ModEnc is currently in Maintenance Mode: Changes could occur at any given moment, without advance warning.
Events/TSFS: Difference between revisions
< Events
Created |
Restyled again |
||
Line 4: | Line 4: | ||
{| border=1 class="table_descrow" | {| border=1 class="table_descrow" | ||
! Code {{Fnl|1}} || | {| 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}} || | | {{Tt|0}} || {{Tt|None}} | ||
| style="text-align: center;" | 0 | |||
| style="text-align: center;" | 0 | |||
|- | |- | ||
| | | style="border-bottom: 1px solid #000;" colspan=4 | No Event - cannot be activated | ||
|- | |- | ||
| {{Tt| | | {{Tt|1}} || {{Tt|Entered by}} | ||
| style="text-align: center;" | 0 | |||
| style="text-align: center;" | House# | |||
|- | |- | ||
| | | style="border-bottom: 1px solid #000;" colspan=4 | House P2 enters attached building/celltag | ||
|- | |- | ||
| {{Tt| | | {{Tt|2}} || {{Tt|Spied by}} | ||
| style="text-align: center;" | 0 | |||
| style="text-align: center;" | House# | |||
|- | |- | ||
| | | style="border-bottom: 1px solid #000;" colspan=4 | House P2 sends a spy into attached building | ||
|- | |- | ||
| {{Tt| | | {{Tt|3}} || {{Tt|Thieved by}} | ||
| style="text-align: center;" | 0 | |||
| style="text-align: center;" | 0 | |||
|- | |- | ||
| | | style="border-bottom: 1px solid #000;" colspan=4 | Doesn't work | ||
|- | |- | ||
| {{Tt| | | {{Tt|4}} || {{Tt|Discovered by player}} | ||
| style="text-align: center;" | 0 | |||
| style="text-align: center;" | 0 | |||
|- | |- | ||
| | | style="border-bottom: 1px solid #000;" colspan=4 | House owning the attached object is discovered by the player | ||
|- | |- | ||
| {{Tt| | | {{Tt|5}} || {{Tt|House Discovered}} | ||
| style="text-align: center;" | 0 | |||
| style="text-align: center;" | House# | |||
|- | |- | ||
| | | style="border-bottom: 1px solid #000;" colspan=4 | House P2 is discovered by the player | ||
|- | |- | ||
| {{Tt| | | {{Tt|6}} || {{Tt|Attacked by anybody}} | ||
| style="text-align: center;" | 0 | |||
| style="text-align: center;" | 0 | |||
|- | |- | ||
| | | style="border-bottom: 1px solid #000;" colspan=4 | Attached object is attacked by anybody | ||
|- | |- | ||
| {{Tt| | | {{Tt|7}} || {{Tt|Destroyed by anybody}} | ||
| style="text-align: center;" | 0 | |||
| style="text-align: center;" | 0 | |||
|- | |- | ||
| | | style="border-bottom: 1px solid #000;" colspan=4 | Attached object is destroyed by anybody | ||
|- | |- | ||
| {{Tt| | | {{Tt|8}} || {{Tt|Any event}} | ||
| style="text-align: center;" | 0 | |||
| style="text-align: center;" | 0 | |||
|- | |- | ||
| | | style="border-bottom: 1px solid #000;" colspan=4 | Any event | ||
|- | |- | ||
| {{Tt| | | {{Tt|9}} || {{Tt|Destroyed, Units, All}} | ||
| style="text-align: center;" | 0 | |||
| style="text-align: center;" | House# | |||
|- | |- | ||
| | | style="border-bottom: 1px solid #000;" colspan=4 | All units of house P2 are destroyed (''does '''not''''' include civilian objects) | ||
|- | |- | ||
| {{Tt| | | {{Tt|10}} || {{Tt|Destroyed, Buildings, All}} | ||
| style="text-align: center;" | 0 | |||
| style="text-align: center;" | House# | |||
|- | |- | ||
| | | style="border-bottom: 1px solid #000;" colspan=4 | All buildings of house P2 are destroyed (''does '''not''''' include civilian objects) | ||
|- | |- | ||
| {{Tt| | | {{Tt|11}} || {{Tt|Destroyed, All}} | ||
| style="text-align: center;" | 0 | |||
| style="text-align: center;" | House# | |||
|- | |- | ||
| | | style="border-bottom: 1px solid #000;" colspan=4 | All objects of house P2 are destroyed (''does '''not''''' include civilian object) | ||
|- | |- | ||
| {{Tt| | | {{Tt|12}} || {{Tt|Credits exceed}} | ||
| style="text-align: center;" | 0 | |||
| style="text-align: center;" | credits | |||
|- | |- | ||
| | | style="border-bottom: 1px solid #000;" colspan=4 | HOUSE{{Fnl|2}} has at least P2 credits | ||
|- | |- | ||
| {{Tt| | | {{Tt|13}} || {{Tt|Elapsed time}} | ||
| style="text-align: center;" | 0 | |||
