Events/RA: Difference between revisions
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The following Events were available: | The following Events were available: | ||
{| border=1 class="table_descrow" | {| style="width: 95%;" border=1 class="table_descrow" | ||
! Code {{Fnl|1}} || | |- style="background: #ddd; border: 1px solid #000; border-width: 1px 0;" | ||
! style="width: 5em;" rowspan=2 | Code {{Fnl|1}} | |||
! rowspan=2 | Event | |||
! style="text-align: center;" style="border-bottom: 1px solid #000;" colspan=2 | Parameter types | |||
|- style="background: #ddd; border: 1px solid #000; border-width: 1px 0;" | |||
! style="width: 6em; text-align: center;" | #1 (P1) | |||
! style="width: 6em; text-align: center;" | #2 (P2) | |||
|- | |- | ||
| {{Tt|0}} || {{Tt|None}} || | | {{Tt|0}} || {{Tt|None}} | ||
| style="text-align: center;" | -1 | |||
| style="text-align: center;" | -1 | |||
|- | |- | ||
| | | style="border-bottom: 1px solid #000;" colspan=4 | No Event - cannot be activated | ||
|- | |- | ||
| {{Tt| | | {{Tt|1}} || {{Tt|Entered by}} | ||
| style="text-align: center;" | -1 | |||
| style="text-align: center;" | House# | |||
|- | |- | ||
| | | style="border-bottom: 1px solid #000;" colspan=4 | House P2 enters attached building/celltag | ||
|- | |- | ||
| {{Tt| | | {{Tt|2}} || {{Tt|Spied by}} | ||
| style="text-align: center;" | -1 | |||
| style="text-align: center;" | House# | |||
|- | |- | ||
| | | style="border-bottom: 1px solid #000;" colspan=4 | House P2 sends a spy into attached building | ||
|- | |- | ||
| {{Tt| | | {{Tt|3}} || {{Tt|Thieved by}} | ||
| style="text-align: center;" | -1 | |||
| style="text-align: center;" | -1 | |||
|- | |- | ||
| | | style="border-bottom: 1px solid #000;" colspan=4 | Doesn't work | ||
|- | |- | ||
| {{Tt| | | {{Tt|4}} || {{Tt|Discovered by player}} | ||
| style="text-align: center;" | -1 | |||
| style="text-align: center;" | -1 | |||
|- | |- | ||
| | | style="border-bottom: 1px solid #000;" colspan=4 | House owning the attached object is discovered by the player | ||
|- | |- | ||
| {{Tt| | | {{Tt|5}} || {{Tt|House Discovered}} | ||
| style="text-align: center;" | -1 | |||
| style="text-align: center;" | House# | |||
|- | |- | ||
| | | style="border-bottom: 1px solid #000;" colspan=4 | House P2 is discovered by the player | ||
|- | |- | ||
| {{Tt| | | {{Tt|6}} || {{Tt|Attacked by anybody}} | ||
| style="text-align: center;" | -1 | |||
| style="text-align: center;" | -1 | |||
|- | |- | ||
| | | style="border-bottom: 1px solid #000;" colspan=4 | Attached object is attacked by anybody | ||
|- | |- | ||
| {{Tt| | | {{Tt|7}} || {{Tt|Destroyed by anybody}} | ||
| style="text-align: center;" | -1 | |||
| style="text-align: center;" | -1 | |||
|- | |- | ||
| | | style="border-bottom: 1px solid #000;" colspan=4 | Attached object is destroyed by anybody | ||
|- | |- | ||
| {{Tt| | | {{Tt|8}} || {{Tt|Any event}} | ||
| style="text-align: center;" | -1 | |||
| style="text-align: center;" | -1 | |||
|- | |- | ||
| | | style="border-bottom: 1px solid #000;" colspan=4 | Any event | ||
|- | |- | ||
| {{Tt| | | {{Tt|9}} || {{Tt|Destroyed, Units, All}} | ||
| style="text-align: center;" | -1 | |||
| style="text-align: center;" | House# | |||
|- | |- | ||
| | | style="border-bottom: 1px solid #000;" colspan=4 | All units of house P2 are destroyed (''does '''not''''' include civilian objects) | ||
|- | |- | ||
| {{Tt| | | {{Tt|10}} || {{Tt|Destroyed, Buildings, All}} | ||
| style="text-align: center;" | -1 | |||
| style="text-align: center;" | House# | |||
|- | |- | ||
