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26 — Crosses Vertical Line...

Satisfied when an object of the named house reaches any cell in the column of cells the tag sits in.

Editor data
Numeric ID
26
Engine ID
TEVENT_CROSS_VERTICAL
Editor name
Crosses Vertical Line...
Need token
NEED_HOUSE
Parameters
  1. Househouse
Attachment
cell
INI example
[Events]
<TriggerID>=1,26,0,<House>

Each tagged cell whose tag watches for a vertical crossing draws a line along its column. Each time an infantry or vehicle finishes moving into a cell on such a line, every tag in that column that watches for a vertical crossing is offered the event.

The offer does not depend on the direction of travel or on which side the object came from. Every step that ends on a cell of the line makes an offer. This includes an object that started the scenario on the line and moves along it.

The column covers the whole map rectangle, including cells outside the playfield. Those extra cells change nothing, because objects cannot reach them.

When the scenario is read, each tagged cell draws a row if its tag watches for a horizontal crossing. Only a tag that does not is checked for a vertical crossing. A tag whose trigger, or chain of linked triggers, holds both crossing events therefore draws a row and no column. Its vertical event is offered only where another tag has drawn the same column.

To watch both a row and a column, place two different tags on two cells, one holding each crossing event. Each tag draws its own line.

Valid values

  • A house by number, either a country or a [spawn house](/formats/scenario-objects/#spawn-houses). A spawn house names whoever holds that start position. The test compares the house with the owner of the object that moved.
  • The no-house value, -1, skips that comparison, so an object of any house satisfies the test.
Caveats
  • A named house that is not in play, or a start position that nobody holds, never matches, so the event is never satisfied.
  • The column is every cell with the same X coordinate as the tagged cell, from edge to edge of the map rectangle, the square of cell coordinates that encloses the playfield. The cell grid's axes run diagonally on screen, so the column runs from upper right to lower left, not vertically.
  • A tag whose triggers also watch for a horizontal crossing draws no column. [One tag cannot draw both lines](#one-tag-cannot-draw-both-lines) explains what that leaves.
  • A step onto a cell where a horizontal line crosses the column makes no vertical offer. The one exception is when a vertical line also runs through the far end of that row, the cell at the lower-right edge of the map rectangle. An object that steps onto the column only at such a crossing does not satisfy the event.
  • Two tags in one column that both watch for a vertical crossing are both offered the event by a single crossing.
  • A tag listed against several cells of one column is offered the event once for each of those cells. A persistent trigger on such a tag can fire that many times for a single crossing.
  • Only a tag placed on a cell in [CellTags] draws a line, and the lines are drawn once, when the scenario is read. A tag that rides only on an object is never offered this event.
  • A fully cloaked object makes no offer.
  • Once satisfied, the event stays marked as satisfied, whatever the tag's persistence. A persistent trigger holding only this event therefore fires on every later offer the tag receives, including a crossing by an object of any house.
  • Satisfying the event also marks each temporal event written before it on the trigger's [Events] line that is satisfied during the same offer, as [remembering a satisfied event](/systems/trigger-springing/#remembering-a-satisfied-event) describes.