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Events/TSFS

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< Events
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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 (P2)
0 None 0 0
No Event - cannot be activated
1 Entered by 0 House#
House P2 enters attached building/celltag
2 Spied by 0 House#
House P2 sends a spy into attached building
3 Thieved by 0 0
Doesn't work
4 Discovered by player 0 0
House owning the attached object is discovered by the player
5 House Discovered 0 House#
House P2 is discovered by the player
6 Attacked by anybody 0 0
Attached object is attacked by anybody
7 Destroyed by anybody 0 0
Attached object is destroyed by anybody
8 Any event 0 0
Any event
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
HOUSE2 has at least P2 credits
13 Elapsed time 0 time
(P2/10) minutes have passed in this mission
14 Mission timer expired 0 0
Mission timer expired
15 Destroyed, Buildings, # 0 counter
Exactly P2 buildings owned by HOUSE have been destroyed (does include civilian objects)
Code 1 Event Parameter types
#1 (P1) #2 (P2)
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 Template:TTL set
18 Civilians evacuated 0 0
Civilian objects owned by HOUSE have left the map (See Template:TTL )
19 Build building type 0 Building#
Building whose internal index3 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) 0 TeamType
TeamType with index P1 leaves the map
24 Zone entry by 0 House#
Attached celltrigger's zone entered by house P2
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 Destroyed, Fakes, All 0 0
Doesn't work, fires immediately
30 Low power 0 House#
House P2 is in a low power situation
31 Attached bridge destroyed 0 0
Attached bridge destroyed
32 Building exists 0 Building#
HOUSE owns a building with internal number P2
Code 1 Event Parameter types
#1 (P1) #2 (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
36 Local is set 0 Local#
Local with index P2 is turned on
37 Local is clear 0 Local#
Local with index P2 is turned off.
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 from 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
Exactly P2 seconds have elapsed since start of scenario
48 Destroyed by anything 0 0
attached object destroyed by anything
49 Pickup Crate 0 0
Crate is picked up by the attached object
50 Pickup Crate (any) 0 0
Crate picked up by any unit
51 Random delay... 0 time
Delays a random time between 50 and 150 % of time specified in P2 (frames)
52 Credits below... 0 credits
HOUSE owns less than P2 credits
53 Player under EMP effect 0 0
HOUSE is under EMP effect
54 Unknown 0 0
Unknown
FS/2.x patched only
55 Attached object bugged 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 HOUSE in this document refers to the house owning the Trigger, labeled "HOUSE" in the Triggers page.

3 Internal indexes of TS/FS objects are listed here.