AI Scripting and Mapping
This page describes all AI scripting and mapping related additions and changes introduced by Phobos.
Bugfixes and Miscellanous
Script action
Move to cellnow obeys YR cell calculation now. Using1000 * Y + Xas its cell value. (was128 * Y + Xas it’s a RA1 leftover)The game now can reads waypoints ranges in [0, 2147483647]. (was [0,701])
Map trigger action
41 Play Animation At...can now create ‘non-inert’ animations which can play sounds, deal damage and applyTiberiumChainReactionif a parameter is set (needs following changes tofadata.ini).Map trigger action
125 Build At...can now play buildup anim and becomes singleplayer-AI-repairable optionally (needs following changes tofadata.ini).Both Global Variables (
VariableNamesinrulesmd.ini) and Local Variables (VariableNamesin map) are now unlimited.Script action
Deploynow has vehicles withDeploysIntosearching for free space to deploy at if failing to do so at initial location, instead of simply getting stuck.Teams spawned by trigger action 7,80,107 can use IFV and opentopped logic normally.
InitialPayloadlogic from Ares is not supported yet.If a pre-placed building has a
NaturalParticleSystem, it used to always be created when the game starts. This has been removed.Superweapons used by AI for script actions
56 Chronoshift to Building,57 Chronoshift to a Target Typeand10104 Chronoshift to Enemy Basecan now be explicitly set via[General] -> AIChronoSphereSW&AIChronoWarpSWrespectively. IfAIChronoSphereSWis set butAIChronoWarpSWis not, game will check former’sSW.PostDependentfor a second superweapon to use. Otherwise if not set, last superweapon listed in[SuperWeaponTypes]withType=ChronoSphereorType=ChronoWarpwill be used, respectively.
Singleplayer Mission Maps
Base node repairing
In singleplayer campaign missions you can now decide whether AI can repair the base nodes / buildings delivered by SW (Ares feature).
You can control it globally by setting
[Basic] -> RepairBaseNodes, or locally by setting the flag with same name in[Some House]in certain map file. The global one will be overriden if the local one is set.
In rulesmd.ini:
[Basic]
RepairBaseNodes=false ; boolean
In map file:
[Country House]
RepairBaseNodes= ; List of 3 booleans indicating whether AI repair basenodes in Easy / Normal / Difficult game diffculty.
Default loading screen and briefing offsets
It is now possible to set defaults for singleplayer map loading screen briefing pixel offsets and the loading screen images and palette that are used if there are no values defined for the map itself.
Note that despite the key name being
DefaultLS800BkgdPal, this applies to both shapes just like the original scenario-specificLS800BkgdPaldoes.
In missionmd.ini:
[Defaults]
DefaultLS640BriefLocX=0 ; integer
DefaultLS640BriefLocY=0 ; integer
DefaultLS800BriefLocX=0 ; integer
DefaultLS800BriefLocY=0 ; integer
DefaultLS640BkgdName= ; filename - including the .shp extension.
DefaultLS800BkgdName= ; filename - including the .shp extension.
DefaultLS800BkgdPal= ; filename - including the .pal extension
MCV redeploying
You can now decide whether MCV can redeploy in singleplayer campaign missions by setting
[Basic] -> MCVRedeploys. Overrides[MultiplayerDialogSettings] -> MCVRedeploysonly in singleplayer campaign missions.
In map file:
[Basic]
MCVRedeploys= ; boolean
Show briefing dialog on startup
You can now have the briefing dialog screen show up on singleplayer campaign mission startup by setting
ShowBriefingto true in map file’s[Basic]section, or in the map file’s section inmissionmd.ini(former takes precedence if available). This can be disabled by user by settingShowBriefingto false inRA2MD.INI.BriefingTheme(In order of precedence from highest to lowest: map file,missionmd.ini, side entry inrulesmd.ini) can be used to define a custom theme to play on this briefing screen. If not set, the loading screen theme will keep playing until the scenario starts properly.String labels for the startup briefing dialog screen’s resume button as well as the button’s status bar text can be customized by setting
ShowBriefingResumeButtonLabelandShowBriefingResumeButtonStatusLabelrespectively. They default to the same labels used by the briefing screen dialog when opened otherwise.
