ModEnc is currently in Maintenance Mode: Changes could occur at any given moment, without advance warning.
Events/TD: Difference between revisions
< Events
m $_ = 0 |
m Swapped columns to make sense |
||
Line 1: | Line 1: | ||
In TD, Events were a part of the [{{Tt|[[Maps/Triggers#TD.2FCO|Triggers]]}}] section, and the triggers could have only one event. The following Events were available: | In TD, Events were a part of the [{{Tt|[[Maps/Triggers#TD.2FCO|Triggers]]}}] section, and the triggers could have only one event. The following Events were available: | ||
{| border=1 class="table_descrow" | {| border=1 class="table_descrow" | ||
! | ! Code {{Fnl|1}} || Event || Meaning | ||
|- | |- | ||
| {{Tt|None}} | | {{Tt|None}} || {{Tt|None}} || No Event - cannot be activated | ||
|- | |- | ||
| {{Tt|Player Enters}} || Player enters attached celltag/captures attached building | | {{Tt|Player Enters}} || {{Tt|Player Enters}} || Player enters attached celltag/captures attached building | ||
|- | |- | ||
| {{Tt|Discovered}} | | {{Tt|Discovered}} || {{Tt|Discovered}} || Player reveals shroud covering this object | ||
|- | |- | ||
| {{Tt|Attacked}} || Attached object gets attacked by any house | | {{Tt|Attacked}} || {{Tt|Attacked}} || Attached object gets attacked by any house | ||
|- | |- | ||
| {{Tt|Destroyed}} | | {{Tt|Destroyed}} || {{Tt|Destroyed}} || Attached object is destroyed | ||
|- | |- | ||
| {{Tt|Any}} | | {{Tt|Any}} || {{Tt|Any}} || Unknown | ||
|- | |- | ||
| {{Tt|House Discov.}} || HOUSE{{Fnl|2}} has been seen by the player | | {{Tt|House Discov.}} || {{Tt|House Discov.}} || HOUSE{{Fnl|2}} has been seen by the player | ||
|- | |- | ||
| {{Tt|Units Destr.}} | | {{Tt|Units Destr.}} || {{Tt|Units Destr.}} || All units of HOUSE are destroyed | ||
|- | |- | ||
| {{Tt|Bldgs Destr.}} | | {{Tt|Bldgs Destr.}} || {{Tt|Bldgs Destr.}} || All buildings of HOUSE are destroyed | ||
|- | |- | ||
| {{Tt|All Destr.}} | | {{Tt|All Destr.}} || {{Tt|All Destr.}} || All objects of HOUSE are destroyed | ||
|- | |- | ||
| {{Tt|Credits}} || Player has at least as many credits as EVENT_PARAMETER{{Fnl|3}} specifies | | {{Tt|Credits}} || {{Tt|Credits}} || Player has at least as many credits as EVENT_PARAMETER{{Fnl|3}} specifies | ||
|- | |- | ||
| {{Tt|Time}} || The amount of time specified by EVENT_PARAMETER has passed since this mission started | | {{Tt|Time}} || {{Tt|Time}} || The amount of time specified by EVENT_PARAMETER has passed since this mission started | ||
|- | |- | ||
| {{Tt|# Bldgs Dstr.}} || The amount of structures (owned by HOUSE) specified by EVENT_PARAMETER have been destroyed | | {{Tt|# Bldgs Dstr.}} || {{Tt|# Bldgs Dstr.}} || The amount of structures (owned by HOUSE) specified by EVENT_PARAMETER have been destroyed | ||
|- | |- | ||
| {{Tt|# Units Dstr.}} || The amount of units (owned by HOUSE) specified by EVENT_PARAMETER have been destroyed | | {{Tt|# Units Dstr.}} || {{Tt|# Units Dstr.}} || The amount of units (owned by HOUSE) specified by EVENT_PARAMETER have been destroyed | ||
|- | |- | ||
| {{Tt|No Factories}} || HOUSE doesn't have any Construction Yards/Barracks/Weapons Factories left | | {{Tt|No Factories}} || {{Tt|No Factories}} || HOUSE doesn't have any Construction Yards/Barracks/Weapons Factories left | ||
|- | |- | ||
| {{Tt|Civ. Evac.}} || Civilians have been evacuated (See {{TTL|CivEvac}}) | | {{Tt|Civ. Evac.}} || {{Tt|Civ. Evac.}} || Civilians have been evacuated (See {{TTL|CivEvac}}) | ||
|- | |- | ||
| {{Tt|Built It}} || HOUSE built the structure specified in EVENT_PARAMETER<br /> Mind that EVENT_PARAMETER is an integer, and in this case specifies a structure's internal number instead of its ID. <!-- Need Nyerguds approval to use info from his [http://www.freewebs.com/ccfzcc/text/ccmanual.txt ccmanual] --> | | {{Tt|Built It}} || {{Tt|Built It}} || HOUSE built the structure specified in EVENT_PARAMETER<br /> Mind that EVENT_PARAMETER is an integer, and in this case specifies a structure's internal number instead of its ID. <!-- Need Nyerguds approval to use info from his [http://www.freewebs.com/ccfzcc/text/ccmanual.txt ccmanual] --> | ||
|} | |} | ||
Revision as of 11:04, 13 September 2006
In TD, Events were a part of the [Triggers] section, and the triggers could have only one event. The following Events were available:
Code 1 | Event | Meaning |
---|---|---|
None | None | No Event - cannot be activated |
Player Enters | Player Enters | Player enters attached celltag/captures attached building |
Discovered | Discovered | Player reveals shroud covering this object |
Attacked | Attacked | Attached object gets attacked by any house |
Destroyed | Destroyed | Attached object is destroyed |
Any | Any | Unknown |
House Discov. | House Discov. | HOUSE2 has been seen by the player |
Units Destr. | Units Destr. | All units of HOUSE are destroyed |
Bldgs Destr. | Bldgs Destr. | All buildings of HOUSE are destroyed |
All Destr. | All Destr. | All objects of HOUSE are destroyed |
Credits | Credits | Player has at least as many credits as EVENT_PARAMETER3 specifies |
Time | Time | The amount of time specified by EVENT_PARAMETER has passed since this mission started |
# Bldgs Dstr. | # Bldgs Dstr. | The amount of structures (owned by HOUSE) specified by EVENT_PARAMETER have been destroyed |
# Units Dstr. | # Units Dstr. | The amount of units (owned by HOUSE) specified by EVENT_PARAMETER have been destroyed |
No Factories | No Factories | HOUSE doesn't have any Construction Yards/Barracks/Weapons Factories left |
Civ. Evac. | Civ. Evac. | Civilians have been evacuated (See Template:TTL) |
Built It | Built It | HOUSE built the structure specified in EVENT_PARAMETER Mind that EVENT_PARAMETER is an integer, and in this case specifies a structure's internal number instead of its ID. |
Events took one parameter, which defaulted to 0.
Notes
1 ↑ This column specifies the code to be written in the Trigger's EVENT slot, including the trailing dot where appropriate.
2 ↑ HOUSE in this document refers to the house owning the Trigger, labeled "HOUSE" in the Triggers page.
3 ↑ EVENT_PARAMETER in this document refers to the parameter labeled "EVENT_PARAMETER" in the Triggers page.