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Events/RA2YR: Difference between revisions

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The following Events are available:
The following Events are available:


{| border=1 class="table_descrow"
{| style="width: 95%;" border=1 class="table_descrow"
! Code {{Fnl|1}} || Event || Meaning
|- style="background: #ddd; border: 1px solid #000; border-width: 1px 0;"
! style="width: 5em;" rowspan=2 | Code {{Fnl|1}}
! rowspan=2 | Event
! style="text-align: center;" colspan=3 | Parameter types
|- 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;" | #2 (P2)
! style="width: 6em; text-align: center;" | #3 (P3)
|-
|-
| {{Tt|0}} || {{Tt|None}} || No Event - cannot be activated
| {{Tt|0}} || {{Tt|None}}  
| style="text-align: center;" | 0
| style="text-align: center;" | 0
| style="text-align: center;" | -  
|-
|-
| {{Tt|1}} || {{Tt|Entered by}} || House P2{{Fnl|4}} enters attached building/celltag
| style="border-bottom: 1px solid #000;" colspan=5 | No Event - cannot be activated
|-
|-
| {{Tt|2}} || {{Tt|Spied by}} || House P2 sends a spy into attached building
| {{Tt|1}} || {{Tt|Entered by}}  
| style="text-align: center;" | 0
| style="text-align: center;" | House#
| style="text-align: center;" | -
|-
|-
| {{Tt|3}} || {{Tt|Thieved by}} || Doesn't work
| style="border-bottom: 1px solid #000;" colspan=5 | House P2 enters attached building/celltag
|-
|-
| {{Tt|4}} || {{Tt|Discovered by player}} || House owning the attached object is discovered by the player
| {{Tt|2}} || {{Tt|Spied by}}  
| style="text-align: center;" | 0
| style="text-align: center;" | House#
| style="text-align: center;" | -
|-
|-
| {{Tt|5}} || {{Tt|House Discovered}} || House P2 is discovered by the player
| style="border-bottom: 1px solid #000;" colspan=5 | House P2 sends a spy into attached building
|-
|-
| {{Tt|6}} || {{Tt|Attacked by anybody}} || Attached object is attacked by anybody
| {{Tt|3}} || {{Tt|Thieved by}}  
| style="text-align: center;" | 0
| style="text-align: center;" | 0
| style="text-align: center;" | -
|-
|-
| {{Tt|7}} || {{Tt|Destroyed by anybody}} || Attached object is destroyed by anybody
| style="border-bottom: 1px solid #000;" colspan=5 | Doesn't work
|-
|-
| {{Tt|8}} || {{Tt|Any event}} || Any event
| {{Tt|4}} || {{Tt|Discovered by player}}  
| style="text-align: center;" | 0
| style="text-align: center;" | 0
| style="text-align: center;" | -
|-
|-
| {{Tt|9}} || {{Tt|Destroyed, Units, All}} || All units of house P2 are destroyed (''does '''not''''' include civilian objects owned by P2)
| style="border-bottom: 1px solid #000;" colspan=5 | House owning the attached object is discovered by the player
|-
|-
| {{Tt|10}} || {{Tt|Destroyed, Buildings, All}} || All buildings of house P2 are destroyed (''does '''not''''' include civilian objects owned by P2)
| {{Tt|5}} || {{Tt|House Discovered}}  
| style="text-align: center;" | 0
| style="text-align: center;" | House#
| style="text-align: center;" | -
|-
|-
| {{Tt|11}} || {{Tt|Destroyed, All}} || All objects of house P2 are destroyed (''does '''not''''' include civilian objects owned by P2)
| style="border-bottom: 1px solid #000;" colspan=5 | House P2 is discovered by the player
|-
|-
| {{Tt|12}} || {{Tt|Credits exceed}} || HOUSE{{Fnl|2}} has at least P2 credits
| {{Tt|6}} || {{Tt|Attacked by anybody}}  
| style="text-align: center;" | 0
| style="text-align: center;" | 0
| style="text-align: center;" | -
|-
|-
