1 — Winner is...
Wins the mission for the player at this machine when the house named is theirs, and loses it otherwise.
Editor data
- Numeric ID
1- Engine ID
TACTION_WIN- Editor name
- Winner is...
- Need token
NEED_HOUSE- Parameters
- House
house
- House
- Attachment
- none
INI example
[Actions]
<TriggerID>=1,1,0,<House>,0,0,0,0,Spawn houses lists the numbers that name a start position.
In a multiplayer game, each machine compares the house on the line with the house of the player at that machine. Naming one player’s spawn house therefore tells that player they won and every other player they lost.
To defeat an opposing house, use Destroy all of… instead. When that defeat leaves only the player’s side, the player loses, unless a win flagged earlier takes effect first.
What happens once the win takes effect is described under the win sequence.
Valid values
- A house by number, either a country or a spawn house. A country names the player when the player plays that country. A spawn house names the player when the player holds that start position.
Caveats
- Any house that does not name the player at this machine flags that player to lose, including a number that names no house at all.
- The house named is not affected. It is neither declared the winner nor defeated, keeps everything it owns, and goes on playing.
- The outcome takes effect after the pause set by [
SavourDelay](/keys/savourdelay/). In a campaign, a win also waits until the [allow-win count](/mapping/actions/taction-allowwin/) of the player's house is zero, which can hold it for good. - The win or loss caption and EVA's line come at once, except for an observer in a skirmish or multiplayer game. In a campaign or single mission, the player's controls are also locked at once.
- The action cannot turn a pending loss into a win. A win is ignored while the player already has a win or a loss pending, or has just surrendered. A loss replaces a pending win, but is ignored while a loss is pending or after a surrender.