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ScriptTypes/TeamMissionTypes: Difference between revisions

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   1        Anything        anything (usually the first enemy object they encounter) - utilizes threat rating logic
   1        Anything        anything (usually the first enemy object they encounter) - utilizes threat rating logic
   2        Structures      any enemy [BuildingTypes]
   2        Structures      any enemy [BuildingTypes]
   3        Ore Miners      any enemy [VehicleTypes] with Harvester=yes set
   3        Ore Miners      any enemy [VehicleTypes] with {{f|Harvester|yes|link}} set
   4        Infantry        any enemy [InfantryTypes]
   4        Infantry        any enemy [InfantryTypes]
   5        Vehicles        any enemy [VehicleTypes]
   5        Vehicles        any enemy [VehicleTypes]
   6        Factories        any enemy [BuildingTypes] with a Factory= setting
   6        Factories        any enemy [BuildingTypes] with a {{f|Factory||link}} setting
   7        Base Defenses    any enemy [BuildingTypes] with IsBaseDefense=yes set
   7        Base Defenses    any enemy [BuildingTypes] with {{f|IsBaseDefense|yes|link}} set
   8        Base Threats    any enemy objects approaching (or already in) its base and which are in an attack mission
   8        Base Threats    any enemy objects approaching (or already in) its base and which are in an attack mission
   9        Power Plants    any enemy [BuildingTypes] with positive Power= values set
   9        Power Plants    any enemy [BuildingTypes] with positive {{f|Power||link}} values set
  10        Occupiable      any [BuildingTypes] with CanBeOccupied=yes set (usually neutral structures)
  10        Occupiable      any [BuildingTypes] with {{f|CanBeOccupied|yes|link}} set (usually neutral structures)
  11        Tech Buildings  any [BuildingTypes] with NeedsEngineer=yes set (usually NeutralTechBuildings=)
  11        Tech Buildings  any [BuildingTypes] with {{f|NeedsEngineer|yes|link}} set (usually {{f|NeutralTechBuildings||link}})


NOTE: in Yuri's Revenge, Occupiable structures are defined by having CanOccupyFire=yes set instead of CanBeOccupied=yes.
NOTE: in Yuri's Revenge, Occupiable structures are defined by having {{f|CanOccupyFire|yes|link}} set instead of {{f|CanBeOccupied|yes|link}}.
   
   
1,n = Attack Waypoint, n = waypoint number to attack
1,n = Attack Waypoint, n = waypoint number to attack
This instructs the TeamType to use the TaskForce to attack the waypoint number specified by the second parameter. If any members have Infiltrate=yes set they will enter the structure at the waypoint. Members with Engineer=yes set will capture the structure provided it does not have Capturable=no set or if it has NeedsEngineer=yes set. Members with Agent=yes set will spy on the structure if it has Spyable=yes set. Members that do not have Assaulter=no set will garrison the structure if it has CanBeOccupied=yes set. Members with C4=yes set will blow up the structure if does not have CanC4=no set. If there is no building at the specified waypoint, the TaskForce will move to the waypoint and will just remain in their last mission. Waypoints are used to define specific places (cells) on the map - see the Map Editing Guide for a detailed explanation of waypoints. At this point however, its worth noting that Red Alert 2 usually assigns waypoint number 98 to define the place where the player starts in single player games (also known as the 'home cell'), waypoint number 99 for the center of the map, and waypoint numbers 0 - 7 to define the starting places for the 8 players.
This instructs the TeamType to use the TaskForce to attack the waypoint number specified by the second parameter. If any members have {{f|Infiltrate|yes|link}} set they will enter the structure at the waypoint. Members with {{f|Engineer|yes|link}} set will capture the structure provided it does not have {{f|Capturable|no|link}} set or if it has {{f|NeedsEngineer|yes|link}} set. Members with {{f|Agent|yes|link}} set will spy on the structure if it has {{f|Spyable|yes|link}} set. Members that do not have {{f|Assaulter|no|link}} set will garrison the structure if it has {{f|CanBeOccupied|yes|link}} set. Members with {{f|C4|yes|link}} set will blow up the structure if does not have {{f|CanC4|no|link}} set. If there is no building at the specified waypoint, the TaskForce will move to the waypoint and will just remain in their last mission. Waypoints are used to define specific places (cells) on the map - see the Map Editing Guide for a detailed explanation of waypoints. At this point however, its worth noting that Red Alert 2 usually assigns waypoint number 98 to define the place where the player starts in single player games (also known as the 'home cell'), waypoint number 99 for the center of the map, and waypoint numbers 0 - 7 to define the starting places for the 8 players.
   
   
2,0 = Go Berzerk
2,0 = Go Berzerk
Forces infantry units with Cyborg=yes set to go berserk (they consider all objects, including friendly units, equally in their threat scan).
Forces infantry units with {{f|Cyborg|yes|link}} set to go berserk (they consider all objects, including friendly units, equally in their threat scan).
   
   
3,n = Move To Waypoint, n = waypoint number to move to
3,n = Move To Waypoint, n = waypoint number to move to
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5,n = Guard Area, n = time to guard area in tenths of a minute (multiples of 6 seconds)
5,n = Guard Area, n = time to guard area in tenths of a minute (multiples of 6 seconds)
This instructs the TeamType to put the TaskForce into Guard Mode (same effect as selecting a group of units and pressing the Guard Mode key as defined in KEYBOARD.INI or clicking the relevant button on the Advanced Command Bar). Units will move to attack enemy units that fall within their Sight= range.
This instructs the TeamType to put the TaskForce into Guard Mode (same effect as selecting a group of units and pressing the Guard Mode key as defined in KEYBOARD.INI or clicking the relevant button on the Advanced Command Bar). Units will move to attack enemy units that fall within their {{f|Sight||link}} range.
   
   
6,n = Jump To Script Action, n = number of script action to jump to
6,n = Jump To Script Action, n = number of script action to jump to
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8,n = Unload, n = type of unloading
8,n = Unload, n = type of unloading
If the TaskForce contains a unit or units that have a valid Passengers= value set, and those units contain passengers, this command will make the units inside the transport(s) disembark. Note that once the passengers have disembarked, the transport itself is suspended until given a new mission and is therefore no longer considered a part of this TaskForce - this means that you cannot, for example, get units to disembark, do something, then get back into the transport in the same script. The second parameter can be used to control what happens to the transport after it 'deploys' its cargo:
If the TaskForce contains a unit or units that have a valid {{f|Passengers||link}} value set, and those units contain passengers, this command will make the units inside the transport(s) disembark. Note that once the passengers have disembarked, the transport itself is suspended until given a new mission and is therefore no longer considered a part of this TaskForce - this means that you cannot, for example, get units to disembark, do something, then get back into the transport in the same script. The second parameter can be used to control what happens to the transport after it 'deploys' its cargo:


  0          Keep transports and units - all remain in the team and execute the remainder of the script
  0          Keep transports and units - all remain in the team and execute the remainder of the script
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9,0 = Deploy
9,0 = Deploy
If the TaskForce contains a unit or units that are able to deploy (for example a unit which DeploysInto= a [BuildingType] or has any of Deployer=yes, DeployFire=yes, DeployToFire=yes set) then this action causes them to deploy at the current cell they are occupying (same effect as selecting a unit and pressing the Deploy key as defined in KEYBOARD.INI or clicking the relevant button on the Advanced Command Bar).
If the TaskForce contains a unit or units that are able to deploy (for example a unit which {{f|DeploysInto||link}} a [BuildingType] or has any of {{f|Deployer|yes|link}}, {{f|DeployFire|yes|link}}, {{f|DeployToFire|yes|link}} set) then this action causes them to deploy at the current cell they are occupying (same effect as selecting a unit and pressing the Deploy key as defined in KEYBOARD.INI or clicking the relevant button on the Advanced Command Bar).
   