| {{Tt|13}} || {{Tt|Elapsed time (1/10th min)}} || (P2/10) minutes have passed in this mission
| style="border-bottom: 1px solid #000;" colspan=5 | Attached object is attacked by anybody
|-
|-
| {{Tt|14}} || {{Tt|Mission timer expired}} || Mission timer expired
| {{Tt|7}} || {{Tt|Destroyed by anybody}}  
| style="text-align: center;" | 0
| style="text-align: center;" | 0
| style="text-align: center;" | -
|-
|-
| {{Tt|15}} || {{Tt|Destroyed, Buildings, #}} || Exactly P2 buildings owned by HOUSE have been destroyed (''does'' include civilian objects owned by P2)
| style="border-bottom: 1px solid #000;" colspan=5 | Attached object is destroyed by anybody
|-
|-
| {{Tt|16}} || {{Tt|Destroyed, Units, #}} || Exactly ExP2 units owned by HOUSE have been destroyed (''does'' include civilian objects owned by P2)
| {{Tt|8}} || {{Tt|Any event}}  
| style="text-align: center;" | 0
| style="text-align: center;" | 0
| style="text-align: center;" | -
|-
|-
| {{Tt|17}} || {{Tt|No factories left}} || HOUSE has no buildings with a valid {{TTL|Factory}} set
| style="border-bottom: 1px solid #000;" colspan=5 | Any event
|-
|-
| {{Tt|18}} || {{Tt|Civilians evacuated}} || Civilian objects owned by HOUSE have left the map (See {{TTL|CivEvac}} )
| {{Tt|9}} || {{Tt|Destroyed, Units, All}}  
| style="text-align: center;" | 0
| style="text-align: center;" | House#
| style="text-align: center;" | -
|-
|-
| {{Tt|19}} || {{Tt|Build building type}} || Building whose internal index{{Fnl|6}} is P2 is placed on the map
| style="border-bottom: 1px solid #000;" colspan=5 | All units of house P2 are destroyed (''does '''not''''' include civilian objects)
|-
|-
| {{Tt|20}} || {{Tt|Build unit type}} || Unit whose internal index is P2 is placed on the map
| {{Tt|10}} || {{Tt|Destroyed, Buildings, All}}  
| style="text-align: center;" | 0
| style="text-align: center;" | House#
| style="text-align: center;" | -
|-
|-
| {{Tt|21}} || {{Tt|Build infantry type}} || Infantry whose internal index is P2 is placed on the map
| style="border-bottom: 1px solid #000;" colspan=5 | All buildings of house P2 are destroyed (''does '''not''''' include civilian objects)
|-
|-
| {{Tt|22}} || {{Tt|Build aircraft type}} || Aircraft whose internal index is P2 is placed on the map
| {{Tt|11}} || {{Tt|Destroyed, All}}  
| style="text-align: center;" | 0
| style="text-align: center;" | House#
| style="text-align: center;" | -
|-
|-
| {{Tt|23}} || {{Tt|Leaves map (team)}} || [[TeamTypes|TeamType]] with index P1{{Fnl|3}} leaves the map
| style="border-bottom: 1px solid #000;" colspan=5 | All objects of house P2 are destroyed (''does '''not''''' include civilian objects)
|-
|-
| {{Tt|24}} || {{Tt|Zone entry by}} || Attached celltrigger's zone entered by house P2
| {{Tt|12}} || {{Tt|Credits exceed}}  
| style="text-align: center;" | 0
| style="text-align: center;" | credits
| style="text-align: center;" | -
|-
|-
| {{Tt|25}} || {{Tt|Crosses horizontal line}} || House P2 crosses the horizontal line of the attached celltag
| style="border-bottom: 1px solid #000;" colspan=5 | HOUSE{{Fnl|2}} has at least P2 credits
|-
|-
| {{Tt|26}} || {{Tt|Crosses vertical line}} || House P2 crosses the vertical line of the attached celltag
| {{Tt|13}} || {{Tt|Elapsed time}}
| style="text-align: center;" | 0
| style="text-align: center;" | time
| style="text-align: center;" | -
|-
|-
| {{Tt|27}} || {{Tt|Global is set}} || Global variable with index P2 is set
| style="border-bottom: 1px solid #000;" colspan=5 | (P2/10) minutes have passed in this mission
|-
|-
