Events/RA: Difference between revisions
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Revision as of 09:24, 18 June 2008
In RA, Events were still part of the [Triggers] section, but now Triggers could have up to two Events with up to two parameters each.
The following Events were available:
Code 1 | Event | Parameter types | |
---|---|---|---|
#1 (P1) | #2 (P2) | ||
0 | None | -1 | -1 |
No Event - cannot be activated | |||
1 | Entered by | -1 | House# |
House P2 enters attached building/celltag | |||
2 | Spied by | -1 | House# |
House P2 sends a spy into attached building | |||
3 | Thieved by | -1 | -1 |
Doesn't work | |||
4 | Discovered by player | -1 | -1 |
House owning the attached object is discovered by the player | |||
5 | House Discovered | -1 | House# |
House P2 is discovered by the player | |||
6 | Attacked by anybody | -1 | -1 |
Attached object is attacked by anybody | |||
7 | Destroyed by anybody | -1 | -1 |
Attached object is destroyed by anybody | |||
8 | Any event | -1 | -1 |
Any event | |||
9 | Destroyed, Units, All | -1 | House# |
All units of house P2 are destroyed (does not include civilian objects) | |||
10 | Destroyed, Buildings, All | -1 | House# |
All buildings of house P2 are destroyed (does not include civilian objects) | |||
11 | Destroyed, All | -1 | House# |
All objects of house P2 are destroyed (does not include civilian objects) | |||
12 | Credits exceed | -1 | credits |
HOUSE2 has at least P2 credits | |||
13 | Elapsed time | -1 | time |
(P2/10) minutes have passed in this mission | |||
14 | Mission timer expired | -1 | -1 |
Mission timer expired | |||
15 | Destroyed, Buildings, # | -1 | counter |
Exactly P2 buildings owned by HOUSE have been destroyed (does include civilian objects) | |||
Code 1 | Event | Parameter types | |
#1 (P1) | #2 (P2) | ||
16 | Destroyed, Units, # | -1 | counter |
Exactly P2 units owned by HOUSE have been destroyed (does include civilian objects) | |||
17 | No factories left | -1 | -1 |
HOUSE has no factories left) | |||
18 | Civilians evacuated | -1 | -1 |
Civilian objects owned by HOUSE have left the map (See Template:TTL ) | |||
19 | Build building type | -1 | Building# |
Building # P2 is placed on the map | |||
20 | Build unit type | -1 | Unit# |
Unit whose internal index is P2 is placed on the map | |||
21 | Build infantry type | -1 | Infantry# |
Infantry whose internal index is P2 is placed on the map | |||
22 | Build aircraft type | -1 | Aircraft# |
Aircraft whose internal index is P2 is placed on the map | |||
23 | Leaves map (team) | TeamType# | -1 |
TeamType P1 leaves the map | |||
24 | Zone entry by | -1 | House# |
Attached celltrigger's zone entered by house P2 | |||
25 | Crosses horizontal line | -1 | House# |
House P2 crosses the horizontal line of the attached celltag | |||
26 | Crosses vertical line | -1 | House# |
House P2 crosses the vertical line of the attached celltag | |||
27 | Global is set | -1 | Global# |
Global variable with index P2 is set | |||
28 | Global is clear | -1 | Global# |
Global variable with index P2 is cleared | |||
29 | Destroyed, Fakes, All | -1 | -1 |
Doesn't work, fires immediately | |||
30 | Low power | -1 | House# |
House P2 is in a low power situation | |||
31 | Attached bridge destroyed | -1 | -1 |
Attached bridge destroyed | |||
32 | Building exists | -1 | Building# |
HOUSE owns a building # P2 | |||
Code 1 | Event | Parameter types | |
#1 (P1) | #2 (P2) |
Events took two parameters which, when unused, had to 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 E1 or E2 slot.
2 ↑ HOUSE in this document refers to the house owning the Trigger, labeled "HOUSE" in the Triggers page.
3 ↑ P1 in this document refers to the event's first parameter in the Triggers page.
4 ↑ P2 in this document refers to the event's second parameter in the Triggers page.