; FAData.ini - Data file for FinalAlert 2: Yuri's Revenge (tm) ; This file offers data for FinalAlert 2 ; last change: Matthias Wagner, June 2nd, 2003 ; Debug section: use carefully! [Debug] DisplayAllOverlay=Yes; Doesn´t cripple the overlay list in any way EnableTrackLogic=Yes; Enables Track Logic IgnoreSHPImageHeadUnused=no; Use this *carefully* to make SHP graphics of some mods work that incorrectly have the shadow flag set AllowTunnels=yes; Enables tunnel editing Debug ; voxel turret locations [BuildingVoxelTurretsRA2] GTGCANX=00 GTGCANY=44;-6 NASAMY=-3;2 NALASRX=0 NALASRY=10;-3 NAFLAKY=6;10 ; flak needs additional correction below for every direction NAFLAKX=-5; NAFLAKX0=5 NAFLAKX2=-4; NAFLAKY2=5 NAFLAKX3=-5; NAFLAKY3=10 NAFLAKX4=5 NAFLAKY4=14 NAFLAKX5=10 NAFLAKY5=8 NAFLAKX6=15 NAFLAKY6=5 NAFLAKX7=12 NAFLAKY7=1 CAOUTPX=-30 CAOUTPY=12 YAREFNX=-30 YAREFNY=30 YAGGUNY=7 YAGGUNX=-5 YAGGUNX7=5; gattling gun needs some correction YAGGUNY7=-3 YAGGUNX6=11 YAGGUNY6=3 YAGGUNX5=10 YAGGUNY5=3 YAGGUNX4=3 YAGGUNY4=2 YAGGUNX0=5 ; voxel barrel locations [BuildingVoxelBarrelsRA2] GTGCANX0=0 GTGCANY0=30;-6 GTGCANX1=-18 GTGCANY1=35;-6 GTGCANX2=-28 GTGCANY2=50;-6 GTGCANX3=-27 GTGCANY3=67;-6 GTGCANX4=00 GTGCANY4=73;-6 GTGCANX5=23 GTGCANY5=60;-6 GTGCANX6=30 GTGCANY6=48;-6 GTGCANX7=20 GTGCANY7=35;-6 ; not NOSURFACES: ;[BuildingVoxelTurretsRA2] ;GTGCANX=-1 ;GTGCANY=0;-6 ;NASAMY=0;2 ;NALASRX=0 ;NALASRY=0;-3 ;NAFLAKY=10;10 [BuildingVoxelTurrets] [VehicleVoxelTurretsRA2] ;DISKX=-10 ;DISKY=-10 ;YTNKY=-30 SREFX=4 SREFY=3 [VehicleVoxelTurrets] [IgnoreArtImage] BFRT=1 CAML=1 [IgnoreSuperAnim1] [IgnoreSuperAnim2] NAMISL=1 GACSPH=1 [IgnoreSuperAnim3] NAMISL=1 GACSPH=1 [IgnoreSuperAnim4] NAMISL=1 GACSPH=1 ; fix for building list: [GTGCAN] AIBasePlanningSide=0 [YACOMD] AIBasePlanningSide=2 [YADEPT] AIBasePlanningSide=0 [NASPYB] AIBasePlanningSide=2 ; rename list for objects. ObjectID=StringID [Rename] AMRADR=N_AMRADR SENGINEER=N_SENGINEER ENGINEER=N_ENGINEER YENGINEER=N_YENGINEER SCHD=N_SCHD GACSPH=N_GACSPH CALOND04=N_CALOND04 CALOND05=N_CALOND05 CATRAN03=N_CATRAN03 [MovieList] Start=66; Anything below will not be listed! [StdBrushSize] ;ClearTile=2 ;RoughTile=2 ;SandTile=2 ;GreenTile=2 ;PaveTile=2 WaterSet=2 [MinBrushSizeInWater] ; if completely surrounded by water ; currently ignored ClearTile=2 RoughTile=2 SandTile=2 GreenTile=2 PaveTile=2 ; SlopeSetPieces for cliffs have a specific direction. ; used for AutoLevel logic ; CURRENTLY IGNORED [SlopeSetPiecesDirections] Count=10 0=Right_1 1=Left_1 2=Top_1 3=Bottom_1 4=Right_2 5=Left_2 6=Left_2 7=Bottom_2 8=Top_2 9=Top_2 [LUNARLimits] TreeMax=999 TreeMin=999 [URBANLimits] TreeMax=999 ;TreeMax=27 [TEMPERATELimits] TreeMax=999 ;TreeMax=27 [SNOWLimits] TreeMax=999 ;TreeMax=27 [NEWURBANLimits] TreeMax=999 ;TreeMax=27 [DESERTLimits] TreeMin=30 TreeMax=999 ; tileset ini overwritings ; only used by FinalAlert [IgnoreSetTEMPERATE] ;0=53 ;1=54 ;2=56 ;3=77 ;4=78 ;5=79 [IgnoreSetSNOW] ;0=66 ;1=67 ;2=61 ;3=8 ;4=46 [IgnoreSetURBAN] ;0=49 ;1=50 ;2=51 ;3=53 ;4=54 ;5=56 ;6=73 ;7=30 ;8=91 ;9=92 ;10=93 ;11=94 ;12=95 ;13=96 ;14=97 ;15=98 ;16=99 ;17=100 [IgnoreSetNEWURBAN] ;0=101 [IgnoreSetDESERT] ;0=19 ;1=54 ;2=53 ;3=56 ;4=73 ;5=80 [IgnoreSetLUNAR] [UseSetTEMPERATE] 0=57 [UseSetSNOW] [UseSetURBAN] [NewUrbanInfo] Morphable2=114 Ramps2=117 Cliffs2=110 CliffsWater2=112 ; The following section is for finding out if a map is RA2 original or Yuri's Revenge only! ; If a ground tile id exceeds this number, FA2 will assume the map is a YR map [RA2TileMax] Temperat=838 Urban=1077 Snow=798 [YRInfantry] YENGINEER=1 GGI=1 INIT=1 BORIS=1 BRUTE=1 VIRUS=1 CLNT=1 ARND=1 STLN=1 CAML=1 EINS=1 MUMY=1 RMNV=1 LUNR=1 DNOA=1 DNOB=1 SLAV=1 WWLF=1 YDOG=1 YADOG=1 [YRUnits] YHVR=1 PCV=1 SMIN=1 SMON=1 YCAB=1 YTNK=1 BFRT=1 TELE=1 CAOS=1 DDBX=1 BCAB=1 BSUB=1 SCHP=1 JEEP=1 MIND=1 DISK=1 UTNK=1 ROBO=1 YDUM=1 SCHD=1 DOLY=1 CBLC=1 FTRK=1 AMBU=1 CIVP=1 [YRBuildings] YACNST=1 YAPOWR=1 YABRCK=1 YAWEAP=1 YAYARD=1 YADEPT=1 YATECH=1 GAFWLL=1 YAGGUN=1 YAPSYT=1 NAINDP=1 YAGRND=1 YAGNTC=1 CASLAB=1 CATIME=1 YAPPET=1 CALOND04=1 CALOND05=1 CALOND06=1 CAMOON01=1 CATRAN03=1 CAEAST01=1 CAEGYP01=1 CAEGYP02=1 CAEGYP03=1 CALA01=1 CALA02=1 CALA03=1 CALA04=1 CALA05=1 CALOND01=1 CALOND02=1 CALOND03=1 CAMORR01=1 CAMORR02=1 CAMORR03=1 CASANF01=1 CASANF02=1 CASANF03=1 CASANF04=1 CASANF05=1 CASEAT01=1 NATBNK=1 GAGATE_A=1 CASANF09=1 CASANF10=1 CASANF11=1 CASANF12=1 CASANF13=1 CASANF14=1 CASANF06=1 CASANF07=1 CASANF08=1 CASEAT02=1 YACOMD=1 YAPPPT=1 GAROBO=1 YAREFN=1 YAROCK=1 NABNKR=1 CASANF15=1 CASANF16=1 CASANF17=1 CASANF18=1 CASIN03E=1 CASIN03S=1 CAURB01=1 CAURB02=1 CAURB03=1 CAPOWR=1 CALA07=1 CAEGYP06=1 CALA08=1 CAEAST02=1 CABARR01=1 CABARR02=1 CAMORR04=1 CAMORR05=1 CALA09=1 CAEGYP04=1 CAEGYP05=1 CALA06=1 CAMORR06=1 CAMORR07=1 CAMORR08=1 CAMORR09=1 CAMORR10=1 CATIME01=1 CATIME02=1 CALA10=1 CALA11=1 CALA12=1 CALA13=1 CAPARK04=1 CAPARK05=1 CAPARK06=1 CALA14=1 CALA15=1 CABUNK03=1 CABUNK04=1 CALUNR01=1 CALUNR02=1 [YRTerrain] TREE31=1 TREE32=1 TREE33=1 TREE34=1 TREE35=1 TREE36=1 [YRAircraft] BPLN=1 SPYP=1 CMISL=1 [YROverlay] Begin=243; which number is the first from new YR overlay? ; things only FinalAlert will ignore ; these are usually all dummies and leftovers from TS [IgnoreRA2] 0=GAARMORY 1=APACHE 2=DeathDummy 3=WEEDGUY 4=GADUMY 5=NAWAST 6=GARADR 7=CAIRSFGL 8=CALIT01E 9=CALIT01N 10=CALIT01S 11=CALIT01W 12=CALIT03E 13=CALIT03N 14=CALIT03S 15=CALIT03W 16=CALIT02L 17=CALIT02R 18=NAHPAD 19=CAEURO01 20=CACITY01 21=CACITY02 22=CACITY03 23=CACITY04 24=CITY06 25=CITY05 26=CITY04 27=CITY03 28=CITY02 29=CITY01 30=CAARMR 31=TREE29 32=TREE30 33=CANEWY05 34=REDLAMP 35=GRENLAMP 36=BLUELAMP 37=YELWLAMP 38=PURPLAMP 39=INORANLAMP ;40=NEGLAMP ; NEGLAMP added again, invisible in game 41=NEGRED 42=TSTLAMP 43=CAPOL01E 44=CAPOL01N 45=CAPOL01S 46=CAPOL01W 47=CASIN01E 48=CASIN01N 49=CASIN01W 50=CASIN01S 51=GAGREEN 52=GALITE 53=CARGOPLANE 54=CAHOSP 55=XCOMET 56=CAKRMW 57=CAFNCB 58=CAFNCW 59=CAFNCP 60=CR1 61=CR2 62=CR3 63=CR4 64=CR5 65=CR6 66=BURN01 67=BURN02 68=BURN03 69=BURN04 70=BURN05 71=BURN06 72=BURN07 73=BURN08 74=BURN09 75=BURN10 76=BURN11 77=BURN12 78=BURN13 79=BURN14 80=BURN15 Another one :) =BURN16 82=CASYDN01 83=CATIME 84=CALOND02;? ;85=CAMORR01 ;86=CAMORR02 ;87=CAMORR03 ;88=CAEGYP06 ;89=CAMORR04 ;90=CAEGYP04 ;91=CAEGYP05 ;92=CALA06 97=DNOB;? 98=GAWRONG 99=CALA02;? 