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! style="text-align: center;" colspan=2 | Parameter types
! style="text-align: center;" colspan=2 | Parameter types
|- style="background: #ddd; border: 1px solid #000; border-width: 1px 0;"
|- 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;" | #1 (P1){{Fnl|2}}
! style="width: 6em; text-align: center;" | #2 (P2)
! style="width: 6em; text-align: center;" | #2 (P2)
|-
|-
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| style="text-align: center;" | credits
| style="text-align: center;" | credits
|-
|-
| colspan=4 | HOUSE{{Fnl|2}} has at least P2 credits
| colspan=4 | HOUSE{{Fnl|3}} has at least P2 credits
|-
|-
| rowspan=2 | {{Tt|13}}
| rowspan=2 | {{Tt|13}}
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| style="text-align: center;" | Building#
| style="text-align: center;" | Building#
|-
|-
| colspan=4 | Building whose internal index{{Fnl|3}} is P2 is placed on the map
| colspan=4 | Building whose internal index{{Fnl|4}} is P2 is placed on the map
|-
|-
| rowspan=2 | {{Tt|20}}
| rowspan=2 | {{Tt|20}}
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| rowspan=2 | {{Tt|23}}
| rowspan=2 | {{Tt|23}}
| {{Tt|Leaves map (team)}}
| {{Tt|Leaves map (team)}}
| style="text-align: center;" | 0
| style="text-align: center;" | 1
| style="text-align: center;" | TeamType
| style="text-align: center;" | TeamType
|-
|-
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{{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.}}


{{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|P1 is a [[boolean]] variable, which denotes whether P2 refers to a [[TeamType]] (value 1) or not (value 0).}}
 
{{Fn|3|HOUSE in this document refers to the house owning the Trigger, labeled "HOUSE" in the [[Maps/Triggers#TS.2FFS|Triggers]] page.}}
 
{{Fn|4|See [[ScriptActions#Notes|ScriptActions→Notes]] for more information}}


{{:Maps/Referencing}}
{{:Maps/Referencing}}
[[Category:Map_Information]]
[[Category:Map_Information]]

Revision as of 21:47, 20 September 2019

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 #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
The attached object is discovered by the player
5 House Discovered 0 House#
House P2 is discovered by the player
6 Attacked by enemy 0 0
Attached object is attacked by enemy fire. Incidental damage and friendly fire are ignored.
7 Destroyed by enemy 0 0
Attached object is destroyed by enemy fire. Incidental damage and friendly fire are ignored. See also Events 29 and 48.
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
HOUSE3 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 Factory 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 CivEvac )
19 Build building type 0 Building#
Building whose internal index4 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) 1 TeamType
TeamType with index P1 leaves the map
24 Zone entry by 0 House#
Attached CellTag's zone entered by house P2. Zones are continuous areas bounded by cliffs and other impassable terrain.
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 Captured or destroyed 0 0
Attached object is captured or destroyed by anything. See also Events 7 and 48.
30 Low power 0 House#
House P2 is in a low power situation
31 Attached bridge destroyed 0 0
Attached bridge destroyed. To link a trigger to a bridge, place the CellTag under any of the bridge overlays.
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 Captured, Destroyed or Infiltrated 0 0
Attached object is captured, destroyed, or it successfully infiltrates another object. See also Events 7 and 29.
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 purpose 0 0
Same as event 35.
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 P1 is a boolean variable, which denotes whether P2 refers to a TeamType (value 1) or not (value 0).

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

4 See ScriptActions→Notes for more information

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.