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Difference between revisions of "Events/TSFS"

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(Fixed label/description of event 53)
m (Notes: Fixed invalid links.)
 
(2 intermediate revisions by the same user not shown)
Line 18: Line 18:
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | 0
 
|-
 
|-
| colspan=4 | No Event - cannot be activated
+
| colspan=4 | No Event - cannot be activated.
 
|-
 
|-
 
| rowspan=2 | {{Tt|1}}
 
| rowspan=2 | {{Tt|1}}
Line 25: Line 25:
 
| style="text-align: center;" | House#
 
| style="text-align: center;" | House#
 
|-
 
|-
| colspan=4 | House P2 enters attached building/celltag
+
| colspan=4 | Any unit belonging to [[house]] P2 enters attached [[BuildingTypes|building]]/[[CellTags|celltag]].
 
|-
 
|-
 
| rowspan=2 | {{Tt|2}}
 
| rowspan=2 | {{Tt|2}}
| {{Tt|Spied by}}
+
| {{Tt|Spied Upon}}
 +
| style="text-align: center;" | 0
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | 0
| style="text-align: center;" | House#
 
 
|-
 
|-
| colspan=4 | House P2 sends a spy into attached building
+
| colspan=4 | A spy has entered the attached building.
 
|-
 
|-
 
| rowspan=2 | {{Tt|3}}
 
| rowspan=2 | {{Tt|3}}
Line 39: Line 39:
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | 0
 
|-
 
|-
| colspan=4 | Doesn't work
+
| colspan=4 | Obsolete. Presumably intended to trigger when an infantry with {{f|Thief|yes|link}} infiltrates the attached [[refinery]] or [[Storage|silo]].
 
|-
 
|-
 
| rowspan=2 | {{Tt|4}}
 
| rowspan=2 | {{Tt|4}}
Line 46: Line 46:
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | 0
 
|-
 
|-
| colspan=4 | The attached object is discovered by the player
+
| colspan=4 | The attached object is discovered by the player.
 
|-
 
|-
 
| rowspan=2 | {{Tt|5}}
 
| rowspan=2 | {{Tt|5}}
Line 53: Line 53:
 
| style="text-align: center;" | House#
 
| style="text-align: center;" | House#
 
|-
 
|-
| colspan=4 | House P2 is discovered by the player
+
| colspan=4 | Any object belonging to house P2 is discovered by the player.
 
|-
 
|-
 
| rowspan=2 | {{Tt|6}}
 
| rowspan=2 | {{Tt|6}}
Line 74: Line 74:
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | 0
 
|-
 
|-
| colspan=4 | Any event
+
| colspan=4 | No condition, triggers immediately.
 
|-
 
|-
 
| rowspan=2 | {{Tt|9}}
 
| rowspan=2 | {{Tt|9}}
Line 81: Line 81:
 
| style="text-align: center;" | House#
 
| style="text-align: center;" | House#
 
|-
 
|-
| colspan=4 | All units of house P2 are destroyed (''does '''not''''' include civilian objects)
+
| colspan=4 | All [[UnitTypes|units]] of house P2 are destroyed (''does '''not''''' include civilian objects).
 
|-
 
|-
 
| rowspan=2 | {{Tt|10}}
 
| rowspan=2 | {{Tt|10}}
Line 88: Line 88:
 
| style="text-align: center;" | House#
 
| style="text-align: center;" | House#
 
|-
 
|-
| colspan=4 | All buildings of house P2 are destroyed (''does '''not''''' include civilian objects)
+
| colspan=4 | All buildings of house P2 are destroyed (''does '''not''''' include civilian objects).
 
|-
 
|-
 
| rowspan=2 | {{Tt|11}}
 
| rowspan=2 | {{Tt|11}}
Line 95: Line 95:
 
| style="text-align: center;" | House#
 
| style="text-align: center;" | House#
 
|-
 
|-
| colspan=4 | All objects of house P2 are destroyed (''does '''not''''' include civilian object)
+
| colspan=4 | All objects of house P2 are destroyed (''does '''not''''' include civilian object).
 
