Actions (maps)/TSFS/060 106: Difference between revisions
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en>Crimsonum m Added links to AmbientChangeStep and AmbientChangeRate |
en>Crimsonum m Added link to Ambient |
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| style="text-align: center;" | A | | style="text-align: center;" | A | ||
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| colspan=9 | Sets ambient light to level P2 | | colspan=9 | Sets [[Ambient|ambient light]] to level P2 | ||
|- | |- | ||
| rowspan=2 | {{Tt|74}} | | rowspan=2 | {{Tt|74}} | ||
Revision as of 12:56, 22 March 2020
| Code 1 | Action | Parameter types | ||||||
|---|---|---|---|---|---|---|---|---|
| #1 (P1) | #2 (P2) | #3 (P3) | #4 (P4) | #5 (P5) | #6 (P6) | #7 (P7) | ||
| 60 | Sell building | 0 | 0 | 0 | 0 | 0 | 0 | A |
| Attached building is sold | ||||||||
| 61 | Turn off building | 0 | 0 | 0 | 0 | 0 | 0 | A |
| Attached building is turned off | ||||||||
| 62 | Turn on building | 0 | 0 | 0 | 0 | 0 | 0 | A |
| Attached building is turned on | ||||||||
| 63 | Apply 100 damage | 0 | Waypoint# | 0 | 0 | 0 | 0 | A |
| Detonates an explosion of [HE] warhead (with 100 points of Damage) at waypoint P2 | ||||||||
| 64 | Small Light flash | 0 | Waypoint# | 0 | 0 | 0 | 0 | A |
| Shows a small light flash at waypoint P2 | ||||||||
| 65 | Medium Light flash | 0 | Waypoint# | 0 | 0 | 0 | 0 | A |
| Shows a medium light flash at waypoint P2 | ||||||||
| 66 | Large Light flash | 0 | Waypoint# | 0 | 0 | 0 | 0 | A |
| Shows a large light flash at waypoint P2 | ||||||||
| 67 | Announce Win | 0 | 0 | 0 | 0 | 0 | 0 | A |
| EVA announcement that the player has won | ||||||||
| 68 | Announce Lose | 0 | 0 | 0 | 0 | 0 | 0 | A |
| EVA announcement that the player has lost | ||||||||
| 69 | Force end | 0 | 0 | 0 | 0 | 0 | 0 | A |
| Forces end of scenario | ||||||||
| 70 | Destroy Tag | 3 | Tag ID | 0 | 0 | 0 | 0 | A |
| Destroy tag P2 and all attached triggers | ||||||||
| 71 | Set ambient step | 0 | Number3 | 0 | 0 | 0 | 0 | A |
| Sets ambient light fade step value to P2 | ||||||||
| 72 | Set ambient rate | 0 | Number3 | 0 | 0 | 0 | 0 | A |
| Sets ambient light fade rate to P2 | ||||||||
| 73 | Set ambient light | 0 | Number | 0 | 0 | 0 | 0 | A |
| Sets ambient light to level P2 | ||||||||
| 74 | AI triggers begin | 0 | House# | 0 | 0 | 0 | 0 | A |
| Start AI triggers for house P2 | ||||||||
| Code 1 | Action | Parameter types | ||||||
| #1 (P1) | #2 (P2) | #3 (P3) | #4 (P4) | #5 (P5) | #6 (P6) | #7 (P7) | ||
| 75 | AI triggers stop | 0 | House# | 0 | 0 | 0 | 0 | A |
| Stop AI triggers for house P2 | ||||||||
| 76 | Ratio of AI trigger teams | 0 | Number | 0 | 0 | 0 | 0 | A |
| AI percentage of teams created for AI triggers (P2% are created for AI Triggers, (100-P2)% are for other teams) | ||||||||
| 77 | Ratio of team aircraft | 0 | Number | 0 | 0 | 0 | 0 | A |
| AI percentage of aircraft created for teams (P2% are created for AI Triggers, (100-P2)% are for other teams) | ||||||||
| 78 | Ratio of team infantry | 0 | Number | 0 | 0 | 0 | 0 | A |
| AI percentage of infantry created for teams (P2% are created for AI Triggers, (100-P2)% are for other teams) | ||||||||
| 79 | Ratio of team units | 0 | Number | 0 | 0 | 0 | 0 | A |
| AI percentage of units created for teams (P2% are created for AI Triggers, (100-P2)% are for other teams) | ||||||||