100=CAMOON01 ;101=CAEGYP01 102=UTNK 103=YDUM 104=WWLF 105=YADOG 106=YDOG 107=SMON 108=CMON 109=YADEPT 110=CALOND06;? ;111=TREE32 ; hacks for shore pieces ; shore id_pos=iswater ; pos: count from left top to right, then next "row" ; RA2 only needs one fix (for URBAN specifically) [ShoreTerrainRA2] 12_4=1 12_5=1 ; But TS needs all :( [ShoreTerrainTS] 0_0=0 0_1=0 0_2=1 0_3=1 1_0=0 1_1=0 2_0=0 2_1=0 3_0=0 4_0=0 4_1=0 4_3=0 5_0=0 5_1=0 5_2=0 6_0=0 7_0=0 8_0=0 8_2=0 9_0=0 9_2=0 10_0=0 10_2=0 11_0=0 12_0=0 12_1=0 12_3=0 13_0=0 13_3=0 13_4=0 14_2=0 15_2=0 16_2=0 16_3=0 17_2=0 17_3=0 18_2=0 18_3=0 19_1=0 20_3=0 20_4=0 20_5=0 21_2=0 21_4=0 21_5=0 22_3=0 23_3=0 24_1=0 24_3=0 25_1=0 25_3=0 26_1=0 26_3=0 27_1=0 28_1=0 28_2=0 28_5=0 29_2=0 29_4=0 29_5=0 30_1=0 31_1=0 32_0=0 32_1=0 32_2=0 33_0=0 33_1=0 33_2=0 34_0=0 34_2=0 34_3=0 35_0=0 35_2=0 35_3=0 36_1=0 36_2=0 36_3=0 37_1=0 37_2=0 37_3=0 38_0=0 38_1=0 38_3=0 39_0=0 39_1=0 39_3=0 ; tilesets that may be modified using the shore or a similar logic [SoftTileSets] ClearTile=1 RoughTile=1 ClearToRoughLat=1 SandTile =1 ClearToSandLat=1 GreenTile=1 ClearToGreenLat=1 PaveTile=1 MiscPaveTile =1 ClearToPaveLat=1 RoughGround=0; no WaterSet=1 ShorePieces=1 ; corner strings are: cornerleft, cornerright, cornerbottom, cornertop [CliffBackData] vertic_diag_c=2 ;vertic_diag_2=0 vertic_diag_0=2 vertic_diag_1=3 ;vertic_diag_3=1 ; unused at moment vertic_diag_cornertop_c=1 ;vertic_diag_cornertop_1=0 vertic_diag_cornertop_0=1 horiz_c=4 horiz_0=22 horiz_1=23 horiz_2=24 horiz_3=25 ;2x1, not 2x2, unused at moment horiz_cornerbottom_c=2 horiz_cornerbottom_0=28 horiz_cornerbottom_1=29 horiz_cornertop_c=0 ;horiz_cornertop_0=31 vertic_c=4 vertic_0=34 vertic_1=35 vertic_2=36 vertic_3=37 ;2x1, not 2x2, unused at moment vertic_cornerright_c=2 vertic_cornerright_0=29 vertic_cornerright_1=28 [CliffBackDataAlt] vertic_diag_c=2 ;vertic_diag_2=0 vertic_diag_0=2 vertic_diag_1=3 ;vertic_diag_3=1 ; unused at moment vertic_diag_cornertop_c=1 ;vertic_diag_cornertop_1=0 vertic_diag_cornertop_0=1 horiz_c=4 horiz_0=22 horiz_1=23 horiz_2=24 horiz_3=25 ;2x1, not 2x2, unused at moment horiz_cornerbottom_c=2 horiz_cornerbottom_0=28 horiz_cornerbottom_1=29 horiz_cornertop_c=0 ;horiz_cornertop_0=31 vertic_c=4 vertic_0=34 vertic_1=35 vertic_2=36 vertic_3=37 ;2x1, not 2x2, unused at moment vertic_cornerright_c=2 vertic_cornerright_0=29 vertic_cornerright_1=28 [CliffBackDataURBAN] vertic_diag_c=1 ;vertic_diag_4=0 vertic_diag_0=2 ;vertic_diag_1=3; other cliff type ;vertic_diag_3=1 ; unused at moment vertic_diag_cornertop_c=2 vertic_diag_cornertop_0=0 vertic_diag_cornertop_1=1 horiz_c=2 horiz_0=22 ;horiz_3=23 ;horiz_2=24 horiz_1=25 ;2x1, not 2x2, unused at moment horiz_cornerbottom_c=2 horiz_cornerbottom_0=28 horiz_cornerbottom_1=29 vertic_c=4 vertic_0=34 vertic_1=35 vertic_2=36 vertic_3=37 ;2x1, not 2x2, unused at moment vertic_cornerright_c=2 vertic_cornerright_0=29 vertic_cornerright_1=28 [CliffBackDataNEWURBAN] vertic_diag_c=1 ;vertic_diag_4=0 vertic_diag_0=2 ;vertic_diag_1=3; other cliff type ;vertic_diag_3=1 ; unused at moment vertic_diag_cornertop_c=2 vertic_diag_cornertop_0=0 vertic_diag_cornertop_1=1 horiz_c=2 horiz_0=22 ;horiz_3=23 ;horiz_2=24 horiz_1=25 ;2x1, not 2x2, unused at moment