|-
 
|-
 
| rowspan=2 | {{Tt|12}}
 
| rowspan=2 | {{Tt|12}}
Line 102: Line 102:
 
| style="text-align: center;" | credits
 
| style="text-align: center;" | credits
 
|-
 
|-
| colspan=4 | HOUSE{{Fnl|3}} has at least P2 credits
+
| colspan=4 | HOUSE{{Fnl|3}} has at least P2 credits.
 
|-
 
|-
 
| rowspan=2 | {{Tt|13}}
 
| rowspan=2 | {{Tt|13}}
Line 109: Line 109:
 
| style="text-align: center;" | time
 
| style="text-align: center;" | time
 
|-
 
|-
| colspan=4 | P2 seconds{{fnl|4}} has passed since this trigger was enabled. If the trigger is repeating, this timer is reset on every loop
+
| colspan=4 | P2 seconds{{fnl|4}} has passed since this trigger was enabled. If the trigger is repeating, this timer is reset on every loop.
 
|-
 
|-
 
| rowspan=2 | {{Tt|14}}
 
| rowspan=2 | {{Tt|14}}
Line 116: Line 116:
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | 0
 
|-
 
|-
| colspan=4 | Mission timer expired
+
| colspan=4 | Timer expires.
 
|-
 
|-
 
| rowspan=2 | {{Tt|15}}
 
| rowspan=2 | {{Tt|15}}
Line 123: Line 123:
 
| style="text-align: center;" | counter
 
| style="text-align: center;" | counter
 
|-
 
|-
| colspan=4 | Exactly P2 buildings owned by HOUSE have been destroyed (''does'' include civilian objects)
+
| colspan=4 | Exactly P2 buildings owned by HOUSE have been destroyed (''does'' include civilian objects).
 
|-
 
|-
 
| rowspan=2 | {{Tt|16}}
 
| rowspan=2 | {{Tt|16}}
Line 130: Line 130:
 
| style="text-align: center;" | counter
 
| style="text-align: center;" | counter
 
|-
 
|-
| colspan=4 | Exactly P2 units owned by HOUSE have been destroyed (''does'' include civilian objects)
+
| colspan=4 | Exactly P2 units owned by HOUSE have been destroyed (''does'' include civilian objects).
 
|-
 
|-
 
| rowspan=2 | {{Tt|17}}
 
| rowspan=2 | {{Tt|17}}
Line 137: Line 137:
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | 0
 
|-
 
|-
| colspan=4 | HOUSE has no structures with valid {{f|Factory|link}} set
+
| colspan=4 | HOUSE has no structures with valid {{f|Factory|link}} set.
 
|- style="background: #ddd; border: 1px solid #000; border-width: 1px 0;"
 
|- style="background: #ddd; border: 1px solid #000; border-width: 1px 0;"
 
! style="width: 5em;" rowspan=2 | Code {{Fnl|1}}
 
! style="width: 5em;" rowspan=2 | Code {{Fnl|1}}
Line 151: Line 151:
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | 0
 
|-
 
|-
| colspan=4 | Civilian objects owned by HOUSE have left the map (See {{f|CivEvac|link}} )
+
| colspan=4 | Civilian objects owned by HOUSE have left the map (See {{f|CivEvac|link}} ).
 
|-
 
|-
 
| rowspan=2 | {{Tt|19}}
 
| rowspan=2 | {{Tt|19}}
Line 158: Line 158:
 
| style="text-align: center;" | Building#
 
| style="text-align: center;" | Building#
 
|-
 
|-
| colspan=4 | Building whose internal index{{Fnl|5}} is P2 is placed on the map
+
| colspan=4 | Building whose internal index{{Fnl|5}} is P2 is placed on the map.
 
|-
 
|-
 
| rowspan=2 | {{Tt|20}}
 
| rowspan=2 | {{Tt|20}}
Line 165: Line 165:
 
| style="text-align: center;" | Unit#
 
| style="text-align: center;" | Unit#
 
|-
 
|-
| colspan=4 | Unit whose internal index is P2 is placed on the map
+
| colspan=4 | Unit whose internal index is P2 is placed on the map.
 
