Code 1
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Event
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Parameter types
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#1 (P1)
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#2 (P2)
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#3 (P3)
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0
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None
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0
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0
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-
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No Event - cannot be activated
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1
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Entered by
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0
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House#
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-
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House P2 enters attached building/celltag. Caution: on multiplayer, house P2 is a COLOR, not a house! Additionally, when detecting a building enter event, you may need to enter -1 (any) as house.4
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2
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Spied by
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0
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House#
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-
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House P2 sends a spy into attached building
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3
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Thieved by
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0
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0
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-
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Doesn't work
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4
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Discovered by player
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0
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0
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-
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House owning the attached object is discovered by the player.
Editor's note: this event is irreversibly bugged for the remainder of the mission if the attached objects are discovered by non-convential means like Player building a SpySat=yes or the objects getting revealed due to their weapon having RevealOnFire=yes; only a mission restart fixes it. It hasn't been researched if reveal via crates or map triggers has the same effect; exercise caution using this event and try using events 1 (TS/RA2/YR) or 59 (YR) instead.
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5
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House Discovered
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0
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House#
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-
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House P2 is discovered by the player
Editor's note: this event might be bugged too, see above.
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6
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Attacked by anybody
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0
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0
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-
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Attached object is attacked by anybody
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7
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Destroyed by anybody
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0
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0
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-
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Attached object is destroyed by anybody
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8
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Any event
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0
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0
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-
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Any event
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9
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Destroyed, Units, All
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0
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House#
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-
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All units of house P2 are destroyed (does not include civilian objects)
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10
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Destroyed, Buildings, All
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0
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House#
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-
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All buildings of house P2 are destroyed (does not include civilian objects)
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11
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Destroyed, All
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0
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House#
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-
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All objects of house P2 are destroyed (does not include civilian objects)
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12
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Credits exceed
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0
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credits
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-
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HOUSE2 has at least P2 credits
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13
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Elapsed time
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0
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time
|
-
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(P2/10) minutes have passed in this mission
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14
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Mission timer expired
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0
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0
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-
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Mission timer expired
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15
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Destroyed, Buildings, #
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0
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counter
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-
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Exactly P2 buildings owned by HOUSE have been destroyed (does include civilian objects)
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Code 1
|
Event
|
Parameter types
|
#1 (P1)
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#2 (P2)
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#3 (P3)
|
16
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Destroyed, Units, #
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0
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counter
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-
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Exactly P2 units owned by HOUSE have been destroyed (does include civilian objects)
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17
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No factories left
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0
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0
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-
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HOUSE has no buildings with a valid Factory set
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18
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Civilians evacuated
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0
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0
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-
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Civilian objects owned by HOUSE have left the map (See CivEvac )
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19
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Build building type
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0
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Building#
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-
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Building whose internal index is P2 is placed on the map
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20
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Build unit type
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0
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Unit#
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-
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Unit whose internal index is P2 is placed on the map
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21
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Build infantry type
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0
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Infantry#
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-
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Infantry whose internal index is P2 is placed on the map
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22
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Build aircraft type
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0
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Aircraft#
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-
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Aircraft whose internal index is P2 is placed on the map
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23
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Leaves map (team)
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1
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TeamType ID
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-
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TeamType with ID P2 leaves the map
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24
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Zone entry by
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0
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House#
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-
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Attached celltrigger's zone entered by house P2
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25
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Crosses horizontal line
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0
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House#
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-
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House P2 crosses the horizontal line of the attached celltag
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26
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Crosses vertical line
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0
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House#
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-
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House P2 crosses the vertical line of the attached celltag
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27
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Global is set
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0
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Global#
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-
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Global variable with index P2 is set. Takes priority over other events3
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28
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Global is clear
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0
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Global#
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-
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Global variable with index P2 is cleared. Takes priority over other events3
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29
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Destroyed by anything (not infiltrate)
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0
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0
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-
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Attached unit is destroyed, but not when infiltrating
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30
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Low power
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0
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House#
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-
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House P2 is in a low power situation
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Code 1
|
Event
|
Parameter types
|
#1 (P1)
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#2 (P2)
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#3 (P3)
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31
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All bridges destroyed
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0
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0
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-
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Attached bridge destroyed
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32
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Building exists
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0
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Building#
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-
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HOUSE owns a building with internal number P2
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33
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Selected by player
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0
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0
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-
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Attached object is selected by the player (single-player only)
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34
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Comes near waypoint...
