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16 — Destroyed, Units, #...

Satisfied once the trigger's house has lost at least the given number of vehicles, infantry and aircraft combined.

Editor data
Numeric ID
16
Engine ID
TEVENT_NUNITS_DESTROYED
Editor name
Destroyed, Units, #...
Need token
NEED_NUMBER
Parameters
  1. Numberinteger
Attachment
house
INI example
[Events]
<TriggerID>=1,16,0,<Number>

Valid values

  • A number of vehicles, infantry and aircraft. The event is satisfied once the house's loss count is at or above it. The count never goes down.
Caveats
  • An object counts as lost when it is destroyed or changes owner, for example to a vehicle thief or through a trigger action that gives it to another house.
  • Objects removed without being destroyed do not count. These are objects that leave the map, infantry used up by entering a structure or a vehicle (such as an engineer that captures a structure, or a vehicle thief), a vehicle that deploys into a structure, and objects removed by [Delete Attached Objects](/mapping/actions/taction-delete-object/).
  • Objects with [Insignificant=yes](/keys/insignificant/) count too. [Destroyed, Buildings,
  • The count belongs to the trigger's house. It does not matter which house destroyed or took the object.
  • 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.