In missionmd.ini:
[SOMEMISSION] ; Filename of mission map
ShowBriefing= ; boolean
BriefingTheme= ; Theme name
In map file:
[Basic]
ShowBriefing=false ; boolean
BriefingTheme= ; Theme name
In rulesmd.ini:
[SOMESIDE] ; Side
BriefingTheme= ; Theme name
In uimd.ini:
[UISettings]
ShowBriefingResumeButtonLabel=GUI:Resume ; CSF entry key
ShowBriefingResumeButtonStatusLabel=STT:BriefingButtonReturn ; CSF entry key
In RA2MD.INI:
[Phobos]
ShowBriefing=true ; boolean
Script Actions
10000-10999 Ingame Actions
10000-10049 Attack Actions
These actions instruct the TeamType to use the TaskForce to approach and attack the target specified by the second parameter which is an index of a generic pre-defined group. Look at the tables below for the possible actions (first parameter value) and arguments (the second parameter value).
For threat-based attack actions
TargetSpecialThreatCoefficientDefaultandEnemyHouseThreatBonustags fromrulesmd.iniare accounted.All aircraft that attack other air units will end the script. This behavior is intentional because without it aircraft had some bugs that weren’t fixable at the time of developing the feature.
AITargetTypesactions instruct the TeamType to use the TaskForce to approach and attack the target specified by the second parameter which is an index of a modder-defined group fromAITargetTypess. Look at the tables below for the possible actions (first parameter value) and arguments (the second parameter value).
In aimd.ini:
[SOMESCRIPTTYPE] ; ScriptType
x=i,n ; For i values check the next table
Action |
Argument |
Repeats |
Target Priority |
Description |
|---|---|---|---|---|
10000 |
Target Type# |
Yes |
Closer |
|
10001 |
Target Type# |
No |
Closer |
Ends when a team member kill the designated target |
10002 |
|
Yes |
Closer |
|
10003 |
|
No |
Closer |
Ends when a team member kill the designated target |
10004 |
|
Yes |
Closer |
Picks 1 random target from the list |
10005 |
Target Type# |
Yes |
Farther |
|
10006 |
Target Type# |
No |
Farther |
Ends when a team member kill the designated target |
10007 |
|
Yes |
Farther |
|
10008 |
|
No |
Farther |
Ends when a team member kill the designated target |
10009 |
|
Yes |
Farther |
Picks 1 random target from the list |
10010 |
Target Type# |
Yes |
Closer, higher threat |
|
10011 |
Target Type# |
No |
Closer, higher threat |
Ends when a team member kill the designated target |
10012 |
|
Yes |
Closer, higher threat |
|
10013 |
|
No |
Closer, higher threat |
Ends when a team member kill the designated target |
10014 |
Target Type# |
Yes |
Farther, higher threat |
|
10015 |
Target Type# |
No |
Farther, higher threat |
Ends when a team member kill the designated target |
10016 |
|
Yes |
Farther, higher threat |
|
10017 |
|
No |
Farther, higher threat |
Ends when a team member kill the designated target |
The following values are the Target Type# which can be used as second parameter of the new attack script actions:
‘Buildings considered as vehicles’ means buildings with both
UndeploysIntoset &Foundation=1x1andConsideredVehiclenot set or buildings withConsideredVehicle=true.
