This page describes all AI scripting and mapping related additions and changes introduced by Phobos.
- 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.
- 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.
-
Maps can now contain OverlayTypes with indices up to 65535.
-
To enable this, set
[Basic] -> NewINIFormat=5in the scenario file.
Maps using this feature cannot be loaded by the vanilla game.
Not all tools properly support this feature yet, and may crash or corrupt the map. We recommend using the [World-Altering Editor](https://github.com/CnCNet/WorldAlteringEditor) map editor when using this feature.
- 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.
- You can control it globally by setting
In rulesmd.ini:
[Basic]
RepairBaseNodes=false ; booleanIn map file:
[Country House]
RepairBaseNodes= ; List of 3 booleans indicating whether AI repair basenodes in Easy / Normal / Difficult game diffculty.- 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 or in case of loading screens and palette, if the files are missing.
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 extensionDespite the key name being `DefaultLS800BkgdPal`, this applies to both shapes just like the original scenario-specific `LS800BkgdPal` does.
- 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- By default the singleplayer mission par times and message strings are defined in
[Ranking]section of the map file itself. These can now also be set in the map file's section inmissionmd.ini, taking precedence over the map file's settings but defaulting to them if not set.
In missionmd.ini:
[SOMEMISSION] ; Filename of mission map
Ranking.ParTimeEasy= ; time string (hh:mm:ss)
Ranking.ParTimeMedium= ; time string (hh:mm:ss)
Ranking.ParTimeHard= ; time string (hh:mm:ss)
Ranking.UnderParTitle= ; CSF entry key
Ranking.UnderParMessage= ; CSF entry key
Ranking.OverParTitle= ; CSF entry key
Ranking.OverParMessage= ; CSF entry key- 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 nameIn map file:
[Basic]
ShowBriefing=false ; boolean
BriefingTheme= ; Theme nameIn rulesmd.ini:
[SOMESIDE] ; Side
BriefingTheme= ; Theme nameIn uimd.ini:
[UISettings]
ShowBriefingResumeButtonLabel=GUI:Resume ; CSF entry key
ShowBriefingResumeButtonStatusLabel=STT:BriefingButtonReturn ; CSF entry keyIn RA2MD.INI:
[Phobos]
ShowBriefing=true ; boolean- 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 | 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
UndeploysIntoset &Foundation=1x1andConsideredVehiclenot set or buildings withConsideredVehicle=true.
- 'Buildings considered as vehicles' means buildings with both
| 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
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
...- 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 |
- 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- 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- 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- 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- 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- 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- 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- 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 |
- 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- 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- When executed this decreases the current weight of the AI Trigger. Details same as above.
In aimd.ini:
[SOMESCRIPTTYPE] ; ScriptType
x=14002,n- Is just the opposite effect of the script action
49,0. Like if the Team failed.
In aimd.ini:
[SOMESCRIPTTYPE] ; ScriptType
x=14003,014004 Force Global OnlyTargetHouseEnemy value in Teams for new attack / move actions introduced by Phobos
- Globally forcibly set a value for the
OnlyTargetHouseEnemytag on TeamType. Only affects the new attack / move actions introduced by Phobos.
In aimd.ini:
[SOMESCRIPTTYPE] ; ScriptType
x=14004,n ; integer- The possible argument values are:
| Argument | Description |
|---|---|
| -1 | Disable Global value for Force OnlyTargetHouseEnemy tag. Default value |
| 0 | Force OnlyTargetHouseEnemy = false |
| 1 | Force OnlyTargetHouseEnemy = true |
| 2 | Force random boolean value |
- 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- 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- If the Timed Jumps were activated this action stop the process.
In aimd.ini:
[SOMESCRIPTTYPE] ; ScriptType
x=16002,0- 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- 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,nThe 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
...- 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- 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.- 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.- 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.This category is empty for now.
- Save the current game immediately.
For this action to work in multiplayer - you need to use a version of [YRpp spawner](https://github.com/CnCNet/yrpp-spawner) with multiplayer saves support.
- 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]
...- 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 |
- 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]
...- Print a variable value to the message list.
In mycampaign.map:
[Actions]
...
ID=ActionCount,[Action1],503,0,[VariableIndex],[IsGlobalVariable],0,0,0,A,[ActionX]
...- 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.
- 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]
...- 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]
...- 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]
...- Undeploy specific BuildingTypes into VehicleTypes and move them to a specific Waypoint.
- If
<All>is entered for the Building Type here, then undeploy all BuildingTypes.
- If
In mycampaign.map:
[Actions]
...
ID=ActionCount,[Action1],511,-10,[BuildingTypesID],[HouseIndex],0,0,0,[WaypointIndex],[ActionX]
...- 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 |
- 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]
...- 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]
...- Change the current radar mode of the trigger house.
