THETRIGGERS AND TEAMTYPES GUIDE
Release v1.04
Last Updated: 16th February 1997
(c) 1997 Gavin Pugh
(email - rascenedit@geocities.com)
(WWW - http://www.geocities.com/TimesSquare/Arcade/5553)
ALL legal details described in accompanying SCNGUIDE.HTM file apply to this
document also, you MUST abide by them.
This document MUST only be distributed as a file in a ZIP along with the other
scenario creation files created by Gavin Pugh. I had decided to include this
information in a seperate file as these sections were too long in the older
versions of my guide. I will also eventually create a sepearate guide for packed
sections of scenario files, and maybe even a step-by-step guide to making a fully
functional mission.
[TeamTypes]
The teamtypes section allows you to create teams of units which can be used when triggers are activated
[TeamTypes]
sneak=2,1,15,0,1,-1,-1,2,E1:2,E2:1,7,16:11,16:2,16:14,16:16,1:8,1:4,1:1
^ ^ ^ ^ ^ ^ ^ ^ ^ \_____/ ^ \______________________________/
1 2 3 4 5 6 7 8 9 | 11 |
10 12
1 |
Team name, can be anything within reason (keep it 3-5 chars and letters only)
This is referred to later in the Trigs section |
2 |
Team's Country Side ** THANKS TO GEOFF **1-Greece
2-USSR
....
(email me if you know full list) |
3 |
?? |
4 |
?? |
5 |
?? |
6 |
?? |
7 |
Waypoint team starts from ** THANKS TO GEOFF ** |
8 |
?? |
9 |
Number of different types of units in team (In this case 2 riflemen and 1 grenadier = 2 different types)
|
10 |
Units in team, (See infantry, units, and ships for Codenames)
(In this case E1:2 means 2 E1's or 2 riflemen, and E2:1 means 1 E2 or 1 grenadier)
(Another example 4TNK:9 means 9 Mammoth tanks) |
11 |
Number of actions to perform when team is invoked |
12 |
Actions to perform, first I'll explain the example above
16:11 - Patrol to waypoint .. 11
16:2 - Patrol to waypoint .. 2
16:14 - Patrol to waypoint .. 14
16:16 - Patrol to waypoint .. 16
1:8 - Attack Waypoint .. 8
1:4 - Attack Waypoint .. 4
1:1 - Attack Waypoint .. 1
^ ^
1 2
1 | | The Action number to perform: |
| 0 | Attack |
| 1 | Attack Waypoint |
| 2 | Change Formation to |
| 3 | Move to waypoint |
| 4 | Move to Cell |
| 5 | Guard area (1/10th min) |
| 6 | Jump to line # |
| 7 | Attack Tarcom |
| 8 | Unload |
| 9 | Deploy |
| 10 | Follow friendlies |
| 11 | Do this |
| 12 | Set global |
| 13 | Invulnerable |
| 14 | Load onto Transport |
| 15 | Spy on bldg @ waypt |
| 16 | Patrol to waypoint |
2 | | Waypoint related to action, or other number related to it. |
|
(WHAT ONE REPRESENTS THE SIDE?)
