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Events/TSFS: Difference between revisions

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m Added internal indexes link
m Restyled yet again... I really think this style is satisfactory
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! style="width: 6em; text-align: center;" | #2 (P2)
! style="width: 6em; text-align: center;" | #2 (P2)
|-
|-
| {{Tt|0}} || {{Tt|None}}
| rowspan=2 | {{Tt|0}}
| {{Tt|None}}
| style="text-align: center;" | 0
| style="text-align: center;" | 0
| style="text-align: center;" | 0
| style="text-align: center;" | 0
|-
|-
| style="border-bottom: 1px solid #000;" colspan=4 | No Event - cannot be activated
| colspan=4 | No Event - cannot be activated
|-
|-
| {{Tt|1}} || {{Tt|Entered by}}
| rowspan=2 | {{Tt|1}}
| {{Tt|Entered by}}
| style="text-align: center;" | 0
| style="text-align: center;" | 0
| style="text-align: center;" | House#
| style="text-align: center;" | House#
|-
|-
| style="border-bottom: 1px solid #000;" colspan=4 | House P2 enters attached building/celltag
| colspan=4 | House P2 enters attached building/celltag
|-
|-
| {{Tt|2}} || {{Tt|Spied by}}
| rowspan=2 | {{Tt|2}}
| {{Tt|Spied by}}
| style="text-align: center;" | 0
| style="text-align: center;" | 0
| style="text-align: center;" | House#
| style="text-align: center;" | House#
|-
|-
| style="border-bottom: 1px solid #000;" colspan=4 | House P2 sends a spy into attached building
| colspan=4 | House P2 sends a spy into attached building
|-
|-
| {{Tt|3}} || {{Tt|Thieved by}}
| rowspan=2 | {{Tt|3}}
| {{Tt|Thieved by}}
| style="text-align: center;" | 0
| style="text-align: center;" | 0
| style="text-align: center;" | 0
| style="text-align: center;" | 0
|-
|-
| style="border-bottom: 1px solid #000;" colspan=4 | Doesn't work
| colspan=4 | Doesn't work
|-
|-
| {{Tt|4}} || {{Tt|Discovered by player}}
| rowspan=2 | {{Tt|4}}
| {{Tt|Discovered by player}}
| style="text-align: center;" | 0
| style="text-align: center;" | 0
| style="text-align: center;" | 0
| style="text-align: center;" | 0
|-
|-
| style="border-bottom: 1px solid #000;" colspan=4 | House owning the attached object is discovered by the player
| colspan=4 | House owning the attached object is discovered by the player
|-
|-
| {{Tt|5}} || {{Tt|House Discovered}}
| rowspan=2 | {{Tt|5}}
| {{Tt|House Discovered}}
| style="text-align: center;" | 0
| style="text-align: center;" | 0
| style="text-align: center;" | House#
| style="text-align: center;" | House#
|-
|-
| style="border-bottom: 1px solid #000;" colspan=4 | House P2 is discovered by the player
| colspan=4 | House P2 is discovered by the player
|-
|-
| {{Tt|6}} || {{Tt|Attacked by anybody}}
| rowspan=2 | {{Tt|6}}
| {{Tt|Attacked by anybody}}
| style="text-align: center;" | 0
| style="text-align: center;" | 0
| style="text-align: center;" | 0
| style="text-align: center;" | 0
|-
|-
| style="border-bottom: 1px solid #000;" colspan=4 | Attached object is attacked by anybody
| colspan=4 | Attached object is attacked by anybody
|-
|-
| {{Tt|7}} || {{Tt|Destroyed by anybody}}
| rowspan=2 | {{Tt|7}}
| {{Tt|Destroyed by anybody}}
| style="text-align: center;" | 0
| style="text-align: center;" | 0
| style="text-align: center;" | 0
