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Actions (maps)/RA
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< Actions (maps)
Revision as of 10:20, 18 June 2008 by Nighthawk200 (talk | contribs) (Maps/Actions/RA moved to Actions (maps)/RA: Moving...)
In RA, Actions were still part of the [Triggers] section, but now Triggers could have up to two Actions with up to three parameters each.
The following Actions were available:
Code 1 | Action | Parameter types | ||
---|---|---|---|---|
#1 (P1) | #2 (P2) | #3 (P3) | ||
0 | No action | -1 | -1 | -1 |
No Action - do nothing | ||||
1 | Winner is | -1 | -1 | House# |
Declares house P3 the winner | ||||
2 | Loser is | -1 | -1 | House# |
Declares house P3 the loser | ||||
3 | Production begins | -1 | -1 | House# |
House P3 is allowed to start autoproduction | ||||
4 | Create team | TeamType# | -1 | -1 |
HOUSE2 creates a TeamType P1 | ||||
5 | Destroy team | TeamType# | -1 | -1 |
All instances of the TeamType P1 are destroyed | ||||
6 | All to hunt | -1 | -1 | House# |
House P3 sends all objects it owns to freelance | ||||
7 | Reinforcement (team) | TeamType# | -1 | Waypoint# |
TeamType P1 is spawned at waypoint P3 and granted to its owner house | ||||
8 | Drop zone flare (waypoint) | -1 | -1 | Waypoint# |
Creates a "Drop Zone Flare" at waypoint P3 and reveals the area around it | ||||
9 | Fire sale | -1 | -1 | House# |
House P3 sells all of its buildings | ||||
10 | Play movie | -1 | -1 | Movie# |
Movie P3 is played | ||||
11 | Text trigger (ID number) | -1 | -1 | Message# |
The text message with the index P3 from Template:TTL is displayed | ||||
12 | Destroy trigger | -1 | Trigger# | -1 |
Trigger P2 is disabled for the remainder of this mission | ||||
13 | Autocreate begins | -1 | -1 | House# |
House P3 starts autocreating teamtypes that have the Autocreate flag set | ||||
14 | ? | -1 | -1 | -1 |
Unknown | ||||
15 | Allow win | -1 | -1 | -1 |
The 'Win' action will not fire if any triggers with this action have not fired yet | ||||
16 | Reveal all map | -1 | -1 | -1 |
Reveals the entire map to the player | ||||
17 | Reveal around waypoint | -1 | -1 | Waypoint# |
Reveals area (Template:TTL cells) around the waypoint P3 | ||||
18 | Reveal zone of waypoint | -1 | -1 | Waypoint# |
Reveals the zone of the waypoint P3 | ||||
Code 1 | Action | Parameter types | ||
#1 (P1) | #2 (P2) | #3 (P3) | ||
19 | Play sound effect | -1 | -1 | Sound effect# |
Plays the sound effect # P3 | ||||
20 | Play music theme | -1 | -1 | Theme# |
Plays music theme # P3 | ||||
21 | Play speech | -1 | -1 | Speech# |
Plays speech # P3 | ||||
22 | Force trigger | -1 | -1 | Trigger# |
Forces the trigger # P3 to fire | ||||
23 | Timer start | -1 | -1 | Time |
The mission timer is started and displayed | ||||
24 | Timer stop | -1 | -1 | Time |
The mission timer is paused and hidden | ||||
25 | Timer extend | -1 | -1 | time |
The mission timer is extended by (P3/10) minutes | ||||
26 | Timer shorten | -1 | -1 | Time |
The mission timer is shortened by (P3/10) minutes | ||||
27 | Timer set | -1 | -1 | Time |
The mission timer is set to (P3/10) minutes | ||||
28 | Global set | -1 | -1 | Global variable# |
Global variable # P3 is set | ||||
29 | Global clear | -1 | -1 | Global variable# |
Global variable # P3 is cleared | ||||
30 | Auto base building | -1 | -1 | House# |
Puts house P3 into "Skirmish AI" mode | ||||
31 | Grow shroud one 'step' | -1 | -1 | -1 |
The shroud grows 1 cell | ||||
32 | Destroy attached building | -1 | -1 | -1 |
Attached building is destroyed | ||||
33 | Add 1-time special weapon | -1 | House# | Super Weapon# |
Grants house P2 a single shot of super weapon P3 | ||||
34 | Add repeating special weapon | -1 | House# | Super weapon# |
Grants house P2 a repeating super weapon P3 | ||||
35 | Preferred target | -1 | -1 | ? |
Sets the HOUSE's preferred target | ||||
36 | Launch nukes | -1 | -1 | -1 |
All Missile Silos on the map play their "launching" animation and the EVA warning is created, without the nukes actually landing or exploding | ||||
Code 1 | Action | Parameter types | ||
#1 (P1) | #2 (P2) | #3 (P3) |
Unused parameters should be set to -1.
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 Trigger's A1 or A2 slot.
2 ↑ HOUSE in this document refers to the house owning the Trigger, labeled "HOUSE" in the Triggers page.