Events/TSFS: Difference between revisions
en>Crimsonum No edit summary |
en>Crimsonum Added some links and fixed a few descriptions. |
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| Line 18: | Line 18: | ||
| style="text-align: center;" | 0 | | style="text-align: center;" | 0 | ||
|- | |- | ||
| colspan=4 | No Event - cannot be activated | | colspan=4 | No Event - cannot be activated. | ||
|- | |- | ||
| rowspan=2 | {{Tt|1}} | | rowspan=2 | {{Tt|1}} | ||
| Line 25: | Line 25: | ||
| style="text-align: center;" | House# | | style="text-align: center;" | House# | ||
|- | |- | ||
| colspan=4 | | | colspan=4 | Any unit belonging to [[house]] P2 enters attached [[BuildingTypes|building]]/[[CellTags|celltag]]. | ||
|- | |- | ||
| rowspan=2 | {{Tt|2}} | | rowspan=2 | {{Tt|2}} | ||
| {{Tt|Spied | | {{Tt|Spied Upon}} | ||
| style="text-align: center;" | 0 | |||
| style="text-align: center;" | 0 | | style="text-align: center;" | 0 | ||
|- | |- | ||
| colspan=4 | | | colspan=4 | A spy has entered the attached building. | ||
|- | |- | ||
| rowspan=2 | {{Tt|3}} | | rowspan=2 | {{Tt|3}} | ||
| Line 39: | Line 39: | ||
| style="text-align: center;" | 0 | | style="text-align: center;" | 0 | ||
|- | |- | ||
| colspan=4 | | | colspan=4 | Obsolete. Presumably intended to trigger when an infantry with {{f|Thief|yes|link}} infiltrates the attached [[refinery]] or [[Storage|silo]]. | ||
|- | |- | ||
| rowspan=2 | {{Tt|4}} | | rowspan=2 | {{Tt|4}} | ||
| Line 46: | Line 46: | ||
| style="text-align: center;" | 0 | | style="text-align: center;" | 0 | ||
|- | |- | ||
| colspan=4 | The attached object is discovered by the player | | colspan=4 | The attached object is discovered by the player. | ||
|- | |- | ||
| rowspan=2 | {{Tt|5}} | | rowspan=2 | {{Tt|5}} | ||
| Line 53: | Line 53: | ||
| style="text-align: center;" | House# | | style="text-align: center;" | House# | ||
|- | |- | ||
| colspan=4 | | | colspan=4 | Any object belonging to house P2 is discovered by the player. | ||
|- | |- | ||
| rowspan=2 | {{Tt|6}} | | rowspan=2 | {{Tt|6}} | ||
| Line 74: | Line 74: | ||
| style="text-align: center;" | 0 | | style="text-align: center;" | 0 | ||
|- | |- | ||
| colspan=4 | | | colspan=4 | No condition, triggers immediately. | ||
|- | |- | ||
| rowspan=2 | {{Tt|9}} | | rowspan=2 | {{Tt|9}} | ||
| Line 81: | Line 81: | ||
| style="text-align: center;" | House# | | style="text-align: center;" | House# | ||
|- | |- | ||
| colspan=4 | All units of house P2 are destroyed (''does '''not''''' include civilian objects) | | colspan=4 | All [[UnitTypes|units]] of house P2 are destroyed (''does '''not''''' include civilian objects). | ||
|- | |- | ||
| rowspan=2 | {{Tt|10}} | | rowspan=2 | {{Tt|10}} | ||
| Line 88: | Line 88: | ||
| style="text-align: center;" | House# | | style="text-align: center;" | House# | ||
|- | |- | ||
| colspan=4 | All buildings of house P2 are destroyed (''does '''not''''' include civilian objects) | | colspan=4 | All buildings of house P2 are destroyed (''does '''not''''' include civilian objects). | ||
|- | |- | ||
| rowspan=2 | {{Tt|11}} | | rowspan=2 | {{Tt|11}} | ||