| style="text-align: center;" | 0
|-
|-
| style="border-bottom: 1px solid #000;" colspan=4 | Attached object is destroyed by anybody
| colspan=4 | Attached object is destroyed by anybody
|-
|-
| {{Tt|8}} || {{Tt|Any event}}
| rowspan=2 | {{Tt|8}}
| {{Tt|Any event}}
| style="text-align: center;" | 0
| style="text-align: center;" | 0
| style="text-align: center;" | 0
| style="text-align: center;" | 0
|-
|-
| style="border-bottom: 1px solid #000;" colspan=4 | Any event
| colspan=4 | Any event
|-
|-
| {{Tt|9}} || {{Tt|Destroyed, Units, All}}
| rowspan=2 | {{Tt|9}}
| {{Tt|Destroyed, Units, All}}
| style="text-align: center;" | 0
| style="text-align: center;" | 0
| style="text-align: center;" | House#
| style="text-align: center;" | House#
|-
|-
| style="border-bottom: 1px solid #000;" colspan=4 | All units of house P2 are destroyed (''does '''not''''' include civilian objects)
| colspan=4 | All units of house P2 are destroyed (''does '''not''''' include civilian objects)
|-
|-
| {{Tt|10}} || {{Tt|Destroyed, Buildings, All}}
| rowspan=2 | {{Tt|10}}
| {{Tt|Destroyed, Buildings, All}}
| style="text-align: center;" | 0
| style="text-align: center;" | 0
| style="text-align: center;" | House#
| style="text-align: center;" | House#
|-
|-
| style="border-bottom: 1px solid #000;" colspan=4 | All buildings of house P2 are destroyed (''does '''not''''' include civilian objects)
| colspan=4 | All buildings of house P2 are destroyed (''does '''not''''' include civilian objects)
|-
|-
| {{Tt|11}} || {{Tt|Destroyed, All}}
| rowspan=2 | {{Tt|11}}
| {{Tt|Destroyed, All}}
| style="text-align: center;" | 0
| style="text-align: center;" | 0
| style="text-align: center;" | House#
| style="text-align: center;" | House#
|-
|-
| style="border-bottom: 1px solid #000;" colspan=4 | All objects of house P2 are destroyed (''does '''not''''' include civilian object)
| colspan=4 | All objects of house P2 are destroyed (''does '''not''''' include civilian object)
|-
|-
| {{Tt|12}} || {{Tt|Credits exceed}}
| rowspan=2 | {{Tt|12}}
| {{Tt|Credits exceed}}
| style="text-align: center;" | 0
| style="text-align: center;" | 0
| style="text-align: center;" | credits
| style="text-align: center;" | credits
|-
|-
| style="border-bottom: 1px solid #000;" colspan=4 | HOUSE{{Fnl|2}} has at least P2 credits
| colspan=4 | HOUSE{{Fnl|2}} has at least P2 credits
|-
|-
| {{Tt|13}} || {{Tt|Elapsed time}}
| rowspan=2 | {{Tt|13}}
| {{Tt|Elapsed time}}
| style="text-align: center;" | 0
| style="text-align: center;" | 0
| style="text-align: center;" | time
| style="text-align: center;" | time
|-
|-
| style="border-bottom: 1px solid #000;" colspan=4 | (P2/10) minutes have passed in this mission
| colspan=4 | (P2/10) minutes have passed in this mission
|-
|-
| {{Tt|14}} || {{Tt|Mission timer expired}}
| rowspan=2 | {{Tt|14}}
| {{Tt|Mission timer expired}}
| style="text-align: center;" | 0
| style="text-align: center;" | 0
| style="text-align: center;" | 0
| style="text-align: center;" | 0
|-
|-
| style="border-bottom: 1px solid #000;" colspan=4 | Mission timer expired
| colspan=4 | Mission timer expired
|-
|-
| {{Tt|15}} || {{Tt|Destroyed, Buildings, #}}
| rowspan=2 | {{Tt|15}}
| {{Tt|Destroyed, Buildings, #}}
