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Actions (maps)/RA2YR/100 145
< Actions (maps) | RA2YR
Code 1 | Action | Parameter types | ||||||
---|---|---|---|---|---|---|---|---|
#1 (P1) | #2 (P2) | #3 (P3) | #4 (P4) | #5 (P5) | #6 (P6) | #7 (P7) | ||
101 | Reshroud Map At | 0 | Waypoint# | 0 | 0 | 0 | 0 | A |
Reshrouds map around waypoint P2 | ||||||||
102 | Lightning Storm strike | 0 | 0 | 0 | 0 | 0 | 0 | Waypoint |
HOUSE fires an Ion Storm at waypoint P7 | ||||||||
103 | Timer Text | 4 | Text# | 0 | 0 | 0 | 0 | A |
Displays text string with label P2 from CSF as the mission timer text | ||||||||
104 | Flash Team | 5 | TeamType ID | 0 | 0 | 0 | 0 | Duration |
Flashes all members of TeamType P2 for P7 frames | ||||||||
105 | Talk Bubble | 5 | TeamType ID | 0 | 0 | 0 | 0 | Duration |
Displays talk bubble over each member of TeamType P2 for P7 frames | ||||||||
106 | Set Object's Tech Level | 9 | ObjectType | 0 | 0 | 0 | 0 | Tech Level |
Sets the specified ObjectType P2 (?) to have tech level P7 | ||||||||
107 | Reinforcement by Chrono | 1 | TeamType | 0 | 0 | 0 | 0 | Waypoint# |
Creates TeamType P2, chronoshifts it into waypoint P7 and grants it to HOUSE | ||||||||
108 | Create Crate... | 0 | Crate Type | 0 | 0 | 0 | 0 | Waypoint |
Creates a Crate with specific contents at a waypoint | ||||||||
109 | Iron Curtain At | 0 | 0 | 0 | 0 | 0 | 0 | Waypoint |
Fires Iron Curtain at Waypoint | ||||||||
110 | Pause Game | 0 | time | 0 | 0 | 0 | 0 | A |
Pauses the game for P2 seconds | ||||||||
111 | Evict Occupiers | 0 | 0 | 0 | 0 | 0 | 0 | A |
Evicts occupants from attached building | ||||||||
112 | Center (Jump) Camera at Waypoint... | 0 | 0 | 0 | 0 | 0 | 0 | Waypoint# |
Moves the tactical view to waypoint P7 | ||||||||
113 | Make house cheer | 0 | House# | 0 | 0 | 0 | 0 | A |
All InfantryTypes of house P2 will play their cheer animation if they can | ||||||||
114 | Set Tab to (0-3)... | 0 | number | 0 | 0 | 0 | 0 | A |
Flips sidebar to tab number P2 | ||||||||
115 | Flash Cameo | 9 | ObjectType | 0 | 0 | 0 | 0 | number |
Flashes the cameo of ObjectType P2 for P7 frames | ||||||||
Code 1 | Action | Parameter types | ||||||
#1 (P1) | #2 (P2) | #3 (P3) | #4 (P4) | #5 (P5) | #6 (P6) | #7 (P7) | ||
116 | Stop Sounds At | 0 | 0 | 0 | 0 | 0 | 0 | Waypoint# |
Stops all sounds at waypoint P7 that were started using the Play Sound At trigger | ||||||||
117 | Play Ingame Movie (pause game)... | 0 | Movie | 0 | 0 | 0 | 0 | A |
Pauses game, locks player input and displays the specified movie in the sidebar | ||||||||
118 | Clear all smudges | 0 | 0 | 0 | 0 | 0 | 0 | A |
Deletes all Smudge objects from the map | ||||||||
119 | Destroy all of | 0 | House# | 0 | 0 | 0 | 0 | A |
Destroys all objects of house P2 | ||||||||
120 | Destroy all Buildings of | 0 | House# | 0 | 0 | 0 | 0 | A |
Destroys all buildings of house P2 | ||||||||
121 | Destroy all Land Units of | 0 | House# | 0 | 0 | 0 | 0 | A |
Destroys all land units of house P2 | ||||||||
122 | Destroy all Naval Units of | 0 | House# | 0 | 0 | 0 | 0 | A |
Destroys all naval units of house P2 | ||||||||
123 | Mind Control Base of | 0 | House# | 0 | 0 | 0 | 0 | A |
HOUSE mind controls the base of house P2 | ||||||||
