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Actions (maps)/RA2YR/050 099: Difference between revisions
< Actions (maps) | RA2YR
Nighthawk200 (talk | contribs) |
EvilRenegade (talk | contribs) m Replacing Template:TTL with Template:F. |
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| style="text-align: center;" | A | | style="text-align: center;" | A | ||
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| colspan=9 | Attached object goes berzerk (only works on {{ | | colspan=9 | Attached object goes berzerk (only works on {{f|Cyborg|yes|link}} infantry) | ||
|- | |- | ||
| rowspan=2 | {{Tt|92}} | | rowspan=2 | {{Tt|92}} | ||
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| style="text-align: center;" | A | | style="text-align: center;" | A | ||
|- | |- | ||
| colspan=9 | Toggles state of [{{ | | colspan=9 | Toggles state of [{{f|Basic|link}}]{{arr|r}}{{f|TrainCrate|link}} | ||
|- | |- | ||
| rowspan=2 | {{Tt|98}} | | rowspan=2 | {{Tt|98}} |
Revision as of 07:18, 27 November 2009
Code 1 | Action | Parameter types | ||||||
---|---|---|---|---|---|---|---|---|
#1 (P1) | #2 (P2) | #3 (P3) | #4 (P4) | #5 (P5) | #6 (P6) | #7 (P7) | ||
50 | Zoom out | 0 | 0 | 0 | 0 | 0 | 0 | A |
Zooms the tactical map out | ||||||||
51 | Reshroud Map | 0 | 0 | 0 | 0 | 0 | 0 | A |
Reshrouds the entire map | ||||||||
52 | Change Light Behavior | 0 | Special | 0 | 0 | 0 | 0 | A |
Changes the way a building spotlight behaves:
| ||||||||
53 | Enable Trigger | 2 | Trigger ID | 0 | 0 | 0 | 0 | A |
Enables trigger P2 | ||||||||
54 | Disable Trigger | 2 | Trigger ID | 0 | 0 | 0 | 0 | A |
Disables trigger P2 | ||||||||
55 | Create Radar Event | 0 | Radar Event# | 0 | 0 | 0 | 0 | Waypoint |
Creates a radar event of type P2 at waypoint P7 | ||||||||
56 | Local Set | 0 | Local# | 0 | 0 | 0 | 0 | A |
Local P2 is set | ||||||||
57 | Local Clear | 0 | Local# | 0 | 0 | 0 | 0 | A |
Local is cleared | ||||||||
58 | Meteor Shower | 0 | ? | 0 | 0 | 0 | 0 | Waypoint |
Creates a meteor shower around waypoint P7 | ||||||||
59 | Reduce Tiberium | 0 | 0 | 0 | 0 | 0 | 0 | Waypoint |
Reduces amount of Tiberium around waypoint P7 | ||||||||
60 | Sell building | 0 | 0 | 0 | 0 | 0 | 0 | A |
Attached building is sold | ||||||||
61 | Turn off building | 0 | 0 | 0 | 0 | 0 | 0 | A |
Attached building is turned off | ||||||||
62 | Turn on building | 0 | 0 | 0 | 0 | 0 | 0 | A |
Attached building is turned on | ||||||||
63 | Apply 100 damage | 0 | Waypoint# | 0 | 0 | 0 | 0 | A |
Detonates an explosion of [HE] warhead (with 100 points of Damage) at waypoint P2 | ||||||||
64 | Small Light flash | 0 | Waypoint# | 0 | 0 | 0 | 0 | A |
Shows a small light flash at waypoint P2 | ||||||||
65 | Medium Light flash | 0 | Waypoint# | 0 | 0 | 0 | 0 | A |
Shows a medium light flash at waypoint P2 | ||||||||
66 | Large Light flash | 0 | Waypoint# | 0 | 0 | 0 | 0 | A |
Shows a large light flash at waypoint P2 | ||||||||
67 | Announce Win | 0 | 0 | 0 | 0 | 0 | 0 | A |
EVA announcement that the player has won | ||||||||
Code 1 | Action | Parameter types | ||||||
#1 (P1) | #2 (P2) | #3 (P3) | #4 (P4) | #5 (P5) | #6 (P6) | #7 (P7) | ||
68 | Announce Lose | 0 | 0 | 0 | 0 | 0 | 0 | A |
EVA announcement that the player has lost | ||||||||
69 | Force end | 0 | 0 | 0 | 0 | 0 | 0 | A |
Forces end of scenario | ||||||||
70 | Destroy Tag | 3 | Tag ID | 0 | 0 | 0 | 0 | A |
Destroy tag P2 and all attached triggers | ||||||||
71 | Set ambient step | 0 | Number | 0 | 0 | 0 | 0 | A |
Sets ambient light fade step value to P2 | ||||||||
72 | Set ambient rate | 0 | Number | 0 | 0 | 0 | 0 | A |
