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11 — Destroyed, All...

Satisfied while the named house owns no structures, no vehicles and no infantry. Aircraft are not counted.

Editor data
Numeric ID
11
Engine ID
TEVENT_ALL_DESTROYED
Editor name
Destroyed, All...
Need token
NEED_HOUSE
Parameters
  1. Househouse
Attachment
house
INI example
[Events]
<TriggerID>=1,11,0,<House>

Valid values

  • A house number, as scenario object records define it.
  • If the named house is not in the game, or names a start position that no house holds, the event is always satisfied.
  • If several houses play the named country, the event tests only the first of them the game created.
Caveats
  • Aircraft are not counted, so a house reduced to its aircraft satisfies the event.
  • Objects with Insignificant=yes are not counted, so a house left with only those also satisfies the event.
  • A structure with an UndeploysInto type is counted as a vehicle. It still keeps the event unsatisfied, because vehicles count too.
  • An object counts from the moment its production starts until it is removed from the game. Passengers inside a transport or structure count, and so does an object still being built or waiting in the sidebar to be placed.
  • A house that owns nothing at the start of the scenario satisfies the event from the first frame. This matters for a house whose forces arrive later as reinforcements.
  • The event puts its tag on the list of the house that owns the trigger. That list is offered every frame, so the event is satisfied from the first frame the named house has nothing left.
  • Do not use a persistent tag. When a persistent tag fires from the house list, the list offers it again at once, unless it is the first tag on that list. While the trigger stays satisfied, it fires without end and the game hangs.
  • A semi-persistent tag fires only while exactly one object or map cell holds it, and this event attaches the tag to neither. Use a volatile tag.