Tags
Tags are responsible for telling the game about the triggers present on the map. Each trigger needs to be referred to by at least one tag to be considered "existant" by the game, even if the tag isn't attached to anything and thus never used itself. Linked triggers use its parent trigger's Tag. Tags can be simply placed in this section, and objects pre-placed on the map as well as teams can refer to the tags for additional functionality - if they do, those specific tags and their respective triggers will be notified when the objects referring to them are somehow interacted with (detected, attacked, damaged, destroyed, etc.).
Contents
Section
Tiberian Dawn
Section does not exist.
Red Alert, Counterstrike, Aftermath
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Tiberian Sun, Firestorm, Red Alert 2, Yuri's Revenge
The [Tags] section in a map takes this format:
ID=PERSISTENCE,NAME,TRIGGER_ID
String | Meaning | ||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
ID | The tag's ID. This is used to attach this tag to other objects on the map. | ||||||||||||
PERSISTENCE | This flag controls if and when the tag should be removed after being triggered. Once a tag has been removed, it cannot be triggered again.
Map editors refer these as: 0 - OR one time, 1 - AND one time and 2 - OR repeating. Example: a trigger will spring when attached buildings are destroyed:
| ||||||||||||
NAME | A plain text string used as a name of this tag. Not used ingame, only in the map editor. Should not contain commas. | ||||||||||||
TRIGGER_ID | Reference to the trigger related to this tag. Again, each trigger needs to be refered to by at least one tag or it will not work. FinalSun and FinalAlert 2 create tags for you automatically when creating triggers in the Trigger Editor. |