Sets ambient light fade rate to P2 | ||||||||
73 | Set ambient light | 0 | Number | 0 | 0 | 0 | 0 | A |
Sets ambient light to level P2 | ||||||||
74 | AI triggers begin | 0 | House# | 0 | 0 | 0 | 0 | A |
Start AI triggers for house P2 | ||||||||
75 | AI triggers stop | 0 | House# | 0 | 0 | 0 | 0 | A |
Stop AI triggers for house P2 | ||||||||
76 | Ratio of AI trigger teams | 0 | Number | 0 | 0 | 0 | 0 | A |
AI percentage of teams created for AI triggers (P2% are created for AI Triggers, (100-P2)% are for other teams) | ||||||||
77 | Ratio of team aircraft | 0 | Number | 0 | 0 | 0 | 0 | A |
AI percentage of aircraft created for teams (P2% are created for AI Triggers, (100-P2)% are for other teams) | ||||||||
78 | Ratio of team infantry | 0 | Number | 0 | 0 | 0 | 0 | A |
AI percentage of infantry created for teams (P2% are created for AI Triggers, (100-P2)% are for other teams) | ||||||||
79 | Ratio of team units | 0 | Number | 0 | 0 | 0 | 0 | A |
AI percentage of units created for teams (P2% are created for AI Triggers, (100-P2)% are for other teams) | ||||||||
80 | Reinforcement | 1 | TeamType ID | 0 | 0 | 0 | 0 | Waypoint |
Create reinforcement team P2 at waypoint P7 | ||||||||
81 | Wakeup self | 0 | 0 | 0 | 0 | 0 | 0 | A |
Breaks attached object out of sleep or harmless mode so as to enter guard mode | ||||||||
82 | Wakeup all sleepers | 0 | 0 | 0 | 0 | 0 | 0 | A |
Breaks all HOUSE's units out of sleep mode | ||||||||
83 | Wakeup all harmless | 0 | 0 | 0 | 0 | 0 | 0 | A |
Breaks all HOUSE's units out of harmless mode | ||||||||
84 | Wakeup group | 0 | Group | 0 | 0 | 0 | 0 | A |
Wakeup all HOUSE's units which (as received from their TaskForce) belong to group P2 | ||||||||
Code 1 | Action | Parameter types | ||||||
#1 (P1) | #2 (P2) | #3 (P3) | #4 (P4) | #5 (P5) | #6 (P6) | #7 (P7) | ||
85 | Vein growth | 0 | 0/1 = no/yes | 0 | 0 | 0 | 0 | A |
Sets whether the Veins grow or not | ||||||||
86 | Tiberium growth | 0 | 0/1 = no/yes | 0 | 0 | 0 | 0 | A |
Sets whether Tiberium grows or not | ||||||||
87 | Ice growth | 0 | 0/1 = no/yes | 0 | 0 | 0 | 0 | A |
Sets whether ice grows or not | ||||||||
88 | Particle Anim at | 0 | Particle# | 0 | 0 | 0 | 0 | Waypoint |
Spawn particle P2 at waypoint P7 | ||||||||
89 | Remove Particle Anim at | 0 | Waypoint# | 0 | 0 | 0 | 0 | A |
Remove all particles from waypoint P2 | ||||||||
90 | Lightning strike at | 0 | Waypoint# | 0 | 0 | 0 | 0 | A |
A single Ion Storm lightning bolt strikes at waypoint P2 | ||||||||
91 | Go Berzerk | 0 | 0 | 0 | 0 | 0 | 0 | A |
Attached object goes berzerk (only works on Cyborg=yes infantry) | ||||||||
92 | Activate Firestorm | 0 | 0 | 0 | 0 | 0 | 0 | A |
Activates HOUSE's firestorm defense | ||||||||
93 | Deactivate Firestorm | 0 | 0 | 0 | 0 | 0 | 0 | A |
Deactivates HOUSE's firestorm defense | ||||||||
94 | Ion-cannon strike | 0 | Waypoint# | 0 | 0 | 0 | 0 | A |
Fires Ion-Cannon at waypoint P2 | ||||||||
95 | Nuke strike | 0 | 0 | 0 | 0 | 0 | 0 | Waypoint |
Fires a Nuclear Missile (Multi Missile) at waypoint P7 | ||||||||
96 | Chem-missile strike | 0 | Waypoint# | 0 | 0 | 0 | 0 | A |
Fires Chemical missile at waypoint P2 | ||||||||
97 | Toggle Train Cargo | 0 | 0 | 0 | 0 | 0 | 0 | A |
Toggles state of [Basic]→TrainCrate | ||||||||
98 | Play Sound Effect | 7 | Sound# | 0 | 0 | 0 | 0 | A |
Plays sound P2 at random waypoint | ||||||||
99 | Play Sound Effect At | 7 | Sound# | 0 | 0 | 0 | 0 | Waypoint |
Plays sound effect P2 at waypoint P7 | ||||||||
100 | Play Ingame Movie | 0 | Movie# | 0 | 0 | 0 | 0 | A |
Displays movie P2 in the minimap window. Player still has control of interface and units |