ModEnc is currently in Maintenance Mode: Changes could occur at any given moment, without advance warning.
Actions (maps)/RA: Difference between revisions
Jump to navigation
Jump to search
Created |
Restyled yet again... I really think this style is satisfactory |
||
Line 3: | Line 3: | ||
The following Actions were available: | The following Actions were available: | ||
{| border=1 class="table_descrow" | {| style="width: 95%;" border=1 class="table_descrow" | ||
! | |- style="background: #ddd; border: 1px solid #000; border-width: 1px 0;" | ||
! rowspan=2 style="width: | ! style="width: 5em;" rowspan=2 | Code {{Fnl|1}} | ||
! | ! rowspan=2 | Action | ||
! | ! style="text-align: center;" colspan=3 | Parameter types | ||
|- style="background: #ddd; border: 1px solid #000; border-width: 1px 0;" | |||
! style="width: 8em; text-align: center;" | #1 (P1) | |||
! style="width: 8em; text-align: center;" | #2 (P2) | |||
! style="width: 8em; text-align: center;" | #3 (P3) | |||
|- | |- | ||
| rowspan=2 | {{Tt|0}} | |||
| {{Tt|No action}} | |||
| style="text-align: center;" | -1 | |||
| style="text-align: center;" | -1 | |||
| style="text-align: center;" | -1 | |||
|- | |- | ||
| | | colspan=5 | No Action - do nothing | ||
|- | |- | ||
| {{Tt|1}} | | rowspan=2 | {{Tt|1}} | ||
| {{Tt|Winner is}} | |||
| style="text-align: center;" | -1 | |||
| style="text-align: center;" | -1 | |||
| style="text-align: center;" | House# | |||
|- | |- | ||
| | | colspan=5 | Declares house P3 the winner | ||
|- | |- | ||
| {{Tt| | | rowspan=2 | {{Tt|2}} | ||
| {{Tt|Loser is}} | |||
| style="text-align: center;" | -1 | |||
| style="text-align: center;" | -1 | |||
| style="text-align: center;" | House# | |||
|- | |- | ||
| | | colspan=5 | Declares house P3 the loser | ||
|- | |- | ||
| {{Tt| | | rowspan=2 | {{Tt|3}} | ||
| {{Tt|Production begins}} | |||
| style="text-align: center;" | -1 | |||
| style="text-align: center;" | -1 | |||
| style="text-align: center;" | House# | |||
|- | |- | ||
| | | colspan=5 | House P3 is allowed to start autoproduction | ||
|- | |- | ||
| {{Tt| | | rowspan=2 | {{Tt|4}} | ||
| {{Tt|Create team}} | |||
| style="text-align: center;" | TeamType# | |||
| style="text-align: center;" | -1 | |||
| style="text-align: center;" | -1 | |||
|- | |- | ||
| | | colspan=5 | HOUSE{{Fnl|2}} creates a [[Maps/TeamTypes/RA|TeamType]] P1 | ||
|- | |- | ||
| {{Tt| | | rowspan=2 | {{Tt|5}} | ||
| {{Tt|Destroy team}} | |||
| style="text-align: center;" | TeamType# | |||
| style="text-align: center;" | -1 | |||
| style="text-align: center;" | -1 | |||
|- | |- | ||
| | | colspan=5 | All instances of the TeamType P1 are destroyed | ||
|- | |- | ||
| {{Tt| | | rowspan=2 | {{Tt|6}} | ||
| {{Tt|All to hunt}} | |||
| style="text-align: center;" | -1 | |||
| style="text-align: center;" | -1 | |||
| style="text-align: center;" | House# | |||
|- | |- | ||
| | | colspan=5 | House P3 sends all objects it owns to freelance | ||
|- | |- | ||
| {{Tt| | | rowspan=2 | {{Tt|7}} | ||
| {{Tt|Reinforcement (team)}} | |||
| style="text-align: center;" | TeamType# | |||
| style="text-align: center;" | -1 | |||
| style="text-align: center;" | Waypoint# | |||
|- | |- | ||
| | | colspan=5 | TeamType P1 is spawned at waypoint P3 and granted to its [[Maps/TeamTypes/RA#Owner|owner house]] | ||
