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m $_ = 0
m Swapped columns to make sense
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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"
! Event || Meaning || Code {{Fnl|1}}
! Code {{Fnl|1}} || Event || Meaning
|-
|-
| {{Tt|None}} || No Event - cannot be activated || {{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}} || {{Tt|Player Enters}} || Player enters attached celltag/captures attached building
|-
|-
| {{Tt|Discovered}} || Player reveals shroud covering this object || {{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}} || {{Tt|Attacked}} || Attached object gets attacked by any house
|-
|-
| {{Tt|Destroyed}} || Attached object is destroyed || {{Tt|Destroyed}}
| {{Tt|Destroyed}} || {{Tt|Destroyed}} || Attached object is destroyed
|-
|-
| {{Tt|Any}} || Unknown || {{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.}} || {{Tt|House Discov.}} || HOUSE{{Fnl|2}} has been seen by the player
|-
|-
| {{Tt|Units Destr.}} || All units of HOUSE are destroyed || {{Tt|Units Destr.}}
| {{Tt|Units Destr.}} || {{Tt|Units Destr.}} || All units of HOUSE are destroyed
|-
|-
| {{Tt|Bldgs Destr.}} || All buildings of HOUSE are destroyed || {{Tt|Bldgs Destr.}}
| {{Tt|Bldgs Destr.}} || {{Tt|Bldgs Destr.}} || All buildings of HOUSE are destroyed
|-
|-
| {{Tt|All Destr.}} || All objects 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}} || {{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}} || {{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.}} || {{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.}} || {{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}} || {{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.}} || {{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}} || {{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.