[Trigs]
Ha, ha, ha. This one is a toughie:
[Trigs]
air6=0,0,0,1,0,-1,0,0,-1,0,29,-1,-1,4,7,10,-1,-1
lch5=0,2,0,0,27,-1,2,0,-1,0,36,-1,-1,-1,0,-1,-1,-1
win1=0,1,1,1,11,-1,2,11,-1,9,22,-1,26,-255,24,-1,-1,-1
los1=0,1,0,0,11,-1,1,0,-1,0,2,-1,-1,-255,0,-1,-1,-1
sea1=0,1,0,1,14,-1,0,0,-1,0,7,4,-1,-1,7,15,-1,-1
^ \_____________________________________________/
1 |
2
1 | Trigger name, as referred to in [UNITS], [STRUCTURES], and others (keep 3-6 chars) |
2 | See Next Bit |
Each trigger can be divided up as follows:
[Trigs]
air6=0,0,0,1|0, -1,0|0, -1,0|29,-1,-1,4 |7, 10,-1,-1
lch5=0,2,0,0|27,-1,2|0, -1,0|36,-1,-1,-1 |0, -1,-1,-1
win1=0,1,1,1|11,-1,2|11,-1,9|22,-1,26,-255|24,-1,-1,-1
los1=0,1,0,0|11,-1,1|0, -1,0|2, -1,-1,-255|0, -1,-1,-1
sea1=0,1,0,1|14,-1,0|0, -1,0|7, 4 ,-1,-1 |7, 15,-1,-1
^ ^ ^ ^ ^ \_____/ \_____/ \___________/ \_________/
Name | | | | | | | |
1 2 3 4 5 6 7 8
1 | 0 - No Loop, 1 - ??, 2 - Loop Trigger ** THANKS TO AL ** |
2 | Side Related To ** THANKS TO AL **
1=Greece
2=BadGuy
7=Turkey
9=USSR |
3 | ?? May determine AND/OR between events |
4 | ?? Or other trigger logic?? |
5 | Event |
6 | Event |
7 | Action |
8 | Action |
Typical event 27,-1,2 No Event 0,-1,0
^ ^ ^
1st 2nd 3rd
Typical action 22,-1,26,-255 No Action 0,-1,-1,-1
^ ^ ^ ^
1st 2nd 3rd 4th
From now on I'll refer to action and event settings like this:
ACTION EXAMPLE 1
----------------
1 Winner is (4=Side Number)
^ ^
1st No.=1 4th No.=Side Number All Other=-1 So...1,-1,-1,Side
ACTION EXAMPLE 2
----------------
24 Timer Stop (X)
^ ^
1st No.=24 ALL Others -1 So...24,-1,-1,-1
EVENT EXAMPLE
-------------
0 -No Event- (3=0)
^ ^
1st No.=0 3rd No.=0 So...0,-1,0
Note that there are two of each in a trigger, just slot the 3 or 4
sequence of numbers into the correct place.
Events:
-------
0 -No Event- (3=0)
1 Entered by (3=Side No.)
2 Spied by (??)
3 Thieved by (??)
4 Discovered by player (??)
5 House Discovered (??)
6 Attacked by anybody (3=0)
7 Destroyed by anybody (3=0)
8 Any Event (??)
9 Destroyed, Units, All (??)
10 Destroyed, Buildings, All (??)
11 Destroyed, All (3=Side No.)
12 Credits exceed (x100) (??)
13 Elapsed Time (1/10th min) (3=Time)
14 Mission Timer Expired (3=0)
15 Destroyed, Buildings, # (3=Num. Buildings)
16 Destroyed, Units, # (??)
17 No Factories left (??)
18 Civilians Evacuated (??)
19 Build Building Type (3=??)
20 Build Unit Type (??)
21 Build Infantry Type (??)
22 Build Aircraft Type (??)
23 Leaves map (team) (??)
24 Zone Entry by (3=??)
25 Crosses Horizontal Line (??)
26 Crosses Vertical Line (??)
27 Global is set (3=Global No.)
28 Global is clear (3=Global No.)
29 Destroyed, Fakes, All (??)
30 Low Power (3=Side No.)
31 All bridges destroyed (3=0)
32 Building exists
Side No.'s under Events are as follows:
?? Unknown
|
Actions
-------
0 -No Action- (X)
1 Winner is (4=Side No.)
2 Loser is (4=Side No.)
3 Production Begins (4=Side No.)
4 Create Team (2=Team No.)
5 Destroy All Teams (2=Team No.)
6 All to Hunt (4=Side No.)
7 Reinforcement (team) (2=Team No.)
8 Drop Zone Flare (waypoint) (4=Waypoint)
9 Fire Sale (4=Side No.)
10 Play Movie (4=Movie No.)
11 Text Trigger (ID num) (4=Text ID)
12 Destroy Trigger (3=Trig No.)
13 Autocreate Begins (4=Side No.)
14 ~don't use~ (??)
15 Allow Win (4=Side No.) (Seen one as 4=-1??)
16 Reveal all map (X)
17 Reveal around waypoint (4=Waypoint)
18 Reveal zone of waypoint (4=Waypoint)
19 Play sound effect (4=SFX No.)
20 Play music theme (?? 4=Theme No.)
21 Play speech (4=Speech No.)
22 Force Trigger (3=Trig No.) (Seen a 4=?? as well)
23 Timer Start (X)
24 Timer Stop (X)
25 Timer Extend (1/10th min) (?? 4=Time)
26 Timer Shorten (1/10th min) (4=Time)
27 Timer Set (1/10th min) (4=Time)
28 Global Set (4=Global No.)
29 Global Clear (4=Global No.)
30 Auto Base Building (??)
31 Grow shroud one 'step' (??)
32 Destroy attached building (X)
33 Add 1-time special weapon (4=Side No.)
34 Add repeating special weapon (4=Side No.)
35 Preferred target (4=Side No.)
36 Launch Nukes (X)
When Trig No. and Team No.'s are referred to by these
actions, 0 represents the 1st one in the list, 1 the
2nd and so on...
