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Events/TSFS
< Events
In TS, Events become a separate section, so Triggers can have multiple Events with up to two parameters. The game assumed 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 | Parameter types | |
---|---|---|---|
#1 (P1) | #2 (P2) | ||
0 | None | 0 | 0 |
No Event - cannot be activated | |||
1 | Entered by | 0 | House# |
House P2 enters attached building/celltag | |||
2 | Spied by | 0 | House# |
House P2 sends a spy into attached building | |||
3 | Thieved by | 0 | 0 |
Doesn't work | |||
4 | Discovered by player | 0 | 0 |
House owning the attached object is discovered by the player | |||
5 | House Discovered | 0 | House# |
House P2 is discovered by the player | |||
6 | Attacked by anybody | 0 | 0 |
Attached object is attacked by anybody | |||
7 | Destroyed by anybody | 0 | 0 |
Attached object is destroyed by anybody | |||
8 | Any event | 0 | 0 |
Any event | |||
9 | Destroyed, Units, All | 0 | House# |
All units of house P2 are destroyed (does not include civilian objects) | |||
10 | Destroyed, Buildings, All | 0 | House# |
All buildings of house P2 are destroyed (does not include civilian objects) | |||
11 | Destroyed, All | 0 | House# |
All objects of house P2 are destroyed (does not include civilian object) | |||
12 | Credits exceed | 0 | credits |
HOUSE2 has at least P2 credits | |||
13 | Elapsed time | 0 | time |
(P2/10) minutes have passed in this mission | |||
14 | Mission timer expired | 0 | 0 |
Mission timer expired | |||
15 | Destroyed, Buildings, # | 0 | counter |
Exactly P2 buildings owned by HOUSE have been destroyed (does include civilian objects) | |||
Code 1 | Event | Parameter types | |
#1 (P1) | #2 (P2) | ||
16 | Destroyed, Units, # | 0 | counter |
Exactly P2 units owned by HOUSE have been destroyed (does include civilian objects) | |||
17 | No factories left | 0 | 0 |
HOUSE has no structures with valid Template:TTL set | |||
18 | Civilians evacuated | 0 | 0 |
Civilian objects owned by HOUSE have left the map (See Template:TTL ) | |||
19 | Build building type | 0 | Building# |
Building whose internal index3 is P2 is placed on the map | |||
20 | Build unit type | 0 | Unit# |
Unit whose internal index is P2 is placed on the map | |||
21 | Build infantry type | 0 | Infantry |
Infantry whose internal index is P2 is placed on the map | |||
22 | Build aircraft type | 0 | Aircraft# |
Aircraft whose internal index is P2 is placed on the map | |||
23 | Leaves map (team) | 0 | TeamType |
TeamType with index P1 leaves the map | |||
24 | Zone entry by | 0 | House# |
Attached celltrigger's zone entered by house P2 | |||
25 | Crosses horizontal line | 0 | House# |
House P2 crosses the horizontal line of the attached celltag | |||
26 | Crosses vertical line | 0 | House# |
House P2 crosses the vertical line of the attached celltag | |||
27 | Global is set | 0 | Global# |
Global variable with index P2 is set | |||
28 | Global is clear | 0 | Global# |
Global variable with index P2 is cleared | |||
29 | Destroyed, Fakes, All | 0 | 0 |
Doesn't work, fires immediately | |||
30 | Low power | 0 | House# |
House P2 is in a low power situation | |||
31 | Attached bridge destroyed | 0 | 0 |
Attached bridge destroyed | |||
32 | Building exists | 0 | Building# |
HOUSE owns a building with internal number P2 | |||
Code 1 | Event | Parameter types | |
#1 (P1) | #2 (P2) | ||
33 | Selected by player | 0 | 0 |
Attached object is selected by the player (single-player only) | |||
34 | Comes near waypoint | 0 | Waypoint# |
HOUSE approaches waypoint P2 | |||
35 | Enemy In Spotlight | 0 | 0 |
Enemy unit enters the spotlight cast by the attached building | |||
36 | Local is set | 0 | Local# |
Local with index P2 is turned on | |||
37 | Local is clear | 0 | Local# |
Local with index P2 is turned off. | |||
38 | First damaged (combat only) | 0 | 0 |
Attached object suffering first damage from combat damage from combat damage only | |||
39 | Half health (combat only) | 0 | 0 |
Attached object damaged to half health from combat damage only | |||
40 | Quarter health (combat only) | 0 | 0 |
Attached object damaged to quarter health from combat damage only. | |||
41 | First damaged (any source) | 0 | 0 |
Attached object first suffering from combat damage from any source. | |||
42 | Half health (any source) | 0 | 0 |
Attached object damaged to half health from any source | |||
43 | Quarter health (any source) | 0 | 0 |
Attached object damaged to quarter health from any source | |||
44 | Attacked by (house) | 0 | House# |
Attached object attacked by some unit of house P2 | |||
45 | Ambient light below | 0 | 0 |
Ambient light drops below a certain percentage (P2 %) | |||
46 | Ambient light above | 0 | 0 |
Ambient light rises above a certain percentage (P2 %) | |||
47 | Elapsed Scenario Time | 0 | time |
Exactly P2 seconds have elapsed since start of scenario | |||
48 | Destroyed by anything | 0 | 0 |
attached object destroyed by anything | |||
49 | Pickup Crate | 0 | 0 |
Crate is picked up by the attached object | |||
50 | Pickup Crate (any) | 0 | 0 |
Crate picked up by any unit | |||
51 | Random delay... | 0 | time |
Delays a random time between 50 and 150 % of time specified in P2 (frames) | |||
52 | Credits below... | 0 | credits |
HOUSE owns less than P2 credits | |||
53 | Player under EMP effect | 0 | 0 |
HOUSE is under EMP effect | |||
54 | Unknown | 0 | 0 |
Unknown FS/2.x patched only | |||
55 | Attached object bugged | 0 | 0 |
Attached object is infected by a Limpet Drone FS/2.x patched only | |||
Code 1 | Event | Parameter types | |
#1 (P1) | #2 (P2) |
Events take two unsigned integers as parameters, which default to 0.
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 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.