ModEnc is currently in Maintenance Mode: Changes could occur at any given moment, without advance warning.

Difference between revisions of "Actions (maps)/RA"

From ModEnc
Jump to: navigation, search
(Created)
 
(Restyled yet again... I really think this style is satisfactory)
Line 3: Line 3:
 
The following Actions were available:
 
The following Actions were available:
  
{| border=1 class="table_descrow"
+
{| style="width: 95%;" border=1 class="table_descrow"
! rowspan=2 style="width: 5%" | Code {{Fnl|1}}  
+
|- style="background: #ddd; border: 1px solid #000; border-width: 1px 0;"
! rowspan=2 style="width: 20%;" | Action
+
! style="width: 5em;" rowspan=2 | Code {{Fnl|1}}
! rowspan=2 | Meaning
+
! rowspan=2 | Action
! colspan=3 | Parameter types
+
! style="text-align: center;" colspan=3 | Parameter types
 +
|- style="background: #ddd; border: 1px solid #000; border-width: 1px 0;"
 +
! style="width: 8em; text-align: center;" | #1 (P1)
 +
! style="width: 8em; text-align: center;" | #2 (P2)
 +
! style="width: 8em; text-align: center;" | #3 (P3)
 
|-
 
|-
! style="width: 10%;" | #1 (P1) {{Fnl|3}}
+
| rowspan=2 | {{Tt|0}}
! style="width: 10%;" | #2 (P2) {{Fnl|4}}
+
| {{Tt|No action}}
! style="width: 10%;" | #3 (P3) {{Fnl|5}}
+
| style="text-align: center;" | -1
 +
| style="text-align: center;" | -1
 +
| style="text-align: center;" | -1
 
|-
 
|-
| {{Tt|0}} || {{Tt|No action}} || No Action - do nothing || - || - || -
+
| colspan=5 | No Action - do nothing
 
|-
 
|-
| {{Tt|1}} || {{Tt|Winner is}} || Declares house P3 the winner || - || - || House#
+
| rowspan=2 | {{Tt|1}}
 +
| {{Tt|Winner is}}  
 +
| style="text-align: center;" | -1
 +
| style="text-align: center;" | -1
 +
| style="text-align: center;" | House#
 
|-
 
|-
| {{Tt|2}} || {{Tt|Loser is}} || Declares house P3 the loser  || - || - || House#
+
| colspan=5 | Declares house P3 the winner
 
|-
 
|-
| {{Tt|3}} || {{Tt|Production begins}} || House P3 is allowed to start autoproduction || - || - || House#
+
| rowspan=2 | {{Tt|2}}
 +
| {{Tt|Loser is}}  
 +
| style="text-align: center;" | -1
 +
| style="text-align: center;" | -1
 +
| style="text-align: center;" | House#
 
|-
 
|-
| {{Tt|4}} || {{Tt|Create team}} || HOUSE{{Fnl|2}} creates a [[Maps/TeamTypes/RA|TeamType]] P1 || TeamType# || - || -
+
| colspan=5 | Declares house P3 the loser
 
|-
 
|-
| {{Tt|5}} || {{Tt|Destroy team}} || All instances of the TeamType P1 are destroyed || TeamType# || - || -
+
| rowspan=2 | {{Tt|3}}
 +
| {{Tt|Production begins}}  
 +
| style="text-align: center;" | -1
 +
| style="text-align: center;" | -1
 +
| style="text-align: center;" | House#
 
|-
 
|-
| {{Tt|6}} || {{Tt|All to hunt}} || House P3 sends all objects it owns to freelance || - || - || House#
+
| colspan=5 | House P3 is allowed to start autoproduction
 
|-
 
|-
| {{Tt|7}} || {{Tt|Reinforcement (team)}} || TeamType P1 is spawned at waypoint P3 and granted to its [[Maps/TeamTypes/RA#Owner|owner house]] || TeamType# || - || Waypoint#
+
| rowspan=2 | {{Tt|4}}
 +
| {{Tt|Create team}}  
 +
| style="text-align: center;" | TeamType#
 +
| style="text-align: center;" | -1
 +
| style="text-align: center;" | -1
 