So when referring to team #34, you're referring to
the 33rd team you come to in the Teamtypes list.
Side No's under actions are different to events:
-255 Greece
-254 USSR
(+more) (Mail me if you know)
|
Some Examples
When all USSR destroyed, Greece Wins
Text I.D. Numbers
1=Objective 1 Complete
2=Objective 2 Complete
3=Objective 3 Complete
4=Defend Command Center
5=Destroy all Allied units and structures
6=Destroy all Soviet units and structures
7=Build your base
8=Find Einstein.
9=Get Einstein to the helicopter
10=Clear the way for the convoy
11=Time is running out!
12=Convoy approaching
13=Destroy all bridges
14=Get Spy into War Factory
15=Destroy all SAM sites
16=Get Tanya to the helicopter
17=Capture Radar Dome
18=Destroy Sub Pens
19=Keep the Chronosphere on-line
20=Restore full power
21=Get a spy into Command Center
22=Bring Kosygin back to your base
23=INCOMING TRANSMISSION
24=Capture the Command center!
25=Get engineers to control computers
26=Clear the naval channel
27=Capture all Tech centers
28=Destroy the Iron Curtain
29=Use engineers to operate computers
30=Re-program all generator computers
31=Hangar turret powering up. Standby
32=Turret deactivated
33=Acquire money to build your base
34=Destroy civilian forces and town
35=Secure the middle island
36=Get the convoy across the map
37=Run for it!
38=Capture the other tech centers
39=Don't approach the Chronosphere!
40=Kill the enemy spy
41=Disrupt Allied communications
42=Get trucks to other shore
43=Get engineers to coolant stations!
44=Use main terminal to shut down core
45=Meltdown Imminent!
46=Destroy convoy truck
47=Destroy Allied naval base
48=Destroy Radar domes
49=Capture the Chronosphere!
50=Get spy into enemy tech center
51=Einstein was killed
52=Tanya was killed
53=Radar Dome was destroyed
54=Command Center destroyed
55=Chronosphere self-destructed
56=All Engineers killed
57=Spy escaped
58=Time ran out
59=Convoy destroyed
60=Spy killed
61=Kosygin killed
62=Einstein was in tech center
63=Not enough available power
64=Charge placed on Generator
65=Find and Rescue captured Engineers
Try using [Tutorial] to have custom texts
Add a section to your INI as follows:
..
..
[Tutorial]
60=Test Message1 < This would replace one, does it work?
66=Test Message2 < This would create a new one, ??
If this doesn't work, try putting a TUTORIAL.INI file in the
redalert directory. Do the same, putting [TUTORIAL] at the top,
this should definately work.
