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Actions (maps)/TSFS

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In TS, Actions become a separate section, so Triggers can have multiple Actions with up to seven parameters. The game assumed the Trigger, Event and Action all share the same ID. So a Trigger which has ID 12451245 uses the Action list with ID 12451245.

The following Actions are available:

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. 0 TeamType ID 0 0 0 0 A
HOUSE2 creates a TeamType P2
5 Destroy Team 0 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 0 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 0 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 0 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 House# 0 0 0 0 A
Enable Skirmish AI for house P2
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:
  • 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 Warhead# 0 0 0 0 Waypoint
Detonates an explosion of Warhead P2 in the waypoint P7
43 Meteor Impact At 0 0 0 0 0 0 Waypoint#
Sends a single meteor at waypoint P7
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:
  • 0 - No spotlight
  • 1 - Obey rules.ini setting
  • 2 - Circle
  • 3 - Follow
53 Enable Trigger 0 Trigger# 0 0 0 0 A
Enables trigger P2
54 Disable Trigger 0 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  ? 0 0 0 0 Waypoint
Creates a meteor shower around waypoint P7
59 Reduce Tiberium 0 0 0 0 0 0 Waypoint
Code 1 Action Parameter types
#1 (P1) #2 (P2) #3 (P3) #4 (P4) #5 (P5) #6 (P6) #7 (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
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 0 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
Code 1 Action Parameter types
#1 (P1) #2 (P2) #3 (P3) #4 (P4) #5 (P5) #6 (P6) #7 (P7)
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 0 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
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 Waypoint# 0 0 0 0 A
Remove all particles from waypoint P2
Code 1 Action Parameter types
#1 (P1) #2 (P2) #3 (P3) #4 (P4) #5 (P5) #6 (P6) #7 (P7)
90 Lightning strike at 0 Waypoint# 0 0 0 0 A
A single Ion Storm lightning bolt strikes at waypoint P2
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 Waypoint# 0 0 0 0 A
Fires Ion-Cannon at waypoint P2
95 Nuke strike 0 0 0 0 0 0 Waypoint
Fires a Nuclear Missile (Multi Missile) at waypoint P7
96 Chem-missile strike 0 Waypoint# 0 0 0 0 A
Fires Chemical missile at waypoint P2
97 Toggle Train Cargo 0 0 0 0 0 0 A
Toggles state of [Basic]→TrainCrate
98 Play Sound Effect 0 Sound# 0 0 0 0 A
Plays sound P2 at random waypoint
99 Play Sound Effect At 0 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
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 0 Text# 0 0 0 0 A
Displays text P2 from tutorial.ini as the mission timer text
104 Flash Team 0 TeamType ID 0 0 0 0 A
Flashes all members of TeamType P2 for a certain number of frames
105 Talk Bubble 0 TeamType ID 0 0 0 0 A
Displays talk bubble over each member of TeamType P2
106 Set Object's Tech Level 0  ? 0 0 0 0 Tech Level
Sets the specified TechnoType P2 (?) to have tech level P7
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.