Actions (maps)/TSFS
In TS, Actions become a separate section, so Triggers can have multiple Actions with up to seven parameters. The game assumed the Trigger, Event and Action all share the same ID. So a Trigger which has ID 12451245 uses the Action list with ID 12451245.
The following Actions are available:
Code 1 | Action | Parameter types | ||||||
---|---|---|---|---|---|---|---|---|
#1 (P1) | #2 (P2) | #3 (P3) | #4 (P4) | #5 (P5) | #6 (P6) | #7 (P7) | ||
0 | No Action | 0 | 0 | 0 | 0 | 0 | 0 | A |
No Action - nothing happens | ||||||||
1 | Win | 0 | House# | 0 | 0 | 0 | 0 | A |
House P2 wins the game | ||||||||
2 | Lose | 0 | House# | 0 | 0 | 0 | 0 | A |
House P2 loses the game | ||||||||
3 | Production Begins | 0 | House# | 0 | 0 | 0 | 0 | A |
Enables computer-controlled House P2 to produce units for teams and (re)construct buildings according to base nodes. This is necessary if the House's IQ is too low for automatic production. | ||||||||
4 | Create Team. | 14 | TeamType ID | 0 | 0 | 0 | 0 | A |
Creates an instance of TeamType P2 owned by HOUSE2. The TaskForce will be recruited from existing units or produced from factory, provided the House is AI-controlled and production is enabled. | ||||||||
5 | Destroy Team | 1 | TeamType ID | 0 | 0 | 0 | 0 | A |
Destroys all instances of TeamType P2. This dissolves the team(s), but leaves the team members alive. However, the teams are regarded as "killed" for purposes like certain trigger events (e.g. event #29 or #48). | ||||||||
6 | All to Hunt | 0 | House# | 0 | 0 | 0 | 0 | A |
House P2 sends all its objects to hunt | ||||||||
7 | Reinforcement | 1 | TeamType ID | 0 | 0 | 0 | 0 | A |
Spawns team type P2 and grants it to its owner house. In most cases, the task force will arrive from the map edge closest to the team's origin waypoint. Units with the tunnel (subterranean) locomotor spawn directly at the waypoint.
If no waypoint is defined or the waypoint is otherwise invalid, then the edge is determined by the Edge parameter of the team's house. See also action #80. Note: In case of non-burrowing ground units, the game attempts to determine a clear spot just outside the map's visible area to spawn the task force in. This can often lead to strange results, like the task force spawning far away from the desired waypoint, even on the opposite side of the map. | ||||||||
8 | Drop Zone Flare | 0 | 0 | 0 | 0 | 0 | 0 | Waypoint |
Displays a drop zone flare at waypoint P7 and reveals map around that location | ||||||||
9 | Fire Sale | 0 | House# | 0 | 0 | 0 | 0 | A |
House P2 sells all structures | ||||||||
10 | Play Movie | 0 | Movie# | 0 | 0 | 0 | 0 | A |
Pauses the game and plays the movie P2 in full screen | ||||||||
11 | Text Trigger | 0 | String# | 0 | 0 | 0 | 0 | A |
Displays the text with index P2 from tutorial.ini | ||||||||
12 | Destroy Trigger | 2 | Trigger ID | 0 | 0 | 0 | 0 | A |
Destroy all instances of Trigger P2 | ||||||||
13 | Autocreate Begins | 0 | House# | 0 | 0 | 0 | 0 | A |
In previous games, this action enabled the specified computer-controlled house to periodically build autocreate teams. However, this system is deprecated, most likely in favor of the new and more flexible AI triggers. | ||||||||
14 | Change House | 0 | House# | 0 | 0 | 0 | 0 | A |
Attached objects are granted to House P2.
