15 — Destroyed, Buildings, #...
Satisfied once the trigger's house has lost at least the given number of structures, counting both destroyed and captured ones.
Editor data
- Numeric ID
15- Engine ID
TEVENT_NBUILDINGS_DESTROYED- Editor name
- Destroyed, Buildings, #...
- Need token
NEED_NUMBER- Parameters
- Number
integer
- Number
- Attachment
- house
INI example
[Events]
<TriggerID>=1,15,0,<Number>Valid values
- A number of structures. The event is satisfied once the house's loss count is at or above it. The count never goes down.
Caveats
- A structure counts as lost when it is destroyed or changes owner, whether an engineer captures it or a trigger action gives it to another house. A house can therefore reach the number without losing a single structure to damage.
- Selling a structure does not count, and neither does undeploying one into a vehicle or removing it with [Delete Attached Objects](/mapping/actions/taction-delete-object/).
- Structures with [
Insignificant=yes](/keys/insignificant/) never count. - The count belongs to the trigger's house. It does not matter which house destroyed or took the structure.
- Once the number is reached, the condition stays true. Give the trigger a persistent tag only if one of its actions [disables](/mapping/actions/taction-disable-trigger/) or [destroys](/mapping/actions/taction-destroy-trigger/) the trigger. Otherwise the tag fires every frame while the trigger's other events are satisfied. When the trigger's house has more than one tag on its house list, the tag can instead fire again and again within one frame, which freezes the game.
- A [semi-persistent tag](/systems/trigger-springing/#tag-lifetimes) never fires unless it also rides on an object or a cell. This event puts its tag only on the house list, which does not count toward the attachments such a tag waits on.