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Difference between revisions of "Events/TSFS"

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m (Added internal indexes link)
(Added a detail to TEvent 50 and adjusted the table max. width in consideration of modern widescreen displays.)
(22 intermediate revisions by 5 users not shown)
Line 4: Line 4:
  
 
{| border=1 class="table_descrow"
 
{| border=1 class="table_descrow"
{| style="width: 95%;" border=1 class="table_descrow"
+
{| style="max-width: 100em;" border=1 class="table_descrow"
 
|- 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 10: Line 10:
 
! style="text-align: center;" colspan=2 | Parameter types
 
! style="text-align: center;" colspan=2 | Parameter types
 
|- style="background: #ddd; border: 1px solid #000; border-width: 1px 0;"
 
|- style="background: #ddd; border: 1px solid #000; border-width: 1px 0;"
! style="width: 6em; text-align: center;" | #1 (P1)
+
! style="width: 6em; text-align: center;" | #1 (P1){{Fnl|2}}
 
! style="width: 6em; text-align: center;" | #2 (P2)
 
! style="width: 6em; text-align: center;" | #2 (P2)
 
|-
 
|-
| {{Tt|0}} || {{Tt|None}}
+
| rowspan=2 | {{Tt|0}}
 +
| {{Tt|None}}
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | 0
 
|-
 
|-
| style="border-bottom: 1px solid #000;" colspan=4 | No Event - cannot be activated
+
| colspan=4 | No Event - cannot be activated.
 
|-
 
|-
| {{Tt|1}} || {{Tt|Entered by}}
+
| rowspan=2 | {{Tt|1}}
 +
| {{Tt|Entered by}}
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | House#
 
| style="text-align: center;" | House#
 
|-
 
|-
| style="border-bottom: 1px solid #000;" colspan=4 | House P2 enters attached building/celltag
+
| colspan=4 | Any unit belonging to [[house]] P2 enters attached [[BuildingTypes|building]]/[[CellTags|celltag]]. Use -1 to denote any house.
 
|-
 
|-
| {{Tt|2}} || {{Tt|Spied by}}
+
| rowspan=2 | {{Tt|2}}
 +
| {{Tt|Spied Upon}}
 +
| style="text-align: center;" | 0
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | 0
| style="text-align: center;" | House#
 
 
|-
 
|-
| style="border-bottom: 1px solid #000;" colspan=4 | House P2 sends a spy into attached building
+
| colspan=4 | A spy has entered the attached building.
 
|-
 
|-
| {{Tt|3}} || {{Tt|Thieved by}}
+
| rowspan=2 | {{Tt|3}}
 +
| {{Tt|Thieved by}}
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | 0
 
|-
 
|-
| style="border-bottom: 1px solid #000;" 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]].
 
|-
 
|-
| {{Tt|4}} || {{Tt|Discovered by player}}
+
| rowspan=2 | {{Tt|4}}
 +
| {{Tt|Discovered by player}}
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | 0
 
|-
 
|-
| style="border-bottom: 1px solid #000;" colspan=4 | House owning the attached object is discovered by the player
+
| colspan=4 | The attached object is discovered by the player.
 
|-
 
|-
| {{Tt|5}} || {{Tt|House Discovered}}
+
| rowspan=2 | {{Tt|5}}
 +
| {{Tt|House Discovered}}
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | House#
 
| style="text-align: center;" | House#
 
|-
 
|-
| style="border-bottom: 1px solid #000;" colspan=4 | House P2 is discovered by the player
+
| colspan=4 | Any object belonging to house P2 is discovered by the player.
 
|-
 
|-
| {{Tt|6}} || {{Tt|Attacked by anybody}}
+
| rowspan=2 | {{Tt|6}}
 +
| {{Tt|Attacked by enemy}}
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | 0
 
|-
 
|-
| style="border-bottom: 1px solid #000;" colspan=4 | Attached object is attacked by anybody
+
| colspan=4 | Attached object is attacked by enemy fire. Incidental damage and friendly fire are ignored.
 