horiz_cornerbottom_c=2 horiz_cornerbottom_0=28 horiz_cornerbottom_1=29 vertic_c=4 vertic_0=34 vertic_1=35 vertic_2=36 vertic_3=37 ;2x1, not 2x2, unused at moment vertic_cornerright_c=2 vertic_cornerright_0=29 vertic_cornerright_1=28 [CliffFrontData] vertic_diag_c=2 vertic_diag_0=18 vertic_diag_1=19 ;vertic_diag_2=20 ;vertic_diag_3=21 ; unused at moment vertic_diag_cornerleft_c=1 vertic_diag_cornerleft_0=20 ;vertic_diag_cornerleft_1=21 vertic_diag_cornerright_c=2 vertic_diag_cornerright_0=32 vertic_diag_cornerright_1=33 horiz_c=4 horiz_0=4 horiz_1=5 horiz_2=6 horiz_3=7 ;2x1, not 2x2, unused at moment horiz_cornertop_c=1 horiz_cornertop_0=1 horiz_diag_c=6 horiz_diag_0=8 horiz_diag_1=9 horiz_diag_2=10 horiz_diag_3=11 ; unused at moment horiz_diag_4=12 ; unused at moment horiz_diag_5=13 ; unused at moment vertic_c=4 vertic_0=14 vertic_1=15 vertic_2=16 vertic_3=17 ;2x1, not 2x2, unused at moment vertic_cornerleft_c=1 vertic_cornerleft_0=21 [CliffFrontDataAlt] vertic_diag_c=2 vertic_diag_0=18 vertic_diag_1=19 ;vertic_diag_2=20 ;vertic_diag_3=21 ; unused at moment vertic_diag_cornerleft_c=1 vertic_diag_cornerleft_0=20 ;vertic_diag_cornerleft_1=21 vertic_diag_cornerright_c=2 vertic_diag_cornerright_0=32 vertic_diag_cornerright_1=33 horiz_c=4 horiz_0=4 horiz_1=5 horiz_2=6 horiz_3=7 ;2x1, not 2x2, unused at moment horiz_cornertop_c=1 horiz_cornertop_0=1 horiz_diag_c=6 horiz_diag_0=8 horiz_diag_1=9 horiz_diag_2=10 horiz_diag_3=11 ; unused at moment horiz_diag_4=12 ; unused at moment horiz_diag_5=13 ; unused at moment vertic_c=4 vertic_0=14 vertic_1=15 vertic_2=16 vertic_3=17 ;2x1, not 2x2, unused at moment vertic_cornerleft_c=1 vertic_cornerleft_0=21 [CliffFrontDataURBAN] vertic_diag_c=1 vertic_diag_0=18 ;vertic_diag_2=19 ; other cliff type ;vertic_diag_3=20 ; other cliff type ;vertic_diag_1=21 ; unused at moment vertic_diag_cornerleft_c=1 vertic_diag_cornerleft_0=20 ;vertic_diag_cornerleft_1=21 vertic_diag_cornerright_c=2 vertic_diag_cornerright_0=32 vertic_diag_cornerright_1=33 horiz_c=2 horiz_0=4 ;horiz_3=5 ; other cliff type ;horiz_2=6 ; other cliff type horiz_1=7 ;2x1, not 2x2, unused at moment horiz_cornertop_c=1 horiz_cornertop_0=1 horiz_diag_c=2 horiz_diag_0=8 ;horiz_diag_4=9 ; other cliff type ;horiz_diag_2=10 ; other cliff type horiz_diag_1=11 ; unused at moment ;horiz_diag_3=12 ; unused at moment ;horiz_diag_5=13 ; unused at moment vertic_c=2 vertic_0=14 ;vertic_3=15 ; other cliff type ;vertic_2=16 ; other cliff type vertic_1=17 ;2x1, not 2x2, unused at moment vertic_cornerleft_c=1 vertic_cornerleft_0=21 [CliffFrontDataNEWURBAN] vertic_diag_c=1 vertic_diag_0=18 ;vertic_diag_2=19 ; other cliff type ;vertic_diag_3=20 ; other cliff type ;vertic_diag_1=21 ; unused at moment vertic_diag_cornerleft_c=1 vertic_diag_cornerleft_0=20 ;vertic_diag_cornerleft_1=21 vertic_diag_cornerright_c=2 vertic_diag_cornerright_0=32 vertic_diag_cornerright_1=33 horiz_c=2 horiz_0=4 ;horiz_3=5 ; other cliff type ;horiz_2=6 ; other cliff type horiz_1=7 ;2x1, not 2x2, unused at moment horiz_cornertop_c=1 horiz_cornertop_0=1 horiz_diag_c=2 horiz_diag_0=8 ;horiz_diag_4=9 ; other cliff type ;horiz_diag_2=10 ; other cliff type horiz_diag_1=11 ; unused at moment ;horiz_diag_3=12 ; unused at moment ;horiz_diag_5=13 ; unused at moment vertic_c=2 vertic_0=14 ;vertic_3=15 ; other cliff type ;vertic_2=16 ; other cliff type vertic_1=17 ;2x1, not 2x2, unused at moment vertic_cornerleft_c=1 vertic_cornerleft_0=21 ; EVENTS AND ACTIONS ; param type format: Description,ListType ; ListTypes (all those not implemented yet but stubbed when this ini was written are marked with *): ; 0-Nothing ; 1-Houses ; 2-Teamtypes ; 3-UnitTypes ; 4-InfantryTypes ; 5-AircraftTypes ; 6-BuildingTypes ; 7-Videos ; 8-tutorial texts ; 9-Triggers ; 10-yes/no ; 11=sounds ; 12=themes ; 13=speeches ; 14=special weapons ; 15=animations ; 16=particles ; 17=waypoints ; 18=crate types * ; 19=speech bubble types * ; 20=Global variables <--- wrong, local variables! ; 21=.CSF strings (RA2 only) * ; 22=Tag * ; 23=Meteors * ; 24=Weapons * ; 25=Light behavior * ; 26=Shower * ; 27=Rules Global variables ; 28=Building INI names ; 29=Techtypes ; ParamTypes ; Name, ListType, [Code] [ParamTypes] -1=Unused,0,1;not listed in FA2 0=Unused,0 1=Unknown,0 2=House,1 3=Local variable,20 4=Time,0 5=Credits,0 6=Number,0 7=Teamtype,2 8=Building,6 9=Aircraft,5 10=Infantry,4 11=Unit,3 12=Movie,7 13=Text,8 14=Trigger,9 15=Enabled,10 16=Sound,11 17=Theme,12 18=Speech,13 19=Steps,0 20=Super weapon,14 21=Left,0 22=Top,0 23=Right,0 24=Bottom,0 25=Animation,15 26=Particle,16 27=Duration,0 28=Speed,0 29=Meteor size,29 30=Waypoint,17 31=Crate type,18 32=Speech bubble,19 33=String,21 34=Action,9 35=Global variable,27 36=Special Weapon,14 37=Activated,10 38=Tag,22 39=Techtype,0 40=Quarry,0 41=Weapon,24 42=Light behavior,25 43=Event,9 44=Shower,26 45=Float value,0 46=Techtype,29;,2 47=Building,28 48=Number,0,2 [DontSaveAsWP] ; which code values indicate that the waypoint param must be saved as normal integer? 0=5 1=9 ;2=10 3=11 ; events format: ; #=Description, P1 type, P2 type, TagNeeded, Obsolete,Desc2,UsedInTS,UsedInRA2,ID,[NeedsYR optional] ; negative number for type currently not supported (only Actions do support yet)! ; NOTE: Actions not listed in [Events] but in [EventsRA2] will be ignored. Use the "used in RA2" to support them. ; NOTE: To overwrite TS events with RA2 special ones, add the new event to the [EventsRA2] section. ; NOTE: ID must be the same like # [EventsRA2] 0=-No Event-,0,0,0,0,This is a null event. There is no need to ever use this in a real trigger.,0,1,0 1=Entered by...,0,2,0,0,Triggers when an infantry or vehicle enters the attached object. Typically this trigger is attached to a building or a cell.,0,1,1 2=Spied upon,0,0,0,0,Detects when a spy has entered the attached building.,0,1,2 3=Thieved by...,0,2,0,0,Triggers when a thief steals money from the specified house.,0,1,3 4=Discovered by player,0,0,0,0,Detects when the attached object has been discovered by the player. Discovered means reavealed from under the shroud.,0,1,4 5=House Discovered...,0,2,0,0,Triggers when the specified house has any of its units or buildings discovered by the player.,0,1,5 6=Attacked by any house,0,0,0,0,Triggers when the attached unit is attacked in some manner. Incidental damage or friendly fire does not count.,0,1,6 7=Destroyed by any house,0,0,0,0,Triggers