ModEnc is currently in Maintenance Mode: Changes could occur at any given moment, without advance warning.

Events/RA

From ModEnc
Revision as of 17:19, 13 September 2006 by DCoder (talk | contribs) (Corrected a little bit (don't kill me...))
Jump to navigation Jump to search

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.