|-
 
|-
| {{Tt|7}} || {{Tt|Destroyed by anybody}}
+
| rowspan=2 | {{Tt|7}}
 +
| {{Tt|Destroyed by enemy}}
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | 0
 
|-
 
|-
| style="border-bottom: 1px solid #000;" colspan=4 | Attached object is destroyed by anybody
+
| colspan=4 | Attached object is destroyed by enemy fire. Incidental damage and friendly fire are ignored. See also Events 29 and 48.
 
|-
 
|-
| {{Tt|8}} || {{Tt|Any event}}
+
| rowspan=2 | {{Tt|8}}
 +
| {{Tt|Any event}}
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | 0
 
|-
 
|-
| style="border-bottom: 1px solid #000;" colspan=4 | Any event
+
| colspan=4 | No condition, triggers immediately.
 
|-
 
|-
| {{Tt|9}} || {{Tt|Destroyed, Units, All}}
+
| rowspan=2 | {{Tt|9}}
 +
| {{Tt|Destroyed, Units, All}}
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | House#
 
| style="text-align: center;" | House#
 
|-
 
|-
| style="border-bottom: 1px solid #000;" 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).
 
|-
 
|-
| {{Tt|10}} || {{Tt|Destroyed, Buildings, All}}
+
| rowspan=2 | {{Tt|10}}
 +
| {{Tt|Destroyed, Buildings, All}}
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | House#
 
| style="text-align: center;" | House#
 
|-
 
|-
| style="border-bottom: 1px solid #000;" 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).
 
|-
 
|-
| {{Tt|11}} || {{Tt|Destroyed, All}}
+
| rowspan=2 | {{Tt|11}}
 +
| {{Tt|Destroyed, All}}
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | House#
 
| style="text-align: center;" | House#
 
|-
 
|-
| style="border-bottom: 1px solid #000;" 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).
 
|-
 
|-
| {{Tt|12}} || {{Tt|Credits exceed}}
+
| rowspan=2 | {{Tt|12}}
 +
| {{Tt|Credits exceed}}
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | credits
 
| style="text-align: center;" | credits
 
|-
 
|-
| style="border-bottom: 1px solid #000;" colspan=4 | HOUSE{{Fnl|2}} has at least P2 credits
+
| colspan=4 | HOUSE{{Fnl|3}} has at least P2 credits.
 
|-
 
|-
| {{Tt|13}} || {{Tt|Elapsed time}}
+
| rowspan=2 | {{Tt|13}}
 +
| {{Tt|Elapsed time}}
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | time
 
| style="text-align: center;" | time
 
|-
 
|-
| style="border-bottom: 1px solid #000;" colspan=4 | (P2/10) minutes have passed in this mission
+
| 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.
 
|-
 
|-
| {{Tt|14}} || {{Tt|Mission timer expired}}
+
| rowspan=2 | {{Tt|14}}
 +
| {{Tt|Mission timer expired}}
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | 0
 
|-
 
|-
| style="border-bottom: 1px solid #000;" colspan=4 | Mission timer expired
+
| colspan=4 | Timer expires.
 
|-
 
|-
| {{Tt|15}} || {{Tt|Destroyed, Buildings, #}}
+
| rowspan=2 | {{Tt|15}}
 +
| {{Tt|Destroyed, Buildings, #}}
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | counter
 
| style="text-align: center;" | counter
 
|-
 
|-
| style="border-bottom: 1px solid #000;" 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).
|- style="background: #ddd; border: 1px solid #000; border-width: 1px 0;"
 
! style="width: 5em;" rowspan=2 | Code {{Fnl|1}}
 
! rowspan=2 | Event
 
! style="text-align: center;" colspan=2 | Parameter types
 
|- style="background: #ddd; border: 1px solid #000; border-width: 1px 0;"
 
! style="width: 6em; text-align: center;" | #1 (P1)
 
! style="width: 6em; text-align: center;" | #2 (P2)
 
 
|-
 
|-
| {{Tt|16}} || {{Tt|Destroyed, Units, #}}
+
| rowspan=2 | {{Tt|16}}
 +
| {{Tt|Destroyed, Units, #}}
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | counter
 
| style="text-align: center;" | counter
 
|-
 
|-
| style="border-bottom: 1px solid #000;" 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).
 
