Actions, obviously, let you do things. When the condition specified by an event is met, the action is carried out. A typical action looks like this;-
ID=N,A,0,n,0,0,0,0,W
ID=
Is the hexadecimal numbered string which is the unique identifier for this Action. For convention, it is wise to stick to this hex numbering system although this is not strictly necessary. NOTE: this ID should match the ID for the corresponding Event= and also the corresponding Trigger=. The associated Tag= (see later) is what strings the whole process together.
N
Is the number of actions to be performed. The game will expect this number of Actions followed by their parameters in the list.
0,n,0,0,0,0
These numbers contain the parameters for each Action - they mean different things for different actions and not all actions require any or all of these to be set. The 'n' (second) parameter is the most frequently used one. Here's an example of an Action entry;-
909209380=2,56,0,1,0,0,0,0,A,16,0,0,0,0,0,0,A
In the example you can see that we have 2 actions (number of actions to carry out is set to '2') and the parameters for each of those actions follows - the first action is 47,0,0,0,0,0,0,A and the second action is 11,0,22,0,0,0,0,A. Using the guide below, that line means that Local Variable number '1' will be set and the whole map will be revealed.
W
The waypoint parameter. This must be in the 'lettered' convention, and specifies the waypoint (cell) on the map where the action is to be carried out - only if applicable, as not all actions require a waypoint. See the [Waypoints] section (below) for more details.
A full list of available actions and a more detailed description of each follows. You will see from the events and now the actions how the game engine itself works - its simply a continuous process of testing for certain criteria then doing something when each condition is met.
TIP: during the detailed descriptions, you will find many references to RULES file entries and sections. These are mentioned since they can also be included in your map file to provide a further degree of customization to the map and gain more control over the actions themselves - refer to the RULES.INI Guide for more details.
0 = No Action - e.g. 0,0,0,0,0,0,A
This is a null action. It will do nothing and is equivalent to not having an action at all.
1 = Winner Of Game - e.g. 1,0,<house number>,0,0,0,0,A
The house specified by the second parameter instantly wins the game. The game will end immediately.
2 = Loser Of Game - e.g. 2,0,<house number>,0,0,0,0,A
The house specified by the second parameter instantly loses the game. The game will end immediately.
3 = Begin AI Auto Production - e.g. 3,0,<house number>,0,0,0,0,A
The computer controlled house specified by the second parameter will begin auto-production of units and structures. The game defaults to this behaviour in 'skirmish' mode.
4 = Create TeamType - e.g. 4,0,<TeamType ID>,0,0,0,0,A
Creates the TeamType specified by the second parameter with ownership passed to the house of this trigger. The team members are not automatically created - usually the TeamType is assembled from units already existing on the map.
5 = Destroy TeamType - e.g. 5,0,<TeamType ID>,0,0,0,0,A
Destroys all instances of the TeamType specified by the second parameter. The team members are 'dissolved' which means that they are left in their default mission and made available for recruitment into further teams.
6 = All Hunt - e.g. 6,0,<house number>,0,0,0,0,A
Forces all units of the house specified by the second parameter to adopt the 'hunt' mission (see the AI.INI Guide) - they will seek out and destroy their enemies in a suicide fashion.
7 = Reinforcement TeamType - e.g. 7,0,<TeamType ID>,0,0,0,0,A
Creates a reinforcement of the specified TeamType. The members of the team are instantly created by this action (there is no cost or time involved in the creation) and ownership is passed to the house of this trigger. The appearance of the TeamType is accompanied by the EVA_ReinforcementsHaveArrived voice (see the EVA.INI Guide).
8 = DropZone Flare - e.g. 8,0,0,0,0,0,0,N
Displays a drop zone flair at the waypoint specified and reveals the map around that waypoint. The animation is defined by the DropZoneAnim= statement in the [AudioVisual] section of the RULES file, and the radius (in cells) that is revealed is determined by the RevealTriggerRadius= statement in the [General] section.
9 = Fire Sale - e.g. 9,0,<house number>,0,0,0,0,A
Forces all buildings of the specified house to be sold (this will produce credits and infantry 'survivors'). Typically this is used in the final assault by the computer when the situation seems hopeless.
10 = Play Movie - e.g. 10,0,<movie number>,0,0,0,0,A
Displays the movie (full screen) specified by the second parameter. The game is paused while this occurs and resumes normally after it completes. The movie specified must be from the [Movies] list in ART.INI. See the Appendices for details of Available Movies.
