1 — Entered by...
Satisfied when infantry or a vehicle of the named house enters the tagged cell, when infantry of that house arrives at the tagged object, or when the tagged object is taken from that house.
- Numeric ID
1- Engine ID
TEVENT_PLAYER_ENTERED- Editor name
- Entered by...
- Need token
NEED_HOUSE- Parameters
- House
house
- House
- Attachment
- cell or object
[Events]
<TriggerID>=1,1,0,<House>Where the offer comes from
Section titled “Where the offer comes from”The event can be offered to a map cell’s tag or to an object’s tag. A scenario can use either or both. An object’s tag also receives the offer when the object changes owner.
A cell’s tag receives the offer when infantry or a vehicle finishes moving into the cell, under all of:
- the object is not fully cloaked;
- the cell has a tag;
- any of:
- the cell is not under a bridge and not under a destroyed bridge span;
- the object is on the bridge deck.
An object’s tag receives the offer when infantry arrives at the object it was ordered to reach. That covers:
- infantry loading into a transport or entering a structure, even when the transport then refuses it;
- infantry on a capture, area guard or patrol mission walking into the structure it is heading for, whatever kind of soldier it is. This includes an engineer capturing, restoring or damaging a structure, an engineer repairing a bridge at its repair hut, and a spy infiltrating a structure;
- infantry planting a demolition charge on a structure;
- a thief stealing a vehicle, and infantry on a capture, area guard or patrol mission reaching the vehicle it is heading for.
Each of these offers names the arriving infantry, so the event tests the infantry’s owner. Capture says which infantry can walk into what.
Changing hands offers it as well
Section titled “Changing hands offers it as well”Every change of owner offers the event to the tag the object holds at that moment. That includes engineer capture, vehicle theft, the Change House actions and a team’s change-house mission. When a structure is captured, the last passenger to enter it and an aircraft or vehicle docked at it change owner with it and receive their own offers. Any other passengers inside stay with the house losing the structure.
The ownership offer names the object being taken, and ownership moves only afterward. The event therefore tests the house losing the object, not the house taking it.
When infantry takes the object, its arrival offers come first and the ownership offer follows. An engineer that captures a structure makes two arrival offers, so a trigger on a persistent tag naming the engineer’s house fires twice before the ownership offer. An action or a team mission makes only the ownership offer. So does a vehicle that runs over a vehicle thief heading for it, which hands the vehicle to the thief’s house.
For example, a Nod structure carries a persistent tag holding two triggers, one reading “Entered by GDI” and one reading “Entered by Nod”. When a GDI engineer captures the structure, the arrival offers satisfy the GDI trigger and the ownership offer satisfies the Nod trigger. A volatile tag that fires on an arrival offer is removed from the structure at once, so the ownership offer does not reach it.
When an engineer captures a structure or a Thief=yes soldier steals a vehicle, a transferable tag on the soldier replaces the object’s tag before ownership changes. The ownership offer then goes to the soldier’s tag. A soldier that takes a vehicle through the vehicle branch, such as a VehicleThief=yes hijacker, passes its tag on only after the ownership offer.
A tag ignores every offer made while it is still handling an earlier offer. Change House transfers only the objects whose tag holds the trigger running the action, so its ownership offer reaches a tag that is still handling the offer that fired the trigger, and satisfies nothing. The offer counts only when Force Trigger fired that trigger from another tag. For the same reason, All change house makes no usable offer to the objects that hold its own trigger’s tag.
Valid values
- A house number, as scenario object records define it. The event compares it with the owner of the object named in the offer.
-1accepts an object of any owner.- If several houses play the named country, the event tests only the first of them the game created.
- Naming a house that is not in the game, or a start position that no house holds, leaves the event unsatisfied.
- A fully cloaked object crosses a tagged cell without satisfying the event. An object that is still cloaking or uncloaking satisfies it.
- On a cell under a bridge, only an object on the bridge deck satisfies the event. Objects passing underneath do not. Where the bridge span has been destroyed, the cell cannot satisfy the event until the bridge is repaired.
- When the tagged object changes owner, the event tests the house losing it. A trigger naming the defending house is therefore satisfied when that house loses the object. Change House usually cannot satisfy the event this way, as [changing hands](#changing-hands-offers-it-as-well) explains.
- The event is never remembered, so a persistent tag tests it again on every offer. A trigger that also waits for another temporal event fires on this offer only if that event was already remembered. [Remembering a satisfied event](/systems/trigger-springing/#remembering-a-satisfied-event) says which events are remembered.