|-
 
|-
| {{Tt|17}} || {{Tt|No factories left}}
+
| rowspan=2 | {{Tt|17}}
 +
| {{Tt|No factories left}}
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | 0
 
|-
 
|-
| style="border-bottom: 1px solid #000;" colspan=4 | HOUSE has no structures with valid {{TTL|Factory}} 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="width: 5em;" rowspan=2 | Code {{Fnl|1}}
 +
! rowspan=2 | Event
 +
! style="text-align: center;" colspan=2 | Parameter types
 +
|- style="background: #ddd; border: 1px solid #000; border-width: 1px 0;"
 +
! style="width: 6em; text-align: center;" | #1 (P1)
 +
! style="width: 6em; text-align: center;" | #2 (P2)
 
|-
 
|-
| {{Tt|18}} || {{Tt|Civilians evacuated}}
+
| rowspan=2 | {{Tt|18}}
 +
| {{Tt|Civilians evacuated}}
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | 0
 
|-
 
|-
| style="border-bottom: 1px solid #000;" colspan=4 | Civilian objects owned by HOUSE have left the map (See {{TTL|CivEvac}} )
+
| colspan=4 | Civilian objects owned by HOUSE have left the map (See {{f|CivEvac|link}} ).
 
|-
 
|-
| {{Tt|19}} || {{Tt|Build building type}}
+
| rowspan=2 | {{Tt|19}}
 +
| {{Tt|Build building type}}
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | Building#
 
| style="text-align: center;" | Building#
 
|-
 
|-
| style="border-bottom: 1px solid #000;" colspan=4 | Building whose internal index{{Fnl|3}} is P2 is placed on the map
+
| colspan=4 | Building whose internal index is P2 is placed on the map.
 
|-
 
|-
| {{Tt|20}} || {{Tt|Build unit type}}
+
| rowspan=2 | {{Tt|20}}
 +
| {{Tt|Build unit type}}
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | Unit#
 
| style="text-align: center;" | Unit#
 
|-
 
|-
| style="border-bottom: 1px solid #000;" 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.
 
|-
 
|-
| {{Tt|21}} || {{Tt|Build infantry type}}
+
| rowspan=2 | {{Tt|21}}
 +
| {{Tt|Build infantry type}}
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | Infantry
 
| style="text-align: center;" | Infantry
 
|-
 
|-
| style="border-bottom: 1px solid #000;" 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.
 
|-
 
|-
| {{Tt|22}} || {{Tt|Build aircraft type}}
+
| rowspan=2 | {{Tt|22}}
 +
| {{Tt|Build aircraft type}}
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | Aircraft#
 
| style="text-align: center;" | Aircraft#
 
|-
 
|-
| style="border-bottom: 1px solid #000;" 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.
 
|-
 
|-
| {{Tt|23}} || {{Tt|Leaves map (team)}}
+
| rowspan=2 | {{Tt|23}}
| style="text-align: center;" | 0
+
| {{Tt|Leaves map (team)}}
 +
| style="text-align: center;" | 1
 
| style="text-align: center;" | TeamType
 
| style="text-align: center;" | TeamType
 
|-
 
|-
| style="border-bottom: 1px solid #000;" colspan=4 | TeamType with index P1 leaves the map
+
| colspan=4 | [[TeamTypes|Team]] with index P1 leaves the map.
 
|-
 
|-
| {{Tt|24}} || {{Tt|Zone entry by}}
+
| rowspan=2 | {{Tt|24}}
 +
| {{Tt|Zone entry by}}
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | House#
 
| style="text-align: center;" | House#
 
|-
 
|-
| style="border-bottom: 1px solid #000;" colspan=4 | Attached celltrigger's zone entered by house P2
+
| colspan=4 | Attached [[CellTags|CellTag]]'s zone entered by house P2. Zones are continuous areas bounded by cliffs and other impassable terrain.
 
