Events/RA2YR
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Events are a separate section like in TS, so Triggers can have multiple Events with up to two/three
parameters. The game assumes 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 (P2) | #3 (P3) | ||
| 0 | None | 0 | 0 | - |
| No Event - cannot be activated | ||||
| 1 | Entered by | 0 | House# | - |
| House P2 enters attached building/celltag | ||||
| 2 | Spied by | 0 | House# | - |
| House P2 sends a spy into attached building | ||||
| 3 | Thieved by | 0 | 0 | - |
| Doesn't work | ||||
| 4 | Discovered by player | 0 | 0 | - |
| House owning the attached object is discovered by the player | ||||
| 5 | House Discovered | 0 | House# | - |
| House P2 is discovered by the player | ||||
| 6 | Attacked by anybody | 0 | 0 | - |
| Attached object is attacked by anybody | ||||
| 7 | Destroyed by anybody | 0 | 0 | - |
| Attached object is destroyed by anybody | ||||
| 8 | Any event | 0 | 0 | - |
| Any event | ||||
| 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 objects) | ||||
| 12 | Credits exceed | 0 | credits | - |
| HOUSE2 has at least P2 credits | ||||
| 13 | Elapsed time | 0 | time | - |
| (P2/10) minutes have passed in this mission | ||||
| 14 | Mission timer expired | 0 | 0 | - |
| Mission timer expired | ||||
| 15 | Destroyed, Buildings, # | 0 | counter | - |
| Exactly P2 buildings owned by HOUSE have been destroyed (does include civilian objects) | ||||
| Code 1 | Event | Parameter types | ||
| #1 (P1) | #2 (P2) | #3 (P3) | ||
| 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 buildings with a valid Template:TTL set | ||||
| 18 | Civilians evacuated | 0 | 0 | - |
| Civilian objects owned by HOUSE have left the map (See Template:TTL ) | ||||
| 19 | Build building type | 0 | Building# | - |
| Building whose internal index3 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) | TeamType# | 0 | - |
| TeamType with index P1 leaves the map | ||||
| 24 | Zone entry by | 0 | House# | - |
| Attached celltrigger's zone entered by house P2 | ||||
| 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 | Destroyed, Fakes, All | 0 | 0 | - |
| Doesn't work, fires immediately | ||||
| 30 | Low power | 0 | House# | - |
| House P2 is in a low power situation | ||||
| Code 1 | Event | Parameter types | ||
| #1 (P1) | #2 (P2) | #3 (P3) | ||
| 31 | All bridges destroyed | 0 | 0 | - |
| Attached bridge destroyed | ||||
| 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 | ||||
| 36 | Local is set... | 0 | Local# | - |
| Local variable with index P2 is set | ||||
| 37 | Local is clear... | 0 | Local# | - |
| Local variable 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 from any source | ||||
| 44 | Attacked by (house)... | 0 | House# | - |
| Attached object attacked by some unit of house P2 | ||||
| 45 | Ambient light below | 0 | number | - |
| Ambient light drops below a certain percentage (P2%) | ||||
| Code 1 | Event | Parameter types | ||
| #1 (P1) | #2 (P2) | #3 (P3) | ||
| 46 | Ambient light above | 0 | number | - |
| Ambient light rises above a certain percentage (P2%) | ||||
| 47 | Elapsed Scenario Time | 0 | time | - |
| Exactly P2 seconds have elapsed since start of scenario | ||||
| 48 | Destroyed by anything | 0 | 0 | - |
| Attached object destroyed by anything | ||||
| 49 | Pickup Crate | 0 | 0 | - |
| Crate is picked up by the attached object | ||||
| 50 | Pickup Crate (any) | 0 | 0 | - |
| Crate picked up by any unit | ||||
| 51 | Random delay... | 0 | time | - |
| Fires after a random time between 50 and 150 % of time specified in P2 (frames) elapses since trigger was enabled | ||||
| 52 | Credits below... | 0 | credits | - |
| HOUSE owns less than P2 credits | ||||
| 53 | Spy entering as House... | 0 | House# | - |
| A spy disguised as house P2 enters attached object | ||||
| 54 | Spy entering as Infantry... | 0 | Infantry# | - |
| A spy disguised as infantry index P2 enters the attached object | ||||
| 55 | Destroyed Units, Naval... | 0 | House# | - |
| All naval units of house P2 have been destroyed | ||||
| 56 | Destroyed Units, Land... | 0 | House# | - |
| All land units of house P2 have been destroyed | ||||
| 57 | Building does not exist | 0 | Building# | - |
| No buildings with index P2 (owned by HOUSE) exist on the map | ||||
| 58 | Power Full... | 0 | House# | - |
| House P2's power is at 100%. | ||||
| 59 | Entered or Overflown By... | 0 | House# | - |
| Objects owned by house P2 move over the attached cell | ||||
| 60 | 0 | counter | Building ID | |
| At least this many (P2) buildings (ID=P3) exist on the map | ||||
| 61 | 0 | 0 | Building ID | |
| There are no buildings P3 on the map | ||||
| Code 1 | Event | Parameter types | ||
| #1 (P1) | #2 (P2) | #3 (P3) | ||
Events take two unsigned integers (third parameter - string - is needed for events #60 and #61) 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 ↑ HOUSE in this document refers to the house owning the Trigger, labeled "HOUSE" in the Triggers page.