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15 — Allow Win

Marks a trigger's tag as one that holds its house's victory back in a campaign.

Editor data
Numeric ID
15
Engine ID
TACTION_ALLOWWIN
Editor name
Allow Win
Need token
NEED_NONE
Parameters
None
Attachment
none
INI example
[Actions]
<TriggerID>=1,15,0,0,0,0,0,0,

Each house has an allow-win count. As the scenario loads, every tag whose triggers include this action adds one to the count of the house that owns the tag’s first trigger.

A house receives the win when all of:

  • It is flagged to win.
  • Its result countdown, set by SavourDelay, has run out.
  • Any of:
    • The game is a skirmish or multiplayer game.
    • Its allow-win count is zero.

The house tests this every frame. A house flagged to win while its count is above zero keeps the flag and wins once the count reaches zero.

The count goes down by one when an allow-win tag is destroyed while at least one trigger is still attached to it. Nothing else lowers it. A tag destroyed with no trigger left gives nothing back.

The house credited is the one that owns the last trigger in the tag’s chain still attached when the tag is destroyed. The house charged at load owns the first trigger. When a tag’s triggers belong to different houses, one house can be charged and another credited.

Firing usually empties the tag before destroying it. When a trigger fires on a tag whose lifetime ends on firing, the trigger is removed first and the tag after it. A tag with a single trigger therefore has no trigger left when it is destroyed, and the count stays. A tag with a chain of linked triggers lowers the count on firing only if at least one trigger in the chain did not fire.

A tag that is never destroyed keeps its hold too. That includes a persistent tag, which firing never destroys, and a tag that never fires.

A team’s tag is the exception. Each team built from a TeamType with a tag gets a separate copy of that tag. When the team ends and no object still carries the copy, the copy is destroyed, and it lowers the count if a trigger is still attached. The load charged the tag only once, so several teams of that type can give back more than one and lift holds that other tags placed.

Destroying an allow-win tag with a trigger still attached also restarts the credited house’s result countdown at four seconds, even when the count was already zero. A win, loss or destruction the house is already waiting on then takes effect no sooner than four seconds after the tag goes. At the default SavourDelay of under two seconds, that is longer than the usual countdown.

Destroy Tag destroys every tag of the type it names with its triggers still attached, so it lowers the count whatever the tag’s lifetime and however many triggers the tag holds. It gives nothing back in two cases:

  • Destroy Trigger has already removed the tag’s triggers, which empties the tag the same way firing does.
  • Firing destroyed the tag first: in an earlier frame, or in the same frame before another trigger ran Destroy Tag.
Caveats
  • Running the action does nothing. The hold is counted as the scenario loads, from the action's presence among a tag's triggers.
  • Each tag adds one hold, however many of its triggers list the action. Two triggers on one tag, or one trigger listing the action twice, add one hold between them, not two.
  • A tag with a single trigger, the usual shape, keeps its hold after firing destroys it, so its house can be flagged to win and never receive the win. [Destroying the tag instead](/mapping/actions/taction-allowwin/#destroying-the-tag-instead) shows how to lift the hold.
  • Only a campaign or standalone mission reads the hold. Skirmish and multiplayer games ignore it.