   
10,0 = Follow friendlies
10,0 = Follow friendlies
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  12        Return                  return to co-ordinating object (e.g. spawned object returns to the spawner)
  12        Return                  return to co-ordinating object (e.g. spawned object returns to the spawner)
  13        Stop                    stop moving or firing at the first available opportunity
  13        Stop                    stop moving or firing at the first available opportunity
  14        Ambush                  force fire (units with Infiltrate=yes will enter target if possible)
  14        Ambush                  force fire (units with {{f|Infiltrate|yes|link}} will enter target if possible)
  15        Hunt                    scan for and attack enemies wherever they may be on the map
  15        Hunt                    scan for and attack enemies wherever they may be on the map
  16        Unload                  while dropping off cargo (e.g. Landing Craft unloading passengers)
  16        Unload                  while dropping off cargo (e.g. Landing Craft unloading passengers)
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  32        Spyplane Overfly        object is flying over the target (YR)
  32        Spyplane Overfly        object is flying over the target (YR)


NOTE: there is a difference when using Area Guard as opposed to Guard. Units with an Area Guard mission are more aggressive and will pursue enemy units that fall within their Sight= range and continue that pursuit until they can attack the target. Then the units will return to their original position unless they catch the target within their initial guard zone (in which case they will attempt to destroy it). Units in an Area Guard mission are not recruited 'from the field' when a create team Action is executed, although units in a standard Guard mission will be gathered to create the new team if they are required.
NOTE: there is a difference when using Area Guard as opposed to Guard. Units with an Area Guard mission are more aggressive and will pursue enemy units that fall within their {{f|Sight||link}} range and continue that pursuit until they can attack the target. Then the units will return to their original position unless they catch the target within their initial guard zone (in which case they will attempt to destroy it). Units in an Area Guard mission are not recruited 'from the field' when a create team Action is executed, although units in a standard Guard mission will be gathered to create the new team if they are required.
   
   
12,n = Set Global, n = global number to be set
12,n = Set Global, n = global number to be set
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14,0 = Load Onto Transport
14,0 = Load Onto Transport
If the TaskForce contains a unit or units that have a valid Passengers= value set, and units whose Size= and PhysicalSize= settings allow them to be carried by that transport, this command will make the units enter the transport.
If the TaskForce contains a unit or units that have a valid {{f|Passengers||link}} value set, and units whose {{f|Size||link}} and {{f|PhysicalSize||link}} settings allow them to be carried by that transport, this command will make the units enter the transport.
   
   
15,n = Spy On Structure At Waypoint, n = waypoint number
15,n = Spy On Structure At Waypoint, n = waypoint number
Should be used only for units with Infiltrate=yes and Agent=yes set. This instructs the TaskForce to enter the structure at the waypoint number specified by the second parameter and spy on the structure if it has Spyable=yes set. If there is no building at the specified waypoint, the TaskForce may not activate correctly and will just remain in their last mission. Waypoints are used to define specific places (cells) on the map - see the Map Editing Guide for a detailed explanation of waypoints. At this point however, its worth noting that Red Alert 2 usually assigns waypoint number 98 to define the place where the player starts in single player games (also known as the 'home cell'), waypoint number 99 for the center of the map, and waypoint numbers 0 - 7 to define the starting places for the 8 players.
Should be used only for units with {{f|Infiltrate|yes|link}} and {{f|Agent|yes|link}} set. This instructs the TaskForce to enter the structure at the waypoint number specified by the second parameter and spy on the structure if it has {{f|Spyable|yes|link}} set. If there is no building at the specified waypoint, the TaskForce may not activate correctly and will just remain in their last mission. Waypoints are used to define specific places (cells) on the map - see the Map Editing Guide for a detailed explanation of waypoints. At this point however, its worth noting that Red Alert 2 usually assigns waypoint number 98 to define the place where the player starts in single player games (also known as the 'home cell'), waypoint number 99 for the center of the map, and waypoint numbers 0 - 7 to define the starting places for the 8 players.
   
   
16,n = Patrol to waypoint, n = waypoint number
16,n = Patrol to waypoint, n = waypoint number
This is similar to Move to waypoint. This instructs the TeamType to use the TaskForce to move to the waypoint number specified by the second parameter. The difference is that the units in the TaskForce will move out of their patrol route to actively go and engage any enemy objects that are within their Sight= as they move to the waypoint. NOTE: this action eats up processor time, because the TaskForce will scan for enemy objects with each movement. If you have a lot of TaskForces (or lots of units in them) engaged in this action, you will experience slowdown in the game - this is one reason why the single player missions are comparatively slow, they use this action a lot. The rate at which the scanning for targets whilst in this mission is controlled by the PatrolScan= statement in the [AI]section of RULES.INI (see the RULES.INI Guide). Waypoints are used to define specific places (cells) on the map - see the Map Editing Guide for a detailed explanation of waypoints. At this point however, its worth noting that Red Alert 2 usually assigns waypoint number 98 to define the place where the player starts in single player games (also known as the 'home cell'), waypoint number 99 for the center of the map, and waypoint numbers 0 - 7 to define the starting places for the 8 players.
This is similar to Move to waypoint. This instructs the TeamType to use the TaskForce to move to the waypoint number specified by the second parameter. The difference is that the units in the TaskForce will move out of their patrol route to actively go and engage any enemy objects that are within their {{f|Sight||link}} as they move to the waypoint. NOTE: this action eats up processor time, because the TaskForce will scan for enemy objects with each movement. If you have a lot of TaskForces (or lots of units in them) engaged in this action, you will experience slowdown in the game - this is one reason why the single player missions are comparatively slow, they use this action a lot. The rate at which the scanning for targets whilst in this mission is controlled by the {{f|PatrolScan||link}} statement in the [AI]section of RULES.INI (see the RULES.INI Guide). Waypoints are used to define specific places (cells) on the map - see the Map Editing Guide for a detailed explanation of waypoints. At this point however, its worth noting that Red Alert 2 usually assigns waypoint number 98 to define the place where the player starts in single player games (also known as the 'home cell'), waypoint number 99 for the center of the map, and waypoint numbers 0 - 7 to define the starting places for the 8 players.
   
