ModEnc is currently in Maintenance Mode: Changes could occur at any given moment, without advance warning.

Actions (maps)/TSFS/000 059: Difference between revisions

From ModEnc
Jump to navigation Jump to search
Crimsonum (talk | contribs)
Fixed some stuff.
Crimsonum (talk | contribs)
Note about action 7.
 
(8 intermediate revisions by the same user not shown)
Line 59: Line 59:
| style="text-align: center;" | A
| style="text-align: center;" | A
|-
|-
| colspan=9 | House P2 will begin production  
| colspan=9 | Enables [[PlayerControl|computer-controlled]] House P2 to produce units for [[teams]] and (re)construct buildings according to [[base nodes]]. This is necessary if the House's [[IQ]] is too low for [[Production|automatic production]].
|-
|-
| rowspan=2 | {{Tt|4}}
| rowspan=2 | {{Tt|4}}
Line 83: Line 83:
| style="text-align: center;" | A
| style="text-align: center;" | A
|-
|-
| colspan=9 | Destroys all instances of TeamType P2  
| colspan=9 | Destroys all instances of TeamType P2. This dissolves the team(s), but leaves the team members alive. However, the teams are regarded as "killed" for purposes like certain trigger [[events]] (e.g. event #29 or #48).
|-
|-
| rowspan=2 | {{Tt|6}}
| rowspan=2 | {{Tt|6}}
Line 110: Line 110:


If no waypoint is defined or the waypoint is otherwise invalid, then the edge is determined by the {{f|Edge|link}} parameter of the team's house.
If no waypoint is defined or the waypoint is otherwise invalid, then the edge is determined by the {{f|Edge|link}} parameter of the team's house.
See also action #80.
'''Note:''' In case of non-burrowing ground units, the game attempts to determine a clear spot just outside the map's visible area to spawn the task force in. This can often lead to strange results, like the task force spawning far away from the desired waypoint, even on the opposite side of the map.
|-
|-
| rowspan=2 | {{Tt|8}}
| rowspan=2 | {{Tt|8}}
Line 181: Line 185:
| style="text-align: center;" | A
| style="text-align: center;" | A
|-
|-
| colspan=9 | Initiates autocreate for the house specified. This will cause the computer's house to build autocreate teams as it sees fit
| colspan=9 | {{obsolete|Tiberian Sun|{{tt|Autocreate Begins}}}} In previous games, this action enabled the specified computer-controlled house to [[AutocreateTime|periodically]] build [[autocreate]] teams. However, this system is deprecated, most likely in favor of the new and more flexible [[AI triggers]].
|-
|-
| rowspan=2 | {{Tt|14}}
| rowspan=2 | {{Tt|14}}
Line 193: Line 197:
| style="text-align: center;" | A
| style="text-align: center;" | A
|-
|-
| colspan=9 | Attached objects are granted to House P2
| colspan=9 | Attached objects are granted to House P2.
 
Note that the House will technically "capture" the objects. If there's another trigger with [[Events/TSFS|events]] like #29 or #48 attached to those objects, that trigger will fire due to the House change.
|- 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 217: Line 223:
| style="text-align: center;" | A
| style="text-align: center;" | A
|-
|-
| colspan=9 | The 'Win' action will not fire if any triggers with this action haven't fired yet
| colspan=9 | {{obsolete|Tiberian Sun|{{tt|Allow Win}}}} In previous games, the mission could only be won once all triggers that had this action had fired. In TS, this was made obsolete by the introduction of [[VariableNames|local variables]].
|-
|-
| rowspan=2 | {{Tt|16}}
| rowspan=2 | {{Tt|16}}
Line 462: Line 468:
| {{Tt|Preferred target}}
| {{Tt|Preferred target}}
| style="text-align: center;" | 0
| style="text-align: center;" | 0
| style="text-align: center;" | ?
| style="text-align: center;" | [[QuarryTypes|Quarry#]]
| style="text-align: center;" | 0
| style="text-align: center;" | 0
| style="text-align: center;" | 0
| style="text-align: center;" | 0
Line 469: Line 475:
| style="text-align: center;" | A
| style="text-align: center;" | A
|-
|-
| colspan=9 | HOUSE sets its preferred target to P2
| colspan=9 | HOUSE sets the preferred target type for super weapons to P2
|-
|-
| rowspan=2 | {{Tt|36}}
| rowspan=2 | {{Tt|36}}
Line 570: Line 576:
| {{Tt|Ion Storm start}}
| {{Tt|Ion Storm start}}
| style="text-align: center;" | 0
| style="text-align: center;" | 0
| style="text-align: center;" | Time
| style="text-align: center;" | Time{{fnl|5}}
| style="text-align: center;" | 0
| style="text-align: center;" | 0
| style="text-align: center;" | 0
| style="text-align: center;" | 0
Line 577: Line 583:
| style="text-align: center;" | A
| style="text-align: center;" | A
|-
|-
| colspan=9 | Starts an ion storm sequence to run for P2 frames
| colspan=9 | Starts an ion storm sequence to run for P2 seconds{{fnl|5}}.
|- 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 06:56, 16 August 2024

