Events/RA: Difference between revisions
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{| border=1 class="table_descrow" | {| border=1 class="table_descrow" | ||
! Code {{Fnl|1}} | ! rowspan=2 style="width: 5%" | Code {{Fnl|1}} | ||
! rowspan=2 style="width: 20%;" | Event | |||
! rowspan=2 | Meaning | |||
! colspan=2 | Parameter types | |||
|- | |- | ||
| {{ | ! style="width: 10%;" | #1 (P1) {{Fnl|3}} | ||
! style="width: 10%;" | #2 (P2) {{Fnl|4}} | |||
|- | |- | ||
| {{Tt| | | {{Tt|0}} || {{Tt|None}} || No Event - cannot be activated || - || - | ||
|- | |- | ||
| {{Tt| | | {{Tt|1}} || {{Tt|Entered by}} || House P2 enters attached building/celltag || - || House# | ||
|- | |- | ||
| {{Tt| | | {{Tt|2}} || {{Tt|Spied by}} || House P2 sends a spy into attached building || - || House# | ||
|- | |- | ||
| {{Tt| | | {{Tt|3}} || {{Tt|Thieved by}} || Doesn't work || - || - | ||
|- | |- | ||
| {{Tt| | | {{Tt|4}} || {{Tt|Discovered by player}} || House owning the attached object is discovered by the player || - || - | ||
|- | |- | ||
| {{Tt| | | {{Tt|5}} || {{Tt|House Discovered}} || House P2 is discovered by the player || - || House# | ||
|- | |- | ||
| {{Tt| | | {{Tt|6}} || {{Tt|Attacked by anybody}} || Attached object is attacked by anybody || - || - | ||
|- | |- | ||
| {{Tt| | | {{Tt|7}} || {{Tt|Destroyed by anybody}} || Attached object is destroyed by anybody || - || - | ||
|- | |- | ||
| {{Tt| | | {{Tt|8}} || {{Tt|Any event}} || Any event || - || - | ||
|- | |- | ||
| {{Tt| | | {{Tt|9}} || {{Tt|Destroyed, Units, All}} || All units of house P2 are destroyed (''does '''not''''' include civilian objects owned by P2) || - || House# | ||
|- | |- | ||
| {{Tt| | | {{Tt|10}} || {{Tt|Destroyed, Buildings, All}} || All buildings of house P2 are destroyed (''does '''not''''' include civilian objects owned by P2) || - || - | ||
|- | |- | ||
| {{Tt| | | {{Tt|11}} || {{Tt|Destroyed, All}} || All objects of house P2 are destroyed (''does '''not''''' include civilian objects owned by P2) || - || - | ||
|- | |- | ||
| {{Tt| | | {{Tt|12}} || {{Tt|Credits exceed}} || HOUSE{{Fnl|2}} has at least P2 credits || - || credits | ||
|- | |- | ||
| {{Tt| | | {{Tt|13}} || {{Tt|Elapsed time}} || (P2/10) minutes have passed in this mission || - || time | ||
|- | |- | ||
| {{Tt| | | {{Tt|14}} || {{Tt|Mission timer expired}} || Mission timer expired || - || - | ||
|- | |- | ||
| {{Tt| | | {{Tt|15}} || {{Tt|Destroyed, Buildings, #}} || Exactly P2 buildings owned by HOUSE have been destroyed (''does'' include civilian objects owned by P2) || - || counter | ||
|- | |- | ||
| {{Tt| | | {{Tt|16}} || {{Tt|Destroyed, Units, #}} || Exactly P2 units owned by HOUSE have been destroyed (''does'' include civilian objects owned by P2) || - || counter | ||
|- | |- | ||
| {{Tt| | | {{Tt|17}} || {{Tt|No factories left}} || HOUSE has no factories left) || - || - | ||
|- | |- | ||
| {{Tt| | | {{Tt|18}} || {{Tt|Civilians evacuated}} || Civilian objects owned by HOUSE have left the map (See {{TTL|CivEvac}} ) || - || - | ||
|- | |- | ||
| {{Tt| | | {{Tt|19}} || {{Tt|Build building type}} || Building # P2 is placed on the map || - || Building# | ||
|- | |- | ||
| {{Tt| | | {{Tt|20}} || {{Tt|Build unit type}} || Unit whose internal index is P2 is placed on the map || - || Unit# | ||
|- | |- | ||
| {{Tt| | | {{Tt|21}} || {{Tt|Build infantry type}} || Infantry whose internal index is P2 is placed on the map || - || Infantry# | ||
|- | |- | ||
| {{Tt| | | {{Tt|22}} || {{Tt|Build aircraft type}} || Aircraft whose internal index is P2 is placed on the map || - || Aircraft# | ||
|- | |- | ||
| {{Tt| | | {{Tt|23}} || {{Tt|Leaves map (team)}} || [[Maps/TeamTypes/TD|TeamType]] P1 leaves the map || TeamType# || - | ||
|- | |- | ||
| {{Tt| | | {{Tt|24}} || {{Tt|Zone entry by}} || Attached celltrigger's zone entered by house P2 || - || House# | ||
|- | |- | ||
| {{Tt| | | {{Tt|25}} || {{Tt|Crosses horizontal line}} || House P2 crosses the horizontal line of the attached celltag || - || House# | ||
|- | |- | ||
| {{Tt| | | {{Tt|26}} || {{Tt|Crosses vertical line}} || House P2 crosses the vertical line of the attached celltag || - || House# | ||
|- | |- | ||
| {{Tt| | | {{Tt|27}} || {{Tt|Global is set}} || Global variable with index P2 is set || - || Global variable# | ||
|- | |- | ||
| {{Tt| | | {{Tt|28}} || {{Tt|Global is clear}} || Global variable with index P2 is cleared || - || Global variable# | ||
|- | |- | ||