|-
 
|-
| {{Tt|8}} || {{Tt|Drop zone flare (waypoint)}} || Creates a "Drop Zone Flare" at waypoint P3 and reveals the area around it || - || - || Waypoint#
+
| colspan=5 | HOUSE{{Fnl|2}} creates a [[Maps/TeamTypes/RA|TeamType]] P1
 
|-
 
|-
| {{Tt|9}} || {{Tt|Fire sale}} || House P3 sells all of its buildings || - || - || House#
+
| rowspan=2 | {{Tt|5}}
 +
| {{Tt|Destroy team}}  
 +
| style="text-align: center;" | TeamType#
 +
| style="text-align: center;" | -1
 +
| style="text-align: center;" | -1
 
|-
 
|-
| {{Tt|10}} || {{Tt|Play movie}} || Movie P3 is played || - || - || Movie#
+
| colspan=5 | All instances of the TeamType P1 are destroyed
 
|-
 
|-
| {{Tt|11}} || {{Tt|Text trigger (ID number)}} || The text message with the index P3 from {{TTL|tutorial.ini}} is displayed || - || - || Message#
+
| rowspan=2 | {{Tt|6}}
 +
| {{Tt|All to hunt}}  
 +
| style="text-align: center;" | -1
 +
| style="text-align: center;" | -1
 +
| style="text-align: center;" | House#
 
|-
 
|-
| {{Tt|12}} || {{Tt|Destroy trigger}} || Trigger P2 is disabled for the remainder of this mission || - || Trigger# || -
+
| colspan=5 | House P3 sends all objects it owns to freelance
 
|-
 
|-
| {{Tt|13}} || {{Tt|Autocreate begins}} || House P3 starts autocreating teamtypes that have the [[TeamTypes/RA#Autocreate|Autocreate flag]] set || - || - || House#
+
| rowspan=2 | {{Tt|7}}
 +
| {{Tt|Reinforcement (team)}}  
 +
| style="text-align: center;" | TeamType#
 +
| style="text-align: center;" | -1
 +
| style="text-align: center;" | Waypoint#
 
|-
 
|-
| {{Tt|14}} || {{Tt|?}} || Unknown || - || - || -
+
| colspan=5 | TeamType P1 is spawned at waypoint P3 and granted to its [[Maps/TeamTypes/RA#Owner|owner house]]
 
|-
 
|-
| {{Tt|15}} || {{Tt|Allow win}} || The 'Win' action will not fire if any triggers with this action have not fired yet || - || - || -
+
| rowspan=2 | {{Tt|8}}
 +
| {{Tt|Drop zone flare (waypoint)}}  
 +
| style="text-align: center;" | -1
 +
| style="text-align: center;" | -1
 +
| style="text-align: center;" | Waypoint#
 
|-
 
|-
| {{Tt|16}} || {{Tt|Reveal all map}} || Reveals the entire map to the player || - || - || -
+
| colspan=5 | Creates a "Drop Zone Flare" at waypoint P3 and reveals the area around it
 
|-
 
|-
| {{Tt|17}} || {{Tt|Reveal around waypoint}} || Reveals area ({{TTL|GapRadius}} cells) around the waypoint P3 || - || - || Waypoint#
+
| rowspan=2 | {{Tt|9}}
 +
| {{Tt|Fire sale}}  
 +
| style="text-align: center;" | -1
 +
| style="text-align: center;" | -1
 +
| style="text-align: center;" | House#
 
|-
 
|-
| {{Tt|18}} || {{Tt|Reveal zone of waypoint}} || Reveals the [[Maps/Waypoint Zone|zone]] of the waypoint P3 || - || - || Waypoint#
+
| colspan=5 | House P3 sells all of its buildings
 
|-
 
|-
| {{Tt|19}} || {{Tt|Play sound effect}} || Plays the sound effect # P3 || - || - || Sound effect#
+
| rowspan=2 | {{Tt|10}}
 +
| {{Tt|Play movie}}  
 +
| style="text-align: center;" | -1
 +
| style="text-align: center;" | -1
 +
| style="text-align: center;" | Movie#
 
|-
 
|-
| {{Tt|20}} || {{Tt|Play music theme}} || Plays music theme # P3 || - || - || Theme#
+
| colspan=5 | Movie P3 is played
 
