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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
  1. Househouse
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

  1. Changed0.2.0In development

    Record discovery the same way on every machine