when the attached object has been destroyed. Destroyed by incidental damage or friendly fire doesn't count.,0,1,7 8=Any Event,0,0,0,0,When used alone%1 it will force the trigger to spring immediately.,0,1,8 9=Destroyed%1 Units%1 All...,0,2,0,0,Triggers when all units of the specified house have been destroyed. Typically used for end of game conditions.,0,1,9 10=Destroyed%1 Buildings%1 All...,0,2,0,0,Triggers when all buildings of the specified side have been destroyed. Typically used for end of game conditions.,0,1,10 11=Destroyed%1 All...,0,2,0,0,Triggers when all objects owned by the specified house have been destroyed. This is the normal (destroy everyone) trigger condition for end of game.,0,1,11 12=Credits exceed...,0,6,0,0,Triggers when the house (for this trigger) credit total exceeds this specified amount.,0,1,12 13=Elapsed Time...,0,6,0,0,Triggers when the elapsed time has expired. This time is initialized when the trigger is created. Timer is reset whenever trigger is sprung when trigger is 'persistant'.,0,1,13 14=Mission Timer Expired,0,0,0,0,Triggers when the global mission timer (as displayed on the screen) has reached zero.,0,1,14 15=Destroyed%1 Buildings%1 #...,0,6,0,0,Triggers when the number of buildings%1 owned by the trigger's specified house%1 have been destroyed.,0,1,15 16=Destroyed%1 Units%1 #...,0,6,0,0,Triggers when the number of units%1 owned by the trigger's specified house%1 have been destroyed.,0,1,16 17=No Factories left,0,0,0,0,Triggers when there are no factories left for the house specified in the trigger.,0,1,17 18=Civilians Evacuated,0,0,0,0,Triggers when civilians have been evacuated (left the map).,0,1,18 19=Build Building Type...,0,8,0,0,When the trigger's house builds the building type specified%1 then this event will spring.,0,1,19 20=Build Unit Type...,0,11,0,0,When the trigger's house builds the unit type specified%1 then this event will spring.,0,1,20 21=Build Infantry Type...,0,10,0,0,When the trigger's house builds the infantry type specified%1 then this event will spring.,0,1,21 22=Build Aircraft Type...,0,9,0,0,When the trigger's house builds the aircraft type specified%1 then this event will spring.,0,1,22 23=Leaves map (team)...,-1,7,0,0,Triggers when the specified team leaves the map. If the team is destroyed%1 it won't trigger. If all but one member is destroyed and that last member leaves the map%1 it WILL spring.,0,1,23 24=Zone Entry by...,0,2,0,0,Triggers when a unit of the dpecified house enters the same zone that this trigger is located in. This trigger must be located in a cell and only a cell.,0,1,24 25=Crosses Horizontal Line...,0,2,0,0,Triggers when a unit of the specified house crosses the horizontal line as indicated by the location of this trigger. This trigger must be placed in a cell.,0,1,25 26=Crosses Vertical Line...,0,2,0,0,Triggers when a unit of the specified house crosses the vertical line as indicated by the location of this trigger. This trigger must be placed in a cell.,0,1,26 27=Global is set...,0,35,0,0,Triggers when the specifed global (named in Globals.INI) is turned on.,0,1,27 28=Global is clear...,0,35,0,0,Triggers when the specified global (named