Actions (maps)/TSFS/000 059
Appearance
| Code 1 | Action | Parameter types | ||||||
|---|---|---|---|---|---|---|---|---|
| #1 (P1) | #2 (P2) | #3 (P3) | #4 (P4) | #5 (P5) | #6 (P6) | #7 (P7) | ||
| 0 | No Action | 0 | 0 | 0 | 0 | 0 | 0 | A |
| No Action - nothing happens | ||||||||
| 1 | Win | 0 | House# | 0 | 0 | 0 | 0 | A |
| House P2 wins the game | ||||||||
| 2 | Lose | 0 | House# | 0 | 0 | 0 | 0 | A |
| House P2 loses the game | ||||||||
| 3 | Production Begins | 0 | House# | 0 | 0 | 0 | 0 | A |
| House P2 will begin production | ||||||||
| 4 | Create Team. | 1 | TeamType ID | 0 | 0 | 0 | 0 | A |
| HOUSE2 creates a TeamType P2. | ||||||||
| 5 | Destroy Team | 1 | TeamType ID | 0 | 0 | 0 | 0 | A |
| Destroys all instances of TeamType P2 | ||||||||
| 6 | All to Hunt | 0 | House# | 0 | 0 | 0 | 0 | A |
| House P2 sends all its objects to hunt | ||||||||
| 7 | Reinforcement | 1 | TeamType ID | 0 | 0 | 0 | 0 | A |
| Spawns TeamType P2 and grants it to its owner house. | ||||||||
| 8 | Drop Zone Flare | 0 | Waypoint# | 0 | 0 | 0 | 0 | A |
| Displays a drop zone flare at waypoint P2 and reveals map around that location | ||||||||
| 9 | Fire Sale | 0 | House# | 0 | 0 | 0 | 0 | A |
| House P2 sells all structures | ||||||||
| 10 | Play Movie | 0 | Movie# | 0 | 0 | 0 | 0 | A |
| Pauses the game and plays the movie P2 in full screen | ||||||||
| 11 | Text Trigger | 0 | String# | 0 | 0 | 0 | 0 | A |
| Displays the text with index P2 from tutorial.ini | ||||||||
| 12 | Destroy Trigger | 2 | Trigger ID | 0 | 0 | 0 | 0 | A |
| Destroy all instances of Trigger P2 | ||||||||
| 13 | Autocreate Begins | 0 | House# | 0 | 0 | 0 | 0 | A |
| Initiates autocreate for the house specified. This will cause the computer's house to build autocreate teams as it sees fit | ||||||||
| 14 | Change House | 0 | House# | 0 | 0 | 0 | 0 | A |
| Attached objects are granted to House P2 | ||||||||
| Code 1 | Action | Parameter types | ||||||
| #1 (P1) | #2 (P2) | #3 (P3) | #4 (P4) | #5 (P5) | #6 (P6) | #7 (P7) | ||
| 15 | Allow Win | 0 | 0 | 0 | 0 | 0 | 0 | A |
| The 'Win' action will not fire if any triggers with this action haven't fired yet | ||||||||
| 16 | Reveal all map | 0 | 0 | 0 | 0 | 0 | 0 | A |
| Reveals the entire map to the player | ||||||||
| 17 | Reveal around waypoint | 0 | Waypoint# | 0 | 0 | 0 | 0 | A |
| Reveals a region of the map to the player around the waypoint specified | ||||||||
| 18 | Reveal waypoint zone | 0 | Waypoint# | 0 | 0 | 0 | 0 | A |
| Reveals the zone of waypoint P2 | ||||||||
| 19 | Play sound effect | 0 | Sound# | 0 | 0 | 0 | 0 | A |
| Plays the sound effect P2 | ||||||||
| 20 | Play music theme | 0 | Theme# | 0 | 0 | 0 | 0 | A |
| Plays the music theme P2 | ||||||||
| 21 | Play speech | 0 | Speech# | 0 | 0 | 0 | 0 | A |
| Plays the speech P2 | ||||||||
| 22 | Force Trigger | 2 | Trigger ID | 0 | 0 | 0 | 0 | A |
| Forces trigger P2 to fire | ||||||||
| 23 | Timer Start | 0 | 0 | 0 | 0 | 0 | 0 | A |
| Starts the global mission timer | ||||||||
| 24 | Timer Stop | 0 | 0 | 0 | 0 | 0 | 0 | A |
| Stops the global mission timer | ||||||||
| 25 | Timer Extend | 0 | time | 0 | 0 | 0 | 0 | A |
| Extends the global mission timer by (P2/10) minutes | ||||||||
| 26 | Timer Shorten | 0 | time | 0 | 0 | 0 | 0 | A |
| Reduces the global mission timer by the (P2/10) minutes | ||||||||
| 27 | Timer Set | 0 | time | 0 | 0 | 0 | 0 | A |
| Sets the global mission timer to (P2/10) minutes | ||||||||
| 28 | Global Set | 0 | Global# | 0 | 0 | 0 | 0 | A |
| Global variable P2 is set | ||||||||
| 29 | Global Clear | 0 | Global# | 0 | 0 | 0 | 0 | A |
| Global variable P2 is cleared | ||||||||