   
17,n = Change Script, n = script number to execute
17,n = Change Script, n = script number to execute
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19,0 = Panic
19,0 = Panic
If the TaskForce contains a unit or units that have Fraidycat=yes set then they will run around aimlessly, using the Panic= animation from their sequence as defined in ART.INI. Normally used for the civilian units. Units that do not fulfil this criteria lie down and act as if prone.
If the TaskForce contains a unit or units that have {{f|Fraidycat|yes|link}} set then they will run around aimlessly, using the {{f|Panic}} animation from their sequence as defined in ART.INI. Normally used for the civilian units. Units that do not fulfil this criteria lie down and act as if prone.
   
   
20,n = Change House Ownership, n = house number of new owner
20,n = Change House Ownership, n = house number of new owner
Used in single player missions on specific map files only, this changes ownership of the entire TeamType to the House= number specified by the second parameter. See the Map Editing Guide for details of [Houses] and their numbering.
Used in single player missions on specific map files only, this changes ownership of the entire TeamType to the house number specified by the second parameter. See the Map Editing Guide for details of [Houses] and their numbering.
   
   
21,0 = Scatter
21,0 = Scatter
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24,n = Play Speech From EVA.INI, n = number of speech to play
24,n = Play Speech From EVA.INI, n = number of speech to play
This instructs the TaskForce to play one of the Sofia or EVA voices (depending upon the ParentCountry= or the owner of this TaskForce). The second parameter is the number of the sound to be played from the [DialogList] in the EVA.INI file (note that you should consider this list as being numbered from 0 instead of 1 to get the correct numbering convention).
This instructs the TaskForce to play one of the Sofia or EVA voices (depending upon the {{f|ParentCountry||link}} or the owner of this TaskForce). The second parameter is the number of the sound to be played from the [DialogList] in the EVA.INI file (note that you should consider this list as being numbered from 0 instead of 1 to get the correct numbering convention).
   
   
25,n = Play Sound From SOUND.INI, n = number of sound to play
25,n = Play Sound From SOUND.INI, n = number of sound to play
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30,0 = Force Sale
30,0 = Force Sale
Forces the 'fire sale' of all remaining structures owned by the House= to which the TeamType belongs.
Forces the 'fire sale' of all remaining structures owned by the {{f|House}}= to which the TeamType belongs.
   
   
31,0 = Suicide
31,0 = Suicide
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34,n = Center Map On Team
34,n = Center Map On Team
This will center the screen on the TeamType. The same effect as hitting the Home key as defined in KEYBOARD.INI when the screen centers on your MCV (or the unit defined by the BaseUnit= statement in RULES.INI). The second parameter determines the speed at which the 'camera' switches view to the TaskForce with 0 being instant.
This will center the screen on the TeamType. The same effect as hitting the Home key as defined in KEYBOARD.INI when the screen centers on your MCV (or the unit defined by the {{f|BaseUnit||link}} statement in RULES.INI). The second parameter determines the speed at which the 'camera' switches view to the TaskForce with 0 being instant.
   
   
35,n = Shroud Map For Time Interval, n = time to remain shrouded
35,n = Shroud Map For Time Interval, n = time to remain shrouded
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41,n = Unpanic
41,n = Unpanic
If the TaskForce contains a unit or units that have Fraidycat=yes set which are currently assigned the Panic= mission then this action nullifies that effect and the unit(s) adopt their default behaviour.
If the TaskForce contains a unit or units that have {{f|Fraidycat|yes|link}} set which are currently assigned the {{f|Panic}}= sequence then this action nullifies that effect and the unit(s) adopt their default behaviour.
   
   
42,n = Change Facing, n = new direction to face
42,n = Change Facing, n = new direction to face
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43,0 = Wait Until Fully Loaded
43,0 = Wait Until Fully Loaded
This is always used after members of the TaskForce have entered a transport in the same TaskForce and serves two purposes. The effect of this is that the transport will be used to carry out any subsequent movement or deploy actions but after that it is no longer considered a part of this TaskForce and as such is available to be recruited into new TeamTypes. It is this action which enables use of the TransportsReturnOnUnload=yes statement in the corresponding TeamType entry. The second purpose is to flag the transport as being 'loaded' with passengers and thus is considered in the AI's targeting logic as a potential threat (see the ContentScan= entry in the RULES.INI Guide). This action also orders the transport to wait until it is fully loaded before executing any subsequent script actions.
This is always used after members of the TaskForce have entered a transport in the same TaskForce and serves two purposes. The effect of this is that the transport will be used to carry out any subsequent movement or deploy actions but after that it is no longer considered a part of this TaskForce and as such is available to be recruited into new TeamTypes. It is this action which enables use of the {{f|TransportsReturnOnUnload|yes|link}} statement in the corresponding TeamType entry. The second purpose is to flag the transport as being 'loaded' with passengers and thus is considered in the AI's targeting logic as a potential threat (see the {{f|ContentScan||link}} entry in the RULES.INI Guide). This action also orders the transport to wait until it is fully loaded before executing any subsequent script actions.
   
   
44,0 = Unload TRUCKB > TRUCKA
44,0 = Unload TRUCKB > TRUCKA
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46,n = Attack Enemy Structure, n = structure number (see note below)
46,n = Attack Enemy Structure, n = structure number (see note below)
Members of this TaskForce attack the enemy structure specified by the second parameter. This action depends upon the type of units in the TaskForce and if certain members have Infiltrate=yes set. Members with Engineer=yes set will capture the structure provided it does not have Capturable=no set or if it has NeedsEngineer=yes set. Members with Agent=yes set will spy on the structure if it has Spyable=yes set. Members that do not have Assaulter=no set will garrison the structure if it has CanBeOccupied=yes set. Members with C4=yes set will blow up the structure if does not have CanC4=no set.
Members of this TaskForce attack the enemy structure specified by the second parameter. This action depends upon the type of units in the TaskForce and if certain members have {{f|Infiltrate|yes|link}} set. Members with {{f|Engineer|yes|link}} set will capture the structure provided it does not have {{f|Capturable|no|link}} set or if it has {{f|NeedsEngineer|yes|link}} set. Members with {{f|Agent|yes|link}} set will spy on the structure if it has {{f|Spyable|yes|link}} set. Members that do not have {{f|Assaulter|no|link}} set will garrison the structure if it has {{f|CanBeOccupied|yes|link}} set. Members with {{f|C4|yes|link}} set will blow up the structure if does not have {{f|CanC4|no|link}} set.
   
   
47,n = Move To Enemy Structure, n = structure number (see note below)
47,n = Move To Enemy Structure, n = structure number (see note below)
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  3          !          shouting or statement
  3          !          shouting or statement


Note that the length of time for which the talk bubble is displayed is controlled through the TalkBubbleTime= statement in RULES.INI - refer to the RULES.INI Guide for details of this and the steps to take to enable its inclusion in Red Alert 2 as this remains residual from Tiberian Sun:Firestorm.
Note that the length of time for which the talk bubble is displayed is controlled through the {{f|TalkBubbleTime||link}} statement in RULES.INI - refer to the RULES.INI Guide for details of this and the steps to take to enable its inclusion in Red Alert 2 as this remains residual from Tiberian Sun:Firestorm.
   