Value |
Target Type |
Description |
|---|---|---|
1 |
Anything |
Any enemy |
2 |
Structures |
Any enemy |
3 |
Ore Miners |
Any enemy |
4 |
Infantry |
Any enemy |
5 |
Vehicles |
Any enemy |
6 |
Factories |
Any enemy |
7 |
Base Defenses |
Any enemy |
8 |
House Threats |
Any object that targets anything of the Team’s House or any enemy that is near to the Team Leader |
9 |
Power Plants |
Any enemy |
10 |
Occupied |
Any |
11 |
Tech Buildings |
Any |
12 |
Refinery |
Any enemy |
13 |
Mind Controller |
Anything |
14 |
Air Units (incl. landed) |
Any enemy, |
15 |
Naval |
Any enemy |
16 |
Disruptors |
Any enemy objects with positive |
17 |
Ground Vehicles |
Any enemy |
18 |
Economy |
Any enemy |
19 |
Infantry Factory |
Any enemy |
20 |
Vehicle Factory |
Any enemy |
21 |
Aircraft Factory |
Any enemy |
22 |
Radar |
Any enemy |
23 |
Tech Lab |
Any enemy |
24 |
Naval Factory |
Any enemy |
25 |
Super Weapon |
Any enemy |
26 |
Construction Yard |
Any enemy |
27 |
Neutrals |
Any neutral object (Civilian) |
28 |
Generators |
Any enemy |
29 |
Radar Jammer |
Any enemy objects with positive |
30 |
Inhibitors |
Any enemy objects with positive |
31 |
Naval Units |
Any enemy |
32 |
Mobile Units |
Anything |
33 |
Capturable |
Any |
34 |
Area Threats |
Any enemy object that is inside of the Team Leader’s Guard Area |
35 |
Vehicle & Naval Factory |
Any enemy |
36 |
Non-defensive Structures |
Any enemy |
The second parameter with a 0-based index for the
AITargetTypessection specifies the list of possibleVehicleTypes,AircraftTypes,InfantryTypesandBuildingTypesthat can be evaluated.The
AITargetTypesindex# values are obtained in the newAITargetTypessection that must be declared inrulesmd.ini:
In rulesmd.ini:
[AITargetTypes] ; List of TechnoType lists
0=SOMETECHNOTYPE,SOMEOTHERTECHNOTYPE,SAMPLETECHNOTYPE
1=ANOTHERTECHNOTYPE,YETANOTHERTECHNOTYPE
...
10050-10099 Move Team to Techno Location actions
These actions instructs the TeamType to use the TaskForce to approach the target specified by the second parameter. Look at the tables below for the possible actions (first parameter value).
In aimd.ini:
[SOMESCRIPTTYPE] ; ScriptType
x=i,n ; For i values check the next table
Action |
Argument |
Target Owner |
Target Priority |
Description |
|---|---|---|---|---|
10050 |
Target Type# |
Enemy |
Closer, higher threat |
|
10051 |
|
Enemy |
Closer, higher threat |
|
10052 |
|
Enemy |
Closer |
Picks 1 random target from the selected list |
10053 |
Target Type# |
Friendly |
Closer |
|
10054 |
|
Friendly |
Closer |
|
10055 |
|
Friendly |
Closer |
Picks 1 random target from the selected list |
10056 |
Target Type# |
Enemy |
Farther, higher threat |
|
10057 |
|
Enemy |
Farther, higher threat |
|
10058 |
|
Enemy |
Farther |
Picks 1 random target from the selected list |
10059 |
Target Type# |
Friendly |
Farther |
|
10060 |
|
Friendly |
Farther |
|
10061 |
|
Friendly |
Farther |
Picks 1 random target from the selected list |
10100-10999 General Purpose
10100 Timed Area Guard
Puts the TaskForce into Area Guard mode for the given units of time. Unlike the original timed Guard script action (
5,n) that just stays in place doing a basic guard operation this action has a more active role attacking nearby invaders or defending units that needs protection.
In aimd.ini:
[SOMESCRIPTTYPE] ; ScriptType
x=10100,n ; integer, time in ingame seconds
10101 Wait Until Ammo is Full
If the TaskForce contains unit(s) that use ammo then the the script will not continue until all these units have fully refilled the ammo.
In aimd.ini:
[SOMESCRIPTTYPE] ; ScriptType
x=10101,0
10102 Regroup Temporarily Around the Team Leader
Puts the TaskForce into Area Guard mode for the given amount of time around the Team Leader (this unit remains almost immobile until the action ends). The default radius around the leader is
[General] -> CloseEnoughand the units will not leave that area.
In aimd.ini:
[SOMESCRIPTTYPE] ; ScriptType
x=10102,n
10103 Load onto Transports
If the TaskForce contains unit(s) that can be carried by the transports of the same TaskForce then this action will make the units enter the transports. In single player missions the next action must be “Wait until fully loaded” (
43,0) or the script will not continue.