|- | |- | ||
| {{Tt| | | rowspan=2 | {{Tt|8}} | ||
| {{Tt|Drop zone flare (waypoint)}} | |||
| style="text-align: center;" | -1 | |||
| style="text-align: center;" | -1 | |||
| style="text-align: center;" | Waypoint# | |||
|- | |- | ||
| | | colspan=5 | Creates a "Drop Zone Flare" at waypoint P3 and reveals the area around it | ||
|- | |- | ||
| {{Tt| | | rowspan=2 | {{Tt|9}} | ||
| {{Tt|Fire sale}} | |||
| style="text-align: center;" | -1 | |||
| style="text-align: center;" | -1 | |||
| style="text-align: center;" | House# | |||
|- | |- | ||
| | | colspan=5 | House P3 sells all of its buildings | ||
|- | |- | ||
| {{Tt| | | rowspan=2 | {{Tt|10}} | ||
| {{Tt|Play movie}} | |||
| style="text-align: center;" | -1 | |||
| style="text-align: center;" | -1 | |||
| style="text-align: center;" | Movie# | |||
|- | |- | ||
| | | colspan=5 | Movie P3 is played | ||
|- | |- | ||
| {{Tt| | | rowspan=2 | {{Tt|11}} | ||
| {{Tt|Text trigger (ID number)}} | |||
| style="text-align: center;" | -1 | |||
| style="text-align: center;" | -1 | |||
| style="text-align: center;" | Message# | |||
|- | |- | ||
| | | colspan=5 | The text message with the index P3 from {{TTL|tutorial.ini}} is displayed | ||
|- | |- | ||
| {{Tt| | | rowspan=2 | {{Tt|12}} | ||
| {{Tt|Destroy trigger}} | |||
| style="text-align: center;" | -1 | |||
| style="text-align: center;" | Trigger# | |||
| style="text-align: center;" | -1 | |||
|- | |- | ||
| | | colspan=5 | Trigger P2 is disabled for the remainder of this mission | ||
|- | |- | ||
| {{Tt| | | rowspan=2 | {{Tt|13}} | ||
| {{Tt|Autocreate begins}} | |||
| style="text-align: center;" | -1 | |||
| style="text-align: center;" | -1 | |||
| style="text-align: center;" | House# | |||
|- | |- | ||
| | | colspan=5 | House P3 starts autocreating teamtypes that have the [[TeamTypes/RA#Autocreate|Autocreate flag]] set | ||
|- | |- | ||
| {{Tt| | | rowspan=2 | {{Tt|14}} | ||
| {{Tt|?}} | |||
| style="text-align: center;" | -1 | |||
| style="text-align: center;" | -1 | |||
| style="text-align: center;" | -1 | |||
|- | |- | ||
| | | colspan=5 | Unknown | ||
|- | |- | ||
| {{Tt| | | rowspan=2 | {{Tt|15}} | ||
| {{Tt|Allow win}} | |||
| style="text-align: center;" | -1 | |||
| style="text-align: center;" | -1 | |||
| style="text-align: center;" | -1 | |||
|- | |- | ||
| | | colspan=5 | The 'Win' action will not fire if any triggers with this action have not fired yet | ||
|- | |- | ||
| {{Tt| | | rowspan=2 | {{Tt|16}} | ||
| {{Tt|Reveal all map}} | |||
| style="text-align: center;" | -1 | |||
| style="text-align: center;" | -1 | |||
| style="text-align: center;" | -1 | |||
|- | |- | ||
| | | colspan=5 | Reveals the entire map to the player | ||
|- | |- | ||
| {{Tt| | | rowspan=2 | {{Tt|17}} | ||
| {{Tt|Reveal around waypoint}} | |||
| style="text-align: center;" | -1 | |||
| style="text-align: center;" | -1 | |||
| style="text-align: center;" | Waypoint# | |||
|- | |- | ||
| | | colspan=5 | Reveals area ({{TTL|GapRadius}} cells) around the waypoint P3 | ||
|- | |- | ||
| {{Tt| | | rowspan=2 | {{Tt|18}} | ||
| {{Tt|Reveal zone of waypoint}} | |||
| style="text-align: center;" | -1 | |||
| style="text-align: center;" | -1 | |||
| style="text-align: center;" | Waypoint# | |||