|-
 
|-
| {{Tt|25}} || {{Tt|Crosses horizontal line}}
+
| rowspan=2 | {{Tt|25}}
 +
| {{Tt|Crosses horizontal line}}
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | House#
 
| style="text-align: center;" | House#
 
|-
 
|-
| style="border-bottom: 1px solid #000;" 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]].<br />'''Note''': In this context, "horizontal" refers to the [[cell]] grid's horizontal (X) axis, ''not'' the apparent left–right axis. It runs from top-left to bottom-right.
 
|-
 
|-
| {{Tt|26}} || {{Tt|Crosses vertical line}}
+
| rowspan=2 | {{Tt|26}}
 +
| {{Tt|Crosses vertical line}}
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | House#
 
| style="text-align: center;" | House#
 
|-
 
|-
| style="border-bottom: 1px solid #000;" 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]].<br />'''Note''': In this context, "vertical" refers to the [[cell]] grid's vertical (Y) axis, ''not'' the apparent top–bottom axis. It runs from top-right to bottom-left.
 
|-
 
|-
| {{Tt|27}} || {{Tt|Global is set}}
+
| rowspan=2 | {{Tt|27}}
 +
| {{Tt|Global is set}}
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | Global#
 
| style="text-align: center;" | Global#
 
|-
 
|-
| style="border-bottom: 1px solid #000;" colspan=4 | Global variable with index P2 is set
+
| colspan=4 | [[VariableNames|Global variable]] with index P2 is set. Takes priority over other events{{fnl|5}}.
 
|-
 
|-
| {{Tt|28}} || {{Tt|Global is clear}}
+
| rowspan=2 | {{Tt|28}}
 +
| {{Tt|Global is clear}}
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | Global#
 
| style="text-align: center;" | Global#
 
|-
 
|-
| style="border-bottom: 1px solid #000;" colspan=4 | Global variable with index P2 is cleared
+
| colspan=4 | Global variable with index P2 is cleared. Takes priority over other events{{fnl|5}}.
 
|-
 
|-
| {{Tt|29}} || {{Tt|Destroyed, Fakes, All}}
+
| rowspan=2 | {{Tt|29}}
 +
| {{Tt|Captured or destroyed}}
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | 0
 
|-
 
|-
| style="border-bottom: 1px solid #000;" colspan=4 | Doesn't work, fires immediately
+
| colspan=4 | Attached object is captured or destroyed by anything. See also Events 7 and 48.
 
|-
 
|-
| {{Tt|30}} || {{Tt|Low power}}
+
| rowspan=2 | {{Tt|30}}
 +
| {{Tt|Low power}}
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | House#
 
| style="text-align: center;" | House#
 
|-
 
|-
| style="border-bottom: 1px solid #000;" colspan=4 | House P2 is in a low power situation
+
| colspan=4 | House P2 is in a low power situation.
 
|-
 
|-
| {{Tt|31}} || {{Tt|Attached bridge destroyed}}
+
| rowspan=2 | {{Tt|31}}
 +
| {{Tt|Attached bridge destroyed}}
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | 0
 
|-
 
|-
| style="border-bottom: 1px solid #000;" colspan=4 | Attached bridge destroyed
+
| colspan=4 | Attached bridge destroyed. To link a trigger to a bridge, place the [[CellTags|CellTag]] under any of the bridge [[OverlayTypes|overlays]].
 
|-
 
|-
| {{Tt|32}} || {{Tt|Building exists}}
+
| rowspan=2 | {{Tt|32}}
 +
| {{Tt|Building exists}}
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | Building#
 
| style="text-align: center;" | Building#
 
|-
 
|-
| style="border-bottom: 1px solid #000;" colspan=4 | HOUSE owns a building with internal number P2
+
| colspan=4 | Building with internal number P2 is preplaced, deployed or ordered (icon clicked on in sidebar) onto the map by HOUSE.
|- style="background: #ddd; border: 1px solid #000; border-width: 1px 0;"
 
! style="width: 5em;" rowspan=2 | Code {{Fnl|1}}
 
! rowspan=2 | Event
 
! style="text-align: center;" colspan=2 | Parameter types
 
|- style="background: #ddd; border: 1px solid #000; border-width: 1px 0;"
 
! style="width: 6em; text-align: center;" | #1 (P1)
 
