Triggers
Map triggers are responsible for the special events happening in the map. For example, the singleplayer campaign maps have triggers to do things like "if unit x is destroyed, declare player the winner" or "if building y is still standing after twenty minutes, declare the player the loser". Without map triggers, scripting maps would be impossible.
The internal hierarchy works like this:
- A CellTag points to a Tag, and tells the game to consider its Trigger when processing events.
- A Tag points to a Trigger.
- A Trigger points to an Event and an Action, and tells the game "If my Events happen, execute my Actions".
- An Event lists the condition(s) that invoke this trigger, e.g. "45 seconds have passed".
- An Action lists the actions that should be performed by the game when this trigger fires. These are things like "Give the AI three nuclear silos", "Reveal the aforementioned silos to the player" or "Paradrop these desolators as a reinforcement for the player".
Section
Tiberian Dawn
The [Triggers] section in a map is a list of comma-separated strings that looks like this:
[Triggers] ID=EventType,ActionType,EventParameter,House,Team,PersistantType ID1=EventType,ActionType,EventParameter,House,Team,PersistantType
etc.
String | Meaning | ||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
ID | This trigger's ID. | ||||||||||||
EventType | This trigger's Event (See Events). | ||||||||||||
ActionType | This trigger's Action (See Actions). | ||||||||||||
EventParameter | The parameter for the Event. | ||||||||||||
House | The name of the house associated with this trigger, or None. This house is used as a parameter by some Events and Actions. | ||||||||||||
Team | Associated teamtype ID, or None. | ||||||||||||
PersistantType[sic] |
Controls if and when the trigger should destroy itself after it goes off. Once destroyed, a trigger cannot be fired again.
|
Red Alert, Counterstrike, Aftermath
The section is called [Trigs] and again is a list of comma-separated strings that looks like this:
[Trigs] name=P,H,C,A,E1,E1P1,E1P2,E2,E2P1,E2P2,A1,A1P1,A1P2,A1P3,A2,A2P1,A2P2,A2P3 name1=P,H,C,A,E1,E1P1,E1P2,E2,E2P1,E2P2,A1,A1P1,A1P2,A1P3,A2,A2P1,A2P2,A2P3
etc.
String | Meaning | ||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
P[ersistant] | Specifies whether this trigger is persistent (see PersistantType for more info).
2 ↑ "switch" means activate this trigger | ||||||||||||||||||||||||||||||||
H[ouse] | The index of the house associated with this trigger. This house is used as a parameter by some Events and Actions. | ||||||||||||||||||||||||||||||||
C[ondition] |
Condition can be set to 0, 1, 2 or 3.
| ||||||||||||||||||||||||||||||||
A[ctivate] | |||||||||||||||||||||||||||||||||
E1 | Event 1's index (see Events). | ||||||||||||||||||||||||||||||||
E1P1 | Event 1's first parameter. | ||||||||||||||||||||||||||||||||
E1P2 | Event 1's second parameter. | ||||||||||||||||||||||||||||||||
E2 | Event 2's index. | ||||||||||||||||||||||||||||||||
E2P1 | Event 2's first parameter. | ||||||||||||||||||||||||||||||||
E2P2 | Event 2's second parameter. | ||||||||||||||||||||||||||||||||
A1 | Action 1's index (see Actions). | ||||||||||||||||||||||||||||||||
A1P1 | Action 1's first parameter. | ||||||||||||||||||||||||||||||||
A1P2 | Action 1's second parameter. | ||||||||||||||||||||||||||||||||
A1P3 | Action 1's third parameter. | ||||||||||||||||||||||||||||||||
A2 | Action 2's index. | ||||||||||||||||||||||||||||||||
A2P1 | Action 2's first parameter. | ||||||||||||||||||||||||||||||||
A2P2 | Action 2's second parameter. | ||||||||||||||||||||||||||||||||
A2P3 | Action 2's third parameter. |
Tiberian Sun, Firestorm, Red Alert 2, Yuri's Revenge
The [Triggers] section in a map is a list of comma-separated strings that looks like this:
[Triggers] ID=HOUSE,LINKED_TRIGGER,NAME,DISABLED,EASY,NORMAL,HARD,PERSISTENCE ID1=HOUSE,LINKED_TRIGGER,NAME,DISABLED,EASY,NORMAL,HARD,PERSISTENCE
etc.
String | Meaning | ||||||
---|---|---|---|---|---|---|---|
ID | The Trigger's ID. The game assumes the Actions and Events with the same ID belong to this Trigger automatically. | ||||||
HOUSE | The House associated with this trigger. This house is used as a parameter by some Events and Actions. | ||||||
LINKED_TRIGGER | A trigger that uses the tag of this trigger, so you can add multiple triggers to a single object. | ||||||
NAME | A plain text string used as a name of this Trigger. Not used ingame, only in the map editor. Should not contain commas. | ||||||
DISABLED | Can be set to 0 ('not disabled') or 1 ('disabled') (Note the negation in this string). Specifies whether this trigger is disabled at the beginning of the game. If it is disabled, another trigger has to explicitly enable it via a special Action. | ||||||
EASY | Can be set to 0 ('disabled') or 1 ('enabled'). Specifies whether this trigger is active in the Easy difficulty (It refers to the Campaign Difficulty slider or the Difficulty slider in the Options menu.) | ||||||
NORMAL | Can be set to 0 ('disabled') or 1 ('enabled'). Specifies whether this trigger is active in the Normal difficulty (It refers to the Campaign Difficulty slider or the Difficulty slider in the Options menu.) | ||||||
HARD | Can be set to 0 ('disabled') or 1 ('enabled'). Specifies whether this trigger is active in the Hard difficulty (It refers to the Campaign Difficulty slider or the Difficulty slider in the Options menu.) | ||||||
PERSISTENCE | Specifies whether this trigger is persistent (see PersistantType for more info).
Note: this appears to have been superseded by the persistence control in tags: In TS to YR, a trigger is associated with a tag, either by itself or through another trigger. The game uses the persistence mode specified in the trigger's associated tag entry. Accordingly, Final Sun and Final Alert 2 map editors set the tag's persistence mode when the persistence value is modified from either Trigger or Tag dialogs. |