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Events/TD

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Revision as of 17:11, 13 September 2006 by DCoder (talk | contribs) (Restyled (Ren, please don't hurt me :p ))
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In TD, Events were a part of the [Triggers] section, and the triggers could have only one event. The following Events were available:

Code 1 Action Meaning Parameter (P0) type 3
None None No Event - cannot be activated -
Player Enters Player Enters Player enters attached celltag/captures attached building -
Discovered Discovered Player reveals shroud covering this object -
Attacked Attacked Attached object gets attacked by any house -
Destroyed Destroyed Attached object is destroyed -
Any Any Unknown -
House Discov. House Discov. HOUSE2 has been seen by the player -
Units Destr. Units Destr. All units of HOUSE are destroyed -
Bldgs Destr. Bldgs Destr. All buildings of HOUSE are destroyed -
All Destr. All Destr. All objects of HOUSE are destroyed -
Credits Credits Player has at least as many credits as P0 specifies Credits
Time Time The amount of time specified by P0 has passed since this mission started time
# Bldgs Dstr. # Bldgs Dstr. The amount of structures (owned by HOUSE) specified by P0 have been destroyed number
# Units Dstr. # Units Dstr. The amount of units (owned by HOUSE) specified by P0 have been destroyed number
No Factories No Factories HOUSE doesn't have any Construction Yards/Barracks/Weapons Factories left -
Civ. Evac. Civ. Evac. Civilians have been evacuated (See Template:TTL) -
Built It Built It HOUSE built the structure P0
Structure#

Events took one parameter, which, if unused, had to be set 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 P0 in this document refers to the parameter labeled "EVENT_PARAMETER" in the Triggers page.