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m Restyled yet again... I really think this style is satisfactory
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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/TSFS|here]].


{{Fn|1|This column specifies the code to be written in the Event's "condition" slot, e.g. E1 in the [[Maps/Events#TS.2FFS|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#TS.2FFS|Events]] page.}}
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{{Fn|2|HOUSE in this document refers to the house owning the Trigger, labeled "HOUSE" in the [[Maps/Triggers#TS.2FFS|Triggers]] page.}}
{{Fn|2|HOUSE in this document refers to the house owning the Trigger, labeled "HOUSE" in the [[Maps/Triggers#TS.2FFS|Triggers]] page.}}


{{Fn|3|Internal indexes of TS/FS objects are listed [[Internal Indexes/TSFS|here]].}}
{{:Maps/Referencing}}

Revision as of 12:04, 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

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.

Referencing items
As you probably noticed, some of the Parameter descriptions in this table end with "#". The reason for that is:
Some parameters take their values to be indexes of objects, others assume they are the identifiers of those objects.
For convenience, if the parameter's description in the table ends with a "#" symbol, you should use the object's index in its appropriate list, otherwise you should use its ID.
Also note: All entries in column P7 are expected to be literal, so you have to convert all the numbers into letters like this:
0 is "A", 1 is "B", 25 is "Z", 26 is "AA", just like the columnm numbering in your favourite spreadsheet program.