| | | style="border-bottom: 1px solid #000;" colspan=4 | All buildings of house P2 are destroyed (''does '''not''''' include civilian objects) | ||
|- | |- | ||
| {{Tt| | | {{Tt|11}} || {{Tt|Destroyed, All}} | ||
| style="text-align: center;" | -1 | |||
| style="text-align: center;" | House# | |||
|- | |- | ||
| | | style="border-bottom: 1px solid #000;" colspan=4 | All objects of house P2 are destroyed (''does '''not''''' include civilian objects) | ||
|- | |- | ||
| {{Tt| | | {{Tt|12}} || {{Tt|Credits exceed}} | ||
| style="text-align: center;" | -1 | |||
| style="text-align: center;" | credits | |||
|- | |- | ||
| | | style="border-bottom: 1px solid #000;" colspan=4 | HOUSE{{Fnl|2}} has at least P2 credits | ||
|- | |- | ||
| {{Tt| | | {{Tt|13}} || {{Tt|Elapsed time}} | ||
| style="text-align: center;" | -1 | |||
| style="text-align: center;" | time | |||
|- | |- | ||
| | | style="border-bottom: 1px solid #000;" colspan=4 | (P2/10) minutes have passed in this mission | ||
|- | |- | ||
| {{Tt| | | {{Tt|14}} || {{Tt|Mission timer expired}} | ||
| style="text-align: center;" | -1 | |||
| style="text-align: center;" | -1 | |||
|- | |- | ||
| | | style="border-bottom: 1px solid #000;" colspan=4 | Mission timer expired | ||
|- | |- | ||
| {{Tt| | | {{Tt|15}} || {{Tt|Destroyed, Buildings, #}} | ||
| style="text-align: center;" | -1 | |||
| style="text-align: center;" | counter | |||
|- | |- | ||
| {{ | | style="border-bottom: 1px solid #000;" colspan=4 | Exactly P2 buildings owned by HOUSE have been destroyed (''does'' include civilian objects) | ||
|- style="background: #ddd; border: 1px solid #000; border-width: 1px 0;" | |||
! style="width: 5em;" rowspan=2 | Code {{Fnl|1}} | |||
! rowspan=2 | Event | |||
! style="text-align: center;" style="border-bottom: 1px solid #000;" colspan=2 | Parameter types | |||
|- style="background: #ddd; border: 1px solid #000; border-width: 1px 0;" | |||
! style="width: 6em; text-align: center;" | #1 (P1) | |||
! style="width: 6em; text-align: center;" | #2 (P2) | |||
|- | |- | ||
| {{Tt|32}} || {{Tt|Building exists}} || HOUSE owns a building | | {{Tt|16}} || {{Tt|Destroyed, Units, #}} | ||
| style="text-align: center;" | -1 | |||
| style="text-align: center;" | counter | |||
|- | |||
| style="border-bottom: 1px solid #000;" colspan=4 | Exactly P2 units owned by HOUSE have been destroyed (''does'' include civilian objects) | |||
|- | |||
| {{Tt|17}} || {{Tt|No factories left}} | |||
| style="text-align: center;" | -1 | |||
| style="text-align: center;" | -1 | |||
|- | |||
| style="border-bottom: 1px solid #000;" colspan=4 | HOUSE has no factories left) | |||
|- | |||
| {{Tt|18}} || {{Tt|Civilians evacuated}} | |||
| style="text-align: center;" | -1 | |||
| style="text-align: center;" | -1 | |||
|- | |||
| style="border-bottom: 1px solid #000;" colspan=4 | Civilian objects owned by HOUSE have left the map (See {{f|CivEvac|link}} ) | |||
|- | |||
| {{Tt|19}} || {{Tt|Build building type}} | |||
| style="text-align: center;" | -1 | |||
| style="text-align: center;" | Building# | |||
|- | |||
| style="border-bottom: 1px solid #000;" colspan=4 | Building # P2 is placed on the map | |||
|- | |||
| {{Tt|20}} || {{Tt|Build unit type}} | |||
| style="text-align: center;" | -1 | |||
| style="text-align: center;" | Unit# | |||
|- | |||
| style="border-bottom: 1px solid #000;" colspan=4 | Unit whose internal index is P2 is placed on the map | |||
|- | |||
| {{Tt|21}} || {{Tt|Build infantry type}} | |||
| style="text-align: center;" | -1 | |||
| style="text-align: center;" | Infantry# | |||
|- | |||
