Actions (maps)/RA2YR/100 145
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| Code 1 | Action | Parameter types | ||||||
|---|---|---|---|---|---|---|---|---|
| #1 (P1) | #2 (P2) | #3 (P3) | #4 (P4) | #5 (P5) | #6 (P6) | #7 (P7) | ||
| 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 | 4 | Text# | 0 | 0 | 0 | 0 | A |
| Displays text string with label P2 from CSF as the mission timer text | ||||||||
| 104 | Flash Team | 5 | TeamType ID | 0 | 0 | 0 | 0 | A |
| Flashes all members of TeamType P2 for a certain number of frames | ||||||||
| 105 | Talk Bubble | 1 | TeamType ID | 0 | 0 | 0 | 0 | A |
| Displays talk bubble over each member of TeamType P2 | ||||||||
| 106 | Set Object's Tech Level | 9 | ? | 0 | 0 | 0 | 0 | Tech Level |
| Sets the specified TechnoType P2 (?) to have tech level P7 | ||||||||
| 107 | Reinforcement by Chrono | 1 | TeamType | 0 | 0 | 0 | 0 | 1 |
| Creates TeamType P2, chronoshifts it into waypoint P7 and grants it to HOUSE | ||||||||
| 108 | Create Crate... | 0 | Crate Type | 0 | 0 | 0 | 0 | Waypoint |
| Creates a Crate with specific contents at a waypoint | ||||||||
| 109 | Iron Curtain At | 0 | 0 | 0 | 0 | 0 | 0 | Waypoint |
| Fires Iron Curtain at Waypoint | ||||||||
| 110 | Pause Game | 0 | time | 0 | 0 | 0 | 0 | A |
| Pauses the game for P2 seconds | ||||||||
| 111 | Evict Occupiers | 0 | 0 | 0 | 0 | 0 | 0 | A |
| Evicts occupants from attached building | ||||||||
| 112 | Center (Jump) Camera at Waypoint... | 0 | Waypoint# | 0 | 0 | 0 | 0 | Waypoint |
| Moves the tactical view to waypoint P2 | ||||||||
| 113 | Make house cheer | 0 | House# | 0 | 0 | 0 | 0 | A |
| All InfantryTypes of house P2 will play their cheer animation if they can | ||||||||
| 114 | Set Tab to (0-3)... | 0 | number | 0 | 0 | 0 | 0 | A |
| Flips sidebar to tab number P2 | ||||||||
| 115 | Flash Cameo | 9 | ObjectType | 0 | 0 | 0 | 0 | number |
| Flashes the cameo of ObjectType P2 for P7 frames | ||||||||
| Code 1 | Action | Parameter types | ||||||
| #1 (P1) | #2 (P2) | #3 (P3) | #4 (P4) | #5 (P5) | #6 (P6) | #7 (P7) | ||
| 116 | Stop Sounds At | 0 | Waypoint | 0 | 0 | 0 | 0 | ? |
| Stops all sounds at waypoint P2 that were started using the Play Sound At trigger | ||||||||
| 117 | Play Ingame Movie (pause game)... | 0 | 12 | 0 | 0 | 0 | 0 | A |
| Pauses game, locks player input and displays the specified movie in the sidebar | ||||||||
| 118 | Clear all smudges | 0 | 0 | 0 | 0 | 0 | 0 | A |
| Deletes all Smudge objects from the map | ||||||||
| 119 | Destroy all of | 0 | House# | 0 | 0 | 0 | 0 | A |
| Destroys all objects of house P2 | ||||||||
| 120 | Destroy all Buildings of | 0 | House# | 0 | 0 | 0 | 0 | A |
| Destroys all buildings of house P2 | ||||||||
| 121 | Destroy all Land Units of | 0 | House# | 0 | 0 | 0 | 0 | A |
| Destroys all land units of house P2 | ||||||||
| 122 | Destroy all Naval Units of | 0 | House# | 0 | 0 | 0 | 0 | A |
| Destroys all naval units of house P2 | ||||||||
| 123 | Mind Control Base of | 0 | House# | 0 | 0 | 0 | 0 | A |
| HOUSE mind controls the base of house P2 | ||||||||
| 124 | Restore Mind Controlled Base to | 0 | House# | 0 | 0 | 0 | 0 | A |
