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36 — All change house

Hands everything the trigger's own house owns to the house named.

Editor data
Numeric ID
36
Engine ID
TACTION_ALL_CHANGE_HOUSE
Editor name
All change house...
Need token
NEED_HOUSE
Parameters
  1. Househouse
Attachment
none
INI example
[Actions]
<TriggerID>=1,36,0,<House>,0,0,0,0,

The action carries one house, and that house is the destination. The source is the house that owns the trigger, so a defection is written by giving the trigger to the side that is about to lose everything and naming the side that gains it.

Every object changes hands through the shared routine that an engineer walking into a structure uses, one after another, and that routine settles the points, the inventory counts, the cleared orders and everything a captured structure carries with it.

Two consequences follow from doing that to a whole side at once. Each object is booked as a kill for the receiving house, so a handover of any size moves that house’s kill counts and points by the full value of everything it received. And each object’s own tag is offered the Entered by... event as it changes hands, so every entered trigger in the scenario that rides on one of those objects is examined in the same frame.

Change House is the narrower form of the same handover, aimed at the objects carrying the trigger’s own tag rather than at a house.

Valid values

  • A house available to the scenario. It is matched by country against the houses the scenario plays.
Caveats
  • The house that is emptied is the one that owns the trigger. The editor text does not say which of the two houses that is, and nothing in the action names it.
  • Every infantry, vehicle, aircraft and structure the house owns changes hands, wherever it is and whatever state it is in.
  • No test of activity, placement or limbo is made, unlike Change House. Passengers, cargo, objects still inside a factory, and objects destroyed earlier in the same frame that have not yet been released all change hands with the rest, and the receiving house is credited the points and the kill for each of them.
  • Naming a country that no house in the scenario plays leaves the destination unresolved, and the action writes through the unresolved result as soon as it finds one object to transfer.