| {{Tt|28}} || {{Tt|Global is clear}} || Global variable with index P2 is cleared
| {{Tt|14}} || {{Tt|Mission timer expired}}  
| style="text-align: center;" | 0
| style="text-align: center;" | 0
| style="text-align: center;" | -
|-
|-
| {{Tt|29}} || {{Tt|Destroyed, Fakes, All}} || Doesn't work, fires immediately
| style="border-bottom: 1px solid #000;" colspan=5 | Mission timer expired
|-
|-
| {{Tt|30}} || {{Tt|Low power}} || House P2 is in a low power situation
| {{Tt|15}} || {{Tt|Destroyed, Buildings, #}}  
| style="text-align: center;" | 0
| style="text-align: center;" | counter
| style="text-align: center;" | -
|-
|-
| {{Tt|31}} || {{Tt|All bridges destroyed}} || Attached bridge destroyed
| style="border-bottom: 1px solid #000;" colspan=5 | Exactly P2 buildings owned by HOUSE have been destroyed (''does'' include civilian objects)
|- style="background: #ddd; border: 1px solid #000; border-width: 1px 0;"
! style="width: 5em;" rowspan=2 | Code {{Fnl|1}}
! rowspan=2 | Event
! style="text-align: center;" colspan=3 | Parameter types
|- 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;" | #2 (P2)
! style="width: 6em; text-align: center;" | #3 (P3)
|-
|-
| {{Tt|32}} || {{Tt|Building exists}} || HOUSE owns a building with internal number P2
| {{Tt|16}} || {{Tt|Destroyed, Units, #}}  
| style="text-align: center;" | 0
| style="text-align: center;" | counter
| style="text-align: center;" | -
|-
|-
| {{Tt|33}} || {{Tt|Selected by player}} || attached object is selected by the player (single-player only)
| style="border-bottom: 1px solid #000;" colspan=5 | Exactly P2 units owned by HOUSE have been destroyed (''does'' include civilian objects)
|-
|-
| {{Tt|34}} || {{Tt|Comes near waypoint...}} || HOUSE approaches specified waypoint
| {{Tt|17}} || {{Tt|No factories left}}  
| style="text-align: center;" | 0
| style="text-align: center;" | 0
| style="text-align: center;" | -
|-
|-
| {{Tt|35}} || {{Tt|Enemy In Spotlight...}} || enemy unit enters the spotlight cast by the attached building
| style="border-bottom: 1px solid #000;" colspan=5 | HOUSE has no buildings with a valid {{TTL|Factory}} set
|-
|-
| {{Tt|36}} || {{Tt|Local is set...}} || local with index P2 is turned on
| {{Tt|18}} || {{Tt|Civilians evacuated}}  
| style="text-align: center;" | 0
| style="text-align: center;" | 0
| style="text-align: center;" | -
|-
|-
| {{Tt|37}} || {{Tt|Local is clear...}} || local with index P2 is turned off.
| style="border-bottom: 1px solid #000;" colspan=5 | Civilian objects owned by HOUSE have left the map (See {{TTL|CivEvac}} )
|-
|-
| {{Tt|38}} || {{Tt|First damaged (combat only)}} || attached object suffering first damage from combat damage from combat damage only
| {{Tt|19}} || {{Tt|Build building type}}  
| style="text-align: center;" | 0
| style="text-align: center;" | Building#
| style="text-align: center;" | -
|-
|-
| {{Tt|39}} || {{Tt|Half health (combat only)}} || attached object damaged to half health from combat damage only
| style="border-bottom: 1px solid #000;" colspan=5 | Building whose internal index{{Fnl|3}} is P2 is placed on the map
|-
|-
| {{Tt|40}} || {{Tt|Quarter health (combat only)}} || attached object damaged to quarter health from combat damage only.
| {{Tt|20}} || {{Tt|Build unit type}}  
| style="text-align: center;" | 0
| style="text-align: center;" | Unit#
| style="text-align: center;" | -
|-
|-
| {{Tt|41}} || {{Tt|First damaged (any source)}} || attached object first suffering from combat damage from any source.
