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Actions (maps)/TSFS/060 106: Difference between revisions

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Crimsonum (talk | contribs)
Vanilla maps have both params defined on TAction 90. It may not always work with only P7 defined.
Crimsonum (talk | contribs)
Note about action 80.
 
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| 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 | 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}}
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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 | 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}}
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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 | 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}}
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| style="text-align: center;" | Waypoint
| style="text-align: center;" | Waypoint
|-
|-
| colspan=9 | Creates a reinforcement of the TeamType P2 at Waypoint P7. The TaskForce will appear directly at the waypoint. With this action, it is also possible to add infantry passengers into a transport sitting at the waypoint.
| 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}}
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| 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
{{W}} '''Warning:''' Due to a bug, this action is prone to crash the game. This bug has been fixed in [https://github.com/Vinifera-Developers/Vinifera/pull/675 Vinifera].
|-
|-
| rowspan=2 | {{Tt|85}}
| rowspan=2 | {{Tt|85}}
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| {{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
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| style="text-align: center;" | Waypoint
| style="text-align: center;" | Waypoint
|-
|-
| colspan=9 | A single Ion Storm lightning bolt strikes at waypoint P2/P7
| colspan=9 | A single Ion Storm lightning bolt strikes at waypoint P7
|-
|-
| rowspan=2 | {{Tt|91}}
| rowspan=2 | {{Tt|91}}

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
Action Wakeup Group is bugged. In certain circumstances, it will crash the game.

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)