Example: Triggers from ALLIED10
set0=0,0,0,1|13,-1,0|0,-1,0|7,0,-1,-1|7,1,-1,-1
^ ^ ^ ^
0/10 min elapsed None Create Team 0 Create Team 1
(send out teams 0 and 1 after 0 seconds)
for1=0,2,1,0|6,-1,0|28,-1,1|28,-1,-1,1|0,-1,-1,-1
^ ^ ^ ^
for1 attacked Global 1 clear Set Global 1 None
(building with 'for1' attacked and Global 1 is clear,
then set Global 1)
lch1=0,2,0,1|27,-1,1|0,-1,0|21,-1,-1,-203|22,-1,12,19
^ ^ ^ ^
Global 1 Set None Play Speech -203 Force Trigger 12
(Global 1 set then play Speech -203 and force trigger 12)
hrss=0,2,0,0|1,-1,1|0,-1,0|7,3,-1,-1|0,-1,-1,-1
^ ^
Celltrigger hrss entered by ? Reinforce team 3
(when celltrigger 'hrss' is entered by ?, team 3 is made)
bdt1=0,2,0,0,6,-1,1,0,-1,0,4,6,-1,-1,0,-1,-1,-1
bdtr=0,2,1,0,7,-1,2,13,-1,2,22,-1,6,-1,0,-1,-1,-1
bdt2=0,2,0,1,0,-1,0,0,-1,0,32,-1,-1,-1,32,-1,-1,-1
pek2=0,1,0,0,1,-1,1,0,-1,0,4,8,-1,-1,0,-1,-1,-1
pek1=0,1,0,0,1,-1,1,0,-1,0,4,7,-1,-1,0,-1,-1,-1
hrv1=0,2,2,0,1,-1,1,13,-1,35,3,-1,-1,-254,0,-1,-1,-1
alrt=0,9,0,1,1,-1,1,0,-1,0,13,-1,-1,-247,3,-1,-1,-247
narf=1,1,0,0,7,-1,0,0,-1,0,28,-1,-1,3,0,-1,-1,-1
lch2=0,2,0,1,0,-1,0,0,-1,0,17,-1,-1,19,28,-1,13,2
lch3=0,2,1,1,13,-1,2,27,-1,2,10,-1,-1,-170,22,-1,14,-1
lch4=0,2,0,1,0,-1,0,0,-1,0,27,-1,-1,596,11,-1,-1,24
los1=0,2,0,0,11,-1,1,0,-1,0,2,-1,-1,-255,0,-1,-1,-1
los2=0,1,0,0,14,-1,0,0,-1,0,2,-1,-1,-255,0,-1,-1,-1
win1=0,1,3,0,1,-1,1,7,-1,0,1,-1,-1,-255,2,-1,-1,-255
auto=0,2,2,1,1,-1,1,13,-1,200,13,-1,-1,-254,28,-1,-1,5
pdrp=0,2,0,1,1,-1,2,0,-1,0,7,18,-1,-1,7,19,-1,-1
tree=0,2,0,0,27,-1,5,0,-1,0,4,2,-1,-1,4,-1,-1,-1
tm3=0,2,0,0,13,-1,30,0,-1,0,4,23,-1,-1,0,-1,-1,-1
tm9=0,9,0,0,13,-1,90,0,-1,0,7,24,-1,-1,0,-1,-1,-1
tm15=0,2,0,0,13,-1,150,0,-1,0,4,25,-1,-1,0,-1,-1,-1
glb4=0,2,0,0,1,-1,1,0,-1,0,28,-1,-1,3,0,-1,-1,-1
mig1=2,9,1,0,28,-1,3,13,-1,400,7,26,-1,-1,0,-1,-1,-1
mig2=0,9,1,0,27,-1,4,13,-1,20,7,27,-1,-1,0,-1,-1,-1
yak1=2,9,1,0,28,-1,3,13,-1,270,7,10,-1,-1,0,-1,-1,-1
mig3=2,9,1,0,28,-1,3,13,-1,340,7,9,-1,-1,0,-1,-1,-1
yak2=2,9,1,0,27,-1,5,13,-1,70,7,28,-1,-1,0,-1,-1,-1
tm22=0,2,0,0,13,-1,220,0,-1,0,4,29,-1,-1,0,-1,-1,-1
lch5=0,2,0,0,27,-1,2,0,-1,0,36,-1,-1,-1,0,-1,-1,-1
for2=0,2,1,0,15,-1,15,28,-1,1,28,-1,-1,1,0,-1,-1,-1
for3=0,2,1,0,1,-1,1,28,-1,1,28,-1,-1,1,0,-1,-1,-1
for4=0,2,1,0,7,-1,0,28,-1,1,28,-1,-1,1,0,-1,-1,-1
for5=0,2,1,0,13,-1,900,28,-1,1,28,-1,-1,1,0,-1,-1,-1
lch6=0,1,1,1,13,-1,1,27,-1,2,11,-1,-1,23,19,-1,-1,-65463
txt1=2,2,1,0,13,-1,50,27,-1,2,11,-1,-1,24,0,-1,-1,-1
txt0=2,1,1,0,13,-1,50,28,-1,2,11,-1,-1,6,0,-1,-1,-1
txt2=0,1,0,1,13,-1,0,28,-1,0,11,-1,-1,6,4,31,-1,-1
txt3=0,0,1,0,13,-1,450,27,-1,2,11,-1,-1,11,0,-1,-1,-1
See SCNGUIDE.HTM for the credits...
You'll find the latest version of this text here:
http://www.geocities.com/TimesSquare/Arcade/5553
(c)Gavin Pugh 1997
rascenedit@geocities.com