   
53,0 = Gather (at enemy base)
53,0 = Gather (at enemy base)
This causes the TaskForce to gather together (sometimes used when members of the TaskForce move at different speeds and you want the faster ones to stop while the slower ones catch up) after the previous action has been executed. If the TaskForce is in an attack mission and moving towards an enemy base, this command is usually executed when the first member of the TaskForce reaches the distance from that base defined by the AISafeDistance= statement in RULES.INI - see the RULES.INI Guide.
This causes the TaskForce to gather together (sometimes used when members of the TaskForce move at different speeds and you want the faster ones to stop while the slower ones catch up) after the previous action has been executed. If the TaskForce is in an attack mission and moving towards an enemy base, this command is usually executed when the first member of the TaskForce reaches the distance from that base defined by the {{f|AISafeDistance||link}} statement in RULES.INI - see the RULES.INI Guide.
   
   
54,0 = Regroup (at friendly base)
54,0 = Regroup (at friendly base)
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55,0 = Activate Iron Curtain on TaskForce
55,0 = Activate Iron Curtain on TaskForce
If the owner of the TaskForce to which this ScriptType is attached also has the Iron Curtain fully charged then it will be fired at this TaskForce. Note that the use of the Iron Curtain in this manner depends on the percentage chance of the AI incorporating them into its actions as defined by the AIMinorSuperReadyPercent= statement in RULES.INI - see the RULES.INI Guide for more details.
If the owner of the TaskForce to which this ScriptType is attached also has the Iron Curtain fully charged then it will be fired at this TaskForce. Note that the use of the Iron Curtain in this manner depends on the percentage chance of the AI incorporating them into its actions as defined by the {{f|AIMinorSuperReadyPercent||link}} statement in RULES.INI - see the RULES.INI Guide for more details.
   
   
56,n = ChronoSphere TaskForce, n = structure number to be Chronoshifted to (see note below)
56,n = ChronoSphere TaskForce, n = structure number to be Chronoshifted to (see note below)
If the owner of the TaskForce to which this ScriptType is attached also has the Chronosphere fully charged then it will be used on the TaskForce before moving on to the next action. Note that the use of the Chronosphere in this manner depends on the percentage chance of the AI incorporating them into its actions as defined by the AIMinorSuperReadyPercent= statement in RULES.INI - see the RULES.INI Guide for more details.
If the owner of the TaskForce to which this ScriptType is attached also has the Chronosphere fully charged then it will be used on the TaskForce before moving on to the next action. Note that the use of the Chronosphere in this manner depends on the percentage chance of the AI incorporating them into its actions as defined by the {{f|AIMinorSuperReadyPercent||link}} statement in RULES.INI - see the RULES.INI Guide for more details.
   
   
57,n = ChronoWarp TaskForce, n = target number to be Chronoshifted to (see note below)
57,n = ChronoWarp TaskForce, n = target number to be Chronoshifted to (see note below)
If the owner of the TaskForce to which this ScriptType is attached has been Chronosphered then it will be used on the same TaskForce to shift them to the enemy structure number specified in the second parameter before moving on to the next action. Note that the use of the Chronosphere in this manner depends on the percentage chance of the AI incorporating them into its actions as defined by the AIMinorSuperReadyPercent= statement in RULES.INI - see the RULES.INI Guide for more details.
If the owner of the TaskForce to which this ScriptType is attached has been Chronosphered then it will be used on the same TaskForce to shift them to the enemy structure number specified in the second parameter before moving on to the next action. Note that the use of the Chronosphere in this manner depends on the percentage chance of the AI incorporating them into its actions as defined by the {{f|AIMinorSuperReadyPercent||link}} statement in RULES.INI - see the RULES.INI Guide for more details.
   
   
58,n = Move To Friendly Structure, n = structure number (see note below)
58,n = Move To Friendly Structure, n = structure number (see note below)
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59,n = Attack Structure At Waypoint (Yuri's Revenge only, not appearing in Final Alert 2)
59,n = Attack Structure At Waypoint (Yuri's Revenge only, not appearing in Final Alert 2)
Members of this TaskForce attack the structure at the Waypoint= specified by the second parameter. This action is very similar to action number 43 although this action does not test for ownership of the structure itself - thus the inclusion of this action allows, for example, InfantryTypes with Engineer=yes set to enter structures owned by the same side for the purposes of repair. This would be the most appropriate action to use to get the AI to repair bridges. Use of this also means that the TaskForce will attack the structure with one of its weapons meaning, for example, that units with C4=yes set will not C4 the building but shoot at it instead. This is useful if you want to get a TaskForce to destroy a nearby occupiable structure instead of entering it in a bid to prevent the enemy getting old of it - a tactic used in the Yuri's Revenge AI.
Members of this TaskForce attack the structure at the waypoint specified by the second parameter. This action is very similar to action number 43 although this action does not test for ownership of the structure itself - thus the inclusion of this action allows, for example, InfantryTypes with {{f|Engineer|yes|link}} set to enter structures owned by the same side for the purposes of repair. This would be the most appropriate action to use to get the AI to repair bridges. Use of this also means that the TaskForce will attack the structure with one of its weapons meaning, for example, that units with {{f|C4|yes|link}} set will not C4 the building but shoot at it instead. This is useful if you want to get a TaskForce to destroy a nearby occupiable structure instead of entering it in a bid to prevent the enemy getting hold of it - a tactic used in the Yuri's Revenge AI.
   
   
60,0 = Enter Grinder (Yuri's Revenge only, not appearing in Final Alert 2)
60,0 = Enter Grinder (Yuri's Revenge only, not appearing in Final Alert 2)
Members of this TaskForce will enter the nearest structure with Grinding=yes set if it is owned by the owner of the TaskForce or any of its allies.
Members of this TaskForce will enter the nearest structure with {{f|Grinding|yes|link}} set if it is owned by the owner of the TaskForce or any of its allies.
   
   
61,0 = Occupy Tank Bunker (Yuri's Revenge only, not appearing in Final Alert 2)
61,0 = Occupy Tank Bunker (Yuri's Revenge only, not appearing in Final Alert 2)
Any VehicleType members of this TaskForce which do not have Bunkerable=no set will enter the nearest vacant structure with Bunker=yes set if it is owned by the owner of the TaskForce or any of its allies.
Any VehicleType members of this TaskForce which do not have {{f|Bunkerable|no|link}} set will enter the nearest vacant structure with {{f|Bunker|yes|link}} set if it is owned by the owner of the TaskForce or any of its allies.
   
   
62,0 = Enter Bio Reactor (Yuri's Revenge only, not appearing in Final Alert 2)
62,0 = Enter Bio Reactor (Yuri's Revenge only, not appearing in Final Alert 2)
Any InfantryType members of this TaskForce will enter the nearest structure with InfantryAbsorb=yes set if it is owned by the owner of the TaskForce or any of its allies and has space available.
Any InfantryType members of this TaskForce will enter the nearest structure with {{f|InfantryAbsorb|yes|link}} set if it is owned by the owner of the TaskForce or any of its allies and has space available.
   
