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Trigger events

MappingTrigger events

Conditions observed by triggers.

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#NameEditor summaryParameters
0-No Event-This is a null event. There is no need to ever use this in a real trigger.None
1Entered by...Triggers when an infantry or vehicle enters the attached object (building) or cell. <THEM = House of entering unit>House
2Spied uponDetects when a spy has entered the attached building.None
3Thieved by...Triggers when a thief steals money from the specified house.House
4Discovered by playerDetects when the attached object has been discovered by the player. Discovered means reavealed from under the shroud.None
5House Discovered...Triggers when the specified house has any of its units or buildings discovered by the player.House
6Attacked by any houseTriggers when the attached unit is attacked in some manner. Incidental damage or friendly fire does not count.None
7Destroyed by any houseTriggers when the attached object has been destroyed. Destroyed by incidental damage or friendly fire doesn't count.None
8Any EventWhen used alone, it will force the trigger to spring immediately.None
9Destroyed, Units, All...Triggers when all units of the specified house have been destroyed. Typically used for end of game conditions.House
10Destroyed, Buildings, All...Triggers when all buildings of the specified side have been destroyed. Typically used for end of game conditions.House
11Destroyed, All...Triggers when all objects owned by the specified house have been destroyed. This is the normal (destroy everyone) trigger condition for end of game.House
12Credits exceed...Triggers when the house (for this trigger) credit total exceeds this specified amount.Number
13Elapsed Time...Triggers when the elapsed time has expired. This time is initialized when the trigger is created. Timer is reset whenever trigger is sprung when trigger is 'persistant'. This is in 15 frame units.Number
14Mission Timer ExpiredTriggers when the global mission timer (as displayed on the screen) has reached zero.None
15Destroyed, Buildings, #...Triggers when the number of buildings, owned by the trigger's specified house, have been destroyed.Number
16Destroyed, Units, #...Triggers when the number of units, owned by the trigger's specified house, have been destroyed.Number
17No Factories leftTriggers when there are no factories left for the house specified in the trigger.None
18Civilians EvacuatedTriggers when civilians have been evacuated (left the map).None
19Build Building Type...When the trigger's house builds the building type specified, then this event will spring.Building type
20Build Unit Type...When the trigger's house builds the unit type specified, then this event will spring.Unit type
21Build Infantry Type...When the trigger's house builds the infantry type specified, then this event will spring.Infantry type
22Build Aircraft Type...When the trigger's house builds the aircraft type specified, then this event will spring.Aircraft type
23Leaves map (team)...Triggers when the specified team leaves the map. If the team is destroyed, it won't trigger. If all but one member is destroyed and that last member leaves the map, it WILL spring.Team
24Zone Entry by...Triggers when a unit of the specified house enters the same zone that this trigger is located in. This trigger must be located in a cell and only a cell. <THEM = House of entering unit>House
25Crosses Horizontal Line...Triggers when a unit of the specified house crosses the horizontal line as indicated by the location of this trigger. This trigger must be placed in a cell. <THEM = House of entering unit>House
26Crosses Vertical Line...Triggers when a unit of the specified house crosses the vertical line as indicated by the location of this trigger. This trigger must be placed in a cell. <THEM = House of entering unit>House
27Global is set...Triggers when the specifed global (named in Globals.INI) is turned on.Global variable
28Global is clear...Triggers when the specified global (named in Globals.INI) is turned off.Global variable
29Destroyed by anything [not infiltrate]Triggers when attached object is destroyed, but not if it infiltrates a building/unit.None
30Power Low...Triggers when the specified house's power falls below 100% level.House
31Bridge destroyedTriggers when the attached bridge is destroyed. A bridge is considered destroyed when an impassable gap is created in the bridge.None
32Building exists...Triggers when the building (owned by the house of this trigger) specified exists on the map. This works for buildings that are preexisting or constructed by deploying.Building type
33Selected by playerTriggers when the unit is selected by the player. Use in single-player only.None
34Comes near waypoint...Triggers when the object comes near the specified waypoint.Waypoint
35Enemy In Spotlight...Triggers when an enemy unit enters the spotlight cast by the attached building.None
36Local is set...Triggers when the specifed local is turned on.Local variable
37Local is clear...Triggers when the specified local is turned off.Local variable
38First damaged (combat only)Triggers when first suffering from combat damage from combat damage only.None
39Half health (combat only)Triggers when damaged to half health >from combat damage only.None
40Quarter health (combat only)Triggers when damaged to quarter health from combat damage only.None
41First damaged (any source)Triggers when first suffering from combat damage from any source.None
42Half health (any source)Triggers when damaged to half health >from any source.None
43Quarter health (any source)Triggers when damaged to quarter health from any source.None
44Attacked by (house)...When attacked by some unit of specified house.House
45Ambient light <= ...Triggers when the ambient light drops below a certain level. Use numbers between 0 and 100.Number
46Ambient light >= ...Triggers when the ambient light rises above a certain level. Use numbers between 0 and 100.Number
47Elapsed Scenario Time...When time has elapsed since start of scenario.Number
48Destroyed by anythingTriggers when destroyed by anything what-so-ever.None
49Pickup CrateWhen crate is picked up object the trigger is attached to.None
50Pickup Crate (any)When crate is picked up by any unit.None
51Random delay...Delays a random time between 50 and 150 percent of time specified.Number
52Credits below...Triggers when the house (for this trigger) credit total is below this specified amount.Number
53ParalyzedTriggers when a object is paralyzed under EMP effect or web.None
54Enemy In Spotlight... (repeating)Triggers when an enemy unit enters the spotlight cast by the attached building. Unlike the other spotlight event, this one is re-tested every time the trigger is polled instead of staying satisfied once it has fired.None
55LimpedTriggers when a object has been limped by a limpet drone.None