7 — Reinforcement (team)...
Builds one team of the type named and delivers it onto the map, ready to follow its script.
- Numeric ID
7- Engine ID
TACTION_REINFORCEMENTS- Editor name
- Reinforcement (team)...
- Need token
NEED_TEAM- Parameters
- Team
team
- Team
- Attachment
- none
[Actions]
<TriggerID>=1,7,1,<Team>,0,0,0,0,How the group arrives
Section titled “How the group arrives”The action creates every member of the TaskForce outright. No factory builds them and nothing is paid. The members form one team and follow its Script. VeteranLevel sets their rank, and Full fills their Tiberium storage.
If the group includes a transport, every other member rides inside it. When the TaskForce includes an aircraft with passenger room, only such aircraft are transports. Otherwise vehicles with passenger room are. With several transports, all passengers ride in the one listed last in the TaskForce, whatever its passenger limit.
The action tries these deliveries in order and uses the first that applies:
- Drop pods. A
Droppod=yesteam of infantry only lands by pod at and around the TeamType’sWaypoint. Drop pods describes where each member lands. - Out of a host. A team of infantry only walks out of a structure, or rides out of a vehicle with passenger room, standing on or next to the waypoint. A vehicle is chosen over a structure, and the host can belong to any house. A vehicle takes the whole group aboard, whatever its passenger limit, and then unloads it. Infantry that cannot leave a structure are destroyed.
- Tunneling. When every member not riding inside a transport travels by tunnel, the group arrives underground and surfaces at or near the waypoint.
- Across the map edge. Any other group enters from the map edge nearest the waypoint, or from its house’s
Edgewhen the TeamType has no waypoint.
StartingDropships describes what a dropship carries and what goes wrong when the receiving house is not the player’s.
- The team belongs to the house that the TeamType's [
House](/keys/house/) names, not to the house that owns the trigger. A TeamType that names no house delivers nothing. - A TeamType with no
Scriptor noTaskForcecrashes the game when this action runs. The [Script](/keys/script/) and [TaskForce](/keys/taskforce/) pages give the details. - If the team's Script has no missions, the action adds an [Attack Waypoint](/mapping/missions/tmission-att-waypt/) mission aimed at waypoint
Ato the Script itself. Every later team that uses the same Script gets that mission too. - When at least one member arrives and the receiving house is the player's house or treats the player as an ally, EVA announces the reinforcements. [Goto Radar Event](/commands/centeronradarevent/) then jumps to the TeamType's waypoint, not to the cell where the group entered. When the TeamType has no waypoint, Goto Radar Event does nothing until the next radar event.
- Infantry that walk out of a structure or vehicle get no EVA announcement and do not move the Goto Radar Event cell.
- If a member cannot be placed, it is destroyed and the rest of the group is not delivered.
- A TaskForce whose only entry is
DSHParrives as a loaded dropship for a house's first three such deliveries. From the fourth on, it arrives as an ordinary reinforcement, an empty dropship crossing the map edge. While the player's next dropship loadout is empty, the action delivers nothing; [StartingDropships](/keys/startingdropships/) has the details. - Keep an aircraft type named
DSHPin the rules. Without one, a Debug build stops at a [failed assertion](/systems/developer-mode/#assertions) each time either reinforcement action runs for a TeamType that names a house and has at least one TaskForce entry, and a Release build reads invalid memory.