|-
 
|-
 
| rowspan=2 | {{Tt|21}}
 
| rowspan=2 | {{Tt|21}}
Line 172: Line 172:
 
| style="text-align: center;" | Infantry
 
| style="text-align: center;" | Infantry
 
|-
 
|-
| colspan=4 | Infantry whose internal index is P2 is placed on the map
+
| colspan=4 | Infantry whose internal index is P2 is placed on the map.
 
|-
 
|-
 
| rowspan=2 | {{Tt|22}}
 
| rowspan=2 | {{Tt|22}}
Line 179: Line 179:
 
| style="text-align: center;" | Aircraft#
 
| style="text-align: center;" | Aircraft#
 
|-
 
|-
| colspan=4 | Aircraft whose internal index is P2 is placed on the map
+
| colspan=4 | Aircraft whose internal index is P2 is placed on the map.
 
|-
 
|-
 
| rowspan=2 | {{Tt|23}}
 
| rowspan=2 | {{Tt|23}}
Line 186: Line 186:
 
| style="text-align: center;" | TeamType
 
| style="text-align: center;" | TeamType
 
|-
 
|-
| colspan=4 | TeamType with index P1 leaves the map
+
| colspan=4 | [[TeamTypes|Team]] with index P1 leaves the map.
 
|-
 
|-
 
| rowspan=2 | {{Tt|24}}
 
| rowspan=2 | {{Tt|24}}
Line 193: Line 193:
 
| style="text-align: center;" | House#
 
| style="text-align: center;" | House#
 
|-
 
|-
| colspan=4 | Attached [[CellTag]]'s zone entered by house P2. Zones are continuous areas bounded by cliffs and other impassable terrain.
+
| colspan=4 | Attached [[CellTags|CellTag]]'s zone entered by house P2. Zones are continuous areas bounded by cliffs and other impassable terrain.
 
|-
 
|-
 
| rowspan=2 | {{Tt|25}}
 
| rowspan=2 | {{Tt|25}}
Line 200: Line 200:
 
| style="text-align: center;" | House#
 
| style="text-align: center;" | House#
 
|-
 
|-
| colspan=4 | House P2 crosses the horizontal line of the attached [[CellTag]]
+
| colspan=4 | House P2 crosses the horizontal line of the attached [[CellTags|CellTag]].
 
|-
 
|-
 
| rowspan=2 | {{Tt|26}}
 
| rowspan=2 | {{Tt|26}}
Line 207: Line 207:
 
| style="text-align: center;" | House#
 
| style="text-align: center;" | House#
 
|-
 
|-
| colspan=4 | House P2 crosses the vertical line of the attached [[CellTag]]
+
| colspan=4 | House P2 crosses the vertical line of the attached [[CellTags|CellTag]].
 
|-
 
|-
 
| rowspan=2 | {{Tt|27}}
 
| rowspan=2 | {{Tt|27}}
Line 214: Line 214:
 
| style="text-align: center;" | Global#
 
| style="text-align: center;" | Global#
 
|-
 
|-
| colspan=4 | Global variable with index P2 is set
+
| colspan=4 | [[VariableNames|Global variable]] with index P2 is set.
 
|-
 
|-
 
| rowspan=2 | {{Tt|28}}
 
| rowspan=2 | {{Tt|28}}
Line 221: Line 221:
 
| style="text-align: center;" | Global#
 
| style="text-align: center;" | Global#
 
|-
 
|-
| colspan=4 | Global variable with index P2 is cleared
+
| colspan=4 | Global variable with index P2 is cleared.
 
|-
 
|-
 
| rowspan=2 | {{Tt|29}}
 
| rowspan=2 | {{Tt|29}}
Line 235: Line 235:
 
| style="text-align: center;" | House#
 
| style="text-align: center;" | House#
 
|-
 
|-
| colspan=4 | House P2 is in a low power situation
+
| colspan=4 | House P2 is in a low power situation.
 
