![]() Game uses the repeat field from its associated Tags section's entry. In TS/RA2/YR, a trigger is associated with a tag, either by itself or through another trigger. Usually set to 0 and is not used for repeat. Specifies whether this trigger is active in the Hard difficulty (It refers to the Campaign Difficulty slider or the Difficulty slider in the Options menu.) Specifies whether this trigger is active in the Normal difficulty (It refers to the Campaign Difficulty slider or the Difficulty slider in the Options menu.)Ĭan be set to 0 ('disabled') or 1 ('enabled'). ![]() Specifies whether this trigger is active in the Easy difficulty (It refers to the Campaign Difficulty slider or the Difficulty slider in the Options menu.)Ĭan be set to 0 ('disabled') or 1 ('enabled'). If it is disabled, another trigger has to explicitly enable it via a special Action.Ĭan be set to 0 ('disabled') or 1 ('enabled'). Specifies whether this trigger is disabled at the beginning of the game. Should not contain commas.Ĭan be set to 0 ('not disabled') or 1 ('disabled') (Note the negation in this string). This house is used as a parameter by some Events and Actions.Ī trigger that uses the tag of this trigger, so you can add multiple triggers to a single object.Ī plain text string used as a name of this Trigger. The game assumes the Actions and Events with the same ID belong to this Trigger automatically. ID1=HOUSE,LINKED_TRIGGER,NAME,DISABLED,EASY,NORMAL,HARD,REPEATING ID=HOUSE,LINKED_TRIGGER,NAME,DISABLED,EASY,NORMAL,HARD,REPEATING ![]() Tiberian Sun, Firestorm, Red Alert 2, Yuri's Revenge (Event 1 or Event 2) fire Actions 1 and 2Ĭomplex ()Įvent 1 fires Action 1 Event 2 independently fires Action 2 (Event 1 and Event 2) fire Actions 1 and 2 These two flags define which event fires which action:Īnd(]) This house is used as a parameter by some Events and Actions.Ī ctivate can be set to 0 or 1, and essentially says whether this trigger has or doesn't have a second action defined. The index of the house associated with this trigger. Repeating (fire when any attached object has fired) Semi-constant (all linked events => switch, destroy) Single-shot b 1 (fire when all attached objects have fired) Temporary (any linked event => switch 1, destroy) Specifies whether this trigger is repeating (see The Repeating puzzle for more info). The section is called and again is a list of comma-separated strings that looks like this: Repeating b (fire when any attached object has fired) Repeating a (fire when all attached objects have fired) Specifies whether this trigger is repeating. This house is used as a parameter by some Events and Actions. The name of the house associated with this trigger, or None. ID1=EVENT,ACTION,EVENT_PARAMETER,HOUSE,ASSOCIATED_TEAMTYPE,REPEATING ID=EVENT,ACTION,EVENT_PARAMETER,HOUSE,ASSOCIATED_TEAMTYPE,REPEATING The section in a map is a list of comma-separated strings that looks like this:
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