Triggers
Triggers are used to add scripted happennings to a scenario. A trigger can be attached to a cell or object, or simply associated with a House. Triggers cannot be attached to aircraft or non-prebuilt structures. A scenario can have up to 80 triggers defined.
Trigger Settings
Name | Description |
---|---|
Action | What happens as a result of the trigger. See "Action Types" |
Data | A value associated with the trigger. Required for some event types |
Event | What must happen to activate the trigger. See "Event Types" |
House | Which side the trigger applies to. Required for some event types |
Loop | Whether the trigger is persistent or not. Volatile ("no") means the trigger will fire once, when activated, and then be removed. Semi-persistent ("and") means the trigger will fire only when it has been activated for all of the objects it is attached to, then will be removed. Persistent ("or") means the trigger will continue to fire each time it is activated, without being removed. |
Name | The name by which to reference the trigger. No more than 4 characters. |
Team | A unit team definition referenced by this trigger. Required for some action types |
Events
What must happen for a particular trigger to activate.
Index | Name | Cat. | Args | Description | ||||||
---|---|---|---|---|---|---|---|---|---|---|
-1 | (none) |
|
No event | |||||||
0 | Player Enters |
cell/obj |
|
A unit owned by this house (i.e. not necessarily the player) enters this cell or object (e.g. when an engineer captures a structure). As a cell trigger, it is not triggered by aircraft (even when landed) or cloaked units. If no house is specified, defaults to the human player. | ||||||
1 | Discovered |
obj |
|
Player discovers the object this trigger is attached to. Note this can only be triggered by the player. Note also that the player can discover objects they own themselves, e.g. discovering an abandoned base. Also note that triggers cannot be attached to aircraft or non-prebuilt structures. | ||||||
2 | Attacked |
obj |
|
The object this trigger is attached to is attacked. Note that triggers cannot be attached to aircraft or non-prebuilt structures. | ||||||
3 | Destroyed |
obj |
|
The object this trigger is attached to is destroyed. Note that triggers cannot be attached to aircraft or non-prebuilt structures. | ||||||
4 | Any |
obj |
|
Any of the "object" category events happen to the object this trigger is attached to. Note that triggers cannot be attached to aircraft or non-prebuilt structures. | ||||||
5 | House Discov. |
house |
|
Any object in the specified house is discovered by the player. Note this can only be triggered by the player. | ||||||
6 | Units Destr. |
house |
|
All units belonging to the specified house have been destroyed, ignoring gunboats, chinooks, cargo planes and warthogs. | ||||||
7 | Bldgs Destr. |
house |
|
All of the buildings belonging to the specified house have been destroyed. | ||||||
8 | All Destr. |
house |
|
All units and buildings belonging to the specified house have been destroyed, ignoring gunboats, chinooks, cargo planes and warthogs. | ||||||
9 | Credits |
house |
|
The specified house reaches the number of credits specified in "data". | ||||||
10 | Time |
house |
|
The amount of time specified in "data" has elapsed for the specified house. If the trigger persists after activating, the timer resets and will activate after the amount of time has elapsed again. The time is measured in 1/10ths of a minute, e.g. 15 would be 1 minute 30 seconds. | ||||||
11 | # Bldgs Destr. |
house |
|
The specified house has lost the number of buildings specified in "data". | ||||||
12 | # Units Destr. |
house |
|
The specified house has lost the number of units specified in "data". | ||||||
13 | No Factories |
house |
|
The specified house has no nod airstrips, hands of nod, gdi weapons factories or barracks. | ||||||
14 | Civ. Evac. |
house |
|
Civilian evacuated - a civilian, non-technician human unit has left the bounds of the map in an aircraft owned by the specified house. A Chinook will automatically do this when a civilian infantry is loaded inside. | ||||||
15 | Built It |
house |
|
Building type with the specified index has just been built by the specified house. See "Structure Types". |
Actions
What happens as a result of a trigger activating.
Index | Name | Args | Description | |||
---|---|---|---|---|---|---|
-1 | (none) |
|
No action | |||
0 | Win |
|
The player wins the scenario. Applies only to singleplayer. | |||
1 | Lose |
|
The player fails the scenario. Applies only to singleplayer. | |||
2 | Production |
|
A computer-controlled house in singleplayer begins production. The AI won't build anything until this is triggered (See "Singleplayer Production AI"). House will be the specified house when triggered by an event in the "house" category, otherwise it will be whichever of GDI/Nod the player isn't controlling. | |||
3 | Create Team |
|
an instance of the specified team type is created, with no members. If the team type is for a human-controlled house this does nothing. For a computer-controlled house the AI will begin recruiting units to the team. Note that the AI will not create any new units or structures until "Production" is triggered. This action ignores the "Max Allowed" property of the team type. | |||
4 | Dstry Teams |
|
All instances of the specified team type are disbanded. | |||
5 | All to hunt |
|
All computer-controlled units switch to "Hunt" mission. Teams are disbanded. | |||
6 | Reinforce |
|
Reinforcements of the specified team type are delivered. The house that these reinforcements belong to is determined by the team type itself. The means and location of the team's delivery is determined by the house's "edge" setting and whether the team contains a transporter unit. See "Map Settings" and "Source Types". This action ignores the "Max Allowed" property of the team type. | |||
7 | DZ at 'Z' |
|
Deploys drop zone flare at dropzone waypoint (#25), revealing that part of the map for the player. See "Waypoints" | |||
8 | Airstrike |
|
Grant a fully-charged, reusable air strike ability for a house. If triggered by a "cell" category event, the house will be the one specified. For other events the house is always the player. | |||
9 | Nuclear Missile |
|
Grant a fully-charged, single-shot nuke ability to whoever is Nod. If this is the player, they must already have a temple of nod to receive the ability. Applies only to singleplayer. | |||
10 | Ion Cannon |
|
Grant a fully-charged, single-shot ion cannon ability to whoever is GDI. If this is the player, they must have an advanced communications center to receive the ability. Applies only to singleplayer. | |||
11 | Dstry Trig 'XXXX' |
|
Destroys the trigger named "XXXX" | |||
12 | Dstry Trig 'YYYY' |
|
Destroys the trigger named "YYYY" | |||
13 | Dstry Trig 'ZZZZ' |
|
Destroys the trigger named "ZZZZ" | |||
14 | Autocreate |
|
"Alerts" a computer-controlled House so that it begins considering teams marked as "auto-create" for building (see "Team Types" and "Singleplayer Production AI") and immediately creates a random quantity of empty teams; min 2 and max up to 7 depending on the Build Level. The AI will then continue to do this every few minutes (16-40 on easy difficulty, 5-20 on medium or 4-10 on hard). Note that the AI will not actually create units or structures until "Production" is triggered. The House alerted will be the one specified, if triggered by a "house" category event, or the object owner for "object" events, or simply all Houses for a "cell" event. | |||
15 | Cap=Win/Des=Lose |
|
The player wins if this action is triggered by a "player enters" event or loses if triggered by a "destroyed" event. Will not trigger for any other event. In singleplayer, a structure with this action attached will be made capturable regardless of whether it can usually be captured. | |||
16 | Allow Win |
|
Until all of this type of trigger are triggered and removed for this house, the house cannot win the scenario. Note, however, that such triggers do not prevent the player from losing the scenario when associated with the computer-controlled house. |