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Actions (maps)/RA

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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.