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Difference between revisions of "Events/RA"

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m (Corrected a little bit)
m (Corrected a little bit (don't kill me...))
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{| border=1 class="table_descrow"
 
{| border=1 class="table_descrow"
! Code {{Fnl|1}} || Event || Meaning
+
! rowspan=2 style="width: 5%" | Code {{Fnl|1}}  
 +
! rowspan=2 style="width: 20%;" | Event
 +
! rowspan=2 | Meaning
 +
! colspan=2 | Parameter types
 
|-
 
|-
| {{Tt|0}} || {{Tt|None}} || No Event - cannot be activated
+
! style="width: 10%;" | #1 (P1) {{Fnl|3}}
 +
! style="width: 10%;" | #2 (P2) {{Fnl|4}}
 
|-
 
|-
| {{Tt|1}} || {{Tt|Entered by}} || House ExP2{{Fnl|4}} enters attached building/celltag
+
| {{Tt|0}} || {{Tt|None}} || No Event - cannot be activated || - || -
 
|-
 
|-
| {{Tt|2}} || {{Tt|Spied by}} || House ExP2 sends a spy into attached building
+
| {{Tt|1}} || {{Tt|Entered by}} || House P2 enters attached building/celltag || - || House#
 
|-
 
|-
| {{Tt|3}} || {{Tt|Thieved by}} || Doesn't work
+
| {{Tt|2}} || {{Tt|Spied by}} || House P2 sends a spy into attached building || - || House#
 
|-
 
|-
| {{Tt|4}} || {{Tt|Discovered by player}} || House owning the attached object is discovered by the player
+
| {{Tt|3}} || {{Tt|Thieved by}} || Doesn't work || - || -
 
|-
 
|-
| {{Tt|5}} || {{Tt|House Discovered}} || House ExP2 is discovered by the player
+
| {{Tt|4}} || {{Tt|Discovered by player}} || House owning the attached object is discovered by the player || - || -
 
|-
 
|-
| {{Tt|6}} || {{Tt|Attacked by anybody}} || Attached object is attacked by anybody
+
| {{Tt|5}} || {{Tt|House Discovered}} || House P2 is discovered by the player || - || House#
 
|-
 
|-
| {{Tt|7}} || {{Tt|Destroyed by anybody}} || Attached object is destroyed by anybody
+
| {{Tt|6}} || {{Tt|Attacked by anybody}} || Attached object is attacked by anybody || - || -
 
|-
 
|-
| {{Tt|8}} || {{Tt|Any event}} || Any event
+
| {{Tt|7}} || {{Tt|Destroyed by anybody}} || Attached object is destroyed by anybody || - || -
 
|-
 
|-
| {{Tt|9}} || {{Tt|Destroyed, Units, All}} || All units of house ExP2 are destroyed (''does '''not''''' include civilian objects owned by ExP2)
+
| {{Tt|8}} || {{Tt|Any event}} || Any event || - || -
 
|-
 
|-
| {{Tt|10}} || {{Tt|Destroyed, Buildings, All}} || All buildings of house ExP2 are destroyed (''does '''not''''' include civilian objects owned by ExP2)
+
| {{Tt|9}} || {{Tt|Destroyed, Units, All}} || All units of house P2 are destroyed (''does '''not''''' include civilian objects owned by P2) || - || House#
 
|-
 
|-
| {{Tt|11}} || {{Tt|Destroyed, All}} || All objects of house ExP2 are destroyed (''does '''not''''' include civilian objects owned by ExP2)
+
| {{Tt|10}} || {{Tt|Destroyed, Buildings, All}} || All buildings of house P2 are destroyed (''does '''not''''' include civilian objects owned by P2) || - || -
 
|-
 
|-
| {{Tt|12}} || {{Tt|Credits exceed}} || HOUSE{{Fnl|2}} has at least ExP2 credits
+
| {{Tt|11}} || {{Tt|Destroyed, All}} || All objects of house P2 are destroyed (''does '''not''''' include civilian objects owned by P2) || - || -
 
|-
 
|-
| {{Tt|13}} || {{Tt|Elapsed time (1/10th min)}} || ExP2 / 10 minutes have passed in this mission
+
| {{Tt|12}} || {{Tt|Credits exceed}} || HOUSE{{Fnl|2}} has at least P2 credits || - || credits
 
|-
 
|-
| {{Tt|14}} || {{Tt|Mission timer expired}} || Mission timer expired
+
| {{Tt|13}} || {{Tt|Elapsed time}} || (P2/10) minutes have passed in this mission || - || time
 
|-
 
|-
| {{Tt|15}} || {{Tt|Destroyed, Buildings, #}} || Exactly ExP2 buildings owned by HOUSE have been destroyed (''does'' include civilian objects owned by ExP2)
+
| {{Tt|14}} || {{Tt|Mission timer expired}} || Mission timer expired || - || -
 