| style="border-bottom: 1px solid #000;" colspan=5 | Unit whose internal index is P2 is placed on the map
|-
|-
| {{Tt|42}} || {{Tt|Half health (any source)}} || attached object damaged to half health from any source
| {{Tt|21}} || {{Tt|Build infantry type}}  
| style="text-align: center;" | 0
| style="text-align: center;" | Infantry#
| style="text-align: center;" | -
|-
|-
| {{Tt|43}} || {{Tt|Quarter health (any source)}} || attached object damaged to quarter health from any source
| style="border-bottom: 1px solid #000;" colspan=5 | Infantry whose internal index is P2 is placed on the map
|-
|-
| {{Tt|44}} || {{Tt|Attacked by (house)...}} || attached object attacked by some unit of house P2
| {{Tt|22}} || {{Tt|Build aircraft type}}  
| style="text-align: center;" | 0
| style="text-align: center;" | Aircraft#
| style="text-align: center;" | -
|-
|-
| {{Tt|45}} || {{Tt|Ambient light below}} || ambient light drops below a certain percentage (P2)
| style="border-bottom: 1px solid #000;" colspan=5 | Aircraft whose internal index is P2 is placed on the map
|-
|-
| {{Tt|46}} || {{Tt|Ambient light above}} || ambient light rises above a certain percentage (P2)
| {{Tt|23}} || {{Tt|Leaves map (team)}}  
| style="text-align: center;" | TeamType#
| style="text-align: center;" | 0
| style="text-align: center;" | -
|-
|-
| {{Tt|47}} || {{Tt|Elapsed Scenario Time}} || When exactly P2 seconds have elapsed since start of scenario
| style="border-bottom: 1px solid #000;" colspan=5 | TeamType with index P1 leaves the map
|-
|-
| {{Tt|48}} || {{Tt|Destroyed by anything}} || attached object destroyed by anything
| {{Tt|24}} || {{Tt|Zone entry by}}  
| style="text-align: center;" | 0
| style="text-align: center;" | House#
| style="text-align: center;" | -
|-
|-
| {{Tt|49}} || {{Tt|Pickup Crate}} || crate is picked up by the attached object
| style="border-bottom: 1px solid #000;" colspan=5 | Attached celltrigger's zone entered by house P2
|-
|-
| {{Tt|50}} || {{Tt|Pickup Crate (any)}} || crate picked up by any unit
| {{Tt|25}} || {{Tt|Crosses horizontal line}}  
| style="text-align: center;" | 0
| style="text-align: center;" | House#
| style="text-align: center;" | -
|-
|-
| {{Tt|51}} || {{Tt|Random delay...}} || Delays a random time between 50 and 150 percent of time specified in P2 (frames)
| style="border-bottom: 1px solid #000;" colspan=5 | House P2 crosses the horizontal line of the attached celltag
|-
|-
| {{Tt|52}} || {{Tt|Credits below...}} || HOUSE owns less than P2 credits
| {{Tt|26}} || {{Tt|Crosses vertical line}}  
| style="text-align: center;" | 0
| style="text-align: center;" | House#
| style="text-align: center;" | -
|-
|-
| {{Tt|53}} || {{Tt|Spy entering as House...}} || a spy disguised as house P2 enters attached object
| style="border-bottom: 1px solid #000;" colspan=5 | House P2 crosses the vertical line of the attached celltag
|-
|-
| {{Tt|54}} || {{Tt|Spy entering as Infantry...}} || a spy disguised as infantry index P2 enters the attached object
| {{Tt|27}} || {{Tt|Global is set}}  
| style="text-align: center;" | 0
| style="text-align: center;" | Global#
| style="text-align: center;" | -
|-
|-
| {{Tt|55}} || {{Tt|Destroyed Units, Naval...}} || all naval units of house P2 have been destroyed
| style="border-bottom: 1px solid #000;" colspan=5 | Global variable with index P2 is set
|-
|-
| {{Tt|56}} || {{Tt|Destroyed Units, Land...}} || all land units of house P2 have been destroyed
| {{Tt|28}} || {{Tt|Global is clear}}  
| style="text-align: center;" | 0
| style="text-align: center;" | Global#
| style="text-align: center;" | -
|-
|-
| {{Tt|57}} || {{Tt|Building does not exist}} || the building index P2 (owned by HOUSE) does not exist on the map
| style="border-bottom: 1px solid #000;" colspan=5 | Global variable with index P2 is cleared
|-
|-
| {{Tt|58}} || {{Tt|Power Full...}} || house P2's power is at 100%.