11 = Display Text String - e.g. 11,0,<CSF entry>,0,0,0,0,A
Displays the text string specified from the .CSF file in the top left of the screen. This action uses two parameters from the [AudioVisual] section of the RULES file for the sound effects which accompany it - IncomingMessage= is used when the message first appears, and MessageCharTyped= is used as each letter of the string appears (a pseudo-typing effect is used to display the text).
12 = Destroy Trigger - e.g. 12,0,<Trigger ID>,0,0,0,0,A
Destroys all current instances of the trigger type specified. This does not prevent future instances of that trigger from being created.
13 = Start AutoCreate - e.g. 13,0,<house number>,0,0,0,0,A
Initiates the unit autocreate process for the house specified. This will cause the computer's house to build autocreate teams as it sees fit.
14 = Change House - e.g. 14,0,<house number>,0,0,0,0,A
Changes owning house to the one specified for attached objects.
15 = Allow Win - e.g. 15,0,0,0,0,0,0,A
Removes one 'blockage' from allowing the player to win. The blockage number is equal the number of triggers created that have this action.
16 = Reveal Map - e.g. 16,0,0,0,0,0,0,A
Reveals the whole map, removing shroud.
17 = Reveal Around Waypoint - e.g. 17,0,<waypoint number>,0,0,0,0,A
Reveals the map around the specified waypoint. The radius around the waypoint that gets revealed is controlled by the RevealTriggerRadius= statement in the [AudioVisual] section of the RULES file which is also used for action #101.
18 = Reveal Zone Of Waypoint - e.g. 18,0,<waypoint number>,0,0,0,0,A
Reveals all cells that share the same zone as the waypoint specified. This can yield some weird results - see event #24 for more details on what does and does not constitute a waypoint's zone which may help with troubleshooting this action.
19 = Play Sound Effect - e.g. 19,0,<sound effect name>,0,0,0,0,A
Plays the sound effect specified. The sound effect must be from the [SoundList] in the SOUND file. All players will hear the sound effect.
20 = Play Theme - e.g. 20,0,<theme name>,0,0,0,0,A
Plays the music theme specified. The theme must be from the [Themes] list in the THEME file. All players will hear the theme.
21 = Play Speech - e.g. 21,0,<speech name>,0,0,0,0,A
Plays the EVA speech specified. The speech must be from the [DialogList] list in the EVA file. All players will hear this, and the speech heard by each player will be appropriate to their side or ParentCountry=.
22 = Force Trigger - e.g. 22,0,<Trigger ID>,0,0,0,0,A
Forces all triggers of this specified type to spring regardless of what its event flags may indicate.
23 = Timer Start - e.g. 23,0,0,0,0,0,0,A
Starts the global mission timer. This is accompanied by the EVA_TimerStarted voice.
24 = Timer Stop - e.g. 24,0,0,0,0,0,0,A
Stops the global mission timer. This is accompanied by the EVA_TimerStopped voice.
25 = Timer Extend - e.g. 25,0,,0,0,0,0,A
Extends the global mission timer by the time specified.
26 = Timer Shorten - e.g. 26,0,<time>,0,0,0,0,A
Shortens the global mission timer by the time specified.
27 = Timer Set - e.g. 27,0,<time>,0,0,0,0,A
Sets the global mission timer to the value specified.
28 = Global Set - e.g. 28,0,<global variable number>,0,0,0,0,A
Sets the global variable specified (sets to '1'). Global variables are defined in the [VariableNames] section of the RULES file.
29 = Global Clear - e.g. 29,0,<global variable number>,0,0,0,0,A
Clears the global variable specified (sets to '0'). Global variables are defined in the [VariableNames] section of the RULES file.
30 = Toggle Auto Base Building - e.g. 30,0,0,0,0,0,0,A
Toggles the computer skirmish mode build control to either 'on' or 'off' state. When 'on' the computer takes over as if it were in skirmish mode. NOTE: make sure the computer has a Construction Yard.
31 = Grow Shroud - e.g. 31,0,0,0,0,0,0,A
Increases the shroud darkness by one step (cell).
32 = Destroy Attached Object - e.g. 32,0,0,0,0,0,0,A
Destroys any buildings, bridges or units that this trigger is attached to by its Tag=.
33 = Add 1-time Super Weapon - e.g. 33,0,<SuperWeaponType number>,0,0,0,0,A
Adds the Super Weapon specified by the second parameter to the trigger's house. This Super Weapon can only be used 'once only'.
34 = Add Super Weapon - e.g. 34,0,<SuperWeaponType number>,0,0,0,0,A
Adds the Super Weapon specified by the second parameter to the trigger's house.
