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Events/TSFS: Difference between revisions

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{| border=1 class="table_descrow"
{| border=1 class="table_descrow"
! Code {{Fnl|1}} || Event || Meaning
{| style="width: 95%;" border=1 class="table_descrow"
|- 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=2 | 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)
|-
|-
| {{Tt|0}} || {{Tt|None}} || No Event - cannot be activated
| {{Tt|0}} || {{Tt|None}}
| style="text-align: center;" | 0
| style="text-align: center;" | 0
|-
|-
| {{Tt|1}} || {{Tt|Entered by}} || House P2{{Fnl|4}} enters attached building/celltag
| style="border-bottom: 1px solid #000;" colspan=4 | 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#
|-
|-
| {{Tt|3}} || {{Tt|Thieved by}} || Doesn't work
| style="border-bottom: 1px solid #000;" colspan=4 | 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#
|-
|-
| {{Tt|5}} || {{Tt|House Discovered}} || House P2 is discovered by the player
| style="border-bottom: 1px solid #000;" colspan=4 | 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
|-
|-
| {{Tt|7}} || {{Tt|Destroyed by anybody}} || Attached object is destroyed by anybody
| style="border-bottom: 1px solid #000;" colspan=4 | 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
|-
|-
| {{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=4 | 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#
|-
|-
| {{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=4 | 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
|-
|-
| {{Tt|13}} || {{Tt|Elapsed time (1/10th min)}} || (P2/10) minutes have passed in this mission
| style="border-bottom: 1px solid #000;" colspan=4 | 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
|-
|-
| {{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=4 | 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
|-
|-
| {{Tt|17}} || {{Tt|No factories left}} || HOUSE has no factories left ("factories" include only {{Tt|FACT, AFLD, BARR, TENT, WEAP}})
| style="border-bottom: 1px solid #000;" colspan=4 | 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#
|-
|-
| {{Tt|19}} || {{Tt|Build building type}} || Building whose internal index{{Fnl|5}} is P2 is placed on the map
| style="border-bottom: 1px solid #000;" colspan=4 | 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#
|-
|-
| {{Tt|21}} || {{Tt|Build infantry type}} || Infantry whose internal index is P2 is placed on the map
| style="border-bottom: 1px solid #000;" colspan=4 | 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#
|-
|-
| {{Tt|23}} || {{Tt|Leaves map (team)}} || [[TeamTypes|TeamType]] with index P1{{Fnl|3}} leaves the map
| style="border-bottom: 1px solid #000;" colspan=4 | All objects of house P2 are destroyed (''does '''not''''' include civilian object)
|-
|-
| {{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
|-
|-
| {{Tt|25}} || {{Tt|Crosses horizontal line}} || House P2 crosses the horizontal line of the attached celltag
| style="border-bottom: 1px solid #000;" colspan=4 | 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
|-
|-
| {{Tt|27}} || {{Tt|Global is set}} || Global variable with index P2 is set
| style="border-bottom: 1px solid #000;" colspan=4 | (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
|-
|-
| {{Tt|29}} || {{Tt|Destroyed, Fakes, All}} || Doesn't work, fires immediately
| style="border-bottom: 1px solid #000;" colspan=4 | 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
|-
|-
| {{Tt|31}} || {{Tt|All bridges destroyed}} || Attached bridge destroyed
| style="border-bottom: 1px solid #000;" colspan=4 | 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=2 | 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)
|-
|-
| {{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
|-
|-
| {{Tt|33}} || {{Tt|Selected by player}} || attached object is selected by the player (single-player only)
| style="border-bottom: 1px solid #000;" colspan=4 | 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
|-
|-
| {{Tt|35}} || {{Tt|Enemy In Spotlight...}} || enemy unit enters the spotlight cast by the attached building
| style="border-bottom: 1px solid #000;" colspan=4 | HOUSE has no structures with 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
|-
|-
| {{Tt|37}} || {{Tt|Local is clear...}} || local with index P2 is turned off.