In aimd.ini:
[SOMESCRIPTTYPE] ; ScriptType
x=10103,0
10104 Chronoshift to Enemy Base
Chronoshifts the members of the TeamType using first available
Type=ChronoSpheresuperweapon to a location within[General] -> AISafeDistance(plus the additional distance defined in parameter, can be negative) cells from enemy house’s base. The superweapon must be charged up to atleast[General] -> AIMinorSuperReadyPercentpercentage of its recharge time to be available for use by this action.
In aimd.ini:
[SOMESCRIPTTYPE] ; ScriptType
x=10104,n ; integer, additional distance in cells
12000-12999 Suplementary/Setup Pre-actions
12000 Wait if No Target Found
When executed before a new Attack ScriptType actions like
Generic Target Type Attackactions andAITargetTypes Attackactions the TeamType will remember that must wait 1 second if no target was selected. The second parameter is a positive value that specifies how much retries the Attack will do when no target was found before new Attack ScriptType Action is discarded & the script execution jumps to the next line. The value0means infinite retries.
In aimd.ini:
[SOMESCRIPTTYPE] ; ScriptType
x=12000,n ; integer n=0
12001 Modify Target Distance
By default
Move Team to Techno Locationactions ends when the Team Leader reaches a distance declared inrulesmd.inicalledCloseEnough. When this action is executed before the actionsMove Team to Techno LocationoverwritesCloseEnoughvalue. This action works only the first time andCloseEnoughwill be used again the next Movement action.
In aimd.ini:
[SOMESCRIPTTYPE] ; ScriptType
x=12001,n
12002 Set Move Action End Mode
Sets how the Movement actions ends and jumps to the next line. This action works only the first time and
CloseEnoughwill be used again the next Movement action.
In aimd.ini:
[SOMESCRIPTTYPE] ; ScriptType
x=12002,n
The possible argument values are:
Argument |
Action ends when… |
|---|---|
0 |
Team Leader reaches the minimum distance |
1 |
One unit reaches the minimum distance |
2 |
All team members reached the minimum distance |
14000-14999 Utility Actions
14000 Team’s Trigger Weight Reward
When executed before a new Attack ScriptType actions like
Generic Target Type Attackactions andAITargetTypes Attackactions the TeamType will remember that must be rewarded increasing the current weight of the AI Trigger when the TeamType Target was killed by any of the Team members. The current weight will never surprass the minimum weight and maximum weight limits of the AI Trigger. The second parameter is a positive value.
In aimd.ini:
[SOMESCRIPTTYPE] ; ScriptType
x=14000,n ; integer n=0
14001 Increase AI Trigger Current Weight
When executed this increases the current weight of the AI Trigger. The current weight will never surprass the minimum weight and maximum weight limits of the AI Trigger. Take note that all TeamTypes of the same AI Trigger will update the AI Trigger Current Weight sooner or later. The second parameter is a positive value. Take note that the original game only uses the first of the two Teams for calculating the AI Trigger Current weight at the end of the Trigger life, this action ignores if the Team is the first or the second of the AI Trigger and the Current weight is calculated when is executed the action.
In aimd.ini:
[SOMESCRIPTTYPE] ; ScriptType
x=14001,n
14002 Decrease AI Trigger Current Weight
When executed this decreases the current weight of the AI Trigger. Details same as above.
In aimd.ini:
[SOMESCRIPTTYPE] ; ScriptType
x=14002,n
14003 Unregister Team Success
Is just the opposite effect of the script action
49,0. Like if the Team failed.
In aimd.ini:
[SOMESCRIPTTYPE] ; ScriptType
x=14003,0
16000-16999 Flow Control
16000 Start a Timed Jump to the Same Line
When the timer ends the current script action ends and start again the same script action. The timer jump repeats again (infinite loop) until is stopped with action
16002or the team is destroyed.
In aimd.ini:
[SOMESCRIPTTYPE] ; ScriptType
x=16000,n ; integer n=0, in ingame seconds
16001 Start a Timed Jump to the Next Line
When the timer ends the current script action ends and start the next one in the script type list.
In aimd.ini:
[SOMESCRIPTTYPE] ; ScriptType
x=16001,n ; integer n=0, in ingame seconds
16002 Stop the Timed Jumps
If the Timed Jumps were activated this action stop the process.