35 = Set Preferred Target - e.g. 35,0,<target type>,0,0,0,0,A
Specifies what the trigger's house should use as its preferred target when using Super Weapon attacks.
36 = All Change House - e.g. 36,0,<house number>,0,0,0,0,A
All objects of the triggers house change ownership to specified house.
37 = Force Alliance - e.g. 37,0,<house number>,0,0,0,0,A
Causes this trigger's house to ally with the house specified. This is accompanied by the EVA_AllianceFormed and EVA_EnemyAllianceFormed speeches.
38 = Break Alliance - e.g. 38,0,<house number>,0,0,0,0,A
Causes this trigger's house to break alliance (declare war) with the house specified. This is accompanied by the EVA_AllianceBroken speech.
39 = Change Zoom Level - e.g. 39,0,<zoom level>,0,0,0,0,A
Changes the zoom out level of the player's radar map. Use '1' for normal view and '2' for zoomed out. The initial zoom factor is controlled by the ZoomInFactor= statement in the [AudioVisual] section of the RULES file.
40 = Resize Player View - e.g. 40,0,0,<x>,<y>,<w>,<h>,A
Resizes the players radar map and available battlefield view with top-right being redefined as x,y and width and height being redefined as specified by w,h. This is accompanied by the EVA_NewTerrainDiscovered voice and affects all players on the map.
41 = Play Animation At - e.g. 41,0,<animation number>,0,0,0,0,N
Plays the specified animation centred at the specified waypoint. The animation must be from the [Animations] list in the RULES file. See the Appendices for details of Available Animations.
42 = Warhead Explosion At - e.g. 42,0,<warhead number>,0,0,0,0,N
Creates an explosion at the specified waypoint using the specified warhead which must be from the [Warheads] list of the RULES file. See the Appendices for details of Available Warheads.
43 = Display VoxelAnim Type At Waypoint - e.g. 43,0,<VoxelAnim number>,0,0,0,0,N
Displays one repetition of the voxel animation specified by the second parameter at the Waypoint=. The voxel anim must be defined in the [VoxelAnims]section of the RULES file. See the Appendices for details of Available Voxel Animations.
44 = Start Weather Storm Light Effect - e.g. 44,0,<frames>,0,0,0,0,A
Starts a Weather Storm 'light' sequence to run for the specified number of game frames. The lighting is set to the values defined by the Ionxxxx= values in the [Lighting]section of the map file.
44 = Stop Weather Storm Light Effect - e.g. 45,0,0,0,0,0,0,A
Stops the Weather Storm 'light' sequence. The lighting is re-set to the standard values defined in the [Lighting]section of the map file.
46 = Lock input- e.g. 46,0,0,0,0,0,0,A
Disables user input. This has the effect of making the game ignore the keyboard and mouse controls.
47 = Unlock input - e.g. 47,0,0,0,0,0,0,A
Enables user input.
48 = Center Camera At Waypoint - e.g. 48,0,<waypoint number>,0,0,0,0,N
Moves the tactical view to the specified waypoint and centres the display.
49 = Zoom In - e.g. 49,0,0,0,0,0,0,A
Zooms the tactical map in. The factor of zooming is controlled by the ZoomInFactor= statement in the [AudioVisual] section of the RULES file and can be adjusted during the game with action #39. The zoom takes place at the current position of the 'camera'. Player control and input is locked while the map is zoomed in. There is a slight display problem with this in Red Alert 2 due to the presence of the Advanced Command Bar.
50 = Zoom Out - e.g. 50,0,0,0,0,0,0,A
Zooms the tactical map out. The factor of zooming is controlled by the ZoomInFactor= statement in the [AudioVisual] section of the RULES file and can be adjusted during the game with action #39. The zoom takes place at the current position of the 'camera'. You should only zoom out after first zooming in.
51 = Reshroud Map - e.g. 51,0,0,0,0,0,0,A
Reshrouds the entire map, negating the effect of any BuildingType with SpySat=yes set.
52=Change Spotlight Behavior - e.g. 52,0,<new behaviour parameter>,0,0,0,0,A
Changes the way a spotlight behaves. You should attach this trigger to a BuildingType that has HasSpotlight=true set. The behaviour can be set to '0' (no spotlight), '1' (sweep), '2' (circle) or '3' (follow). Refer to the Some Spotlight Controls section of the RULES.INI Guide for more details on spotlights.
53 = Enable Trigger - e.g. 53,0,<Trigger ID>,0,0,0,0,A
Enables the trigger specified. Note that triggers can be set to 'enabled' or 'disabled' when defined - see the [Triggers] section for more details.