| Line 95: | Line 95: | ||
| style="text-align: center;" | House# | | style="text-align: center;" | House# | ||
|- | |- | ||
| colspan=4 | All objects of house P2 are destroyed (''does '''not''''' include civilian object) | | colspan=4 | All objects of house P2 are destroyed (''does '''not''''' include civilian object). | ||
|- | |- | ||
| rowspan=2 | {{Tt|12}} | | rowspan=2 | {{Tt|12}} | ||
| Line 102: | Line 102: | ||
| style="text-align: center;" | credits | | style="text-align: center;" | credits | ||
|- | |- | ||
| colspan=4 | HOUSE{{Fnl|3}} has at least P2 credits | | colspan=4 | HOUSE{{Fnl|3}} has at least P2 credits. | ||
|- | |- | ||
| rowspan=2 | {{Tt|13}} | | rowspan=2 | {{Tt|13}} | ||
| Line 109: | Line 109: | ||
| style="text-align: center;" | time | | style="text-align: center;" | time | ||
|- | |- | ||
| colspan=4 | P2 seconds{{fnl|4}} has passed since this trigger was enabled. If the trigger is repeating, this timer is reset on every loop | | colspan=4 | P2 seconds{{fnl|4}} has passed since this trigger was enabled. If the trigger is repeating, this timer is reset on every loop. | ||
|- | |- | ||
| rowspan=2 | {{Tt|14}} | | rowspan=2 | {{Tt|14}} | ||
| Line 116: | Line 116: | ||
| style="text-align: center;" | 0 | | style="text-align: center;" | 0 | ||
|- | |- | ||
| colspan=4 | | | colspan=4 | Timer expires. | ||
|- | |- | ||
| rowspan=2 | {{Tt|15}} | | rowspan=2 | {{Tt|15}} | ||
| Line 123: | Line 123: | ||
| style="text-align: center;" | counter | | style="text-align: center;" | counter | ||
|- | |- | ||
| colspan=4 | Exactly P2 buildings owned by HOUSE have been destroyed (''does'' include civilian objects) | | colspan=4 | Exactly P2 buildings owned by HOUSE have been destroyed (''does'' include civilian objects). | ||
|- | |- | ||
| rowspan=2 | {{Tt|16}} | | rowspan=2 | {{Tt|16}} | ||
| Line 130: | Line 130: | ||
| style="text-align: center;" | counter | | style="text-align: center;" | counter | ||
|- | |- | ||
| colspan=4 | Exactly P2 units owned by HOUSE have been destroyed (''does'' include civilian objects) | | colspan=4 | Exactly P2 units owned by HOUSE have been destroyed (''does'' include civilian objects). | ||
|- | |- | ||
| rowspan=2 | {{Tt|17}} | | rowspan=2 | {{Tt|17}} | ||
| Line 137: | Line 137: | ||
| style="text-align: center;" | 0 | | style="text-align: center;" | 0 | ||
|- | |- | ||
| colspan=4 | HOUSE has no structures with valid {{f|Factory|link}} set | | colspan=4 | HOUSE has no structures with valid {{f|Factory|link}} set. | ||
|- style="background: #ddd; border: 1px solid #000; border-width: 1px 0;" | |- style="background: #ddd; border: 1px solid #000; border-width: 1px 0;" | ||
! style="width: 5em;" rowspan=2 | Code {{Fnl|1}} | ! style="width: 5em;" rowspan=2 | Code {{Fnl|1}} | ||
| Line 151: | Line 151: | ||
| style="text-align: center;" | 0 | | style="text-align: center;" | 0 | ||
|- | |- | ||
| colspan=4 | Civilian objects owned by HOUSE have left the map (See {{f|CivEvac|link}} ) | | colspan=4 | Civilian objects owned by HOUSE have left the map (See {{f|CivEvac|link}} ). | ||
