Vinifera
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Implements various RA2, YR and new trigger event actions.
Reference: #717
This pull request implements various trigger events from Red Alert 2, Yuri's Revenge and additional new event types.
For these new events to be evaluated, NewINIFormat
must be set to 5
.
NOTE: Lines that are "stricken out" are reserved for future use.
From Red Alert 2;
~~56 "Spy entering as House..."
~~
~~-- "Triggers if a spy disguised as house specified enters this."
~~
~~57 "Spy entering as Infantry..."
~~
~~-- "Triggers if a spy disguised as this type of infantry enters."
~~
~~58 "Destroyed, Units, Naval..."
~~
~~-- "Triggers when all naval units of the specified house have been destroyed. Typically used for end of game conditions."
~~
59 "Destroyed, Units, Land..."
-- "Triggers when all land units of the specified house have been destroyed. Typically used for end of game conditions."
60 "Building does not exist"
-- "Triggers when the building (owned by the house of this trigger) specified does not exist on the map."
61 "Power Full..."
-- "Triggers if the specified house's power is at 100%."
~~62 "Entered or Overflown By..."
~~
~~-- "Triggers when unit, infantry, or aircraft move over this cell. <THEM = House of entering unit>."
~~
From Yuri's Revenge;
~~63 "TechType Exists"
~~-- "True if there are at least this many of this type, belonging to anyone."
~~
~~64 "TechType does not Exist"
~~
~~-- "True if there are none of these on the map at all. Number doesn't mean anything."
~~
~~65 "TechType Exists"
~~
~~-- "True if there are at least this many of this type, belonging to anyone."
~~
~~66 "TechType does not Exist"
~~
~~-- "True if there are none of these on the map at all. Number doesn't mean anything."
~~
New;
67 "Power Less Than..."
(Float)
-- "Triggers if the specified house's power is less than or equal to the value specified."
68 "Power Greater Than..."
(Float)
-- "Triggers if the specified house's power is greater than or equal to the value specified."
69 "Destroyed, Infantry, All..."
-- "Triggers when all infantry of the specified side have been destroyed. Typically used for end of game conditions."
70 "Construction yard exists"
-- "Triggers if the specified house has one or more construction yards."
71 "Mission Timer Less Than"
(Integer)
-- "Triggers when the mission timer drops below the time value specified."
72 "Mission Timer Greater Than"
(Integer)
-- "Triggers when the mission timer is above the time value specified."
73 "Mission Timer Equals"
(Integer)
-- "Triggers when the mission timer equals time value specified."
Also included in this pull request is additional developer console logging for when trigger actions are executed. This can be used to help debug the trigger scripting process for map creators. Example screenshot below;