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.
List of available Map Events
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.