Events/RA
In RA, Events were still part of the [Triggers] section, but now Triggers could have up to two Events with up to two parameters each.
The following Events were available:
Code 1 | Event | Meaning | Parameter types | |
---|---|---|---|---|
#1 (P1) 3 | #2 (P2) 4 | |||
0 | None | No Event - cannot be activated | - | - |
1 | Entered by | House P2 enters attached building/celltag | - | House# |
2 | Spied by | House P2 sends a spy into attached building | - | House# |
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 | - | House# |
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) | - | House# |
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 | - | credits |
13 | Elapsed time | (P2/10) minutes have passed in this mission | - | time |
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) | - | counter |
16 | Destroyed, Units, # | Exactly P2 units owned by HOUSE have been destroyed (does include civilian objects owned by P2) | - | counter |
17 | No factories left | HOUSE has no factories left) | - | - |
18 | Civilians evacuated | Civilian objects owned by HOUSE have left the map (See Template:TTL ) | - | - |
19 | Build building type | Building # P2 is placed on the map | - | Building# |
20 | Build unit type | Unit whose internal index is P2 is placed on the map | - | Unit# |
21 | Build infantry type | Infantry whose internal index is P2 is placed on the map | - | Infantry# |
22 | Build aircraft type | Aircraft whose internal index is P2 is placed on the map | - | Aircraft# |
23 | Leaves map (team) | TeamType P1 leaves the map | TeamType# | - |
24 | Zone entry by | Attached celltrigger's zone entered by house P2 | - | House# |
25 | Crosses horizontal line | House P2 crosses the horizontal line of the attached celltag | - | House# |
26 | Crosses vertical line | House P2 crosses the vertical line of the attached celltag | - | House# |
27 | Global is set | Global variable with index P2 is set | - | Global variable# |
28 | Global is clear | Global variable with index P2 is cleared | - | Global variable# |
29 | Destroyed, Fakes, All | Doesn't work, fires immediately | - | - |
30 | Low power | House P2 is in a low power situation | - | House# |
31 | Attached bridge destroyed | Attached bridge destroyed | - | - |
32 | Building exists | HOUSE owns a building # P2 | - | Building# |
Events took two parameters which, when unused, had to 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 E1 or E2 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 event's first parameter in the Triggers page.
4 ↑ P2 in this document refers to the event's second parameter in the Triggers page.