| style="text-align: center;" | time | |||
|- | |- | ||
| | | style="border-bottom: 1px solid #000;" colspan=4 | (P2/10) minutes have passed in this mission | ||
|- | |- | ||
| {{Tt| | | {{Tt|14}} || {{Tt|Mission timer expired}} | ||
| style="text-align: center;" | 0 | |||
| style="text-align: center;" | 0 | |||
|- | |- | ||
| | | style="border-bottom: 1px solid #000;" colspan=4 | Mission timer expired | ||
|- | |- | ||
| {{Tt| | | {{Tt|15}} || {{Tt|Destroyed, Buildings, #}} | ||
| style="text-align: center;" | 0 | |||
| style="text-align: center;" | counter | |||
|- | |- | ||
| {{ | | 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| | | {{Tt|16}} || {{Tt|Destroyed, Units, #}} | ||
| style="text-align: center;" | 0 | |||
| style="text-align: center;" | counter | |||
|- | |- | ||
| | | style="border-bottom: 1px solid #000;" colspan=4 | Exactly P2 units owned by HOUSE have been destroyed (''does'' include civilian objects) | ||
|- | |- | ||
| {{Tt| | | {{Tt|17}} || {{Tt|No factories left}} | ||
| style="text-align: center;" | 0 | |||
| style="text-align: center;" | 0 | |||
|- | |- | ||
| | | style="border-bottom: 1px solid #000;" colspan=4 | HOUSE has no structures with valid {{TTL|Factory}} set | ||
|- | |- | ||
| {{Tt| | | {{Tt|18}} || {{Tt|Civilians evacuated}} | ||
| style="text-align: center;" | 0 | |||
| style="text-align: center;" | 0 | |||
|- | |- | ||
| | | style="border-bottom: 1px solid #000;" colspan=4 | Civilian objects owned by HOUSE have left the map (See {{TTL|CivEvac}} ) | ||
|- | |- | ||
| {{Tt| | | {{Tt|19}} || {{Tt|Build building type}} | ||
| style="text-align: center;" | 0 | |||
| style="text-align: center;" | Building# | |||
|- | |- | ||
| | | style="border-bottom: 1px solid #000;" colspan=4 | Building whose internal index{{Fnl|3}} is P2 is placed on the map | ||
|- | |- | ||
| {{Tt| | | {{Tt|20}} || {{Tt|Build unit type}} | ||
| style="text-align: center;" | 0 | |||
| style="text-align: center;" | Unit# | |||
|- | |- | ||
| | | style="border-bottom: 1px solid #000;" colspan=4 | Unit whose internal index is P2 is placed on the map | ||
|- | |- | ||
| {{Tt| | | {{Tt|21}} || {{Tt|Build infantry type}} | ||
| style="text-align: center;" | 0 | |||
| style="text-align: center;" | Infantry | |||
|- | |- | ||
| | | style="border-bottom: 1px solid #000;" colspan=4 | Infantry whose internal index is P2 is placed on the map | ||
|- | |- | ||
| {{Tt| | | {{Tt|22}} || {{Tt|Build aircraft type}} | ||
| style="text-align: center;" | 0 | |||
| style="text-align: center;" | Aircraft# | |||
|- | |- | ||
| | | style="border-bottom: 1px solid #000;" colspan=4 | Aircraft whose internal index is P2 is placed on the map | ||
|- | |- | ||
| {{Tt| | | {{Tt|23}} || {{Tt|Leaves map (team)}} | ||
| style="text-align: center;" | 0 | |||
| style="text-align: center;" | TeamType | |||
|- | |- | ||
| | | style="border-bottom: 1px solid #000;" colspan=4 | TeamType with index P1 leaves the map | ||
|- | |- | ||
| {{Tt| | | {{Tt|24}} || {{Tt|Zone entry by}} | ||
| style="text-align: center;" | 0 | |||
| style="text-align: center;" | House# | |||
|- | |- | ||
| | | style="border-bottom: 1px solid #000;" colspan=4 | Attached celltrigger's zone entered by house P2 | ||
|- | |- | ||
| {{Tt| | | {{Tt|25}} || {{Tt|Crosses horizontal line}} | ||
| style="text-align: center;" | 0 | |||
| style="text-align: center;" | House# | |||
|- | |- | ||
| | | style="border-bottom: 1px solid #000;" colspan=4 | House P2 crosses the horizontal line of the attached celltag | ||
|- | |- | ||
| {{Tt| | | {{Tt|26}} || {{Tt|Crosses vertical line}} | ||
| style="text-align: center;" | 0 | |||
| style="text-align: center;" | House# | |||
|- | |- | ||
| | | style="border-bottom: 1px solid #000;" colspan=4 | House P2 crosses the vertical line of the attached celltag | ||
|- | |- | ||
| {{Tt| | | {{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 | {{Fn|3|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.