|-
 
|-
| {{Tt|16}} || {{Tt|Destroyed, Units, #}} || Exactly ExP2 units owned by HOUSE have been destroyed (''does'' include civilian objects owned by ExP2)
+
| {{Tt|15}} || {{Tt|Destroyed, Buildings, #}} || Exactly P2 buildings owned by HOUSE have been destroyed (''does'' include civilian objects owned by P2) || - || counter
 
|-
 
|-
| {{Tt|17}} || {{Tt|No factories left}} || HOUSE has no factories left ("factories" include only {{Tt|FACT, AFLD, BARR, TENT, WEAP}})
+
| {{Tt|16}} || {{Tt|Destroyed, Units, #}} || Exactly P2 units owned by HOUSE have been destroyed (''does'' include civilian objects owned by P2) || - || counter
 
|-
 
|-
| {{Tt|18}} || {{Tt|Civilians evacuated}} || Civilian objects owned by HOUSE have left the map (See {{TTL|CivEvac}} )
+
| {{Tt|17}} || {{Tt|No factories left}} || HOUSE has no factories left) || - || -
 
|-
 
|-
| {{Tt|19}} || {{Tt|Build building type}} || Building whose internal index{{Fnl|5}} is ExP2 is placed on the map
+
| {{Tt|18}} || {{Tt|Civilians evacuated}} || Civilian objects owned by HOUSE have left the map (See {{TTL|CivEvac}} ) || - || -
 
|-
 
|-
| {{Tt|20}} || {{Tt|Build unit type}} || Unit whose internal index is ExP2 is placed on the map
+
| {{Tt|19}} || {{Tt|Build building type}} || Building # P2 is placed on the map || - || Building#
 
|-
 
|-
| {{Tt|21}} || {{Tt|Build infantry type}} || Infantry whose internal index is ExP2 is placed on the map
+
| {{Tt|20}} || {{Tt|Build unit type}} || Unit whose internal index is P2 is placed on the map || - || Unit#
 
|-
 
|-
| {{Tt|22}} || {{Tt|Build aircraft type}} || Aircraft whose internal index is ExP2 is placed on the map
+
| {{Tt|21}} || {{Tt|Build infantry type}} || Infantry whose internal index is P2 is placed on the map || - || Infantry#
 
|-
 
|-
| {{Tt|23}} || {{Tt|Leaves map (team)}} || [[TeamTypes|TeamType]] with index ExP1{{Fnl|3}} leaves the map
+
| {{Tt|22}} || {{Tt|Build aircraft type}} || Aircraft whose internal index is P2 is placed on the map || - || Aircraft#
 
|-
 
|-
| {{Tt|24}} || {{Tt|Zone entry by}} || Attached celltrigger's zone entered by house ExP2
+
| {{Tt|23}} || {{Tt|Leaves map (team)}} || [[Maps/TeamTypes/TD|TeamType]] P1 leaves the map || TeamType# || -
 
|-
 
|-
| {{Tt|25}} || {{Tt|Crosses horizontal line}} || House ExP2 crosses the horizontal line of the attached celltag
+
| {{Tt|24}} || {{Tt|Zone entry by}} || Attached celltrigger's zone entered by house P2 || - || House#
 
|-
 
|-
| {{Tt|26}} || {{Tt|Crosses vertical line}} || House ExP2 crosses the vertical line of the attached celltag
+
| {{Tt|25}} || {{Tt|Crosses horizontal line}} || House P2 crosses the horizontal line of the attached celltag || - || House#
 
|-
 
|-
| {{Tt|27}} || {{Tt|Global is set}} || Global variable with index ExP2 is set
+
| {{Tt|26}} || {{Tt|Crosses vertical line}} || House P2 crosses the vertical line of the attached celltag || - || House#
 
|-
 
|-
| {{Tt|28}} || {{Tt|Global is clear}} || Global variable with index ExP2 is cleared
+
| {{Tt|27}} || {{Tt|Global is set}} || Global variable with index P2 is set || - || Global variable#
 
|-
 
|-
| {{Tt|29}} || {{Tt|Destroyed, Fakes, All}} || Doesn't work, fires immediately
+
| {{Tt|28}} || {{Tt|Global is clear}} || Global variable with index P2 is cleared || - || Global variable#
 
|-
 
|-
| {{Tt|30}} || {{Tt|Low power}} || House ExP2 is in a low power situation
+
| {{Tt|29}} || {{Tt|Destroyed, Fakes, All}} || Doesn't work, fires immediately || - || -
 
|-
 
|-
| {{Tt|31}} || {{Tt|All bridges destroyed}} || All destructable bridges destroyed
+
| {{Tt|30}} || {{Tt|Low power}} || House P2 is in a low power situation || - || House#
 
|-
 
|-
| {{Tt|32}} || {{Tt|Building exists}} || HOUSE owns a building with internal number ExP2
+
| {{Tt|31}} || {{Tt|Attached bridge destroyed}} || Attached bridge destroyed || - || -
 
+
|-
 +
| {{Tt|32}} || {{Tt|Building exists}} || HOUSE owns a building # P2 || - || Building#
 
|}
 
|}
  
Events took two parameters which defaulted to {{Tt|-1}}.
+
Events took two parameters which, when unused, had to be set to {{Tt|-1}}.
  