|-
 
|-
| {{Tt|21}} || {{Tt|Play speech}} || Plays speech # P3 || - || - || Speech#
+
| rowspan=2 | {{Tt|11}}
 +
| {{Tt|Text trigger (ID number)}}  
 +
| style="text-align: center;" | -1
 +
| style="text-align: center;" | -1
 +
| style="text-align: center;" | Message#
 
|-
 
|-
| {{Tt|22}} || {{Tt|Force trigger}} || Forces the trigger # P3 to fire || - || - || Trigger#
+
| colspan=5 | The text message with the index P3 from {{TTL|tutorial.ini}} is displayed
 
|-
 
|-
| {{Tt|23}} || {{Tt|Timer start}} || The mission timer is started and displayed || - || - || Time
+
| rowspan=2 | {{Tt|12}}
 +
| {{Tt|Destroy trigger}}  
 +
| style="text-align: center;" | -1
 +
| style="text-align: center;" | Trigger#
 +
| style="text-align: center;" | -1
 
|-
 
|-
| {{Tt|24}} || {{Tt|Timer stop}} || The mission timer is paused and hidden || - || - || Time
+
| colspan=5 | Trigger P2 is disabled for the remainder of this mission
 
|-
 
|-
| {{Tt|25}} || {{Tt|Timer extend}} || The mission timer is extended by (P3/10) minutes || - || - || time
+
| rowspan=2 | {{Tt|13}}
 +
| {{Tt|Autocreate begins}}  
 +
| style="text-align: center;" | -1
 +
| style="text-align: center;" | -1
 +
| style="text-align: center;" | House#
 
|-
 
|-
| {{Tt|26}} || {{Tt|Timer shorten}} || The mission timer is shortened by (P3/10) minutes || - || - || Time
+
| colspan=5 | House P3 starts autocreating teamtypes that have the [[TeamTypes/RA#Autocreate|Autocreate flag]] set
 
|-
 
|-
| {{Tt|27}} || {{Tt|Timer set}} || The mission timer is set to (P3/10) minutes || - || - || Time
+
| rowspan=2 | {{Tt|14}}
 +
| {{Tt|?}}  
 +
| style="text-align: center;" | -1
 +
| style="text-align: center;" | -1
 +
| style="text-align: center;" | -1
 
|-
 
|-
| {{Tt|28}} || {{Tt|Global set}} || Global variable # P3 is set || - || - || Global variable#
+
| colspan=5 | Unknown
 
|-
 
|-
| {{Tt|29}} || {{Tt|Global clear}} || Global variable # P3 is cleared || - || - || Global variable#
+
| rowspan=2 | {{Tt|15}}
 +
| {{Tt|Allow win}}  
 +
| style="text-align: center;" | -1
 +
| style="text-align: center;" | -1
 +
| style="text-align: center;" | -1
 
|-
 
|-
| {{Tt|30}} || {{Tt|Auto base building}} || Puts house P3 into "Skirmish AI" mode || - || - || House#
+
| colspan=5 | The 'Win' action will not fire if any triggers with this action have not fired yet
 
|-
 
|-
| {{Tt|31}} || {{Tt|Grow shroud one 'step'}} || The shroud grows 1 cell || - || - || -
+
| rowspan=2 | {{Tt|16}}
 +
| {{Tt|Reveal all map}}  
 +
| style="text-align: center;" | -1
 +
| style="text-align: center;" | -1
 +
| style="text-align: center;" | -1
 
|-
 
|-
| {{Tt|32}} || {{Tt|Destroy attached building}} || Attached building is destroyed || - || - || -
+
| colspan=5 | Reveals the entire map to the player
 
|-
 
|-
| {{Tt|33}} || {{Tt|Add 1-time special weapon}} || Grants house P2 a single shot of super weapon P3 || - || House# || Super Weapon#
+
| rowspan=2 | {{Tt|17}}
 +
| {{Tt|Reveal around waypoint}}  
 +
| style="text-align: center;" | -1
 +
| style="text-align: center;" | -1
 +
| style="text-align: center;" | Waypoint#
 
|-
 
|-
| {{Tt|34}} || {{Tt|Add repeating special weapon}} || Grants house P2 a repeating super weapon P3 || - || House# || Super weapon#
+
| colspan=5 | Reveals area ({{TTL|GapRadius}} cells) around the waypoint P3
 