in Globals.INI) is turned off.,0,1,28 29=Destroyed by anything [not infiltrate],0,0,0,0,Triggers when attached object is destroyed%1 but not if it infiltrates a building/unit.,0,1,29 30=Low Power...,0,2,0,0,Triggers when the specified house's power falls below 100% level.,0,1,30 31=Bridge destroyed,0,0,0,0,Triggers when the attached bridge is destroyed. A bridge is considered destroyed when an impassable gap is created in the bridge.,0,1,31 32=Building exists...,0,8,0,0,Triggers when the building (owned by the house of this trigger) specified exists on the map. This works for buildings that are preexisting or constructed by deploying.,0,1,32 33=Selected by player,0,0,0,0,Triggers when the unit is selected by the player. Use in single-player only.,0,1,33 34=Comes near waypoint...,0,30,0,0,Triggers when the object comes near the specified waypoint.,0,1,34 35=Enemy In Spotlight...,0,0,0,0,Triggers when an enemy unit enters the spotlight cast by the attached building.,0,1,35 36=Local is set...,0,3,0,0,Triggers when the specifed local is turned on.,0,1,36 37=Local is clear...,0,3,0,0,Triggers when the specified local is turned off.,0,1,37 38=First damaged (combat only),0,0,0,0,Triggers when first suffering from combat damage from combat damage only.,0,1,38 39=Half health (combat only),0,0,0,0,Triggers when damaged to half health >from combat damage only.,0,1,39 40=Quarter health (combat only),0,0,0,0,Triggers when damaged to quarter health from combat damage only.,0,1,40 41=First damaged (any source),0,0,0,0,Triggers when first suffering from combat damage from any source.,0,1,41 42=Half health (any source),0,0,0,0,Triggers when damaged to half health >from any source.,0,1,42 43=Quarter health (any source),0,0,0,0,Triggers when damaged to quarter health from any source.,0,1,43 44=Attacked by (house)...,0,2,0,0,When attacked by some unit of specified house.,0,1,44 45=Ambient light <= ...,0,6,0,0,Triggers when the ambient light drops below a certain level. Use numbers between 0 and 100.,0,1,45 46=Ambient light >= ...,0,6,0,0,Triggers when the ambient light rises above a certain level. Use numbers between 0 and 100.,0,1,46 47=Elapsed Scenario Time...,0,6,0,0,When time has elapsed since start of scenario.,0,1,47 48=Destroyed by anything,0,0,0,0,Triggers when destroyed by anything what-so-ever.,0,1,48 49=Pickup Crate,0,0,0,0,When crate is picked up object the trigger is attached to.,0,1,49 50=Pickup Crate (any),0,0,0,0,When crate is picked up by any unit.,0,1,50 51=Random delay...,0,6,0,0,Delays a random time between 50 and 150 percent of time specified.,0,1,51 52=Credits below...,0,6,0,0,Triggers when the house (for this trigger) credit total is below this specified amount.,0,1,52 53=Spy entering as House...,0,2,0,0,Triggers if a spy disguised as house specified enters this.,0,1,53 54=Spy entering as Infantry...,0,10,0,0,Triggers if a spy disguised as this type of infantry enters.,0,1,54 55=Destroyed%1 Units%1 Naval...,0,2,0,0,Triggers when all naval units of the specified house have been destroyed. Typically used for end of game conditions.,0,1,55 56=Destroyed%1 Units%1 Land...,0,2,0,0,Triggers when all land units of the specified