Events/TSFS
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In TS, Events become a separate section, so Triggers can have multiple Events with up to two parameters. The game assumed 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 | Meaning |
|---|---|---|
| 0 | None | No Event - cannot be activated |
| 1 | Entered by | House P24 enters attached building/celltag |
| 2 | Spied by | House P2 sends a spy into attached building |
| 3 | Thieved by | Doesn't work |
| 4 | Discovered by player | House owning the attached object is discovered by the player |
| 5 | House Discovered | House P2 is discovered by the player |
| 6 | Attacked by anybody | Attached object is attacked by anybody |
| 7 | Destroyed by anybody | Attached object is destroyed by anybody |
| 8 | Any event | Any event |
| 9 | Destroyed, Units, All | All units of house P2 are destroyed (does not include civilian objects owned by P2) |
| 10 | Destroyed, Buildings, All | All buildings of house P2 are destroyed (does not include civilian objects owned by P2) |
| 11 | Destroyed, All | All objects of house P2 are destroyed (does not include civilian objects owned by P2) |
| 12 | Credits exceed | HOUSE2 has at least P2 credits |
| 13 | Elapsed time (1/10th min) | (P2/10) minutes have passed in this mission |
| 14 | Mission timer expired | Mission timer expired |
| 15 | Destroyed, Buildings, # | Exactly P2 buildings owned by HOUSE have been destroyed (does include civilian objects owned by P2) |
| 16 | Destroyed, Units, # | Exactly ExP2 units owned by HOUSE have been destroyed (does include civilian objects owned by P2) |
| 17 | No factories left | HOUSE has no factories left ("factories" include only FACT, AFLD, BARR, TENT, WEAP) |
| 18 | Civilians evacuated | Civilian objects owned by HOUSE have left the map (See Template:TTL ) |
| 19 | Build building type | Building whose internal index5 is P2 is placed on the map |
| 20 | Build unit type | Unit whose internal index is P2 is placed on the map |
| 21 | Build infantry type | Infantry whose internal index is P2 is placed on the map |
| 22 | Build aircraft type | Aircraft whose internal index is P2 is placed on the map |
| 23 | Leaves map (team) | TeamType with index P13 leaves the map |
| 24 | Zone entry by | Attached celltrigger's zone entered by house P2 |
| 25 | Crosses horizontal line | House P2 crosses the horizontal line of the attached celltag |
| 26 | Crosses vertical line | House P2 crosses the vertical line of the attached celltag |
| 27 | Global is set | Global variable with index P2 is set |
| 28 | Global is clear | Global variable with index P2 is cleared |
| 29 | Destroyed, Fakes, All | Doesn't work, fires immediately |
| 30 | Low power | House P2 is in a low power situation |
| 31 | All bridges destroyed | Attached bridge destroyed |
| 32 | Building exists | HOUSE owns a building with internal number P2 |
| 33 | Selected by player | attached object is selected by the player (single-player only) |
| 34 | Comes near waypoint... | HOUSE approaches specified waypoint |
| 35 | Enemy In Spotlight... | enemy unit enters the spotlight cast by the attached building |
| 36 | Local is set... | local with index P2 is turned on |
| 37 | Local is clear... | local with index P2 is turned off. |
| 38 | First damaged (combat only) | attached object suffering first damage from combat damage from combat damage only |
| 39 | Half health (combat only) | attached object damaged to half health from combat damage only |
| 40 | Quarter health (combat only) | attached object damaged to quarter health from combat damage only. |
| 41 | First damaged (any source) | attached object first suffering from combat damage from any source. |
| 42 | Half health (any source) | attached object damaged to half health from any source |
| 43 | Quarter health (any source) | attached object damaged to quarter health from any source |
| 44 | Attacked by (house)... | attached object attacked by some unit of house P2 |
| 45 | Ambient light below | ambient light drops below a certain percentage (P2) |
| 46 | Ambient light above | ambient light rises above a certain percentage (P2) |
| 47 | Elapsed Scenario Time | When exactly P2 seconds have elapsed since start of scenario |
| 48 | Destroyed by anything | attached object destroyed by anything |
| 49 | Pickup Crate | crate is picked up by the attached object |
| 50 | Pickup Crate (any) | crate picked up by any unit |
| 51 | Random delay... | Delays a random time between 50 and 150 percent of time specified in P2 (frames) |
| 52 | Credits below... | HOUSE owns less than P2 credits |
| 53 | Player under EMP effect | HOUSE is under EMP effect |
| 54 | Unknown | Unknown FS/2.x patched only |
| 55 | Attached object bugged | Attached object is infected by a Limpet Drone FS/2.x patched only |
Events take two unsigned integers 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.
3 ↑ P1 in this document refers to the trigger's first parameter.
4 ↑ P2 in this document refers to the trigger's second parameter.