| style="border-bottom: 1px solid #000;" colspan=4 | 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#
|-
|-
| {{Tt|39}} || {{Tt|Half health (combat only)}} || attached object damaged to half health from combat damage only
| style="border-bottom: 1px solid #000;" colspan=4 | 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#
|-
|-
| {{Tt|41}} || {{Tt|First damaged (any source)}} || attached object first suffering from combat damage from any source.
| style="border-bottom: 1px solid #000;" colspan=4 | 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
|-
|-
| {{Tt|43}} || {{Tt|Quarter health (any source)}} || attached object damaged to quarter health from any source
| style="border-bottom: 1px solid #000;" colspan=4 | 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#
|-
|-
| {{Tt|45}} || {{Tt|Ambient light below}} || ambient light drops below a certain percentage (P2)
| style="border-bottom: 1px solid #000;" colspan=4 | 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;" | 0
| style="text-align: center;" | TeamType
|-
|-
| {{Tt|47}} || {{Tt|Elapsed Scenario Time}} || When exactly P2 seconds have elapsed since start of scenario
| style="border-bottom: 1px solid #000;" colspan=4 | 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#
|-
|-
| {{Tt|49}} || {{Tt|Pickup Crate}} || crate is picked up by the attached object
| style="border-bottom: 1px solid #000;" colspan=4 | 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#
|-
|-
| {{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=4 | 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#
|-
|-
| {{Tt|53}} || {{Tt|Player under EMP effect}} || HOUSE is under EMP effect
| style="border-bottom: 1px solid #000;" colspan=4 | House P2 crosses the vertical line of the attached celltag
|-
|-
| {{Tt|54}} || {{Tt|Unknown}} || Unknown <br /> FS/2.x patched only
| {{Tt|27}} || {{Tt|Global is set}}
| style="text-align: center;" | 0
| style="text-align: center;" | Global#
|-
|-
| {{Tt|55}} || {{Tt|Attached object bugged}} || Attached object is infected by a Limpet Drone <br /> FS/2.x patched only
| style="border-bottom: 1px solid #000;" colspan=4 | Global variable with index P2 is set
|-
| {{Tt|28}} || {{Tt|Global is clear}}
| style="text-align: center;" | 0
| style="text-align: center;" | Global#
|-
| style="border-bottom: 1px solid #000;" colspan=4 | Global variable with index P2 is cleared
|-
| {{Tt|29}} || {{Tt|Destroyed, Fakes, All}}
| style="text-align: center;" | 0
| style="text-align: center;" | 0
|-
| style="border-bottom: 1px solid #000;" colspan=4 | Doesn't work, fires immediately
|-
| {{Tt|30}} || {{Tt|Low power}}
| style="text-align: center;" | 0
| style="text-align: center;" | House#
|-
| style="border-bottom: 1px solid #000;" colspan=4 | House P2 is in a low power situation
|-
| {{Tt|31}} || {{Tt|Attached bridge destroyed}}
| style="text-align: center;" | 0
| style="text-align: center;" | 0
|-
| style="border-bottom: 1px solid #000;" colspan=4 | Attached bridge destroyed
|-
| {{Tt|32}} || {{Tt|Building exists}}
| style="text-align: center;" | 0
| style="text-align: center;" | Building#
|-
| style="border-bottom: 1px solid #000;" colspan=4 | HOUSE owns a building with internal number 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=2 | 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)
|-
| {{Tt|33}} || {{Tt|Selected by player}}
| style="text-align: center;" | 0
| style="text-align: center;" | 0
|-
| style="border-bottom: 1px solid #000;" colspan=4 | 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="border-bottom: 1px solid #000;" colspan=4 | HOUSE approaches waypoint P2
|-
| {{Tt|35}} || {{Tt|Enemy In Spotlight}}
| style="text-align: center;" | 0
| style="text-align: center;" | 0
|-
| style="border-bottom: 1px solid #000;" colspan=4 | 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="border-bottom: 1px solid #000;" colspan=4 | Local with index P2 is turned on
|-
| {{Tt|37}} || {{Tt|Local is clear}}
| style="text-align: center;" | 0
| style="text-align: center;" | Local#
|-
| style="border-bottom: 1px solid #000;" colspan=4 | Local with index P2 is turned off.
|-
| {{Tt|38}} || {{Tt|First damaged (combat only)}}
| style="text-align: center;" | 0
| style="text-align: center;" | 0
|-
