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Difference between revisions of "Actions (maps)/RA2YR/100 145"

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(Created (blob for inclusion only))
 
m (Woops, forget the {{yro}})
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| rowspan=2 | {{Tt|130}}
 
| rowspan=2 | {{Tt|130}}
| {{Tt|Restore Starting Buildings of...}}
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| {{yro}}{{Tt|Restore Starting Buildings of...}}
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | House#
 
| style="text-align: center;" | House#
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| rowspan=2 | {{Tt|131}}
 
| rowspan=2 | {{Tt|131}}
| {{Tt|Flash Buildings of Type...}}
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| {{yro}}{{Tt|Flash Buildings of Type...}}
 
| style="text-align: center;" | 9
 
| style="text-align: center;" | 9
 
| style="text-align: center;" | Building
 
| style="text-align: center;" | Building
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| rowspan=2 | {{Tt|132}}
 
| rowspan=2 | {{Tt|132}}
| {{Tt|Superweapon Set Recharge Time}}
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| {{yro}}{{Tt|Superweapon Set Recharge Time}}
 
| style="text-align: center;" | 11
 
| style="text-align: center;" | 11
 
| style="text-align: center;" | Superweapon
 
| style="text-align: center;" | Superweapon
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| rowspan=2 | {{Tt|133}}
 
| rowspan=2 | {{Tt|133}}
| {{Tt|Superweapon Reset Recharge Time}}
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| {{yro}}{{Tt|Superweapon Reset Recharge Time}}
 
| style="text-align: center;" | 11
 
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| style="text-align: center;" | Superweapon
 
| style="text-align: center;" | Superweapon
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| rowspan=2 | {{Tt|134}}
 
| rowspan=2 | {{Tt|134}}
| {{Tt|Superweapon Reset}}
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| {{yro}}{{Tt|Superweapon Reset}}
 
| style="text-align: center;" | 0
 
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| style="text-align: center;" | SuperWeapon
 
| style="text-align: center;" | SuperWeapon
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| rowspan=2 | {{Tt|135}}
 
| rowspan=2 | {{Tt|135}}
| {{Tt|Set Preferred Target Cell}}
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| {{yro}}{{Tt|Set Preferred Target Cell}}
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | Waypoint
 
| style="text-align: center;" | Waypoint
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| rowspan=2 | {{Tt|136}}
 
| rowspan=2 | {{Tt|136}}
| {{Tt|Clear Preferred Target Cell}}
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| {{yro}}{{Tt|Clear Preferred Target Cell}}
 
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| rowspan=2 | {{Tt|137}}
 
| rowspan=2 | {{Tt|137}}
| {{Tt|Center Base Cell Set}}
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| {{yro}}{{Tt|Center Base Cell Set}}
 
| style="text-align: center;" | 0
 
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| style="text-align: center;" | Waypoint
 
| style="text-align: center;" | Waypoint
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| rowspan=2 | {{Tt|138}}
 
| rowspan=2 | {{Tt|138}}
| {{Tt|Center Base Cell Clear}}
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| {{yro}}{{Tt|Center Base Cell Clear}}
 
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| rowspan=2 | {{Tt|139}}
| {{Tt|Blackout Radar}}
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| {{yro}}{{Tt|Blackout Radar}}
 
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| style="text-align: center;" | number
 
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| rowspan=2 | {{Tt|140}}
 
| rowspan=2 | {{Tt|140}}
| {{Tt|Set Defensive Target Cell}}
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| {{yro}}{{Tt|Set Defensive Target Cell}}
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | Waypoint
 
| style="text-align: center;" | Waypoint
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| rowspan=2 | {{Tt|141}}
| {{Tt|Clear Defensive Target Cell}}
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| {{yro}}{{Tt|Clear Defensive Target Cell}}
 
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| rowspan=2 | {{Tt|142}}
 
| rowspan=2 | {{Tt|142}}
| {{Tt|Retint Red}}
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| {{yro}}{{Tt|Retint Red}}
 
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| style="text-align: center;" | number
 
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| rowspan=2 | {{Tt|143}}
 
| rowspan=2 | {{Tt|143}}
| {{Tt|Retint Green}}
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| {{yro}}{{Tt|Retint Green}}
 
| style="text-align: center;" | 0
 
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| rowspan=2 | {{Tt|144}}
 
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| {{Tt|Retint Blue}}
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| {{yro}}{{Tt|Retint Blue}}
 
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| rowspan=2 | {{Tt|145}}
 
| rowspan=2 | {{Tt|145}}
| {{Tt|Jump camera home}}
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| {{yro}}{{Tt|Jump camera home}}
 
| style="text-align: center;" | 0
 
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Revision as of 13:49, 14 September 2006

