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Difference between revisions of "Events/TD"
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< Events
m (Swapped columns to make sense) |
m (Restyled (Ren, please don't hurt me :p )) |
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In TD, Events were a part of the [{{Tt|[[Maps/Triggers#TD.2FCO|Triggers]]}}] section, and the triggers could have only one event. The following Events were available: | In TD, Events were a part of the [{{Tt|[[Maps/Triggers#TD.2FCO|Triggers]]}}] section, and the triggers could have only one event. The following Events were available: | ||
+ | |||
{| border=1 class="table_descrow" | {| border=1 class="table_descrow" | ||
− | ! Code {{Fnl|1}} || | + | ! style="width: 10%" | Code {{Fnl|1}} |
+ | ! style="width: 10%;" | Action | ||
+ | ! Meaning | ||
+ | ! style="width: 15%;" | Parameter (P0) type {{Fnl|3}} | ||
|- | |- | ||
− | | {{Tt|None}} || {{Tt|None}} || No Event - cannot be activated | + | | {{Tt|None}} || {{Tt|None}} || No Event - cannot be activated || - |
|- | |- | ||
− | | {{Tt|Player Enters}} || {{Tt|Player Enters}} || Player enters attached celltag/captures attached building | + | | {{Tt|Player Enters}} || {{Tt|Player Enters}} || Player enters attached celltag/captures attached building || - |
|- | |- | ||
− | | {{Tt|Discovered}} || {{Tt|Discovered}} || Player reveals shroud covering this object | + | | {{Tt|Discovered}} || {{Tt|Discovered}} || Player reveals shroud covering this object || - |
|- | |- | ||
− | | {{Tt|Attacked}} || {{Tt|Attacked}} || Attached object gets attacked by any house | + | | {{Tt|Attacked}} || {{Tt|Attacked}} || Attached object gets attacked by any house || - |
|- | |- | ||
− | | {{Tt|Destroyed}} || {{Tt|Destroyed}} || Attached object is destroyed | + | | {{Tt|Destroyed}} || {{Tt|Destroyed}} || Attached object is destroyed || - |
|- | |- | ||
− | | {{Tt|Any}} || {{Tt|Any}} || Unknown | + | | {{Tt|Any}} || {{Tt|Any}} || Unknown || - |
|- | |- | ||
− | | {{Tt|House Discov.}} || {{Tt|House Discov.}} || HOUSE{{Fnl|2}} has been seen by the player | + | | {{Tt|House Discov.}} || {{Tt|House Discov.}} || HOUSE{{Fnl|2}} has been seen by the player || - |
|- | |- | ||
− | | {{Tt|Units Destr.}} || {{Tt|Units Destr.}} || All units of HOUSE are destroyed | + | | {{Tt|Units Destr.}} || {{Tt|Units Destr.}} || All units of HOUSE are destroyed || - |
|- | |- | ||
− | | {{Tt|Bldgs Destr.}} || {{Tt|Bldgs Destr.}} || All buildings of HOUSE are destroyed | + | | {{Tt|Bldgs Destr.}} || {{Tt|Bldgs Destr.}} || All buildings of HOUSE are destroyed || - |
|- | |- | ||
− | | {{Tt|All Destr.}} || {{Tt|All Destr.}} || All objects of HOUSE are destroyed | + | | {{Tt|All Destr.}} || {{Tt|All Destr.}} || All objects of HOUSE are destroyed || - |
|- | |- | ||
− | | {{Tt|Credits}} || {{Tt|Credits}} || Player has at least as many credits as | + | | {{Tt|Credits}} || {{Tt|Credits}} || Player has at least as many credits as P0 specifies || Credits |
|- | |- | ||
− | | {{Tt|Time}} || {{Tt|Time}} || The amount of time specified by | + | | {{Tt|Time}} || {{Tt|Time}} || The amount of time specified by P0 has passed since this mission started || time |
|- | |- | ||
− | | {{Tt|# Bldgs Dstr.}} || {{Tt|# Bldgs Dstr.}} || The amount of structures (owned by HOUSE) specified by | + | | {{Tt|# Bldgs Dstr.}} || {{Tt|# Bldgs Dstr.}} || The amount of structures (owned by HOUSE) specified by P0 have been destroyed || number |
|- | |- | ||