In aimd.ini:
[SOMESCRIPTTYPE] ; ScriptType
x=16002,0
16003 Randomly Skip Next Action
When executed this action picks a random value between 1 and 100. If the value is equal or below the second parameter then the next action will be skipped. If the second parameter is 0 means that the next action will never be skipped and 100 means thay always will be skipped.
In aimd.ini:
[SOMESCRIPTTYPE] ; ScriptType
x=16003,n ; where 0 > n <= 100
16004 Pick a Random Script
When executed this action picks a random Script Type and replaces the current script by the new picked one. The second parameter is a 0-based index from the new section
AIScriptsListexplained below.
In aimd.ini:
[SOMESCRIPTTYPE] ; ScriptType
x=16004,n
The second parameter is a 0-based index for the AIScriptsList section that specifies the list of possible ScriptTypes that can be evaluated. The new AIScriptsList section must be declared in rulesmd.ini for making this script work:
In rulesmd.ini:
[AIScriptsList] ; List of ScriptType lists
0=SOMESCRIPTTYPE,SOMEOTHERSCRIPTTYPE,SAMPLESCRIPTTYPE
1=ANOTHERSCRIPTTYPE,YETANOTHERSCRIPTTYPE
...
16005 Jump Back To Previous Script
Used in a Random Script picked by action
94. It can jump back to the previous script, and continue in the line afterx=94,n.
In aimd.ini:
[SOMESCRIPTTYPE] ; ScriptType
x=16005,0
18000-18999 Variable Manipulation
18000-18023 Edit Variable
Operate a variable’s value.
The variable’s value type is int16 instead of int32 in trigger actions for some reason, which means it ranges from -2^15 to 2^15-1.
Any numbers exceeding this limit will lead to unexpected results!
In aimd.ini:
[SOMESCRIPTTYPE] ; ScriptType
x=i,n ; where 18000 <= i <= 18023, n is made up of two parts, the low 16 bits is being used to store the variable index, the high 16 bits is being used for storing the param value.
18024 - 18047 Edit Variable using Local Variable
Operate a variable’s value using a local variable’s value.
Similar to
18000-18023, but the number to operate the value is being read from a local variable.
In aimd.ini:
[SOMESCRIPTTYPE] ; ScriptType
x=i,n ; where 18024 <= i <= 18047, n is made up of two parts, the low 16 bits is being used to store the variable index, the high 16 bits is being used for storing the local variable index.
18000 - 18071 Edit Variable using Global Variable
Operate a variable’s value using a global variable’s value.
Similar to
18000-18023, but the number to operate the value is being read from a global variable.
In aimd.ini:
[SOMESCRIPTTYPE] ; ScriptType
x=i,n ; where 18048 <= i <= 18071, n is made up of two parts, the low 16 bits is being used to store the variable index, the high 16 bits is being used for storing the global variable index.
19000-19999 Miscellanous/Uncategorized
This category is empty for now.
Trigger Actions
500 Save Game
Save the current game immediately (singleplayer game only).
These vanilla CSF entries will be used:
TXT_SAVING_GAME,TXT_GAME_WAS_SAVEDandTXT_ERROR_SAVING_GAME.The save’s description will look like
MapDescName - CSFText.For example:
Allied Mission 25: Esther's Money - Money Stolen.
In mycampaign.map:
[Actions]
...
ID=ActionCount,[Action1],500,4,[CSFKey],0,0,0,0,A,[ActionX]
...
501 Edit Variable
Operate a variable’s value.
The variable’s value type is int32, which means it ranges from -2^31 to 2^31-1.
Any numbers exceeding this limit will lead to unexpected results!
In mycampaign.map:
[Actions]
...
ID=ActionCount,[Action1],501,0,[VariableIndex],[Operation],[Number],[IsGlobalVariable],0,A,[ActionX]
...
Operation |
Description |
|---|---|
0 |
CurrentValue = Number |
1 |
CurrentValue = CurrentValue + Number |
2 |
CurrentValue = CurrentValue - Number |
3 |
CurrentValue = CurrentValue * Number |
4 |
CurrentValue = CurrentValue / Number |
5 |
CurrentValue = CurrentValue % Number |
6 |
CurrentValue = CurrentValue leftshift Number |
7 |
CurrentValue = CurrentValue rightshift Number |
8 |
CurrentValue = ~CurrentValue |
9 |
CurrentValue = CurrentValue xor Number |
10 |
CurrentValue = CurrentValue or Number |
11 |
CurrentValue = CurrentValue and Number |
502 Generate random number
Generate a random integer ranged in [Min, Max] and store it in a given variable.
