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Actions (maps)/RA2YR

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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 0 0 0 0 0 Waypoint
Displays a drop zone flare at waypoint P7 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 4 csf label 0 0 0 0 A
Displays the text entry with label P2 from the CSF file
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
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
Code 1 Action Parameter types
#1 (P1) #2 (P2) #3 (P3) #4 (P4) #5 (P5) #6 (P6) #7 (P7)
18 Reveal waypoint zone 0 Waypoint# 0 0 0 0 A
Reveals the zone of waypoint P2
19 Play sound effect 7 Sound# 0 0 0 0 A
Plays the sound effect P2
20 Play music theme 8 Theme# 0 0 0 0 A
Plays the music theme P2
21 Play speech 6 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
30 Auto Base Building 0 0/1 = no/yes 0 0 0 0 A
Enable or disable Skirmish AI for HOUSE
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
Code 1 Action Parameter types
#1 (P1) #2 (P2) #3 (P3) #4 (P4) #5 (P5) #6 (P6) #7 (P7)
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:
  • top left corner is (L[eft], T[op])
  • width is W
  • height is H
41 Play Anim At 0 Animation# 0 0 0 0 Waypoint
Plays animation P2 in the waypoint P7
42 Do Explosion At 0 Weapon# 0 0 0 0 Waypoint
Detonates an explosion of Weapon P2 in the waypoint P7
43 Create VoxelAnim At 0 VoxelAnim# 0 0 0 0 Waypoint
Creates a VoxelAnim of P2 at waypoint P7
44 Ion Storm start 0 time 0 0 0 0 A
Starts an ion storm sequence to run for P2 frames
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 Speed 0 0 0 0 Waypoint
Moves the tactical view with a velocity of P2 to waypoint P7
49 Zoom in 0 0 0 0 0 0 A
Zooms the tactical map in
Code 1 Action Parameter types
#1 (P1) #2 (P2) #3 (P3) #4 (P4) #5 (P5) #6 (P6) #7 (P7)
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:
  • 0 - No spotlight
  • 1 - Obey rules.ini setting
  • 2 - Circle
  • 3 - Follow
53 Enable Trigger 2 Trigger ID 0 0 0 0 A
Enables trigger P2
54 Disable Trigger 2 Trigger ID 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 (0-4) 0 0 0 0 Waypoint
Creates a meteor shower around waypoint P7
59 Reduce Tiberium 0 Waypoint# 0 0 0 0 A
Reduces amount of Tiberium around waypoint 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
Code 1 Action Parameter types
#1 (P1) #2 (P2) #3 (P3) #4 (P4) #5 (P5) #6 (P6) #7 (P7)
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 Number 0 0 0 0 A
Sets ambient light fade step value to P2
72 Set ambient rate 0 Number 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
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 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
Code 1 Action Parameter types
#1 (P1) #2 (P2) #3 (P3) #4 (P4) #5 (P5) #6 (P6) #7 (P7)
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 0 0 0 0 0 Waypoint
Remove all particles from waypoint P7
90 Lightning strike at 0 0 0 0 0 0 Waypoint
A single Ion Storm lightning bolt strikes at waypoint P7
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 0 0 0 0 0 Waypoint
Fires Ion-Cannon at waypoint P7
95 Nuke strike 0 0 0 0 0 0 Waypoint
Fires a Nuclear Missile (Multi Missile) at waypoint P7
96 Chem-missile strike 0 0 0 0 0 0 Waypoint
Fires Chemical missile at waypoint P7
97 Toggle Train Cargo 0 0 0 0 0 0 A
Toggles state of [Basic]→TrainCrate
98 Play Sound Effect 7 Sound# 0 0 0 0 A
Plays sound P2 at random waypoint
99 Play Sound Effect At 7 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
Code 1 Action Parameter types
#1 (P1) #2 (P2) #3 (P3) #4 (P4) #5 (P5) #6 (P6) #7 (P7)
101 Reshroud Map At 0 Waypoint# 0 0 0 0 A
Reshrouds map around waypoint P2
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 Duration
Flashes all members of TeamType P2 for P7 frames
105 Talk Bubble 5 TeamType ID 0 0 0 0 Duration
Displays talk bubble over each member of TeamType P2 for P7 frames
106 Set Object's Tech Level 9 ObjectType 0 0 0 0 Tech Level