| {{Tt|29}} || {{Tt|Destroyed, Fakes, All}}  
| style="text-align: center;" | 0
| style="text-align: center;" | 0
| style="text-align: center;" | -
|-
|-
| {{Tt|59}} || {{Tt|Entered or Overflown By...}} || Objects owned by house P2 move over the attached cell
| style="border-bottom: 1px solid #000;" colspan=5 | Doesn't work, fires immediately
|-
|-
| {{Tt|60}} || {{yro}}{{Tt|TechType Exists}} || At least this many (P2) buildings (ID P3{{Fnl|5}}) exist on the map<br />Takes '''3''' parameters
| {{Tt|30}} || {{Tt|Low power}}  
| style="text-align: center;" | 0
| style="text-align: center;" | House#
| style="text-align: center;" | -
|-
|-
| {{Tt|61}} || {{yro}}{{Tt|TechType does not Exist}} || there are no buildings (ID P3{{Fnl|5}}) on the map<br />Takes '''3''' parameters
| style="border-bottom: 1px solid #000;" colspan=5 | House P2 is in a low power situation
|- style="background: #ddd; border: 1px solid #000; border-width: 1px 0;"
! style="width: 5em;" rowspan=2 | Code {{Fnl|1}}
! rowspan=2 | Event
! style="text-align: center;" colspan=3 | Parameter types
|- 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;" | #2 (P2)
! style="width: 6em; text-align: center;" | #3 (P3)
|-
| {{Tt|31}} || {{Tt|All bridges destroyed}}
| style="text-align: center;" | 0
| style="text-align: center;" | 0
| style="text-align: center;" | -
|-
| style="border-bottom: 1px solid #000;" colspan=5 | Attached bridge destroyed
|-
| {{Tt|32}} || {{Tt|Building exists}}
| style="text-align: center;" | 0
| style="text-align: center;" | Building#
| style="text-align: center;" | -
|-
| style="border-bottom: 1px solid #000;" colspan=5 | HOUSE owns a building with internal number P2
|-
| {{Tt|33}} || {{Tt|Selected by player}}
| style="text-align: center;" | 0
| style="text-align: center;" | 0
| style="text-align: center;" | -
|-
| style="border-bottom: 1px solid #000;" colspan=5 | Attached object is selected by the player (single-player only)
|-
| {{Tt|34}} || {{Tt|Comes near waypoint...}}
| style="text-align: center;" | 0
| style="text-align: center;" | Waypoint#
| style="text-align: center;" | -
|-
| style="border-bottom: 1px solid #000;" colspan=5 | HOUSE approaches waypoint P2
|-
| {{Tt|35}} || {{Tt|Enemy In Spotlight...}}
| style="text-align: center;" | 0
| style="text-align: center;" | 0
| style="text-align: center;" | -
|-
| style="border-bottom: 1px solid #000;" colspan=5 | Enemy unit enters the spotlight cast by the attached building
|-
| {{Tt|36}} || {{Tt|Local is set...}}
| style="text-align: center;" | 0
| style="text-align: center;" | Local#
| style="text-align: center;" | -
|-
| style="border-bottom: 1px solid #000;" colspan=5 | Local variable with index P2 is set
|-
| {{Tt|37}} || {{Tt|Local is clear...}}
| style="text-align: center;" | 0
| style="text-align: center;" | Local#
| style="text-align: center;" | -
|-
| style="border-bottom: 1px solid #000;" colspan=5 | Local variable with index P2 is cleared
|-
| {{Tt|38}} || {{Tt|First damaged (combat only)}}
| style="text-align: center;" | 0
| style="text-align: center;" | 0
| style="text-align: center;" | -
|-
| style="border-bottom: 1px solid #000;" colspan=5 | Attached object suffering first damage from combat damage from combat damage only
|-
| {{Tt|39}} || {{Tt|Half health (combat only)}}
| style="text-align: center;" | 0
| style="text-align: center;" | 0
| style="text-align: center;" | -
|-
| style="border-bottom: 1px solid #000;" colspan=5 | Attached object damaged to half health from combat damage only
|-
| {{Tt|40}} || {{Tt|Quarter health (combat only)}}
| style="text-align: center;" | 0
| style="text-align: center;" | 0
| style="text-align: center;" | -
|-
| style="border-bottom: 1px solid #000;" colspan=5 | Attached object damaged to quarter health from combat damage only.