|-
 
|-
 
| rowspan=2 | {{Tt|31}}
 
| rowspan=2 | {{Tt|31}}
Line 242: Line 242:
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | 0
 
|-
 
|-
| colspan=4 | Attached bridge destroyed. To link a trigger to a bridge, place the [[CellTag]] under any of the bridge [[OverlayTypes|overlays]].  
+
| colspan=4 | Attached bridge destroyed. To link a trigger to a bridge, place the [[CellTags|CellTag]] under any of the bridge [[OverlayTypes|overlays]].  
 
|-
 
|-
 
| rowspan=2 | {{Tt|32}}
 
| rowspan=2 | {{Tt|32}}
Line 249: Line 249:
 
| style="text-align: center;" | Building#
 
| style="text-align: center;" | Building#
 
|-
 
|-
| colspan=4 | HOUSE owns a building with internal number P2
+
| colspan=4 | HOUSE owns a building with internal number P2.
 
|-
 
|-
 
| rowspan=2 | {{Tt|33}}
 
| rowspan=2 | {{Tt|33}}
Line 256: Line 256:
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | 0
 
|-
 
|-
| colspan=4 | Attached object is selected by the player (single-player only)
+
| colspan=4 | Attached object is selected by the player (single-player only).
 
|-
 
|-
 
| rowspan=2 | {{Tt|34}}
 
| rowspan=2 | {{Tt|34}}
Line 263: Line 263:
 
| style="text-align: center;" | Waypoint#
 
| style="text-align: center;" | Waypoint#
 
|-
 
|-
| colspan=4 | HOUSE approaches waypoint P2
+
| colspan=4 | HOUSE approaches [[waypoints|waypoint]] P2.
 
|-
 
|-
 
| rowspan=2 | {{Tt|35}}
 
| rowspan=2 | {{Tt|35}}
Line 270: Line 270:
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | 0
 
|-
 
|-
| colspan=4 | Enemy unit enters the spotlight cast by the attached building
+
| colspan=4 | Enemy unit enters the spotlight cast by the attached building. The attached tag(s) must be set to repeat. See also event 54.
 
|- style="background: #ddd; border: 1px solid #000; border-width: 1px 0;"
 
|- style="background: #ddd; border: 1px solid #000; border-width: 1px 0;"
 
! style="width: 5em;" rowspan=2 | Code {{Fnl|1}}
 
! style="width: 5em;" rowspan=2 | Code {{Fnl|1}}
Line 284: Line 284:
 
| style="text-align: center;" | Local#
 
| style="text-align: center;" | Local#
 
|-
 
|-
| colspan=4 | Local with index P2 is set
+
| colspan=4 | Local with index P2 is set.
 
|-
 
|-
 
| rowspan=2 | {{Tt|37}}
 
| rowspan=2 | {{Tt|37}}
Line 291: Line 291:
 
| style="text-align: center;" | Local#
 
| style="text-align: center;" | Local#
 
|-
 
|-
| colspan=4 | Local with index P2 is cleared
+
| colspan=4 | Local with index P2 is cleared.
 
|-
 
|-
 
| rowspan=2 | {{Tt|38}}
 
| rowspan=2 | {{Tt|38}}
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| style="text-align: center;" | 0
 
| style="text-align: center;" | 0
 
|-
 
|-
| colspan=4 | Attached object suffering first damage from combat damage from combat damage only
+
| colspan=4 | Attached object suffering first damage from combat damage from combat damage only.
 
|-
 
|-
 
| rowspan=2 | {{Tt|39}}
 
| rowspan=2 | {{Tt|39}}
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| style="text-align: center;" | 0
 
| style="text-align: center;" | 0
 
|-
 
|-
| colspan=4 | Attached object damaged to half health from combat damage only
+
| colspan=4 | Attached object damaged to half health from combat damage only.
 
|-
 
|-
 
| rowspan=2 | {{Tt|40}}
 
| rowspan=2 | {{Tt|40}}
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| style="text-align: center;" | 0
 
| style="text-align: center;" | 0
 
|-
 
|-
| colspan=4 | Attached object damaged to half health from any source
+
| colspan=4 | Attached object damaged to half health from any source.
 