Note that the House will technically "capture" the objects. If there's another trigger with events like #29 or #48 attached to those objects, that trigger will fire due to the House change. | ||||||||
Code 1 | Action | Parameter types | ||||||
#1 (P1) | #2 (P2) | #3 (P3) | #4 (P4) | #5 (P5) | #6 (P6) | #7 (P7) | ||
15 | Allow Win | 0 | 0 | 0 | 0 | 0 | 0 | A |
In previous games, the mission could only be won once all triggers that had this action had fired. In TS, this was made obsolete by the introduction of local variables. | ||||||||
16 | Reveal all map | 0 | 0 | 0 | 0 | 0 | 0 | A |
Reveals the entire map to the player | ||||||||
17 | Reveal around waypoint | 0 | Waypoint# | 0 | 0 | 0 | 0 | A |
Reveals a region of the map to the player around the waypoint specified | ||||||||
18 | Reveal waypoint zone | 0 | Waypoint# | 0 | 0 | 0 | 0 | A |
Reveals the zone of waypoint P2 | ||||||||
19 | Play sound effect | 0 | Sound# | 0 | 0 | 0 | 0 | A |
Plays the sound effect P2 | ||||||||
20 | Play music theme | 0 | Theme# | 0 | 0 | 0 | 0 | A |
Plays the music theme P2 | ||||||||
21 | Play speech | 0 | Speech# | 0 | 0 | 0 | 0 | A |
Plays the speech P2 | ||||||||
22 | Force Trigger | 2 | Trigger ID | 0 | 0 | 0 | 0 | A |
Forces trigger P2 to fire | ||||||||
23 | Timer Start | 0 | 0 | 0 | 0 | 0 | 0 | A |
Starts the global mission timer | ||||||||
24 | Timer Stop | 0 | 0 | 0 | 0 | 0 | 0 | A |
Stops the global mission timer | ||||||||
25 | Timer Extend | 0 | Time5 | 0 | 0 | 0 | 0 | A |
Extends the global mission timer by this many seconds5. | ||||||||
26 | Timer Shorten | 0 | Time5 | 0 | 0 | 0 | 0 | A |
Reduces the global mission timer by this many seconds5. | ||||||||
27 | Timer Set | 0 | Time5 | 0 | 0 | 0 | 0 | A |
Sets the global mission timer to this many seconds5. | ||||||||
28 | Global Set | 0 | Global# | 0 | 0 | 0 | 0 | A |
Global variable P2 is set | ||||||||
29 | Global Clear | 0 | Global# | 0 | 0 | 0 | 0 | A |
Global variable P2 is cleared | ||||||||
Code 1 | Action | Parameter types | ||||||
#1 (P1) | #2 (P2) | #3 (P3) | #4 (P4) | #5 (P5) | #6 (P6) | #7 (P7) | ||
30 | Auto Base Building | 0 | Boolean | 0 | 0 | 0 | 0 | A |
If P2 ≠ 0, enables base construction for HOUSE. See also action no. 3 | ||||||||
31 | Grow shroud | 0 | 0 | 0 | 0 | 0 | 0 | A |
The shroud expands by one cell | ||||||||
32 | Destroy Attached Object | 0 | 0 | 0 | 0 | 0 | 0 | A |
Attached objects are destroyed | ||||||||
33 | Add 1-time super weapon | 0 | SuperWeapon# | 0 | 0 | 0 | 0 | A |
HOUSE gets one-time superweapon P2 | ||||||||
34 | Add repeating super weapon | 0 | SuperWeapon# | 0 | 0 | 0 | 0 | A |
HOUSE gains repeating superweapon P2 | ||||||||
35 | Preferred target | 0 | Quarry# | 0 | 0 | 0 | 0 | A |
HOUSE sets the preferred target type for super weapons to P2 | ||||||||
36 | All change house | 0 | House# | 0 | 0 | 0 | 0 | A |
All objects of HOUSE are assigned to House P2 | ||||||||