|-
| {{Tt|41}} || {{Tt|First damaged (any source)}}
| style="text-align: center;" | 0
| style="text-align: center;" | 0
| style="text-align: center;" | -
|-
| style="border-bottom: 1px solid #000;" colspan=5 | Attached object first suffering from combat damage from any source.
|-
| {{Tt|42}} || {{Tt|Half health (any source)}}
| style="text-align: center;" | 0
| style="text-align: center;" | 0
| style="text-align: center;" | -
|-
| style="border-bottom: 1px solid #000;" colspan=5 | Attached object damaged to half health from any source
|-
| {{Tt|43}} || {{Tt|Quarter health (any source)}}
| style="text-align: center;" | 0
| style="text-align: center;" | 0
| style="text-align: center;" | -
|-
| style="border-bottom: 1px solid #000;" colspan=5 | Attached object damaged to quarter health from any source
|-
| {{Tt|44}} || {{Tt|Attacked by (house)...}}
| style="text-align: center;" | 0
| style="text-align: center;" | House#
| style="text-align: center;" | -
|-
| style="border-bottom: 1px solid #000;" colspan=5 | Attached object attacked by some unit of house P2
|-
| {{Tt|45}} || {{Tt|Ambient light below}}
| style="text-align: center;" | 0
| style="text-align: center;" | number
| style="text-align: center;" | -
|-
| style="border-bottom: 1px solid #000;" colspan=5 | Ambient light drops below a certain percentage (P2%)
|- style="background: #ddd; border: 1px solid #000; border-width: 1px 0;"
! style="width: 5em;" rowspan=2 | Code {{Fnl|1}}
! rowspan=2 | Event
! style="text-align: center;" colspan=3 | Parameter types
|- 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;" | #2 (P2)
! style="width: 6em; text-align: center;" | #3 (P3)
|-
| {{Tt|46}} || {{Tt|Ambient light above}}
| style="text-align: center;" | 0
| style="text-align: center;" | number
| style="text-align: center;" | -
|-
| style="border-bottom: 1px solid #000;" colspan=5 | Ambient light rises above a certain percentage (P2%)
|-
| {{Tt|47}} || {{Tt|Elapsed Scenario Time}}
| style="text-align: center;" | 0
| style="text-align: center;" | time
| style="text-align: center;" | -
|-
| style="border-bottom: 1px solid #000;" colspan=5 | Exactly P2 seconds have elapsed since start of scenario
|-
| {{Tt|48}} || {{Tt|Destroyed by anything}}
| style="text-align: center;" | 0
| style="text-align: center;" | 0
| style="text-align: center;" | -
|-
| style="border-bottom: 1px solid #000;" colspan=5 | Attached object destroyed by anything
|-
| {{Tt|49}} || {{Tt|Pickup Crate}}
| style="text-align: center;" | 0
| style="text-align: center;" | 0
| style="text-align: center;" | -
|-
| style="border-bottom: 1px solid #000;" colspan=5 | Crate is picked up by the attached object
|-
| {{Tt|50}} || {{Tt|Pickup Crate (any)}}
| style="text-align: center;" | 0
| style="text-align: center;" | 0
| style="text-align: center;" | -
|-
| style="border-bottom: 1px solid #000;" colspan=5 | Crate picked up by any unit
|-
| {{Tt|51}} || {{Tt|Random delay...}}
| style="text-align: center;" | 0
| style="text-align: center;" | time
| style="text-align: center;" | -
|-
| style="border-bottom: 1px solid #000;" colspan=5 | Fires after a random time between 50 and 150 % of time specified in P2 (frames) elapses since trigger was enabled
|-
