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 cell now obeys YR cell calculation now. Using 1000 * Y + X as its cell value. (was 128 * Y + X as it’s a RA1 leftover)

  • The game now can reads waypoints ranges in [0, 2147483647]. (was [0,701])

  • Map trigger action 125 Build At... can now play buildup anim and becomes singleplayer-AI-repairable optionally (needs following changes to fadata.ini.

  • Both Global Variables (VariableNames in rulesmd.ini) and Local Variables (VariableNames in map) are now unlimited.

  • Script action Deploy now has vehicles with DeploysInto searching 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. InitialPayload logic 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.

Singleplayer Misssion Maps

Base node repairing

  • In singleplayer campaign missions you can now decide whether AI can repair the base nodes / buildings delivered by SW (Ares) by setting RepairBaseNodes.

In map file:

[Country House]
RepairBaseNodes=false,false,false  ; 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-specific LS800BkgdPal does.

  • 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 MCVRedeploys. Overrides [MultiplayerDialogSettings]->MCVRedeploys only in singleplayer campaign missions.

In map file:

[Basic]
MCVRedeploys=false  ; boolean

Show briefing dialog on startup

  • You can now have the briefing dialog screen show up on singleplayer campaign mission startup by setting ShowBriefing to true in map file’s [Basic] section, or in the map file’s section in missionmd.ini (latter takes precedence over former if available). This can be disabled by user by setting ShowBriefing to false in Ra2MD.ini.

    • BriefingTheme (In order of precedence from highest to lowest: missionmd.ini, map file, side entry in rulesmd.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 ShowBriefingResumeButtonLabel and ShowBriefingResumeButtonStatusLabel respectively. 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 TargetSpecialThreatCoefficientDefault and EnemyHouseThreatBonus tags from rulesmd.ini are 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.

  • AITargetTypes 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 modder-defined group from AITargetTypess. 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

AITargetTypes index#

Yes

Closer

10003

AITargetTypes index#

No

Closer

Ends when a team member kill the designated target

10004

AITargetTypes index#

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

AITargetTypes index#

Yes

Farther

10008

AITargetTypes index#

No

Farther

Ends when a team member kill the designated target

10009

AITargetTypes index#

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

AITargetTypes index#

Yes

Closer, higher threat

10013

AITargetTypes index#

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

AITargetTypes index#

Yes

Farther, higher threat

10017

AITargetTypes index#

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 UndeploysInto set & Foundation=1x1 and ConsideredVehicle not set or buildings with ConsideredVehicle=true.

Value

Target Type

Description

1

Anything

Any enemy VehicleTypes, AircraftTypes, InfantryTypes and BuildingTypes

2

Structures

Any enemy BuildingTypes that are not considered as vehicles

3

Ore Miners

Any enemy VehicleTypes with Harvester=yes or ResourceGatherer=yes, BuildingTypes with ResourceGatherer=yes

4

Infantry

Any enemy InfantryTypes

5

Vehicles

Any enemy VehicleTypes or buildings considered as vehicles

6

Factories

Any enemy BuildingTypes with a Factory= setting

7

Base Defenses

Any enemy BuildingTypes with IsBaseDefense=yes

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 BuildingTypes with positive Power= values

10

Occupied

Any BuildingTypes with garrisoned infantry

11

Tech Buildings

Any BuildingTypes with Unsellable=yes, Capturable=yes, negative TechLevel= values or appears in [AI]>NeutralTechBuildings= list

12

Refinery

Any enemy BuildingTypes with Refinery=yes or ResourceGatherer=yes, VehicleTypes with ResourceGatherer=yes & Harvester=no (i.e. Slave Miner)

13

Mind Controller

Anything VehicleTypes, AircraftTypes, InfantryTypes and BuildingTypes with MindControl=yes in the weapons Warheads

14

Air Units (incl. landed)

Any enemy, AircraftTypes and Jumpjet=yes VehicleTypes or InfantryTypes, including landed ones as well as any other currently airborne units

15

Naval

Any enemy BuildingTypes and VehicleTypes with a Naval=yes, any enemy VehicleTypes, AircraftTypes, InfantryTypes in a water cell