|- | |- | ||
| rowspan=2 | {{Tt|19}} | | rowspan=2 | {{Tt|19}} | ||
| Line 158: | Line 158: | ||
| style="text-align: center;" | Building# | | style="text-align: center;" | Building# | ||
|- | |- | ||
| colspan=4 | Building whose internal index{{Fnl|5}} is P2 is placed on the map | | colspan=4 | Building whose internal index{{Fnl|5}} is P2 is placed on the map. | ||
|- | |- | ||
| rowspan=2 | {{Tt|20}} | | rowspan=2 | {{Tt|20}} | ||
| Line 165: | Line 165: | ||
| style="text-align: center;" | Unit# | | style="text-align: center;" | Unit# | ||
|- | |- | ||
| colspan=4 | Unit whose internal index is P2 is placed on the map | | colspan=4 | Unit whose internal index is P2 is placed on the map. | ||
|- | |- | ||
| rowspan=2 | {{Tt|21}} | | rowspan=2 | {{Tt|21}} | ||
| Line 172: | Line 172: | ||
| style="text-align: center;" | Infantry | | style="text-align: center;" | Infantry | ||
|- | |- | ||
| colspan=4 | Infantry whose internal index is P2 is placed on the map | | colspan=4 | Infantry whose internal index is P2 is placed on the map. | ||
|- | |- | ||
| rowspan=2 | {{Tt|22}} | | rowspan=2 | {{Tt|22}} | ||
| Line 179: | Line 179: | ||
| style="text-align: center;" | Aircraft# | | style="text-align: center;" | Aircraft# | ||
|- | |- | ||
| colspan=4 | Aircraft whose internal index is P2 is placed on the map | | colspan=4 | Aircraft whose internal index is P2 is placed on the map. | ||
|- | |- | ||
| rowspan=2 | {{Tt|23}} | | rowspan=2 | {{Tt|23}} | ||
| Line 186: | Line 186: | ||
| style="text-align: center;" | TeamType | | style="text-align: center;" | TeamType | ||
|- | |- | ||
| colspan=4 | | | colspan=4 | [[TeamTypes|Team]] with index P1 leaves the map. | ||
|- | |- | ||
| rowspan=2 | {{Tt|24}} | | rowspan=2 | {{Tt|24}} | ||
| Line 193: | Line 193: | ||
| style="text-align: center;" | House# | | style="text-align: center;" | House# | ||
|- | |- | ||
| colspan=4 | Attached [[CellTag]]'s zone entered by house P2. Zones are continuous areas bounded by cliffs and other impassable terrain. | | colspan=4 | Attached [[CellTags|CellTag]]'s zone entered by house P2. Zones are continuous areas bounded by cliffs and other impassable terrain. | ||
|- | |- | ||
| rowspan=2 | {{Tt|25}} | | rowspan=2 | {{Tt|25}} | ||
| Line 200: | Line 200: | ||
| style="text-align: center;" | House# | | style="text-align: center;" | House# | ||
|- | |- | ||
| colspan=4 | House P2 crosses the horizontal line of the attached [[CellTag]] | | colspan=4 | House P2 crosses the horizontal line of the attached [[CellTags|CellTag]]. | ||
|- | |- | ||
| rowspan=2 | {{Tt|26}} | | rowspan=2 | {{Tt|26}} | ||
| Line 207: | Line 207: | ||
| style="text-align: center;" | House# | | style="text-align: center;" | House# | ||
|- | |- | ||
| colspan=4 | House P2 crosses the vertical line of the attached [[CellTag]] | | colspan=4 | House P2 crosses the vertical line of the attached [[CellTags|CellTag]]. | ||
|- | |- | ||
| rowspan=2 | {{Tt|27}} | | rowspan=2 | {{Tt|27}} | ||
| Line 214: | Line 214: | ||
| style="text-align: center;" | Global# | | style="text-align: center;" | Global# | ||
|- | |- | ||
