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AITriggerTypesEnable

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Revision as of 09:21, 10 April 2008 by DCoder (talk | contribs) (Created, with bad bugs described)
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This page should correctly be named "[AITriggerTypesEnable]"; it is wrong due to technical restrictions.



AITriggerTypesEnable
Sidebar/Default

This section is responsible for disabling certain AITriggerTypes in particular maps. See the Bugs section for several problems with it.


Section

TD/CO

Doesn't exist.

RA/CS/AM

Doesn't exist.

TS/FS/RA2/YR

The [AITriggerTypesEnable] section in a map takes this format:

[AITriggerTypesEnable]
TRIGGER_ID=STATUS
Meanings of each string
String Meaning
TRIGGER_ID The AITriggerType's ID.
STATUS If this is a boolean 'true', this AITriggerType will be disabled in this map.

Problems

Reverse-Engineered Content
The following page/section possibly contradicts several ideas accepted by the community. However, it contains information reverse-engineered from the game's executable code, not observations or theories, and as such should be considered more likely to be correct.


Note: The code implementing this feature is, let's say, sub-optimal. Avoid filling this section needlessly. It works in the following way: Global AITriggers are enabled at startup, local AITriggers are not. Then a pass is made over this section and if a trigger is listed here, its enabled-ness is set to STATUS. If this is not an SP campaign map, that trigger is enabled regardless of STATUS.

From that follows:

  • global AITriggers should only be listed here if you want to disable some of them at startup,
  • local AITriggers should only be listed here if you want to enable them at startup. If you do not list a local AITrigger here, you will have to rely on a map trigger activating it later.