104 — Set Group ID
Puts the one object that sprang the trigger into a numbered group.
Editor data
- Numeric ID
104- Engine ID
TACTION_SET_GROUP_ID- Editor name
- Set Group ID...
- Need token
NEED_NUMBER- Parameters
- Number
integer
- Number
- Attachment
- object
INI example
[Actions]
<TriggerID>=1,104,0,<Number>,0,0,0,0,Three things read an object’s group. The player’s ten group hotkeys select, add to and center on the objects carrying the matching number, counting from 0 for the first of them. Wake up group puts every sleeping or harmless infantry, vehicle and aircraft carrying the number it names back on guard. And a computer team recruits from the objects carrying its own Group, stamping that group onto each member as it joins — which will overwrite whatever this action stored.
Valid values
- Any number. It is stored as given, with no range check.
Caveats
- Only the object that sprang the trigger is changed. This is the one action of the attached-object family that does not sweep every tagged object, so a second object carrying the same tag keeps the group it had.
- A trigger that sprang from a cell, from a house list or from Force Trigger has no object to work on, and the action then does nothing at all.
- Only an infantry, vehicle, aircraft or structure is changed. Anything else that sprang the trigger is ignored.
- The number replaces whatever group the object carried, and nothing restores the old one. Objects start out on
-1. - Only
0through9are matched by the player's group hotkeys, and those hotkeys reach only objects the player controls. A number outside that range is stored all the same, and both the wake-up action and team recruitment still match it.