Events/RA2YR
Events are a separate section like in TS, so Triggers can have multiple Events with up to two/three parameters. The game assumes the Trigger, Event and Action all share the same ID. So a Trigger which has ID 12451245 uses the Event list with ID 12451245.
The following Events are available:
Code 1 | Event | Meaning |
---|---|---|
0 | None | No Event - cannot be activated |
1 | Entered by | House P24 enters attached building/celltag |
2 | Spied by | House P2 sends a spy into attached building |
3 | Thieved by | Doesn't work |
4 | Discovered by player | House owning the attached object is discovered by the player |
5 | House Discovered | House P2 is discovered by the player |
6 | Attacked by anybody | Attached object is attacked by anybody |
7 | Destroyed by anybody | Attached object is destroyed by anybody |
8 | Any event | Any event |
9 | Destroyed, Units, All | All units of house P2 are destroyed (does not include civilian objects owned by P2) |
10 | Destroyed, Buildings, All | All buildings of house P2 are destroyed (does not include civilian objects owned by P2) |
11 | Destroyed, All | All objects of house P2 are destroyed (does not include civilian objects owned by P2) |
12 | Credits exceed | HOUSE2 has at least P2 credits |
13 | Elapsed time (1/10th min) | (P2/10) minutes have passed in this mission |
14 | Mission timer expired | Mission timer expired |
15 | Destroyed, Buildings, # | Exactly P2 buildings owned by HOUSE have been destroyed (does include civilian objects owned by P2) |
16 | Destroyed, Units, # | Exactly ExP2 units owned by HOUSE have been destroyed (does include civilian objects owned by P2) |
17 | No factories left | HOUSE has no buildings with a valid Template:TTL set |
18 | Civilians evacuated | Civilian objects owned by HOUSE have left the map (See Template:TTL ) |
19 | Build building type | Building whose internal index6 is P2 is placed on the map |
20 | Build unit type | Unit whose internal index is P2 is placed on the map |
21 | Build infantry type | Infantry whose internal index is P2 is placed on the map |
22 | Build aircraft type | Aircraft whose internal index is P2 is placed on the map |
23 | Leaves map (team) | TeamType with index P13 leaves the map |
24 | Zone entry by | Attached celltrigger's zone entered by house P2 |
25 | Crosses horizontal line | House P2 crosses the horizontal line of the attached celltag |
26 | Crosses vertical line | House P2 crosses the vertical line of the attached celltag |
27 | Global is set | Global variable with index P2 is set |
28 | Global is clear | Global variable with index P2 is cleared |
29 | Destroyed, Fakes, All | Doesn't work, fires immediately |
30 | Low power | House P2 is in a low power situation |
31 | All bridges destroyed | Attached bridge destroyed |
32 | Building exists | HOUSE owns a building with internal number P2 |
33 | Selected by player | attached object is selected by the player (single-player only) |
34 | Comes near waypoint... | HOUSE approaches specified waypoint |
35 | Enemy In Spotlight... | enemy unit enters the spotlight cast by the attached building |
36 | Local is set... | local with index P2 is turned on |
37 | Local is clear... | local with index P2 is turned off. |
38 | First damaged (combat only) | attached object suffering first damage from combat damage from combat damage only |
39 | Half health (combat only) | attached object damaged to half health from combat damage only |
40 | Quarter health (combat only) | attached object damaged to quarter health from combat damage only. |
41 | First damaged (any source) | attached object first suffering from combat damage from any source. |
42 | Half health (any source) | attached object damaged to half health from any source |
43 | Quarter health (any source) | attached object damaged to quarter health from any source |
44 | Attacked by (house)... | attached object attacked by some unit of house P2 |
45 | Ambient light below | ambient light drops below a certain percentage (P2) |
46 | Ambient light above | ambient light rises above a certain percentage (P2) |
47 | Elapsed Scenario Time | When exactly P2 seconds have elapsed since start of scenario |
48 | Destroyed by anything | attached object destroyed by anything |
49 | Pickup Crate | crate is picked up by the attached object |
50 | Pickup Crate (any) | crate picked up by any unit |
51 | Random delay... | Delays a random time between 50 and 150 percent of time specified in P2 (frames) |
52 | Credits below... | HOUSE owns less than P2 credits |
53 | Spy entering as House... | a spy disguised as house P2 enters attached object |
54 | Spy entering as Infantry... | a spy disguised as infantry index P2 enters the attached object |
55 | Destroyed Units, Naval... | all naval units of house P2 have been destroyed |
56 | Destroyed Units, Land... | all land units of house P2 have been destroyed |
57 | Building does not exist | the building index P2 (owned by HOUSE) does not exist on the map |
58 | Power Full... | house P2's power is at 100%. |
59 | Entered or Overflown By... | Objects owned by house P2 move over the attached cell |
60 | TechType Exists | At least this many (P2) buildings (ID P35) exist on the map Takes 3 parameters |
61 | TechType does not Exist | there are no buildings (ID P35) on the map Takes 3 parameters |
Events take two unsigned integers (third parameter - string - is necessary for some events) as parameters, which default to 0.
Notes
1 ↑ This column specifies the code to be written in the Event's "condition" slot, e.g. E1 in the Events page.
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.
4 ↑ P2 in this document refers to the trigger's second parameter.
5 ↑ P3 in this document refers to the trigger's third (optional) parameter.