   
63,0 = Occupy Battle Bunker (Yuri's Revenge only, not appearing in Final Alert 2)
63,0 = Occupy Battle Bunker (Yuri's Revenge only, not appearing in Final Alert 2)
Any InfantryType members of this TaskForce with Occupier=yes set will enter the nearest structure (which they own) with CanOccupyFire=yes set.
Any InfantryType members of this TaskForce with {{f|Occupier|yes|link}} set will enter the nearest structure (which they own) with {{f|CanOccupyFire|yes|link}} set.
   
   
64,0 = Garrison Structure (Yuri's Revenge only, not appearing in Final Alert 2)
64,0 = Garrison Structure (Yuri's Revenge only, not appearing in Final Alert 2)
Any InfantryType members of this TaskForce with Occupier=yes set will enter the nearest (neutral) structure with CanOccupyFire=yes set. This action is used specifically for this purpose due to action #59 (see above) since the logic in Yuri's Revenge has changed so that the units weapon is transferred to the structure. Use of this action also allows the computer to repair those structures by sending an InfantryType with Engineer=yes set into them and also allows the AI to differentiate between attacking such a structure and entering it, which is useful if you want the AI to use infantry to destroy an occupiable structure thus preventing its enemy from using it.
Any InfantryType members of this TaskForce with {{f|Occupier|yes|link}} set will enter the nearest (neutral) structure with {{f|CanOccupyFire|yes|link}} set. This action is used specifically for this purpose due to action #59 (see above) since the logic in Yuri's Revenge has changed so that the units weapon is transferred to the structure. Use of this action also allows the computer to repair those structures by sending an InfantryType with {{f|Engineer|yes|link}} set into them and also allows the AI to differentiate between attacking such a structure and entering it, which is useful if you want the AI to use infantry to destroy an occupiable structure thus preventing its enemy from using it.

Revision as of 12:49, 12 July 2013

0,n = Attack Target Type, n = target type to attack This instructs the TeamType to use the TaskForce to approach and attack the target specified by the second parameter. The following are the target types which can be used:

 0         N/A              cancel attack mission
 1         Anything         anything (usually the first enemy object they encounter) - utilizes threat rating logic
 2         Structures       any enemy [BuildingTypes]
 3         Ore Miners       any enemy [VehicleTypes] with Harvester=yes set
 4         Infantry         any enemy [InfantryTypes]
 5         Vehicles         any enemy [VehicleTypes]
 6         Factories        any enemy [BuildingTypes] with a Factory= setting
 7         Base Defenses    any enemy [BuildingTypes] with IsBaseDefense=yes set
 8         Base Threats     any enemy objects approaching (or already in) its base and which are in an attack mission
 9         Power Plants     any enemy [BuildingTypes] with positive Power= values set
10         Occupiable       any [BuildingTypes] with CanBeOccupied=yes set (usually neutral structures)
11         Tech Buildings   any [BuildingTypes] with NeedsEngineer=yes set (usually NeutralTechBuildings=)

NOTE: in Yuri's Revenge, Occupiable structures are defined by having CanOccupyFire=yes set instead of CanBeOccupied=yes.

1,n = Attack Waypoint, n = waypoint number to attack This instructs the TeamType to use the TaskForce to attack the waypoint number specified by the second parameter. If any members have Infiltrate=yes set they will enter the structure at the waypoint. Members with Engineer=yes set will capture the structure provided it does not have Capturable=no set or if it has NeedsEngineer=yes set. Members with Agent=yes set will spy on the structure if it has Spyable=yes set. Members that do not have Assaulter=no set will garrison the structure if it has CanBeOccupied=yes set. Members with C4=yes set will blow up the structure if does not have CanC4=no set. If there is no building at the specified waypoint, the TaskForce will move to the waypoint and will just remain in their last mission. Waypoints are used to define specific places (cells) on the map - see the Map Editing Guide for a detailed explanation of waypoints. At this point however, its worth noting that Red Alert 2 usually assigns waypoint number 98 to define the place where the player starts in single player games (also known as the 'home cell'), waypoint number 99 for the center of the map, and waypoint numbers 0 - 7 to define the starting places for the 8 players.

2,0 = Go Berzerk Forces infantry units with Cyborg=yes set to go berserk (they consider all objects, including friendly units, equally in their threat scan).

3,n = Move To Waypoint, n = waypoint number to move to This instructs the TeamType to use the TaskForce to move to the waypoint number specified by the second parameter. Waypoints are used to define specific places (cells) on the map - see the Map Editing Guide for a detailed explanation of waypoints. At this point however, its worth noting that Red Alert 2 usually assigns waypoint number 98 to define the place where the player starts in single player games (also known as the 'home cell'), waypoint number 99 for the center of the map, and waypoint numbers 0 - 7 to define the starting places for the 8 players. TIP: you could use this script action to get a TeamType to move to Waypoint= number 99 (just about every map has this defined as the center point) - that will mean it will always strive to get to the center of the map, providing a good vantage point from which to perform further script actions and giving the impression that the computer is scouting for enemies.

4,n = Move Into Specific Celltag, n = celltag to move into This instructs the TeamType to use the TaskForce to move into the CellTag specified by the second parameter. This is used when you want the TeamType to trigger a specific Action (when the game tests for the CellTag being entered). CellTags are attached to cells and are used to trigger Events and thus fire Actions when that cell is entered by a unit (or any unit from the TaskForce). The CellTag parameter should be the waypoint parameter for that CellTag from the [CellTags]listing in the map file, hence this script action is only of use on specific map files. See the Map Editing Guide for a detailed explanation of CellTags and their use.

5,n = Guard Area, n = time to guard area in tenths of a minute (multiples of 6 seconds) This instructs the TeamType to put the TaskForce into Guard Mode (same effect as selecting a group of units and pressing the Guard Mode key as defined in KEYBOARD.INI or clicking the relevant button on the Advanced Command Bar). Units will move to attack enemy units that fall within their Sight= range.

6,n = Jump To Script Action, n = number of script action to jump to This is used to repeat actions within the ScriptType. The second parameter is the action number of the ScriptType that you want to jump to. Remember that the first action of a ScriptType is numbered 0 so if you jump to this (by using n=6,0 for example) you get the TaskForce to repeat all the commands it has, looping forever. This is used by the waypoint system in the game for setting up patrols. You don't have to repeat all the actions as you could jump to say action 3, which would ignore the first three action commands (remember, the numbering starts at 0) and just go to the fourth.

7,0 = Force Player Win Forces a game win condition for the owner of the TeamType (they win the game).