124 | Restore Mind Controlled Base to | 0 | House# | 0 | 0 | 0 | 0 | A |
HOUSE relinquishes control of the previously mind controlled base to house P2 | ||||||||
125 | Create Building At | 10 | Building | 0 | 0 | 0 | 0 | Waypoint |
A building P2 is created at waypoint P7 and granted to HOUSE, all units obstructing the construction will be moved | ||||||||
126 | Restore Starting Units of | 0 | House# | 0 | 0 | 0 | 0 | A |
Recreats all buildings and units house P2 had at the start of the game | ||||||||
127 | Chrono Screen Effect for | 0 | number | 0 | 0 | 0 | 0 | A |
Displays the Chrono Warp effect over the screen for P2 frames | ||||||||
128 | Teleport All to | 0 | 0 | 0 | 0 | 0 | 0 | Waypoint# |
All units owned by HOUSE will be teleported to waypoint P7 | ||||||||
129 | Set Superweapon Charge | 11 | Superweapon | 0 | 0 | 0 | 0 | number |
If HOUSE has superweapon P2, its charge is set to P7 percent. | ||||||||
130 | Restore Starting Buildings of... | 0 | House# | 0 | 0 | 0 | 0 | A |
Restores all buildings house P2 had at the start of the game to full health | ||||||||
Code 1 | Action | Parameter types | ||||||
#1 (P1) | #2 (P2) | #3 (P3) | #4 (P4) | #5 (P5) | #6 (P6) | #7 (P7) | ||
131 | Flash Buildings of Type... | 9 | Building | 0 | 0 | 0 | 0 | number |
All buildings P2 owned by HOUSE will flash for P7 frames | ||||||||
132 | Superweapon Set Recharge Time | 11 | Superweapon | 0 | 0 | 0 | 0 | number |
Sets the charge time of superweapon P2 to P7 frames | ||||||||
133 | Superweapon Reset Recharge Time | 0 | Superweapon | 0 | 0 | 0 | 0 | A |
Resets the charge time of superweapon P2 to normal value | ||||||||
134 | Superweapon Reset | 0 | SuperWeapon | 0 | 0 | 0 | 0 | A |
Resets superweapon P2 as if a spy had gotten in | ||||||||
135 | Set Preferred Target Cell | 0 | 0 | 0 | 0 | 0 | 0 | Waypoint# |
HOUSE will aim all future targetable superweapons at waypoint P7 | ||||||||
136 | Clear Preferred Target Cell | 0 | 0 | 0 | 0 | 0 | 0 | A |
HOUSE will target its superweapons normally | ||||||||
137 | Center Base Cell Set | 0 | 0 | 0 | 0 | 0 | 0 | Waypoint# |
HOUSE will assume waypoint P7 is the center of its base | ||||||||
138 | Center Base Cell Clear | 0 | 0 | 0 | 0 | 0 | 0 | A |
HOUSE will recalculate the center of its base | ||||||||
139 | Blackout Radar | 0 | number | 0 | 0 | 0 | 0 | A |
Disables the radar screen of HOUSE for P2 frames | ||||||||
140 | Set Defensive Target Cell | 0 | 0 | 0 | 0 | 0 | 0 | Waypoint# |
HOUSE will aim all Force Shields at waypoint P7 | ||||||||
141 | Clear Defensive Target Cell | 0 | 0 | 0 | 0 | 0 | 0 | A |
HOUSE will target its Force Shields normally | ||||||||
142 | Retint Red | 0 | number | 0 | 0 | 0 | 0 | A |
Retints the Red portion of the screen to P2 percent | ||||||||
143 | Retint Green | 0 | number | 0 | 0 | 0 | 0 | A |
Retints the Green portion of the to P2 percent | ||||||||
144 | Retint Blue | 0 | number | 0 | 0 | 0 | 0 | A |
Retints the Blue portion of the screen to P2 percent | ||||||||
145 | Jump camera home | 0 | 0 | 0 | 0 | 0 | 0 | A |
Focuses the player's view on his Conyard/MCV. | ||||||||
Code 1 | Action | Parameter types | ||||||
#1 (P1) | #2 (P2) | #3 (P3) | #4 (P4) | #5 (P5) | #6 (P6) | #7 (P7) |