110 — Destroy all of...
Added in 0.2.0
Destroys everything the given house owns and marks the house defeated.
Editor data
- Numeric ID
110- Engine ID
TACTION_HOUSE_DESTROY_ALL- Editor name
- Destroy all of...
- Need token
NEED_HOUSE- Parameters
- House
house
- House
- Attachment
- none
INI example
[Actions]
<TriggerID>=1,110,0,<House>,0,0,0,0,Every vehicle, aircraft, structure and infantry the house has on the map is destroyed, in that order. Each takes damage equal to its remaining strength, ignoring armor, until it is gone. Vehicles go first so that crew who climb out of them die with the infantry. Passengers die with their vehicle.
When the match ends gives the full rule for ending the game, and the whole map describes what a defeated player sees. Spawn houses lists the house numbers that name a start position in place of a country.
Caveats
- A house nobody plays, or a spawn house nobody holds, leaves the action doing nothing.
- When several houses play the named country, only one of them is destroyed. Name a spawn house to choose a particular player.
- The house is defeated the way a skirmish or multiplayer house is, in a campaign too. When it is the player's own house, the player is left watching the map.
- Every player is told of the defeat. A house of a [
MultiplayPassive=yes](/keys/multiplaypassive/) country is announced only to the player who plays it. - The game ends when the defeat leaves only one side still playing. In a match where at least one person plays, it also ends when no person is left playing.
- When the defeat ends the game, the outcome takes effect after the pause set by [
SavourDelay](/keys/savourdelay/). The player whose house was destroyed loses. A player who is still playing loses too, even when the destroyed house was their last opponent, unless a win flagged earlier for them takes effect first. No caption or EVA line announces that loss, and in a campaign it fails the mission. A player whose house was defeated before the action ran wins.
History
- Added0.2.0In development