8,n = Unload, n = type of unloading If the TaskForce contains a unit or units that have a valid Passengers= value set, and those units contain passengers, this command will make the units inside the transport(s) disembark. Note that once the passengers have disembarked, the transport itself is suspended until given a new mission and is therefore no longer considered a part of this TaskForce - this means that you cannot, for example, get units to disembark, do something, then get back into the transport in the same script. The second parameter can be used to control what happens to the transport after it 'deploys' its cargo:

0          Keep transports and units - all remain in the team and execute the remainder of the script
1          Keep transport and lose the units - only the transport will execute the remainder of the script
2          Lose transport and keep units - only the units will execute the remainder of the script
3          Lose transports and lose units - nothing executes the remainder of the script

9,0 = Deploy If the TaskForce contains a unit or units that are able to deploy (for example a unit which DeploysInto= a [BuildingType] or has any of Deployer=yes, DeployFire=yes, DeployToFire=yes set) then this action causes them to deploy at the current cell they are occupying (same effect as selecting a unit and pressing the Deploy key as defined in KEYBOARD.INI or clicking the relevant button on the Advanced Command Bar).

10,0 = Follow friendlies This command causes the TaskForce to follow the nearest friendly unit when it moves although it will not function as if it is 'guarding' the unit. The following is not permanent, when the TaskForce is assigned another mission it abandons the following. TIP: If the support TeamType has this as the first line in its ScriptType, then it will escort the first TeamType.

11,n = Assign New Mission, n = new mission type The objects in the TaskForce are all assigned the new mission defined by the second parameter. Not all of them work, some are made obsolete by other action commands, some do not work because an object in the TaskForce may not support that action. Because these are the same 'behaviours' to which objects can be assigned when initially placed on the map some apply only to structures. The following are valid settings for the second parameter, you should refer to the Mission Control section of the RULES.INI Guide for a more detailed explanation of the missions and how they work:

 0         Sleep                    object sits around and plays dead, will not acquire targets
 1         Attack                   special attack mission used by AI team types (utilizes threat rating logic)
 2         Move                     simply moving to destination
 3         QMove                    special move to destination after other queued moves occur
 4         Retreat                  object runs away (may even leave the map)
 5         Guard                    object sits around and will engage an enemy that falls within its weapon range
 6         Sticky                   just like guard mode, except the object will engage enemies but not pursue them
 7         Enter                    enter building or transport
 8         Capture                  engineer entry logic used by MultiEngineer
 9         Eaten                    when object is being repaired (applies only to structures)
10         Harvest                  the loop controlling harvesting of Ore and dumping at a Refinery
11         Area Guard               guard the general area where the object starts at
12         Return                   return to co-ordinating object (e.g. spawned object returns to the spawner)
13         Stop                     stop moving or firing at the first available opportunity
14         Ambush                   force fire (units with Infiltrate=yes will enter target if possible)
15         Hunt                     scan for and attack enemies wherever they may be on the map
16         Unload                   while dropping off cargo (e.g. Landing Craft unloading passengers)
17         Sabotage                 unit runs to place C4 on a building or Ivan goes to place bomb on object
18         Construction             structures use this when building up after initial placement
19         Selling                  structures use this for deconstruction after being sold
20         Repair                   used when repairing an object (e.g. Service Depot)
21         Rescue                   special team over-ride mission
22         Missile                  Nuke Silo special launch missile mission
23         Harmless                 object doesn't fire and is not considered in any threat scan
24         Open                     while opening or closing a gate to allow passage
25         Patrol                   patrol a series of waypoints
26         Paradrop Approach        object is approaching the paradrop site
27         Paradrop Overfly         object is flying over the paradrop site (i.e. dropping the paratroopers)
28         Wait                     paused and awaiting next mission
29         Move                     (special duplicate) used when Chrono units are moving to destination
30         Attack                   (special duplicate) used when units are deployed to fire (e.g. weapons with an area fire effect)
31         Spyplane Approach        object is flying towards target (YR)
32         Spyplane Overfly         object is flying over the target (YR)

NOTE: there is a difference when using Area Guard as opposed to Guard. Units with an Area Guard mission are more aggressive and will pursue enemy units that fall within their Sight= range and continue that pursuit until they can attack the target. Then the units will return to their original position unless they catch the target within their initial guard zone (in which case they will attempt to destroy it). Units in an Area Guard mission are not recruited 'from the field' when a create team Action is executed, although units in a standard Guard mission will be gathered to create the new team if they are required.

12,n = Set Global, n = global number to be set The global number specified in the second parameter is defined as being 'set' (it is allocated a value of '1' or 'true'). This should be employed in specific map files only. This is part of the boolean logic employed by the global variables system in the game engine - refer to the Map Editing Guide for a more detailed explanation of global and local variables. The Global Variables are defined in RULES.INI - see the RULES.INI Guide.

13,n = Play Idle Anim Sequence, n = sequence number If the TaskForce contains a unit or units that are SHPs (i.e. infantry) then the relevant idle SHP sequence is displayed as defined by the frame numbering system in ART.INI.

14,0 = Load Onto Transport If the TaskForce contains a unit or units that have a valid Passengers= value set, and units whose Size= and PhysicalSize= settings allow them to be carried by that transport, this command will make the units enter the transport.

15,n = Spy On Structure At Waypoint, n = waypoint number Should be used only for units with Infiltrate=yes and Agent=yes set. This instructs the TaskForce to enter the structure at the waypoint number specified by the second parameter and spy on the structure if it has Spyable=yes set. If there is no building at the specified waypoint, the TaskForce may not activate correctly and will just remain in their last mission. Waypoints are used to define specific places (cells) on the map - see the Map Editing Guide for a detailed explanation of waypoints. At this point however, its worth noting that Red Alert 2 usually assigns waypoint number 98 to define the place where the player starts in single player games (also known as the 'home cell'), waypoint number 99 for the center of the map, and waypoint numbers 0 - 7 to define the starting places for the 8 players.

16,n = Patrol to waypoint, n = waypoint number This is similar to Move to waypoint. This instructs the TeamType to use the TaskForce to move to the waypoint number specified by the second parameter. The difference is that the units in the TaskForce will move out of their patrol route to actively go and engage any enemy objects that are within their Sight= as they move to the waypoint. NOTE: this action eats up processor time, because the TaskForce will scan for enemy objects with each movement. If you have a lot of TaskForces (or lots of units in them) engaged in this action, you will experience slowdown in the game - this is one reason why the single player missions are comparatively slow, they use this action a lot. The rate at which the scanning for targets whilst in this mission is controlled by the PatrolScan= statement in the [AI]section of RULES.INI (see the RULES.INI Guide). Waypoints are used to define specific places (cells) on the map - see the Map Editing Guide for a detailed explanation of waypoints. At this point however, its worth noting that Red Alert 2 usually assigns waypoint number 98 to define the place where the player starts in single player games (also known as the 'home cell'), waypoint number 99 for the center of the map, and waypoint numbers 0 - 7 to define the starting places for the 8 players.

17,n = Change Script, n = script number to execute Very handy and under utilized - this instructs the TaskForce to execute another ScriptType. The second parameter specifies the number of the ScriptType to execute as listed in the [ScriptTypes]table (consider the table as being numbered starting at 0 for this purpose).

18,n = Change Team, n = team number to join This instructs the TaskForce to join another TeamType. The second parameter specifies the number of the TeamType to join as listed in the [TeamTypes]table (consider the table as being numbered starting at 0 for this purpose).

