Actions (maps)/TSFS/060 106: Difference between revisions
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en>Crimsonum Fixed action 101 and 104 descriptions |
en>Crimsonum mNo edit summary |
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| style="text-align: center;" | Duration | | style="text-align: center;" | Duration | ||
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| colspan=9 | Flash team P2 for the duration specified in P7 | | colspan=9 | Flash team P2 for the duration (in frames) specified in P7 | ||
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| rowspan=2 | {{Tt|102}} | | rowspan=2 | {{Tt|102}} | ||
Revision as of 19:37, 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 Team At | 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 Random | 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 | Flash Team |
4 | TeamType ID | 0 | 0 | 0 | 0 | Duration |
| Flash team P2 for the duration (in frames) specified in P7 | ||||||||
| 102 | Disable Speech |
0 | 0 | 0 | 0 | 0 | 0 | A |
| Disables EVA announcements. | ||||||||
| 103 | Enable Speech |
0 | 0 | 0 | 0 | 0 | 0 | A |
| Enables EVA announcements. | ||||||||
| 104 | Set Team ID |
0 | Group | 0 | 0 | 0 | 0 | A |
| Assigns all attached objects to Group P2. | ||||||||
| 105 | Talk Bubble |
0 | TeamType ID | 0 | 0 | 0 | 0 | A |
| Displays a 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) | ||