5 — House Discovered...
Satisfied once the local player has uncovered any object belonging to the named house, and from then on 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>Valid values
- A house the scenario declares. Naming a house the scenario does not contain leaves the test unrun, and the event is then satisfied by every offer.
Caveats
- The mark is set the first time an object of that house comes out from under the shroud for the local player, and nothing ever clears it, so the event stays satisfied from that moment.
- Only the local player sets it. An object uncovered by a computer house marks nothing, and an object the local player already owns never marks its own house, so a house cannot discover itself.
- Because the mark follows one machine's own vision, two machines in a multiplayer game need not agree about whether it is set.
- The mark is set while the scenario is still being set up as well, so a house with an object standing inside the player's opening view is already discovered on the first frame.
- Outside a campaign game every structure is revealed to the local player as it is placed, so any house that owns one is discovered from the start of the scenario.
- The event describes a lasting condition, so a persistent tag carrying it fires on every offer for the rest of the scenario.
- The event has nothing to ride on. Its tag joins the list of the trigger's own house, which adds nothing to the attachment total a semi-persistent tag waits on, so a trigger built on events of this kind needs a volatile or a persistent tag.