| style="border-bottom: 1px solid #000;" colspan=4 | Infantry whose internal index is P2 is placed on the map | |||
|- | |||
| {{Tt|22}} || {{Tt|Build aircraft type}} | |||
| style="text-align: center;" | -1 | |||
| style="text-align: center;" | Aircraft# | |||
|- | |||
| style="border-bottom: 1px solid #000;" colspan=4 | Aircraft whose internal index is P2 is placed on the map | |||
|- | |||
| {{Tt|23}} || {{Tt|Leaves map (team)}} | |||
| style="text-align: center;" | TeamType# | |||
| style="text-align: center;" | -1 | |||
|- | |||
| style="border-bottom: 1px solid #000;" colspan=4 | TeamType P1 leaves the map | |||
|- | |||
| {{Tt|24}} || {{Tt|Zone entry by}} | |||
| style="text-align: center;" | -1 | |||
| style="text-align: center;" | House# | |||
|- | |||
| style="border-bottom: 1px solid #000;" colspan=4 | Attached celltrigger's zone entered by house P2 | |||
|- | |||
| {{Tt|25}} || {{Tt|Crosses horizontal line}} | |||
| style="text-align: center;" | -1 | |||
| style="text-align: center;" | House# | |||
|- | |||
| style="border-bottom: 1px solid #000;" colspan=4 | House P2 crosses the horizontal line of the attached celltag | |||
|- | |||
| {{Tt|26}} || {{Tt|Crosses vertical line}} | |||
| style="text-align: center;" | -1 | |||
| style="text-align: center;" | House# | |||
|- | |||
| style="border-bottom: 1px solid #000;" colspan=4 | House P2 crosses the vertical line of the attached celltag | |||
|- | |||
| {{Tt|27}} || {{Tt|Global is set}} | |||
| style="text-align: center;" | -1 | |||
| style="text-align: center;" | Global# | |||
|- | |||
| style="border-bottom: 1px solid #000;" colspan=4 | Global variable with index P2 is set | |||
|- | |||
| {{Tt|28}} || {{Tt|Global is clear}} | |||
| style="text-align: center;" | -1 | |||
| style="text-align: center;" | Global# | |||
|- | |||
| style="border-bottom: 1px solid #000;" colspan=4 | Global variable with index P2 is cleared | |||
|- | |||
| {{Tt|29}} || {{Tt|Destroyed, Fakes, All}} | |||
| style="text-align: center;" | -1 | |||
| style="text-align: center;" | -1 | |||
|- | |||
| style="border-bottom: 1px solid #000;" colspan=4 | Doesn't work, fires immediately | |||
|- | |||
| {{Tt|30}} || {{Tt|Low power}} | |||
| style="text-align: center;" | -1 | |||
| style="text-align: center;" | House# | |||
|- | |||
| style="border-bottom: 1px solid #000;" colspan=4 | House P2 is in a low power situation | |||
|- | |||
| {{Tt|31}} || {{Tt|Attached bridge destroyed}} | |||
| style="text-align: center;" | -1 | |||
| style="text-align: center;" | -1 | |||
|- | |||
| style="border-bottom: 1px solid #000;" colspan=4 | Attached bridge destroyed | |||
|- | |||
| {{Tt|32}} || {{Tt|Building exists}} | |||
| style="text-align: center;" | -1 | |||
| style="text-align: center;" | Building# | |||
|- | |||
| style="border-bottom: 1px solid #000;" colspan=4 | HOUSE owns a building # P2 | |||
|- style="background: #ddd; border: 1px solid #000; border-width: 1px 0;" | |||
! style="width: 5em;" rowspan=2 | Code {{Fnl|1}} | |||
! rowspan=2 | Event | |||
! style="text-align: center;" style="border-bottom: 1px solid #000;" colspan=2 | Parameter types | |||
|- style="background: #ddd; border: 1px solid #000; border-width: 1px 0;" | |||
! style="width: 6em; text-align: center;" | #1 (P1) | |||
! style="width: 6em; text-align: center;" | #2 (P2) | |||
|} | |} | ||
Events took two parameters which | 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 235: | ||
{{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| | {{Fn|3|P1 in this document refers to the event's first parameter in the [[Maps/Triggers#RA.2FCS.2FAM|Triggers]] page.}} | ||