|-
 
|-
 
| rowspan=2 | {{Tt|43}}
 
| rowspan=2 | {{Tt|43}}
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| style="text-align: center;" | 0
 
| style="text-align: center;" | 0
 
|-
 
|-
| colspan=4 | Attached object damaged to quarter health by any source
+
| colspan=4 | Attached object damaged to quarter health by any source.
 
|-
 
|-
 
| rowspan=2 | {{Tt|44}}
 
| rowspan=2 | {{Tt|44}}
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| style="text-align: center;" | House#
 
| style="text-align: center;" | House#
 
|-
 
|-
| colspan=4 | Attached object attacked by some unit of house P2
+
| colspan=4 | Attached object attacked by some unit of house P2.
 
|-
 
|-
 
| rowspan=2 | {{Tt|45}}
 
| rowspan=2 | {{Tt|45}}
Line 347: Line 347:
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | 0
 
|-
 
|-
| colspan=4 | Ambient light drops below a certain percentage (P2 %)
+
| colspan=4 | Ambient light drops below a certain percentage (P2 %).
 
|-
 
|-
 
| rowspan=2 | {{Tt|46}}
 
| rowspan=2 | {{Tt|46}}
Line 354: Line 354:
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | 0
 
|-
 
|-
| colspan=4 | Ambient light rises above a certain percentage (P2 %)
+
| colspan=4 | Ambient light rises above a certain percentage (P2 %).
 
|-
 
|-
 
| rowspan=2 | {{Tt|47}}
 
| rowspan=2 | {{Tt|47}}
Line 361: Line 361:
 
| style="text-align: center;" | time
 
| style="text-align: center;" | time
 
|-
 
|-
| colspan=4 | P2 seconds{{fnl|4}} have elapsed since start of scenario
+
| colspan=4 | P2 seconds{{fnl|4}} have elapsed since start of scenario.
 
|-
 
|-
 
| rowspan=2 | {{Tt|48}}
 
| rowspan=2 | {{Tt|48}}
Line 375: Line 375:
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | 0
 
|-
 
|-
| colspan=4 | Crate is picked up by the attached object
+
| colspan=4 | A [[Powerups|powerup]] [[crate]] is picked up by the attached object.
 
|-
 
|-
 
| rowspan=2 | {{Tt|50}}
 
| rowspan=2 | {{Tt|50}}
Line 382: Line 382:
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | 0
 
|-
 
|-
| colspan=4 | Crate picked up by any unit
+
| colspan=4 | A powerup crate is picked up by any unit.
 
|-
 
|-
 
| rowspan=2 | {{Tt|51}}
 
| rowspan=2 | {{Tt|51}}
Line 389: Line 389:
 
| style="text-align: center;" | time
 
| style="text-align: center;" | time
 
|-
 
|-
| colspan=4 | Delays a random time between 50% and 150 % of time specified in P2 (in seconds{{fnl|4}})
+
| colspan=4 | Delays a random time between 50% and 150 % of time specified in P2 (in seconds{{fnl|4}}).
 
|-
 
|-
 
| rowspan=2 | {{Tt|52}}
 
| rowspan=2 | {{Tt|52}}
Line 396: Line 396:
 
| style="text-align: center;" | credits
 
| style="text-align: center;" | credits
 
|-
 
|-
| colspan=4 | HOUSE owns less than P2 credits
+
| colspan=4 | HOUSE owns less than P2 credits.
 
|-
 
|-
 
| rowspan=2 | {{Tt|53}}
 
| rowspan=2 | {{Tt|53}}
Line 403: Line 403:
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | 0
 
|-
 
|-
| colspan=4 | Attached object is struck by [[EMEffect|EMP]] or [[Webby|web]], even if it's immune to them.<br /> FS/2.x patched only
+
| colspan=4 | Attached object is struck by [[EMEffect|EMP]] (if {{f|Cyborg|true|link}} or {{f|NonVehicle|false|link}}) or [[Webby|web]] (if {{f|IsWebImmune|false|link}}).<br /> FS/2.x patched only.
|-
+
|-if
 
| rowspan=2 | {{Tt|54}}
 
| rowspan=2 | {{Tt|54}}
 
| {{Tt|Enemy in spotlight 2}}{{fso}}
 
| {{Tt|Enemy in spotlight 2}}{{fso}}
Line 410: Line 410:
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | 0
 
|-
 
|-
| colspan=4 | Same as event 35. <br /> FS/2.x patched only
+
| colspan=4 | Same as event 35, except tags are not required to repeat. See also event 35.<br /> FS/2.x patched only.
 