| style="text-align: center;" | 0
| style="text-align: center;" | 0
| style="text-align: center;" | counter
| style="text-align: center;" | counter
|-
|-
| style="border-bottom: 1px solid #000;" colspan=4 | Exactly P2 buildings owned by HOUSE have been destroyed (''does'' include civilian objects)
| colspan=4 | Exactly P2 buildings owned by HOUSE have been destroyed (''does'' include civilian objects)
|- style="background: #ddd; border: 1px solid #000; border-width: 1px 0;"
! style="width: 5em;" rowspan=2 | Code {{Fnl|1}}
! rowspan=2 | Event
! style="text-align: center;" colspan=2 | Parameter types
|- style="background: #ddd; border: 1px solid #000; border-width: 1px 0;"
! style="width: 6em; text-align: center;" | #1 (P1)
! style="width: 6em; text-align: center;" | #2 (P2)
|-
|-
| {{Tt|16}} || {{Tt|Destroyed, Units, #}}
| rowspan=2 | {{Tt|16}}
| {{Tt|Destroyed, Units, #}}
| style="text-align: center;" | 0
| style="text-align: center;" | 0
| style="text-align: center;" | counter
| style="text-align: center;" | counter
|-
|-
| style="border-bottom: 1px solid #000;" colspan=4 | Exactly P2 units owned by HOUSE have been destroyed (''does'' include civilian objects)
| colspan=4 | Exactly P2 units owned by HOUSE have been destroyed (''does'' include civilian objects)
|-
|-
| {{Tt|17}} || {{Tt|No factories left}}
| rowspan=2 | {{Tt|17}}
| {{Tt|No factories left}}
| style="text-align: center;" | 0
| style="text-align: center;" | 0
| style="text-align: center;" | 0
| style="text-align: center;" | 0
|-
|-
| style="border-bottom: 1px solid #000;" colspan=4 | HOUSE has no structures with valid {{TTL|Factory}} set
| colspan=4 | HOUSE has no structures with valid {{TTL|Factory}} set
|- style="background: #ddd; border: 1px solid #000; border-width: 1px 0;"
! style="width: 5em;" rowspan=2 | Code {{Fnl|1}}
! rowspan=2 | Event
! style="text-align: center;" colspan=2 | Parameter types
|- style="background: #ddd; border: 1px solid #000; border-width: 1px 0;"
! style="width: 6em; text-align: center;" | #1 (P1)
! style="width: 6em; text-align: center;" | #2 (P2)
|-
|-
| {{Tt|18}} || {{Tt|Civilians evacuated}}
| rowspan=2 | {{Tt|18}}
| {{Tt|Civilians evacuated}}
| style="text-align: center;" | 0
| style="text-align: center;" | 0
| style="text-align: center;" | 0
| style="text-align: center;" | 0
|-
|-
| style="border-bottom: 1px solid #000;" colspan=4 | Civilian objects owned by HOUSE have left the map (See {{TTL|CivEvac}} )
| colspan=4 | Civilian objects owned by HOUSE have left the map (See {{TTL|CivEvac}} )
|-
|-
| {{Tt|19}} || {{Tt|Build building type}}
| rowspan=2 | {{Tt|19}}
| {{Tt|Build building type}}
| style="text-align: center;" | 0
| style="text-align: center;" | 0
| style="text-align: center;" | Building#
| style="text-align: center;" | Building#
|-
|-
| style="border-bottom: 1px solid #000;" colspan=4 | Building whose internal index{{Fnl|3}} is P2 is placed on the map
| colspan=4 | Building whose internal index{{Fnl|3}} is P2 is placed on the map
|-
|-
| {{Tt|20}} || {{Tt|Build unit type}}
| rowspan=2 | {{Tt|20}}
| {{Tt|Build unit type}}
| style="text-align: center;" | 0
| style="text-align: center;" | 0
| style="text-align: center;" | Unit#
| style="text-align: center;" | Unit#
|-