|- | |- | ||
| {{Tt|36}} | | colspan=5 | Reveals the [[Maps/Waypoint Zone|zone]] of the waypoint P3 | ||
|- style="background: #ddd; border: 1px solid #000; border-width: 1px 0;" | |||
! style="width: 5em;" rowspan=2 | Code {{Fnl|1}} | |||
! rowspan=2 | Action | |||
! style="text-align: center;" colspan=3 | Parameter types | |||
|- style="background: #ddd; border: 1px solid #000; border-width: 1px 0;" | |||
! style="width: 8em; text-align: center;" | #1 (P1) | |||
! style="width: 8em; text-align: center;" | #2 (P2) | |||
! style="width: 8em; text-align: center;" | #3 (P3) | |||
|- | |||
| rowspan=2 | {{Tt|19}} | |||
| {{Tt|Play sound effect}} | |||
| style="text-align: center;" | -1 | |||
| style="text-align: center;" | -1 | |||
| style="text-align: center;" | Sound effect# | |||
|- | |||
| colspan=5 | Plays the sound effect # P3 | |||
|- | |||
| rowspan=2 | {{Tt|20}} | |||
| {{Tt|Play music theme}} | |||
| style="text-align: center;" | -1 | |||
| style="text-align: center;" | -1 | |||
| style="text-align: center;" | Theme# | |||
|- | |||
| colspan=5 | Plays music theme # P3 | |||
|- | |||
| rowspan=2 | {{Tt|21}} | |||
| {{Tt|Play speech}} | |||
| style="text-align: center;" | -1 | |||
| style="text-align: center;" | -1 | |||
| style="text-align: center;" | Speech# | |||
|- | |||
| colspan=5 | Plays speech # P3 | |||
|- | |||
| rowspan=2 | {{Tt|22}} | |||
| {{Tt|Force trigger}} | |||
| style="text-align: center;" | -1 | |||
| style="text-align: center;" | -1 | |||
| style="text-align: center;" | Trigger# | |||
|- | |||
| colspan=5 | Forces the trigger # P3 to fire | |||
|- | |||
| rowspan=2 | {{Tt|23}} | |||
| {{Tt|Timer start}} | |||
| style="text-align: center;" | -1 | |||
| style="text-align: center;" | -1 | |||
| style="text-align: center;" | Time | |||
|- | |||
| colspan=5 | The mission timer is started and displayed | |||
|- | |||
| rowspan=2 | {{Tt|24}} | |||
| {{Tt|Timer stop}} | |||
| style="text-align: center;" | -1 | |||
| style="text-align: center;" | -1 | |||
| style="text-align: center;" | Time | |||
|- | |||
| colspan=5 | The mission timer is paused and hidden | |||
|- | |||
| rowspan=2 | {{Tt|25}} | |||
| {{Tt|Timer extend}} | |||
| style="text-align: center;" | -1 | |||
| style="text-align: center;" | -1 | |||
| style="text-align: center;" | time | |||
|- | |||
| colspan=5 | The mission timer is extended by (P3/10) minutes | |||
|- | |||
| rowspan=2 | {{Tt|26}} | |||
| {{Tt|Timer shorten}} | |||
| style="text-align: center;" | -1 | |||
| style="text-align: center;" | -1 | |||
| style="text-align: center;" | Time | |||
|- | |||
| colspan=5 | The mission timer is shortened by (P3/10) minutes | |||
|- | |||
| rowspan=2 | {{Tt|27}} | |||
| {{Tt|Timer set}} | |||
| style="text-align: center;" | -1 | |||
| style="text-align: center;" | -1 | |||
| style="text-align: center;" | Time | |||
|- | |||
| colspan=5 | The mission timer is set to (P3/10) minutes | |||
|- | |||
| rowspan=2 | {{Tt|28}} | |||
| {{Tt|Global set}} | |||
| style="text-align: center;" | -1 | |||
| style="text-align: center;" | -1 | |||
| style="text-align: center;" | Global variable# | |||
|- | |||
| colspan=5 | Global variable # P3 is set | |||
|- | |||
| rowspan=2 | {{Tt|29}} | |||
| {{Tt|Global clear}} | |||