 
== Notes ==
 
== Notes ==
 +
 +
All parameters are unsigned integers, meaning all objects like structures, houses, etc. are referenced by their internal indexes. Those internal indexes are listed [[Internal Indexes/RA|here]].
  
 
{{Fn|1|This column specifies the code to be written in the Trigger's E1 or E2 slot.}}
 
{{Fn|1|This column specifies the code to be written in the Trigger's E1 or E2 slot.}}
Line 82: Line 89:
 
{{Fn|2|HOUSE in this document refers to the house owning the Trigger, labeled "HOUSE" in the [[Maps/Triggers#RA.2FCS.2FAM|Triggers]] page.}}
 
{{Fn|2|HOUSE in this document refers to the house owning the Trigger, labeled "HOUSE" in the [[Maps/Triggers#RA.2FCS.2FAM|Triggers]] page.}}
  
{{Fn|3|ExP1 in this document refers to the event's first parameter in the [[Maps/Triggers#RA.2FCS.2FAM|Triggers]]  page.}}
+
{{Fn|3|P1 in this document refers to the event's first parameter in the [[Maps/Triggers#RA.2FCS.2FAM|Triggers]]  page.}}
 
 
{{Fn|4|ExP2 in this document refers to the event's second parameter in the [[Maps/Triggers#RA.2FCS.2FAM|Triggers]]  page.}}
 
  
{{Fn|5|Internal indexes of RA objects are listed [[Internal Indexes/RA|here]].}}
+
{{Fn|4|P2 in this document refers to the event's second parameter in the [[Maps/Triggers#RA.2FCS.2FAM|Triggers]] page.}}

Revision as of 19:19, 13 September 2006

In RA, Events were still part of the [Triggers] section, but now Triggers could have up to two Events with up to two parameters each.

The following Events were available:

Code 1 Event Meaning Parameter types
#1 (P1) 3 #2 (P2) 4
0 None No Event - cannot be activated - -
1 Entered by House P2 enters attached building/celltag - House#
2 Spied by House P2 sends a spy into attached building - House#
3 Thieved by Doesn't work - -
4 Discovered by player House owning the attached object is discovered by the player - -
5 House Discovered House P2 is discovered by the player - House#
6 Attacked by anybody Attached object is attacked by anybody - -
7 Destroyed by anybody Attached object is destroyed by anybody - -
8 Any event Any event - -
9 Destroyed, Units, All All units of house P2 are destroyed (does not include civilian objects owned by P2) - House#
10 Destroyed, Buildings, All All buildings of house P2 are destroyed (does not include civilian objects owned by P2) - -
11 Destroyed, All All objects of house P2 are destroyed (does not include civilian objects owned by P2) - -
12 Credits exceed HOUSE2 has at least P2 credits - credits
13 Elapsed time (P2/10) minutes have passed in this mission - time
14 Mission timer expired Mission timer expired - -
15 Destroyed, Buildings, # Exactly P2 buildings owned by HOUSE have been destroyed (does include civilian objects owned by P2) - counter
16 Destroyed, Units, # Exactly P2 units owned by HOUSE have been destroyed (does include civilian objects owned by P2) - counter
17 No factories left HOUSE has no factories left) - -
18 Civilians evacuated Civilian objects owned by HOUSE have left the map (See Template:TTL ) - -
19 Build building type Building # P2 is placed on the map - Building#
20 Build unit type Unit whose internal index is P2 is placed on the map - Unit#
21 Build infantry type Infantry whose internal index is P2 is placed on the map - Infantry#
22 Build aircraft type Aircraft whose internal index is P2 is placed on the map - Aircraft#
23 Leaves map (team) TeamType P1 leaves the map TeamType# -
24 Zone entry by Attached celltrigger's zone entered by house P2 - House#
25 Crosses horizontal line House P2 crosses the horizontal line of the attached celltag - House#
26 Crosses vertical line House P2 crosses the vertical line of the attached celltag - House#
27 Global is set Global variable with index P2 is set - Global variable#
28 Global is clear Global variable with index P2 is cleared - Global variable#
29 Destroyed, Fakes, All Doesn't work, fires immediately - -
30 Low power House P2 is in a low power situation - House#
31 Attached bridge destroyed Attached bridge destroyed - -
32 Building exists HOUSE owns a building # P2 - Building#

Events took two parameters which, when unused, had to be set to -1.

Notes

All parameters are unsigned integers, meaning all objects like structures, houses, etc. are referenced by their internal indexes. Those internal indexes are listed here.

1 This column specifies the code to be written in the Trigger's E1 or E2 slot.

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

3 P1 in this document refers to the event's first parameter in the Triggers page.

4 P2 in this document refers to the event's second parameter in the Triggers page.