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(Added a detail to TEvent 50 and adjusted the table max. width in consideration of modern widescreen displays.)
(12 intermediate revisions by the same user 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 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]]. Use -1 to denote any house.
 
|-
 
|-
 
| 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 | (P2/10) 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.
 
|-
 
|-
 
| 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|4}} is P2 is placed on the map
+
| colspan=4 | Building whose internal index 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}}
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| 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}}
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| 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}}
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| 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]].<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.
 
|-
 
|-
 
| rowspan=2 | {{Tt|26}}
 
| rowspan=2 | {{Tt|26}}
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| 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]].<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.
 
|-
 
|-
 
| 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. Takes priority over other events{{fnl|5}}.
 
|-
 
|-
 
| rowspan=2 | {{Tt|28}}
 
| rowspan=2 | {{Tt|28}}
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| 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. Takes priority over other events{{fnl|5}}.
 
|-
 
|-
 
| rowspan=2 | {{Tt|29}}
 
| rowspan=2 | {{Tt|29}}
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| 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}}
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| 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 | Building with internal number P2 is preplaced, deployed or ordered (icon clicked on in sidebar) onto the map by HOUSE.
 
|-
 
|-
 
| rowspan=2 | {{Tt|33}}
 
| rowspan=2 | {{Tt|33}}
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| 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}}
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| style="text-align: center;" | Waypoint#
 
| style="text-align: center;" | Waypoint#
 
|-
 
|-
| colspan=4 | HOUSE approaches waypoint P2
+
| colspan=4 | Attached object comes within 1,000 [[leptons|leptons]] (3-4 [[cells]]) from [[waypoints|waypoint]] P2.
 
|-
 
|-
 
| rowspan=2 | {{Tt|35}}
 
| rowspan=2 | {{Tt|35}}
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| 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}}
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| 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. Takes priority over other events{{fnl|5}}.
 
|-
 
|-
 
| rowspan=2 | {{Tt|37}}
 
| rowspan=2 | {{Tt|37}}
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| 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. Takes priority over other events{{fnl|5}}.
 
|-
 
|-
 
| 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}}
Line 326: Line 326:
 
| 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}}
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| style="text-align: center;" | time
 
| style="text-align: center;" | time
 
|-
 
|-
| colspan=4 | Exactly P2 seconds 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}}
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| 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 belonging to HOUSE{{Fnl|3}}.
 
|-
 
|-
 
| rowspan=2 | {{Tt|51}}
 
| rowspan=2 | {{Tt|51}}
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| 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 (frames)
+
| 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}}
| {{Tt|Player under EMP effect}}
+
| {{Tt|Paralyzed}}{{fso}}
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | 0
 
|-
 
|-
| 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
 
| rowspan=2 | {{Tt|54}}
 
| rowspan=2 | {{Tt|54}}
| {{Tt|Unknown purpose}}{{fso}}
+
| {{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
 
|-
 
|-
| 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.}}
  
{{Fn|4|See [[ScriptActions#Notes|ScriptActions&rarr;Notes]] for more information}}
+
{{Fn|4|on default game speed (15 FPS)}}
 +
 
 +
{{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.}}
  
 
{{:Maps/Referencing}}
 
{{:Maps/Referencing}}
 
[[Category:Map_Information]]
 
[[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.