| style="border-bottom: 1px solid #000;" colspan=4 | 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="border-bottom: 1px solid #000;" colspan=4 | 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="border-bottom: 1px solid #000;" colspan=4 | 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="border-bottom: 1px solid #000;" colspan=4 | 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="border-bottom: 1px solid #000;" colspan=4 | 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="border-bottom: 1px solid #000;" colspan=4 | 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="border-bottom: 1px solid #000;" colspan=4 | Attached object attacked by some unit of house P2
|-
| {{Tt|45}} || {{Tt|Ambient light below}}
| style="text-align: center;" | 0
| style="text-align: center;" | 0
|-
| style="border-bottom: 1px solid #000;" colspan=4 | Ambient light drops below a certain percentage (P2 %)
|-
| {{Tt|46}} || {{Tt|Ambient light above}}
| style="text-align: center;" | 0
| style="text-align: center;" | 0
|-
| style="border-bottom: 1px solid #000;" colspan=4 | 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="border-bottom: 1px solid #000;" colspan=4 | 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="border-bottom: 1px solid #000;" colspan=4 | attached object destroyed by anything
|-
| {{Tt|49}} || {{Tt|Pickup Crate}}
| style="text-align: center;" | 0
| style="text-align: center;" | 0
|-
| style="border-bottom: 1px solid #000;" colspan=4 | 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="border-bottom: 1px solid #000;" colspan=4 | Crate picked up by any unit
|-
| {{Tt|51}} || {{Tt|Random delay...}}
| style="text-align: center;" | 0
| style="text-align: center;" | time
|-
| style="border-bottom: 1px solid #000;" colspan=4 | Delays a random time between 50 and 150 % of time specified in P2 (frames)
|-
| {{Tt|52}} || {{Tt|Credits below...}}
| style="text-align: center;" | 0
| style="text-align: center;" | credits
|-
| style="border-bottom: 1px solid #000;" colspan=4 | HOUSE owns less than P2 credits
|-
| {{Tt|53}} || {{Tt|Player under EMP effect}}
| style="text-align: center;" | 0
| style="text-align: center;" | 0
|-
| style="border-bottom: 1px solid #000;" colspan=4 | HOUSE is under EMP effect
|-
| {{Tt|54}} || {{Tt|Unknown}}
| style="text-align: center;" | 0
| style="text-align: center;" | 0
|-
| style="border-bottom: 1px solid #000;" colspan=4 | Unknown <br /> FS/2.x patched only
|-
| {{Tt|55}} || {{Tt|Attached object bugged}}
| style="text-align: center;" | 0
| style="text-align: center;" | 0
|-
| style="border-bottom: 1px solid #000;" colspan=4 | Attached object is infected by a Limpet Drone <br /> FS/2.x patched only
|- 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=2 | 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)
|}
|}


Line 127: Line 379:
{{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|HOUSE in this document refers to the house owning the Trigger, labeled "HOUSE" in the [[Maps/Triggers#TS.2FFS|Triggers]] page.}}


{{Fn|3|P1 in this document refers to the trigger's first parameter.}}
{{Fn|3|Internal indexes of TS/FS objects are listed [[Internal Indexes/TSFS|here]].}}
 
{{Fn|4|P2 in this document refers to the trigger's second parameter.}}
 
{{Fn|5|Internal indexes of TS/FS objects are listed [[Internal Indexes/TSFS|here]].}}

Revision as of 06:03, 14 September 2006

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 (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
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 object)
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)
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 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) 0 TeamType
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
31 Attached bridge destroyed 0 0
Attached bridge destroyed
32 Building exists 0 Building#
HOUSE owns a building with internal number P2
Code 1 Event Parameter types
#1 (P1) #2 (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 with index P2 is turned on
37 Local is clear 0 Local#
Local with index P2 is turned off.
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 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 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
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 0 0
Unknown
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 HOUSE in this document refers to the house owning the Trigger, labeled "HOUSE" in the Triggers page.

3 Internal indexes of TS/FS objects are listed here.