|-
| style="border-bottom: 1px solid #000;" colspan=4 | Unit whose internal index is P2 is placed on the map
| colspan=4 | Unit whose internal index is P2 is placed on the map
|-
|-
| {{Tt|21}} || {{Tt|Build infantry type}}
| rowspan=2 | {{Tt|21}}
| {{Tt|Build infantry type}}
| style="text-align: center;" | 0
| style="text-align: center;" | 0
| style="text-align: center;" | Infantry
| style="text-align: center;" | Infantry
|-
|-
| style="border-bottom: 1px solid #000;" colspan=4 | Infantry whose internal index is P2 is placed on the map
| colspan=4 | Infantry whose internal index is P2 is placed on the map
|-
|-
| {{Tt|22}} || {{Tt|Build aircraft type}}
| rowspan=2 | {{Tt|22}}
| {{Tt|Build aircraft type}}
| style="text-align: center;" | 0
| style="text-align: center;" | 0
| style="text-align: center;" | Aircraft#
| style="text-align: center;" | Aircraft#
|-
|-
| style="border-bottom: 1px solid #000;" colspan=4 | Aircraft whose internal index is P2 is placed on the map
| colspan=4 | Aircraft whose internal index is P2 is placed on the map
|-
|-
| {{Tt|23}} || {{Tt|Leaves map (team)}}
| rowspan=2 | {{Tt|23}}
| {{Tt|Leaves map (team)}}
| style="text-align: center;" | 0
| style="text-align: center;" | 0
| style="text-align: center;" | TeamType
| style="text-align: center;" | TeamType
|-
|-
| style="border-bottom: 1px solid #000;" colspan=4 | TeamType with index P1 leaves the map
| colspan=4 | TeamType with index P1 leaves the map
|-
|-
| {{Tt|24}} || {{Tt|Zone entry by}}
| rowspan=2 | {{Tt|24}}
| {{Tt|Zone entry by}}
| style="text-align: center;" | 0
| style="text-align: center;" | 0
| style="text-align: center;" | House#
| style="text-align: center;" | House#
|-
|-
| style="border-bottom: 1px solid #000;" colspan=4 | Attached celltrigger's zone entered by house P2
| colspan=4 | Attached celltrigger's zone entered by house P2
|-
|-
| {{Tt|25}} || {{Tt|Crosses horizontal line}}
| rowspan=2 | {{Tt|25}}
| {{Tt|Crosses horizontal line}}
| style="text-align: center;" | 0
| style="text-align: center;" | 0
| style="text-align: center;" | House#
| style="text-align: center;" | House#
|-
|-
| style="border-bottom: 1px solid #000;" colspan=4 | House P2 crosses the horizontal line of the attached celltag
| colspan=4 | House P2 crosses the horizontal line of the attached celltag
|-
|-
| {{Tt|26}} || {{Tt|Crosses vertical line}}
| rowspan=2 | {{Tt|26}}
| {{Tt|Crosses vertical line}}
| style="text-align: center;" | 0
| style="text-align: center;" | 0
| style="text-align: center;" | House#
| style="text-align: center;" | House#
|-
|-
| style="border-bottom: 1px solid #000;" colspan=4 | House P2 crosses the vertical line of the attached celltag
| colspan=4 | House P2 crosses the vertical line of the attached celltag
|-
|-
| {{Tt|27}} || {{Tt|Global is set}}
| rowspan=2 | {{Tt|27}}
| {{Tt|Global is set}}
| style="text-align: center;" | 0
| style="text-align: center;" | 0
| style="text-align: center;" | Global#
| style="text-align: center;" | Global#
|-
|-
| style="border-bottom: 1px solid #000;" colspan=4 | Global variable with index P2 is set
| colspan=4 | Global variable with index P2 is set
|-
|-
| {{Tt|28}} || {{Tt|Global is clear}}
| rowspan=2 | {{Tt|28}}
| {{Tt|Global is clear}}