16

Disruptors

Any enemy objects with positive InhibitorRange= values, positive RadarJamRadius= values, CloakGenerator=yes or GapGenerator=yes

17

Ground Vehicles

Any enemy VehicleTypes without Naval=yes, landed AircraftTypes or buildings considered as vehicles

18

Economy

Any enemy VehicleTypes with Harvester=yes or ResourceGatherer=yes, BuildingTypes with Refinery=yes, ResourceGatherer=yes or OrePurifier=yes

19

Infantry Factory

Any enemy BuildingTypes with Factory=InfantryType

20

Vehicle Factory

Any enemy BuildingTypes with with Naval=no and Factory=UnitType

21

Aircraft Factory

Any enemy BuildingTypes with Factory=AircraftType

22

Radar

Any enemy BuildingTypes with Radar=yes or SpySat=yes

23

Tech Lab

Any enemy BuildingTypes in [AI]>BuildTech= list

24

Naval Factory

Any enemy BuildingTypes with Naval=yes and Factory=UnitType

25

Super Weapon

Any enemy BuildingTypes with SuperWeapon=, SuperWeapon2= or SuperWeapons=

26

Construction Yard

Any enemy BuildingTypes with ConstructionYard=yes and Factory=BuildingType

27

Neutrals

Any neutral object (Civilian)

28

Generators

Any enemy BuildingTypes with CloakGenerator=yes or GapGenerator=yes

29

Radar Jammer

Any enemy objects with positive RadarJamRadius= values

30

Inhibitors

Any enemy objects with positive InhibitorRange= values

31

Naval Units

Any enemy VehicleTypes with a Naval=yes or any enemy VehicleTypes, AircraftTypes, InfantryTypes in a water cell

32

Mobile Units

Anything VehicleTypes, AircraftTypes and InfantryTypes

33

Capturable

Any BuildingTypes with Capturable=yes or any BuildingTypes with BridgeRepairHut=yes and Repairable=yes

34

Area Threats

Any enemy object that is inside of the Team Leader’s Guard Area

35

Vehicle & Naval Factory

Any enemy BuildingTypes with Factory=UnitType

36

Non-defensive Structures

Any enemy BuildingTypes with IsBaseDefense=no

  • The second parameter with a 0-based index for the AITargetTypes section specifies the list of possible VehicleTypes, AircraftTypes, InfantryTypes and BuildingTypes that can be evaluated.

  • The AITargetTypes index# values are obtained in the new AITargetTypes section that must be declared in rulesmd.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

[AITargetType] index#

Enemy

Closer, higher threat

10052

[AITargetType] index#

Enemy

Closer

Picks 1 random target from the selected list

10053

Target Type#

Friendly

Closer

10054

[AITargetType] index#

Friendly

Closer

10055

[AITargetType] index#

Friendly

Closer

Picks 1 random target from the selected list

10056

Target Type#

Enemy

Farther, higher threat

10057

[AITargetType] index#

Enemy

Farther, higher threat

10058

[AITargetType] index#

Enemy

Farther

Picks 1 random target from the selected list

10059

Target Type#

Friendly

Farther

10060

[AITargetType] index#

Friendly

Farther

10061

[AITargetType] index#

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] > CloseEnough and 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=Chronosphere superweapon 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] -> AIMinorSuperReadyPercent percentage 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 Attack actions and AITargetTypes Attack actions 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 value 0 means infinite retries.

In aimd.ini:

[SOMESCRIPTTYPE]  ; ScriptType
x=12000,n            ; integer n=0

12001 Modify Target Distance

  • By default Moving Team to techno location actions ends when the Team Leader reaches a distance declared in rulesmd.ini called CloseEnough. When this action is executed before the actions Moving Team to techno location overwrites CloseEnough value. This action works only the first time and CloseEnough will 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 CloseEnough will 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 Attack actions and AITargetTypes Attack actions 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 16002 or 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 AIScriptsList explained 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
; ...

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_SAVED and TXT_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]
...

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.

  • HouseIndex can 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]
...

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],...
...