37 | Make ally | 0 | House# | 0 | 0 | 0 | 0 | A |
Forces HOUSE to ally with house P2 | ||||||||
38 | Make enemy | 0 | House# | 0 | 0 | 0 | 0 | A |
Forces HOUSE to un-ally with house P2 | ||||||||
39 | Change Zoom Level | 0 | Special | 0 | 0 | 0 | 0 | A |
Changes the zoom out level of the player's radar map: (1 - normal view, 2 - zoomed out) | ||||||||
40 | Resize Player View | 0 | 0 | X offset | Y offset | Width | Height | A |
Changes the visible portion of the map. See [Map]→LocalSize= for more information on the parameters. | ||||||||
41 | Play Anim At | 0 | Animation# | 0 | 0 | 0 | 0 | Waypoint |
Plays animation P2 in the waypoint P7 | ||||||||
42 | Fire Weapon At | 0 | Weapon# | 0 | 0 | 0 | 0 | Waypoint |
Detonates an explosion with weapon P2 in the waypoint P7 | ||||||||
43 | Meteor Impact At | 0 | VoxelAnim# | 0 | 0 | 0 | 0 | Waypoint# |
Creates VoxelAnim P2 at waypoint P7 and plays the EVA speech "Meteor storm approaching" | ||||||||
44 | Ion Storm start | 0 | Time5 | 0 | 0 | 0 | 0 | A |
Starts an ion storm sequence to run for P2 seconds5. | ||||||||
Code 1 | Action | Parameter types | ||||||
#1 (P1) | #2 (P2) | #3 (P3) | #4 (P4) | #5 (P5) | #6 (P6) | #7 (P7) | ||
45 | Ion Storm stop | 0 | 0 | 0 | 0 | 0 | 0 | A |
Stops any Ion storm in progress | ||||||||
46 | Lock input | 0 | 0 | 0 | 0 | 0 | 0 | A |
Disables user input | ||||||||
47 | Unlock input | 0 | 0 | 0 | 0 | 0 | 0 | A |
Enables user input | ||||||||
48 | Center Camera at waypoint | 0 | Speed (0-4) | 0 | 0 | 0 | 0 | Waypoint |
Moves the tactical view to waypoint P7 with given speed in P2 | ||||||||
49 | Zoom in | 0 | 0 | 0 | 0 | 0 | 0 | A |
Zooms the tactical map in | ||||||||
50 | Zoom out | 0 | 0 | 0 | 0 | 0 | 0 | A |
Zooms the tactical map out | ||||||||
51 | Reshroud Map | 0 | 0 | 0 | 0 | 0 | 0 | A |
Reshrouds the entire map | ||||||||
52 | Change Light Behavior | 0 | Special | 0 | 0 | 0 | 0 | A |
Changes the way a building spotlight behaves:
| ||||||||
53 | Enable Trigger | 2 | Trigger# | 0 | 0 | 0 | 0 | A |
Enables trigger P2 | ||||||||
54 | Disable Trigger | 2 | Trigger# | 0 | 0 | 0 | 0 | A |
Disables trigger P2 | ||||||||
55 | Create Radar Event | 0 | Radar Event# | 0 | 0 | 0 | 0 | Waypoint |
Creates a radar event of type P2 at waypoint P7 | ||||||||
56 | Local Set | 0 | Local# | 0 | 0 | 0 | 0 | A |
Local P2 is set | ||||||||
57 | Local Clear | 0 | Local# | 0 | 0 | 0 | 0 | A |
Local is cleared | ||||||||
58 | Meteor Shower | 0 | Size (0-3) | 0 | 0 | 0 | 0 | Waypoint |
Creates a meteor shower of size P2 around waypoint P7 and plays the EVA speech "Meteor storm approaching". Larger size values indicate more meteors. | ||||||||
59 | Reduce Tiberium | 0 | 0 | 0 | 0 | 0 | 0 | Waypoint |
Code 1 | Action | Parameter types | ||||||
---|---|---|---|---|---|---|---|---|
#1 (P1) | #2 (P2) | #3 (P3) | #4 (P4) | #5 (P5) | #6 (P6) | #7 (P7) | ||
