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Events/TSFS

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Revision as of 09:48, 6 September 2022 by Crimsonum (talk | contribs) (Removed misinformation.)
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In TS, Events become a separate section, so Triggers can have multiple Events with up to two parameters. The game assumed the Trigger, Event and Action all share the same ID. So a Trigger which has ID 12451245 uses the Event list with ID 12451245.

The following Events are available:

Code 1 Event Parameter types
#1 (P1)2 #2 (P2)
0 None 0 0
No Event - cannot be activated.
1 Entered by 0 House#
Any unit belonging to house P2 enters attached building/celltag. Use -1 to denote any house.
2 Spied Upon 0 0
A spy has entered the attached building.
3 Thieved by 0 0
Obsolete. Presumably intended to trigger when an infantry with Thief=yes infiltrates the attached refinery or silo.
4 Discovered by player 0 0
The attached object is discovered by the player.
5 House Discovered 0 House#
Any object belonging to house P2 is discovered by the player.
6 Attacked by enemy 0 0
Attached object is attacked by enemy fire. Incidental damage and friendly fire are ignored.
7 Destroyed by enemy 0 0
Attached object is destroyed by enemy fire. Incidental damage and friendly fire are ignored. See also Events 29 and 48.
8 Any event 0 0
No condition, triggers immediately.
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 object).
12 Credits exceed 0 credits
HOUSE3 has at least P2 credits.
13 Elapsed time 0 time
P2 seconds4 has passed since this trigger was enabled. If the trigger is repeating, this timer is reset on every loop.
14 Mission timer expired 0 0
Timer expires.
15 Destroyed, Buildings, # 0 counter
Exactly P2 buildings owned by HOUSE have been destroyed (does include civilian objects).
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 structures with valid Factory set.
Code 1 Event Parameter types
#1 (P1) #2 (P2)
18 Civilians evacuated 0 0
Civilian objects owned by HOUSE have left the map (See CivEvac ).
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) 1 TeamType
Team with index P1 leaves the map.
24 Zone entry by 0 House#
Attached CellTag's zone entered by house P2. Zones are continuous areas bounded by cliffs and other impassable terrain.
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 Captured or destroyed 0 0
Attached object is captured or destroyed by anything. See also Events 7 and 48.
30 Low power 0 House#
House P2 is in a low power situation.
31 Attached bridge destroyed 0 0
Attached bridge destroyed. To link a trigger to a bridge, place the CellTag under any of the bridge overlays.
32 Building exists 0 Building#
Building with internal number P2 is preplaced, deployed or ordered (icon clicked on in sidebar) onto the map by HOUSE.
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. The attached tag(s) must be set to repeat. See also event 54.
Code 1 Event Parameter types
#1 (P1) #2 (P2)
36 Local is set 0 Local#
Local with index P2 is set.
37 Local is clear 0 Local#
Local 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 by any source.
44 Attacked by (house) 0 House#
Attached object attacked by some unit of house P2.
45 Ambient light below 0 0
Ambient light drops below a certain percentage (P2 %).
46 Ambient light above 0 0
Ambient light rises above a certain percentage (P2 %).
47 Elapsed Scenario Time 0 time
P2 seconds4 have elapsed since start of scenario.
48 Captured, Destroyed or Infiltrated 0 0
Attached object is captured, destroyed, or it successfully infiltrates another object. See also Events 7 and 29.
49 Pickup Crate 0 0
A powerup crate is picked up by the attached object.
50 Pickup Crate (any) 0 0
A powerup crate is picked up by any unit.
51 Random delay... 0 time
Delays a random time between 50% and 150 % of time specified in P2 (in seconds4).
52 Credits below... 0 credits
HOUSE owns less than P2 credits.
53 Paralyzed 0 0
Attached object is struck by EMP (if Cyborg=true or NonVehicle=false) or web (if IsWebImmune=false).
FS/2.x patched only.
54 Enemy in spotlight 2 0 0
Same as event 35, except tags are not required to repeat. See also event 35.
FS/2.x patched only.
55 Attached object bugged 0 0
Attached object is infected by a Limpet Drone
FS/2.x patched only.
Code 1 Event Parameter types
#1 (P1) #2 (P2)

Events take two unsigned integers as parameters, which default to 0.

Notes

1 This column specifies the code to be written in the Event's "condition" slot, e.g. E1 in the Events page.

2 P1 is a boolean variable, which denotes whether P2 refers to a TeamType (value 1) or not (value 0).

3 HOUSE in this document refers to the house owning the Trigger, labeled "HOUSE" in the Triggers page.

4 on default game speed (15 FPS)

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.