| style="text-align: center;" | 0
| style="text-align: center;" | 0
| style="text-align: center;" | Global#
| style="text-align: center;" | Global#
|-
|-
| style="border-bottom: 1px solid #000;" colspan=4 | Global variable with index P2 is cleared
| colspan=4 | Global variable with index P2 is cleared
|-
|-
| {{Tt|29}} || {{Tt|Destroyed, Fakes, All}}
| rowspan=2 | {{Tt|29}}
| {{Tt|Destroyed, Fakes, All}}
| style="text-align: center;" | 0
| style="text-align: center;" | 0
| style="text-align: center;" | 0
| style="text-align: center;" | 0
|-
|-
| style="border-bottom: 1px solid #000;" colspan=4 | Doesn't work, fires immediately
| colspan=4 | Doesn't work, fires immediately
|-
|-
| {{Tt|30}} || {{Tt|Low power}}
| rowspan=2 | {{Tt|30}}
| {{Tt|Low power}}
| style="text-align: center;" | 0
| style="text-align: center;" | 0
| style="text-align: center;" | House#
| style="text-align: center;" | House#
|-
|-
| style="border-bottom: 1px solid #000;" colspan=4 | House P2 is in a low power situation
| colspan=4 | House P2 is in a low power situation
|-
|-
| {{Tt|31}} || {{Tt|Attached bridge destroyed}}
| rowspan=2 | {{Tt|31}}
| {{Tt|Attached bridge destroyed}}
| style="text-align: center;" | 0
| style="text-align: center;" | 0
| style="text-align: center;" | 0
| style="text-align: center;" | 0
|-
|-
| style="border-bottom: 1px solid #000;" colspan=4 | Attached bridge destroyed
| colspan=4 | Attached bridge destroyed
|-
|-
| {{Tt|32}} || {{Tt|Building exists}}
| rowspan=2 | {{Tt|32}}
| {{Tt|Building exists}}
| style="text-align: center;" | 0
| style="text-align: center;" | 0
| style="text-align: center;" | Building#
| style="text-align: center;" | Building#
|-
|-
| style="border-bottom: 1px solid #000;" colspan=4 | HOUSE owns a building with internal number P2
| colspan=4 | HOUSE owns a building with internal number P2
|- style="background: #ddd; border: 1px solid #000; border-width: 1px 0;"
! style="width: 5em;" rowspan=2 | Code {{Fnl|1}}
! rowspan=2 | Event
! style="text-align: center;" colspan=2 | Parameter types
|- style="background: #ddd; border: 1px solid #000; border-width: 1px 0;"
! style="width: 6em; text-align: center;" | #1 (P1)
! style="width: 6em; text-align: center;" | #2 (P2)
|-
|-
| {{Tt|33}} || {{Tt|Selected by player}}
| rowspan=2 | {{Tt|33}}
| {{Tt|Selected by player}}
| style="text-align: center;" | 0
| style="text-align: center;" | 0
| style="text-align: center;" | 0
| style="text-align: center;" | 0
|-
|-
| style="border-bottom: 1px solid #000;" colspan=4 | Attached object is selected by the player (single-player only)
| colspan=4 | Attached object is selected by the player (single-player only)
|-
|-
| {{Tt|34}} || {{Tt|Comes near waypoint}}
| rowspan=2 | {{Tt|34}}
| {{Tt|Comes near waypoint}}
| style="text-align: center;" | 0
| style="text-align: center;" | 0
| style="text-align: center;" | Waypoint#
| style="text-align: center;" | Waypoint#
|-
|-
| style="border-bottom: 1px solid #000;" colspan=4 | HOUSE approaches waypoint P2
| colspan=4 | HOUSE approaches waypoint P2
|-
|-
| {{Tt|35}} || {{Tt|Enemy In Spotlight}}
| rowspan=2 | {{Tt|35}}
| {{Tt|Enemy In Spotlight}}
| style="text-align: center;" | 0
| style="text-align: center;" | 0
| style="text-align: center;" | 0
