20 — Build Unit Type...
Satisfied once the named type is the last vehicle type the trigger's house has produced.
Editor data
- Numeric ID
20- Engine ID
TEVENT_BUILD_UNIT- Editor name
- Build Unit Type...
- Need token
NEED_UNIT- Parameters
- Unit type
unit-type
- Unit type
- Attachment
- house
INI example
[Events]
<TriggerID>=1,20,0,<Unit type>Valid values
- A UnitType. The house records only the type of the last vehicle it produced, so the event compares against that one type, not against a list of everything built.
Caveats
- The record is set only when a finished vehicle leaves the factory that produced it. A vehicle 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.