In mycampaign.map:
[Actions]
...
ID=ActionCount,[Action1],502,0,[VariableIndex],[Min],[Max],[IsGlobalVariable],0,A,[ActionX]
...
503 Print variable value
Print a variable value to the message list.
In mycampaign.map:
[Actions]
...
ID=ActionCount,[Action1],503,0,[VariableIndex],[IsGlobalVariable],0,0,0,A,[ActionX]
...
504 Binary Operation
Operate a variable’s value with another variable’s value.
Similar to
501, but the operation number is read from another variable.
In mycampaign.map:
[Actions]
...
ID=ActionCount,[Action1],504,0,[VariableIndex],[Operation],[VariableForOperationIndex],[IsGlobalVariable],[IsOperationGlobalVariable],A,[ActionX]
...
Operation can be looked up at action 501.
505 Fire Super Weapon at specified location
Use with caution
Launch a Super Weapon from
[SuperWeaponTypes]list at a specified location.HouseIndexcan take various values:
House Index |
Description |
|---|---|
>= 0 |
The index of the current House in the map |
4475-4482 |
Like in the index range 0-7 |
-1 |
Pick a random House that isn’t Neutral |
-2 |
Pick the first Neutral House |
-3 |
Pick a random Human Player |
Coordinates X & Y can take possitive values or -1, in which case these values can take a random value from the visible map area.
In mycampaign.map:
[Actions]
...
ID=ActionCount,[Action1],505,0,0,[SuperWeaponTypesIndex],[HouseIndex],[CoordinateX],[CoordinateY],A,[ActionX]
...
506 Fire Super Weapon at specified Waypoint
Use with caution
Launch a Super Weapon from
[SuperWeaponTypes]list at a specified waypoint.
In mycampaign.map:
[Actions]
...
ID=ActionCount,[Action1],506,0,0,[SuperWeaponTypesIndex],[HouseIndex],[WaypointIndex],0,A,[ActionX]
...
510 Toggle MCV redeployablility
Force MCV’s redeployablility by setting the third parameter.
In mycampaign.map:
[Actions]
...
ID=ActionCount,[Action1],510,0,0,[MCVRedeploy],0,0,0,A,[ActionX]
...
606 Edit Hate-Value
Edit the hate-value that trigger houses to other houses.
-1 works for all houses.
In mycampaign.map:
[Actions]
...
ID=ActionCount,[Action1],606,0,[HouseIndex],[Operation],[Number],0,0,A,[ActionX]
...
Operation |
Description |
|---|---|
0 |
CurrentValue = Number |
1 |
CurrentValue = CurrentValue + Number |
2 |
CurrentValue = CurrentValue - Number |
3 |
CurrentValue = CurrentValue * Number |
4 |
CurrentValue = CurrentValue / Number |
5 |
CurrentValue = CurrentValue % Number |
6 |
CurrentValue = CurrentValue leftshift Number |
7 |
CurrentValue = CurrentValue rightshift Number |
8 |
CurrentValue = ~CurrentValue |
9 |
CurrentValue = CurrentValue xor Number |
10 |
CurrentValue = CurrentValue or Number |
11 |
CurrentValue = CurrentValue and Number |
607 Clear Hate-Value
Clear the hate-value that trigger houses to other houses.
-1 works for all houses.
In mycampaign.map:
[Actions]
...
ID=ActionCount,[Action1],607,0,[HouseIndex],0,0,0,0,A,[ActionX]
...
608 Set Force Enemy
Force an enemy, it will not change with the change of hate-value.
-1 will remove the forced enemy.
-2 will never have any enemies.
In mycampaign.map:
[Actions]
...
ID=ActionCount,[Action1],608,0,0,[HouseIndex],0,0,0,A,[ActionX]
...
Trigger events
500-511 Variable comparation
Compares the variable’s value with given number.
In mycampaign.map:
[Events]
...