19,0 = Panic If the TaskForce contains a unit or units that have Fraidycat=yes set then they will run around aimlessly, using the Panic animation from their sequence as defined in ART.INI. Normally used for the civilian units. Units that do not fulfil this criteria lie down and act as if prone.

20,n = Change House Ownership, n = house number of new owner Used in single player missions on specific map files only, this changes ownership of the entire TeamType to the house number specified by the second parameter. See the Map Editing Guide for details of [Houses] and their numbering.

21,0 = Scatter This instructs the TaskForce to scatter (same effect as selecting a group of units and pressing the Scatter key as defined in KEYBOARD.INI).

22,0 = Afraid & Run To Shroud This instructs the TaskForce to behave in a scared manner and it will run to the nearest shrouded cell. The TaskForce will not actively engage in combat, will not acquire targets and will not retaliate (it will scatter instead if attacked).

23,0 = Force Player Loss Forces a game loss condition for the owner of the TeamType (they lose the game).

24,n = Play Speech From EVA.INI, n = number of speech to play This instructs the TaskForce to play one of the Sofia or EVA voices (depending upon the ParentCountry= or the owner of this TaskForce). The second parameter is the number of the sound to be played from the [DialogList] in the EVA.INI file (note that you should consider this list as being numbered from 0 instead of 1 to get the correct numbering convention).

25,n = Play Sound From SOUND.INI, n = number of sound to play This instructs the TaskForce to play one of the generic in game sounds from the [SoundList] in the SOUND.INI file (note that for all in game Action and Trigger purposes this number is from an internal table - see the Map Editing Guide).

26,n = Play Movie This instructs the TaskForce to play one of the movies from the [Movies] list in the ART.INI file (note that for all in game Action and Trigger purposes this number is from an internal table - see the Map Editing Guide).

27,n = Play Theme From THEME.INI, n = number of theme to play This instructs the TaskForce to play one of the game soundtracks from the [Themes] list in the THEME.INI file (note that for all in game Action and Trigger purposes this number is from an internal table - see the Map Editing Guide).

28,0 = Reduce Ore Reduces the amount of Ore in the cell that the TeamType is occupying. Used by the special 'weapon' that is inherent with Ore Miners.

29,0 = Begin Production Forces the owner of the TeamType to begin the auto-production process (the AI's behaviour in skirmish games). Should only be used on AI controlled houses.

30,0 = Force Sale Forces the 'fire sale' of all remaining structures owned by the House= to which the TeamType belongs.

31,0 = Suicide This instructs the TaskForce to destroy itself. In effect it commits suicide, usually accompanied by an explosion.

32,n = Start Weather Storm In... This initiates the Weather Storm intro effect (when the screen goes dark prior to the clouds appearing) and is set to be delayed by the number of seconds specified by parameter 2.

33,0 = End Weather Storm This forces an end to the Weather Storm intro effect (when the screen goes dark prior to the clouds appearing).

34,n = Center Map On Team This will center the screen on the TeamType. The same effect as hitting the Home key as defined in KEYBOARD.INI when the screen centers on your MCV (or the unit defined by the BaseUnit= statement in RULES.INI). The second parameter determines the speed at which the 'camera' switches view to the TaskForce with 0 being instant.

35,n = Shroud Map For Time Interval, n = time to remain shrouded This action will shroud the entire map except for the area around the players MCV's (if they have one). The second parameter determines the number of frames for which the map should remain shrouded (1 second = approximately 15 frames) after which the explored areas are revealed again.

36,n = Reveal Map For Time Interval, n = time to remain revealed This action will reveal the entire map. The second parameter determines the number of frames for which the map should remain revealed (1 second = approximately 15 frames) after which the map is shrouded again.

37,0 = Delete Team Members This forces dissolved members of the TaskForce to leave the map after which they are deleted (for example aerial transports after their passengers have disembarked).

38,n = Clear Global, n = Global number to be cleared The global number specified in the second parameter is defined as being 'clear' (it is allocated a value of '0' or 'false'). This should be employed in specific map files only in which the global variable has been defined. This is part of the boolean logic employed by the global variables system in the game engine - refer to the Map Editing Guide for a more detailed explanation of global and local variables. The Global Variables are defined in RULES.INI - see the RULES.INI Guide.

39,n = Set Local, n = Local number to be set The local variable number specified in the second parameter is defined as being 'set' (it is allocated a value of '1' or 'true'). This should be employed in specific map files only in which the local variable has been defined. This is part of the boolean logic employed by the local variables system in the game engine - refer to the Map Editing Guide for a more detailed explanation of local and global variables.

40,n = Clear Local, n = Local number to be cleared The local variable number specified in the second parameter is defined as being 'cleared' (it is allocated a value of '0' or 'false'). This should be employed in specific map files only in which the local variable has been defined. This is part of the boolean logic employed by the local variables system in the game engine - refer to the Map Editing Guide for a more detailed explanation of local and global variables.

41,n = Unpanic If the TaskForce contains a unit or units that have Fraidycat=yes set which are currently assigned the Panic= sequence then this action nullifies that effect and the unit(s) adopt their default behaviour.

42,n = Change Facing, n = new direction to face This instructs the TaskForce to turn and face the new direction specified by the second parameter. The facings are as follows:

0          North
1          North East
2          East
3          South East
4          South
5          South West
6          West
7          North West

43,0 = Wait Until Fully Loaded This is always used after members of the TaskForce have entered a transport in the same TaskForce and serves two purposes. The effect of this is that the transport will be used to carry out any subsequent movement or deploy actions but after that it is no longer considered a part of this TaskForce and as such is available to be recruited into new TeamTypes. It is this action which enables use of the TransportsReturnOnUnload=yes statement in the corresponding TeamType entry. The second purpose is to flag the transport as being 'loaded' with passengers and thus is considered in the AI's targeting logic as a potential threat (see the ContentScan= entry in the RULES.INI Guide). This action also orders the transport to wait until it is fully loaded before executing any subsequent script actions.

44,0 = Unload TRUCKB > TRUCKA Used purely for a graphical effect and applicable uniquely to the [TRUCKB] unit, this has the effect of converting [TRUCKB] into [TRUCKA] to give the impression that the unit has unloaded its cargo. NOTE: this is residual from Tiberian Sun and as such may not work correctly since [TRUCKA] refers to the Demo Truck image in Red Alert 2 which has no 'unloaded' image. Changing the image for the Demo Truck and assigning new units to [TRUCKA] and [TRUCKB] enables use of this logic.

45,0 = Load TRUCKA > TRUCKB Used purely for a graphical effect and applicable uniquely to the [TRUCKA] unit, this has the effect of converting [TRUCKA] into [TRUCKB]to give the impression that the unit has been loaded with cargo. NOTE: this is residual from Tiberian Sun and as such may not work correctly since [TRUCKA] refers to the Demo Truck image in Red Alert 2 which has no 'unloaded' image. Changing the image for the Demo Truck and assigning new units to [TRUCKA] and [TRUCKB] enables use of this logic.

