | ||
| style="text-align: center;" | 0 | | style="text-align: center;" | 0 | ||
| style="text-align: center;" | | | style="text-align: center;" | ParticleSystem# | ||
| style="text-align: center;" | 0 | | style="text-align: center;" | 0 | ||
| style="text-align: center;" | 0 | | style="text-align: center;" | 0 | ||
Line 371: | Line 375: | ||
| style="text-align: center;" | Waypoint | | style="text-align: center;" | Waypoint | ||
|- | |- | ||
| colspan=9 | Spawn particle P2 at waypoint P7 | | colspan=9 | Spawn particle system P2 (0-based index) at waypoint P7 | ||
|- | |- | ||
| rowspan=2 | {{Tt|89}} | | rowspan=2 | {{Tt|89}} | ||
| {{Tt|Remove Particle Anim | | {{Tt|Remove Particle System 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;" | 0 | ||
| style="text-align: center;" | | | style="text-align: center;" | Waypoint | ||
|- | |- | ||
| colspan=9 | Remove all | | colspan=9 | Remove all particle system from waypoint P7 | ||
|- style="background: #ddd; border: 1px solid #000; border-width: 1px 0;" | |- style="background: #ddd; border: 1px solid #000; border-width: 1px 0;" | ||
! style="width: 5em;" rowspan=2 | Code {{Fnl|1}} | ! style="width: 5em;" rowspan=2 | Code {{Fnl|1}} | ||
Line 398: | Line 402: | ||
|- | |- | ||
| rowspan=2 | {{Tt|90}} | | rowspan=2 | {{Tt|90}} | ||
| {{Tt|Lightning | | {{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;" | 0 | ||
| style="text-align: center;" | | | 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 446: | Line 450: | ||
|- | |- | ||
| rowspan=2 | {{Tt|94}} | | rowspan=2 | {{Tt|94}} | ||
| {{Tt|Ion | | {{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;" | 0 | ||
| style="text-align: center;" | | | 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}} | ||
| {{Tt|Nuke | | {{Tt|Nuke Strike}} | ||
| style="text-align: center;" | 0 | | style="text-align: center;" | 0 | ||
| style="text-align: center;" | 0 | | style="text-align: center;" | 0 | ||
Line 470: | Line 474: | ||
|- | |- | ||
| rowspan=2 | {{Tt|96}} | | rowspan=2 | {{Tt|96}} | ||
| {{Tt|Chem | | {{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;" | 0 | ||
| style="text-align: center;" | | | 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 494: | Line 498: | ||
|- | |- | ||
| rowspan=2 | {{Tt|98}} | | rowspan=2 | {{Tt|98}} | ||
| {{Tt|Play Sound Effect}} | | {{Tt|Play Sound Effect Random}} | ||
| style="text-align: center;" | 0 | | style="text-align: center;" | 0 | ||
| style="text-align: center;" | Sound# | | style="text-align: center;" | Sound# | ||
Line 530: | Line 534: | ||
|- | |- | ||
| rowspan=2 | {{Tt|101}} | | rowspan=2 | {{Tt|101}} | ||
| {{Tt| | | {{Tt|Flash Team}}{{fso}} | ||
| style="text-align: center;" | 4 | |||
| style="text-align: center;" | TeamType ID | |||
| 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;" | Duration | ||
|- | |- | ||
| colspan=9 | | | colspan=9 | Flash team P2 for the duration (in frames) specified in P7 | ||
|- | |- | ||
| rowspan=2 | {{Tt|102}} | | rowspan=2 | {{Tt|102}} | ||
| {{Tt| | | {{Tt|Disable Speech}}{{fso}} | ||
| style="text-align: center;" | 0 | | style="text-align: center;" | 0 | ||
| style="text-align: center;" | 0 | | style="text-align: center;" | 0 | ||
Line 549: | Line 553: | ||
| 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 | ||
|- | |- | ||
| colspan=9 | | | colspan=9 | Disables EVA announcements. | ||
|- | |- | ||
| rowspan=2 | {{Tt|103}} | | rowspan=2 | {{Tt|103}} | ||
| {{Tt| | | {{Tt|Enable Speech}}{{fso}} | ||
| 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 | ||
Line 563: | Line 567: | ||
| style="text-align: center;" | A | | style="text-align: center;" | A | ||
|- | |- | ||
| colspan=9 | | | colspan=9 | Enables EVA announcements. | ||
|- | |- | ||
| rowspan=2 | {{Tt|104}} | | rowspan=2 | {{Tt|104}} | ||
| {{Tt| | | {{Tt|Set Team ID}}{{fso}} | ||
| style="text-align: center;" | 0 | | style="text-align: center;" | 0 | ||
| style="text-align: center;" | | | style="text-align: center;" | Group | ||
| style="text-align: center;" | 0 | | style="text-align: center;" | 0 | ||
| style="text-align: center;" | 0 | | style="text-align: center;" | 0 | ||
Line 575: | Line 579: | ||
| style="text-align: center;" | A | | style="text-align: center;" | A | ||
|- | |- | ||
| colspan=9 | | | colspan=9 | Assigns all attached objects to Group P2. | ||
