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Actions (maps)/TSFS/000 059: Difference between revisions
< Actions (maps) | TSFS
Added a note about TAction 7 |
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If no waypoint is defined or the waypoint is otherwise invalid, then the edge is determined by the {{f|Edge|link}} parameter of the team's house. | If no waypoint is defined or the waypoint is otherwise invalid, then the edge is determined by the {{f|Edge|link}} parameter of the team's house. | ||
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| rowspan=2 | {{Tt|8}} | | rowspan=2 | {{Tt|8}} |
Revision as of 06:49, 16 August 2024
Code 1 | Action | Parameter types | ||||||
---|---|---|---|---|---|---|---|---|
#1 (P1) | #2 (P2) | #3 (P3) | #4 (P4) | #5 (P5) | #6 (P6) | #7 (P7) | ||
0 | No Action | 0 | 0 | 0 | 0 | 0 | 0 | A |
No Action - nothing happens | ||||||||
1 | Win | 0 | House# | 0 | 0 | 0 | 0 | A |
House P2 wins the game | ||||||||
2 | Lose | 0 | House# | 0 | 0 | 0 | 0 | A |
House P2 loses the game | ||||||||
3 | Production Begins | 0 | House# | 0 | 0 | 0 | 0 | A |
Enables computer-controlled House P2 to produce units for teams and (re)construct buildings according to base nodes. This is necessary if the House's IQ is too low for automatic production. | ||||||||
4 | Create Team. | 14 | TeamType ID | 0 | 0 | 0 | 0 | A |
Creates an instance of TeamType P2 owned by HOUSE2. The TaskForce will be recruited from existing units or produced from factory, provided the House is AI-controlled and production is enabled. | ||||||||
5 | Destroy Team | 1 | TeamType ID | 0 | 0 | 0 | 0 | A |
Destroys all instances of TeamType P2. This dissolves the team(s), but leaves the team members alive. However, the teams are regarded as "killed" for purposes like certain trigger events (e.g. event #29 or #48). | ||||||||
6 | All to Hunt | 0 | House# | 0 | 0 | 0 | 0 | A |
House P2 sends all its objects to hunt | ||||||||
7 | Reinforcement | 1 | TeamType ID | 0 | 0 | 0 | 0 | A |
Spawns team type P2 and grants it to its owner house. In most cases, the task force will arrive from the map edge closest to the team's origin waypoint. Units with the tunnel (subterranean) locomotor spawn directly at the waypoint.
If no waypoint is defined or the waypoint is otherwise invalid, then the edge is determined by the Edge parameter of the team's house. | ||||||||
8 | Drop Zone Flare | 0 | 0 | 0 | 0 | 0 | 0 | Waypoint |
Displays a drop zone flare at waypoint P7 and reveals map around that location | ||||||||
9 | Fire Sale | 0 | House# | 0 | 0 | 0 | 0 | A |
House P2 sells all structures | ||||||||
10 | Play Movie | 0 | Movie# | 0 | 0 | 0 | 0 | A |
Pauses the game and plays the movie P2 in full screen | ||||||||
11 | Text Trigger | 0 | String# | 0 | 0 | 0 | 0 | A |
Displays the text with index P2 from tutorial.ini | ||||||||
12 | Destroy Trigger | 2 | Trigger ID | 0 | 0 | 0 | 0 | A |
Destroy all instances of Trigger P2 | ||||||||
13 | Autocreate Begins | 0 | House# | 0 | 0 | 0 | 0 | A |
Logic related to Autocreate Begins, as a whole or in part, is obsolete in Tiberian Sun.
In previous games, this action enabled the specified computer-controlled house to periodically build autocreate teams. However, this system is deprecated, most likely in favor of the new and more flexible AI triggers. | ||||||||
14 | Change House | 0 | House# | 0 | 0 | 0 | 0 | A |
Attached objects are granted to House P2.
Note that the House will technically "capture" the objects. If there's another trigger with events like #29 or #48 attached to those objects, that trigger will fire due to the House change. | ||||||||
Code 1 | Action | Parameter types | ||||||
#1 (P1) | #2 (P2) | #3 (P3) | #4 (P4) | #5 (P5) | #6 (P6) | #7 (P7) | ||
15 | Allow Win | 0 | 0 | 0 | 0 | 0 | 0 | A |
Logic related to Allow Win, as a whole or in part, is obsolete in Tiberian Sun.