54 = Disable Trigger - e.g. 54,0,<Trigger ID>,0,0,0,0,A
Enables the trigger specified. Note that triggers can be set to 'enabled' or 'disabled' when defined - see the [Triggers] section for more details.
55 = Create Radar Event - e.g. 55,0,<event type>,0,0,0,0,N
Creates a radar event at the specified waypoint, displaying the 'spinning square' effect on the players radar display. See the Controls For Radar Events section of the [General] section of the RULES.INI Guide for a list of available radar events and their effects as well as details of customizing the appearance of the 'spinning squares' for each one.
56 = Local Set - e.g. 56,0,<local variable number>,0,0,0,0,A
Sets the local flag specified setting it to 'on/set/true' (it is given a value of '1'). See the [VariableNames] section for more details on local and global variables.
57 = Local Clear - e.g. 57,0,<local variable number>,0,0,0,0,A
Clears the local variable specified setting it to 'off/clear/false' (it is given a value of '0'). See the [VariableNames] section for more details on local and global variables.
58 = Meteor Shower At - e.g. 58,0,<waypoint number>,0,0,0,0,N
Creates a meteor shower around the specified waypoint. The effect is created by displaying the animations defined by the [METLARGE] and [METSMALL] entries in the ART file around the specified waypoint so by editing those entries you can customize the effect.
59 = Reduce Ore At - e.g. 59,0,<waypoint number>,0,0,0,0,N
Reduces the amount of Ore around the specified waypoint if there is any there. This is the same effect as if it had been partially harvested.
60 = Sell Building - e.g. 60,0,0,0,0,0,0,A
Sells the BuildingType attached to this trigger with the resultant Credits= being passed to the owner of the trigger. The ratio of refunded credits is controlled by the RefundPercent= statement in the [General] section of the RULES file - see the RULES.INI Guide.
61 = Turn Off Building - e.g. 61,0,0,0,0,0,0,A
Turns off the building attached to this trigger. Works only if the building has a positive Power= value with Powered=yes and/or TogglePower=yes set.
62 = Turn On Building - e.g. 62,0,0,0,0,0,0,A
Turns on the building attached to this trigger. Works only if the building has a positive Power= value with Powered=yes and/or TogglePower=yes set.
63 = Apply 100 Damage At - e.g. 63,0,<waypoint number>,0,0,0,0,N
Applies 100 points of Damage= at the waypoint specified. The damage is attributed using the [HE] warhead defined in the RULES file.
64 = Light Flash (small) At - e.g. 64,0,<waypoint number>,0,0,0,0,A
Displays a small 'combat light' flash at the waypoint specified.
65 = Light Flash (medium) At - e.g. 65,0,<waypoint number>,0,0,0,0,A
Displays a medium 'combat light' flash at the waypoint specified.
66 = Light Flash (large) At - e.g. 66,0,<waypoint number>,0,0,0,0,A
Displays a large 'combat light' flash at the waypoint specified.
67 = Announce Player Win - e.g. 67,0,0,0,0,0,0,A
Announces that the player has won. This is accompanied by the EVA_MissionAccomplished speech.
68 = Announce Lose - e.g. 68,0,0,0,0,0,0,A
Announces that the player has lost. This is accompanied by the EVA_MissionFailed speech.
69 = Force End - e.g. 69,0,0,0,0,0,A
Forces end of scenario. This is accompanied by the EVA_BattleControlTerminated speech.
70 = Destroy Tag - e.g. 70,0,<Tag ID>,0,0,0,0,A
Destroys attached tag and all attached triggers.
71 = Set Ambient Step - e.g. 71,0,<AmbientChangeStep>,0,0,0,0,A
Sets ambient light fade step. The default value for all maps is defined by the AmbientChangeStep= statement in the [AudioVisual] section of the RULES file.
72 = Set Ambient Rate - e.g. 72,0,<AmbientChangeRate>,0,0,0,0,A
Sets ambient light fade rate. The default value for all maps is defined by the AmbientChangeRate= statement in the [AudioVisual] section of the RULES file.
73 = Set Ambient Light - e.g. 73,0,<Lighting Level value>,0,0,0,0,A
Fades ambient light to new lighting level. The initial value is specified by the Level= statement in the [Lighting] section of the map file.
74 = AI Triggers Start - e.g. 74,0,<house number>,0,0,0,0,A
Start AITriggerTypes use for specified house.
75 = AI Triggers Stop - e.g. 75,0,<house number>,0,0,0,0,A
Stop AITriggerTypes use for specified house.