Sets the specified ObjectType P2 (?) to have tech level P7
107 Reinforcement by Chrono 1 TeamType 0 0 0 0 Waypoint
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 0 0 0 0 0 Waypoint
Moves the tactical view to waypoint P7
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 0 0 0 0 0 Waypoint
Stops all sounds at waypoint P7 that were started using the Play Sound At trigger
117 Play Ingame Movie (pause game)... 0 Movie 0 0 0 0 A
Pauses game, locks player input and displays the specified movie in the sidebar
118 Yro.pngClear all smudges 0 0 0 0 0 0 A
Deletes all Smudge objects from the map
119 Yro.pngDestroy all of 0 House# 0 0 0 0 A
Destroys all objects of house P2
120 Yro.pngDestroy all Buildings of 0 House# 0 0 0 0 A
Destroys all buildings of house P2
121 Yro.pngDestroy all Land Units of 0 House# 0 0 0 0 A
Destroys all land units of house P2
122 Yro.pngDestroy all Naval Units of 0 House# 0 0 0 0 A
Destroys all naval units of house P2
123 Yro.pngMind Control Base of 0 House# 0 0 0 0 A
HOUSE mind controls the base of house P2
124 Yro.pngRestore Mind Controlled Base to 0 House# 0 0 0 0 A
HOUSE relinquishes control of the previously mind controlled base to house P2
125 Yro.pngCreate 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 Yro.pngRestore 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 Yro.pngChrono Screen Effect for 0 number 0 0 0 0 A
Displays the Chrono Warp effect over the screen for P2 frames
128 Yro.pngTeleport All to 0 0 0 0 0 0 Waypoint
All units owned by HOUSE will be teleported to waypoint P7
129 Yro.pngSet Superweapon Charge 11 Superweapon 0 0 0 0 number
If HOUSE has superweapon P2, its charge is set to P7 percent.
130 Yro.pngRestore 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 Yro.pngFlash Buildings of Type... 9 Building 0 0 0 0 number
All buildings P2 owned by HOUSE will flash for P7 frames
132 Yro.pngSuperweapon Set Recharge Time 11 Superweapon 0 0 0 0 number
Sets the charge time of superweapon P2 to P7 frames
133 Yro.pngSuperweapon Reset Recharge Time 0 Superweapon 0 0 0 0 A
Resets the charge time of superweapon P2 to normal value
134 Yro.pngSuperweapon Reset 0 SuperWeapon 0 0 0 0 A
Resets superweapon P2 as if a spy had gotten in
135 Yro.pngSet Preferred Target Cell 0 0 0 0 0 0 Waypoint
HOUSE will aim all future targetable superweapons at waypoint P7
136 Yro.pngClear Preferred Target Cell 0 0 0 0 0 0 A
HOUSE will target its superweapons normally
137 Yro.pngCenter Base Cell Set 0 0 0 0 0 0 Waypoint
HOUSE will assume waypoint P7 is the center of its base
138 Yro.pngCenter Base Cell Clear 0 0 0 0 0 0 A
HOUSE will recalculate the center of its base
139 Yro.pngBlackout Radar 0 number 0 0 0 0 A
Disables the radar screen of HOUSE for P2 frames
140 Yro.pngSet Defensive Target Cell 0 0 0 0 0 0 Waypoint
HOUSE will aim all Force Shields at waypoint P7
141 Yro.pngClear Defensive Target Cell 0 0 0 0 0 0 A
HOUSE will target its Force Shields normally
142 Yro.pngRetint Red 0 number 0 0 0 0 A
Retints the Red portion of the screen to P2 percent
143 Yro.pngRetint Green 0 number 0 0 0 0 A
Retints the Green portion of the to P2 percent
144 Yro.pngRetint Blue 0 number 0 0 0 0 A
Retints the Blue portion of the screen to P2 percent
145 Yro.pngJump 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)

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.

Referencing items
As you probably noticed, some of the Parameter descriptions in this table end with "#". The reason for that is:
Some parameters take their values to be indexes of objects, others assume they are the identifiers of those objects.
For convenience, if the parameter's description in the table ends with a "#" symbol, you should use the object's index in its appropriate list, otherwise you should use its ID.
Also note: All entries in column P7 are expected to be literal, so you have to convert all the numbers into letters like this:
0 is "A", 1 is "B", 25 is "Z", 26 is "AA", just like the columnm numbering in your favourite spreadsheet program.