! style="width: 6em; text-align: center;" | #2 (P2)
 
 
|-
 
|-
| {{Tt|33}} || {{Tt|Selected by player}}
+
| rowspan=2 | {{Tt|33}}
 +
| {{Tt|Selected by player}}
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | 0
 
|-
 
|-
| style="border-bottom: 1px solid #000;" colspan=4 | Attached object is selected by the player (single-player only)
+
| colspan=4 | Attached object is selected by the player (single-player only).
 
|-
 
|-
| {{Tt|34}} || {{Tt|Comes near waypoint}}
+
| rowspan=2 | {{Tt|34}}
 +
| {{Tt|Comes near waypoint}}
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | Waypoint#
 
| style="text-align: center;" | Waypoint#
 
|-
 
|-
| style="border-bottom: 1px solid #000;" colspan=4 | HOUSE approaches waypoint P2
+
| colspan=4 | Attached object comes within 1,000 [[leptons|leptons]] (3-4 [[cells]]) from [[waypoints|waypoint]] P2.
 
|-
 
|-
| {{Tt|35}} || {{Tt|Enemy In Spotlight}}
+
| rowspan=2 | {{Tt|35}}
 +
| {{Tt|Enemy In Spotlight}}
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | 0
 
|-
 
|-
| style="border-bottom: 1px solid #000;" 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="width: 5em;" rowspan=2 | Code {{Fnl|1}}
 +
! rowspan=2 | Event
 +
! style="text-align: center;" colspan=2 | Parameter types
 +
|- style="background: #ddd; border: 1px solid #000; border-width: 1px 0;"
 +
! style="width: 6em; text-align: center;" | #1 (P1)
 +
! style="width: 6em; text-align: center;" | #2 (P2)
 
|-
 
|-
| {{Tt|36}} || {{Tt|Local is set}}
+
| rowspan=2 | {{Tt|36}}
 +
| {{Tt|Local is set}}
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | Local#
 
| style="text-align: center;" | Local#
 
|-
 
|-
| style="border-bottom: 1px solid #000;" colspan=4 | Local with index P2 is turned on
+
| colspan=4 | Local with index P2 is set. Takes priority over other events{{fnl|5}}.
 
|-
 
|-
| {{Tt|37}} || {{Tt|Local is clear}}
+
| rowspan=2 | {{Tt|37}}
 +
| {{Tt|Local is clear}}
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | Local#
 
| style="text-align: center;" | Local#
 
|-
 
|-
| style="border-bottom: 1px solid #000;" colspan=4 | Local with index P2 is turned off.
+
| colspan=4 | Local with index P2 is cleared. Takes priority over other events{{fnl|5}}.
 
|-
 
|-
| {{Tt|38}} || {{Tt|First damaged (combat only)}}
+
| rowspan=2 | {{Tt|38}}
 +
| {{Tt|First damaged (combat only)}}
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | 0
 
|-
 
|-
| style="border-bottom: 1px solid #000;" 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.
 
|-
 
|-
| {{Tt|39}} || {{Tt|Half health (combat only)}}
+
| rowspan=2 | {{Tt|39}}
 +
| {{Tt|Half health (combat only)}}
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | 0
 
|-
 
|-
| style="border-bottom: 1px solid #000;" colspan=4 | Attached object damaged to half health from combat damage only
+
| colspan=4 | Attached object damaged to half health from combat damage only.
 
|-
 
|-
| {{Tt|40}} || {{Tt|Quarter health (combat only)}}
+
| rowspan=2 | {{Tt|40}}
 +
| {{Tt|Quarter health (combat only)}}
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | 0
 
|-
 
|-
| style="border-bottom: 1px solid #000;" colspan=4 | Attached object damaged to quarter health from combat damage only.
+
| colspan=4 | Attached object damaged to quarter health from combat damage only.
 
|-
 
|-
| {{Tt|41}} || {{Tt|First damaged (any source)}}
+
| rowspan=2 | {{Tt|41}}
 +
| {{Tt|First damaged (any source)}}
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | 0
 
|-
 
|-
| style="border-bottom: 1px solid #000;" colspan=4 | Attached object first suffering from combat damage from any source.
+
| colspan=4 | Attached object first suffering from combat damage from any source.
 
