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Difference between revisions of "Actions (maps)/RA2YR/000 049"

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(Created (blob for inclusion only))
 
(Update on TAction #35)
 
(6 intermediate revisions by 3 users not shown)
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| {{Tt|Drop Zone Flare}}
 
| {{Tt|Drop Zone Flare}}
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | 0
| style="text-align: center;" | Waypoint#
 
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | 0
| style="text-align: center;" | A
+
| style="text-align: center;" | 0
 +
| style="text-align: center;" | Waypoint
 
|-
 
|-
| colspan=9 | Displays a drop zone flare at waypoint P2 and reveals map around that location
+
| colspan=9 | Displays a drop zone flare at waypoint P7 and reveals map around that location
 
|-
 
|-
 
| rowspan=2 | {{Tt|9}}
 
| rowspan=2 | {{Tt|9}}
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| style="text-align: center;" | A
 
| style="text-align: center;" | A
 
|-
 
|-
| colspan=9 | Reveals the entire map to the player
+
| colspan=9 | Reveals the entire map to the player. '''May cause reconnection error in multiplayer!'''
 
|-
 
|-
 
| rowspan=2 | {{Tt|17}}
 
| rowspan=2 | {{Tt|17}}
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| {{Tt|Auto Base Building}}
 
| {{Tt|Auto Base Building}}
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | 0
| style="text-align: center;" | House#
+
| style="text-align: center;" | 0/1 = no/yes
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | 0
Line 395: Line 395:
 
| style="text-align: center;" | A
 
| style="text-align: center;" | A
 
|-
 
|-
| colspan=9 | Enable Skirmish AI for house P2
+
| colspan=9 | Enable or disable Skirmish AI for HOUSE
 
|-
 
|-
 
| rowspan=2 | {{Tt|31}}
 
| rowspan=2 | {{Tt|31}}
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| {{Tt|Preferred target}}
 
| {{Tt|Preferred target}}
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | 0
| style="text-align: center;" | ?
+
| style="text-align: center;" | [[QuarryTypes|Quarry#]]
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | 0
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| style="text-align: center;" | A
 
| style="text-align: center;" | A
 
|-
 
|-
| colspan=9 | HOUSE sets its preferred target to P2
+
| colspan=9 | HOUSE sets its preferred quarry type for super weapon targeting to P2
 
|-
 
|-
 
| rowspan=2 | {{Tt|36}}
 
| rowspan=2 | {{Tt|36}}
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| {{Tt|Do Explosion At}}
 
| {{Tt|Do Explosion At}}
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | 0
| style="text-align: center;" | Warhead#
+
| style="text-align: center;" | Weapon#
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | 0
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| style="text-align: center;" | Waypoint
 
| style="text-align: center;" | Waypoint
 
|-
 
|-
| colspan=9 | Detonates an explosion of Warhead P2 in the waypoint P7
+
| colspan=9 | Detonates an explosion of Weapon P2 in the waypoint P7
 
|-
 
|-
 
| rowspan=2 | {{Tt|43}}
 
| rowspan=2 | {{Tt|43}}
| {{Tt|Meteor Impact At}}
+
| {{Tt|Create VoxelAnim At}}
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | 0
 +
| style="text-align: center;" | VoxelAnim#
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | 0
| style="text-align: center;" | 0
+
| style="text-align: center;" | Waypoint
| style="text-align: center;" | Waypoint#
 
 
|-
 
|-
| colspan=9 | Sends a single meteor at waypoint P7
+
| colspan=9 | Creates a VoxelAnim of P2 at waypoint P7
 
|-
 
|-
 
| rowspan=2 | {{Tt|44}}
 
| rowspan=2 | {{Tt|44}}
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| {{Tt|Center Camera at waypoint}}
 
| {{Tt|Center Camera at waypoint}}
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | 0
| style="text-align: center;" | Waypoint#
+
| style="text-align: center;" | Speed
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | 0
| style="text-align: center;" | A
+
| style="text-align: center;" | Waypoint
 
|-
 
|-
| colspan=9 | Moves the tactical view to waypoint P2
+
| colspan=9 | Moves the tactical view with a velocity of P2 to waypoint P7
 
|-
 
|-
 
| rowspan=2 | {{Tt|49}}
 
| rowspan=2 | {{Tt|49}}
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| colspan=9 | Zooms the tactical map in
 
| colspan=9 | Zooms the tactical map in
 
|}
 
|}
 +
[[Category:Map_Information]]

Latest revision as of 09:43, 17 February 2023

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. May cause reconnection error in multiplayer!
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 Quarry# 0 0 0 0 A
HOUSE sets its preferred quarry type for super weapon targeting 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