| style="text-align: center;" | 0
|-
|-
| style="border-bottom: 1px solid #000;" colspan=4 | Enemy unit enters the spotlight cast by the attached building
| colspan=4 | Enemy unit enters the spotlight cast by the attached building
|- style="background: #ddd; border: 1px solid #000; border-width: 1px 0;"
! style="width: 5em;" rowspan=2 | Code {{Fnl|1}}
! rowspan=2 | Event
! style="text-align: center;" colspan=2 | Parameter types
|- style="background: #ddd; border: 1px solid #000; border-width: 1px 0;"
! style="width: 6em; text-align: center;" | #1 (P1)
! style="width: 6em; text-align: center;" | #2 (P2)
|-
|-
| {{Tt|36}} || {{Tt|Local is set}}
| rowspan=2 | {{Tt|36}}
| {{Tt|Local is set}}
| style="text-align: center;" | 0
| style="text-align: center;" | 0
| style="text-align: center;" | Local#
| style="text-align: center;" | Local#
|-
|-
| style="border-bottom: 1px solid #000;" colspan=4 | Local with index P2 is turned on
| colspan=4 | Local with index P2 is set
|-
|-
| {{Tt|37}} || {{Tt|Local is clear}}
| rowspan=2 | {{Tt|37}}
| {{Tt|Local is clear}}
| style="text-align: center;" | 0
| style="text-align: center;" | 0
| style="text-align: center;" | Local#
| style="text-align: center;" | Local#
|-
|-
| style="border-bottom: 1px solid #000;" colspan=4 | Local with index P2 is turned off.
| colspan=4 | Local with index P2 is cleared
|-
|-
| {{Tt|38}} || {{Tt|First damaged (combat only)}}
| rowspan=2 | {{Tt|38}}
| {{Tt|First damaged (combat only)}}
| style="text-align: center;" | 0
| style="text-align: center;" | 0
| style="text-align: center;" | 0
| style="text-align: center;" | 0
|-
|-
| style="border-bottom: 1px solid #000;" colspan=4 | Attached object suffering first damage from combat damage from combat damage only
| colspan=4 | Attached object suffering first damage from combat damage from combat damage only
|-
|-
| {{Tt|39}} || {{Tt|Half health (combat only)}}
| rowspan=2 | {{Tt|39}}
| {{Tt|Half health (combat only)}}
| style="text-align: center;" | 0
| style="text-align: center;" | 0
| style="text-align: center;" | 0
| style="text-align: center;" | 0
|-
|-
| style="border-bottom: 1px solid #000;" colspan=4 | Attached object damaged to half health from combat damage only
| colspan=4 | Attached object damaged to half health from combat damage only
|-
|-
| {{Tt|40}} || {{Tt|Quarter health (combat only)}}
| rowspan=2 | {{Tt|40}}
| {{Tt|Quarter health (combat only)}}
| style="text-align: center;" | 0
| style="text-align: center;" | 0
| style="text-align: center;" | 0
| style="text-align: center;" | 0
|-
|-
| style="border-bottom: 1px solid #000;" colspan=4 | Attached object damaged to quarter health from combat damage only.
| colspan=4 | Attached object damaged to quarter health from combat damage only.
|-
|-
| {{Tt|41}} || {{Tt|First damaged (any source)}}
| rowspan=2 | {{Tt|41}}
| {{Tt|First damaged (any source)}}
| style="text-align: center;" | 0
| style="text-align: center;" | 0
| style="text-align: center;" | 0
| style="text-align: center;" | 0
|-
|-
| style="border-bottom: 1px solid #000;" colspan=4 | Attached object first suffering from combat damage from any source.
| colspan=4 | Attached object first suffering from combat damage from any source.