ID=EventCount,[Event1],[EVENTID],2,[VariableIndex],[Param],[EventX]
...
Event ID |
Description |
Global |
|---|---|---|
500 |
CurrentValue > Number |
No |
501 |
CurrentValue < Number |
No |
502 |
CurrentValue = Number |
No |
503 |
CurrentValue >= Number |
No |
504 |
CurrentValue <= Number |
No |
505 |
CurrentValue & Number |
No |
506 |
CurrentValue > Number |
Yes |
507 |
CurrentValue < Number |
Yes |
508 |
CurrentValue = Number |
Yes |
509 |
CurrentValue >= Number |
Yes |
510 |
CurrentValue <= Number |
Yes |
511 |
CurrentValue & Number |
Yes |
512-523 Variable comparation with local variable
Compares the variable’s value with given local variable value.
In mycampaign.map:
[Events]
...
ID=EventCount,[Event1],[EVENTID],2,[VariableIndex],[LocalVariableIndex],[EventX]
...
Event ID |
Description |
Global |
|---|---|---|
512 |
CurrentValue > LocalVariableValue |
No |
513 |
CurrentValue < LocalVariableValue |
No |
514 |
CurrentValue = LocalVariableValue |
No |
515 |
CurrentValue >= LocalVariableValue |
No |
516 |
CurrentValue <= LocalVariableValue |
No |
517 |
CurrentValue & LocalVariableValue |
No |
518 |
CurrentValue > LocalVariableValue |
Yes |
519 |
CurrentValue < LocalVariableValue |
Yes |
520 |
CurrentValue = LocalVariableValue |
Yes |
521 |
CurrentValue >= LocalVariableValue |
Yes |
522 |
CurrentValue <= LocalVariableValue |
Yes |
523 |
CurrentValue & LocalVariableValue |
Yes |
524-535 Variable comparation with global variable
Compares the variable’s value with given global variable value.
In mycampaign.map:
[Events]
...
ID=EventCount,[Event1],[EVENTID],2,[VariableIndex],[GlobalVariableIndex],[EventX]
...
Event ID |
Description |
Global |
|---|---|---|
524 |
CurrentValue > GlobalVariableValue |
No |
525 |
CurrentValue < GlobalVariableValue |
No |
526 |
CurrentValue = GlobalVariableValue |
No |
527 |
CurrentValue >= GlobalVariableValue |
No |
528 |
CurrentValue <= GlobalVariableValue |
No |
529 |
CurrentValue & GlobalVariableValue |
No |
530 |
CurrentValue > GlobalVariableValue |
Yes |
531 |
CurrentValue < GlobalVariableValue |
Yes |
532 |
CurrentValue = GlobalVariableValue |
Yes |
533 |
CurrentValue >= GlobalVariableValue |
Yes |
534 |
CurrentValue <= GlobalVariableValue |
Yes |
535 |
CurrentValue & GlobalVariableValue |
Yes |
600 The shield of the attached object is broken
In mycampaign.map:
[Events]
...
ID=EventCount,...,600,2,0,0,...
...
601-602 House owns/doesn’t own Techno Type
601: Springs when specified house owns at least 1 instance of set TechnoType.602: Springs when specified house doesn’t own a single instance of set TechnoType.Multiplayer houses (indices 4475 through 4482) are supported.
Note
These events, as opposed to events 81 & 82 from Ares, take house as a parameter instead of using the trigger owner.
In mycampaign.map:
[Events]
...
ID=EventCount,...,[EVENTID],2,[HouseIndex],[TechnoType],...
...
604-605 Checking if a specific Techno enters in a cell
604: Checks if the techno that entered in the cell has the same ID specified in the event.605: Checks if the techno that entered in the cell appears in the selected list inAITargetTypes.HouseIndexcan be customized to focus in a specified house.
In mycampaign.map:
[Events]
...
ID=EventCount,...,604,2,[HouseIndex],[TechnoType],...
ID=EventCount,...,605,2,[HouseIndex],[AITargetTypes index#],...
...
House Index |
Description |
|---|---|
>= 0 |
The index of the current House in the map |
-1 |
This value is ignored (any house is valid) |
-2 |
Pick the owner of the map trigger |