76 = Ratio Of AITrigger Teams - e.g. 76,0,<percentage>,0,0,0,0,A
Specifies new percentage of AI AITriggerTypes created for teams. Set this to 100 to get the AI to use all objects for teams created by AI triggers, and 0 for all objects to be used randomly (random combination of AI triggers and other purposes). The initial percentage can be specified with the RatioAITriggerTeam= statement in the house's entry in the map file.
77 = Ratio Of Team Aircraft - e.g. 77,0,<percentage>,0,0,0,0,A
Specifies new percentage of AI AircraftTypes created for teams. Set this to 100 to get the AI to use all aircraft for teams created by AI triggers, and 0 for all aircraft to be used randomly (random combination of AI triggers and other purposes). The initial percentage can be specified with the RatioTeamAircraft= statement in the house's entry in the map file.
78 = Ratio Of Team Infantry - e.g. 78,0,<percentage>,0,0,0,0,A
Specifies new percentage of AI InfantryTypes created for teams. Set this to 100 to get the AI to use all infantry for teams created by AI triggers, and 0 for all infantry to be used randomly (random combination of AI triggers and other purposes). The initial percentage can be specified with the RatioTeamInfantry= statement in the house's entry in the map file.
79 = Ratio Of Team Units - e.g. 79,0,<percentage>,0,0,0,0,A
Specifies new percentage of AI VehicleTypes created for teams. Set this to 100 to get the AI to use all units for teams created by AI triggers, and 0 for all units to be used randomly (random combination of AI triggers and other purposes). The initial percentage can be specified with the RatioTeamUnits= statement in the house's entry in the map file.
80 = Reinforcement Team - e.g. 80,0,<TeamType ID>,0,0,0,0,N
Creates a reinforcement of the specified TeamType at the specified waypoint. The appearance of the TeamType is accompanied by the EVA_ReinforcementsHaveArrived voice (see the EVA.INI Guide).
81 = Wakeup Self - e.g. 81,0,0,0,0,0,0,A
Breaks attached object out of 'sleep' or 'harmless' mission and places it into 'area guard' mission.
82 = Wakeup Sleepers - e.g. 82,0,0,0,0,0,0,A
Breaks any units out of 'sleep' mission if they have been assigned to it.
83 = Wakeup All Harmless - e.g. 83,0,0,0,0,0,0,A
Breaks any units out of 'harmless' mission if they have been assigned to it.
84 = Wakeup Team - e.g. 84,0,<TeamType ID>,0,0,0,0,A
Wakes up all units of specified team if they are assigned to 'sleep' or 'harmless' missions.
85 = Vein Growth - e.g. 85,0,0,0,0,0,0,A
Control if veins grow or not. This toggles the current state of Vein growth, which is initially defined by the VeinGrowthEnabled= statement in the [Basic] section of the map file.
86 = Ore Growth - e.g. 86,0,0,0,0,0,0,A
Control if Ore grows or not. This toggles the current state of Ore growth, which is initially defined by the TiberiumGrowthEnabled= statement in the [Basic] section of the map file.
87 = Toggle Ice Growth- e.g. 87,0,0,0,0,0,0,A
Control if ice grows or not. This toggles the current state of ice growth, which is initially defined by the IceGrowthEnabled= statement in the [Basic] section of the map file.
88 = Display Particle At - e.g. 88,0,<Particle number>,0,0,0,0,N
Displays the specified [Particle] at the waypoint specified.
89 = Remove Particle Anim - e.g. 89,0,0,0,0,0,0,N
Deletes any [Particle] anims at the specified waypoint. Applies only to Persistent=yes types which would continue to exist unless otherwise instructed.
90 = Lightning Strike At - e.g. 90,0,<waypoint number>,0,0,0,0,N
Fires a single Lightning strike at the waypoint specified.
91 = Go Berzerk - e.g. 91,0,0,0,0,0,0,A
This will make any InfantryType with Cyborg=yes set (or any TeamType comprising of such units) attached to this action by a Tag= go berserk. This means their threat scan becomes indiscriminant and they will simply attack the nearest thing, friendly or not. Note that this is slightly different logic from the Chaos Drone effect in Yuri's Revenge as this is the residual logic from Tiberian Sun.
92 = Activate Firestorm Defense - e.g. 92,0,0,0,0,0,0,A
Turns on a house's Firestorm Defense. This is residual from Tiberian Sun and requires all of the relevant tags and logic re-defining in the RULES file for this to work, including addition of the relevant structures. See the various tags in the RULES.INI Guide for details. The Firestorm Walls must be on the map for this to activate.