46,n = Attack Enemy Structure, n = structure number (see note below) Members of this TaskForce attack the enemy structure specified by the second parameter. This action depends upon the type of units in the TaskForce and if certain members have Infiltrate=yes set. Members with Engineer=yes set will capture the structure provided it does not have Capturable=no set or if it has NeedsEngineer=yes set. Members with Agent=yes set will spy on the structure if it has Spyable=yes set. Members that do not have Assaulter=no set will garrison the structure if it has CanBeOccupied=yes set. Members with C4=yes set will blow up the structure if does not have CanC4=no set.

47,n = Move To Enemy Structure, n = structure number (see note below) Members of this TaskForce move and stay adjacent to the enemy structure specified by the second parameter.

48,0 = Scout Causes members of this TaskForce to move to a pre-determined point on the map in an attempt to scout an area. The effect is that the TaskForce will move in one randomly chosen direction until it is no longer able to do so which can make it very useful or a waste of time depending on the direction chosen. If you want to continually scout the map, you should loop this script action.

49,0 = Repeat Until Success This is typically used after an Attack Target instruction. This forces the TaskForce to carry out its previous action in the script continually until all of the target types specified by that previous instruction no longer exist, at which point the TaskForce moves on to the next instruction after this one. The action is continually executed until any condition on its use can no longer be met (for example if the previous action was Attack Vehicles and all vehicles have been destroyed, the script moves on to the next action). In other words, this can be used to set a 'success' condition on the script.

50,n = Flash (visual effect), n = number of flashes This causes the TaskForce to 'flash', the visual effect you get on an object when you order something to attack it. The second parameter is the number of times to flash the unit 'white'.

51,n= Play Animation, n = animation number This instructs the TaskForce to play one of the animations from the [Animations] in the RULES.INI.INI file (note that for all in game Action and Trigger purposes this number is from an internal table - see the Map Editing Guide).

52,n = Display Talk Bubble, n = talk bubble number Should be used for single-unit TaskForces only, this causes a 'talk bubble' to appear above the unit. The second parameter determines which type of talk bubble to display:

1          *           general speech
2          ?           question
3          !           shouting or statement

Note that the length of time for which the talk bubble is displayed is controlled through the TalkBubbleTime= statement in RULES.INI - refer to the RULES.INI Guide for details of this and the steps to take to enable its inclusion in Red Alert 2 as this remains residual from Tiberian Sun:Firestorm.

53,0 = Gather (at enemy base) This causes the TaskForce to gather together (sometimes used when members of the TaskForce move at different speeds and you want the faster ones to stop while the slower ones catch up) after the previous action has been executed. If the TaskForce is in an attack mission and moving towards an enemy base, this command is usually executed when the first member of the TaskForce reaches the distance from that base defined by the AISafeDistance= statement in RULES.INI - see the RULES.INI Guide.

54,0 = Regroup (at friendly base) This causes the TaskForce to regroup, if for example any of its members have become engaged in a base defense mission or strayed away whilst in guard mode, or even the TeamType itself has been suspended for whatever reason. The members regroup directly next to each other leaving no 'gaps' at the nearest available point with sufficient space, and is used, for example, prior to activating the Iron Curtain so that all applicable members are affected (i.e. they fall within its range of effect).

55,0 = Activate Iron Curtain on TaskForce If the owner of the TaskForce to which this ScriptType is attached also has the Iron Curtain fully charged then it will be fired at this TaskForce. Note that the use of the Iron Curtain in this manner depends on the percentage chance of the AI incorporating them into its actions as defined by the AIMinorSuperReadyPercent= statement in RULES.INI - see the RULES.INI Guide for more details.

56,n = ChronoSphere TaskForce, n = structure number to be Chronoshifted to (see note below) If the owner of the TaskForce to which this ScriptType is attached also has the Chronosphere fully charged then it will be used on the TaskForce before moving on to the next action. Note that the use of the Chronosphere in this manner depends on the percentage chance of the AI incorporating them into its actions as defined by the AIMinorSuperReadyPercent= statement in RULES.INI - see the RULES.INI Guide for more details.

57,n = ChronoWarp TaskForce, n = target number to be Chronoshifted to (see note below) If the owner of the TaskForce to which this ScriptType is attached has been Chronosphered then it will be used on the same TaskForce to shift them to the enemy structure number specified in the second parameter before moving on to the next action. Note that the use of the Chronosphere in this manner depends on the percentage chance of the AI incorporating them into its actions as defined by the AIMinorSuperReadyPercent= statement in RULES.INI - see the RULES.INI Guide for more details.

58,n = Move To Friendly Structure, n = structure number (see note below) Members of this TaskForce move and stay adjacent to the friendly structure specified by the second parameter. The structure can be one owned by the owner of the TaskForce or any of its allies.

59,n = Attack Structure At Waypoint (Yuri's Revenge only, not appearing in Final Alert 2) Members of this TaskForce attack the structure at the waypoint specified by the second parameter. This action is very similar to action number 43 although this action does not test for ownership of the structure itself - thus the inclusion of this action allows, for example, InfantryTypes with Engineer=yes set to enter structures owned by the same side for the purposes of repair. This would be the most appropriate action to use to get the AI to repair bridges. Use of this also means that the TaskForce will attack the structure with one of its weapons meaning, for example, that units with C4=yes set will not C4 the building but shoot at it instead. This is useful if you want to get a TaskForce to destroy a nearby occupiable structure instead of entering it in a bid to prevent the enemy getting hold of it - a tactic used in the Yuri's Revenge AI.

60,0 = Enter Grinder (Yuri's Revenge only, not appearing in Final Alert 2) Members of this TaskForce will enter the nearest structure with Grinding=yes set if it is owned by the owner of the TaskForce or any of its allies.

61,0 = Occupy Tank Bunker (Yuri's Revenge only, not appearing in Final Alert 2) Any VehicleType members of this TaskForce which do not have Bunkerable=no set will enter the nearest vacant structure with Bunker=yes set if it is owned by the owner of the TaskForce or any of its allies.

62,0 = Enter Bio Reactor (Yuri's Revenge only, not appearing in Final Alert 2) Any InfantryType members of this TaskForce will enter the nearest structure with InfantryAbsorb=yes set if it is owned by the owner of the TaskForce or any of its allies and has space available.

63,0 = Occupy Battle Bunker (Yuri's Revenge only, not appearing in Final Alert 2) Any InfantryType members of this TaskForce with Occupier=yes set will enter the nearest structure (which they own) with CanOccupyFire=yes set.

64,0 = Garrison Structure (Yuri's Revenge only, not appearing in Final Alert 2) Any InfantryType members of this TaskForce with Occupier=yes set will enter the nearest (neutral) structure with CanOccupyFire=yes set. This action is used specifically for this purpose due to action #59 (see above) since the logic in Yuri's Revenge has changed so that the units weapon is transferred to the structure. Use of this action also allows the computer to repair those structures by sending an InfantryType with Engineer=yes set into them and also allows the AI to differentiate between attacking such a structure and entering it, which is useful if you want the AI to use infantry to destroy an occupiable structure thus preventing its enemy from using it.