| {{Tt| | | {{Tt|29}} || {{Tt|Destroyed, Fakes, All}} || Doesn't work, fires immediately || - || - | ||
|- | |- | ||
| {{Tt| | | {{Tt|30}} || {{Tt|Low power}} || House P2 is in a low power situation || - || House# | ||
|- | |- | ||
| {{Tt|32}} || {{Tt|Building exists}} || HOUSE owns a building | | {{Tt|31}} || {{Tt|Attached bridge destroyed}} || Attached bridge destroyed || - || - | ||
|- | |||
| {{Tt|32}} || {{Tt|Building exists}} || HOUSE owns a building # P2 || - || Building# | |||
|} | |} | ||
Events took two parameters which | Events took two parameters which, when unused, had to be set to {{Tt|-1}}. | ||
== 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/RA|here]]. | |||
{{Fn|1|This column specifies the code to be written in the Trigger's E1 or E2 slot.}} | {{Fn|1|This column specifies the code to be written in the Trigger's E1 or E2 slot.}} | ||
Line 82: | Line 89: | ||
{{Fn|2|HOUSE in this document refers to the house owning the Trigger, labeled "HOUSE" in the [[Maps/Triggers#RA.2FCS.2FAM|Triggers]] page.}} | {{Fn|2|HOUSE in this document refers to the house owning the Trigger, labeled "HOUSE" in the [[Maps/Triggers#RA.2FCS.2FAM|Triggers]] page.}} | ||
{{Fn|3| | {{Fn|3|P1 in this document refers to the event's first parameter in the [[Maps/Triggers#RA.2FCS.2FAM|Triggers]] page.}} | ||
{{Fn| | {{Fn|4|P2 in this document refers to the event's second parameter in the [[Maps/Triggers#RA.2FCS.2FAM|Triggers]] page.}} |
Revision as of 17:19, 13 September 2006
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 | Meaning | Parameter types | |
---|---|---|---|---|
#1 (P1) 3 | #2 (P2) 4 | |||
0 | None | No Event - cannot be activated | - | - |
1 | Entered by | House P2 enters attached building/celltag | - | House# |
2 | Spied by | House P2 sends a spy into attached building | - | House# |
3 | Thieved by | Doesn't work | - | - |
4 | Discovered by player | House owning the attached object is discovered by the player | - | - |
5 | House Discovered | House P2 is discovered by the player | - | House# |
6 | Attacked by anybody | Attached object is attacked by anybody | - | - |
7 | Destroyed by anybody | Attached object is destroyed by anybody | - | - |
8 | Any event | Any event | - | - |
9 | Destroyed, Units, All | All units of house P2 are destroyed (does not include civilian objects owned by P2) | - | House# |
10 | Destroyed, Buildings, All | All buildings of house P2 are destroyed (does not include civilian objects owned by P2) | - | - |
11 | Destroyed, All | All objects of house P2 are destroyed (does not include civilian objects owned by P2) | - | - |
12 | Credits exceed | HOUSE2 has at least P2 credits | - | credits |
13 | Elapsed time | (P2/10) minutes have passed in this mission | - | time |
14 | Mission timer expired | Mission timer expired | - | - |
15 | Destroyed, Buildings, # | Exactly P2 buildings owned by HOUSE have been destroyed (does include civilian objects owned by P2) | - | counter |
16 | Destroyed, Units, # | Exactly P2 units owned by HOUSE have been destroyed (does include civilian objects owned by P2) | - | counter |
17 | No factories left | HOUSE has no factories left) | - | - |
18 | Civilians evacuated | Civilian objects owned by HOUSE have left the map (See Template:TTL ) | - | - |
19 | Build building type | Building # P2 is placed on the map | - | Building# |
20 | Build unit type | Unit whose internal index is P2 is placed on the map | - | Unit# |
21 | Build infantry type | Infantry whose internal index is P2 is placed on the map | - | Infantry# |
22 | Build aircraft type | Aircraft whose internal index is P2 is placed on the map | - | Aircraft# |
23 | Leaves map (team) | TeamType P1 leaves the map | TeamType# | - |
24 | Zone entry by | Attached celltrigger's zone entered by house P2 | - | House# |
25 | Crosses horizontal line | House P2 crosses the horizontal line of the attached celltag | - | House# |
26 | Crosses vertical line | House P2 crosses the vertical line of the attached celltag | - | House# |
27 | Global is set | Global variable with index P2 is set | - | Global variable# |
28 | Global is clear | Global variable with index P2 is cleared | - | Global variable# |
29 | Destroyed, Fakes, All | Doesn't work, fires immediately | - | - |
30 | Low power | House P2 is in a low power situation | - | House# |
31 | Attached bridge destroyed | Attached bridge destroyed | - | - |
32 | Building exists | HOUSE owns a building # P2 | - | Building# |
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.