Code 1 Action Parameter types
#1 (P1) #2 (P2) #3 (P3) #4 (P4) #5 (P5) #6 (P6) #7 (P7)
0 No Action 0 0 0 0 0 0 A
No Action - nothing happens
1 Win 0 House# 0 0 0 0 A
House P2 wins the game
2 Lose 0 House# 0 0 0 0 A
House P2 loses the game
3 Production Begins 0 House# 0 0 0 0 A
Enables computer-controlled House P2 to produce units for teams and (re)construct buildings according to base nodes. This is necessary if the House's IQ is too low for automatic production.
4 Create Team. 14 TeamType ID 0 0 0 0 A
Creates an instance of TeamType P2 owned by HOUSE2. The TaskForce will be recruited from existing units or produced from factory, provided the House is AI-controlled and production is enabled.
5 Destroy Team 1 TeamType ID 0 0 0 0 A
Destroys all instances of TeamType P2. This dissolves the team(s), but leaves the team members alive. However, the teams are regarded as "killed" for purposes like certain trigger events (e.g. event #29 or #48).
6 All to Hunt 0 House# 0 0 0 0 A
House P2 sends all its objects to hunt
7 Reinforcement 1 TeamType ID 0 0 0 0 A
Spawns team type P2 and grants it to its owner house. In most cases, the task force will arrive from the map edge closest to the team's origin waypoint. Units with the tunnel (subterranean) locomotor spawn directly at the waypoint.

If no waypoint is defined or the waypoint is otherwise invalid, then the edge is determined by the Edge parameter of the team's house.

See also action #80.

Note: In case of non-burrowing ground units, the game attempts to determine a clear spot just outside the map's visible area to spawn the task force in. This can often lead to strange results, like the task force spawning far away from the desired waypoint, even on the opposite side of the map.

8 Drop Zone Flare 0 0 0 0 0 0 Waypoint
Displays a drop zone flare at waypoint P7 and reveals map around that location
9 Fire Sale 0 House# 0 0 0 0 A
House P2 sells all structures
10 Play Movie 0 Movie# 0 0 0 0 A
Pauses the game and plays the movie P2 in full screen
11 Text Trigger 0 String# 0 0 0 0 A
Displays the text with index P2 from tutorial.ini
12 Destroy Trigger 2 Trigger ID 0 0 0 0 A
Destroy all instances of Trigger P2
13 Autocreate Begins 0 House# 0 0 0 0 A
Logic related to Autocreate Begins, as a whole or in part, is obsolete in Tiberian Sun.

In previous games, this action enabled the specified computer-controlled house to periodically build autocreate teams. However, this system is deprecated, most likely in favor of the new and more flexible AI triggers.
14 Change House 0 House# 0 0 0 0 A
Attached objects are granted to House P2.

Note that the House will technically "capture" the objects. If there's another trigger with events like #29 or #48 attached to those objects, that trigger will fire due to the House change.

Code 1 Action Parameter types
#1 (P1) #2 (P2) #3 (P3) #4 (P4) #5 (P5) #6 (P6) #7 (P7)
15 Allow Win 0 0 0 0 0 0 A
Logic related to Allow Win, as a whole or in part, is obsolete in Tiberian Sun.