| style="text-align: center;" | -1 | |||
| style="text-align: center;" | -1 | |||
| style="text-align: center;" | Global variable# | |||
|- | |||
| colspan=5 | Global variable # P3 is cleared | |||
|- | |||
| rowspan=2 | {{Tt|30}} | |||
| {{Tt|Auto base building}} | |||
| style="text-align: center;" | -1 | |||
| style="text-align: center;" | -1 | |||
| style="text-align: center;" | House# | |||
|- | |||
| colspan=5 | Puts house P3 into "Skirmish AI" mode | |||
|- | |||
| rowspan=2 | {{Tt|31}} | |||
| {{Tt|Grow shroud one 'step'}} | |||
| style="text-align: center;" | -1 | |||
| style="text-align: center;" | -1 | |||
| style="text-align: center;" | -1 | |||
|- | |||
| colspan=5 | The shroud grows 1 cell | |||
|- | |||
| rowspan=2 | {{Tt|32}} | |||
| {{Tt|Destroy attached building}} | |||
| style="text-align: center;" | -1 | |||
| style="text-align: center;" | -1 | |||
| style="text-align: center;" | -1 | |||
|- | |||
| colspan=5 | Attached building is destroyed | |||
|- | |||
| rowspan=2 | {{Tt|33}} | |||
| {{Tt|Add 1-time special weapon}} | |||
| style="text-align: center;" | -1 | |||
| style="text-align: center;" | House# | |||
| style="text-align: center;" | Super Weapon# | |||
|- | |||
| colspan=5 | Grants house P2 a single shot of super weapon P3 | |||
|- | |||
| rowspan=2 | {{Tt|34}} | |||
| {{Tt|Add repeating special weapon}} | |||
| style="text-align: center;" | -1 | |||
| style="text-align: center;" | House# | |||
| style="text-align: center;" | Super weapon# | |||
|- | |||
| colspan=5 | Grants house P2 a repeating super weapon P3 | |||
|- | |||
| rowspan=2 | {{Tt|35}} | |||
| {{Tt|Preferred target}} | |||
| style="text-align: center;" | -1 | |||
| style="text-align: center;" | -1 | |||
| style="text-align: center;" | ? | |||
|- | |||
| colspan=5 | Sets the HOUSE's preferred target | |||
|- | |||
| rowspan=2 | {{Tt|36}} | |||
| {{Tt|Launch nukes}} | |||
| style="text-align: center;" | -1 | |||
| style="text-align: center;" | -1 | |||
| style="text-align: center;" | -1 | |||
|- | |||
| colspan=5 | All Missile Silos on the map play their "launching" animation and the EVA warning is created, without the nukes actually landing or exploding | |||
|- style="background: #ddd; border: 1px solid #000; border-width: 1px 0;" | |||
! style="width: 5em;" rowspan=2 | Code {{Fnl|1}} | |||
! rowspan=2 | Action | |||
! style="text-align: center;" colspan=3 | Parameter types | |||
|- style="background: #ddd; border: 1px solid #000; border-width: 1px 0;" | |||
! style="width: 8em; text-align: center;" | #1 (P1) | |||
! style="width: 8em; text-align: center;" | #2 (P2) | |||
! style="width: 8em; text-align: center;" | #3 (P3) | |||
|} | |} | ||
Unused parameters should be set to {{Tt|-1}}. | Unused parameters should be set to {{Tt|-1}}. | ||
Line 97: | Line 334: | ||
{{Fn|2|HOUSE in this document refers to the house owning the Trigger, labeled "HOUSE" in the [[Maps/Triggers#RA.2FCS.2FAM|Triggers]] page.}} | {{Fn|2|HOUSE in this document refers to the house owning the Trigger, labeled "HOUSE" in the [[Maps/Triggers#RA.2FCS.2FAM|Triggers]] page.}} | ||
Revision as of 07:32, 14 September 2006
In RA, Actions were still part of the [Triggers] section, but now Triggers could have up to two Actions with up to three parameters each.