| colspan=4 | Global variable with index P2 is set | | colspan=4 | [[VariableNames|Global variable]] with index P2 is set. | ||
|- | |- | ||
| rowspan=2 | {{Tt|28}} | | rowspan=2 | {{Tt|28}} | ||
| Line 221: | Line 221: | ||
| style="text-align: center;" | Global# | | style="text-align: center;" | Global# | ||
|- | |- | ||
| colspan=4 | Global variable with index P2 is cleared | | colspan=4 | Global variable with index P2 is cleared. | ||
|- | |- | ||
| rowspan=2 | {{Tt|29}} | | rowspan=2 | {{Tt|29}} | ||
| Line 235: | Line 235: | ||
| style="text-align: center;" | House# | | style="text-align: center;" | House# | ||
|- | |- | ||
| colspan=4 | House P2 is in a low power situation | | colspan=4 | House P2 is in a low power situation. | ||
|- | |- | ||
| rowspan=2 | {{Tt|31}} | | rowspan=2 | {{Tt|31}} | ||
| Line 242: | Line 242: | ||
| style="text-align: center;" | 0 | | style="text-align: center;" | 0 | ||
|- | |- | ||
| colspan=4 | Attached bridge destroyed. To link a trigger to a bridge, place the [[CellTag]] under any of the bridge [[OverlayTypes|overlays]]. | | colspan=4 | Attached bridge destroyed. To link a trigger to a bridge, place the [[CellTags|CellTag]] under any of the bridge [[OverlayTypes|overlays]]. | ||
|- | |- | ||
| rowspan=2 | {{Tt|32}} | | rowspan=2 | {{Tt|32}} | ||
| Line 249: | Line 249: | ||
| style="text-align: center;" | Building# | | style="text-align: center;" | Building# | ||
|- | |- | ||
| colspan=4 | HOUSE owns a building with internal number P2 | | colspan=4 | HOUSE owns a building with internal number P2. | ||
|- | |- | ||
| rowspan=2 | {{Tt|33}} | | rowspan=2 | {{Tt|33}} | ||
| Line 256: | Line 256: | ||
| style="text-align: center;" | 0 | | style="text-align: center;" | 0 | ||
|- | |- | ||
| colspan=4 | Attached object is selected by the player (single-player only) | | colspan=4 | Attached object is selected by the player (single-player only). | ||
|- | |- | ||
| rowspan=2 | {{Tt|34}} | | rowspan=2 | {{Tt|34}} | ||
| Line 263: | Line 263: | ||
| style="text-align: center;" | Waypoint# | | style="text-align: center;" | Waypoint# | ||
|- | |- | ||
| colspan=4 | HOUSE approaches waypoint P2 | | colspan=4 | HOUSE approaches [[waypoints|waypoint]] P2. | ||
|- | |- | ||
| rowspan=2 | {{Tt|35}} | | rowspan=2 | {{Tt|35}} | ||
| Line 270: | Line 270: | ||
| style="text-align: center;" | 0 | | style="text-align: center;" | 0 | ||
|- | |- | ||
| colspan=4 | Enemy unit enters the spotlight cast by the attached building. The attached tag(s) must be set to repeat. | | colspan=4 | Enemy unit enters the spotlight cast by the attached building. The attached tag(s) must be set to repeat. See also event 54. | ||
|- style="background: #ddd; border: 1px solid #000; border-width: 1px 0;" | |- style="background: #ddd; border: 1px solid #000; border-width: 1px 0;" | ||
! style="width: 5em;" rowspan=2 | Code {{Fnl|1}} | ! style="width: 5em;" rowspan=2 | Code {{Fnl|1}} | ||
| Line 284: | Line 284: | ||
| style="text-align: center;" | Local# | | style="text-align: center;" | Local# | ||
|- | |- | ||