93 = Deactivate Firestorm Defense - e.g. 93,0,0,0,0,0,A
Turns off a house's Firestorm Defense. This is residual from Tiberian Sun and requires all of the relevant tags and logic re-defining in the RULES file for this to work, including addition of the relevant structures. See the various tags in the RULES.INI Guide for details.
94 = Fire Ion Cannon At Waypoint - e.g. 94,0,0,0,0,0,0,N
Fires the Ion Cannon at the Waypoint= specified by the waypoint parameter - this works in Red Alert 2 as it did in Tiberian Sun although it cannot be made into a Super Weapon for player use and IONBEAM.SHP will need to be converted to the Red Alert 2 ANIM.PAL palette unless you change that animation with the IonBeam= statement in the RULES file. The warhead used and damage inflicted by the Ion Cannon are defined by the IonCannonWarhead= and IonCannonDamage= statements in the [CombatDamage] section of the RULES file.
95 = Nuke Strike - e.g. 95,0,<waypoint number>,0,0,0,0,N
Fires the Nuke at waypoint specified from nearest map edge.
96 = Missile strike - e.g. 96,0,<waypoint number>,0,0,0,0,N
This fires the weapon defined by the [ChemLauncher] entry in the RULES file at the waypoint specified. This remains residual from Tiberian Sun where it was used for the Chemical Missile.
97 = Toggle Train Cargo - e.g. 97,0,0,0,0,0,0,A
Toggles the state of cargo train dropping crate. This would initially be set to 'true' or 'false' with the TrainCrate= statement in the [Basic] section of the map file.
98 = Play Sound Effect (Random) - e.g. 98,0,<sound effect>,0,0,0,0,A
Plays sound effect at random waypoint. The sound must be from the [SoundList] in the SOUND file.
99 = Play Sound Effect At - e.g. 99,0,<sound effect>,0,0,0,0,N
Plays sound effect specified at waypoint specified. The sound must be from the [SoundList] in the SOUND file.
100 = Play Ingame Movie - e.g. 100,0,<movie number>,0,0,0,0,A
Displays the specified movie in the players radar screen - the player still has control of interface and units. This is accompanied by the EVA_IncomingTransmission speech, and the sounds defined by the MovieOn= and MovieOff= tags in the [AudioVisual] section of the RULES file are played before and after the movie respectively.
101 = Reshroud Map At - e.g. 101,0,<waypoint number>,0,0,0,0,N
Re-shrouds the map at waypoint specified. The radius around the waypoint that gets shrouded is controlled by the RevealTriggerRadius= statement in the [AudioVisual] section of the RULES file which is also used for action #17.
102 = Lightning Storm - e.g. 102,0,<waypoint number>,0,0,0,0,N
Initiates a Lightning Storm centred at specified waypoint.
103 = Set Timer Text - e.g. 103,0,<CSF entry>,0,0,0,0,A
Specifies the text label to display with global mission timer from the .CSF file.
104 = Flash Team - e.g. 104,0,<frames>,0,0,0,0,A
Flashes the team attached to this actions' tag for the specified number of frames. Use Tag= on the relevant TeamType entry to attach this trigger, event and action to it.
105 = Display Speech Bubble On Attached Object - e.g. 105,0,<speech bubble number>,0,0,0,0,A
Displays one of the 'speech bubbles' above the attached object, with the second parameter being the number of the speech bubble type. Note that the Tag= for this Action= must be placed on the object or TeamType= itself. See the Appendices for details of Available Speech Bubbles and consult the RULES.INI Guide for details of making this feature work.
106 = Set Tech Level - e.g. 106,0,<TechLevel>,0,0,0,0,A
Sets the owner of this trigger to the specified tech level. This can be used to accelerate or impede AITrigger production as the computer will presume it is at the new TechLevel rather than the one it has actually reached.
107 = Chrono Reinforcement - e.g. 107,0,<TeamType ID>,0,0,0,0,N
Teleport reinforcement team to special waypoint location. As with all Chronoshifting, there is an inherent delay after the team appears - this delay is specified by the ChronoReinfDelay= statement in the [General] section of the RULES file.
108 = Generate Specific Crate Powerup At Waypoint - e.g. 108,0,<crate number>,0,0,0,0,N
Generates a specific crate power up type specified by the second parameter at the waypoint specified by the waypoint parameter. See the Appendices for details of Available Crate Powerups.
109 = Iron Curtain At - e.g. 109,0,<waypoint number>,0,0,0,0,A
Fires the Iron Curtain at specified waypoint.