The following Actions were available:
Code 1 | Action | Parameter types | ||
---|---|---|---|---|
#1 (P1) | #2 (P2) | #3 (P3) | ||
0 | No action | -1 | -1 | -1 |
No Action - do nothing | ||||
1 | Winner is | -1 | -1 | House# |
Declares house P3 the winner | ||||
2 | Loser is | -1 | -1 | House# |
Declares house P3 the loser | ||||
3 | Production begins | -1 | -1 | House# |
House P3 is allowed to start autoproduction | ||||
4 | Create team | TeamType# | -1 | -1 |
HOUSE2 creates a TeamType P1 | ||||
5 | Destroy team | TeamType# | -1 | -1 |
All instances of the TeamType P1 are destroyed | ||||
6 | All to hunt | -1 | -1 | House# |
House P3 sends all objects it owns to freelance | ||||
7 | Reinforcement (team) | TeamType# | -1 | Waypoint# |
TeamType P1 is spawned at waypoint P3 and granted to its owner house | ||||
8 | Drop zone flare (waypoint) | -1 | -1 | Waypoint# |
Creates a "Drop Zone Flare" at waypoint P3 and reveals the area around it | ||||
9 | Fire sale | -1 | -1 | House# |
House P3 sells all of its buildings | ||||
10 | Play movie | -1 | -1 | Movie# |
Movie P3 is played | ||||
11 | Text trigger (ID number) | -1 | -1 | Message# |
The text message with the index P3 from Template:TTL is displayed | ||||
12 | Destroy trigger | -1 | Trigger# | -1 |
Trigger P2 is disabled for the remainder of this mission | ||||
13 | Autocreate begins | -1 | -1 | House# |
House P3 starts autocreating teamtypes that have the Autocreate flag set | ||||
14 | ? | -1 | -1 | -1 |
Unknown | ||||
15 | Allow win | -1 | -1 | -1 |
The 'Win' action will not fire if any triggers with this action have not fired yet | ||||
16 | Reveal all map | -1 | -1 | -1 |
Reveals the entire map to the player | ||||
17 | Reveal around waypoint | -1 | -1 | Waypoint# |
Reveals area (Template:TTL cells) around the waypoint P3 | ||||
18 | Reveal zone of waypoint | -1 | -1 | Waypoint# |
Reveals the zone of the waypoint P3 | ||||
Code 1 | Action | Parameter types | ||
#1 (P1) | #2 (P2) | #3 (P3) | ||
19 | Play sound effect | -1 | -1 | Sound effect# |
Plays the sound effect # P3 | ||||
20 | Play music theme | -1 | -1 | Theme# |
Plays music theme # P3 | ||||
21 | Play speech | -1 | -1 | Speech# |
Plays speech # P3 | ||||
22 | Force trigger | -1 | -1 | Trigger# |
Forces the trigger # P3 to fire | ||||
23 | Timer start | -1 | -1 | Time |
The mission timer is started and displayed | ||||
24 | Timer stop | -1 | -1 | Time |
The mission timer is paused and hidden | ||||
25 | Timer extend | -1 | -1 | time |
The mission timer is extended by (P3/10) minutes | ||||
26 | Timer shorten | -1 | -1 | Time |
The mission timer is shortened by (P3/10) minutes | ||||
27 | Timer set | -1 | -1 | Time |
The mission timer is set to (P3/10) minutes | ||||
28 | Global set | -1 | -1 | Global variable# |
Global variable # P3 is set | ||||
29 | Global clear | -1 | -1 | Global variable# |
Global variable # P3 is cleared | ||||
30 | Auto base building | -1 | -1 | House# |
Puts house P3 into "Skirmish AI" mode | ||||
31 | Grow shroud one 'step' | -1 | -1 | -1 |
The shroud grows 1 cell | ||||
32 | Destroy attached building | -1 | -1 | -1 |
Attached building is destroyed | ||||
33 | Add 1-time special weapon | -1 | House# | Super Weapon# |
Grants house P2 a single shot of super weapon P3 | ||||
34 | Add repeating special weapon | -1 | House# | Super weapon# |
Grants house P2 a repeating super weapon P3 | ||||
35 | Preferred target | -1 | -1 | ? |
Sets the HOUSE's preferred target | ||||
36 | Launch nukes | -1 | -1 | -1 |
All Missile Silos on the map play their "launching" animation and the EVA warning is created, without the nukes actually landing or exploding | ||||
Code 1 | Action | Parameter types | ||
#1 (P1) | #2 (P2) | #3 (P3) |
Unused parameters should be set to -1.
Notes
All parameters are unsigned integers, meaning all objects like structures, houses, etc. are referenced by their internal indexes. Those internal indexes are listed here.
1 ↑ This column specifies the code to be written in the Trigger's A1 or A2 slot.
2 ↑ HOUSE in this document refers to the house owning the Trigger, labeled "HOUSE" in the Triggers page.