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Events/TD
< Events
In TD, Events were a part of the [Triggers] section, and the triggers could have only one event. The following Events were available:
Event | Meaning | Code 1 |
---|---|---|
None | No Event - cannot be activated | None |
Player Enters | Player enters attached celltag/captures attached building | Player Enters |
Discovered | Player reveals shroud covering this object | Discovered |
Attacked | Attached object gets attacked by any house | Attacked |
Destroyed | Attached object is destroyed | Destroyed |
Any | Unknown | Any |
House Discov. | HOUSE2 has been seen by the player | House Discov. |
Units Destr. | All units of HOUSE are destroyed | Units Destr. |
Bldgs Destr. | All buildings of HOUSE are destroyed | Bldgs Destr. |
All Destr. | All objects of HOUSE are destroyed | All Destr. |
Credits | Player has at least as many credits as EVENT_PARAMETER3 specifies | Credits |
Time | The amount of time specified by EVENT_PARAMETER has passed since this mission started | Time |
# Bldgs Dstr. | The amount of structures (owned by HOUSE) specified by EVENT_PARAMETER have been destroyed | # Bldgs Dstr. |
# Units Dstr. | The amount of units (owned by HOUSE) specified by EVENT_PARAMETER have been destroyed | # Units Dstr. |
No Factories | HOUSE doesn't have any Construction Yards/Barracks/Weapons Factories left | No Factories |
Civ. Evac. | Civilians have been evacuated (See Template:TTL) | Civ. Evac. |
Built It | HOUSE built the structure specified in EVENT_PARAMETER Mind that EVENT_PARAMETER is an integer, and in this case specifies a structure's internal number instead of its ID. |
Built It |
Events took one parameter, which defaulted to 0.
Notes
1 ↑ This column specifies the code to be written in the Trigger's EVENT slot, including the trailing dot where appropriate.
2 ↑ HOUSE in this document refers to the house owning the Trigger, labeled "HOUSE" in the Triggers page.
3 ↑ EVENT_PARAMETER in this document refers to the parameter labeled "EVENT_PARAMETER" in the Triggers page.