| HOUSE relinquishes control of the previously mind controlled base to house P2 | ||||||||
| 125 | Create Building At | 10 | Building | 0 | 0 | 0 | 0 | Waypoint |
| A building P2 is created at waypoint P7 and granted to HOUSE, all units obstructing the construction will be moved | ||||||||
| 126 | Restore Starting Units of | 0 | House# | 0 | 0 | 0 | 0 | A |
| Recreats all buildings and units house P2 had at the start of the game | ||||||||
| 127 | Chrono Screen Effect for | 0 | number | 0 | 0 | 0 | 0 | A |
| Displays the Chrono Warp effect over the screen for P2 frames | ||||||||
| 128 | Teleport All to | 0 | Waypoint | 0 | 0 | 0 | 0 | ? |
| All units owned by HOUSE will be teleported to waypoint P2 | ||||||||
| 129 | Set Superweapon Charge | 11 | Superweapon | 0 | 0 | 0 | 0 | number |
| If HOUSE has superweapon P2, its charge is set to P7 percent. | ||||||||
| 130 | Restore Starting Buildings of... | 0 | House# | 0 | 0 | 0 | 0 | A |
| Restores all buildings house P2 had at the start of the game to full health | ||||||||
| Code 1 | Action | Parameter types | ||||||
| #1 (P1) | #2 (P2) | #3 (P3) | #4 (P4) | #5 (P5) | #6 (P6) | #7 (P7) | ||
| 131 | Flash Buildings of Type... | 9 | Building | 0 | 0 | 0 | 0 | number |
| All buildings P2 owned by HOUSE will flash for P7 frames | ||||||||
| 132 | Superweapon Set Recharge Time | 11 | Superweapon | 0 | 0 | 0 | 0 | number |
| Sets the charge time of superweapon P2 to P7 frames | ||||||||
| 133 | Superweapon Reset Recharge Time | 11 | Superweapon | 0 | 0 | 0 | 0 | ? |
| Resets the charge time of superweapon P2 to normal value | ||||||||
| 134 | Superweapon Reset | 0 | SuperWeapon | 0 | 0 | 0 | 0 | A |
| Resets superweapon P2 as if a spy had gotten in | ||||||||
| 135 | Set Preferred Target Cell | 0 | Waypoint | 0 | 0 | 0 | 0 | A |
| HOUSE will aim all future targetable superweapons at waypoint P2 | ||||||||
| 136 | Clear Preferred Target Cell | 0 | 0 | 0 | 0 | 0 | 0 | A |
| HOUSE will target its superweapons normally | ||||||||
| 137 | Center Base Cell Set | 0 | Waypoint | 0 | 0 | 0 | 0 | A |
| HOUSE will assume this waypoint is the center of its base | ||||||||
| 138 | Center Base Cell Clear | 0 | 0 | 0 | 0 | 0 | 0 | A |
| HOUSE will recalculate the center of its base | ||||||||
| 139 | Blackout Radar | 0 | number | 0 | 0 | 0 | 0 | A |
| Disables the radar screen of HOUSE for P2 frames | ||||||||
| 140 | Set Defensive Target Cell | 0 | Waypoint | 0 | 0 | 0 | 0 | A |
| HOUSE will aim all Force Shields at waypoint P2 | ||||||||
| 141 | Clear Defensive Target Cell | 0 | 0 | 0 | 0 | 0 | 0 | A |
| HOUSE will target its Force Shields normally | ||||||||
| 142 | Retint Red | 0 | number | 0 | 0 | 0 | 0 | A |
| Retints the Red portion of the screen to P2 percent | ||||||||
| 143 | Retint Green | 0 | number | 0 | 0 | 0 | 0 | A |
| Retints the Green portion of the to P2 percent | ||||||||
| 144 | Retint Blue | 0 | number | 0 | 0 | 0 | 0 | A |
| Retints the Blue portion of the screen to P2 percent | ||||||||
| 145 | Jump camera home | 0 | 0 | 0 | 0 | 0 | 0 | A |
| Focuses the player's view on his Conyard/MCV. | ||||||||
| Code 1 | Action | Parameter types | ||||||
| #1 (P1) | #2 (P2) | #3 (P3) | #4 (P4) | #5 (P5) | #6 (P6) | #7 (P7) | ||