house have been destroyed. Typically used for end of game conditions.,0,1,56 57=Building does not exist,0,8,0,0,Triggers when the building (owned by the house of this trigger) specified does not exist on the map.,0,1,57 ; YR 58=Power Full...,0,2,0,0,Triggers if the specified house's power is at 100%.,0,1,58,1 59=Entered or Overflown By...,0,2,0,0,Triggers when unit%1 infantry%1 or aircraft move over this cell. ,0,1,59,1 ; 60 and 61 are tricky! They use code + 2 params... param type 46 includes the code 2, which is put in front of the 2 parameters 60=TechType Exists,48,46,0,0,True if there are at least this many of this type%1 belonging to anyone,0,1,60,1 61=TechType does not Exist,48,46,0,0,True if there are none of these on the map at all. Number doesn't mean anything.,0,1,61,1 ; action format: ; #=Description, P1 type, P2 type, P3 type, P4 type, P5Type, P6Type, uses waypoint, uses tag, Obsolete, used in TS, used in RA2, ID, [YR only - optional] ; if using negative number for type, param will be set to the absolute value of this number ; NOTE: Actions not listed in [Actions] but in [ActionsRA2] will be ignored. Use the "used in RA2" to support them. ; NOTE: To overwrite TS actions with RA2 special ones, add the new action to the [ActionsRA2] section. ; NOTE: ID must be the same like # [ActionsRA2] 0=-No Action-,0,0,0,0,0,0,0,0,0,This is a null action. It will do nothing and is equivalent to not having an action at all. Why use it?,0,1,0 1=Winner is...,0,2,0,0,0,0,0,0,0,The winner will be forced to be the house specified. The game will end immediately. Typically%1 the player's house is specified.,0,1,1 2=Loser is...,0,2,0,0,0,0,0,0,0,The loser will be force to be the house specified. The game will end immediately. Typically%1 the player's house is specified.,0,1,2 3=Production Begins...,0,2,0,0,0,0,0,0,0,The computer's house (as specified) will begin production of units and structures.,0,1,3 4=Create Team...,-1,7,0,0,0,0,0,0,0,Creates a team of the type specified (owned by the house of this trigger). The team member are NOT automatically created however.,0,1,4 5=Destroy Team...,-1,7,0,0,0,0,0,0,0,Destroys all instances of the team type specified. The units in those existing teams will remain and be available for recruiting into other teams.,0,1,5 6=All to Hunt...,0,2,0,0,0,0,0,0,0,Forces all units%1 of the house specified%1 into 'hunt' mode. They will seek out and destroy their enemies.,0,1,6 7=Reinforcement (team)...,-1,7,0,0,0,0,0,0,0,Create a reinforcement of the specified team. The members of the team WILL be created magically by this action.,0,1,7 8=Drop Zone Flare (waypoint)...,0,30,0,0,0,0,0,0,0,Display a drop zone flair at the waypoint specified. The map will also be reaveald around that location.,0,1,8 9=Fire Sale...,0,2,0,0,0,0,0,0,0,Cause all buildings of the specified house to be sold (for cash and prizes). Typically this is used in the final assault by the computer.,0,1,9 10=Play Movie...,0,12,0,0,0,0,0,0,0,Displays the specified movie (full screen). The game is paused while this occurs and resumes normally after it completes.,0,1,10 11=Text Trigger...,-4,13,0,0,0,0,0,0,0,Display the text identified by the string file