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Events/RA2YR
< Events
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 | Parameter types | ||
---|---|---|---|---|
#1 (P1) | #2 (P2) | #3 (P3) | ||
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 objects) | ||||
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) | #3 (P3) | ||
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 buildings with a 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 index 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) | TeamType# | 0 | - |
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 | ||||
Code 1 | Event | Parameter types | ||
#1 (P1) | #2 (P2) | #3 (P3) | ||
31 | All bridges destroyed | 0 | 0 | - |
Attached bridge destroyed | ||||
32 | Building exists | 0 | Building# | - |
HOUSE owns a building with internal number 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 variable with index P2 is set | ||||
37 | Local is clear... | 0 | Local# | - |
Local variable with index P2 is cleared | ||||
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 | number | - |
Ambient light drops below a certain percentage (P2%) | ||||
Code 1 | Event | Parameter types | ||
#1 (P1) | #2 (P2) | #3 (P3) | ||
46 | Ambient light above | 0 | number | - |
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 | - |
Fires after a random time between 50 and 150 % of time specified in P2 (frames) elapses since trigger was enabled | ||||
52 | Credits below... | 0 | credits | - |
HOUSE owns less than P2 credits | ||||
53 | Spy entering as House... | 0 | House# | - |
A spy disguised as house P2 enters attached object | ||||
54 | Spy entering as Infantry... | 0 | Infantry# | - |
A spy disguised as infantry index P2 enters the attached object | ||||
55 | Destroyed Units, Naval... | 0 | House# | - |
All naval units of house P2 have been destroyed | ||||
56 | Destroyed Units, Land... | 0 | House# | - |
All land units of house P2 have been destroyed | ||||
57 | Building does not exist | 0 | Building# | - |
No buildings with index P2 (owned by HOUSE) exist on the map | ||||
58 | Power Full... | 0 | House# | - |
House P2's power is at 100%. | ||||
59 | Entered or Overflown By... | 0 | House# | - |
Objects owned by house P2 move over the attached cell | ||||
60 | TechType Exists | 0 | counter | Building ID |
At least this many (P2) buildings (ID=P3) exist on the map | ||||
61 | TechType does not Exist | 0 | 0 | Building ID |
There are no buildings P3 on the map | ||||
Code 1 | Event | Parameter types | ||
#1 (P1) | #2 (P2) | #3 (P3) |
Events take two parameters (third parameter - string - is needed for events #60 and #61), 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.
- Referencing items
- As you probably noticed, some of the Parameter descriptions in this table end with "#". The reason for that is:
- Some parameters take their values to be indexes of objects, others assume they are the identifiers of those objects.
- For convenience, if the parameter's description in the table ends with a "#" symbol, you should use the object's index in its appropriate list, otherwise you should use its ID.
- Also note: All entries in column P7 are expected to be literal, so you have to convert all the numbers into letters like this:
- 0 is "A", 1 is "B", 25 is "Z", 26 is "AA", just like the columnm numbering in your favourite spreadsheet program.