|-
|-
| {{Tt|42}} || {{Tt|Half health (any source)}}
| rowspan=2 | {{Tt|42}}
| {{Tt|Half health (any source)}}
| style="text-align: center;" | 0
| style="text-align: center;" | 0
| style="text-align: center;" | 0
| style="text-align: center;" | 0
|-
|-
| style="border-bottom: 1px solid #000;" colspan=4 | Attached object damaged to half health from any source
| colspan=4 | Attached object damaged to half health from any source
|-
|-
| {{Tt|43}} || {{Tt|Quarter health (any source)}}
| rowspan=2 | {{Tt|43}}
| {{Tt|Quarter health (any source)}}
| style="text-align: center;" | 0
| style="text-align: center;" | 0
| style="text-align: center;" | 0
| style="text-align: center;" | 0
|-
|-
| style="border-bottom: 1px solid #000;" colspan=4 | Attached object damaged to quarter health from any source
| colspan=4 | Attached object damaged to quarter health by any source
|-
|-
| {{Tt|44}} || {{Tt|Attacked by (house)}}
| rowspan=2 | {{Tt|44}}
| {{Tt|Attacked by (house)}}
| style="text-align: center;" | 0
| style="text-align: center;" | 0
| style="text-align: center;" | House#
| style="text-align: center;" | House#
|-
|-
| style="border-bottom: 1px solid #000;" colspan=4 | Attached object attacked by some unit of house P2
| colspan=4 | Attached object attacked by some unit of house P2
|-
|-
| {{Tt|45}} || {{Tt|Ambient light below}}
| rowspan=2 | {{Tt|45}}
| {{Tt|Ambient light below}}
| style="text-align: center;" | 0
| style="text-align: center;" | 0
| style="text-align: center;" | 0
| style="text-align: center;" | 0
|-
|-
| style="border-bottom: 1px solid #000;" colspan=4 | Ambient light drops below a certain percentage (P2 %)
| colspan=4 | Ambient light drops below a certain percentage (P2 %)
|-
|-
| {{Tt|46}} || {{Tt|Ambient light above}}
| rowspan=2 | {{Tt|46}}
| {{Tt|Ambient light above}}
| style="text-align: center;" | 0
| style="text-align: center;" | 0
| style="text-align: center;" | 0
| style="text-align: center;" | 0
|-
|-
| style="border-bottom: 1px solid #000;" colspan=4 | Ambient light rises above a certain percentage (P2 %)
| colspan=4 | Ambient light rises above a certain percentage (P2 %)
|-
|-
| {{Tt|47}} || {{Tt|Elapsed Scenario Time}}
| rowspan=2 | {{Tt|47}}
| {{Tt|Elapsed Scenario Time}}
| style="text-align: center;" | 0
| style="text-align: center;" | 0
| style="text-align: center;" | time
| style="text-align: center;" | time
|-
|-
| style="border-bottom: 1px solid #000;" colspan=4 | Exactly P2 seconds have elapsed since start of scenario
| colspan=4 | Exactly P2 seconds have elapsed since start of scenario
|-
|-
| {{Tt|48}} || {{Tt|Destroyed by anything}}
| rowspan=2 | {{Tt|48}}
| {{Tt|Destroyed by anything}}
| style="text-align: center;" | 0
| style="text-align: center;" | 0
| style="text-align: center;" | 0
| style="text-align: center;" | 0
|-
|-
| style="border-bottom: 1px solid #000;" colspan=4 | attached object destroyed by anything
| colspan=4 | attached object destroyed by anything
|-
|-
| {{Tt|49}} || {{Tt|Pickup Crate}}
| rowspan=2 | {{Tt|49}}
| {{Tt|Pickup Crate}}
| style="text-align: center;" | 0
| style="text-align: center;" | 0
| style="text-align: center;" | 0
| style="text-align: center;" | 0
|-
|-
| style="border-bottom: 1px solid #000;" colspan=4 | Crate is picked up by the attached object
| colspan=4 | Crate is picked up by the attached object
|-
|-
| {{Tt|50}} || {{Tt|Pickup Crate (any)}}
| rowspan=2 | {{Tt|50}}
| {{Tt|Pickup Crate (any)}}
| style="text-align: center;" | 0
| style="text-align: center;" | 0
| style="text-align: center;" | 0
| style="text-align: center;" | 0
|-
|-
| style="border-bottom: 1px solid #000;" colspan=4 | Crate picked up by any unit
| colspan=4 | Crate picked up by any unit
|-
|-
| {{Tt|51}} || {{Tt|Random delay...}}
| rowspan=2 | {{Tt|51}}
| {{Tt|Random delay...}}