| {{Tt|52}} || {{Tt|Credits below...}}
| style="text-align: center;" | 0
| style="text-align: center;" | credits
| style="text-align: center;" | -
|-
| style="border-bottom: 1px solid #000;" colspan=5 | HOUSE owns less than P2 credits
|-
| {{Tt|53}} || {{Tt|Spy entering as House...}}
| style="text-align: center;" | 0
| style="text-align: center;" | House#
| style="text-align: center;" | -
|-
| style="border-bottom: 1px solid #000;" colspan=5 | A spy disguised as house P2 enters attached object
|-
| {{Tt|54}} || {{Tt|Spy entering as Infantry...}}
| style="text-align: center;" | 0
| style="text-align: center;" | Infantry#
| style="text-align: center;" | -
|-
| style="border-bottom: 1px solid #000;" colspan=5 | A spy disguised as infantry index P2 enters the attached object
|-
| {{Tt|55}} || {{Tt|Destroyed Units, Naval...}}
| style="text-align: center;" | 0
| style="text-align: center;" | House#
| style="text-align: center;" | -
|-
| style="border-bottom: 1px solid #000;" colspan=5 | All naval units of house P2 have been destroyed
|-
| {{Tt|56}} || {{Tt|Destroyed Units, Land...}}
| style="text-align: center;" | 0
| style="text-align: center;" | House#
| style="text-align: center;" | -
|-
| style="border-bottom: 1px solid #000;" colspan=5 | All land units of house P2 have been destroyed
|-
| {{Tt|57}} || {{Tt|Building does not exist}}
| style="text-align: center;" | 0
| style="text-align: center;" | Building#
| style="text-align: center;" | -
|-
| style="border-bottom: 1px solid #000;" colspan=5 | No buildings with index P2 (owned by HOUSE) exist on the map
|-
| {{Tt|58}} || {{Tt|Power Full...}}
| style="text-align: center;" | 0
| style="text-align: center;" | House#
| style="text-align: center;" | -
|-
| style="border-bottom: 1px solid #000;" colspan=5 | House P2's power is at 100%.
|-
| {{Tt|59}} || {{Tt|Entered or Overflown By...}}
| style="text-align: center;" | 0
| style="text-align: center;" | House#
| style="text-align: center;" | -
|-
| style="border-bottom: 1px solid #000;" colspan=5 | Objects owned by house P2 move over the attached cell
|-
| {{Tt|60}} || {{yro}}{{Tt|TechType Exists}}
| style="text-align: center;" | 0
| style="text-align: center;" | counter
| style="text-align: center;" | Building ID
|-
| style="border-bottom: 1px solid #000;" colspan=5 | At least this many (P2) buildings (ID=P3) exist on the map
|-
| {{Tt|61}} || {{yro}}{{Tt|TechType does not Exist}}
| style="text-align: center;" | 0
| style="text-align: center;" | 0
| style="text-align: center;" | Building ID
|-
| style="border-bottom: 1px solid #000;" colspan=5 | There are no buildings P3 on the map
|- style="background: #ddd; border: 1px solid #000; border-width: 1px 0;"
! style="width: 5em;" rowspan=2 | Code {{Fnl|1}}
! rowspan=2 | Event
! style="text-align: center;" colspan=3 | Parameter types
|- 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;" | #2 (P2)
! style="width: 6em; text-align: center;" | #3 (P3)
|}
|}


Events take two unsigned integers (third parameter - string - is necessary for some events) as parameters, which default to {{Tt|0}}.
Events take two unsigned integers (third parameter - string - is needed for events #60 and #61) as parameters, which default to {{Tt|0}}.