{{Fn| | {{Fn|4|P2 in this document refers to the event's second parameter in the [[Maps/Triggers#RA.2FCS.2FAM|Triggers]] page.}} | ||
[[Category:Map_Information]] | |||
Latest revision as of 21:41, 31 March 2025
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 | Parameter types | |
|---|---|---|---|
| #1 (P1) | #2 (P2) | ||
| 0 | None | -1 | -1 |
| No Event - cannot be activated | |||
| 1 | Entered by | -1 | House# |
| House P2 enters attached building/celltag | |||
| 2 | Spied by | -1 | House# |
| House P2 sends a spy into attached building | |||
| 3 | Thieved by | -1 | -1 |
| Doesn't work | |||
| 4 | Discovered by player | -1 | -1 |
| House owning the attached object is discovered by the player | |||
| 5 | House Discovered | -1 | House# |
| House P2 is discovered by the player | |||
| 6 | Attacked by anybody | -1 | -1 |
| Attached object is attacked by anybody | |||
| 7 | Destroyed by anybody | -1 | -1 |
| Attached object is destroyed by anybody | |||
| 8 | Any event | -1 | -1 |
| Any event | |||
| 9 | Destroyed, Units, All | -1 | House# |
| All units of house P2 are destroyed (does not include civilian objects) | |||
| 10 | Destroyed, Buildings, All | -1 | House# |
| All buildings of house P2 are destroyed (does not include civilian objects) | |||
| 11 | Destroyed, All | -1 | House# |
| All objects of house P2 are destroyed (does not include civilian objects) | |||
| 12 | Credits exceed | -1 | credits |
| HOUSE2 has at least P2 credits | |||
| 13 | Elapsed time | -1 | time |
| (P2/10) minutes have passed in this mission | |||
| 14 | Mission timer expired | -1 | -1 |
| Mission timer expired | |||
| 15 | Destroyed, Buildings, # | -1 | counter |
| Exactly P2 buildings owned by HOUSE have been destroyed (does include civilian objects) | |||
| Code 1 | Event | Parameter types | |
| #1 (P1) | #2 (P2) | ||
| 16 | Destroyed, Units, # | -1 | counter |
| Exactly P2 units owned by HOUSE have been destroyed (does include civilian objects) | |||
| 17 | No factories left | -1 | -1 |
| HOUSE has no factories left) | |||
| 18 | Civilians evacuated | -1 | -1 |
| Civilian objects owned by HOUSE have left the map (See CivEvac ) | |||
| 19 | Build building type | -1 | Building# |
| Building # P2 is placed on the map | |||
| 20 | Build unit type | -1 | Unit# |
| Unit whose internal index is P2 is placed on the map | |||
| 21 | Build infantry type | -1 | Infantry# |
| Infantry whose internal index is P2 is placed on the map | |||
| 22 | Build aircraft type | -1 | Aircraft# |
| Aircraft whose internal index is P2 is placed on the map | |||
| 23 | Leaves map (team) | TeamType# | -1 |
| TeamType P1 leaves the map | |||
| 24 | Zone entry by | -1 | House# |
| Attached celltrigger's zone entered by house P2 | |||
| 25 | Crosses horizontal line | -1 | House# |
| House P2 crosses the horizontal line of the attached celltag | |||
| 26 | Crosses vertical line | -1 | House# |
| House P2 crosses the vertical line of the attached celltag | |||
| 27 | Global is set | -1 | Global# |
| Global variable with index P2 is set | |||
| 28 | Global is clear | -1 | Global# |
| Global variable with index P2 is cleared | |||
| 29 | Destroyed, Fakes, All | -1 | -1 |
| Doesn't work, fires immediately | |||
| 30 | Low power | -1 | House# |
| House P2 is in a low power situation | |||
| 31 | Attached bridge destroyed | -1 | -1 |
| Attached bridge destroyed | |||
| 32 | Building exists | -1 | Building# |
| HOUSE owns a building # P2 | |||
| Code 1 | Event | Parameter types | |
| #1 (P1) | #2 (P2) | ||
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.