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21 — Build Infantry Type...

Satisfied once the named type is the last infantry type the trigger's house has produced.

Editor data
Numeric ID
21
Engine ID
TEVENT_BUILD_INFANTRY
Editor name
Build Infantry Type...
Need token
NEED_INFANTRY
Parameters
  1. Infantry typeinfantry-type
Attachment
house
INI example
[Events]
<TriggerID>=1,21,0,<Infantry type>

Valid values

  • An InfantryType. The house records only the type of the last infantry it produced, so the event compares against that one type, not against a list of everything built.
Caveats
  • The record is set only when finished infantry leaves the factory that produced it. Infantry the house gets otherwise, such as a reinforcement or a capture, leaves it unchanged, and nothing clears it.
  • Any offer can satisfy this [exempt event](/systems/trigger-springing/#the-exempt-events), not only one that names it, so the house list tests it every frame.
  • Once satisfied, the event is [marked](/systems/trigger-springing/#remembering-a-satisfied-event) and stays satisfied, even after the house produces another type. On a trigger with other events, the named type therefore no longer has to be the latest when the others are satisfied.
  • Give the trigger a persistent tag only if one of its actions [disables](/mapping/actions/taction-disable-trigger/) or [destroys](/mapping/actions/taction-destroy-trigger/) the trigger. Otherwise the tag fires every frame while the trigger's other events are satisfied. When the trigger's house has more than one tag on its house list, the tag can instead fire again and again within one frame, which freezes the game.
  • A [semi-persistent tag](/systems/trigger-springing/#tag-lifetimes) never fires unless it also rides on an object or a cell. This event puts its tag only on the house list, which does not count toward the attachments such a tag waits on.