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Actions (maps)/RA2YR/000 049
< Actions (maps) | RA2YR
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 |
House P2 will begin production | ||||||||
4 | Create Team. | 1 | TeamType ID | 0 | 0 | 0 | 0 | A |
HOUSE2 creates a TeamType P2 | ||||||||
5 | Destroy Team | 1 | TeamType ID | 0 | 0 | 0 | 0 | A |
Destroys all instances of TeamType P2 | ||||||||
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 TeamType P2 and grants it to its owner house | ||||||||
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 | 4 | csf label | 0 | 0 | 0 | 0 | A |
Displays the text entry with label P2 from the CSF file | ||||||||
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 |
Initiates autocreate for the house specified. This will cause the computer's house to build autocreate teams as it sees fit | ||||||||
14 | Change House | 0 | House# | 0 | 0 | 0 | 0 | A |
Attached objects are granted to House P2 | ||||||||
15 | Allow Win | 0 | 0 | 0 | 0 | 0 | 0 | A |
The 'Win' action will not fire if any triggers with this action haven't fired yet | ||||||||
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 | ||||||||
Code 1 | Action | Parameter types | ||||||
#1 (P1) | #2 (P2) | #3 (P3) | #4 (P4) | #5 (P5) | #6 (P6) | #7 (P7) | ||
18 | Reveal waypoint zone | 0 | Waypoint# | 0 | 0 | 0 | 0 | A |
Reveals the zone of waypoint P2 | ||||||||
19 | Play sound effect | 7 | Sound# | 0 | 0 | 0 | 0 | A |
Plays the sound effect P2 | ||||||||
20 | Play music theme | 8 | Theme# | 0 | 0 | 0 | 0 | A |
Plays the music theme P2 | ||||||||
21 | Play speech | 6 | 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 | time | 0 | 0 | 0 | 0 | A |
Extends the global mission timer by (P2/10) minutes | ||||||||
26 | Timer Shorten | 0 | time | 0 | 0 | 0 | 0 | A |
Reduces the global mission timer by the (P2/10) minutes | ||||||||
27 | Timer Set | 0 | time | 0 | 0 | 0 | 0 | A |
Sets the global mission timer to (P2/10) minutes | ||||||||
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 | ||||||||
30 | Auto Base Building | 0 | 0/1 = no/yes | 0 | 0 | 0 | 0 | A |
Enable or disable Skirmish AI for HOUSE | ||||||||
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 | ||||||||
Code 1 | Action | Parameter types | ||||||
#1 (P1) | #2 (P2) | #3 (P3) | #4 (P4) | #5 (P5) | #6 (P6) | #7 (P7) | ||
35 | Preferred target | 0 | ? | 0 | 0 | 0 | 0 | A |
HOUSE sets its preferred target 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 | L | T | W | H | 0 | A |
Resizes the visible map portion to a rectangle:
| ||||||||
41 | Play Anim At | 0 | Animation# | 0 | 0 | 0 | 0 | Waypoint |
Plays animation P2 in the waypoint P7 | ||||||||
42 | Do Explosion At | 0 | Weapon# | 0 | 0 | 0 | 0 | Waypoint |
Detonates an explosion of Weapon P2 in the waypoint P7 | ||||||||
43 | Create VoxelAnim At | 0 | VoxelAnim# | 0 | 0 | 0 | 0 | Waypoint# |
Creates a VoxelAnim of P2 at waypoint P7 | ||||||||
44 | Ion Storm start | 0 | time | 0 | 0 | 0 | 0 | A |
Starts an ion storm sequence to run for P2 frames | ||||||||
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 | 0 | 0 | 0 | Waypoint# |
Moves the tactical view with a velocity of P2 to waypoint P7 | ||||||||
49 | Zoom in | 0 | 0 | 0 | 0 | 0 | 0 | A |
Zooms the tactical map in |