| colspan=4 | Local with index P2 is set | | colspan=4 | Local with index P2 is set. | ||
|- | |- | ||
| rowspan=2 | {{Tt|37}} | | rowspan=2 | {{Tt|37}} | ||
| Line 291: | Line 291: | ||
| style="text-align: center;" | Local# | | style="text-align: center;" | Local# | ||
|- | |- | ||
| colspan=4 | Local with index P2 is cleared | | colspan=4 | Local with index P2 is cleared. | ||
|- | |- | ||
| rowspan=2 | {{Tt|38}} | | rowspan=2 | {{Tt|38}} | ||
| Line 298: | Line 298: | ||
| style="text-align: center;" | 0 | | style="text-align: center;" | 0 | ||
|- | |- | ||
| colspan=4 | Attached object suffering first damage from combat damage from combat damage only | | colspan=4 | Attached object suffering first damage from combat damage from combat damage only. | ||
|- | |- | ||
| rowspan=2 | {{Tt|39}} | | rowspan=2 | {{Tt|39}} | ||
| Line 305: | Line 305: | ||
| style="text-align: center;" | 0 | | style="text-align: center;" | 0 | ||
|- | |- | ||
| colspan=4 | Attached object damaged to half health from combat damage only | | colspan=4 | Attached object damaged to half health from combat damage only. | ||
|- | |- | ||
| rowspan=2 | {{Tt|40}} | | rowspan=2 | {{Tt|40}} | ||
| Line 326: | Line 326: | ||
| style="text-align: center;" | 0 | | style="text-align: center;" | 0 | ||
|- | |- | ||
| colspan=4 | Attached object damaged to half health from any source | | colspan=4 | Attached object damaged to half health from any source. | ||
|- | |- | ||
| rowspan=2 | {{Tt|43}} | | rowspan=2 | {{Tt|43}} | ||
| Line 333: | Line 333: | ||
| style="text-align: center;" | 0 | | style="text-align: center;" | 0 | ||
|- | |- | ||
| colspan=4 | Attached object damaged to quarter health by any source | | colspan=4 | Attached object damaged to quarter health by any source. | ||
|- | |- | ||
| rowspan=2 | {{Tt|44}} | | rowspan=2 | {{Tt|44}} | ||
| Line 340: | Line 340: | ||
| style="text-align: center;" | House# | | style="text-align: center;" | House# | ||
|- | |- | ||
| colspan=4 | Attached object attacked by some unit of house P2 | | colspan=4 | Attached object attacked by some unit of house P2. | ||
|- | |- | ||
| rowspan=2 | {{Tt|45}} | | rowspan=2 | {{Tt|45}} | ||
| Line 347: | Line 347: | ||
| style="text-align: center;" | 0 | | style="text-align: center;" | 0 | ||
|- | |- | ||
| colspan=4 | Ambient light drops below a certain percentage (P2 %) | | colspan=4 | Ambient light drops below a certain percentage (P2 %). | ||
|- | |- | ||
| rowspan=2 | {{Tt|46}} | | rowspan=2 | {{Tt|46}} | ||
| Line 354: | Line 354: | ||
| style="text-align: center;" | 0 | | style="text-align: center;" | 0 | ||
|- | |- | ||
| colspan=4 | Ambient light rises above a certain percentage (P2 %) | | colspan=4 | Ambient light rises above a certain percentage (P2 %). | ||
|- | |- | ||
| rowspan=2 | {{Tt|47}} | | rowspan=2 | {{Tt|47}} | ||
| Line 361: | Line 361: | ||
| style="text-align: center;" | time | | style="text-align: center;" | time | ||
|- | |- | ||
| colspan=4 | P2 seconds{{fnl|4}} have elapsed since start of scenario | | colspan=4 | P2 seconds{{fnl|4}} have elapsed since start of scenario. | ||
|- | |- | ||