110 = Pause Game - e.g. 110,0,<time>,0,0,0,0,A
This will pause the game for the specified time (in seconds).
111 = Evict Occupiers - e.g. 111,0,0,0,0,0,0,A
Evicts Urban Combat occupants from the attached structure.
112 = Center (Jump) Camera To Waypoint - e.g. 112,0,<waypoint number>,0,0,0,0,A
Moves the tactical view to the specified waypoint instantly.
113 = House All Cheer - e.g. 113,0,<house number>,0,0,0,0,A
Makes all infantry from the House= number specified by the second parameter display their 'cheer' animation sequence if they are not engaged in another mission when the Trigger= is fired. The same effect as when you hit the Cheer key as defined in KEYBOARD.INI or by clicking the relevant button on the Advanced Command Bar.
114 = Set Sidebar Tab - e.g. 114,0,<tab number>,0,0,0,0,A
Forces the sidebar to the desired tab. Should take a value between 0 and 3 (indicating the tabs when read from left to right).
115 = Flash Cameo, - e.g. 115,0,<object type>,0,0,0,0,A
Flashes the cameo for this type for this long in frames.
116 = Force Stop Of Ambient Sound At Waypoint - e.g. 116,0,<waypoint number>,0,0,0,0,N
Forces the sound being played at the Waypoint= specified by both the second parameter and the waypoint parameter to stop playing.
117 = Play Ingame Movie - e.g. 117,0,<movie number>,0,0,0,0,A
Plays the movie number specified in the second parameter which must be from the [Movies] list in ART.INI. This action will pause the game, the player will have no control while the movie is playing. See the Appendices for details of Available Movies.
118 = Clear Smudges - e.g. 118,0,0,0,0,0,0,A
This will remove all smudges from the map, including any which were defined in the [Smudge] section as well as those which have been generated during the game. This applies to things like craters and burn marks.
119 = Destroy All Of - e.g. 119,0,<house number>,0,0,0,0,A
Destroys everything currently owned by the House= number specified by the second parameter.
120 = Destroy All Structures Of - e.g. 120,0,<house number>,0,0,0,0,A
Destroys all BuildingTypes currently owned by the House= number specified by the second parameter.
121 = Destroy All Land Units Of - e.g. 121,0,<house number>,0,0,0,0,A
Destroys all VehicleTypes which do not have Naval=yes set which are currently owned by the House= number specified by the second parameter.
122 = Destoy All Naval Units Of - e.g. 122,0,<house number>,0,0,0,0,A
Destroys all VehicleTypes which have Naval=yes set which are currently owned by the House= number specified by the second parameter.
123 = Mind Control Base Of - e.g. 123,0,<house number>,0,0,0,0,A
The owner of the Trigger= will Mind Control all BuildingTypes owned by the House= number specified by the second parameter.
124 = Restore Mind Controlled Base - e.g. 124,0,<house number>,0,0,0,0,A
The owner of the Trigger= will give all Mind Controlled BuildingTypes back to the House= number specified by the second parameter.
125 = Create BuildingType At Waypoint - e.g. 125,0,<BuildingType number>,0,0,0,0,N
The owner of the Trigger= will gain the BuildingType specified by the second parameter at the Waypoint= specified. Any OverlayTypes present within the Foundation= of the BuildingType will be cleared, and any units in that space will be lost.
126 = Restore Starting Tech Of - e.g. 126,0,<house number>,0,0,0,0,A
All objects that the House= specified by the second parameter had at the start of the game will be recreated. All OverlayTypes will be cleared and any units will be lost.
127 = Chrono Screen Effect For - e.g. 127,0,<frames>,0,0,0,0,A
Does the 'time warp' screen effect for the number of frames specified by the second parameter (40 is a good number to use). NOTE: although valid this does not appear to work in Red Alert 2, although it does work fine in Yuri's Revenge. The sounds made by the effect are specified in the [AudioVisual] section of RULESMD.INI by the LetsDoTheTimeWarpOutAgain= and LetsDoTheTimeWarpInAgain= statements.
128 = Teleport All To - e.g. 128,0,0,0,0,0,0,N
All units owned by the house which owns the associated trigger will teleport to the waypoint specified by the waypoint parameter.
129 = Set Super Weapon Charge - e.g. 129,<SuperWeaponType number>,<charge%>,0,0,0,0,A
The owner of this trigger will have the Super Weapon number specified by the first parameter charged to the percentage specified by the second parameter (integer between 0 and 100 inclusive) if they have the Super Weapon. See the Appendices for details of Available Super Weapons.