In previous games, the mission could only be won once all triggers that had this action had fired. In TS, this was made obsolete by the introduction of local variables.
16 Reveal all map 0 0 0 0 0 0 A
Reveals the entire map to the player
17 Reveal around waypoint 0 Waypoint# 0 0 0 0 A
Reveals a region of the map to the player around the waypoint specified
18 Reveal waypoint zone 0 Waypoint# 0 0 0 0 A
Reveals the zone of waypoint P2
19 Play sound effect 0 Sound# 0 0 0 0 A
Plays the sound effect P2
20 Play music theme 0 Theme# 0 0 0 0 A
Plays the music theme P2
21 Play speech 0 Speech# 0 0 0 0 A
Plays the speech P2
22 Force Trigger 2 Trigger ID 0 0 0 0 A
Forces trigger P2 to fire
23 Timer Start 0 0 0 0 0 0 A
Starts the global mission timer
24 Timer Stop 0 0 0 0 0 0 A
Stops the global mission timer
25 Timer Extend 0 Time5 0 0 0 0 A
Extends the global mission timer by this many seconds5.
26 Timer Shorten 0 Time5 0 0 0 0 A
Reduces the global mission timer by this many seconds5.
27 Timer Set 0 Time5 0 0 0 0 A
Sets the global mission timer to this many seconds5.
28 Global Set 0 Global# 0 0 0 0 A
Global variable P2 is set
29 Global Clear 0 Global# 0 0 0 0 A
Global variable P2 is cleared
Code 1 Action Parameter types
#1 (P1) #2 (P2) #3 (P3) #4 (P4) #5 (P5) #6 (P6) #7 (P7)
30 Auto Base Building 0 Boolean 0 0 0 0 A
If P2 ≠ 0, enables base construction for HOUSE. See also action no. 3
31 Grow shroud 0 0 0 0 0 0 A
The shroud expands by one cell
32 Destroy Attached Object 0 0 0 0 0 0 A
Attached objects are destroyed
33 Add 1-time super weapon 0 SuperWeapon# 0 0 0 0 A
HOUSE gets one-time superweapon P2
34 Add repeating super weapon 0 SuperWeapon# 0 0 0 0 A
HOUSE gains repeating superweapon P2
35 Preferred target 0 Quarry# 0 0 0 0 A
HOUSE sets the preferred target type for super weapons to P2
36 All change house 0 House# 0 0 0 0 A
All objects of HOUSE are assigned to House P2
37 Make ally 0 House# 0 0 0 0 A
Forces HOUSE to ally with house P2
38 Make enemy 0 House# 0 0 0 0 A
Forces HOUSE to un-ally with house P2
39 Change Zoom Level 0 Special 0 0 0 0 A
Changes the zoom out level of the player's radar map:
(1 - normal view, 2 - zoomed out)
40 Resize Player View 0 0 X offset Y offset Width Height A
Changes the visible portion of the map. See [Map]LocalSize= for more information on the parameters.
41 Play Anim At 0 Animation# 0 0 0 0 Waypoint
Plays animation P2 in the waypoint P7
42 Fire Weapon At 0 Weapon# 0 0 0 0 Waypoint
Detonates an explosion with weapon P2 in the waypoint P7
43 Meteor Impact At 0 VoxelAnim# 0 0 0 0 Waypoint#
Creates VoxelAnim P2 at waypoint P7 and plays the EVA speech "Meteor storm approaching"
44 Ion Storm start 0 Time5 0 0 0 0 A
Starts an ion storm sequence to run for P2 seconds5.
Code 1 Action Parameter types
#1 (P1) #2 (P2) #3 (P3) #4 (P4) #5 (P5) #6 (P6) #7 (P7)
45 Ion Storm stop 0 0 0 0 0 0 A
Stops any Ion storm in progress
46 Lock input 0 0 0 0 0 0 A
Disables user input
47 Unlock input 0 0 0 0 0 0 A
Enables user input
48 Center Camera at waypoint 0 Speed (0-4) 0 0 0 0 Waypoint
Moves the tactical view to waypoint P7 with given speed in P2
49 Zoom in 0 0 0 0 0 0 A
Zooms the tactical map in
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# 0 0 0 0 A
Enables trigger P2
54 Disable Trigger 2 Trigger# 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
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 (0-3) 0 0 0 0 Waypoint
Creates a meteor shower of size P2 around waypoint P7 and plays the EVA speech "Meteor storm approaching". Larger size values indicate more meteors.
59 Reduce Tiberium 0 0 0 0 0 0 Waypoint