|-
 
|-
| {{Tt|42}} || {{Tt|Half health (any source)}}
+
| rowspan=2 | {{Tt|42}}
 +
| {{Tt|Half health (any source)}}
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | 0
 
|-
 
|-
| style="border-bottom: 1px solid #000;" colspan=4 | Attached object damaged to half health from any source
+
| colspan=4 | Attached object damaged to half health from any source.
 
|-
 
|-
| {{Tt|43}} || {{Tt|Quarter health (any source)}}
+
| rowspan=2 | {{Tt|43}}
 +
| {{Tt|Quarter health (any source)}}
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | 0
 
|-
 
|-
| style="border-bottom: 1px solid #000;" colspan=4 | Attached object damaged to quarter health from any source
+
| colspan=4 | Attached object damaged to quarter health by any source.
 
|-
 
|-
| {{Tt|44}} || {{Tt|Attacked by (house)}}
+
| rowspan=2 | {{Tt|44}}
 +
| {{Tt|Attacked by (house)}}
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | House#
 
| style="text-align: center;" | House#
 
|-
 
|-
| style="border-bottom: 1px solid #000;" colspan=4 | Attached object attacked by some unit of house P2
+
| colspan=4 | Attached object attacked by some unit of house P2.
 
|-
 
|-
| {{Tt|45}} || {{Tt|Ambient light below}}
+
| rowspan=2 | {{Tt|45}}
 +
| {{Tt|Ambient light below}}
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | 0
 
|-
 
|-
| style="border-bottom: 1px solid #000;" colspan=4 | Ambient light drops below a certain percentage (P2 %)
+
| colspan=4 | Ambient light drops below a certain percentage (P2 %).
 
|-
 
|-
| {{Tt|46}} || {{Tt|Ambient light above}}
+
| rowspan=2 | {{Tt|46}}
 +
| {{Tt|Ambient light above}}
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | 0
 
|-
 
|-
| style="border-bottom: 1px solid #000;" colspan=4 | Ambient light rises above a certain percentage (P2 %)
+
| colspan=4 | Ambient light rises above a certain percentage (P2 %).
 
|-
 
|-
| {{Tt|47}} || {{Tt|Elapsed Scenario Time}}
+
| rowspan=2 | {{Tt|47}}
 +
| {{Tt|Elapsed Scenario Time}}
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | time
 
| style="text-align: center;" | time
 
|-
 
|-
| style="border-bottom: 1px solid #000;" colspan=4 | Exactly P2 seconds have elapsed since start of scenario
+
| colspan=4 | P2 seconds{{fnl|4}} have elapsed since start of scenario.
 
|-
 
|-
| {{Tt|48}} || {{Tt|Destroyed by anything}}
+
| rowspan=2 | {{Tt|48}}
 +
| {{Tt|Captured, Destroyed or Infiltrated}}
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | 0
 
|-
 
|-
| style="border-bottom: 1px solid #000;" colspan=4 | attached object destroyed by anything
+
| colspan=4 | Attached object is captured, destroyed, or it successfully [[Infiltrate|infiltrates]] another object. See also Events 7 and 29.
 
|-
 
|-
| {{Tt|49}} || {{Tt|Pickup Crate}}
+
| rowspan=2 | {{Tt|49}}
 +
| {{Tt|Pickup Crate}}
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | 0
 
|-
 
|-
| style="border-bottom: 1px solid #000;" colspan=4 | Crate is picked up by the attached object
+
| colspan=4 | A [[Powerups|powerup]] [[crate]] is picked up by the attached object.
 
|-
 
|-
| {{Tt|50}} || {{Tt|Pickup Crate (any)}}
+
| rowspan=2 | {{Tt|50}}
 +
| {{Tt|Pickup Crate (any)}}
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | 0
 
|-
 
|-
| style="border-bottom: 1px solid #000;" colspan=4 | Crate picked up by any unit
+
| colspan=4 | A powerup crate is picked up by any unit belonging to HOUSE{{Fnl|3}}.
 