130 = Restore Starting BuildingTypes - e.g. 130,0,<house number>,0,0,0,0,A (Yuri's Revenge Only)
All BuildingTypes that the house specified by the second parameter had at the start of the game will be healed or recreated. This action will remove units and erase overlays.
131 = Flash All BuildingTypes - e.g. 131,0,<frames>,0,0,0,0,A (Yuri's Revenge Only)
All BuildingTypes that the house owning this trigger has will flash for the number of frames specified by the second parameter.
132 = Set Super Weapon Recharge Time - e.g. 132,<SuperWeaponType number>,<time>,0,0,0,0,A (Yuri's Revenge Only)
The owner of this trigger will have the RechargeTime= of the Super Weapon number specified by the first parameter set to the time specified by the second parameter (in minutes) if they have the Super Weapon, the next time it is fired or reset. See the Appendices for details of Available Super Weapons.
133 = Reset Super Weapon Recharge Time - e.g. 133,0,<SuperWeaponType number>,0,0,0,0,A (Yuri's Revenge Only)
The owner of this trigger will have the RechargeTime= of the Super Weapon number specified by the second parameter reset to its default as defined in its RULES file entry. See the Appendices for details of Available Super Weapons.
134 = Reset Super Weapon Charging - e.g. 134,0,<SuperWeaponType number>,0,0,0,0,A (Yuri's Revenge Only)
The owner of this trigger will have the charging of the Super Weapon number specified by the second parameter reset. This is the same effect as infiltrating the Super Weapon structure with a Spy. See the Appendices for details of Available Super Weapons.
135 = Set Preferred Super Weapon Target - e.g. 135,0,0,0,0,0,0,N (Yuri's Revenge Only)
The owner of this trigger will fire all 'targetable' Super Weapons at the waypoint specified. This action forces an over-ride to the AIIonCannonx= statements in the Computer and Movement Controls part of the [General] section of RULESMD.INI. Applies only to AI controlled armies and does not affect Super Weapons with Type=ForceShield set.
136 = Clear Preferred Super Weapon Target - e.g. 136,0,0,0,0,0,0,A (Yuri's Revenge Only)
The owner of this trigger will revert to firing all 'targetable' Super Weapons as normal, thus determining its intended target with the AIIonCannonx= statements in the Computer and Movement Controls part of the [General] section of RULESMD.INI. Applies only to AI controlled armies and does not affect Super Weapons with Type=ForceShield set.
137 = Set Center Base Cell - e.g. 137,0,0,0,0,0,0,N (Yuri's Revenge Only)
The owner of this trigger will consider the waypoint specified as being the center of their base. Applies only to AI controlled armies - when controlled by the AI, an army uses the center of its base to calculate placement of defenses.
138 = Reset Center Base Cell - e.g. 138,0,0,0,0,0,0,A (Yuri's Revenge Only)
The owner of this trigger will revert to calculating the center of its base as normal. Applies only to AI controlled armies.
139 = Blackout Radar - e.g. 139,0,<frames>,0,0,0,0,A (Yuri's Revenge Only)
The owner of this trigger will have their radar screen 'blacked out' for the number of frames specified by the second parameter - the same effect as if it had been infiltrated by a Spy.
140 = Set Preferred Defensive Target - e.g. 140,0,0,0,0,0,0,N (Yuri's Revenge Only)
The owner of this trigger will in future fire Super Weapons with Type=ForceShield set at the waypoint specified.
141 = Clear Preferred Defensive Target - e.g. 141,0,0,0,0,0,0,A (Yuri's Revenge Only)
The owner of this trigger will revert to firing Super Weapons with Type=ForceShield set normally.
142 = Red Retint Value - e.g. 142,0,<retint value>,0,0,0,0,A (Yuri's Revenge Only)
The current Red= level as originally set in the [Lighting] section is instantly retinted to the value specified.
143 = Green Retint Value - e.g. 143,0,<retint value>,0,0,0,0,A (Yuri's Revenge Only)
The current Green= level as originally set in the [Lighting] section is instantly retinted to the value specified.
144 = Blue Retint Value - e.g. 144,0,<retint value>,0,0,0,0,A (Yuri's Revenge Only)
The current Blue= level as originally set in the [Lighting] section is instantly retinted to the value specified.
145 = Jump Camera To Home Cell - e.g. 145,0,0,0,0,0,0,A (Yuri's Revenge Only)
The camera view is centred on the home cell. Normally, the is the cell to which your view is taken when you hit the 'Center Base' key as defined in the KEYBOARDMD.INI file, or the one specified by the HomeCell= statement in the map file's [