10 — Destroyed, Buildings, All...
Satisfied while the named house owns no structures.
Editor data
- Numeric ID
10- Engine ID
TEVENT_BUILDINGS_DESTROYED- Editor name
- Destroyed, Buildings, All...
- Need token
NEED_HOUSE- Parameters
- House
house
- House
- Attachment
- house
INI example
[Events]
<TriggerID>=1,10,0,<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
- Structures with
Insignificant=yesare not counted, so a house left with only those satisfies the event. - A structure with an
UndeploysIntotype counts as a vehicle, unless it is alsoConstructionYard=yes. A house whose only remaining structures are of that kind satisfies the event. - A structure counts from the moment its production starts, including while it waits in the sidebar to be placed, until it is removed from the game. A captured structure counts for its new owner.
- A house that starts the scenario with no structures satisfies the event from the first frame.
- 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 no structures 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.