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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
  1. Numberinteger
Attachment
object
INI example
[Actions]
<TriggerID>=1,104,0,<Number>,0,0,0,0,

Three things use an object’s group:

  • The player’s ten group hotkeys select, add to and center on the player’s own objects in groups 0 through 9. They ignore any other number.
  • Wake up group puts every sleeping or harmless infantry, vehicle and aircraft in the group it names back on guard.
  • A computer team recruits from objects in its Group. It sets that group on each member as it joins, which replaces the group this action set.

Wake up group and team recruitment match any number, including ones outside 0 through 9.

Valid values

  • Any whole number. It is stored as given, with no range check.
Caveats
  • Only the object that sprang the trigger joins the group. Other objects with the same tag keep their groups. The other actions that work on attached objects change every object with the tag.
  • For a cell, line-crossing or zone trigger, that object is the infantry or vehicle that entered. A trigger sprung by elapsed time, a variable, a house condition such as a credit total, or Force Trigger has no object, and the action then does nothing.
  • The number replaces the object's previous group, and nothing restores the old one. Infantry, vehicles and aircraft the map places take the group written on their line, and a vehicle that deploys into a structure passes its group on. Other objects start in group -1.