60 | Sell Building | 0 | 0 | 0 | 0 | 0 | 0 | A |
Attached building is sold | ||||||||
61 | Turn Off Building | 0 | 0 | 0 | 0 | 0 | 0 | A |
Attached building is turned off | ||||||||
62 | Turn On Building | 0 | 0 | 0 | 0 | 0 | 0 | A |
Attached building is turned on | ||||||||
63 | Apply 100 Damage | 0 | Waypoint# | 0 | 0 | 0 | 0 | A |
Detonates an explosion of [HE] warhead (with 100 points of Damage) at waypoint P2 | ||||||||
64 | Small Light Flash | 0 | Waypoint# | 0 | 0 | 0 | 0 | A |
Shows a small light flash at waypoint P2 | ||||||||
65 | Medium Light Flash | 0 | Waypoint# | 0 | 0 | 0 | 0 | A |
Shows a medium light flash at waypoint P2 | ||||||||
66 | Large Light Flash | 0 | Waypoint# | 0 | 0 | 0 | 0 | A |
Shows a large light flash at waypoint P2 | ||||||||
67 | Announce Win | 0 | 0 | 0 | 0 | 0 | 0 | A |
EVA announcement that the player has won | ||||||||
68 | Announce Lose | 0 | 0 | 0 | 0 | 0 | 0 | A |
EVA announcement that the player has lost | ||||||||
69 | Force End | 0 | 0 | 0 | 0 | 0 | 0 | A |
Forces end of scenario | ||||||||
70 | Destroy Tag | 3 | Tag ID | 0 | 0 | 0 | 0 | A |
Destroy tag P2 and all attached triggers | ||||||||
71 | Set Ambient Step | 0 | Number3 | 0 | 0 | 0 | 0 | A |
Sets ambient light fade step value to P2 | ||||||||
72 | Set Ambient Rate | 0 | Number3 | 0 | 0 | 0 | 0 | A |
Sets ambient light fade rate to P2 | ||||||||
73 | Set Ambient Light | 0 | Number | 0 | 0 | 0 | 0 | A |
Sets ambient light to level P2 | ||||||||
74 | AI Triggers Begin | 0 | House# | 0 | 0 | 0 | 0 | A |
Start AI triggers for house P2 | ||||||||
Code 1 | Action | Parameter types | ||||||
#1 (P1) | #2 (P2) | #3 (P3) | #4 (P4) | #5 (P5) | #6 (P6) | #7 (P7) | ||
75 | AI Triggers Stop | 0 | House# | 0 | 0 | 0 | 0 | A |
Stop AI triggers for house P2 | ||||||||
76 | Ratio of AI Trigger Teams | 0 | Number | 0 | 0 | 0 | 0 | A |
Percentage chance for each of the HOUSE's AI triggers to be created, subject to normal AI trigger conditions. Defaults to 100. See also RatioAITriggerTeam. | ||||||||
77 | Ratio of Team Aircraft | 0 | Number | 0 | 0 | 0 | 0 | A |
HOUSE's percentage of aircraft created for teams (P2% are created for AI Triggers, (100-P2)% are for other teams). Defaults to 75. See also RatioTeamAircraft. | ||||||||
78 | Ratio of Team Infantry | 0 | Number | 0 | 0 | 0 | 0 | A |
HOUSE's percentage of infantry created for teams (P2% are created for AI Triggers, (100-P2)% are for other teams). Defaults to 75. See also RatioTeamInfantry. | ||||||||
79 | Ratio of Team Units | 0 | Number | 0 | 0 | 0 | 0 | A |
HOUSE's percentage of units created for teams (P2% are created for AI Triggers, (100-P2)% are for other teams). Defaults to 75. See also RatioTeamUnits. | ||||||||
80 | Reinforcement Team At | 1 | TeamType ID | 0 | 0 | 0 | 0 | Waypoint |
Creates reinforcement team P2 at waypoint P7. The units will appear magically at the waypoint.