|-
 
|-
| {{Tt|51}} || {{Tt|Random delay...}}
+
| rowspan=2 | {{Tt|51}}
 +
| {{Tt|Random delay...}}
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | time
 
| style="text-align: center;" | time
 
|-
 
|-
| style="border-bottom: 1px solid #000;" colspan=4 | Delays a random time between 50 and 150 % of time specified in P2 (frames)
+
| colspan=4 | Delays a random time between 50% and 150 % of time specified in P2 (in seconds{{fnl|4}}).
 
|-
 
|-
| {{Tt|52}} || {{Tt|Credits below...}}
+
| rowspan=2 | {{Tt|52}}
 +
| {{Tt|Credits below...}}
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | credits
 
| style="text-align: center;" | credits
 
|-
 
|-
| style="border-bottom: 1px solid #000;" colspan=4 | HOUSE owns less than P2 credits
+
| colspan=4 | HOUSE owns less than P2 credits.
 
|-
 
|-
| {{Tt|53}} || {{Tt|Player under EMP effect}}
+
| rowspan=2 | {{Tt|53}}
 +
| {{Tt|Paralyzed}}{{fso}}
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | 0
 
|-
 
|-
| style="border-bottom: 1px solid #000;" colspan=4 | HOUSE is under EMP effect
+
| 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
| {{Tt|54}} || {{Tt|Unknown}}
+
| rowspan=2 | {{Tt|54}}
 +
| {{Tt|Enemy in spotlight 2}}{{fso}}
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | 0
 
|-
 
|-
| style="border-bottom: 1px solid #000;" colspan=4 | Unknown <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.
 
|-
 
|-
| {{Tt|55}} || {{Tt|Attached object bugged}}
+
| rowspan=2 | {{Tt|55}}
 +
| {{Tt|Attached object bugged}}{{fso}}
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | 0
 
|-
 
|-
| style="border-bottom: 1px solid #000;" 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 375: Line 431:
 
== Notes ==
 
== Notes ==
  
All parameters are unsigned integers, meaning all objects like structures, houses, etc. are referenced by their internal indexes. Those internal indexes are listed [[Internal Indexes/TSFS|here]].
+
{{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 [[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|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|4|on default game speed (15 FPS)}}
  
{{Fn|2|HOUSE in this document refers to the house owning the Trigger, labeled "HOUSE" in the [[Maps/Triggers#TS.2FFS|Triggers]] page.}}
+
{{Fn|5|By default, events are checked in the order they are listed. However, when using local or global variable checks together with other events, the variable check will reset any preceding events. In other words, the variable check is of higher priority than other events. Only after the variable is set/cleared do other events count towards the execution of the trigger.}}
  
{{Fn|3|Internal indexes of TS/FS objects are listed [[Internal Indexes/TSFS|here]].}}
+
{{:Maps/Referencing}}
 +
[[Category:Map_Information]]

Revision as of 15:41, 9 May 2023

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. Use -1 to denote any house.
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 index 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.
Note: In this context, "horizontal" refers to the cell grid's horizontal (X) axis, not the apparent left–right axis. It runs from top-left to bottom-right.
26 Crosses vertical line 0 House#
House P2 crosses the vertical line of the attached CellTag.
Note: In this context, "vertical" refers to the cell grid's vertical (Y) axis, not the apparent top–bottom axis. It runs from top-right to bottom-left.
27 Global is set 0 Global#
Global variable with index P2 is set. Takes priority over other events5.
28 Global is clear 0 Global#
Global variable with index P2 is cleared. Takes priority over other events5.
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#
Building with internal number P2 is preplaced, deployed or ordered (icon clicked on in sidebar) onto the map by HOUSE.
33 Selected by player 0 0
Attached object is selected by the player (single-player only).
34 Comes near waypoint 0 Waypoint#
Attached object comes within 1,000 leptons (3-4 cells) from 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. Takes priority over other events5.
37 Local is clear 0 Local#
Local with index P2 is cleared. Takes priority over other events5.
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 belonging to HOUSE3.
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 By default, events are checked in the order they are listed. However, when using local or global variable checks together with other events, the variable check will reset any preceding events. In other words, the variable check is of higher priority than other events. Only after the variable is set/cleared do other events count towards the execution of the trigger.

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.