== Notes ==
== Notes ==
Line 139: Line 488:
{{Fn|2|HOUSE in this document refers to the house owning the Trigger, labeled "HOUSE" in the [[Maps/Triggers#RA2.2FYR|Triggers]] page.}}
{{Fn|2|HOUSE in this document refers to the house owning the Trigger, labeled "HOUSE" in the [[Maps/Triggers#RA2.2FYR|Triggers]] page.}}


{{Fn|3|P1 in this document refers to the trigger's first parameter.}}
{{Fn|3|Internal indexes of RA2/YR objects are listed [[Internal Indexes/RA2YR|here]].}}
 
{{Fn|4|P2 in this document refers to the trigger's second parameter.}}
 
{{Fn|5|P3 in this document refers to the trigger's third (optional) parameter.}}
 
{{Fn|6|Internal indexes of RA2/YR objects are listed [[Internal Indexes/RA2YR|here]].}}

Revision as of 05:53, 14 September 2006

Events are a separate section like in TS, so Triggers can have multiple Events with up to two/three parameters. The game assumes 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 (P2) #3 (P3)
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 -
House owning the attached object is discovered by the player
5 House Discovered 0 House# -
House P2 is discovered by the player
6 Attacked by anybody 0 0 -
Attached object is attacked by anybody
7 Destroyed by anybody 0 0 -
Attached object is destroyed by anybody
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 objects)
12 Credits exceed 0 credits -
HOUSE2 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)
Code 1 Event Parameter types
#1 (P1) #2 (P2) #3 (P3)
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 buildings with a valid Template:TTL set
18 Civilians evacuated 0 0 -
Civilian objects owned by HOUSE have left the map (See Template:TTL )
19 Build building type 0 Building# -
Building whose internal index3 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) TeamType# 0 -
TeamType with index P1 leaves the map
24 Zone entry by 0 House# -
Attached celltrigger's zone entered by house P2
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 Destroyed, Fakes, All 0 0 -
Doesn't work, fires immediately
30 Low power 0 House# -
House P2 is in a low power situation
Code 1 Event Parameter types
#1 (P1) #2 (P2) #3 (P3)
31 All bridges destroyed 0 0 -
Attached bridge destroyed
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
36 Local is set... 0 Local# -
Local variable with index P2 is set
37 Local is clear... 0 Local# -
Local variable 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 from any source
44 Attacked by (house)... 0 House# -
Attached object attacked by some unit of house P2
45 Ambient light below 0 number -
Ambient light drops below a certain percentage (P2%)
Code 1 Event Parameter types
#1 (P1) #2 (P2) #3 (P3)
46 Ambient light above 0 number -
Ambient light rises above a certain percentage (P2%)
47 Elapsed Scenario Time 0 time -
Exactly P2 seconds have elapsed since start of scenario
48 Destroyed by anything 0 0 -
Attached object destroyed by anything
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 -
Fires after a random time between 50 and 150 % of time specified in P2 (frames) elapses since trigger was enabled
52 Credits below... 0 credits -
HOUSE owns less than P2 credits
53 Spy entering as House... 0 House# -
A spy disguised as house P2 enters attached object
54 Spy entering as Infantry... 0 Infantry# -
A spy disguised as infantry index P2 enters the attached object
55 Destroyed Units, Naval... 0 House# -
All naval units of house P2 have been destroyed
56 Destroyed Units, Land... 0 House# -
All land units of house P2 have been destroyed
57 Building does not exist 0 Building# -
No buildings with index P2 (owned by HOUSE) exist on the map
58 Power Full... 0 House# -
House P2's power is at 100%.
59 Entered or Overflown By... 0 House# -
Objects owned by house P2 move over the attached cell
60 TechType Exists 0 counter Building ID
At least this many (P2) buildings (ID=P3) exist on the map
61 TechType does not Exist 0 0 Building ID
There are no buildings P3 on the map
Code 1 Event Parameter types
#1 (P1) #2 (P2) #3 (P3)

Events take two unsigned integers (third parameter - string - is needed for events #60 and #61) 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 HOUSE in this document refers to the house owning the Trigger, labeled "HOUSE" in the Triggers page.

3 Internal indexes of RA2/YR objects are listed here.