|-
 
|-
| {{Tt|35}} || {{Tt|Preferred target}} || Sets the HOUSE's preferred target || - || - || ?
+
| rowspan=2 | {{Tt|18}}
 +
| {{Tt|Reveal zone of waypoint}}  
 +
| style="text-align: center;" | -1
 +
| style="text-align: center;" | -1
 +
| style="text-align: center;" | Waypoint#
 
|-
 
|-
| {{Tt|36}} || {{Tt|Launch nukes}} || All Missile Silos on the map play their "launching" animation and the EVA warning is created, without the nukes actually landing or exploding || - || - || -
+
| colspan=5 | Reveals the [[Maps/Waypoint Zone|zone]] of the waypoint P3
 +
|- style="background: #ddd; border: 1px solid #000; border-width: 1px 0;"
 +
! style="width: 5em;" rowspan=2 | Code {{Fnl|1}}
 +
! rowspan=2 | Action
 +
! style="text-align: center;" colspan=3 | Parameter types
 +
|- style="background: #ddd; border: 1px solid #000; border-width: 1px 0;"
 +
! style="width: 8em; text-align: center;" | #1 (P1)
 +
! style="width: 8em; text-align: center;" | #2 (P2)
 +
! style="width: 8em; text-align: center;" | #3 (P3)
 +
|-
 +
| rowspan=2 | {{Tt|19}}
 +
| {{Tt|Play sound effect}}
 +
| style="text-align: center;" | -1
 +
| style="text-align: center;" | -1
 +
| style="text-align: center;" | Sound effect#
 +
|-
 +
| colspan=5 | Plays the sound effect # P3
 +
|-
 +
| rowspan=2 | {{Tt|20}}
 +
| {{Tt|Play music theme}}
 +
| style="text-align: center;" | -1
 +
| style="text-align: center;" | -1
 +
| style="text-align: center;" | Theme#
 +
|-
 +
| colspan=5 | Plays music theme # P3
 +
|-
 +
| rowspan=2 | {{Tt|21}}
 +
| {{Tt|Play speech}}
 +
| style="text-align: center;" | -1
 +
| style="text-align: center;" | -1
 +
| style="text-align: center;" | Speech#
 +
|-
 +
| colspan=5 | Plays speech # P3
 +
|-
 +
| rowspan=2 | {{Tt|22}}
 +
| {{Tt|Force trigger}}
 +
| style="text-align: center;" | -1
 +
| style="text-align: center;" | -1
 +
| style="text-align: center;" | Trigger#
 +
|-
 +
| colspan=5 | Forces the trigger # P3 to fire
 +
|-
 +
| rowspan=2 | {{Tt|23}}
 +
| {{Tt|Timer start}}
 +
| style="text-align: center;" | -1
 +
| style="text-align: center;" | -1
 +
| style="text-align: center;" | Time
 +
|-
 +
| colspan=5 | The mission timer is started and displayed
 +
|-
 +
| rowspan=2 | {{Tt|24}}
 +
| {{Tt|Timer stop}}
 +
| style="text-align: center;" | -1
 +
| style="text-align: center;" | -1
 +
| style="text-align: center;" | Time
 +
|-
 +
| colspan=5 | The mission timer is paused and hidden
 +
|-
 +
| rowspan=2 | {{Tt|25}}
 +
| {{Tt|Timer extend}}
 +
| style="text-align: center;" | -1
 +
| style="text-align: center;" | -1
 +
| style="text-align: center;" | time
 +
|-
 +
| colspan=5 | The mission timer is extended by (P3/10) minutes
 +
|-
 +
| rowspan=2 | {{Tt|26}}
 +
| {{Tt|Timer shorten}}
 +
| style="text-align: center;" | -1
 +
| style="text-align: center;" | -1
 +
| style="text-align: center;" | Time
 +
|-
 +
| colspan=5 | The mission timer is shortened by (P3/10) minutes
 +
|-
 +
| rowspan=2 | {{Tt|27}}
 +
| {{Tt|Timer set}}
