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Trigger actions

MappingTrigger actions

Actions executed after a trigger's events are satisfied.

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#NameEditor summaryParameters
0-No Action-This is a null action. It will do nothing and is equivalent to not having an action at all. Why use it?None
1Winner is...The winner will be forced to be the house specified. The game will end immediately. Typically, the player's house is specified.House
2Loser is...The loser will be force to be the house specified. The game will end immediately. Typically, the player's house is specified.House
3Production Begins...The computer's house (as specified) will begin production of units and structures.House
4Create Team...Creates a team of the type specified (owned by the house of this trigger). The team member are NOT automatically created however.Team
5Destroy Team...Destroys all instances of the team type specified. The units in those existing teams will remain and be available for recruiting into other teams.Team
6All to Hunt...Forces all units, of the house specified, into 'hunt' mode. They will seek out and destroy their enemies.House
7Reinforcement (team)...Create a reinforcement of the specified team. The members of the team WILL be created magically by this action.Team
8Drop Zone Flare (waypoint)...Display a drop zone flair at the waypoint specified. The map will also be reaveald around that location.Waypoint
9Fire Sale...Cause all buildings of the specified house to be sold (for cash and prizes). Typically this is used in the final assault by the computer.House
10Play Movie...Displays the specified movie (full screen). The game is paused while this occurs and resumes normally after it completes.Movie
11Text Trigger...Display the text identified by the string file <label>.Number
12Destroy Trigger...Destroy all current instances of the trigger type specified. This does not prevent future instances of that trigger >from being created.Trigger
13Autocreate Begins...Initiates autocreate for the house specified. This will cause the computer's house to build autocreate teams as it sees fit.House
14Change House...Changes owning house to the one specified for attached objects.House
15Allow WinRemoves one 'blockage' from allowing the player to win. The blockage number is equal the number of triggers created that have this action.None
16Reveal all mapReveals the entire map to the player.None
17Reveal around waypoint...Reveals a region of the map to the player around the waypoint specified.Waypoint
18Reveal zone of waypoint...Reveals all cells that share the same zone as the waypoing specified. This yields some wierd results. Use with caution.Waypoint
19Play sound effect...Plays the sound effect specified.Sound
20Play music theme...Plays the music theme specified.Theme
21Play speech...Plays the speech sound specified.EVA speech
22Force Trigger...Force all triggers of this specified type to spring regardless of what it's event flags may indicate.Trigger
23Timer StartStart the global mission timer.None
24Timer StopStop the global mission timer.None
25Timer Extend...Extend the global mission timer by the time specified.Number
26Timer Shorten...Short the global mission timer by the time specified. It can never be reduced below 'zero' time.Number
27Timer Set...Set the global mission timer to the value specified.Number
28Global Set...Set the global flag. Global flags are named in the file Globals.INI. Global flags can be either 'on/set/true' or 'off/clear/false'.Global variable
29Global Clear...Clear the global flag. Global flags are named in the file Globals.INI. Global flags can either be 'on/set/true' or 'off/clear/false'.Global variable
30Auto Base Building...Initialize the computer skirmish mode build control to either 'on' or 'off' state. When 'on', the computer takes over as if it were in skirmish mode. (gs make sure he has a con yard)Boolean
31Grow shroud one 'step'Increase the shroud darkness by one step (cell).None
32Destroy attached buildingDestroy any buildings, bridges, or units that this trigger is attached to.None
33Add 1-time special weapon...Add a one-shot special weapon (as indicated) to the trigger's house.Superweapon
34Add repeating special weapon...Add a permanent special weapon (as indicated) to the trigger's house.Superweapon
35Preferred target...Specify what the trigger's house should use as its preferred target when using special weapon attacks.Target category
36All change house...All objects of one house change ownership to specified house.House
37Make ally...Cause this trigger's house to ally with the house specified.House
38Make enemy...Cause this trigger's house to un-ally (declare war) with the house specified.House
39Change Zoom Level...Changes the zoom out level of the player's radar map. Use 1 for normal view, 2 for zoomed out.Number