In previous games, the mission could only be won once all triggers that had this action had fired. In TS, this was made obsolete by the introduction of local variables. | ||||||||
16 | Reveal all map | 0 | 0 | 0 | 0 | 0 | 0 | A |
Reveals the entire map to the player | ||||||||
17 | Reveal around waypoint | 0 | Waypoint# | 0 | 0 | 0 | 0 | A |
Reveals a region of the map to the player around the waypoint specified | ||||||||
18 | Reveal waypoint zone | 0 | Waypoint# | 0 | 0 | 0 | 0 | A |
Reveals the zone of waypoint P2 | ||||||||
19 | Play sound effect | 0 | Sound# | 0 | 0 | 0 | 0 | A |
Plays the sound effect P2 | ||||||||
20 | Play music theme | 0 | Theme# | 0 | 0 | 0 | 0 | A |
Plays the music theme P2 | ||||||||
21 | Play speech | 0 | Speech# | 0 | 0 | 0 | 0 | A |
Plays the speech P2 | ||||||||
22 | Force Trigger | 2 | Trigger ID | 0 | 0 | 0 | 0 | A |
Forces trigger P2 to fire | ||||||||
23 | Timer Start | 0 | 0 | 0 | 0 | 0 | 0 | A |
Starts the global mission timer | ||||||||
24 | Timer Stop | 0 | 0 | 0 | 0 | 0 | 0 | A |
Stops the global mission timer | ||||||||
25 | Timer Extend | 0 | Time5 | 0 | 0 | 0 | 0 | A |
Extends the global mission timer by this many seconds5. | ||||||||
26 | Timer Shorten | 0 | Time5 | 0 | 0 | 0 | 0 | A |
Reduces the global mission timer by this many seconds5. | ||||||||
27 | Timer Set | 0 | Time5 | 0 | 0 | 0 | 0 | A |
Sets the global mission timer to this many seconds5. | ||||||||
28 | Global Set | 0 | Global# | 0 | 0 | 0 | 0 | A |
Global variable P2 is set | ||||||||
29 | Global Clear | 0 | Global# | 0 | 0 | 0 | 0 | A |
Global variable P2 is cleared | ||||||||
Code 1 | Action | Parameter types | ||||||
#1 (P1) | #2 (P2) | #3 (P3) | #4 (P4) | #5 (P5) | #6 (P6) | #7 (P7) | ||
30 | Auto Base Building | 0 | Boolean | 0 | 0 | 0 | 0 | A |
If P2 ≠ 0, enables base construction for HOUSE. See also action no. 3 | ||||||||
31 | Grow shroud | 0 | 0 | 0 | 0 | 0 | 0 | A |
The shroud expands by one cell | ||||||||
32 | Destroy Attached Object | 0 | 0 | 0 | 0 | 0 | 0 | A |
Attached objects are destroyed | ||||||||
33 | Add 1-time super weapon | 0 | SuperWeapon# | 0 | 0 | 0 | 0 | A |
HOUSE gets one-time superweapon P2 | ||||||||
34 | Add repeating super weapon | 0 | SuperWeapon# | 0 | 0 | 0 | 0 | A |
HOUSE gains repeating superweapon P2 | ||||||||
35 | Preferred target | 0 | Quarry# | 0 | 0 | 0 | 0 | A |
HOUSE sets the preferred target type for super weapons to P2 | ||||||||
36 | All change house | 0 | House# | 0 | 0 | 0 | 0 | A |
All objects of HOUSE are assigned to House P2 | ||||||||
37 | Make ally | 0 | House# | 0 | 0 | 0 | 0 | A |
Forces HOUSE to ally with house P2 | ||||||||
38 | Make enemy | 0 | House# | 0 | 0 | 0 | 0 | A |
Forces HOUSE to un-ally with house P2 | ||||||||
39 | Change Zoom Level | 0 | Special | 0 | 0 | 0 | 0 | A |
Changes the zoom out level of the player's radar map: (1 - normal view, 2 - zoomed out) | ||||||||
40 | Resize Player View | 0 | 0 | X offset | Y offset | Width | Height | A |
Changes the visible portion of the map. See [Map]→LocalSize= for more information on the parameters. | ||||||||
41 | Play Anim At | 0 | Animation# | 0 | 0 | 0 | 0 | Waypoint |
Plays animation P2 in the waypoint P7 | ||||||||
42 | Fire Weapon At | 0 | Weapon# | 0 | 0 | 0 | 0 | Waypoint |
Detonates an explosion with weapon P2 in the waypoint P7 | ||||||||
43 | Meteor Impact At | 0 | VoxelAnim# | 0 | 0 | 0 | 0 | Waypoint# |
Creates VoxelAnim P2 at waypoint P7 and plays the EVA speech "Meteor storm approaching" | ||||||||
44 | Ion Storm start | 0 | Time5 | 0 | 0 | 0 | 0 | A |
Starts an ion storm sequence to run for P2 seconds5. | ||||||||
Code 1 | Action | Parameter types | ||||||
#1 (P1) | #2 (P2) | #3 (P3) | #4 (P4) | #5 (P5) | #6 (P6) | #7 (P7) | ||
45 | Ion Storm stop | 0 | 0 | 0 | 0 | 0 | 0 | A |
Stops any Ion storm in progress | ||||||||
46 | Lock input | 0 | 0 | 0 | 0 | 0 | 0 | A |
Disables user input | ||||||||
47 | Unlock input | 0 | 0 | 0 | 0 | 0 | 0 | A |
Enables user input | ||||||||
48 | Center Camera at waypoint | 0 | Speed (0-4) | 0 | 0 | 0 | 0 | Waypoint |
Moves the tactical view to waypoint P7 with given speed in P2 | ||||||||
49 | Zoom in | 0 | 0 | 0 | 0 | 0 | 0 | A |
Zooms the tactical map in | ||||||||
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# | 0 | 0 | 0 | 0 | A |
Enables trigger P2 | ||||||||
54 | Disable Trigger | 2 | Trigger# | 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 | Size (0-3) | 0 | 0 | 0 | 0 | Waypoint |
Creates a meteor shower of size P2 around waypoint P7 and plays the EVA speech "Meteor storm approaching". Larger size values indicate more meteors. | ||||||||
59 | Reduce Tiberium | 0 | 0 | 0 | 0 | 0 | 0 | Waypoint |