| 80 | Reinforcement | 1 | TeamType ID | 0 | 0 | 0 | 0 | Waypoint |
| Create reinforcement team P2 at waypoint P7. | ||||||||
| 81 | Wakeup self | 0 | 0 | 0 | 0 | 0 | 0 | A |
| Breaks attached object out of sleep or harmless mode so as to enter guard mode | ||||||||
| 82 | Wakeup all sleepers | 0 | 0 | 0 | 0 | 0 | 0 | A |
| Breaks all HOUSE's units out of sleep mode | ||||||||
| 83 | Wakeup all harmless | 0 | 0 | 0 | 0 | 0 | 0 | A |
| Breaks all HOUSE's units out of harmless mode | ||||||||
| 84 | Wakeup group | 0 | Group | 0 | 0 | 0 | 0 | A |
| Wakeup all HOUSE's units which (as received from their TaskForce) belong to group P2 | ||||||||
| 85 | Vein growth | 0 | 0/1 = no/yes | 0 | 0 | 0 | 0 | A |
| Sets whether the Veins grow or not | ||||||||
| 86 | Tiberium growth | 0 | 0/1 = no/yes | 0 | 0 | 0 | 0 | A |
| Sets whether Tiberium grows or not | ||||||||
| 87 | Ice growth | 0 | 0/1 = no/yes | 0 | 0 | 0 | 0 | A |
| Sets whether ice grows or not | ||||||||
| 88 | Particle Anim at | 0 | Particle# | 0 | 0 | 0 | 0 | Waypoint |
| Spawn particle P2 at waypoint P7 | ||||||||
| 89 | Remove Particle Anim at | 0 | Waypoint# | 0 | 0 | 0 | 0 | A |
| Remove all particles from waypoint P2 | ||||||||
| Code 1 | Action | Parameter types | ||||||
| #1 (P1) | #2 (P2) | #3 (P3) | #4 (P4) | #5 (P5) | #6 (P6) | #7 (P7) | ||
| 90 | Lightning strike at | 0 | Waypoint# | 0 | 0 | 0 | 0 | A |
| A single Ion Storm lightning bolt strikes at waypoint P2 | ||||||||
| 91 | Go Berzerk | 0 | 0 | 0 | 0 | 0 | 0 | A |
| Attached object goes berzerk (only works on Cyborg=yes infantry) | ||||||||
| 92 | Activate Firestorm | 0 | 0 | 0 | 0 | 0 | 0 | A |
| Activates HOUSE's firestorm defense | ||||||||
| 93 | Deactivate Firestorm | 0 | 0 | 0 | 0 | 0 | 0 | A |
| Deactivates HOUSE's firestorm defense | ||||||||
| 94 | Ion-cannon strike | 0 | Waypoint# | 0 | 0 | 0 | 0 | A |
| Fires Ion-Cannon at waypoint P2 | ||||||||
| 95 | Nuke strike | 0 | 0 | 0 | 0 | 0 | 0 | Waypoint |
| Fires a Nuclear Missile (Multi Missile) at waypoint P7 | ||||||||
| 96 | Chem-missile strike | 0 | Waypoint# | 0 | 0 | 0 | 0 | A |
| Fires Chemical missile at waypoint P2 | ||||||||
| 97 | Toggle Train Cargo | 0 | 0 | 0 | 0 | 0 | 0 | A |
| Toggles state of [Basic]→TrainCrate | ||||||||
| 98 | Play Sound Effect | 0 | Sound# | 0 | 0 | 0 | 0 | A |
| Plays sound P2 at random waypoint | ||||||||
| 99 | Play Sound Effect At | 0 | Sound# | 0 | 0 | 0 | 0 | Waypoint |
| Plays sound effect P2 at waypoint P7 | ||||||||
| 100 | Play Ingame Movie | 0 | Movie# | 0 | 0 | 0 | 0 | A |
| Displays movie P2 in the minimap window. Player still has control of interface and units | ||||||||
| 101 | Reshroud Map At | 0 | 0 | 0 | 0 | 0 | 0 | Waypoint |
| Reshrouds map around waypoint P7 | ||||||||
| 102 | Lightning Storm strike | 0 | 0 | 0 | 0 | 0 | 0 | Waypoint |
| HOUSE fires an Ion Storm at waypoint P7 | ||||||||
| 103 | Timer Text | 0 | Text# | 0 | 0 | 0 | 0 | A |
| Displays text P2 from tutorial.ini as the mission timer text | ||||||||
| 104 | Flash Team | 0 | TeamType ID | 0 | 0 | 0 | 0 | A |
| Flashes all members of TeamType P2 for a certain number of frames | ||||||||
| 105 | Talk Bubble | 0 | TeamType ID | 0 | 0 | 0 | 0 | A |
| Displays talk bubble over each member of TeamType P2 | ||||||||
| Code 1 | Action | Parameter types | ||||||
| #1 (P1) | #2 (P2) | #3 (P3) | #4 (P4) | #5 (P5) | #6 (P6) | #7 (P7) | ||