− | | {{Tt|# Units Dstr.}} || {{Tt|# Units Dstr.}} || The amount of units (owned by HOUSE) specified by | + | | {{Tt|# Units Dstr.}} || {{Tt|# Units Dstr.}} || The amount of units (owned by HOUSE) specified by P0 have been destroyed || number |
|- | |- | ||
− | | {{Tt|No Factories}} || {{Tt|No Factories}} || HOUSE doesn't have any Construction Yards/Barracks/Weapons Factories left | + | | {{Tt|No Factories}} || {{Tt|No Factories}} || HOUSE doesn't have any Construction Yards/Barracks/Weapons Factories left || - |
|- | |- | ||
− | | {{Tt|Civ. Evac.}} || {{Tt|Civ. Evac.}} || Civilians have been evacuated (See {{TTL|CivEvac}}) | + | | {{Tt|Civ. Evac.}} || {{Tt|Civ. Evac.}} || Civilians have been evacuated (See {{TTL|CivEvac}}) || - |
|- | |- | ||
− | | {{Tt|Built It}} || {{Tt|Built It}} || HOUSE built the structure | + | | {{Tt|Built It}} || {{Tt|Built It}} || HOUSE built the structure P0<br /> || Structure# |
|} | |} | ||
− | Events took one parameter, which | + | Events took one parameter, which, if unused, had to be set to {{Tt|0}}. |
== Notes == | == Notes == | ||
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{{Fn|2|HOUSE in this document refers to the house owning the Trigger, labeled "HOUSE" in the [[Maps/Triggers#TD.2FCO|Triggers]] page.}} | {{Fn|2|HOUSE in this document refers to the house owning the Trigger, labeled "HOUSE" in the [[Maps/Triggers#TD.2FCO|Triggers]] page.}} | ||
− | {{Fn|3| | + | {{Fn|3|P0 in this document refers to the parameter labeled "EVENT_PARAMETER" in the [[Maps/Triggers#TD.2FCO|Triggers]] page.}} |
Revision as of 19:11, 13 September 2006
In TD, Events were a part of the [Triggers] section, and the triggers could have only one event. The following Events were available:
Code 1 | Action | Meaning | Parameter (P0) type 3 |
---|---|---|---|
None | None | No Event - cannot be activated | - |
Player Enters | Player Enters | Player enters attached celltag/captures attached building | - |
Discovered | Discovered | Player reveals shroud covering this object | - |
Attacked | Attacked | Attached object gets attacked by any house | - |
Destroyed | Destroyed | Attached object is destroyed | - |
Any | Any | Unknown | - |
House Discov. | House Discov. | HOUSE2 has been seen by the player | - |
Units Destr. | Units Destr. | All units of HOUSE are destroyed | - |
Bldgs Destr. | Bldgs Destr. | All buildings of HOUSE are destroyed | - |
All Destr. | All Destr. | All objects of HOUSE are destroyed | - |
Credits | Credits | Player has at least as many credits as P0 specifies | Credits |
Time | Time | The amount of time specified by P0 has passed since this mission started | time |
# Bldgs Dstr. | # Bldgs Dstr. | The amount of structures (owned by HOUSE) specified by P0 have been destroyed | number |
# Units Dstr. | # Units Dstr. | The amount of units (owned by HOUSE) specified by P0 have been destroyed | number |
No Factories | No Factories | HOUSE doesn't have any Construction Yards/Barracks/Weapons Factories left | - |
Civ. Evac. | Civ. Evac. | Civilians have been evacuated (See Template:TTL) | - |
Built It | Built It | HOUSE built the structure P0 |
Structure# |
Events took one parameter, which, if unused, had to be set to 0.
Notes
1 ↑ This column specifies the code to be written in the Trigger's EVENT slot, including the trailing dot where appropriate.
2 ↑ HOUSE in this document refers to the house owning the Trigger, labeled "HOUSE" in the Triggers page.
3 ↑ P0 in this document refers to the parameter labeled "EVENT_PARAMETER" in the Triggers page.