36 — All change house
Hands everything the trigger's 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
- House
house
- House
- Attachment
- none
INI example
[Actions]
<TriggerID>=1,36,0,<House>,0,0,0,0,Each object changes owner through the same steps as a structure an engineer captures. What changes hands lists them, including what a captured structure brings with it.
Two of those steps matter for a whole side at once:
- Each object is recorded as a kill for the receiving house. It adds its cost to that house’s score and one to that house’s count of structures or units killed.
- Each object’s tag is offered
Entered by...and then both forms ofDestroyed by anythingas the object changes hands. The destroyed offers are skipped for an infantry, aircraft or structure destroyed earlier in the same frame. They are also skipped for a stolen vehicle that would return its thief, when its tag is transferable. Every trigger attached to the tags of the transferred objects can therefore fire in the same frame.
Change House makes the same transfer for the objects whose tag holds this trigger, and only those that are on the map.
Valid values
- The house that receives everything, selected by its country or by a [spawn house](/formats/scenario-objects/#spawn-houses). A country selects the first house of that country.
Caveats
- The house that loses everything is the one that owns the trigger. Give the trigger to the side that defects, and name the side that gains its forces.
- A country no house plays, or a spawn house nobody holds, leaves the action doing nothing.
- Every infantry, vehicle, aircraft and structure the house owns changes hands, wherever it is and whatever state it is in. That includes passengers, cargo, objects inside a factory, and objects destroyed earlier in the same frame that are still waiting to be removed.