13 — Autocreate Begins...
Marks the house named as alerted, which nothing reads.
Editor data
- Numeric ID
13- Engine ID
TACTION_AUTOCREATE- Editor name
- Autocreate Begins...
- Need token
NEED_HOUSE- Parameters
- House
house
- House
- Attachment
- none
INI example
[Actions]
<TriggerID>=1,13,0,<House>,0,0,0,0,Autocreate=yes on a TeamType is a separate setting that shares the word and nothing else: it selects which of an object’s two recruitable states a team of that type reads when it recruits, and no part of it is switched on or off by this action. What actually decides whether a house raises teams is the AI-trigger switch and the ratio behind it.
Valid values
- A house available to the scenario. Every house behaves the same way, because nothing reads what is stored.
Caveats
- No team is created and no house builds anything it would not have built without the action. The mark is written and no path that runs reads it back.
- The routine that once raised autocreate teams from the mark is not compiled into the game, and the team pass that survives it does not consult the mark either.
- One other route sets the same mark. A computer house whose IQ reaches the production threshold marks itself alerted on its next AI pass, and that costs it nothing either.
- Naming no house does nothing at all. Naming a country that no house in the scenario plays leaves the house unresolved, and the action writes through the unresolved result.