54 — Enemy In Spotlight... (repeating)
Satisfied each time a sweeping beam on the tagged structure finds a non-allied infantry or vehicle within its detection radius, and never remembered afterward.
Editor data
- Numeric ID
54- Engine ID
TEVENT_ENEMY_IN_SPOTLIGHT_REPEATING- Editor name
- Enemy In Spotlight... (repeating)
- Need token
NEED_NONE- Parameters
- None
- Attachment
- object
INI example
[Events]
<TriggerID>=1,54,0,0Enemy In Spotlight… explains what a beam’s scan looks for and which beams run it. All of it applies to this event.
On a persistent tag, the two events lead to different firing patterns:
- A trigger whose only event is this one fires on every frame the beam finds an intruder. With the plain event, the trigger fires on every offer to the structure’s tag from the first find onward, whether or not an intruder is in view. Those offers include damage to the structure and both offers of each find, so the trigger fires twice per find.
- A trigger that pairs this event with others fires only on a find, and only if its other events are satisfied or already remembered at that moment. With the plain event, one find settles the spotlight event for the rest of the scenario, and the trigger then waits only on its other events.
Caveats
- Each find offers the structure's tag the plain Enemy In Spotlight... event first and then this one. The same finds satisfy both events.
- This event is never [remembered](/systems/trigger-springing/#remembering-a-satisfied-event). The plain event is remembered after its first find on a persistent tag, so the two fire differently there, as described below.
- Use this event, not the plain one, on a volatile or semi-persistent tag. When the plain event satisfies such a tag's trigger, the tag is removed from the structure, and the offer of this event that follows for the same find crashes the game.