| rowspan=2 | {{Tt|48}} | | rowspan=2 | {{Tt|48}} | ||
| Line 375: | Line 375: | ||
| style="text-align: center;" | 0 | | style="text-align: center;" | 0 | ||
|- | |- | ||
| colspan=4 | | | colspan=4 | A [[Powerups|powerup]] [[crate]] is picked up by the attached object. | ||
|- | |- | ||
| rowspan=2 | {{Tt|50}} | | rowspan=2 | {{Tt|50}} | ||
| Line 382: | Line 382: | ||
| style="text-align: center;" | 0 | | style="text-align: center;" | 0 | ||
|- | |- | ||
| colspan=4 | | | colspan=4 | A powerup crate is picked up by any unit. | ||
|- | |- | ||
| rowspan=2 | {{Tt|51}} | | rowspan=2 | {{Tt|51}} | ||
| Line 389: | Line 389: | ||
| style="text-align: center;" | time | | style="text-align: center;" | time | ||
|- | |- | ||
| colspan=4 | Delays a random time between 50% and 150 % of time specified in P2 (in seconds{{fnl|4}}) | | colspan=4 | Delays a random time between 50% and 150 % of time specified in P2 (in seconds{{fnl|4}}). | ||
|- | |- | ||
| rowspan=2 | {{Tt|52}} | | rowspan=2 | {{Tt|52}} | ||
| Line 396: | Line 396: | ||
| style="text-align: center;" | credits | | style="text-align: center;" | credits | ||
|- | |- | ||
| colspan=4 | HOUSE owns less than P2 credits | | colspan=4 | HOUSE owns less than P2 credits. | ||
|- | |- | ||
| rowspan=2 | {{Tt|53}} | | rowspan=2 | {{Tt|53}} | ||
| Line 403: | Line 403: | ||
| style="text-align: center;" | 0 | | style="text-align: center;" | 0 | ||
|- | |- | ||
| colspan=4 | Attached object is struck by [[EMEffect|EMP]] or [[Webby|web]] | | colspan=4 | Attached object is struck by [[EMEffect|EMP]] (if {{f|Cyborg|true|link}} or {{f|NonVehicle|false|link}}) or [[Webby|web]] (if {{f|IsWebImmune|false|link}}).<br /> FS/2.x patched only. | ||
|- | |-if | ||
| rowspan=2 | {{Tt|54}} | | rowspan=2 | {{Tt|54}} | ||
| {{Tt|Enemy in spotlight 2}}{{fso}} | | {{Tt|Enemy in spotlight 2}}{{fso}} | ||
| Line 410: | Line 410: | ||
| style="text-align: center;" | 0 | | style="text-align: center;" | 0 | ||
|- | |- | ||
| colspan=4 | Same as event 35, except tags are not required to repeat.<br /> FS/2.x patched only | | colspan=4 | Same as event 35, except tags are not required to repeat. See also event 35.<br /> FS/2.x patched only. | ||
|- | |- | ||
| rowspan=2 | {{Tt|55}} | | rowspan=2 | {{Tt|55}} | ||
| Line 417: | Line 417: | ||
| style="text-align: center;" | 0 | | style="text-align: center;" | 0 | ||
|- | |- | ||
| colspan=4 | Attached object is infected by a Limpet Drone <br /> FS/2.x patched only | | colspan=4 | Attached object is infected by a [[LimpetFactor|Limpet Drone]] <br /> FS/2.x patched only. | ||
|- style="background: #ddd; border: 1px solid #000; border-width: 1px 0;" | |- style="background: #ddd; border: 1px solid #000; border-width: 1px 0;" | ||
! style="width: 5em;" rowspan=2 | Code {{Fnl|1}} | ! style="width: 5em;" rowspan=2 | Code {{Fnl|1}} | ||
Revision as of 11:24, 23 March 2020
In TS, Events become a separate section, so Triggers can have multiple Events with up to two parameters. The game assumed the Trigger, Event and Action all share the same ID. So a Trigger which has ID 12451245 uses the Event list with ID 12451245.