| Code 1 | Action | Parameter types | ||||||
| #1 (P1) | #2 (P2) | #3 (P3) | #4 (P4) | #5 (P5) | #6 (P6) | #7 (P7) | ||
| 30 | Auto Base Building | 0 | Boolean | 0 | 0 | 0 | 0 | A |
| If P2 ≠ 0, enables base construction for HOUSE. See also action no. 3 | ||||||||
| 31 | Grow shroud | 0 | 0 | 0 | 0 | 0 | 0 | A |
| The shroud expands by one cell | ||||||||
| 32 | Destroy Attached Object | 0 | 0 | 0 | 0 | 0 | 0 | A |
| Attached objects are destroyed | ||||||||
| 33 | Add 1-time super weapon | 0 | SuperWeapon# | 0 | 0 | 0 | 0 | A |
| HOUSE gets one-time superweapon P2 | ||||||||
| 34 | Add repeating super weapon | 0 | SuperWeapon# | 0 | 0 | 0 | 0 | A |
| HOUSE gains repeating superweapon P2 | ||||||||
| 35 | Preferred target | 0 | ? | 0 | 0 | 0 | 0 | A |
| HOUSE sets its preferred target to P2 | ||||||||
| 36 | All change house | 0 | House# | 0 | 0 | 0 | 0 | A |
| All objects of HOUSE are assigned to House P2 | ||||||||
| 37 | Make ally | 0 | House# | 0 | 0 | 0 | 0 | A |
| Forces HOUSE to ally with house P2 | ||||||||
| 38 | Make enemy | 0 | House# | 0 | 0 | 0 | 0 | A |
| Forces HOUSE to un-ally with house P2 | ||||||||
| 39 | Change Zoom Level | 0 | Special | 0 | 0 | 0 | 0 | A |
| Changes the zoom out level of the player's radar map: (1 - normal view, 2 - zoomed out) | ||||||||
| 40 | Resize Player View | 0 | L | T | W | H | 0 | A |
Resizes the visible map portion to a rectangle:
| ||||||||
| 41 | Play Anim At | 0 | Animation# | 0 | 0 | 0 | 0 | Waypoint |
| Plays animation P2 in the waypoint P7 | ||||||||
| 42 | Fire Weapon At | 0 | Weapon# | 0 | 0 | 0 | 0 | Waypoint |
| Detonates an explosion with weapon P2 in the waypoint P7 | ||||||||
| 43 | Meteor Impact At | 0 | VoxelAnim# | 0 | 0 | 0 | 0 | Waypoint# |
| Creates VoxelAnim P2 at waypoint P7 and plays the EVA speech "Meteor storm approaching" | ||||||||
| 44 | Ion Storm start | 0 | time | 0 | 0 | 0 | 0 | A |
| Starts an ion storm sequence to run for P2 frames | ||||||||
| Code 1 | Action | Parameter types | ||||||
| #1 (P1) | #2 (P2) | #3 (P3) | #4 (P4) | #5 (P5) | #6 (P6) | #7 (P7) | ||
| 45 | Ion Storm stop | 0 | 0 | 0 | 0 | 0 | 0 | A |
| Stops any Ion storm in progress | ||||||||
| 46 | Lock input | 0 | 0 | 0 | 0 | 0 | 0 | A |
| Disables user input | ||||||||
| 47 | Unlock input | 0 | 0 | 0 | 0 | 0 | 0 | A |
| Enables user input | ||||||||
| 48 | Center Camera at waypoint | 0 | Waypoint# | 0 | 0 | 0 | 0 | A |
| Moves the tactical view to waypoint P2 | ||||||||
| 49 | Zoom in | 0 | 0 | 0 | 0 | 0 | 0 | A |
| Zooms the tactical map in | ||||||||
| 50 | Zoom out | 0 | 0 | 0 | 0 | 0 | 0 | A |
| Zooms the tactical map out | ||||||||
| 51 | Reshroud Map | 0 | 0 | 0 | 0 | 0 | 0 | A |
| Reshrouds the entire map | ||||||||
| 52 | Change Light Behavior | 0 | Special | 0 | 0 | 0 | 0 | A |
Changes the way a building spotlight behaves:
| ||||||||
| 53 | Enable Trigger | 2 | Trigger# | 0 | 0 | 0 | 0 | A |
| Enables trigger P2 | ||||||||
| 54 | Disable Trigger | 2 | Trigger# | 0 | 0 | 0 | 0 | A |
| Disables trigger P2 | ||||||||
| 55 | Create Radar Event | 0 | Radar Event# | 0 | 0 | 0 | 0 | Waypoint |
| Creates a radar event of type P2 at waypoint P7 | ||||||||
| 56 | Local Set | 0 | Local# | 0 | 0 | 0 | 0 | A |
| Local P2 is set | ||||||||
| 57 | Local Clear | 0 | Local# | 0 | 0 | 0 | 0 | A |
| Local is cleared | ||||||||
| 58 | Meteor Shower | 0 | Size (0-3) | 0 | 0 | 0 | 0 | Waypoint |
| Creates a meteor shower of size P2 around waypoint P7 and plays the EVA speech "Meteor storm approaching". Larger size values indicate more meteors. | ||||||||
| 59 | Reduce Tiberium | 0 | 0 | 0 | 0 | 0 | 0 | Waypoint |