|-
 
|-
 
| rowspan=2 | {{Tt|55}}
 
| rowspan=2 | {{Tt|55}}
Line 417: Line 417:
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | 0
 
|-
 
|-
| colspan=4 | Attached object is infected by a Limpet Drone <br /> FS/2.x patched only
+
| colspan=4 | Attached object is infected by a [[LimpetFactor|Limpet Drone]] <br /> FS/2.x patched only.
 
|- style="background: #ddd; border: 1px solid #000; border-width: 1px 0;"
 
|- style="background: #ddd; border: 1px solid #000; border-width: 1px 0;"
 
! style="width: 5em;" rowspan=2 | Code {{Fnl|1}}
 
! style="width: 5em;" rowspan=2 | Code {{Fnl|1}}
Line 433: Line 433:
 
{{Fn|1|This column specifies the code to be written in the Event's "condition" slot, e.g. E1 in the [[Maps/Events#TS.2FFS|Events]] page.}}
 
{{Fn|1|This column specifies the code to be written in the Event's "condition" slot, e.g. E1 in the [[Maps/Events#TS.2FFS|Events]] page.}}
  
{{Fn|2|P1 is a [[boolean]] variable, which denotes whether P2 refers to a [[TeamType]] (value 1) or not (value 0).}}
+
{{Fn|2|P1 is a [[Help:Values#Booleans|boolean]] variable, which denotes whether P2 refers to a [[TeamTypes|TeamType]] (value 1) or not (value 0).}}
  
 
{{Fn|3|HOUSE in this document refers to the house owning the Trigger, labeled "HOUSE" in the [[Maps/Triggers#TS.2FFS|Triggers]] page.}}
 
{{Fn|3|HOUSE in this document refers to the house owning the Trigger, labeled "HOUSE" in the [[Maps/Triggers#TS.2FFS|Triggers]] page.}}

