5 — House Discovered...
Changed in 0.2.0
Satisfied from the moment a human player other than the named house first discovers one of that house's objects, for the rest of the scenario.
Editor data
- Numeric ID
5- Engine ID
TEVENT_HOUSE_DISCOVERED- Editor name
- House Discovered...
- Need token
NEED_HOUSE- Parameters
- House
house
- House
- Attachment
- house
INI example
[Events]
<TriggerID>=1,5,0,<House>Outside a campaign, every human player discovers each object as it is placed on the map. What the other houses know lists the few objects that start undiscovered. A house is therefore discovered as soon as any other object of that house is placed, provided the game has a human player other than that 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
- Only a human player's discovery counts. A computer house's discoveries, and a human player's discovery of its own objects, do not.
- Nothing clears the discovered state.
- Discovery counts while the scenario loads, so a house with an object inside the player's starting view is discovered on 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 tested every frame.
- Avoid a persistent tag. Unless it is the first tag on that house's list, the list offers a persistent tag again each time it fires. A trigger whose only event is this one stays satisfied once the house is discovered, so the tag 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.
History
- Changed0.2.0In development