 +
| style="text-align: center;" | -1
 +
| style="text-align: center;" | -1
 +
| style="text-align: center;" | Time
 +
|-
 +
| colspan=5 | The mission timer is set to (P3/10) minutes
 +
|-
 +
| rowspan=2 | {{Tt|28}}
 +
| {{Tt|Global set}}
 +
| style="text-align: center;" | -1
 +
| style="text-align: center;" | -1
 +
| style="text-align: center;" | Global variable#
 +
|-
 +
| colspan=5 | Global variable # P3 is set
 +
|-
 +
| rowspan=2 | {{Tt|29}}
 +
| {{Tt|Global clear}}
 +
| style="text-align: center;" | -1
 +
| style="text-align: center;" | -1
 +
| style="text-align: center;" | Global variable#
 +
|-
 +
| colspan=5 | Global variable # P3 is cleared
 +
|-
 +
| rowspan=2 | {{Tt|30}}
 +
| {{Tt|Auto base building}}
 +
| style="text-align: center;" | -1
 +
| style="text-align: center;" | -1
 +
| style="text-align: center;" | House#
 +
|-
 +
| colspan=5 | Puts house P3 into "Skirmish AI" mode
 +
|-
 +
| rowspan=2 | {{Tt|31}}
 +
| {{Tt|Grow shroud one 'step'}}
 +
| style="text-align: center;" | -1
 +
| style="text-align: center;" | -1
 +
| style="text-align: center;" | -1
 +
|-
 +
| colspan=5 | The shroud grows 1 cell
 +
|-
 +
| rowspan=2 | {{Tt|32}}
 +
| {{Tt|Destroy attached building}}
 +
| style="text-align: center;" | -1
 +
| style="text-align: center;" | -1
 +
| style="text-align: center;" | -1
 +
|-
 +
| colspan=5 | Attached building is destroyed
 +
|-
 +
| rowspan=2 | {{Tt|33}}
 +
| {{Tt|Add 1-time special weapon}}
 +
| style="text-align: center;" | -1
 +
| style="text-align: center;" | House#
 +
| style="text-align: center;" | Super Weapon#
 +
|-
 +
| colspan=5 | Grants house P2 a single shot of super weapon P3
 +
|-
 +
| rowspan=2 | {{Tt|34}}
 +
| {{Tt|Add repeating special weapon}}
 +
| style="text-align: center;" | -1
 +
| style="text-align: center;" | House#
 +
| style="text-align: center;" | Super weapon#
 +
|-
 +
| colspan=5 | Grants house P2 a repeating super weapon P3
 +
|-
 +
| rowspan=2 | {{Tt|35}}
 +
| {{Tt|Preferred target}}
 +
| style="text-align: center;" | -1
 +
| style="text-align: center;" | -1
 +
| style="text-align: center;" | ?
 +
|-
 +
| colspan=5 | Sets the HOUSE's preferred target
 +
|-
 +
| rowspan=2 | {{Tt|36}}
 +
| {{Tt|Launch nukes}}  
 +
| style="text-align: center;" | -1
 +
| style="text-align: center;" | -1
 +
| style="text-align: center;" | -1
 +
|-
 +
| colspan=5 | All Missile Silos on the map play their "launching" animation and the EVA warning is created, without the nukes actually landing or exploding
 +
|- style="background: #ddd; border: 1px solid #000; border-width: 1px 0;"
 +
! style="width: 5em;" rowspan=2 | Code {{Fnl|1}}
 +
! rowspan=2 | Action
 +
! style="text-align: center;" colspan=3 | Parameter types
 +
|- style="background: #ddd; border: 1px solid #000; border-width: 1px 0;"
 +
! style="width: 8em; text-align: center;" | #1 (P1)
 +
! style="width: 8em; text-align: center;" | #2 (P2)
 +
! style="width: 8em; text-align: center;" | #3 (P3)
 