| style="text-align: center;" | 0
| style="text-align: center;" | 0
| style="text-align: center;" | time
| style="text-align: center;" | time
|-
|-
| style="border-bottom: 1px solid #000;" colspan=4 | Delays a random time between 50 and 150 % of time specified in P2 (frames)
| colspan=4 | Delays a random time between 50 and 150 % of time specified in P2 (frames)
|-
|-
| {{Tt|52}} || {{Tt|Credits below...}}
| rowspan=2 | {{Tt|52}}
| {{Tt|Credits below...}}
| style="text-align: center;" | 0
| style="text-align: center;" | 0
| style="text-align: center;" | credits
| style="text-align: center;" | credits
|-
|-
| style="border-bottom: 1px solid #000;" colspan=4 | HOUSE owns less than P2 credits
| colspan=4 | HOUSE owns less than P2 credits
|-
|-
| {{Tt|53}} || {{Tt|Player under EMP effect}}
| rowspan=2 | {{Tt|53}}
| {{Tt|Player under EMP effect}}
| style="text-align: center;" | 0
| style="text-align: center;" | 0
| style="text-align: center;" | 0
| style="text-align: center;" | 0
|-
|-
| style="border-bottom: 1px solid #000;" colspan=4 | HOUSE is under EMP effect
| colspan=4 | HOUSE is under EMP effect
|-
|-
| {{Tt|54}} || {{Tt|Unknown}}
| rowspan=2 | {{Tt|54}}
| {{Tt|Unknown}}
| style="text-align: center;" | 0
| style="text-align: center;" | 0
| style="text-align: center;" | 0
| style="text-align: center;" | 0
|-
|-
| style="border-bottom: 1px solid #000;" colspan=4 | Unknown <br /> FS/2.x patched only
| colspan=4 | Unknown <br /> FS/2.x patched only
|-
|-
| {{Tt|55}} || {{Tt|Attached object bugged}}
| rowspan=2 | {{Tt|55}}
| {{Tt|Attached object bugged}}
| style="text-align: center;" | 0
| style="text-align: center;" | 0
| style="text-align: center;" | 0
| style="text-align: center;" | 0
|-
|-
| style="border-bottom: 1px solid #000;" colspan=4 | Attached object is infected by a Limpet Drone <br /> FS/2.x patched only
| colspan=4 | Attached object is infected by a Limpet Drone <br /> FS/2.x patched only
|- style="background: #ddd; border: 1px solid #000; border-width: 1px 0;"
|- style="background: #ddd; border: 1px solid #000; border-width: 1px 0;"
! style="width: 5em;" rowspan=2 | Code {{Fnl|1}}
! style="width: 5em;" rowspan=2 | Code {{Fnl|1}}

Revision as of 07:40, 14 September 2006

In TS, Events become a separate section, so Triggers can have multiple Events with up to two parameters. The game assumed 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)
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 object)
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)
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 structures with valid Template:TTL set
Code 1 Event Parameter types
#1 (P1) #2 (P2)
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) 0 TeamType
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
31 Attached bridge 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
Code 1 Event Parameter types
#1 (P1) #2 (P2)
36 Local is set 0 Local#
Local with index P2 is set
37 Local is clear 0 Local#
Local 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 by any source
44 Attacked by (house) 0 House#
Attached object attacked by some unit of house P2
45 Ambient light below 0 0
Ambient light drops below a certain percentage (P2 %)
46 Ambient light above 0 0
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
Delays a random time between 50 and 150 % of time specified in P2 (frames)
52 Credits below... 0 credits
HOUSE owns less than P2 credits
53 Player under EMP effect 0 0
HOUSE is under EMP effect
54 Unknown 0 0
Unknown
FS/2.x patched only
55 Attached object bugged 0 0
Attached object is infected by a Limpet Drone
FS/2.x patched only
Code 1 Event Parameter types
#1 (P1) #2 (P2)

Events take two unsigned integers 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 TS/FS objects are listed here.