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0
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Waypoint#
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-
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HOUSE approaches waypoint P2
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35
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Enemy In Spotlight...
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0
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0
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-
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Enemy unit enters the spotlight cast by the attached building
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36
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Local is set...
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0
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Local#
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-
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Local variable with index P2 is set. Takes priority over other events3
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37
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Local is clear...
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0
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Local#
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-
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Local variable with index P2 is cleared. Takes priority over other events3
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38
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First damaged (combat only)
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0
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0
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-
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Attached object suffering first damage from combat damage from combat damage only
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39
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Half health (combat only)
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0
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0
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-
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Attached object damaged to half health from combat damage only
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40
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Quarter health (combat only)
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0
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0
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-
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Attached object damaged to quarter health from combat damage only.
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41
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First damaged (any source)
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0
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0
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-
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Attached object first suffering from combat damage from any source.
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42
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Half health (any source)
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0
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0
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-
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Attached object damaged to half health from any source
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43
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Quarter health (any source)
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0
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0
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-
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Attached object damaged to quarter health from any source
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44
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Attacked by (house)...
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0
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House#
|
-
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Attached object attacked by some unit of house P2
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45
|
Ambient light below
|
0
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number
|
-
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Ambient light drops below a certain percentage (P2%)
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Code 1
|
Event
|
Parameter types
|
#1 (P1)
|
#2 (P2)
|
#3 (P3)
|
46
|
Ambient light above
|
0
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number
|
-
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Ambient light rises above a certain percentage (P2%)
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|
47
|
Elapsed Scenario Time
|
0
|
time
|
-
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Exactly P2 seconds have elapsed since start of scenario
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48
|
Destroyed by anything
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0
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0
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-
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Attached object destroyed by anything
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49
|
Pickup Crate
|
0
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0
|
-
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Crate is picked up by the attached object
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50
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Pickup Crate (any)
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0
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0
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-
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Crate picked up by any unit
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51
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Random delay...
|
0
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time
|
-
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Fires after a random time between 50 and 150 % of time specified in P2 (frames) elapses since trigger was enabled
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52
|
Credits below...
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0
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credits
|
-
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HOUSE owns less than P2 credits
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53
|
Spy entering as House...
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0
|
House#
|
-
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A spy disguised as house P2 enters attached object
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54
|
Spy entering as Infantry...
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0
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Infantry#
|
-
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A spy disguised as infantry index P2 enters the attached object
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55
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Destroyed Units, Naval...
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0
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House#
|
-
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All naval units of house P2 have been destroyed
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56
|
Destroyed Units, Land...
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0
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House#
|
-
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All land units of house P2 have been destroyed
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57
|
Building does not exist
|
0
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Building#
|
-
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No buildings with index P2 (owned by HOUSE) exist on the map
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58
|
Power Full...
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0
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House#
|
-
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House P2's power is at 100%.
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59
|
Entered or Overflown By...
|
0
|
House#
|
-
|
Objects owned by house P2 move over the attached cell. Caution: on multiplayer, house P2 is a COLOR, not a house! Additionally, when detecting a building enter event, you may need to enter -1 (any) as house.4
|
|
|
|
60
|
TechType Exists
|
2
|
counter
|
Techno ID
|
At least this many (P2) technos (ID=P3) exist on the map
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61
|
TechType does not Exist
|
2
|
0
|
Techno ID
|
There are no technos P3 on the map
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Code 1
|
Event
|
Parameter types
|
#1 (P1)
|
#2 (P2)
|
#3 (P3)
|