|}
 
|}
 
 
Unused parameters should be set to {{Tt|-1}}.
 
Unused parameters should be set to {{Tt|-1}}.
  
Line 97: Line 334:
  
 
{{Fn|2|HOUSE in this document refers to the house owning the Trigger, labeled "HOUSE" in the [[Maps/Triggers#RA.2FCS.2FAM|Triggers]] page.}}
 
{{Fn|2|HOUSE in this document refers to the house owning the Trigger, labeled "HOUSE" in the [[Maps/Triggers#RA.2FCS.2FAM|Triggers]] page.}}
 
{{Fn|3|P1 in this document refers to the trigger's first parameter in the [[Maps/Triggers#RA.2FCS.2FAM|Triggers]] page.}}
 
 
{{Fn|4|P2 in this document refers to the trigger's second parameter in the [[Maps/Triggers#RA.2FCS.2FAM|Triggers]] page.}}
 
 
{{Fn|5|P3 in this document refers to the trigger's third parameter in the [[Maps/Triggers#RA.2FCS.2FAM|Triggers]] page.}}
 

Revision as of 09:32, 14 September 2006

In RA, Actions were still part of the [Triggers] section, but now Triggers could have up to two Actions with up to three parameters each.

The following Actions were available:

Code 1 Action Parameter types
#1 (P1) #2 (P2) #3 (P3)
0 No action -1 -1 -1
No Action - do nothing
1 Winner is -1 -1 House#
Declares house P3 the winner
2 Loser is -1 -1 House#
Declares house P3 the loser
3 Production begins -1 -1 House#
House P3 is allowed to start autoproduction
4 Create team TeamType# -1 -1
HOUSE2 creates a TeamType P1
5 Destroy team TeamType# -1 -1
All instances of the TeamType P1 are destroyed
6 All to hunt -1 -1 House#
House P3 sends all objects it owns to freelance
7 Reinforcement (team) TeamType# -1 Waypoint#
TeamType P1 is spawned at waypoint P3 and granted to its owner house
8 Drop zone flare (waypoint) -1 -1 Waypoint#
Creates a "Drop Zone Flare" at waypoint P3 and reveals the area around it
9 Fire sale -1 -1 House#
House P3 sells all of its buildings
10 Play movie -1 -1 Movie#
Movie P3 is played
11 Text trigger (ID number) -1 -1 Message#
The text message with the index P3 from Template:TTL is displayed
12 Destroy trigger -1 Trigger# -1
Trigger P2 is disabled for the remainder of this mission
13 Autocreate begins -1 -1 House#
House P3 starts autocreating teamtypes that have the Autocreate flag set
14 ? -1 -1 -1
Unknown
15 Allow win -1 -1 -1
The 'Win' action will not fire if any triggers with this action have not fired yet
16 Reveal all map -1 -1 -1
Reveals the entire map to the player
17 Reveal around waypoint -1 -1 Waypoint#
Reveals area (Template:TTL cells) around the waypoint P3
18 Reveal zone of waypoint -1 -1 Waypoint#
Reveals the zone of the waypoint P3
Code 1 Action Parameter types
#1 (P1) #2 (P2) #3 (P3)
19 Play sound effect -1 -1 Sound effect#
Plays the sound effect # P3
20 Play music theme -1 -1 Theme#
Plays music theme # P3
21 Play speech -1 -1 Speech#
Plays speech # P3
22 Force trigger -1 -1 Trigger#
Forces the trigger # P3 to fire
23 Timer start -1 -1 Time
The mission timer is started and displayed
24 Timer stop -1 -1 Time
The mission timer is paused and hidden
25 Timer extend -1 -1 time
The mission timer is extended by (P3/10) minutes
26 Timer shorten -1 -1 Time
The mission timer is shortened by (P3/10) minutes
27 Timer set -1 -1 Time
The mission timer is set to (P3/10) minutes
28 Global set -1 -1 Global variable#
Global variable # P3 is set
29 Global clear -1 -1 Global variable#
Global variable # P3 is cleared
30 Auto base building -1 -1 House#
Puts house P3 into "Skirmish AI" mode
31 Grow shroud one 'step' -1 -1 -1
The shroud grows 1 cell
32 Destroy attached building -1 -1 -1
Attached building is destroyed
33 Add 1-time special weapon -1 House# Super Weapon#
Grants house P2 a single shot of super weapon P3
34 Add repeating special weapon -1 House# Super weapon#
Grants house P2 a repeating super weapon P3
35 Preferred target -1 -1  ?
Sets the HOUSE's preferred target
36 Launch nukes -1 -1 -1
All Missile Silos on the map play their "launching" animation and the EVA warning is created, without the nukes actually landing or exploding
Code 1 Action Parameter types
#1 (P1) #2 (P2) #3 (P3)

Unused parameters should be set to -1.

Notes

All parameters are unsigned integers, meaning all objects like structures, houses, etc. are referenced by their internal indexes. Those internal indexes are listed here.

1 This column specifies the code to be written in the Trigger's A1 or A2 slot.

2 HOUSE in this document refers to the house owning the Trigger, labeled "HOUSE" in the Triggers page.