In mycampaign.map:
[Actions]
...
ID=ActionCount,[Action1],609,0,0,[RadarMode],0,0,0,A,[ActionX]
...- The possible argument values are:
| Argument | Description |
|---|---|
| 0 | Normal mode, requires buildings that provide radar and sufficient power |
| 1 | Change to FreeRadar mode |
| 2 | Force enable radar |
| 3 | Force disable radar |
- Set the
TeamDelaysvalue of the trigger's house.- If this value is less than 0, then use the value of
[General] -> TeamDelays.
- If this value is less than 0, then use the value of
In mycampaign.map:
[Actions]
...
ID=ActionCount,[Action1],610,0,0,[Number],0,0,0,A,[ActionX]
...- Display a 'banner' at a fixed location that is relative to the screen.
- Action
800will create a new banner or replace the banner with the same Banner ID if it exists. Using a local variable's value when displaying a text banner. - Action
801will create a new banner or replace the banner with the same Banner ID if it exists. Using a global variable's value when displaying a text banner. - Action
802will delete the banner corresponding to the set Banner ID.
- Action
- To make use of this, you need to set the properties of a
BannerTypein your ini file. The banner can either be aPCXfile, a Shape (SHP) file or aCSFtext. If multiple are set the first one in the above listed order takes effect.SHP.Palettecontrols the palette that'll be used when drawing a banner for Shape file.CSF.Colorcontrols the color of the text that'll be used when drawing a text banner.CSF.Backgroundcontrols whether a black background will be displayed below the text banner.CSF.VariableFormatcontrols the way to print a variable together with the text banner.nonewill make the text banner not display the variable.variablewill make the text banner display the variable alone and will ignore the text inCSF.prefix/prefixedwill make the text banner display the variable before any other text.suffix/suffixedwill make the text banner display the variable after any other text.
Durationdetermines how long the banner will be displayed. Negative values mean the banner can always be displayed until being deleted. The banner itself won't be deleted when it's not displaying.Delaydetermines when the banner will be displayed again after it stops displaying by a positiveDuration. Neagtive values mean it can't be displayed again.- If an
SHPbanner displays again after the delay, it'll start from the frame when it's stopped last time. This can also be changed to its first frame ifSHP.RefreshAfterDelayset to true.
- If an
In rulesmd.ini:
[BannerTypes]
0=SOMEBANNER
[SOMEBANNER] ; BannerType
PCX= ; filename - including the .pcx extension
SHP= ; filename - excluding the .shp extension
SHP.Palette=palette.pal ; filename - including the .pal extension
SHP.RefreshAfterDelay=false ; boolean
CSF= ; CSF entry key
CSF.Color= ; integer - R,G,B, defaults to MessageTextColor of the owner Side
CSF.Background=false ; boolean
CSF.VariableFormat=none ; List of Variable Format Enumeration (none|variable|prefix/prefixed|surfix/surfixed)
Duration=-1 ; integer
Delay=-1 ; integerIn mycampaign.map:
[Actions]
...
ID=ActionCount,[Action1],800,4,[SOMEBANNER],[Unique ID],[Horizontal position],[Vertical position],[VariableIndex],A,[ActionX]
ID=ActionCount,[Action1],801,4,[SOMEBANNER],[Unique ID],[Horizontal position],[Vertical position],[VariableIndex],A,[ActionX]
ID=ActionCount,[Action1],802,0,[Unique ID],0,0,0,0,A,[ActionX]
...- 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 |
- 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 |
- 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 |
In mycampaign.map:
[Events]
...
ID=EventCount,...,600,2,0,0,...
...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.
In mycampaign.map:
[Events]
...
ID=EventCount,...,[EVENTID],2,[HouseIndex],[TechnoType],...
...These events, as opposed to [events 81 & 82 from Ares](https://ares-developers.github.io/Ares-docs/new/triggerevents.html#house-owns-techno-type-81-82), take house as a parameter instead of using the trigger owner.
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 |
- Checks if an
AttachEffectTypeis attaching to a techno. Doesn't work for attached effects that were attached prior to the trigger's enabling. - To be elaborate, the event will be triggered during these occasions:
- Self-owned effects: initial granted (triggered after
AttachEffect.InitialDelaysamount of frames), recreation (triggered afterAttachEffect.DelaysorAttachEffect.RecreationDelaysamount of frames). - Effects from other sources: granted, refreshing when trying to apply the same type of attached effect to the techno.
- Self-owned effects: initial granted (triggered after
In mycampaign.map:
[Events]
...
ID=EventCount,...,606,2,0,[AttachEffectType],...
...