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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 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 0 through 9 are 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.