24 — Zone Entry by...
Satisfied when an object of the named house moves into a cell in the same movement zone as the tag's cell.
- Numeric ID
24- Engine ID
TEVENT_ENTERS_ZONE- Editor name
- Zone Entry by...
- Need token
NEED_HOUSE- Parameters
- House
house
- House
- Attachment
- cell or map
[Events]
<TriggerID>=1,24,0,<House>How the offer is made
Section titled “How the offer is made”Each time an infantry or vehicle finishes moving into a cell, it checks every zone tag on the map, however far away. A zone tag is any tag whose triggers include this event. The object compares the tag’s cell with the cell it has just moved into, or for a hover vehicle with the next cell on its path. It offers the event to each tag where any of:
- the object’s type has no movement zone;
- the tag’s cell lies inside the playfield but outside the playable area;
- the two cells are in the same zone for the object’s movement zone.
Two cells are in the same zone when an object of that movement zone can travel between them. Ground separated by a cliff, by water or by a destroyed bridge is usually in different zones, even where the two sides are a cell apart. The zone map explains how zones are formed.
The offer does not require the object to have come from another zone. An object already in the tag’s zone satisfies the test with every step it takes.
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.
- A named house that is not in play, or a start position that nobody holds, never matches, so the event is never satisfied.
- The zone compared is the one for the moving object's [
MovementZone](/keys/movementzone/). Two objects of different movement zones standing on the same cell can get different answers. - An object whose
MovementZonevalue is not recognized counts as having no movement zone. It satisfies the zone test wherever it moves, for every zone tag on the map. - A tag on a cell inside the playfield but outside the playable area satisfies the zone test for every object that moves anywhere.
- A tag on a cell under a bridge is compared by the zone of the bridge above it, not the ground beneath.
- Place the tag on a cell in
[CellTags]. A zone tag on no cell is compared against a cell outside the playfield, which gives no dependable result. - A tag listed against several cells is one tag, and only the last of those cells in
[CellTags]sets its zone. The tag still rides on all of them. - 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 zone entry 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.