The following Events are available:
| Code 1 | Event | Parameter types | |
|---|---|---|---|
| #1 (P1)2 | #2 (P2) | ||
| 0 | None | 0 | 0 |
| No Event - cannot be activated. | |||
| 1 | Entered by | 0 | House# |
| Any unit belonging to house P2 enters attached building/celltag. | |||
| 2 | Spied Upon | 0 | 0 |
| A spy has entered the attached building. | |||
| 3 | Thieved by | 0 | 0 |
| Obsolete. Presumably intended to trigger when an infantry with Thief=yes infiltrates the attached refinery or silo. | |||
| 4 | Discovered by player | 0 | 0 |
| The attached object is discovered by the player. | |||
| 5 | House Discovered | 0 | House# |
| Any object belonging to house P2 is discovered by the player. | |||
| 6 | Attacked by enemy | 0 | 0 |
| Attached object is attacked by enemy fire. Incidental damage and friendly fire are ignored. | |||
| 7 | Destroyed by enemy | 0 | 0 |
| Attached object is destroyed by enemy fire. Incidental damage and friendly fire are ignored. See also Events 29 and 48. | |||
| 8 | Any event | 0 | 0 |
| No condition, triggers immediately. | |||
| 9 | Destroyed, Units, All | 0 | House# |
| All units of house P2 are destroyed (does not include civilian objects). | |||
| 10 | Destroyed, Buildings, All | 0 | House# |
| All buildings of house P2 are destroyed (does not include civilian objects). | |||
| 11 | Destroyed, All | 0 | House# |
| All objects of house P2 are destroyed (does not include civilian object). | |||
| 12 | Credits exceed | 0 | credits |
| HOUSE3 has at least P2 credits. | |||
| 13 | Elapsed time | 0 | time |
| P2 seconds4 has passed since this trigger was enabled. If the trigger is repeating, this timer is reset on every loop. | |||
| 14 | Mission timer expired | 0 | 0 |
| Timer expires. | |||
| 15 | Destroyed, Buildings, # | 0 | counter |
| Exactly P2 buildings owned by HOUSE have been destroyed (does include civilian objects). | |||
| 16 | Destroyed, Units, # | 0 | counter |
| Exactly P2 units owned by HOUSE have been destroyed (does include civilian objects). | |||
| 17 | No factories left | 0 | 0 |
| HOUSE has no structures with valid Factory set. | |||
| Code 1 | Event | Parameter types | |
| #1 (P1) | #2 (P2) | ||
| 18 | Civilians evacuated | 0 | 0 |
| Civilian objects owned by HOUSE have left the map (See CivEvac ). | |||
| 19 | Build building type | 0 | Building# |
| Building whose internal index5 is P2 is placed on the map. | |||
| 20 | Build unit type | 0 | Unit# |
| Unit whose internal index is P2 is placed on the map. | |||
| 21 | Build infantry type | 0 | Infantry |
| Infantry whose internal index is P2 is placed on the map. | |||
| 22 | Build aircraft type | 0 | Aircraft# |
| Aircraft whose internal index is P2 is placed on the map. | |||
| 23 | Leaves map (team) | 1 | TeamType |
| Team with index P1 leaves the map. | |||
| 24 | Zone entry by | 0 | House# |
| Attached CellTag's zone entered by house P2. Zones are continuous areas bounded by cliffs and other impassable terrain. | |||
| 25 | Crosses horizontal line | 0 | House# |
| House P2 crosses the horizontal line of the attached CellTag. | |||
| 26 | Crosses vertical line | 0 | House# |
| House P2 crosses the vertical line of the attached CellTag. | |||
| 27 | Global is set | 0 | Global# |
| Global variable with index P2 is set. | |||
| 28 | Global is clear | 0 | Global# |
| Global variable with index P2 is cleared. | |||
| 29 | Captured or destroyed | 0 | 0 |
| Attached object is captured or destroyed by anything. See also Events 7 and 48. | |||
| 30 | Low power | 0 | House# |
| House P2 is in a low power situation. | |||
| 31 | Attached bridge destroyed | 0 | 0 |
| Attached bridge destroyed. To link a trigger to a bridge, place the CellTag under any of the bridge overlays. | |||
| 32 | Building exists | 0 | Building# |
| HOUSE owns a building with internal number P2. | |||
