Actions (maps)/RA
In RA, Actions were still part of the [Triggers] section, but now Triggers could have up to two Actions with up to three parameters each.
The following Actions were available:
Code 1 | Action | Meaning | Parameter types | ||
---|---|---|---|---|---|
#1 (P1) 3 | #2 (P2) 4 | #3 (P3) 5 | |||
0 | No action | No Action - do nothing | - | - | - |
1 | Winner is | Declares house P3 the winner | - | - | House# |
2 | Loser is | Declares house P3 the loser | - | - | House# |
3 | Production begins | House P3 is allowed to start autoproduction | - | - | House# |
4 | Create team | HOUSE2 creates a TeamType P1 | TeamType# | - | - |
5 | Destroy team | All instances of the TeamType P1 are destroyed | TeamType# | - | - |
6 | All to hunt | House P3 sends all objects it owns to freelance | - | - | House# |
7 | Reinforcement (team) | TeamType P1 is spawned at waypoint P3 and granted to its owner house | TeamType# | - | Waypoint# |
8 | Drop zone flare (waypoint) | Creates a "Drop Zone Flare" at waypoint P3 and reveals the area around it | - | - | Waypoint# |
9 | Fire sale | House P3 sells all of its buildings | - | - | House# |
10 | Play movie | Movie P3 is played | - | - | Movie# |
11 | Text trigger (ID number) | The text message with the index P3 from Template:TTL is displayed | - | - | Message# |
12 | Destroy trigger | Trigger P2 is disabled for the remainder of this mission | - | Trigger# | - |
13 | Autocreate begins | House P3 starts autocreating teamtypes that have the Autocreate flag set | - | - | House# |
14 | ? | Unknown | - | - | - |
15 | Allow win | The 'Win' action will not fire if any triggers with this action have not fired yet | - | - | - |
16 | Reveal all map | Reveals the entire map to the player | - | - | - |
17 | Reveal around waypoint | Reveals area (Template:TTL cells) around the waypoint P3 | - | - | Waypoint# |
18 | Reveal zone of waypoint | Reveals the zone of the waypoint P3 | - | - | Waypoint# |
19 | Play sound effect | Plays the sound effect # P3 | - | - | Sound effect# |
20 | Play music theme | Plays music theme # P3 | - | - | Theme# |
21 | Play speech | Plays speech # P3 | - | - | Speech# |
22 | Force trigger | Forces the trigger # P3 to fire | - | - | Trigger# |
23 | Timer start | The mission timer is started and displayed | - | - | Time |
24 | Timer stop | The mission timer is paused and hidden | - | - | Time |
25 | Timer extend | The mission timer is extended by (P3/10) minutes | - | - | time |
26 | Timer shorten | The mission timer is shortened by (P3/10) minutes | - | - | Time |
27 | Timer set | The mission timer is set to (P3/10) minutes | - | - | Time |
28 | Global set | Global variable # P3 is set | - | - | Global variable# |
29 | Global clear | Global variable # P3 is cleared | - | - | Global variable# |
30 | Auto base building | Puts house P3 into "Skirmish AI" mode | - | - | House# |
31 | Grow shroud one 'step' | The shroud grows 1 cell | - | - | - |
32 | Destroy attached building | Attached building is destroyed | - | - | - |
33 | Add 1-time special weapon | Grants house P2 a single shot of super weapon P3 | - | House# | Super Weapon# |
34 | Add repeating special weapon | Grants house P2 a repeating super weapon P3 | - | House# | Super weapon# |
35 | Preferred target | Sets the HOUSE's preferred target | - | - | ? |
36 | Launch nukes | All Missile Silos on the map play their "launching" animation and the EVA warning is created, without the nukes actually landing or exploding | - | - | - |
Unused parameters should be set to -1.
Notes
All parameters are unsigned integers, meaning all objects like structures, houses, etc. are referenced by their internal indexes. Those internal indexes are listed here.
1 ↑ This column specifies the code to be written in the Trigger's A1 or A2 slot.
2 ↑ HOUSE in this document refers to the house owning the Trigger, labeled "HOUSE" in the Triggers page.
3 ↑ P1 in this document refers to the trigger's first parameter in the Triggers page.
4 ↑ P2 in this document refers to the trigger's second parameter in the Triggers page.
5 ↑ P3 in this document refers to the trigger's third parameter in the Triggers page.