Code 1 Action Parameter types
#1 (P1) #2 (P2) #3 (P3) #4 (P4) #5 (P5) #6 (P6) #7 (P7)
101 Reshroud Map At 0 0 0 0 0 0 Waypoint
Reshrouds map around waypoint P7
102 Lightning Storm strike 0 0 0 0 0 0 Waypoint
HOUSE fires an Ion Storm at waypoint P7
103 Timer Text 4 Text# 0 0 0 0 A
Displays text string with label P2 from CSF as the mission timer text
104 Flash Team 5 TeamType ID 0 0 0 0 A
Flashes all members of TeamType P2 for a certain number of frames
105 Talk Bubble 1 TeamType ID 0 0 0 0 A
Displays talk bubble over each member of TeamType P2
106 Set Object's Tech Level 9  ? 0 0 0 0 Tech Level
Sets the specified TechnoType P2 (?) to have tech level P7
107 Reinforcement by Chrono 1 TeamType 0 0 0 0 1
Creates TeamType P2, chronoshifts it into waypoint P7 and grants it to HOUSE
108 Create Crate... 0 Crate Type 0 0 0 0 Waypoint
Creates a Crate with specific contents at a waypoint
109 Iron Curtain At 0 0 0 0 0 0 Waypoint
Fires Iron Curtain at Waypoint
110 Pause Game 0 time 0 0 0 0 A
Pauses the game for P2 seconds
111 Evict Occupiers 0 0 0 0 0 0 A
Evicts occupants from attached building
112 Center (Jump) Camera at Waypoint... 0 Waypoint# 0 0 0 0 Waypoint
Moves the tactical view to waypoint P2
113 Make house cheer 0 House# 0 0 0 0 A
All InfantryTypes of house P2 will play their cheer animation if they can
114 Set Tab to (0-3)... 0 number 0 0 0 0 A
Flips sidebar to tab number P2
115 Flash Cameo 9 ObjectType 0 0 0 0 number
Flashes the cameo of ObjectType P2 for P7 frames
Code 1 Action Parameter types
#1 (P1) #2 (P2) #3 (P3) #4 (P4) #5 (P5) #6 (P6) #7 (P7)
116 Stop Sounds At 0 Waypoint 0 0 0 0  ?
Stops all sounds at waypoint P2 that were started using the Play Sound At trigger
117 Play Ingame Movie (pause game)... 0 12 0 0 0 0 A
Pauses game, locks player input and displays the specified movie in the sidebar
118 Clear all smudges 0 0 0 0 0 0 A
Deletes all Smudge objects from the map
119 Destroy all of 0 House# 0 0 0 0 A
Destroys all objects of house P2
120 Destroy all Buildings of 0 House# 0 0 0 0 A
Destroys all buildings of house P2
121 Destroy all Land Units of 0 House# 0 0 0 0 A
Destroys all land units of house P2
122 Destroy all Naval Units of 0 House# 0 0 0 0 A
Destroys all naval units of house P2
123 Mind Control Base of 0 House# 0 0 0 0 A
HOUSE mind controls the base of house P2
124 Restore Mind Controlled Base to 0 House# 0 0 0 0 A
HOUSE relinquishes control of the previously mind controlled base to house P2
125 Create Building At 10 Building 0 0 0 0 Waypoint
A building P2 is created at waypoint P7 and granted to HOUSE, all units obstructing the construction will be moved
126 Restore Starting Units of 0 House# 0 0 0 0 A
Recreats all buildings and units house P2 had at the start of the game
127 Chrono Screen Effect for 0 number 0 0 0 0 A
Displays the Chrono Warp effect over the screen for P2 frames
128 Teleport All to 0 Waypoint 0 0 0 0  ?
All units owned by HOUSE will be teleported to waypoint P2
129 Set Superweapon Charge 11 Superweapon 0 0 0 0 number
If HOUSE has superweapon P2, its charge is set to P7 percent.
130 Yro.pngRestore Starting Buildings of... 0 House# 0 0 0 0 A
Restores all buildings house P2 had at the start of the game to full health
Code 1 Action Parameter types
#1 (P1) #2 (P2) #3 (P3) #4 (P4) #5 (P5) #6 (P6) #7 (P7)
131 Yro.pngFlash Buildings of Type... 9 Building 0 0 0 0 number
All buildings P2 owned by HOUSE will flash for P7 frames
132 Yro.pngSuperweapon Set Recharge Time 11 Superweapon 0 0 0 0 number
Sets the charge time of superweapon P2 to P7 frames
133 Yro.pngSuperweapon Reset Recharge Time 11 Superweapon 0 0 0 0  ?
Resets the charge time of superweapon P2 to normal value
134 Yro.pngSuperweapon Reset 0 SuperWeapon 0 0 0 0 A
Resets superweapon P2 as if a spy had gotten in
135 Yro.pngSet Preferred Target Cell 0 Waypoint 0 0 0 0 A
HOUSE will aim all future targetable superweapons at waypoint P2
136 Yro.pngClear Preferred Target Cell 0 0 0 0 0 0 A
HOUSE will target its superweapons normally
137 Yro.pngCenter Base Cell Set 0 Waypoint 0 0 0 0 A
HOUSE will assume this waypoint is the center of its base
138 Yro.pngCenter Base Cell Clear 0 0 0 0 0 0 A
HOUSE will recalculate the center of its base
139 Yro.pngBlackout Radar 0 number 0 0 0 0 A
Disables the radar screen of HOUSE for P2 frames
140 Yro.pngSet Defensive Target Cell 0 Waypoint 0 0 0 0 A
HOUSE will aim all Force Shields at waypoint P2
141 Yro.pngClear Defensive Target Cell 0 0 0 0 0 0 A
HOUSE will target its Force Shields normally
142 Yro.pngRetint Red 0 number 0 0 0 0 A
Retints the Red portion of the screen to P2 percent
143 Yro.pngRetint Green 0 number 0 0 0 0 A
Retints the Green portion of the to P2 percent
144 Yro.pngRetint Blue 0 number 0 0 0 0 A
Retints the Blue portion of the screen to P2 percent
145 Yro.pngJump camera home 0 0 0 0 0 0 A
Focuses the player's view on his Conyard/MCV.
Code 1 Action Parameter types
#1 (P1) #2 (P2) #3 (P3) #4 (P4) #5 (P5) #6 (P6) #7 (P7)