Events/TD: Difference between revisions
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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 == | ||
| Line 46: | Line 50: | ||
{{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.