Latest revision as of 11:25, 23 March 2020

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 Parameter types
#1 (P1)2 #2 (P2)
0 None 0 0
No Event - cannot be activated.
1 Entered by 0 House#
Any unit belonging to house P2 enters attached building/celltag.
2 Spied Upon 0 0
A spy has entered the attached building.
3 Thieved by 0 0
Obsolete. Presumably intended to trigger when an infantry with Thief=yes infiltrates the attached refinery or silo.
4 Discovered by player 0 0
The attached object is discovered by the player.
5 House Discovered 0 House#
Any object belonging to house P2 is discovered by the player.
6 Attacked by enemy 0 0
Attached object is attacked by enemy fire. Incidental damage and friendly fire are ignored.
7 Destroyed by enemy 0 0
Attached object is destroyed by enemy fire. Incidental damage and friendly fire are ignored. See also Events 29 and 48.
8 Any event 0 0
No condition, triggers immediately.
9 Destroyed, Units, All 0 House#
All units of house P2 are destroyed (does not include civilian objects).
10 Destroyed, Buildings, All 0 House#
All buildings of house P2 are destroyed (does not include civilian objects).
11 Destroyed, All 0 House#
All objects of house P2 are destroyed (does not include civilian object).
12 Credits exceed 0 credits
HOUSE3 has at least P2 credits.
13 Elapsed time 0 time
P2 seconds4 has passed since this trigger was enabled. If the trigger is repeating, this timer is reset on every loop.
14 Mission timer expired 0 0
Timer expires.
15 Destroyed, Buildings, # 0 counter
Exactly P2 buildings owned by HOUSE have been destroyed (does include civilian objects).
16 Destroyed, Units, # 0 counter
Exactly P2 units owned by HOUSE have been destroyed (does include civilian objects).
17 No factories left 0 0
HOUSE has no structures with valid Factory set.
Code 1 Event Parameter types
#1 (P1) #2 (P2)
18 Civilians evacuated 0 0
Civilian objects owned by HOUSE have left the map (See CivEvac ).
19 Build building type 0 Building#
Building whose internal index5 is P2 is placed on the map.
20 Build unit type 0 Unit#
Unit whose internal index is P2 is placed on the map.
21 Build infantry type 0 Infantry
Infantry whose internal index is P2 is placed on the map.
22 Build aircraft type 0 Aircraft#
Aircraft whose internal index is P2 is placed on the map.
23 Leaves map (team) 1 TeamType
Team with index P1 leaves the map.
24 Zone entry by 0 House#
Attached CellTag's zone entered by house P2. Zones are continuous areas bounded by cliffs and other impassable terrain.
25 Crosses horizontal line 0 House#
House P2 crosses the horizontal line of the attached CellTag.
26 Crosses vertical line 0 House#
House P2 crosses the vertical line of the attached CellTag.
27 Global is set 0 Global#
Global variable with index P2 is set.
28 Global is clear 0 Global#
Global variable with index P2 is cleared.
29 Captured or destroyed 0 0
Attached object is captured or destroyed by anything. See also Events 7 and 48.
30 Low power 0 House#
House P2 is in a low power situation.
31 Attached bridge destroyed 0 0
Attached bridge destroyed. To link a trigger to a bridge, place the CellTag under any of the bridge overlays.
32 Building exists 0 Building#
HOUSE owns a building with internal number P2.
33 Selected by player 0 0
Attached object is selected by the player (single-player only).
34 Comes near waypoint 0 Waypoint#
HOUSE approaches waypoint P2.
35 Enemy In Spotlight 0 0
Enemy unit enters the spotlight cast by the attached building. The attached tag(s) must be set to repeat. See also event 54.
Code 1 Event Parameter types
#1 (P1) #2 (P2)
36 Local is set 0 Local#
Local with index P2 is set.
37 Local is clear 0 Local#
Local with index P2 is cleared.
38 First damaged (combat only) 0 0
Attached object suffering first damage from combat damage from combat damage only.
39 Half health (combat only) 0 0
Attached object damaged to half health from combat damage only.
40 Quarter health (combat only) 0 0
Attached object damaged to quarter health from combat damage only.
41 First damaged (any source) 0 0
Attached object first suffering from combat damage from any source.
42 Half health (any source) 0 0
Attached object damaged to half health from any source.
43 Quarter health (any source) 0 0
Attached object damaged to quarter health by any source.
44 Attacked by (house) 0 House#
Attached object attacked by some unit of house P2.
45 Ambient light below 0 0
Ambient light drops below a certain percentage (P2 %).
46 Ambient light above 0 0
Ambient light rises above a certain percentage (P2 %).
47 Elapsed Scenario Time 0 time
P2 seconds4 have elapsed since start of scenario.
48 Captured, Destroyed or Infiltrated 0 0
Attached object is captured, destroyed, or it successfully infiltrates another object. See also Events 7 and 29.
49 Pickup Crate 0 0
A powerup crate is picked up by the attached object.
50 Pickup Crate (any) 0 0
A powerup crate is picked up by any unit.
51 Random delay... 0 time
Delays a random time between 50% and 150 % of time specified in P2 (in seconds4).
52 Credits below... 0 credits
HOUSE owns less than P2 credits.
53 ParalyzedFso.png 0 0
Attached object is struck by EMP (if Cyborg=true or NonVehicle=false) or web (if IsWebImmune=false).
FS/2.x patched only.
54 Enemy in spotlight 2Fso.png 0 0
Same as event 35, except tags are not required to repeat. See also event 35.
FS/2.x patched only.
55 Attached object buggedFso.png 0 0
Attached object is infected by a Limpet Drone
FS/2.x patched only.
Code 1 Event Parameter types
#1 (P1) #2 (P2)

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 P1 is a boolean variable, which denotes whether P2 refers to a TeamType (value 1) or not (value 0).

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

4 on default game speed (15 FPS)

5 See ScriptActions→Notes for more information

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.