|- | |- | ||
| rowspan=2 | {{Tt|105}} | | rowspan=2 | {{Tt|105}} | ||
| {{Tt|Talk Bubble}} | | {{Tt|Talk Bubble}}{{fso}} | ||
| style="text-align: center;" | | | style="text-align: center;" | 4 | ||
| style="text-align: center;" | TeamType ID | | style="text-align: center;" | TeamType ID | ||
| style="text-align: center;" | 0 | | style="text-align: center;" | 0 | ||
Line 585: | Line 589: | ||
| 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;" | Frame | ||
|- | |- | ||
| colspan=9 | Displays talk bubble over each member of TeamType P2 | | colspan=9 | Displays talk bubble frame P7 (1-based index) over each member of TeamType P2 | ||
|- style="background: #ddd; border: 1px solid #000; border-width: 1px 0;" | |- style="background: #ddd; border: 1px solid #000; border-width: 1px 0;" | ||
! style="width: 5em;" rowspan=2 | Code {{Fnl|1}} | ! style="width: 5em;" rowspan=2 | Code {{Fnl|1}} |
Latest revision as of 07:07, 16 August 2024
Code 1 | Action | Parameter types | ||||||
---|---|---|---|---|---|---|---|---|
#1 (P1) | #2 (P2) | #3 (P3) | #4 (P4) | #5 (P5) | #6 (P6) | #7 (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 | ||||||||
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 | Number3 | 0 | 0 | 0 | 0 | A |
Sets ambient light fade step value to P2 | ||||||||
72 | Set Ambient Rate | 0 | Number3 | 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 | ||||||||
Code 1 | Action | Parameter types | ||||||
#1 (P1) | #2 (P2) | #3 (P3) | #4 (P4) | #5 (P5) | #6 (P6) | #7 (P7) | ||
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 |
HOUSE's percentage of aircraft created for teams (P2% are created for AI Triggers, (100-P2)% are for other teams). Defaults to 75. See also RatioTeamAircraft. | ||||||||
78 | Ratio of Team Infantry | 0 | Number | 0 | 0 | 0 | 0 | A |
HOUSE's percentage of infantry created for teams (P2% are created for AI Triggers, (100-P2)% are for other teams). Defaults to 75. See also RatioTeamInfantry. | ||||||||
79 | Ratio of Team Units | 0 | Number | 0 | 0 | 0 | 0 | A |
HOUSE's percentage of units created for teams (P2% are created for AI Triggers, (100-P2)% are for other teams). Defaults to 75. See also RatioTeamUnits. | ||||||||
80 | Reinforcement Team At | 1 | TeamType ID | 0 | 0 | 0 | 0 | Waypoint |
Creates reinforcement team P2 at waypoint P7. The units will appear magically at the waypoint.
If there is a building or a transport on the waypoint, the task force will spawn inside it, even if the task force members could not normally enter the object. In case of buildings, the task force will exit the building as if produced from it. Transports will not kick out the passengers unless specifically told to (by the player or a script). Units with the tunnel (subterranean) locomotor spawn underground and emerge at or, if obstructed, as close as possible to the waypoint. | ||||||||
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 | ||||||||
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 System Anim At | 0 | ParticleSystem# | 0 | 0 | 0 | 0 | Waypoint |
Spawn particle system P2 (0-based index) at waypoint P7 | ||||||||
89 | Remove Particle System Anim At | 0 | 0 | 0 | 0 | 0 | 0 | Waypoint |
Remove all particle system from waypoint P7 | ||||||||
Code 1 | Action | Parameter types | ||||||
#1 (P1) | #2 (P2) | #3 (P3) | #4 (P4) | #5 (P5) | #6 (P6) | #7 (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 Random | 0 | Sound# | 0 | 0 | 0 | 0 | A |
Plays sound P2 at random waypoint | ||||||||
99 | Play Sound Effect At | 0 | 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 | ||||||||
101 | Flash Team | 4 | TeamType ID | 0 | 0 | 0 | 0 | Duration |
Flash team P2 for the duration (in frames) specified in P7 | ||||||||
102 | Disable Speech | 0 | 0 | 0 | 0 | 0 | 0 | A |
Disables EVA announcements. | ||||||||
103 | Enable Speech | 0 | 0 | 0 | 0 | 0 | 0 | A |
Enables EVA announcements. | ||||||||
104 | Set Team ID | 0 | Group | 0 | 0 | 0 | 0 | A |
Assigns all attached objects to Group P2. | ||||||||
105 | Talk Bubble | 4 | TeamType ID | 0 | 0 | 0 | 0 | Frame |
Displays talk bubble frame P7 (1-based index) over each member of TeamType P2 | ||||||||
Code 1 | Action | Parameter types | ||||||
#1 (P1) | #2 (P2) | #3 (P3) | #4 (P4) | #5 (P5) | #6 (P6) | #7 (P7) |