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== Notes ==
== Notes ==
All parameters are unsigned integers, meaning all objects like structures, houses, etc. are referenced by their internal indexes. Those internal indexes are listed [[Internal Indexes/RA2YR|here]].


{{Fn|1|This column specifies the code to be written in the Event's "condition" slot, e.g. E1 in the [[Maps/Events#RA2.2FYR|Events]] page.}}
{{Fn|1|This column specifies the code to be written in the Event's "condition" slot, e.g. E1 in the [[Maps/Events#RA2.2FYR|Events]] page.}}

Revision as of 06:20, 14 September 2006

Events are a separate section like in TS, so Triggers can have multiple Events with up to two/three parameters. The game assumes the Trigger, Event and Action all share the same ID. So a Trigger which has ID 12451245 uses the Event list with ID 12451245.

The following Events are available:

Code 1 Event Parameter types
#1 (P1) #2 (P2) #3 (P3)
0 None 0 0 -
No Event - cannot be activated
1 Entered by 0 House# -
House P2 enters attached building/celltag
2 Spied by 0 House# -
House P2 sends a spy into attached building
3 Thieved by 0 0 -
Doesn't work
4 Discovered by player 0 0 -
House owning the attached object is discovered by the player
5 House Discovered 0 House# -
House P2 is discovered by the player
6 Attacked by anybody 0 0 -
Attached object is attacked by anybody
7 Destroyed by anybody 0 0 -
Attached object is destroyed by anybody
8 Any event 0 0 -
Any event
9 Destroyed, Units, All 0 House# -
All units of house P2 are destroyed (does not include civilian objects)
10 Destroyed, Buildings, All 0 House# -
All buildings of house P2 are destroyed (does not include civilian objects)
11 Destroyed, All 0 House# -
All objects of house P2 are destroyed (does not include civilian objects)
12 Credits exceed 0 credits -
HOUSE2 has at least P2 credits
13 Elapsed time 0 time -
(P2/10) minutes have passed in this mission
14 Mission timer expired 0 0 -
Mission timer expired
15 Destroyed, Buildings, # 0 counter -
Exactly P2 buildings owned by HOUSE have been destroyed (does include civilian objects)
Code 1 Event Parameter types
#1 (P1) #2 (P2) #3 (P3)
16 Destroyed, Units, # 0 counter -
Exactly P2 units owned by HOUSE have been destroyed (does include civilian objects)
17 No factories left 0 0 -
HOUSE has no buildings with a valid Template:TTL set
18 Civilians evacuated 0 0 -
Civilian objects owned by HOUSE have left the map (See Template:TTL )
19 Build building type 0 Building# -
Building whose internal index3 is P2 is placed on the map
20 Build unit type 0 Unit# -
Unit whose internal index is P2 is placed on the map
21 Build infantry type 0 Infantry# -
Infantry whose internal index is P2 is placed on the map
22 Build aircraft type 0 Aircraft# -
Aircraft whose internal index is P2 is placed on the map
23 Leaves map (team) TeamType# 0 -
TeamType with index P1 leaves the map
24 Zone entry by 0 House# -
Attached celltrigger's zone entered by house P2
25 Crosses horizontal line 0 House# -
House P2 crosses the horizontal line of the attached celltag
26 Crosses vertical line 0 House# -
House P2 crosses the vertical line of the attached celltag
27 Global is set 0 Global# -
Global variable with index P2 is set
28 Global is clear 0 Global# -
Global variable with index P2 is cleared
29 Destroyed, Fakes, All 0 0 -
Doesn't work, fires immediately
30 Low power 0 House# -
House P2 is in a low power situation
Code 1 Event Parameter types
#1 (P1) #2 (P2) #3 (P3)
31 All bridges destroyed 0 0 -
Attached bridge destroyed
32 Building exists 0 Building# -
HOUSE owns a building with internal number P2
33 Selected by player 0 0 -
Attached object is selected by the player (single-player only)
34 Comes near waypoint... 0 Waypoint# -
HOUSE approaches waypoint P2
35 Enemy In Spotlight... 0 0 -
Enemy unit enters the spotlight cast by the attached building
36 Local is set... 0 Local# -
Local variable with index P2 is set
37 Local is clear... 0 Local# -
Local variable with index P2 is cleared
38 First damaged (combat only) 0 0 -
Attached object suffering first damage from combat damage from combat damage only
39 Half health (combat only) 0 0 -
Attached object damaged to half health from combat damage only
40 Quarter health (combat only) 0 0 -
Attached object damaged to quarter health from combat damage only.
41 First damaged (any source) 0 0 -
Attached object first suffering from combat damage from any source.
42 Half health (any source) 0 0 -
Attached object damaged to half health from any source
43 Quarter health (any source) 0 0 -
Attached object damaged to quarter health from any source
44 Attacked by (house)... 0 House# -
Attached object attacked by some unit of house P2
45 Ambient light below 0 number -
Ambient light drops below a certain percentage (P2%)
Code 1 Event Parameter types
#1 (P1) #2 (P2) #3 (P3)
46 Ambient light above 0 number -
Ambient light rises above a certain percentage (P2%)
47 Elapsed Scenario Time 0 time -
Exactly P2 seconds have elapsed since start of scenario
48 Destroyed by anything 0 0 -
Attached object destroyed by anything
49 Pickup Crate 0 0 -
Crate is picked up by the attached object
50 Pickup Crate (any) 0 0 -
Crate picked up by any unit
51 Random delay... 0 time -
Fires after a random time between 50 and 150 % of time specified in P2 (frames) elapses since trigger was enabled
52 Credits below... 0 credits -
HOUSE owns less than P2 credits
53 Spy entering as House... 0 House# -
A spy disguised as house P2 enters attached object
54 Spy entering as Infantry... 0 Infantry# -
A spy disguised as infantry index P2 enters the attached object
55 Destroyed Units, Naval... 0 House# -
All naval units of house P2 have been destroyed
56 Destroyed Units, Land... 0 House# -
All land units of house P2 have been destroyed
57 Building does not exist 0 Building# -
No buildings with index P2 (owned by HOUSE) exist on the map
58 Power Full... 0 House# -
House P2's power is at 100%.
59 Entered or Overflown By... 0 House# -
Objects owned by house P2 move over the attached cell
60 TechType Exists 0 counter Building ID
At least this many (P2) buildings (ID=P3) exist on the map
61 TechType does not Exist 0 0 Building ID
There are no buildings P3 on the map
Code 1 Event Parameter types
#1 (P1) #2 (P2) #3 (P3)

Events take two unsigned integers (third parameter - string - is needed for events #60 and #61) as parameters, which default to 0.

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 Event's "condition" slot, e.g. E1 in the Events page.

2 HOUSE in this document refers to the house owning the Trigger, labeled "HOUSE" in the Triggers page.

3 Internal indexes of RA2/YR objects are listed here.