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4 — Create Team...

Creates one empty team of the type named, which then fills itself from objects its own house already owns.

Editor data
Numeric ID
4
Engine ID
TACTION_CREATE_TEAM
Editor name
Create Team...
Need token
NEED_TEAM
Parameters
  1. Teamteam
Attachment
none
INI example
[Actions]
<TriggerID>=1,4,1,<Team>,0,0,0,0,

The house is decided entirely by the TeamType’s own House=. A scenario that wants one side’s trigger to raise another side’s team writes that country into the TeamType and nothing into the trigger; the trigger’s own owner is never consulted for this action. A country that no house in the match is playing leaves the team with no owner at all, and the team is created anyway and faults on its first logic turn, where the recruitment step reads that owner, before it has taken a member or reached its script.

Recruitment owns how the empty team fills, and team scripts what it does once it has enough members to start.

Valid values

  • A TeamType the scenario declares. A line naming no team runs and does nothing.
Caveats
  • The team belongs to the house its own type names, not to the house that owns the trigger. The editor text says otherwise.
  • The limit the type sets on how many teams of it may exist is not consulted. The team is created as though the scenario were still loading, and that state skips the test outright, so repeated firings raise any number of teams of one type — including a type whose limit is zero, which the ordinary route can never create at all.
  • Nothing is built, bought or delivered. The team starts with no members at all and fills only by recruiting objects its house already owns, so it stays short for as long as nothing suitable exists.
  • A type that names a tag gives every team built from it a private tag of its own, attached to each member the team accepts. Two teams of one type therefore carry two independent tags.