If there is a building or a transport on the waypoint, the task force will spawn inside it, even if the task force members could not normally enter the object. In case of buildings, the task force will exit the building as if produced from it. Transports will not kick out the passengers unless specifically told to (by the player or a script). Units with the tunnel (subterranean) locomotor spawn underground and emerge at or, if obstructed, as close as possible to the waypoint. | ||||||||
81 | Wakeup Self | 0 | 0 | 0 | 0 | 0 | 0 | A |
Breaks attached object out of sleep or harmless mode so as to enter guard mode | ||||||||
82 | Wakeup All Sleepers | 0 | 0 | 0 | 0 | 0 | 0 | A |
Breaks all HOUSE's units out of sleep mode | ||||||||
83 | Wakeup All Harmless | 0 | 0 | 0 | 0 | 0 | 0 | A |
Breaks all HOUSE's units out of harmless mode | ||||||||
84 | Wakeup Group | 0 | Group | 0 | 0 | 0 | 0 | A |
Wakeup all HOUSE's units which (as received from their TaskForce) belong to group P2 | ||||||||
85 | Vein Growth | 0 | 0/1 = no/yes | 0 | 0 | 0 | 0 | A |
Sets whether the Veins grow or not | ||||||||
86 | Tiberium Growth | 0 | 0/1 = no/yes | 0 | 0 | 0 | 0 | A |
Sets whether Tiberium grows or not | ||||||||
87 | Ice Growth | 0 | 0/1 = no/yes | 0 | 0 | 0 | 0 | A |
Sets whether ice grows or not | ||||||||
88 | Particle System Anim At | 0 | ParticleSystem# | 0 | 0 | 0 | 0 | Waypoint |
Spawn particle system P2 (0-based index) at waypoint P7 | ||||||||
89 | Remove Particle System Anim At | 0 | 0 | 0 | 0 | 0 | 0 | Waypoint |
Remove all particle system from waypoint P7 | ||||||||
Code 1 | Action | Parameter types | ||||||
#1 (P1) | #2 (P2) | #3 (P3) | #4 (P4) | #5 (P5) | #6 (P6) | #7 (P7) | ||
90 | Lightning Strike At | 0 | 0 | 0 | 0 | 0 | 0 | Waypoint |
A single Ion Storm lightning bolt strikes at waypoint P7 | ||||||||
91 | Go Berzerk | 0 | 0 | 0 | 0 | 0 | 0 | A |
Attached object goes berzerk (only works on Cyborg=yes infantry) | ||||||||
92 | Activate Firestorm | 0 | 0 | 0 | 0 | 0 | 0 | A |
Activates HOUSE's firestorm defense | ||||||||
93 | Deactivate Firestorm | 0 | 0 | 0 | 0 | 0 | 0 | A |
Deactivates HOUSE's firestorm defense | ||||||||
94 | Ion Cannon Strike | 0 | 0 | 0 | 0 | 0 | 0 | Waypoint |
Fires Ion-Cannon at waypoint P7 | ||||||||
95 | Nuke Strike | 0 | 0 | 0 | 0 | 0 | 0 | Waypoint |
Fires a Nuclear Missile (Multi Missile) at waypoint P7 | ||||||||
96 | Chem Missile strike | 0 | 0 | 0 | 0 | 0 | 0 | Waypoint |
Fires Chemical missile at waypoint P7 | ||||||||
97 | Toggle Train Cargo | 0 | 0 | 0 | 0 | 0 | 0 | A |
Toggles state of [Basic]→TrainCrate | ||||||||
98 | Play Sound Effect Random | 0 | Sound# | 0 | 0 | 0 | 0 | A |
Plays sound P2 at random waypoint | ||||||||
99 | Play Sound Effect At | 0 | Sound# | 0 | 0 | 0 | 0 | Waypoint |
Plays sound effect P2 at waypoint P7 | ||||||||
100 | Play Ingame Movie | 0 | Movie# | 0 | 0 | 0 | 0 | A |
Displays movie P2 in the minimap window. Player still has control of interface and units | ||||||||
101 | Flash Team | 4 | TeamType ID | 0 | 0 | 0 | 0 | Duration |
Flash team P2 for the duration (in frames) specified in P7 | ||||||||
102 | Disable Speech | 0 | 0 | 0 | 0 | 0 | 0 | A |
Disables EVA announcements. | ||||||||
103 | Enable Speech | 0 | 0 | 0 | 0 | 0 | 0 | A |
Enables EVA announcements. | ||||||||
104 | Set Team ID | 0 | Group | 0 | 0 | 0 | 0 | A |
Assigns all attached objects to Group P2. | ||||||||
105 | Talk Bubble | 4 | TeamType ID | 0 | 0 | 0 | 0 | Frame |
Displays talk bubble frame P7 (1-based index) over each member of TeamType P2 | ||||||||
Code 1 | Action | Parameter types | ||||||
#1 (P1) | #2 (P2) | #3 (P3) | #4 (P4) | #5 (P5) | #6 (P6) | #7 (P7) |
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.