40Resize Player View...Changes the player's viewing rectangle into the map. Enter as: x,y,w,h where x,y gives the upper left corner and w,h give the width and height.Rectangle
41Play Anim At...Plays the specified anim in the specified cell.Animation + Waypoint
42Do Explosion At...Creates an explosion in the specified cell, using the specified warhead.Weapon + Waypoint
43Meteor Impact At...Sends a meteor at the specified cell.Meteor size + Waypoint
44Ion Storm start...Starts an ion storm sequence to run for the specified number of game frames.Number
45Ion Storm stop...End an Ion storm in progress.None
46Lock inputDisables user input.None
47Unlock inputEnables user input.None
48Center Camera at Waypoint...Moves the tactical view to a specified waypoint.Speed + Waypoint
49Zoom inZooms the tactical map in.None
50Zoom outZooms the tactical map out.None
51Reshroud MapReshrouds the entire map.None
52Change Light BehaviorChanges the way a building spotlight behaves. Attach this trigger to a building that casts a spotlight.Spotlight behavior
53Enable TriggerEnables the target trigger.Trigger
54Disable TriggerDisables the target trigger.Trigger
55Create Radar EventCreates a radar event at the specified waypointRadar event + Waypoint
56Local Set...Set the local flag. Local flags can be either 'on/set/true' or 'off/clear/false'.Local variable
57Local Clear...Clear the local flag. Local flags can either be 'on/set/true' or 'off/clear/false'.Local variable
58Meteor Shower At...Creates a meteor shower around the specified waypoint.Meteor shower + Waypoint
59Reduce Tiberium At...Reduces Tiberium around the specified waypoint.Waypoint
60Sell buildingSells the building attached to this trigger.None
61Turn off buildingTurn off building attached to this trigger.None
62Turn on buildingTurn on building attached to this trigger.None
63Apply 100 damage at...Applies 100 points of HE damage at location.Waypoint
64Light flash (small) at...Shows a small light flash at location.Waypoint
65Light flash (medium) at...Shows a medium light flash at location.Waypoint
66Light flash (large) at...Shows a large light flash at location.Waypoint
67Announce WinAnnounce that player has won.None
68Announce LoseAnnounce that player has lost.None
69Force endForce end of scenario.None
70Destroy Tag...Destroy tag and all attached triggers.Tag
71Set ambient step...Sets ambient light fade step value.Number
72Set ambient rate...Sets ambient light fade rate.Number
73Set ambient light...Fades ambient light to new lighting level.Number
74AI triggers begin...Start AI triggers for specified house.House
75AI triggers stop...Stop AI triggers for specified house.House
76Ratio of AI trigger teams...AI percentage of teams created for AI triggers (100 = all for AI trigger teams, 0 = all for regular teams)Number
77Ratio of team aircraft...AI percentage of aircraft created for teams (100 = all for teams, 0 = all random)Number
78Ratio of team infantry...AI percentage of infantry created for teams (100 = all for teams, 0 = all random)Number
79Ratio of team units...AI percentage of units created for teams (100 = all for teams, 0 = all random)Number
80Reinforcement (team) [at waypoint]...Create reinforcement team at special waypoint location.Team + Waypoint
81Wakeup selfBreaks out of sleep or harmless mode so as to enter guard mode.None
82Wakeup all sleepersBreaks all units out of sleep mode.None
83Wakeup all harmlessBreaks all out of harmless mode.None
84Wakeup group...Wakeup all units of specified group.Number
85Vein growth...Control if veins grow or not.Boolean
86Tiberium growth...Control if Tiberium grows or not.Boolean
87Ice growth...Control if ice grows or not.Boolean
88Particle Anim at...Show particle animation at location.Particle system + Waypoint
89Remove Particle Anim at...Delete particle anims at specified location.Waypoint
90Lightning strike at...A single Ion Storm lightning strike.Waypoint
91Go BerzerkAttached object (cyborg) goes berzerk.None
92Activate Firestorm DefenseTurns on a house's firestorm defense.None
93Deactivate Firestorm DefenseTurns off a house's firestorm defense.None
94Ion-cannon strike...Fires Ion-Cannon at waypoint specified.Waypoint
95Nuke strike...Fires Nuke at waypoint specified from nearest edge.Waypoint
96Chem-missile strike...Fires Chemical missile at waypoint specified.Waypoint
97Toggle Train CargoToggles state of cargo train dropping crate.None
98Play Sound Effect (Random)...Plays sound effect at random waypoint.Sound
99Play Sound Effect At...Plays sound effect specified at waypoint specified. Sound + Waypoint
100Play Ingame Movie...Displays the specified movie ingame. Player still has control of interface and units.Movie
101Flash Team...Flashes the specified team for the specified number of framesTeam + Duration
102Disable SpeechDisables EVA speech.None
103Enable SpeechEnables EVA speech.None
104Set Group ID...Sets the group ID of the attached object.Number
105Talk Bubble...Displays talk bubble over unitTeam