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1 — Entered by...

Satisfied when an object of the named house reaches the tagged cell, when infantry reaches the tagged object it was sent to enter, capture, steal or demolish, and whenever the tagged object changes hands.

Editor data
Numeric ID
1
Engine ID
TEVENT_PLAYER_ENTERED
Editor name
Entered by...
Need token
NEED_HOUSE
Parameters
  1. Househouse
Attachment
cell or object
INI example
[Events]
<TriggerID>=1,1,0,<House>

The event reaches a tag in two quite different places, and the tag may ride on a map cell, on an object, or on both.

A cell tag is offered it as an object reaches the center of the cell, under all of:

  • the object is not fully cloaked;
  • the cell carries a tag;
  • any of:
    • the cell is neither under a bridge nor marked as having been under one;
    • the object is on the bridge deck.

An object’s own tag is offered it at the moment infantry arrives at that object: infantry loading into a transport or entering a structure, an engineer reaching the structure it was sent to capture or repair, a spy reaching the structure it was sent to infiltrate, a saboteur reaching the structure it was sent to demolish, and a thief reaching the vehicle it was sent to steal. In every one of those the offer names the arriving infantry, so the house tested is the arriving infantry’s owner.

Every route that moves an object to a new owner offers the event on whatever tag that object holds at the time — an engineer or a thief taking it, the Change House action, a team’s change-house mission — and that offer names the object being taken rather than anything that entered it. Ownership is not moved across until afterwards, so the house the test compares is the one losing the object, not the one taking it.

Where infantry did the taking this is a second offer, after the one naming the infantry; where an action or a team mission did it, it is the only offer.

The practical shape is that a trigger reading “Entered by GDI” on a Nod structure is satisfied when a GDI engineer walks in, and a trigger reading “Entered by Nod” on the same structure is satisfied at the same moment by the ownership offer. A volatile trigger that fired on the first offer refuses the second. Where an engineer carries a tag its trigger type marks as transferable, that tag replaces the structure’s own before the ownership offer is made, and the ownership offer goes to the replacement instead.

Valid values

  • A house the scenario declares. The test compares it against the owner of the object the offer names, and examines nothing else about that object.
  • Where the stored number is the no-house value, the comparison is skipped entirely and any owner satisfies the test.
Caveats
  • Naming a house the scenario does not contain crashes the game at the moment the event is offered. The test looks the house up among the houses in play and reads a field of the result without checking that it found one.
  • A fully cloaked object makes no cell offer at all, so it crosses a tagged cell without springing anything. An object part way into or out of its cloak still makes the offer.
  • A cell that lies under a bridge, or that once did, is offered the event only while the object stands on the deck above it. Something passing underneath makes no offer.
  • Moving an object to a new owner offers the event and names the object being taken rather than anything that entered it. The object still belongs to its previous owner at that moment, so a trigger naming the defending house is satisfied by the loss of its own structure or vehicle. The Change House action reaches this offer as readily as an engineer does.
  • The event is never marked off as having happened, so a persistent trigger re-examines it on every offer, and a trigger pairing it with a second momentary event needs both to arrive in one offer.
  • Satisfying the event switches remembering on for the rest of that offer, which reaches the events written before it on the trigger's line in the map file.