| 33 | Selected by player | 0 | 0 |
| Attached object is selected by the player (single-player only). | |||
| 34 | Comes near waypoint | 0 | Waypoint# |
| HOUSE approaches waypoint P2. | |||
| 35 | Enemy In Spotlight | 0 | 0 |
| Enemy unit enters the spotlight cast by the attached building. The attached tag(s) must be set to repeat. See also event 54. | |||
| Code 1 | Event | Parameter types | |
| #1 (P1) | #2 (P2) | ||
| 36 | Local is set | 0 | Local# |
| Local with index P2 is set. | |||
| 37 | Local is clear | 0 | Local# |
| Local with index P2 is cleared. | |||
| 38 | First damaged (combat only) | 0 | 0 |
| Attached object suffering first damage from combat damage from combat damage only. | |||
| 39 | Half health (combat only) | 0 | 0 |
| Attached object damaged to half health from combat damage only. | |||
| 40 | Quarter health (combat only) | 0 | 0 |
| Attached object damaged to quarter health from combat damage only. | |||
| 41 | First damaged (any source) | 0 | 0 |
| Attached object first suffering from combat damage from any source. | |||
| 42 | Half health (any source) | 0 | 0 |
| Attached object damaged to half health from any source. | |||
| 43 | Quarter health (any source) | 0 | 0 |
| Attached object damaged to quarter health by any source. | |||
| 44 | Attacked by (house) | 0 | House# |
| Attached object attacked by some unit of house P2. | |||
| 45 | Ambient light below | 0 | 0 |
| Ambient light drops below a certain percentage (P2 %). | |||
| 46 | Ambient light above | 0 | 0 |
| Ambient light rises above a certain percentage (P2 %). | |||
| 47 | Elapsed Scenario Time | 0 | time |
| P2 seconds4 have elapsed since start of scenario. | |||
| 48 | Captured, Destroyed or Infiltrated | 0 | 0 |
| Attached object is captured, destroyed, or it successfully infiltrates another object. See also Events 7 and 29. | |||
| 49 | Pickup Crate | 0 | 0 |
| A powerup crate is picked up by the attached object. | |||
| 50 | Pickup Crate (any) | 0 | 0 |
| A powerup crate is picked up by any unit. | |||
| 51 | Random delay... | 0 | time |
| Delays a random time between 50% and 150 % of time specified in P2 (in seconds4). | |||
| 52 | Credits below... | 0 | credits |
| HOUSE owns less than P2 credits. | |||
| 53 | Paralyzed |
0 | 0 |
| Attached object is struck by EMP (if Cyborg=true or NonVehicle=false) or web (if IsWebImmune=false). FS/2.x patched only. | |||
| 54 | Enemy in spotlight 2 |
0 | 0 |
| Same as event 35, except tags are not required to repeat. See also event 35. FS/2.x patched only. | |||
| 55 | Attached object bugged |
0 | 0 |
| Attached object is infected by a Limpet Drone FS/2.x patched only. | |||
| Code 1 | Event | Parameter types | |
| #1 (P1) | #2 (P2) | ||
Events take two unsigned integers as parameters, which default to 0.
Notes
1 ↑ This column specifies the code to be written in the Event's "condition" slot, e.g. E1 in the Events page.
2 ↑ P1 is a boolean variable, which denotes whether P2 refers to a TeamType (value 1) or not (value 0).
3 ↑ HOUSE in this document refers to the house owning the Trigger, labeled "HOUSE" in the Triggers page.
4 ↑ on default game speed (15 FPS)
5 ↑ See ScriptActions→Notes for more information
- Referencing items
- As you probably noticed, some of the Parameter descriptions in this table end with "#". The reason for that is:
- Some parameters take their values to be indexes of objects, others assume they are the identifiers of those objects.
- For convenience, if the parameter's description in the table ends with a "#" symbol, you should use the object's index in its appropriate list, otherwise you should use its ID.
- Also note: All entries in column P7 are expected to be literal, so you have to convert all the numbers into letters like this:
- 0 is "A", 1 is "B", 25 is "Z", 26 is "AA", just like the columnm numbering in your favourite spreadsheet program.